Alien Apparatus | Solo Performer Show Controller | Equipment Stats - Star Wars D6 Fanbooks & Games Resources

EQUIPMENT STATS
by Thiago S. Aranha
Adventure Journal stats by Grimace
1
Table of Contents
Protective Gear
14. Nova-Tech Powersuit
15. EVA Vacuum Pod
Protective Vests
Combat Armor
05.
05.
05.
05.
05.
06.
06.
06.
15. Primitive Armor
15. Shockball Uniform
15. Twi’lek Antistun Suit
16. Reflect Body Glove
16. Combat Jumpsuit
16. Link Armor
16. Glistaweb
16. Blast-Dampening Armor
17. Flex-Armor
17. Castaan Staad Armor
17. Electromesh Armor
17. Corellian 611 Combat Armor
17. Arelik Armor
17. Fenelar Armor
17. Cresh Luck Armor
17. Ubese Raider Armor
18. Gladiator Armor
18. Dura-Armor
18. Coynite Battle Armor
18. Stalker Armor
19. M’uhk’gfa Battle Plate
19. A3AA Personal Defense
Module
19. “Nullifier” Energy Diffusion
Armor
19. Warrior’s Armor
19. Subaltern’s Armor
20. Subcommander’s Armor
20. Commander’s Armor
20. Supreme Commander’s
Armor
20. Warmaster’s Armor
20. Dead Armor
20. Dark Combat Jumpsuit
20. Dark Padded Battle Armor
20. Dark Heavy Battle Armor
21. Orbalisk Armor
Leather Jerkin
Tracker Utility Vest
CV14-B Concussion Vest
Blast Vest
Koromondain Half-Vest
Corondexx Blast Vest
Barabel Microbe Armor
Massassi Chest Shield
Armor Accessories
06.
06.
06.
06.
Rock Boots
CT3 Concussion Helmet
Blast Helmet
Sonic Dampening Helmet
Camouflage Armor
07.
07.
07.
07.
07.
07.
Umbaran Shadowcloak
Camouflage Poncho
Camouflage Fatigue
Shadowsuit
Camo Armor
Thermoguard Jumpsuit
Environmental Suits
08. Shipsuit
08. Body Glove
08. All-Temperature Cloak
08. Morseerian Environmental
Suit
08. Thinsuit
09. Ooglith Cloaker
09. Lightweight Armor
09. Light Scout Armor
09. Scout Armor
10. A-5 Envirosuit
10. SeaScape Diving Suit
10. Skakoan Pressure Suit
11. Versatex Survival Suit
11. Polarizing Field Insulator
Suit
Spacesuits
11. Vacuum Ooglith
11. Vacuum Suit
11. Tech Vacuum Suit
11. LifeLine Space Suit
12. Flight Suit
12. Padded Flight Suit
12. Armored Flight Suit
12. Flitter Vacuum Suit
12. Vagabond Suit
13. Bulk Exploratory Armor
13. Space Suit
13. Armored Vacuum Suit
13. Wrokix Works Armored
Spacesuit
14. Merr-Sonn Armored
Spacesuit
14. Heavy Radiation Powersuit
2
Powersuits
21. Galax Systems Powersuit
21. Servo-Lifter
22. Bounty Hunter Armor
22. Smasher Armor
22. Corellian Powersuit
22. Corellian HuntSuit
22. Charon Battle Armor
23. AV-1S (Scout)
23. AV-1C (Combat)
24. AV-1A (Assault)
24. Telgorn Corp. Mark II
Powersuit
24. Telgorn Corp. Mark III
Powersuit
25. Telgorn Corp. Mark IV
Powersuit
25. Telgorn Corp. Mark V
Powersuit
25. Telgorn Corp. Mark VI
Powersuit
25.
25.
26.
26.
27.
27.
27.
28.
Malgon Armor
Nemesis Armor
Krail 210 Personal Armor
Dragon Armor
Sunder 9
Hutt Battle Armor
Juggernaut Armor
Leviathan Armor
Military Unit Armor
29. Espo Armor
29. Espo Riot Armor
29. Jedi Battle Armor
30. Rodian Protector Armor
30. Iotran Braceman Armor
30. Goroth Planetary Police
Armor
31. Clone Trooper Armor, Mark I
31. Clone SCUBA Trooper Armor
31. ARC Trooper Armor
32. Katarn Armor
32. Clone Trooper Armor, Mark II
32. Royal Guard Armor
33. Coruscant Guard Armor
33. Imperial Sentinel Armor
33. Imperial Dungeoneer Armor
34. Imperial Sovereign Protector
Armor
34. CompForce Trooper Armor
34. Imperial Field Armor
34. Imperial Gunner Armor
35. Stormtrooper Armor
35. Sandtrooper Armor
35. AT-AT Operator Armor
36. Imperial Pilot Flight Suit
36. Scout Trooper Armor
36. Snowtrooper Armor
37. Swamp Trooper Armor
37. Raptor Commando Armor
37. Storm Commando Armor
38. Radtrooper Armor
39. Seatrooper Armor
39. Spacetrooper Armor
44. Magnaforce Security Shield
44. Personal Energy Shield
45. “Hardpoint” Heavy Weapons
Armor
45. Portable Shield Generator
45. Gungan Portable Shield
Generator
46. Base Shield Generator
46. WorldArmor 4 Shield
Generator
46. DefenStar Nyalsan II
Planetary Shield
47. MerrWeapons WorldArmor 9
Planetary Shield
47. Planetary Shield
Conveyances
Climbing Gear
48.
48.
48.
48.
48.
48.
49.
49.
49.
49.
49.
50.
50.
50.
Fibra-Rope
Kashyy Vine
Syntherope
Syntherope Dispensor
Gyro-Grappler
Line Master TLG
Verti-Go Line Thrower
Grappling Gun
Repulsorlift Grappling Gun
Climbing Boots and Gloves
Tree-Claw
Power Pitons
Adhesion Disc
Climbsuit
Repulsors
50.
50.
50.
50.
51.
51.
51.
Iyra Gravity Belt
Cloud Jumper
Grav Boots
Aratech R82 Jump Boots
Repulsorlift Cart
Repulsorlift Baggage Cart
Flotation Lifter
Individual Armor
Jet Packs
40. Beylyssa’s Armor
40. Boba Fett’s Battle Armor
40. Boushh’s Armor
41. Darth Vader’s Armor
41. Dej Vennor’s Armor
41. Dengar’s Blast Armor
42. Jango Fett’s Battle Armor
42. Jodo Kast’s Battle Armor
43. Mist’s Bounty Hunter Armor
43. Stormtrooper X’s Modified
Stormtrooper Helmet
51.
51.
51.
52.
52.
52.
52.
53.
53.
Shields
44.
44.
44.
44.
44.
Dampener Aerosol
Shield Gauntlet
Primitive Shield
Beastwearden’s Shield
Riot Shield
Leaper Jet Pack
Jumper Jet Pack
NJP-433 Jet Pack
Screamer Jumper Jet Pack
Swiftsure Jet Pack
Whisper Jet Pack
Z-6 Jet Pack
Hush-About Jet Pack
Flutter Pack
Rocket Packs
53.
53.
53.
54.
54.
54.
Zim Systems Rocket Pack
Whisper Jumper Jet Pack
DSP-5 Rocket Pack
PRP-100 Rocket Pack
RP1 Carrier Rocket Pack
HSS Thruster Pack
Animal Gear
54. Coiling Tack
54. Tranthebar Racing Harness
55. Live Organism Comfort
Conveyor
Medical
56. Containment Box
56. Containment Booth
Healing
56. Plasma Protein Replicator
56. Paravacc
57. Enzymer
57. Vitapill
57. Nilar Field Cauterizer
57. Slick
57. Medpac
57. Medkit
57. FastFlesh Medpac
58. Spray Plasto-Cast
58. Med-Aid
58. Bacta Geltab
58. Trauma Kit
59. Customized Medical
Backpack
59. Abyssin Grafting Patch
59. Med Unit
60. Bacta Tank
Stabilizing
60. Replar Splint
60. Sluissi Gravitic Pressure
Bandage
61. Bacta Tray
61. Anti-Shock Blanket
61. Portable Survival Pod
61. Hyperbaric Medical Chamber
62.Celegian Life-Support
Chamber
Medical Scanners
62.
62.
62.
62.
Med Diagnostic Scanner
Medscanner
Bioscan
Medisensor
Drugs
63.
63.
63.
63.
64.
64.
64.
64.
64.
Signature Scent Synthesizer
Elixir of Infatuation
Orfite Scent Mask
Cyduct Chemical Booster
Ryll Spice
Andris White Spice
Carsunum Black Spice
Glitterstim Spice
Death Stick
Boosters
65.
65.
65.
65.
65.
Emotion Suppressant
Orfite Power Harness
Servo Slippers
Grav Mill
Myostim Unit
Cybernetics
66.
66.
66.
66.
67.
67.
67.
67.
67.
67.
Replacement Prosthetics
Cybernetic Hand
Cybernetic Forearm
Cybernetic Arm
Cybernetic Knee
Cybernetic Leg
Cybernetic Legs Package
Skeletal Reinforcement
Cardio-Muscular Package
Response Improvement
Package
68. Hifold Sensory Package
68. Hi-Sense Enhanced Eyes
68. Cybernetic Eye
68. Motion Interface Package
69. Ultrasound Sight Enhancer
69. Tremor Sensor
69. Neimoidian Data Goggles
69. Cyborg Construct
70. Weapon Mount
70. Cybernetic Nexus Ring
Survival
71.
71.
71.
71.
71.
72.
72.
72.
72.
72.
72.
72.
73.
73.
73.
73.
73.
73.
74.
74.
74.
Glow Rod
Luma Flare
Personal Strobe Locator
Anti-Insect Canister
Animal Excluder
Ration Concentrates
Dehydrated Food Pack
Water Purifier
Water Purifying Canteen
Micro Fusion Reactor
Energy Capacitor
Defel Heat Reducer
Heat Induction Staff
Portable Heater
Radiation Deflection Pin
Radiation Deflection Badge
Coolth Backpack
Survival Pack
Scout’s Survival Pack
Coruscant Survival Kit
Jedi Utility Belt
Breathing Gear
75. Oxygen Extractor
75. Breather-1 Breath Mask
75. Roamer-6 Breath Mask
75. Oxidizer
75. Tasari Breath Mask
76. Tasari Oxygen Tank
76. Breath Mask
76. Emergency Life Support
Module
76. Aquata Breather
76. Organic Gill
77. Gnullith
77. Lungworm
77. Kel Dor Antiox Breath Mask
Shelters
77.
77.
78.
78.
78.
78.
Shelter
ThinHut
Bubble Cloak
Emergency Inflation Shelter
Pressure Tent
Aqua Survival Shelter
Communications
Communicators
79.
79.
79.
79.
80.
80.
80.
80.
80.
80.
80.
80.
81.
Gnullith-Villip
Husher Mike
Implant Communicator
PTP Link
Personal Comlink
C1 Personal Comlink
MultiNode Comlink
3-Mal Personal Comlink
Hush-98 Comlink
Wrist Chronometer
Headset Comlink
Military-Grade Comlink
Military Comlink
81.
81.
81.
81.
81.
81.
82.
82.
82.
Secure-A3 Comlink
Comset
Vehicle Comlink
Portable Message Transceiver
Visual Wrist Com
Holo Display Comlink
Holo Communicator
Hologram Projection Pod
Villip
Communication Disruptors
83. Alliance Communications
Encrypter
83. Pocket Scrambler
83. Jammer Pack
Communication Aids
83.
83.
84.
84.
84.
Anomid Vocalizer Mask
Qwohog Vocalizer Mask
AlienEnhancer Voicebox
Transliterator
Tizowyrm
91.
92.
92.
92.
Jedi Holocron
Sith Holocron
Sith Scroll
Marker Placard
Recorders & Projectors
92.
92.
92.
93.
93.
93.
93.
Recording Rod
Treaty Recording System
Biorecorder
Chilab
Gorondin Holo Chronometer
Imagecaster
Hologram Projector
Information Security
94. AccuTronics Encryption
Package
94. Analysis Encoding Computer
94. DCD-4800 Cryptographer
Coder
94. Data Bio-Encryptor
94. Credit Chip Bio-Encoder
Beacons
Slicing
84. Landing Beacon
84. Distress Beacon
84. Portable Emergency Beacon
95. Scomp Spiker
95. Computer Spikes
95. Unitech “Patch”
Information
Surveillance
Computers
Binoculars
85. Datapad
85. MicroThrust Portable
Computer
85. Handheld Computer
86. Private Computer
86. Mainframe
86. Duros Bio-Computer
86. Mon Calamari Aquatic
Computer
86. TerexComm DataSearch 9C
86. TerexComm DataSearch
12C-A
87.CFC-100 Corporate Watcher
Computer
87. Galactic Currency Converter
87. Pocket Secretary
87. Tag Scanner Datapad
87. Permit Datapad
87. Dodonna’s Battle Analysis
Computer
87. Personal Combat Threat
Analyzer
88. Spot-On Locator
88. Automap
88. Navigation/Direction Finder
88. Directional Transponder
96. Dim Goggles
96. Macrolenses
96. Wide-Scan Binocs
96. Ziko 1000 Macrobinoculars
96. Macrobinoculars
97. Headstrap Macrobinoculars
97. Holorecording
Macrobinoculars
97. Experimental Holorecording
Macrobinoculars
97. Infra-Goggles
98. Snooper Goggles
98. Peer Snooper Goggles
98. Das’skar Hunting Mask
98. Kavaavik
Sensors
98. Hover-Cam
98. Eye In The Sky
99. General Purpose Scanner
99. Sensor Pack 9320/B
99. Surveillance Pod
99. Sensor Beacon
99. Motion Sensor Pack
99. Motion Sensor Array
100. Gotal Electromagnetic
Scanner
Accessories
100. Lifedetec Bioscanner
89. Dedicated Terminal
100. ILF-5000 Lifeform Scanner
89. Master Command Unit
100. Lifeform Scanner
89. Universal Computer Interface 100. Sensor Pack
89. Datapad Remote Link Unit
100. Audio Pickup
89. Cyborg/Computer Systems
101. “EAR” Eavesdropping Unit
Data-Link
101. Comm Scanner
89. Synoptic Teacher
101. Orbital Transmission
90. Remote Text Data Scanner
Monitor
90. Crate Tag Imprinter
101. Energy Scanner
101. PX-7 Heat Sensor
Data Carriers
102. Food Analyzer
90. Electronic Identification
102. ChaumScanner 5 Brooch
Display
102. Tox Detector
90. Mem-Stik
102. Sniffer
90. Cyborg Knowledge Cartridges 102. BlasTech Sniffer Weapons
91. Vessel Courier System
Detector
91. Code Cylinder
102. CorSec Autoscan Weapon
91. Datadagger
Detector
3
102. Search-Scan 4 Security
Scanner
103. Veridicator
103. Force Detector
103. Measuring Scanner
103. Geological Scanner
103. Holographic Ore Scanner
103. Focused Uni-Direction
Sensor Dish
104. Omni-Directional Sensor
Globe
104. Omniprobe Sensor Array
104. Installation Sensor Array
104. Sensor Array
Storage Devices
Owner Gear
112. Spacer’s Chest
112. Sleight Box
112. Bith Hiding Cube
113. Chronometer with Hidden
Compartment
113. Thermal Credit Belt
123.
123.
124.
124.
125.
125.
125.
Restraining Devices
113. Binder Cuffs
113. Magnacuffs
114. Magnaharness
114. Biodegradable Binders
114. Stun Cuffs
114. SC-401 Stun Cuffs/Remote
Tracking Devices
114. Yuuzhan Vong Cuffs
105. Personal Transponder
114. Security Collar
105. Tagger
114. Neural Control Collar
105. Trailmaster Tracking Device
115. Slave Collar (and Director
105. Observer Tracking Device
Unit)
105. Rover Tracking Device
115. Electro-Collar
105. SureSnoop Tracking Device
115. Bio-Cocoon
105. Slave Tracking Device
115. Man Trap
105. “Keeper” Vec-Tech
115. Restraint Capsule
Subdermal Control System
116. Force Cage
106. Crab Tracer
116. Universal Energy Cage
106. ShipFinder
106. Imperial XX-23 S-Thread
Anti-Security
Tracker
Anti-Surveillance
106. Dalabar Surveillance
Detector
106. Smoke Generator
107. Instamist Generator
107. Camo-Netting
107. View Masker
107. Voice Scrambler
107. Silence Bubble Generator
107. Sound Bubble
108. Disruption Bubble
Generator
108. Heat Pod
108. Sensor No-Show
108. Sensor Jammer
108. Sensor Scrambler
108. Sensor Blind
Security
Sensor Trips
109.
109.
109.
109.
110.
110.
Pressure Plate Trip
Laser Detection Trip
Repulsorfield Trip
Motion Sensor Trip
Heat Sensor Trip
SoroSuub Heat Sensor Trip
Defense
110. Stun Steps
110. Monofilament Screen
Guards
Locking Systems
111. Imperial Customs Holoseal
111. Magna Lock
111. Bith Computer Retinal Lock
111. Bith Vehicle Voice Lock
111. Key Card Ship’s Lock
112. Electronic Combination
Hatch Lock
112. Remote Control Hatch Lock
112. Console Lock Panel
112. Console Dead Lock
4
116.
116.
116.
116.
117.
117.
117.
117.
117.
118.
Code Slicer
Security Kit
Lock Breaking Kit
Electronic Lock Breaker
Master Coder Chip
VoiceBox
Retinal Disguiser
Fingerprint Masque
Shipjacking Kit
Tri-laser Engraver
Disguises
118. Disguise Kit
118. Flesh Camouflage
118. Ooglith Masquer
118. Shadowcloak
119. DimSim
119. Holographic Image
Disguiser
119. Doubler Suit
Droid Gear
120. Fine Work Grasper Arm
120. Heavy Grasper Arm
120. Cargo Winch
120. Line Caster
120. Digging Claws
120. Circular Saw
121. Welding Laser
121. Stun Field
121. Storage Compartment
121. Sensor-Shielded Storage
Compartment
121. Internal Comlink
121. Subspace Tight-Beam
Transmission Core
122. Astromech Voice Box
122. Modified Tranlang III
Module
122. Holocam
122. Holoprojector
122. Intellex IV Internal
Computer
123. Internal Automap
123. Astrogation Buffer
123. Scomp-Link
CL-3 Droid Command Link
Cyborg/Droid Interface
Mk-11 Droid Diagnostic
Droid Customization Kit
Restraining Bolt
Droid Caller
Restraining Bolt & Owner
Ship & Vehicle
Equipment
Onboard Computers
126. Vehicle Remote Activation
Controller
126. Personal Vehicle
Coordinator
126. CD-12a Autopilot Droid
Brain
127. Imperial Neural Interface
Device
127. System Diagnostic Filter
127. Archaic Atrogation Plotter
127. Alliance MasterNav
127. Nav Computer Bypass
Sensor Countermeasures
128.
128.
128.
128.
128.
128.
129.
129.
Comm Jammer
Sensor Jammer
Sensor Jamming Hardware
Sensor Mask
Sensor Baffling
“Mimic” Decoy
“Trickster” Sensor Decoys
Copycat Pod
Drives
129. SoroSuub Boav Ion Drive
129. Incom Starslinger Ion Drive
129. Corellian Evader-GT Ion
Drive
129. Boshaa-C’hi Ion Drive
129. Starscream-9 Ion Drive
130. Baffled Drive
130. x5 Hyperdrive
130. x4 Hyperdrive
130. x3 Hyperdrive
130. x2 Hyperdrive
130. x1 Hyperdrive
130. Hyperdrive Booster
Tools
131.
131.
131.
131.
131.
131.
131.
131.
131.
132.
132.
132.
132.
132.
132.
132.
132.
133.
Cargo Netting
Loader’s Gloves
Crate Hooks
Gear Bag
Corrosion Prevantative
Tech Scanner
Power Scanner
Starship Tool Kit
Tasari Mining Kit
Hydrospanner
Servodriver
Laser Welder
Power Prybar
Squib Battering Ram
Fusion Cutter
Heavy Fusion Cutter
Portable Plasma Cutter
Plasma Punch
Miscellaneous
133. Plasma Torch Boarding
Device
133. Cotterdam Universal Airlock
134. Universal Airlock
134. Givin Emergency Vacuum
Seal
134. Personal Forcefield
Generator
134. Deflector Shields
134. Cargo-Mover Tractor Beam
134. Tractor Beam
134. Backup Battery
Miscellaneous
Mystical Items
135. Kasha Meditation Crystal
135. Life Crystal
135. Kaiburr Crystal
135. Void Stone
136. The Codex
136. The Bracers of Najus
136. Sith Translation Talisman
136. Sith Force Mask Talisman
136. Sith Concentration
Talisman
137. Sith Shield Talisman
137. Sith Healing Talisman
137. Sith Ensnarement Talisman
137. Sith Abattar
137. Sith Sarcophagus
Entertainment
138. Coruscant Cascader
138. Aqualish Bio-Light Panel
138. Synth-Harmonica
138. Kloo Horn
138. Chidinkalu
138. Spheroids Globe
139. Declination Mental Combat
Game
139. Holomatic Dejarik Set
139. B’shingh
139. Imperial Command Combat
Simulator
Household
140.
140.
140.
140.
140.
140.
141.
141.
Universal Power Adaptor
Cold Crate
Hot Box
Food Manager
Dispersal Canister
Refresher Booth
Repulsor Lounge Floater
Sun Room
Protective Gear
Protective Vests
Blast Vest
Leather Jerkin
Model:
Kamperdine
Clothing
Specialists Leather Jerkin
Type: Leather jerkin
Scale: Character
Cost: 300 (+150 for custom-fitting)
Availability: 1
Game Notes: Provides +1 to resist
physical damage.
Source: Arms and Equipment Guide
(page 42)
Tracker Utility Vest
Model: Ayelixe/Krongbing textiles
Tracker Utility Vest
Type: Utility vest
Scale: Character
Cost: 300
Availability: 2
Game Notes: Provides +1 to resist
physical damage. The vest can carry
up to 28 objects of 1 kilogram or less, each in one of a series
of pockets, pouches and straps.
Source: Arms and Equipment Guide (page 41)
CV14-B Concussion Vest
Model: Core World Arms CV14-B
Type: Personal armor
Scale: Character
Cost: 500
Availability: 1
Game Notes: Torso: +1D to front and back from physical
(non-energy) attacks, including crash and falling damage.
Source: Gundark’s Fantastic Technology (page 52), Tales of
the Jedi Companion (page 124)
Model: Typical blast vest
Type: Personal armor
Scale: Character
Cost: 300
Availability: 1
Game Notes: +1D physical, +1 energy (torso).
Source: Rulebook (page 234)
Koromondain Half-Vest
Model: Modified Koromondain PDS, Inc. Mk 45 Protective
Vest
Type: Protective vest
Cost: 250
Availability: 1
Game Notes: +1D+2 from physical; +2 from energy attacks
to torso front and back.
Source: Gundark’s Fantastic Technology (page 56), Galaxy
Guide 10: Bounty Hunters (page 87)
5
Corondexx Blast Vest
Model: Corondexx Blast Vest
Type: Protective vest
Cost: 3,000; 25 (power cells)
Availability: 2
Game Effects:
Protective Vest: The power cells project an ablative power
screen that adds +1D for energy attacks; +2 physical
attacks. Torso only.
Power Cell Storage: Vest can store six standard power cells.
Cells are drained in 10 minutes of continuous operation.
Power Jacks: In place of power cells, the vest has power
jacks allowing a small capacitor to be charged from a
portable power generator. Requires one hour to charge
and the capacitor can power the vest for two minutes of
continuous operation.
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 49)
Barabel Microbe Armor
Model: Creshaldyne Industries
Barabel Microbe Armor
Type: Biological blast vest
Cost: 30,000
Availability: 4
Game Notes: vest initially gives
+1D to resist damage from
blaster attacks to front and back
torso. With each subsequent hit
by a blaster bolt, the vest goes
up by one pip (+1D, +1D+1,
+1D+2, +2D, etc.) up to a maximum of 3D. The vest drops
by one pip for every three minutes the vest is not hit by a
blast. If a blast penetrates the vest enough to allow the user
to be wounded, the vest is destroyed. If exposed to belowzero temperatures for as little as 15 minutes, the vest is
destroyed.
Source: Galladinium’s Fantastic Technology (pages 85-86),
Arms and Equipment Guide (pages 41-42)
Massassi Chest Shield
Model: Massassi Chest Shield
Type: Alchemically-treated body armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: This is a Massassi warrior’s primary body
armor. It consists of an alchemically-treated shield strapped
to the warrior’s chest which allows increased freedom of
movement. It provides +1D+1 to Strength rolls made to
resist physical and energy damage to the chest only, and
reduces the wearer’s Dexterity by -1 pip.
Source: The Dark Side Sourcebook (page 114)
6
Armor Accessories
Rock Boots
Model: Malik Industries Rock Boots
Type: Survival boots
Cost: 50-200 (depending on species)
Availability: 2
Game Notes: Reinforced footwear designed to resist the
harsh surface of volcanic badlands.
Source: Goroth, Slave of the Empire (page 86)
CT3 Concussion Helmet
Model: Core World Arms CT3
Type: Personal armor
Scale: Character
Cost: 375
Availability: 1
Game Notes: Head: +2 to front and back from physical
(non-energy) attacks, including crash and falling damage.
Source: Gundark’s Fantastic Technology (pages 51-52),
Tales of the Jedi Companion (page 124)
Blast Helmet
Model: Typical blast helmet
Type: Personal armor
Scale: Character
Cost: 300
Availability: 1
Game Notes: +1D physical, +1 energy (head).
Source: Rulebook (page 234)
Sonic Dampening Helmet
Model: Pacnorval Sonic Dampening Helmet
Type: Sonic dampening helmet
Scale: Character
Cost: 600
Availability: 2
Game Notes: Provides
+3D to resist sonic
attacks.
Source: Arms and
Equipment
Guide
(page 45)
Camouflage Armor
Umbaran Shadowcloak
Type: Camouflage cloak
Scale: Character
Cost: 5,000
Availability: 4
Game Notes: Sensors sewn into the fabric allows an
Umbaran who dons the cloak to alter its coloration, allowing
the wearer to blend more easily into the surroundings (+1D
to hide). Only Umbarans can control the color-shifting
property of a shadowcloak.
Source: Ultimate Alien Anthology (page 176)
Shadowsuit
Model:
Ayellixe/Krongbing
Textiles
Shadowsuit
Type: Anti-sensor suit
Cost: 600
Availability: 3
Game Notes: Adds +2D to sneak.
Source: Rules of Engagement – The
Rebel SpecForce Handbook (page 34),
Arms and Equipment Guide (page 40)
Camouflage Poncho
Model: A/KT Camouflage Poncho
Type: Cloth fatigues
Cost: 250
Availability: 1
Game Notes: Adds +1D to sneak,
+2D at ranges of more than 35
meters.
Source: Rules of Engagement –
The Rebel SpecForce Handbook
(page 33), Arms and Equipment
Guide (page 45), Ultimate
Adversaries (page 154)
Camouflage Fatigue
Model: Typical camouflage fatigue
Type: Military fatigue
Availability: 3
Game Notes: +2D to sneak in forest
at ranges of 35+
Source: Galaxy Guide 5: Return of
the Jedi (page 62)
Camo Armor
Model: Creshaldyne Industries Scout
Armor
Type: Light scout armor
Cost: 1,500
Availability: 2
Game Effects:
Basic Suit: +1D physical, +2 energy
for torso, arms and legs.
Camo Field: +1D to difficulty of search
or Perception rolls for those trying to
spot the wearer if the wearer remains
motionless.
Source: Galaxy Guide 10: Bounty
Hunters
(page
87),
Gundark’s
Fantastic Technology (pages 49-50),
Rules of Engagement – The Rebel
SpecForce Handbook (page 34), Arms
and Equipment Guide (page 43)
Thermoguard Jumpsuit
Model: Thermoguard Jumpsuit
Type: Anti-infrared sensor suit
Scale: Character
Cost: 2,500
Availability: 3
Game Notes: This jumpsuit makes the wearer invisible
to infrared detection devices, and negates the benefits of
“darkvision.” Beings with normal sight or darkvision can
still see the wearer, though they are subject to normal
concealment penalties for darkness (if any). Beings and
creatures that are blind without darkvision cannot see the
wearer at all. This jumpsuit can be turned on and off, and
it takes one full minute to reach the correct temperature.
If turned off, its effects fade within thirty seconds. The
jumpsuit uses standard power packs, and one power pack
is good for two hours of use. The suit is confining, and
wearers suffer a -1 penalty to Dexterity.
Source: Gamer Magazine
7
Environmental Suits
Morseerian Environmental
Suit
Shipsuit
Model: Ayelic/Krongbing Textiles
Shipsuit
Type: General purpose shipsuit
Cost: 200
Availability: 1
Game
Notes:
Multi-pocketed
coverall, fireproof and electrically
nonconductive.
Source:
Gundark’s
Fantastic
Technology (page 76), Pirates &
Privateers (page 47)
Body Glove
Model:
Kamperdine
Clothing
Specialists CSC-5000
Type: Luxury temperature control
suit
Cost: 700
Availability: 3
Game Notes: Upper torso to foot
coverage. Normal wear adds +1 to
any subsequent survival or stamina
rolls in harsh environmental
conditions.
Source: Galladinium’s Fantastic
Technology (page 42
All-Temperature Cloak
Type: Typical weather cloak
Scale: Character
Cost: 100
Availability: 1
Game Notes: Provides a +2 bonus
to stamina checks to resist severe
weather.
Source: d20 Core Rulebook (page
140)
8
Model: Morseerian Environmental Suit
Type: Methane survival suit
Cost: 1,500
Availability: 3
Game Notes: In addition to creating an artificial atmosphere
capable of sustaining its wearer indefinetly, the suit and
mask protect the wearer against harmful gases. It continues
to function even when punctured by weapons and blaster
fire.
Source: Ultimate Alien Anthology (page 100)
Thinsuit
Model: Karflo Corporation Thinsuit
Type: Insulation armor
Cost: 900
Availability: 2
Game Notes: +1 against physical attacks.
Provides up to 18 hours of limited
protection against chemical exposure
in most known atmosphere types and
temperature extremes from -30 to 100
degrees. Breath mask with extended filter
(lasts up to 6 hours), storage room for up
to 5 more filters. Can be worn in space,
providing heat and protection for nearly
one hour, however it does not contain air
supply.
Source: Galaxy Guide 8: Scouts (page
45), Rules of Engagement – The Rebel
SpecForce Handbook (page 33), Arms and
Equipment Guide (page 42)
Ooglith Cloaker
Model: Yuuzhan Vong Ooglith Cloaker
Type: Organic environment suit
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: The ooglith cloaker is an organic environment
suit, and is typically used in conjunction with a gnullith. It
is painful to wear, inflicting 2D damage to the wearer every
time it is worn. It can be released by pressing a hidden
organ. Anyone unaware of this organic switch can succeed
at a Difficult Knowledge check to discover it.
Source: The New Jedi Order Sourcebook (pages 22-23)
Lightweight Armor
Game Notes: Adds +1 to resist damage, +1D to sneak in
natural terrain. Integrated equipment harness and helmet
with breath mask (6-hour filter) and macrobinocular visor.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 33-34)
Scout Armor
Type: Exploration armor
Availability: 2
Game Notes: +1 to Strength to resist damage; helmet
contains a breath mask with extended filter (lasts up to
6 hours) and macrobinoculars fitted into the visor; utility
belt with several pouches, usually worn with an integrated
version of the Multipack; camouflage adds +1D to sneak
while in natural terrain.
Source: Galaxy Guide 8: Scouts (page 45)
Light Scout Armor
Model: Voyage Enterprises Scout Armor
Type: Lightweight armor suit
Cost: 700
Availability: 2
9
Type: Typical scout armor
Availability: 3
Game Notes: +2 to Strength to resist damage, no Dexterity
penalties. Breather and heater units make it usable in areas
with little or no atmosphere, but not the vacuum of space.
Source: Galaxy Guide 8: Scouts (page 45)
A-5 Envirosuit
SeaScape Diving Suit
Model: SeaScape Aquasuit (Hardshell model)
Type: Heavy diving suit
Scale: Character
Skill: Swimming
Cost: 400
Availability: 1 in coastal
areas, 2 elsewhere
Game Notes: The reinforced
ribbing adds 2 pips to Strength
code for damage purposes
only. Only reduces Dexterity
codes on land. The flippers
and
on-board
propulsion
unit add +2D to the user’s
swimming skill and allow an
underwater
Move
rate of 12. Air tanks
contain
enough
air for six hours
of continuous use,
and ribbing plates
allow dives to 200
meters. There is
a comlink in the
helmet with a range
of two kilometers.
Source: The Best of the Adventure Journals – Issues 1-4
(page 67), Gundark’s Fantastic Technology (page 60)
Skakoan Pressure Suit
Model: Malik Technologies A-5 Envirosuit
Type: Survival suit
Cost: 1,000
Availability: 2
Game Notes: Provides +2 to all physical attacks; +1 to all
energy attacks for torso, arms, and legs. Provides +1 to
all physical attacks for head (no protection from energy
attacks); -1D penalty to all Dexterity attribute and skill
checks due to bulk. Provides a full, sealed environment,
protecting from radiation, environmental contaminants and
extreme temperatures from -60º C to 150º C. Recycled air
supply lasts 6 hours and backpack batteries last 10 hours
(4 hours under extreme temperatures). Helmet is equipped
with spotlight.
Source: Goroth, Slave of the Empire (pages 84-86)
10
Model: Skakoan Pressure Suit
Type: Environment suit
Scale: Character
Cost: 1,000 (light), 4,500
(medium), 11,000 (heavy)
Availability:
4
(available
only on Skako or through the
Techno Union)
Game Notes: The Skakoan
designed three different types
of pressure suits to protect
them from the adverse effects
of atmospheres other than the
one found on their homeworld:
Light Pressure Suit: +1D
physical, +1 energy.
Medium Pressure Suit: +1D+2
physical, +1D energy, -1 to
Dexterity.
Heavy Pressure Suit: +2D+1
physical, +1D+1 energy, -1D to
Dexterity.
All Skakoan pressure suits
incorporate a vocalizer that
distorts the wearer’s speech
patterns, making it difficult to
tell one suited Skakoan from
another. If an attack deals a
Wounded result on a suit’s wearer, there’s a 50% that the
suit will rupture, exposing its wearer to hostile atmospheric
conditions. Although not designed for it, the pressure suit
can protect a non-Skakoan from the harmful effects of
Skako’s dense, oxygen-poor atmosphere.
Source: Ultimate Alien Anthology (page 143)
Versatex Survival Suit
Spacesuits
Vacuum Ooglith
Model: Yuuzhan Vong Vacuum Ooglith
Type: Organic vacuum suit
Cost: Not available for sale
Availability: 4, X
Game Notes: The vaccuum ooglith is a variant of the ooglith
cloaker that works in the vacuum of space. The vacuum
ooglith only protects the wearer against the rigors of space,
and in no way does it provide the wearer with any oxygen
supply. Typically used in conjunction with a lungworm.
Source: The New Jedi Order Sourcebook (pages 21-22)
Vacuum Suit
Model: Vectac Systems Inc. Versatex Survival Suit
Type: Personal survival suit
Cost: 900, 150 (armor plates), 5 (replacement dye
concentrate capsules, 5 colors available)
Availability: 2
Game Notes: Suit is waterproof and tear and pressure
resistant. Micro-capillaried fabric’s insulation fluids protect
the wearer from temperature extremes from as low as -30º
C to as high as 100º C. Suit’s microcapillaries have a limited
camouflage system. By exposing the belt color sensor to the
environment’s predominant color, custom tinted dyes will
be injected into the micro-capillaries, altering the suit’s
color, granting a +1D bonus to sneak and hide. Helmet has
a built-in comlink, breath mask and glowlamp. Optional
strap-on armor provides +1D physical and +2 energy
protection, retaining the same camouflage capabilities.
Source: Galladinium’s Fantastic Technology (page 57)
Polarizing Field Insulator Suit
Model: Incom Military Vacuum Suit
Type: Personal vacuum suit
Cost: 1,100
Availability: 1
Game Notes: Incom developed this version of the military
flight suit decades ago; it is in common usage throughout
the galaxy. It contains 10 hours worth of atmosphere. A
player character in space must make a Moderate stamina or
Strength check every hour or he or she is exposed to vacuum
or suffer a wound caused by the freezing cold of space.
Source: Rulebook (pages 227-228)
Tech Vacuum Suit
Model: LifeLine TechMaster II Vacuum Suit
Type: Tech vacuum suit
Cost: 1,000
Availability: 1
Game Notes: Since It’s insulated, not heated, a character in
space must make a Moderate stamina or Strength roll every
hour or suffer a wound caused by the freezing cold.
Source: Platt’s Smugglers Guide (pages 58-59)
LifeLine Space Suit
Model: VargeCorp Polarizing
Field Insulator Suit
Type: Insulator suit
Scale: Character
Cost: 3,000
Availability: 2
Game Notes: +1 to resist
damage, -2D to Dexterity.
When the polarizing field is
turned on it generates a 4meter-diameter insulation
field that has 8D resistance
against
electricity/ion
energy. A generator can
operate for 30 minutes on a
standard power pack.
Source: Arms and Equipment Guide (page 43)
11
Model: LifeLine Technologies Model 11 Space Suit
Type: Personal space suit
Cost: 2,200
Availability: 2, F
Game Notes: The LifeLine Model 11 contains a heating
unit, waste recycling and onboard food supply. The suit’s
power supply, atmosphere and food supply will support a
character for 10 standard days. The wearer suffers a -2D to
all Dexterity attribute and skill checks.
Source: Rulebook (pages 227-228)
Flight Suit
gloves that seal around the wearer and provide up to 10
hours of life support in a hostile environment. It grants a +2
bonus to stamina to resist cold temperatures.
Source: d20 Core Rulebook (page 139)
Armored Flight Suit
Model: Corellian TX-3
Type: Armored flight suit
Scale: Character
Cost: 4,000
Availability: 2
Game Notes: Provides +2 to Strength
to resist damage and additional
protection against vacuum for limited
periods. It grants a +1D+1 bonus to
stamina to resist cold temperatures.
Source: d20 Core Rulebook (page
138)
Flitter Vacuum
Suit
Model: Regallis Engineering Flitter
Suit
Type: Tech rocket pack vaccum suit
Skill: Rocket pack operation
Cost: 1,500
Availability: 2
Game Notes: The suit’s reinforced fabric and durable
construction provides +2 bonus when resisting physical
attacks. Unless a character in space executes a “heater
burn”, she must make a Moderate stamina or Strength
check every hour or suffer a wound caused by the freezing
cold.
Source: Platt’s Smugglers Guide (page 59)
Vagabond Suit
Type: Typical flight suit
Scale: Character
Cost: 250
Availability: 1
Game Notes: The flight suit is a
one-piece coverall (plus helmet) that
provides life support, protects the
wearer from hostile environments, and
prevents the wearer from succumbing
to the adverse effects of high-velocity
flying.
Source: d20 Core Rulebook (page
142)
Padded Flight Suit
Type: Typical padded flight suit
Scale: Character
Cost: 800
Availability: 1
Game Notes: Provides +1 to Strength to
resist physical damage and additional
protection against decompression,
g-forces and harmful environments.
Comes with a matching helmet and
12
Model: Customized Vagabond Space Suit
Type: Deep space powersuit
Scale: Character
Skill: Powersuit operation
Cost: 2,500
Availability: 3
Game Notes: Add +2D to
sensors and communications
rolls while suit is used
independent
of
a
base
ship. Add +1D if linked
to base ship. The suit’s
armor provides +2D against
physical attacks. Booster
jets provide a top speed
equivalent of Space 1 with a
maneuverability of 1D. The
on-board sensor array has
the following specifications:
Passive: 3/0D
Scan: 6/0D
Search: 9/1D
Focus: 1/2D
Source: Gundark’s Fantastic
Technology (page 62)
Bulk Exploratory Armor
manipulation is not possible with the heavy gloves. Normal
blasters can’t be used, unless modifications involving the
removal of trigger guards and addition of trigger extensions
are made (an Easy blaster repair task that takes one hour).
Characters firing jury-rigged weapons reduce their blaster
skill by 1D.
Source: The Abduction of Crying Dawn Singer (page 28)
Armored Vacuum Suit
Type: Exploration armor
Availability: 3
Game Notes: +1D to resist damage, -1D to Dexterity.
Sealed environment stands up to the harshest weather or
atmospheres. Rebreather and oxygen cylinders. Removable
weight boots with magnetic soles. Small tool and utility belt.
Helmet is equipped with comlink and overhead flashlight.
Source: Galaxy Guide 8: Scouts (page 45)
Space Suit
Model: Corellian Technologies Boarding Armor
Type: Armored vacuum suit
Cost: 4,000 credits
Availability: 2, R
Game Notes:
Armor: +1D versus physical and energy attacks.
Vacuum: Holds 10 hours of atmosphere; user must make
Moderate stamina check every hour exposed to space or
suffer a wound.
Source: Gundark’s Fantastic Technology (pages 48-49),
Pirates & Privateers (page 45)
Wrokix Works Armored Spacesuit
Type: Typical space suit
Scale: Character
Game Notes: +1D to resist damage, -1D to Dexterity
and related skills. Helmet has voice-activated comlink.
Atmosphere pack can keep the user comfortably supplied
with oxygen for six hours of vigorous activity. Fine
Model: Wrokix Works Deluxe Boarding Armor
Type: Armored spacesuit
Scale: Character
Cost: 8,500
Availability: 2
Game Notes: Body: space helmet and body armor +1D from
all energy attacks, +2D from all physical attacks, -1D from
Dexterity attribute and skills. Has life support for five hours
and internal gyro stabilizer adding +1D to Dexterity for zero
gravity situations.
13
Heavy Radiation Powersuit
Source: Gundark’s Fantastic Technology (page 63), Han
Solo and the Corporate Sector Sourcebook (page 122)
Merr-Sonn Armored Spacesuit
Model: Merr-Sonn Weapons
Superior Boarding Armor
Type: Armored space suit
Cost: 10,000
Availability: 2, X
Game Notes:
Armor: Provides +2D versus
energy, +1D versus physical
damage; -1D from Dexterity
and related skills. Holds 25
hours of atmosphere.
Rocket Pack: Suit includes
a rocket pack; Space
Move: 1, uses rocket pack
operation.
Source:
Gundark’s
Fantastic Technology (page
58), Pirates & Privateers
(page 45)
14
Model: Nova-Tech HR-211 Powersuit
Type: High radiation powersuit
Scale: Character
Skill: Powersuit operation
Cost: 3,000
Availability: 2
Game Notes:
Armor: Provides +2D physical and energy, -1D to Dexterity
and related skills. Move: 3 (in gravity).
