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Below are the items from previous months, starting with February of 2014

Item #285: February, 2014

Zentarian DB-128z Heavy Fighter
Type: Heavy System Fighter
Scale: Starfighter
Skills: Starfighter Piloting or (s) Starfighter Piloting: DB-128z, Repulsorlift Ops
Length: 15.5 meters
Crew: 1
Passengers: 0
Cargo Capacity: 15kg
Consumables: 2 weeks
Cost: 278,000
Availability: 2,X
Hyperdrive: x2
Hyperdrive Backup: None
Space: 10
Atmosphere: 750; 1100kmh
Maneuverability: 3D+1
Hull: 4D
Shields: 3D
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 80/3D
   Focus: 4/4D
Weapons:
  Quad Heavy Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-5/16/30
    Atmosphere Range: 100-500/1.6 km/3.0 km
    Damage: 6D+2
  2 Ion Cannons
    Fire Arc: 1 Front, 1 back
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/7/12
    Atmosphere Range: 100-300/700/1.2 km
    Damage: 5D
Description: The advantages of this fighter are its hull, shields, speed and maneuverability and its powerful weapons. Designed mostly for in-system fighting, the DB-128z can attack invaders wherever they may be with a slower, but effective hyperdrive. The slower hyperdrive system was selected in order to allow room for all the other additional boosts to the overall fighter concept. It worked out rather well and has been sold in bulk to several systems thus far.
Game Notes:

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Item #286: February

Zentarian KX-16 Pounce Heavy Fighter
Type: Heavy Fighter
Scale: Starfighter
Skills: Starfighter Piloting or (s) Starfighter Piloting: KX-16, Repulsorlift Ops
Length: 33.5 meters
Crew: 2, 1 pilot, 1 gunner
Passengers: 0
Cargo Capacity: 75kg
Consumables: 3 weeks
Cost: 378,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x15
Space: 9
Atmosphere: 650; 1000kmh
Maneuverability: 3D
Hull: 5D+2
Shields: 3D
Backup Shields: 3D
Sensors:
   Passive: 15/1D
   Scan: 30/2D
   Search: 60/3D
   Focus: 4/4D
Weapons:
  2 Heavy Blaster Cannons (retractable, fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/24
    Atmosphere Range: 100-300/1.2 km/2.4 km
    Damage: 6D
  3 Multi-Missile Tubes
    Fire Arc: 2 Front, 1 Aft
    Skill: Starship Gunnery
    Fire Control: 3D
    Ammo: 10 each
    Space Range: Varies by type (see below)
    Atmosphere Range: Varies by type (see below)
    Damage: Variable (see below)
  2 Heavy Ion Cannons
    Fire Arc: 1 Front, 1 back
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/7/12
    Atmosphere Range: 100-300/700/1.2 km
    Damage: 5D
  4 Mini-Turbo Laser Cannons (retractable)
    Fire Arc: Turrets, dorsal/ventral - near engines
    Scale: Walker
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/24
    Atmosphere Range: 100-300/1.2 km/2.4 km
    Damage: 6D
Description: The advantages of this fighter are similar to the Zentarian DB-128z Heavy Fighter in that its hull is greatly improved; it has been given backup shields and additional powerful weapons. However, in lieu of additional hull plating and weapons, maneuverabuility and some speed had to be sacrificed - but not much. Also designed for in-system fighting, the KX-16 can attack invaders wherever they may be with an effective hyperdrive and room enough for a backup, though quite slow. The fighter worked out rather well and has been sold in bulk to several systems thus far. The cost is high, but those that have used it so far testify of its usefulness and staying power in any confrontation.
Game Notes: Since the Muli-Missile Tube has the capability to load various missiles within its storage system, it becomes necessary to define each seperate type for clarity.

Concission Missile
Crew: Pilot
Skill: Missile Weapons
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 7D

Proton Torpedo
Crew: Pilot
Skill: Missile Weapons
Fire Control: 2D
Space Range: 5/30/60
Atmospheric Range: 50-500/3.0 km/6.0 km
Damage: 9D

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Item #287: February

Moon-Zhag Guard Dog
Type: 4th Degree
Scale Character
Cost: 58,000
Availability: 3,X
Dexterity 5D: (s) blaster: medium repeating blaster cannon 8D+2, dodge 9D, running 9D
Perception 4D (+2D/2D): Search 7D, sneak 8D
Strength 4D:
Knowledge 2D: (s) tactics: small unit 9D
Mechanical 1D:
Technical 1D:
Weight: 85kg
Height: 1.8 meters tall, 2.1 meters long
Move: 23
Equipment:
  -Armor: Comes with 2D/2D armor for added protection and survivability.   -Medium Repeating Blaster Cannon: (mounted on back)
    Fire Arc: Turret
    Ammo: 500
    Fire Control: 2D
    Range: 3-100/200/400
    Damage: 7D
  -Four Legs: Used for running and chasing after targets/prey
  -Tail: Used for balance and as a weapon in close-quarters. Damage: Str+2D
  -Powerful Jaw: Damage: Str+3D.
  -Sound System: can be used much like sonar if blinded and can emit a piercing howl that requires a Very Difficult Stamina roll within 20 meters or those affected will be required to drop all they carry to cover their ears and will be unable to attack or defend. A Moderate Stamina roll is required from 21-30 meters. An Easy Stamina roll is required out to 40 meters. No roll required beyond 40 meters. Those with protected ears will not be affected. The owner may also tap into the sound system and talk through it if needed (range is 10km).
  -Huristic Tactical Database: Allows the droid to learn as it engages each enemy or target. Can also be used to work as a member of a team. The droid can also coordinate with other Guard Dogs against any number of targets.
  -Holorecording System: Central eye can record holographic data for up to 10 hours.
  -Self-Destruct: This is set to automatically start a 5 second countdown once severe damage or greater is sustained. The owner can modify this feature to allow as much as three minutes or just turn if off.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: This is perhaps the best form of protection for any corporation or private residence money can buy. Every feature that could be added...was. Maintenance of the droid is fairly easy allowing it to last for many decades. The huristic processor allows it to learn from every encounter and become better at whatever task it is assigned. It is also very fast.
Game Notes: Testing has shown that the droid can survive several blows and still fuction as designed. The self-destruct feature causes 8D damage in a five meter radius. For every 150 rounds not expelled add +1D to the overall damage.

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Item #288: February

Draymak Cyborg Ninja Armor
Type: Combat Stealth Armor
Powered: Yes
Protection: +3D+2/+3D+2/+2D to Strength and all skills/+2D to Dexterity and all skills
Protects the Following: All
Weight: 14kg
Availability: 4,X
Cost: 18,000,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 85km range. 18 scrambled channels. Scans all frequencies.
Super Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
Repair Kit: Light damage can be repaired 6 times. Heavy damage can be repaired 4 times. Severe damage can be repaired 2 times.
Modified Zentarian Med 7: Comes with a professional medical computer and diagnostic interface pads and sensors. Skill: First Aid 5D+1. Four Medpac refills and one Fastflesh are included. Works in concert with the Medic Plus program.
Draymak SD-38r Sound Damper: Adds +2D+1 to Sneak.
Water Sealed: 15 atmospheres (150 meters) only.
Electric Shock Protection: Duration: 20 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
Radiation Protection: Duration: 40 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
Fire Protection: Duration: 50 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
EMP protection: Duration: 10 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
Move Rate Increase: Adds +4 to Move rate.
Sensors: UV, IR, Thermal
   Passive: 40/+1D
   Scan: 80/+2D
   Search: 160/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear), Ultrasound
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Weapon Systems:
  • Micro-Dart Launcher:
    Model: Draymak MDL-7
    Type: Dart Launcher
    Scale: Character
    Skill: Armor Weapons
    Ammo: 5
    Range: 1-4/8/16
    Damage: 4D+Special (see below)
    Game Notes: These darts are capable of holding nearly any compound, to include poison. They are loaded into a clip of five darts. The clip can be auto ejected after all darts are fired. The launcher has a sensor on it to link to the armor programs to aid in target acquisition.
  • Vibro-Shiv:
    Type: Small Vibro Knife (one in each boot)
    Scale: Character
    Range: 1-4/8/16
    Damage: 4D
    Game Notes: Fires from either boot. Can be poisoned.
Computer System:
  • 16 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 4D, Memory: 20D)
  • Programs:
    • Access Plus: 2 slots; Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • Auto Fire Plus: 4 slots; Must be used with powered armor. Must be used with all sensors and the Sensor Plus, Bounty Plus and Super 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+2 to locate and shoot at targets (viable targets are those on bounty list or have visible hostile intentions toward the user). If targets Perception roll does not beat the programs Sensor +3D+2 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. If target is not within designated weapon's medium or closer range program will not activate, instead warning the user and deactivating for that particular target (until reacquired or range changes). Activation range may be changed to short or long.
    • Bounty Plus: 3 slots; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of (s) Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
    • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • Matrix: 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.
    • Brawler Pro: 3 slots; Adds +2D+1 to Brawling Combat. Adds +2 to (s) Tactics: Personal Combat.
    • Martial Artist, Black: 4 slots; Adds +3 to (A) Martial Arts and +2D to (s) Tactics: Personal Combat. The user of this program must have a minimum of 6D in Brawling Combat (computer/armor skills will not work, but cybernetic ones will).
    • 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).
    • Armor Self-Destruct: 1 slot; Hardwired mechanism set into the computer case. Can be programmed to go off after a certain event takes place or timed (1 round to 10 minutes) or excessive damage (-3D to armor or self, for example). Usually tied to suit power supply and cannot be overridden. Base damage is 5D with a blast radius of 3/6/10.
    • Weapon Self-Destruct: 1 slot; Hardwired mechanism set into the computer case. Can be programmed to go off after a certain event takes place or timed (1 round to 10 minutes) or excessive damage (-3D to weapon, for example). Can also set weapon to overload. Base damage is 4D +1D per 20 rounds remaining in the clip. Blast Radius is 2/4/8.
    • Super Sensor Plus: 3 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.
    • Targeting, Bi-Multiple: 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.
  • Preset Programs:
    • Full Battle Mode: All programs are on line; System Seals/LOX are on-line; Micro-Dart Launcher and Vibro-Shiv are on-line; targets are pre- selected by priority (Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
    • Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, and Super Hostilities are on-line; all other programs are on standby; Micro-Dart Launcher and Vibro-Shiv 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; Micro-Dart Launcher is on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
    • Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs and Access Plus are on-line; all other programs in standby; Micro-Dart Launcher is on-line; System Seals/LOX on standby; Communication system is in passive mode.
  • Security System: Auto destruct of data and programs. Active virus for I/O ports.
Description: You want really cool armor? Then this is it - Draymak Cyborg Ninja Armor looks cool and has tons of features to make it worth the cost. Expensive? Yes. Worth every credit? Yes. Don't forget that it is easily maintained and repairable when damaged.
Game Note: This suit comes with a Vibro Katana in a case that magnetically locks to the back of the armor. Stats for the katana are below.

  • Dreymak Gur-Kilzm Sentinel Vibroblade
    Type: Heavy Vibroblade
    Scale: Character
    Skill: (s) Melee Combat: Gur-Kilzm Sentinel
    Weight: 1.7kg
    Body: 4D
    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 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 #289: February

Moon-Zhag Medium Female Assault Armor
Type: Medium Assault Armor
Powered: Yes
Protection: +3D/+3D/+1D+1 to Strength and all skills/+1D+1 to Dexterity and all skills
Protects the Following: All
Weight: 16 kg
Availability: 4,X
Cost: 9,700,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: Light damage can be repaired 6 times. Heavy damage can be repaired 4 times. Severe damage can be repaired 2 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).
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
Draymak SD-38r Sound Damper: Adds +2D+1 to Sneak.
Water Sealed: 15 atmospheres (150 meters) only.
Electric Shock Protection: Duration: 15 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
Radiation Protection: Duration: 30 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
Fire Protection: Duration: 40 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
EMP protection: Duration: 8 rounds. Once the listed number of rounds is up, the coating will need to be replaced.
Move Rate Increase: Adds +2 to Move rate.
Sensors: UV, IR, Thermal
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear), Ultrasound
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Weapon Systems:
  • Vibro-Shiv:
    Type: Small Vibro Knife (one in each boot)
    Scale: Character
    Range: 1-4/8/16
    Damage: 4D
    Game Notes: Fires from either boot. Can be poisoned.
Computer System:
  • 16 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 4D, Memory: 20D)
  • Programs:
    • Access Plus: 2 slots; Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • Auto Fire Plus: 4 slots; Must be used with powered armor. Must be used with all sensors and the Sensor Plus, Bounty Plus and Super 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+2 to locate and shoot at targets (viable targets are those on bounty list or have visible hostile intentions toward the user). If targets Perception roll does not beat the programs Sensor +3D+2 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. If target is not within designated weapon's medium or closer range program will not activate, instead warning the user and deactivating for that particular target (until reacquired or range changes). Activation range may be changed to short or long.
    • Bounty Plus: 3 slots; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of (s) Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
    • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • Matrix: 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.
    • Brawler Pro: 3 slots; Adds +2D+1 to Brawling Combat. Adds +2 to (s) Tactics: Personal Combat.
    • Martial Artist, Black: 4 slots; Adds +3 to (A) Martial Arts and +2D to (s) Tactics: Personal Combat. The user of this program must have a minimum of 6D in Brawling Combat (computer/armor skills will not work, but cybernetic ones will).
    • 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).
    • Armor Self-Destruct: 1 slot; Hardwired mechanism set into the computer case. Can be programmed to go off after a certain event takes place or timed (1 round to 10 minutes) or excessive damage (-3D to armor or self, for example). Usually tied to suit power supply and cannot be overridden. Base damage is 5D with a blast radius of 3/6/10.
    • Weapon Self-Destruct: 1 slot; Hardwired mechanism set into the computer case. Can be programmed to go off after a certain event takes place or timed (1 round to 10 minutes) or excessive damage (-3D to weapon, for example). Can also set weapon to overload. Base damage is 4D +1D per 20 rounds remaining in the clip. Blast Radius is 2/4/8.
    • Super Sensor Plus: 3 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.
    • Targeting, Bi-Multiple: 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.
  • Preset Programs:
    • Full Battle Mode: All programs are on line; System Seals/LOX are on-line; Micro-Dart Launcher and Vibro-Shiv are on-line; targets are pre- selected by priority (Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
    • Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, and Super Hostilities are on-line; all other programs are on standby; Micro-Dart Launcher and Vibro-Shiv 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; Micro-Dart Launcher is on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
    • Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs and Access Plus are on-line; all other programs in standby; Micro-Dart Launcher is on-line; System Seals/LOX on standby; Communication system is in passive mode.
  • Security System: Auto destruct of data and programs. Active virus for I/O ports.
Description: Yes this armor is specifically designed for human females, but can be specially made for any species of female. All that is required is a fitting process and 50,000 credits to make the appropriate alterations. You want really cool armor designed for the female side of the house? Then this is it - Moon-Zhag Medium Female Assault Armor - looks cool and has tons of features to make it worth the cost. Expensive? Yes. Worth every credit? Yes. Don't forget that it is easily maintained and repairable when damaged.
Game Note: Nearly as good as the above Draymak line, this armor is specifically made for females only. Other than a few species, all alterations remain under 50,000 credits. Those that, for whatever reason, do not fit into that category will only be charged an additional 10,000 credits. Note that this armor comes with two shoulder hardpoints to mount armor weapons that have been either modified for armor or originally made for armor.

