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Below are the items from previous months, starting with January of 2012

Item #188: January 2012

Nordian Starspeeder 1000
Craft:Luxury Travel Craft
Type: Passenger Transport
Scale: Starfighter
Availability: 2,F
Length: 17 meters
Skill: Space Transports: Starspeeder 1000
Crew: 2 or 2 pilot droids
Passengers: 35
Cargo Capacity: 280kg
Consumables: 1 Week
Cost: 38,000 (new)/26,000 (used)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Uses astromech droid
Maneuverability: 1D
Space: 6
Atmosphere: 350;900 kmh
Hull: 2D
Shields: 1D
Sensors:
  Passive: 10/0D
  Scan: 25/1D
  Search: 40/2D
  Focus: 2/3D
Weapons:
  Laser Cannons (fire-linked)
    Fire Arc: Front
    Scale: Starfighter
    Crew: Pilot or Co-pilot
    Crew Skill: Starship Gunnery
    Fire Control: 1D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 2D
Description: Star Tours used to use these vessels exclusively for its fleet of luxury transports, until the company went belly up a few years back. They can still be seen on various back-water worlds as basic transports in-system and some private owners that swear by them.
Game Notes: This space transport is no longer made, but parts can be found relatively easy as they were constantly in need of repair. Once most of the parts have been replaced the ship works much better and requires less and less regular maintenance. One item of note: the weapons on the ship can be replaced with larger weapons and there is room for an additional power supply to cover the energy requirements.

Click on image for full size
 
 

Item #189: January-March

Nordian Starspeeder 3000 (MkI/MkII)
Craft:Luxury Travel Craft
Type: Passenger Transport
Scale: Starfighter
Availability: 2,R
Length: 16/19 meters
Skill: Space Transports: Starspeeder 3000
Crew: 2 or 2 pilot droids
Passengers: 20/40
Cargo Capacity: 600kg/350kg
Consumables: 1 week/2 weeks
Cost: 120,000 (n)/80,000 (u), 135,000 (n)/95,000 (u)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15/x14
Nav Computer: Uses astromech droid
Maneuverability: 1D
Space: 7/8
Atmosphere: 350;1000 kmh/370; 1100 kmh
Hull: 2D/2D+1
Shields: 1D+1
Sensors:
  Passive: 10/0D, 12/+1
  Scan: 25/1D, 30/1D+1
  Search: 40/2D, 50/2D+1
  Focus: 2/3D, 3/3D+1
Weapons:
  2 Laser Cannons (fire-linked)
    Fire Arc: Front
    Scale: Starfighter
    Crew: Pilot or Co-pilot
    Crew Skill: Starship Gunnery
    Fire Control: 1D+1
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 3D
Description: Star Tours used these vessels exclusively for its fleet of luxury transports until the company went belly up a few years back. They can still be seen on various back-water worlds as basic transports in-system and some private owners that swear by them. The MkI carried half the passengers and twice the cargo as the MkII. It was later discovered that most travelers using Star Tours did not need or require the cargo capacity provided. Production on the Starspeeder Mk I ended within a week of the findings and was quickly replaced with what is essentially an upgraded version of the Starspeeder 1000 with all of the 3000s added features.
The Mk II has many improvements over the Mk I (listed above after the slash), which increases the cost, but the changes are worth it.
Game Notes: This space transport is no longer made, but parts can be found relatively easy as they were constantly in need of repair. Once most of the parts have been replaced the ship works much better and requires less and less regular maintenance. One item of note: the weapons on the ship can be replaced with larger weapons and there is room for an additional power supply to cover the energy requirements.

Click on image for full size

Nordian Starspeeder 3000 MkII View 1"
Nordian Starspeeder 3000 MkII View 2
Nordian Starspeeder 3000 MkII Specifications
 
 

Item #190: January-March

Industrial Automaton SN-D1 Service Droid
Type: Service Droid
Class: 5th Degree
Scale Character
Cost: 1600
Availability: 1
Dexterity 2D: Dodge 4D
Perception 2D:
Strength 1D:
Knowledge 3D: Alien Species 4D, Bureaucracy 3D, Culinary Arts 5D, Cultures 3D, Languages 4D, Massage 5D
Mechanical 1D:
Technical 0D:
Weight: 51kg
Height: 1.6 meters
Move: 10
Equipment:
  -Two Humanoid Arms
  -Two Humanoid Legs
  -Two Human Range Visual Sensors
  -Feminine Programming
  -Services Database
Description: A new droid to the services arena, the SN-D1 Service Droid adds a certain "softness" to any encounter. Fully equipped to provide massages and great meals, this droid is well worth the cost. As an added bonus Industrial Automaton has incorporated space for addition hardware and software to allow customers the ability to upgrade and customize their service droid.
Game Notes: The bonus space for hardware and software equates to the addition of 3 new skills of any type rated up to 15D total. Each skill has a maximum limit of 7D.

Click on image for full size
 
 

Item #191: January-March

Draymak T-X4 Blaster Pistol
Type: Blaster Pistol
Skills: Blaster: T-X4
Weight: 2kg
Cost: 2000
Availability: 4,X
Body: 3D+2
Ammo: 100/50
Range: 3-20/40/80
Damage: 5D/6D
Description: No longer in the game, but on top of it, Draymak has out done themselves again with the creation of the T-X4 Blaster Pistol. This dandy weapon can, and does, put out the firepower of a heavy blaster without the penalties or the weight. In fact, this beauty weighs less than light blaster, even beating out some hold-outs. It is well designed and easy to use. Similar to others from the Draymak line, this weapon is easy to clean and repair, breaking into three seperate sections to allow easy access.
There is a second energy setting that allows the weapon to cause additional damage at the cost of 50% of the clip capacity.
Game Notes: An added security feature keeps the weapon from firing as soon as the release mechanism is touched for longer than two seconds. Pressing the release mechanism again enables it once all peices are in place. A secondary security device keeps the weapon locked when not held by the owner of the weapon. The owner must also be alive and conscious. If the weapon moves away from the owner by more than 10cm it will deactivate as well.
There is a special feature that can be added for an additional 2000 credits that causes the weapon to overload and explode in five rounds should anyone else try to use it. The overload automatically stops once released. If the being continues to hold the weapon to the end of the 25 second period, the weapon will explode with a force equal to 3D speeder scale plus 1 pip for every two rounds remaining in the clip. The blast radius is 1-2/3/5.
The extra damage feature reduces the clip capacity from 100 to 50, but adds 1D to the damage.

Click on image for full size
 
 

Item #192: January-March

Draymak Z-X9 Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Skill: Blaster: Z-X9
Weight: 2.5kg
Cost: 4000
Availability: 4,X
Body: 3D+2
Ammo: 50/25
Range: 3-25/50/100
Damage: 6D/7D
Description: No longer in the game, but on top of it, Draymak has out done themselves again with the creation of the Z-X9 Heavy Blaster Pistol. This dandy weapon can, and does, put out the firepower of a light repeating blaster without the penalties or the weight. In fact, this beauty weighs less than most heavy blaster pistols, even beating out many blaster pistols and sporting blasters. It is well designed and easy to use. Similar to others from the Draymak line, this weapon is easy to clean and repair, breaking into three seperate sections to allow easy access.
There is a second energy setting that allows the weapon to cause additional damage at the cost of 50% of the clip capacity.
Game Notes: An added security feature keeps the weapon from firing as soon as the release mechanism is touched for longer than two seconds. Pressing the release mechanism again enables it once all peices are in place. A secondary security device keeps the weapon locked when not held by the owner of the weapon. The owner must also be alive and conscious. If the weapon moves away from the owner by more than 10cm it will deactivate as well.
There is a special feature that can be added for an additional 3000 credits that causes the weapon to overload and explode in five rounds should anyone else try to use it. The overload automatically stops once released. If the being continues to hold the weapon to the end of the 25 second period, the weapon will explode with a force equal to 3D speeder scale plus 1 pip for every two rounds remaining in the clip. The blast radius is 1-2/3/5.
The extra damage feature reduces the clip capacity from 50 to 25, but adds 1D to the damage.

Click on image for full size
 
 

Item #193: January-March

Draymak LK-6 Blaster Rifle
Type: Blaster Rifle
Scale: Character or Speeder
Skill: Blaster: LK-6
Weight: 3kg
Cost: 6500 (clips are 150 each, booster coils are 1000 each)
Availability: 4,X
Body: 3D+2
Ammo: 25
Range: 3-75/150/300
Damage: 6D or 5D
Description: Not unlike other blaster rifles in the Draymak line, this one increases damage by a setting near the trigger. The number of shots remains the same but the scale of it changes to allow the owner to fire on speeders ond other larger vehicles with success.
Game Notes: The damage, once switched, changes from Character scale to Speeder scale. The number of shots is not reduced, but is instead funneled through a special chamber in the LK-6 that enhances the amount delivered. This process is very similar to a transformer in many respects.
The secondary trigger allows a second shot as a hair-trigger would. This takes practice however, and will force the user to learn the specialized skill of (s)Blaster: LK-6 to fully access this feature.

Click on image for full size
 
 

Item #194: April

Techno Union Attack Frigate
Craft: Ki’nak’il Collective Assemblies Skirmisher-class Assault Ship
Type: Attack frigate
Scale: Capital
Length: 425 meters
Availability: 3,X
Skill: Capital Ship Piloting: Skirmisher Assault Ship
Crew: 1010; Gunners: 80, Skeleton Crew: 450/+10
Crew Skill: Astrogation 3D+2, Capital Ship Piloting 4D+1, Capital Ship Gunnery 4D+2, Capital Ship Shields 4D, Sensors 4D (can vary widely)
Passengers: 280 (troops)
Cargo Capacity: 4000 metric tons
Consumables: 9 months
Cost: 118,000,000 (with carried craft: 190,000,000)
Hyperdrive Multiplier: x2
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 2D+2
Space: 6
Atmosphere: 300; 950kmh
Hull: 4D+1
Shields: 2D
Sensors:
  Passive: 25/+2
  Scan: 50/2D
  Search: 85/2D+2
  Focus: 3/4D

Carried Craft:
  Fighters: 24 starfighters (manned)
  Shuttles: 3 shuttles

Weapons:
  4 Heavy Turbolaser Cannons
    Fire Arc: turrets (2 on wing tips, 1 fore, 1 aft)
    Scale: Capitol Ship
    Crew: 4 each
    Crew Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-15/36/75
    Atmosphere Range: 6-30/72/150 km
    Damage: 5D
  24 Light Turbolaser Batteries
    Fire Arc: 8 forward, 6 left, 6 right, 4 back
    Scale: Capitol Ship Gunnery
    Crew: 1 (12), 2 (8), 3 (4)
    Crew Skill: Capitol Ship Gunnery
    Fire Control: 2D
    Space Range: 1-10/25/50
    Atmosphere Range: 2-20/50/100 km
    Damage: 3D+1
  4 Concussion Missile Tubes
    Fire Arc: front
    Scale: Capitol Ship
    Crew: 6 each
    Crew Skill: Missile Weapons
    Fire Control: 2D
    Space Range: 2-12/30/60
    Atmosphere Range: 4-24/60/120 km
    Damage: 7D
Description: As the corporate powers allied themselves with Count Dooku and talks began of secession from the Republic, they knew armed conflict with the Republic was likely. Separatist military strategists analyzed all the warships used by the allied companies, and the CIS Council decided to focus their combined resources on producing the best designs among them. In the years leading up to the Clone Wars, the Techno Union used Skirmisher assault ships to help escort the Union’s interstellar convoys of raw materials. Based on the attack frigate’s fine service record, the CIS decided to give the attack frigate a modest role in their combined navy.

The Skirmisher assault ship was designed and manufactured by Ki’nak’il Collective Assemblies, a small subsidiary of the Techno Union located on the Noe’hoen homeworld. KCA used the vast slave caste of Noe’a’hoen to secure low bid military contracts, for everything from small arms and construction vehicles to starfighters and small capital ships. The Skirmisher attack frigate sold on the open market as a patrol and picket ship before the CIS purchased the entire production run.

Designed for patrol and interception, the assault ship boasts modest engines and decent maneuverability. With heavy turbolaser cannons and concussion missiles, squadrons of assault frigates have the firepower to handle smaller destroyers and cruisers. Although underpowered, its light turbolasers serve as a capable defense against light frigates, corvettes, and smaller raiding vessels. Often, Skirmisher Assault Ships are outfitted with squadrons of the Collective Assemblies’ Eviscerator heavy fighters.

The assault ship played a minor role in the Separatist Navy, although it did have a larger presence in the Outer Rim battles. Republic attacks late in the Clone Wars devastated the shipyards at Noe’a’hoen, crippling the Collective Assemblies’ military production. However, the Skirmisher frigate could still be seen in Mid and Outer Rim planets’ defense patrols for decades after the end of the war.