Booster Jets: Detachable booster jets have fuel for 10 bursts,
with a speed of Space 1 and 1D maneuverability.
Sensors: The suit is equipped with a sensor pod with a
maximum range of 100 meters; add +1D to the operator’s
sensors skill.
Equipment: Helmet-mounted comlink, 12 hours of oxygen,
6-hour power supply, utility pouches, 50 meter lifeline,
shoulder-mounted beam light, fusion cutter (5D), and
magnetic traction boots.
Source: Gundark’s Fantastic Technology (page 55),
Operation: Elrood (pages 106-107)
Nova-Tech Powersuit
Model: Nova-tech Powersuit
Type: Space powersuit
Scale: Character
Skill: Powersuit operation
Cost: 1,000
Availability: 2
Game Notes:
Armor: Suit provides +2D energy, +3D physical;
maneuverability 1D, space 1.
Weapon: Blaster cannon (fire control 1D, damage 5D)
Source: Gundark’s Fantastic Technology (page 59)
EVA Vacuum Pod
Combat Armor
Primitive Armor
Type: Leather and hide armor
Scale: Character
Cost: 150
Availability: 2
Game Notes: +1 to resist physical attacks.
Source: Ultimate Adversaries (page 155)
Shockball Uniform
Model: Regallis Engineering EVA Vacuum Pod
Type: Droid-monitored space pod
Skill: Powersuit operation: repair pod
Crew: 1
Cover: Full
Cost: 15,000
Maneuverability: 1D
Move: 55; 160 kmh
Body Strength: 4D
Game Notes: Life support system capable of functioning
for 2 hours. Has full comlink system and a number of
attachments for the two forward arms, plus and exterior
“storage pouch” of additional attachments. An annual
maintenance overhaul of each pod (Easy powersuit repair
total) is required.
Source: Galladinium’s Fantastic Technology (page 54),
Arms and Equipment Guide (page 45)
Type: Standard shockball uniform
Availability: 1
Game Notes: Padding provides +2 to Strength to resist
physical damage, helmet provides +1. Insulated mit, scoop.
Source: Cracken’s Rebel Operatives (page 77)
Twi’lek Antistun Suit
Type: Antistun suit
Scale: Character
Cost: 1,000
Availability: 3
Game Notes: This grey mesh uniform grants a +1D bonus
to Strength to resist stun attacks.
Source: Ultimate Alien Anthology (page 172)
15
Reflect Body Glove
Model: Syncronics ENVC-370 Glove
Type: Protective energy-displacement suit
Cost: 4,000
Availability: 3, X
Game Notes: This suit adds +1D to a character’s Strength
when resisting damage from blaster attacks as long as the
person hit was at the weapons’s medium or long range
(blaster bolts disperse slightly over distance, and the minor
dispersal at medium and long range makes blaster bolts
much easier for the suit to affect). The suit can absorb five
blasts before being destroyed. If the wearer of the suit is
wounded (or worse) as the result of an energy blast, the suit
is also destroyed.
Source: Galaxy Guide 10: Bounty Hunters (page 88),
Gundark’s Fantastic Technology (page 59)
Combat Jumpsuit
than the other) together.
The modification changes
the armor’s statistics to
the following: +1D+2 to
all physical attacks; +1D
to all energy attacks; -2D
to all Dexterity attribute
and skill checks. The
alteration
requires
a
Difficult armor repair roll,
550 credits, and one week
of work.
Source:
Gundark’s
Fantastic
Technology
(page 57), Tales of the Jedi
Companion (page 124)
Glistaweb
Model: Glistaweb
Type:
Yuuzhan
Vong
personal armor
Scale: Character
Cost: Not available for
sale
Availability: 4, X
Game Notes: A robe of
shimmering cloth that
acts as armor. Grants a
+1 pip bonus to Strength
rolls to resist physical
damage, +1D+1 bonus to
Strength rolls to resist energy damage, and –1 pips to the
wearer’s Dexterity score.
Source: The New Jedi Order Sourcebook (page 22), Ultimate
Alien Anthology (pages 192-193)
Blast-Dampening Armor
Model: A/KT Tuff1 Combat Jumpsuit
Type: Light combat armor
Cost: 500
Availability: 2
Game Notes: Provides +1D physical, +2 energy protection.
Source: Galladinium’s Fantastic Technology (page 80),
Rules of Engagement – The Rebel SpecForce Handbook
(page 33), Arms and Equipment Guide (page 41)
Link Armor
Model: ProTech SupraLink
Type: Link armor
Scale: Character
Cost: 500
Availability: 1
Game Notes: Head, torso, arms, legs: +1D to all physical
(non-energy) attacks; +2 to all energy attacks; -1D penalty
to all Dexterity attribute and skill checks.
Possible Modifications: Character may opt to create twinlayer link armor by weaving two suits (one slightly larger
16
Model: Creshaldyne Industries Blast-Dampening Armor
Type: Personal armor
Scale: Character
Cost: 6,000
Availability: 2
Game Notes: +1D+1 energy, +1 physical.
Source: Arms and Equipment Guide (page 43)
Flex-Armor
Model: Drolan Plasteel TYI Flex-Armor
Type: Personal armor
Scale: Character
Cost: 2,000
Availability: 3
Game Notes: Head, torso, arms, legs: +1D to all physical
and energy attacks; -1D penalty to all Dexterity attribute
and skill checks.
Possible Modifications: Flex-armor can be reinforced with
steel wire mesh, thereby increasing its protection to +2D
against physical strikes. Defense against energy attacks,
however, is forfeited in the process. This alteration requires
a Moderate armor repair roll and one day of time.
Source: Gundark’s Fantastic Technology (page 54), Tales of
the Jedi Companion (page 124)
Castaan Staad Armor
Model: Castaan Staad Armor
Type: Custom-designed Twi’lek warrior armor
Cost: 750
Availability: 3
Game Notes: +1D to physical and +1D to energy, covers
torso.
Source: Gundark’s Fantastic Technology (page 50)
Electromesh Armor
Model: Nagai Electromesh
Armor
Type: Powered armor
Scale: Character
Cost: 12,000
Availability: 4 (available
only on Nagi)
Game
Notes:
+1D+2
energy, +1D physical, -1
to Dexterity and related
skills. The lightweight,
glossy-black, form-fitting
suit
incorporates
an
electrical field designed
to absorb damage from
energy weapons.
Source: Ultimate Alien
Anthology (page 104)
Corellian 611 Combat Armor
Model: Corellian 611 Combat Armor
Type: Personal battle armor
Cost: 5,000
Availability: 3, F
Game Notes: provides +2D to Strength for physical attacks,
+1D for energy attacks. Add +10 to the difficulty number of
any swimming rolls made while wearing this armor.
Source: Gundark’s Fantastic Technology (pages 50-51),
Adventure Journal 3 (page 243)
Arelik Armor
Model: Stock Arelik Armor
Type: Personal battle armor
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: provides +2D to Strength for physical
attacks, +1D for energy attacks; -1D to
Dexterity and related skills. Covers head,
torso and arms.
Sensor Pod: +1D to search.
Infrared Sensor: Adds +1D to Perception in
darkness.
Environmental Filter: Helmet filter system
can prevent harmful molecules from
entering the lungs.
Source: Gundark’s Fantastic Technology
(page 48)
Fenelar Armor
Model: Fenelar Armor
Type: Antique body armor
Scale: Character
Cost: 55,000 credits
Availability: 4, X
Game Notes: +2D to Strength rolls to resist damage from
physical attacks, +1D from energy attacks. Dexterity is
reduced by -1D. The armor’s helmet contains motion
and sound sensors (+1D bonus to all search skill rolls), a
comlink, and an infrared imaging system (allows the user
to see in the dark up to 30 meters). The forearm bracers
contain concealed combat knives (Difficulty: Easy, Damage:
STR+1D). Due to the armor’s overall design, anyone wearing
it gains a +1D bonus to all intimidation skill rolls.
Source: Gamer Magazine
Cresh Luck Armor
Model: Modified Creshaldyne Industries Riot Armor
Type: Personal battle armor
Cost: 500
Availability: 2
Game Effects:
Basic Suit: +2D physical; +1D energy for torso (front and
back) and legs (front)
Infrared Motion Sensor Array: Has a range of 30 meters.
An alarm is triggered when any mass over 10 kilograms
is detected traveling in excess of 1 meter per second (this
alarm can be audio or be run into a blast helmet for interior
audio or visual).
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 50)
Ubese Raider Armor
Model: Stock Ubese Raider Armor
Type: Battle armor
Cost: 1,000
Availability: 3
Game Notes:
Basic Suit: +2D to Strength for physical attacks, +1D for
energy attacks. Covers torso and head only. No Dexterity
penalties.
Sealed Enviro-Filter: Filter system maintains Type II
17
Source: Gundark’s Fantastic Technology (page 53), Tales of
the Jedi Companion (page 124)
Coynite Battle Armor
atmospheres within helmet, and filters out harmful
molecules and odors.
Flash Guard Visor: Nullifies all stun damage from visual
sources (for instance, flash canisters or grenades).
Source: Gundark’s Fantastic Technology (pages 61-62),
Alien Anthology (page 110), Ultimate Alien Anthology (page
174)
Gladiator Armor
Model: Min-Dal JX4 Gladiator Prototype
Type: Personal battle armor
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: provides +2D to Strength for physical attacks,
+1D for energy attacks. Covers head, torso and arms. No
Dexterity penalties.
Conner Net Gun: Stun damage, damage 5D if electrical
charge is released, uses missile weapons skill, ranges: 310/19/25, mounted on left forearm armor.
Vibro-Shiv: STR+1D damage, retracts into right gauntlet.
Jet Pack: Has Move of 100 meters horizontally, 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 10 charges, can expend
up to two per round.
Source: Gundark’s Fantastic Technology (pages 54-55)
Dura-Armor
Model: Core World Arms Dura-Armor
Type: Impact-resistant molded armor
Scale: Character
Cost: 8,000
Availability: 3
Game Notes: Head, torso, arms, legs: +2D to all physical
(non-energy) attacks; +2D to all energy attacks; -2D penalty
to all Dexterity and Perception attribute and skill checks.
18
Model: Ekkar Arms Coynite Battle Armor
Type: Coynite personal battle armor
Cost: 150
Availability: 3
Game Notes: Add +2D protection from all physical and
energy attacks. All Dexterity skills are penalized -1D.
Source: Gundark’s Fantastic Technology (page 51), Planets
Collection (page 141)
Stalker Armor
Model: Salus Corp Stalker Armor
Type: Personal body armor
Cost: 8,000
Availability: 3, R
Game Notes:
Armor: Provides +2D to Strength for physical attacks, +2D
to energy attacks; -2D to Dexterity and related skills. Covers
head, torso, arms and legs.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Tangle Gun: 4D stun damage, uses missile weapons skill,
ranges: 3-10/30/60, mounted on right arm.
Duo-Flechette Rifle: 5D damage, uses armor weapons skill,
ranges: 3-10/30/60, mounted on right forearm armor.
Retractable Claws: STR+2D damage, concealed in right
gauntlet.
Sensors: A sensor pod and targeting computer provides +1D
to search, and +1D to weapons skill rolls.
Source: Gundark’s Fantastic Technology (pages 60-61)
M’uhk’gfa Battle Plate
Warrior’s Armor
Model: Gamorrean M’ukh’gfa Battle Plate
Type: Gamorrean armor
Scale: Character
Cost: 8,000 (2,000 on Gamorr or Pzob)
Availability: 3
Game Notes: +3D physical, +1D energy, -1D+2 Dexterity.
A m’uhk’gfa consists of metal plates bound by thick leather
straps. A high, segmented collar protects the neck, thick
plates surround the torso, while the heaviest plates adorn
the shoulders. Thinner sheets are strapped to the arms,
and a heavy helmet, usually bearing oversized prongs that
sheath the wearer’s own horns, complete the set. Armor
takes 4 rounds to put on and 2 rounds to remove (double
that time if the wearer does not have assistance).
Source: Ultimate Alien Anthology (page 62)
A3AA Personal Defense Module
Model: Corellian Technologies A3AA
Type: Personal defense system
Ammo: 3
Cost: 8,500 (often much more on the black market)
Availability: 4, X
Game Notes: Generally available only to Imperial hunters.
Micro-nozzle spray system generates a five meter diameter
cloud that disperses charged energy beams. The cloud
reduces the damage of all blaster bolts by -2D. Dependant
on prevailing wind conditions, once triggered, the dissipation
field remains in effect upwards of four minutes. Optional
adjustment generates a continuous 30 degree forwardfacing cone of dispersal, for rapid forward movement. The
suit itself provides +2D physical, +1D energy protection, but
also reduces Dexterity and related actions by -1D.
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 48)
“Nullifier” Energy Diffusion
Armor
Model: Unknown
Type: Energy diffusion armor
Scale: Character
Cost: Not available for sale
Availability: X (item is believed to be unique)
Game Notes: This ancient suit of powered armor consists
of black, carapace-like plates, full cover helmet, and tactile
gloves. When activated, the armor emits a powerful force
field (5D to resist energy attacks; acts as cover) which is
capable of nullifying nearly all energy attacks.
Source: Wretched Hives of Scum and Villainy (page 84)
Model: Warrior’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +1D+1 bonus to Strength rolls
to resist all forms of damage, but reduces the wearer’s
Dexterity score by –1D.
Source: The New Jedi Order Sourcebook (pages 21-22), d20
Core Rulebook (page 357), Ultimate Alien Anthology (pages
193)
Subaltern’s Armor
Model: Subaltern’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
19
Availability: 4, X
Game Notes: Grants a +1D+2 bonus to Strength rolls
to resist all forms of damage, but reduces the wearer’s
Dexterity score by –1D.
Source: The New Jedi Order Sourcebook (pages 21-22)
Subcommander’s Armor
Model: Sub-Commander’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D bonus to Strength rolls to resist
all forms of damage, but reduces the wearer’s Dexterity
score by –1D.
Source: The New Jedi Order Sourcebook (pages 21-22)
Commander’s Armor
Model: Commander’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D+1 bonus to Strength rolls
to resist all forms of damage, but reduces the wearer’s
Dexterity score by -2 pips.
Source: The New Jedi Order Sourcebook (pages 21-22)
Supreme Commander’s Armor
Model: Supreme Commander’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D+2 bonus to Strength rolls
to resist all forms of damage, but reduces the wearer’s
Dexterity score by –2 pips.
Source: The New Jedi Order Sourcebook (pages 21-22)
Warmaster’s Armor
Model: Warmaster’s Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +3D bonus to Strength rolls to resist
all forms of damage, but reduces the wearer’s Dexterity
score by –2 pips.
Source: The New Jedi Order Sourcebook (pages 21-22)
Dead Armor
Model: Dead Vonduun Crab Armor
Type: Yuuzhan Vong personal armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Apply the following modifiers to any suit of
Vonduun crab armor that has died: -1 pip to the armor’s
bonus to Strength rolls made to resist damage, and -2 pips
to Dexterity.
Source: The New Jedi Order Sourcebook (page 22)
20
Dark Combat Jumpsuit
Model: Dark Combat Jumpsuit
Type: Dark armor
Scale: Character
Cost: 16,500 & 1 Force Point
Availability: 4, X
Game Notes: A heavily-padded jumpsuit that incorporates
Cortosis weave, a material that deactivates any lightsaber
that damages the wearer. Grants +1D+2 to Strength rolls
made to resist physical and energy damage. This armor also
grants its wearer +1D to Perception or Control rolls made
to resist the use of Projective and Receptive Telepathy, and
increases the difficulty of Life Detection and Life Sense used
against the wearer by +3.
Source: The Dark Side Sourcebook (page 61)
Dark Padded Battle Armor
Model: Dark Padded Battle Armor
Type: Dark armor
Scale: Character
Cost: 12,000 & 1 Force Point
Availability: 4, X
Game Notes: This armor provides
the wearer with +2D to Strength
rolls made to resist physical and
energy damage. The armor is also
imbued with Dark Side energy,
granting the wearer a +1D bonus
on rolls made to resist light side
Force powers, or any Force power
augmented by a light side Force
Point.
Source: The Dark Side Sourcebook
(page 61)
Dark Heavy Battle Armor
Model: Dark Heavy Battle Armor
Type: Dark armor
Scale: Character
Cost: 37,000 & 2 Force Points
Availability: 4, X
Game Notes: This heavilyplated armor conveys +3D
to Strength rolls made to
resist physical and energy
damage. It is imbued with
Dark Side stealth to keep the
wearer hidden (+1D bonus
to Perception or Control
rolls made to resist the use
of Projective and Receptive
Telepathy, and increases the
difficulty of Life Detection and
Life Sense against the wearer
by +3) and increases Strength
(+2 pips to the wearer’s
Strength when making skill or
attribute rolls, or when rolling
melee damage).
Source:
The
Dark
Side
Sourcebook (page 61)
Powersuits
Orbalisk Armor
Galax Systems Powersuit
Type: Parasite armor
Scale: Character
Cost: Not for sale
Availability: 4
Game Notes: Orbalisk infestation will cover a small host
in 13 days, a medium host in 17 days, and a large host in
21 days. The biochemical reaction created by the mixture
of Dark Side energy and orbalisk venom can be reflected
in a Strength increase of +1 pips for every 20% of coverage.
Additionally, characters who are host to orbalisks can make
natural healing rolls twice as often for every 20% of coverage
(see below).
Orbalisk Coverage/Healing Rates
Wound Level
None
20%
40%
60%
Wounded Once/Twice 3 days
2 days
1 day
12 hrs
Incapacitated
14 days 7 days
4 days 2 days
Mortally Wounded
35 days 18 days 9 days 5 days
Model: Galax Systems Powersuit
Type: Powersuit
Skill: Powersuit operation
Game Notes: Adds +3D to lifting skill, and subtracts -1D
from all Dexterity skills, but provides no protection from
damage.
Source: Cracken’s Rebel Field Guide (page 54)
Servo-Lifter
80%
5 hrs
1 day
3 days
The armor bonus granted by orbalisks depends on the
degree of coverage they have on the host.
% of Coverage Bonus
vs. Lightsaber Dexterity Penalty
10%
+1 pip
+2 pips
-1 pip
20%
+2 pips +1D+1
-2 pips
30%
+1D
+2D
-2 pips
40%
+1D+1
+2D+2
-1D+1
50%
+1D+2
+3D+1
-1D+1
60%
+2D
+4D
-1D+1
70%
+2D+1
+4D+2
-2D
80%
+2D+2
+5D+1
-2D
90%
+3D
+6D
-2D
100%
+3D
+6D
-2D+2
100%
3 hrs
6 hrs
2 days
Move Penalty
-0
-0
-0
-2
-2
-2
-4
-4
-4
-8
Source: The Dark Side Sourcebook (pages 67-68)
21
Model: Verekil Servo-Lifter V-2z
Type: Servo-enhanced exo-skeleton
Scale: Character
Length: 3 meters tall
Skill: Powersuit operation: servo-lifter
Crew: 1
Cost: 10,000 (new); 7,000 (used)
Availability: 3
Maneuverability: 1D
Move: 30; 90 kmh
Body Strength: 2D
Game Notes: Can lift up to 1.5 metric tons.
Source: Galladinium’s Fantastic Technology (page 57),
Platt’s Smugglers Guide (page 50)
Bounty Hunter Armor
Corellian Powersuit
Model: Corellian powersuit
Type: Powersuit body armor
Scale: Character
Skill: Powersuit operation
Cost: 10,000
Availability: 2, R
Game Notes: +1D+2 physical,
+1D energy, -1D Dexterity and
related attributes. Servos in
the armor provide +1D Strength
bonus for lifting skill rolls and
melee and brawling damage. If
the wearer can’t make an Easy
powersuit operation roll, or if
the armor is disabled or out of
power, this bonus doesn’t apply
and the wearer suffers a further
-1D penalty to Strength and
Dexterity.
Source: d20 Core Rulebook
(page 139)
Corellian HuntSuit
Model: Corellian HUntSuit
Type: Personal battle armor
Cost: 2,900
Availability: 3, R
Game Effects:
Basic Suit: +2D physical; +1D energy for entire body; -1D to
Dexterity and related skills.
Power Suit: +1D to lifting skill.
Sensor Pod: +1D to all search attempts made within 50
meters.
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 51)
Charon Battle Armor
Model: Corellian PowerSuit
Type: Bounty hunter armor
Scale: Character
Skill: Powersuit operation
Cost: 2,500
Availability: 2, R
Game Notes: +2D physical, +1D energy.
Source: Rulebook (page 234)
Smasher Armor
Model: Modified Locris Syndicates personal Protection Suit
Type: Personal battle armor
Cost: 1,250
Availability: 3
Game Effects:
Basic Suit: +1D physical and energy.
Servo Enhancers: +2D to brawling, climbing/jumping, lifting,
and damage in Strength-related attacks.
Source: Galaxy Guide 10: Bounty Hunters (page 87),
Gundark’s Fantastic Technology (page 60)
22
Type: Charoon battle armor suit
Scale: Character
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4
Game Notes: Armor has Dexterity 4D+1, dodge 4D+2,
plasma cannon 4D+2, Strength 5D, brawling 5D+2, climbing/
jumping 5D+1 and lifting 6D. Armor can make no more than
two attacks per round. Plasma cannon does 4D+1 damage,
armor claws do 6D damage. Charon biosensing technology
allows the battle armor to automatically acquire targets
which are obscured by the environment, and to make a free
6D search roll against any hiding or sneaking character.
Humanoids must make a Moderate Dexterity roll to twist
into the battle armor and a Difficult powersuit operation roll
to operate the suit. They also have +2 added to all difficulties
numbers when using the suit to perform an action. A
Moderate stamina roll must be made every 15 minutes,
failure indicating exhaustion and heat prostration. Subtract
1D from all skills and attributes until the character has at
least an hour’s rest.
Source: Otherspace (page 29), Otherspace II (page 23)
AV-1 Power Armor
Damage Chart
Lightly Damaged Armor
Roll
Result
1
-1D from Strength enhancements
2
-5 from Move of repulsorlift engine
3
On board weapon hit and destroyed
4-6
Armor loses one pip of its effectiveness
Heavily Damaged Armor
Roll
Result
1
Power loss for 1D rounds
2-3
-2D from Strength enhancements
4-5
-2D to Dexterity and all related skills
6
Armor loses -1D of its effectiveness
Severely Damaged Armor
Roll
Result
1
Power loss for 2D rounds
2
Power overload or power generator destroyed;
wearer suffers 5D damage in explosion
3
Overloaded power generator will explode in 1D
rounds
4
All weapons disabled
5
Armor loses all protection bonus at location of hit
(head, torso, arm, leg)
6
Armor toppled in assault, all power lost, suit nonfunctional
AV-1S (Scout)
Model: GTU AV-1S Armor
Type: Powersuit
Skill: Powersuit operation
Cost: 7,500
Availability: 3, F
Game Effect:
Basic Suit: +1D energy, +1D+1 physical protection, -1D
Dexterity and all related skills.
Enhanced Strength: +1D to Strength for all skills, including
melee and unarmed combat damage.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters.
Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows
vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight vision (no penalties for darkness except in absolute
darkness, but sudden flashes of light can cause 4D stun
damage if the user does not make a Moderate Perception roll
to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged
up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
Bio-Readout: Informs wearer of his/her physical condition.
Environment Scanner: Scans air for breathability and toxins
and detects harmful radiation.
Game Notes: Can operate for 36 hours without replenishing
supplies and takes 5 minutes to put on.
Source: Galladinium’s Fantastic Technology (pages 80-81),
Arms and Equipment Guide (pages 44-45)
AV-1C (Combat)
Model: GTU AV-1C Power Suit
Type: Powersuit
Skill: Powersuit operation
Cost: 12,000
Availability: 4, X
Game Effect:
Battle Suit: +2D physical and energy, -1D to Dexterity and
all related skills.
Strength Enhancement: +2D to Strength and related skills,
but any failed Strength or related roll strips the servos,
causing a full malfunction of the suit for 1D rounds; also
roll 1D, if the result is 1-2, the wearer suffers 4D stun
damage from arcing electricity.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters.
Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows
vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight vision (no penalties for darkness except in absolute
darkness, but sudden flashes of light can cause 4D stun
damage if the user does not make a Moderate Perception
23
roll to close his or her eyes
in time).
Power Lamp: 100 meter
range.
Multi-channel Comm Unit:
Includes comlink encoder,
ranged up to 50 kilometers,
and external amplifier.
Macrobinoculars:
Standard
rules as for macrobinoculars.
5 Sureseal Patches: Automatic
patches against suit leaks.
Bio-Readout:
Informs
wearer of his/her physical
condition.
WITS: Allows the wearer
to link two weapons into
the suit’s battle computer,
getting +1D to hit for each
weapon.
Game Notes: Can operate for
24 hours without replenishing
supplies and takes 10 minutes to put on.
Source: Galladinium’s Fantastic Technology (page 81),
Arms and Equipment Guide (page 44)
AV-1A (Assault)
Model: GTU AV-1A Power Suit
Type: Powersuit
Skill: Powersuit operation
Cost: 50,000
Availability: 4, X
Game Effect:
Battle Suit: Provides
+2D+2
physical
and energy, -2D to
Dexterity and all
related skills.
S t r e n g t h
Enhancement: +3D
to
Strength
and
related skills, but
any failed Strength
or related roll strips
the servos, causing
a full malfunction
of the suit for 1D
rounds; also roll 1D,
if the result is 1-2,
the wearer suffers
4D stun damage
from arcing electricity.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters.
Maneuver rolls are made with the powersuit operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows
vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight vision (no penalties for darkness except in absolute
darkness, but sudden flashes of light can cause 4D stun
damage if the user does not make a Moderate Perception roll
to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged
up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
24
Bio-Readout: Informs wearer of his/her physical condition.
WITS: Allows the wearer to link two weapons into the suit’s
battle computer, getting +2D+2 to hit for each weapon.
Intergrated Medpac System: Has first aid skill at 4D.
Rocket Ejection System: Ejects occupant if suit suffers heavy
damage on a roll of 1-2 on 1D.
Game Notes: Can operate for 12 hours without replenishing
supplies and takes 15 minutes to put on.
Source: Galladinium’s Fantastic Technology (page 81),
Arms and Equipment Guide (pages 43-44)
Telgorn Corp. Mark II Powersuit
Model: Telgorn Corp. Mark II Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 21; 60 kmh
Body: 4D
Weapons:
Cutting Laser
Fire arc: Front or right (mounted on arm)
Skill: Vehicle blasters
Fire Control: 2D
Range: 1 meter
Damage: 4D
Source: Supernova (page 78)
Telgorn Corp. Mark III Powersuit
Model: Telgorn Corp. Mark III Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 21; 60 kmh
Body: 5D
Weapons:
Blaster Cannon
Fire arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-25/50/100
Damage: 5D
Mini-Proton Torpedoes
Fire arc: Front
Skill: Missile weapons
Fire Control: 1D
Range: 3-5/10/20
Damage: 6D
Source: Supernova (page 78)
Telgorn Corp. Mark IV Powersuit
Model: Telgorn Corp. Mark IV Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 25; 70 kmh
Body: 6D
Weapons:
Laser Cannon
Fire arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-20/40/80
Damage: 4D
Game Notes: This rapid escape version is built for speed
and easy access. It is one difficulty easier to get this
powersuit going rapidly.
Source: Supernova (page 78)
Telgorn Corp. Mark V Powersuit
Model: Telgorn Corp. Mark V Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 28; 80 kmh
Body: 4D
Weapons:
Laser Cannon
Fire arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 3-20/40/80
Damage: 4D
Game Notes: This repair model has a plethora of tools,
making it the ideal choice for any maintenance function.
Source: Supernova (page 78)
Telgorn Corp. Mark VI Powersuit
Model: Telgorn Corp. Mark VI Powersuit
Type: High pressure power armor
Scale: Character
Skill: Powersuit operation: Mark VI
Crew: 1
Cover: Full
Cargo Capacity: 10 kilograms
Consumables: 2 days
Cost: 30,000
Availability: 2, F
Maneuverability: 1D
Atmosphere: 35; 100 kmh
Body: 6D
Weapons:
Blaster Cannon
Fire arc: Front or right (mounted on arm)
Skill: Vehicle blasters
Fire Control: 2D
Range: 3-25/50/100
Damage: 6D
Source: Supernova (pages 74-75)
Malgon Armor
Model: Modified X5 Malgon Armor
Type: Light power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +2D to Strength for physical attacks, +2D
for energy attacks; -2D to Dexterity and related skills.
Covers head, torso, arms and legs.
Heaviness: Due to the suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Strength: Servos in the arms and torso provide a +1D
Strength bonus for lifting and melee and brawling damage.
Sensors: The helmet is equipped with a sensor pod which
provides a +1D bonus to search.
Flame Projectors: 5D damage, uses armor weapons skill,
creates a cone one meter wide, variable one to five meters
long. One projector is mounted on each arm.
Source: Gundark’s Fantastic Technology (pages 57-58)
Nemesis Armor
Model: Mili-Corp DZ 17X Nemesis
Type: Medium power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +3D to Strength for physical attacks, +2D
to energy attacks; -2D to Dexterity and related skills. Covers
head, torso, arms and legs.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Strength: Servos in the armor provide a +1D Strength bonus
for lifting skill rolls and melee and brawling damage.
Speed: Due to the bulk of the armor, the wearer’s Speed is
reduced to 7.
Sensors: Provides 180-degree vision, macrobinocular vision
and mini-targeting computer. Provides +2D to Perception
and search rolls. Contains a multi-frequency targeting and
acquisition system (MFTAS) which gives +1D to all ranged
weapons skill rolls against targets at medium and long
ranges.
DEMP Gun: 3D ionization damage, uses armor weapons
skill, ranges: 3-4/8/12, mounted on left forearm armor.
Light Repeating Blaster: 6D damage, uses armor weapons
skill, ranges: 3-50/120/300, mounted on right forearm
armor.
Body Glove: A climate-controlled body glove incorporates
additional heating and cooling elements to allow comfortable
operation in moderately hot and extremely cold climates.
Source: Gundark’s Fantastic Technology (pages 58-59)
25
Krail 210 Personal Armor
Jet Pack: Has a Move of 100 meters horizontally, 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Ease, modified by obstacles. Has 20 charges, can expend
up to two per round.
Winch: Capable of lifting 100 kg
Internal Dual Force Blades: STR+3D damage, Moderate
melee combat difficulty.
Sealed Enviro Filter: Filter system can block out harmful
molecules, or in case of insufficient or deadly atmosphere,
the suit can completely seal, drawing upon a two-hour
internal supply of oxygen.
Source: Galaxy Guide 9: Fragments from the Rim (page
31)
Dragon Armor
Model: Modified Krail Armory Model 210 Personal Armor
Type: Modified personal battle armor
Skill: Powersuit operation: Krail 210 armor
Cost: (with all modifications) 26,000
Availability: Basic suit is “X” on most planets; modified
suit is unique
Game Effect:
Basic Suit: +2D to Strength for energy attacks, +3D to
physical attacks; -1D to Dexterity and related skills. Suit
has a Move of 16, with movement rolled on powersuit
operation skill
Power Suit: +1D to lifting.
Sensor Pod: +1D to search.
Integral Internal Line Slinger: 20-meter range. Can attach to
grappling or magnetic hooks. Uses missile weapons skill.
26
Model: SoroSuub NLZ5-11 Dragon
Type: Medium power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: +3D to Strength for physical
attacks, +2D for energy attacks,
-2D to Dexterity and all related
skills. Covers head, torso, arms
and legs.
Heaviness: Due to this suit’s
weight, the skills hide, sneak and
swimming cannot be used while
wearing armor.
Strength: Servos in the armor
provide +1D Strength bonus for
lifting skill rolls and melee and
brawling damage.
Speed: Due to the bulk of the
armor, the wearer’s Speed is
reduced to 7.
Sensors:
Provides
180-degree
vision, macrobinocular vision and
mini-targeting computer. Provides
+2D to Perception and search
rolls. Contains a multi-frequency targeting and acquisition
system (MFTAS) which gives +1D to all ranged weapons skill
rolls for targeting at medium and long ranges.
Body Glove: A climate-controlled body glove incorporates
additional heating elements to allow comfortable operation
in moderately hot and extremely cold climates.
Defensive Blaster: 3D damage, uses armor weapons skill,
ranges: 3-4/8/12, mounted alongside helmet.
Twin Flamers: 5D damage (fire-linked), used armor weapons
skill, creates cone one meter wide, variable one to five
meters long, mounted on left forearm armor.
Mini-Missile Launcher: 5D damage, uses missile weapons
skill, ranges: 3-40/120/400, mounted on shoulder armor.
Sealed Enviro-Filter: Filter system can block out harmful
molecules, or the suit can completely seal, drawing upon a
two-hour internal supply of oxygen.
Source: Gundark’s Fantastic Technology (pages 52-53)
Sunder 9
power and 6 hours of oxygen.
Source: Alliance Intelligence Reports (page 88), Gundark’s
Fantastic Technology (page 61)
Hutt Battle Armor
Model: Llalik Designs Sunder 9 Armor Prototype
(Incomplete)
Type: Multi-environmental personal battlesuit
Skill: Powersuit operation: Sunder 9
Cost: Not available for sale
Availability: 4, X
Game Effects:
Armor: Provides +3D to Strength for physical attacks, +2D
for energy attacks, -1D+2 to Dexterity and related skills.
Full cover.
Strength: Servos in the upper portion of the armor add
+1D+2 to Strength for lifting, brawling and melee damage.
Blaster Cannon: Cannon on left arm (usually right, but Dr.
Llalik is left-handed). 6D damage, uses blaster skill, ranges
10-50/100/500
Flame Projector: 5D damage, uses armor weapons skill,
projects up to three meters. Right arm.
Rocket Pack: Has Move of 90 meters horizontally, 50 meters
vertically. Uses rocket pack operation skill, base difficulty is
Easy, modified by terrain conditions. Has 12 charges, can
expend up to three per round.
Sensors: Provides 270 degree vision and macrobinocular
vision. Gives wearer +1D to Perception rolls, +2D to search.
Includes specialized sonar and infrared sensor packages
for dark environment or aquatic depths where light is not
available.
Aquatic Propulsion System: Increases swimming skill by
+2D; gives wearer and underwater Move of 14.
Body Glove: A climate-controlled body glove provides
heating and cooling systems to allow operation in extreme
environments.
Sealed Enviro-Filters: System prevents entry of foreign
substances, can also be sealed completely when in hostile
environments or during submersion. Has four hours of
Model: Hutt Battle Armor
Type: Ancient Hutt powersuit
Scale: Character
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Basic Suit: Overlapping plates provide +3D+2 against
physical attacks, +2D+1 against energy, -2D to Dexterity
and related skills.
Microrepulsors: Allow silent movement (+1D to sneak) at an
enhanced Move of 12.
Servos: Increase wearer’s Strength by +1D+1 and Dexterity
by +2.
Camouflage: Plates are capable of changing color to match
the surroundings, providing +1D to hide.
Helmet Sensors: Allow user to see in the dark for 50 meters
and grant a +1D bonus to search.
Onboard Computer: Includes a datapad and comlink, and is
capable of acting as a translator unit with languages 10D.
2 Built-In Hold-Out Blasters: Mounted on each arm (3D
damage).
E-Web Repeating Blaster: Mounted onto right shoulder (8D
damage).
Source: Tempest Feud (page 128), Ultimate Alien Anthology
(page 75)
Juggernaut Armor
Model: Cozzell Juggernaut 510 Combat Power Armor
Type: Assault power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +3D to Strength for physical attacks, +3D
to energy attacks; -3D to Dexterity and related skills. Covers
head, torso, arms and legs.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and swimming cannot be used while wearing this armor.
Strength: Servos in the armor provide +3D Strength bonus
for lifting skill rolls and melee and brawling damage.
27
Speed: Due to the bulk of the
armor, the wearer’s Speed is
reduced to 5.
Sensors: Provides 180-degree
vision, macrobinocular vision
and mini-targeting computer.
Provides +2D to Perception
and search rolls. Contains
a multi-frequency targeting
and
acquisition
system
(MFTAS) which gives +1D to
all ranged weapons skill rolls
at medium and long ranges.
Body Glove: A climatecontrolled
body
glove
incorporates
additional
heating and cooling elements
to
allow
comfortable
operation in moderately hot
and extremely cold climates.
Medium Repeating Blaster:
7D damage, uses armor
weapons skill, ranges: 3-50/
120/300, hand held with braces and targeting computer
interface along right forearm armor.
Grenade Launcher: 5D damage, uses missile weapons skill,
ranges: 1-250/350/500, mounted on left shoulder.
Retractable Claws: STR+2D damage, mounted in left
gauntlet.
Source: Gundark’s Fantastic Technology (pages 55-56)
Leviathan Armor
Model: Mon Calamari Leviathan Armor
Type: Assault power armor
Skill: Powersuit operation
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor: Provides +3D to Strength for physical attacks,
+3D to energy attacks; -1D to Dexterity and related skills
underwater, -3D to Dexterity and related skills on land.
Covers head, torso, arms and legs.
Customized: If worn by someone other than its owner add
an additional -1D to the Dexterity penalty.
Heaviness: Due to this suit’s weight, the skills hide, sneak
and running cannot be used while wearing it on land.
Strength: Servos in the armor provide +3D Strength bonus
for lifting skill rolls and melee and brawling damage.
Speed: Due to the bulk of the armor, the wearer’s Speed is
reduced to 5 while on land. Special underwater propulsion
units in leg armor gives the wearer a Speed of 15 while
swimming underwater.
Sensors: Provides 180-degree vision, macrobinocular vision
and mini-targeting computer. Provides +2D to Perception
and search rolls. Contains a multi-frequency targeting and
acquisition system (MFTAS) which gives +1D to all ranged
weapons skill rolls against targets at medium and long
ranges. The targeting system also allows torpedoes to lock
on and adjust course to follow moving targets. Includes
special sonar gear. Thus this armor is designed to deal with
deep waters where light is absent.
Body Glove: A climate-controlled body glove incorporates
additional heating and cooling elements to allow comfortable
operation in moderately hot and extremely cold climates.
Duo-Flechette Rifle: 5D damage, uses armor weapons skill,
ranges: 3-10/30/60, mounted on right forearm armor.
28
Mini-Torpedo Launcher: 5D damage, uses missile weapons
skill, ranges: 3-10/120/350, mounted in shoulder armor.
Source: Gundark’s Fantastic Technology (pages 55-56)
Military Unit Armor
-2 from Dexterity and all
Dexterity-related actions.
Source:
Gundark’s
Fantastic
Technology
(page 54), Han Solo and
the
Corporate
Sector
Sourcebook (page 117)
Espo Armor
Jedi Battle Armor
Model: Ayelixe/Krongbing Textiles blast vest and blast
helmet
Type: Personal armor
Scale: Character
Cost: 200 (vest), 200 (helmet)
Availability: Not for sale
Game Notes: Blast helmet (+1 energy, +1D physical), blast
vest (+1 energy, +1D physical, -1 Dexterity and related
skills).
Source: Gundark’s Fantastic Technology (pages 53-54),
Han Solo and the Corporate Sector Sourcebook (pages 116117)
Model: Jedi Battle Armor
Type: Personal armor
Scale: Character
Cost: 6,000
Availability: 4, X
Game Notes: Jedi battle
armor adds +2D to all
Strength rolls made by
the wearer to resist all
forms of damage, but
subtracts 1D+1 from
the wearer’s Dexterity
score and -2 from his
Move score due to its
bulk.
Source: Power of the
Jedi Sourcebook (pages
55-56)
Espo Riot Armor
Model: Authority Riot Armor
Type: Blast armor
Cost: Not available for sale
Availability: X
Game Notes: Helmet: blast helmet with visor +1D from
all energy attacks, +2D from all physical attacks; all other
areas: +2 from energy attacks, +1D+2 from physical attacks,
29
Rodian Protector Armor
Model: Standard Iotran Braceman Armor
Type: Braceman armor
Scale: Character
Cost: 8,000
Availability: 4, X
Game Notes:
Basic Suit: +2D physical, +1D energy, -1D to Dexterity and
related skills.
Sensor System: Built into the helmet, provides a +1 bonus
to attack rolls made with the armor’s built-in weapons.
Retractable Blade: Concealed in the right gauntlet. Does
STR+1D (max: 6D) damage.
Tangler Gun: Shoots a triple strand of durawire weighed
at each end of the threads that entangles its target with
a Strength of 5D (range: 3-8/20/60; ammo: 5; armmounted).
Mini Flechette Gun: Releases a spray of needles that deal
2D+2 damage. If the weapon deals damage, target must
make a Difficult stamina roll or suffer a -1D Dexterity
penalty (range: 3-10/30/120; ammo: 10; arm-mounted).
Source: Ultimate Alien Anthology (page 77)
Goroth Planetary Police Armor
Model: Chattza Protector Armor
Type: Rodian personal battle armor
Scale: Character
Cost: Not for sale
Availability: 3, X (on Rodia)
Game Notes: +2D physical, +1D energy for entire body, -1D
to all Dexterity related skills.
Source: Shadows of the Empire Planets Guide (page 12)
Iotran Braceman Armor
30
Model: Goroth Planetary Police Armor
Type: Specialized personal defense armor
Cost: Not available for sale
Availability: 3, X
Game Notes:
Basic Suit: +2D physical, +1D+1 energy to Strength to resist
damage. -1D to all Dexterity attribute and skill checks.
Sealed environment with 10 hours of air supply.
Heating/Cooling Unit: Keeps the wearer comfortable in
ambient temperatures ranging from -75º to 170º C.
Comlink: Helmet contains tongue-toggled comlink for
instant communication with other units.
Targeting System: Contains a Multi-Frequency targeting and
Acquisition System (MTAS) which gives +2D to all Perception
checks in darkness, smoke and other visibility-obscuring
conditions. Also gives
+2D to ranged weapon
skill used (such as
blaster)
when
the
user aims for more
than one round (in
addition to the normal
bonus for “preparing”,
as described in the
Rulebook).
Emergency
Survival
Kit: Incorporated into
backpack,
including
two additional dylinium
hydride power packs
which last 12 hours
(8 hours in extreme
temperatures).
Dedicated Emergency
Locator: 150 kilometer
range.
Source: Goroth, Slave
of the Empire (pages
86-87)
Clone Trooper Armor, Mark I
adds +1D to Perception checks
in low-visibility situations,
+1D to ranged weapon skill
uses against targets moving
more than 10 meters per
round;
polarized
lenses
prevent flash-blinding.
Utility
Belt:
High-tension
wire, grappling hooks, spare
blaster power packs, ion
flares, concentrated rations,
spare comlink, water packs, 2
medpacs, spare breather.