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Item #290: February

Moon-Zhag DXT-513 Heavy Blaster Rifle
Type: HeavyBlaster Rifle
Scale: Character
Skill: Blaster or (s) Blaster: DXT-513
Weight: 5kg
Cost: 18,000
Availability: 3,X
Body: 3D
Ammo: 150
Fire Control: 1D+1
Range: 3/100/200/400
Damage: 6D+1
Description: Lighter and less costly then many similar weapons in its class, the DXT-513 delivers quite a punch. it comes with three settings that can be manually switchd or electronically switched if the weapon has a SCOMP interface to armor. As with other Moon-Zhag weapon this one has added armor for greater durability in harsh conditions. The DXT-513 is also designed to be easily cleaned and repaired and even comes with a repair kit in the butt of the rifle.
Game Notes: The weapon can be set for single shot (ss), burst fire (bf), or full auto (fa). With a special modification (1500 credits) the DXT-513 can take two shots for every pull of the trigger when using ss mode. Both shots can be fired at the same target or two separate targets. The repair kit can be used to repair 3 light damage and 2 heavy damage. The blaster rifle also has a surprise weapon built-in. Forward of the main trigger is a Quick-Trigger Heavy Blaster Pistol that already has a stable hair trigger allowing it to fire two times for every pull of the trigger. Ammo: 25, Range: 3-12/25/50. Fire Control: 1D (due to rifle placement), Damage: 5D+1. Note that the trigger for this weapon is the same one for the rifle. There is a manual and electronic switch to change between weapons.

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Item #291: February

Merr-Sonn Munitions, Inc. Heavy CB-6 Pistol
Type: Chemical Pistol
Scale: Character
Skill: Blaster or (s) Blaster: CB-6
Weight: 2kg
Cost: 1500
Availability: 2,X
Body: 2D+1
Ammo: 40
Fire Control: 0D
Range: 2-7/15/20
Damage: 4D + Special
Description: This specialized weapon uses a unique blend of chemicals in order to deliver not only damage, but chemical burns as well. Encased in a thin shell assists the mixture to its target. Without it, the only thing taking damage might be the barrel of the weapon and the ground in front of it. Good for breaching heavy armor and standard blast doors in a pinch.
Game Notes: Effective against all forms of armor, but is slowed down significantly if the armor is protected by an acid resistant coating or physical shielding. The extra damage is 4D+2 of burning damage that lasts for 3 additional rounds. Physical shields negate the extra damage as does any type of acid or heavy radiation coating on armor that has a duration of at least three rounds. Energy shields cannot block this weapons effects.

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Item #292: February

Merr-Sonn Munitions, Inc. Heavy CB-9 Rifle
Type: Chemical Rifle
Scale: Character
Skill: Blaster or (s) Blaster: CB-6
Weight: 4kg
Cost: 2500
Availability: 2,X
Body: 2D+1
Ammo: 80
Fire Control: 1D
Range: 2-12/24/50
Damage: 5D + Special
Description: This specialized weapon uses a unique blend of chemicals in order to deliver not only damage, but chemical burns as well. Encased in a thin shell assists the mixture to its target. Without it, the only thing taking damage might be the barrel of the weapon and the ground in front of it. Good for breaching heavy armor and standard blast doors in a pinch. As this is a rifle, it is capable of longer ranges and greater damage.
Game Notes: Effective against all forms of armor, but is slowed down significantly if the armor is protected by an acid resistant coating or physical shielding. The extra damage is 4D+2 of burning damage that lasts for 4 additional rounds. Physical shields negate the extra damage as does any type of acid or heavy radiation coating on armor that has a duration of at least four rounds. Energy shields cannot block this weapons effects.

Click on image for full size
 
 

Item #293: March-April

Draymak Crimson Outlaw HA-50 Speeder
Type: High Altitude Speeder
Scale: Speeder
Skills: Repulsorlift Ops or (s) Repulsorlift Ops: HA-50, Vehicle Weapons
Length: 23.6 meters
Crew: 1
Passengers: 0
Cargo Capacity: 25kg
Consumables: 1 week
Cost: 83,000
Availability: 3,X
Maneuverability: 3D+2
Move: 1000; 1800 kmh
Altitude Range: 0.5 meters to 250km
Hull: 4D+2
Shields: 2D+2
Sensors:
   Passive: 10km/1D
   Scan: 20km/2D
   Search: 40km/3D
   Focus: 3km/4D
Weapons:
  Medium Blaster Cannon (retractable)
    Fire Arc: Front
    Skill: Vehicle Weapons
    Fire Control: 3D
    Range: 10-400/950/2km
    Damage: 7D+2
Description: This is the fastest high-altitude personal speeder on the market, period. Nothing comes close with the exception of a select few starfighters. It is also capable or targeting ships in orbit, but was not expressly designed for that type of engagement. However, the blaster that comes with it can damage starfighters and the like with well placed shots.The pilot is well protected inside a layer of hull armor and strong shields. If used correctly there isn't much that can get through - on the same scale, that is.
Game Note: The pilot for this vehicle is required to wear a pressure suit or armor (allowed for in the design) in order to reach maximim altitude. The speeder comes with a pressurized cabin, but if this feature gets damaged the suit provides backup.

Also note that with some major modifications to the hull, armor, shields, sensors and the weapon system, this speeder can actually become a starfighter. It isn't recommended as it would likely tripple the cost and would limit the now fighter to system patrol, but it can be done.

Click on image for full size
 
 

Item #294: March-April

Moon-Zhag Dark Nova F1 Transport
Type: Light Transport
Scale: Starfighter
Skills: Space Transports or (s) Space Transports: Dark Nova F1, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 41.7 meters
Crew: 3; 2 gunners (though not required) (1 at +10)
Passengers: 6 (guests or troops)
Cargo Capacity: 10 mt
Consumables: 2 months
Cost: 108,000
Availability: 2,R or X
Hyperdrive: x1
Hyperdrive Backup: x10
Maneuverability: 3D
Atmosphere: 800; 1200 kmh
Space: 10
Hull: 5D
Shields: 3D
Backup Shields: 2D
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 80/3D
   Focus: 4/4D
Weapons:
  2 Heavy Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+1
    Space Range: 3-25/50/100
    Atmosphere Range: 300-2.5km/5km/10km
    Damage: 6D
  Medium Quad Laser Cannon
    Fire Arc: Turret
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-20/40/80
    Atmosphere Range: 300-2km/4km/8km
    Damage: 5D+2
  Two Double Blaster Cannons (fire-linked pairs)
    Fire Arc: Partial turrets (170 degrees each)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-15/30/60
    Atmosphere Range: 300-1.5km/3km/6km
    Damage: 5D+1
Description: The Dark Nova F1 transport is currently one of the fasted standard freighters on the market today. It also bost some very powerful weapons, good armor and great shields that come with backup. There isn't much room for guests, but that passenger area is better suited for troops being transfered to another post. The escape pod is not designed to hold all passengers - not that all of them would survive to board the escape pod - but instead can hold 7 of 9 total. The advantage here is that it can jump to hyperspace and have a better chance to reach a civilized planet or system.

The amenities are somewhat lacking, but there is an autochef, normal cooktop for fresh food and some built-in games to help keep those aboard from going spacey on long trips.
Game Notes: Escape Pod can hold 7 passengers and is capable of making hyperspace jumps at x15.

Click on image for full size

Dark Nova F1 Deck Plan
 
 

Item #295: March-April

Draymak L-6 Sparring Droid
Type: 4th Degree
Scale Character
Cost: 48,000
Availability: 2,R
Dexterity 4D: Blaster 5D, dodge 5D, melee combat 5D, running 5D
Perception 3D: Search 5D, sneak 5D
Strength 4D (+2D/+2D): Brawling combat 5D, lifting 5D
Knowledge 4D: Languages 8D, Tactics 5D
Mechanical 4D: Vehicle weapons 5D
Technical 1D:
Weight: 85kg
Height: 1.9 meters
Move: 13
Equipment:
  -Two Humanoid Arms & Two Humanoid Legs: The hands a capable of holding and using any humanoid weapon with very few exception.
  -Variable Sensor System: Has the capability for sensors to be set to match whichever species the droid spars with to make it more compatable when sparring. Can be modified through verbal commands or through a computer interface.
  -Variable Skill Levels System: Designed to make the droids skills reflect the skill of the sparring partner. The listed skills are the base with the exception of Languages. They can be set as low as 2D to as high as 9D in all areas. Five additional skills may be added either at the time of purchase or at a later time from a qualified droid shop.
  -Tactical Database
  -AA2 Verbobrain: Slightly less powerful then a protocol droid's language database and cognitive abilities, but still equal to the task. This is also a learning droid brain that allows the droid to improve skills as it uses them against opponents in order to force its sparring partner to improve with it. The level of increase is also selectable.
  -Remote Computer Interface: This is what allows the owner to setup the droids skills and levels of increase. Also allows direct interface with the droids programming.
  -Internally Locked On/Off Switch: This is to allow the owner, in a pinch, to use the droid as a gaurd droid so that others cannot deactivate it while it is in protection mode. Protection Mode automatically sets all skills to maximum until there is no longer a threat, the owner dies or the droid is told to stand down.
  -Hardened Shell: This is effectively an armor layer that protects the droid from harm so that it will last through countless sessions without requiring repair.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form, Ultrasound
  Passive: 70/1D
  Scan: 140/1D+2
  Search: 280/2D
  Focus: 4/3D
Description: This is the best sparring droid to ever hit the public sector. Not only does the droid come with the most utilized skill set, but up to five additional skills selected by the owner may be added at any time. Note that the additional skills are most often 10-25% cheaper if purchased with the droid.
Game Notes: The Hardened Shell adds +2D/+2D of protection for the droid. The owner may forgo the additional five skills and increase the maximum adjustable level of the included skills to 10D+2. The Protection Mode, once activated, adds +1D to the droids Strength to cause additional damage, but not to resist damage.

Click on image for full size
 
 

Item #296: March-April

Moon-Zhag AXK-15 Security Droid
Type: 4th Degree
Scale Character
Cost: 178,500
Availability: 3,X
Dexterity 4D: Blaster 8D, dodge 8D, melee combat 7D
Perception 4D: Search 7D, sneak 8D
Strength 5D: Climbing/Jumping 6D
Knowledge 2D: Tactics 6D, (s)tactics: small unit 8D
Mechanical 1D:
Technical 1D:
Weight: 107kg
Height: 2.1 meters
Move: 14
Equipment:
  -Two Humanoid Legs: Capable of jumping up 10 meters and forward or backward 20 meters. This can be done every round and takes one action.
  -Two Humanoid Arms: Both arms can be used as stun weapons just like the weapon of the same name. They cause Str+1D+1 stun damage and have unlimited charges as long as the droid stays fully charged.
  -AA-2 Combat Verbo Brain: Learns new skills and tactics with every encounter.
  -Tactical database
  -Melee Combat Database
  -Armor: Adds +1D/+1D to Strength to resist damage only.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form, Ultrasound
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: Made for security and combat, the AXK-15 Security Droid is fully capable of attacking and defending its charges with appropriate skills. The droid does not include any built-in weapons systems as it is articulated enough to pick up any blaster or melee weapon and use it with proficiency. The droid also comes with a huristic processor to help it learn from each and every attack.
Game Notes: This is the slightly scaled down model for those on a tighter budget.

Click on image for full size
 
 

Item #297: March-April

Moon-Zhag AXK-25 Security Droid
Type: 4th Degree
Scale Character
Cost: 248,000
Availability: 3,X
Dexterity 4D: Blaster 9D, dodge 8D, melee combat 8D
Perception 4D: Search 7D, sneak 8D
Strength 5D: Climbing/Jumping 7D
Knowledge 3D: Tactics 7D, tactics: small unit 9D
Mechanical 1D:
Technical 1D:
Weight: 127kg
Height: 2.2 meters
Move: 14
Equipment:
  -Two Humanoid Legs: Capable of jumping up 15 meters and forward or backward 30 meters. This can be done every round and takes one action.
  -Two Humanoid Arms: Both arms can be used as stun weapons just like the weapon of the same name. They cause Str+2D stun damage and have unlimited charges as long as the droid stays fully charged.
  -AA-2 Combat Verbo Brain: Learns new skills and tactics with every encounter.
  -Tactical database
  -Melee Combat Database
  -Strengthened Chassis: Adds +2D+2/+2D+1 to Strength rolls verus damage. This also allows the droid to jump farther than the AXK-15 without damage.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form, Ultrasound
  Passive: 90/1D
  Scan: 180/1D+2
  Search: 360/2D
  Focus: 5/3D
Description: Made for security and combat, the AXK-25 Security Droid is fully capable of attacking and defending its charges with appropriate skills. The droid does not include any built-in weapons systems as it is articulated enough to pick up any blaster or melee weapon and use it with proficiency. The droid also comes with a huristic processor to help it learn from each and every attack.
Game Notes: This is the upgraded version for those with a greater need and larger budget.

