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

Item #346: November, 2014

Nubian L-type Cruiser
Type: Small Cruiser
Manufacturer: Nubia Star Drives, Incorporated
Scale: Capitol Ship (due to power output)
Skills: (s) Space Transports: L-Type Cruiser, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 23.4 meters
Crew: 4
Passengers: 6
Cargo Capacity: 30 MT
Consumables: 1 month
Cost: 580,000
Availability: 2,R
Hyperdrive: x1
Hyperdrive Backup: x9
Maneuverability: 3D
Space: 10
Atmosphere: 550; 900kmh
Hull: 4D
Shields: 3D (+3D extra for engines)
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 80/3D
   Focus: 4/4D
Weapons: None
Description: Though this ship is more like a space transport that a capitol ship, it comes with enhanced engines that allow it to power all systems with ease. That is why the ship is classed as a Capitol Ship rather that a Space Transport. The engines have extra shielding as they are completely external and not as protected as other ships of this size.

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Item #347: November

Draymak Razor Heavy Fighter Transport
Type: Fighter Transport
Scale: Capitol Ship (due to power output)
Skills: (s) Space Transports: Razor, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 65 meters
Crew: 4, gunners: 2, skeleton: 1/+10
Passengers: 30 (troops, see below)
Cargo Capacity: 500 mt (see below)
Consumables: 5 months
Cost: 1,300,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x7
Maneuverability: 3D
Space: 9
Atmosphere: 400; 850kmh
Hull: 6D
Shields: 3D
Backup Shields: 3D
Sensors:
   Passive: 30/1D+1
   Scan: 60/2D+1
   Search: 120/3D+1
   Focus: 5/4D+1
Weapons:
  Turbo Blaster Cannon
    Fire Arc: Forward (partial turret: 180 l-r, 65 u-d)
    Scale: Capitol Ship
    Skill: Capitol Ship Gunnery
    Fire Control: 2D
    Space Range: 3-15/35/75
    Atmosphere Range: 300-1.5km/3.5km/7.5km
    Damage: 6D
  2 Dual Medium Blaster Cannons
    Fire Arc: Forward (partial turret: 150 l-r, 50 u-d)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-7/25/45
    Atmosphere Range: 100-700/2.5km/4.5km
    Damage: 5D+1
  Dual Blaster Cannon
    Fire Arc: Turret (aft, ventral)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-5/20/40
    Atmosphere Range: 100-500/2km/4km
    Damage: 5D
  2 Multi-Missile Launchers
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: See below
    Atmosphere Range: See below
    Ammo: 8 in each pod, gunner selectable
    Damage: See below
Description: The Razor from Draymak is classified as a Capitol Ship because there are extra power supplies for every weapon and all ship systems so that the engines do not feel the drain of the massive weapons when they are fired. The ship also comes with an extremely strong hull and shields that have backups. Inside are several amenities for the crew and passengers for those long journeys: variable gravity pool, sauna, gym, gaming tables, holomovies and an excellect autochef. In addition, the ship is capable of storing fresh food and comes with a chef droid for such. There is also a large medbay with four bacta tanks and two 2-1B Medical Droids.
Game Notes: Passengers listed are 30 troops, but will drop cargo space to 300 mt. The passenger/cargo hold can be converted to hold up to 12 passengers, but cargo capacity will drop to 200 mt.

The carried missiles are as follows:
  • Proton Torpedoes
    Space Range: 1/3/7
    Atmosphere Range: 50-100/300/700
    Damage: 9D
  • Concussion Missiles
    Space Range: 2-12/30/60
    Atmosphere Range: 200-1.2km/3km/6km
    Damage: 8D
Carried Droids:
2-1B Surgical Droids (2)
Availability: 4,F
Cost: 4300
Weight: 65kg
DEXTERITY 1D:
PERCEPTION 3D: (A)Injury/Ailment Diagnostics 5D
STRENGTH 1D:
KNOWLEDGE 2D: Alien Species 5D, Humanoid Biology 5D, Diagnosing 7D
MECHANICAL 2D: (A)Bacta Tank Ops 5D
TECHNICAL 3D: First Aid 6D, (A)Medicine 9D, (A)Medicine: Surgery 7D
Move: 4
Height: 1.5 meters
EQUIPMENT:
-Computer Interface Tether: 5 meters long. When connected to a medical mainframe, 2-1B series droids receive a +2D bonus to all medical skills
-Medical Diagnostic Computer
-Analytical Computer
-Surgical Attachments
-Hypodermic Injectors: 4D stun if used as a weapon


434-FPC Personal Chef Droid
Availability: 1
Cost: 4000
Weight: 50kg
DEXTERITY 2D:
PERCEPTION 2D:
STRENGTH 2D:
KNOWLEDGE 3D: Culinary Arts 6D+2, Cultures 3D, (s)Cultures: Galactic Cuisine 5D, (s)Cultures: Food Preparation 5D, Home Economics 4D+2, Languages 2D+1, (s) Value: Foodstuffs 2D+2
MECHANICAL 1D:
TECHNICAL 1D:
Move: 6
Height: 1.4 meters
EQUIPMENT:
-Humanoid body
-Two visual/Auditory sensor recorders: Human range
-Vocabulator speech/sound system
-Various cooking attachments (replaceable; attach to left arm)
-AA-1 Verbobrain
-Translang I Communications module
-Food Preparation Database
-Food Sample Analyzer


Click on image for full size
 
 

Item #348: November

Moon-Zhag Sona Droid Companion
Type: 3rd Degree
Scale Character
Cost: 82,000
Availability: 2,R
Dexterity 3D: Dance 6D, dodge 7D, running 6D
Perception 3D: Persuation 5D, search 6D, sneak 6D
Strength 3D (+2D/+2D): Brawling combat 7D, climbing/jumping 5D
Knowledge 4D: Alien species 6D, art 5D, culninary arts 6D, (A) galactography 2D, languages 7D, market analysis 6D, planetary systems 6D, value 5D
Mechanical 1D: Computer ops 5D,
Technical 3D: First aid 7D, (a) medicine 2D
Weight: 75kg (variable)
Height: 1.7 meters (variable)
Move: 10
Equipment:
  -AA-1 Verbobrain
  -Language Database: Contains over 4 million languages
  -Alien Species Database
  -Medical Database
  -Service Database
  -Protection Database: This includes brawling techniques and defensive maneuvers.
  -Culinary Database
  -Planetary Database
  -Security Database
  -Trivia Database
  -NewsNet Transceiver and Database
  -Fire Extinguisher
  -Armor Plating: Aids in the protection of owner and self
  -Internal/Hidden Off Switch: Only the owner is told how to turn this droid off
  -Ion Protection: Lasts up to 10 rounds per application. Can be re-applied by owner.
  -Protected Secondary DataStore: Keeps memories and data intact from wipes.
  -Personality Matrix: Complex
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 70/1D
  Scan: 140/1D+2
  Search: 280/2D
  Focus: 5/3D
Description: This is perhaps as "human" as a droid can get without looking completely human. The Sona Companion Droid has been designed with the idea of a true companion. They come in both male and female models with over 5000 types of voices for each gender. In addition to the standard features, this droid has self-defense capabilites to protect its owner and even itself from harm, but does not use any weapons to do so. One of the main features the droid can use to protect itself, and thereby protect its master, is the application of anti-ion particles applied like a spray that prevent the droid from being shut down in the event of an ion blast or ion stun weapon used against it.
This model can even update its owner on daily news events as long as there is a data connection it can directly or remotely connect to. Although not quite as robust as a protocol droid, the Sona Companion can act as a protocol droid when needed.
Game Notes: The male and female versions of this droid come in several different species other than human and are available with or without hair. Depending on the owners preference, the droid starts with a medical kit or two fastflesh medpacs. The ion protection comes in a spray canister when the droid is purchased that can apply two additional 10-round uses of the anti-ion chemical compound. Replacement canisters can be purchased/ordered from the original seller for 500 credits each.

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Item #349: November

Draymak DX-91 Assault Drone
Type: 4th Degree
Scale Speeder
Cost: 55,000
Availability: 3,X
Dexterity 4D: (s) Blaster: dual blaster cannon 9D+2, dodge 8D+2
Perception 4D: Search 7D, sneak 7D
Strength 4D:
Knowledge 3D: Tactics 7D
Mechanical 2D: Communications 6D, Sensors 7D
Technical 1D:
Weight: 45kg
Height: .8 meters
Move: 20
Equipment:
  -AA-3 Tactical VerboBrain
  -Tactical Database
  -Target Database
  -Repulsorlift Motor
  -Two Dual Blaster Cannons (can be fire-linked)
    Type: Blaster Cannon
    Scale: Speeder
    Skill: (s) Blaster: dual blaster cannon
    Ammo: unlimited
    Range: 3-100/200/400
    Damage: 6D or 6D+2
    Game Notes: Designed to fire both separately and in fire-linked modes for greatest effect. Also has a special stun weapon that can be used once every other round as it must re-charge to be used again. The stun blast is an area-effect weapon with a blast radius of 20 meters. Everything living that is within the blast takes 6D stun damage - 7D for smaller beings/creatures 1 meter or less and 5D for beings/creatures 3 meters or greater.
  -Shields: Adds +3D to Srength
  -EMP Protection: 5 rounds
  -Ion Protection: 20 rounds
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: This assault droid was designed for fast and deadly attacks to take the enemy by surprise. The two dual blaster cannons can fire separately or together for maximum efficiency to which the droid can determine based on various factors. The DX-91 can alter its altitude from as low as .5 meters to a maximum ceiling of 1000 meters. Not only can it figure out the best form of attack, but can determine who or what needs to be attacked and in which order based on tactical parameters. As the droid's brain allows it to learn from each encounter, it can alter its style as needed based on the designated target(s). Should the DX-91 get into a tight spot it can release a secret attack to stun anyone foolish enough to get too close.
Game Notes: The stun attack can penetrate armor unless the armor has been protected against this form of attack.

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Draymak DX-91 Assault Drone in Combat Mode
 
 

Item #350: November

Draymak Azizma Heavy Combat Armor
Type: Heavy Combat Armor (Male/Female)
Powered: Yes
Protection: +4D/+3D
Protects the Following: All
Weight: 26kg (m)/18kg (f)
Availability: 4,X
Cost: 12,000,000 (m)/ 14,000,000 (f)
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Repair Kit: The repair kit is actually two-in-one. The first is implemented into the armor and will repair all damage up to Light in 3 rounds a maximum of 8 times and Moderate in 6 rounds up to 4 times before supplies run out. Replacement supplies (chemicals and bacta) cost 1200 credits. The external repair kit can repair 10 Light, 8 Modertate and 5 Severe damage levels before needing replacement. The cost of refilling this kit is 1000 credits.
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).
Electrical Protection: Severe shocks do nothing to the suit for up to 5 minutes. Systems will start failing after that time.
EMP Protection: Lasts for 9 rounds. Can be re-applied.
Self-Contained Oxygen Supply: Suit has enough oxygen for up to seven hours in liquid or vacuum.
Waste Recycling System: See below for details.
Preasure Sealed: Can go down to 100 atmospheres or 1000 meters.
Oxygen/Water Extraction System: Pulls oxygen and water from any atmosphere with micro scrubbers. See below for details.
Sensors: UV, IR, Thermal
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear)
   Passive: 30/+2
   Scan: 60/+1D
   Search: 100/+1D+2
   Focus: 10/+2D
Weapon Systems:
Computer System:
  • 17 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 4D, Memory: 25D)
  • 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 6D with a blast radius of 1-5/10/15 meters.
    • 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 1-2/4/8 meters.
    • 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: This suit or armor is very adaptable to any environment and is designed for staying power in the battlefield. All systems are linked to a built-in computer core that is voice controlled. All weapons are linked to the HUD system and the targeting system for greater accuracy. The suit also has a recycling system for oxygen and all bodily fluids to sustain the soldier wearing it for several months at a time.
Game Note: Recycle System can operate for up to 4 months without any maintenance. The armor is also capable of extracting oxygen from any atmosphere (including water) that it detects, allowing it to replenish its internal supply. This rate is highly variable, but given enough time, the system will completely refill its internal tanks in a maximum of four hours. The HUD system adds +2D to hit with any weapon tied to it through the SCOMP-Link. The Auto Fire program adds additional benefits to attached weapons (see above program for complete details).