ARC Trooper Armor
Model: Republic Clone Trooper Armor, Mark I
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Body Glove: Climate controlled body glove allows operation
in uncomfortably cold or warm climates.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1 to Perception checks in low-visibility situations, +1
to ranged weapon skill uses against targets moving more
than 10 meters per round; polarized lenses prevent flashblinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Clone SCUBA Trooper Armor
Model: Republic Aquatic Assault Trooper Armor
Type: Underwater military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical and energy, +2D swimming
skill.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove allows
operation in uncomfortably cold or warm climates.
Miniaturized scrubbers built into the breathing unit are
able to extract oxygen from water environments, and allow
for attachment of oxygen tanks.
Aquatic Propulsion Pack: Has an underwater Move of 20.
Maneuverability jets incorporated into the shin guards add
an extra +1D to swimming.
MFTAS: Multi-Frequency Targeting Acquisition System;
Model: Republic Advanced Recon Commando Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor Protection: +1D physical and energy.
Comlink: Tongue-activated helmet comlink.
Body Glove: Climate controlled body glove allows operation
in uncomfortably cold or warm climates.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1D to search checks, +1D to ranged weapon skill
uses against targets moving more than 10 meters per
round; polarized lenses prevent flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Source: Geonosis and the Outer Rim Worlds (pages 80-81)
31
Katarn Armor
Model: Katarn-class Republic Commando Body Armor
Type: Commando armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes:
Armor Protection: +2D physical and energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Retractable Vibroblade: Concealed in right gauntlet, does
STR+1D+2 damage, uses melee combat skill. May be set
to automatically spring out every time the user punches
something, in which case it uses the brawling skill.
Sealed Body Glove: Climate controlled body glove and
breath filter allows operation in uncomfortably cold or warm
climates and limited protection in toxic-air environments.
Sealed suit allows up to five minutes exposure to the
vacuum of space.
Auto-Bacta Injectors: When the wearer suffers a Wounded
or worse injury, the system automatically injects bacta on
the affected area. This does not actually heal the wound,
but reduces the injury penalty by 1D (and keeps an
Incapacitated character awake, as if he was only Wounded
Twice). Unit has a single charge; multiple bacta injections
grant no further benefits.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception and search checks in low-visibility
situations, +1D to ranged weapon skill uses against targets
moving more than 10 meters per round; polarized lenses
prevent flash-blinding.
Viewplate: Macrobinocular imaging set (50-100/200/500
meters range) with UV nightvision (See MFTAS, above).
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, additional supplies
pouches.
32
Clone Trooper Armor, Mark II
Model: Republic Clone Trooper Armor, Mark II
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +1D to Perception checks in low-visibility situations,
+1D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Royal Guard Armor
Model: Standard Royal Guard Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated top-security scrambler helmet
comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in extremely cold or warm
climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +3D to Perception and search checks in low-visibility
situations, +2D to ranged weapon skill uses against targets
moving more than 10 meters per round; polarized lenses
prevent flash-blinding.
with no penalty.
Filter: Self-sealing filter system screens out all dangerous
particulates. Unlike stormtrooper armor, this armor lacks an
oxygen supply; there must be a potentially breathable (but
polluted) atmosphere to filter or the user will suffocate.
Comlink Scrambler: Comlink is linked to other Coruscant
Guard units and Coruscant Guard command, allowing
units to disperse yet still be in full communication. Optional
tracking beacon software adds a tracking beacon to that
unit commander knows positions of other troops at all
times; unit commander’s helmet has verbally activated
internal “heads-up display” to show trooper positions.
Climate Control Body Glove: Allows user to operate
comfortably in exceptionally hot or cold climates for periods
of up to several hours.
Source: Shadows of the Empire Sourcebook (page 113),
Rules of Engagement – The Rebel SpecForce Handbook
(pages 102-103)
Imperial Sentinel Armor
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 103), Galaxy Guide 5: Return of the Jedi
(page 46)
Coruscant Guard Armor
Type: Special guard armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: +2D physical, +1D energy, -1D to Dexterity
and all related skills.
Source: Dark Empire Sourcebook (page 71)
Imperial Dungeoneer Armor
Model: Standard Coruscant Guard Armor
Type: Personal battle armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes:
Basic Suit: Provides +2D physical, +1D energy, -1D Dexterity
and related skills.
Optic Sensors: Allows user to operate in complete darkness
Type: Dungeoneer armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: Light duty (+1D to all attacks, breath filters)
or heavy duty (+3D to physical, +2D to energy, internal
comlink with life function information and continuous
broadcast of audio and video pickups, motion sensor with
10 meter range (+1D to search), independent air supply).
33
Imperial Field Armor
Both armor types feature a unique buckle feature on the
armor fasteners, requiring an electronic key to remove the
armor.
Source: Dark Empire Sourcebook (pages 41-42)
Imperial Sovereign Protector
Armor
Type: Military bodyguard armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: +3D physical, +2D
energy, sensor suite adds +1D to
search or Perception.
Source: Dark Empire Sourcebook
(page 70)
Type: Army field armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: +1D physical and energy.
Source: Galaxy Guide 3: The Empire Strikes Back (page
40)
Imperial Gunner Armor
Type: Gunner armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: +1D physical,
+2 energy, targeting computer
linkup helmet (+2D to capital
ship gunnery)
Source: Galaxy Guide 1: A New
Hope (page 55)
CompForce
Trooper Armor
Model: Standard CompForce
Trooper Armor
Type: Combat armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: +2 energy, +1D
physical.
Source: Rules of Engagement
– The Rebel SpecForce Handbook (pages 96-97)
34
Stormtrooper Armor
Model: Standard Stormtrooper Armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs.
Source: Rulebook (page 234), Imperial Sourcebook (page
46), Rules of Engagement – The Rebel SpecForce Handbook
(pages 97-99), The Far Orbit Project (page 143)
Long-Range
Comlink:
Tongue-activated helmet
comlink, surface to orbit
range.
Sealed
Body
Glove:
Climate
controlled
body glove and breath
mask allows operation
in
extremely
hot
climates and toxic-air
environments.
Body
glove is supplemented
with backpack cooling/
moisture exchange unit.
MFTAS: Multi-Frequency
Targeting
Acquisition
System; adds +2D to
Perception checks in
low-visibility situations,
+2D to ranged weapon
skill
uses
against
targets moving more
than 10 meters per
round; polarized lenses
prevent flash-blinding.
Utility
Belt:
Hightension wire, grappling
hooks, spare blaster
power packs, ion flares,
concentrated
rations,
spare comlink, water
packs, 2 medpacs, and
coolant tent.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 99-100), Galaxy Guide 1: A New Hope
(pages 19-20)
AT-AT Operator Armor
Sandtrooper Armor
Model: Standard Desert Assault Trooper Armor
Type: Hot terrain military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical and energy, -1D Dexterity
and related skills.
35
Type: Imperial walker operator armor
Scale: Character
Cost: Not available for sale
Availability: X
Game Notes: +1D physical and energy, -2 to Dexterity and
all related skills, internal comlink.
Source: Galaxy Guide 3: The Empire Strikes Back (page
38), Star Wars Trilogy Sourcebook SE (page 51)
Imperial Pilot Flight Suit
Model:
Standard
Imperial Flight Suit
Type:
Armored
military flight suit
Scale: Character
Cost: Not available
for sale
Availability: 3, X
Game Notes:
Flight Suit: Provides
+2
to
Strength
to resist damage
and
additional
protection against
vacuum for limited
periods. It grants
a +1D+1 bonus to
stamina to resist
cold temperatures.
Helmet:
Contains
an internal comlink
and
navigation
computer
linkup
(+1D to sensors).
Utility
Belt:
Ion
flares, one week concentrated rations, spare comlink, water
packs, 1 medpac.
Source: The Movie Trilogy Sourcebook (page 52), d20 Core
Rulebook (page 138)
Scout Trooper Armor
Model: Stormtrooper Scout Armor
Type: Military scout armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2 physical and energy.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Viewplate: Macrobinocular imaging set (100-250/500/
1,000 meter range) with sensor relay.
Sensor Pack: Enables user to make passive sensor scans
(no bonus); in forward focus the scanner patches into the
rider’s viewplate to provide navigation aid (+2D to repulsorlift
operation)
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations,
36
spare comlink, water packs, 2 medpacs, camo-tent, water
purifier.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 100-101), Galaxy Guide 5: Return of the
Jedi (page 65), Imperial Sourcebook (page 48)
Snowtrooper Armor
Model: Standard Cold Assault
Trooper Armor
Type:
Cold-terrain
military
armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical
and energy, -1D Dexterity and
related skills.
Comlink:
Tongue-activated
helmet comlink.
Sealed Body Glove: Climate
controlled body glove and
breath mask allows operation
in extremely cold climates and
toxic-air environments.
MFTAS:
Multi-Frequency
Targeting Acquisition System;
adds +2D to Perception checks
in low-visibility situations, +2D
to ranged weapon skill uses
against targets moving more
than 10 meters per round; polarized lenses prevent flashblinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, plus a thermal tent and
attachment points for snowboot slippers.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 99), Galaxy Guide 3: The Empire Strikes
Back (pages 35-37), Imperial Sourcebook (pages 46-47)
Swamp Trooper Armor
Raptor Commando Armor
Model: Raptor Commando Armor
Type: Combat armor
Cost: Not available for sale
Availability: X
Game Notes: +1D to Strength to resist physical and energy
damage, all locations, no Dexterity penalty.
Source: Cracken’s Threat Dossier (page 37)
Storm Commando Armor
Model: Imperial Swamp Trooper Armor
Type: Military scout armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +1D physical and energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
Viewplate: Telescopic sight (moves target up one range level
or gives +1D to Perception-based skills) with infrared vision,
allowing full vision up to 100 meters regardless of light.
Utility Belt: High-tension wire, spare blaster power packs,
ion flares, concentrated rations, spare comlink, water
packs, 2 medpacs, two spare grappling hook/cords.
Source: Planet of the Mists (pages 18-20)
Model: Imperial Munitions Storm Commando Armor
Type: Lightweight personal battle armor
Cost: Not for sale*
Availability: 3, X
Armor Protection: +1D physical and energy.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled body glove and
breath mask allows operation in uncomfortably cold or
warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +3D to Perception and search checks in low-visibility
situations, +2D to ranged weapon skill uses against targets
moving more than 10 meters per round; polarized lenses
prevent flash-blinding.
Viewplate: Macrobinocular imaging set (100-250/500/
1,000 meters range) with UV nightvision (See MFTAS,
above)
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, additional supplies
pouches.
Stealth Coating: Special black reflec polymer coating hides
wearer from sensor scans; +1D to hide and sneak.
*Storm Commando armor is classified as a military secret
and carries the same penalty as possession of radtrooper
armor. On the black market, Storm Commando armor is
believed to cost upwards of 10,000 credits.
37
Source: Galaxy Guide 9: Fragments from the Rim (page
29), Rules of Engagement – The Rebel SpecForce Handbook
(page 102), The Far Orbit Project (page 144)
Radtrooper Armor
Model: Imperial Munitions Radiation Zone Trooper Armor
Type: Radiation-zone personal battle armor
Cost: Not for sale*
Availability: X
Armor Protection: +3D physical, +1D energy, -1D Dexterity
and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate controlled anti-radiation body
glove and breath mask allows operation in uncomfortably
cold or warm climates, toxic-air environments, and light
radiation zones.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
38
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, plus anti-radiation pills,
two additional detox hypos, radiation tent, water purifier,
extra breathing filters, and radiation meter.
Anti-Radiation: The armor is treated with a radiation
reflective coating, which insulates the wearer against heavy
radiation zones. A heat and radiation backpack colling unit
supplements the body glove in heavy radiation.
*Radtrooper armor is classified as a military secret, so
possession of such armor is punishable by life imprisonment
or execution. Those few sets of armor that have reached
the black market are believed to have sold for over 50,000
credits. It is believed that this highly specialized armor costs
the Empire over 25,000 credits per suit.
Source: Galaxy Guide 9: Fragments from the Rim (page
28), Rules of Engagement – The Rebel SpecForce Handbook
(page 101)
Seatrooper Armor
Model: Standard
Aquatic
Assault
Trooper Armor
Type: Underwater
military armor
Scale: Character
Cost: Not available
for sale
Availability: 3, X
Game Notes:
Armor Protection:
+1D
physical
and energy, +2D
swimming skill.
Comlink: Tongueactivated helmet
comlink.
Sealed Body Glove:
Climate controlled
body glove and
breath
mask
allows
operation
in uncomfortably
cold
or
warm
climates and toxicair environments.
Helmet
draws
air
from
tank,
and has a onehour
emergency
r e b r e a t h e r
attachment.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare
blaster power packs, ion flares, concentrated rations, spare
comlink, water packs, 2 medpacs, spare breather, and
compressed-air inflated bubble tent.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 99), Imperial Sourcebook (page 47)
Spacetrooper Armor
Model: Standard Zergo-G Assault Stormtrooper Armor
Mark I
Type: Zero-g military power armor
Scale: Character
Skill: Powersuit operation: spacetrooper armor
Cost: Not available for sale
Availability: 3, X
Weapons:
Grenade Launcher
Scale: Character
Skill: missile weapons
Range: 5-50/100/200 (space: 0/1/2)
Game Notes: Fires concussion grenades and gas/stun
grenades.
Concussion Grenades
Ammo: 30
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Gas/Stun Grenades
Ammo: 30
Blast Radius: 0-2/4/6/8
Damage: 5D/4D/3D/2D (stun),
Mini-Proton Torpedo Launcher
Scale: Character
Skill: Starship gunnery
Range: 25-100/300/700 (space: 1/3/7)
Ammo: 6
Damage: 6D
Blaster Cannon
Scale: Character
Skill: Blaster
Range: 10-50/100/150
Damage: 6D
Laser Cutters
Scale: Starfighter
Skill: Blaster
Range: 0.3 meters
Damage: 3D
Game Notes:
Basic Suit: Four hours of power and 10 hours of oxygen.
Has a Space Move of 1; in normal gravity, Move is only 8.
Armor Protection: +4D physical, +3D energy to resist damage,
reduces Dexterity and related skills by -1D.
Magnetic couplers: Allow adherence to any metal surface.
Internal Environment: Climate-controlled powersuit allows
operation in uncomfortably cold or warm climates.
MFTAS: Multi-Frequency Targeting Acquisition System;
adds +2D to Perception checks in low-visibility situations,
+2D to ranged weapon skill uses against targets moving
more than 10 meters per round; polarized lenses prevent
flash-blinding.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 100), Imperial Sourcebook (pages 47-48),
Heir to the Empire Sourcebook (page 55), The DarkStryder
Campaign – The Kathol Rift (page 69), The Star Wars
Sourcebook (page 107)
39
Individual Armor
Beylyssa’s Armor
Model: Modified Arelik Armor
Type: Modified personal battle
armor
Cost: Not for sale
Availability: Unique
Game Notes:
Basic suit: +2D to Strength
for physical attacks, +1D for
energy attacks. Covers head,
torso and arms. Dexterity and
related skills are -1D.
Sensor pod: +1D to search.
Infrared Sensor: Adds +1D to
Perception in darkness
Turbo
Projected
Grappling
Hook: 20 meter lanyard, uses
missile weapon skill (ranges 03/10/20), spring-barbed hook
(3D+2 damage if used on a live
target).
Winch: capable of lifting 100
kilograms.
Environment filter: Helmet filter
system can prevent harmful
molecules from entering the lungs.
Source: Adventure Journal 3 (page 286)
Boba Fett’s Battle Armor
Model: Modified Mandalorian battle armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effect:
Basic Suit: Provides +4D to Strength for physical attacks,
+3D for energy attacks. Covers head, torso and arms. No
Dexterity penalties.
Wrist Lasers: 5D damage, uses armor weapons skill, ranges:
3-5/25/50.
Rocket Dart launcher: 6D damage, uses missile weapons
skill, ranges: 3-5/25/50, poison tipped (causes 5D damage
for five rounds). Can use alternative poisons and stun
serums.
Turbo Projected Grappling Hook: 20 meter lanyard. Uses
missile weapons skill (ranges (1-3/10/20), magnetic
grappling “hook.”
Flame Projector: 5D damage, uses armor weapons skill,
creates cone 1 meter wide, variable one to five meters long.
Concussion Grenade Launcher: Grenades cause 6D damage
over a five meter blast radius. Uses missile weapons skill,
ranges are 1-250/350/500, magazine carries 20 grenades.
Jet Pack: Has a Move of 100 meters horizontally. 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 20 charges, can expend
up to two per round.
Sensor Pod: +2D to search.
Infrared/Motion Sensor: Integrated infrared and motion
sensor that adds +1D to Perception in darkness or with
moving objects ahead and to both sides.
Macrobinoculars: Add +3D to Perception or search for objects
100-500 meters away. Scomp-linked into blaster rifle:
reduces range two levels (for example, long range becomes
short range).
Sound Sensor: Adds +1D to Perception or search. This bonus
only applies in quiet situations.
Internal Comlink: Can be linked into Slave II’s control system
(with beckon call), adjusted to other standard frequencies.
Also has external speaker.
Broad-band Antenna: Can intercept and decode most
communications made on standard frequencies. As a result,
Boba Fett can patch into shipboard communications.
Winch: Capable of lifting 100 kilograms (Fett and his
equipment only).
Sealed Enviro Filter: Filter system can block out harmful
molecules, or in case of insufficient or deadly atmosphere,
the suit can completely seal, drawing upon a two hour
internal supply of oxygen.
Source: Dark Empire Sourcebook (page 32), Galaxy Guide
3: The Empire Strikes Back (pages 52-53), Galaxy Guide 5:
Return of the Jedi (page 28), Star Wars Trilogy Sourcebook
SE (pages 65-66), The Movie Trilogy Sourcebook (page 90),
The Star Wars Sourcebook (page 141)
Boushh’s Armor
Model: Modified Ubese Raider Armor
Type: Modified battle armor
Cost: Not for sale
Availability: Unique
Game Notes:
Basic Suit: +2D to Strength for physical attacks, +1D for
energy attacks. Covers torso and head only. No Dexterity
penalties.
Sealed Enviro-Filter: Filter system maintains Type II
atmospheres within helmet, and filters out harmful
molecules and odors.
40
Flash
Guard
Visor:
Nullifies all stun damage
from visual sources (for
instance, flash canisters
or grenades).
Infrared
Sensors:
Adds+1D to Perception in
darkness.
Macrobinoculars: Add+3D
to Perception or search for
objects 100-500 meters
away.
Sound Sensors: Adds +1D
to Perception or search in
quiet situations only.
Spiked Knuckle Guards:
STR+1 damage when
brawling.
Source: Shadows of the
Empire Sourcebook (page
65), No Disintegrations
(page 80)
Darth Vader’s Armor
Source: The Star Wars Trilogy Sourcebook SE (page
49), The Dark Side Sourcebook (page 93), Rebellion Era
Sourcebook (page 34)
Dej Vennor’s Armor
Model: Modified Imperial
Scout Armor
Type:
Bounty
hunter
armor
Scale: Character
Skill: Powersuit operation
Cost: Not available for sale
Availability: Unique
Game Notes:
Basic Suit: Vennor’s armor
provides +1D protection
versus physical and energy
attacks, with no Dexterity
penalty. Suit has a move
of 20 (rolled on powersuit
operation).
Power Suit: +1D to climbing/
jumping and lifting.
Sensor Pod: +1D to search.
Internal Line Slinger: 20meter range. Standard line
is tipped with a magnetic or
claw grappler. Roll missile weapons to fire.
Jet Pack: Can move 100 meters horizontally or 30 meters
vertically in a single round. Has 20 charges and can expend
2 per round until exhausted.
Sealed Enviro Filter: Filter system can block out harmful
gasses or toxins for up to two hours. Provides protection in
vacuum.
Motion Sensor: Neuro-Saav MacroMotionMonitor. Adds +1D
to search rolls involving motion up to 50 meters away.
Reflec Coating: Vennor’s armor has been coated with the
sensor absorbing compound, reflec. If he is not being
actively scanned for, he adds +1D to his hide and sneak
rolls.
Wrist Lasers: Hold 15 shots per unit, and inflict 4D damage
to targets within 3 meters.
Source: The Far Orbit Project (page 97)
Dengar’s Blast
Armor
Type: Unique dark armor
Scale: Character
Cost: Not for sale
Availability: Unique
Game Notes: +1D to Strength to resist physical and energy
damage. Respiratory life-support system is necessary to
keep Vader alive.
Type: Modified blast armor
Cost: Not for sale
Availability: Unique
Game Notes: +2D+2 physical,
+1D+2 energy to torso, arms and
legs, chest-mounted comlink.
Source: Galaxy Guide 3: The
Empire Strikes Back (page 55),
Galaxy Guide 10: Bounty Hunters
(page 68), Star Wars Trilogy
Sourcebook SE (page 63)
41
Jango Fett’s Battle Armor
sensor that adds +1D to Perception in darkness or with
moving objects ahead and to both sides.
Macrobinoculars: Add +3D to Perception or search for objects
100-500 meters away. Scomp-linked into blaster rifle:
reduces range two levels (for example, long range becomes
short range).
Sound Sensor: Adds +1D to Perception or search. This bonus
only applies in quiet situations.
Internal Comlink: Can be linked into Slave I’s control system
(with beckon call), adjusted to other standard frequencies.
Also has external speaker.
Broad-band Antenna: Can intercept and decode most
communications made on standard frequencies. As a result,
Boba Fett can patch into shipboard communications.
Sealed Enviro Filter: Filter system can block out harmful
molecules, or in case of insufficient or deadly atmosphere,
the suit can completely seal, drawing upon a two hour
internal supply of oxygen.
Source: d20 Core Rulebook (page 316)
Jodo Kast’s Battle Armor
Model: Modified Mandalorian battle armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effect:
Basic Suit: Provides +4D to Strength for physical attacks,
+3D+1 for energy attacks. Covers head, torso and arms. -1
penalty to Dexterity and related skills.
Saberdart Launcher: Uses Kamino Saberdarts with Kouhun
venom: Victim must make a Moderate stamina roll or die.
Succeeding the roll mean victim only suffers a -2D Strength
penalty. Uses missile weapons skill, ranges are 3-10/30/
120. Carries 4 darts.
Wrist Rocket Launcher: 3D damage over a 2 meters blast
radius. Uses missile weapons skill, ranges are 1-3-10/30/
120.
Missile Launcher: 6D damage over a five meter blast radius.
Uses missile weapons skill, ranges are 1-250/350/500.
Rocket Dart launcher: 6D damage, uses missile weapons
skill, ranges: 3-5/25/50, poison tipped (causes 5D damage
for five rounds). Can use alternative poisons and stun
serums.
Turbo Projected Grappling Hook: 20 meter lanyard. Uses
missile weapons skill (ranges (1-3/10/20), magnetic
grappling “hook.”
Flame Projector: 5D damage, uses armor weapons skill,
creates cone 1 meter wide, variable one to five meters long.
Wrist Blades: retractable blades do STR+1D damage, uses
melee combat skill.
Jet Pack: Has a Move of 100 meters horizontally. 70 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 20 charges, can expend
up to two per round.
Sensor Pod: +2D to search.
Infrared/Motion Sensor: Integrated infrared and motion
42
Model: Modified Mandalorian battle armor
Type: Modified personal battle armor
Cost: Not for sale
Availability: Unique
Game Effect:
Basic Suit: Provides +2D to Strength for physical attacks,
+1D for energy attacks. Covers head, torso and arms. No
Dexterity penalties.
Wrist Lasers: 5D damage, uses armor weapons skill, ranges:
3-5/25/35.
Flame Projector: 5D damage, uses armor weapons skill,
creates cone 1 meter wide, variable 1-5 meters long.
Sensor Pod: +2D to search.
Infrared/Motion Sensor: Integrated sensor adds +1D to
Perception in darkness or with moving objects forward and
to both sides.
Macrobinoculars: Add +2D to Perception or search for objects
100-300 meters away. Scomp-linked into blaster rifle,
reduces range two levels (for example, long range becomes
short range).
Broad-band Antenna: Can intercept and decode most
communications made on standard frequencies.
Source: Galaxy Guide 10: Bounty Hunters (page 62)
Mist’s Bounty Hunter Armor
Model:
Modified
Krail
Armory Model 1010 Photoreactive Personal Armor
Type: Modified personal
battle armor
Skill: Powersuit operation:
Krail 1010 armor
Cost:
(with
all
modifications) 80,000
Availability: Basic suit is X
on most planets; modified
suit in unique
Game Effects:
Basic Suit: Protection +2D to
Strength for energy attacks,
+2D+1 to physical attacks;
-1D to Dexterity and related
skills. Suit has a Move of
15, with movement rolled
on powersuit operations
skill.
Power Suit: +1D to lifting.
Sensor Pod: +1D+1 to
search.
Integral Flechette Launcher: 20-meter range, rolled on
blaster skill (causes 3D stun damage).
Jet Pack: Move of 100 meters horizontally, 65 meters
vertically. Uses jet pack operation skill, base difficulty is
Easy, modified by obstacles. Has 16 charges, two of which
can be expended per round.
Sealed Enviro Filter: Filter system blocks out harmful
molecules, or in case of insufficient or deadly air supply,
the unit can completely seal, drawing on three hour oxygen
supply. In addition, the helmet’s filter contains a voice
disguiser, rendering attempts at voiceprint identifications
futile.
Photo-reactive Coating: The armor has a coating of
photosensitive microscopic crystals that reflect the ambient
colors in a given area, making the armor difficult to see in
virtually any situation. This adds +2D to sneak.
Reflec Plating: In addition to enhanced camouflage, the
armor is covered in a fine mesh of reflec, a sensor absorbing
material favored by the Imperial Storm Commandos, adding
an additional +1D to sneak.
Source: The DarkStryder Campaign – The Kathol Outback
(page 20), – The Kathol Rift (page 67), – Endgame (page
115)
Source: Gamer Magazine
Stormtrooper X’s Modified
Stormtrooper Helmet
Model: Modified Stormtrooper Helmet
Type: Military Armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: Provides +2D physical and +1D energy
protection (head). This stormtrooper helmet is similar to
the one described in the Rulebook, but with the following
modifications: the helmet’s comlink has a broadband
antenna that increases its range to 400 kilometers. In
addition, it is equipped with a signal interceptor that allows
the wearer to eavesdrop on encrypted communications with
a Very Difficult communications skill roll.
43
Shields
Dampener Aerosol
Model: Zemphyr Defenders, Incorporated
Passive Defender PD-0943
Type: Blaster dispersion system
Cost: 600
Availability: 4, F or R
Game Notes: The PD Canister is a cylinder
10 centimeters long by 4 centimeters in
diameter; it has three charges. Each charge
produces a visible cloud that covers a one
meter cubic area. Any blaster bolt entering
the cloud loses -1D of damage. The cloud
lasts for one minute (barring heavy winds
or precipitation). Additional charges in the
same area have no additional benefit.
Source:
Galladinium’s
Fantastic
Technology
(page
80),
Arms
and
Equipment Guide (page 45)
Shield Gauntlet
Model: Kilian Shield Gauntlet
Type: Energy shield
Scale: Character
Skill: Melee parry
Cost: Not available for sale
Availability: 4, X
Game Notes: An
activated shield
gauntlet can be used
to parry incoming
brawling and melee
attacks. In addition,
the activated gauntlet
provides a +1 pip
bonus to all Strength
rolls made to resist
damage.
Source: Rebellion Era
Sourcebook (page 49)
Range: 3-4/8/12
Damage: STR+2
Game Notes: Blocks brawling, melee or ranged attacks on
a successful melee parry roll. The shield has a Strength of
4D. This bronze disc with sharp spikes along its rim can be
hurled as a thrown weapon.
Source: Geonosis and the Outer Rim Worlds (page 61)
Riot Shield
Model: Drearian Defense Activv1 Riot Shield
Type: Riot shield
Scale: Character
Skill: Melee parry
Cost: 500
Availability: 2, R
Difficulty: Easy
Damage: 4D (stun)
Game Notes: If the character makes the skill roll, the user
has used the shield to block incoming attacks on one facing.
The shield has a Strength of 4D. If used as a melee weapon,
it causes STR+2 damage as well as 4D stun damage. Using
the firing notch adds one level to the difficulty of firing
blasters, but the character is protected by the shield. The
stun charge lasts for one hour of consecutive use.
Source: Gundark’s Fantastic Technology (page 59), Han
Solo and the Corporate Sector Sourcebook (page 116),
Ultimate Adversaries (page 155)
Magnaforce Security Shield
Type: Wood or hide shield
Scale: Character
Skill: Melee parry: shield
Cost: 50
Availability: 2
Game Notes: Blocks brawling, melee or ranged attacks on
a successful melee parry roll. The shield has a Strength of
3D.
Source: Ultimate Adversaries (page 155)
Model: Simcronics MagnaForce
Security Shield
Type: Personal defensive field
generator
Skill: Melee parry
Cost: 25,000 pair, 2,500 (custom
power cells)
Availability: 4, F, R or X
Game Notes: This unit is used
much like starship shields, except
that it is character scale. Initial
activation requires an Easy melee
parry roll, which generates a round
shield 50 centimeters in diameter.
A character my make a melee parry
round – if the roll is higher than the
firer’s blaster roll (as per normal
shield rolls), the wearer has placed
the force shield in the way. If the roll is lower than the
attacker’s blaster roll, the character didn’t get the shield in
place in time and was hit by the blast. If the defender got the
shield in place, the blaster bolt must roll against the shield’s
defensive field of 4D to see if it penetrates the field (use the
protection rules). Any further damage affects the target as
indicated in the chart “Cover Modifiers”. The power cell will
work for two minutes before being drained.
Source: Galladinium’s Fantastic Technology (page 92)
Beastwearden’s Shield
Personal Energy Shield
Primitive Shield
Model: Geonosian Beastwarden’s Shield
Type: Spike-rimmed shield
Scale: Character
Skill: Melee parry: shield/Thrown weapons
Cost: 200
Availability: 3
44
Model: Otoh Gunga Defense League Standard Issue Energy
Shield
Type: Personal energy shield
Scale: Character
Skill: Melee parry: personal energy shield
Cost: Not available for sale
Portable Shield Generator
Availability: 3
Game Notes: This personal energy shield is held and
wielded much like a normal shield. The user makes a melee
parry skill roll to deflect incoming attacks, be they from
melee weapons or blasters. Success indicates that the shield
takes the damage. The shield has a Strength of 5D. If the
damage roll is greater than the shield’s Strength roll, excess
damage affects the shield bearer. Every time the shield is
compromised, the protection value is reduced by 1D.
Source: Secrets of Naboo (pages 49-50)
“Hardpoint” Heavy Weapons
Armor
Model: Imperial Munitions “Rampart” Blast Armor
Type: Portable heavy armor
Scale: Character
Cost: 10,000
Availability: X
Game Notes: Provides +3D protection against physical
attacks, +2D against energy attacks. These emplacements
take 10 hours to set up and properly anchor, requiring a
Moderate Technical roll to successfully install them. The
armor has been formed to provide ample cover for an E-Web
blaster, two gunners and a power generator.
Source: The DarkStryder Campaign - Endgame (page 101)
Model: Imperial Munitions Rampart II Shield Generator
Type: Portable shield generator
Scale: Character
Skill: Computer programming/repair
Crew: 1
Game Notes: Provides 6D character-scale protection to those
behind the shield. These shields are currently configured to
one of two settings, either closing off an entire corridor, or
standing roughly 1.5 meters high, and stretching 6 meters
wide, allowing ample protection while permitting return fire.
When the shield is struck, roll 6D versus the damage code
of the weapon fired. If this total is lower than the weapon’s
damage roll, the generrator’s protection drops -1D; when
the shield reaches 0D, it is destroyed.
Source: The DarkStryder Campaign – The Kathol Rift (page
50)
Gungan Portable Shield
Generator
Model: Otoh Gunga Stock Shield Generator Units
Type: Portable blast shield
Scale: Speeder
Cost: Not available for sale
Crew: 2 operators (one for the capacitor, one for the
45
generator), 2 fambaas, plus any fambaa handlers
Availability: 3
Game Notes: This is a portable shield generator used by
Gungans. It projects a circular shield canopy that provides
protection for everything within a 75-meter radius of the
capacitor. Multiple shields can be positioned so that their
effects overlap. A shield provides 5D of protection from
small, fast-moving objects that produce extreme heat
(such as projectiles from weapons fire, as well as lasers
and blasters), and restricts the movement of large, slowmoving objects (such as troop transports and tanks). It will
not stop the passage of small, slow-moving object, such as
foot soldiers, nor will it protect against small projectiles that
generate no energy signatures or only miniscule amounts
of heat (such as arrows). Each time damage penetrates the
force field, it loses 1D from its rating.
Source: Secrets of Naboo (page 50)
Base Shield Generator
Model: Merr-Sonn Guardian-class Shield Generator
Type: Base shield generator
Scale: Capital
Skill: Shields
Crew: 2
Cost: 60,000
Availability: 3, R
Game Notes: Includes both particle and energy shields. For
each unit installed, 6D of protection can be called upon for
up to 4 fire arcs.
Source: Hideouts & Strongholds (page 13)
46
WorldArmor 4 Shield Generator
Model: WorldArmor 4 Defensive Shield
Type: Planetary defense shield
Scale: Capital
Skill: Planetary shields
Crew: 25
Cover: Full
Ammo: Power generator
Cost: 80 millions
Body: 3D
Shield: 5D
Range: 1/3/5
Difficulty: Easy (short range or half-planet), Moderate
(medium range or full planet), Difficult (long range or orbital
station)
Source: Hideouts & Strongholds (page 64)
DefenStar Nyalsan II Planetary Shield
Model: Nyalsan II Planetary Shield
Type: Planetary defense shield
Scale: Capital
Skill: Planetary shields
Crew: 18
Cover: Full
Ammo: Power generator or power grid
Cost: 500 million credits
Body: 3D
Shield: 10D
Range: 1/2/3
Difficulty: Easy (short range or half planet).
Moderate (medium range or full planet),
Difficult (long range)
Game Notes: A ship may attempt to evade the
shield using its sensors to determine where
the shields are and move around them. Flying
through shutter shields is a Moderate to Heroic
task even if no attempt is being made to block
the approaching ship. If the shields are being
actively used to block approaching ships the
difficulty is the operator’s planetary shields
skill (typically 4D-5D) against the starship dodge, including
scale and other modifiers.
Source: Hideouts & Strongholds (page 14)
Planetary Shield
MerrWeapons WorldArmor 9
Planetary Shield
Model: WorldArmor 9 Planetary Shield
Type: Planetary defense shield
Scale: Death Star
Crew: 25
Cover: Full
Ammo: Power generator
Cost: 12 billions
Body: 3D (capital scale)
Shield: 3D
Range: 1/3/5
Difficulty: Easy (short range or half-planet), Moderate
(medium range or full planet), Difficult (long range or orbital
station)
Game Notes: Planetary shields disrupt sensors and ship’s
power systems. Add the generator’s shield dice to all sensor
difficulties when attempting to sense inside the shield
(including any attempt to fire through the shield using fire
control), including scale modifier. For power systems, roll
the shield dice against the ship’s hull as damage (ship’s
shields don’t apply), including scale modifiers.
Source: Hideouts & Strongholds (page 14)
Model: Hibomehrt-Wyrrgex DefenStar 5000
Type: Planetary shield relay system
Scale: Death Star
Skill: Planetary shields
Crew: 150, skeleton: 50/+15
Crew Skill: Planetary shields 6D
Cost: 500,000 per shield
Availability: X
Game Notes: Each shield protects a 100 square kilometer
area. The shield provides 6D Death Star scale protection.
Anything that hits the shield suffers 6D damage; energy
bolts hitting the shields make opposed damage rolls, if the
planetary shield’s roll is higher the energy bolt is snuffed.
If the energy bolt’s roll is higher, for every 6 points by
which the bolt exceeds the shield roll, 1D of damage passes
through: additionally, the shield system takes damage as
per normal combat results. If the shield system is damaged,
the system has 5D of backup shields that can be brought
on-line with a Moderate planetary shields roll. The shield
system has a fire control of 3D. Each shield must have its
own power generator.
Source: Dark Empire Sourcebook (pages 129-130)
47
Conveyances
Climbing Gear
Syntherope Dispensor
Fibra-Rope
Model: Standard fibra-rope
Cost: 10 per 25 meters
Availability: 1
Game Notes: Can resist up to 750 kilograms of force before
breaking.
Source: Gundark’s Fantastic Technology (page 76), Tales of
the Jedi Companion (page 122)
Kashyy Vine
Type: Standard syntherope dispensor
Cost: 2
Availability: 1
Game Notes: Supports up to 500 kilograms of weight.
Source: Rulebook (page 228)
Type: Organic rope
Cost: Not available for sale
Availability: 2
Game Notes: These vines are used as ropes and cables. They
are generally 1 to 4 centimeters thick, and take damage like
any living thing (in other words, they have wound levels like
characters do). A Kashyy vine has a Strength dice rating
equal to its thickness in centimeters plus one (for example,
a vine three centimeters thick has a Strength rating of 4D).
This rating is used to resist damage that is applied to the
vine. If left attached to a tree, or if soaked in the proper
nutrients for at least 8 hours a day, the vines will heal one
wound level a day. If a cut vine is not soaked for longer than
a week, its Strength dice drop by half and it will no longer be
capable of healing naturally.
Type: Standard gyro-grappler
Cost: 15
Availability: 1
Game Notes: The gyro-grappler has built-in microthrusters
that activate upon throwing, propelling the device forward
in the intended direction. All climbing skill rolls have a
bonus of +1D for characters employing a gyro-grappler in
their ascent.
Source: Gundark’s Fantastic Technology (page 81), Tales of
the Jedi Companion (page 122)
Syntherope
Line Master TLG
Model: SureGrip Climbing Syntherope
Type: Synthetic fiber line
Cost: 5
Availability: 2
Game Notes: 20 meters. Can support 500 kilograms. Using
rope adds +1D to climbing (+2D to climbing if treated with
FrictionGrip).
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 36), Arms and Equipment Guide (page 96)
Model: Line Master Tube-Launched Grapple (TLG)
Type: Grappling device
Scale: Character
Skill: Missile weapons
Cost: 800
Availability: 2, R
Game Notes: An easy missile weapons roll is required to
fire the grapple on target. When the handgrip is used to
freeslide down the line, the motorized winch can pull a full
load up the line with a move of 2.
Source: Gundark’s Fantastic Technology (page 81),
Operation: Elrood (pages 85-86)
48
Gyro-Grappler
Verti-Go Line Thrower
Model: Susuax Verti-Go Climbing System
Type: Line thrower and climber
Scale: Character
Skill: Missile weapons
Ammo: 1 projectile rod, addorted grappler heads, 150meters length of line
Cost: 400
Availability: 2
Range: 10-150 meters
Damage: 4D+2
Game Notes: The normal rate of ascent for the climbing
motor is six meters per second for a normal human with
gear. The secondary switch climbs at 12 meters per second
but is three times as noisy (reduce Perception difficulty to
spot climber by two levels).
Source: Gundark’s Fantastic Technology (page 83)
Availability: 2
Game Notes: Can be operated as a normal grappling gun,
or operator can fire the gun normally, and then control the
rate of ascent and direction of the repulsor-grappling hook
via a thumb-operated joystick built into the gun. Hook’s
charge will only last 30 seconds. Gun version makes 10
launchings on a standard blaster power pack, and stores
200 meters of molecularly reinforced line. Automatic winch
pulls the owner at 20 meters per second and supports 200
kilograms. Wrist version makes 5 launchings on a hold-out
blaster power pack, and stores 100 meters of line. Ascends
at 10 meters per second and supports 150 kilograms.
Source: Galladinium’s Fantastic Technology (page 55)
Climbing Boots and Gloves
Grappling Gun
Model: Zone Control Grappling Gun
Type: Grappling gun
Scale: Character
Skill: Firearms
Cost: 1,000
Availability: 2
Range: 3-25/50/200
Damage: 3D+1
Game Notes: Moderate firearms difficulty to grapple a
suitable support, Difficult to grapple a specific support.
Winch can reel the user up at a rate of 20 meters per
round.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 36)
Repulsorlift Grappling Gun
Model: Zone Control Repulsor Grappling Gun
Type: Repulsor grappling gun
Scale: Character
Skill: Firearms
Cost: 1,200 (gun), 1,000 (wrist)
Model: SureGrip Climbing Boot and Glove Set
Type: Friction coated hand and footwear
Cost: 80
Availability: 2
Game Notes: Use of boots and gloves together enhances
climbing by +1D. If used separately, they enhance climbing
by +1.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 35)
Tree-Claw
Model: Nosaurian Tree-Claw
Type: Climbing claw
Scale: Character
Skill: Climbing
Cost: 100 (pair)
Availability: 2
Game Notes: A pair of tree-claws grant their wearer a +1D
bonus to climbing rolls.
Source: Coruscant and the Core Worlds (pages 115-116)
49
Power Pitons
Model: MTS 56T
Power Pitons
Type: Climbing aid
Skill: Dexterity
Cost: 300
Availability: 2
Game Notes: Using
a set of power pitons
(all four) adds a +2D
bonus to climbing
rolls with an Easy
Dexterity roll. If only
two pitons are used
(just foot or hand
pitons), the bonus is
reduced to +1D.
Source: Lord of the
Expanse – Sector
Guide (pages 47-48)
Adhesion Disc
Repulsors
Iyra Gravity Belt
Model:
Iyranis
Gravitics Limited
Gravity Belt
Type: Gravity belt
Skill: Repulsorlift
operation
Cost: 500
Availability: 3
Game Notes:
Slows free-fall velocity
to a gentle landing.
Source: Galladinium’s
Fantastic Technology (page 44)
Cloud Jumper
Type: Repulsorlift personal jump pack
Scale: Character
Skill: Repulsorlift operation
Cost: Not available for sale
Availability: 3, R
Game Notes: The pack is not a true rocket pack in the
sense that the wearer can “fly”. Instead, the pack allows
the wearer to make incredible leaps, over 200 meters at a
time, from point to point. The pack can also be used to slow
the descent of a person who is free-falling, allowing a soft
landing in most cases.
Source: The DarkStryder Campaign – The Kathol Outback
(page 77)
Grav Boots
Model: Alliance Adhesion Disc
Type: Climbing discs
Cost: Not for sale
Availability: 3
Game
Notes:
Enhances
climbing by +2D.
Source: Rules of Engagement
– The Rebel SpecForce
Handbook (page 36)
Climbsuit
Model: Ayellixe/Krongbing
Textiles Climbsuit
Type: Climbing suit
Cost: 350
Availability: 2
Game Notes: Adds +2D to
climbing.
