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Below are the items from previous months, starting with January of 2013

Item #236: January-March, 2013

Draymak Viper-X13 Long Range Fighter/Transport
Type: Fighter/Transport
Scale: Starfighter
Skill: Space Transports: Viper-X13
Length: 50.6 meters
Crew: 4; +2 gunners, skeleton: 1/+10
Crew Skills: Astrogation, Repulsorlift Ops, (s)Space Transports: Viper-X13, Starship Gunnery, Starship Shields
Passengers: 2
Cargo Capacity: 250 mt
Consumables: 6 months
Cost: 5,600,000
Availability: 3,X
Hyperdrive: x.5
Hyperdrive Backup: x8
Maneuverability: 4D+2 (+1D+2 from super micro-thrusters)
Space: 10
Atmosphere: 525; 1100kmh
Hull: 5D+2
Shields: 3D+1
Backup Shields: 3D
Sensors:
   Passive: 30/1D+1
   Scan: 60/2D+1
   Search: 120/3D+1
   Focus: 5/4D+1
Weapons: (all are retractable and hidden)
  2 Dual Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-40/80/160
    Atmosphere Range: 300-4km/8km/16km
    Damage: 6D+2
  4 Light Blaster Cannons
    Fire Arc: Turret (2 dorsal, 2 ventral)
    Skill: Starship Gunnery
    Fire Control: 3D+1
    Space Range: 3-25/50/100
    Atmosphere Range: 300-2.5km/5km/10km
    Damage: 5D+1
  2 Dual Ion Cannons (fire-linked)
    Fire Arc: Turret (dorsal)
    Skill: Starship Gunnery
    Fire Control: 3D+2
    Space Range: 2-20/40/80
    Atmosphere Range: 200-2km/4km/16km
    Damage: 5D
  Multi-Missile Launcher
    Fire Arc: Turret (ventral)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-40/80/160
    Atmosphere Range: 300-4km/8km/16km
    Ammo: 60 (small concussion missiles)
    Damage: 6D+2
  • Notes: Missiles can be fired singly or in groups of 3, 6, 9, or 12. Damage is increased by +2, +1D+1, +2D+1 and +3D+1 when groupings are used. Missiles fired in groups of three only can be combined after firing to not only add the extra damage, but provide an extra 10/20/40 unit range in space with an extra 1/2/4km range in atmosphere. When the missiles are combined in this way they also afford an extra +1D of fire control by linking their sensor systems.
Description: This is the latest addition to the Draymak line of space transports that can act as a long range fighter whenever needed. This craft can be used to transport up to 2 VIP's in relative comfort and security and provides some onboard entertainment in the way of holo-chess and other games. There is a small exercise/theater room for additional recreational time as well as a small medical bay with a 2-1B medical droid and bacta tank.

All weapon systems have their own power supplies and are fully retractable and shielded from all but the most intense scans (Sensor Difficulty of 25). The rear thruster engines retract against the hull when in the atmosphere to retain maneuverabiliy, and extend when in space.

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Item #237: January-March

Zentarian FLX-C3 Combat Droid
Type: 4th Degree
Scale Character
Cost: 96,000
Availability: 4,X
Dexterity 4D+1: Acrobatics 6D, armor weapons 6D, blaster 8D, dodge 7D, firearms 5D, grenade 6D, melee combat 8D, missile weapons 7D, plasma weapons 5D, running 7D, simultaneous attack 7D, (s)simultaneous attack: blaster /w blaster 9D, (s)simultaneous attack: vibroblade /w vibroblade 9D, thrown weapons 6D
Perception 4D: Command 5D, search 6D, sneak 7D
Strength 4D+2 (+2D): Brawling combat 8D, climbing/jumping 7D, lifting 7D, stamina 7D
Knowledge 3D: Alien species 4D, humanoid biology 4D, Intimidation 5D, languages 4D, law enforcement 4D, survival 6D, tactics 6D, technology 5D
Mechanical 2D: Astrogation 5D, communications 4D, computer ops 6D, repulsorlift ops 6D, space transports 6D, starship gunnery 5D, vehicle weapons 6D
Technical 2D: Armor repair 5D, blaster repair 5D, comp. prog./repair 6D, (s)droid repair: self 6D, melee weapon repair 5D, security 7D, space transport repair 5D
Weight: 90kg
Height: 1.75 meters
Move: 11
Equipment:
  -Humanoid Body
  -Two visual and two auditory sensors: Human and infrared range.
  -Two Humanoid Arms: Capable of all human/humanoid movement. This includes being able to pick up and use any weapon.
  -Two Humanoid Legs: Capable of all human/humanoid movement.
  -Reinforced Internal Chassis: Increases strength from 3D to 4D+2 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 all skills and reduces its total operating time by three hours for every one hour items are carried over the droids normal weight limit.
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Complex Personality: Over time this droid will develop its own personality; nearly 95% of which are non-combative and non-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 known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
  -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.
  -Tactical Database: Adds +1D to Tactics skill roll.
  -Security Database: Adds +1D to Security skill roll.
  -Mini-Fusion Generator: This provides nearly unlimited power to the droid allowing it to operate for up to 15 years before needing to replace the power core. However, the droid must still recharge its energy cells once every six months.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 75/1D+2
  Search: 125/2D
  Focus: 5/3D
Description: This combat droid produced by Zentarian is far superior to anything on the market at the present time. The droid is fully capable of operating on its own for several years and is fully adaptable to any situation it finds itself in. The skills are all hard-wired in, but the AA-3 Verbo droid brain is programmed with complete adaptability and learning algorithms so that it will be able to not only learn new skills, but master them as well. The tactical and security databases provide a wealth of historical and current information upon which to draw from. The droid sensors are designed for combat and aid it many ways when on a mission.

Game Notes: To date, no droid has gone 'rogue' and killed anyone or disobeyed an order; even during long-term testing before they were brought to market. There are no internal weapons, but it does have two small compartments, one in each upper thigh, that can hold one grenade each or one kilogram of detonite. They are also large enough to hold other small items based on mission parameters and objectives and are sensor proofed (Sensor Difficulty of 25 to detect).

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Item #238: January-March

Zentarian FLX-S3 Combat Droid
Type: 4th Degree
Scale Speeder
Cost: 365,000
Availability: 4,X
Dexterity 3D+2: Acrobatics 6D, armor weapons 6D, blaster 8D, dodge 7D, firearms 5D, grenade 6D, melee combat 8D, missile weapons 7D, plasma weapons 5D, running 7D, simultaneous attack 7D, (s)simultaneous attack: blaster /w blaster 9D, (s)simultaneous attack: vibroblade /w vibroblade 9D, thrown weapons 6D
Perception 4D: Command 6D, con 6D, search 7D, sneak 8D
Strength 4D+2 (+2D): Brawling combat 8D, climbing/jumping 7D, lifting 7D, stamina 7D
Knowledge 3D: Alien species 5D, humanoid biology 4D, Intimidation 5D, languages 4D, law enforcement 4D, streetwise 5D, survival 6D, tactics 6D, technology 5D
Mechanical 2D: Astrogation 5D, communications 4D, computer ops 6D, repulsorlift ops 6D, sensors 5D, space transports 6D, starship gunnery 5D, starship shields 5D, swoop ops 6D, vehicle weapons 6D, walker ops 6D
Technical 2D: Armor repair 5D, blaster repair 5D, comp. prog./repair 6D, demolition 6D, (s)droid repair: self 6D, melee weapon repair 5D, plasma weapon repair 5D, repulsorlift repair 5D, security 7D, space transport repair 5D, walker repair 5D
Weight: 118kg
Height: 1.95 meters
Move: 13
Equipment:
  -Speeder Scale Armor Plating (+2D)
  -Reinforced Internal Chassis: Increases strength from 3D+2 Character scale to 4D+2 Speeder scale and allows the droid to carry up to 700kg with ease. The droid can carry up to 1050kg, but suffers a -2 to more rate, a -1D to Dexterity and reduces its power charge by one fourth. (350 hours down to 263). See below for additional data.
  -Humanoid Body
  -Two visual and two auditory sensors: Human and infrared range.
  -Two Arms, Two Legs: Both arms and legs are capable of all human/humanoid movement. This includes being able to pick up and use any weapon.
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Complex Personality: Over time this droid will develop its own personality; nearly 95% of which are non-combative and non-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 known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
  -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.
  -Tactical Database: Adds +1D to Tactics skill roll.
  -Security Database: Adds +1D to Security skill roll.
  -Ship & Vehicle Repair Database: Adds +1D to Space Transport & other vehicle repair skill rolls.
  -Droid Repair Database: Adds +1D+1 to self repair rolls.
  -Mini-Fusion Generator: This provides nearly unlimited power to the droid allowing it to operate for up to 15 years before needing to replace the power core. However, the droid must still recharge its energy cells once every six months.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 5/3D
Description: This combat droid produced by Zentarian is far superior to anything on the market at the present time, which includes the "chopped down" FLX-C3 version. The Speeder Scale armor that has been added to the droid grants it a subtantially greater survivability rate than even is weaker counter part. The droid is fully capable of operating on its own for several years and is fully adaptable to any situation it finds itself in. The skills are all hard-wired, but the droid AA-3 Verbo brain is programmed with complete adaptability and learning algorithms so that it will be able to not only learn new skills, but master them as well. The tactical and security databases provide a wealth of historical and current information upon which to draw from. The droid sensors are designed for combat and aid it many ways when on a mission.
Game Notes: To date, no droid has gone 'rogue' and killed anyone or disobeyed an order; even during long-term testing before they were brought to market. There are no internal weapons, but it does have two small compartments, one in each upper thigh, that can hold one grenade each or one kilogram of detonite. They are also large enough to hold other small items based on mission parameters and objectives and are sensor proofed (Sensor Difficulty of 25 to detect).

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Item #239: January-March

Draymak Catapult Assault Armor
Type: Medium Armor
Powered: Yes
Protection: +4D/+3D/+1D (Strength and all skills)/+1D (Dexterity and all skills)
Protects the Following: All
Weight: 35 kg
Availability: 4,X
Cost: 6,500,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Can repair Light damage seven times, Moderate damage 5 times and Severe damage 3 times.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
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 along with wearer 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. Additional bonuses will be applied if the Matrix program is used in conjunction with the sensors (see Matrix below).
Fire Shielding Adds +3D to resist all normal fire damage, adds +2D to resist plasma fires and +1D to resist thermite fires.
Electrical Shielding: Adds +2D+2 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 credits each.
EMP Shielding: Coating lasts for 8 rounds and can be replaced.
Water Sealed: Sealed to 50 atmospheres or 500 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 five hours in liquid or vacuum.
Self-Sealing: The suit is designed to seal small punctures and tears in space or in liquid (light damage only). The sealant must be replaced after every four uses and costs 200 credits per use, or 800 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 Systems:
  • Two Retractable Blasters: one on each forearm.
    Model: Draymak SAR-1x Assault Rifle
    Type: Modified Heavy Assault Rifle
    Scale: Character/Speeder
    Skill: (s)Armor Weapons: SAR-1x
    Ammo: 100/15
    Range: 3-75/150/300, 3-25/50/100
    Damage: Blaster: 6D (C), Thermite Slug: 5D (S, .5 meter blast radius)
    Game Notes: The scope adds +2D to the Blaster skill when aimed for at least one round. It also provides range, bearing, altitude and current wind conditions to the selected target for optimum performance. The butt of the weapon contains a small maintenance and repair kit for use in the field (can repair serious damage twice or light damage up to four times before needing replacement). Note: The energy clip is inserted in the butt of the weapon behind the slug clip. Their is also a readout behind the scope indicating the number of slugs and energy blasts remaining as well as indicating when the weapon needs to be cleaned.
Computer System:
  • 15 Slot Computer System: Three I/O ports
  • Capabilities: (PWR: 5D, MEM: 20D)
  • Programs:
    • Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • 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 Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D 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).
    • 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.
Description: Imagine breaking through a door into a room full of troopers.... Now imagine all of them lying on the ground covered in blaster burns. This special suit will allow that kind of assault on nearly any bunker or secure fortress with near impunity. The built-in, heavily modified, blaster rifles provide the barrage of fire needed for the assault, while the armor provides the protection. In addition, there are four mini-concission missiles available for those hard-to-breach places - two in each shoulder. Be smart. Wear Draymak to every fight!
Game Note: The above armor comes with an auto destruct that is either triggered manually or automatically after sustaining damage that would otherwise destroy the suit. The overload can be set for 5 seconds (1 round) up to and including 10 minutes. The default setting in 15 seconds. Damage: 10D/8D/6D/4D. Blast Radius: 3-10/15/30 meters.