1st Carried Craft: Fighters (24)
TU Zaon X-30
Craft: Fast Attack Fighter
Type: Space Fighter
Scale: Starfighter
Availability: 4,X
Length: 16 meters
Skill: Starfighter Piloting: X-30
Crew: 1
Passengers: 0
Cargo Capacity: 35kg
Consumables: 2 weeks
Cost: 2,500,000
Hyperdrive Multiplier: x1
Hyperdrive Backup: x16
Nav Computer: Yes
Maneuverability: 3D (2D in atmosphere)
Space: 10
Atmosphere: 500;850 kmh
Hull: 4D
Shields: 2D
Sensors:
  Passive: 15/+1
  Scan: 30/+2
  Search: 60/+1D
  Focus: 3/+2D
Weapons:
  Twin Heavy Blaster Cannons
    Fire Arc: Forward
    Scale: Starfighter
    Crew: 1 (pilot)
    Crew Skill: Starship Gunnery
    Fire Control: 3D+1
    Space Range: 2-12/25/50
    Atmosphere Range: 200-1.2/2.5/5 km
    Damage: 7D
Description: This fighter has exceptional punch from heavy blaster cannons, but lacks atmospheric speed and maneuverability. It has great armor and descent shields to defend itself and is quite fast in space as it was designed for this arena. The added bonus of a navigational computer and a military grade hyperdrive make the X-30 versatile and well.
Game Notes: The second crew member can take over flight controls of the craft should the pilot become unconscious or killed.
Techno Union Fighter

2nd Carried Craft: Shuttles (3)
TU Zaon S-438
Craft: Troop / Ground Support Transport
Type: Space Transports
Scale: Starfighter
Availability: 4,X
Length: 12 meters
Skill: Space Transports: S-438
Crew: 2
Passengers: 30
Cargo Capacity: 50mt
Consumables: 4 weeks
Cost: 2,000,000
Hyperdrive Multiplier: x2
Hyperdrive Backup: x17
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 350;700 kmh
Hull: 3D+1
Shields: 2D
Sensors:
  Passive: 20/+2
  Scan: 40/+1D
  Search: 800/+2D
  Focus: 4/+3D
Weapons:
  Blaster Cannon
    Fire Arc: Forward
    Scale: Starfighter
    Crew: 1 (pilot or copilot)
    Crew Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 2-12/25/50
    Atmosphere Range: 200-1.2/2.5/5 km
    Damage: 5D
  Auto Blaster Cannon
    Fire Arc: Turret (front ventral)
    Scale: Starfighter
    Crew: 1 copilot
    Crew Skill: Starship Gunnery
    Fire Control: 3D+1
    Space Range: 1-10/20/40
    Atmosphere Range: 100-1km/2km/4km
    Damage: 5D (see below)
Description: This troop shuttle is well equipped to defend those it brings to a battle zone. No only does this ship have a forward cannon, but sports a turreted auto blaster that aids in clearing a landing zone of enemy emplacements and troops. There are also two hard points to either side of the main troop area that provide additional fire support for exiting and entering troops and wounded. This shuttle can also be used for extractions.
Game Notes: The auto cannon is certainly unique in that it causes damage as a starfighter with the improved accuracy against smaller targets enabling the weapon to become, in effect, a speeder scale weapon for targeting purposes. Unfortunately, the Techno Union has not shared this technology with anyone other than their own military. Only half a dozen are known to have escaped their control with only two currently in use - one within a pirate group, the other by a private mercenary group.
Techno Union Shuttle

Click on image for full size
 
 

Item #195: April

Nordian Predator Carrier
Craft: Heavy Carrier
Type: Carrier
Scale: Capital
Availability: 4,X
Length: 370 meters
Skill: Capital Ship Piloting: Predator
Crew: 750; Gunners: 40, Skeleton Crew: 220/+15
Crew Skill: Highly variable
Passengers: 10 (guests) and 80 (troops)
Cargo Capacity: 1000 metric tons
Consumables: 1 year
Cost: 92,400,000 (with carried craft: 150,520,000)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x14
Nav Computer: Yes
Maneuverability: 1D+1
Space: 7
Hull: 4D+2
Shields: 2D+2
Sensors:
  Passive: 20/+1D
  Scan: 40/+2D
  Search: 80/+3D
  Focus: 5/+4D

Carried Craft:
Fighters: 20 (see below)
Bombers: 5 (see below)

Weapons:
  2 Burst Fire Cannons
    Fire Arc: 1 Fore Turret, 1 Aft Turret
    Scale: Capitol
    Crew: 10 (can also be set to autofire)
    Crew Skill: Capitol Ship Gunnery (computer skill of 6D)
    Fire Control: 3D (+2D on autofire)
    Space Range: 3-15/30/60
    Atmosphere Range: 300-1.5/3/6 km
    Damage: 7D
  16 Defensive Chaff Launchers
    Fire Arc: 8 Rear Dorsal, 4 Port, 4 Starboard
    Scale: Capitol Ship
    Crew: 1 gunner
    Crew Skill: Capitol Ship Gunnery
    Fire Control: N/A
    Space Range: 2-30
    Atmosphere Range: 200m-3km
    Damage: +2D to defensive rolls to avoid missiles and +1D to avoid detection for up to 40 seconds
Description: Perfect for the War lord or that special being needing unique protection. This heavy carrier is well suited for any system army or the discerning trillionaire out to guard the wealth. The vessel houses 20 custom fighters and 5 specialized bombers along with enough troops to send in for recovery missions or guard duty while the ruler/owner is out and about. The ship has the latest in rapid fire turrets for protection of important cargo and fire six times faster than similar weapons currently on the market. Each burst fire cannon has its own power supply for constant charge capacity. The accoutrements are suited for royalty and as many as 10 guests (not withstanding the fact that this ship has been designed for combat).
Game Notes: The ship can be purchased without fighters or bombers, but bought together there is an overall 5% discount.

Click on image for full size


1st Carried Craft: Fighters (20)
Nordian Banshee Fighter
Craft: Heavy Fighter
Type: A/F Fighter
Scale: Starfighter
Availability: 4,X
Length: 25 meters
Skill: Starfighter Piloting: Banshee
Crew: 1
Passengers: 0 (1 in an emergency, see below)
Cargo Capacity: 150kg (see below)
Consumables: 3 weeks
Cost: 3,500,000
Hyperdrive Multiplier: x1
Hyperdrive Backup: x17
Nav Computer: No, R2 Droid
Maneuverability: 3D+1
Space: 11
Hull: 4D
Shields: 3D
Sensors:
  Passive: 15/+1
  Scan: 30/+2
  Search: 60/+1D
  Focus: 3/+2D
Weapons:
  2 Double-Barrel Burst Fire Cannons
    Fire Arc: Forward
    Scale: Starfighter
    Crew: 1 (pilot)
    Crew Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 2-10/20/40
    Atmosphere Range: 200-1.0/2/4 km
    Damage: 6D
  8 Defensive Chaff Launchers
    Fire Arc: Rear Dorsal
    Scale: Starfighter
    Crew: 1 (pilot)
    Crew Skill: Starship Gunnery
    Fire Control: N/A
    Space Range: 2-30
    Atmosphere Range: 200m-3km
    Damage: +2D to defensive rolls to avoid missiles and +1D to avoid detection for up to 30 seconds
Description: The Banshee Heavy Fighter is sleek and well designed in that it can avoid fire while targeting other craft. The smooth design allows for fantastic maneuverability and speed complimented by a military-grade sensor suite. This fighter can fly paster than nearly every fighter currently on the market. An additional bonus is the ease in which this craft can be repaired. All the major components have been given easy access to make replacements 30% faster than any other fighter.
Game Notes: The Banshee Heavy Fighter can carry 150kg of cargo or an additional passenger and 30kg of cargo.

Click on image for full size

Nordian Banshee Fighter Diagram Views

2nd Carried Craft: Bombers (5)
Nordian Decimator Heavy Bomber
Craft: Heavy Bomber
Type: Fighter/Bomber
Scale: Starfighter
Availability: 4,X
Length: 23 meters
Skill: Starfighter Piloting: NHB
Crew: 1
Passengers: 1 (see below)
Cargo Capacity: 150kg (see below)
Consumables: 3 weeks
Cost: 2,900,000
Hyperdrive Multiplier: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 9
Hull: 5D
Shields: 2D+2
Sensors:
  Passive: 10/+2
  Scan: 20/+1D
  Search: 40/+1D+2
  Focus: 3/+3D
Weapons:
  4 Burst Fire Cannons
    Fire Arc: Forward
    Scale: Starfighter
    Crew: 1 (pilot)
    Crew Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 2-10/20/40
    Atmosphere Range: 200-1.0/2/4 km
    Damage: 6D
  Dual Bomb Chutes
    Fire Arc: Rear Ventral
    Scale: Starfighter
    Crew: 1 (pilot)
    Crew Skill: Starship Gunnery
    Ammo: 16 each
    Fire Control: 3D+2
    Space Range: 2-10/20/40
    Atmosphere Range: 200-1.0/2/4 km
    Blast Radius: 30 meters
    Damage: 10D (much the same as a concussion missile
  8 Defensive Chaff Launchers
    Fire Arc: Rear Ventral
    Scale: Starfighter
    Crew: 1 (pilot)
    Crew Skill: Starship Gunnery
    Fire Control: N/A
    Space Range: 2-30
    Atmosphere Range: 200m-3km
    Damage: +2D to defensive rolls to avoid missiles and +1D to avoid detection for up to 30 seconds
Description: Certainly one of the best, the Decimator Heavy Bomber can pulverize a 28,800 square meter area in a matter if seconds and defend itself against fighters and other forms of attack at the same time. No other bomber on the market can say that, let alone do it. Sthe cost is high, but the reward of being able to walk away from nearly any altercation, having decimated the enemy in the process, is worth every credit.
Game Notes: The Decimator Heavy Bomber can carry either 150kg of cargo or an additional passenger and 30kg of cargo.

Click on image for full size
 
 

Item #196: April

Nordian Shadow of Demos Assault Frigate
Type: Assault Frigate
Scale: Capital
Length: 560 Meters
Skill: Capital Ship Piloting: Shadow of Demos
Crew: 5073; Skeleton Crew: 2385/+10
Crew Skill: Astrogation 4D+1, Capital Ship Piloting 5D+2, Capital Ship Shields 4D+1, Capital Ship Gunnery 5D+2, Sensors 5D
Passengers: 550 troops
Cargo Capacity: 8500 tons
Consumables: 1.5 Year
Cost: 15,900,000 (new); 8,500,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D+1
Space: 7
Atmosphere: 350; 930kmh
Hull: 5D+2
Shields: 3D (+3D backup)
Sensors:
  Passive: 50/1D
  Scan: 100/2D
  Search: 160/3D
  Focus: 5/4D

Carried Craft:
Fighters: 12 (see below)
Shuttles: 1 Shuttle (see below)

Weapons:
  10 Turbolaser Batteries
    Scale: Capital
    Fire Arc: Turret
    Fire Control: 3D
    Space: 3-15/36/75
    Atmosphere: 6-30/72/150 Km
    Damage: 8D+2
  8 Turbolaser Cannons
    Scale: Capital
    Fire Arc: Turret
    Fire Control: 3D
    Space: 3-15/36/75
    Atmosphere: 6-30/72/150 Km
    Damage: 6D
  8 Light Turbolaser Cannons
    Scale: Capital
    Fire Arc: Turret (3L, 3R, 2F, 2R)
    Fire Control: 3D
    Space: 3-12/30/70
    Atmosphere: 6-25/65/135 Km
    Damage: 6D
  10 Quad Laser Cannons
    Scale: Starfighter
    Fire Arc: Turret
    Fire Control: 3D
    Space: 3-12/30/60
    Atmosphere: 6-24/60/120 Km
    Damage: 6D
  4 Concussion Missile Launchers
    Scale: Capitol
    Fire Arc: 1 Front, 1 Left, 1 Right, 1 Rear
    Fire Control: 2D
    Space: 1-5/12/25
    Atmosphere: 2-10/24/50 Km
    Ammo: 15 each
    Damage: 9D

Description: The Shadow of Demos Assault Frigate is a new Nordian design built with traditional standards of combat worthiness, spacious interiors and excellent sublight speeds. This frigate has many weapons for its size and is well suited for the roll of a frigate even though it is quite a bit thinner than others of its class. In fact, it has taken on the additional honorary title of "Heavy" frigate recently and has proven itself combat worthy through testing in the Outer Rim in actual battles for various planetary and sector governments. The vessel comes with a heavy, thick hull and great shields that can regenerate similar to Mon Calamari ships of similar size. The price is reasonable, but still falls on the side of expensive to all but the most powerful sector and regional lords and the Empire. The Empire, however, has deemed the craft not cost effective enough for major fleet additions so the ship has not sold well except in the Mid and Outer Rims.
As this ship is highly customizable variations have seen this ship as a fully defendable bulk transport with large cargo holds in place of the small fighter compliment the standard model comes with. Stats for both versions, including the fighters, have been listed.