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Item #351: November

Draymak FFMS-1m and FFMS-1f Combat Suit
Type: Form Fitting Combat Suit
Powered: Yes
Protection: +1D/+2
Protects the Following: All (except the head)
Weight: 7kg (m)/ 5kg (f)
Availability: 2,R
Cost: 645,000 (m)/ 675,000 (f)
Strength Bonus: Adds +2D to the Strength Attribute and all skills
Dexterity Bonus: Adds +2D to the Dexterity Attribute and all skills
Move Bonus: Adds +3 to Move
Jump Bonus: Allows the wearer to jump an extra 5 meters in any direction once per round in addition to any normal move.
Sensors: None
Weapon Systems: None
Description: This is perhaps the most unique armor produced that can actually be worn under most types of amor with only minor changes. Even full combat or assault armor can be modified to allow this armor to be worn under it. Some types of armor can interface with this armor to allow better control of its systems after they have been modified.
Game Note: This armor can be worn under many types of armor, but they will need to be modified to allow for it. Full Combat, Heavy and/or Assault Armor will not allow for this armor to be worn without major modification. The cost of those modifications will be: 1) Light Combat Armor: 40% of original cost, 2) Medium Combat Armor: 50% of original cost, and 3) Heavy Combat Armor: 60% of original cost. Note also that the stats for this armor are the same for male or female and can be created for all known species. Any helmet can be added to this armor with little or no modification as there is a special SCOMP Link in the neck area that can be connected to the helmet.

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Item #352: November

Nordian Red Flamethrower
Type: Chemical Flamethrower
Scale: Character
Skill: (s) Firearms: Red Flamethrower
Weight: 5kg
Cost: 4000
Availability: 2,R or X
Body: 2D+2
Ammo: 40
Fire Control: 0D
Range: 2-6/12/24
Damage: 5D (1 rnd) then 7D (1D+3 rnds)
Description: This flamthrower uses a special mixture that doesn't start burning until the second round once the initial fire damage has caught on. The initial round is the required catalyst for the chemical to start working. If the fire can be put out during that initial stage then the chemical burn will not start.
Game Notes: The chemical will burn itself out after a maximum of 9 rounds causing 7D damage each round. Water does not help in putting out the chemical fire, but halon and similar fire retardent chemicals will work. If the being is immersed in water the damage is reduced to 6D, but burns for twice the number of rounds. A vacuum will put out the flames and the burn effect in two rounds. Will affect all combustable items in range.

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Item #353: November

Merr-Sonn Torvin Heavy Blaster Rifle
Type: Heavy Blaster Rifle
Scale: Character
Skill: Blaster or (s) Blaster: Torvin HBR
Weight: 5kg
Cost: 23,000
Availability: 2,X
Body: 2D+2
Ammo: 100
Fire Control: 1D
Range: 3-100/200/400
Damage: 6D+1
Description: A simple weapon design with extra firepower and range added in, this blaster rifle can hold its own in any combat situation. Maintenance on the weapon is relatively easy and comes with a sturdy, compact cleaning kit. This rifle also comes with a repair kit for the field that can take care of all but the most severe damage.
Game Notes: The repair kit can repair light damage 6 times and severe damage 3 times before a replacement kit is required. The scope adds 1D+2 to hit and gives bearing, range, wind and gravity readings to the target. Can also be linked to a HUD system through a SCOMP Link.

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Item #354: November

Zentarian TT2B Dual Heavy Blaster Pistol
Type: Super Heavy Blaster Pistol
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: TT2B
Weight: 4kg
Cost: 4000
Availability: 4,X
Body: 3D
Ammo: 50/25
Fire Control: 1D+2
Range: 3-30/60/90
Damage: 7D (c)/6D (s)
Description: This weapon is a very heavy blaster in pistol form. Using both barrels simultaniously this pistol can take on speeders and win! The heavy nature of this weapon adds some extra weight and reduces the range, but the impact is exceptional. The blaster is not capable of adding any extra features except for a SCOMP Link for weapon monitoring.
Game Notes: The SCOMP Link costs 400 credits and requires a Microtronics Tool Kit to add it in.

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Item #355: November

GM Note: This item is very difficult to obtain anywhere in the galaxy - you can't just go to a weapon store or a typical black market contact and buy one off the shelf.
Draymak Anti-Matter Blaster Pistol
Type: Blaster Pistol
Scale: Speeder
Skill: (s) Blaster: AMBP
Weight: 1.8kg
Cost: 275,000
Availability: 4,X
Body: 4D
Ammo: 20 clip
Fire Control: 1D
Range: 3-25/50/100
Blast Radius: 0-15 meters
Damage: 7D
Description: "Death! Death to all who oppose us!" is the adopted phrase for this weapon. When fired, the AMBP50 most often completely obliterates the target, leaving nothing behind. As such, this weapon is highly illegal throughout the Empire and Wild Space.
Game Notes: Any being or speeder hit with this weapon is most often destroyed instantly. Anything caught in the blast is also destroyed or badly damaged. Unlike other weapons this one has no reduction in damage the farther away someone is from the blast. Each full clip costs 15,000 credits due to the anti-matter in each round.

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Item #356: December

AG Systems SR-AGRC Fighter
Type: Racing Fighter
Scale: Starfighter
Skills: Starfighter Piloting or (s) Starfighter Piloting: SR-AGRC, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 9.4 meters
Crew: 1
Passengers: N/A
Cargo Capacity: 35kg
Consumables: 2 weeks
Cost: 358,000
Availability: 2,X
Hyperdrive: x1
Hyperdrive Backup: x16
Nav Computer: Yes
Maneuverability: 4D
Atmosphere: 650; 980kmh / 880; 1220kmh (15 second burst)
Space: 11/14 (15 second burst)
Hull: 3D+2
Shields: 2D+2
Sensors:
   Passive: 20/1D
   Scan: 40/2D
   Search: 80/3D
   Focus: 5/4D
Weapons:
  Two Heavy Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D+2
    Space Range: 1-3.5/15/30
    Atmosphere Range: 100-350/1.5km/3km
    Blast Radius: 5 meters
    Damage: 5D+2
  Two Medium Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2km/2.5km
    Blast Radius: 4 meters
    Damage: 5D
  Three Light Blasters (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2km/2.5km
    Blast Radius: 4 meters
    Damage: 4D+2
Description: Designed for speed, this dual-role starfighter can not only hold its own in a fight, but race any circuit and take top positions with a skilled pilot behind the controls. One of the best features is the fact that it can travel to all the races and any combat locations on its own. For the pilot, as many creature comforts as possible have been added for those long hyperspace journeys. There is also enough food for three weeks with a small entertainment console that can hold 1500 hours or your favorite holovids, music and stories that can be tucked away when more space is required. The pilot seat is also fully adjustable for sleep mode with soft, adjustable built-in cushions to make the flight more enjoyable. Note that all weapons are disabled during race mode so that additional power can be transferred to the engines and maneuvering thrusters.

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Item #357: December

Zentarian Military Speederike MK II
Type: Attack Speeder
Scale: Speeder
Skills: Repulsorlift Ops, Vehicle Weapons
Length: 2.7 meters
Crew: 1
Passengers: 1 (in emergency only)
Cargo Capacity: 5kg
Cost: 39,000
Availability: 2,X
Maneuverability: 3D+1
Atmosphere: 250; 400kmh
Body: 3D+1
Sensors:
   Passive: 200m/1D
   Scan: 400m/1D+2
   Search: 800m/2D
   Focus: 50m/3D
Weapons:
  Dual Heavy Repeating Blasters
    Scale: Speeder
    Fire Arc: Front
    Skill: Vehicle Blasters
    Fire Control: 2D+1
    Range: 3-250/500/1000
    Damage: 6D+2
Description: This speeder does not look like much, but it is quite durable and fast. The weapons it caries are the latest full-auto blasters and are deadly and accurate with an exceptional range.

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Item #358: December

Moon-Zhag Falar-2 Battle Droid
Type: 4th Degree
Scale Character
Cost: 80,000
Availability: 3,X
Dexterity 5D: Blaster 8D, dodge 8D
Perception 4D: Search 7D, sneak 8D
Strength 5D+2: Brawling combat 8D, (A) martial arts 5D
Knowledge 3D: Tactics 7D, (s) tactics: small unit 9D
Mechanical 1D:
Technical 1D:
Weight: 80kg
Height: 2.1 meters
Move: 16
Equipment:
  -Humanoid Body: Two arms and two legs.
  -AA-1 Verbo Brain
  -Armor: Adds +2D to Strength for damage only
  -Tactical Database
  -Brawling and Martial Arts Database
  -Urban Sprawl Database: Used for combat in cities of various sizes
  -Retractable Modified Heavy Blaster Rifle - Left Arm: Range: 3-60/125/300, Damage: 6D
  -Heavy Stun Feature: both hands. Causes Strength+5D stun damage when activated and on a successful hit.
  -Personality: Complex
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 75/1D
  Scan: 150/1D+2
  Search: 320/2D
  Focus: 5/3D
Description: A useful droid in nearly all situations. This battle droid offers the owner weapon and non-weapon protection in te form of one heavy blaster rifle modified to fit the droid with an increase in both range and damage. The hands come standard with an activatable stun dischange that works on impact. The droid even has additional armor added for protection and is specifically tailored for urban environments. If needed, the droid can pick up any object and use it as a melaee weapon, but tends to use this option as a last resort.
Game Notes: The blaster rifle in the arm has a nearly unlimited amount of ammo. The droid not only has outstanding reaction time, but comes with a 16 move rate. The move rate can be increased to 18 for an additional cost of 15,000 credits. The image shows the droid venting heat from internal systems. This process can happen slowly or quickly as depicted, but does not need to be done unless the droid is constantly fighting. The dissipation of heat must take place every 15 hours during normal use or every 2 hours during high use situations.

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Item #359: December

Draymak CRB1 Surveillance Droid
Type: 2nd Degree
Scale Character
Cost: 3000
Availability: 1,F
Dexterity 2D: Dodge 8D
Perception 4D: Search 7D, sneak 9D
Strength 1D:
Knowledge 2D:
Mechanical 2D: Communications 5D, Sensors 5D
Technical 0D:
Weight: .5kg
Height: .1 meters
Move: 12
Equipment:
  -Mini-Repulsorlift System
  -Sensor Suite
  -2 Holo-Recording Extendable Sensors (see below)
  -Transceiver: Range of 20km
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 50/1D
  Scan: 100/1D+2
  Search: 200/2D
Description: The droid comes with two Holo-Recording Extendable Sensors capable of recording up to four hours internally or actively transmitting data over a tight-beam scrambled transmission. The transmission can be burst or continuous. The droid will try to transmit data over an existing carrier wave, if one is in the area, to hide its existence.
Game Notes: The droid can operate in the designated area for up to 20 hours before needing to be recharged. Once it reaches 18 hours it will attempt to locate a recharging station. If it is unable to do so it will shut down all systems and wait. Every 30 minutes it will turn on the communication system to transmit a scrambled locator signal for one minute then shut down again. If it still has enough of a charge and it receives the required coded signal, it will send a quick response and then activate an auto-beacon that pulses every 10 seconds for up to 2 hours. This can be detected at a 5km range. Also note that any stored data will be encrypted such that any being that tries to break the encryption (other that with the proper decryption sequence) will cause the data to be erased.

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Item #360: December

Draymak Black Panther Heavy Assault Armor
Type: Assault Armor
Powered: Yes
Protection: 4D+1/3D+1/1D+2 (added to Str)/1D+2 (added to Dexterity)
Protects the Following: All
Weight: 15kg
Availability: 4,X
Cost: 12,000,000
Repair Kit: Can repair Light damage up to 10 time, Heavy damage up to 5 times and Severe damage up to 3 times before needing to be refilled.
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 75km range. 16 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 eight hours in liquid or vacuum.
MFTAS System: Designed to link all weapons to the armor control system. Adds +2D to hit, but weapons are required to have a sensor on them in order to use this feature.
Helmet H.U.D. System: Links and controls all armor systems and displays the beings medical data as well.
Advanced Medical System: Built into the armor and will automaticaly dispense medication as needed once the system determines what is needed. The system has a diagnostic skill of 5D+2 and a (A) Medicine skill of 2D+2. The suit also has a bacta system built-in that allows use of a Bacta Optimization Implant.
Hidden Micro-Thruster System: Allows movement in space and underwater. Space Move of 1. Underwater Move: 12.
Repulsor System: Move of 14.
Sensors: UV, IR, Thermal
   Passive: 300/+1D
   Scan: 600/+2D
   Search: 1200/+3D
   Focus: 30/+4D
Sensors: Movement (front and rear), Ultrasound
   Passive: 60/+2
   Scan: 120/+1D
   Search: 240/+1D+2
   Focus: 20/+2D
Computer System:
  • 16 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 5D, Memory: 30D)
  • 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.
    • Veteran Bounty Plus: Slots: 3. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 250,000 bounty capacity and adds +1D+2 to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D+2 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.
    • 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, Black: Slots: 4. 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). 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).
    • 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.
    • Super Sensor Plus: Slots: 3. Same as Sensor Plus program above but adds +2D/+3D to Search.
    • 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: This suit of armor, though sparse in its features, has exceptional protection and a wide array of programs. The helmet is the focal point of the armor as it ties it all together and controls the weapon systems through tongue toggles and verbal commands.
Game Note: The armor can be upgraded in certain areas, but the cost is extremely high.