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Item #240: January-March

Zentarian M32 Blaster Pistol
Type: Blaster Pistol
Scale: Character
Skill: Blaster: M32
Weight: 1.8kg
Cost: 900
Availability: 3,X
Body: 2D+1
Ammo: 50
Range: 3-20/40/120
Damage: 4D+1
Description: This blaster pistol has a few improvements over the standard blaster on todays market. The damage, range and outer casing have been improved and enhanced to make the weapon slightly more durable and more effective at short and medium ranges. The pistol can mount a scope for better accuracy, but already comes with a laser sight permanently mounted under the barrel.
Game Note: The weapon cannot use a silencer. The laser pointer adds +2 to hit while a scope will reduce target numbers by one level and add +1D to hit after one round of aiming. The weapon can be linked to a HUD system, but any added scope will no longer function.

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Item #241: January-March

Zentarian N27 Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character
Skill: Blaster: N27
Weight: 2kg
Cost: 1100
Availability: 3,X
Body: 2D+2
Ammo: 50
Range: 3-15/30/60
Damage: 5D+1
Description: This heavy blaster pistol has a few improvements over the standard heavy blaster on todays market. The damage, range and outer casing have been improved and enhanced to make the weapon slightly more durable and more effective for all ranges. The heavy pistol can mount a scope for better accuracy. A laser pointer may also be mounted under the barrel.
Game Note: The weapon supports the use of a silencer, but damage will be reduced to 4D+1. The laser pointer adds +2 to hit while a scope will reduce target numbers by one level and add +1D to hit after one round of aiming. The weapon can be linked to a HUD system, but any added scope will no longer function. Increasing damage by using spin-sealed tibanna gas will increase base damage to 6D and increase damage using a silencer to 5D.

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Item #242: January-March

Zentarian Ozmex 12 Blaster Rifle
Type:
Scale: Character
Skill: Blaster: Ozmex 12
Weight: 3.5kg
Cost: 2100
Availability: 3,X
Body: 3D
Ammo: 100
Range: 3-50/110/300
Damage: 5D+2
Description: This heavy blaster pistol has a few improvements over the standard heavy blaster on todays market. The damage, range and outer casing have been improved and enhanced to make the weapon slightly more durable and more effective for short and medium ranges. The blaster rifle comes with a mounted scope on top for better accuracy and a laser pointer can be mounted under the barrel.
Game Note: The weapon supports the use of a silencer, but damage will be reduced to 4D+2. The laser pointer adds +2 to hit while a scope will reduce target numbers by one level and add +1D to hit after one round of aiming. The weapon can be linked to a HUD system, but any added scope will no longer function. Increasing damage by using spin-sealed tibanna gas and a tighter confinement beam will increase base damage to 6D+2 and increase damage using a silencer back to the original damage of 5D+2.

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Item #243: January-March

Moon-Zhag Kurtenix Heavy Pulse Blaster Rifle
Type: Pulse Blaster Rifle
Scale: Speeder
Skill: Blaster: Kertenix
Weight: 5kg
Cost: 9500
Availability: 3,X
Body: 3D
Ammo: 200 (bursts of 10)
Range: 3-75/175/350
Damage: 5D+2
Description: This weapon is designed to fire miltiple burst every time the trigger is pulled. This provides the large amount of damage the weapon is capable od dishing out and why it is effective against speeder scale vehicles and objects. The weapon is also quite durable and has an increased range to allow better effectiveness against targets it is designed to take down.
Game Note: The Kurtenix Heavy Pulse Blaster Rifle incorporates a special targeting sensor and a traditional scope cannot be used. The sensor adds +1D to hit Speeder scale targets and +2D to hit Character scale targets. The pulses come out of the weapon in groups of ten every time the trigger is pulled that increases the damage from Character to Speeder scale. The blaster can also be fired in full auto mode releasing 30 pulses that increase damage by +1D for Speeder scale and +2D for Character scale (this does not include the additional +2D damage added for scale adjustments). If the sensor system is linked to a H.U.D. system in a helmet then add an additional +1D to hit against Speeder scale and +1D against Character scale.

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Item #244: January-March

Dreymak Gur-Kilzm Sentinel Vibroblade
Type: Heavy Vibroblade
Scale: Character
Skill: Melee Weapons: Gur-Kilzm Sentinel
Weight: 1.7kg
Cost: 100,000
Availability: 4,X
Body: 4D
Difficulty: Moderate
Damage: Str+4D + special (see below)
Description: Not only is this blade the most powerful melee weapon on the market, it comes with additional features that are not immediately discernible. The first is the special metal alloy that makes up the blade portion, the composition of which is a company secret. The handle contains the power supply that creates the vibrations and is powered by a special cell. The handle also contains a few extras such as a set of pressure spikes that can extend outword to widen a gap by several centimeters. The back part of the blade, just forward of the handle, can also be used to heat up a substances that combust in order to start fires. The tip of the handle contains a small communicator and a small hidden storage area just large enough for a datachip or similar object.
Game Note: The communicator can be set up as a beck-n-call for the owners ship or vehicle with a 50km range. The communicator can also act as a standard chronometer. The storage space can be increased to triple its size if the communicator is removed. This will allow for storage of larger items. The power cell must be replaced after one year of continual use. However, the cell can be rechargable, but doubles the cost of the cell from 50 credits to 100 credits.

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Item #245: April-May

Moon-Zhag D-Ned Snub Fighter
Type: Short-Range Starfighter
Scale: Starfighter
Skills: Astrogation, Repulsorlift Ops, (s)Starfighter Piloting: D-Ned, Starship Gunnery, Starship Shields
Length: 7.9 meters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg
Consumables: 1 week
Cost: 95,000
Availability: 2,R or X
Hyperdrive: None
Hyperdrive Backup: None
Maneuverability: 4D
Atmosphere: 750/1200 kmh
Space: 12
Hull: 4D
Shields: 2D+2
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 100/3D
   Focus: 3/4D
Weapons:
  2 Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 3-30/60/120
    Atmosphere Range: 300-3km/6km/12km
    Damage: 6D
Description: This is an extremely fast fighter that can take down almost any aggressor. The D-Ned Fighter can out run and out maneuver any current fighter on the market due to its unique engine arrangement and thrusters.

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Item #246: April-May

Draymak FTCD-1a Floating Turret
Type: 4th Degree
Scale Character
Cost: 45,000
Availability: 2,R or X
/Dexterity 4D: Blaster 6D, dodge 7D+2
Perception 3D+1: Search 7D, sneak 6D
Strength 4D:
Knowledge 2D: Alien species 5D, languages 5D, tactics 7D
Mechanical 1D: Computer ops 5D
Technical 1D: Demolition 5D
Weight: 110kg
Height: 1.4 meters
Move: (see below)
Equipment:
  -Light Repeating Blaster:
    Skill: Blaster
    Ammo: 400
    Fire Control: 3D
    Range: 3-100/200/400
    Damage: 6D
  -Dual Blaster Cannons
    Skill: Blaster
    Ammo: 200 ea
    Fire Control: 3D
    Range: 3-150/300/600
    Damage: 6D+2
  -Repulsorlift System: Move rate of 60/275kmh with a maximum altitude of 1500 meters.
  -Target Database: Can hold up to 200,000 individual files that include images, sounds and holos on all targets, if available.
  -Tactical Database: Adds +1D to the Blaster skill to hit any target, but will add +2D to hit a target in the database.
  -Encrypted Communications Array: Allows secure communications with a base, another floating turret or the owner. Range is 100km in open terrain or 60km in urban settings.
  -Two visual and two auditory sensors: Human and infrared range.
  -Two 10,000 candle power spot lights: Capable of reaching 50 meters in complete darkness.
  -Data Transceiver and Computer Interface: The data tranceiver can be set to any known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 160/1D
  Scan: 325/2D
  Search: 650/3D
  Focus: 5/4D
Description: Designed to be the near-perfect hunter, the FTCD-1a floating turret droid can track down nearly any target on any planet and in any atmospheric conditions. f you are already abounty hunter than this droid can greatly add to your success rate. The repulsolift system is whisper quiet even when moving at maximum speeds. This allows the floating turret to easily flank a ground target and slow moving speeders. Carried firepower can even take down lightly armored vehicles and several platoons of troops before being taken down due to maneuvering thrusters that allow the droid to dodge most incoming fire.
Game Notes: Maneuvering thrusters add +2D to Dodge against standard targets and +3D versus database targets. The floating turret can be ridden in an emergency, but the passenger and his or her gear cannot exceed 150kg. Any rider, regardless of weight, removes the maneuvering bonus from the thrusters and reduces speed to 50; 225 kmh

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Item #247: April-May

Draymak TF-YL Personal Protection Droid
Type: 4th Degree
Scale Character
Cost: 38,000
Availability: 3,R or X
Dexterity 4D: Blaster 7D, (s)blaster: stun cannon 8D, dodge 7D
Perception 4D: Search 7D, Sneak 7D
Strength 4D (+2D):
Knowledge 3D: Tactics 7D
Mechanical 1D:
Technical 1D: First Aid 5D (nee below)
Weight: 200kg
Height: 1.8 meters
Move: 12
Equipment:
  -Left Arm: Heavy Blaster Rifle:
    Ammo: 200
    Range: 3-50/150/300
    Damage: 5D+1
  -Right Arm: Stun Cannon
    Ammo: 50
    Range: 3-30/60/120
    Damage: 5D+2 Stun
  -Humanoid Body: Protected with an additional 2D of armor.
  -Two visual and two auditory sensors: Human and infrared range.
  -Two Arms, Two Legs: Both arms and legs are capable of all human/humanoid movement.
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Complex Personality: Over time this droid will develop its own personality; nearly 95% of which are non-combative and non-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 known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
  -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.
  -Stun Gas System: The droid carries a highly effective cannister of neurotoxin that can stun nearly all forms of life with ease. The gas release system comes out as a cloud around the droid and can last for up to 5 minutes of continuous use. Range is based of wind, but the default with no wind is 10 meters. The neurotoxin can penetrate skin as well. The toxin has a strength of 6D. The only known beings this does not affect are those without circulatory systems or those creatures that can live in space without protection. Those strong in the Force, such as Jedi, roll against 5D damage. Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 5/3D
Description: When extra protection is required and living beings are either not available or at a premium, try the Draymak TF-YL Personal Protection Droid. The droid comes with two standard weapons - a blaster rifle and a stun cannon, but nearly any weapon can be modified to fit the droid. Note that the personalty matrix will never develop into anything that could harm it charge(s). Should that function ever be developed a small deactivation device turns the droid off until it can be wiped. Although this has never happened, it is still a great safety precaution.
Game Notes: The protection droid knows how to protect and how to diagnose wounds, but it cannot perform the first aid skill as it does not have hands or digits. Note however, that there are replacement hands available that can be attached to one or both arms to allow it to perform first aid. These attachable hands can be carried on the back of the droid. One hand costs 1000 credits.