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Carried Craft: Fighters (12)
Nordian D-Blade Fighter
Craft: Nordian D-Blade Starfighter
Type: Short Range Fighter
Class: Starfighter
Length: 9 meters
Skill: Starfighter Piloting: D-Blade
Crew: 1
Passengers: 0
Cargo Capacity: 5kg
Consumables: 1 week
Cost: 128,000 (new), 96,500 (used)
Hyperdrive: None
Nav Computer: No
Maneuverability: 4D+2
Space: 11
Atmosphere: 900; 1250 kmh
Hull: 3D
Shields: 1D
Sensors:
  Passive: 10/2
  Active: 20/1D
  Search: 30/2D
  Focus: 2/2D+1
Weapons:
  2 Auto Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+1
    Space Range: 1-5/15/30
    Atmosphere Range: 100-500/1.5 km/3 km
    Damage: 6D
  2 Blaster Cannons (can be fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D or 2D+2 (fire-linked)
    Space Range: 1-10/20/40
    Atmosphere Range: 100m-1 km/2 km/4 km
    Damage: 5D
Description: This fighter is perhaps the most unique in the industry. The weapons are powered by their own power supplies that have been reduced in size to allow them to fit in the craft. The armor is lighter than most other craft of similar size (TIE Fighters) and the shields are improved to the point where they could be added.

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Carried Craft: Shuttle (1)
Nordian X-107 Long Range Troop Shuttle
Craft: Nordian X-107
Type: Long Range Troop Shuttle
Class: Starfighter
Length: 19.5 meters
Skill: Starfighter Piloting: X-107
Crew: 2
Passengers: 12 (troops)
Cargo Capacity: 2 metric tons
Consumables: 2 months
Cost: 129,000 (new), 85,000 (used)
Hyperdrive: x1
Hyperdrive Backup: x13
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Atmosphere: 380; 1000 kmh
Hull: 5D+2
Shields: 1D+1
Sensors:
  Passive: 15/0D
  Active: 25/1D
  Search: 40/2D
  Focus: 1/2D
Weapons:
  2 Heavy Laser Cannons (fire linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1-4/15/30
    Atmosphere Range: 100-400/1.5/3.0 km
    Damage: 5D
Description: CEC developed this long-range courier/troop shuttle for military use. While it saw some use in such a capacity it saw more success in the arena of a civilian craft used to ferry passengers and equipment. However, Nordian found a better use and bought out the contract from CEC and added heavy laser cannons, heavier armor, upgraded shields, a better hyperdrive and improved sublight engines, then renamed it the X-107 Troop Transport. Because of all the changes the ship looks almost nothing like the civilian courier it once was. The new role as a troop transport has greatly improved the sale of the craft and it proved itself useful when carried on board the Shadow of Demos Assault Frigate.

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Item #197: April

Zentarian L45 Medium Powered Armor
Type: Medium Combat Armor
Powered: Fusion power supply. Controlled by built-in Computer.
Protection: +2D/+3D/+1D to Strength and all skills
Protects the Following: All. A repair kit is included in the price.
Weight: 18 kg
Availability: 3,X
Cost: 4,350,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60 km range. 8 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Radiation/EMP Shielding: 4 Rounds
Electrical Shielding
Fire Shielding
Water Sealed: works down to 300 meters
Macrobinoculars: Adds +2D to Search for objects 50-100 meters away. Adds +1D to Search for objects 100-300 meters away. Scomp-linked to three weapons to reduce ranges by one level. Example: long range becomes medium, medium becomes short
Stealth System: Adds +1D to Sneak and adds +10 to sensor rolls when using the Armor Variable Color System (AVCS). This system cannot be used when the on board computer system is in Full Battle Mode or Combat Mode.
Sensors: IR, Low-Light, Motion, Thermal, Ultrasound, UV
  Thermal, Ultrasound
    Passive: 60 m/+2
    Scan: 120 m/+1D
    Search: 240 m/+2D
    Focus: 4 m/+3D
  IR, UV
    Passive: 130 m/+1D
    Scan: 260 m/+2D
    Search: 340 m/+3D
  Low-Light, Motion
    Passive: 200 m/+1D
    Scan: 400 m/+2D
    Search: 550 m/+3D
Sealed Enviro System:
  Neuro Sensors in helmet monitor body activity
  3 hrs LOX/Air Filtration system
  60 minutes of survival time in space
  Comm. system with translator (+2D to Languages [does not include all languages]) and an external amplified speaker
12 Slot Computer System: Three I/O ports
  Capabilities: (PWR: 3D, MEM: 20D)
  Programs:
  • Access Plus: 2 slots; Adds +2D to Computer Program/Repair rolls. The +2D may be added to computer spikes rated at 6D or less.
  • Melee Majic: 2 slots; Adds +1D to Melee Combat after two rounds. Must be used with movement sensors and the Sensor Program. Requires Dexterity Boosters (not included in price) to be installed in the armor. Already installed in this suit of armor.
  • Brawler: 1 slot; Allows +1 to +2D to be added to Brawling Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor. This armor already has both installed.
  • 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).
  3 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.
  Security System: Auto destruct of data and programs. Active virus for I/O ports.
Self Destruct: Must be activated. Goes off in 1D6 rounds. 10D damage as Thermal Detonator
Weapon/Non-Weapon Systems:
  -Dual Retractable Vibroblades: STR+3D
  -Wrist Laser: 45 shot power pack. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-5/25/50
  -Turbo Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Range; 0-3/10/20), magnetic grappling "hook."
Description: This suit of armor is designed to compete with Draymak armor, but at a cheaper cost. Some of the systems are well designed and overall the suit is up for the task.
Game Notes: This armor is not as efficient as Draymak armor and the sensors are not as good, but for the price it is well worth it.

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Item #198: April

Zentarian T90 Heavy Powered Armor
Type: Heavy Combat Armor
Powered: Fusion power supply. Controlled by built-in Computer.
Protection: +3D/+4D/+1D+2 to Strength and all skills
Protects the Following: All. A repair kit is included in the price.
Weight: 22 kg
Availability: 3,X
Cost: 6,350,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60 km range. 8 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Radiation/EMP Shielding: 6 Rounds
Electrical Shielding
Fire Shielding
Water Sealed: works down to 350 meters
Macrobinoculars: Adds +2D to Search for objects 50-100 meters away. Adds +1D to Search for objects 100-300 meters away. Scomp-linked to three weapons to reduce ranges by one level. Example: long range becomes medium, medium becomes short
Stealth System: Adds +1D to Sneak and adds +10 to sensor rolls when using the Armor Variable Color System (AVCS). This system cannot be used when the on board computer system is in Full Battle Mode or Combat Mode.
Sensors: IR, Low-Light, Motion, Thermal, Ultrasound, UV
  Thermal, Ultrasound
    Passive: 60 m/+2
    Scan: 120 m/+1D
    Search: 240 m/+2D
    Focus: 4 m/+3D
  IR, UV
    Passive: 130 m/+1D
    Scan: 260 m/+2D
    Search: 340 m/+3D
  Low-Light, Motion
    Passive: 200 m/+1D
    Scan: 400 m/+2D
    Search: 550 m/+3D
Sealed Enviro System:
  Neuro Sensors in helmet monitor body activity
  3 hrs LOX/Air Filtration system
  60 minutes of survival time in space
  Comm. system with translator (+2D to Languages [does not include all languages]) and an external amplified speaker
14 Slot Computer System: Three I/O ports
  Capabilities: (PWR: 4D, MEM: 22D)
  Programs:
  • Auto Fire: 3 slots; Must be used with powered armor. Must be used with all sensors and the Sensor, Bounty and Hostilities programs. Program will automatically make the users armor draw a predesignated weapon from its holster (after a hostile target has been detected) and fire a preprogrammed number of times. The person in the armor need not have seen the target for this to work. Program uses all onboard sensors +3D to locate and shoot at targets (viable targets are those on bounty list or have visible hostile intentions toward the user like pointing a weapon at the user). If targets Perception roll does not beat the programs Sensor +3D roll then the user gets an auto attack free and can respond normally (attack acts as a free action). If the targets roll beats the programs roll then the user can't Dodge or otherwise counter any return fire or actions against the target until the following round. Recommended for targets wanted dead only.
  • Access Plus: 2 slots; Adds +2D to Computer Program/Repair rolls. The +2D may be added to computer spikes rated at 6D or less.
  • Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
  • Brawler: 1 slot; Allows +1 to +2D to be added to Brawling Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor. This armor already has both installed.
  • 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.
  • 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.
  • 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).
  • Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill.
  • Melee Majic: 2 slots; Adds +1D to Melee Combat after two rounds. Must be used with movement sensors and the Sensor Program. Requires Dexterity Boosters (not included in price) to be installed in the armor. Already installed in this suit of armor.
  • 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).
  • 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).
  • 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.
  • 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.
  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.
Self Destruct: Must be activated. Goes off in 1D6 rounds. 11D damage as Thermal Detonator
Weapon/Non-Weapon Systems:
  -Dual Retractable Vibroblades: STR+3D
  -Wrist Laser: 45 shot power pack. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-5/25/50
  -Turbo Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Range; 0-3/10/20), magnetic grappling "hook" and standard hook.
Description: This suit of armor is designed to compete with Heavy Draymak armor, but at a cheaper cost. Some of the systems are well designed and overall the suit is up for the task.
Game Notes: This armor is not as efficient as Heavy Draymak armor and the sensors are not as good, but for the price it is well worth it.

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Item #199: April

Nordian Dura-Smasher
Type: Heavy Blaster Pistol
Scale: Character
Skill: Blaster: Dura-Smasher
Weight: 3kg
Cost: 2500
Availability: 3,X
Body: 2D+1
Ammo: 20
Range: 1-4/8/16 *
Damage: 6D+2/5D+2/4D+1 *
Blast Radius: 1/2/4 *
Description: Built to tackle those pesky doors that seem to block entrance into a ship or establishment when you really need to get in. This blaster is also effective against more that one target at a time provided they are not too far apart.
Game Notes: * This blaster is designed to knock down duracrete doors and some walls, depending on their thickness. If the wall or door is less than .2 meters the weapon causes normal damage. If the wall or door is thicker than .2 meters to .3 meters then -1D from the damage. The weapon will not work on doors or walls thicker that .3 meters. It will not work on blast doors of any size. There is a modification that can be done to the blaster that increases damage by +1D, but lowers the number of shots to 5. This increase will compensate for the -1D of .2 to .3 meter thick doors and walls, but will not allow it to affect doors and walls that are thicker than .3 meters.

Targets caught in the blast radius are damaged normally. The maximum number of targets affected is based on range; 2 at short range, 3 at medium range and 6 at long range. Also note that because this weapon penetrates walls and doors it can also penetrate humanoid targets if it kills the first one. Range is reduced by half and will not affect more that one additional target behind the first.

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Item #200: April

Zentarian 3D-BBL
Type: Bubble Blaster
Scale: Character
Skill: Blaster: 3D-BBL
Weight: 4kg
Cost: 78,000
Availability: 4,X
Body: 3D
Ammo: 50
Range: 3-100/200/400 or 5-100/200/400
Damage: 5D+2 or 3D+2 and 6D+2 Stun
Description: Unique in its delivery method, this blaster can take down some of the largest targets without a fight and with or without killing them. The modified payload from this blaster rifle is similar to a Glop Grenade and a Stokhli Spray Stick in that it forms a shell or barrier around the target that is nearly impossible to break. In fact, the material used acts very similar to the spray in a Stokhli stick in that it can resist lightsabre blows as it forms. The spray will disolve on its own after 30 minutes or immediately if the catalyst spray is used. One can is included in the price with additional cans costing 200 credits each.
Game Notes: The spray solidifies around its target and stuns them. The stun setting can be adjusted up to the maximum amount and they can be continuously stunned due to the microfiber link back to the weapon. Each can of catalyst spray holds 20 applications.

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Item #201: April

Zentarian T-Snip
Type: Sniper Rifle
Scale: Character
Skill: Blaster: T-Snip
Weight: 4.5kg
Cost: 34,500
Availability: 4,X
Body: 3D
Ammo: 50
Range: 3-150/300/600
Damage: 6D
Description: A superior sniper rifle that comes with an integrated scope and great range. Even the damage is excellent compaired to other rifles in its class.
Game Notes: The scope adds +1D+1 to hit if aimed for at least one full round. The most unique feature are the blasts from this weapon. They have been designed such that they can be made nearly invisible by removing the color from the blast. Damage and range are not reduced. Any color in the visible light spectrum may also be used for the blast of the weapon.