Source: Rules of Engagement
– The Rebel SpecForce
Handbook (page 35), Arms
and Equipment Guide (page
40)
50
Model: Corgorlath Leisure Articles Master-Grav 1000
Type: Grav boots
Skill: Powersuit operation
Cost: 550 (pair)
Availability: 2
Game Notes: Move is
up to 20 meters per
round and maximum
altitude is 150 meters.
The unit is relatively
quiet.
Various
difficulty maneuvers
may be attempted,
using the powersuit
operation skill.
Source: Galladinium’s
Fantastic Technology
(pages 50-51)
Aratech R82 Jump Boots
Model: Aratech R82 Jump Boots
Type: Repulsor boots
Skill: Repulsorlift operation (repulsor engine), rocket pack
operation (rockets)
Cost: 150, 25 (fuel)
Availability: 2
Game Notes:
Repulsorlift Engine: Can
operate up to one hour
before power packs must
be replaced. Has a flight
ceiling of 35 meters and a
Move of 18.
Rocket Jets: Holds enough
fuel for five blasts, which
can move the wearer up to
25 meters vertically or 50
meters horizontally.
Source:
Galladinium’s
Fantastic
Technology
(pages 62-63), Rules of
Engagement – The Rebel
SpecForce Handbook (page
51)
Flotation Lifter
Model: Haileycraft MaxMode Lifter
Type: Underwater flotation lifter
Skill: Repulsorlift operation
Cost: 1,000
Availability: 3 in coastal areas, 4 elsewhere
Game Notes: The lifter is an underwater mechanical device
used by divers to lift light loads to the surface. It is not an
industrial lifter and cannot lift extremely heavy loads. It
can handle supply crates and three divers hanging on to
straps on the sides, in addition to the “driver”.
Source: Adventure Journal 1 (page 70)
Jet Packs
Repulsorlift Cart
Leaper Jet Pack
Model: Ubrikkian Model 8 Cargo Platform
Type: Repulsor cart
Cost: 100
Availability: 2
Game Notes: Cart is 2 meters long and 1.5 meters wide.
Raised railings at each end have clips for straps and nets to
restrain cargo. Cart has fixed altitude of 0.35 meters.
Source: Platt’s Smugglers Guide (pages 49-50)
Model: Merr-Sonn Leaper Jet Pack
Type: Personal jet pack
Scale: Character
Skill: Jet pack operation
Cost: 300
Availability: 3, F
Weight: 25 kilograms
Game Notes: Carries single passenger plus 25 kilograms of
cargo, 100 meters horizontally or 30 meters vertically. Fuel
capacity for 10 bursts.
Source: Galladinium’s Fantastic Technology (page 13)
Repulsorlift Baggage Cart
Jumper Jet Pack
Model: Aratech Jumper Jet Pack
Type: Personal jet pack
Scale: Character
Skill: Jet pack operation
Cost: 200
Availability: 2, R
Weight: 40 kilograms
Game Notes: Fuel capacity for 8 bursts. Carries single
passenger 100 meters horizontally or 65 meters vertically.
May carry up to 100 kilograms total.
Source: Galladinium’s Fantastic Technology (page 13)
Model: Falkenharn Repulsors Mark V14 Baggage Handler
Type: Personal repulsor conveyor
Cost: 250, 50 (infrared guide stick)
Availability: 2
Game Notes: When fully extended and locked into place,
the carrier is 1.75 meters long, 80 centimeters wide and
65 centimeters tall. Left and right sections are hinged and
can be folded back for storage. Manual steering handle
(removable) and lift control studs are located at each end.
Three miniaturized repulsor inducers and inertia dampeners
are located along bottom surface layers and covered by a
protective grill. When fully charged, this carrier provides
continuous lift for 100 standard hours. Flotation height
distance is adjustable to 1.8 meters. An optional infrared
guide stick allows for hands-off control of the carrier within
an effective range of 10 meters.
Source: Galladinium’s Fantastic Technology (page 64)
NJP-433 Jet Pack
Model: Nanogar NJP-433 Jet Pack
Type: Personal jet pack
Skill: Jet pack operation
Cost: 400
Availability: 2, R
Weight: 20 kilograms
Game Notes: Capable of lifting up to 250 kilograms (total).
It moves vertically 50 meters per charge, horizontally up to
150 meters per charge. A fully charged unit has 5 charges.
Source: Galladinium’s Fantastic Technology (page 13)
51
Screamer Jumper Jet Pack
Model: Aratech Screamer Jumper Jet Pack
Type: Personal jet pack
Scale: Character
Skill: Jet pack operation
Cost: 250 (fuel 50)
Availability: 1
Weight: 45 kilograms
Game Notes: Fuel capacity for 10 bursts. Carries single
passenger 100 meters horizontally or 70 meters vertically.
Can slow descent to prevent injury form falling, requiring
one burst per 200 meters fallen. After each burst the
engines must be allowed to cool for one round. Requires
Easy jet pack operation to use. May carry up to 75 kilograms
of cargo, or another passenger, but distance traveled is
halved.
Source: Cracken’s Rebel Field Guide (page 43)
Swiftsure Jet Pack
Model: Moreldahl Swiftsure Jet Pack
Type: Personal jet pack
Skill: Jet pack operation
Cost: 300
Availability: 2, R
Weight: 40 kilograms
Game Notes: Capable of lifting up to 90 kilograms (total).
It moves vertically 70 meters per charge, horizontally up
to 100 meters per charge. A fully charged unit has 20
charges.
Source: Galladinium’s Fantastic Technology (page 13)
52
Whisper Jet Pack
Model: Arakyd Aerodynes Inc. Whisper
Type: Personal jet pack
Skill: Jet pack operation
Cost: 400
Availability: 3, F
Weight: 30 kilograms
Body Strength: 2D
Game Notes: The Arakyd Whisper is capable of lifting up
to 150 kilograms (total). It moves vertically 70 meters per
charge, horizontally up to 100 meters per charge. A fully
charged unit has 20 charges.
Source: Galaxy Guide 9: Fragments from the Rim (pages
31-32), Galladinium’s Fantastic Technology (pages 11-12),
Rules of Engagement – The Rebel SpecForce Handbook
(page 51)
Z-6 Jet Pack
Model: Mitrinomon Z-6
Type: Personal jet pack
Skill: Jet pack operation
Cost: 300
Availability: 4, F or R
Weight: 30 kilograms
Game Notes: Has a Move of 100 meters horizontally,
70 meters vertically. Base difficulty is Easy, modified by
obstacles. Has 20 charges, can expend up to two per round.
May carry an extra 100 kilograms of cargo, besides the
operator, but movement is halved.
Source: Galladinium’s Fantastic Technology (page 13)
Rocket Packs
Zim Systems Rocket Pack
Hush-About Jet Pack
Model: Arakyd Aerodynes Inc. Hush-About AJP-400
Type: Personal jet pack
Skill: Jet pack operation
Cost: 1,800, 150 (power pack recharge), 150 (portable
carrying case)
Availability: 3, F or R
Weight: 15 kilograms
Game Notes: The Arakyd Hush-About AJP-400 is capable
of lifting up to 300 kilograms (total). It moves vertically
200 meters per charge, horizontally up to 500 meters per
charge. A fully charged unit has 10 charges and can be
run on continuous charge-feed. During normal operation
this unit produces very little noise. Any attempt to locate a
Hush-About using auditory pickups requires a successful
search roll at a +10 penalty to the difficulty.
Source: Rulebook (page 226), Galladinium’s Fantastic
Technology (pages 11-12)
Flutter Pack
Model: Zim Systems ROCKET
Type: Personal rocket pack
Skill: Rocket pack operation
Cost: 750
Availability: 2, 3
Game Notes: The ROCKET can carry 80 kilograms up to
40 meters vertically and 120 meters horizontally on a single
charge. The pack has 10 charges.
Source: Gundark’s Fantastic Technology (page 68), Tales of
the Jedi Companion (page 123)
Whisper Jumper Jet Pack
Model: Aratech Whisper Jumper
Type: Personal rocket pack
Skill: Rocket pack operation
Cost: 450
Availability: 3, F
Weight: 35 kilograms
Game Notes: Carries single passenger 100 meters
horizontally or 70 meters vertically per jump. Fuel capacity
for 5 jumps, must cool for one round after each jump.
Source: Galaxy Guide 9: Fragments from the Rim (page 9),
Galladinium’s Fantastic Technology (page 13)
DSP-5 Rocket Pack
Model: Yinchorri Flutter Pack
Type: Winged thrust pack
Scale: Character
Skill: Flutter pack operation
Cost: 1,800
Availability: 4 (available only in the Yinchorr system)
Game Notes: A flutter pack contains a powerful engine
attached to four lightweight, insectlike wings. Activating
the pack causes the wings to flutter rapidly, providing lift
and thrust. The wearer controls direction and speed using
a small console built into a bracer or gauntlet. Flutter pack
can lift 200 kilograms to an altitude of up to 1 kilometer,
with a Move of 50. Operates for 1 hour before recharging
(takes 8 hours). Comes with a set of goggles.
Source: Ultimate Alien Anthology (page 143)
53
Model: Zandraman DSP-5 rocket pack
Type: Personal rocket pack
Skill: Rocket pack operation
Cost: 400
Availability: 2, R
Weight: 45 kilograms
Game Notes: The DSP-5 rocket pack can carry up to 60
kilograms and can move up to 70 meters vertically or 160
meters horizontally in a single charge. The unit has 12
charges.
Source: Rulebook (page 227)
Animal Gear
Coiling Tack
PRP-100 Rocket Pack
Model: Presentian PRP-100
Type: Personal rocket pack
Skill: Rocket pack operation
Cost: 350
Availability: 2, R
Weight: 50 kilograms
Game Notes: Can carry up to 65 kilograms and can move
up to 75 meters vertically or 170 meters horizontally in a
single charge. The unit has 8 charges.
Source: Galladinium’s Fantastic Technology (page 13)
RP1 Carrier Rocket Pack
Model: Fersherid RP1 Carrier
Type: Personal rocket pack
Skill: Rocket pack operation
Cost: 450
Availability: 2, R
Weight: 55 kilograms
Game Notes: Can carry up to 65 kilograms and can move
up to 80 meters vertically or 180 meters horizontally in a
single charge. The unit has 8 charges.
Source: Galladinium’s Fantastic Technology (page 13)
HSS Thruster Pack
Model:
Greshnohr
DRPV-78 Rocket Pack
Type: Rocket pack
Skill: Rocket pack
operation
Cost: 600
Availability: 2, R
Weight: 65 kilograms
Game Notes: Each
operation
burst
permits
horizontal
flight up to 500
meters and vertical lift
up to 300 meters. Has
fuel for 12 bursts, but
the pack must cool for
one round after each
burst. Can carry 30
kilograms of cargo besides the operator. The repulsorlift
generator allows the pack to hover and has a Move of 15
(cannot be used in conjunction with the rocket blast). The
respulsor unit can operate continuously for a maximum
of 10 minutes; it must coll for twice as long as it was
operating.
Source: Galaxy Guide 10: Bounty Hunters (pages 90-91),
Gundark’s Fantastic Technology (pages 67-68)
54
Model: Swokes Swokes Coiling Tack
Type: Schinga riding saddle
Skill: beast riding
Cost: 1,000
Availability: 3
Game Notes: Provides a +1D bonus to beast riding when
dealing with any rideable shinga or +2D if the mount is
a schinga shikou. Normally used in conjunction with a
Schinga Electropole.
Source: Geonosis and the Outer Rim Worlds (page 92)
Tranthebar Racing Harness
Model: leisure mechanicals
TRHA-300 Control Harness
Type:
Cybernetic
avian
symbiotic control harness
Skill:
Beast
riding:
tranthebar
Cost: 12,500; the thrantebar,
training fees, and registration
fees are separate
Availability: 4, F
Game Notes: Adds +2D to
the user’s beast riding skill.
The TRHA control harness
is a series of external
cyber-attachments that links the minds of the tranthebar
mountain ripper and the rider, allowing them to share
emotions and exchange thoughts.
Source: Galladinium’s Fantastic Technology (pages 90-91)
Live Organism Comfort Conveyor
Model: Kolocast Consumer Goods T-P-C4 Live Organism
Comfort Conveyor
Type: Animal transport and containment system
Cost: 300 (25 kilogram size), 500 (60 kilogram size), 800
(100 kilograms size)
Availability: 2
Game Notes: Three different sizes available: small
accommodates creatures up to 25 kilograms, medium up to
60 kilograms, and large up to 100 kilograms. Special orders
can be made for larger needs.
Source: Galladinium’s Fantastic Technology (page 14)
55
Medical
Containment Box
Model: Synthetic Medtech Corporation Irradiator Box
Type: Containment box
Cost: 500
Availability: 2
Game Notes: Containment units use a combination of
broad-spectrum radiation, ultrasonics and other means to
kill bacteria, viruses and microscopic nasties which might
find their way onto tools or other objects.
Source: Platt’s Smugglers Guide (pages 51-52)
Containment Booth
Model: Synthetic Medtech Corporation Irradiator Booth
Type: Containment booth
Cost: 2,500
Availability: 2, F
Game Notes: Containment units use a combination of
broad-spectrum radiation, ultrasonics and other means to
kill bacteria, viruses and microscopic nasties which might
find their way onto tools or other objects.
Source: Platt’s Smugglers Guide (pages 51-52)
Healing
Plasma Protein Replicator
Model:
Hadrassi
Emergency Medicals
Systems Technologies
PFG-700
Type:
Emergency
blood synthesizer
Skill: First aid
Cost: 5,500
Availability: 3
Game
Notes:
A
Difficult
first
aid
roll is required to
properly
prepare
tissue
and
blood
sample and match it
up with local organic
samples for synthesis. A successful operation can replicate
up to 2 liters of blood substitute in one hour.
Source: Galladinium’s Fantastic Technology (page 39)
Paravacc
Model: Uukablian MedCorp Paravacc 1.X
Type: Parasite-repelling vaccine
Skill: Medicine
Cost: 1,000
Availability: 2
Game Notes: Use of the paravacc requires an Easy medicine
roll. If successful, the vaccinated character’s Strength is
treated as 1D higher for rolls to resist diseases caused
by parasites for the next 20 hours. Each paravacc holds
enough medicine for 10 vaccinations. Characters using
the vaccine for more than three days begin to suffer from
what seems like utter exhaustion, losing one pip from each
attribute for each day thereafter until the paravacc’s use is
ended. Each day without injection returns one pip to each
attribute.
Source: The DarkStryder Campaign – The Kathol Outback
(page 54)
56
Enzymer
Model: BioTech Mark 16 Enzymer
Type: Bio-Identification unit and counter agent producer
Skill: First Aid
Availability: 1
Game Notes: An enzymer is a device that grows and
identifies biological residues and produces a counter agent
to known bacteria and viruses. The enzymer can only
produce counter agents to diseases and certain parasites.
Source: Adventure Journal 14 (page 59)
Vitapill
Model: Vitapill
Type: Vitality pill
Scale: Character
Cost: 25
Availability: 2
Game Notes: Vitapills are a stimulant that aids in stun
recovery, with a single pill reducing the number of “stuns” a
character has received by 1D+2. For each pill past the first
that is taken within the same 21 hour period, this roll is
modified by -2.
Source: Coruscant and the Core Worlds (page 82)
Nilar Field Cauterizer
Model: Nilar Med/Tech Corporation Field Cauterizer
Type: Field cauterizer
Skill: First aid
Cost: 200 (50 when sold to the Rebel Alliance)
Availability: 3
Game Notes: Heals minor wounds, removing stun damage
due to bleeding only (gamemaster’s discretion).
Source: Galladinium’s Fantastic Technology (page 38),
Arms and Equipment Guide (page 93)
Slick
Model: Slick
Type: Healing agent/recreational narcotic
Scale: Character
Cost: 100 credits per dose
Availability: 3, F, R, or X
Game Notes: A single dose of slick can be applied like a
medpac in order to treat wounds. Slick causes a euphoric
delirium in the patient, and anyone under the influence
of the drug must roll a Heroic-difficulty stamina check or
suffer a -1D penalty to their Knowledge, Perception, and
Technical attributes for three hours.
Source: Gamer Magazine
Medpac
Type: Standard medpac
Skill: First aid
Cost: 100
Availability: 1
Game Notes: Heals one wound level on a successful first
aid roll, being expended after that.
Source: Rulebook (pages 226-227), Heir to the Empire
Sourcebook (page 109)
Medkit
Model: BioTech
Medkit
Type: Enhanced
first aid and care
system
Skill: First aid,
medicine
Cost:
1,200,
2,200
(black
market), 1,000
to
reload
medpacs
Availability: 2
Game Notes: A
medkit functions
as a medpac
that can be used
up to 10 times.
The diagnostic
instruments in
the kit can also be used to diagnose diseases afflicting a
patient, to assess health, and for other basic medical uses
on an Easy first aid roll. The kit also allows a character with
the medicine advanced skill to perform field surgery (which
exhausts the kit’s medpacs)
Source: Gundark’s Fantastic Technology (page 82), Pirates
& Privateers (page 47)
FastFlesh Medpac
Model: VioTech FastFlash Medpac
Type: Advanced medpac
Skill: First aid
Cost: 500
Availability: 2
Game Notes: Use the following difficulties for FastFlesh
medpacs:
Wounded
5
Incapacitated
10
Mortally Wounded
15
Can only be used once per day on a patient. Can be used in
conjunction with regular medpacs. If used more than once
per day, the character suffers a mortally wound in addition
to the wounds he or she may already have incurred; this is
usually fatal.
57
Med-Aid
Source: Cracken’s Rebel Field Guide (page 15), Rules of
Engagement – The Rebel SpecForce Handbook (pages 3940), Arms and Equipment Guide (pages 92-93)
Spray Plasto-Cast
Model:
SyntheCure
Plasto-Cast
Type:
Spray
immobilizing cast
Skill: First aid
Cost: 35
Availability: 1
Game Notes: An Easy
first aid roll is required
for proper application;
each pistol has one
application
and
cannot be refilled.
Effect is to add +2
to
the
character’s
next
healing
roll.
Adjustments
to
emission tip controls
width of spray. One
plasto-cast contains sufficient chemical adherent to
cover a surface area approximately 50 centimeters by 20
centimeters. In emergency situations, a Moderate survival
roll may be substituted for the first aid roll.
Source: Galladinium’s Fantastic Technology (page 41)
58
Model: Jassim Design QuickMed
Type: Emergency medical kit
Skill: First aid
Cost: 250
Availability: 1
Game Notes: Med-aids convey a +1D bonus to any first aid
skill rolls. Each med-aid may be used only once.
Source: Gundark’s Fantastic Technology (page 82), Tales of
the Jedi Companion (page 123)
Bacta Geltab
Model: Genetech G-5 Geltab
Type: Medpac treatment enhancer
Skill: Dexterity
Cost: 50 (for pack of six)
Availability: 1
Game Notes: By applying a bacta geltab to a wound, and
making a Very Easy Dexterity roll, the user gains a +1D
bonus on the following first aid roll using a medpac on the
treated wound.
Source: Lord of the Expanse – Sector Guide (page 45)
Trauma Kit
Model: Imperial-issue Medical Resources Kit
Type: Trauma medpac
Scale: Character
Skill: First aid
Cost: 200
Availability: 1, F
Game Notes: Provides +1D to first aid or medicine when
used to treat severe physical trauma, such as burns, cuts,
contusions, abrasions and other external physical injuries.
Provides no bonus for other types of injury (such as internal
injuries) or the treatment of toxins or poisons.
Source: The DarkStryder Campaign – The Kathol Rift (page
90)
Abyssin Grafting Patch
Customized Medical Backpack
Model: Chiwab Amalgamated Pharmaceuticals Company
ECM-598
Type: Advanced medical kit
Skill: First aid
Cost: 600
Availability: 2
Game Notes: Treat all components as requiring an Easy
first aid roll unless otherwise noted. Each kit contains the
following items:
-Hand-Held Diagnostic Scanner: Easy first aid or Moderate
sensors roll. Provides readout of patient’s vital signs,
specifics on injury and recommended procedures.
-Medicines: Anesthetics, blood pressure, respiration and
pulse regulation compounds, as well as other essential
medicines (for a number of common species).
-Emergency
Procedures
Database:
Easy
computer
programming/repair roll. Based on initial scanner findings,
this emergency database provides the user with a quickreference collection of treatment procedures.
-Filtration Mask: Supplies sufficient oxygen flow; may also
be connected to one of several atmospheric compound
bottles for non-oxygen breathers.
-Heat Closure Packs: Pressurized sealant bandages with
medicines which, when exposed to air, cauterize and
sterilize a wound up to 10 centimeters in diameter.
-Laser Scalpel: Difficult first aid roll. Precision cutting tool.
-Medicine Dispenser: Moderate first aid roll. Can be loaded
with a variety of medicines.
-Portable
Repulsor-Stretcher:
Collapsible
one-person
operation anti-grav stretcher capable of supporting up to
150 kilograms.
-Pressure Cuffs: Circular metal sleeves of varying diameter
(5-30 centimeters) which inflate pressurized chambers
around wound area.
-Sterile Heating Cloth: Covers an area up to 1.6 meters x
0.75 meters with a sterilized, heat-insulated covering.
-2 Universal Plasma Fluid Sacks: Require Moderate first
aid roll. Intravenous feed provides universal plasma
stabilization serums.
Source: Galladinium’s Fantastic Technology (pages 38-39),
Rules of Engagement – The Rebel SpecForce Handbook
(page 39), Arms and Equipment Guide (page 93)
Model: Kirgalis Pharmaceutical Exports Abyssin Grafting
Patch
Type: Regenerative grafting patch
Skill: First aid or medicine
Cost: 5,000
Availability: 3
Game Notes: A Difficult first aid or Easy medicine roll is
required for normal application. As with bacta tanks, the
patient will heal if allowed to rest, but the healing time
depends upon the severity of injury.
Character is:
Treatment time:
Wounded
2D hours
Incapacitated
8D hours
Mortally Wounded
2D days
After a patch is used once, it is all used up and new patches
must be bought. Many lifeforms with natural regenerative
abilities have a high resistance to the effects of this patch.
Source: Galladinium’s Fantastic Technology (page 85)
Med Unit
Model: Athakam II Med Unit
Type: Portable medical unit
Cost: 3,000
Availability: 2
Game Notes: Device can diagnose and treat common
diseases and poisons, in addition to stabilizing a seriously
injured patient. Has first aid 5D and medicine 1D. A medical
droid may interface with the med unit, receiving a +2D
bonus to first aid and +1D to medicine.
Source: Galladinium’s Fantastic Technology (page 40),
Arms and Equipment Guide (page 92)
59
Bacta Tank
Model: Zaltin and Xucphra Corporation Bacta Tank
Type: Bacta tank
Scale: Character
Skill: Medicine or First aid
Cost: 3,000
Availability: 2
Game Notes: Fully heals a patient on a successful Very
Easy medicine or Heroic first aid roll. Healing time is 1D
hours for Wounded patients, 4D hours for Incapacitated
and 1D days for Mortally Wounded. If the roll fails, patient’s
injury worsens two levels.
Source: d20 Core Rulebook (page 140)
Stabilizing
Replar Splint
Model: Xarnin Medical
Technologies GRS-600
Type: Field splint
Skill: First aid
Cost: 200
Availability: 2
Game
Notes:
An
Easy first aid roll is
required for normal
placement.
This
is
increased to Moderate
level for multiple or
compound fractures.
Once activated, limited
movement is possible.
Source: Galladinium’s
Fantastic Technology (page 40)
Sluissi Gravitic Pressure Bandage
Model: Slusani Interstellar Pharmacologies SGB-543
Type: Micro-gravity pressure patch
Skill: First aid
Cost: 750
Availability: 2
Game Notes: An Easy first aid roll is required for proper
placement and will allow Wounded patients to act as if
60
unwounded
or
Incapacitated
patients to act
as Wounded (the
injury
is
still
there, but the
patient will be able
to move and so
forth). It is up to
the gamemaster to
require players to
properly roleplay
the effects of this device.
Source: Galladinium’s Fantastic Technology (pages 40-41)
Bacta Tray
Model: Genetech BT-16 Bacta Tray
Type: Mobile medical stabilization unit
Skill: First aid
Cost: 2,200
Availability: 2
Game Notes: Activating a bacta tray requires an Easy first
aid roll. If successful, the patient’s mortally-wounded status
remains unchanged until a time as the patient can undergo
full bacta treatment.
Source: Lord of the Expanse – Sector Guide (page 45)
Anti-Shock Blanket
Portable Survival Pod
Model: Praxen Emergency Medical Supplies, Limited PSP278
Type: Emergency survival pod
Skill: First aid; computer programming/repair
Cost: 13,500
Availability: 3
Game Notes: Easy computer programming/repair and
Moderate first aid roll to activate for an Incapacitated or
Wounded patient. Moderate computer programming/repair
and Difficult first aid roll to activate for a Mortally Wounded
patient. Successful activation means that the patient will
remain in current physical condition (will not worsen) as
long as power is supplied from a generator to the pod.
Source: Galladinium’s Fantastic Technology (page 40)
Hyperbaric Medical Chamber
Model: Fabreth Medical Biochemicals Shock Cloth
Type: Emergency blanket
Skill: First aid
Cost: 250
Availability: 2
Game Notes: When attached to a medical scanner, computer,
or datapad (not included), a shock cloth can prevent shock
by administering medication to different parts of a patient’s
body while simultaneously stabilizing his temperature. This
results in a +2D bonus to any first aid or (A) medicine skill
rolls made to stabilize a wounded, dying, or incapacitated
character. A first aid roll is required for normal application
(use medpac rules, but reduce difficulties by one level).
The blanket’s medicines must be replenished after one use
(normally costs about 20-40 credits).
Source: Galladinium’s Fantastic Technology (page 38),
Arms and Equipment Guide (page 93)
Model: Athakam/RSMA Atmosphere Replicator
Type: Hyperbaric medical chamber
Scale: Character
Cost: 50,000
Availability: 3, F
61
Game Notes: The chamber’s atmosphere can be adjusted
to allow comfortable habitation for any species or medical
conditions patient may have. This negates any penalties and
the need for life-support apparatus while in the chamber.
Source: Shadows of the Empire Sourcebook (page 112)
Bioscan
Celegian Life-Support Chamber
Model: Celegian Life-Support Chamber
Type: Cyanogen gas chamber
Cost: 6,000
Availability: 4
Game Notes: Chamber provides full cover to its occupant
and has a Strength of 5D to resist damage. If destroyed, it
releases a 10-meter-radius cyanogens gas cloud that deals a
temporary -1D Strength penalty to non-cyanogen breathers
in the area who fail a Moderate stamina roll each round of
exposure. The cloud dissipates in 1 round if not confined.
Source: Ultimate Alien Anthology (page 30)
Medical Scanners
Med Diagnostic Scanner
Model: Athakam/
RMSA Bioscan Unit
Type:
Bioscan
sensor array and
analysis unit
Scale: Character
Skill:
Computer
programming/
repair (set up); first
aid or medicine to
use
Cost: 13,000
Availability: 3, F
Game
Notes:
Requires an Easy
to Difficult computer
programming/
repair roll to set
up
(depending
on situation). If
properly set up, adds +2D to first aid, medicine or Technical.
Maximum range of three meters.
Source: Gundark’s Fantastic Technology (page 101),
Shadows of the Empire Sourcebook (page 110)
Medisensor
Model: Synthetic Medtech Corporation MDS-50
Type: Personal medical scanner
Skill: First aid
Cost: 75
Availability: 1
Game Notes: An Easy first aid roll will provide basic
readouts relating to the patient’s overall physical condition,
Moderate first aid roll required to scan for specific ailment.
Device will not make recommendations for treatments, but
will identify current physical abnormalities and suggest
probable causes. Difficulties should be adjusted for unusual
or hard to detect conditions.
Source: Galladinium’s Fantastic Technology (page 39),
Arms and Equipment Guide (page 93)
Medscanner
Model: Cryoncorp Mediscan 21
Type: Medscanner
Cost: 3,000
Availability: 2
Game Notes: The difficulty level for using this scanner is
the same as that for using a medpac – Easy for Wounded,
Moderate for Incapacitated and Difficult for Mortally
Wounded characters. Successful use of a medscanner adds
1D to first aid rolls.
Source: Gundark’s Fantastic Technology (pages 103-104)
62
Model: BioTech RFX/K Medical Sensor Supplemet
Type: Portable medical diagnostic relay
Skill: First aid
Cost: 5,000
Availability: 2
Game Notes: Medisnensors are used to augment the
diagnostic scanner of a medical bay. Since they can access
the medical database of a standard medbay, they are
basically booster relays for the existing system. (Access
range from database medical computer is 2 kilometers for
military-issue units, 300 meters for cibilian units). Anyone
using a medisensor receives a +2D bonus to first aid checks.
However, a medisensor that is not patched into a medbay’s
computer only delivers a +1D bonus.
Source: Gundark’s Fantastic Technology (page 103), Rules
of Engagement – The Rebel SpecForce Handbook (page 39),
The Truce at Bakura Sourcebook (page 138), Arms and
Equipment Guide (page 93)
Drugs
Orfite Scent Mask
Signature Scent Synthesizer
Model:
Paradour
Enterprises
Signature
Scent Synthesizer
Type:
Computerized
fragrance
synthesizer
and replicator
Cost: 1,500, 150 (refills)
Availability: 3
Game
Notes:
Some
fragrances may contain
biological
ingredients
(such as pheromonal
additives)
that
may
induce an exceptionally
strong effect on some
beings. In game terms,
“victims”
of
such
pheromonal fragrances
might suffer penalties to
willpower rolls to avoid
infatuation or resist the effect of command, con, persuasion
and similar skills. Enterprising characters with the
appropriate chemistry background may concoct all kinds of
substances with a number of psychological effects.
Source: Galladinium’s Fantastic Technology (page 46)
Elixir of Infatuation
Model: Zeltron Elixir of Infatuation
Type: Mind-affecting drug
Cost: 250 (per vial)
Availability: 3
Game Notes: A creature that imbibes the transparent,
odorless liquid becomes infatuated with the first creature
he or she sees afterwards. The mind-influencing effect
lasts for 1D hours, and a successful Difficult willpower
roll negates the effect. If the drinker and the source of the
infatuation are of the same species, apply a -1D+1 penalty
to the drinker’s roll. If both are human or near-human, but
of different species, apply a -2 penalty to the roll instead.
Creatures with Dark Side Points or immune to mindinfluencing effects are immune to the elixir. An infatuated
creature suffers a -2D penalty to Perception-based rolls
regarding the source of infatuation. If this source threatens
the infatuated creature in any way, the victim gets another
willpower roll to negate the elixir’s effect.
Source: Ultimate Alien Anthology (page 197)
Serum
DiMatolin
Cost/Dose
100
Elisinandrox
250
Gresholl-polyforim
150
Haladreshin
200
Requilisant
200
Model: Orfa Olfactory Corporation Scent Mask
Type: Recreational olfactory scent mask
Cost: 200 (400 off Kidron)
Availability: 2
Game Notes: The apparatus consists of a breath mask
connected by a tube to a small belt unit, which holds about
half a liter of water. A small tablet is inserted into the unit
and the belt creates a mist that travels up the tube into
the breath mask. Scent tablets are five credits apiece, while
intoxicant tablets are ten credits each.
Source: Planets Collection (page 150)
Cyduct Chemical Booster
Model:
Seselin
Medicinal Electronics
Cyduct E-23 Booster
Type:
Interdermal
injection system
Skill: First aid
Cost: 1,250
Availability: 3, F, R
or X
Game
Notes: An
Easy first aid roll is
required for first time set up. A variety of different chemical
compounds are available from physicians by prescription.
The booster holds up to 10 doses.
Duration Comments
1 hour
Negates Dexterity penalties in high gravity
environments (up to 1.4 standard gravities
10 hours
+1D+1 to Strength or stamina to resist radiation
sickness
3 hours
Negates
Strength
penalties
in
high-gravity
environments (up to 2 standard gravities)
8 hours
+1D to Perception and related skills; effective as
neurological stimulant
6 hours
Negates Dexterity related penalties in low and zero
gravity environments
Source: Galladinium’s Fantastic Technology (pages 43-44)
63
Ryll Spice
Model: Ryloth Spice
Type: Narcotic
Cost: 100-250 per kilogram
Availability: 2, R (legal on Ryloth)
Game Notes: Ryll spice has little effect on beings other
than euphoria and interesting, sometimes disturbing,
hallucinations. However, when used in excess, it can be
a dangerous and addictive drug which stimulates (and
sometimes burns out) the pleasure centers of most species
brains.
Source: Shadows of the Empire Planets Guide (page 41)
user is restricted to using his or her Perception to make
the difficulty roll. Those who already have the Force power
derive no benefit from using gitterstim.
Source: The Jedi Academy Trilogy Sourcebook (page 86),
Shadows of the Empire Planets Guide (page 40)
Death Stick
Andris White Spice
Model: High-Grade White Sevari Spice
Type: Sense-enhancing drug
Cost: 500 per dose
Availability: 3, R
Game Notes: High-quality andris can be ingested directly,
dissolved under the tongue, or taken with food. A dose
increases Perception scores by +1D for one hour. Due to the
increased sensitivity, damage done to the character while
under the influence of the spice is increased by +1D.
Source: Shadows of the Empire Planets Guide (page 40),
Adventure Journal 2
Carsunum Black Spice
Model: Black Sevari Spice
Type: Physical-enhancing drug.
Cost: 1,000 per dose
Availability: 4, X
Game Notes: Carsunum users become more intelligent,
faster, stronger, and generally more able. Users also
experience a mild euphoria and increased confidence. This
benefit has a dark side: after the effect wears off, users
become listless, sometimes poisoned, and occasionally
overdose fatally. Carsunum increases all abilities and
skills by +1D for 1D hours. At the end of the effect, the
user takes 1D damage for each hour under the influence
(the carsunum bonus cannot be applied). Force skills and
bonuses from Force Points are decreased by -1D per dose
for the appropriate period.
Source: Shadows of the Empire Planets Guide (page 40),
Adventure Journal 2
Glitterstim Spice
Model: Kessel Glitterstim Spice
Type: Telepathic booster drug
Cost: 6,000-10,000 per dose
Availability: 4, X
Game Notes: Glitterstim is sealed into slim black cylinders.
To activate the spice, one pulls back the opaque outer
wrapper, exposing the inert glassy fibers of the spice to
the light. As the spice reacts to the light, scintillating and
glowing from within, it ripens. When the transparent fibers
glow a pearlescent blue, they are ready to consume. The
consumer takes the spice orally, which dissolves in his or
her mouth with a crackling and faint show of tiny sparks.
Characters imbibing glitterstim are considered Forcesensitive for 10 rounds. During this time, they can read
the surface thoughts of a target person. This functions
like the Receptive Telepathy Force power, except that the
64
Model: Ixetal Cilona Extract Drug (fluid or solid)
Type: Narcotic
Availability: 3, X
Game Notes: Users experience a temporary explosion of
bliss. Anyone who samples a death stick must make a
Difficult willpower skill check. If failed, the character suffers
a -1D penalty to both his Dexterity and Knowledge attributes.
After 1-2 hours, the effects wear off, and the character must
attempt a Very Difficult Strength check. Failure indicates
addiction and the loss of -1 pips of Strength (which is
permanent, unless treated). Anyone wishing to break their
addiction can seek treatment, but this is costly. At the GM’s
option, lost points of Strength can be recovered by using the
(A) medicine skill (difficulty equal to 20, +1 per lost point of
Strength), or the Accelerate Healing or Accelerate Another’s
Healing Force powers.
Source: Coruscant and the Core Worlds (page 18)
Boosters
Emotion Suppressant
Model: Consolidated
Learning
Systems
Model ES23
Type:
Emotion
suppression system
Cost: 750
Availability: 3
Game Notes: Device
uses micro-powered
cells. Each pair must
be worn a minimum
of 24-30 hours to
allow
for
proper
calibration to the
wearer’s life function
rythms. Device adds
+2D bonus to any willpower rolls to resist emotionalimpulses. Note that this device could conceivably be used
to help resist torture (although it has no effect on resisting
Force abilities).
Source: Galladinium’s Fantastic Technology (pages 36-37)
Orfite Power Harness
Model: Orfa Toolco Power Harness
Type: Strength enhancer
Cost: 800
Availability: 3
Game Notes: Negates penalties for Orfites (and other lowgravity species) on standard gravity worlds.
Source: Planets Collection (page 150)
Servo Slippers
Model:
Mahled
Medical Services
Servo Slippers
Type: Repulsorlift
assisted leg and
arm braces
Cost: 2,500 per
pair (foot/leg or
hand/arm)
Availability: 3
Game
Notes:
On high gravity
worlds,
foot/leg
braces
alone
negate Movement
penalties and cut
Dexterity penalties
by
two
pips.
Hand/arm braces
alone cut Dexterity penalties by two pips. Both foot/leg and
hand/arm braces completely negate all Dexterity penalties.
Source: Galladinium’s Fantastic Technology (page 45)
Grav Mill
Model: Quarlitech Aergronics,
Inc. GRGC-800
Type: Grav treadmill incline
Cost: 700
Availability: 2
Game
Notes:
Dedicated
training on the grav mill for
an extended period of time
(anywhere from a few days to
weeks, depending upon the
severity of gravity change) can
help eliminate any penalties
due to higher or lower gravity
worlds.
Source:
Galladinium’s
Fantastic Technology (page
31)
Myostim Unit
Model: Traxes BioElectronics Myostim Couch
Type: Myostim unit
Scale: Character
Cost: 30,000
Availability: 3
Game Notes: For every 12 hours spent on a myostim unit
the subject’s Strength is increased by +1 (maximum bonus
of +1D). The bonus lasts for one week. Extended use of
myostim unit might have psychologically damaging results
in tense situations requiring sudden bursts of activity. After
more than six months of use, characters in an extremely
stressful situation may suffer a -2 penalty to Dexterity,
Knowledge, Perception, and all related skills, with a mishap,
the character becomes enraged and uncontrollable.
Source: Gundark’s Fantastic Technology (pages 109-110),
Shadows of the Empire Sourcebook (pages 112-113)
65
Cybernetics
Cybernetic Forearm
Replacement Prosthetics
Model: BioTech Repli-Limb Prosthetic Replacements
Type: Cybernetic prosthetics
Cyber Points: 1 per replacement
Cost: The following costs include the basic prosthetic and
operation:
Hand 1,000 credits
Arm
2,000 credits
Leg
2,000 credits
Knee 1,200 credits
Eye
2,750 credits
Ear
2,750 credits
Heart 5,000 credits
Kidney 4,500 credits
Lungs 4,000 credits
Availability: 4
Game Notes: The
prosthetic is almost
completely lifelike – a
Difficult
Perception
roll is needed to tell
the part from an
organic
one.
The
replacement has no
special abilities.
Source:
Cracken’s
Rebel Field Guide
(page 29), Heir to the
Empire Sourcebook (pages 109-110), Pirates & Privateers
(pages 50-51)
Cybernetic Hand
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to
install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1
forearm), Difficult (+2 forearm)
Game Notes: If the medicine roll to
install forearm fails by less than 5
points, the limb has a side effect
(listed below). Item bonus refers to
attribute-based actions related to
that limb only.
Bonus
Price
Surgery
+1 Strength
3,000 9,000
+2 Strength
7,500 22,500
Source: Hero’s Guide (page 129)
Side Effects
-1D Dexterity
-2D Dexterity
Cybernetic Arm
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Difficult (+1 hand), Very Difficult (+2
hand)
Game Notes: If the medicine roll to install fails by less than
5 points, the limb has a side effect (listed below). Item bonus
refers to attribute-based actions related to that limb only.
Bonus
Price
Surgery
Side Effects
+1 Strength
2,000
6,000
+2 Strength
5,000 15,000
+1Dexterity
2,000
6,000
+2 Dexterity
5,000 15,000
Source: Hero’s Guide (page 129)
66
-1D Dexterity with hand
-2D Dexterity with hand
-1D Strength with hand
-2D Strength with hand
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1 arm), Difficult (+2 arm)
Game Notes: If the medicine roll to install arm fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus
Price
Surgery
Side Effects
+1 Strength
4,000 12,000
+2 Strength
10,000 30,000
Source: Hero’s Guide (page 129)
-1D Dexterity
-2D Dexterity
Cybernetic Knee
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Easy (+1 knee), Moderate (+2 knee)
Game Notes: If the medicine roll to install knee fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus
Price
Surgery
Side Effects
+1 Strength
1,500 4,500
+2 Strength
4,000 12,000
Source: Hero’s Guide (page 129)
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1 leg), Difficult (+2 leg)
Game Notes: If the medicine roll to install leg fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus
Price
Surgery
Side Effects
1/2 Move
1/4 Move
Cybernetic Legs Package
Type: Prosthetic limbs
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+2 leg), Difficult (+4 leg),
Very Difficult (+6 leg)
Game Notes: If the medicine roll to install legs fails by less
than 5 points, the limb has a side effect (listed below).
Bonus
Price
Surgery
Side Effect
+2 Move
4,000 12,000
+4 Move
9,000 27,000
+6 Move
18,000 54,000
Source: Hero’s Guide (page 129)
Model: BioTech Superstruct Skeletal Reinforcement
Type: Skeleton reinforcement
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 10,000 (surgery: 50,000)
Availability: 2, R
Difficulty: To install: Heroic
Game Notes: Subject gains +1D to resist physical damage.
If the medicine roll to install fails by less than 5 points,
subject suffers a -1D penalty to Strength-based actions.
This cannot be recovered until the cybernetic component
is removed.
Source: Hero’s Guide (pages 130-131)
Cardio-Muscular Package
3/4 Move
1/2 Move
Cybernetic Leg
+1 Strength
3,000 9,000
+2 Strength
6,500 19,500
Source: Hero’s Guide (page 129)
Skeletal Reinforcement
2D damage per use
3D damage per use
4D damage per use
Model: Neuro-Saav Corporation Cardio-Muscular Package
Type: Increases Strength attribute/skills
Cost: 800 credits per pip
Cyber Points: 2
Game Notes: Operation takes one week. Recipient must
spend another week recovering and adjusting to new
implants. Doctor must make three Difficult medicine rolls
over the week of the operation for successful implantation.
If any of the rolls fail whenever the character makes a
Difficult or Very Difficult Strength or associated roll, the
character must make a second Difficult Strength roll. If this
second roll fails, the character muscles contract and the
character falls prone for 2D minutes.
Source: Cracken’s Rebel Field Guide (page 35)
Response Improvement Package
Model: ‘Geneering Response iMprOVEMENT
Package (RiMPack)
Type: Increases Dexterity attribute/skills
Cost: 700 credits per pip
Cyber Points: 2
Game Notes: To install, doctor must make
three Difficult medicine rolls over the week
of the operation for success. If any of the
rolls fail, the character becomes highly
agitated, or hyperactivates, whenever he
rolls a 20 or higher with a Dexterity skill.