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Item #361: December

Draymak Thunderbolt Battle Armor
Type: Assault Armor
Powered: Yes
Protection: +4D+2/+3D+2/+2D (to Str and all skills)/+2D (to Dex and all skills)
Protects the Following: All
Weight: 17kg
Availability: 4,X
Cost: 14,500,000
Repair Kit: Can repair Light damage up to 10 time, Heavy damage up to 5 times and Severe damage up to 3 times before needing to be refilled.
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 75km range. 16 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 eight hours in liquid or vacuum.
MFTAS System: Designed to link all weapons to the armor control system. Adds +2D to hit, but weapons are required to have a sensor on them in order to use this feature.
Helmet H.U.D. System: Links and controls all armor systems and displays the beings medical data as well.
Advanced Medical System: Built into the armor and will automaticaly dispense medication as needed once the system determines what is needed. The system has a diagnostic skill of 5D+2 and a (A) Medicine skill of 2D+2. The suit also has a bacta system built-in that allows use of a Bacta Optimization Implant.
Hidden Micro-Thruster System: Allows movement in space and underwater. Space Move of 1. Underwater Move: 12.
Repulsor System: Move of 14.
Weapon Hard Points: 2 (see below for weapons)
Waste Management System: Allows the being in the armor to stay in the field for up to three weeks without a system flush and refill. Any damage to the system automatically disables it to protect the wearer from contamination.
Sensors: UV, IR, Thermal
   Passive: 300/+1D
   Scan: 600/+2D
   Search: 1200/+3D
   Focus: 30/+4D
Sensors: Movement (front and rear), Ultrasound
   Passive: 60/+2
   Scan: 120/+1D
   Search: 240/+1D+2
   Focus: 20/+2D
Weapon Systems:
  • Light Repeating Blaster
    Model: Merr-Sonn Repeater 3Z
    Type: Modified Repeating Blaster (for mounting)
    Scale: Character
    Skill: Armor Weapons or (s) Armor Weapons: LRB
    Ammo: Unlimited
    Range: 3-75/150/300
    Damage: 6D
    Game Notes: This is a standard LRB, but has been modified to be mounted on an armor hard point.
  • WarTech EMP Heavy Blaster Rifle (Optional)
    Model: Heavy Blaster Rifle
    Type: EMP Blaster
    Scale: Character
    Skill: Armor Weapons
    Ammo: 40 (before a 10 minute recharge is required)
    Range: 3-15/40/150
    Damage: 4D rounds
    Game Notes: Note: This rifle-sized weapon is intended to disable electronics. All non-shielded electronic devices (including most energy weapons) are disabled for 4D rounds on a successful hit. An Easy repair roll is required to fix the weapon/item for use after a minimum of three rounds.
Computer System:
  • 16 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 5D, Memory: 30D)
  • 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.
    • Veteran Bounty Plus: Slots: 3. Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 250,000 bounty capacity and adds +1D+2 to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D+2 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.
    • 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, Black: Slots: 4. 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). 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).
    • 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.
    • Super Sensor Plus: Slots: 3. Same as Sensor Plus program above but adds +2D/+3D to Search.
    • 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: This armor is an upgrade from the Black Panther Heavy Assault Armor and has built-in Hard Points for variable weapon options. The suit also provides additional protection as it is better armor.
Game Note: This armor can be upgraded, but the extreme cost is prohibitive.

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Item #362: December

Corcannis Corp. Snub Pistol
Type: Slug Thrower
Scale: Character
Skill: Firearms or (s) Firearms: Snub Pistol
Weight: 5kg
Cost: 1900
Availability: 2,X
Body: 3D+1
Ammo: 12
Fire Control: None
Range: 2-15/30/60
Damage: 5D+Special
Description: Even though this is a slug thrower it comes with a substantial blast that is capable of penetrating any type of armor that is not above Character scale. It is effective against Speeder scale armor, but damage is reduced to 3D with no special effects.
Game Notes: The Special damage is a secondary blast after impact that shreds the being under the armor for an additional 5D damage. Only those beings with natural armor or a secondary layer of armor will be able to resist the second attack.

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Item #363: December

Signum Assault Blaster Rifle
Type: Assault Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 3kg
Cost: 2000
Availability: 2,X
Body: 3D
Ammo: 100
Fire Control: 1D
Range: 3-75/150/300
Damage: 5D+2 or 6D+2
Description: Simple assault blaster rifle with a scope that increases accuracy, and a laser sight as backup.
Game Notes: Scope adds +1D to hit. There is also a laser pointer that adds +1D to hit when the scope is not practicle or is damaged. Mode 1 is standard damage while Mode 2 increases damage to 6D+2, but reduces ammo to 50 shots.

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Item #364: December

Signum Blaster Rifle
Type: Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 3.5kg
Cost: 1600
Availability: 2,X
Body: 2D+2
Ammo: 100
Fire Control: +2
Range: 3-75/150/300
Damage: 5D
Description: Simple assault blaster rifle with a scope that increases accuracy, and a laser sight as backup.
Game Notes: Scope adds +1D to hit. There is also a laser pointer that adds +1D to hit when the scope is not practicle or is damaged. Mode 1 is single-shot, Mode 2 is burst fire (three shots per pull of the trigger) and Mode 3 is full-auto (fires bursts of 9 rounds per round with an extra 1D+1 added to damage). Note that Full-Auto allows up to three targets to be selected, but the Fire Control bonus is removed from the to hit rolls.

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Item #365: December

Signum X-9 Plasma Rifle
Type: Plasma Weapon
Scale: Speeder
Skill: (s) Blaster: X-9 (required to use effectively)
Weight: 3kg
Cost: 3500
Availability: 2,X
Body: 3D
Ammo: 50
Fire Control: 2D
Range: 5-10/20/40
Damage: 6D
Description: Nice little plasma pitol that not only has a descent range, but a fair amount of damage as well. All of this packed into a small frame. The weapon also has three settings that affect range and damage.
Game Notes: Weapon Settings:
  • Setting 1:
    Ammo: 75
    Range: 5-8/16/32
    Damage: 5D
  • Setting 2 (default):
    Ammo: 50
    Range: 5-10/20/40
    Damage: 6D
  • Setting 3:
    Ammo: 25
    Range: 5-12/24/48
    Damage: 7D
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Item #366: January, 2015

Moon-Zhag TLT-9 Short Range Scout Ship
Type: Scout Ship
Scale: Starfighter
Skills: (s) Space Transports: TLT-9, Starship Gunnery, Starship Shields, Respulsorlift Ops
Length: 7.2 meters
Crew: 1
Passengers: 0
Cargo Capacity: 45kg
Consumables: 2 months
Cost: 48,000
Availability: 2,R
Hyperdrive: x2
Hyperdrive Backup: N/A
Maneuverability: 2D+2
Atmosphere: 450;660 kmh
Space: 7
Hull: 3D
Shields: 2D
Sensors:
   Passive: 15/1D
   Scan: 30/1D+2
   Search: 60/2D+1
   Focus: 3/3D
Weapons:
  Quad Blasters (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 2D
    Space Range: 1-5/10/20
    Atmosphere Range: 100-500/1000/2.0km
    Damage: 5D+2
Description: For such a small ship, and the fact that it is primarily a scout ship, it sure does pack a punch. No other fighter/scout has the same firepower. Not only that, but the TLT-9 also comes with a exceptional sensor suite, a small but efficient hyperdrive and shields. Even with all that, it still manages to provide the pilot with 2 months of rations and room for personal cargo (to include small samples from explored planets). The ship even boasts a fair assortment of colors to choose from if the default deep gold isn't desired.

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Moon-Zhag TLT-9 Color Options
 
 

Item #367: January

Moon-Zhag GTP-12 Dimitry Gunship
Type: Assault Ship and Troop Transport
Scale: Starfighter
Skills: (s) Starfighter Piloting: Dmitriy, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 26.3 meters
Crew: 3 + 4 Gunners
Passengers: 18 (troops or passengers)
Cargo Capacity: 40 metric tons
Consumables: 4 months
Cost: 550,000
Availability: 2,X
Hyperdrive: x1
Hyperdrive Backup: x8
Maneuverability: 2D
Atmosphere: 500;760 kmh
Space: 8
Hull: 6D+1
Shields: 3D+1
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 100/3D
   Focus: 5/4D
Weapons:
  2 Dual Heavy Blaster Cannons
    Scale: Starfighter
    Fire Arc: Turret
    Crew: 2 Gunners
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-12/25/50
    Atmosphere Range: 100-1.2km/2.5km/5km
    Damage: 6D+2
  Twin Blaster Cannon (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Crew: Co-Pilot
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-8/16/32
    Atmosphere Range: 100-800/1.6km/3.2km
    Damage: 5D
Description: Very well designed and very sturdy, this fighter/transport is versatile in it uses and can stand up to any fighter with its heavy armor and shelds. The weapons aon board are also designed to be powerful and with an extended range that other ships its size can't boast about. The main hyperdrive and backup are military grade, but limit the sale to planetary governments and the Empire (some still manage to end up in the hands of Rebels). The ship can carry up to 18 troops or passengers and all their gear in the upper cargo area, while the lower cargo hold has enough room for up to 6 speederbikes and one AT-PT or two AT-RT scout walkers.
Game Notes: The upper area is equiped with a dorsal panel that can open to allow egress of space troopers or as an alternate escape route. In addition, this panel and a floor panel can open together in order to load the speederbikes and the AT-PT/AT-RTs into the lower cargo area. To unload the lower cargo hold the ship has a ramp that lowers to the ground. The only issue with this is that the ship must remain floating three meters above the ground in order to allow the vehicles to disembark. However, the left and right turrets are more than capable of providing cover fire during this process. It is highly recommended that the pilot have at least 5D in Repulsorlift Ops in order to use the lower ramp feature effectively.

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Item #368: January

Draymak D4-YBT Combat/Interrogation Droid
Type: 4th Degree
Scale Speeder
Cost: 278,000
Availability: 3,X
Dexterity 5D: Blaster 9D, dodge 7D, melee combat 9D
Perception 4D: Search 7D, sneak 6D
Strength 7D (includes 2D armor): Climbing 9D, lifting 8D
Knowledge 3D: Alien species 8D, (A) alien biology 5D, intimidation 8D, languages 9D, tactics 7D, tactics: small unit 9D
Mechanical 3D: Communications 7D, sensors 9D
Technical 3D: First Aid 8D, (A) medicine 5D
Weight: 650kg
Height: 5 meters
Move: 13
Equipment:
  -Three Flexible Mechanical Arms: Length is 6 meters, but they can extend up to 10 meters if needed. Each is tipped with three vibro-claws that do STR+3D damage when on or STR+2D when off. In the center of each claw is a heavy repeating blaster cannon. Its stats are below.
  • 3 Heavy Repeating Blaster Cannons
    Scale: Speeder
    Fire Arc: All
    Fire Control: 2D
    Ammo: Unlimited
    Range: 3-200/400/800
    Damage: 6D
    Blast Radius: 1-3/5/7
  -Four Retractable Legs: Used for walking/climbing only. Excellent over rough terrain.
  -Two Small Arms: Located in the front between the large legs, they extend out up to 2.0 meters. These arms can collect samples or conduct torture on captured beings based on the droids current orders.
  -Six Eyes: Two sets face forward while one set faces backwards. Used to target weapons and conduct searches for a specific target or set of targets. Can see clearly in complete darkness up to maximum sensor range.
  -Dual AA-1 Verbo Brains: Allows the droid to have a complex personality and provides the ability to adapt to any situation. The second droid brain can also be used as a backup and in attacking close or ranged targets.
  -Tactical Database: Adds +1D to all Tactics skills.
  -Interrogation Database: Used in conjunction with the medical database by providing various interrogation techniques.
  -Medical Database: Contains the anatomical make up of nearly 300 species to aid it in torture and interrogation.
  -Medical Sensors: Used to determine the amount of pain caused and the results of what it is doing without killing the subject.
  -Armor: Adds 2D to Strength and is included in the Strength rating.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 175/1D
  Scan: 350/1D+2
  Search: 620/2D
  Focus: 25/3D
Description: This is a dangerous droid for all who encounter it. Having multiple uses, there aren't too many crazy enough to take this thing on up close. Even at a distance this droid can be deadly. Should you be captured you might consider suicide as the torture techniques are always in the extreme range for pain. Does it get results? Yes, in over 95% of documented sessions with all types of known species.
Game Notes: This droid can attack up to three targets simultaniously using the second droid brain and the rear set of eyes with no penalty. The droid can also use its front claws for melee attacks while using the rear claw to fire on ranged targets with no penalty. As the blaster cannons have a blast radius, the weapons are seldom used at close range.