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Item #202: April

Zentarian Ghost
Type: Combat Speeder Bike
Scale: Speeder
Skill: Repulsorlift Ops: Ghost
Length: 3.6 meters
Crew: 1
Passengers: n/a
Cargo Capacity: 35kg
Cover: 1/2
Cost: 38,000 (new), 29,000 (used)
Maneuverability: 3D
Move: 120; 450kmh
Body: 3D+2
Sensors:
  Passive: 250m/1D
  Scan: 500m/2D
  Search: 1000m/3D
Weapons:
  2 Dual Heavy Blaster Cannons (fire-linked)
    Fire Arc: Front
    Fire Control: 2D+1
    Range: 5-400m/800m/2.5km
    Damage: 6D
  2 Countermeasure Launchers
    Fire Arc: 1 Left, 1 Right
    Fire Control: 1D
    Ammo: 6 (each side, fire-linked)
    Range: 5-20/40/80m (see notes)
    Damage: 0D
    Blast Radius: 0-2/4/8m (see notes)
    NOTES: The countermeasures from this system are the standard type of chaff with an added component. Included with the chaff are small metal pellets that contain a short-lived electronic system that produces a broad-spectrum jamming signal with a radius equal to the listed blast radius. This adds +2D to the target number of any missile or rocket following the speeder, and that much more likely to explode on impact with the chaff.
Description: The 'baddest' little military speeder on the market today, the Ghost is a power hitter that can defend itself against all but the most determined enemies. It has even been known to take down an AT-ST on occasion.
Game Notes: One of the best features is the Sensor Reflective Coating that adds +1D to sensor rolls to lock on or detect the speeder. The only drawback is that any hit to the vehicle has a 50% chance to remove the coating in that area only, reducing the overall protection by -1 pip. This reduction is cumulative. Actual damage removes the coating automatically in the area of the hit and reduces the protection by -1 pip per hit. Note, however, that the coating can be repaired up to three times (one pip each) with the included kit.
GM Note: Some of you may recognize this vehicle from the popular game - HALO.

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Item #203: April

Ubrikkian 300-L Utility Floater
Type: Cargo landspeeder
Scale: Speeder
Skill: Repulsorlift Ops: 300-L
Length: 2.35 meters
Crew: 1
Passengers: 6
Cargo Capacity: 2 metric tons or 50kg (passenger items)
Cover: 1/2 (pilot), 1/4 (passengers)
Cost: 2,700 (new), 1000 (used)
Maneuverability: 2D
Move: 80; 230kmh
Body Strength: 1D+2
Sensors: None
Weapons: None
Description: Ubrikkian designed the 300-L utility floater to be robust, compact, and economical. In storage configuration, the floater can fit in a 2.2 cubic meter space. Its cargo platforms can fold out from their position flush with the speeder's fuselage, and if passengers are the cargo of choice, six chairs fold out for convenience.

Unfortunately, when the designers at Ubrikkian put the 300-L together they put little thought to comfort. Reviews for the floater list the highest complaint is the cramped pilot area and uncomfortable padding on the passenger seats. However, when weighed against the benefits of a powerful repulsor engine, a collapsible design, and an agreeable price tag, the discomfort hasn't kept the 300-L from being a popular model for free traders in the galaxy.

Click on image for full size

Utility Floater Tri-View
 
 

Item #204: May-August

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

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

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Item #205: May-August

Zentarian AGL-X
Type: Vehicle Grenade Launcher
Scale: Speeder
Skill: Vehicle Weapons: AGL-X
Weight: 68kg
Cost: 15,250
Availability: 3,X
Body: 3D
Ammo: 100
Range: 5-150/300/600
Damage: 5D
Blast Radius: 3-6/10/15
Description: A permanent addition to any vehicle that can mount this type of weapon, the AGL-X is perfect for hunting down escaping vehicles and beings just won't stop when ordered to do so.
Game Notes: The ammo feed comes from inside the vehicle it is mounted to so that it is better protected from enemy fire. Any available turret mount can support this weapon with only minor modifications. The AGL-X can also be mounted on Drop Ships for clearing the area prior to deploying troops. Extra grenade belts are 950 credits each for standard grenades. Other types of grenades are available, just add 15% to the cost for 100 of whatever type is selected.

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Item #206: May-August

Nordian LSA-12 Light Armor
Type: Light Armor
Powered: No (+1D Dexterity boosters added)
Protection: +2D/+1D
Protects the Following: All except: buttox, upper chest (an additional armor plate can be added for 700 credits), upper legs and inside of arms.
Repair Kit: Capable of repairing 3 Light damage and 2 Moderate damage levels before needing replacement.
Weight: 5 kg
Availability: 3,R
Cost: 38,000
Breath Mask: Detachable. Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60 km range. 8 scrambled channels. Scans all frequencies.
Flash Protection: Detachable. Reduces the effects of bright flashes by one half (-2D instead of -4D).
Fire Shielding Adds +1D+1 to resist normal fire damage (does not stop plasma fire damage or acid damage)
Electrical Shielding: Adds +2D to resist stun damage.
Weapon/Non-Weapon Systems:
  -Dual Retractable Vibro-Shivs: STR+1D+2
Description: Designed exclusively for governmental security troops in various systems throughout the galaxy. Comes with a removable Shield that adds +3D to resist energy damage provided it blocks the attack. Coverage is 1/4 but must be used like shields on a ship in order to block the attack. The skill used for this is Dodge, but must be stated that the shield will be used to block certain attacks in front of and 45 degrees left or right. The shield had a strength of 5D when trying to shoot through the barrier.

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Item #207: May-August

Zentarian MGV Rifle
Type: High Voltage Blaster Rifle
Scale: Character
Skill: Blaster: MGV
Weight: 4.5kg
Cost: 11,000
Availability: 3,R
Body: 2D
Ammo: 100
Range: 3-50/100/200
Blast Radius: 0-.5 meters
Damage: 5D +5D Stun
Description: The MGV produces 150,000 volts of electrical current that is condensed with a plasma core. This allows the weapon to be effective against modern armor. The stun effect adds to the damage so that two strength rolls are required to resist.
Game Notes: The plasma container must be replaced after every 200 shots. Armor that is protected against electricity can reduce the damage by 25%. Armor that is also protected against EMP bursts adds another 25% reduction for a total of 50%. If the hit roll is 15 points higher that the target number the armor will automatically take serious damage with appropriate effects added based on the
powered armor damage chart. Anyone within the blast radius takes half damage and does not receive the plasma effects. In other words, if that being has on armor that is protected against electricity, they will receive no damage at all.

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Item #208: May-August

Draymak Mini Max Servant Droid
Type: 3rd Degree Droid
Scale Character
Cost: 9500
Availability: 2,F
Dexterity 3D: running 4D
Perception 3D: search 4D
Strength 4D: brawling combat 4D, lifting 4D
Knowledge 2D: alien species 3D, culinary arts 4D, cultures 3D, home economics 4D, languages 3D
Mechanical 1D: repulsorlift ops 3D
Technical 2D: computer ops 3D, computer program/repair 4D, cooking tool repair 4D, first aid 3D, repulsorlift repair 3D
Weight: 45kg
Height: 1 meter (see below)
Move: 8 or 14 with arms and legs extended
Equipment:
  -Humanoid Body
  -Two Arms, Two Legs: Both arms and legs are capable of extending an additional 1.5 meters each. Can be upgraded with retractable chef tools for the arms and small storage compartments for the legs.
  -AA-3 VerboBrain: Comes with a basic servant database, but can be easily upgraded.
  -Complex Personality: Over time this droid will develope its own personality; nearly 93% of which are non-combative or belligerent in nature. To avoid the development of a personalty it is recommended that the droids memory be wiped every six months.
  -Data Transceiver and Computer Interface: The data tranceiver can be set to any know or specific frequency required while the computer interface, by default, is standard, but comes with and adapter for nearly all planets in the civilized galaxy.
  -Infrared and Low-Light Vision: Either may be used at any time with a simple command.
  -Vocabulator speech/sound system: The droid’s vocabulator speech/sound system allows the droid to reproduce virtually any sound it hears or is programmed to reproduce.
  -Reinforced Internal Chassis: Increases strength from 3D to 4D and allows the droid to carry up to 500kg with ease. The droid can carry up to 750kg, but suffers a -2 to more rate, a -1D to Dexterity and reduces its power charge by one fourth. (120 hours down to 90). See below for additional data.
Description: Can't reach that box on the top shelf? Is your son stuck in a tree and can't get down? Need to transmit the critical document to your boss before the end of your shift? If you answered yes to any of these questions then you need the Mini Max Droid. Fully versitile and completely extendable to be more than useful around the house or the office, the Mini Max has what you need and more. Fully customizable and upgradable, this droid can fill several fuctions equally well with a few small modifications that have been designed into this droid to make it as safe and easy to use as a datapad. And yes, the price is high for a servant droid, but look what it can do!

This is the base model of the Max series servant droid. The chassis is small, but has been designed with expansion in mind. There are many modules and upgrades that can be installed with little or no modifications and, for the most part, can be done at home with just a few basic tools from a droid repair kit that comes with this unit.
Game Notes: The arms, legs and head can extend in one action if needed, or much slower under normal conditions. With arms and legs extended the Mini Max droid has an increased move rate of 14 and now stands 2.5 meters tall or 3.5 meters with arms extended above its head. The neck may also be extended up to 1.5 meters and is very flexible. No strength or armor reduction is lost when completely extended. Note that the visual sensors are set to human range, but can be set to infrared or low-light with a simple command. There are sensor upgrades that allow for ultraviolet and ultrasonic vision as well. The Mini Max can have a power upgrade installed that allows the droid to function for twice as long, but many additional upgrades and options cannot be installed (The GM will determine what those are and how many). The Mini Max can accept additional databases (up to three) depending on the size and complexity.

Note that this droid does not have the capability to store hyperspace coordinates as an R2 droid, but can fill the role of a protocol droid with the proper modifications and an upgrade of the AA-3 Verbobrain. The maximum skill and number of languages it can handle is 9D and 3.5 million (TransLang II Communications Module). This modification takes up nearly all the extra space in the droid allowing only one or two small additions.

Click on image for full size

Mini-Max Blue
Mini-Max Red
Mini-Max Yellow
 
 

Item #209: May-August

Nordian A-12 Combat Airspeeder
Type: Combat Airspeeder
Scale: Speeder
Skill: Repulsorlift Ops: A-12
Length: 9.5 meters
Crew: 2
Passengers: 0
Cargo Capacity: 50kg
Cover: Full
Cost: 65,000 (new), 45,000 (used)
Maneuverability: 2D+2
Move: 450/800 kmh
Body Strength: 4D+2
Sensors: Life, IR, UV, Thermal
  Passive: 400m/1D
  Scan: 800m/2D
  Search: 1200m/3D
  Focus: 10m/4D
Weapons:
  2 Heavy Blaster Cannons
    Fire Arc: Forward turrets (45° up and 45° down only)
    Scale: Speeder
    Crew: Pilot
    Crew Skill: Vehicle Blasters
    Fire Control: 2D
    Range: 4-450/900/1.8 km
    Damage: 5D+1
  2 Dual Auto Cannons
    Fire Arc: turrets (on wing tips, directionally linked to missile launchers)
    Scale: Speeder
    Crew: Co-pilot
    Crew Skill: Vehicle Blastera
    Fire Control: 3D
    Range: 3-350/700/1.4 km
    Damage: 5D
  2 Heavy Missile Launchers
    Fire Arc: turrets (on wing tips, directionally linked to dual auto cannons)
    Scale: Walker
    Crew: Co-Pilot
    Crew Skill: Vehicle Blasters
    Ammo: 3 each     Fire Control: 3D+1
    Range: 6-500/1 km/3 km
    Damage: 7D
Description: The Nordian A-12 Combat Airspeeder is designed to support front line troops and to scout areas in combat zones. The weapon systems allow the vehicle to defend and attack a small outpost on its own, but is better suited for a support role.