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Item #248: April-May

Moon-Zhag Scezikx Combat Armor
Type: Medium Powered Armor
Powered: Yes
Protection: +3D/+2D/+2 (Strength and all skills)/+2 (Dexterity and all skills)
Protects the Following: All. A repair kit is included in the price: seven uses for Light damage and three uses for Severe damage.
Weight: 16kg
Availability: 4,X
Cost: 2,400,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60km range. 13 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D 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 along with wearer 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, adds +1D to resist plasma fires and +2 to resist thermite fires.
Electrical Shielding: Adds +1D+1 to resist electrical and stun damage.
Sonic Shielding: This type of shielding must be turned on and lasts for a maximum of 6 rounds before needed a charge. The charge takes either 6 minutes connected to the suit or both cells can be replaced at the cost of 400 credits 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 four hours in liquid or vacuum.
Self-Sealing: The suit is designed to seal small punctures and tears in space or in liquid (light damage only). The sealant must be replaced after every four uses and costs 200 credits per use, or 800 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: IR, UV, Thermal
    Passive: 30/+1D
    Scan: 60/+2D
    Search: 120/+3D
    Focus: 15/+4D
Sensors: Movement (front and rear)
    Passive: 20/+2
    Scan: 40/+1D
    Search: 60/+1D+2
    Focus: 10/+2D
Computer System:
  • 8 Slot Computer System: 2 I/O ports
  • Capabilities: (PWR: 1D, MEM: 15D)
  • 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 Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D 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).
  • Security System: Auto destruct of data and programs. Active virus for I/O ports.
Description: This is a more affordable suit of armor that still provides good protection with the ability to add additional features to customize the armor to each owners taste. Sure, the price is still high, but good armor must be or it will fall apart on first use. If the computer's power and memory are upgraded then it will be able to handle the addition of four fixed programs for combat and stealth missions.
Game Note: The above armor comes with an auto destruct that is either triggered manually or automatically after sustaining damage that would otherwise destroy the suit. The overload can be set for 5 seconds (1 round) or up to and including 10 minutes. The default setting in 15 seconds. Damage: 8D/6D/5D/3D. Blast Radius: 3-6/12/25 meters. For the additional Fixed Combat Programs to be added requires power at 3D minimum and memory at 20D minimum with an additional four program slots.

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Item #249: April-May

Draymak HPAA Kill Joy
Type: Powered Heavy Assault Armor
Powered: Yes
Protection: +4D/+3D/+2D (Strength and all skills)/+1D (Dexterity and all skills)
Protects the Following: All. A repair kit is included in the price: 11 uses for Light damage, 8 for Heavy, 5 for Severe.
Weight: 32kg
Availability: 4,X
Cost: 12,700,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repulsorpack: 175/350kmh, 4 hour charge (can recharge in 45 minutes from internal fusion power supply). Automatically charges when not in use.
Long-Range Communication System: 75km range. 24 scrambled channels. Scans all frequencies. Comes with a tight-beam feature for LOS that adds +2D to Communications rolls to detect it.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Helmet HUD System: The helmet, when attached, can access all sensors in the suit as well as its own. This information provides visual data of the wearers surroundings along with wearer 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 Immune to all normal fire damage, adds +2D+2 to resist plasma fires and +1D+2 to resist thermite fires.
Electrical Shielding: Adds +2D+2 to resist electrical and stun damage.
Sonic Shielding: This type of shielding must be turned on and lasts for a maximum of 12 rounds before needed a charge. The charge takes either 6 minutes connected to the suit or both cells can be replaced at the cost of 600 credits each.
EMP Protection: Protects the armor from EMP bursts for up to 16 rounds. Must be replaced once it is used up.
Water Sealed: Sealed to 90 atmospheres or 900 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 eight hours in liquid or vacuum.
Self-Sealing: The suit is designed to seal small punctures and tears in space or in liquid (light and heavy damage only). The sealant must be replaced after every eight uses (light damage) or 3 uses (heavy damage) and costs 300 credits per use, or 2400 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.
Tactical Database: Installed to assist computer programs used within the built-in computer system.
Military Vehicle Databases: Installed to assist computer programs used within the built-in computer system.
Sensors: IR, UV, Thermal
    Passive: 30/+1D
    Scan: 60/+2D
    Search: 120/+3D
    Focus: 15/+4D
Sensors: X-Ray, Ultrasound
    Passive: 20/+1D
    Scan: 40/+2D
    Search: 80/+3D
    Focus: 4/+4D
Sensors: Movement (front and rear)
    Passive: 60/+2
    Scan: 120/+1D
    Search: 240/+1D+2
    Focus: 20/+2D
Computer System:
  • 18 Slot Computer System: 3 I/O ports (one port is self-guiding and uses the preprogrammed Computer Ops skill of 5D. User has option to insert and use one computer spike (instead of the computer ops skill) at a time with a rating no higher that 7D)
  • Capabilities: PWR: 4D, MEM: 25D (upgradeable to 5D power, 35D memory)
  • Programs:
    • Accessing: 2 slots; Adds +1D to Computer Ops and Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • 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. The 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.
    • 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.
    • Brawler Plus: 2 slots; Allows +1 to +2D to be added to Brawling Combat. Adds +1 to (s)Tactics: Personal Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Strength and Dexterity this requirement is not needed).
    • 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 Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D to First Aid skill.
    • Melee Master: 3 slots; Adds +2D to Melee Combat after one round. Must be used with movement sensors and the Sensor and Matrix programs. Requires Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Dexterity this requirement is not needed).
    • Multiple Programs: 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. This process takes about 10 seconds to complete and once it is started it cannot be stopped. Active virus for I/O ports. The virus attacks any intruder systems with an attack strength of 9D. Hardened systems automatically reduce the number of "D" by the hardening rating.
Weapon & Non-Weapon Systems:
  1. Turbo-Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Range; 0-3/10/20), magnetic grappling "hook."
  2. Dual Retractable Vibroblades: STR+3D
  3. Wrist Laser: 45 shot power pack. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-5/25/50
  4. Boot Vibro-Shiv: STR+2D
Self Destruct: Goes off automatically if Destroyed damage is sustained or it can be activated. See below for details.
Description: This is one of the best suits of assualt armor currently on the market. Excellent protection with the ability to add some additional features to customize the armor to each owners taste. The price is high, but good armor must be or it will fall apart on first use if the proper alloys and strengthening processes are not used.
Game Note: The above armor comes with an auto destruct that is either triggered manually or automatically after sustaining damage that would otherwise destroy the suit. The overload can be set for 5 seconds (1 round) or up to and including 15 minutes. The default setting in 10 seconds. Damage: 12D/10D/8D/6D. Blast Radius: 3-6/12/25 meters. The suit is designed to accept several adapted external weapons such as shoulder mounted cannons, etc. Shields may also be added at a 20% cost reduction as the suit was designed for this modification.

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Item #250: April-May

Moon-Zhag HG89 Heavy Grenade Launcher/Blaster Rifle
Type: Grenade Launcher/Blaster Rifle
Scale: Character
Skill: (s)Blaster: HG89
Weight: 5kg
Cost: 11,500
Availability: 3,R or X
Body: 3D
Ammo: 10 (GL) / 50 (BR)
Fire Control: 2D (GL) / 1D (BR)
Range: 5-200/400/800 (GL) / 3-75/150/300
Damage: 5D (GL) * / 5D+2 (BR)
Description: Unlike typical blaster rifles that have the launcher under the barrel, this weapon mounts the blaster rifle under the grenade launcher putting the launcher as the primary weapon followed by the rifle. This combination allows the launcher greater accuracy at longer ranges. The blaster is an upgraded version having the same range as a typical blaster with only the ammo capacity reduced.
Game Note: * The grenades, like many weapons of this type, come in several different versions so the default damage listed covers only the fragmentation grenade. Converting the blaster rifle gas to tibanna spin-sealed will increase ammo to a 125 shot capacity.

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Item #251: April-May

Zentarian MA37 Assault Rifle
Type: Assault Rifle
Scale: Character
Skill: (s)Blaster: MA37
Weight: 5.5kg
Cost: 8400
Availability: 3,X
Body: 3D+1
Ammo: 100
Fire Control: 1D+1
Range: 3-100/200/400
Damage: 6D+1
Description: Deadly from a distance, the MA37 packs a punch. The ammo capacity has not been diminished either with the out "shell" of the weapon improved for greater durability. This weapon is easy to disassemble and clean. A scope of nearly any type can be added to the top of the weapon and it can support a sensor on the barrel so that it can be linked to armor HUD and MFTAS systems for extra targeting features.
Game Note: The HUD link is already included in the price, but the MFTAS is not. The HUD system wull have to be removed first, which adds 5% to the overall cost for modification. The sensor on the tip precludes the use of a scope.

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Item #252: April-May

Draymak PIEBR-1b Blaster Cannon
Type: Specialized Blaster Cannon
Scale: Character/Speeder/Walker
Skill: (s)Blaster: PIEBR-1b (required to use correctly)
Weight: 7kg
Cost: 28,000
Availability: 4,X
Body: 4D
Ammo: 30
Fire Control: 1D+1
Range: 3-150/300/600
Damage: 9D/7D/5D
Blast Radius: 5-10/20/30
Description: A blaster cannon for all seasons and all occations! This one goes out and blows holes in just about everything so you can return home in time for dinner. The PIEBR-1b has been designed with the 'get it done' warrior attitude in mind. The damage this weapon is capablle of dishing out comes second only to larger walker-based weapons. It out classes every speeder weapon there is for sheer explosive firepower. And it's easy to reload and keep clean for when it is needed most!
Game Note: The discharge is an energized oval ball of highly charged plasma, ions and electricity with a small amount of thermite in the center to keep it cohesive out to just past 600 meters (about 605 meters in most cases, but no more). The blast can literally melt most speeders unless they are heavily armored. Even walkers can be destroyed from a well placed shot. If the round fired hits the ground it will leave a crater half the size of the blast radius; a building isn't so lucky. If the damage isn't reduced to zero, whatever is inside the blast radius is destroyed.

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Item #253: June-September

Draymak Durma TF-4 Long-Range Combat Freighter/Transport
Type: Modifiable Long-Range Combat Freighter/Transport
Scale: Capitol Ship (due to power output)
Skills: Astrogation, Capitol Ship Gunnery, Repulsorlift Ops, (s)Space Transports: Durma TF-4, Starship Gunnery, Starship Shields
Length: 75.2 meters
Crew: 4; 1/+10
Passengers: 6 or 12 (added passenger module forward of silos)
Cargo Capacity: 100 or 50 tons (passenger module)
Escape Pods: 3 (four beings each)
Consumables: 8 months
Cost: 5,500,000
Availability: 3,X
Hyperdrive: .5
Hyperdrive Backup: x8
Maneuverability: 4D
Atmosphere: 950/1300 kmh
Space: 11
Hull: 5D+2
Shields: 3D+2
Sensors:
   Passive: 35/1D
   Scan: 80/2D
   Search: 200/3D
   Focus: 4/4D
Weapons:
  4 Modified Dual Retractable Turbolasers
    Fire Arc: Turrets (2 on wings, 2 on main body)
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 3-30/60/120
    Atmosphere Range: 300-3km/6km/12km
    Damage: 6D+2: 7D+2 if two are fire-linked, 8D+2 for all four
  2 Modified Heavy Retractable Blaster Cannons
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-50/100/200
    Atmosphere Range: 300-5km/10km/20km
    Damage: 6D
  6 Verticle Smart Missile Silos (concealed, aft of main cabin)
    Fire Arc: Dorsal/Verticle
    Scale: Capitol Ship
    Skill: Capitol Ship Gunnery
    Fire Control: 3D (plus 3D guidance system)
    Ammo: 5 missiles per silo (30 total)
    Space Range: 3-30/60/120
    Space: 10
    Atmosphere Range: 300-3km/6km/12km
    Atmosphere: 940/1150 kmh
    Blast Radius: 10-30/40/50 meters
    Damage: 5D+2/4D+2/3D
    Notes: May be fired singley or in volleys of 2, 3 or 5. Damage increases by +1D per missile added for a single target.
  2 Modified Retractable Ion Cannons
    Fire Arc: Turret (one dorsal, one ventral)
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-30/60/120
    Atmosphere Range: 300-3km/6km/12km
    Damage: 6D
Description: Big is a great word to describe this transport fighter. At just over 75 meters this ship has it all with passenger space, powerful weapons, strong shields and a tough outer hull. Ammenities have been installed to keep nearly any passenger happy for the long journeys this ship is capable of going on. There is ample food storage for up to eight months with coolers and freezers for fresh food and drinks of all varieties. The standard crew of 4 flies the ship so the Draymak designers added a full suite of service droids for any occasion (8, see below) that includes two medical droids to man the small, but complete, medical bay. There is an upper lounge and dining area that has a reinforced, shielded transparasteel view port out into space to gathering for meals, relax or play various games built-in to the room. It can also act as Command Center if the Troop Transport module is added. The addition of a passenger module provides room for up to six additional passengers in the same comfortable settings. Other modules are available (see Game Notes and below).
Game Notes: The ship comes with a storage module already in place, allowing the ship to carry an extra 50 metric tons of cargo. The other modules available include: Refrigeration, Gas/Liquid, Medical, Entertainment, Passenger and Troop Transport. There is also a Combination Entertainment/Passenger module that contains enough space for three and a few of the best items from the entertainment module.