Click on image for full size
 
 

Item #298: March-April

Moon-Zhag DZK-38 Blaster Rifle
Type: Blaster Rifle
Scale: Character
Skill: Blaster or (s)Blaster: DZK-38
Weight: 4kg
Cost: 14,000
Availability: 2,X
Body: 3D
Ammo: 200
Fire Control: 1D+1
Range: 3-100/200/400
Damage: 5D+2
Description: Better range, better damage and better durability that any leading blaster rifle currently on the market.
Game Notes: A small scope is built-in to the weapon, but can be replaced with either a larger scope or a targeting sensor that can link to armor HUD systems.

Click on image for full size
 
 

Item #299: March-April

Moon-Zhag Norken-4 Light Repeating Blaster
Type: Repeating Blaster Rifle
Scale: Character
Skill: Blaster or (s)Blaster: Norken-4
Weight: 5.5kg
Cost: 26,000
Availability: 3,X
Body: 3D+2
Ammo: 50
Range: 3-400/1200/2400
Damage: 6D+2
Description: The LRB is a heavy-hitter and for its weight can back quite a punch. Better that any repeating blaster currently on the market with the exception of the Draymak line.
Game Notes: Comes with a targeting sensor as standard, but this can be replaced with nearly any type of scope desired by the owner. The weapon may also be used as a standard blaster rifle with the flick of a switch. The damage drops to 5D+2 while the range drops to 3-200/400/800. Ammo capacity is extended to 150 while in this mode.
As the wepaon is rather large, the user (unless a wookiee or other large species) must use an articulated/powered sling to shoot from the hip. It must also be attached to a HUD system or wearable eye targeting system to be used properly. Either of these items compensates for the -1D penalty to hit due to the size and weight of the weapon.

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Item #300: March-April

Nordian G-12 Blaster Rifle
Type: Blaster Rifle
Scale: Character
Skill: Blaster or (s)Blaster: G-12
Weight: 5.5kg (r), 3kg (p)
Cost: 7000
Availability: 3,X
Body: 2D+2
Ammo: 100 (r), 75 (p)
Fire Control: 1D+1 (r), 0D (p)
Range: 3-75/150/300 (r), 3-25/50/100 (p)
Damage: 5D+2 (r), 5D+1 (p)
Description: This rifle is unique in the fact that the front portion of the weapon can detach and be used as a heavy blaster pistol when the rifle ammo is depleted. This also allows for the rifle to be easily cleaned.
Game Notes: The pistol can be detached with an single action. The pistol and the rifle can use the targeting laser for an added +1D to hit.

Click on image for full size
 
 

Item #301: March-April

Zentarian Puma AR-650 Assault Rifle
Type: Long-Range Assault Rifle
Scale: Character
Skill: Blaster or (s)Blaster: Puma AR-650
Weight: 5.5kg
Cost: 12,000
Availability: 3,X
Body: 3D+1
Ammo: 200
Fire Control: 2D
Range: 3-200/400/800
Damage: 6D+2
Description: Powerful, yet light and durable, the Puma AR-650 can handle any situation you might put it in and come out firing just as accurately as before. The hardened outer shell protects the finer compomants within from damage and shock. The assault rifle is capable of handling either a scope or a targeting sensor, but does not come with either as standard. This gives the owner more options for upgrades and modifications.

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Item #302: March-April

Dreymak Blazer Heavy Blaster Pistol
Type: Blaster Pistol
Scale: Character
Skill: Blaster or (s)Blaster: Blazer
Weight: 2.5kg
Cost: 7500
Availability: 4,X
Body: 4D
Ammo: 100
Fire Control: 1D+2
Range: 3-50/100/200
Damage: 6D
Description: This is one of the most powerful heavy blasters on the market. Very durable, long-lasting with excellent range and damage. Comes with a laser targeter and a special sensor used for range and bearing to target plus a few other useful features.
Game Notes: The targeting laser adds +1D to hit while the special sensor adds another +1D to hit. The other features of the sensor are altitude, barometer, moisture, wind direction and speed and local gravity. This special sensor can be replaced with a standard scope, but at a loss of +1 pip to hit because of the special integration.

Click on image for full size
 
 

Item #303: May

Nordian AF-521 Gladiator Fighter
Type: Long Range Starfighter
Scale: Starfighter
Skills: Starfighter Piloting or (s)Starfighter Piloting: AF-521, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 13.3 meters
Crew: 2
Passengers: 0
Cargo Capacity: 20kg
Consumables: 2 weeks
Cost: 2,200,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 3D
Space: 9
Atmosphere: 400; 1150 kmh
Hull: 5D
Shields: 3D
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 70/3D
   Focus: 4/4D
Weapons:
  Dual Triple Blaster Cannons (fire-linked)
    Crew: Pilot
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 6D+2
  Concussion Missile Launcher
    Crew: Co-Pilot
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1/3/7
    Atmosphere Range: 50-100/300/700
    Ammo: 10 missiles
    Damage: 8D
  Dual Blaster Cannon
    Crew: Co-Pilot
    Fire Arc: Rear Turret (150 degree limit)
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-3/10/20
    Atmosphere Range: 100-300/1 km/2 km
    Damage: 5D+1
Description: Fast, reliable, dual seater fighter, the Nordian AF-521 Gladiator is well designed to be all those and more. The cost is worth it when extended maintenace is low from quality design and durable parts. In fact, several parts from well-known Incom ships can be used as replacement parts as this has been designed into it for those times when original Nordian parts are unavailable.

Click on image for full size
 
 

Item #304: May

Zentarian Cron Corvette
Type: Multi-Role Corvette
Scale: Capitol Ship
Skills: Astrogation, Captol Ship Gunnery, Capitol Ship Piloting, Capitol Ship Shields, Repulsorlift Ops, Sensors
Length: 248 meters
Crew: 229; gunners: 8, skeleton: 32/+10
Passengers: 25
Troops: 150
Cargo Capacity: 200 metric tons
Consumables: 8 months
Cost: 23,450,000
Availability: 2,X
Hyperdrive: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D
Space: 7
Atmosphere: 310;950 kmh
Hull: 6D+2
Shields: 3D
Backup Shields: 2D
Sensors:
   Passive: 30/D
   Scan: 60/D
   Search: 120/D
   Focus: 5/D
Weapons:
  Heavy Turbolaser
    Crew: 3
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range:
    Atmosphere Range:
    Damage: 7D+1
  Two Heavy Blaster Cannons (fire-linked)
    Crew: 2
    Fire Arc: Front
    Skill: Capitol Ship Gunnery
    Fire Control: 2D+1
    Space Range:
    Atmosphere Range:
    Damage: 6D+2
  Four Dual Blaster Cannons
    Crew: 2
    Fire Arc: 2 top turrets, 2 bottom turrets
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
   &nbs/p;Space Range:
    Atmosphere Range:
    Damage: 6D
  Heavy Ion Cannon (front pop-up)
    Crew: 3
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 1-3/7/14
    Atmosphere Range: 100-300/700/1.4km
    Damage: 5D
Description: The Cron Corvette is a heavy hitter and very durable to boot. The extra thick hull and shields provide exceptional protection in an extended fire fight. The concealed ion cannon up front can be a nice surprise for those ships that manage to get too close or cause some damage. The cannon can also disable a ship for bording action instead of destruction.

Carried Craft: 2
Two Nordian Banshee Fighters (see Page 6: Item #195: April 2012, Nordian Predator Carrier for details)

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Item #305: May

Draymak Kalkra Armored Assault Droid
Type: 4th Degree
Scale Speeder
Cost: 298,000
Availability: 4,X
Dexterity 4D+2: Blaster 9D, (s) blaster: heavy blaster cannon 10D+2, dodge 9D, melee combat 7D, (s) melee combat: vibrosword 8D
Perception 4D: Search 7D, sneak 8D
Strength 5D: Brawling combat 7D, climbing/jumping 9D
Knowledge 4D: Tactics 7D, tactics: small unit 8D
Mechanical 3D: Blaster artillery 5D, computer ops 6D, repulsorlift ops 6D, swoop ops 6D
Technical 3D: Armor repair 5D, blaster repair 5D, computer prog./repair 5D, demolition 5D, repulsorlift repair 5D, security 7D
Weight: 150kg
Height: 2.4 meters
Move: 15
Equipment:
  • Two Arms and Two Legs: Both arms and legs are designed to look like bones, but are very strong and durable. The droids legs have been desiged to allow droid to run over rough terrain with no minuses to the running skill. The legs also allow the droid to do a standing jump 5 meters verticle or 10 meters horizontal once every other round. A running jump increases distance to 10 meters and 20 meters respectively.
  • Tactical Database: Broad data on all tactics with a complete Small Unit section that allows updating as the droid learns.
  • Huristic Learning Brain: Allows the droid to learn from all encounters and develope new strategies based on need.
  • Tight-Beam Communications System: Designd to allow communication with other droids or with base. The signal is also encrypted by default.
  • Speeder Armor: Strength roll is made at +2D vs. Character scale weapons and attacks.
  • DVCS Plus: Droid Variable Color System Plus allows the droid to blend in with its background. When active, add +20 to the searcher(s) target number to detect the droid.
  • Sound Dampening System: Adds +1D to Sneak when active.
  • EMP Protection: 10 rounds.
  • Light Energy Shield System: Adds 1D+2 to Strength roll to resist energy damage. Cannot be used with the DVCS.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: This droid has been called "bad to the bone" as it looks much like a walking skeleton. The droid is, of course, far from the brittle softness of an actual skeleton. Its "bones" are made of a specially treated metal alloy that can withstand direct hits from a speeder-mounted weapon and continue to act. Its appearance is on purpose in that it has been designed to strike fear in all of its opponents. The droid is capable of carrying nearly any weapon up to speeder scale and use it as it was intended. The extra large toes on its feet provide the required stability for the weapon selected. Various points on the droid can be magnetized to allow it to carry extra weapons and supplies.
Game Notes: The droid can carry 8 grenades, two vibroblades and two other weapons via the magnetic plates built into the surface armor. it can also carry up to 4 additional clips and/or blaster gas cannisters for its main weapon or any other type of weapon that it carries. The Kalkra Armored Assault Droid never needs to be charged as it carries a small fusion reactor around as its main power supply (lasts for about 30 years). Some weapons can be attached to this power supply for nearly unlimited ammo (they still require blaster gas to work).

Click on image for full size
 
 

Item #306: May

Moon-Zhag K-285 Medium Armor
Type: Medium Combat Armor
Powered: Yes
Protection: +3D/+2D/+1D/+1D (see Game Notes)
Protects the Following: All
Weight: 17 kg
Availability: 2,X
Cost: 750,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
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
Computer System:
  • 6 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 10D)
  • Programs:
    • Multiple Targeting: 3 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: 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: 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.
    • Hostilities: 2 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill.
    • Multiple Programs: 1 slot; Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
Description: This armor comes with excellent protection and has been enhanced with strength and movement bonuses. The armor also comes with a good set of sensors and a computer system that can run several programs to enhance the wearer even further.
Game Note: The protection listed is as follows: +3D vs. Physical, +2D vs. Energy, +1D to Strength and all skills, +1D to Dexterity and all skills.

Click on image for full size
 
 

Item #307: May

Moon-Zhag Jam-6 Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character
Skill: Blaster or (s)Blaster: Jam-6
Weight: 4.3kg/4.5kg/4.9kg
Cost: 4000/5000/7500
Availability: 2,X
Body: 2D+2/3D/3D+2
Ammo: 100/200/250
Fire Control: +2/+1D/+1D+1
Range: 3-50/150/300
Damage: 5D/5D+1/5D+2
Description: This weapon isn't just a weapon, but a series of weapons that improve with each version. Starting with Version 1, the obvious benefits are seen in the design and accuracy. This accuracy increases with each version beyond the first with additional features and modifications that increase not only their value, but their usability and function.
Game Notes: The first set of stats are for Version 1. The second set for Version 2 and the third set for Version 3. Additions that can be selected for all versions are: a scope (adds +1D to hit, cost: 200), a silencer (reduces the sound of the blast to short range only, but reduces damage by 1D, cost: 350) and a larger capacity blaster clip (add 50 shots to each version, cost: 125). All of the rifles come with the ability to SCOMP Link to an armor HUD system for better accuracy and detail about the status of the weapon. Each weapon can also forgo the scope (if used) and add a sensor to the weapon that will increase the to hit bonus to +2D, but must be SCOMP Linked to a HUD system.

Click on each image for full size

Moon-Zhag Jam-6 Heavy Blaster Rifle, Version 2
Moon-Zhag Jam-6 Heavy Blaster Rifle, Version 3
 
 

Item #308: May

Nordian DKS Sniper Rifle
Type: Sniper Blaster Rifle
Scale: Character
Skill: Blaster or (s) Blaster: DKS
Weight: 5kg
Cost: 3000
Availability: 2,X
Body: 3D
Ammo: 50
Fire Control: 1D
Range: 3/200/400/800
Damage: 6D
Description: A good, solid weapon that comes with a high-powered scope for long range targeting.
Game Notes: The scope adds +2D to hit at medium and long ranges; +1D+1 to hit at short range.

Click on image for full size
 
 

Item #309: May

Destromo PK-6 Dual PDT Blaster Cannon
Type: Light Security Blaster
Scale: Character or Speeder
Computer Skills: Blaster 7D, Sensors 6D
Weight: 38kg
Cost: 16,500 (C), 36,500 (S)
Availability: 3,X
Body: 4D
Ammo: Unlimited (hooked to a power supply and blaster gas supply)
Fire Control: 2D+2
Range: 3-75/150/300 or 5-200/400/800
Damage: 7D+1 (C), 5D+1 (S)
Description: This auto-blaster has been designed with miltiple uses that include ship or building corridors for the smaller version or hallways and open rooms/areas for the larger model.
Game Notes: Both models have the capability to upgrade the built-in skills by +1D each or +2D to one or the other skill. Both models come with feature recognition, DNA detection and data access ID detection capabilities as standard in order to provide the best security protection to those sensitive areas.