Click on image for full size
 
 

Item #210: September

Moon-Zhag GLT-6 Starfighter
Type: Heavy Starfighter
Scale: Starfighter
Skill: Starfighter Piloting: GLT-6
Length: 6.8 meters
Crew: 1
Crew Skills: Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Passengers: None
Cargo Capacity: 50 kg
Consumables: 2 weeks
Cost: 285,000
Availability: 3,X (illegal for private individuals only)
Hyperdrive: x1
Hyperdrive Backup: None
Nav Computer: Yes (5 jump limit)
Maneuverability: 3D+2
Space: 9
Atmosphere: 550; 900kmh
Hull: 4D+2
Shields: 2D+2
Sensors:
   Passive: 30/1D
   Scan: 60/2D
   Search: 120/3D
   Focus: 4/4D
Weapons:
  2 Heavy Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+1
    Space: 3-12/24/50
    Atmosphere: 6-24/48/100 km
    Damage: 5D+2
  2 Milti-Load Launchers (proton or concussion)
    Fire Arc: Forward
    Skill: Starship Gunnery
    Fire Control: 3D+2
    Space Range: 1-4/12/25
    Atmosphere Range: 100-400/1.2/2.5km
    Ammo: 8 (proton torpedoes)/8 (concussion missiles)
    Damage: 10D/9D
Description: The small fighter packs a big punch that belies its size, causing it to be underestimated in a fight. It is also quite fast and hides a small hyperdrive for those fast get-aways or long journeys. This fighter has nother advantage that allows the pilot to fire the main blasters while firing a proton torpedo or a concussion missile without using an extra action. This is accomplished through a special targeting system that links to the pilots eye movement and can fire with a mental or verbal command once locked. This system is still in the beta stages of development, but has so far proven very effective in test compat situations and in a few live battles. The full complete system should come on the market within the next six months. The system, currently dubbed "Double Trouble" is nearly complete, but requires regular updates in order to keep it stable. The owner will be able to download updates from any holo terminal or system datalink that has access to secure transfers. Once every six months the owner is requested to bring the ship in for a refit of all basic system components. This is not required, but does not cost the owner a single credit. In fact, those that purchased the fighter before the final system is out receive lifetime upgrades and updates for as long as they own their fighter or fighters.
Game Note: The fire-linked system (Double Trouble) allows two seperate targets to be locked on each round without multiple action penalties. However, as the system is still in beta a result of 'light' damage causes the system to stop working for 1D rounds. During this time, whichever weapon was last fired is now the only option until the error/damage is removed/repaired. Heavy damage shuts down the system completely until it is repaired.

GM Note: Upgrades are required for the first 6 months of ownership. After six months and the final upgrade is complete the errors listed above vanish.

Click on image for full size
 
 

Item #211: September

Moon-Zhag FR-15 Medium Freighter
Type: Medium Feighter
Scale: Capitol
Skill: Capitol Ship Piloting: FR-15
Length: 175 meters
Crew: 275, 14 gunners, 55/+10
Crew Skills: Capitol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Communicaitons, Repulsorlift Ops, Sensors
Passengers: 10
Cargo Capacity: 40,000 metric tons
Consumables: 1 year
Cost: 8,650,000
Availability: 3,R
Hyperdrive: x2
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 1D+1
Space: 5
Atmosphere: 250; 475kmh
Hull: 5D
Shields: 2D
Sensors:
   Passive: 50/1D
   Scan: 100/2D
   Search: 200/3D
   Focus: 5/4D
Weapons:
  2 Turbolaser Cannons
    Scale: Capital
    Fire Arc: Front (1 dorsal, 1 ventral)
    Crew: 2
    Fire Control: 3D
    Space: 3-15/36/75
    Atmosphere: 6-30/72/150 km
    Damage: 6D+1
  8 Anti-Starfighter Laser Cannons
    Scale: Starfighter
    Fire Arc: Turrets (2 front end, 6 back end)
    Crew: 1 each
    Fire Control: 2D+2
    Space: 1-5/12/25
    Atmosphere: 2-10/24/50 km
    Damage: 5D
  2 Double Laser Cannons
    Fire Arc: Dorsal Turrets (1 fore, 1 aft)
    Crew: 1
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 4D+2
Description: The Moon-Zhag FR-15 Medium Freighter, though new to the market, is already pulling its own weight. The ship has ample weapons to defend itself from raiders and comes with a strong hull and shields for added protection. The freighter also comes standard with a main hyperdrive and a descent backup. The ship actually boasts room for up to 10 passengers in relative comfort with a few extra ammentities to keep them from deep space boredom.

Click on image for full size
 
 

Item #212: September

Kivas AHL-15a Luxury Airspeeder
Type: Luxury Airspeeder
Scale: Speeder
Skill: Repulsorlift Ops: AHL-15a
Length: 4.3 meters
Crew: 1 (human or droid)
Passengers: 4
Cargo Capacity: 100kg
Cover: Full
Cost: 289,000
Availability: 3,R(X)
Maneuverability: 3D+2
Move: 350; 625 kmh
Body Strength: 4D+2
Altitude Range: Ground - 20km
Sensors (in meters): LF, Movement, IR, UV
  Passive: 100/+1D
  Scan: 200/+2D
  Search: 400/+3D
  Focus: 20/+4D
Weapons: None (see below)
Description: Known throughout the Core Worlds and the Inner Rim, the Kivas AHL-15a Luxury Speeder is the up-and-coming speeder for the wealthy and those wanting to promote an image of wealth. Every amenity that could be crammed in is available or already included. There are many optional features that add to the price, but for those that own one no addition is too much. There is also an extended version that seats 6 (add 45,000 to the total cost and 1.5 meters to the length, all other stats remain unchanged).

Included Amenities:
  • Temperature controlled Massaging Seats
  • Bantha Leather Seats: this can be changed out for any other type of seat cover desired
  • Holovid Access Station with Display Panel
  • Small Bar: can be stocked with anything the owner wants
  • Planetary-wide Communications System
  • Sealed Cabin: designed to produce oxygen or any other life-sustaining gas for up to 4 hours
  • Emergency Communication Services (link must be provided by planetary government, normally available on Core World, Inner Rim and Mid-Rim planets for a small fee)
  • Emergency Breathers: four or six, depending on model
  • Integrated Hyper Music Player
  • Frazium Security System: Comes with automatic pop-up, turreted, blaster miniguns (Damage: 5D+2, Range: 3-100/200/400, Ammo: 300 [proper permits are required]), Vehicle Shock Protection (actication is manual or voice controlled, external damage caused is 6D stun or 5D normal [proper permits are required]), Auto Safety (will automatically transport vehicle and occupants to the nearest security station or government facility if ordered, security system [droid brain: see below for skills] will also detect life signs of occupants without orders and take to nearest medical facility), Command Lockdown (locks all systems from access without security release code)
  • Auto-pilot: Level IV; able to understand complex verbal commands, integrated with droid brain
Droid Brain:
  • Perception 4D:
  • Knowledge 3D: Alien species 4D, languages 4D, law enforcement 4D, survival 4D, (s)tactics: urban 5D
  • Mechanical 3D: Communications 4D, computer ops 4D, repulsorlift ops 5D, sensors 5D, (s)vehicle weapons: blaster minigun 6D
  • Technical 2D:
  • Notes: linked to all systems. Pilot can be humanoid, droid or droid brain. Owner has full control of vehicle as long as he or she is within 50 meters. This can be increased to 10km for an additional 9000 credits.
  • Security Database
  • Tactical Database
  • Vehicle Database
  • Criminal Database: updated automatically when entering a new city or area (must be in the Core, Inner Rim, Mid Rim or select systems [GM will provide details as needed] for updates)
Click on image for full size
 
 

Item #213: September

Moon-Zhag Ye-13 Medium Powered Armor
Type: Medium Powered Armor
Powered: Yes
Protection: +3D/+2D/+1D to Strength for causing damage only
Protects the Following: All
Weight: 12 kg
Availability: 3,X
Cost: 780,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Six uses for Light damage, three for Modertare damage and two uses for Severe damage.
Long-Range Communication System: 60km range. 8 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Fire Shielding Adds +1D+1 to resist normal fire damage (does not stop plasma fire damage)
Electrical Shielding: Adds +2D to resist stun damage.
Water Sealed: Sealed to 5 atmospheres or 300 meters
Self-contained Oxygen Supply: suit has enough oxygen for up to three hours
Weapon/Non-Weapon Systems:
  -Dual Retractable Vibro-Shivs: STR+2D (in the back plates of each hand)
  -Self-Destruct: Can be set from 3 seconds to 1 minute and causes 5D damage to all within 5 meters.
Description: This armor is light and durable and comes with two vibro-shivs for protection The armor does not hinder movement while powered, but does slow the wearer down should power be lost.
Game Note: Without power the suit reduces Dexterity and all skills by -1D (i.e. Dexterity of 4D gets reduced to 3D) and reduces Move Rate by -2 as well. The suit also has a special filter that can augment the wearers voice to any known species (language disks for each specific species are required) or gender.

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Item #214: September

Draymak XT-38 Medium Powered Armor
Type: Medium Powered Armor
Powered: Yes
Protection: +3D+1/+2D+1/+1D+1 to Strength for causing damage only/+1D to Dexterity and all skills
Protects the Following: All
Weight: 7 kg
Availability: 4,X
Cost: 2,000,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Six uses for Light damage, three for Modertare damage and two uses for Severe damage.
Long-Range Communication System: 60 km range. 12 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Fire Shielding Adds +2D to resist normal fire damage and adds +1D to resist plasma fire damage)
Electrical Shielding: Adds +2D to resist stun damage.
EMP Shielding: Lasts for 8 rounds and can be replaced once it is depleted.
Water Sealed: Sealed to 5 atmospheres or 300 meters
Self-contained Oxygen Supply: suit has enough oxygen for up to three hours
Armor Variable Color System (AVCS): Adds +15 to Sneak rolls. Will also add and additional +1D to Perception or Search roll if the wearer does not move. This bonus also applies to the Sensor Reflective Coating bonus.
Sensor Reflective Coating: Adds +5 to Sensor roll to detect wearer.
Weapon Systems:
  -Dual Retractable Vibro-Shivs: STR+2D (installed in the hand plates of the armor)
Description: This system, though missing the massive computer system usually included in Draymak armor, has been designed well. The defensive systems include: Armor Variable Color System (AVCS), Sensor reflective coating and Reflexive Modifiers.

Click on image for full size
 
 

Item #215: September

Moon-Zhag XR-14 Super Heavy Powered Armor
Type: Heavy Powered Armor
Powered: Yes
Protection: +4D+2/+3D+2/+2D to Strength for causing damage to opponents
Protects the Following: All. A repair kit is included in the price: five uses for Light damage or two uses for Severe damage.
Weight: 18 kg
Availability: 4,X
Cost: 4,265,000
Breath Mask: Filters must be replaced after 30 hours of continuous use. Suit comes with 20 extra filters.
Long-Range Communication System: 60km range. 12 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Fire Shielding: Adds +1D+1 to resist normal fire damage (does not stop plasma fire damage)
Lava Shielding: Adds +2D to armor rating to resist lava damage to suit. Extended time in lava is never recommended, but this protection allows contact for up to 5 minutes without damage, 7 minutes with Light damage and 8 minutes with Severe damage. Any contact longer that 8 minutes destroys the suit and kills the wearer.
Electrical Shielding: Adds +2D to armor rating to resist stun damage.
Water Sealed: works down to 450 meters
Macrobinoculars: Adds +2D to Search for objects 50-100 meters away. Adds +1D to Search for objects 100-300 meters away. Scomp-linked to three weapons to reduce ranges by one level. Example: long range becomes medium, medium becomes short
Stealth System: Adds +1D to Sneak and adds +10 to sensor rolls when using the Armor Variable Color System (AVCS). This system cannot be used when the on board computer system is in Full Battle Mode or Combat Mode.
Sensors: IR, Low-Light, Motion, Thermal, Ultrasound, UV
  Thermal, Ultrasound
    Passive: 60m/+2
    Scan: 120m/+1D
    Search: 240m/+2D
    Focus: 4m/+3D
  IR, UV
    Passive: 100m/+1D
    Scan: 200m/+2D
    Search: 300m/+3D
  Low-Light, Motion
    Passive: 175m/+1D
    Scan: 350m/+2D
    Search: 500m/+3D
Sealed Enviro System:
  Neuro Sensors in helmet monitor body activity
  4 hrs LOX/Air Filtration system
  Four hours survival time in space
  Comm. system with translator (+2D to Languages [does not include all languages]) and an external amplified speaker
10 Slot Computer System: Three I/O ports
  Capabilities: (PWR: 4D, MEM: 22D)
  Programs:
  • Auto Fire: 3 slots; Must be used with powered armor. Must be used with all sensors and the Sensor, Bounty and Hostilities programs. Program will automatically make the users armor draw a predesignated weapon from its holster (after a hostile target has been detected) and fire a preprogrammed number of times. The person in the armor need not have seen the target for this to work. Program uses all onboard sensors +3D to locate and shoot at targets (viable targets are those on bounty list or have visible hostile intentions toward the user like pointing a weapon at the user). If targets Perception roll does not beat the programs Sensor +3D roll then the user gets an auto attack free and can respond normally (attack acts as a free action). If the targets roll beats the programs roll then the user can't Dodge or otherwise counter any return fire or actions against the target until the following round. Recommended for targets wanted dead only.
  • Access: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 6D or less.
  • Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
  • 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.
  • Brawler: 1 slot; Allows +1 to +2D to be added to Brawling Combat. Requires Strength and Dexterity Boosters and is included in the price.
  • Hostilities: 2 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor program. 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.
  • Melee Majic: 2 slots; Adds +1D to Melee Combat after two rounds. Must be used with movement sensors and the Sensor Program. Requires Dexterity Boosters (not included in price) to be installed in the armor. Already installed in this suit of armor.
  • 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).
  • Multiple Targeting: 3 slots; Three weapon systems with up to 10 targets per system. Adds +2D to hit and requires a sensor on each weapon used. No scope allowed.
  • 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).
  • Sensor: 1 slot; Adds +1D to Search. If person has all sensors then it adds +2D to Search. Required sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
  4 Preset Programs:
  • FULL BATTLE MODE: All programs are on line; Repulsor Pack is in standby; System Seals/LOX are on-line; Wrist Laser, Retractable Vibro-shivs (Turbo projected grappling hook cannot be used); targets are pre selected by priority (Bounty and Hostilities determine all targets); Communication system is in scan mode.
  • COMBAT MODE: Multiple Targeting, Sensor Plus, Road Map, Auto Fire and Hostilities are on-line; all other programs are on standby; Wrist Laser, Dual Retractable Vibro-shivs, Turbo Projected Grappling Hook are on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode.
  • RECON MODE: Sensor, Bounty Plus, Road Map, Hostilities and Multiple Programs are on-line; all other programs are on standby; Turbo Projected Grappling Hook and Retractable Vibro-shivs are on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
  • ESPIONAGE MODE: Multiple Targeting, Road Map, Bounty Plus, Hostilities, Sensor, Multiple Programs, Auto Fire and Accessing are on-line; all other programs in standby; Turbo Projected Grappling Hook and Retractable Vibro-shivs 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.
Self Destruct: Must be activated. Goes off in 1D6 rounds. 10D damage as Thermal Detonator with a blast radius of 3-5/10/20
Weapon/Non-Weapon Systems:
  -Retractable Vibro-shivs: STR+2D
  -Wrist Laser: Unlimited power pack with energy supplied by on-board power. Uses Armor Weapons skill. Damage: 5D. Range: 3-5/25/50
Description: This suit of armor is designed to compete with Heavy Draymak armor, but at a cheaper cost. Some of the systems are well designed and overall the suit is up for the task.
Game Notes: This armor is nearly as efficient as other suits of heavy armor in many ways, but the sensors and protection are slightly weaker. The price may seem a bit high, but it is well worth it once the wearer gets used to the armor and its capabilities. The armor is also partially upgradable with weapons, programs and sensors.