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Item #369: January

Draymak Female Airwalker Armor
Type: Medium Powered Armor
Powered: Yes
Protection: +3D+2/+3D/+1D to Deterity and all skills/+1D to Strength and all skills
Protects the Following: All
Weight: 13kg
Availability: 4,X
Cost: 12,000,000
Repair Kit: Can repair 3 Severe, 5 Moderate and 8 Light damage levels before requiring replenished. Note that this repair kit cannot replace lost or reduced special coatings, only actual damage directly to the armor.
Breath Mask: Filters must be replaced after 30 hours of continuous use.
H.U.D. System: Built into the helmet. Allows almost any ranged weapon to be added and provides +2D to hit if a sensor is placed on the weapon. A scope cannot be used with this system, but a laser sight can. This adds an additional +2 to hit.
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).
AVCS: Armor Variable Color System: Adds +15 to all Sneak rolls when active. Cannot be field-repaired.
ASRC: Armor Sensor Reflective Coating: Adds +5 to Sensor roll to detect. Coating can be re-applied, but not in the field.
EMP Protection: Lasts for a maximum of 6 rounds. Coating can be re-applied, but not in the field.
Sound Dampening: Adds +1D+1 to Sneak rolls. Can be used with or without AVCS.
Acid Resistance: Able to withstand the effects of the strongest acid for up to 6 rounds. Automatically protects against all types of fire except phosphorus and plasma. Chemical coating can be re-applied, but not in the field.
Radiation Protection: Allows the wearer to survive for 30 minutes in heavy radiation zones, 4 hours in medium radiation areas and up to 12 hours in light radiation zones. Protection can be re-applied, but not in the field.
Self-contained Oxygen Supply: Suit has enough oxygen for up to five hours in liquid or vacuum. This can be re-filled in the field.
Molecular/Magnetic Boots: Designed to allow the wearer to adhere to any surface as if it was steel using strong molecular/magnetic couplers. Move rate is not hindered as the suit automatically adjusts the strength of the bond required to stick, but allow adjustments for normal more rate. Note that a full run is not possible on horizontal or vertical surfaces, but double more rate is.
Sensors: UV, IR, Thermal, Life
   Passive: 30/+1D
   Scan: 60/+2D
   Search: 120/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear), X-Ray, Electrical, Hard/Soft Radiation
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Weapons:
  • 2 Draymak Dytann Folding Energy Swords
    Model: Dytann Folding Swords
    Type: Energy Based
    Scale: Character
    Body: 3D+2 (off)/4D+1 (on)
    Skill: (s) Melee Weapons: Dytann Sword
    Reach: 1 meter
    Damage: Strength +2D+2
    Game Notes: These swords act similar to vibroswords and can eventually cut through almost any material. They can deflect a lightsaber for a short time, but are not designed for that. The swords fold in half and attach to the outside forearm guards when not in use. Unfolding and folding the swords turns them on and off. While attached to the suit they automatically recharge (15 minutes if fully drained). A full charge lasts up to 55 hours during use and 250 days on standby. The powercell for each blade is stored in the handle and will need to be replaced every 5 years under heavy use or every 10 to 15 years under normal use. Cost per cell is about 150 credits and takes less than one minute to replace.
Computer System:
  • 16 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 5D, Memory: 30D)
  • Programs: (memory cost is 1D per slot; the exception is Multiple Programs which uses only 1D)
    • 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.
    • 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.
    • 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).
    • Melee Master: Slots: 3; Adds +2D to Melee Combat after one round. Must be used with movement sensors and the Sensor and Matrix programs.
    • Martial Artist, Black: Slots: 4; 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: 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 Plus: Slots: 2; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). Can make a route to your desired destination and will auto-update as needed based on current traffic patterns, accounting for time of day and weather factors.
    • Sensor Plus: Slots: 2; Adds +1D+1 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.
  • Auto Destruct: Destroyes data and programs if compromised. Creates and sends out viruses and malicious software to I/O ports.
Description: This armor is one of the best and one of the most expensive suits of armor on the market specifically designed for humanoid females. Even though the suit is built more for humanoids, special orders will be taken to accomodate all species. The cost is higher, but the result is worth it. One item that does not come standard is the Waste Disposal and Recycling System. This can be added for an additional 2,000,000 credits at a later date or 1,400,000 during construction as each suite is custom made to order.
Game Notes: All Preset Programs have been removed to allow greater capacity for other electronics, such as the recharging system for the Draymak Dytann Folding Energy Swords.

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Item #370: January

Nordian 333 Armor
Type: Light Combat Armor
Powered: Yes
Protection: 2D+2/2D
Protects the Following: All
Weight: 7kg
Availability: 2,X
Cost: 350,000
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 1/2 (-2D instead of -4D).
Self-contained Oxygen Supply: Suit has enough oxygen for up to three hours in liquid or vacuum.
Sensors: UV, IR, Thermal, Ultrasound, Life
   Passive: 25/+1D
   Scan: 50/+2D
   Search: 100/+3D
   Focus: 10/+4D
Sensors: Movement (front and rear), X-Rays, Hard/Soft Radiation, Electrical and Radio Waves
   Passive: 15/+2
   Scan: 30/+1D
   Search: 60/+1D+2
   Focus: 8/+2D
Computer System:
  • 7 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 2D, Memory: 15D)
  • 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.
    • 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.
    • 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).
    • Sensor: Slots: 1; 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, Multiple: Slots: 3; Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program.
Description: The Nordian 333 Armor has been built for fast, un-hindered movement through all types of terrain. The secondary helmet type is made specifically for scouts and comes with extra features for that use (Game Notes below).
Game Notes: Comes with a secondary scout helmet that has special feature built-in. See below for details.
  • Scout Helmet
    Protection: +1D+1
    Backup Air Supply: Contains 1.5 hours of energency air
    Modified HUD System: Adds the functionality of the ScompLink system with vital atmospheric data needed by a scout on a new planet. The sensors in the armor also build a database of the flora and fauna as the scout moves about so that a more accurate assessment can be made later when reviewing the data. Data collected is placed on removeable datachips that store up to 2D of informaiton each.
    ScompLink: Designed to connect all weapons to the HUD System in the armor to improve aim and provide detailed information about each weapon.
    Long-Range Communication System: 75km range. 15 scrambled channels. Scans all frequencies
    Flash Protection: Reduces the effects of bright flashes by 1/4 (-1D instead of -4D)
    Macrobinoculars: Adds +1D to Search for 50-100 meters. Adds +2D for 101-200 meters. Adds +2D+2 for 201-600 meters. When used with ScompLink will reduce range modifiers by one level.
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Item #371: January

Nordian P74 Combat Pistol
Type: Heavy Firearm
Scale: Character
Skill: Firearms or (s) Firearms: P74
Weight: 2.5kg
Cost: 2000
Availability: 2,X
Body: 2D+2
Ammo: 30+60
Fire Control: None
Range: 2-15/30/60
Damage: 4D+2, 4D+2 and 4D+1, 4D+2 and 4D+1 and 4D+1
Description: This unusual firearm has two clips that hold markedly different ammo that, when fired in tandem, work to great effect.
Game Notes: The first round alone is affective against most light armor, but cannot penetrate medium or heavy armor. Adding the secondary shot is required for medium armor and the third bullet is required for heavy armor. The third shot will penetrate any known armor except those that have physical shielding. The rounds are fired so quickly that they are practically touching when they leave the barrel. This is what allows the pistol to work on all armor types. The two follow-on rounds are also miniature shape-charges for directed explosions.

The right side of the barrel has a flashlight while the left side has a laser sight that adds +1D to hit. Note that if the weapon is connected with a ScompLink the owner can change modes instantly. Without the ScompLink there is a -1D action penalty. The ScompLink will auto-eject the clips when they are empty, but this setting can be turned off if needed. The weapon can be used in full auto mode also, but depletes the ammo very quickly. There is also an opening at the top for inserting special rounds such as AP or Chemical one at a time if desired.

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Item #372: January

Lomacaster Arcane Raverunner Blades
Type: Replica Blade
Scale: Character
Skill: Melee Combat or (s) Melee Combat: Raverunner Blade
Weight: .6kg each
Cost: 400 each
Availability: 1,F
Body: 3D+1
Damage: Str+1D+2
Description: Made from a single, reinforced, durasteel metal alloy, this blade has bee harded to perfection. When two blades are used they become a whirlwind of cutting. The blade is also very light weight to increase their accuracy and the users stamina.
Game Notes: The blades are sold in pairs as they are created as a matched set. The option to have them molecularly bonded is available, but costs about 300,000 credits. This process adds +1D to the Body rating and +1D damage.

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Item #373: January

Draymak Himma-9 Plasma Blaster
Type: Heavy Plasma Weapon
Scale: Speeder
Skill: Blaster or (s) Blaster: Himma-9
Weight: 3kg
Cost: 200,000
Availability: 4,X
Body: 3D+2
Ammo: 15
Fire Control: 0D
Range: 2-5/10/20
Damage: 7D+2/5D+1/3D
Description: Very deadly at point-blank and short ranges. Much less affective at medium and long range. Designed to take out super heavy and assault armor at close range.
Game Notes: The Body listed is Character not Speeder scale. There is an extended clip available that holds 20 rounds for a cost of 150 credits.

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Item #374: January

Golan Arms Kestros 7 Multi-Rifle
Type: Specialized Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 5kg
Cost: 15,000
Availability: 3,X
Body: 2D+1
Ammo: 50
Fire Control: 1D (strd)/2D (sniper)
Range: 3-75/150/300 (strd), 3-175/350/700 (sniper)
Damage: 5D+1 (strd)/6D (sniper)
Description: As this rifle is expandable, it has two distinct modes: Blaster Rifle and Sniper Rifle. The blaster rifle stats are liste first, followed by the stats for the sniper rifle. The sniper rifle uses condensed magnetic particle acceleration to increase the damage of the energy blast that provides greater range and accuracy.
Game Notes: There is an extended clip available for 100 credits that holds 75 rounds, but should only be use in sniper mode as it will remove the Fire Control bonus for being out of balance. The weapon also comes with an attachable dual stand that can be attached in sniper mode for added stability. This adds +2 to hit.

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Item #375: January

Zentarian P6-L Deployable Armory
Type: Secure Field Armory
Scale: Speeder
Skill: Computer Ops (used to open the armory)
Weight: 300kg (empty), 570kg (full)
Cost: 25,000
Availability: 2,R
Body: 5D
Description: The P6-L requires a special code just to access the security panel that, once a retina scan and genetic print are entered, allows access to the contents. This particular case can hold 16 blaster rifles and 32 blaster pistols with enough space for 2 clips extra per weapon. There is also a clip charging station that will recharge all clips at least one time before being depleated. There is even room for 24 grenades of any type.
Game Notes: Defeating the outer security panel requires a Difficult Security roll. The inside security panel requires one Very Difficult Computer Program/Repair roll and one Heroic Computer Program/Repair roll to bypass. Note that this container can be deployed from low orbit on to any battlefield. There is also a special shield that allows high orbit drops. The shield detaches from the P6-L once the lower atmosphere is reached. The box comes with retro booster rockets to allow for a soft landing and can actually self-guide to the target area as long as it is within a 2km radius. This armory can be re-deployed after replacing the fuel and the high altitude shield (350 and 450 respectively).

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Item #376: February

Zentarian KLX-1025 "Aurochs" Armed Freighter
Type: Heavily Armed Transport
Scale: Starfighter
Skills: Space Transports, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 72 meters
Crew: 1 Pilot, 1 Co-Pilot/Navigator, 6 Gunners, 1 Engineer; Skeleton: 1 Pilot, 1 Co-Pilot/Navigator
Passengers: 10 Crew/Guests, 5 Prisoners
Escape Pods: 2 Class-6 Escape Pods (hold max of 6 each)
Cargo Capacity: 150 tons
Consumables: 3 months
Cost: 675,000
Availability: 2,R or X
Hyperdrive: x1
Hyperdrive Backup: x8
Maneuverability: 2D+1
Space: 9
Atmosphere: 750; 1300 kmh
Hull: 6D+2
Shields: 4D
Backup Shields: 2D
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 75/3D
   Focus: 4/4D

Vehicle Complement: 1 Speederbike (stored on ceiling hooks in cargo hold), 1 Landspeeder
Note that the vehicles listed do not come with the purchase of the ship so that the owner may select which ones they prefer.

Weapons:
  Dual Heavy Laser Cannon
    Scale: Starfighter
    Fire Arc: Turret
    Crew: 1 Gunner
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-6/20/40
    Atmosphere Range: 100-600/2.0/4.0km
    Damage: 6D+2
  2 Dual Laser Cannons
    Scale: Starfighter
    Fire Arc: Turret (forward), Partial Turret (Aft: 30o L-R, 100o U-D)
    Crew: 1 Gunner each
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 1-4/15/30
    Atmosphere Range: 100-400/1.5/3.0km
    Damage: 6D
  2 Quad Laser Cannons
    Scale: Starfighter
    Fire Arc: Turrets
    Crew: 1 Gunner each
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/24
    Atmosphere Range: 100-300/1.2/2.4km
    Damage: 5D+2
  Concussion Missile Launcher
    Scale: Starfighter
    Fire Arc: Forward Turret
    Crew: 1 Gunner
    Skill: Missile Weapons
    Fire Control: 3D
    Space Range: 1-3/7/24
    Atmosphere Range: 100-300/700/2.4km
    Damage: 9D
Description: "Bad to the bone" is what this space transport has been called. It's thick armor and powerful weapons give near capitol ship power output to protect its valuable cargo wherever it goes. Every square millimeter has been designed with the ability to arrive at the next destination with its cargo intact. The ship is even capable of holding and/or transferring up to five prisoners in secure holding cells.