Click on image for full size
 
 

Item #310: May

Draymak SPR-12 Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: SPR-12
Weight: 5kg
Cost: 25,000
Availability: 4,X
Body: 4D
Ammo: 200/100
Fire Control: 2D
Range: 3-200/400/800
Damage: 6D+2/6D
Description: Deadly and powerful, this is the weapon for both. It has range, damage and targeting and the ability to link to any type of armor capable of a SCOMP Link.
Game Notes: The self-ejecting drum clip is unique to this weapon, but allows for the additional blaster capacity and higher damage.

Click on image for full size

Draymak SPR-12 Heavy Blaster Rifle Details
 
 

Item #311: May

Zentarian G10 Missile Launcher
Type: Missile Launcher
Scale: Character and Speeder (based on ammo used)
Skill: Missile Weapons or (s) Missile Weapons: Zentarian G10
Weight: 3kg
Cost: 1200
Availability: 3,X
Body: 2D+1
Ammo: 1 (reloadable)
Fire Control: 2D
Range: 5-250/500/1000
Damage: 5D (C), 5D (S) or variable based on ammo type
Description: This missile launcher is versatile in that it supports several types of missiles against both personnel and vehicles. It is outfitted with a laser targeter for those missiles that are not self guided.
Game Notes: Following is a list of the various types of missiles.

Missile Types
  1. Standard Dumb Missile C
    Scale: Character
    Weight: 1.5kg
    Cost: 200
    Availability: 3,X
    Range: 5-150/300/600
    Damage: 5D
  2. Standard Dumb Missile S
    Scale: Speeder
    Weight: 1.8kg
    Cost: 400
    Availability: 3,X
    Range: 5-150/300/600
    Damage: 5D
  3. Concussion Missile C
    Scale: Character
    Weight: 1.5kg
    Cost: 300
    Availability: 3,X
    Range: 5-175/350/700
    Damage: 6D
  4. Concussion Missile S
    Scale: Speeder
    Weight: 1.5kg
    Cost: 600
    Availability: 3,X
    Range: 5-175/350/700
    Damage: 6D
  5. Smart Missile Level Ic
    Scale: Character
    Weight: 1.6kg
    Cost: 800
    Availability: 3,X
    Fire Control: 1D
    Range: 5-150/300/600
    Damage: 5D+1
  6. Smart Missile Level Is
    Scale: Speeder
    Weight: 1.6kg
    Cost: 1600
    Availability: 3,X
    Fire Control: 1D
    Range: 5-150/300/600
    Damage: 5D+1
  7. Smart Missile Level IIc
    Scale: Character
    Weight: 1.7kg
    Cost: 1200
    Availability: 3,X
    Fire Control: 2D
    Range: 5-200/400/800
    Damage: 5D+2
  8. Smart Missile Level IIs
    Scale: Speeder
    Weight: 1.7kg
    Cost: 2400
    Availability: 3,X
    Fire Control: 2D
    Range: 5-200/400/800
    Damage: 5D+2
  9. Smart Missile Level IIIc
    Scale: Character
    Weight: 1.8kg
    Cost: 1800
    Availability: 3,X
    Fire Control: 3D
    Range: 5-250/500/1000
    Damage: 6D+1
  10. Smart Missile Level IIIs
    Scale: Speeder
    Weight: 1.8kg
    Cost: 3600
    Availability: 3,X
    Fire Control: 3D
    Range: 5-250/500/1000
    Damage: 6D+1
  11. Smart AP Missile Level Ic
    Scale: Character
    Weight: 2kg
    Cost: 3000
    Availability: 3,X
    Fire Control: 3D+1
    Range: 5-300/600/1200
    Damage: 5D
  12. Smart AP Missile Level Is
    Scale: Speeder
    Weight: 2kg
    Cost: 6000
    Availability: 3,X
    Fire Control: 3D+1
    Range: 5-300/600/1200
    Damage: 5D
  13. Smart HE Missile Level Ic
    Scale: Character
    Weight: 2.4kg
    Cost: 4000
    Availability: 3,X
    Fire Control: 3D
    Range: 5-300/600/1200
    Damage: 7D
  14. Smart HE Missile Level Is
    Scale: Speeder
    Weight: 2.4kg
    Cost: 8000
    Availability: 3,X
    Fire Control: 3D
    Range: 5-300/600/1200
    Damage: 7D
  15. Smart HE Missile Level IIc
    Scale: Character
    Weight: 2.5kg
    Cost: 5000
    Availability: 3,X
    Fire Control: 3D
    Range: 5-350/700/1400
    Damage: 7D+2
  16. Smart HE Missile Level IIs
    Scale: Speeder
    Weight: 2.5kg
    Cost: 10,000
    Availability: 3,X
    Fire Control: 3D
    Range: 5-350/700/1400
    Damage: 7D+2
Click on image for full size

Zentarian G10 Missile Launcher Detail
 
 

Item #312: May

Zentarian KLR-13 Heavy Blaster Pistol
Type: Heavy Blaster Pistol
Scale: Character
Skill: Blaster or (s) Blaster: KLR-13
Weight: 3.5kg
Cost: 7000
Availability: 2,X
Body: 3D
Ammo: 75
Fire Control: 2D
Range: 3-50/100/200
Damage: 6D
Description: For power users and those that want the deadliest of weapons, this fits the bill. The KLR-13 has stopping power, accuracy and added range that other heavy blasters do not have.
Game Notes: The weapon has s SCOMP Link built into the weapon to link to armor HUD system that adds the high fire control.

Click on image for full size
 
 

Item #313: June

Moon-Zhag Charon-class L33T Multirole Gunship
Type: Multirole Gunship
Scale: Starfighter
Skills: Repulsorlift Ops, Starfighter Piloting or (s) Starfighter Piloting: Charon-class
Length: 14.5 meters
Crew: 2
Passengers: 20 Troops
Cargo Capacity: 25 mt (50 without troops)
Consumables: 2 weeks
Cost: 380,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x15
Maneuverability: 3D
Atmosphere: 385; 980kmh
Space: 8
Hull: 5D+2
Shields: 2D+2
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 80/3D
   Focus: 4/4D
Weapons:
  Blaster Cannon Mini-Gun
    Fire Arc: Front (L/R: 170°, U: 30°, D: 45°)
    Skill: Starship Gunnery
    Crew: Co-pilot
    Fire Control: 3D
    Space Range: 1-10/20/40
    Atmosphere Range: 50-1km/2km/4km
    Damage: 6D
Description: Tough and fast, this gunship has been designed with the ability to go where it needs to and get out the same way. If delivering troops or supplies then this is the vehicle of choice. Of course, the Charon-class can accept up to 4 additional weapons of multiple types for any mission it is assigned.
Game Notes: The blaster mini-gun on the nose of the ship is designed with excessive power in mind in order to protect its cargo. This power can be increased by adding up to four aditional weapons on included hardpoints. Almost any weapon can be mounted after a modification to accept a hardpoint mount.

Click on image for full size
 
 

Item #314: June

Draymak Arrow 790 Fighter
Type: Long Range Fighter
Scale: Starfighter
Skills: Repulsorlift Ops, (s)Starfighter Piloting: Arrow 790, Starship Shields, Starship Gunnery
Length: 13.5 meters
Crew: 1
Passengers: 0
Cargo Capacity: 25kg
Consumables: 2 weeks
Cost: 2,700,000
Availability: 4,X
Hyperdrive: x.5
Hyperdrive Backup: x10
Maneuverability: 4D
Space: 12
Atmosphere: 950; 1300kmh
Hull: 4D+2
Shields: 3D+2
Backup Shields: 2D
Sensors:
   Passive: 25/1D+1
   Scan: 50/2D+1
   Search: 100/3D+1
   Focus: 5/4D+1
Weapons:
  Dual Heavy Blaster Cannon (fire-linked)
    Fire Arc: Turret
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-8/16/32
    Atmosphere Range: 50-800/1600/3200
    Damage: 6D+2
  Two Medium Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-7/15/30
    Atmosphere Range: 50-700/1500/3000
    Damage: 6D
  Two Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-6/12/24
    Atmosphere Range: 50-600/1200/2400
    Damage: 5D+1
  Dual Multi-Missile Launchers
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Ammo: 10 per side
    Space Range: 1-3/10/25
    Atmosphere Range: 50-300/1000/2500
    Damage: 9D (concussion missiles)
Description: This fighter is fast maneuverable and deadly all rolled into one. All the best technology currently available was placed into this fighter is order to give it an edge in any combat situation. This increased the cost of the ship quite substantially, but when a bad situation comes up it will be good that you have some of these deadly fighters around.
Game Note: Missiles can be fired singly or is groups of 2, 4, 6, 8 or 10. Most missile types can be adapted to this launcher. All systems have redundant components so that damage is less severe than other ships of similar design (ie. -2D is reduced to -1D, etc [GM Note: This is similar to a Hull Intergrity Field, but does not add to the hull rating directly]).

Click on image for full size
 
 

Item #315: June

Draymak RW-9X Hvy Assault Droid
Type: 4th Degree
Scale Walker
Cost: 2,750,000
Availability: 4,X
Dexterity 4D+2: Blaster 8D, (s) blaster: deadkill 9D+2, dodge 8D+2, melee combat 7D, (s) melee combat: VS-9x 9D+2, running 7D
Perception 4D: Search 7D+2, sneak 7D+2
Strength 5D: Climbing/jumping 7D
Knowledge 3D: Tactics 7D, tactics: small unit 9D
Mechanical 3D: Repulsorlift ops 7D
Technical 3D:
Height: 2.3 meters
Weight: 170kg
Move: 15
Equipment:
  -Humanoid Construction: Comes standard with humanoid form - two arms and two legs - to allow it to operate more effectively around organic beings.
  -Walker Armor: the droid is encased in specially contructed walker scale armor for the battlefield. 7D Speeder scale. 9D Character scale.
  -Tactical Database: This is what provides the droid with superb tactical abilities, allowing it to function in any combat situation.
  -Heuristic Computer Brain: Allows the droid to learn from all encounters and improve itself.
  -Complex Personality Matrix: Allows complete autonomy or acceptance of very complex instructions.
  • Draymak Deadkill Super Heavy Blaster Cannon:
    Model: Deadkill HBC
    Type: Super Heavy Blaster Cannon
    Scale: Walker
    Skill: (s)Blaster: Deadkill
    Body: 4D (walker scale)
    Ammo: 250
    Range: 3-300/600/1200
    Damage: 5D+2 (S 7D+2, C 9D+2)
    Game Notes: Weapon is completely self-contained. The droid is fully capable of conducting field repairs on the weapon if needed.
  -Self Repair Kit: Allows the droid to repair damage in the field; 8 light damage, 4 heavy damage and/or 2 severe damage levels
  -Weapon Repair Kit: Allows the droid to repair its main weapon up to 6 times regardless of the damage.
  -Visual Sensors: Allows accute visual analysis at great distances (up to 5 km). This aids in targeting the carried weapon by adding +1D to hit.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: This expensive droid is by far the toughest ever designed and built to date. As its skills and abilities show, this droid is worth every credit, but it isn't for every military, planetary government or large corporation.
Game Notes: The weapon that comes with the droid is specifically designed to interface with all of its sensors and readouts so that it can provide detailed analysis of all targets and all variables to hit those targets. As this weapon is Walker scale it has the ability to affect reinforced walls and doors up to Starfighter scale.

Click on image for full size
 
 

Item #316: June

SoroSuub Corporation TX-TL11 (12) Air Speeder
Craft: Air Speeder
Type: Personnel/Troop Transport
Scale: Speeder
Length: 5.7 (6) meters
Skill: Repulsorlift Ops or (s) Repulsorlift Ops: TX-TL11 (TX-TL12)
Crew: 1
Passengers: 4
Cargo Capacity: 30kg
Cover: 1/2 (see below)
Altitude Range: Ground to 500 meters
Cost: 10,000 (14,000)
Maneuverability: 2D+1
Move: 150; 280kmh
Body Strength: 3D+2
Sensors (in meters): Thermal, IR, Motion, Life Form
  Passive: 60/1D
  Scan: 120/1D+2
  Search: 240/2D
  Focus: 4/3D
Weapon: (Military version only)
  Two Blaster Cannons (fire-linked)
    Fire Arc: Front
    Skill: Vehicle Weapons
    Crew: 1 (pilot)
    Fire Control: 2D
    Range: 3-250/500/1000
    Damage: 4D+1
Description: This speeder can perform dual roles as a military transport and a civilian transport. To help in this the transport comes with an optional hard cover for extra protection either on the battlefield or on a planet with a less than suitable atmosphere. The hard cover can be sealed for harsh environments. The back end of the TX-TL12 version can support a weapon mount to allow a turreted weapon to be added. The weapon can be manually operated or computer/co-pilot controlled.
Game Notes: The cost of the hard cover adds 3000 to the cost of either version. The turret mount cost is 1500. Note that any weapon adapted or designed for a speeder mount can be added to the speeder. The manual version requires the operator to stand behind the weapon. Note: If the sealed hard cover is added the weapon can only be operated by the co-pilot.

Click on images for full size

SoroSuub Corp. TX-TL11 (12) Air Speeder Rear View
 
 

Item #317: June

Zentarian K4 Medium Commando Armor
Type: Combat Armor
Powered: Yes
Protection: +3D/+2D/+1D (Strength and all skills)/+3 (Move)
Protects the Following: All
Weight: 12 kg
Availability: 3,X
Cost: 1,600,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 12 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by half (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
Armor Variable Color System: Adds +15 to Sneak skill rolls.
EMP Protection: Can function for 8 rounds.
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: None
Computer System:
  • 12 Slot Computer System: Three I/O ports (virus/self-destruction intruder enabled)
  • Capabilities: (Power: 3D, Memory: 16D)
  • Programs:
    • Access Plus: 2 slots; Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • Bounty Plus: 3 slots; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of (s) Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
    • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • Medic Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D to First Aid skill.
    • Melee Majic: 2 slots, Adds +1D to Melee Combat after two rounds. Must be used with movement sensors and the Sensor Program.
    • Brawler: 1 slot, Adds +2 to Brawling Combat.
    • 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).
    • Sensor Plus: 2 slots; Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • Targeting, Dual: 3 slots; Two weapon systems and up to 10 targets per system. Adds +2D to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: This armor sacrifices built-in weapons for better protection and maneuverability, adding additional sensors and programs for better survivability in combat. However, any weapon used with this armor requires a SCOMP link in order to use all armor features. The suit adds to the users movement allowing them to reach desired locations much sooner than normal.
Game Notes: The armored suit has the capability of adding two external weapons - one on each shoulder - on hard points. The two hard points come with the suit, but the weapons must be modified for the armor before they can be used. All computer programs can be upgraded at ay time. The computer system may also be upgraded, but at double the cost as the original system must be removed first.