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Item #216: September

Moon-Zhag FLTA-6 Light Armor
Type: Light Powered Armor
Powered: Yes
Protection: +2D+1/+1D+1/+2 to Strength for causing damage only/+1 to Dexterity and all skills
Protects the Following: All. A repair kit is included in the price: five uses for Light damage or two uses for Severe damage.
Weight: 5 kg
Availability: 4,X
Cost: 300,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60 km range. 12 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Fire Shielding Adds +1D to resist normal fire damage (does not stop plasma fire damage)
Electrical Shielding: Adds +2D to resist stun damage.
EMP Shielding: Lasts for 5 rounds and can be replaced once it is depleted.
Sonic Dampening: The helmet has the ability to reduce the effects of sonic blasts by halving or eliminating the effects. The sensor/reflector actually redirects the damamging sound wave around the users head allowing them to remain conscious and functional in a combat situation. This feature combines with the Electical Shielding increasing its protection to +3D for the head only.
Weapon Systems: None
Description: This armor has been designed and build specifically for females of various species. This design concept allowed for specific functionality to be added that otherwise could not be due to the general size difference in most females, regardless of species. As this is light armor, some reduction in power and protection had to be made to allow for maximum flexibilty and utility. The result is the FLTA-6 Light Armored suit. All weapons have been removed in favor of function.

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Item #217: September

Moon-Zhag Turghin Plasma Rifle
Model: Heavy Plasma Rifle
Scale: Character or Speeder
Skill: Blaster
Weight: 3.5kg
Cost: 76,000
Availability: 3,X
Ammo: 80 or 40
Range: 3-30/60/120
Damage: 7D+2 or 5D+2
Description: The Turghin Plasma Rifle is unique in that it can fire a super-charged blast of plasma that greatly affects speeders of all types. The only drawback with this attack is that it drains the plasma cartridge twice as fast. The weapon can be modified to fire on walkers, but this is very dangerous in that the clip could explode, killing the owner. The rifle was clearly not designed for that use, but some have succeeded in keeping it stable enough to fire multiple times.
The sock is foldable and the length can be adjusted for comfort. The weapon can also be attached to a HUD system or other computerized targeting system for greater accuracy.
Game Note: If the owner wishes to try and modify the plasma rifle to cause Walker scale damage they will need to succeed at a Very Difficult Blaster Repair roll and a Difficult Computer Repair roll to add the Walker scale setting. Should either roll fail the weapon will immediately explode causing 7D Speeder scale damage in a 5 meter radius. If the roll succeeds by one or more the new setting works for up to a week. If the roll is 10 points above the base roll the setting lasts for a month. If both rolls are above the base target number by 20 or more the new setting becomes permanent. The new setting reduces the number of shots to 20 and reduces the range to 3-20/40/80. Damage is set at 4D+1 no matter how successful the skill rolls are.

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Item #218: September

Draymak GX-55 LRB Rifle
Model: Repeating Blaster Rifle
Scale: Character
Skill: Blaster: GX-55
Weight: 3kg
Cost: 26,000
Availability: 3,X
Ammo: 100
Range: 3-50/150/300
Damage: 7D
Description: This is the second iteration of the famous GX-50 assault rifle. The grenade launcher has been removed to lighten the weapon. This has the added bonus of increasing the ammo capacity and damage to be on par with a medium repeater that a single being can operate.

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Item #219: September

Moon-Zhag SW-27 Plasma Pulser X
Model: Plasma Pistol
Scale: Character
Skill: Blaster: Plasma Pulser X
Weight: 1kg
Cost: 8000
Availability: 3,X
Ammo: 25
Range: 3-20/40/80
Damage: 5D+2
Description: And you thought plasma couldn't be focused! Think again. This little pistol does just that. The damage is exceptional for such a small weapon and the ammo isn't too bad either. When small and discreet is the only option the Moon-Zhag SW-27 Plasma Pulser X delivers.

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Item #220: October-November

Draymak DMax-80 Attack Sub
Type: Attack Submarine
Scale: Starfighter
Skill: Space Transport Piloting: DMax-80
Length: 15.8 meters
Crew: 4; gunners 2
Crew Skills: Repulsorlift Ops, Sensors, Space Transport Piloting: Submarine, Missile Weapons, Starship Shields: Submarine
Passengers: 10
Cargo Capacity: 500 mt
Consumables: 6 months
Cost: 398,000
Availability: 2,X
Hyperdrive: N/A
Hyperdrive Backup: N/A
Nautical Nav Computer: Yes
Maneuverability: 2D
Atmosphere (water): 95; 225kmh
Hull: 4D
Shields: 2D (electrical)
Sensors:
   Passive: 800/2D
   Scan: 400/3D
   Search: 500/4D
   Focus: 80/4D
Weapons:
  3 Torpedo Launchers
    Fire Arc: 2 Front, 1 Aft
    Skill: Starship Gunnery: Missile Weapons
    Fire Control: 3D
    Water Range: 5-50/200/400
    Damage: 7D
  2 Dual Sonic Pulse Cannons
    Fire Arc: front
    Skill: Starship Gunnery: Sonic Pulse Cannon
    Fire Control: 3D
    Water Range: 3-50/100/200
    Atmosphere Range: 3-30/60/120
    Damage: 5D (water)/5D stun (air)
  2 Mine Launchers
    Fire Arc: 2 ventral
    Skill: Starship Gunnery: Mine Launchers
    Fire Control: 3D
    Water Range: Drops to Sea Floor (max of 3000 meters)
    Damage: 8D
Description: Sleek design with many luxuries that other attack subs can't match. This attack sub comes with a good assortment of weapons and armor and exceptional sensors. Even thought this fighter is designed specifically for underwater combat, it can actually angle the sonic cannons towards the surface and cause serious damage if it hits.

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Item #221: October-November

Zentarian DB12 Security Maintenance Droid
Type: 4th Degree Droid: Security/Maintenance
Scale Character
Cost: 65,500
Availability: 2,X
Dexterity 4D: Blaster 7D+2, dodge 6D+2, melee combat 6D+2, simultaneous attack 8D
Perception 2D+2: Con 5D, investigation 5D, search 5D, sneak 5D+2
Strength 4D (+2D): Brawling combat 6D, lifting 5D, stamina 5D
Knowledge 1D: Intimidation 5D, languages 5D, law enforcement 6D, streetwise 6D, tactics 6D
Mechanical 2D: Computer ops 4D,
Technical 2D: Armor repair 5D, blaster repair 5D, capitol ship repair 5D, , firearms repair 5D, ground vehicle repair 5D, hover vehicle repair 5D, jet/rocketpack repair 5D, melee weapon repair 5D, plasma weapon repair 4D, repulsorlift repair 5D, security 6D, space transport repair 5D, starfighter repair 5D, walker repair 5D
Weight: 85kg
Height: 2.5 meters
Move: 10
Equipment:
  -Two visual and two auditory sensors - Infra Red Vision
  -Armor Plating (+2D)
  -Two humanoid Legs
  -Four humanoid arms: all four arms are gyro-stabalized and are designed to work in unison or individually for any task.
  -2x Blaster Rifles (see below for details)
  -1AA Verbo Brain
  -Tactical Database
  -Security Database
Sensors: Thermal, IR, UV
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 4/3D
Weapons:
  2 Modified Heavy Blaster Rifles
  Ammo: 100
  Range: 3-50/150/300
  Damage: 5D+2
  Note: Both weapons are stored on the back of the droid and are kept in three pieces each in a special scanner-resistant container. The weapons have been designed to be removed and assembled in two rounds using all four limbs. There is also a container on the lower back portion that stores two extra clips and two extra gas charges for the blasters. This container is also scanner-resistant and designed to allow the blaster rifles to be loaded and fired in the same round through specially designed access panels that protrude both clips on command.
Description: This dual-purpose droid is new to the market and is the first of its kind. Though fully tested and verified, this 4th degree droid can perform security and fix almost anything it comes in contact with. The illegal listing is based on the security features that come standard. However, governments and large corporations can purchase this droid to not only guard facilities, but conduct repairs while securing the area. They have all the required tactical and security data allowing them to deal with any situation, even one that changes.

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Item #222: October-November

Zentarian MB-16 Sparring Droid
Type: 4th Degree Droid
Scale Character
Cost: 18,500
Availability: 2,R
Dexterity 4D: Blaster 3D+ (see below), melee combat 3D+ (see below), running 4D
Perception 4D: search 4D, sneak 3D+ (see below)
Strength 4D: brawling combat 3D+ (see below), lifting 4D
Knowledge 1D: alien species 5D, languages 3D
Mechanical 1D:
Technical 1D:
Weight: 65kg
Height: 1.8 meters
Move: 10
Equipment:
  -Two visual and two auditory sensors: Human range and Infrared
  -Armor Plating (+2D): Designed with a Cortosis weave in order to block lightsabers
  -Two humanoid Legs
  -Two humanoid arms
  -Vibroblade: STR+3D
  -Plasma Blade: Acts much the same as a lightsabre but is not quite as deadly. Comes with a dual blade: one short, one long. Damage: 4D (long)/3D (short)
  -Tactical Database
  -Melee Database
  -Brawling Database
  -Blaster Database
  -Alien Species Anatomy Database
  -Medical Database: used for making stun or killing blows, not for healing
Sensors: Thermal, IR, UV
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 4/3D
Description: This is the latest in the sparring droid line. Not only can this droid pick up any melee weapon and use it, but it can brawl bare-handed if needed. In addition, the skill of blaster has been installed in order to facilitate that type of training as well. One thing that makes this sparring droid unique is the fact that it has been designed with varying skill levels to accommodate the beginner as well as the expert. Even its ability to sneak can be modified as needed.
Game Notes: Blaster, melee combat, sneak and brawling combat can be adjusted from Novice (3D) to Beginner (4D), Intermediate (5D), Professional (6D) and on up to Expert (7D). This can be done verbally or with the Skill Remote provided. The Professional Expert (8D) and the Galactic Expert (10D) levels can be added for an additional 6000 credits at time of purchase only.