Ship Modules
  1. Refrigeration
    Notes: Integrates into current cargo system for remote control of compartmentalized variable environments. All compartments are variable in size, pressure and tempurature. Comes with its own power supply so that the unit does not impact on current ship systems.
    Availability: 1
    Cost: 30,000
  2. Gas/Liquid
    Notes: Unit is capable of storing any type of gas or liquid in pressurized or non-pressurized states. Comes with its own power supply.
    Availability: 1
    Cost: 35,000
  3. Medical
    Notes: This unit is a full medical suite capable of supporting up to 40 troops and/or crew members. It comes with two surgical droids and two medical assistant droids and its own power supply.
    Availability: 3,F
    Cost: 75,000
  4. Entertainment
    Features: Hologame systems, Holovid players, interactive holos, sunning room, two jacuzzis and two pools (variable liquids), just to name a few.
    Notes: Comes with its own power supplies and filtration systems.
    Availability: 2
    Cost: 50,000
  5. Passenger
    Notes: The rooms are spacious and very comfortable.
    Capacity: 6
    Availability: 2
    Cost: 40,000
  6. Troop Transport
    Notes: Comes with its own power supplies and fitration systems. Also comes with 30 bunks in a two-level space with personal hygene areas and a small auto chef on each level. Near each exit is a weapons storage rack, clip charging and weapon cleaning stations.
    Capacity: 30
    Availability: 3,F or R
    Cost: 45,000
  7. Enter-Pass
    Features: Hologame systems, Holovid players, interactive holos, sunning room and one jacuzzi.
    Notes: The rooms are spacious and very comfortable. Comes with its own power supplies and filtration systems.
    Capacity: 3
    Availability: 2
    Cost: 45,000
  8. Med-Troop
    Notes: This unit is a full medical suite capable of supporting up to 15 troops and/or crew members. It comes with one surgical droid and one medical assistant droid. This has its own power supply and filtration system. Comes with its own power supplies and fitration systems. Also comes with 30 bunks in a two-level space with personal hygene areas and a small auto chef. Near each exit is a weapons storage rack, clip charging and weapon cleaning stations.
    Availability: 3,F
    Capacity: 15
    Cost: 60,000
Droid Compliment
  1. 2-1B Surgical Droid
    Availability: 4,F
    Cost: 4300
    Weight: 65
    DEXTERITY 1D:
    PERCEPTION 3D: (A)Injury/Ailment Diagnostics 5D
    STRENGTH 1D:
    KNOWLEDGE 2D: Alien Species 5D, Humanoid Biology 5D, Diagnosing 7D
    MECHANICAL 2D: (A)Bacta Tank Ops 5D
    TECHNICAL 3D: First Aid 6D, (A)Medicine 9D, (A)Medicine: Surgery 7D
    Move: 4
    Height: 1.5 meters
    EQUIPMENT:
    -Computer Interface Tether: 5 meters long. When connected to a medical mainframe, 2-1B series droids receive a +2D bonus to all medical skills
    -Medical Diagnostic Computer
    -Analytical Computer
    -Surgical Attachments
    -Hypodermic Injectors: 4D stun if used as a weapon
  2. MD-5 General Medical Droid
    Availability: 4,F
    Cost: 4000
    Weight: 60
    DEXTERITY 0D+1:
    PERCEPTION 2D: (A)Injury/Ailment Diagnostics 4D
    STRENGTH 1D:
    KNOWLEDGE 3D: Alien Species 4D, Humanoid Biology 4D, Diagnosing 5D
    MECHANICAL 1D: (A)Bacta Tank Ops 4D
    TECHNICAL 2D: First Aid 4D, (A)Medicine 5D
    Move: 2
    Height: 1.7 meters
    EQUIPMENT:
    -Computer Interface Tether: 5 meters long. When connected to a medical mainframe, 2-1B series droids receive a +2D bonus to all medical skills
    -Medical Diagnostic Computer
    -Analytical Computer
    -Surgical Attachments
    -Hypodermic Injectors: 4D stun if used as a weapon
    -Medicine Dispensers
  3. Cybot Galactica D-3PO Protocol Droid
    Availability: 1
    Cost: 4000
    DEXTERITY 1D:
    PERCEPTION 1D/3D:
    STRENGTH 2D:
    KNOWLEDGE 3D: Cultures 6D, Languages 10D
    MECHANICAL 1D:
    TECHNICAL 1D:
    Move: 8
    Height: 1.7 meters
    Weight: 50kg
    Personality Matrix: Complex
    EQUIPMENT:
    -Humanoid Body: torso, two arms, two legs, head
    -Two photoreceptors and two auditory receptors (human range)
    -Vocabulator Speech/Sound System
    -Broad-Band Antenna Receiver
    -Translang III Communication Modual with over 7 million languages
    -AA-1 Verbobrain
  4. Cybot Galactica LE-D0 Repair Droid

    "These things can install cargo, repair subsystems, pilot the ship and even communicate with spaceport personnel. Worth every credit."
    -Describing the LE-series

    DEXTERITY 1D:
    Perception 1D:
    Strength 2D:
    Knowledge 2D:
    Mechanical 2D: Astrogation 2D+1, communications 3D, computer ops 3D, repulsorlift ops 3D, sensors 3D, swoop ops 3D
    Technical 2D: Capital ship repair 4D, computer program/repair 5D, space transports repair 3D
    Cost: 12,800 (new)/6500 (used)
    Availability: 2
    Move: 7
    Height: 1.6m
    Weight: 55kg
    Personality Matrix: Complex
    EQUIPMENT:
    -Two Arm and Two Legs (humanoid)
    -Visual/audio sensors (human range)
    -Vocabulator speech/sound system
    -Vehicle Database: to be able to conduct repairs on all types of vehicles
    -Space Transport Database: to be able to conduct repairs on those types of ships
    -Capitol Ship Database: to be able to conduct repairs on those types of ships
    Notes: The LE-series repair droid, manufactured by Cybot Galactica, is an amalgamation of qualities from protocol droids and astromech droids.

    Although LE-series droids are about four times more expensive than simple repair droids such as the WED Treadwell, they are much more universal and easier to communicate with than other models of repair droid.

    It could not only repair spacecraft and devices, but also modify these and is an ideal walking tool for starship or stardock maintenance. The droid is also able to install cargo into cargo holds, help with docking operations or pilot swoop bikes, landspeeders, or airspeeders. With the proper programming, it could skillfully control even a medium-sized starship. The protocol abilities allow LE-series droids to establish contact with spaceport personnel and find the best way to avoid any unnecessary bureaucracy.

    The droid itself has specialized sensors and scopes, a broadband antenna, and a hologram recorder and projector. It also knows a large variety of tools, starships and other vehicle types and a huge amount of parts suitable for them. The skeletal body composition allows LE-series droids to squeeze inside even the tightest places in almost every type of machinery.

    The LE-series droid is very popular among spaceport crew members (as a part of staff) and pilots (as co-pilots and counterparts). Many owners give their LE-series droids names based on their serial numbers.
  5. SE4 Servant Droids (3)
    Availability: 2
    Cost: 2600
    Weight: 50
    DEXTERITY 2D:
    PERCEPTION 2D: Bargain 3D
    STRENGTH 2D: Lifting 3D
    KNOWLEDGE 2D: Culinary Arts 4D, Cultures 3D, Home Economics 4D, Languages 3D
    MECHANICAL 2D: Communications 3D, Repulsorlift Ops 3D
    TECHNICAL 2D: Cooking Tool Repair 4D, First-Aid 3D
    Move: 7
    Height: 1.6 meters
    Personality Matrix: Advanced
    EQUIPMENT:
    -Humanoid Body: torso, two arms, two legs, head
    -Two photoreceptors and two auditory receptors (human range)
    -Vocabulator Speech/Sound System
  6. 434-FPC Personal Chef Droid
    Availability: 1
    Cost: 4000
    Weight: 50
    DEXTERITY 2D:
    PERCEPTION 2D:
    STRENGTH 2D:
    KNOWLEDGE 3D: Culinary Arts 6D+2, Cultures 3D, (s)Cultures: Galactic Cuisine 5D, (s)Cultures: Food Preparation 5D, Home Economics 4D+2, Languages 2D+1, (s)Value: Foodstuffs 2D+2
    MECHANICAL 1D:
    TECHNICAL 1D:
    Move: 6
    Height: 1.4 meters
    EQUIPMENT:
    -Humanoid body
    -Two visual/Auditory sensor recorders: Human range
    -Vocabulator speech/sound system
    -Various cooking attachments (replaceable; attach to left arm)
    -AA-1 Verbobrain
    -Translang I Communications module
    -Food Preparation Database
    -Food Sample Analyzer
Click on image for full size
 
 

Item #254: June-September

Heavily Modified Cuirilla-Raye Xylines-class Spacetug
Type: Converted Tug
Scale: Starfighter
Skills: Astrogation, Repulsorlift Ops, (s)Space Transports: Xylines Spacetug, Starship Gunnery, Starship Shields
Length: 42 meters
Crew: 2
Passengers: 8
Cargo Capacity: 150 MT
Consumables: 4 weeks
Cost: 65,000 (new)/ 50,000 (used)
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x12
Maneuverability: 4D+2
Space: 6
Atmosphere: 280/550 kmh
Hull: 4D+2
Shields: 2D
Sensors:
   Passive: 15/1D
   Scan: 30/2D
   Search: 60/3D
   Focus: 3/4D
Weapons:
  2 Dual Blaster Cannons
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-30/60/120
    Atmosphere Range: 300-3km/6km/12km
    Damage: 5D+2
  2 Tractor Beam Projectors
    Fire Arc: Turret
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-5/15/30
    Atmosphere Range: 100-500/1.5/3km
    Damage: 5D
Description: Heavily modified and sold as basically a new ship that has been tested thoroughly. All modifications are included in the price.

Click on image for full size

UQ CRX VR10 Pantaloon Floor One
UQ CRX VR10 Pantaloon Floor Two

Colonial Chrome is where I got the above images.
 
 

Item #255: June-September

Zentarian PTE-L6 Planetary Evaluation Droid
Type: 3rd Degree
Scale Speeder
Cost: 12,000
Availability: 3,R
Dexterity 3D: (s)Blaster: stun cannon 6D, dodge 6D
Perception 3D: Search 5D, sneak 5D
Strength 2D (+2D):
Knowledge 2D: Planetary systems 5D
Mechanical 1D:
Technical 1D:
Weight: 400kg
Height: 2.8 meters tall, 6 meters wide
Move: 18
Equipment:
  -Four-Armed Disc Body: Protected with an additional 2D of armor for harsh environments.
  -Four 'Arms': Sensor Pods (see below for sensor information). These arms are partially retractable to allow the droid to fit inside the transport. On the tips of the arms are landing struts that extend out far enough so that the manipulation pod has ground clearance.
  -Manipulation Pod: On the under side of the droid, this section can be released via a long cable (500 meters) down to the surface if the PTE-L6 cannot land in the area. The pod has two arms used to collect samples for analysis and storage back on the transport pod.
  -Two visual and two auditory sensors: Human and infrared range.
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Personality Matrix: Simple
  -Long-Range Communications Array: This system can transmit to a ship in orbit as well as in-system up to 50,000 units away.
  -Data Transceiver and Computer Interface: The data tranceiver can be set to any known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
  -Speech/Sound System: This system is very basic and allows the droid to record all sights and sounds it encounters. As it has simple programming it is not expected to communicate except for very basic information, usually on an output terminal, but simple three or four word statements can be made.
  -Environmental Database
  -Planetary Database: (draws from and updates this database with each planet scanned)
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 300/1D+2
  Search: 600/2D
  Focus: 15/3D
Description: This droid is designed to re-used even though it can transmit all data to an orbiting ship or station and to any ship in the system. The droid can use a transport pod to travel from system to system for as long as 4 years without physically reporting back to base. It has also been programmed for self-repair as long as the damage isn't too severe. The transport pod contains a complete repair shop and even a repair droid to assist in keeping the pod in tip top shape and conduct regular maintenance on the PTE-L6 droid.
Game Notes: Stats for the transport pod and the repair droid are below. Note that this droid is not designed to search specifically for metals and minerals. It records everything it encounters within sensor range and can at least detect various items in the atmosphere, on the surface and in the ground only as far as its sensors can reach. The cargo capacity contains only repair parts for the ship and the droids, but can hold a few small samples based on mission parameters.