Click on image for full size
 
 

Item #318: June

BlasTech TK-9R Blaster Rifle, Series 1-6
Type: Modifiable Blaster Rifle
Scale: Character
Skill: Blaster or (s)Blaster: TK-9R
Weight: 4kg
Cost: 8000
Availability: 3,X
Body: 3D
Ammo: 100
Fire Control: 1D+1
Range: 3-75/150/300
Damage: 5D+2
Description: Well designed and built from the ground to support all types of troopers an any environment, even under water and in space.
Game Notes: The weapon comes with a scope that adds +1D to hit. Also comes with a silencer for those covert operations, though damage is reduced to 4D+2 and range is reduced to 3-60/120/240. Series 1 stats are listed above. Damage, range, body, fire control and ammo are variable in Series 2-6.

Series 2: Body: 2D+2, Ammo: Same, Fire Control: 1D, Range: 3-80/160/320, Damage: 5D+1
Series 3: Body: 3D+1, Ammo: 80, Fire Control: 1D+1, Range: 3-75/150/300, Damage: 6D
Series 4: Body: Same, Ammo: Same, Fire Control: 2D, Range: 3-75/150/300, Damage: 5D+1
Series 5: Body: Same, Ammo: 110, Fire Control: 1D+2, Range: 3-70/140/280, Damage: 5D+2
Series 6: Body: 3D+2, Ammo: Same, Fire Control: 1D, Range: 3-80/160/320, Damage: 5D+1

Click on image for full size

BlasTech TK-9R Blaster Rifle, Series 2
BlasTech TK-9R Blaster Rifle, Series 3
BlasTech TK-9R Blaster Rifle, Series 4
BlasTech TK-9R Blaster Rifle, Series 5
BlasTech TK-9R Blaster Rifle, Series 6
 
 

Item #319: June

Moon-Zhag Iridium II Nanoblade
Type: Melee Weapon
Scale: Character
Skill: Melee Combat: Iridium Nanoblade
Weight: 1kg
Cost: 5000
Availability: 3,X
Body: 2D+1
Difficulty: Difficult
Range: .3 to 1.1 meters
Damage: Str+3D
Description: This is a special energy/plasma/crystaline mixture that extends and hardens when activated. The length is adjustable, but only when it is off.
Game Notes: The blade can be anywhere from .3 meters to 1.1 meters in length. Image shows shortest blade length available. The crystaline lattice needs to be refilled once every 3 years of regular use. Crystals of any color can be used, but the basic clear crystal is best in order to produce the default blue color. The power cell is similar to a lightsaber and is expected to last up to 20 years between chargings. The weapon is capable of deflecting a lightsaber, but the lattice is reduced by 1/24th the total after every hit. A newer version is in the works that should reduce the loss by a significant amount. Current owners can get their blades upgraded for 300 credits at the purchase location when it becomes available.

Click on image for full size
 
 

Item #320: June

Zentarian M-2189 Diplomat Machine Pistol
Type: Auto Blaster Pistol
Scale: Character
Skill: Blaster or (s)Blaster: M-2189
Weight: 3.5kg
Cost: 2500
Availability: 2,X
Body: 3D
Ammo: 100
Fire Control: 1D
Range: 3-30/60/120
Damage: 4D+1 (ds), 5D (bf), 5D+2 (fa)
Description: This auto blaster is very fast and durable and it is specifically designed with a hair trigger to make it easier to fire, providing greater accuracy as well.
Game Notes: ds = dual shot (2 bolts), bf = burst fire (3 bolts), fa = full auto (10 bolts). The clip auto-ejects when empty making it easier to re-load.

Click on image for full size
 
 

Item #321: July

Draymak Green Wraith Sensor Ship
Type: Sensor Recon Starfighter
Scale: Starfighter
Skills: Communications, Encryption, (s)Starfighter Piloting: Wraith, Repulsorlift Ops, Sensors
Length: 18 meters
Crew: 2
Passengers: None
Cargo Capacity: 30kg
Consumables: 2 weeks
Cost: 425,000
Availability: 2,X
Hyperdrive: x1
Hyperdrive Backup: None
Maneuverability: 4D
Atmosphere: 1000; 1400kmh
Space: 13
Hull: 4D+2
Shields: 3D+1
Sensors:
   Passive: 100/1D+2
   Scan: 200/2D+2
   Search: 400/3D+2
   Focus: 8/4D+2
Weapons: None
Broadside Scanning Pods: Adds +2D to the Encryption skill
Description: This ship has no weapons, allowing it to be fast, maneuverable, heavily armored and capable of surviving any mission it is sent on. The sensor pods added to each side increase range nearly ten fold, better than even the largest of Imperial Star Destroyers. The pods also assist with picking up and breaking the weakest to the strongest of encrypted signals. The ship carries the best shields to add an extra layer of protection. And, due to its new engine design, the ship can outrun and outmaneuver any fighter on the market alowing it to escape into hyperspace.
The odds are that this ship will see an enemy vessel approaching, scan it and transmit its data, then leave long before it is ever detected.
Game Notes: Note that the scanning pods can be replaced with two dual blaster cannons on turret mounts for added protection. However, all encryption detection and long-range scanning capabilities will be lost. Sensors will be reduced to the following: Passive: 25/+1D, Scan: 50/+2D, Search: 75/+3D, Focus: 3/+4D. The ship also has an automatic mode that engages the droid computer system when a general scan is all that is needed. However, detailed orders can be issued as the droid computer system is capable of comminication similar to that of a protocol droid.

Skills are as follows:

Sensors: 7D
Communications: 6D
Computer Ops: 6D
Computer Program/Repair: 5D
(A) Slicing: 2D
Languages: 5D
(A) Linguistics: 2D
Planetary Systems: 5D
(A) Galactography : 2D
Encryption: 6D

Click on image for full size

Draymak Green Wraith Sensor Ship Detail
 
 

Item #322: July

Novalon Kashima 8T Trader
Type: Space Transport
Scale: Starfighter
Skills: Astrogation, Repulsorlift Ops, (s)Space Transports: Kashima 8T
Length: 49.5 meters
Crew: 4
Passengers: 10 see below
Cargo Capacity: 500 MT (see below)
Consumables: 5 months
Cost: 400,000
Availability: 2,X
Hyperdrive: x.75
Hyperdrive Backup: x10
Maneuverability: 3D
Atmosphere: 750; 975 kmh
Space: 10
Hull: 6D
Shields: 3D
Backup Shields: 3D
Sensors:
   Passive: 15/1D
   Scan: 30/2D
   Search: 60/3D
   Focus: 4/4D
Weapons:
  Two Dual Heavy Blaster Cannons
    Fire Arc: Forward
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-15/25/35
    Atmosphere Range: 300-1.5/2.5/3.5km
    Damage: 6D+2
  Dual Blaster Cannon
    Fire Arc: Turret (rear dorsal, pop-up)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-15/25/35
    Atmosphere Range: 300-1.5/2.5/3.5km
    Damage: 6D
  One Improved Concussion Missile Launcher
    Fire Arc: Turret (ventral, pop-out)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/6/14
    Atmosphere Range: 50-300/600/1.4km
    Ammo: 40 (improved range)
    Damage: 9D
Description: For Novalon, a new starship company just coming into their own, they have managed to put together quite a capable freighter. It is packed with features that not only make it functional, but very capable in defending its cargo and passengers. For its size the Kashima 8T is quick in both real space and hyperspace. Note that the Imperial Navy isn't even faster. How they got this past the Empire's restrictions is anyone's guess.

There are several creature comforts to this ship as well. Each passenger can adjust his or her comfort controls to whatever their species needs, to include differing atmosphereic conditions as well. There are sonic showers in every room and a selection of current holovids to watch that changes with every port or keeps the current selection active. The passenger lounge comes with multiple games and even some hologames from the Core Worlds.

Even the cargo sections of the ship can be changed around to allow for additional passengers or taylored to specific types of cargo, such as fresh food stuffs, medical supplies or even animals. Both sides of the ship come with two cargo access doors for easy loading and unloading. There are even two large escape pods - one to either side - for emergencies. They hold 12 beings in each and even allow for those extra large species such as a houk or wookiee, among others.
Game Notes: The pods come seperate and will take up an additional 50 to 100 MT of cargo space each, depending on there function.

Fresh Food Stuffs or Water Pod
Cost: 20,000
Maximum # of Pods: 8
MT: 50

Medical or Special Cargo Pod
Cost: 35,000
Maximum # of Pods: 5
MT: 75 (this includes animals/creatures based on size - up to 2 rancor for the largest)

Passenger Pod
Cost: 50,000
Passengers: 10
Maximum # of Pods: 4
MT: 100

Specialized Passenger Pod
Cost: 60,000
Passengers: 6 (various species to include breathing gases other than oxygen and variable gravity)
Maximum # of Pods: 4
MT: 100

Prisoner Pod
Cost: 60,000
Passengers: 40 (does not include species that breathe gases other than oxygen and need variable gravity)
Maximum # of Pods: 4
MT: 100

Specialized Prisoner Pod
Cost: 75,000
Passengers: 30 (various species, large and small, to include breathing gases other than oxygen and variable gravity)
Maximum # of Pods: 4
MT: 100

Note that all pods except the specialized pods, when empty and turned off, can be collapsed down to 25% of there normal size for storage. The specialized pods can collapse down to 50% of there original size.

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Item #323: July

Draymak EL-3K Valet Droid
Type: Specialized
Class: 3rd Degree
Scale Character
Cost: 16,000
Availability: 2,F or R
Dexterity 3D: Acrobatics 5D, Blaster 4D, dance 4D, dodge 5D, running 4D,
Perception 3D: Persuasion 4D, search 6D, sneak 5D
Strength 3D: Brawling combat 6D, swimming 5D
Knowledge 4D: Alien Species 4D, Art 4D, Culinary Arts 6D, Cultures 4D, Languages 5D, Politics 4D, Scholar 4D, Security 5D
Mechanical 1D: Animal Handling 4D
Technical 1D: First Aid 5D
Height: 1.7 meters
Weight: 68kg
Move: 12
Equipment:
  -Two Humanoid Arms and Legs: extra movement range for greater flexability.
  -Two visual and audial sensors human range
  -Vocabulator speech/sound system: * The droid's vocabulator speech/sound system makes the droid capable of reproducing virtually any sound it hears or is programmed to reproduce.
  -AA-1 VerboBrain
  -TransLang II Communications module with over five million languages
  -Cooking Database: Contains over 500,000 recipes from several hundred species from across the galaxy.
  -Live NewsNet Feed System: This works only on planets in the Mid Rim inward unless a plnet is directly connected to the news feed, such as the Corporate Sector. This allows the droid to stay up on all of the current events happening around the galaxy, even if the stories are biased.
  -Normal Human Vision with Integrated Infrared: Used to keep track of guests and clients as needed.
Description: This simple droid can perform multiple duties, but its primary function is that of a Valet Droid. The installed databases allow it to be an impromptu protocol droid or a short-order chef. It has the skills to do all of those things and is capable of much more.
Game Notes: The cooking database can be exchanged for any type of database required by the owner. This does not provide the skills related to that database, such as tactics or melee weapons, but it would have the knowledge about those subjects to allow it to function in an advisoy position. The EL-3K Valet Droid comes in many color choices and can be either male or female in appearance and voice patterns.

Note: Other colors are available.

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Item #324: July

Zentarian K5 Medium Sniper Scout Armor
Type: Combat Armor
Powered: Yes
Protection: +3D/+2D/+1D (Strength and all skills)/+3 (Move)
Protects the Following: All
Weight: 13 kg
Availability: 3,X
Cost: 1,900,000
Special Integrated Helmet: This helmet adds special features to the overall armor a it is designed for the wearer being eith a sniper or a scout.
  • Range Reduction System: Reduces Long Range to Medium, Medium to Short and Short to Point-Blank.
  • Macrobinocular System: Adds +1D to Search for objects 50-200 meters away; adds +2D to Search for objects 201-400 meters away.
  • H.U.D. System: Designed with an improved interface between the user and his weapons, this adds +2 to hit any target and +1D to aim (increases by +1D per round of aiming to a maximum of +3D). The user is even given a small window of objects and movement in the rear to prevent sneak attacks.
  • Emergency Internal Oxygen Supply: Capable of providing up to 1.5 hours of oxygen if needed.
  • Breath Mask: Filters must be replaced after 30 hours of continuous use.
  • Flash Protection: Reduces the effects of bright flashes by half (-2D instead of -4D).
Long-Range Communication System: 65km range. 12 scrambled channels. Scans all frequencies.
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum.
Armor Variable Color System: Adds +15 to Sneak skill rolls.
EMP Protection: Can function for 10 rounds.
Heat Dampening System: Adds +2D to the target number to detect this armor when the system is engaged.
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: None
Computer System:
  • 13 Slot Computer System: Three I/O ports (virus/self-destruction intruder enabled)
  • Capabilities: (Power: 3D, Memory: 18D)
  • Programs:
    • Access Plus: 2 slots; Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • Bounty Plus: 3 slots; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of (s) Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
    • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • Medic Plus: 2 slots; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D to First Aid skill.
    • Melee Majic: 2 slots, Adds +1D to Melee Combat after two rounds. Must be used with movement sensors and the Sensor Program.
    • Brawler: 1 slot, Adds +2 to Brawling Combat.
    • 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).
    • Sensor Plus: 2 slots; Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • Targeting, Dual: 3 slots; Two weapon systems and up to 10 targets per system. Adds +2D to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: This armor sacrifices built-in weapons for better protection and maneuverability, adding additional sensors and programs for better survivability in combat. However, any weapon used with this armor requires a SCOMP link in order to use all armor features. The suit adds to the users movement allowing them to reach desired locations much sooner than normal.
Game Note: The armored suit has the capability of adding two external weapons - one on each shoulder - on hard points. The two hard points come with the suit, but the weapons must be modified for the armor before they can be used. All computer programs can be upgraded at ay time. The computer system may also be upgraded, but at double the cost as the original system must be removed first.
Note that the weapon shown in the image is just an example.