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Item #223: October-November

Moon-Zhag Durz-X Medium Infitration Armor
Type: Medium Combat Armor
Powered: Yes
Protection: +3D/+2D/+1D (Strength and all skills)/+1D (Dexterity and all skills)
Protects the Following: All. A repair kit is included in the price: five uses for Light damage or two uses for Severe damage.
Weight: 12 kg
Availability: 4,X
Cost: 2,750,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60km range. 8 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Helmet HUD System: The helmet, when attached, can access several sensors in the suit as well as its own. This information provides visual data of the wearers surroundings and suit status. This system links to the suits computer system in order to access all programs, sensors and databases. This connection adds +1D to hit, +1D to Dodge after two rounds and +1D to Perception for determining initiative rolls.
Fire Shielding Adds +2D to resist all normal fire damage and adds +1D to resist plasma and thermite fires.
Electrical Shielding: Adds +2D to resist stun damage.
Sonic Shielding: The type of shielding must be turned on and lasts for a maximum of 10 rounds before needed a charge. The charge takes either 10 minutes connected to the suit or both can be replaced at the cost of 500 IC each.
Water Sealed: Sealed to 40 atmospheres or 400 meters (pressure increases at the rate of 1 ATM every 10 meters of water depth).
Self-contained Oxygen Supply: Suit has enough oxygen for up to three hours in liquid or vacuum.
Self-Sealing: The suite is designed to seal small punctures and tears in space. The sealant must be replaced after every three uses and costs 200 credits per use, or 600 credits to fill. The container is inserted into a small chamber on the hip to allow automatic dispensing. The helmet is attached to this system when worn.
Underwater Propulsion System: Allows the suit to float in water and move at a rate of 30;150 kmh
Sensors: UV, IR, Thermal
  Passive: 30/+1D
  Scan: 60/+2D
  Search: 120/+3D
  Focus: 15/+4D
Sensors: Movement
  Passive: 20/+2
  Scan: 40/+1D
  Search: 60/+1D+2
  Focus: 10/+2D
Weapon/Non-Weapon Systems:
  • Dual Retractable Vibroblades: STR+2D+2 (inside launcher of each wrist), each blade can be extended individually or in pairs. Damage is increased to STR+3D+1 if both are used. Reach adds +1 to hit if opponent does not have a hand-held weapon.
  • Self-Destruct: Can be set from 3 seconds to 1 minute and causes 5D damage to all within a 10 meter radius. If the suit is tampered with the being or beings doing so must make a Very Difficult Armor Repair role to avoid/deactivate the self-destruct. If the role fails they will get one additional attempt at Heroic before the armor explodes. The default duration is 6 seconds (2 rounds).
  • Mini-Tractor: At the base of both the left and right wrists sits a mini tractor beam generator. The beam from this device not only helps to stabalize any held weapon (+2 to hit), but also halves the weight and reduces the ability of an attacker to remove the held weapon by increasing the Difficulty level by two.
Description: Highly versitile, this armor provides excellent protection to the owner and allows for instant sealing of small tears or puctures while in space or a vacuum or other deadly environment. The two dual retractable vibroblades provide defense when no other weapons are available. The armor comes in flat camo, silver, flat gray, flat black, flat green, flat white and flat desert. The addition of a power pack allows for an AVCS (Armor Variable Color System) to be added that provides the previously listed colors and combinations automatically, based on location and surroundings.
Game Note: The suit can be modified, but the skill roll to do so is at one level higher than with other suits of similar design due to the already complex systems installed. The AVCS adds +1D to the sensor roll to detect the wearer, moving or not. The cost for this feature adds an additional 18,000 IC. The cost for the power pack is an additional 15,000 IC. All external lights and indicators can be turned on or off at any time.

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Medium Infitration Armor
 
 

Item #224: October-November

Moon-Zhag G247 "Knocker" Blaster Rifle
Model: Blaster Rifle
Scale: Character
Skill: Blaster: G247
Weight: 3kg
Cost: 2000
Availability: 4,X
Ammo: 100
Range: 3-80/160/320
Damage: 5D+1 + special (see below)
Description: The G247 got the knick-name of "Knocker" when it was first tested on a live target on the stun setting. The target not only took stun damage, but was summarily knocked back and to the ground a good five meters away! The fact that it didn't kill the being was proof that the weapon worked in the stun mode even better than expected. The standard mode had similar effects, but usually ended in the death of the target.
Game Note: In either stund or standard setting the target must make a Difficult Dexterity roll to resist being thrown back 3-5 meters suffering an additional 1D to 4D standard damage.

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Item #225: October-November

Moon-Zhag G813 "Smasher" Heavy Blaster Rifle
Model: Heavy Blaster Rifle
Scale: Character
Skill: Blaster
Cost: 6800
Availability: 4,X
Ammo: 80
Range: 3-50/100/250
Damage: 15+6D+1 (or 6D, see below)
Description: The name came as a product of testing when it became apparent that the weapon tended to destroy what it hit. This damage is partially caused by the force of the blast, but mostly by the extra ion/plasma mixture forced into the energy projectile.
Game Note: The extra ion/plasma mix concentrated in the energy beam actually give the weapon an automatic base damage rating before the standard damage roll is applied. The plasma portion of the mixture comes in a small, specially designed clip that is inserted next to the emitter under the front of the barrel. This clip must be replaced after 40 shots or twice as often as the energy clip with a cost of 150 IC. If it is not replaced the base damage of 15 plus the extra pip will be removed until it is.

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Item #226: October-November

Moon-Zhag Anti-Matter Blaster Rifle
Model: Super Heavy Sniper Rifle
Scale: Speeder
Skill: Blaster or Vehicle Weapons (if mounted)
Cost: 175,500+ (Black Market only)
Availability: 4,X (cannot be located normally)
Ammo: 20
Range: 3-300/600/1200
Damage: 6D+2
Blast Radius: 5-10/15/20
Description: For those that want no trace of their intended target, the Moon-Zhag Anti-Matter Blaster Rifle is the weapon of choice. There is only one problem - the weapon is illegal throughout the know galaxy because of its devastating firepower. No worries though. With the right kind of contacts one or two can be purchased. Just don't be in the blast radius if the weapon overloads. Why build a weapon this deadly, you ask? Because we could.
Game Note: This weapon is perhaps the hardest weapon to locate, even on the black market, as it is so dangerous and deadly. Should the weapon overload (2 rounds, if damaged; 3-5 rounds if set) the damage upon release of the remaining stored anti-matter is hugh. The blast radius is 5 meters for every round remaining, or a maximum of 100 meters for a full clip. The damage is going to be 12D+2 to all beings and objects within the blast radius. Strong personal shields designed to block energy will only reduce the damage to 6D+1. All other forms of protection are completely useless (except the Force power of Greater Force Shield, which will also reduce the damage by half). The force of the blast has a 5 in 6 chance (at 65 meters or less) to throw anyone not completely vaporized as far as 50 meters causing an additional 5D impact damage. Anyone from 66 to 100 meters has a 4 in 6 chance of being thrown up to 25 meters taking an additional 4D damage. Anyone outside the blast radius will only take damage from objects thrown in the blast that were not vaporized. Each refill of anti-matter costs a minimum or 2500 IC, if you can locate it.

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Item #227: October-November

Zentarian Cnasta Vibro Cleaver
Model: Melee Weapon
Scale: Character
Skill: Melee Combat
Cost: 1200
Availability: 2,R
Range: 1.5m reach
Damage: STR+3D+2
Description: Deadly in any hands, this vibro cleaver can strike fear into anyone that crosses its path.
Game Note: The non-deadly end holds a vibroblade that can be detached if needed (STR+2D+2).

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Item #228: December

Moon-Zhag Aurora Scout Ship
Type: Combat Scout Ship
Scale: Starfighter
Skill: Space Transports: Aurora Scout Ship
Length: 16.6 meters
Crew: 1
Crew Skills: Astrogation, Repulsorlift Ops, Sensors, Space Transports, Starship Gunnery, Starship Shields
Passengers: None (1: requires 1/2 mt cargo space)
Cargo Capacity: 5 mt
Consumables: 4 months
Cost: 96,000 (new), 58,000 (used)
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x16
Maneuverability: 3D+2 (4D+2 in atmosphere)
Space: 8
Atmosphere: 620; 1000 kmh
Hull: 4D
Shields: 2D+1
Sensors:
   Passive: 25/1D
   Scan: 60/2D
   Search: 90/3D
   Focus: 5/4D
Weapons:
  Dual Blaster Cannons (fire linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-20/40/80
    Atmosphere Range:300-2km/40km/80km
    Damage: 5D
  Light Blaster Cannon
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-10/20/40
    Atmosphere Range: 300-1km/2km/4km
    Damage: 4D+1
Description: The latest in scout ships for the explorer in you. This one can take you there fast and get you home in time for corn flakes. All features have been designed with the long hyperspace runs in mind: hologames in miniature, sleep mode with extra padding, individual temperature controls and a built-in droid voice modulation system to accomodate any species and gender. In addition, this scout ship has been equiped with the best exploration sensors money can buy, allowing accurate system scans with greater detail than ever possible. Even though storage is at a premium, the adjustable temperature controlled compartments (3: 1 mt per crew, 8 mt for food, gear and samples) allow each crew member to adjust their space based on whatever needs they might have.
The weapon systems are well designed for this craft just like everything else. They are easy to use and come with good fire control as well. In additiona to the weapons the Aurora comes with the ability to glide similar to a glider. The engines can be turned off allowing only small, self-contained repulsor drives to guide the ship down safely in case of engine failure. The repulsorlift engines must be recharged after every use, but are well worth the safety of the pilot and the co-pilot. To aid in this endeavor the Aurora comes with a specialized solar panel to charge the repulsor cells.
Game Notes: The small solar panel will recharge the cells in 10 hours under normal light conditions. This time can double or triple in low light or dim light conditions. Note that some Aurora Scout Ships have had one or both crew storage areas converted into life support pods allowing one or two "passengers" to come along for the ride in an emergency (these passengers will remain unconscious during a long trip as they will not be able to move or do much during the flight). The modification takes about one week per space and costs 8000 credits per life support pod.

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Item #229: December

Cybot-Galactica SPEX Droid
Type: 3rd Degree
Scale Character
Cost: 5000
Availability: 2,F
Dexterity 3D: Acrobatics 4D, dodge 4D, melee combat 4D, running 4D
Perception 3D: Search 5D, sneak 4D+1
Strength 3D: Brawling combat 5D, climbing/jumping 4D, lifting 4D, swimming 4D
Knowledge 2D: Alien species 4D, planetary systems 4D+1, survival 4D
Mechanical 2D: Astrogation 4D+2, repulsorlift ops 4D, sensors 4D, space transports 4D,
Technical 1D: Droid repair 4D, space transport repair 4D
Weight: 70kg
Height: 1.85 meters
Move: 12
Equipment:
  -Two Visual and Two Auditory Sensors: Normal human range, infrared and ultra-violet.
  -Armor Plating (+1D)
  -Two Humanoid Legs
  -Two Humanoid Arms
  -Sensor Suite (see below)
  -Water Sealed
  -Magnetic Feet: Can be turned on or off as needed.
  -Galactic Map System: Current map of the galaxy based on known data. Updates are regular inside the Core Worlds, Inner Rim, Expansion Region and Mid Rim. Outside these regions updates are spotty at best with the exception of regularly travelled routes.
  -Scout Database: Designed to aid the droid in properly scouting a system and any planets it may contain.
  -Alien Lifeforms Database: Desinged to aid the droid in dealing with unknown lifeforms if needed. Also used for cataloging all lifeforms.
Sensors (meters):IR, UV
  Passive: 50/1D
  Scan: 75/1D+2
  Search: 125/2D
  Focus: 5/3D
Description: New from Cybot Galactica, the SPEX Scout Droid is perfect for exploring on its own or in concert with another scout. The added skills and databases installed within the droid give it plenty of flexibility when it comes to locating new planets and new life forms. It even comes with infrared and ultraviolet vision in order to detect non-standard forms of life. The extra databases add an integral part of the scout droids ability to carry out its designed function more readily as well. The SPEX Droid is also a good fit for the Moon-Zhag Aurora Scout Ship, as long as the pilot is willing to give up 1/2 mt of space to store it and some essential repair parts.