PTE Transport Pod
Zentarian PTE-L6 Jump Pod
Scale: Starfighter
Size: 18 meters
Consumables: none
Cargo Capacity: 500kg (repair parts for ship and droids)
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 1D+2
Hull: 3D+2
Shields: 2D
Space: 4
Atmosphere: 275;800kmh
Sensors:
Passive 10/0D
Scan 25/1D
Search 40/2D
Focus 5/2D
Description: Limited cargo space. No passengers and crew is one PTE-L6 Planetary Evaluation Droid and one LE Repair Droid.
Game Note: If cargo hold is empty the ship can hold 10 humanoids in an emergency, provided they all have enough oxygen for the trip.

Repair Droid
Cybot Galactica LE-series Repair Droid

"These things can install cargo, repair subsystems, pilot the ship and even communicate with spaceport personnel. Worth every credit."
-Describing the LE-series

Dexterity 1D:
Perception 1D:
Strength 2D:
Knowledge 2D:
Mechanical 2D: Astrogation 2D+1, communications 3D, computer ops 3D, repulsorlift ops 3D, sensors 3D, swoop ops 3D
Technical 2D: Capital ship repair 4D, computer program/repair 5D, space transports repair 3D
Cost: 12,800 (new)/6500 (used)
Availability: 2
Move: 7
Size: 1.7m
Personality Matrix: Complex

Equipment:
-Two Arm and Two Legs (humanoid)
-Visual/audio sensors (human range)
-Vocabulator speech/sound system
-Vehicle Database: to be able to conduct repairs on all types of vehicles
-Space Transport Database: to be able to conduct repairs on those types of ships
-Capitol Ship Database: to be able to conduct repairs on those types of ships
Notes: The LE-series repair droid, manufactured by Cybot Galactica, is an amalgamation of qualities from protocol droids and astromech droids.

Although LE-series droids are about four times more expensive than simple repair droids such as the WED Treadwell, they are much more universal and easier to communicate with than other models of repair droid.

It could not only repair spacecraft and devices, but also modify these and is an ideal walking tool for starship or stardock maintenance. The droid is also able to install cargo into cargo holds, help with docking operations or pilot swoop bikes, landspeeders, or airspeeders. With the proper programming, it could skillfully control even a medium-sized starship. The protocol abilities allow LE-series droids to establish contact with spaceport personnel and find the best way to avoid any unnecessary bureaucracy.

The droid itself has specialized sensors and scopes, a broadband antenna, and a hologram recorder and projector. It also knows a large variety of tools, starships and other vehicle types and a huge amount of parts suitable for them. The skeletal body composition allows LE-series droids to squeeze inside even the tightest places in almost every type of machinery.

The LE-series droid is very popular among spaceport crew members (as a part of staff) and pilots (as co-pilots and counterparts). Many owners give their LE-series droids names based on their serial numbers.
Click on image for full size


Click on image for full size
 
 

Item #256: June-September

Draymak Venator Medium Combat Armor
Type: Powered Armor
Powered: Yes
Protection: +3D/+2D/+2 (Strength and all skills)/+2 (Dexterity and all skills)
Protects the Following: All. A repair kit is included in the price: seven uses for Light damage and three uses for Severe damage.
Weight: 16kg
Availability: 4,X
Cost: 2,100,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60km range. 13 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D 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 along with wearer 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, adds +1D to resist plasma fires and +2 to resist thermite fires.
Electrical Shielding: Adds +1D+1 to resist electrical and stun damage.
Sonic Shielding: This type of shielding must be turned on and lasts for a maximum of 6 rounds before needed a charge. The charge takes either 6 minutes connected to the suit or both cells can be replaced at the cost of 400 credits 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 four hours in liquid or vacuum.
Self-Sealing: The suit is designed to seal small punctures and tears in space or in liquid (light damage only). The sealant must be replaced after every four uses and costs 200 credits per use, or 800 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: IR, UV, Thermal
    Passive: 30/+1D
    Scan: 60/+2D
    Search: 120/+3D
    Focus: 15/+4D
Sensors: Movement (front and rear)
    Passive: 20/+2
    Scan: 40/+1D
    Search: 60/+1D+2
    Focus: 10/+2D
Computer System:
  • 8 Slot Computer System: 2 I/O ports
  • Capabilities: (PWR: 1D, MEM: 15D)
  • 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 Ops and 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 Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D 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).
  • Security System: Auto destruct of data and programs. Active virus for I/O ports.
Description: Check out the stats then look at the image of the suit and you will agree that it is tough, versitile and potent. As with all Draymak lines, you can expect the best in this product as with any other. Always functional, always ready. This suit can be improved a bit too, but ther isn't much in the way of room to cram anything else in! Certainly built to last not just one fight, but many.

Click on image for full size
 
 

Item #257: June-September

Zentarian FA-16 Auto-Pistol
Type: Auto Slug Thrower Pistol
Scale: Character
Skill: (s)Firearms: FA-16
Weight: 2.5kg
Cost: 500
Availability: 3,X
Body: 3D
Ammo: 30
Fire Control: +1
Range: 2-15/30/60
Damage: 4D (ss)/4D+2 (bf)/5D (fa)
Blast Radius: None
Description: The FA-16 Auto-Pistol is, for a slug thrower, quite a powerful weapon for being so small. The pistol can fire in single shot, burst-fire and full auto with the flip of a small lever by the users thumb. The silencer that comes with it has been designed specifically for this pistol rendering it almost completely silent. The small site on the top of the pistol can be replaced with a laser site or a small scope. Again, both items come with the weapon and were expressly designed for it.
Game Note: The silencer reduces range to 2-12/24/48 and damage to 3D+1/4D/4D+1. The target number to hear the weapon fire is increased by +2D within 15 meters and +3D beyond that range. The laser site adds +1D to hit as does the scope. The difference is that the scope, if used correctly, gives range, altitude and wind information. Aiming with the scope adds +1D for each round aiming up to +2D+1. In full auto mode the pistol can hit more than one target based on range. At Medium Range: two targets (1 meter apart or less.), Long Range (3 targets 2 meters apart or less).

Click on image for full size
 
 

Item #258: June-September

Zentarian FA-22 Auto-Rifle
Type: Auto Slug Thrower Rifle
Scale: Character
Skill: (s)Firearms: FA-22
Weight: 4kg
Cost: 850
Availability: 3,X
Body: 3D
Ammo: 75 (+1 mini grenade)
Fire Control: 1D
Range: 3-30/60/120, 5-60/120/240
Damage: 5D (ss)/5D+2 (bf)/6D (fa), 5D (or by type of grenade)
Blast Radius: n/a for rifle, 2-4/8/12 for grenade
Description: The FA-22 Auto-Rifle is, for a slug thrower, quite a powerful weapon. The rifle can fire in single shot, burst-fire and full auto with the flip of a small lever by the users thumb. The silencer that comes with it has been designed specifically for this rifle and is actually integrated into it rendering it almost completely silent. The small scope on the top of the rifle can be replaced with a laser site or a standard scope. Again, both items come with the weapon and were expressly designed for it. The FA-22 can be modified to allow for a scomp link or cybernetic connection to a HUD display in armor.
Game Note: The silencer reduces range to 3-25/50/100 and damage to 4D+1/5D/5D+1. The target number to hear the weapon fire is increased by +2D within 20 meters and +3D beyond that range. The small scope adds +2 to hit, while the laser site adds +1D to hit as does a standard scope. The difference is that the scope, if used correctly, gives range, altitude and wind information. Aiming with the scope adds +1D for each round aiming up to +3D. In full auto mode the rifle can hit more than one target based on range. At Medium Range: two targets (1 meter apart or less.), Long Range (3 targets 2 meters apart or less). The grenade launcher must be manually reloaded.

Click on image for full size
 
 

Item #259: June-September

Zentarian FA-50 Auto Heavy Rifle
Type: Auto Slug Thrower Rifle
Scale: Character
Skill: (s)Firearms: FA-50
Weight: 6kg
Cost: 1200
Availability: 4,X
Body: 3D+1
Ammo: 50
Fire Control: 1D+2
Range: 3-50/100/200
Damage: 5D+2 (ss)/6D+1 (bf)/7D (fa)
Blast Radius: None
Description: The FA-50 Auto-Heavy Rifle is, for a slug thrower, quite a powerful weapon. The rifle can fire in single shot, burst-fire and full auto with the flip of a small lever by the users thumb. The silencer that comes built-in has been designed specifically for this rifle and is actually integrated into it rendering it almost completely silent. The small scope on the top of the rifle can be replaced with a laser site or a standard scope. Again, both items come with the weapon and were expressly designed for it. The FA-50 comes with a scomp link or cybernetic connection to a HUD display in armor (installed at purchase).
Game Note: The silencer reduces range to 3-40/80/160 and damage to 5D/5D+2/6D+1. The target number to hear the weapon fire is increased by +1D+2 within 20 meters and +2D+1 beyond that range. The small scope adds +1D to hit. The laser site also adds +1D to hit but the standard scope is actually a two-dot scope that adds +2D to hit. The two-dot scope provides range, altitude, bearing to target, wind and barometric data. Aiming with the scope adds +1D for each additional round past the first to a maximum of +3D. In full auto mode the rifle can hit more than one target based on range. At Medium Range: three targets (1 meter apart or less.), Long Range (5 targets 2 meters apart or less).

Click on image for full size
 
 

Item #260: June-September

Zentarian FA-90 Assault Sniper Rifle
Type: Auto Slug Thrower Rifle
Scale: Character
Skill: (s)Firearms: FA-90
Weight: 7.5kg
Cost: 2500
Availability: 4,X
Body: 4D
Ammo: 50
Fire Control: 2D
Range: 3-75/150/300 (assault mode), 3-125/250/500 (sniper mode)
Damage: 6D (ss)/6D+2 (bf)/7D+2 (fa)
Blast Radius: None
Description: The FA-90 Auto-Assualt Sniper Rifle is quite a powerful weapon. The rifle can fire in single shot, burst-fire and full auto with the flip of a small lever by the users thumb. The blast suppressor that comes with the weapon has been designed specifically for it, but can be removed and cleaned. The blast supressor renders the rifle almost completely silent. The sighting mechanism is no ordinary scope. It is in fact a tri-dot scope expressly designed for this weapon. The FA-90 can also come with a scomp link or cybernetic connection to a HUD display in armor (selected and installed at time of purchase). The buyer must choose which option as they do not work together.
Game Note: The blast suppressor does not reduce range or damage. The target number to hear the weapon fire is increased by +1D+2 within 20 meters and +2D+1 out to 100 meters. In sniper mode the weapons shot cannot be heard or seen beyond 100 meters. The large scope adds +3D to hit. The tri-dot scope provides range, altitude, bearing to target, wind and barometric data. Aiming with the scope adds +1D for each additional round past the first to a maximum of +2D. In full auto mode the rifle can hit more than one target based on range. At Medium Range: three targets (1 meter apart or less.), Long Range (5 targets 2 meters apart or less).