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Item #325: July

Draymak Duster Plasma-Ion-Electric Pistol
Type: Special
Scale: Character
Skill: (s)Blaster: Duster PIEP
Weight: 3kg
Cost: 90,000
Availability: 4,X
Body: 3D
Ammo: 25
Fire Control: 1D
Range: 3-100/200/400
Damage: 8D
Description: The is one heavy hitting blaster. The blast litteraly melts whatever it hits and there seems to be no armor that is immune to it (so far). The only thing it cannot penetrate are physical shields. Yes, you heard that right. Energy shields, for whatever reason, cannot stop the blast at all, but physical shields can reduce its effectiveness. An excellent weapon that has a coherent beam out to 400 meters. Anything past that takes no damage, but can still feel the tingle.
Game Notes: The blast from the Duster shoots out a solid core of plasma that is surrounded by ions and electricity. This allows it to disrupt energy shields of all types, but physical shields do a much better job of blocking the blast, due mostly to the plasma core. The damage at point-blank range is reduced to 7D, short range to 6D, medium range to 5D and long range to 4D. If the weapon is set to overload the resulting explosion causes 8D Speeder scale damage out to 20 meters - Damage: 8D/6D/4D/2D (11D/9D/7D/5D Character scale), Blast Radius: 0-6/12/16/20. The clips are automatically ejected when spent, cost 500 credits each and cannot be re-filled.

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Item #326: July

Moon-Zhag PCP Plasma Pistol
Type: Coherant Plasma Beam Pistol
Scale: Character/Speeder/Walker
Skill: (s)Blaster: PCP
Weight: kg
Cost: 120,000
Availability: 4,X
Body: 3D
Ammo: 20
Fire Control: 1D
Range: 3-10/20/40
Damage: 9D (c)/6D (s)/3D (w)
Description: This weapon is designed for close combat situations and cannot retain a coherant beam past 40 meters. The weapon is deadly however, and can completely vaporize a humanoid-sized target. Speeders and walkers take heavy damage, but will not be destroyed unless a vital area is hit causing an overload.
Game Notes: There are no upgrades possible with this weapon with the exception of adding a scope or targeting sensor.

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Item #327: July

Nordian SC-38 Heavy Shotgun
Type: Heavy Firearm
Scale: Character
Skill: (s)Firearms: SC-38
Weight: 3.5kg
Cost: 650 (50 credits for an extra magazine)
Availability: 2,R
Body: 2D+1
Ammo: 6-shot magazine (see below)
Fire Control: None
Range: Variable (see below)
Damage: Variable (see below)
Description: This shotgun is versitile in its damage type and in its ablity to collapse for easier carrying and storage. The 6-shot magazine can be easily removed and reloaded with the touch of a button or it can be set to automatically eject when empty. The laser sight adds to the weapon's accuracy.
Game Notes: The image below shows the older SC-12, although they are nearly identical in every way. The only difference is that the SC-38 can accept a 12-shot clip (75 credits), an 18-shot clip (125 credits) and a 100 round belt (250 credits). All ammo types listed can be stopped with a physical shield system. Below are the various ammo types the weapon can accept.

Standard Shell
Cost: 50/100/150/800 (6-shot/12-shot/18-shot clip/100 belt)
Availability: 2,R
Range: 2-10/15/20
Damage: 4D
Note: Does not penetrate most modern armor types.

HES Shell
Cost: 60/120/180/950 (6-shot/12-shot/18-shot clip/100 belt)
Availability: 2,R
Range: 3-30/60/90
Damage: 5D
Blast Radius: 2 meters
Note: Affects most modern armor, but cannot penetrate it.

Super HES Shell
Cost: 75/150/225/1150 (6-shot/12-shot/18-shot clip/100 belt)
Availability: 2,X
Range: 3-40/80/120
Damage: 6D
Blast Radius: 3 meters
Note: Much more effective than the HES shell in that it can affect all armor types.

APB Shell
Cost: 80/160/240/1250 (6-shot/12-shot/18-shot clip/100 belt)
Availability: 2,X
Range: 3-30/60/90
Damage: 5D
Note: Penetrates most modern suites of armor and will damage all but the strongest types of armor.

Super APB Shell
Cost: 120/240/360/1800 (6-shot/12-shot/18-shot clip/100 belt)
Availability: 2,X
Range: 3-40/80/120
Damage: 6D
Note: Can penetrate all known types of armor as each ballistic segment acts as a micro-drill explosive upon impact.

Stikkill Shell
Cost: 100/200/300/1600 (6-shot/12-shot/18-shot clip/100 belt)
Availability: 3,X
Range: 3-30/60/90
Damage: 6D
Blast Radius: Target only
Note: The shell fires what looks like an HES shell. The difference is that when it hits the target it sticks to them with a molecular bond. A moment later it explodes, forcing all the shrapnel and chemicals into the target at point-blank range. Ignores armor of all types. If the target is not wearing armor they will suffer an addtional 2D damage from the blast.

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Item #328: August

Nordian Suunkamma Bomber
Type: Heavy Bomber
Scale: Capitol Ship (due to power output)
Skills: (s)Starfighter Piloting: Suukamma, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 38 meters
Crew: 3 + 3 Gunners
Passengers: 4
Cargo Capacity: 400 MT (ordnance)
Consumables: 3 weeks
Cost: 455,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x10
Maneuverability: 2D+2
Atmosphere: 365; 1050kmh
Space: 8
Hull: 6D
Shields: 3D
Backup Shields: 3D
Sensors:
   Passive: 40/1D
   Scan: 80/2D
   Search: 160/3D
   Focus: 4/4D
Weapons:
  Heavy Turbolaser Cannon
    Fire Arc: Turret
    Scale: Capitol Ship     Skill: Capitol Ship Gunnery
    Crew: 2
    Fire Control: 2D+1
    Space Range: 3-18/42/84
    Atmosphere Range: 6-40/56/175km
    Damage: 6D+2
  Heavy Repeating Laser Cannon
    Fire Arc: Turret (320 degree arc only, aft facing)
    Scale: Starfighter     Skill: Starship Gunnery
    Crew: 1
    Fire Control: 2D+1
    Space Range: 3-15/36/75
    Atmosphere Range: 6-30/36/150km
    Damage: 5D+2
Description: This bomber is heavily constructed and powered by the same power supplies as those found on capitol ships. The high amount of energy is required due mostly to the Heavy Turbolaser sitting just aft of the bridge. The other power supply that is the same size provides the extra energy needed to run all the other ship systems except for shields. Those have their own dedicated power system.

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Item #329: August

Nordian Cortex MBT-6 Battle Tank
Type: Medium Battle Tank
Scale: Walker
Skills: (s)Walker Ops: MBT-6, Repulsorlift Ops, Vehicle Weapons
Length: 3.4 meters
Crew: 2
Passengers: None
Cargo Capacity: 25kg
Consumables: 3 days
Cost: 78,000
Availability: 2,X
Maneuverability: 2D
Move: 115; 330kmh
Hull: 6D
Shields: 1D
Sensors:
   Passive: 30/1D
   Scan: 60/2D
   Search: 90/3D
   Focus: 5/4D
Weapons:
  Main Heavy Cannon
    Fire Arc: Turret
    Skill: Vehicle Weapons
    Fire Control: 3D
    Range: 5-1.2km/4km/10km
    Damage: 7D+2
    Blast Radius: 3-5/10/15
  Dual Missile Pods
    Fire Arc: Front
    Skill: Missile Weapons
    Fire Control: 3D
    Range: 50-400/800/1.6km
    Damage: 9D
    Blast Radius: 3-7/12/20
Description: This repulsor tank is quite powerful for its size. The main cannon can be devastating on a direct hit and nearly as such with a near miss. The speed for this vehicle is quite fast for a small tank, but the power system has been boosted to compensate.

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Item #330: August

Moon-Zhag LTZ-15 Tactical Combat Droid
Type: Tactical Combat Droid
Class: 4th Degree
Scale Speeder
Cost: 125,700
Availability: 2,X
Dexterity 5D: Blaster 8D, dodge 8D, melee combat 7D,
Perception 4D: Command 6D, search 7D, sneak 7D
Strength 4D (+2D): Brawling combat 7D, climbing/jumping 7D
Knowledge 4D: Alien species 5D, tactics 7D, (s)tactics: sieges 8D, (s)tactics: squad 8D, (s)tactics: ground assualt 8D
Mechanical 4D: Blaster artillery 6D, communications 6D, computer ops 6D, ground vehicle ops 5D, hover vehicle ops 5D, repulsorlift ops 7D, sensors 6D, swoop ops 6D, vehicle weapons 6D, walker ops 7D
Technical 2D: Demolition 6D, encryption 7D, security 6D
Weight: 126kg
Height: 1.95 meters
Move: 14
Equipment:
  -Two Humanoid Arms and Legs: extra movement range for greater flexability and speed.
  -Two visual and audial sensors: Human range, infrared, ultraviolet, thermal, ultrasound
  -Vocabulator Speech/Sound System: The droid's vocabulator speech/sound system makes the droid capable of reproducing virtually any sound it hears or is programmed to reproduce.
  -AA-1 VerboBrain
  -Extensive Tactical Database: Allows the droid to perform all forms of tactics and create new versions based on circumstances.
  -Vehicle Recognition Database: Programmed with images and schematics of all known vehicle types.
  -Weapon Database: Contains images and schematics for all know weapon types.
  -Armor Plating with Cortosis Weave: Adds +2D of Speeder scale armor. Reduce damage by 50% for every hit from a lighsaber or blaster.
  -Droid Variable Color System (DVCS): Adds +15 to all target numbers required to visually detect the droid.
  -Sound Dampening System: Adds +1D to Sneak rolls to be silent when moving.
  -EMP Protection: 6 rounds. Can be re-applied.
  -Macrobinocular Vision: Add +1D to Search for objects 50-100 meters; add +2D for objects 101-300 meters
Sensors (in meters): Thermal, IR, UV, Motion, Life Form, Ultrasound
  Passive: 105/1D
  Scan: 210/1D+2
  Search: 420/2D
  Focus: 20/3D
Description: Designed specifically for tactical combat situations in any environment using any means available to complete assigned objectives. This droid is very fast, smart and tough. Not easily defeated, even by a Jedi.
Game Notes: This droid was designed with a Speeder scale frame (4D: 7D Character scale) and an outer layer of extra armor, also Speeder scale (+2D) With the added armor the effective Strength rating is 6D Speeder scale or 9D Character scale. Brawling damage is Strength +1D when no weapons are available (5D Speeder/8D Character).

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Item #331: August

Moon-Zhag DXN-5 Heavy Combat Suit
Type: Heavy Combat Armor
Powered: Yes
Protection: +4D+2/+3D+2/+2D/+2D/+3 (Move Rate bonus)
Protects the Following: All
Weight: 28kg
Availability: 4,X
Cost: 2,800,000
Repair Kit: The repair kit comes with 8 uses (8 Light or 5 Light and 2 Moderate, or 2 Light (1 Moderate) and 2 Severe).
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 75km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to seven hours in liquid or vacuum.
EMP Protection: 12 rounds
Sonic Refraction System: Reduces the effects of sonic weapons by half.
Armor Variable Color System: Adds +15 to all target numbers to detect the wearer when in use.
Sensors: UV, IR, Thermal
   Passive: 35/+1D
   Scan: 70/+2D
   Search: 140/+3D
   Focus: 18/+4D
Sensors: Movement (front, sides and rear)
   Passive: 25/+2
   Scan: 50/+1D
   Search: 80/+1D+2
   Focus: 14/+2D
Weapon Systems:
  • Aratek Mini Proton Torpedo Launcher
    Model: Aratek MPTL-6
    Type: Proton Torpedo Launcher
    Location: One in left or right wrist
    Scale: Character
    Skill: Armor Weapons
    Ammo: 6
    Range: 5-30/60/120
    Damage: 6D
    Game Notes: This model is capable of using Nordian MPT-486L Proton Torpedoes:, Cost: 800 (each), Damage: 6D+2, Wt: 1.2. Cannot be used under water, but can be used in space (double the range). Works on all armor types.
Computer System:
  • 16 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 4D, Memory: 24D)
  • Programs:
    • ACCESS PLUS: Slots: 2; Adds +2D to Computer Ops and +1D+1 to Computer Program/Repair rolls. +2D may be added to computer spikes rated at 6D or less.
    • AUTO FIRE PLUS: Slots: 4; Must be used with powered armor. Must be used with all sensors and the Sensor Plus, Bounty Plus and Super 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+2 to locate and shoot at targets (viable targets are those on bounty list or have visible hostile intentions toward the user). If targets Perception roll does not beat the programs Sensor +3D+2 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. If target is not within designated weapon's medium or closer range program will not activate, instead warning the user and deactivating for that particular target (until reacquired or range changes). Activation range may be changed to short or long.
    • BOUNTY PLUS: Slots: 3; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of (s) Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
    • SUPER HOSTILITIES: Slots: 3; Highlights all weapons in red, provides a list and gives details on features. Must be used with the Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
    • MATRIX: Slots: 3; Allows user to see electron flow in cables and behind walls. Makes a blue print after studying for two rounds. After three continuous rounds of combat, program will add +1D to hit (anticipated tactics). After five continuous rounds of combat, program will add +2D to hit (anticipated tactics).
    • MEDIC PLUS: Slots: 2; Improved diagnosis of illnesses or wounds then gives treatment recommendations. Adds +2D to First Aid skill.
    • MELEE MASTER: Slots: 3; Adds +2D to Melee Combat after one round. Must be used with movement sensors and the Sensor and Matrix programs. 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).
    • BRAWLER PRO: Slots: 3; Adds +2D+1 to Brawling Combat. Adds +2 to Tactics: Personal Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor (if armor contains +1D or better boosted Strength and Dexterity this requirement is not needed).
    • MARTIAL ARTIST, GREY: Slots: 3; Adds +2 to (A) Martial Arts and +1D+1 to (s) Tactics: Personal Combat. The user of this program must have a minimum of 5D in Brawling Combat (computer/armor skills will not work, but cybernetic ones will). 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).
    • MULTIPLE PROGRAMS: Slots: 1; 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: Slots: 1; 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).
    • SELF-DESTRUCT: Slots: 1; Hardwired mechanism set into the computer case. Can be programmed to go off after a certain event takes place or timed (1 round to 10 minutes) or excessive damage (-3D to armor or self, for example). Usually tied to suit power supply and cannot be overridden.
    • WEAPON SELF-DESTRUCT: Slots: 1; Hardwired mechanism set into the computer case. Can be programmed to go off after a certain event takes place or timed (1 round to 10 minutes) or excessive damage (-3D to weapon, for example). Can also set weapon to overload.
    • SENSOR PLUS: Slots: 2; Adds +1D+2 to Search. If person has all sensors then it adds +2D+1 to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • TARGETING, BI-MULTIPLE: Slots: 4; 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.
Description: A very powerful suit that has only one internal weapon. However, this lack of weapons does not diminish the capabilities of the armor. There are powerful sensors and computer system programs that add to the wearers ability to find and attack all viable targets with ease.
Game Notes: The armor is designed with minimal weapons that are actually built-in to save room for better protection and better programs. The armor can be upgraded, but the process is difficult. The easiest upgrades or changes would be to replace the installed weapon system.