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Item #230: December

Moon-Zhag MedR Droid
Type: 2nd Degree Droid
Scale Character
Cost: 38,000
Availability: 2,F
Dexterity 3D+2: Dodge 6D, running 5D
Perception 2D: Investigation 5D, search 7D
Strength 7D: Climbing/jumping 8D, lifting 8D, stamina 7D
Knowledge 2D: Alien species 8D, streetwise 4D, survival 4D
Mechanical 1D: Communications 4D
Technical 3D: Droid repair 5D, first aid 6D
Weight: 354kg
Height: 4.75 meters
Move: 14
Equipment:
  -Two visual and two auditory sensors: Human range, infrared and thermal
  -Armor Plating (+1D): added to help protect the droid in dangerous rescue situations that include resisting falling objects.
  -Four Spider-Like Legs: allows droid to traverse all types of surfaces. Built-in claws to aid in stabalization on smooth or slippery surfaces.
  -Two Pincer Arms: retractable, used for cutting through and clearing debris.
  -Medical Database: used for first aid treatment and recommendations.
  -Alien Species Database
  -Electrical/Mechanical Database: shows how buildings and other structures are put together. Currently works best in the Core Worlds and Inner Rim as other planetary databases are unavailable. The Mid Rim is a hit and miss, meaning about 50% coverage so far.
Sensors: Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 5/3D
Description: The MedR Droid has been designed with resue in mind. The droids size can be a little intimidating, but is completely necessary in order to dig through larger debris piles that may include durasteel beams and duracrete blocks.
Game Notes: Fully capable of removing pieces of debris several metric tons in size.

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Item #231: December

Moon-Zhag Monocular Medium Combat Armor
Type: Medium Armor
Powered: Yes
Protection: +3D+1/+2D+1/+1D+1 (Strength and all skills)/+1D+1 (Dexterity and all skills)
Protects the Following: All
Weight: 14 kg
Availability: 4,X
Cost: 2,750,000 or 1,875,000 without computer system and programs
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Comes with enough repair material to provide 8 uses for Light damage, 4 for Moderate and 3 for Severe damage.
Long-Range Communication System: 65km range. 12 scrambled channels. Scans all frequencies. Capable of tight-beam transmissions
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Helmet HUD System: The helmet, when attached, can access several sensors in the suit as well as its own. This information provides visual data of the wearers surroundings and suit status. This system links to the suits computer system in order to access all programs, sensors and databases. This connection adds +1D to hit, +1D to Dodge after two rounds and +1D to Perception for determining initiative rolls (must be active the round before combat starts).
Fire Shielding Adds +3D to resist all normal fire damage, adds +1D+1 to resist plasma fires and +1D to resist thermite fires.
Electrical Shielding: Adds +2D to resist electrical and stun damage.
Sonic Shielding: This type of shielding must be turned on and lasts for a maximum of 10 rounds before needed a charge. The charge takes either 10 minutes connected to the suit or both cells can be replaced at the cost of 500 IC each in 3 rounds.
Water Sealed: Sealed to 45 atmospheres or 450 meters (pressure increases at the rate of 1 ATM every 10 meters of water depth).
Self-contained Oxygen Supply: Suit has enough oxygen for up to three hours in liquid or vacuum.
Self-Sealing: The suite is designed to seal small punctures and tears in space. The sealant must be replaced after every three uses and costs 200 credits per use, or 600 credits to fill. The container is inserted into a small chamber on the hip to allow automatic dispensing. The helmet is attached to this system when worn.
Sensors: UV, IR, Thermal
    Passive: 30/+1D
    Scan: 60/+2D
    Search: 120/+3D
    Focus: 15/+4D
Sensors: Movement (front and rear)
    Passive: 20/+2
    Scan: 40/+1D
    Search: 60/+1D+2
    Focus: 10/+2D
Weapon/Non-Weapon Systems:
  • Custom Heavy Blaster Pistol: The weapon comes with the suit and is integrated into it perfectly. First, the blaster cannot be used by anyone other than the wearer of the suit, who must be alive as well. Second, the weapon will not fire unless there is a designated target or the owner deems otherwise. Third, the weapon can be used as an explosive if need be. The weapon can be set to overload with a timer of 3-15 seconds or when touched after being set down. The explosion will cause 4D to 6D damage based on the number of shots remaining. Finally, damage can be varied with a command (no action penalty) or switch (single action penalty). Note that any blaster pistol-type weapon can be integrated into the system, but will not be as formidable or function in the same manner; specifically the variable ammo. Spin-sealed tibanna gas clips (power pack) will add and extra 50% to the number of shots per clip and +1 pip to damage, but the cost of each clip triples. Stats for the weapon are as follows:
    • Mono Blaster
      Type: Heavy Blaster Pistol
      Scale: Character
      Skill: Blaster: Mono
      Weight: 3.5kg
      Cost: 2500 (power packs: 100)
      Availability: 4,X
      Ammo: 100 (or variable, see above)
      Range: 3-25/50/100
      Damage: 5D (default: 100 shots) or 4D+1 (150), 4D+2 (125), 5D+1 (90), 5D+2 (80), 6D (70), 6D+1 (50), 6D+2 (30)
      Damage (spin-sealed tabanna gas): 5D+1 (default: 150 shots) or 4D+2 (225), 5D (187), 5D+2 (135), 6D (120), 6D+1 (105), 6D+2 (75), 7D (45)
  • Two Vibro-shivs: Damage: STR+2D+1; one on the outside of each lower leg that is fully retractable and concealable; each blade can be extended simultaniously or individually.
  • Self-Destruct: Can be set from 3 seconds to 1 minute and causes 5D damage to all within a 10 meter radius. If the suit is tampered with the being or beings doing so must make a Difficult Armor Repair role to avoid/deactivate the self-destruct. If the role fails they will get one additional attempt at Very Difficult before the armor explodes. The default duration is 6 seconds.
  • Electromonocular: also designed for the suit to interface with the front sensor unit. This piece adds +1D to Search for objects 100-200 meters away and +2D to objects beyond 200 meters. All data can be stored in the device or integrated into the HUD system of the helmet. This adds +1D to hit with the weapon after one round.
Computer System:
  • 15 Slot Computer System: Three I/O ports
  • Capabilities: (PWR: 5D, MEM: 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).
  • 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.
Description: Designed and built as an intergrated unit, the Mono suit works perfectly under even the most dire conditions with both the Mono Blaster and the Electromonocular. The monocular aids in spotting targets and allows the auto-recording to be played back for review. If the data is transferred into the helmet HUD system then the wearers voice can be used to annotate the data. The weapon interface allows the user to monitor the amount and type of ammo used.
Game Note: This armor and its systems can be upgraded, but only in certain areas. Those areas will be determined by the GM at time of purchase. This armor must be custom fit or it will not function as designed, giving degraded protection and system fuctionality.

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Item #232: December

Moon-Zhag Aphan ACL1 Hold-Out Blaster Pistol
Model: Aphan ACL1
Type: Hold-Out Blaster
Scale: Character
Skill: Blaster: Aphan ACL1
Weight: 1kg
Cost: 400 (power packs: 30)
Availability: 3,X
Body: 2D+1
Ammo: 10
Range: 3-6/12/24
Damage: 3D+2
Description: Compact and light, the Aphan Hold-Out scores with a slightly larger ammo capacity and a longer range. Both increases add to the overall value and make this the new favorite for those in need of a compact, concealable weapon.
Game Note: Weapon damage and ammo capacity can be increased by 50% and 25% respectively if spin-sealed tabanna gas is used for the accelerant instead of the standard gas componant. A refill of this gas costs 75 credits and must be done in a weapon shop or workshop with the right tools for working with tibanna gas.

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Item #233: December

Moon-Zhag KK2x Sniper Rifle
Model: Sniper Rifle
Scale: Character
Skill: Blaster: KK2x
Weight: 5kg
Cost: 3500
Availability: 4,X
Body: 4D
Ammo: 25
Range: 3-250/700/1400
Damage: 6D+2
Description: Just a simple, powerful sniper rifle that is well balanced in the right hands that also has good range and take-down. The limited ammo can be modified through use of an external, extended clip that adds 50 rounds to the total capacity.
Game Note: The internal clip is not designed to be removed. Instead, the clip is charged while it is in the weapon through a direct connect or a small optical cable allowing a standard charger to be used. This keeps the weapon lighter than normal. The scope adds +1D to hit per round up to three rounds or +3D.

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Item #234: December

Moon-Zhag ZZX9 Heavy Blaster Pistol
Model: Heavy Blaster Pistol
Scale: Character
Skill: Blaster: ZZX9
Weight: 3.5kg
Cost: 1750
Availability: 3,X
Body: 3D+2
Ammo: 100
Range: 3-25/50/100
Damage: 5D+2
Description: This is really just a very deadly, improved heavy blaster pistol that is more stable and rugged than many currently on the market. The ZZX9 has improved ammo capacity and double the range of a standard heavy blaster without all the added weight.
Game Note: If fired using the laser sight the owner gets and additional +1D to hit. Note however, that the clip is not standard and is therefore a bit more costly (add 100 credits to the standard blaster clip). The weapon can be easily cleaned and repaired and comes with a durable repair kit that allows the repair of all levels of damage (8 for light, 4 for heavy, 2 for severe).

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Item #235: December

Draymak 7G-212 Sniper Rifle
Model: Sniper Rifle
Scale: Character/Speeder/Walker
Skill: Blaster: 7G-212 (required)
Weight: 7kg
Cost: 32,500
Availability: 4,X
Body: 4D+1
Ammo: 100 or variable (see below)
Range: 3-300/900/1800 or variable (see below)
Damage: 6D (C)/5D (S)/4D (W) or variable (see below)
Description: Deadly? Yes. Expensive? Yes. Hard to locate? Yes. Illegal? That depends on who is using it and what they are using it for. The 7G-212 is a multi-ordnance weapon that can fire as a standard blaster rifle or fire specially designed slug rounds when various extra effects are required. The blaster rounds vary in damage depending on the scale of the target without loss to the total number of rounds available. This is actually a closely guarded secret design of the weapon that the developers do not wish to divulge. In fact, the weapon will literally dissolve if the firing chamber is taken apart. Even the dissolving of the weapon is a closely guarded secret. However, even in spite of this, the weapon is certainly a very stable and unique sniper weapon that can take a beating in harsh conditions and still take out the owners intended target.
Game Note One: The two-point stand attached near the barrels of the 7G-212 is designed to stabalize the rifle and adds +1D to hit when used. If using the energy weapon portion the area just forward of the clip can be connected to a power generator for unlimited capacity. The weapon may also be attached to nearly any vehicle that either comes with or can be modified to allow for a weapon mount. With the addition of the scope, the user may add an additional +1D to hit as it is a laser sight. To make the weapon even deadlier, an improved scope may be purchased that adds +2D to hit and is a dual-laser sight (cost is an additional 1500 credits).
This sniper rifle can fire in Character, Speeder or Walker scale, depending on the size of the target. A simple switch next to the trigger does the trick. When placing the special slug rounds in the chamber the bolt opening must be locked in the aft position. There are several types that can be used. Data on each is below.

Bolt Types:
  • Type: Ballistic
    Weight: .3kg
    Cost: 350 ea
    Range: 5-150/300/600
    Damage: 5D
    Effects: Standard slug round that has good range and a good punch. The projectile does not ignite until it reaches 4 meters, hence the effective short range of 5 meters.
  • Type: Explosive Ballistic
    Weight: .4kg
    Cost: 450 ea
    Range: 5-145/290/580
    Damage: 6D
    Blast Radius: 1-2/4/6
    Effects: Though with slightly less range, the exploding ballistic projectile can take out a target behind soft cover and usually any nearby targets as well. Collateral damage is minimized within the immediate area. Soft cover is limited to wood (similar items) and thin duracrete (less that .3 meters).
  • Type: Micro-Ion Ballistic
    Weight: .4kg
    Cost: 700 ea
    Range: 5-250/500/1000
    Damage: 5D+1
    Effects: This projectile is similar to the standard ballistic round with the added micro-ion engine to give it better range and a little extra damage.
  • Type: Armor Piercing
    Weight: .5kg
    Cost: 550
    Range: 5-150/300/600
    Damage: 5D
    Effects: The AP round travels the same distance as the standard ballistic round, but is designed to penetrate all types of personal armor. This round will also affect Speeder scale vehicles and objects at -2D.
  • Type: Super AP
    Scale: Speeder
    Weight: .6kg
    Cost: 750
    Range: 5-150/300/600
    Damage: 5D
    Effects: The Super AP round is designed to take out speeders of all types and still works well on characters and smaller objects by adding +2D to the damage.
  • Type: Thermite Burner
    Weight: .7kg
    Cost: 850
    Range: 5-300/600/1200
    Damage: 6D
    Effects: Armor piercing then releases a delayed thermite explosion within the target.
  • Type: Vile Rancor
    Scale: Speeder
    Weight: .65kg
    Cost: 1100
    Range: 5-400/800/1600
    Damage: 7D
    Effects: Takes out speeders and even walkers with relative ease. This round uses specialized chemical compounds allowing it to travel great distances with the same deadliness and accuracy. This deadly round is also armor piercing and contains a delayed explosive that allows greater damage once the outside armor has been penetrated.
Game Note Two: Additional special ammunition will be forthcoming as it is developed.

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