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Item #377: February

Draymak Multihawk Assault Fighter
Type: Super Fighter
Scale: Capitol Ship (due to power output)
Skills: Starfighter Piloting, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 9.2 meters
Crew: Crew: 1 pilot, 1 co-pilot/gunner, 1 astromech droid and 1 automated computer targeting/firing system
Passengers: None (1 with no gunner)
Cargo Capacity: 45kg
Consumables: 2 weeks
Cost: 4,950,000 (includes 550,000 for 5 year maintenance contract)
Availability: 4,X
Hyperdrive: x.25
Hyperdrive Backup: x10
Nav Computer: Yes or R3/R4 Astrogation/Maintenance/Gunnery Droid (see below)
Maneuverability: 4D+2
Space: 14
Atmosphere: 975; 1550 kmh
Hull: 4D+2
Shields: 3D
Backup Shields: 3D
Sensors:
   Passive: 25/1D+2
   Scan: 50/2D+2
   Search: 80/3D+2
   Focus: 5/4D+2
Droid Targeting/Firing System:
  Dexterity 3D:
  Perception 4D: (s) Search: Tracking 6D
  Strength 0D:
  Knowledge 1D: (s) Tactics: starfighter 5D
  Mechanical 4D: Blaster artillery 6D (landed only), sensors 6D, starship gunnery 6D
  Technical 0D:
Weapons:
  Dual Medium Turbolaser Cannon
    Scale: Capitol Ship
    Fire Arc: Turret
    Crew: Co-pilot/Gunner, computer targeting/firing system or astromech droid
    Skill: Starship Gunnery
    Fire Control: 3D+2
    Space Range: 1-20/40/80
    Atmosphere Range: 100-2.0/4.0/8.0 km
    Damage: 6D
    Note: Looks like a standard heavy blaster cannon.
  2 Heavy Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Forward
    Crew: Pilot or astromech droid
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-8/16/32
    Atmosphere Range: 100-800/1.6/3.2 km
    Damage: 6D+1
  4 Medium Laser Cannons (fire-linked in pairs)
    Scale: Starfighter
    Fire Arc: Forward
    Crew: Co-pilot/gunner, astromech droid or computer targeting/firing system
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-4/12/24
    Atmosphere Range: 100-400/1.2/2.4 km
    Damage: 5D+1
  2 Multi-Missile Launchers (can be fire-linked)
    Scale: Starfighter
    Fire Arc: Forward
    Crew: Co-pilot/gunner, astromech droid or computer targeting/firing system
    Skill: Missile Weapons
    Fire Control: 3D+3
    Space Range: 1-7/12/32
    Atmosphere Range: 100-700/1.2/3.2 km
    Ammo: 10 each (selectable: concussion missile or proton torpedo)
    Damage: 8D or 9D (9D or 10D if same type fired together)
Description: You want fast? You want deadly? You want compact, yet functional? This is the fighter that has all that and more. Can the average citizen or very rich being purchase one of these fighters? No. Not without government or Imperial permits and clearances. This is the best fighter ever produced, which also makes it the most costly and the most restricted. Well worth it to those that are capable of acquiring the fighter. You will likely need only a dozen to defend any complex or city on a planet. Just make sure your pilots and gunners are very good.
Game Notes: This fighter has a small system for vitual games that can be played individually or with the pilot and gunner. It holds a total of 500 games. This ship cannot be found on the Black Market without very special contacts. The Multi-Missile Launcher missiles and torpedoes can be selected and purchased with the fighter. A maintenance contract for 5 years comes with the purchase that includes shipping the previously selected ammo to the owner as well as on-site repairs. The owner pays only for the parts.

The Droid Targeting/Firing System allows the gunner and pilot to concentrate on the fighter and one weapon each and can be used with or without an R2, R3 or R4 astromech droid. If used in conjunction with an astromech droid, the astromech gains +2D to all skill roles to those skills it already has that match the droid brain and gains the other skills that it doesn't have with a +2 bonus. The astromech has complete control over the droid system when linked with it.

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Item #378: February

Nordian Zantip Battle Droid
Type: 4th Degree
Scale Character
Cost: 58,000
Availability: 2,X
Dexterity 4D: Blaster 8D, dodge 6D, Missile Weapns 7D
Perception 4D: Search 7D, sneak 7D
Strength 7D (includes 2D armor): Climbing 6D
Knowledge 2D: Tactics 7D, tactics: small unit 8D
Mechanical 1D:
Technical 1D:
Weight: 650kg
Height: 2.75 meters
Move: 15; 175 kmh
Equipment:
  -Tactical Computer and Database
  -Four Auto Balance Legs
  -AA3 Verbobrain
  -Camouflage Coating: See Game Notes for details
  -Auto Assault Cannon
    Scale: Speeder
    Fire Arc: Forward
    Skill: Blaster
    Fire Control: 2D
    Range: 100-400/1.2/2.4 km
    Damage: 6D
  -2 Grenade Launchers
    Scale: Starfighter
    Fire Arc: 170o coverage
    Skill: Missile Weapons
    Fire Control: 3D
    Range: 20-200/400/800
    Ammo: 100 each
    Blast Radius: 10 meters as standard grenade
    Damage: 5D
Sensors (in meters): Thermal, IR, UV, Motion, Life Form
  Passive: 200/1D
  Scan: 450/1D+2
  Search: 900/2D
  Focus: 10/3D
Description: Not much to say except that this droid is deadly on the battlefield and is really good at destroying speeders and troops. Can damage walkers, but is much less effective.
Game Notes: The droid has the ability to lower itself by folding in its legs so that it is half its normal size to reduce its target profile. It can also change its coloring to match that of its surroundings, but it must remain stationary. This still allows it to fire its secondary weapons, but not its main weapon without being discovered. When active, this feature adds +2D to all search rolls needed to locate it.

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Item #379: February

Nordian TKG-13x Gladiator/Excavation Droid
Type: 4th Degree
Scale Speeder
Cost: 80,000
Availability: 3,X
Dexterity 4D: Dodge 8D, melee combat 8D
Perception 2D: Search 7D, sneak 7D
Strength 7D: Brawling combat 8D+2, digging 8D, Lifting 8D
Knowledge 3D: Tactics: small unit 9D
Mechanical 1D:
Technical 1D:
Weight: 400kg
Height: 2.8 meters
Move: 12
Equipment:
  -Two Humanoid Arms: Left has claw, right has dual blades
    Power Claw
    Skill: Melee Combat
    Damage: Str+2D+1
    Dual Blades
    Scale: Speeder
    Skill: Melee Combat
    Damage: Str+3D
  -Two Hunmanoid Legs: used for balance
  -Repulsorlift Assit Unit: Used only to offset half the weight of the droid to allow it faster movement. Should the unit go out, movement is reduced to 9.
  -Tactical Database
  -AA2 Verbobrain
  -Personality Matrix: Simple
  -Melee Combat Database
  -Mining and Excavation Database
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 is was mostly designed for gladatorial fights, but has the capability to be used in excavation projects and mining operations.
Game Notes: The current weapons/excavation tools canbe switched out with other digging tools and even blades or axes for combat.

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Item #380: February

Draymak Wasp Heavy Powered Armor
Type: Special Heavy Powered Armor
Powered: Yes
Protection: +4D+2/+3D+2/+2D (Strength and all skills)/+1D (Dexterity and all skills)/+3 Move
Protects the Following: All
Weight: 16kg
Availability: 4,X
Cost: 14,750,000
Breath Mask: Improved filters must be replaced after 35 hours of continuous use.
Long-Range Communication System: 75km range. 16 scrambled channels. Scans all frequencies and can be set to scan only certain frequency ranges (Imperial, Rebel, BoSS, etc).
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
Self-Contained Oxygen Supply: Suit has enough oxygen for up to six hours in liquid or vacuum.
Specially Designed Repulsor System: Repulsor generating pads are spread throughout armor for better control and better weight distribution. This adds +1D+2 to the wearers Powersuit Ops skill. Suit can charge this system, but it must not be flying or under heavy activity to do so. Charge time is 30 minutes. Charge lasts for 2 hours. This system can be used under water at nearly the same move rate. Powersuit Ops is used in place of Swimming when under water and using this system. Without this system the user will sink to the bottom and be required to walk out.
  Atmosphere Move Rate: 25; 250 kmh
  Water Move Rate: 20; 230 kmh
  Space Move Rate: 1
Stealth System: +2D to Sneak and +1D added to Sensor Systems to detect wearer.
EMP Protection: Protection lasts for 10 rounds and must be re-applied.
Shield System: Adds +2D to Armor bonus and Strength to resist both physical and energy damage.
Sensors: UV, IR, Thermal, Ultrasound
   Passive: 40/+1D
   Scan: 80/+2D
   Search: 200/+3D
   Focus: 15/+4D
Sensors: Movement (front and rear), Life Form
   Passive: 30/+1D
   Scan: 60/+1D+2
   Search: 120/+2D
   Focus: 10/+2D+2
Weapon Systems:
  • Sonic Stunner (concealed in right forearm)
    Model: Modified Merr-Sonn X-12 Stunner
    Type: Stun Weapon
    Scale: Character
    Skill: Armor Weapons
    Ammo: 50
    Range: 1-2/4/6 meters
    Damage: 5D-8D stun
    Game Notes: Damage can be increased to a maximum of 8D, but reduces ammo. 5D = 50 "shots", 6D = 40, 7D = 30, 8D = 20 shots. The weapon needs to be recharged for 30 minutes to be used again.
  • Toxin Stunner/Killer (concealed in left forearm)
    Model: Modified Moon-Zhag TTD-28 Stun/Kill Launcher
    Type: Toxin Delivery Weapon
    Scale: Character
    Skill: Armor Weapons
    Ammo: 60/60 micro-darts
    Range: 1-20/40/60 meters
    Damage: 5D-7D stun or 6D-8D deadly
    Game Notes: Stun damage can be increased to a maximum of 8D by releasing more that one dart at a time. 5D = 60 "shots", 6D = 30, 7D = 15. The deadly version of the darts functions the same way. The weapon can be reloaded in two rounds with extra cartridges already prepared.
Computer System:
  • 16 Slot Computer System: Three I/O ports
  • Capabilities: (Power: 4D, Memory: 30D)
  • 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.
    • VETERAN BOUNTY PLUS: Slots: 3; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 250,000 bounty capacity and adds +1D+2 to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D+2 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, BLACK: Slots: 4; 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). 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 PLUS: Slots: 2; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). Can make a route to your desired destination and will auto-update as needed based on current traffic patterns, accounting for time of day and weather factors.
    • SUPER SENSOR PLUS: Slots: 3; Same as Sensor Plus program above but adds +2D/+3D to Search.
    • 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.
  • Pre-Set Programs:
    • FULL BATTLE MODE: All programs are on line; Repulsor Pack is in standby; System Seals/LOX are on-line; All weapons are on-line; targets are pre selected by priority (Auto-Fire Plus, Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
    • COMBAT MODE: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, Auto Fire and Super Hostilities are on-line; all other programs are on standby; All weapons are on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode.
    • RECON MODE: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on-line; all other programs are on standby; Turbo Projected Grappling Hook and Dual Retractable Vibroblades are on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
    • ESPIONAGE MODE: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs, Auto Fire and Accessing are on-line; all other programs in standby; All weapon are on-line; System Seals/LOX on standby; Repulsor Pack on standby; Communication system is in passive mode.
  • Security System: Auto destruct of data and programs. Active virus for I/O ports.
Description: Far from an original insect, this armor does try to mimic a stinging one. It comes with two built-in weapons and other systems that make this suit quite impressive indead. As the repulsor system and stealth system are spread over the entire suit, the armor is better equipped than most medium suits of armor in the same catergory. Of course, this suit allows the wearer to get up close to any target to use its weapons to great effect.
Game Notes: The stealth feature adds +2D to Sneak and +1D to visually detecting the wearer due to special coloring systems. This even works against sensor systems. Armor must be custom made for every owner. Even if another being uses this armor that is close to the same measurements as the previous owner they will lose all Strength and Dexterity bonuses as well as all Sneak bonuses. Certain programs will also not work.