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Item #332: August

Wrokix Works Cyclops Commando Armor
Type: Light Combat Armor
Powered: Yes
Protection: +2D/+1D/+2 to Strength and all skills
Protects the Following: All
Weight: 8 kg
Availability: 3,X
Cost: 230,000
Repair Kit: The repair kit comes with 8 uses (8 Light or 5 Light and 2 Moderate, or 2 Light (1 Moderate) and 2 Severe).
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60km range. 10 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to four hours in liquid or vacuum.
Sensors: UV, IR, Thermal
   Passive: 50/+1D
   Scan: 100/+2D
   Search: 200/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear), Life Form
   Passive: 30/+2
   Scan: 60/+1D
   Search: 120/+1D+2
   Focus: 10/+2D
Weapon Systems: None
Computer System:
  • 8 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 3D, Memory: 14D)
  • Programs:
    • ROAD MAP: Slots: 1, Size: 2D; 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).
    • ACCESSING: Slots: 1, Size: 2D; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • MULTIPLE PROGRAMS: Slots: 1, Size: 2D; 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).
    • SENSOR: Slots: 1, Size: 2D; Adds +1D to Search. If person has all sensors then it adds +2D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
    • TARGETING: Slots: 2, Size: 6D; One weapon system and up to 6 targets. Adds +1D to hit and requires a sensor on the weapon being used. A scope may not be used with this program.
    • MEDIC: Slots: 1, Size: 2D; Diagnoses illnesses or wounds and gives treatment recommendations. Adds +1D to First Aid skill.
Description: This light suit of armor does not affect movement in any way and is easy to put on and remove. The armor also boasts a built-in computer system that augments the wearers own abilities and allows the linking of additional weapons to the H.U.D. system installed in the helmet. The suit also has sensors that extend the wearers ability to locate and track targets while providing 360 degrees of visual protection.
Game Note: This armor can be upgraded, but is limited due to its light armored status.

Click on image for full size
 
 

Item #333: August

Moon-Zhag Jykryn Blaster Carbine
Type: Blaster Carbine
Scale: Character
Skill: (s)Blaster: Jykryn
Weight: 3.5kg
Cost: 2500
Availability: 4,X
Body: 3D+1
Ammo: 100
Fire Control: 1D
Range: 3-50/125/300
Damage: 6D
Description: Slightly better range and damage make this a trusted carbine over the standard version of the same weapon. The toughened armor helps protect it from rough handling and the ocassional hit from a weapon. It is light for its size as a special carbon/fiber/duranium allow was used in its constraction. The weapon is solid and the best in its class.
Game Notes: The carbine comes with Fire Control of 1D due in part to the integrated scope. This can be increased to 2D with a targeting sensor linked to a H.U.D. system.

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Item #334: August

Nordian Stun Baton
Type: Stun Weapon
Scale: Character
Skill: (s)Melee Weapons: Stun Baton
Weight: 1.5kg
Cost: 250
Availability: 1,F
Body: 2D+1
Ammo: See below
Range: 1 meter
Difficulty: Easy
Damage: 1D-6D (stun)
Description: This is an improved version of the standard stun baton that comes with a variable stun setting.
Game Notes: The various stun settings affect the number of charges available. 1D = 60, 2D = 50, 3D = 45, 4D = 40, 5D = 35, 6D = 25. Jury-rigging the weapon for greater damage is possible, but there is a 50% chance of it melting the energy cell with every strike. Damage, if successful, will increase to 7D and provide 15 charges.

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Item #335: August

Moon-Zhag R3 Multiturret
Type: Auto Blaster/Plasma-ion Turret
Scale: Walker (unit), Character and Speeder (weapons)
Skill: Blaster Artillery
Weight: 185kg
Cost: 35,500
Availability: 2,X
Body: 3D (walker)
Ammo: 400/300 (internal, see below)
Fire Control: 3D
Range: 5-500/1km/2km and 3-400/800/1.6km
Damage: 8D (c) and 8D (s)
Shields: 3D (speeder scale)
Description: This powerful, yet well designed turret blaster has two modes that are equally devastating. The first one is the blaster. This part of the weapon is for taking down troops at an alarming rate, as it lets loose a barrage of automatic fire. The second part is the anti-vehicle plasma/ion cannon. This weapon can take out speeders and walkers with relative ease. Both weapons can fire independent of each other while the whole thing can be hooked to a generator for continuous operation on the battlefield - or even on corporate property. The designers haven't forgot about protection for the turret. The unit has strong speeder shields that add to the overall strength of the weapon along with its hardened walker armored shell.
Game Notes: The shields last until knocked out or, if hooked to the generator, will continuously regenerate and remain at maximum strength.

Click on image for full size
 
 

Item #336: September-October

Zentarian BTC-X Long Range Fighter/Bomber
Type: Long Range Fighter/Bomber
Scale: Starfighter
Skills: Starfighter Piloting or (s)Starfighter Piloting: BTC-X, Starship Gunnery, Starship Shields, Repulsorlift Ops, (s) Missile Weapons: Proton Bombs
Length: 30.8 meters
Crew: 2
Passengers: None
Cargo Capacity: 50kg
Consumables: 3 weeks
Cost: 725,000
Availability: 3,X
Hyperdrive: x.5
Hyperdrive Backup: x5
Maneuverability: 4D
Space: 13
Atmosphere: 800;1400 kmh
Hull: 5D+2
Shields: 3D+2
Backup Shields: 3D
Sensors:
   Passive: 25/1D+1
   Scan: 50/2D+1
   Search: 100/3D+1
   Focus: 5/4D+1
Weapons:
  Two Dual Heavy Blaster Cannons (can be fire-linked)
    Fire Arc: 320 degree Turret or Front Locked
    Skill: Starship Gunnery
    Crew: Pilot (locked mode only) or Gunner
    Fire Control: 3D
    Space Range: 3-12/24/48
    Atmosphere Range: 300-1.2km/2.4km/4.8km
    Damage: 6D+2 (individual), 7D+2 (locked)
  Heavy Blaster Cannon
    Fire Arc: Rear Ventral Turret
    Skill: Starship Gunnery
    Crew: Gunner or Computer Guided
    Fire Control: 3D or 6D Computer skill
    Space Range: 3-10/20/40
    Atmosphere Range: 300-1km/2km/4km
    Damage: 6D+1
  Proton Bomb Launcher
    Fire Arc: Dropped
    Skill: (s) Missile Weapons: Proton Bombs
    Crew: Gunner or Pilot
    Ammo: 300
    Fire Control: 3D+2
    Space Range: N/A
    Atmosphere Range: 120km Atmospheric Drop
    Blast Radius: 5-15/30/60 meters
    Damage: 12D
Description:
Game Notes:

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Item #337: September-October

Draymak Hound Heavy Short-Range Fighter
Type: Heavy Short-Range Fighter
Scale: Starfighter
Skills: Repulsorlift Ops, Starfighter Piloting or (s)Starfighter Piloting: Hound, Starship Gunnery, Starship Shields
Length: 24.3 meters
Crew: 1
Passengers: None
Cargo Capacity: 20kg
Consumables: 1 week
Cost: 535,000
Availability: 2,X
Hyperdrive: None
Hyperdrive Backup: None
Maneuverability: 4D+2
Space: 14
Atmosphere: 900;1500 kmh
Hull: 4D+2
Shields: 2D
Backup Shields: 2D
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 80/3D
   Focus: 4/4D
Weapons:
  Super Heavy Auto Blaster Cannon
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-50/75/100
    Atmosphere Range: 3-50/75/100km
    Damage: 8D (6D Capitol)
  4 Medium Triple-Barrel Blaster Cannons
    Fire Arc: Turret (2 dorsal, 2 ventral)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-20/40/80
    Atmosphere Range: 300-2km/4km/8km
    Damage: 5D+2
  4 Light Blaster Cannons
    Fire Arc: Turret (2 dorsal, 2 ventral)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 3-15/30/60
    Atmosphere Range: 3-1.5km/3km/6km
    Damage: 5D
Description: The wings can lock open for atmosphere flight and lock closed for space. However, the wings can also be opened and used in space if needed for rear attack mode. The Auto Blaster Cannon is a deadly weapon in space and in atmosphere, capable of firing 100 energy bolts every second. Individually each bolt is only capable of light damage, but together (100+) they can even penetrate capitol ship hulls with ease. Because the Hound is so fast and maneuverable the fighter is an excellent choice for air and ground support in a hot zone.

Click on image for full size

Draymak Hound Fighter, View B
Draymak Hound Fighter, View C
Draymak Hound Fighter, View D
 
 

Item #338: September-October

Moon-Zhag DR-77 Combat Droid
Type: 4th Degree
Scale Character
Cost: 32,500
Availability: 2,X
Dexterity D: Blaster 8D, (s) blaster: heavy blaster cannon 9D, bows 5D, dodge 8D, greande 7D, melee combat 8D, missile weapons 7D, running 7D, thrown weapons 7D
Perception 4D: Search 7D, sneak 7D
Strength 3D (2D/2D): Brawling combat 8D, climbing/jumping 7D
Knowledge 3D: (A) Alien biology 2D, alien species 6D, languages 6D, planetary systems 6D, survival 6D, tactics 7D, (s) tactics: ground assualt 8D, (s) tactics: small unit 8D, technology 6D
Mechanical 2D: Beast riding 5D, communications 5D, computer ops 5D, repulsorlift ops 6D, sensors 5D, swoop ops 6D
Technical D: blaster repair 5D, demolition 5D, primitive construction 6D, repulsorlift repair 5D, security 5D
Weight: 85kg
Height: 1.95 meters
Move: 15 (can also jump 14 meters in any direction, once per round)
Equipment:
  -Armor: Comes with 2D/2D armor for added protection and survivability.
  -Medium Repeating Blaster Cannon:
    Ammo: 500
    Fire Control: 2D
    Range: 3-100/200/400
    Damage: 7D
  -Fusion Reactor Powercore: Designed for long periods of remote missions and being on-site for extended amounts of time.
  -AA-2 Verbobrain
  -Tactical Database
  -Species Database
  -Vehicle Database
  -Planetary Database
  -Survival Database
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 100/1D
  Scan: 200/1D+2
  Search: 400/2D
  Focus: 20/3D
Description: Fast, durable, resilient and fully self-sustaining, the DR-77 Combat Droid has been designed for long-term deployment and survivabiliy.
Game Notes: This droid is actually programmed to create mundane weapons should it run out of ammunition or the weapons it carries get damaged beyond repair or destroyed. However, it is fully capable of fighting without any weapons at all if need be and it can set traps and deadly snares as well.