Click on image for full size
 
 

Item #261: October-November

Amalgamated Hyperdyne 578-R Space Transport
Type: Space Transport
Scale: Starfighter
Skills: Astrogation, Repulsorlift Ops, (s)Starfighter Piloting: 578-R, Starship Gunnery, Starship Shields
Length: 31.5 meters
Crew: 4
Passengers: None
Cargo Capacity: 100 mt
Consumables: 4 months
Cost: 75,000 (new) / 28,000 (used)
Availability: 1,F
Hyperdrive: x3
Hyperdrive Backup: x15
Maneuverability: 1D
Atmosphere: 250; 800 kmh
Space: 5
Hull: 4D
Shields: 1D
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 100/3D
   Focus: 3/4D
Weapons:
  Medium Laser Cannon
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 1D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 5D
Description: The 578-R suffered from many production problems, and ultimately resulted in Amalgamated Hyperdyne going bankrupt due to the many safety recalls issued on the craft. Many ships came off the assembly line with missing components such as a hyperdrive motivator, or in worse cases exhibiting malfunctions that wouldn't appear until the worst possible moment, such as transparisteel viewports coming loose in the midst of flight.
Most of the transports were removed from the market or recalled for their deficiencies. Those that remained in active use were popular among outlaw techs and the fringes of society. They were easily customized due to their largely available parts of Corellian Engineering Corporation design.

Click on image for full size

578-R Deck Plan
578-R Cut-Away
 
 

Item #262: October-November

Moon-Zhag DL3 Combat Droid
Type: 4th Degree
Scale Character
Cost: 14,000
Availability: 3,R or X
Dexterity 4D: Blaster 6D, dodge 7D+2
Perception 4D: Search 7D, sneak 6D
Strength 3D (+1D+2):
Knowledge 2D: Alien species 5D, languages 5D, tactics 7D
Mechanical 1D: Computer ops 5D
Technical 1D: Demolition 5D
Weight: 45kg (no weapon), 55+ (with weapon)
Height: .75 meters
Move: 16
Equipment:
  -Armor: Thicked shell adds +1D+2 to resist damage
  -Variable Heavy Weapon Mount: see below for weapon types available
  -Repulsorlift System: Move rate of 175/375kmh with a maximum altitude of 1500 meters.
  -Tactical Database: Adds +1D to the Blaster skill to hit any target, but will add +2D to hit a target in the database.
  -Encrypted Communications Array: Allows secure, encrypted communications with a base, another floating turret or the owner. Range is 100km in open terrain or 60km in urban settings.
  -One Visual and One Auditory Sensor: Human, infrared and ultraviolet range.
Shields: This droid comes with shields that add +2D to its Strength roll to resist damage.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 160/1D
  Scan: 325/2D
  Search: 650/3D
  Focus: 5/4D
Description: Designed for front line combat in a situation that requires heavy fire power with little chance of troops being killed. This droid is efficient and deadly and can mount several different types of weapons depending on mission parameters. The best part is that not many of them are needed to turn the tide.
Game Notes: If being actively jammed droid will carry out last orders.

Click on image for full size
 
 

Item #263: October-November

Draymak DLTZ-7 Assault Droid
Type: 4th Degree
Scale Character
Cost: 38,000
Availability: 3,X
Dexterity 4D: Blaster 8D, (s) blaster: heavy blaster cannon 9D+2, dodge 8D
Perception 4D: Search 7D, Sneak 7D
Strength 4D (2D):
Knowledge 3D: Tactics 7D
Mechanical 0D:
Technical 0D:
Weight: 45kg
Height: .5 meters
Move: 20
Equipment:
  -Armor: Thicked shell adds +2D to resist damage
  -Heavy Blaster Cannon:
    Ammo: unlimited
    Range: 3-50/150/300
    Blast Radius: 2 meters
    Damage: 6D
  -Protected with an additional 2D of armor.
  -One visual and two auditory sensors (see below)
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Complex Personality: Over time this droid will develop its own personality; nearly 95% of which are non-combative and non-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 known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
  -Stun Gas System: The droid carries a highly effective cannister of neurotoxin that can stun nearly all forms of life with ease. The gas release system comes out as a cloud around the droid and can last for up to 5 minutes of continuous use. Range is based of wind, but the default with no wind is 10 meters. The neurotoxin can penetrate skin as well. The toxin has a strength of 6D. The only known beings this does not affect are those without circulatory systems or those creatures that can live in space without protection. Those strong in the Force, such as Jedi, roll against 5D damage.
  -Tactical Database: Contains over 250,000 entries on known criminal organization, Imperial and Old Republic tactics. Also includes Small Unit, starfighter and capitol ship tactics, though use of the last two are specific to those trying to board or take over in some way.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 5/3D
Description: This is one tough little droid. The cannon on it is designed for rapid fire to be used to take down multiple targets with ease and withstand any return fire it may receive.
Game Notes: The DLTZ-7 comes with advanced, redundant systems so that it can take an extra "D" of damage and still function.

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Item #264: October-November

GM Note: This is NOT the droid you're looking for...it is, however, based off another droid.
Draymak G238 Snake Droid
Type: 4th Degree
Scale Character
Cost: 50,000
Availability: 4,X
Dexterity 5D: Blaster 8D, (s) blaster: heavy blaster rifle 9D, dodge 8D
Perception 3D: Search 8D, Sneak 8D
Strength 4D:
Knowledge 3D: (s) Tactics: small unit 6D
Mechanical 0D:
Technical 0D:
Weight: 45kg
Height: 1.2 meters
Move: 14
Equipment:
  -Right Arm: Modified Heavy Blaster Rifle:
    Ammo: unlimited
    Range: 3-50/150/300
    Damage: 5D+1
  -Humanoid Body: Protected with an additional 2D of armor.
  -One visual and one auditory sensor: Human, IR, UV and low-light ranges.
  -Two Arms: Both arms are capable of all human/humanoid movement. The left arm has been fitted with a heavy blaster rifle designed to take out single targets.
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Small Tactical Database
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 300/2D
  Focus: 5/3D
Description: Small snake-like droid that is used as a security droid in small places or for backup security. Is designed to take out one target at a time so that it slowly widdles away at the opposition and lowers morale. It is specifically programmed to hide all of its victims to draw others in. Sometimes, depending on the situation the droid finds itself in, it will not kill an attacker so that it can verbalize or scream for help and draw in others. The droid is basically an assassin droid that has been designed for very specific use.
Game Notes: The heavy blaster rifle can be set to stun at any time and is silenced. The roll to detect the weapon being fired is Very Difficult at short and point-blank ranges. At medium and beyond the difficulty becomes Heroic. The blaster may also be used as a melee weapon that does Str+2D.

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Item #265: October-November

Nordian Droid Artillery Turret
Type: Mobile Artillery
Scale: Speeder
Skill: (s) Blaster Artillery: NDAT
Cost: 85,000
Availability: 3,R or X
Body: 3D+2
Dexterity 0D:
Perception 2D: Search 7D, (s) search: tacking 7D+2
Strength 0D (see Body rating):
Knowledge 2D: (s) Tactics: analysis 6D
Mechanical 3D: (s) Blaster artillery: NDAT 7D+2
Technical 0D:
Weight: 85kg
Height: 2.0 meters deployed/1.5 meters stored
Move: 15 (repulsors)
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 400/1D
  Scan: 800/1D+2
  Search: 1.6km/2D
  Focus: 10/3D
Equipment:
  -Dual Heavy Blaster Cannons (fire-linked):
    Range: 3-300/600/1.2 km
    Fire Control: 2D+1
    Damage: 5D+1
  -Tactical Database
Description: This is a new breed of droid-controlled artillery turret. It is completely self-contained and can move on its own as needed. Orders can sent directly to the droid through a tight-beam transceiver system.
Game Note: The droid needs to be charged once every five days when in constant use. It is programmed to know when the best time to back off and change will be.

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Item #266: October-November

Draymak 109x Pulse Cannon/Blaster Rifle
Type: Dual Cannon/Blaster Rifle Combo Weapon
Scale: Speeder/Character
Skill: (s) Blaster: 109x
Weight: 5kg
Cost: 470,000
Availability: 3,X
Body: 3D+1
Ammo: 20/100
Fire Control: 2D
Range: 3-200/400/1200 (pc), 3-150/300/600 (br)
Damage: 6D (s)/6D (c)
Description: Capable of long range targeting with the added bonus of fire control to make it more accurate. Even the blaster rifle utilizes the fire control system for greater range and accuracy. The weapon is also quite durable similar to other weapons in the Draymak line. Damage has been increased due, in part, to the increased output to achieve those greater ranges. The ammo capacity has also been increased so the being using the weapon can stay in the field longer as both the pulse cannon and the blaster rifle have their own supply of tybanna gas and energy clips.
Game Note: Repairing damage to the weapon is slightly easier than a typical blaster (-2 to the Moderate Difficulty roll).

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Item #267: October-November

GM Note: This item is very difficult to obtain anywhere in the galaxy - you can't just go to a weapon store or a typical black market contact and buy one off the shelf.
Draymak Anti-Matter Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character/Speeder/Walker
Skill: (s) Blaster: ATBR or Vehicle Weapons (if mounted)
Weight: 4.5kg
Cost: 2,900,000+ (Black Market only)
Availability: 4,X
Body: 4D
Ammo: 20 cell
Targeting Computer: 1D Bonus
Range: 2-500/1km/2km
Blast Radius: 5-12/16/25
Damage: 9D+1/7D+1/5D+2
Description: "Death to all who appose us!" is the adopted phrase for this weapon. When fired, the AMC40 most often ompletely obliterates the target, leaving nothing behind. The Draymak version is a more powerful weapon than the Moon-Zhag one produced earlier. This weapon is highly illegal throughout the Empire.
Game Note: Any being, speeder or walker hit with this weapon is most often destroyed instantly. Anything caught in the blast is also destroyed or badly damaged. Unlike other weapons this one has no reduction in damage the farther away someone is from the blast. Each full clip costs 40,000 credits due to anti- matter in each round.

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Item #268: October-November

Draymak Dual Vibro Star Blade
Type: Melee Weapon
Scale: Character
Skill:(s) Melee Combat: Vibro Star
Weight: 2kg
Cost: 15,000
Availability: 3,R
Body: 5D
Difficulty: Moderate
Ammo: 1 every other round
Fire Control: 0D or 2D
Range: 1-5/10/20
Damage: STR+3D or 5D
Description: This blade is truly a special weapon and somewhat unique is its design and use. The Vibro Star has two uses: as a normal vibroblade and as a ranged weapon. Every few seconds the blade can discharge a powerful electrical bolt that causes lots of damage to unprotected targets. Armor with electrical protection is immune to this type of damage. Lightsabers can block this attack as well.
Game Note: Every other round the blades energy source builds up enough power to shoot out a burst of highly condensed, superconductive electrical energy that rips into an unprotected target. If the target takes a wound from this they are also knocked back 3-5 meters and thrown to the ground, loosing all remaining actions for the round. A Very Difficult Dexterity roll will allow the being to stay standing, but they still lose their remaining actions. However, if the being has already sustained a wound in battle and then gets a second wound from the electricity blast they automatically get knocked down for the rest of the round and lose all remaining actions.

This weapon, due to the special armor added to it, can withstand a blow from a standard, unmodified lightsaber (negates all extra damage added by the skill of the user - Jedi's, Sith, etc). Those that cause damage above 5D can cut through the blade just like any other substance.