During hyperactivation, the character
is overwhelmed with sensory input for
2D minutes and is controlled by the
gamemaster. The character may attack
friends or foes, flee the scene or be
hypnotized with fear.
Source: Cracken’s Rebel Field Guide (page 36)
67
Hifold Sensory Package
Model: Neuro-Saav Hifold Sensory Package
Type: Increases Perception attribute/skills
Cost: 400 credits per pip
Cyber Points: 2
Source: Cracken’s Rebel Field Guide (page 38), Hero’s
Guide (page 131)
Source: Hero’s Guide (pages 129-130)
Motion Interface Package
Hi-Sense Enhanced Eyes
Model: NeuroSaav Hi-Sense
Enhanced Eyes
Type: Enhanced
IR and UV eyes
Cost:
100
credits per pip
Cyber Points: 2
Game
Notes:
I n c r e a s e s
recipient’s
search
skill.
Base cost is 100
credits per pip of existing skill code, plus 200 per pip of
enhacement.
Source: Cracken’s Rebel Field Guide (page 39)
Cybernetic Eye
Model: SoroSuub Motion Interface Package
Type: Increases Mechanical attribute/skills
Cost: 400 credits per pip
Cyber Points: 2
Source: Cracken’s Rebel Field Guide (page 37)
Type: Prosthetic eye
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: Moderate (to install)
Game Notes: If the medicine roll to install eye fails by less
than 5 points, the limb has a side effect (listed below).
Item
Bonus
Price Surgery
Side Effect
Flare Suppressor
IR Sensor
Optical Enhancer
Targeting Eye
Telescopic Eye
Can’t be flash-blinded
Darkvision to 30m
+1D to search
+1 on ranged attacks
Reduced search ranges
250
300
450
500
500
-1 on attack rolls
Blinded by nearby heat sources
-1D to ranged attacks
-1D to search
-1D to search
68
1,900
2,250
3,400
3,750
3,750
Ultrasound Sight Enhancer
Model: Traxes BioElectronics
Ultrawave Sight Enhancer
Type:
Ultrasonic
wave
motion sensory system
Cost: 12,500; does not
include cost of implantation
surgery
Availability: 4
Game
Notes:
Sensory
motion
system
implant
feeds input directly into
the user’s brain, creating
a three-dimensional, black
and white, sonic graph of the
user’s surrounding. An Easy
sensors total is required
to properly calibrate wave receptors once implantation
nodes are in place. Otherwise, a Very Easy Perception roll is
required periodically (varies according to species) for normal
use. Normal operating range is 50 meters and function is
equally good in all environmental conditions excepting
those involving severe electrical disturbances.
Source: Galladinium’s Fantastic Technology (page 37)
Tremor Sensor
Type: Cyber sensor
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 400 (surgery: 3,750)
Availability: 2, R
Difficulty: To install: Difficult
Game Notes: Foot sensor picks up sonic vibration, allowing
the character to detect the presence of anything within
20 meters if it’s moving in contact wit the ground. With
a search versus sneak opposed roll, the subject can also
determine the precise location of the target. Subject must
activate sensor and remain motionless to use this ability.
If the medicine roll to install fails by less than 5 points,
subject suffers a constant -2 penalty to both Strength and
Dexterity actions, and can’t move beyond Cruising speed.
Source: Hero’s Guide (page 131)
hardware into non-Neimoidians without a sufficient bribe.
However, since the technology is made specifically for
Neimoidians, any character of another species loses twice
as much Knowledge and Perception (ie, +4 pips/1D+1) due
to the installation.
Source: Secrets of Naboo (page 17)
Cyborg Construct
Neimoidian Data Goggles
Model: Stock Neimoidian Data Goggles
Type: Cybernetic interface
Scale: Character
Cost: 2,000 (includes implants and surgery)
Availability: 3; F or R
Game Notes: This is a cybernetic implant used by
Neimoidians, and is not usually installed in non-Neimoidian
patients (see below). To be of use, the goggles must be
properly attuned to the wearer, and linked to a ship’s
computer and communications system. The goggles grant
a 1D+2 bonus on all astrogation, computer programming/
repair, and appropriate spacecraft repair rolls, as well
as a 3D+1 bonus on all appropriate spacecraft piloting
rolls. If a successful attack disrupt the vessel’s internal
communications network, the user must make a Heroic
Strength check or be stunned for 1D+1 rounds. The price
for such an installation is not only financial – the mere
installation of the implant causes the pilot to lose +2 pips
of both Knowledge and Perception (the loss is permanent).
Neimoidian surgeons are unlikely to install this sort of
Model: BioTech Borg Construct AJ^6
Type: Basic cyborg construct
Cost: 80,000 for unit, 70,000 for surgery, 400 cheaper if
without cyborg/droid interface
Cyber Points: 3
Game Notes: Increases computer programming/repair
by 2D. Increases any Knowledge or Technical skill by
1D. Construct can store up to 8D worth of additional
information. Cyborg can read the data in his data banks at
any time.
Source: Cracken’s Rebel Field Guide (page 31), Hero’s
Guide (page 130)
69
Weapon Mount
Type: Cybernetic weapon socket
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 50 (surgery: 2,500) (does not include weapon)
Availability: 2, R
Difficulty: To install: Easy
Game Notes: The character’s arm end in a socket, on which
any range of specially modified weapons can be mounted.
Standard weapons cannot be mounted, custom cyberweapons usually cost twice the normal cost of the weapon.
If the medicine roll to install fails by less than 5 points, the
weapon fails to operate consistently. Every time a weapon is
fired (or every round, if the weapon uses a constant power
flow, such as a lightsaber or vibroweapon), if the Wild
Die rolls a 3 or less, the weapon fails to fire and shuts off
(requiring an action to reactivate it).
Source: Hero’s Guide (page 131)
70
Cybernetic Nexus Ring
Model: Menendahl Cybertronic Nexus Ring
Type: Cyborg power interface
Cost: 5,000
Availability: 4, R
Game Notes: If the user stores one hour’s worth of energy,
the prosthetic in question gets a +1D Strength or Dexterity
bonus for 10 minutes. No more than 15 minutes’ worth of
energy (use time; 1 1/2 hour charge time) can be stored
by the ring. However, if a complication is rolled while the
“charged” prosthetic is in use, the cyborg suffers 4D stun
damage due to excessive energy feedback. If user employs
the nexus ring more than once per week, have the user
make a Moderate willpower roll for each additional use. If
the roll fails, the cyborg has developed a psychological need
for the boosted energy – if the user doesn’t boost at least
once a day, the character’s Strength is considered reduced
by -1D. While boosted, however, the character uses their
full Strength and gets the +1D bonus for using the ring.
Source: Galladinium’s Fantastic Technology (pages 34-35)
Survival
Glow Rod
Type: Standard glow rod
Cost: 10
Availability: 1
Range: 50 meters
Source: Rulebook (page 226), Heir to the Empire Sourcebook
(page 107)
Luma Flare
Damage: 4D
Game Notes: Maxium range for the luma flare is five
kilometers vertical and 10 kilometers hotrizontal. The
illumination lasts for three minutes, and an area 300
meters in diameter is affected. While not designed as a
weapon, luma flares will cause 4D burn damage to anyone
within 20 meters of the detonation. Anyone within 50
meters of the detonation point and who is looking directly at
the detonation point must make a Difficult Perception total
or be blinded for eight minutes.
Source: Galaxy Guide 10: Bounty Hunters (page 91),
Gundark’s Fantastic Technology (pages 81-82), Rules of
Engagement – The Rebel SpecForce Handbook (page 70)
Personal Strobe Locator
Model: Saladar Systems Solo Strobe
Type: Personal strobe locator
Cost: 100
Availability: 2
Game Notes: The comlink-sized strobe flashes every
five seconds for up to 20 hours, and is visible for three
kilometers.
Source: Platt’s Smugglers Guide (page 54)
Anti-Insect Canister
Model: Barkesh Insect Culture
Type: Inecticide
Cost: 275
Availability: 3
Game Notes: A canister’s contents can coat three full sized
humans or protect the atmosphere within a small ship
or within several meters of a small camp. The canister is
effective up to one month from purchase, when the microorganisms inside eventually die out.
Source: Gundark’s Fantastic Technology (pages 79-80)
Animal Excluder
Model: Salamini Chemical Munitions Model-3287
Type: Aerial illumination system
Skill: Missile weapons
Cost: 100
Availability: 2
Range: 5 kilometers vertical, 10 kilometers horizontal
Blast Radius: 20 meters
Model: Merr-Sonn Excluder
Type: Animal excluder
Scale: Character
Cost: 350
Availability: 2, F or R
Game Notes: The excluder has three power settings – low
power (2D), normal power (4D), and high power (6D). Each
setting forms a protective “sphere” with a diameter of 10
71
meters, 20 meters and 40 meters, respectively. Every round
that a creature possessing senses in the affected range
attempts to approach, it must make a willpower or Strength
roll (whichever is higher) against the excluder’s power
setting to remain within the device’s range. Failure means
the creature retreats as far as it can until it is out of range;
success means it can advance but suffers -2D to all actions
due to irritation and distraction. Attempting to corner a
creature, however, is not a wise move, as full flight-or-fight
instincts remain in affected creatures.
Source: Gundark’s Fantastic Technology (page 79)
Micro Fusion Reactor
Model: Lardanis Survival
Systems MFCR-200 Power
Generator
Type:
Medium
fusion
power generator
Cost: 750
Availability: 1
Source:
Galladinium’s
Fantastic Technology (page
55)
Ration Concentrates
Model: Adventure Hiker & Hunter Ration Pack
Type: Compact field meal
Cost: 5
Availability: 1
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 32), Arms and Equipment Guide (page 95)
Energy Capacitor
Dehydrated Food Pack
Type: Standard dehydrated food pack
Cost: 2
Availability: 1
Game Notes: Each dehydrated food pack contains enough
nourishment for a human for one meal (does not include
liquids).
Source: Gundark’s Fantastic Technology (pages 80-81),
Tales of the Jedi Companion (page 122)
Water Purifier
Model: Pretormin Environmental
WPR-60
Type: Water purification system
Skill: Survival
Cost: 100
Availability: 1
Game Notes: A Very Easy survival
roll is required for normal use. The
amount of time required to properly
filtrate water samples is dependant
on local sources. Average filtration
time is 5 minutes. The unit will
notify the user when cleansing
process is completed.
Source: Galladinium’s Fantastic
Technology (page 67)
Model: Dardrennis Survival Technologies EMS-500
Type: Energy collection system
Skill: Survival
Cost: 1,500
Availability: 2
Game Notes: An Easy Technical roll is required for normal
operation. The difficulty level may vary depending upon the
type and amount of energy flow being accessed. Energy
collection rates will vary from anywhere for an hour (from
large power source or generator) up to six days (such as
from low power blaster power packs) for a full charge.
Source: Galladinium’s Fantastic Technology (page 65
Defel Heat Reducer
Water Purifying Canteen
Model: SurvivalGear Water JugFilter
Type: Water purifier
Cost: 100
Availability: 1
Game Notes: The water-purifying canteen can remove
contamination from tainted water. It takes two minutes to
purify lightly contaminated water, four minutes to purify
moderately contaminated water, eight minutes to purify
highly contaminated water, and 1D hours to purify toxic
water. (See pages 20-21 for more information on water
contamination).
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 32), Arms and Equipment Guide (page 95)
72
Model: Farendress Defek Exports HR-1200
Type: Heat reducer/energy generator
Cost: 500
Availability: 2
Game Notes: When operating in an environment with high
levels of ultraviolet radiation, the exchanger can produce
enough energy to power several datapads or other small
appliances.
Source: Galladinium’s Fantastic Technology (pages 29-30)
Heat Induction Staff
Coolth Backpack
Model: Salasetti Survival Systems, Incorporated Heat
Induction Staff
Type: Emergency heat generator
Skill: Survival
Cost: 300
Availability: 2
Game Notes: An Easy survival roll is required for normal
operation. Accidental contact with the heating point results
in 3D damage.
Source: Galladinium’s Fantastic Technology (page 66)
Portable Heater
Type: Portable heating unit
Availability: 2
Game Notes: Provides enough heat to keep a person alive
within an encosed area of a maximum of 3 cubic meters
in temperatures down to -75 degrees C for several days,
perhaps a week or two with careful regulation.
Source: Galaxy Guide 8: Scouts (page 46)
Radiation Deflection Pin
Model: Raflkind Industrial
Radiation Screener
Type: Personal
ornamentation energy
deflectors (various styles)
Cost: 250-500
Availability: 2
Game Notes: Miniature
power
cell
must
be
replaced after 50 hours of
continuous use. This item
adds +1D to any survival
rolls concerning low-level radiation. Bonus does not apply
to high-energy radiation situations, but warning alarm will
sound if radiation levels exceed specified amounts.
Source: Galladinium’s Fantastic Technology (page 36)
Model: Mos Espa Coolth Backpack
Type: Cooling backpack
Scale: Character
Cost: 200
Availability: 4
Game Notes: The pack consists of a powered cooling unit
and a sunshield fabric that can function as a cloak or
blanket. Wearing the pack keeps a character comfortable in
high temperatures, granting a +1D+1 bonus to resist great
heat.
Source: Arms and Equipment Guide (page 95)
Survival Pack
Radiation Deflection Badge
Model: Reflkind Industrials Radiation Screener
Type: Industrial radiation deflector
Cost: 300
Availability: 2
Game Notes: Power cell must be replaced after 50 hours
of use, regardless of actual radiation levels (cells cost 10
credits). Adds +2D to survival rolls made due to radiation
exposure. Badge changes color if its radiation deflection
levels are exceeded. Use the same effects as water
contamination (pages 20-21) to determine the severity of
radiation contamination.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 33
Model: Chedak Survival Kit
Type: Standard survival knapsack
Cost: 750
Availability: 2
Game Notes: Contains two week’s rations, three medpacs,
a glow rod, two thermal flares, a single-person di-chrome
73
shelter, a breath mask, six meters of syntherope, a
knife, and a portable fusion power generator. Special
missions-issue packs may include vibropick, fusion cutter,
pocket computer, recording rod, portable field scanner,
macrobinoculars, standard explosive charge, exposure suit,
portable moisture vaporator.
Source: Platt’s Smugglers Guide (page 54), Rebel Alliance
Sourcebook (page 96), Rules of Engagement – The Rebel
SpecForce Handbook (pages 38-39)
Jedi Utility Belt
Scout’s Survival Pack
Model: Standard Jedi Utility Belt
Type: Utility belt
Cost: 600
Availability: 3, R
Game Notes: Has several pouches containing a three-day
supply of food capsules, a medpac, a tool kit, a spare power
pack, a spare energy cell, a glow rod, a comlink, an Aquata
Breather, and a couple of empty pouches for whatever else
the wearer wants to add.
Source: Power of the Jedi Sourcebook (page 62), Ultimate
Adversaries (page 156)
Type: Custom survival pack
Cost: 900-2,000
Availability: 2
Game Notes: While each pack varies, they often consist
of a backpack rig packed with any of the following items
– breath mask, comlink, datapad, fusion grapple, glowrod,
hold-out blaster (3D), macrobinoculars, medpac, personal
moisture vaporator, rations, recording rod, survival shelter,
syntherope, thermal flare. The pack may also contain other
items added by individual scouts customizing their kits.
Source: Gundark’s Fantastic Technology (pages 82-83)
Coruscant Survival Kit
Type: Typical Coruscant survival kit
Scale: Character
Cost: 250 (off-Coruscant), 500 (on Coruscant), value of
credit stick not included
Availability: 1
Game Notes: Typical contents of the kit include: A credit
stick containing a prepaid amount in Republic or Imperial
currency (depending on era), maps of all major areas and
sections of the planet (+2 bonus to all planetary systems:
Coruscant skill rolls), breath mask and protective goggles
for trips to polluted sectors, glow rod, “Stinger” hold-out
blaster (3D, 3-4/8/12, 5 shots), datapad and comlink.
Source: Coruscant and the Core Worlds (page 123)
74
Breathing Gear
Oxygen Extractor
Model: Gandorthral Atmospherics Roamer-6 Breath Mask
Type: Breath mask
Cost: 400
Availability: 1
Game Notes: Provides six hours of breathable air on
poisonous atmospheres. If there is not enough breathable
gas in the atmosphere, the roamer uses its 10-minute
compressed air supply. This item uses a special air cylinder
(cost: 50) and air scrubbers (cost: 100) which must be
replaced periodically.
Source: Arms and Equipment Guide (page 86)
Oxidizer
Model: Vercanne Mineral Technologies FOE-2000
Type: Oxygen extractor
Cost: 350
Availability: 2
Game Notes: Extracts oxygen from sub-surface water
deposits or water vapor trapped in rock formations.
Source: Galladinium’s Fantastic Technology (page 57)
Breather-1 Breath Mask
Model: Duwani Mechanical Products Breather-1
Type: Portable atmosphere-filtering system
Cost: 150
Availability: 2
Game Notes: Allows characters to survive in otherwise
hostile gaseous environments. Note that the breath mask
does not protect against gravitational or air pressures.
Source: Tales of the Jedi Companion (page 121)
Roamer-6 Breath Mask
Model: Gandorthral Atmospherics Oxidizer
Type: Molecular oxygen extractor
Cost: 350
Availability: 2
Game Notes: Extracts breathable oxygen from poisonous
atmospheres; lasts 4 hours on a full power pack. Power
pack recharging takes one hour.
Source: Galladinium’s Fantastic Technology (page 54),
Rules of Engagement – The Rebel SpecForce Handbook
(page 32), Arms and Equipment Guide (page 85-86)
Tasari Breath Mask
75
Model: Bavar Breathing Systems Portable Environmental
Support Unit
Type: Breath mask
Cost: 40 credits
Availability: 3
Game Notes: Tasari breath masks cover the face and nose
of humanoid beings. Oxygen is supplied through a hose,
from a detachable tan. See the “Oxygen Tanks” entry for
additional information.
Source: Adventure Journal 15 (page 187)
Aquata Breather
Tasari Oxygen Tank
Model: Tasari Elder Council Oxygen Tank
Type: Element of portable life support units, available in
personal and vehicle models
Cost: 10 credits (personal) or 55 credits (vehicle)
Availability: 3
Game Notes: Allows work of about one standard hour
before it must be refilled. Refilling generally costs about 1
credit for personal models and 5 credits for vehicle models.
Tasari oxygen tanks have armor values of 1D (personal
model) and 3D (vehicle model). Should a personal tank be
punctured, the carrier is subjected to 2D damage from the
explosion and shrapnel generated by the sudden release of
compressed gases. When the vehicle tanks are punctured,
all beings within 2 meters suffer 2D damage.
Source: Adventure Journal 15 (page 189)
Breath Mask
Model: A99 Aquata Breather
Type: Breathing device
Scale: Character
Cost: 350
Availability: 2
Game Notes: Provides up to 2 hours of breathable air
through its mouthpiece. The A99 has advanced filters to
allow it to function underwater, in a vacuum, and in certain
poisonous environments.
Source: d20 Core Rulebook (page 140), Arms and
Equipment Guide (page 85)
Organic Gill
Model:
VargeCorp
Easy
Breathing
Breath Mask
Type: Breath mask
Cost: 50
Availability: 1
Game
Notes:
Provides one hours of
breathable air.
Source:
Rulebook
(pages
225-226),
Rules of Engagement
– The Rebel SpecForce
Handbook (page 32),
Arms and Equipment
Guide (page 86)
Emergency Life Support Module
Model: MineSystems Emergency Life Support Unit
Type: Emergency life support system
Cost: 3,000
Availability: 2
Game Notes: Unit provides enough oxygen to sustain 10
people for 30 hours (there are 10 masks). The module is a
rectangular box, 2 meters by 1 meter by 1.5 meters. The unit
will activate automatically if its sensors detect a dangerous
drop in air quality. The module has emergency supplies, two
medpacs, and an automated distress beacon.
Source: Flashpoint! Brak Sector (page 25)
76
Model: Mon Calamari Organic Gill
Type: Synthetic organic gill
Cost: 200
Availability: 3
Game Notes: While wearing an organic gill, a diver may
breathe in underwater environments.
Source: The Jedi Academy Sourcebook (page 140),
Gundark’s Fantastic Technology (page 76), Arms and
Equipment Guide (page 86)
Gnullith
Model: Yuuzhan Vong Gnullith
Type: Organic breath mask
Scale: Character
Cost: Not available for sale
Availability: 4
Game Notes: A gnullith is an organic breath mask that
sticks a proboscis down the user’s throat, allowing him
to breath any non-corrosive gas, or underwater. To
successfully employ a Gnullith requires a Moderate Strength
check, which can be attempted once per round.
Source: d20 Core Rulebook (page 356), The New Jedi Order
Sourcebook (page 22)
Shelters
Shelter
Lungworm
Model: Yuuzhan Vong Lungworm
Type: Organic breathing device
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: A lungworm is worn in conjunction with a
vacuum ooglith, and provides the wearer with breathable
air for up to 2 hours. Once this time period is up, the
lungworm dies.
Source: The New Jedi Order Sourcebook (page 123)
Kel Dor Antiox Breath Mask
Model: Adventure Hiker & Hunter DuraShelter
Type: Single-person di-chrome multi-environment shelter
Crew: 1
Cost: 120
Availability: 2
Game Notes: Adds +2D to hide attempts once activated.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 39), Arms and Equipment Guide (page 95)
ThinHut
Model: Antiox Breath Mask
Type: Dorin isotopes breath mask
Cost: 2,000 (500 on Dorin)
Availability: 3
Game Notes: Any non-Kel Dor who attempts to breathe
trough the mask takes 4D damage. A One year supply of
filters for an antiox breath mask costs 50 credits on Dorin
and 200 credits elsewhere.
Source: Ultimate Alien Anthology (page 83)
77
Model: Karflo Corporation ThinHut
Type: Insulation tent
Availability: 1
Game Notes: Provides up to 30 hours of limited protection
against chemical exposure in most known atmosphere
types. Small, 3 cubic meter shelter against cold and
atmosphere. Can be folded into a packet no larger than a
datapad, and considerably lighter.
Source: Galaxy Guide 8: Scouts (page 46)
Bubble Cloak
Source: Galladinium’s Fantastic Technology (page 65)
Pressure Tent
Model: Meredex Atmospherics EMS-90
Type: Emergency shelter
Cost: 800
Availability: 2
Game Notes: An Easy Dexterity roll is required for removal
and inflation within 30 seconds. Puncture and heat
resistant, opaque bubble has a Strength of 1D+2 to resist
damage and atmosphere loss.
Source: Galladinium’s Fantastic Technology (pages 42-43),
Arms and Equipment Guide (page 95)
Emergency Inflation Shelter
Model: Valerenn Environmentals Personal Shelter Capsule
Type: Personal environmental protection shelter
Skill: Survival
Cost: 500
Availability: 2
Game Notes: Prior to activation, the PSC is a flat, 1
meter square, 25 centimeters thick cube that houses an
inflatable, highly reflective fabric shelter. Filaments running
throughout the fabric draw solar energy to the shelter’s
batteries, allowing for up to 10 hours of continuous use.
When fully inflated, the shelter expands to a diameter of
2.5 meters and oxygen recycling and heating elements
are automatically activated. A zippered entranceway gives
access to the interior. A Very Easy survival roll is required
for activation.
78
Model: TasCorp Enviro-Tent 2A (small), 9B (medium), 30C
(large)
Type: Survival tent
Skill: Survival
Cost: 100 (small), 350 (medium), 1,200 (large)
Availability: 3
Game Notes: A pressure tent provides a safe habitat on the
surface of Tasariq. A small pressure tent uses 2 individual
oxygen tanks, a medium pressure tent uses 2 vehicle
oxygen tanks, a large pressure tent uses 4 vehicle oxygen
tanks. The tanks provide one week of use. A pressure tent
can be set up in about an hour. A small tent holds 1-3
people, a medium tent hold 6-12 people, a large tent hold
20-40 people. Pressure tents only protect the inhabitants
from weather conditions, even severe storms. It provides
no protection from blaster fire, explosions, or projectile or
melee weapons.
Source: Adventure Journal 15 (page 190)
Aqua Survival Shelter
Model: Valerenn Environmentals Flotation Shelter
Type: Ocean survival raft
Cost: 2,500
Availability: 2
Game Notes: Equipped with a built-in homing beacon, heat
vent, glow rod, six meters of syntherope, two medpacs, and
a very large water tank. The generator has enough energy
to last 250 hours. The supplies in the raft can support two
people for two weeks. Reduce that time if more than two
people are crammed inside.
Source: Platt’s Smugglers Guide (page 54)
Communications
Communicators
Gnullith-Villip
Model: Yuuzhan Vong Gnullith-Villip
Type: Organic communicator/breathing device
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: This is a gnullith/villip hybrid that allows a
Yuuzhan Vong to communicate with anyone who is likewise
equipped to a distance of 500 meters while allowing the user
to breathe in an inhospitable environment.
Source: The New Jedi Order Sourcebook (page 123)
Husher Mike
Model: Crozo Industrial Products
At-cyb Husher Mike
Type: Vocal communications
implant
Cost: 3,000 (mike and receiver;
implantation surgery is extra)
Availability: 3
Game Notes: Effective
operating range is
1
kilometer.
This
device offers one way
transmission of voice
only and does not
cover reception of voice
or data transmissions.
Source: Galladinium’s Fantastic Technology (page 61)
Implant Communicator
Model: Traxes BioElectronics Implant Communicator
Type: Implant personal communications unit
Cost: 12,500 (operation costs and license requirements will
vary)
Availability: 4, F, R or X
Game Notes: Maximum broadcast range is 1 kilometer.
Source: Galladinium’s Fantastic Technology (pages 87-88),
Arms and Equipment Guide (page 88), Hero’s Guide (page
131)
PTP Link
Type: Point-to-point multi-channel personal communicator
Cost: 150
Availability: 2
Game Notes: PTP links can reach distances up to 25
kilometers. Average PTP links are simple communication
devices, capable of audio transmissions only. More
expensive models often contain encryption packages that
help secure a channel that is in use. Such PTP links can
cost as much as 1,000 credits, and require a Moderate
communications roll to use successfully. If successful, the
channel is secured and cannot be deciphered.
Source: Gundark’s Fantastic Technology (page 90), Tales of
the Jedi Companion (page 123)
79
Personal Comlink
Type: General issue comlink
Skill: Communications
Cost: 25
Availability: 1
Range: 50 kilometers
Source: Rulebook (page 226), Heir to the Empire Sourcebook
(pages 105-106)
C1 Personal Comlink
Availability: 4
Range: 100 kilometers over land and up to low orbit
Game Notes: Encryption technology requires a Heroic
communications roll to decrypt if intercepted. The Hush-98
also creates a tiny field of white noise around the comlink
and whoever holds it, making it difficult to overhear what
is said into the unit (-2D search penalty to overhear) or
sounds coming out of it (-3D search penalty).
Source: Arms and Equipment Guide (page 88)
Wrist Chronometer
Model: SoroSuub C1
Type: Personal comlink
Skill: Communications
Cost: 200
Availability: 1
Range: 50 kilometers over land and up to low orbit
Source: Arms and Equipment Guide (page 87)
MultiNode Comlink
Model: BBC MultiNode Communications Link
Type: High-durability comlink
Skill: Communications: comlink
Cost: 75
Availability: 2
Difficulty: Moderate
Game Notes: 50 kilometer surface range, surface to orbit
range in clear weather.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 37), Arms and Equipment Guide (page 86)
3-Mal Personal Comlink
Model: Crozo Industrial Products 3-Mal
Type: Personal comlink
Skill: Communications
Cost: 250
Availability: 1
Range: 50 kilometers over land and up to low orbit
Game Notes: Automatically monitors local “standard clear
frequencies”, which are used for emergency news bulletins
by military and civilian authorities.
Source: Arms and Equipment Guide (page 86)
Hush-98 Comlink
Model: SoroSuub Hush-98
Type: Personal comlink
Skill: Communications
Cost: 4,000
80
Model: MicroThrust
Clockwatcher
Cost:
50
(+10
for
thermo sensor; +10 for
gravity sensor; +30 for
atmosphere sensor; +50
for comlink; + 50 for
droid linkup)
Availability: 1
Source:
Galladinium’s
Fantastic
Technology
(pages 46-47)
Headset Comlink
Model: Varge Copr. Hands-Free Comlink
Type: Headset comlink
Skill: Communication
Cost: 100
Availability: 1
Game Notes: Since the microphone transmitter is voiceactivated, a headset comlink left on will broadcast any
sound above background level.
Source: Platt’s Smugglers Guide (pages 47-48)
Military-Grade Comlink
Type: Military headset
comlink
Skill: Communications
Cost: 900
Availability: 2, R
Range: 50 kilometers
overland and up to low
orbit
Game Notes: Can send
encrypted
messages
that require a Heroic
communications roll to
decrypt if intercepted.
Source: Hero’s Guide
(page 123)
Military Comlink
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 37), Arms and Equipment Guide (page 86)
Vehicle Comlink
Type: Vehicle comlink
Skill: Communications
Cost: 300
Availability: 1
Range: 200 kilometers
Source: Rulebook (page 226)
Type: Military issue comlink
Skill: Communications
Cost: 50
Availability: 2, R
Range: 50 kilometers
Source: Rulebook (page 226), Rebel Alliance Sourcebook
(pages 95-96)
Secure-A3 Comlink
Model: Naboo Technologies Secure-A3
Type: Military comlink
Skill: Communications
Cost: 900
Availability: 1
Range: 50 kilometers over land and up to low
orbit
Game Notes: Can send encrypted messages
requiring a Heroic communications roll to
decrypt if intercepted.
Source: Arms and Equipment Guide (page 87)
Comset
Portable Message Transceiver
Model: Cirenian Communications
Model SW-95
Type: Extended range message
transceiver
Skill: Communications
Cost: 400
Availability: 2
Game
Notes:
Modulated
broadcast relays extend broadcast
and reception range to over 2,000
kilometers.
Maximum
range
dependant on local conditions:
inadequate
communications
outlets in outlying areas or
extreme weather conditions can
greatly hamper or eliminate
communications capability.
Source: Galladinium’s Fantastic Technology (page 67),
Arms and Equipment Guide (page 86)
Visual Wrist Com
Model: Fabritech PAC20
Type: Visual wrist comlink
Skill: Communications
Cost: 1,500
Availability: 2
Range: 75 kilometers over land and up to low orbit
Game Notes: Can send and receive two-dimensional images
as well as standard audio signals. Energy cell lasts 10 days
of operation. Device also functions as a very basic datapad.
Source: Arms and Equipment Guide (page 87)
Model: BBC OmniNode Communications Set
Type: High-power multisignal comset
Skill: Communications: comset
Cost: 300
Availability: 2
Difficulty: Easy
Game Notes: 200-kilometer surface range, surface-to-orbit
in harsh weather.
Holo Display Comlink
Model: Tramora Interstellar Communications VDV-100
Type: Holographic comlink
Skill: Communications
Cost: 800
Availability: 2
Game Notes: This comlink is able to receive and send
holographic images, it can even receive (though not send)
81
HoloNet transmissions. A unique feature is the ability to
match a recorded holographic image with the sender’s live
audio. When this feature is used, the sender’s visual image is
replaced by a recorded hologram (of him or another person),
which moves to match the sender’s speech. Detecting that
the image does not exactly match the spoken message is a
Difficult search task.
Source: Arms and Equipment Guide (page 88)
Holo Communicator
Model: Tramora Interstellar Communications VDV-100
Type: Holo communications display
Cost: 800
Availability: 2
Game Notes: Special security feature allow blockage of
specific holo signals or identification of an incoming signal’s
source. A default built-in image processor can create a
virtual image to replace the owner’s actual features.
Source: Galladinium’s Fantastic Technology (page 33)
Hologram Projection Pod
Model: SoroSuub Hologram Projection Pod
Type: HoloNet transceiver
Skill: Communications
82
Cost: 250,000
Availability: 4, R
Game Notes: 2-meter-diameter disc allows for real-time
audio, visual, and holographic communication over an
unlimited range. It can also be used to search for specific
information available on the HoloNet, just like a computer.
However, since it was not designed for this function it
imposes a -2D computer programming/repair penalty.
Source: Arms and Equipment Guide (pages 87-88)
Villip
Model: Yuuzhan Vong Villip
Type: Organic interstellar communicator
Cost: Not available for sale
Availability: 4
Game Notes: Created in pairs, these leathery lumps of flesh
maintain contact with each other over even interstellar
distances. Awakening a villip requires a Difficult Knowledge
roll to stroke it correctly, after which it stimulates its twin
to awaken as well. Each then unfolds along the sole break
in its membranous tissue, and puckers its flesh into the
shape of the owner of the villip at the other end. In effect,
the villip shows its operator the features of the person he or
she is communicating with, as well as emulating the voice
and speech of its twin’s owner.
Source: d20 Core Rulebook (page 356), The New Jedi Order
Sourcebook (page 23)
Communication
Disruptors
Alliance Communications
Encrypter
Model: Alliance Communications Encoder/Decoder
Type: Communications device
Skill: Communications
Cost: Not for sale
Availability: 4
Game Notes: The encrypter adds +2D to the users
communications skill for encoding or decoding transmissions.
Carried Code Quasar has no game effect per se; it’s more
like flying an ID flag.
Source: Gundark’s Fantastic Technology (page 96), Pirates
& Privateers (page 47)
pack produces communications-fouling noise that is
broadcast throughout the entire system, completely
shutting down the network. The jammer pack can tie into
an integrated network from any public access terminal,
but this normally requires several additional computer
programming/repair totals to successfully slice into the
network’s management program routines.
* Note: This item is not available prior to the Battle of
Endor.
Source: The Last Command Sourcebook (pages 121-122),
Gundark’s Fantastic Technology (pages 89-90), Rules of
Engagement – The Rebel SpecForce Handbook (pages 4243), The Thrawn Trilogy Sourcebook (page 191), Arms and
Equipment Guide (page 92)
Communication Aids
Anomid Vocalizer Mask
Pocket Scrambler
Model: Verge Corp. PS-xqt9s
Pocket Scrambler
Type: Data encryption device
Skill: Communications
Cost: 800
Availability: 4, F or R
Game
Notes:
An
Easy
communications roll is required
for normal use. Without a similar
device and the appropriate
code, a Very Difficult to Heroic
communications roll is necessary
to decrypt message.
Source: Galladinium’s Fantastic
Technology (page 62), Arms and
Equipment Guide (page 88)
Jammer Pack
Model:
Modified
M39
MicroThrust
ComTech
Eavesdrop Protection Unit
Type:
Communications
disruption unit
Skill: Communications
Cost: 1,050 (basic unit),
3,400 (Imperial modified
unit), 1,750 (jury-rigged
unit)
Availability: X*
Game
Notes:
To
successfully activate the
jammer pack requires a
Moderate communications
roll.
If
successful,
it
produces high-gain white
noise on all communications
bandwidths, preventing any comlink transmission within a
150-meter radius. A successful Difficult communications
roll is necessary to tie the jammer pack into an integrated
communications network (such as the comlink system in
Imperial Palace on Coruscant). If completed, the jammer
Model: Anomid Vocalizer Mask
Type: Alien vocabulator
Cost: 100
Availability: 3
Game Notes: The mask converts the subtle movement of
the anomid’s jaw and throat muscles into synthesized words
and phrases. It’s programmed for one language only (usually
Basic) but can be reprogrammed to synthesize words in a
different language, with a Heroic computer programming/
repair roll. A non-anomid needs a Very Difficult Dexterity
roll to operate the mask correctly.
Source: Ultimate Alien Anthology (page 11)
Qwohog Vocalizer Mask
Model: Qwohog Vocalizer Mask
Type: Alien vocabulator
Cost: 100
Availability: 3
Game Notes: The mask converts sound waves and subtle
movement of the wearer’s jaw into synthesized words
and phrases, allowing Qwohog to converse on land. It’s
programmed for one language only (usually Basic or
83
Qwohog) but can be reprogrammed to synthesize words in
a different language, with a Heroic computer programming/
repair roll. A non-Qwohog needs a Very Difficult Dexterity
roll to operate the mask correctly.
Source: Ultimate Alien Anthology (pages 126-127)
AlienEnhancer Voicebox
Beacons
Landing Beacon
Model: Whappamanga AlienEnhancer Voicebox
Type: Audio playback unit
Cost: 75
Availability: 2 (Basic), 3 (other languages)
Game Notes: This is a simple audio playback unit
with twelve preprogrammed basic phrases (“Yes”, “No”,
“Greetings”, “When?”, “Where?”, “How much?”, “Please
take me to someone with authority”, “I understand”, “I need
medical attention”, “I mean no harm”, “I’m sorry”, and “I
don’t speak Basic”, each with its own button. Useful for
species unable to speak Basic.
Source: Arms and Equipment Guide (page 88)
Transliterator
Model:
Consolidated
Learning
Systems
Transliterator
Type:
Language
interpretation unit
Skill: Communications
Cost: 1,200 (includes
500 most common
languages),
500
(module
with
500
additional languages)
Availability: 3
Game
Notes:
An
Easy communications
roll is required to
properly select up to
20 different languages
to be tracked. Device is
effective to a range of 10 meters, but aural receptors focus
on nearest sounds first. Individual displays of phrase or
word translations can either remain in place until manually
cleared by user or clear after a pre-set delay period of
15 seconds. This unit’s database contains 500 specific
“common” languages and dialects.
Source: Galladinium’s Fantastic Technology (page 47)
Tizowyrm
Model: Yuuzhan Vong Tizowyrm
Type: Organic translator
Scale: Character
Cost: Not available for sale
Availability: 4
Game Notes: A tizowyrm, which is placed inside a Yuuzhan
Vong’s ear, allows him to speak and understand one specific
language.
Source: d20 Core Rulebook (page 357), The New Jedi Order
Sourcebook (page 23)
84
Model: Alliance Landing Beacon
Type: Multifrequency landing beacon
Cost: Not available for sale
Availability: 3
Game Notes: Uses sensors to detect, Moderate if frequency
and mode is known, Very Difficult otherwise.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 44-45)
Distress Beacon
Model:
Saladar
Systems
PED-21
Distress Beacon
Type:
Portable
emergency distress
beacon
Cost: 200
Availability: 2
Game
Notes:
Transmits personal
transponder
codes
along
all
major
subspace frequencies
at a range of up to five light-years. Normal operation is
automatic upon activation. A moderate communications roll
is required, however, should the user attempt to calibrate
the device for non-standard bandwidths, such as Imperial
military, government-restricted or Alliance frequencies.
Source: Galladinium’s Fantastic Technology (pages 64-65),
Arms and Equipment Guide (page 95)
Portable Emergency Beacon
Model: Chedak Emergency Pack
Type: Personal emergency beacon
Cost: 1,000
Availability: 2
Game Notes: Burst beacon broadcasts your position on
an emergency frequency, with a range of four light years. A
strobe also marks your position. Also contains a detachable
glow rod and a general recharge power jack. The mini
generator has enough power for 250 hours, less one hour
for each item it recharges.
Source: Platt’s Smugglers Guide (pages 53-54)
Information
Computers
Datapad
Model: Standard Datapad
Type: Portable computer workstation
Skill: Computer programming/repair
Cost: 25-100
Availability: 1
Source: Rulebook (page 226), Gundark’s Fantastic
Technology (pages 92-93), Heir to the Empire Sourcebook
(pages 106-107)
MicroThrust Portable Computer
Model: MicroThrust Portable Computer
Type: Portable computer
Skill: Computer programming/repair
Cost: To calculate the price of a portable add the cost of the
power to the cost of the memory.
Availability: F
Power: The power ratings range from 0D to 5D. A character
using a portable adds the machine’s power to hi computer
programming/repair roll. Power cannot be upgraded – a new
computer has to be bought for more power.
0D Power
5,000 Credits
1D Power
10,000 Credits
2D Power
25,000 Credits
3D Power
35,000 Credits
4D Power
45,000 Credits
5D Power
55,000 Credits
Memory: A portable comes equipped with 5D of memory.
Each additional 1D costs 500 Credits. Memory can be
upgraded by paying the cost of the additional memory.
Maximum memory is 20D.
Source: Cracken’s Rebel Field Guide (page 10)
Handheld Computer
Model: Standard Handheld Computer
Type: Computer
Skill: Computer programming/repair
Cost: Varies (see below)
Availability: 1
Game Notes: Handheld computers can be used to access
public information networks, or even to slice into the
HoloNet or other secure networks. It can be loaded with as
many as 5 datacards simultaneously. Handheld computers
grant a computer
programming/repair
bonus to rolls relating
to calculation, or
involving information
download. The bonus
depends
on
the
computer’s power:
Bonus
Cost
+1D+1
1,500
+1D+2
3,000
+2D
6,000
Source: Hero’s Guide
(page 125)
85
Private Computer
Mon Calamari Aquatic Computer
Model: Standard Private Computer
Type: Computer
Skill: Computer programming/repair
Cost: Varies (see below)
Availability: 1
Game Notes: Private computers can be used to access
public information networks, or even to slice into the
HoloNet or other secure networks. It can be loaded with as
many as 5 datacards simultaneously. Private computers
grant a computer programming/repair bonus to rolls relating
to calculation, or involving information download. The
bonus depends on the computer’s power:
Bonus
Cost
+1D+1
1,200
+1D+2
2,400
+2D
4,800
Source: Hero’s Guide (page 125)
Mainframe
Model: Standard Mainframe
Type: Computer mainframe
Skill: Computer programming/repair
Cost: Varies (see below)
Availability: 1
Game Notes: Mainframes are data processing and
information storage computers, capable of supporting
multiple users simultaneously. Mainframe security varies
by the kind of corporation it belongs to. Mainframes grant
a computer programming/repair bonus to rolls involving
information download. The bonus depends on the
mainframe’s power:
Bonus
Cost
+1D+1
8,500
+1D+2
17,000
+2D
34,000
Source: Hero’s Guide (pages 124-125)
Duros Bio-Computer
Model: Kee-Piru environment ACCA-1dx000
Type: Aquatic computer
Skill: Computer programming/repair
Cost: 8,000
Availability: 4
Game Notes: Internal battery cell allows for continued
use out of water up to 10 standard hours. As an advanced
portable computer with powerful artificial intelligence
modules, this computer adds +1D to the user’s computer
programming/repair rolls.
Source: Galladinium’s Fantastic Technology (page 88)
TerexComm DataSearch 9C
Model: TerexCommDeluxe (DataSearch
Engine 9C)
Type: Administrative
datasearch device
Skill:
Computer
programming/repair
Cost: 600
Availability: 2
Game Notes: An
Easy
computer
programming/repair
roll is required to
connect the unit.