Click on image for full size
 
 

Item #339: September-October

Draymak AI-G7 Specialty Droid
Type: 4th Degree
Scale Speeder
Cost: 15,850,000
Availability: X (not available by normal means)
Dexterity 5D: Blaster 12D, (s) blaster: blaster rifle 13D, (s) blaster: heavy blaster pistol 13D, (s) blaster: internal blaster 13D, dodge 12D, melee combat 12D, running 10D
Perception 5D: Command 8D, persuasion 9D, search 9D, sneak 12D
Strength 6D (+3D/+3D): Brawling combat 12D, climbing/jumping 8D
Knowledge 4D: Languages 6D, law enforcement 8D, planetary systems 8D, streetwise 9D, survival 9D, tactics 9D, (s) tactics: small unit 10D
Mechanical 4D: Astrogation 6D, blaster artillery 7D, communications 7D, computer ops 8D, jet/rocket pack ops 8D, powersuit ops 9D, repulsorlift ops 9D, sensors 7D, space transports 9D, starfighter piloting 8D, starship gunnery 8D, starship shields 8D, swoop ops 9D, vehicle weapons 9D, walker ops 10D
Technical 4D: Armor repair 8D, blaster repair 9D, computer program/repair 9D, demolition 9D, repulsorlift repair 8D, security 8D, self-repair 10D
Weight: 170kg
Height: 1.9 meters
Move: 18/25 (jump)
Equipment:
  -AA-1 Verbobrain
  -Secondary AA-2 Verbobrain: Located in the chest. Should the droid lose his head he can still function at -2D to all skills.
  -Secondary Sensors: Located on chest, arms and legs to allow the droid to act if its head is damaged or removed.
  -Molecular Bonding: Adds +2D/+2D of armor to resist damage.
  -Speeder Armor: Adds +1D/+1D to Strength to resist damage
  -Tactical Database
  -Weapons Database
  -Security Database
  -Vehicle Database
  -Starship Database
  -Planetary Database
  -Martial Arts Database: Does not add a specific Martial Art, but instead adds to the base skills of Brawling Combat and Melee Combat in order to defend against all known forms of Martial Arts. Note that there are several that the droid does not know, but if it survives such an encounter it will remember every move used and will be able to reproduce the same moves, as well as counters to those moves.
  -Language Database
  -Language Translator System: Adds +2D to Languages skill
  -Long-Range Tight Beam Communication System: Encrypted
  -Walker Scale Servos: This allows the droid to jump up to 25 meters in any direction every other round
  -Energy Shield Generator (+2D vs. Energy Weapons)
  -Draymak Sound Damper SD-12x: Adds +2D to Sneak
  -Internal/Locked System: Cannot be turned off by normal means. Each droid comes with a unique command phrase that allows it to be turned off. The phrase is also linked to the owner's voice signature for security. If more that ten droids are owned then a group phrase can be added as well. Of course, a Jedi may make a Very Difficult Sense roll to locate the power switch followed by a Difficult Alter roll to turn the droid off (designed to resist Jedi tampering)
  -EMP Protection: 10 rounds
  -Fire Protection
  -Water Sealed
  -Plasma Protection
  -Ion Protection
  -Road Map: makes a recording of all locations, movements, attacks, etc. Basically, anything the droid does is recorded. The data can be uploaded to a secure system.
  -Vibroblade: built into right arm; Damage: STR+3D, Range: 1 meter
  -Modified Heavy Blaster Rifle: built into left arm; Ammo: 50, Range: 3-50/120/300, Damage: 5D+2
  -Nanobot Repair System: Can repair nearly any damage the droid sustains as long as it does not drop below -5D.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 125/1D
  Scan: 250/2D
  Search: 500/3D
  Focus: 35/4D
Description: This droid is perhaps the pinnacle of technology availble for a droid. Every system has been enhanced well beyond the capacity of any known combat droid and has been miniaturized to the maximum in order to fit it all within the body of this mechanical automaton. It is exceptionally tough, fast and deadly in all envorinments and can sustain itself for extremely long periods of time. Its body is made of phrik, cortosis and other alloys with critical areas protected by a special phrik/corusca stone alloy. To top it off, this droid has been hardened with molecular bonding (adding at least 8,000,000 to the cost).
Game Notes: Each one of these droids can also be considered a work of art due to the molecular bonding. No droid is created until ordered so that they can be customized to the owners specifications. This droid can operate at -4D, but all skills are reduced by the amount of damage sustained. Should it be damaged beyond -5D it can no longer conduct repairs on its own systems and will self-destruct causing 12D damage in a radius the size of a thermal detonator blast. Note that, if given enough time and resources, it can repair any of its systems.

Note: This droid chassis can be used for an improved Humanis Droid of nearly any species that is humanoid.

Click on image for full size
 
 

Item #340: September-October

Ayelixe/Krongbing Textiles (A/KT) Balistic War Armor
Type: Medium Combat Armor
Powered: Yes
Protection: +3D/+3D+2/+2 to Strength and all skills
Protects the Following: All
Weight: 17 kg
Availability: 2,X
Cost: 245,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to four hours in liquid or vacuum.
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: None
Computer System:
  • 6 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 12D)
  • Programs:
    • 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).
    • 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.
    • 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.
    • 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).
    • Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor programs. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
Description: Well built armor designed to withstand excessive ballistic attacks, but is still tough against energy attacks. Its capabilities are limited beyond basic protection, but it has the ability to be upgraded and improved.
Game Note: This armor comes with a repair kit (8 light, 4 heavy, 2 severe).

Click on image for full size
 
 

Item #341: September-October

Wrokix Works Blackhawk Combat Suit
Type: Light Powered Armor
Powered: Yes
Protection: +2D/+1D (includes +1D Srength and Dexterity compensation boosters)
Protects the Following: All except joint areas.
Weight: 8kg
Availability: 2,X
Cost: 272,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 65km range. 15 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to two hours in liquid or vacuum.
Sensor Reflective Coating: Adds +5 to Sensor roll to detect.
Moon-Zhag ASD-3 Sound Damper System: Adds 1D+2 to Sneak.
Sensors: UV, IR, Thermal
   Passive: 25/+1D
   Scan: 50/+2D
   Search: 100/+3D
   Focus: 10/+4D
Sensors: Movement (front and rear)
   Passive: 15/+2
   Scan: 30/+1D
   Search: 50/+1D+2
   Focus: 8/+2D
Weapon Systems:
  • Moon-Zhag TK-15 Heavy Blaster Rifle (see Item #7 or #342 below for image)
    Model: TK-15
    Type: Heavy Blaster Rifle
    Scale: Character/Speeder
    Skill: (s) Blaster: TK-15
    Weight: 4kg
    Cost: 8000
    Availability: 4,X
    Body: 4D/4D+1
    Ammo: 150
    Fire Control: 1D/2D
    Range: 3-100/200/400
    Damage: 6D+1 or 7D+2
    Description: The TK-15 is a heavy assault weapon designed to be light and maneuverable in tight situations, but pack a punch when needed. The weapon comes with a sensor so that it can be attached to a HUD system automatically and without any additional modification. The rifle is extremely durable and has been designed for brutal conditions as combat most often brings. Range and damage have been increased by adding a hyper-reactive catalyst to the blaster mixing chamber. When fired, the projectile of energy is compacted until it reaches the desired target. Once contact has been made the blast explodes forward, most often knocking the target backwards several meters and throwing them to the ground. If they survive the hit the impact alone tends to knock the targets breath out of them for a stun effect lasting only a few seconds - time enough for the shooter to either shoot again or rush the target and subdue him or her. The weapon comes standard with a hair trigger that can be deactivated, to allow a follow-on shot without waiting to see if the target was killed with the first one. The listed variable damage stems from the adjustable damage level for the weapon. When switched to the higher damage the ammo expended is doubled so clip capacity drops to 75 shots instead of 150.
    The TK-16 is almost identical to the TK-15 with the exception of a few key items. The first one is that the weapon can attack and destroy speeders with ease. The weapon comes with a damage and range enhancement cell that also adds better fire control. Some ammo capacity is sacrificed, but the deadliness has increased considerably to compensate. Damage is adjustable with this model as well, reducing ammo capacity to 50 shots instead of 100. The rifle is slightly heavier due to a small amount of added armor protection and the range, damage and fire control increase for the weapon.
    Game Notes: The impact is so strong that a Very Difficult Strength roll is required to stay standing. The being will be knocked backwards 3-8 meters if they fail the Strength roll. If they succeed at the Strength roll they will not be knocked down but will still be pushed back 1-3 meters. If the impact throws them into a wall or similar object then add 1D or 2D to the damage roll depending on whether they succeed at the Strength roll or not. If the TK-16 is used against large beings or creatures over 2.5 meters tall, increase damage by 1D and distance pushed back by 2 meters.
Computer System:
  • 6 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 1D, Memory: 9D)
  • Programs:
    • Accessing: 1 slot; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
    • Bounty: 2 slots; 50,000-bounty capacity. Outlines being in blue. Gives known tactics used & recommends counter tactics.
    • Hostilities: 2 slots; Highlights all weapons in red, provides list and gives details on features. Must be used with the Bounty or Sensor programs.
    • Brawler: 1 slot; Adds +2 to Brawling Combat. Strength and Dexterity boosters are installed.
    • 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).
Description: Simple, yet effective for those that require light, flexable armor. Comes with a computer system. Already has Strength and Dexterity Boosters installed to aid the Brawler program. The weapon system is not an integral part of the armor but is designed to be perfectly integrated with this armor so that all functions and capabilities operate at the optimal level.
Game Notes: The weapon cannot use a scope due to the integrated systems unless that system is turned off or damaged.

Click on image for full size
 
 

Item #342: September-October

Moon-Zhag TK-15/16 Heavy Blaster Rifles
Type: Heavy Blaster Rifle
Scale: Character/Speeder
Skill: (s) Blaster: TK-15 or (s) Blaster: TK-16
Weight: 4 kg/4.5 kg
Cost: 8000/17,000
Availability: 4,X
Body: 4D/4D+1
Ammo: 150/100
Fire Control: 1D/2D
Range: 3-100/200/400 3-200/400/800
Damage: 6D+1 or 7D+2/6D or 7D+1
Description: The TK-15 is a heavy assault weapon designed to be light and maneuverable in tight situations, but pack a punch when needed. The rifle is extremely durable and has been designed for brutal conditions as combat most often brings.
Range and damage have been increased by adding a hyper-reactive catalyst to the blaster mixing chamber. When fired, the projectile of energy is compacted until it reaches the desired target. Once contact has been made the blast explodes forward, most often knocking the target backwards several meters and throwing them to the ground.
If they survive the hit the impact alone tends to knock the targets breath out of them for a stun effect lasting only a few seconds-time enough for the shooter to either shoot again or rush the target and subdue him or her. The weapon comes standard with a hair trigger that can be deactivated, to allow a follow-on shot without waiting to see if the target was killed with the first one.
Game Notes: The impact is so strong that a Very Difficult Strength or Dexterity roll is required to remain standing. If individuals fail the attribute check they are knocked backwards 1D+2 meters and prone. If they succeed at the attribute check they will not be knocked down but will still be pushed back 1D/2 meters. If the impact throws them into a wall or similar object then add 1D or 2D to the damage roll depending on whether they succeed at the attribute roll or not. If the TK-16 is used against large beings or creatures over 2.5 meters tall, increase damage by 1D and distance pushed back by +2 meters.

Moon-Zhag TK-15 Heavy Blaster Rifle
The weapon comes with a sensor so that it can be attached to a HUD system automatically and without any additional modification (+1D to hit).
The listed variable damage for the TK-15 stems from the adjustable damage level for the weapon. When switched to the higher damage the ammo expended is doubled so clip capacity drops to 75 shots instead of 150.

Moon-Zhag TK-16 Heavy Blaster Rifle
The weapon comes with an upgraded sensor package and targeting software that can be attached to a HUD system without additional modification (+2D to hit).
The listed variable damage stems from the adjustable damage level for the weapon. When switched to the higher damage the ammo expended is doubled so clip capacity drops to 50 shots instead of 100.

Click on image for full size
 
 

Item #343: September-October

Zentarian X-5 Blaster
Type: Modifiable Blaster
Scale: Character
Skill: Blaster or (s) Blaster: X-5
Weight: 3kg up to 4kg
Cost: 3000
Availability: 3,X
Body: 3D
Ammo: 200
Fire Control: 1D
Range: 3-30/60/120 (3-50/100/200 with added features)
Damage: 5D+2
Description: This weapon is new with the first batch just off the production line. Similar to the DC-17m, this weapon can be a blaster pistol and, with all add-ons, a blaster carbine for better range and accuracy. Clips are already spin-sealed tibanna gas.
Game Notes: Weapon includes a hair-trigger that allows two shots for the price of one pull. Here are the additional items that can be added to this weapon.
  1. Mini-Scope and Carry Handle: The scope, although small, is powerful enough to be able to add +1D to hit.
  2. Extended Stock: This is one of the features that turn this blaster pistol into a blaster carbine.
  3. Dual Blaster Barrel Extensions: This counters some of the weight of the extended stock and is also one of the features that turn this blaster pistol into a blaster carbine.
  4. Expanded Clip: Changes clip capacity from 200 shots to 250.
  5. SCOMP Link: Adds +1D to hit and allows it to be connected to an armor HUD system. This addition nullifies the scope and requires the addition of a sensor on the front of the weapon (included. Adds +1D to hit).
Click on image for full size
 
 

Item #344: September-October

Zentarian X-7 Blaster
Type: Modifiable Blaster
Scale: Character
Skill: Blaster or (s) Blaster: X-7
Weight: 3.1kg up to 4.2kg
Cost: 4200
Availability: 3,X
Body: 3D+1
Ammo: 200
Fire Control: 1D+1
Range: 3-30/60/120 (3-50/100/200 with added features)
Damage: 6D
Description: This weapon is new with the first batch just off the production line. Similar to the DC-17m, this weapon can be a blaster pistol and, with all add-ons, a blaster carbine for better range and accuracy. Clips are already spin-sealed tibanna gas.
Game Notes: Weapon includes a hair-trigger that allows two shots for the price of one pull. Here are the additional items that can be added to this weapon.
  1. Tri-Scope: Adds +2D to hit.
  2. Extended Stock: This is one of the features that turn this blaster pistol into a blaster carbine.
  3. Dual Blaster Barrel Extensions: This counters some of the weight of the extended stock and is also one of the features that turn this blaster pistol into a blaster carbine.
  4. Expanded Clip: Changes clip capacity from 200 shots to 250.
  5. SCOMP Link: Adds +1D to hit and allows it to be connected to an armor HUD system. This addition nullifies the scope and requires the addition of a sensor on the front of the weapon (included. Adds +2D to hit).
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Item #345: September-October

Nordian Super-X Blaster Sniper Rifle
Type: Heavy Blaster/Sniper Rifle
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: Super-X
Weight: 7kg
Cost: 13,000
Availability: 3,X
Body: 3D+1
Ammo: 50/10
Fire Control: 1D/2D
Range: 3-100/200/400 or 3-250/500/1000
Damage: 6D (c) or 6D (s)
Description: Not much longer that a typical blaster rifle, this weapon is compact enough to be able to be used as a sniper rifle when needed. Shot capacity lowers extensively, but range and damage level increase considerably to compensate. The weapon has also been encased in exceptional armor to protect its internal workings. A fire control system has also been added to assist the user in better target acquisition and accuracy, which increases when in sniper mode.
Game Notes: If Tibanna Spin-Sealed clips are used this will increase capacity to 150/30. Clip cost will increase from 25 to 100 credits.

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