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Item #381: February

Moon-Zhag RTek FFB Armor
Type: Form-Fit Body Armor and Helmet
Powered: Yes
Protection: +1D+2/+1D+1
Protects the Following: All
Weight: 4.5kg
Availability: 2,R
Cost: 20,000
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 and Helmet have enough oxygen for up to 1.5 hours.
Sensors: Movement (front and rear)
   Passive: 20/+2
   Scan: 40/+1D
   Search: 60/+1D+2
   Focus: 10/+2D
Description: This suit can be worn as a stand-alone suit of armor or as a body suit under other armor. The helmet must be removed if used with other armor which actually removes the suits ability to provide extra oxygen. The helmet comes with movement sensors that are also deactivated when using the armor with another suit of armor over this one.
Game Note: All features listed above are installed in the helmet and deactivated when removed. Note that overall protection is reduced to +1D/+2 without the helmet. Also note that the helmet may be used in place of the secondary armor's helmet if desired, and can link with that armor through a SCOMPLink. However, any additional benefits the secondary armor would provide would be lost in most cases as the helmet is simply not capable of supporting them. Ask the GM for use with a specific suit to determine what benefits will be lost or not.

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Item #382: February

Tenshaya RMV-61 Heavy Blaster Assault Rifle
Type: Heavy Assault Rifle
Scale: Character
Skill: Blaster or (s) Blaster: RMV-61
Weight: 5kg
Cost: 3400
Availability: 2,X
Body: 3D
Ammo: 100 (see below)
Range: 3-100/200/400
Damage: 5D+2
Description: New to the weapons arena, Tenshaya enters with a great weapon at a realtively low cost for such a quality item. Easily maintained and sturdy, this rifle can take quite a beating and keep firing as it was intended. Don't forget that it can accept multiple accessories other firearms cannot - and from different manufacturers - something unheard of in todays market. Expect to see more from this company in the near future!
Game Notes: The RMV-61 can accept any scope, any clip, any laser sight and any other mounted item (sensors, etc) with either very little or no modification. In fact, it can even accept several grenade launchers and SCOMPLink systems. For an additional 1000 credits the weapon can be made Smart (no shots wasted between targets when on burst fire or automatic) and have all weapon data sent directly to a HUD System. The stock can adjust for larger beings as well. Tabanna Gas Clips can also be used, which effectively doubles the ammo capacity of any converted energy clip.

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Item #383: February

Merr-Sonn Munitions TA-6g Auto Assault Rifle
Type: Plasma Boosted Assault Rifle
Scale: Character/Speeder
Skill: Blaster or (s) Blaster: TA-6g
Weight: 5.2kg
Cost: 7500
Availability: 2,X
Body: 3D+1
Ammo: 125 (variable, see below)
Fire Control: 1D
Range: 3-100/200/400 (variable, see below)
Damage: 5D+2 (variable, see below)
Description: This is the newest assault rifle from Merr-Sonn to counter what Draymak and Moon-Zhag have been producing lately. It has plenty of punch and is quite sturdy as well. At the base setting it has plenty of ammunition, but this gets eaten quickly when using the plasma cartridge to increase damage. The fact that it is capable of affecting speeders is another impressive feature that, sadly, is ammo-intensive, but it packs quite a wallup. One of the compensations is a targeting giro-computer system that keeps the weapon steady for those really long shots.
Game Notes: The scope adds +1D+2 to hit. As the plasma augments the capabilities of this weapon, the effects are listed below. Also note that the plasma cartridge must be changed out when the standard cartridge is depleted, but can be recharged with plasma.

Settings:

1. Scale: Character
Ammo: 125
Range: 3-100/200/400
Damage: 5D+2

2. Scale: Character
Ammo: 100
Range: 3-125/250/500
Damage: 6D

3. Scale: Character
Ammo: 75
Range: 3-150/300/600
Damage: 6D+1

4. Scale: Character
Ammo: 50
Range: 3-175/350/700
Damage: 6D+2

5. Scale: Speeder
Ammo: 75
Range: 3-100/250/500
Damage: 5D+2

6. Scale: Speeder
Ammo: 25
Range: 3-200/400/800
Damage: 6D+2

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Item #384: February

Nordian Blade Blaster Mk II
Type: Melee Blaster Weapon
Scale: Character
Skills: Melee Combat and Blaster
Weight: 1.5kg
Cost: 700
Availability: 2,R or X
Body: 2D+1
Ammo: N/A or 25
Range: N/A or 3-15/30/60
Damage: Str+2D or 4D+1
Description: This versatile weapon has a little secret - a blaster tucked away inside it! If you have never seen one of these weapons then you are likely to be surprised by one when you first see it in action. It doesn't have the range or the damage of a standard blaster, but it is at least lighter and easier to conceal. As the blaster protion of the weapon remains off when not being used it is much less likely to be detected.
Game Notes: The blaster can only be detected on a Difficult Sensor roll when not in use. However, any weapons expert will immediately recognize it for what it is.

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Item #385: February

SoroSuub DDV-3 Compact Sniper Rifle
Type: Sniper Rifle
Scale: Character
Skill: Blaster or (s) Blaster: DDV-3
Weight: 4.5kg
Cost: 2500
Availability: 2,X
Body: 2D+1
Ammo: 50
Fire Control: 1D+1
Range: 3-250/500/1000
Damage: 5D+2
Description: A good, solid sniper rifle with descent range even though it is shorter than most other sniper rifles.
Game Notes: The scope adds +1D to hit. What looks like a laser pointer is actually a retractable dual-pod stand for the weapon.

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Item #386: March-April

Bernal LKZ-T5 Heavy Freighter
Type: Heavy Transport
Scale: Capitol Ship
Skills: Astrogation, Capitol Ship Piloting, Capitol Ship Gunnery, Capitol Ship Shields, Repulsorlift Ops, Sensors
Length: 132 meters
Crew: 34 (+10); skeleton: 10/+10
Passengers: 20 (similar to crew quarters, can be troops)
Cargo Capacity: 80,000 MT
Consumables: 6 months
Cost: 23,000,000 (new), 14,500,000 (used)
Availability: 1,F
Hyperdrive: x2
Hyperdrive Backup: x15
Maneuverability: 1D+2
Space: 5
Atmosphere: 250; 600kmh
Hull: 4D+1
Shields: 2D+1
Sensors:
   Passive: 20/1D
   Scan: 40/1D+2
   Search: 60/2D+1
   Focus: 3/3D
Weapons: None (see below)
Description: The large freighter is quite stury for what it was designed for. The standard crew listing is for 34, but an additional 10 can be added, with up to 6 servant/protocol droids, to accomodate as many as 20 passengers. The passenger area isn't rich by any means, as it is designed to be startan to allow for cheaper rates and to get from point to point. There are eight, 10-person escape pods to hold all passengers and droids in an emergency. Even extra luggage and/or food can be added in the eighth pod if there is time to prepare it.

Up to four weapon systems can be added to the ship, but additional power supplies must accompany each. This will reduce cargo capacity to 75,000 MT if all four are added, as eight gunners will also be required to operate them and will need quarters close to the weapons.
Game Notes: All containers that attach to the ship have the capability of having varying atmospheres to suit any need - from food stuffs to animals to military equipment. If hauling military equipment the owner is expected to add all four weapon systems for protection. Note that any system can be added up to and including turbolasers with the corresponding permits. Also, the freighter can support an additional four starfighter scale weapons to protect it from pirate attacks. These weapons can be linked to the bridge with a four-person gunnery station added for an additional 45,000 credits.

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Item #387: March-April

Zentarian TXX Super Corbaxan Fighter
Type: Heavy fighter
Scale: Starfighter
Skills: Astrogation, Repulsorlift Ops, Sensors, Starfighter Piloting, Starship Gunnery, Starship Shields
Length: 10.4 meters
Crew: 2
Passengers: 0
Cargo Capacity: 50kg
Consumables: 3 weeks
Cost: 2,400,000
Availability: 3,X
Hyperdrive: x.75
Hyperdrive Backup: x13
Maneuverability: 4D (extra thrusters)
Space: 9
Atmosphere: 575; 950kmh
Hull: 5D+2
Shields: 3D
Sensors:
   Passive: 25/1D+2
   Scan: 50/2D+2
   Search: 75/3D+2
   Focus: 4/4D+2
Weapons:
  Dual Mini-Turbolaser Cannons (fire-linked)
    Scale: Capitol Ship
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D+2
    Space Range: 3-9/18/36
    Atmosphere Range: 300-900/1.8/3.6km
    Damage: 6D+2
  Heavy Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret, aft
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 2-6/12/24
    Atmosphere Range: 200-600/1.2/2.4km
    Damage: 5D+1
  Ion Cannon
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 3D+2
    Space Range: 1-3/6/12
    Atmosphere Range: 100-300/600/1.2km
    Damage: 4D+2
Description: This fighter is tough and maneuverable in space and atmosphere. The basic hull design allows greater protection during combat. The fighter is fast and can take on Capitol Ships as well as other fighters due to the unique, miniature turbolaser. The hyperdrive has been upgraded to allow hit-and-run tactics with faster response times. Every system on board has been designed with the pilot and maintenance person in mind as they are all easy to access and repair.
Game Notes: Due to ease of repair for this fighter, all Difficulty numbers are reduced by -2.

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Item #388: March-April

Moon-Zhag K-10 Speederbike
Type: Heavy Speederbike
Scale: Speeder
Skills: Repulsorlift Ops or (s) Repulsorlift Ops: K-10
Length: 3.4 meters
Crew: 1
Passengers: 0
Cargo Capacity: 20kg
Consumables: 2 days
Cost: 20,000
Availability: 1,F
Maneuverability: 4D
Move Rate: 250; 580kmh
Body: 3D+2
Shields: 1D
Sensors (in meters):
   Passive: 125/1D
   Scan: 250/1D+2
   Search: 400/2D+1
   Focus: 20/3D
Weapons: None
Description: This vehicle is more like a swoop than a speederbike as it is nearly as fast as several already on the market. There are no weapons on this version, but a blaster can be added with a few minor modifications. The speederbike is also rare in that it has shields for extra protection and a good set of sensors. The speederbike also comes with a security feature that, when turned on, provides a stun effect to any that touch it, alerting security in the area after knocking the being out.
Game Notes: The stun damage caused is 5D and can be adjusted up or down from 4D to as high as 6D. The amount of time it remains active also varies by the level of damage: 4D = 8 hours, 5D = 6 hours, 6D = 4 hours. Each time the system shocks a being reduce the amount of time by 10%.

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Item #389: March-April

Moon-Zhag AZ56 Heavy Combat Armor
Type: Heavy Combat Armor
Powered: Yes
Protection: +4D+2/+4D/+1D+2 Str (Damage and all skills)/+2D Dex (Initiative and all skills)
Protects the Following: All
Weight: 14kg
Availability: 4,X
Cost: 11,500,000
Repair Kit: Allows suit owner to repair up to 6 Light damage, 3 Severe damage and 2 Heavy damage levels before supplies need to be replaced.
Move Rate: +4
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 75km range. 15 scrambled channels. Scans all frequencies. Adds +1D to Encryption skill to decode transmissions.
Flash Protection: Reduces the effects of bright flashes by three fourths (-1D instead of -4D).
EMP Protection: Allows for 12 rounds of protection before replacement is required.
Water Sealed: The suit can function at depths up to 800 meters.
Acid Protection: Lasts for 10 rounds before damage takes place. Can be re-applied.
Shield System: Adds +2D to the Strength rating of the armor. Charge is depleated in 15 rounds.
Self-contained Oxygen Supply: Suit has enough oxygen for up to seven hours in liquid or vacuum.
Sensors: UV, IR, Thermal, Life-Form, Electronic Signals, Radio Waves
   Passive: 350/+1D
   Scan: 550/+2D
   Search: 850/+3D
   Focus: 35/+4D
Sensors: Movement (front and rear), X-Ray, Ultrasound
   Passive: 250/+1D
   Scan: 450/+2D
   Search: 650/+3D
   Focus: 20/+4D
Weapon Systems: None
Computer System:
  • 19 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 5D+1, Memory: 35D)
  • 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, medium or long.
    • 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).
    • Veteran Bounty Plus: Slots: 3; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 250,000 bounty capacity and adds +1D+2 to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D+2 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.
    • 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).
    • 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).
    • Mupltiple 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 Plus: Slots: 2; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). Can make a route to your desired destination and will auto-update as needed based on current traffic patterns, accounting for time of day and weather factors.
    • Super Sensor Plus: Slots: 3; 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: 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.
  • Preset Programs:
    • Recon Mode: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on-line; all other programs are on standby; All weapons are on-line; System Seals/LOX on standby; Repulsorpack on-line; Communication system is in passive mode.
    • Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, Auto Fire and Super Hostilities are on-line; all other programs are on standby; All weapons are on-line; System Seals/LOX and Repulsorpack are on standby; Communication system is in scan mode.
    • Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs, Auto Fire and Accessing are on-line; all other programs in standby; All weapons are on-line; System Seals/LOX on standby; Repulsorpack on standby; Communication system is in passive mode.
    • Full Combat Mode: All programs are on line; Repulsorpack is in standby; System Seals/LOX are on-line; All weapons are on-line; targets are pre-selected by priority (Auto-Fire Plus, Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
Description: Very high quality heavy combat armor from the makers of Insidious Capture Armor. Take a look ar the armor and you will agree that this model is an excellent choice for anyone in the battlefield.
Game Note: This armor is actually an improvement on the Insidious Capture Armor, but with extra features added. This armor has no weapon built in to allow for maximum protection.