When connected, it adds 1D+2 to the character’s computer
programming/repair skill and 2D to the character’s security
skill when used to search for information. A Moderate
computer programming/repair roll is needed to modify the
9C with the power condenser.
Source: Gundark’s Fantastic Technology (page 93
TerexComm DataSearch 12C-A
Model: MerenData Duros Bio-Comp 1000
Type: Biological personal computer
Skill: Computer programming/repair
Cost: 35,000
Availability: 4
Game Notes: Offers a maintenance-free performance
standard with virtual independence from any external
power source.
Source: Galladinium’s Fantastic Technology (page 87)
86
Model: terexComm Executive (DataSearch Engine 12C-A)
Type: Administrative datasearch device
Skill: Computer programming/repair
Cost: 850
Availability: 2
Game Notes: Using the 12C-A requires an Easy computer
programming/repair roll. The 12C-A adds 2D to the
character’s computer programming/repair skill when
searching for information.
Source: Gundark’s Fantastic Technology (page 93)
CFC-100 Corporate Watcher
spoken information into computer data.
Source: Galladinium’s Fantastic Technology (page 29),
Arms and Equipment Guide (page 96)
Tag Scanner Datapad
Model: MerenData Data Scanner
Type: Tag scanner and datapad
Cost: 150
Availability: 2
Game Notes: The datapad can be modified to interpret
other scan coding. This requires access to the coding cipher
program, a Very Difficult computer programming/repair roll,
and a Moderate sensors roll.
Source: Platt’s Smugglers Guide (pages 50-51)
Model: CoreDataFiles CFC-100
Type: Corporate watcher computer
Skill: Business
Cost: 12,500, 10,000 credits annual service fee for weekly
data upgrades
Availability: 2
Game Notes: Requires no specialized computer skills
to install. However, an Easy business roll is required to
retrieve information dealing with a given company’s recent
operations. Moderate or higher skill totals are required
when attempting to model hypothetical “what-if” scenarios
and analysis of long-term trends.
Source: Galladinium’s Fantastic Technology (pages 28-29)
Galactic Currency Converter
Model: Bank of the Core
GCC-1000
Type:
Currency
converter
Skill: Business
Cost: 300, 50 (additional
sector modules)
Availability: 2
Game Notes: Base unit
handles data for all
major Core, Inner Rim
and Colonies sectors.
Additional
program
modules for additional sectors also available. An Easy
business roll is required for normal operation.
Source: Galladinium’s Fantastic Technology (page 66)
Pocket Secretary
Model:
MicroData
Pocket Secretary
Type: Audio activated
datapad
Cost: 150
Availability: 1
Game
Notes:
Consists
of
a
comlink-sized audio
receptor device and
an audio encoding
datapad.
Unit
is
activated
with
a
predetermined codephrase, and proceeds
to
translate
the
Permit Datapad
Model: BoSS Documentation Datapad
Type: Permit datapad
Cost: 150
Availability: 2, F
Game Notes: Altering data using the “read only” port as a
“write only” port requires a Heroic forgery roll. Those using
a custom-made input plug need to make a Difficult roll,
but the forger must first purchase or make his own plug.
Cracking the datapad to change documentation requires a
Very Difficult forgery roll. Don’t forget o factor in modifiers
based on the forgery skill description on page 56 of the
Rulebook. Failure at most of these rolls often lowers the
forgery’s quality. Rolling a 1 on the wild die means the
forger has accidentally fried the circuitry and destroyed the
datapad.
Source: Platt’s Smugglers Guide (pages 46-47)
Dodonna’s Battle Analysis
Computer
Model: Custom Battle Analysis Computer
Type: Battle analysis computer
Skill: Tactics: fleets, tactics: starfighters
Cost: Not available for sale
Availability: Unique
Game Notes: In addition to displaying course, distance,
shield strength, firepower, damage, speed and condition of
vessel for all combatants, the BAC has tactics: fleets 5D and
tactics: starfighters 5D. A battlefield commander may defer
to the machine’s recommendations (use the BAC’s skill for
tactics rolls), or the BAC may assist the commander (use the
rules for “Combined Actions” from the Rulebook).
Source: The Truce at Bakura Sourcebook (pages 136-137)
Personal Combat Threat Analyzer
Model: Golan Personal Combat Threat Analyzer
Type: Combat scanning device
Cost: 4,500
Availability: 4
Game Notes: this device provides a +1D bonus to tactics or
search rolls pertaining to a specific combat situation. The
gamemaster can use this device to give characters hints
about a given combat situation without having to divulge
all the facts pertaining to the situation: the results are given
as a percentage probability of a certain attack’s type, origin
87
and predicted future action.
Source:
Galladinium’s
Fantastic Technology (pages
88-89)
Navigation/Direction Finder
Spot-On Locator
Type: Urban navigational device
Cost: 50
Availability: 1
Game Notes: A user inputs an address directly onto the
tiny device’s display, which then links with orbital satellites
to provide and interactive map showing the best route and
the destination’s district, megablock, block, subblock, level,
and unit number.
Source: Coruscant and the Core Worlds (page 19)
Automap
Model: Celextrian SNDF-12
Type: Satellite navigation/direction finder
Skill: Survival
Cost: 850
Availability: 2
Game Notes: An Easy survival roll is necessary for normal
operation. In lieu of standard orbital satellite relay networks,
coordinated broadcast signals may be received from local
broadcast networks by adjusting reception band width (a
Moderate survival roll).
Source: Galladinium’s Fantastic Technology (page 67)
Directional Transponder
Model: SoroSuub “Tracker” GPS Module
Type: Global positioning system
Scale: Character
Skill: Computer programming/repair
Cost: 2,000
Availability: 2
Game Notes: It is virtually impossible for a character using
an Automap to get lost. As long as the device is linked to
an orbiting source of data (such as a ship’s sensors or
weather satellite) the device relays accurate data regarding
the user’s location, local weather conditions, other moving
objections and navigational hazards. The link requires
a Moderate computer programming/repair roll once per
hour to maintain. Failure indicates that the link has been
terminated and the device will extrapolate the character’s
position with marginal accuracy. (Unlinked automaps
produce faulty position data on anything less than a
Difficult computer programming/repair roll.)
Source: Gundark’s Fantastic Technology (page 80)
88
Model: Graph 18 Surface Locator
Type: Orientation console
Skill: Sensors: directional transponder
Crew: 1
Cost: 1,000
Availability: 2
Game Notes: Successful use adds +2D to search: tracking
attempts to navigate unfamiliar terrain.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 38)
Accessories
Dedicated Terminal
Model: Standard Dedicated Terminal
Type: Computer device
Cost: 400
Availability: 1
Game Notes: A dedicated terminal is connected to a
mainframe computer and has no processing power of
its own. It can be loaded with as many as 5 datacards
simultaneously, which it can read but not process or add
data to them on its own, being little more than a monitor
with a control interface.
Source: Hero’s Guide (page 124)
Master Command Unit
Model: Authority master Command Unit
Type: master control unit
Cost: 100,000
Availability: 4, X
Game Notes: This small flat instrument can be used to
remotely control over a total of 25 different technological
items, mastering any signal within 300 meters. Code slicer
takes over any nearby machinery, allowing the user to
control it.
Source: Gundark’s Fantastic Technology (page 93)
Game Notes: Enables
any authorized user to
access and work from
a
conveniently
sized
datapad,
while
still
keeping the user hooked
into the primary system.
The padlink has a range
of 100 meters. An Easy
computer programming/
repair roll must be made
to used the device in its
intended fashion; a +5
modifier in addition to
the assigned difficulty
number is applied when
characters
determine
their computer programming/repair roll when slicing into
the target system. Installation of the comm unit onto a
master terminal requires an Easy computer programming/
repair roll.
Source: Adventure Journal 10 (page 142)
Cyborg/Computer Systems
Data-Link
Universal Computer Interface
Model:
MerenData
Universal
Computer
Interface
Type: Computer access
translator
Skill:
Computer
programming/repair
Cost:
2,500,
100
(annual
software
upgrades)
Availability: 1
Game
Notes:
A
computer programming/
repair roll is required
for successful operation
(difficulty
varies
based on how much
the unknown computer system varies from standardized
systems). A successful roll allows the user to add a +1D
bonus to any subsequent computer programming/repair
rolls using this system. This device will not override
security programming in place nor will it permit otherwise
unauthorized access to host systems. This unit does,
however, provide for easy data transference between what
might otherwise be incompatible system architectures.
Source: Galladinium’s Fantastic Technology (page 32)
Datapad Remote Link Unit
Model: TaggeCo TC-40 Padlink
Type: Remote two-piece datapad/system interface unit
Cost: 1,000 credits
Availability: 2
Model: Crozo Industrial Products At-Computer Link
Type: Allows long-range transfer of information between
computer and cyborg
Cost: 500 (includes link with one computer), 100 for each
additional computer
Range: 1,000 meters
Cyber Points: 1 (add 1 for each computer beyond the first)
Game Notes: Cyborgs can make computer programming
rolls or give simple commands. At-Computer Link is linked
to a specific computer, but extra computers may be added.
Cyborgs can only manipulate simple operations on a ship,
such as things that a computer normally handles by
itself. Air locks can be opened, grappling hooks deployed
or released. Piloting and gunnery are far to sophisticated
operations to be run through the computer system.
Source: Cracken’s Rebel Field Guide (page 32)
Synoptic Teacher
Model: Consolidated Learning Systems Synoptic Teacher
Type: Subconscious teaching system
Cost: 10,500, 200-1,000 (information modules)
Availability: 3
Game Notes: A variety of pre-designed information
learning modules are available on a wide variety of subjects
(gamemaster should determine availability). Transference
89
Data Carriers
Electronic Identification Display
procedure takes between 15-30 minutes. Depending on
the level of module content, its degree of technical or
cultural sophistication, the user must make an Easy-Very
Difficult Perception roll to effectively absorb the material. A
successful roll means the user gains +1D-3D in that given
skill or skill specialization if the character’s skill level is
below 5D (including attribute). The gamemaster is free to
adjust costs, difficulties, skill bonus and maximum limits
to any degree desired. The user may gain a benefit from a
data module only once. The synoptic teacher is a favorite
subconscious “brainwashing” tool of Imperial Intelligence
and other organizations which may wish to plant posthypnotic suggestions in the minds of operatives without
their knowledge or consent.
Source: Galladinium’s Fantastic Technology (page 47)
Remote Text Data Scanner
Model: Willienk Data Systems RTDS-1000
Type: Remote text data scanner
Skill: Communications
Cost: 750
Availability: 2
Game Notes: A Very Easy
communications roll is
required to properly scan
hard copy datasheets; an
Easy communications
roll is required to
transmit data.
S o u r c e :
Galladinium’s
Fantastic
Technology
(page 45)
Crate Tag Imprinter
Model: MerenData Cargo Label Generator 2-CLG
Type: Crate tag imprinter
Cost: 1,500
Availability: 2, F
Source: Platt’s Smugglers Guide (page 50)
90
Model: MerenData IPI-1000
Type: Electronic identification/credential display
Skill: Security
Cost: 450
Availability: 2, possibly F
Game Notes: An Easy security
roll is required to properly
scan document images.
Holographically scans
any document up to
30 centimeters long
by 30 centimeters
wide. Data storage
is coded under
one of 10 different
security
levels,
personally coded.
Stores up to 12 documents. Only certified officials may
perform document scans.
Source: Galladinium’s Fantastic Technology (page 44)
Mem-Stik
Model: Hi-Baka 2000 Mem-Stik
Type: Memory stick
Skill: Computer programming/repair
Cost: 50
Availability: 2
Game Notes: Each mem-stik contains
data. The information can be broken
and reassembled into a larger file later
Source: Cracken’s Rebel Field Guide
11)
1D of
down
on.
(page
Cyborg Knowledge Cartridges
Model: Perzome SoftWEAR Cyborg Knowledge Cartridges
Type: Knowledge cartridges
Skill: Cartridges are available
only for knowledge and technical
skills.
Knowledge Skills
Basic
3D skill
250 credits
Expert 5D skill
750 credits
Master 6D skill
1,000 credits
Technical Skills
Basic
3D skill
500 credits
Expert 5D skill
1,500 credits
Master 6D skill
2,000 credits
Availability: R
Cyber Points: 0
Game Notes: Cyborg construct
can hold a maximum of 6D worth of skills. Cartridges
replace user’s skill.
Source: Cracken’s Rebel Field Guide (page 34)
Vessel Courier System
Model: Swift 78B Vessel Courier System
Type: Vessel Data Courier System
Cost: 5,000 for systems, 20,000 for operation
Cyber Points: 2
Game Notes: Vessel system can carry 8D of information.
Vessel courier may not read the data or interact with it
in any way. Virus protection package can be uploaded for
50 credits. After beating computer programming difficulty,
takes one minute per die of information to upload. 8D may
be downloaded in one minute.
Source: Cracken’s Rebel Field Guide (page 30)
Code Cylinder
Model:
Standard
Code
Cylinder
Type: Compact encoded
security device
Scale: Character
Skill:
Computer
programming/repair
Cost: 500
Availability: 2
Game
Notes:
A
code
cylinder accesses computer
data via a droid’s comp
link or provides entry
into restricted facilities.
Each cylinder features the
user’s personal security clearance data and access codes
encrypted within them. Code cylinders can be programmed
at properly equipped computers by making a Moderate
computer programming/repair roll. Without such systems
the difficulty is Very Difficult.
Source: d20 Core Rulebook (page 141)
Source: Coruscant and the Core Worlds (page 66)
Jedi Holocron
Type: Jedi holocron
Cost: Not available for sale
Availability: 4
Game Notes: Using the
information
provided
by a Jedi holocron will
grant a +2 pip bonus to
repair and scholar skill
rolls that have to do with
Jedi-oriented
equipment
(lightsabers, jedi armor,
vehicles, starships, etc.).
If a character attempts
to convince a “gatekeeper” (ie, the Jedi Master whose
personality is imprinted into the holocron) to reveal
information, he must roll a Very Difficult scholar: Jedi lore
skill check. The character receives a +1 pip bonus for every
Force point he has, and a -1 pip penalty for every Dark
Side point he has. The gatekeeper is nothing more than a
construct, and cannot be manipulated by the Force.
Source: Power of the Jedi Sourcebook (pages 62-63)
Datadagger
Model: Datadagger
Type: Melee weapon/code cylinder
Scale: Character
Skill: Melee combat
Cost: 2,000
Availability: 3, R
Difficulty: Easy
Damage: STR+2 (maximum: 5D)
Game Notes: The code cylinder allows access to restricted
data via scomp link, based on the owner’s level of personal
security clearance.
91
Sith Holocron
Recorders & Projectors
Recording Rod
Type: Data storage device
Cost: 30
Availability: 1
Range: 15 meters
Game Notes: Can store up to 100 standard hours worth of
audio-visual data.
Source: Rulebook (page 227)
Type: Sith holocron
Cost: Not available for sale
Availability: 4, X
Game Notes: These devices act as interactive stores of
information, most often used to retain the secrets of Force
powers for future generations. The creator of the Holocron
essentially transfers a portion of his personality into the
object, and this sentient presence is then referred to as
the gatekeeper of that Holcoron. Using special organic
crystalline components, the device can reproduce light and
sound wave information. Each Holocron focus on different
aspects of Sith lore and powers.
Source: Tales of the Jedi Companion (pages 79-80)
Sith Scroll
Type: Sith scroll
Cost: Not available for sale
Availability: 4
Game Notes: To read a
Sith scroll requires that the
reader be familiar with the
Sith language, either through
pre-established
character
knowledge, or a Very Difficult
languages roll. A Sith library
typically contains 16D scrolls.
The chance that a character
finds the information he is
searching for is a cumulative
1% per scroll researched.
Source: Gamer Magazine
Treaty Recording System
Model: Rebel Alliance Treaty Recording System
Type: Holorecorder
Skill: Holorecorder operation: Rebel Alliance Treaty
Recording System
Cost: None
Availability: Only available to Rebel Alliance diplomatic
teams
Game Notes: Recorder images are processed through a
special set of RTZ security filters, then recorded on a WORM
chip so the data cannot be modified. The main image lens
on the RecSys holorecorder has a fixed focus and only one
focal length (depth of visual field, 1.1 to 3 meters), making it
unusable for long-range surveillance.
Source: Classic Adventures – Vol. 4 (page 5)
Biorecorder
Marker Placard
Model: SoroSuub Marker Signs
Type: Starship signage
Cost: 10
Availability: 2
Source: Platt’s Smugglers Guide (page 48)
92
Model: Ulqib MicroTronics BX-333 BioRecorder
Type: Personal recording system
Cost: 5,000, 50 (holocubes)
Availability: 3
Game Notes: Matrix of sensors capture the feelings and
emotions of the moment by recording the user’s respiration,
brain waves and bio-functions, as well as the words and
holo-image.
Source: Galladinium’s Fantastic Technology (page 42),
Arms and Equipment Guide (page 88)
Chilab
Model: Yuuzhan Vong Chilab
Type: Organic covert recording media
Cost: Not available for sale
Availability: 4, X
Game Notes: Chilabs are “worn” in the nasal cavity of
a subject. From this unlikely spot, they can “record”
everything that their host sees and hears, creating a
record that can be “uploaded” to a Qang qahsa (a biological
memory storage device).
Source: The New Jedi Order Sourcebook (page 22)
Model: SoroSuub Imagecaster
Type: Personal holoprojector
Cost: 1,000
Availability: 2
Game Notes: Can project holographic images up to 30
centimeters across and stores up to 100 minutes’ worth
of images. Can be connected to almost any data source,
including droids, holorecorders and larger holoprojectors.
It cannot transmit or receive images by itself, but if two
comlink are each connected to an Imagecaster, they can
send and receive real-time images. Energy cell lasts for 24
hours of use.
Source: Arms and Equipment Guide (page 88)
Hologram Projector
Gorondin Holo Chronometer
Model: Gorondin Chronometrics Time Piece Model 7643
Type: Personal holographic chronometer
Cost: 300 (standard model), 50 (chips with additional
imagery), 500+ deluxe models (depending upon features)
Availability: 2
Game Notes: Wearer can choose from over a dozen builtin holographic displays to relay time, temperature, or other
vital information. Deluxe models allow personalized holomessages up to 15 centimeters in height.
Source: Galladinium’s Fantastic Technology (page 35)
Model: Plescinia Entertainments CS-Mark 12
Type: Hologram projector
Cost: 10,000
Availability: 2
Game Notes: It is designed to receive holographic
images from data slides, droids, comlink, subspace and
hypertransceievrs and even HoloNet transceivers. Can
record and manipulate holographic images, as well as
project a holographic image up to 5 meters in diameter.
Source: Arms and Equipment Guide (page 87)
Imagecaster
93
Information Security
Data Bio-Encryptor
AccuTronics Encryption Package
Model: AccuTronics Encryption Package 1a.44.87
Type: Datafile encryption device
Skill: Computer programming/repair
Cost: 500
Availability: 2
Game Notes: Any datafile encrypted with the AccuTronics
package gains a +5 modifier to its difficulty number to be
found, and requires a Moderate computer programming/
repair roll to crack the encrypt code if the password is
known.
Source: Gundark’s Fantastic Technology (page 96)
Analysis Encoding Computer
Model: Analysis/Encoding Docu-Server
Type: Analysis encoding computer
Skill: Computer programming/repair
Cost: Not for sale
Availability: 2, R (restricted to Imperial use)
Game Notes: A Moderate computer programming/repair
roll enables a character to connect the a/e unit to
another system. Once connected, a Moderate computer
programming/repair roll activates the unit. Reduce the
difficulty level of encryption on Imperial scandocs or files
that have been transferred to the system with the a/e unit
by one level (from Difficult to Moderate, etc.)
Source: Adventure Journal 10 (page 138)
Model: Servenidain Securities, Limited Data Bio-Encoder
Type: Data transfer system
Skill: Computer programming/repair
Cost: 25,000
Availability: 3, R
Game Notes: An Easy computer programming/repair roll
is required to successfully download and encrypt the
desired information or to safely upload data upon arrival
at one’s destination. Ingested data capsule’s time-release
coating can be set for anywhere from 20 to 200 hours later.
Detection of ingested data capsule requires a Heroic sensors
roll.
Source: Galladinium’s Fantastic Technology (page 60)
Credit Chip Bio-Encoder
DCD-4800 Cryptographer
Coder
Model:
Ealewon
Electronics
DCD4800 Cryptographic
Coder
Type: Computer data
encryptor
Skill:
Computer
programming/repair
Cost: 1,200
Availability: 3
Game Notes: Requires
and Easy computer
programming/repair
roll to secure selected
data
files
with
selected option(s) in
place. Attempts to access encrypted files require a Difficult
computer programming/repair roll if the user doesn’t have
the appropriate authorization.
Source: Galladinium’s Fantastic Technology (page 29),
Arms and Equipment Guide (page 94)
94
Model: MerenData Credit Chip Bio-Encoder
Type: Biological encoder
Cost: 2,500
Availability: 3, R or X
Game Notes: An Easy first aid roll is required to properly
encode a genetic sample from the owner. Attempts to access
chip by unauthorized agents result in 4D stun damage.
Source: Galladinium’s Fantastic Technology (page 43)
Slicing
Scomp Spiker
Model: Custom made
Type: Outlaw tech computer spiker
Cost: 20 (in spare parts)
Availability: X
Brief capsule: Spiker is plugged first into the scomp link,
and then the power jack to prevent blowout. After charging,
unit sends high voltage blast into computer system, melting
connections and destroying programs along its course. This
device is not selective, it is designed to destroy computer
components, or at least the sub-station where it is used.
Source: Adventure Journal 13 (page 158)
Computer Spikes
Model: MicroThrust Computer Spikes
Type: Computer spikes
Skill: Computer programming/repair
Availability: X
Name
Power
Cost
Piercer II
2D
3,000 Credits
Intruder
3D
4,500 Credits
Piercer IV
4D
6,000 Credits
Spear V
5D
7,500 Credits
Lancer
6D
9,000 Credits
Impalement
Forward
7D
10,500 Credits
Riddle Eight
8D
12,000 Credits
Honey Comb IX 9D
13,500 Credits
Tunneler
10D
15,000 Credits
Game Notes: Character must make an Easy computer
programming/repair roll to prepare the spike. If roll
succeeds, the program can be slotted into the computer
system to be raided. If the roll fails, the spike is ruined. The
player then rolls the spike’s die code against the difficulty
number of the information. Use the computer programming/
repair guidelines on page 63 of the Rulebook to determine
the difficulty. A spike can only be used once.
Source: Cracken’s Rebel Field Guide (page 8)
Unitech “Patch”
Model: UniTech Diagnostic Systems Diverter
Type: Interfacing system bridge
Skill: Computer programming/repair
Cost: 5,200
Availability: 2, R (restricted to governments)
Game Notes: The patch requires a Moderate computer
programming/repair roll to apply, and adds 1D+2 to the
character’s security or relevant skill.
Source: Gundark’s Fantastic Technology (page 94)
95
Surveillance
Binoculars
Dim Goggles
Model: Standard Dim Goggles
Cost: 50
Availability: 2
Game Notes: When worn by a light-sensitive character,
these goggles negate any penalties caused by bright
illumination or sunlight.
Source: Coruscant and the Core Worlds (page 123)
Macrolenses
Type: Macrolenses
Cost: 10,000
Availability: 2, F
Game Notes: These are worn like contact lenses, and can
alter the appearance of a person’s eyes (in Amaiza’s case,
they make her eyes appear to be slitted like a cat’s). In
addition to the cosmetic use, the macrolenses also add +2D
to the wearer’s vision-related search rolls, and they reduce
all range penalties by one grade (ie, Long Range becomes
Medium Range, Medium Range becomes Short Range,
etc.).
Source: Gamer Magazine
Wide-Scan Binocs
Model: Jassim Design VX3 Scanner
Type: Wide view binoculars
Cost: 100
Availability: 1
Game Notes: Wide-scan binocs provide a +1D bonus to
search skill rolls where the target individual or area lies
more than 20 meters away from viewer.
Source: Gundark’s Fantastic Technology (page 90), Tales of
the Jedi Companion (pages 123-124)
Ziko 1000 Macrobinoculars
Model: Ziko 1000 Field Macrobinoculars
Type: Image-magnification sensor
Skill: Sensors
Cost: 100
96
Availability: 1
Range: 100-250/500/1,000
Game Notes: All modes have an Easy sensors difficulty at
short range, increasing one level per range band. Search and
other Perception-based rolls may be increased when using
macrobinoculars by +3D when used to find something more
than 100 meters away, at the gamemaster’s discretion.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 40)
Macrobinoculars
Holorecording Macrobinoculars
Type: Standard macrobinoculars
Skill: Sensors
Cost: 100
Availability: 1
Range: 100 meters to 1 kilometer
Game Notes: All search and Perception-oriented skills are
increased by 3D when using the macrobinocular to view
areas more than 100 meters away. If attached to a blaster
via specialized programming software, they provide a +3D
bonus to all medium and long-range shots, provided the
attacker is in a steady “sniper” position.
Source: Rulebook (page 226), Heir to the Empire Sourcebook
(page 109)
Headstrap Macrobinoculars
Model:
Neuro-Saav
Model
TT4
Holorecording
Macrobinoculars
Type: Specialized image magnification/recording device
Skill: Search
Cost: 2,000
Availability: 2*
Game Notes: Holorecording macrobinoculars provide the
normal advantages of standard image magnification devices
(this specific unit gives +2D to all search or Perception rolls
more than 100 meters away). In addition, the device can
record up to three standard hours of visuals on a standard
data card.
* Note: This item is not available prior to the Battle of
Endor.
Source: The Last Command Sourcebook (page 123),
Gundark’s Fantastic Technology (page 88), The Thrawn
Trilogy Sourcebook (page 189), Arms and Equipment Guide
(page 90)
Experimental Holorecording
Macrobinoculars
Model: SpecForce Holorecording Macrobinoculars
Type: Specialized image-magnification/recording device
Skill: Sensors
Cost: 8,000
Availability: 2
Range: 100-250/500/1,000
Game Notes: All modes have an Easy sensors difficulty at
short range, increasing one level per range band. Search and
other Perception-based rolls may be increased when using
macrobinoculars by +3D when used to find something more
than 100 meters away, at the gamemaster’s discretion.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 41)
Infra-Goggles
Model: Ziko 1125 Heads-Up Macrobinoculars
Type: head-mounted image-magnification sensor
Skill: Sensors
Cost: 200
Availability: 2
Range: 100-250/500/1,000
Game Notes: All modes have an Easy sensors difficulty at
short range, increasing one level per range band. May be
used to improve aiming by +2D with blaster or slugthrower
weapons (at medium and long range) if the weapon is
equipped with a laser-sight. Search and other Perceptionbased rolls may be increased when using macrobinoculars
by +3D when used to find something more than 100 meters
away, at the gamemaster’s discretion.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 40), Arms and Equipment Guide (page 91)
Model: Drolan Plasteel Infra-goggles
Type: Infrared goggles
Cost: 300
Availability: 2
Game Notes: Reduces
darkness-related attack
difficulty modifiers by
2D. However, if intense
light (from a glowrod or
other sudden source of
illumination) is shined
directly on the goggles, the
wearer must immediately
make a Difficult willpower
roll or be blinded for 1D
rounds.
Source:
Gundark’s
Fantastic
Technology
(page 89), Tales of the Jedi
Companion (page 122)
97
Snooper Goggles
Type: Night macrobinoculars
Skill: Search
Cost: 300
Availability: 2, R
Game Notes: Adds +2D to search in low light conditions;
goggles without photo-reducing sensors are susceptible to
sudden flashes of light (the wearer can be blinded).
Source: Gundark’s Fantastic Technology (page 90), Han
Solo and the Corporate Sector Sourcebook (page 121)
Peer Snooper Goggles
Model: VidGraph Peer Macrobinoculars
Type: Low-light image-magnification sensor
Skill: Sensors
Cost: 300
Availability: 2, X in some systems
Game Notes: Add +2D to search in low light. All modes
have an Easy sensors difficulty at short range, increasing
one level per range band. Search and other Perception-based
rolls may be increased when using macrobinoculars by +3D
when used to find something more than 50 meters away, at
the gamemaster’s discretion.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 41), Arms and Equipment Guide (page 91),
Ultimate Adversaries (page 156)
Sensors
Hover-Cam
Model:
Data-Link
Industries 250 HoverCam
Type: Audio, visual
and holo recording
device
Cost: 900
Availability: 2, F
Game Notes: Using
small
repulsors,
hover
cams
float
about a meter above
and slightly behind
their user. They follow
spoken directions to record information on a standard
datacard.
Source: Gundark’s Fantastic Technology (pages 88-89)
Eye In The Sky
Das’skar Hunting Mask
Model: Nikto Das’skar Hunting Mask
Type: Hunting mask
Scale: Character
Cost: 3,000 (1,500 for a half-mask)
Availability: 4
Game Notes: This is a two-part mask: An upper half that
covers the eyes, nose, and temples, incorporates special
light-enhancing lenses that gives the wearer low-light vision
(+1D in low-light conditions); and a lower half that covers
the wearer’s jaw and cheekbones, and includes sensors that
enhance the wearer’s ability to locate creatures by scent (+2
to search: tracking by scent).
Source: Ultimate Alien Anthology (page 110)
Kavaavik
Model: Yuuzhan Vong Kavaavik
Type: Organic night vision device
Cost: Not available for sale
Availability: 4, X
Game Notes: Kavaavik are flightless birds used by the
Yuuzhan Vong so that they can see in the dark. When
worn, the creature inserts its “spinal needle” into the
user’s optic nerve, allowing the user to effectively see in
complete darkness at a range of up to 500 meters via
echolocation. While wearing a kavaavik, the wearer is
only able to perceive his surroundings as silhouettes, and
cannot view datascreens, scrolls, etc. If the kavaavik is
killed while being worn, its host is blinded for 1D rounds
while his optic nerve adjusts.
Source: Gamer Magazine
98
Model: Kystallio Detection Plus RMD-20 Eye In The Sky
Type: Remote monitoring device
Skill: Sensors
Altitude Range: Ground level-200 meters
Cost: 800
Availability: 2
Move: 45; 130 kmh
Game Notes: An Easy sensors roll required for initial
activation only. Free flight operation is automatic. The
device appears as a 30-centimeters diameter sphere
studded with sensory apparatus and micro-repulsorlift
nodes. Maximum hover height is 200 meters, maximum
range is 10 kilometers, and maximum flight before cell
recharge is 5 hours. Contains audio and visual sensors
feeds to the user operate out to 100 meters radius.
Source: Galladinium’s Fantastic Technology (page 60)
General Purpose Scanner
Model: Cryoncorp
EnhanceScan
Type: Portable scanning
device
Skill: Sensors
Cost: 2,000
Availability: 2
Game Notes: Able to scan
to a range of 1,500 meters
(though more than 1 meter
of rock or metal blocks it).
It can detect movement,
find life forms and monitor
comlink signals. Scanning
for life forms or comm.
signals requires a Difficult
sensors roll. Device gives a
+1D bonus to search rolls.
Source:
Arms
and
Equipments Guide (page
89)
Sensor Beacon
Model: Fabritech SE-Vigilant Automated
Sensor Beacon
Type: Sensor beacon
Skill: Sensors
Cost: 3,000
Availability: 2
Game Notes: It is a pole 1.4 meters long when
collapsed and 3 meters long at full extension.
Sensor has a built-in comlink with a 50-km
range. When activated, it continually scans
the area within 250 meters of it with a search
skill of 5D to notice any vehicles or creatures
moving within its monitored area. It can be
set to sound an alarm or send an alert by
comlink, when it detects a vehicle or creature
of a particular size, or anything at all. Can
also be continuously monitored locally or
remotely via a video-comlink, granting a +1D
search bonus.
Source: Arms and Equipment Guide (page
89)
Motion Sensor Pack
Sensor Pack 9320/B
Model: NeuroSaav 9320/B
Sensor Pack
Type: Portable scanning
device
Skill: Sensors
Cost: 1,200
Availability: 2, R
Range: 50/150/300
Game Notes: Detects life
forms, presence of comm
signals, movement, density,
mass, volume, and energy
type and intensity. No
sensors bonus.
Source:
Rules
of
Engagement – The Rebel
SpecForce Handbook (page
42)
Model: Zone Control Motion Security Scanner
Type: Motion detector
Skill: Sensors
Cost: 50
Availability: 2
Range: 25/50/100
Game Notes: Allows the user to detect motion up to 100
meters away.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 42)
Motion Sensor Array
Surveillance Pod
Model: Taptronics CovOps mark III Surveillance Unit
Type: Concealed surveillance pod
Scale: Character
Skill: Sensors
Cost: 8,000
Availability: 2, R
Body: 1D
Game Notes: The Taptronics CovOps Mark III Surveillance
unit – independently powered listening and tracking devices
– add +2D to the sensors roll of the character operating it.
In auto-function mode, the Mark III should be treated as if
it has sensors 4D, automatically raising an alert if it detects
an unauthorized motion, heat or sound source.
Source: Hideouts & Strongholds (pages 52-53)
Model: NeuroSaav MacroMotionMonitor
Type: personal motion detector
Cost: 40
Availability: 3
Game Notes: Adds +1D to search rolls involving motion up
to 50 meters away.
Source: Galaxy Guide 10: Bounty Hunters (page 91),
Gundark’s Fantastic Technology (page 64)
99
Gotal Electromagnetic Scanner
The unit will inform the user of the detected target’s body
temperature, mass and respiration rates. User may make
an alien species or beast riding total to determine which
lifeform is detected if such an attempt is reasonable in the
gamemaster’s opinion.
Source: Galladinium’s Fantastic Technology (page 55)
Lifeform Scanner
Model: Vreshann Electronics, Incorporated EMS Scanner
Type: Electromagnetic radiation scanner
Skill: Sensors
Cost: 2,500
Availability: 3
Game Notes: A Moderate sensors roll is required to detect
electromagnetic emissions within a 100 meter radius. A
Difficult sensors roll is required to detect life-forms behind
walled enclosures or other blocking materials. Information
readouts are limited to providing data on the number of
persons present, approximate size and mass.
Source: Galladinium’s Fantastic Technology (page 61)
Lifedetec Bioscanner
Model: Cryoncorp Lifedetec Bioscanner
Type: Bioscanner
Cost: 2,800
Availability: 2
Range: 500/1/1.5 km
Game Notes: The portable scanner detects the presence of
lifeforms and pinpoints their loction. This scanner can even
determine the species of a lifeform if species templates are
loaded into the lifeform indicators.
Source: Gundark’s Fantastic Technology (page 103)
ILF-5000 Lifeform Scanner
Model: Idellian Arrays ILF-5000 Lifeform Scanner
Type: Lifeform scanner
Skill: Sensors
Cost: 3,500
Availability: 2
Range: 500/1/1,5 km
Game Notes: A sensors roll
is required to use the device;
the difficulty depends upon
the conditions as described
in the sensors rules in
the Star Wars Adventure
Journal. In addition to
providing the number of
lifeforms detected, and rate
and direction of movement,
the unit will inform the
user if the body function parameters match or are similar
to any lifeforms pre-programmed into the unit’s database.
100
Model: Idellian Arrays ILF-5500
Type: Lifeform scanner
Skill: Sensors
Cost: 3,500
Availability: 2
Range: 500/1/1.5
Game Notes: 4D alien species programming for
identification. If the species is unidentified, the user may
attempt an alien species roll.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 42), Arms and Equipment Guide (page 90)
Sensor Pack
Model: NeuroSaav 8932/D Sensor Pack
Type: Portable scanning device
Skill: Sensors
Cost: 650
Availability: 2, R
Game Notes: The NeuroSaav 8932/D is a general-purpose
sensor apparatus that can detect either the presence of a
life form, or the presence of a comm. signal. Characters
using the unit receive a +1D bonus to sensors. The device
can scan up to 300 meters away, and will give approximate
bearings to the source of a comm. transmission or the
location of a life form.
Source: Rulebook (page 227), Arms and Equipment Guide
(page 90)
Audio Pickup
Model: NeuroSaav TeleSonic Model Audio Pickup
Type: Specialized audio-magnification device
Skill: Sensors
Cost: 450, 10 per replacement datacard
Availability: 2
Range: 50-100/250/500
Game Notes: Easy to detect noise, Moderate to magnify,
and Difficult to filter, plus one level of Difficulty per range
band.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 41), Arms and Equipment Guide (page 90)
“EAR” Eavesdropping Unit
Game Notes: Instantaneous reception up to a range of 15
light-years. An Easy to Very Difficult communications roll
is required to find specific frequencies (difficulty varies
based on organization; planetary customs may be fairly
easy to find but Imperial military communications channels
are carefully hidden and knowledge of their frequencies
is a closely guarded secret). Decrypting scrambled codes
or translating from other languages is another matter
entirely.
Source: Galladinium’s Fantastic Technology (page 45)
Model: EAR-1 Unit
Type: Eavesdropping electrobug and listening device
Cost: 750 (each bug), 1,000 (handset), 2,500 (microcomputer
& recording unit)
Availability: 2, R
Game Notes: After planting one of the thumbnail-sized
bugs on a target or location, the microcomputer unit can
pick up its signal within 200 meters, but only in line of
sight. Using a headset, the bug acts as a microphone,
collecting conversations or sounds and sending them to
the microcomputer. The microcomputer records and saves
information, both in audio and a hardcopy.
Source: Lord of the Expanse – Sector Guide (page 46)
Comm Scanner
Model: Courier Communications Scanner
Type: Comm detector and scanner
Skill: Sensors and communications
Cost: 2,500
Availability: 2, R
Game Notes: Allows user to detect and tap into com
transmissions.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 42), Arms and Equipment Guide (page 89)
Orbital Transmission Monitor
Model: Arantha Communications OTM-900
Type: Subspace receiver
Skill: Communications
Cost: 550
Availability: 2
Energy Scanner
Model: Fabritech 9000 Energy Scanner
Type: Energy scanner
Cost: 5,600
Availability: 2
Range: 500/1/2 km
Game Notes: Capable of detecting many forms of energy
emissions and provide data on type, intensity, effects, and
origin.
Source: Gundark’s Fantastic Technology (page 102)
PX-7 Heat Sensor
Model: Chandriltech PX-7
Heat Sensor
Type:
Hand-held
heat
sensor
Skill: Sensors
Cost: 250
Availability: 4
Game Notes: Detects heat
sources in a 100-meter
radius. Heat intensity is
indicated by brightness of
image on readout screen.
Source:
Galladinium’s
Fantastic Technology (page
32), Arms and Equipment
Guide (page 89)
101
Food Analyzer
Sniffer
Model: SuriTech Foodstuffs
Ez1 Analyzer
Type: Personal food analyzer
Cost: 250, 50 (additional
data chips), 100 (customized
data chips)
Availability: 2
Game Notes: A Very Easy
survival roll is required
for normal operation. The
user will typically purchase
additional data chips (up to a
maximum of 5 can be added
at any time) which provide
information on additional
entrees. Persons suffering
from reactions to specific
foods or food additives
may purchase customized
datachips
designed
to
examine for specific components and warn against possible
allergic reactions.
Source: Galladinium’s Fantastic Technology (pages 65-66),
Arms and Equipment Guide (page 91)
Model: Neuro Saav ChemDetect
Type: Chemical detection and identification device
Skill: Sensors
Cost: 1,500
Availability: 2
Game Notes: Range highly variable, depending on wind
conditions, humidity and the presence of other chemicals.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 41), Arms and Equipment Guide (page 90)
ChaumScanner 5 Brooch
Model: BlasTech Sniffer Weapons Detector
Type: Portable weapon detector
Cost: 5,600
Availability: 2, R (restricted to governments)
Game Notes: Has a search of 5D to detect hidden energy
weapons or adds +2D to an operator’s search: weapon
detector skill (the operator must have at least 1D in this
specialization to qualify for the bonus). The difficulty
depends on how well someone has camouflaged the
weapons: simply putting it in a pack is an Easy difficulty;
draining all the blaster gas, pulling out the power packs,
cleaning the weapon of all residue and then disassembling
it, and spreading the parts among several pieces of luggage,
would be a Very Difficult difficulty.
Source: Gundark’s Fantastic Technology (pages 101-102),
Han Solo and the Corporate Sector Sourcebook (page 116)
Model: Zzip Personality
Series ChaumScanner 5
Type: Poison detector
Cost: 6,540
Availability:
3,
F
(standard model), 4, R
(luxury version)
Game Notes: The food
scanner itself has a 4D
search to detect any
chemical or biological
toxins.
If
specially
programmed
with
the
owner’s
unique
biochemistry (allergies
and the like), its skill
goes to 7D. It produces
a distinctive rhythmic
vibration (detectable only by the wearer) when it detects a
toxic substance. The wearer may make a Moderate cultures
roll to seem inconspicuous when rejecting the poisoned food
or drink.
Source: Cracken’s Rebel Field Operatives (page 34)
Tox Detector
Model: SuriTech Disposable Toximeter Patch
Type: Toxin detector
Cost: 20
Availability: 2
Game Notes: The detectors are flat, one-decimeter square
metallic sticker patches with a slightly raised deep-blue circle
in the middle. This circle changes color to a phosphorescent
orange when exposed to any harmful gases.
Source: Platt’s Smugglers Guide (pages 48-49)
102
BlasTech Sniffer Weapons
Detector
CorSec Autoscan Weapon
Detector
Model: CorSec Autoscan Weapons Detector
Type: Stationary weapons detector
Cost: 7,200
Availability: 2, R (restricted to governments)
Game Notes: Has a search of 6D to detect hidden energy
weapons. The difficulty level to detect weapons depends on
how well someone has hidden the weapon using their hide
skill.
Source: Gundark’s Fantastic Technology (page 102)
Search-Scan 4 Security Scanner
Model: BlasTech Search-Scan 4
Type: Multi-capable security scanner
Cost: 9,800
Availability: 2, R (restricted to governments)
Range: 3/7/25
Game Notes: This scanner adds 1D to the sensor skill roll of
its operator. It can help detect structural anomalies hiding
secret compartments, and can find energy signatures
showing weapons, life forms, and energy sources within
a confined area, such as a docking bay, cargo hold, or
compartment.
Source: Gundark’s Fantastic Technology (page 104),
Adventure Journal 4 (page 262)
Veridicator
Model: Saldalith Manufacturing
Veridicator 200
Type: Response analysis device
Skill: Sensors: personal sensors
Cost: 4,000
Availability: 4, R
Game Notes: An
Easy sensors roll is
required for normal
use. Detection range
is 5 meters within a
60-degree scanning
arc. Device acts as
a Perception check
(4D+2) when rolled
to detect possible
falsehood. If target
is aware of possible scans, the target can make a willpower
roll to control natural biorhythms and disguise a lie.