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Item #269: December

Draymak Max Intercept MkI Fighter Interceptor
Type: Fighter Interceptor
Scale: Starfighter
Skills: Starfighter Piloting: Max
Length: 8.95 meters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg
Consumables: 2 months
Cost: 175,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x9
Maneuverability: 4D+2
Space: 13
Atmosphere: 900; 1280kmh
Hull: 4D+2
Shields: 2D+2
Sensors:
   Passive: 35/1D
   Scan: 70/2D
   Search: 140/3D
   Focus: 5/4D
Weapons:
  2 Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 5D+2
Description:

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Item #270: December

Draymak Max Intercept MkII Fighter Interceptor
Type: Fighter Interceptor
Scale: Starfighter
Skills: Starfighter Piloting: Max II
Length: 8.95 meters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg
Consumables: 2 months
Cost: 215,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x9
Maneuverability: 4D
Atmosphere: 900; 1280kmh
Space: 13
Hull: 4D+2
Shields: 2D+2
Sensors:
   Passive: 35/1D
   Scan: 70/2D
   Search: 140/3D
   Focus: 5/4D
Weapons:
  2 Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 5D+2
  2 Medium Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-5/15/30
    Atmosphere Range: 100-500/1.5/3.0 km
    Damage: 6D+1
Description:

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Item #271: December

Draymak SCD-13 Super Combat Droid
Type: 4th Degree
Scale Speeder
Cost: 128,000
Availability: 4,X
Dexterity 5D: Blaster 8D, (s) blaster: heavy blaster cannon 9D+2, dodge 8D, melee combat 7D, (s) melee combat: VS-9x 9D+2, running 7D
Perception 4D: Search 7D, sneak 7D
Strength 5D (+2D to resist damage only): Climbing/jumping 7D
Knowledge 3D: Alien Species 6D, Tactics 6D, (s) tactics: capitol ship 8D, (s) tactics: imperial 8D, (s) tactics: old republic 8D, (s) tactics: small unit 9D, (s) tactics: space transports 8D
Mechanical 3D:
Technical 3D:
Weight: 190kg
Height: 2.6 meters
Move: 18
Equipment:
  -Armor: Thick armored shell adds +2D to resist damage and changed the scale to speeder.
  -Heavy Blaster Cannon:
    Ammo: unlimited (does require replacement of tibanna gas after every 500 shots)
    Range: 3-75/300/600
    Blast Radius: 2 meters
    Damage: 7D+2
  -Super VS-9x Vibrosword:
    Range: 2 meters (+1)
    Skill: (s) Melee Combat: VS-9x
    Damage: Strength +3D
  -One visual and two auditory sensors (see below)
  -AA-3 VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Complex Personality: Over time this droid will develop its own personality; nearly 95% of which are non-combative (outside its normal programming) and non-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 known or specific frequency required while the computer interface is standard, but comes with an adapter for nearly all planets in the civilized galaxy.
  -Tactical Database: Contains over 250,000 entries on known criminal organizations, Imperial and Old Republic tactics. Also includes Small Unit, starfighter and capitol ship tactics, though use of the last two are specific to those trying to board or take over a ship in some way.
  -Vehicle Database
  -Starship Database
  -Alien Species Database
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: Quality design and expert systems, the SCD-13 is a near-perfect killing machine. Fast and intimidating, this droid has the ability to locate and elliminate all threats it is assigned. The AA-1 Verbobrain is capable of learning on the fly so that it can adapt to all new situations it may encounter. The SCD-13 can also help stop pirate attacks by anylizing the enemy attack pattern and create ways to counter it using the extensive tactical databases it has access to. Field tests of the protypes has shown that they are highly adaptable and, in over 95% of tests, came back fully functional. They have also been known to keep their charges alive in 85% of all scenarios they have been placed in. Well worth the high cost for any military organization or private firm that is willing to spend the credits for the exceptional protection provided.
Game Notes: Note that tactics will change as the situation changes. All units are designed to protect their owners, but place completing the mission over any lives they are in charge of protecting unless the mission is to protect a being or beings. Note, however, that this programming can be altered so that it places the survivability of beings it works for or with as its top priority. To alter this programming requires a Difficult Droid Programming role.

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Item #272: December

Draymak A3 BeetleDroid
Type: 4th Degree
Scale Character
Cost: 8500
Availability: 2,X
Dexterity 2D: (s) Missile Weapons: micro-dart launcher 8D, dodge 8D, flight 7D
Perception 2D: Search 6D, sneak 8D
Strength 2D (+1D):
Knowledge 1D:
Mechanical D:
Technical D:
Weight: .1kg
Height: 5 cm long, 4 cm tall
Move: 2 (walking)/11 (flying)
Equipment:
  -Probiscus: Micro-dart Launcher
    Ammo: 3
    Range: 3-5/8/10
    Damage: 5D (Special, see below)
  -Plassteel/Corusca Stone Alloy Shell: Adds +1D protection and has an organic coating so that the beetle registers as a living organism. Detailed scans will confirm its true nature.
  -Stealth Wings: unfold from under the outer shell. Coated with a special compound that allows silent flight (+3D to Sneak). Cannot be detected beyond 5 meters.
  -One visual and one auditory sensor: Human, IR, UV, L-L and Life Form
  -Six Legs: Allows sticking to nearly any surface, including upside down
  -AA-3c Micro-VerboBrain: Similar to a protocol droid that is capable of high-level analysis.
  -Micro Tactical Database: used to store target information and determine best attack mode for that particular target.
Sensors (in meters):Human, IR, UV, L-L, Life Form
  Passive: 5/1D
  Scan: 10/1D+2
  Search: 30/2D
  Focus: 2/3D
Description: This small beetle can track down any target on any planet with no outside assistance and do so without being detected. In most cases the beetle can fly right up to its intended target and shoot one its poison darts into the victim without ever being noticed in any way. Sensors will pick it up as a living creature so that most alarm systems will not even set off an alert. Perfect for capturing or killing targets that are difficult to get to with out alarms being activated. The high cost is due mostly to the corusca stone alloy shell.
Game Notes: Sensors can extend to double listed range for two rounds up to five times per day. One charge lasts up to 15 hours. The beetle can be recharged in as little as one hour.

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Item #273: December

Zentarian Naginata Sniper Rifle
Type: Sniper Rifle
Scale: Character
Skill: (s) Blaster: Naginata
Weight: 5kg
Cost: 10,450
Availability: 3,X
Body: 4D
Ammo: 15
Fire Control: 2D
Range: 3-250/500/1.2km
Damage: 6D+2
Description: A very powerful sniper rifle in the hands of a professional. This weapon has the added advantage of removing the color from the blast for greater chance of success. The weapon is easy to take apart and clean and is very durable. The weapon is also designed to be modified either for better range or damage, but not both.
Game Notes: To detect the blast before it hits the intended target takes a Very Difficult Perception roll. Sensors may detect the energy beam, but this only reduces the difficulty to Difficult. If the blast is detected the target can roll Dodge at -2D. Modifying Range will increase it to the following: 3-300/600/1.5km. Modifying Damage will increase it to 7D+2. If either is increased above what is listed then both will be reduced to the following: Range: 3-200/400/800, Damage: 6D. This change cannot be repaired without being sent into the manufacturer for a complete overhaul at a cost of 50% of the original price. However, if the user doubles the cost at the time of purchase both Range and Damage can be increased. The weapon comes with a scope (+1D to hit) that can be upgraded with any scope the user chooses. The scope can be removed in favor of a targeting sensor that adds +2D to hit and can be linked to an armor HUD system.

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Item #274: December

Draymak AC13 Assault Cannon
Type: Blaster Cannon
Scale: Speeder
Skill: (s) Blaster: AC13
Weight: 9.5kg
Cost: 58,000
Availability: 3,X
Body: 4D+2
Ammo: 100
Fire Control: 2D
Range: 5-400/800/1.6km
Damage: 8D
Description: This is a large weapon to be used for taking down speeders and even some walkers. The AC13 packs a punch and can be carried by one being. Like all Draymak weapons this one is durable and can be maintained easily. Just remember to engage the safety when not in use!
Game Note: The weapon comes with a targeting sensor that adds +2D to hit and can be linked to an armor HUD system. The AC13 comes with a security package that is taylored around the user. Once the weapon is purchased the user gets linked to the weapon via palm print and DNA code sequence. From that point on no one can use the weapon unless the user authorizes a one-time use override. There is also an option to turn on a shock system that delivers 6D stun damage to anyone picking up the cannon without authorization. For an additional 5000 credits a voice analysis sensor can be added that detects user duress. If this happens the weapon locks and the shock system engages. It can only be unlocked by an alive and conscious user.

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Item #275: December

Moon-Zhag TB-9 StormBlaster
Type: Auto Firearm
Scale: Character
Skill: (s) Firearms: TB-9
Weight: 5kg
Cost: 1200
Availability: 3,X
Body: 3D
Ammo: 25
Fire Control: 1D
Range: 3-30/60/120
Damage: 4D/5D
Description: The TB-9 StormBlaster is a sturdy automattic weapon that can lay down plenty of cover fire should the need arise. The weapon is fairly light for its size, but the rounds it carries add some extra weight. The TB-9 fires in burst or auto mode only.
Game Note: Burst damage is 4D from three rounds. Auto damage is 5D from nine rounds. If the same target is fired upon twice in the same round increase damage to 6D. Rounds are affective against most armor as they carry a highly explosive, but focused tip. Heavy Assault Armor automatically reduces the damage by 2D.

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Item #276: December

Merr-Sonn Munitions T-50 Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character
Skill: (s) Blaster: T-50
Weight: 3kg
Cost: 900
Availability: 2,X
Body: 2D
Ammo: 50
Fire Control: +1
Range: 3-20/40/80
Damage: 5D+1
Description: This little pistol packs a punch and comes standard with double the ammo capacity of similar heavy blasters. The weight has been reduced and a targeting laser has been added for better accuracy. Even the range has been nearly doubled to help keep your enemies at a safer distance.
Game Note: The clip uses tybanna gas as standard so refills cost double or 100 credits. The weapon can mount a scope, but does not come with one.

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Item #277: January, 2014

Draymak GX-38c Long Range Fighter
Type: Long Range Fighter
Scale: Starfighter
Skills: (s) Starfighter Piloting: GX-38c or Starfighter Piloting
Length: 6.5 meters
Crew: 1
Passengers: 0 (see below)
Cargo Capacity: 10kg (see below)
Consumables: 1 week
Cost: 558,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 3D+2
Atmosphere: 975; 1250 kmh
Space: 11
Hull: 4D+2
Shields: 3D
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 125/3D
   Focus: 4/4D
Weapons:
  Dual Blaster Cannon
    Fire Arc: Turret (300 degrees only + 170 down) [same]
    Skill: Starship Gunnery [Vehicle Weapons]
    Fire Control: 3D [same]
    Space Range: 1-10/20/40 [n/a]
    Atmosphere Range: 100-1km/2km/4km [3-400/800/1.6km]
    Damage: 4D+2 [same or 8D+2 Character scale]
    Notes: This weapon can fire while landed as a Hvy. Repeating Blaster with scale reduced to Walker. All stats are in "[]".
  2 Heavy Blaster Canons (fire-linked, wing tips)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-25/50/100
    Atmosphere Range: 300-2.5km/5km/10km
    Damage: 6D
  2 Missile Launchers (can be fire-linked, under middle of wings)
    Fire Arc: Front
    Skill: Starship Gunnery
    Ammo: 3 each
    Fire Control: 3D
    Space Range: 1-7/15/30
    Atmosphere Range: 100-700/1.5km/3km
    Damage: 9D
Description: Designed to run circles around all except those few fighters in the same class. The GX-38c is fast, maneuverable and deadly in a fight. Well worth the cost in fleet and planetary protection roles. Individually they are quite the fighter with good staying power and long range thanks to excellent hull plating, shields and an improved military-grade hyperdrive (size reduction). The missiles are typical, but only six can be carried.
Game Notes: A small pod can be added under the main body that is mission variable. It can be used to carry extra cargo, food, supplies, ammunition or even an extra passenger in a pinch. The extra passenger version requires modification to the pod in order to supply life support and pressurization and can only hold an average-sized being (1.8 meters tall and 95kg maximum). Food and water will allow the being to survive in the pod for up to two weeks with the addition of a waste processing system.
Added food capacity can extend a trip to one month or carry up to 100kg of supplies - every 15kg can be rations/water allowing an additional week each to the max of one month. The pod is not really designed for comfort, only utility.