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Item #390: March-April

Moon-Zhag Insidious Capture Armor
Type: Medium Combat Armor
Powered: Yes
Protection: +3D/+3D/+1D+2 Str/+2D Dex
Protects the Following: All
Weight: 9kg
Availability: 4,X
Cost: 8,500,000
Move Rate: +4
Repair Kit: Allows suit owner to repair up to 6 Light damage, 4 Moderate damage and 2 Severe damage levels before supplies need to be replaced.
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).
EMP Protection: Allows for 10 rounds of protection before replacement is required. Water Sealed: The suit can function at depths up to 600 meters (60 atmospheres).
Acid Protection: Lasts for 6 rounds before damage takes place. Can be re-applied.
Self-contained Oxygen Supply: Suit has enough oxygen for up to six hours in liquid or vacuum.
Sensors: UV, IR, Thermal, Life-Form, Electronic Signals, Radio Waves
   Passive: 300/+1D
   Scan: 500/+2D
   Search: 800/+3D
   Focus: 30/+4D
Sensors: Movement (front and rear), X-Ray, Ultrasound
   Passive: 200/+1D
   Scan: 400/+2D
   Search: 600/+3D
   Focus: 15/+4D
Weapon Systems:
  • Dead Slasher Blade
    Model: Vibroblade
    Type: Vibro Weapon
    Scale: Character
    Skill: Melee Combat
    Damage: Str+3D
    Game Notes: The vibroblade is fully retractable and is attached to the right or left forearm. The canisters attached to the outside sheath contain selectable liquids to be added to the blade. The contents are fully controlled by the wearer and may be any type of poison, neurotoxin or whatever the user wants. The blade may be fired at a target at any time and comes with a rocket booster to enhance both range and damage. Range: 0-3/6/12/24, Damage: 5D+2 (on)/4D (off)
Computer System:
  • 18 Slot Computer System: Two I/O ports
  • Capabilities: (Power: 5D, Memory: 30D)
  • 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, medium or long.
    • Veteran Bounty Plus: Slots: 3; Outlines being in blue. Gives known tactics used and recommends counter tactics to be used against them. 250,000 bounty capacity and adds +1D+2 to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D+2 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.
    • 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).
    • Mupltiple 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 Plus: Slots: 2; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). Can make a route to your desired destination and will auto-update as needed based on current traffic patterns, accounting for time of day and weather factors.
    • Super Sensor Plus: Slots: 3; 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: 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.
  • Preset Programs:
    • Recon Mode: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on-line; all other programs are on standby; All weapons are on-line; System Seals/LOX on standby; Repulsorpack on-line; Communication system is in passive mode.
    • Combat Mode: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, Auto Fire and Super Hostilities are on-line; all other programs are on standby; All weapons are on-line; System Seals/LOX and Repulsorpack are on standby; Communication system is in scan mode.
    • Espionage Mode: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs, Auto Fire and Accessing are on-line; all other programs in standby; All weapons are on-line; System Seals/LOX on standby; Repulsorpack on standby; Communication system is in passive mode.
    • Full Combat Mode: All programs are on line; Repulsorpack is in standby; System Seals/LOX are on-line; All weapons are on-line; targets are pre-selected by priority (Auto-Fire Plus, Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
Description: This armor is designed to to hunt down targets wanted for capture with minimal injuries. The armor is very tough and allows the user to move very fast in order to apprehend a target.
Game Note: The under armor layer is just as tough as the top layer so as to give the impression that the armor has weak spots - it does not.

Click on image for full size
 
 

Item #391: March-April

Draymak KL66 Blaster Mini Gun
Type: Heavy Repeating Blaster
Scale: Character or Speeder
Skill: Blaster or (s) Blaster: KL66
Weight: 7kg
Cost: 68,500 (3000 for belt clip)
Availability: 4,X
Body: 3D+2
Ammo: 200/100 (clip) or 1000/500 (belt)
Range: 3-200/400/800
Damage: 6D+2 (bf)/8D+1 (fa) or 4D+2 (bf)/6D+1 (fa)
Description: "Nice!" "Deadly!" "Holy steamin' drek!!" These are just a few of the comments from beings that have actually fired the weapon. As you can see, this is an awesome blaster mini gun with many standard features that will keep it at the top of its class for many years to come. And you thought the Clones had an awesome repeater!
Game Notes: Every pull of the trigger releases three blasts in burst-fire mode. When the trigger is released the barrel rotates to the next one in line to help keep them all cooler - though that is not needed. When in full-auto mode the weapon fires a minimum of 10 energy bolts at the designated target(s). The weapon is capable of spread fire, which allows the user to hit up to 10 separate targets with one Blaster skill roll, but the difficulty goes up one level for 2-5 targets, and up two levels for 6-10 targets. The compensation for this has been added in the way of a targeting computer that can link to the owner's HUD display, if wearing armor that supports it. This adds +1D+2 to all fire modes. Switching modes is done by either a switch on the weapon or by a verbal command if linked. The link can also be hooked up to a tongue toggle in the helmet if desired. The hardened metal alloy the mini gun is made from allows it to take much more abuse than a standard weapon in the same class - hence the 3D+2 Body rating. Note that the belt clip comes with an armored cable that pugs into the weapon near the trigger grip. The cable and the clip have the same Strength rating to resist damage as the mini gun itself.

Click on image for full size
 
 

Item #392: March-April

Draymak EMP v2 Grenade
Type: Reusable Grenade
Scale: Character
Skill: Grenade
Weight: 1.1kg
Cost: 2000
Availability: 4,X
Body: 2D
Thrown Range: 3-7/20/40 +/- Str
Damage: Special (see below)
Blast Radius: 0-3/6/8/12
Description: This is the new and improved EMP Grenade that is reusable and more powerful. This also increased the cost, but it is worth it when you see what it can do.
Game Notes: The special electromagnetic pulse (EMP) effect shuts down everything in the blast radius that is electronic and not shielded against it, lasting 7-12 (1D+6) rounds. Grenade can be placed and set to go off at a certain time or specific event that can be verbally or manually programmed in. Time range is 2 rounds to 1 hour. Event can be anything, but must be within one hour. If event does not happen grenade does not go off and actually deactivates to be used another time. Grenade can be re-charged. This process takes 5 minutes.

Click on image for full size
 
 

Item #393: March-April

Nordian LX-17s Blaster Assault Rifle
Type: Blaster Rifle
Scale: Character
Skill: Blaster
Weight: 4kg
Cost: 1400
Availability: 2,X
Body: 2D+2
Ammo: 75
Range: 3-75/150/300
Damage: 5D+2
Description: Simple in design, but powerful in purpose, this assault rifle is made to last and is lighter than most other similar weapons in its class. It comes with a laser sight that adds 1D+1 to the Blaster skill to hit.
Game Notes: The laser sight can be replaced with a scope or sensor based on the needs of the owner.

Click on image for full size
 
 

Item #394: March-April

Moon-Zhag Thunderfury Blade
Type: Double-Bladed Vibroblade
Scale: Character
Skill: Melee Weapons
Weight: 3kg
Cost: 2500
Availability: 2,R
Body: 3D
Range: 1 meter or 2.5 meters
Damage: Str+3D or Str+3D+2
Description: The vibroblade can extend for extra reach up to 2.5 meters. This has the ability to surprise an opponent when first used.
Game Notes: The extention feature can be released during combat via a spring trigger in the handle. This pops the blade to its full length in one second so that it does not interrupt combat.

Click on image for full size
 
 

Item #395: May-July

Rendili StarDrive Green Rancor Fighter Bomber
Type: Heavy Fighter/Bomber
Scale: Starfighter
Skills: Starfighter Piloting, Starship Gunnery, Starship Shields, Repulsorlift Ops
Length: 27.9 meters
Crew: 1
Passengers: None
Cargo Capacity: 40kg
Consumables: 2 wks
Cost: 239,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x15
Maneuverability: 3D
Space: 10
Atmosphere: 840; 1100kmh
Hull: 4D+2
Shields: 2D+2
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 70/3D
   Focus: 5/4D
Weapons:
  Dual Super Heavy Blaster Cannon
    Scale: Starfighter
    Fire Arc: Turret
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Space Range: 1-15/30/60
    Atmosphere Range: 100-15km/30km/60km
    Damage: 6D+2
  2 Proton Torpedo Launchers (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Skill: Starship Gunnery
    Crew: Pilot
    Fire Control: 3D
    Ammo: 8 each
    Space Range: 1-3/7/28
    Atmosphere Range: 100-300/700/2.8km
    Damage: 9D
  2 Proton Bomb Launchers
    Scale: Starfighter
    Fire Arc: Ventral Drop
    Skill: Missile Weapons
    Crew: Pilot
    Fire Control: 3D
    Ammo: 10 each bay
    Space Range: N/A
    Atmosphere Range: Upper atmosphere to ground
    Damage: 12D
Description: This fighter/bomber is one of the best Redili StarDrive has ever produced. The design is sound, the weapons are powerful and the speed and maneuverability are excellent. This fighter is also capable of hyperspace travel with an emergency backup.
Game Notes: The pilot sits in the main cockpit quite comfortably with ample room to access all controls and even his storage and food supplies without ever having to land. The repair parts for this craft are rather expensive, but Redili has made sure they are readily accessible in all of its milirary and planetary retail locations. Note that the compact design of this fighter will not allow any extra weapons to be added. However, improvements can be made on existing systems, but at high cost to the owner due to lack of space.

Click on image for full size
 
 

Item #396: May-July

Zentarian BVR-463 Barbarian Cruiser
Type: Medium Cruiser
Scale: Capitol Ship
Skills: Capitol Ship Piloting, Capitol Ship Gunnery, Capitol Ship Shields, Repulsorlift Ops
Length: 137 meters long, 111 meters wide (wing tip to wing tip)
Crew: 150; 20 gunners; skeleton 60/+10
Passengers: 400 (troops)
Cargo Capacity: 2500 tons
Consumables: 1 year, 3 months
Cost: 28,500,000
Availability: 3,X
Hyperdrive: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 8
Atmosphere: 450; 875kmh
Hull: 5D+2
Shields: 3D+2
Backup Shields: 3D
Sensors:
   Passive: 25/1D
   Scan: 50/2D
   Search: 75/3D
   Focus: 5/3D+2
Weapons:
  Heavy Turbolaser Cannon
    Scale: Capital
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-15/36/75
    Atmosphere Range: 6-30/72/150 km
    Damage: 6D+2
  4 Twin Turbolaser Cannons
    Scale: Capital Ship
    Fire Arc: Turret
    Skill: Capitol Ship Gunnery
    Fire Control: 3D
    Space Range: 3-15/36/75
    Atmosphere Range: 6-30/72/150 km
    Damage: 6D
  2 Laser Cannons (fire-linked)
    Scale: Starfighter
    Fire Arc: Front
    Crew: 2 Gunners
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-10/25/60
    Atmosphere Range: 100-1000/2.5/6.0km
    Damage: 5D
  2 Ion Cannons
    Scale: Capitol Ship
    Fire Arc: 1 Dorsal Turret, 1 Ventral Turret
    Crew: 1 Gunner
    Skill: Capitol Ship Gunnery
    Fire Control: 4D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 5D
  2 Concussion Missile Launchers (12 missiles each)
    Scale: Capitol Ship
    Fire Arc: Forward
    Crew: 2 Gunners
    Skill: Capitol Ship Gunnery
    Fire Control: 3D+1
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 9D
Description: This rugged ship is capable of taking on any ship of similar size and winning due to not only the weapons, but also the skill of the captian. The ship has a strong hull and good shields (with backup shields) to help protect it as well.
Game Notes: All weapon systems, with the exception of the concussion missile launchers, are retractable and hidden behind sensor masks so that they are not detectable unless a detailed scan is conducted within weapons range. The BVR-463 has a small hanger that can hold up to 4 small fighters or one large shuttle, owners choice. The location of the hanger is under the nose of the ship between the two concussion missile launchers.

Click on image for full size

Zentarian BVR-463 Barbarian Cruiser: Under
 
 

Item #397: May-July

Ikas/Adno A-R12 Mk9
Type: Speederbike
Scale: Speeder
Skills: Repulsorlift Ops
Length: 3.5 meters
Crew: 1
Passengers: None
Cargo Capacity: 15kg
Consumables: None
Cost: 7000
Availability: 2,F
Maneuverability: 3D
Move Rate: 120;400 kmh
Hull: 2D
Shields: None
Sensors:
   Passive: 100/+2
   Scan: 200/1D
   Search: 400/1D+2
   Focus: 12/2D+1
Weapons: None
Description: Ikas/Ando has revived a popular speeder from the waining days of the Old Republic in the A-R12 Mk9. All systems have been set to today's standards with a few extras added in to make it special. Be sure to check out the Mk13 Firewasp as well.
Game Notes: A light blaster cannon can be added under the seat for an additional 2000 credits.