Source: Galladinium’s Fantastic Technology (page 37),
Arms and Equipment Guide (page 91)
Force Detector
Source: The Jedi Academy Sourcebook (page 140),
Gundark’s Fantastic Technology (page 102), Power of the
Jedi Sourcebook (page 56)
Measuring Scanner
Model: Fabritech A-11 Cargo Scanner
Type: Handheld measuring scanner
Skill: Sensors
Cost: 150
Availability: 1
Game Notes: Using the scanner to calculate the size of
cargo and cargo bays is a Very Easy sensors task, while the
difficulty for using it for other purposes depends on the size,
density and speed of the object being measured, usually no
more than a Moderate task. The scanner has a range of 10
meters.
Source: Adventure Journal 4 (page 169)
Geological Scanner
Model: Fabritech 7000 Geoscanner
Type: Geoscanner
Cost: 4,800
Availability: 2
Range: 500/1/2 km
Game Notes: Can detect geological characteristics like
precious minerals, ore deposits and underground features,
as well analyzing geo-thermal, seismic, volcanic, and glacial
activity.
Source: Gundark’s Fantastic Technology (page 103)
Holographic Ore Scanner
Model: MicroThrust Holo Ore Scanner FR9
Type: Semi-portable ore scanner
Skill: Sensors: mining
Cost: 5,000
Availability: 3
Sensors:
Search: 1 km/1D
Focus: 500/2D
Game Notes: Using the ore scanner requires a sensors
roll.
Source: Flashpoint! Brak Sector (page 25)
Focused Uni-Direction
Sensor Dish
Model: Melihat UniScan Sensor System
Type: Focused uni-direction sensor dish
Skill: Sensors: uni-direction sensor dish
Crew: 5, skeleton: 3/+10
Cost: 7,800 (new), 3,600 (used)
Availability: 2, R
Model: Government Issue Force Detector Unit
Type: Imperial Force detector
Skill: Sensors
Cost: Not available for sale
Availability: 4, X
Game Notes: Use of the Force detector will tell a trained
operator whether a subject is Force-sensitive, and whether
he or she has any Dark Side Points (but not how many).
Operating a Force detector requires 5 rounds and a Difficult
sensors check.
103
Game Notes: Has a maximum range of 10 kilometers.
Can only provide information on a small focused area: 100
meters wide by 100 meters long by 20 meters high, adding
+2D to the user’s sensors skill to identify targets only.
However, this sensor provides no bonus in rough, hilly,
mountainous, cluttered urban or other terrains that targets
could use obstacles to hide behind.
Source: Rebel Alliance Sourcebook (page 106)
Omni-Directional
Sensor Globe
Installation Sensor Array
Model: NeuroSaav 9954/I Sensor Array
Type: Installation-level sensor package
Skill: Sensors
Crew: 3
Cost: 5,000
Availability: 2, R
Game Notes: Consists of a central processing computer
and over 50 sensor dishes. Includes a powerful fullspectrum transceiver (FST) capable of picking up basic
information from as far away as low orbit; this range can
be increased by the addition of Sensor Relay Satellites
(2,000 credits each). The array also has a dedicated energy
receptor (DER) for detecting energy use and fluctuation, and
a hyperwave signal interceptor (HSI). A life form indicator
(LFI) is available for an additional 1,000 credits.
Source: Hideouts & Strongholds (page 12)
Sensor Array
Model: Siep-Irol GlobeScan
Type: Omni-directional sensor glove
Skill: Sensors: omni-directional sensor globe
Crew: 10, skeleton: 4/+10
Cost: 12,500 (new), 6,250 (used)
Availability: 2, R
Game Notes: Scans in a 20 kilometer radius in all directions
(including into the atmosphere). Adds +1D to the user’s
sensors skill to detect targets only. However, this sensor
provides no bonus in rough, hilly, mountainous, cluttered
urban or other terrains that targets could use obstacles to
hide behind.
Source: Rebel Alliance Sourcebook (page 106)
Omniprobe Sensor Array
Model: tana Ire GroundSweeper-3
Type: Omniprobe sensor array
Skill: Sensors: omniprobe sensor array
Crew: 5, skeleton: 2/+15
Cost: 18,000 (new), 12,000 (used)
Availability: 2, R
Game Notes: Scans in a five kilometer radius up to a
maximum height of two meters. Adds +1D to the user’s
sensors skill to detect targets only, and rough terrain provide
no protection (as it does with other types of sensors).
Source: Rebel Alliance Sourcebook (page 106)
104
Model: Fabritech LongView-382.X
Type: Long range sensor array
Skill: Sensors
Crew: 2
Cost: 110,000
Availability: 2, R
Game Notes: The sensor array can scan as far as 10
Space Units from the planet. Sensor operators add +1D to
sensors.
Source: Hideouts & Strongholds (page 95)
Tracking Devices
Personal Transponder
Model: zZip Product Concepts
Limited Transponder Ring
Type:
Personal
location
detector
Cost: 100-500 (depending on
setting design selected)
Availability: 2
Game Notes: A Very Easy
sensor roll is required to
locate transponder signal
within a 200 meters radius.
Source:
Galladinium’s
Fantastic Technology (page
36)
Tagger
Model: Culcanis MicroInstruments Tagger
Type: Remote surveillance tracking tool
Cost: 250
Availability: 3, F
Game Notes: The business end of the tagger is a small (5
mm) transponder dart. The tagger stylus has a small amount
of pressurized gas to silently propel the transponder up to
5 meters. Once attached to its target, the device broadcasts
an intermittent (once every 5 minutes) signal which can
be picked up 1.2 kilometers away. Dart operates up to 40
standard hours.
Source: Galladinium’s Fantastic Technology (page 62),
Arms and Equipment Guide (page 87)
Trailmaster Tracking Device
Model: Astroserver Trailmaster
Type: Personal tracking device
Skill: Search
Cost: 400
Availability: 2
Range: 1 kilometer
Game Notes: Tracker only gives direction. Search is one
difficulty easier when beacon is within tracker’s range.
Source: Cracken’s Rebel Field Guide (page 21)
Observer Tracking Device
Model: MechBlaze Tracking Corp. Observer
Type: Personal tracking device
Skill: Search
Cost: 500
Availability: 2
Range: 1 kilometer
Game Notes: Tracker only gives direction and range from
beacon. Search is one difficulty easier when beacon is
within tracker’s range.
Source: Cracken’s Rebel Field Guide (page 21)
Rover Tracking Device
Model: Astroserver Industries Rover
Type: Personal tracking device
Skill: Search
Cost: 1,000
Availability: 2
Range: 3 kilometers
Game Notes: Tracker tells range, direction and speed of
beacon. Search is one difficulty easier when beacon is
within tracker’s range.
Source: Cracken’s Rebel Field Guide (page 21)
SureSnoop Tracking Device
Model: Rhinsome Tracking Corp. SureSnoop
Type: Personal tracking device
Skill: Search
Cost: 3,000
Availability: 4
Range: 5 kilometers
Game Notes: Top of line. Give exact range,
direction and speed of beacon. Search is
one difficulty easier when beacon is within
tracker’s range.
Source: Cracken’s Rebel Field Guide (page
21), Arms and Equipment Guide (pages 9091)
Slave Tracking Device
Model: Hutt Slave Tracking Device
Type: Implanted tracking device/explosive
Scale: Character
Cost: Not usually available for sale
Availability: 3, X
Damage: 5D (to the slave only)
Game Notes: These devices are implanted into the bodies
of slaves to prevent them from escaping. If the slave travels
beyond the range of his owner’s tracking transmitter, the
device triggers a small explosion. The transmitter has
a range of 50 kilometers, but can be calibrated down
depending on the owner’s needs. The tracking device is most
often implanted while the slave is sedated. The device is
hard to locate, requiring a specialized scanner and a Heroic
security skill check. These scanners are not commercially
available. In order to deactivate the tracking device, the
tracking transmitter is required. With the proper codes, the
required security skill check is Easy difficulty. Without the
codes, the difficulty is increased to Heroic. If tampered with,
or if the slave attempts to leave the transmitter’s range, the
slave begins to take damage as the tracking device begins to
heat up: 1D damage the first round, 2D on the second, and
3D on the third. If the slave does not rectify his behavior,
the device will explode on the fourth round, doing 5D of
damage to the slave.
Source: Secrets of Tatooine (page 37)
“Keeper” Vec-Tech Subdermal
Control System
Model: Vector technologies AA-2 Keeper
Cost: 5,000
Availability: 4, X
Range: 25 kilometers
Game Notes: A beacon is surgically implanted under
105
the victim’s skin. It can only be removed by the being
in possession of the tracker unit, who must first enter a
password. Any other attempt to extract the beacon results
in the release of an exotic neurotoxin that kills instantly
(8D damage). The tracker can tell the range, direction, and
speed of the target, up to a range of 25 kilometers. There’s
no need to worry about the target after that, because if he
or she moves beyond that range, the beacon releases the
neurotoxin automatically.
Source: Wretched Hives of Scum and Villainy (page 77)
Crab Tracer
Model: Crab Tracer
Type: Tiny self-guided tracking device
Cost: 3,000
Availability: 3, X
Game Notes: Unit is programmed to sneak onto a target and
transmit its location though HoloNet with a miniaturized
hypertransceiver. Unit possesses the sneak and hide skills
at 5D and are remotely controlled. They can be deactivated
with a Moderate computer programming/repair roll. A crab
tracer aboard a ship sends a strong enough signal to be
tracked through hyperspace, and grants a +2 bonus to
Game Notes: Imperials may make on astrogation roll per
hour to track ship. In hyperspace, only the general direction
of the ship may be found. Once in normal space, the ship
may be tracked to within one parsec. Tracker is too powerful
at ultra-high frequencies to find exact location, and system
in question must be searched with conventional means.
Tracker is a 10 cm long tube. May be easily destroyed if
found. In no way interferes with normal communications or
cannot be detected by such means.
Source: Cracken’s Rebel Field Guide (page 62)
Anti-Surveillance
Dalabar Surveillance Detector
starship attacks made against the tracked vessel.
Source: Tempest Feud (page 127)
ShipFinder
Model: Drooin-Durtha Systems ShipFinder
Type: Subspace tracking device
Skill: Sensors
Cost: 100,000
Availability: X
Game Notes: Use of the ShipFinder requires an Easy
sensors roll. If successful, the character can locate the
tracking device and plot a course to it from her present
coordinates. Tracking device’s power cells last only eight
days once activated.
Source: Classic Adventures – Vol. 4 (page 59)
Imperial XX-23 S-Thread
Tracker
Model: Dalabar Micro-Electronics SDS-632
Type: Personal surveillance detector
Skill: Sensors
Cost: 450
Availability: 3
Game Notes: The SDS-632 scans an area with a sensors
skill of 5D. For an additional 175 credits, the optional noise
inhibitor (NI-632) blocks aural receptors by blanketing a 10meter diameter area with sonic disturbances to match the
frequency of the sensors detected.
Source: Galladinium’s Fantastic Technology (pages 59-60),
Arms and Equipments Guide (page 89)
Smoke Generator
Model: Imperial XX-23 S-Thread Tracker
Type: Hyperspace ship tracker
Skill: Astrogation
Cost: Not available for sale
Availability: X
Difficulty: Difficult
Range: Unlimited
106
Model: GFBS SFX Smoke Generator
Type: Mood effects stage smoke generator
Cost: 40
Availability: 2
Game Notes: Adds +2D of cover to blaster firer’s difficulty.
Adds +1D to difficulty with physical weapons (due to
obscuration).
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 44)
Instamist Generator
View Masker
Model: zZip Product Concepts PSG8487 View Masker
Type: Portable distortion field
Cost: 2,500, 50 (power cells), 100
(sensor alarm module)
Availability: 3, F, R or X
Game
Notes: With voice code
activation, it creates a localized visual
distortion field (1 meter in diameter)
which makes visual or audio scans
virtually impossible.
Source:
Galladinium’s
Fantastic
Technology (page 63)
Model: Agrierd Intergalactics InstaMist Generator
Type: Mist generator
Cost: 15 (dispenser), 10 (mist cartridge)
Availability: 2
Game Notes: Can generate a fire extinguishing mist
which turns into a smothering foam, water mist for desert
conditions, or a misty fog to provide cover.
Source: Galladinium’s Fantastic Technology (page 33)
Camo-Netting
Voice Scrambler
Model: Ulkop Securities SVC-700 Voice
Scrambler
Type: Voice scrambler
Cost: 600
Availability: 3
Game Notes: The voice scrambler distorts
conversation so that more than three
meters away it is impossible to determine
the content of the conversation.
Source:
Galladinium’s
Fantastic
Technology (page 63)
Silence Bubble Generator
Model: Fabritech CN-15 Camouflage Netting
Type: Camo-netting
Skill: Hide
Cost: 3,500
Availability: 2, R
Game Notes: Camo-netting adds +2D to the difficulty
to detect the camouflaged object with sensor-scanning
equipment at ranges greater than 250 meters. Camonetting offers no bonus at a range of less than 250 meters. If
more than three camo-nets ar eused in tandem, the sensorscanning equipment gains a +1D to detect the nets because
of the interference the nets cause.
Source: Gundark’s Fantastic Technology (page 106-107),
Rules of Engagement – The Rebel SpecForce Handbook
(page 44), Shadows of the Empire Sourcebook (pages 110112), Arms and Equipment Guide (page 92)
Model: Audio Performance Inc. Sheer Silence Bubble
Generator
Type: Anti-surveillance device
Cost: 3,000
Availability: 2
Game Notes: Sensor stealth code of 4D to counter audio
pickups; failure indicates the bubble itself is detected.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 44), Arms and Equipment Guide (page 91),
Ultimate Adversaries (page 155)
Sound Bubble
107
Model: Paretaine Sonics SNS-600
Type: Portable sound dampening system
Cost: 300
Availability: 3
Game Notes: An Easy sensor roll required for normal
operation. Device can operate in two modes. In passive
mode it produces a 360-degree field out to 5 meters. Sounds
emitted outside this radius are “absorbed” – only sounds
emitted from within the bubble are heard within the bubble.
In activate mode, a 60-degree arc can be generated out to
10 meters. Within this arc, sound waves are effectively
dampened, preventing any aural vibration from being
sensed by live or automated detectors.
Source: Galladinium’s Fantastic Technology (page 46)
Disruption Bubble Generator
Model: Bakuran DB Generator
Type: Anti-surveillance device
Cost: 150,000 (Bakuran
black market), 2,5005,000 (elsewhere)
Availability: 4, F, R
or X
Game
Notes:
The
Disruption
Bubble
Generator is capable of
producing a small, quiet
area of interference to
audio sensors. This
bubble is generally 2
meters in diameter and
can only be penetrated
by a Very Difficult
sensors roll. The DB generators still in circulation are
extremely old and extremely fragile. They should be treated
as having 1D Strength to resist damage. If Dropped, shot or
handled roughly the DB must roll to resist damage. If the
DB generator fails its Strength check, it is destroyed.
Source: The Truce at Bakura Sourcebook (pages 137-138),
Gundark’s Fantastic Technology (pages 96-97)
Heat Pod
Sensor No-Show
Model: Alliance No-Show/Individual criminal manufacture
Type: Passive field generators
Skill: Sneak
Cost: Not for sale (5,000 for
similar black market units)
Availability: 4, X
Game Notes: No-show protect
on individual, giving them
+2D to sneak when pertaining
to heat- and infrared-based
sensors. A standard power
cell is completely drained
after 15 minutes of use.
Source: Galaxy Guide 11: Criminal Organizations (page
85), Rules of Engagement – The Rebel SpecForce Handbook
(page 44), Arms and Equipment Guide (page 91)
Sensor Jammer
Model: IntelStar BlindSide Sensor Jammer
Type: Sensor jammer
Skill: Sensors
Cost: 5,000 plus installation
Availability: 2, X
Game Notes: To use this device, an opposed sensor contest
is rolled between the scanner and the jammer, each one
using its operator’s sensors skill. If the jammer wins, the
scanner still knows he’s being jammed, though he can’t
locate the source.
Source: Hideouts & Strongholds (page 12)
Sensor Scrambler
Model: Modified MicroThrust Com-Repeater
Type: Sensors disruption unit
Skill: Sensors
Cost: 1,175 (basic unit), 1,825 (jury-rigged unit)
Availability: X
Game Notes: Moderate sensors roll to foul sensors within
200 meters. Sensor operators attempting to descramble the
signal must make a Difficult sensors roll.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 44)
Sensor Blind
Model: Dalesepp Survival Apparatus HPD-100 Heat Pod
Type: Heat generator
Skill: Thrown weapons
Cost: 70
Availability: 3, F
Game Notes: Once employed, increases the difficulty of
heat-based sensors or tracking systems by two levels (may
vary depending upon type of information sought, distance
from actual target and other factors).
Source: Galladinium’s Fantastic Technology (page 61)
108
Model: IntelStar Tranquility System I
Type: Sensor blind
Skill: Sensors
Cost: 400,000
Availability: 4, X
Game Notes: To use the sensor blind, the operator must
engage in an opposed roll with the operator of the scanning
sensors. If the blind’s operator beats the opposing sensor
operator by more than 5, then the scanner receives a
false reading. In densely populated areas, give the blind’s
operator a +1D bonus to his roll.
Source: Hideouts & Strongholds (page 12)
Security
Sensor Trips
Pressure Plate Trip
Repulsorfield Trip
Model: Zone Supplies, Ltd. Repulsor Trip
Type: Trip sensor
Skill: Sensors
Cost: 500
Availability: 2
Game Notes: Can be set to trip to minimum field
intensities.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 43)
Motion Sensor Trip
Model: Zone Supplies, Ltd. Pressure Plate Trip
Type: Trip sensor
Skill: Sensors
Cost: 300
Availability: 2, F
Game Notes: Two sizes available: one-third meter by onethird meter, and one meter by one meter. Small trips weigh
300 grams, and large trip weigh one kilogram. Power pack
lasts 72 hours. Characters must make a search roll to detect
the trips. A Moderate roll is necessary to spot the large trip,
while a Difficult roll is necessary to spot the small trip. Any
pressure triggers the plate; can be set to trip at minimum
weights. Can be attached to blasters, bombs or alarms.
Source: Cracken’s Rebel Field Guide (page 20), Rules of
Engagement – The Rebel SpecForce Handbook (pages 4243)
Laser Detection Trip
Model: Merr-Sonn LCT Laser Trip
Type: Laser emplacement trip
Skill: Computer programming/repair
Cost: 350
Availability: 2
Game Notes: If tied into a computer system, the trips detect
living beings passing through its beam.
Source: Shadows of the Empire Planets Guide (page 84)
Model: BlasTech MoveSense 34 Motion Trip
Type: Trip sensor
Skill: Sensors
Cost: 100
Availability: 2, F
Range: 4 meters, 180-degree dome arc
Game Notes: Finding sensor requires Difficult security
roll. Sneaking by a motion sensor trip requires a Difficult
sneak roll. Alarm emits a piercing shriek when triggered by
any motion above 0.2 meters-per-second. Can be remotely
turned on and off with calibrated security systems. System
must have transmitter within 50 meters of sensor. Unit is
cubed, six centimeters to a side.
Source: Cracken’s Rebel Field Guide (page 19), Rules of
Engagement – The Rebel SpecForce Handbook (page 42)
109
Heat Sensor Trip
Defense
Stun Steps
Model: Telex-Delcor Ramp Entry Security System
Type: Anti-boarding security device
Scale: Character
Cost: 1,500, 500 for each additional die of stun damage
past 3D up to 5D
Availability: 2, F
Damage: 3D-5D stun damage
Source: Adventure Journal 13 (page 158)
Model: Imperial Heat Sensor Trip
Type: Trip sensor
Cost: Not available for sale
Availability: X
Range: 20 meters, 45-degree arc
Game Notes: Sensors can be programmed to set off alarms
or notify a central computer. Character must disable heat
sensor or successfully disguise his heat pattern as a proper
shape and heat pattern to pass by undetected. Sensor
connected to computers by 50-meter long cable, although
multiple cables can be connected for greater range.
Source: Cracken’s Rebel Field Guide (page 18)
Monofilament Screen Guards
SoroSuub Heat Sensor Trip
Model: SoroSuub Heat Sensor
Type: Heat sensor
Skill: Sensors
Cost: 100
Availability: 2
Range: 20 meters, 45-degree arc. Has a variable trigger
mechanism; can be set to trip if it detects a heat source
with a temperature ranging from three to thirty degrees
standard.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 42)
110
Model: Novaplex Monofilament Screen Guards
Type: Anti-intrusion device
Cost: 450 (1 pair 80 centimeter long strips)
Availability: 4, F, R or X
Game Notes: An intruder must make a Very Difficult search
roll to detect strips in place. Contact with the strips causes
6D damage (if the subject is moving rapidly when contact is
made, increase the damage to 9D)
Source: Galladinium’s Fantastic Technology (pages 31-32),
Arms and Equipment Guide (page 94)
Locking Systems
Imperial Customs Holoseal
Model: Veredictas CompuTechnology Bith Computer
Retinal Lock
Type: Computer security system
Skill: Computer programming/repair
Cost: 1,200
Availability: 3
Game Notes: An Easy computer programming/repair roll
is required for installation. Once in place, only retinal
falsification system will allow unauthorized users to access
secured files.
Source: Galladinium’s Fantastic Technology (page 59)
Bith Vehicle Voice Lock
Model: MerenData Imperial Holoseal
Type: Customs holoseal
Cost: Not available for sale
Availability: 2, R
Game Notes: Successfully removing an Imperial holoseal is
a Very Difficult security task. Other seals used by sector and
system customs authorities can be removed with Moderate
to Difficult security roll.
Source: Platt’s Smugglers Guide (page 51)
Magna Lock
Model: Locris Syndicates MLC-50
Type: Surface locking mechanism
Skill: Security
Cost: 150
Availability: 2
Game Notes: A Very Easy
security roll is required to
activate the unit in place.
The device adds +2D to an
object’s Strength to resist
damage.
Source:
Galladinium’s
Fantastic
Technology
(page 31), Arms and Equipment Guide (page 94)
Bith Computer Retinal Lock
Model: Casilis Electronics Defenses BiVVoL RVR-325
Type: vehicle theft deterrent
Skill: Streetwise
Cost: 650
Availability: 3
Game Notes: An Easy communications total is required
to properly encode the BiVVoL or change an established
pattern. Normal activation by the owner with voice command
code is automatic within a 10-meter range (if the owner is
willing). The owner can alter the command sequence’s tone
to fail an activation if under duress. A failed attempt to
circumvent a BiVVoL means that the vehicle’s power system
is disabled until the secondary system establishes identity.
Attempting to “forge” a voice replication requires a voice
replication unit with sound adjustment functions, at least
three hours of work creating the forgery, and a Moderate
communications roll and a Moderate forgery roll.
Source: Galladinium’s Fantastic Technology (pages 12-13)
Key Card Ship’s Lock
Model: Aratech Cradset System
Type: Code key lock
Cost: 1,000
Availability: 2, F
Game Notes: Installing this lock yourself requires a
Difficult security roll. Failure means the lock sometimes
sticks, and sometimes doesn’t engage all the way. Most key
card locks come with two imprinted cards. Bypassing this
lock requires a Very Difficult security roll.
Source: Platt’s Smugglers Guide (pages 55-56)
111
Electronic Combination Hatch
Lock
Model: Varge Corp. Cipher Security Seal
Type: Combination hatch seal
Cost: 750
Availability: 2, F
Game Notes: Installing this lock yourself requires a Difficult
security roll. Failure means the lock sometimes sticks, and
sometimes doesn’t engage all the way. Bypassing this lock
requires a Difficult security roll.
Source: Platt’s Smugglers Guide (pages 55-56)
Storage Devices
Spacer’s Chest
Remote Control Hatch Lock
Model: Varge Corp. Ranged Lock
Type: Remote control seal
Cost: 1,250
Availability: 2, F
Game Notes: Installing this lock yourself requires a Very
Difficult security roll. Failure means the lock sometimes
sticks, and sometimes doesn’t engage all the way. The
remote control unit has a range of 30 meters. Bypassing
this lock requires a Very Difficult security roll.
Source: Platt’s Smugglers Guide (pages 55-56)
Console Lock Panel
Model: Varge Corp. CS20 Board Plate
Type: Control lock panel
Cost: 300 (electronic combination), 500 (key card)
Availability: 2
Game Notes: Installing the panel assembly yourself
requires a Difficult security roll. Failure means the lock
sometimes sticks, and sometimes doesn’t engage all the
way. Bypassing the lock requires a Moderate security roll.
To engage or remove the panel takes six rounds.
Source: Platt’s Smugglers Guide (page 56)
Console Dead Lock
Model: Arakyd PowerLock 2500
Type: Console power lock
Cost: 1,000 (electronic combination), 1,500 (key card)
Availability: 2
Game Notes: Cuts the energy feed to your control boards.
Installing the lock yourself requires a Very Difficult security
roll. Failure damages some of the cockpit, instrumentation
and controls. Bypassing the lock requires a Very Difficult
security roll.
Source: Platt’s Smugglers Guide (page 56)
Model: SoroSuub Wanderer Space Chest
Type: Spacer’s chest
Cost: 200 credits
Availability: 1
Game Notes: A rectangular, 1 meter long chest, with
handles on each face. It can be locked with an electronic
combo-lock (Moderate to pick), sealed against vacuum, and
is quite durable: 6D Strength.
Source: Platt’s Smugglers Guide (page 46), Gundark’s
Fantastic Technology (pages 76-77), Pirates & Privateers
(pages 47-48)
Sleight Box
Model: Ecls Industries R-Roll Crate
Type: Sleight box
Cost: 750-2,000
Availability: 3, X
Game Notes: These cargo containers have a low-powered
repulsorlift coil matrix and power supply cleverly concealed
in the bottom casing. A small compensator c-board helps
the repulsorfield neutralize the weight of anything inside,
making the box feel like it’s empty. Scans detect a sleight
box’s energy source on a Difficult sensor roll; increase the
difficulty one level if the container is stowed near another
power source.
Source: Platt’s Smugglers Guide (pages 52-53)
Bith Hiding Cube
Model: Veretrex Securities Hiding Cube SCT-1000
Type: Security container
Cost: 3,000
Availability: 4
Game Notes: Cube is 75 centimeters on a side. When
activated and properly hidden, a viewer must make a
Moderate Perception roll to notice “something” about the
wall where the cube is. External magna-locks along the
container surface require a Very Difficult security total to
pick. The container’s outer surface has a Strength of 4D to
resist damage.
112
Restraining Devices
Binder Cuffs
Model: Loris Merr-Sonn Binder Cuffs
Type: Personal restraint device
Cost: 50
Availability: 1
Game Notes: Binder cuffs have a
Strength of 5D to hold individuals.
Source: Arms and Equipment Guide
(page 94)
Source: Galladinium’s Fantastic Technology (page 28)
Chronometer with Hidden
Compartment
Magnacuffs
Model: Alliwon Electronics Vennoc-x Chronometer
Type: Personal chronometer
Cost: 50, 65 (belt version)
Availability: 1
Game Notes: Hidden compartment can hold items smaller
than four by four centimeters.
Source: Galladinium’s Fantastic Technology (page 44),
Arms and Equipment Guide (page 96)
Thermal Credit Belt
Model: Novaplex Security Belt
Type: Money belt
Cost: 100
Availability: 2
Game Notes: If worn with a blast vest or other torso armor,
the user suffers -2 to Dexterity and related skill rolls.
Source: Platt’s Smugglers Guide (page 48)
Model: Loris Syndicated Securities MCI-100
Type: Personal restraint device
Cost: 75
Availability: 2, F
Game Notes: Magnacuffs have a Strength of 6D+2 to hold
individuals.
Source: Galaxy Guide 10: Bounty Hunters (page 89),
Gundark’s Fantastic Technology (pages 70-71), Arms and
Equipment Guide (page 94)
113
Magnaharness
Model: Loris Syndicated Securities MCI-200
Type: personal full-sized restraint device
Cost: 200
Availability: 2, F
Game Notes: Magnaharness have a Strength of 8D to hold
individuals.
Source: Galaxy Guide 10: Bounty Hunters (pages 89-90),
Gundark’s Fantastic Technology (page 71)
Biodegradable Binders
Model: TaggeCo.
Biodegradable Binders
Type: Temporary binders
Cost: 75
Availability: 2, R
Game
Notes:
Once
applied,
a
character
must make an opposed
Strength roll to break
free (the binders have
a Strength of 6D). Once
activated, the binders
deteriorate in 36 hours.
An application of a
special harmless molecular solvent will degrade the binders
sooner if necessary.
Source: Gundark’s Fantastic Technology (page 70), Han
Solo and the Corporate Sector Sourcebook (page 117)
stun damage. Remote has a 50-meter range and can control
multiple stun cuffs.
Source: Arms and Equipment Guide (page 94)
Yuuzhan Vong Cuffs
Model: Yuuzhan Vong Cuffs
Type: Organic restraint device
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: These small creatures are used by the
Yuuzhan Vong as restraint devices, and are locked around
humanoid wrists much like regular handcuffs or binders.
Anyone attempting to escape can roll a security skill check,
with a Heroic +15 difficulty. On a failed roll, the cuffs tighten
painfully, inflicting 1D of damage. If attacked, the creature
has a Body Strength of 2D, and an armor bonus of +3D. If
not killed in a single attack, the creature will tighten its grip,
inflicting 2D damage per round until dead.
Source: The New Jedi Order Sourcebook (page 103)
Security Collar
Stun Cuffs
Model: BlasTech AR-101 Stun
Cuffs
Type: Stun binders
Cost: 100
Availability: 2, F
Game Notes: The stun cuffs are
passive if the cuffed character
does not struggle. If the character
does struggle, the cuffs do stun
damage equal to the character’s
Strength.
Source: The Jedi Academy
Sourcebook (pages 140-141),
Gundark’s Fantastic Technology (page 73)
SC-401 Stun Cuffs/Remote
Model: Loris Syndicated Securities SC-401 Stun Cuffs/
Stun Cuff Remote
Type: Stun binders
Cost: 100 (remote: 500)
Availability: 4
Game Notes: The stun cuffs are passive if the cuffed
character does not struggle. If the character does struggle,
the cuffs tighten causing physical pain (2D damage). The
tightening feature can be deactivated with a Very Difficult
security roll, but if the roll fails by 10 ore more, the cuff
tightens, dealing damage. Deciphering the seven-digit
master code requires a Heroic computer programming/
repair roll, failure by 10 or more causes the cuffs to tighten.
The restraint can be controlled by a remote control that
lock, unlocks and activates a stun charge that deals 5D
114
Model: Thalassian Security Collar
Type: Personal restraint device
Cost: 1,000
Availability: 3, X
Game Notes: Security collars have a Strength of 7D+1 to
hold individuals. If the collar takes any damage, or if a
security attempt to escape (Heroic+10 difficulty) fails by
more than 5, it delivers an extremely painful neural shock,
(2D damage, victim must make a Difficult stamina roll or
fall unconscious). Most security collars come with remote
triggers or voice activation.
Source: Arms and Equipment Guide (pages 94-95)
Neural Control Collar
Model: Cybersoft Corp. neural Control Collar
Type: Animal control device
Cost: 600 (one collar and basic control computer), 300
(collar only), 1,000 (control computer for use with multiple
collars)
Availability: 2, R or X
Game Notes: Causes
7D
stun
damage,
but instead of falling
unconscious,
the
animal is subjugated by
the control computer,
capable of giving simple
instructions. A central
computer can control
up to 50 collars with a
range of 5 kilometers. A
collar that is moved out
of range of its control
unit will automatically
make its wearer return
to the control unit and
inflict 6D damage.
Source: Galladinium’s Fantastic Technology (page 58)
the
brawling
parry
difficulty to escape by
one level each additional
round and increase the
Dexterity penalty by -1D
and increase the stun
damage by +1D. The target
is fully cocooned when the
Dexterity penalty matches
or exceeds the character’s
Dexterity or the stun
damage is sufficient to
knock out the character.
Source:
Galladinium’s
Fantastic
Technology
(page 53)
Man Trap
Slave Collar
(and Director Unit)
Model:
Custom-made
Slave
Collars
with
Director Unit
Type: Slave collars
Scale: Character
Cost: 10,000 (for one
director unit and 10
slave collars)
Availability: 3, R or X
Game
Notes:
2D5D physical damage
depending on setting,
“kill”
setting:
8D
damage.
Source:
Gundark’s
Fantastic
Technology
(page 72), Han Solo and
the Corporate Sector
Sourcebook (page 121)
Electro-Collar
Type: Personal restraint device
Cost: 1,000
Availability: 3, X
Game Notes: Security collars have a Strength of 8D to hold
individuals. They can be remotely triggered to explode,
doing 10D damage.
Source: Geonosis and the Outer Rim Worlds (page 14)
Bio-Cocoon
Model: Dendratis Biological Exports, Incorporated BioCocoon
Type: Biological containment system
Cost: 2,000
Availability: 3
Game Notes: Upon activation, the intended victim must
make a Moderate brawling parry roll to avoid entrapment
(for victims up to 150 kilograms; victims from 151-300
kilograms need only make an Easy roll, while 301-450
kilograms targets require a Very Easy roll; this unit has no
effect on targets over 450 kilograms). Failure results in an
immediate -1D to Dexterity and 1D stun damage. Increase
Model: Ubrikkian R-TechApp Man Trap
Type: Localized gravity enhancer
Cost: 8,000
Availability: 3, F
Game Notes: The person setting the man trap should make
a hide roll to see how well the device is hidden; any potential
target making a successful Perception roll will notice the
trap. Anyone caught by the trap must make an opposed
Strength roll – the man trap’s gravity setting is variable,
simulated by allowing the hunter to choose a Strength
anywhere between 5D and 15D.
Source: Galaxy Guide 10: Bounty Hunters (page 90),
Gundark’s Fantastic Technology (page 71)
Restraint Capsule
Model: Damorind Securities RPC-12
Type: Shipboard containment system
Skill: Security
Cost: 10,700
Availability: 3, F
Game Notes: The shock system may be set for variable
damage (1D-7D, stun or normal damage). Anyone confined
within the cage must make an opposed roll against the
cage’s Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page 90),
Gundark’s Fantastic Technology (pages 71-72)
115
Force Cage
Model: Damorind Securities
Model S-3
Type: Humanoid portable
containment system
Skill: Security (to assemble)
Cost: 7,000
Availability: 3
Game Notes: As Easy
security roll is necessary
to properly assemble the
device; if not assembled
properly, the shock system
does not work. The shock
system may be set for
variable damage (1D-7D,
stun or normal damage).
Anyone confined within the
cage must make an opposed
roll against the cage’s
Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page
89), Gundark’s Fantastic Technology (page 70)
Universal Energy Cage
Anti-Security
Code Slicer
Model: Duwani Mechanical Products UniSlice
Type: Security code breaker
Skill: Security
Cost: 2,000
Availability: 3
Game Notes: Provides +1D security bonus in attempts to
bypass or break through security measures.
Source: Gundark’s Fantastic Technology (page 96), Tales of
the Jedi Companion (page 122)
Security Kit
Type: Typical security kit
Skill: Security
Cost: 750, 1,500 (mastercarft)
Availability: 2, R or X
Game Notes: A security kit
is a set of special tools for
bypassing
electronic
and
mechanical locks. This item
gives it user a +1D bonus on
security rolls. It also provides a
+1D bonus on any repair rolls
relating to security systems.
A mastercraft security kit
provides a +2D bonus and
contains a comlink that monitors frequencies typically used
by silent alarms, so the user can know if such an alarm has
been triggered at any point during the operation.
Source: d20 Core Rulebook (page 143)
Lock Breaking Kit
Model: Imperial Universal Energy Cage
Type: Enclosed prisoner transfer system
Scale: Character
Cost: 100,000
Availability: X (restricted to legal governments)
Move: 15; 45 kmh
Game Notes: Energy cage encloses prisoner In a force field
with a Strength of up to 15D (unit only applies as much
energy as necessary to restrain prisoner, so the energy level
is often much tower when not being resisted). Somehow, the
cage emanates a special type of energy that blocks Force
energies and similar mental energies with an effectiveness
of up to 15D. The unit has a special repulsor unit keeping
the prisoner suspended in the center of the cage. This
bottom mounted unit also supplies oxygen to the prisoner
(there are no provisions for food and water; it is presumed
that a Jedi will go into hibernation if he or she spends a long
time in the cage).
Source: Dark Empire Sourcebook (page 129), Gundark’s
Fantastic Technology (page 74)
116
Model: Individual manufacture; many types
Type: Security code de-scrambler
Skill: Security: lockpicking
Cost: 8,000 (if purchased through legitimate agent),
16,000+ (black market price)
Availability: 4, R or X
Game Notes: Adds +2D to a user’s security skill when
attempting to open an electronically sealed entryway.
Source: Pirates & Privateers (page 49), Rules of Engagement
– The Rebel SpecForce Handbook (page 45)
Electronic Lock Breaker
Model: Outlaw Tech Lock Breaker
Type: Security tampering unit
Skill: Security, computer programming/repair
Cost: 25,000 (basic unit), 1,000 (per security system profile
software package)
Availability: X*
Game Notes: The Lock Breaker requires a Moderate security
roll to activate and a Difficult computer programming/repair
roll to successfully determine gene code sequences in
advanced computer locks. Specific system profiles must
be programmed before use, but pre-programmed system
profiles (which are quicker to enter and generally more
effective than “homemade” profiles) can be installed with a
Moderate computer programming/repair roll.
of
the
pattern.
This may require
the user to make a
higher difficulty roll.
Users deemed to be
sufficiently proficient
may
attempt
to
manufacture
their
own retinal patterns
“from scratch”. Such
attempts will always
result,
however,
in
much
higher
medicine difficulties.
Source:
Galaxy
Guide 11: Criminal
Organizations (pages
84-85), Gundark’s
Fantastic Technology
(page 110)
* Note: This item is not available prior to the Battle of
Endor.
Source: The Last Command Sourcebook (pages 122-123),
Gundark’s Fantastic Technology (pages 97-98), The Thrawn
Trilogy Sourcebook (pages 188-189)
Fingerprint Masque
Master Coder Chip
Type: Illegal security override
Skill: Security
Cost: 1,000 - 340,000 (dependant upon quality and utility)
Availability: 4, X
Game Notes: A properly coded master coder chip gives the
user a +1 to +4D bonus to security rolls involving electronic
systems (electronic code locks, palm print scanners and
retinal scanners, for example; the bonus modifier depends
upon the sophistication of the computer system) but failure
on a security roll (or a “1” on the Wild Die roll) means that
the illegal master coder has been detected by the security
system, sounding an alarm.
Source: Gundark’s Fantastic Technology (pages 98-99), The
Truce at Bakura Sourcebook (pages 138-139)
VoiceBox
Model: BothiCorp VoiceBox Speech Patter Duplicator
Type: Voice lock buster
Skill: Security
Cost: 5,000
Availability: X
Game Notes: A successful security roll against the lock’s
difficulty rating is required for success.
Source: Gundark’s Fantastic Technology (page 99)
Retinal Disguiser
Model: Individual criminal manufacture
Type: Retinal pattern falsification device
Skill: Medicine
Cost: 25,000 (black market)
Availability: 4, X
Game Notes: Normal operation requires an Easy medicine
total. In the event that a pre-existing pattern has been
loaded into the device (rather than storing a live subject
scan), the gamemaster must determine the relative accuracy
Model: Individual criminal manufacture
Type: Fingerprint pattern alteration kit
Skill: Computer programming/repair (to use)
Cost: 15,000 (black market)
Availability: 4, X
Game Notes: The flip-top surface contains a liquid crystal
display used to confirm commands and the display of
desired patterns. The bottom half of the device’s “pad”
contains a small input panel and a “sensor pad” where the
digit is placed while the new pattern is being formed.
Source: Galaxy Guide 11: Criminal Organizations (page 84),
Gundark’s Fantastic Technology (page 108)
Shipjacking Kit
Model: Individual manufacture
Type: Ship security code scrambler
Skill: Security
Cost: 8,000 (licensed collection agency), 16,000+ (black
market)
Availability: 4, F or X
Game Notes: Adds +3D to user’s security roll to break
through a ship’s security code system.
Source: Galaxy Guide 11: Criminal Organizations (pages
85-86), Gundark’s Fantastic Technology (page 99), Han Solo
and the Corporate Sector Sourcebook (page 121)
117
Tri-laser Engraver
Model: Opirus Personal Lasers, Model KL-543
Type: Tri-laser engraver
Skill: Forgery
Cost: 4,000; 8,000+ on the black market
Availability: 3, F or R
Game Notes: Long-term close-up use of this device without
proper protective eyewear can lead to temporary visual
distress and permanent injury.
Source: Galaxy Guide 11: Criminal Organizations (page 86),
Gundark’s Fantastic Technology (page 110)
Disguises
Disguise Kit
Type: Typical disguise kit
Skill: Con: disguise
Cost: 500
Availability: 2, R
Game Notes: This kit contains an easily hidden voicedistorter, prosthetics, pigments, and contact lenses. It
allows humanoids to pass for a member of some other
humanoid species of similar size, adding a +1D bonus to
any con: disguise skill rolls.
Source: Coruscant and the Core Worlds (page 125),
Ultimate Adversaries (pages 155-156)
Flesh Camouflage
Model: Illicit Electronics Flesh Camouflage
Type: Personal disguise device
Skill: Computer
programming/repair
Cost: 11,000 (computer), 500 (per retinal contact pair;
non-reusable), 500 (per SecCard taker), 250 (per flesh
concealment kit, non-reusable)
Availability: 4, X
Game Notes: The
operator must make a computer programming/repair roll:
Roll
Result
Very Easy
Contacts, SecCard and flesh are all unusable
Easy
Contacts: +2 to security for retinal scans
SecCard: +2 to security for card scans
Flesh: +2 to con.
Moderate
Contacts: +1D to security for retinal scans
SecCard: +1D to security for card scans
Flesh: +1D to con.
Difficult
Contacts: +1D+2 to security for retinal scans
SecCard: +1D+2 to security for card scans
Flesh: +1D+2 to con.
Very Difficult Contacts: +2D to security for retinal scans
SecCard: +2D to security for card scans
Flesh: +2D to con.
Heroic
Contacts: +3D to security for retinal scans
SecCard: +3D to security for card scans
Flesh: +3D to con.
Retinal Contact: These will produce thin plasticizes
membranes which replicate the retina pattern of the target
to be impersonated.
Chemical Security Card (SecCard): This will store 10 image
sheets, which can contain pictures, text information or
118
identification
with
proper code sequences.
The SecCard has no
electronic parts. O
change to the next
identification screen,
one
presses
the
“advance”
button.
Once an image sheet
is used the information
cannot be retrieved.