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Item #278: January

Moon-Zhag Red Blast Speeder
Type: Luxury Racing Speeder
Scale: Speeder
Skills: (s) Repulsorlift Ops: Speeder or (s) Repulsorlift Ops: Red Blast
Length: 8.2 meters
Crew: 2
Passengers: None
Cargo Capacity: 30kg
Consumables: 2 weeks
Cost: 95,000 (civ.), 128,000 (mil.)
Availability: 3,F (civ.) or 3,X (mil.)
Maneuverability: 3D+2 (civ.), 3D (mil.)
Atmosphere: 400; 850 kmh
Maximum Altitude: Ground to 1000 km
Hull: 4D
Shields: 2D+2
Sensors:
   Passive: 600 m/1D
   Scan: 1.2 km/2D
   Search: 2.4 km/3D
   Focus: 50 m/4D
Weapons:
  None [civilian], Dual Blaster Cannons (fire-linked) [military]
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 2D
    Atmosphere Range: 3-400/800/1.6 km
    Damage: 5D+2
Description: This speeder is fast and fancy in many ways and is made for the typical rich young adult to play with. The speeder can match speeds with some of the space transports and even fighters out there (in atmosphere only) and is very good in a race. The two pilots can relax and let the speeder do most of the driving when not in a hurry and can watch holovids and enjoy a fine meal as well.
Game Notes: The cabin is pressurized for the higher elevations and comes standard with atmospheric filters and scrubbers. The main cabin can be completely sealed in harsh atmospheres for up to 6 hours if need be. The military version is a bit less maneuverable due to the added weapons. And, with the exception of cost and legality, it is exactly the same in every other way.

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Item #279: January

Cybot Galactica D-4XS Security Droid
Type: 4th Degree
Scale Character
Cost: 23,000
Availability: 2,X
Dexterity 3D+2: Blaster 6D, (s) blaster: auto cannons 7D+2 dodge 6D
Perception 3D: Search 6D, sneak 6D
Strength 4D (+2D):
Knowledge 2D: Tactics 5D
Mechanical 0D: Repulsorlift ops 5D
Technical 0D:
Weight: 48kg
Height: 1.4 meters high, 1.8 meters wide
Move: 20; 45 kmh (10 without thrusters)
Equipment:
  -4 Auto Cannon Arms: two upper, two lower
   Ammo: Unlimited    Range: 3-100/250/500
   Damage: 5D each (see below)
  -Various Sensors: see below
  -Repulsorlift System
  -Shield System: Adds +2D to Strength to resist damage.
  -Tactical Database
  -Maneuvering Thrusters
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 100/1D
  Scan: 200/1D+2
  Search: 400/2D
  Focus: 5/3D
Description: The newest in the line of security droids from Cybot Galactica, the D-4XS is built for any type of environment and has been programmed for any situation. Unlike other droids in the same line, this one comes with powerful shields and maneuvering thrusters to dodge most incoming fire and obstacles. Another great droid in the Cybot Security Droid line! Test one and see just how useful they can be. See your local dealer for details and testing centers.
Game Notes: The auto cannons allow multiple blasts simultaniously allowing four shots per action or two targets, two shots each. Each blaster can select and fire on individual targets or it can bring all four to bear on the same target. Note however, that the blaster cannons cannot shoot at a target directly above, below or behind without turning to do so. Each blaster has a 30 degree rotation capability and may also lock the top two and/or bottom two blasters together for increased damage to one specific target. Unlocked damage is as follows: 1 blaster cannon = 5D damage, 2 blaster cannons = 5D+1, 3 blaster cannons = 5D+2, 4 blaster cannons = 6D damage. Locked damage: 2 blaster cannons = 5D+2, 4 blaster cannons = 6D+2 damage. Note that Dodge is used when maneuvering thrusters are working and Repulsorlift Ops is used when they are not.

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D-4XS Security Droid with Shields up
 
 

Item #280: January

Moon-Zhag Demon Blood Assault Armor
Type: Heavy Assault Combat Armor
Powered: Yes
Protection: +4D+2/+3D+2/+1D+1 (Strength and all skills)/+1D+1 (Dexterity and all skills)
Protects the Following: All
Weight: 46 kg
Availability: 4,X
Cost: 7,400,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Comes with 8 repairs for Light damage, 6 repairs for Moderate and 4 repairs for Severe damage.
Long-Range Communication System: 70km range. 15 scrambled channels. Scans all frequencies.
Integrated Repulsor Pack and Micro Thruster System: Built into suit. Charge lasts for 4 hours. Recharge rate of 1 hour.
  More Rate: 180; 455 kmh
  Space: 2
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 along with wearer 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. Additional bonuses will be applied if the Matrix program is used in conjunction with the sensors (see Matrix below).
Fire Shielding Adds +3D to resist all normal fire damage, adds +2D to resist plasma fires and +1D to resist thermite fires.
Electrical Shielding: Adds +2D+2 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 credits each.
Water Sealed: Sealed to 50 atmospheres or 500 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 9 hours in liquid or vacuum.
Self-Sealing: The suit is designed to seal small punctures and tears in space or in liquid (light damage only). The sealant must be replaced after every four uses and costs 250 credits per use, or 1000 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.
Waste Management System: Allows wearer to stay in the field for up to three weeks (15 days) without additional food or water. Non- processable waste can be automatically expelled every three days or manually expelled at any time.
Zentarian Med 7: Comes with a professional medical computer and diagnostic interface pads and sensors. Skill: First Aid 4D+1. Has enough medicine to equal four Medpacs and one Fastflesh medpac. The built-in Medicine skill can be increased to 5D for an additional 10,000 credits.
Sensors: UV, IR, Thermal
    Passive: 300/+1D
    Scan: 600/+2D
    Search: 1200/+3D
    Focus: 15/+4D
Sensors: Movement (front and rear), Life Detection
    Passive: 100/+2
    Scan: 200/+1D
    Search: 400/+1D+2
    Focus: 10/+2D
Weapon Systems:
  • Two Retractable Blasters: one on each forearm.
    Model: Draymak SAR-1x Assault Rifle
    Type: Modified Heavy Assault Rifle
    Scale: Character/Speeder
    Skill: (s)Armor Weapons: SAR-1x
    Ammo: 100/15
    Range: 3-75/150/300, 3-25/50/100
    Damage: Blaster: 6D (C), Thermite Slug: 5D (S, .5 meter blast radius)
    Game Notes: The scope adds +2D to the Blaster skill when aimed for at least one round. It also provides range, bearing, altitude and current wind conditions to the selected target for optimum performance. The butt of the weapon contains a small maintenance and repair kit for use in the field (can repair serious damage twice or light damage up to four times before needing replacement). Note: The energy clip is inserted in the butt of the weapon behind the slug clip. Their is also a readout behind the scope indicating the number of slugs and energy blasts remaining as well as indicating when the weapon needs to be cleaned.
  • Two Mini-Missile Launchers: one in each shoulder plate
    Type: Mini-Missile Launcher
    Scale: Character
    Skill: Armor Weapons or (s) Armor Weapons: Missile Launcher
    Fire Control: 2D
    Ammo: 3 missiles per side
    Range: 5-75/150/375/750
    Blast Radius: 1-3/4/5
    Damage: 7D
    Game Notes: Modified to fit the armor, but does the same damage with the same range as its larger counterparts. The missiles can be fired individually or in pairs. Damage is increased to 8D when two are fired at a single target. The missiles have a miniature, but powerful, guidance system. The 2D Fire Control is added to the users skill to hit whatever target is aimed at. If the user aims for one round before firing they receive and additional +1D to hit.
Computer System:
  • 16 Slot Computer System: Three I/O ports
  • Capabilities: (PWR: 5D, MEM: 20D)
  • Programs:
    • Brawlier Plus: 2 slots; Adds +1D to Brawling Combat. Adds +1 to (s) Tactics: Personal Combat (void if skill is not known).
    • 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 Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D to First Aid skill.
    • Multiple Programs: 1 slot; Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
    • Matrix: 3 slots; Allows user to see electron flow in cables and behind walls. Makes a blue print after studying for two rounds. After three continuous rounds of combat, program will add +1D to hit (anticipated tactics). After five continuous rounds of combat, program will add +2D to hit (anticipated tactics).
    • 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.
  • 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.
Auto Destruct: This feature can be set manually with a 5 second to 10 minute countdown timer or set to automatic with a three second timer. Damage is 8D in a 10 meter blast radius.
Description: This is perhaps the most powerful suit of armor ever constructed by Moon-Zhag. The quality is comparable to any in its class and it is comfortable to wear for extended amounts of time. Enhance your army today!
Game Note: Communications can be boosted by 50% if non-essential systems are shut down. Should the armor lose power, the wearers Strength and Dexterity will be reduced by -2D (no bonuses either) and their Move will be reduced by half. However, they can still function for a short time (about 10 minutes) before becoming exhausted. This will required a minimum of 30 minutes rest before they can move again for another 10 minutes. This process can be repeated up to four times before the suit must be removed. They will run out of air in less than 12 minutes unless the suit was already using the external filters and bringing in outside air.

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Item #281: January

Zentarian H23-j9 HABR
Type: Heavy Assault Blaster Rifle
Scale: Character
Skill: (s) Blaster: H23-j9
Weight: 5.5kg
Cost: 18,500
Availability: 4,X
Body: 3D+1
Ammo: 200
Range: 3-200/400/800
Damage: 7D+2
Description: Very heavy assault rifle designed for frontal assaults on enemy lines or enemy targets. Can be used equally well in wilderness or urban settings and is designed with extra ammo capacity for sustained confrontations when needed. The scope, when used, can add to the targeting ability of the user by including wind, moisture, gravity, distance to target and atmospheric pressure to help in aiming. The tactical computer can send data to armor HUD systems if desired.
Game Notes: The scope adds +1D+2 to hit in any weather except extreme fog conditions where the scope adds only +1D to hit when switched to UV. The weapon can penetrate any armor except magnetically sealed armor, but is effective against it at -2D. Although rarely used the H23-j9 comes with a laser targeter for calling in large bombing runs for military engagements. The device is not attached to the weapon, but can be modified to do so. If a data link is established to an armor HUD system then the weapon adds +2D to hit in all conditions - including complete darkness. For an extra 1500 credits the weapons ammo capacity can be doubled using tibanna gas clips. The owner receives two full clips of 400 shots each plus an extra 2 empty ones that can be filled right away for 150 credits each or at any time thereafter.

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Item #282: January

Zentarian BR01 Blaster Pistol *
Type: Blaster Pistol
Scale: Character
Skill: Blaster
Weight: 2kg
Cost: 1000
Availability: 2,X
Body: 2D+1
Ammo: 50
Fire Control: None
Range: 3-10/30/120
Damage: 4D+1
Description: Small, but very efficient and easily cleaned and maintained. Comes as part of a set, but can be purchased individually.
Game Notes: A scope can be added to the weapon. The blaster already comes with a laser targeter that adds +1D to hit. The pistol can also be linked to armor if a sensor is added for an additional 200 credits.

*: If all three weapons are purchased as a package the overall price is reduced 35%.

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Item #283: January

Zentarian BR02 Blaster Rifle *
Type: Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 4kg
Cost: 1500
Availability: 2,X
Body: 2D+1
Ammo: 100
Fire Control: 1D
Range: 3-30/100/300
Damage: 5D+1
Description: A very efficient and easily maintained blaster rifle. Comes as part of a set, but can be purchased individually.
Game Notes: A scope can be added to the weapon. The blaster already comes with a laser targeter that adds +1D to hit. The rifle can also be linked to armor if a sensor is added for an additional 200 credits.

*: If all three weapons are purchased as a package the overall price is reduced 35%.

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Item #284: January

Zentarian BR03 Blaster Sniper Rifle *
Type: Sniper Rifle
Scale: Character
Skill: Blaster
Weight: 5.5kg
Cost: 2700
Availability: 2,X
Body: 2D+1
Ammo: 25
Fire Control: 1D+1
Range: 3-50/120/300
Damage: 6D
Description: A very efficient and easily maintained sniper rifle. Comes as part of a set, but can be purchased individually.
Game Notes: A scope comes with the weapon that adds +1D to hit. The rifle also comes with a laser targeter that adds an additional +1D to hit. The rifle can also be linked to armor if a sensor is added for an additional 200 credits.

*: If all three weapons are purchased as a package the overall price is reduced 35%.

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