Click on image for full size
 
 

Item #398: May-July

Ikas/Adno IA-23 Mk13 Firewasp
Type: Swoop
Scale: Speeder
Skills: Swoop Ops
Length: 3.6 meters
Crew: 1
Passengers: None
Cargo Capacity: 15kg
Consumables: None
Cost: 9500
Availability: 2,R
Maneuverability: 3D+2
Move Rate: 220;550 kmh
Hull: 2D
Shields: None
Sensors:
   Passive: 150/+2
   Scan: 300/1D
   Search: 600/1D+2
   Focus: 15/2D+1
Weapons: None, but one can be added
Description: Ikas/Ando has revived a popular speeder from the waining days of the Old Republic in the IA-23 Mk13 Firewasp. All systems have been set to today's standards with a few extras added in to make it special. Be sure to check out the A-R12 Mk9 as well.
Game Notes: Sensors are 33% improved over the A-R12 Mk9. A light blaster cannon can be added under the seat for an additional 2000 credits.

Click on image for full size
 
 

Item #399: May-July

Draymak AAD-4X Assassin Droid
Type: 4th Degree
Scale Speeder
Cost: 2,950,000
Availability: 4,X
Dexterity 5D: Dodge 10D, melee combat 10D, running 8D, thrown weapons 10D
Perception 4D: Search 8D, sneak 9D
Strength 6D: Brawling Combat 10D, climbing/jumping 9D
Knowledge 3D: Tactics 7D, tactics: small unit 9D
Mechanical 3D: Repulsorlift Ops 8D, Swoop Ops 8D
Technical 3D: (s) Droid repair: self 9D
Weight: 297kg
Height: 2.5 meters
Move: 20 (grnd) / 18 (climbing) / 30 (jumping)
Equipment:
  -Vibro Sword: Damage: Str+3D, stored on back
  -Vibroblades (2): Damage: Str+2D+2, one stored on each hip
  -Vibro-shivs (8): Damage: Str+2D, six on chest plus one below each shoulder
  -Prehensile Tail: used for superb balance to climb though trees and other terrain. Cannot be used to hold weapons but can be used as an extra attack that causes 7D Character scale damage. Strong enough to support its own weight and an additional 250kg.
  -Clawed Feet: If used as weapons they cause Str+3D damage. Only one claw can be used during melee unless it jumps on its target allowing it to use both claws.
  -Dual AA1 Verbobrains: One in its head and one in its chest.
  -Tactical Database
  -Melee Combat Database
  -Alien Species Database
  -Planetary Database
  -Droid Repair Database: This is only used to make self-repairs and repairs to other droids it determines that it needs to assist in its current mission.
  -Droid Repair Kit: Allows the droid to repair Severe damage 15 times, Moderate damage 20 times and Light damage 30 times before supplies must be replaced.
Sensors (in meters): Thermal, IR, UV, Motion, Life Form, Radio, Ultrasound
  Passive: 275/1D+1
  Scan: 450/2D+1
  Search: 825/3D+1
  Focus: 35/4D+2
Sensors (in meters): Hard/Soft Radiation, X-Ray
  Passive: 150/1D
  Scan: 250/2D
  Search: 350/3D
  Focus: 10/4D
Description: Big! Mean! Tough! Rude! Awesome! Drek!! These are just a few of the words used to describe this deadly assassin droid that doesn't even exist outside this posting. Where do you find one? Well, you certainly don't want one of these to find you.... You know where to look.... :)
Game Notes: Droid has three attacks per round if it uses its tail. It can attack with hands or feet and include its tail as the third attack every round. It may also jump every other round. Also note that if the AAD-4X is hanging from its tail it effectively gains four attacks per round as its clawed feet are free to use as well.

Click on image for full size

AAD-4X Pre-Production Model for detail
 
 

Item #400: May-July

Moon-Zhag Infiltrator Armor MkI
Type: Silent Infiltration Armor
Powered: No (except helmet and stealth systems)
Protection: +2D/+1D (no Dexterity penalties)
Protects the Following: All except inner thighs, back of legs, inner arms, buttock and neck
Weight: 5kg
Availability: 3,X
Cost: 145,000
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 three fourths (-1D instead of -4D).
Self-contained Oxygen Supply: Helmet has enough oxygen for up to two hours in air or liquid (special re-breather unit removes bubbles).
Silent Communication Filter: Prevents anyone outside the armor from hearing the wearer communicate.
Intergrated Stealth System: Adds +2D to Sneak.
Sensor Reflective Coating: Adds +10 to detect wearer.
Field Repair Kit: This kit is capable of repairing any Light damage up to 5 times, Moderate damage up to 3 times and Severe damage up to 2 times
Sensors: Movement (front and rear), Lifeforms
   Passive: 40/+1D
   Scan: 80/+2D
Weapon Systems:
  • Moon-Zhag Silent Retractable Vibroblade
    Model: SRV-12s
    Type: Vibro-shiv
    Scale: Character
    Skill: Melee Combat or Armor Weapons
    Damage: Str+2D+2
    Game Notes: Fully retractable and silent. Can be placed in the right or left wrist plate.
Description: Even though the image shows white and blue armor plates the suit comes with a miriad of colors - the most popular being black. The armors finger tips can be sealed for low or no atmosphere missions. Armor is capable of having several extra items attached to it that include a Stealth Pack (optional, costs 1700 credits), up to 4 grenades or medpacs (any comination to equal four), and several other items based on mission parameters.
Game Notes: Though this armor isn't powered it is powerful in that it allows silent movement through nearly any terrain or on any surface. The added protection is also silent. The Zero-G or no atmosphere environments require an additional add-on of armor plates and a pair of sealable gloves. These cost 2000 credits and require about 5 minutes to put in place. There is enough room in the Stealth Pack to hold them, but nothing else can be added - on the inside, at least.

Stealth Pack:
-Stealth Coating: Pack automatically integrates with armor to match colors when that system is active.
-Rations: 2 weeks
-Glowrod
-Vibroblade: Str+2D+2
-Smoke Grenades: 4; two are rescue colors (red or yellow) for easy location
-Night Macrobinoculars: Can record up to 4 hours on one recording chip. Comes with four extra chips.
-Mini Power Generator: Can provide power for up to 1 month.
-Scrambled Mini SatLink Communicator: Capable of reaching high orbit - 150km. Note that this system functions only on a limited set of specific tight-beam frequencies (up to a max of 10). If there is a satelite in orbit the signal will be able to reach as far as 5 light years away.
-Stealth Tent: Designed to operate in any environment (change external colors to match) for up to 5 days. Can be recharged at any time using the mini power generator.
-FastFlesh Medpac
-Extra Oxygen: For armor's helmet, up to two additional hours.
-Collapsable Water Container: Can hold up to 5 liters. Can be filled once a clean water source is discovered. Comes with a small sensor in the lid to help determine contamination levels. Built-in filtration unit (comes with two extra filters that must be changed out after every 100 decaliters). This unit can also be hung in a tree or similar location to allow use as a makeshift shower.
-Emergency Flare Gun: Comes with 4 rounds in a water-tight container.
-CamoTarp: Covers equipment when not being used. Will change colors to match terrain. Doubles as a camo-screen when showering. Note: If the additional zero-g armor plates and gloves are not added, the pack can carry about 3kg of additional gear of the wearers choice. The pack can also carry additional items attached to small hooks or added to small pouches on the outside. This can also include a blaster rifle, or other similar weapon.

Click on image for full size
 
 

Item #401: May-July

Merr-Sonn HV57 Battle Rifle
Type: Heavy Blaster Rifle
Scale: Character
Skill: Blaster or (s) Blaster: HV57
Weight: 5kg
Cost: 1800
Availability: 2,X
Body: 2D+2
Ammo: 100/2 (grenade)
Fire Control: 1D
Range: 3-100/200/400 (rifle), 5-150/300/600 (launcher)
Damage: 6D, As Grenade
Description: This heavy blaster rifle is in direct competition with the Draymak version of the same type. Although the shell of the weapon isn't as strong, the rifle does do significant damage, has good range and can shoot up to two grenades at a time.
Game Notes: The heavy blaster rifle by Merr-Sonn is not as tough as other models, but delivers well on all other features. The rifle can have accessories added such as a laser sight, a Scomp Link and a sensor that can all link to an armor HUD system for better accuracy. The weapon comes with a cleaning kit and even a spare parts kits for complete field repairs or replacements parts where the most damage may occure. The weapon can be upgraded to tabanna gas which will allow 200 shots per clip (+700 credits). The under barrel grenade launcher can also be upgraded to one that can hold up to 6 grenades with an actual clip that sits forward of the energy clip (+250 credits).

Click on image for full size
 
 

Item #402: May-July

Draymak Dexel-6 Heavy Blaster Carbine
Type: Heavy Blaster Carbine
Scale: Character
Skill: Blaster or (s) Blaster: Dexel-6
Weight: 3.2kg
Cost: 11,900
Availability: 4,X
Body: 4D
Ammo: 100
Fire Control: 1D+2
Range: 3-100/200/400
Damage: 7D+2
Description: Deadly, excellent range and with plenty of ammo, this blaster rivals all others of its type on the market. The armor casing is tough and light as well, making this the best choice for any soldier of any military. It's expensive, but worth every single credit as it is also easy to maintain. Included in the price is an exceptional repair kit that can be restocked at any location where Draymak products are sold.
Game Notes: The repair kit is capable of repairing 8 Light damage, 6 Moderate damage and 4 Severe damage results before supplies run out. Note that four blaster beams coalesce into one for every shot fired, giving it the exceptional listed range and damage rating.

Click on image for full size
 
 

Item #403: May-July

Nordian Retractable Dorvin Blade
Type: Retractable Short Sword
Scale: Character
Skill: Melee Combat
Weight: 1.5kg
Cost: 900
Availability: 2,F
Body: 3D
Damage: Str+2D+1
Description: The blade is short, the design stable and sturdy. The weapon can hold its own against similar weapons and is quite durable. The fact that it retracts makes it easy to carry and use.
Game Notes: The blade can be withdrawn and extended with a single action. The blade can be upgraded to vibro status (300 credits) thus adding +1D to the damage and allowing it to penetrate most types of armor.

Click on image for full size
 
 

Item #404: May-July

Draymak Tarydium AR-35 Rifle
Type: Slug Thrower
Scale: Character/Speeder
Skill: Firearms
Weight: 5kg
Cost: 25,000
Availability: 4,X
Body: 4D
Ammo: 30
Fire Control: 3D
Range: 3-100/200/400 / 5-50/175/300
Damage: 7D or 5D / 5D (or by grenade type)
Description: This is perhaps the most powerful slug thrower that has ever been conceived, designed and manufactured. The dual clips hold the devastating power this weapon can deliver in the form of a two-part slug. The design is two-fold as well. The first part of the slug contains an armor piercing tip with an explosive payload. The second part contains nothing but a condensed fuel system to push the payload faster and farther then any other firearm in its class - likely the only one of its kind.
Game Notes: This weapon cannot fire in anything but single-shot mode as the two parts take time to connect before being fired. The lower barrel can launch a single grenade of nearly any type specifically designed to be fired from a launcher. The listed damage causes both Character and Speeder scale damage, depending on what it is shot at. The only drawback is that both clips have to be changed when the ammo runs out. However, this process is assisted in that the weapon automatically ejects the two clips when they are empty. Both clips must be inserted in order to fire the weapon, with the exception of the grenade launcher.

Click on image for full size
 
 

Item #405: May-July

Keremexor Containment Products EXP-47
Type: Biological Container
Scale: Character
Skill: Medicine or First Aid (min of 6D)
Weight: 82kg
Cost: 17,500
Availability: 3,R
Body: 8D
Description: When you need to transport someone and you don't want them to get hurt or, in the case of a prisoner, escape, you pute them in the EXP-47 containment system. This container has been designed to place the being in suspended animation for ease of transport, but is also sturdy enough to hold the strongest of humanoids. Repulsors allow easy movement of the container once authorization has been entered into the security system and the subject is in a suspended state. Note that the EPX-47 comes in several sizes to accomodate almost any being in the known galaxy.
Game Notes: Beings can be kept in suspended animation for up to 10 years if needed. The price listed above is for human-sized beings only. Smaller containers cost 30%-50% less, depending on the being needing transport. Larger beings such as houk, wookiees and the like require a larger container. Increase the cost by 20-40% or more. Keremexor Containment Products (KCP) can custom build any container to suit any need. Custom containers are usually 30% more than the standard ones currently available.

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