Flesh Disguise: These
are replicas of the
face, hands, and feet of
another person. Once
fitted into place, the replications are extremely effective at a
distance. The mouth of the disguise has a small electronic
link to modify the pitch and tone of the voice (if the recorded
voice is available)
Source: Galladinium’s Fantastic Technology (pages 95-96)
Ooglith Masquer
Model: Yuuzhan Vong Ooglith Masquer
Type: Organic disguise
Scale: Character
Skill: Con: disguise
Cost: Not available for sale
Availability: 4, X
Game Notes: The ooglith masquer, similar to the ooglith
cloaker, covers its user’s body with a convincing disguise.
Each masquer is engineered to mimic a specific species.
When used, an ooglith masquer grants a Yuuzhan Vong
a +3D bonus to his con: disguise skill roll. Just like the
ooglith cloaker, the masquer is painful to wear, and inflicts
2D damage every time it is worn. It can also be removed by
pressing a hidden organ.
Source: d20 Core Rulebook (page 356), The New Jedi Order
Sourcebook (page 23)
Shadowcloak
Model: Shadowcloak
Type: Disguise field
Scale: Character
Skill: Con: disguise
Cost: 10,000
Availability: 3, R
Game Notes: This device, when worn, distorts the wearer’s
voice until it cannot be recognized, even to a voice reader.
It also creates as static “black field,” which generates a field
of blackness over the wearer’s entire body. This makes the
subject featureless to all eyes and sensors. A shadowcloak
grants a +6D bonus to any con: disguise skill checks made
to conceal a character’s identity. An opposed search roll can
be attempted against the wearer’s con: disguise skill if an
observer wishes to identify the subject. The downside is that
a subject cannot walk around without being identified, but
must instead remain stationary. The device can maintain its
black field for an hour, after which it must cool down and
recharge for 4 hours.
Source: Coruscant and the Core Worlds (pages 44-45)
DimSim
Model: Corellidyne CQ-3.9x
Type: Holgraphic image disguiser
Cost: 25,000
Availability: 4
Game Notes: This small unit can be worn on a belt and
projects an holographic image over an existing real world
object or living creature. Its memory capacity can store only
a single holographic image and it can operate for 2 minutes
before recharging, though it’s possible to hook it up to a
larger power supply. The holoprojection is almost perfect
and even moves as the item or person shrouded moves. It
takes a Difficult search roll to detect a fake, though sensors,
cameras and droids get a +2D bonus to detect it.
Source: Arms and Equipment Guide (page 91), Ultimate
Adversaries (page 155)
Doubler Suit
Model: DimSim (custom designed unit)
Type: Personal holographic projector/interference unit
Cost: 5,000
Availability: 4, X
Game Notes: DimSim completely conceals the user’s
features.
Source: Galaxy Guide 11: Criminal Organizations (page 85),
Gundark’s Fantastic Technology (page 107)
Holographic Image Disguiser
Model: Modified Corellidyne Holographic Projector Doubler
Suit
Type: Human-sized three-dimensional imaging system
Skill: Computer programming/repair (Difficult difficulty
to properly operate doubler imaging application; if the
programming roll fails, the flaws will be immediately evdent
the first time the doubler image is used)
Cost: 30,000
Availability: 4, X
Game Notes: Once programmed, an Easy Mechanical
roll will allow projection of lifelike image duplicating the
character. The image can be projected in any direction, up
to 10 meters away. The operating character should secretly
inform the gamemaster of attempts to project the holo
image, specifying location and distance relative to the true
individual. If a successful roll is made, all others will see the
apparent image of original character projected as previously
indicated. Viewers must make Very Difficult Perception or
search roll to discover the true nature of the image (at a
range of 50 meters or more; for every 10 meters close to the
target, reduce the difficulty by one level).
Source: Galaxy Guide 10: Bounty Hunters (page 88),
Gundark’s Fantastic Technology (page 52)
119
Droid Gear
Fine Work Grasper Arm
Model: Varies widely
Type: Droid appendage
Scale: Character
Skill: Lifting
Cost: 350 credits
Availability: 2
Game Notes: Fine work grasper arms are retractable,
folding into a small compartment in the droid’s chassis.
The arm extends up to 0.5 meters and has servo-boosted
mechanisms in the joints and “fingers” (which allow the
droid to type or manipulate small objects). There are a
number of types available, some tipped with claws or
pincers, others with three- or five-fingered “hands.”
Source: Cynabar’s Fantastic Technology (page 34)
Heavy Grasper Arm
Model: Varies widely
Type: Droid appendage
Scale: Character
Skill: Lifting
Cost: 550 credits
Availability: 2
Game Notes: Heavy grasper arms are retractable, folding
into a small compartment in the droid’s chassis. The
arm extends up to 0.5 meters and has servo-boosted
mechanisms in the joints and “fingers” (which allow the
droid to type or manipulate small objects and add +2D
to lifting attempts). There are a number of types available,
some tipped with claws or pincers, others with three- or
five-fingered “hands.”
Source: Cynabar’s Fantastic Technology (page 34)
Cargo Winch
Model: Utilitech AR5G Cargo Winch
Type: Small cargo-lifting device
Scale: Character
Skill: Lifting
Cost: 400 (for basic unit), 800 (for heavy lifting winch)
Availability: 2
Game Notes: A cargo winch typically comes equipped with
50 meters of durasteel cable, and is capable of supporting
80 kilograms (though the droid must anchor itself; factors
such as unstable or uneven ground can increase the lifting
difficulty by one level). A heavy cargo winch is also available;
120
it performs much like a standard winch but gives the droid
+1D to lifting attempts.
Source: Cynabar’s Fantastic Technology (pages 33-34)
Line Caster
Model: Jabriel VCA Droid Line Caster
Type: Cable delivery system
Scale: Character
Skill: Blaster: line caster (or Dexterity) Cost: 1,100 credits
Availability: 2, F
Game Notes: The line caster can fire a grappling hook and
cable up to 50 meters (1-10/20/50) though some type of
targeting SkillWare is needed to use the device effectively.
Source: Cynabar’s Fantastic Technology (page 36)
Digging Claws
Type: Droid digging claws
Skill: Strength: digging
Cost: 500
Availability: 2
Game Notes: A droid with digging claws gains a burrow
speed equal to one-half its Move (rounded down). It can
move at full burrow speed through solid stone and at half
this rate through transparisteel.
Source: Ultimate Adversaries (page 156)
Circular Saw
Model: Industrial Automaton Type 10 Cutting Saw
Type: Circular saw
Scale: Character
Skill: Any appropriate repair skill; use melee combat:
circular saw in combat
Cost: 500 (for external model), 1,200 (for retractable internal
model; droid must be a minimum of 0.3 meters long/tall)
Availability: 2
Game Notes: The type 10 cutting saw does 4D damage
and has a range of 0.3 meters. It can be used in combat,
though the device’s limited range and damage make it an
impractical weapon at best.
Source: Cynabar’s Fantastic Technology (page 34)
Welding Laser
Model: Drever Corporation HLAutomata-Assisted Welding
Laser
Type: Welding tool
Scale: Character
Skill: Any appropriate repair skill; use blaster: welding
laser in combat
Cost: 1,200 credits
Availability: 2
Game Notes: The HL welding laser is a small, versatile tool
designed for ship-based repair efforts. The laser is small (5
cm long), attached to an external blaster power cell that
can be strapped to a droid. The laser has a short range
(3 centimeters) but is extremely powerful (5D+2 damage);
the welding beam lasts for 10 rounds. If there is no power
cell available, the laser can be powered for short periods
of time by the droid’s own energy source; such a hook-up
requires 1D rounds and a Moderate droid repair roll. The
beam will last for 5 rounds if powered by the droid. If the
droid attempts to run the beam for longer periods of time, it
must make a Moderate stamina or Strength roll (whichever
is higher); if the droid fails the roll, it takes 2D damage each
round until the beam is deactivated. (Regardless, the beam
will only last for a maximum of 10 rounds.)
Source: Cynabar’s Fantastic Technology: Droids (page 38)
Stun Field
Type: Droid stun field
Scale: Character
Cost: 750
Availability: 2, R
Game Notes: A stun field is built into a droid’s exterior to
deliver a painful shock to any creatures touching the droid.
Anyone touching the droid (including melee weapon attacks)
when the field is active takes 4D stun damage. A stun field
emits a constant humming noise while active, granting a +2
bonus to search rolls to notice the droid.
Source: Ultimate Adversaries (page 156)
Storage Compartment
Model: Utilitech Droid Storage Module
Type: Storage compartment
Scale: Character
Cost: 200 credits (external compartment), 4,000 (internal
compartment)
Availability: 2
Game Notes: Utilitech storage compartments can hold
small amounts of “cargo.” External “storage packs” are
generally magnetically sealed to a droid, and require a
Difficult droid repair roll to remove. These packs are small
(20 centimeters long, 10 centimeters, 8 centimeters deep)
and can hold objects (such as a comlink, small blaster,
datapad or medpac) that an owner may wish to retrieve
later. External compartments are immediately visible;
internal compartments can be detected with a Moderate
search or Perception roll (or an Easy sensors roll). Most
droids of moderate size (1 meter or taller) can be equipped
with a maximum of two compartments); smaller droids can
be equipped with a single compartment (Utilitech custommanufactures smaller compartments for the price of an
internal compartment).
Source: Cynabar’s Fantastic Technology: Droids (page 38)
Sensor-Shielded Storage
Compartment
Model: Illegally-modified Utilitech Droid Storage Module
Type: Sensor-shielded storage compartment
Scale: Character
Cost: 500 credits (external compartment), 8,000 (internal
compartment)
Availability: 3, X
Game Notes: Utilitech storage compartments can hold
small amounts of “cargo.” External “storage packs” are
generally magnetically sealed to a droid, and require a
Difficult droid repair roll to remove. These packs are small
(20 centimeters long, 10 centimeters, 8 centimeters deep)
and can hold objects (such as a comlink, small blaster,
datapad or medpac) that an owner may wish to retrieve
later. External compartments are immediately visible but
sensor-absorbent material makes it virtually impossible to
detect what is inside (requires a Very Difficult sensors roll).
Internal compartments can be detected with a Very Difficult
search or Perception roll (or a Difficult sensors roll). Most
droids of moderate size (1 meter or taller can be equipped
with a maximum of two compartments).
Source: Cynabar’s Fantastic Technology: Droids (page 37)
Internal Comlink
Model: Fabritech “VoxLink” Internal Comlink
Type: Basic droid internal comlink
Scale: Character
Skill: Communications
Cost: 100
Availability: 2
Game Notes: The VoxLink has a broadcast and reception
range of 50 kilometers in clear weather. It can monitor up
to 10 frequencies simultaneously.
Source: Cynabar’s Fantastic Technology (page 36)
Subspace Tight-Beam
Transmission Core
Model: MerenData 45-T InfoCore
Type: Subspace tight-beam transmission core
Cost: 900 credits
Availability: 2, R
Game Notes: The subspace transmission core is one of
the integral portions of an espionage unit’s secondary
programming, for it relays the information to its planter.
Upon receipt of a prearranged high-frequency signal, the
droid downloads the information via the tight beam to the
signal’s source. It takes a Very Difficult droid programming
roll to detect an espionage droid, and the programmer
must specifically state that he or she is searching for the
secondary programming. Once the secondary programming
is detected, it requires a Moderate droid programming roll to
remove the chips without damaging the droid. The chips
must be physically removed, as the espionage programming
will withstand a normal memory wipe.
Source: Adventure Journal 10 (page 140)
121
Astromech Voice Box
allowing playback and storage of the recording. The basic
TL3 ties into the droid’s existing optics, though only humanrange recordings are possible. For an additional 200 credits
per upgrade, the TL3 can be adapted to record with the
following improvements: macrobinocular hookup (improves
range of recording to 100 meters), all-environment (360
degree recording, in a 10-meter radius; playback appears as
if the viewer is “with” the droid and can look in any direction
to see what else is nearby), thermal, motion sensor, and UV
hookup (records in “night-vision” mode with thermal/UV
hookups; focuses on moving objects with motion sensor
option).
Source: Cynabar’s Fantastic Technology (pages 34/36)
Holoprojector
Model: Industrial Automaton R-Series Voice Box Adaptor
Type: Astromech verbal attachment
Cost: 250
Game Notes: Allows and R-series droid to speak a specific
language (language programs run from 25 to 100 credits),
with adjustable pitch, intonation and accent. Installation
requires a Moderate droid repair rolls and takes 15 minutes.
Removal requires an Easy droid repair roll and 15 minutes;
failure causes 3D stun damage to the droid and randomly
eliminates one skill.
Source: Galladinium’s Fantastic Technology (page 27)
Modified Tranlang III Module
Model: TranLang III communication module (modified)
Type: Modified droid and systems organic and electronic
translation module
Cost: 1,500 credits (market version)
Availability: 2 (market version), modified Alliance Intel
version is strictly illegal
Game Notes: The modified unit uses pre-specified keywords
in a specific language understood by the receiving agent
(usually organic), so that any translator droid or opposed
agent monitoring communications takes the exchange
as simple conversation. The modification of a standard
unit to the specifications above requires a Difficult droid
programming roll, followed by a Moderate droid repair roll
to install the unit without damaging the droid. Planting the
droid in the desired locale afterwards is another matter.
Source: Adventure Journal 10 (page 139)
Holocam
Model: Neuro-Saav TL3 Holo-Imaging Package
Type: Droid recording device
Scale: Character
Skill: Sensors
Cost: 2,500 (basic unit)
Availability: 2
Game Notes: The TL3 holocam is designed specifically for
droids; it is a small processing device that can be tied into
the droid’s existing optical modules, allowing a complete
first person view from the droid’s perspective (up to 20
meters, limited by droid’s line-of-sight). Images can be
downloaded to datacards, dataplaques or holoprojectors,
122
Model: SoroSuub G-series Holoprojection Unit
Type: Holoprojector
Scale: Character
Skill: Computer programming/repair
Cost: 300-8,000 credits
Availability: 2
Game Notes: Basic holoprojectors-like those that are
standard equipment on most R-series astromechs-can
project a prerecorded hologram up to 1.5 meters away, with
an image size ranging from 0.5 to 10 meters.
Source: Cynabar’s Fantastic Technology (page 36)
Intellex IV Internal Computer
Model: Industrial Automation Intellex IV internal computer
Type: Astromech droid internal computer
Cost: 800 credits
Availability: 2
Game Notes: In addition to the ability to scan technical
files to pinpoint problems, the Intellex IV also supports
sophisticated analysis programs, such as the lifeform
identification subroutines (LFIs) and many low level scanner
tasks. As the Intellex IV’s primary function is to scan
technical files and find data patterns, it is very useful to
characters who have improved Technical skills and a need
to retrieve restricted files and information. A character can
use an independent Intellex IV unit as a tool when trying to
Scomp-Link
Model: Cybot Galactica Nexus Scomp-link
Type: Computer interface
Scale: Character
Skill: Computer programming/repair
Cost: 800
Availability: 2
Game Notes: The scomp-link allows information transfer
from a droid to virtually any type of data-storage device
(such as a computer, dataplaque or datapad). In addition,
the scomplink allows a droid to search computer networks
for information (adding +1 D to computer programming/
repair rolls).
Source: Cynabar’s Fantastic Technology: Droids (page 37)
enter restricted systems or files: computer programming/
repair difficulty numbers should be determined by the
gamemaster. If the Intellex IV is part of a non-cooperative
astromech droid, a Moderate droid repair roll must be made
to remove the unit without damage. This procedure usually
takes about half an hour to complete. Allied astromech
droids, however, are often willing toe execute such
operations upon their owner’s request. If attempting to do
this with an Intellex V or VI, raise each difficulty one level.
Source: Adventure Journal 10 (page 141)
Owner Gear
CL-3 Droid Command Link
Internal Automap
Model: SoroSuub “AutoTracker” Droid GPS Module
Type: Global positioning system
Scale: Character
Cost: 4,000 credits
Skill: Computer programming/repair
Availability: 2
Game Notes: It is virtually impossible for a character using
an Automap to get lost. As long as the device is linked to
an orbiting source of data (such as a ship’s sensors or a
weather satellite) the device relays accurate data regarding
the user’s location, local weather conditions, other moving
objects and navigational hazards. The link requires a
Moderate computer programming/repair roll once per
hour to maintain. The droid using the automap link can
automatically display this information on a datapad (with a
scomp-link) or project it on any on-board imaging systems
it possesses.
Source: Cynabar’s Fantastic Technology (page 36)
Astrogation Buffer
Model: Cybot Galactica “Lifeline” Astrogation Buffer
Type: Nav data backup system
Scale: Character
Skill: Computer programming/repair
Cost: 1,300
Availability: 2, F
Game Notes: An astrogation buffer can store one set of
nav coordinates indefinitely; note that any attempts to load
more than one set of coordinates into the buffer will fail, the
newest data overwriting the older information. A scomp-link
(and a Moderate computer programming/repair roll) allows
this data to be downloaded into a nav computer, after which
the information is deleted.
Source: Cynabar’s Fantastic Technology: Droids (page 33)
Model: AccuTronics CL-3 Droid Command Link
Type: Remote droid command link
Cost: 850
Game Notes:
Unit contains all the features of a comlink and allows user
to command a droid equipped with a response rig from
a range of up to one kilometer. Installation requires a
Moderate droid repair roll, and Easy droid programming roll
and two hours of work. Unit displays audio/video feed from
linked droid’s sensors, and allows switching of supported
visual ranges (infrared, ultraviolet, etc). Another control
allows droid’s communications to be displayed as text.
Source: Galladinium’s Fantastic Technology (pages 26-27)
Cyborg/Droid Interface
Model: Neuro-Saav Cyborg/Droid Interface
Type: Cyborg/droid interface
Cost: Normally included with cyborg construct, 600 if
installed separately
Cyber Points: 0
Game Notes: Cyborg/Droid interface makes all droid
123
Droid Customization Kit
programming rolls one difficulty level easier. Use the
computer programming difficulties listed on page 63 of the
Rulebook if the cyborg is trying to learn something the droid
does not want to share, although the difficulty is one level
easier. Interface is standard on most cyborg implants.
Source: Cracken’s Rebel Field Guide (page 33)
Mk-11 Droid Diagnostic
Model: Interstellar Droid
Monitoring, Inc. Mk-11
Droid Diagnostic
Type: Droid diagnostic
Skill: Droid programming,
droid repair
Cost: 200
Game Notes: Very Easy
droid programming roll
required
for
standard
systems check and readout
(takes
30
minutes).
Diagnostic assisted repair procedures normally require an
Easy droid repair roll and the diagnostic’s expertise adds
+1D to the skill roll. This bonus is for maintenance only and
does not apply to major repairs or modifications.
Source: Galladinium’s Fantastic Technology (page 26),
Arms and Equipment Guide (page 96)
124
Model: Ulqib MacroTronics Droid Customization Kit
Type: Droid modification tool kit
Skill: Droid programming, droid repair
Cost: 400 (additional costs for specific attachments may
also be incurred)
Kit Includes:
-Droid datapad neural pathway linkage
-Memory modulator (allows for skill and/or attachments
software programming)
-Memory wipe module (completely erases all non-hardwired
memory and related skills)
-Replacement actuators
-Replacement micro-servos
-Additional software node (boosts one specific skill +2D
over the attribute if the droid’s skill is less than 2D over the
attribute; has no effect if the droid’s skill is 2D or more over
the attribute)
-Broadband antenna receiver
-Movement sensor (if the droid has less than 2D in search
(over the Perception attribute), the search skill goes to +2D
over Perception only when searching for moving objects
within 100 meters of the droid)
-Repulsorlift motor (also requires repulsorlift repair skill to
install; has a Move of 13 for droids under 100 kilograms)
-Internal computer interface socket
-Two photoreceptors (moderately above Human range)
-Two audio receptors (normal Human range)
-Vocabulator panel
-Database retrieval system (content files must be loaded
after installation as per normal programming rules)
-Remote programming receiver
Game Notes: Most hardware additions also require
successful
installation
of
corresponding
software
programming to properly interface new equipment.
Additional tools (e.g. electric arc welder) and other
droid parts may be required for certain alterations. The
gamemaster must determine specific difficulty levels and
time taken.
Source: Galladinium’s Fantastic Technology (pages 25-26)
Restraining Bolt
Skill: Droid repair
Cost: 50 credits
Availability: 1
Game Notes: A droid fitted with a restraining bolt must
obey commands sent by a “Caller.” The droid cannot resist
the effects of the restraining bolt.
Source: Cynabar’s Fantastic Technology: Droids (page 40)
Droid Caller
Skill: Droid programming
Cost: 100-500 credits
Availability: 1
Game Notes: A caller is
a compact, short-range
signaling
device
that
broadcasts directly into
a
droid’s
motivational
processor (via a restraining
bolt). Simple callers can
only
broadcast
simple
commands
(such
as
ordering a droid to activate
or
deactivate).
Moresophisticated callers can
transmit
commands
of
greater complexity (issuing
orders that a droid must
obey). The average range of
a caller is 20 meters.
Source:
Cynabar’s
Fantastic
Technology:
Droids (page 40)
Restraining Bolt & Owner
Type: Droid restraining bolt
Scale: Character
Cost: 75
Availability: 1
Range: 50 meters
Game Notes: Retraining bolts have a die code of 3D.
Whenever the Droid is commanded to do something, roll 3D
against the Droid’s Perception. If the bolt rolls higher, the
droid obeys the bolt. If the Droid rolls higher, the Droid can
ignore the retraining bolt.
“Halt” lasts 10 seconds.
“Return” compels the Droid to return.
“Orders” gives pleasure to the Droid so that it will obey
its master. If the roll is successful, the Droid will obey the
owner regardless of the length of time involved.
Source: Cracken’s Rebel Field Guide (page 16)
125
Ship & Vehicle
Equipment
Onboard Computers
Vehicle Remote Activation
Controller
owner, in emergency situations the PVC will automatically
make evasive maneuvers to avoid a crash (allows the pilot
+2D to his or her operation roll to avoid collision – but the
PVC will prevent unsafe maneuvers that Rebels so love to
perform).
Source: Galladinium’s Fantastic Technology (pages 15/17)
CD-12a Autopilot Droid Brain
Model: Bespin Motors Remote DVI Activator
Type: Remote vehicle controller
Cost: 500 (for speeders); 2,500 (for starfighter scale
starships)
Availability: 2
Game Notes: Range is 2 kilometers. Pre-flight checks can
take as little as 20 seconds (for some speeders) to well over
five minutes (for some starships). The user must still pilot
the vehicle manually.
Source: Galladinium’s Fantastic Technology (page 18)
Personal Vehicle Coordinator
Model: Vewas Data
Controllers PVC-800
Type: Vehicle command
controller
Cost: 1,200
Game Notes: Limited
vehicles
under
10
meters long and under
10 metric tons. Under
normal situations, use
of this device adds
+1D to the appropriate
vehicle operation skill.
If so programmed by the
126
Model: Go Corp CD-12a Autopilot Droid Brain
Type: Autopilot droid brain
DEXTERITY 0D
KNOWLEDGE 1D
MECHANICAL 1D
(Has one of the following:) Repulsorlift operation 4D, space
transports 4D, starfighter piloting 4D
PERCEPTION 1D
STRENGTH 0D
TECHNICAL 1D
Repulsorlift repair 2D
Cost: 5,000 (repulsorlift), 10,000 (starfighter-scale
vehicles)
Availability: 4, R
Game Notes: Wrist activator has a range of up to 5
kilometers.
Source: Galladinium’s Fantastic Technology (page 18)
Imperial Neural Interface
Device
Model: Imperial Neural Interface Device
Type: Ship neural interface
Cost: 9,000
Availability: X
Game Notes: The neural interface device is wired into the
standard control systems of any starship. Four long wires
ending in gelatinous diodes are placed on the pilot’s temples
and just below the ears. After some initialization, the user
can issue commands to his ship simply by thought. A
character using the interface must make a Perception roll
every round against the difficulty listed on the chart below.
If successful, any rolls made for the ship are made at +2D
for that round. This does not count as two actions, as the
process is so incredibly fast that it takes practically no time
at all.
Ship Type = Difficulty
Small Ship (Lone Scout-A, T-16, etc.) = Easy
Standard Fighter (X-Wing, TIE, etc.) = Moderate
Small Freighter or Bomber = Difficult
Corvettes, Light Cruisers, Frigates = Very Difficult
Cruisers and Star Destroyers = Heroic
Source: Adventure Journal 1 (page 110)
Alliance MasterNav
Model: Alliance MasterNav Software Module Gamma
Type: Specialized navigational database
Skill: Astrogation
Cost: Not available for sale
Availability: 4, X
Game Notes: Alliance MasterNav files can be patched into
the navigation system of a starship with an Easy astrogation
roll, giving a +1D bonus to astrogation rolls for one month
(assuming the data being downloaded is accurate).
However, if the software is older than 1 standard month, the
user suffers a -1D penalty to astrogation rolls. In addition,
a 1 on the Wild Die while using the MasterNav indicates
a catastrophic navigational error (roll on the “Astrogation
Mishap Table” on the Rulebook).
Source: The Truce at Bakura Sourcebook (page 137)
Nav Computer Bypass
System Diagnostic Filter
Model: GST System Diagnostic Filter
Type: Starship computer translator
Skill: Computer programming/repair, space transports
repair
Cost: 3,500
Availability: 2
Game Notes: +1D+1 for computer programming/repair for
ship board computer systems and +2 to space transports
repair.
Source: Galladinium’s Fantastic Technology (pages 18-19)
Archaic Atrogation Plotter
Model: Republic Sienar Systems A-121 Plotter
Type: Manual astrogation plotter
Cost: 1,000 – 7,500
Availability: 4
Game Notes: If a pilot has all the necessary astrographic
information on the point of origin and the destination, using
an astrogation plotter to get coordinates quintuples the
time a nav computer would ordinarily take; it also increases
the astrogation difficulty by two levels. Downloading this
information into the ship’s hyperdrive motivators requires
some kind of jury-rigged interface with a personal computer
or sophisticated datapad – a Very Difficult computer
programming/repair roll.
Source: Platt’s Smugglers Guide (page 47)
Model: Kuat Drive Yards Computer Route Astrogation
Bypass
Type: Prototype navigation computer bypass
Skill: Astrogation
Cost: Not available for sale
Availability: 4, X
Game Notes: Using the Nav-Computer Route Astrogation
Bypass (N-CRAB) requires three astrogation rolls. The first
is programming into the N-CRAB a duplicate of the original
course (one difficulty level lower than the original course
difficulty). The second roll is to chart a course from an
upcoming point in the course to the new destination (the
difficulty can vary dramatically, from Very Easy to Heroic).
The final roll is to properly feed the course through the NCRAB into the nav computer (this roll is one difficulty level
lower than the second roll). Missing the first or second roll
simply means that the N-CRAB will not function. Failing
the third roll by any amount causes a mishap as described
in the Rulebook. The whole programming procedure takes
one-tenth the time of the new hyperspace travel route.
Unfortunately, the N-CRAB has a tendency to interfere
with a ship’s nav computer. The nav computer must be
“cleaned” via programming (a Moderate astrogation or
computer programming/repair roll). For a second use of the
N-CRAB without cleaning, all astrogation difficulties are
one difficulty higher. For the third use, all difficulties are
two levels higher. Additional uses incur higher penalties
(difficulties above Heroic are rated as Heroic+10, Heroic+20,
Heroic+30 and do forth).
Source: Galladinium’s Fantastic Technology (pages 93-94)
127
Sensor
Countermeasures
Comm Jammer
Model: IntelStar Silencer Comm Jammer
Type: Communications jammer
Skill: Communications
Cost: 5,000 plus installation costs
Availability: 2, R
Game Notes: While any ship use their communications
array to jam, this communications jammer uses a ship’s
transmitters to flood communications frequencies with
static. However, comm. jammers have extremely high
power demands and can only be used for short duration;
basic jammers can operate for 10 combat rounds before
requiring recharging (which takes an additional 10 rounds).
In addition, for each fire arc that is being jammed, subtract
one round from the operating time (focused jamming
subtracts 5 rounds from the overall operating time). A ship
being jammed must make an opposed communications roll
against the jamming ship’s communications operator. The
jamming ship gains bonus dice to jam, based on how many
firing arcs are being jammed:
Fire Arcs Jammed
Communications Bonus
All arcs
Three arcs
+1D
Two arcs
+2D
One arc
+3D
Focused jamming
+4D
Source: Pirates & Privateers (page 39)
Sensor Jammer
Model: IntelStar BlindSide Sensor Jammer
Type: Sensor jammer
Skill: Sensors
Cost: 5,000 plus installation costs
Availability: 2, X
Game Notes: Any ship can use their sensor array to jam,
this jammer uses a ship’s transmitters to flood sensors
frequencies with static. A ship being jammed must make
an opposed sensors roll against the jamming ship’s sensor
operator. The jamming ship adds its sensor dice to the
jamming roll, using the standard sensor arcs, in active
modes only.
Source: Pirates & Privateers (page 39)
Sensor Jamming Hardware
128
Model: Fabritech NightBlind 472
Type: Sensor jamming device
Cost: 4,000 plus installation costs
Weight: 1 metric ton
Availability: X
Game Notes: +1D to identify, but -2D to detect.
Source: Galaxy Guide 6: Tramp Freighters (page 41)
Sensor Mask
Model: Fabritech Vanish 2 Military Sensor Masking
System
Type: Sensor countermeasure masking system
Scale: Starfighter or capital
Cost: 150,000 per Hull die; 300,000 per capital Hull die
Availability: 4, X
Game Notes: When activated, the sensor mask adds 2D
to enemy sensor operator’s difficulty to detect and identify.
Current masking technologies offer a maximum of 3D of
sensor protection. Such items are practically impossible to
locate, and are often considerably more expensive than the
market norm.
Source: Pirates & Privateers (pages 38-39)
Sensor Baffling
Model: Arakyd Nightshadow anti-sensor treatment
Type: Sensor countermeasure coating
Scale: Starfighter or capital
Cost: 20,000 per starfighter scale Hull die (ignore pips);
50,000 per capital scale Hull die (ignore pips)
Availability: 4, X
Game Notes: A ship treated with this material adds to
a sensor operator’s difficulty to detect the ship. A light
treatment adds 1D to the difficulty. A heavy treatment (a
second coat) adds 2D. Additional treatments are futile,
since the treatment does nothing to prevent the detection
of engine exhaust, a primary method of detecting ships. The
type of vessel affects how well the ship can be “stealthed”
– blunt, angular ships, 500 meters or more in length, or
more than 5D Hull (either capital or starfighter scale) can
only be “baffled” up to 1D of protection. Slender, rounded off
ships (smaller Mon Calamari vessels foe example) are easier
to baffle, due to their natural design.
Source: Pirates & Privateers (page 38)
“Mimic” Decoy
Model: MerenData Mimic Sensor Decoy
Type: Military sensor countermeasure decoy system
Cost: 13,000 (for two launch tubes and three decoys), 1,000
per decoy
Availability: 2, X
Game Notes: Adds 2D to sensor operator’s difficulty to
discriminate between the decoy and the real ship. The
decoys move up to speed 10, have simple droid brains,
and can be issued new movement instructions via
comlink or programmed with several patterns. A “false
image option” allows the decoy to impersonate any of five
preloaded profiles, including the ship of origin, a TIE/ln,
a YT-1300 freighter, a Lambda-class shuttle or a Corellian
corvette. New profiles can be created with a Moderate droid
programming roll and the appropriate signal profile.
Source: Pirates & Privateers (page 39)
“Trickster” Sensor Decoys
Model: Corellian Engineering Trickster Drone
Type: Sensor countermeasure system
Cost: 7,500 (for launch tube and five drones), 500 per
additional drone
Weight: 2 metric tons
Availability: 2, F
Game Notes: Trickster Drones add +2D to difficulty to
determine which sensor reading is the ship and which is
the decoy. System includes 5 drones. Drones move in a preprogrammed pattern, up to speed 5. Possession of this type
of countermeasure requires Imperial certification.
Source: Pirates & Privateers (page 39), Galaxy Guide 6:
Tramp Freighters (page 41)
Copycat Pod
Drives
SoroSuub Boav Ion Drive
Model: SoroSuub Boav Ion Drive
Type: Commercial propulsion system
Cost: 10,000 plus installation costs
Weight: 10 metric tons
Availability: 2
Game Notes: Space rating of 4. Technicians installing a
Boav unit will face an increase of one difficulty level in their
space transports repair roll.
Source: Galaxy Guide 6: Tramp Freighters (page 39)
Incom Starslinger Ion Drive
Model: Incom Starslinger Ion Drive
Type: Commercial propulsion system
Cost: 20,000 plus installation costs
Weight: 12 metric tons
Availability: F
Game Notes: Space rating of 6. Requires a 500 credits
Imperial permit. Double all difficulties for modifying this
drive and double all modifiers when rolling for mishaps
beyond a +1 modification.
Source: Galaxy Guide 6: Tramp Freighters (page 39)
Corellian Evader-GT Ion Drive
Model: Corellian Engineering Corporation Copycat Pod
Type: Electronic countermeasure probe
Skill: Sensors
Cost: 10,000 (plus permit fees)
Availability: 3, F or R
Game Notes: This device mimics the performance of the
parent vessel when used aboard a starfighter or small
transport freighter (ship with a cargo hold of 100 metric
tons or less); it has a maximum Space speed of 6. Any
person attempting to distinguish a copycat pod from a “live”
vessel must make a Difficult sensor roll on passive or scan
mode (Moderate on search mode and Easy on focus mode)
to determine which ship is real and which is the decoy. If
the roll fails, the sensor operator will perceive both ships as
being “real”.
Source: Galladinium’s Fantastic Technology (pages 53-54)
Model: Corellian Evader-GT Ion Drive
Type: Commercial propulsion system
Cost: 50,000 plus installation costs
Weight: 16 metric tons
Availability: F
Game Notes: Space rating of 8. Requires a 5,000 credits
Imperial permit to legally possess. Double all difficulties for
modifying this drive and double all modifiers when rolling
for mishaps beyond a +1 modification.
Source: Galaxy Guide 6: Tramp Freighters (page 38)
Boshaa-C’hi Ion Drive
Model: Kuat Drive Yards’ Boshaa-C’hi Ion Drive
Type: Military ion engine
Cost: 100,000 plus installation costs
Weight: 18 metric tons
Availability: X
Game Notes: Space rating of 10
Source: Galaxy Guide 6: Tramp Freighters (page 38)
Starscream-9 Ion Drive
Model: Sienar Fleet Systems’ Starscream-9 Ion Drive
Type: Military ion engine
Cost: 500,000 plus installation costs
Weight: 24 metric tons
Availability: X
Game Notes: Space rating of 12 (atmosphere of 450; 1,300
kmh)
Source: Galaxy Guide 6: Tramp Freighters (page 38)
129
Baffled Drive
x1 Hyperdrive
Model: Rendili StarDrive WhisperThrust
Type: Baffled realspace drive
Scale: Starfighter
Cost: 100,000 minimum on the black market
Weight: 20 metric tons; extra tank: 2 metric tons
vailability: 4, X
Game Notes: The Whisper is a highly illegal baffled
realspace drive used on stealthy military starships. The
Whisper allows a ship to move in space while running
silent at a base speed of 2. Cautious movement is no more
detectable than drifting; Cruise movement adds +5 to
the sensor operator’s roll; High Speed adds +10; All-Out
movement adds +15. A WhisperThrust engine has a limited
storage capacity for the necessary gases to move: enough to
move 100 spacial units. An extra or replacement tank costs
7,000 credits. Synthesizing the necessary fuel requires 120
liters of pin-sealed tibanna gas and 2 kilos of high-grade
hyperbarides and a standard power generator. The fuelrefining process takes roughly three standard days.
Source: Pirates & Privateers (pages 39-40)
x5 Hyperdrive
Model: Sienar Fleet Systems Lifesaver 1000 Reserve
Hyperdrive
Type: Commercial propulsion system
Cost: 2,500 plus installation costs
Weight: 8 metric tons
Availability: 1
Game Notes: The Lifesaver 100 is only recommended as a
backup hyperdrive and must be overhauled after each use.
Source: Galaxy Guide 6: Tramp Freighters (pages 39-40)
Model: SoroSuub Griffyn-XTG Lightspeed Unit
Type: Commercial hyperdrive
Cost: 15,000 plus installation costs
Weight: 18 metric tons
Availability: F
Game Notes: Any non-SoroSuub vessels attempting to
install this type of drive suffer an increase of one difficulty
level during the attempt.
Source: Galaxy Guide 6: Tramp Freighters (page 39)
Hyperdrive Booster
x4 Hyperdrive
Model: Rendili StarDrive’s ATX-5
Type: Commercial propulsion system
Cost: 4,000 plus installation costs
Weight: 10 metric tons
Availability: 1
Source: Galaxy Guide 6: Tramp Freighters (page 39)
x3 Hyperdrive
Model: Incom Horizon-Hopper Light Stardrive
Type: Commercial propulsion system
Cost: 7,000 plus installation costs
Weight: 12 metric tons
Availability: 2
Source: Galaxy Guide 6: Tramp Freighters (page 39)
x2 Hyperdrive
Model: Corellian Avatar-10
Type: Commercial propulsion system
Cost: 10,000 plus installation costs
Weight: 15 metric tons
Availability: 2
Game Notes: Space transports rpair rolls to install an
Avatar-10 receive a +1D bonus.
Source: Galaxy Guide 6: Tramp Freighters (page 39)
130
Model: HD 4-D Booster
Type: Hyperdrive booster
Skill: Space transports repair (to install)
Cost: 16,500+
Availability: 4, X
Game Notes: Reduces a ship’s hyperdrive as noted below,
but risks a sever system ship failure. Roll for a hyperdrive
mishap as described on pages 34-36 of Galaxy Guide 6:
Tramp Freighters, with a +2 mishap modifier. Works only on
freighters with a 100 metric ton cargo capacity or less.
Current Hyperdrive
New Hyperdrive
Multiplier
Multiplier
x10+
x4
x9-x6
x3
x5-x3
x2
x2
x1
x1
x1/2
Source: Galladinium’s Fantastic Technology (page 93)
Tools
Tech Scanner
Cargo Netting
Model: SoroSuub 1010 Cargo Restraint
Type: Cargo webbing
Cost: 100 per 10 by 10 meter section
Availability: 2
Game Notes: Cargo netting straps have 3D Strength for
purposes of resisting damage.
Source: Platt’s Smugglers Guide (page 53)
Loader’s Gloves
Model: Vlanth LG70 Loader’s Gloves
Type: Reinforced leader’s gloves
Skill: Lifting or melee combat
Cost: 100 per pair
Availability: 1
Damage: STR+2
Game Notes: Gloves take five minutes to put on or take
off, and you need a second non-gloved person to help you
into the second glove. It’s impossible to wield a blaster or
perform any fine manipulation while wearing the protection
gloves.
Source: Platt’s Smugglers Guide (page 49)
Crate Hooks
Model: Vlanth Cargo Grippers
Type: Crate hooks
Skill: Lifting or melee combat
Cost: 50 per pair
Availability: 1
Damage: STR+1D
Game Notes: Although crate hooks make good melee
weapons, they’re too small and awkward to be used to parry
attacks.
Source: Platt’s Smugglers Guide (page 49)
Gear Bag
Model: SoroSuub Pak-It Gear Bag
Type: Gear bag
Cost: 50
Availability: 1
Source: Platt’s Smugglers Guide (page 46)
Corrosion Prevantative
Model: ColuChem Anti-Corr 113
Cost: 75 per liter
Availability: 2
Game Notes: Anti-Corr 113 stains everything it comes into
contact with a pasty blue residue. Only expensive chemical
solvents can remove the stains, sometimes causing physical
damage to the treated item if composed of softer materials.
Source: Adventure Journal 9 (page 142)
Model: Drever Corporation’s Techaide
Type: Tech scanner
Cost: 2,600
Availability: 2
Game Notes: The difficulty level for using this scanner
corresponds to the difficulty needed to repair damaged
equipment. A character successfully using a tech scanner
gains +1D on repair rolls.
Source: Gundark’s Fantastic Technology (page 104)
Power Scanner
Model: Varge Corp. Energy Tester
Type: Power scanner
Cost: 150
Availability: 1
Game Notes: Bonuses for using a power scanner for
repair work may range from +1 to +1D as decided by the
gamemaster.
Source: Platt’s Smugglers Guide (pages 57-58)
Starship Tool Kit
Model: SoroSuub Journeyman
Tool Box
Type: Starship tool kit
Cost: 200
Availability: 1
Game Notes: This toolkit adds
+1D to any starship-related
repair rolls.
Source: Platt’s Smugglers Guide
(page 57)
Tasari Mining Kit
Model: asCorp Essential Miner’s Gear
Type: Utility kit for miners
Cost: 200
Availability: 3
Game Notes: A mining kit provides characters excavating
tasar crystals with a +1D to their search or mining skill
rolls
Source: Adventure Journal 15 (page 189)
131
Hydrospanner
Model: Corellian Engineering V-07 Hydrospanner
Type: Hydrospanner
Cost: 50
Availability: 1
Game Notes: Bonuses for using a hydrospanner for
repair work may range from +1 to +1D as decided by the
gamemaster.
Source: Platt’s Smugglers Guide (page 57)
Model: Fegegrish Heavy Industrial Battering Ram
Type: Structural weakener
Skill: Demolitions
Cost: 3,500
Availability: 3
Game Notes: Device batters through solid obstacles,
effectively doing 6D damage against the body of a wall or
door.
Source: Galladinium’s Fantastic Technology (page 57),
Pirates & Privateers (page 48), Ultimate Alien Anthology
(page 151)
Fusion Cutter
Servodriver
Model: Corellian Engineering SD-47
Type: Servodriver
Cost: 50
Availability: 1
Game Notes: Bonuses for using a servodriver for repair work
may range from +1 to +1D as decided by the gamemaster.
Source: Platt’s Smugglers Guide (page 57)
Laser Welder
Model: Borallis Metalworking
& Materials LSW-983 Laser
Welder
Type: Laser welder
Cost: 50
Availability: 1
Game Notes: Allows for welds
from 0.2-20 centimeters in
diameter. Bonuses for using
a laser welder for repair work
may range from +1 to +1D as
decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 54),
Platt’s Smugglers Guide (page 58)
Power Prybar
Model: SoroSuub Prybar 2800
Type: Power prybar
Cost: 30
Availability: 1
Game Notes: When used to pry things up, open or apart,
this tool adds +1D to +3D to the users Strength.
Source: Platt’s Smugglers Guide (page 57)
Squib Battering Ram
Model: Borallis Metalworkings & Materials PCW-876
Type: Fusion cutter
Skill: Various repair skills
Cost: 75
Availability: 1
Game Notes: Difficulty level when using this device is
dependant on the project involved. Accidental exposure
to beam causes 3D-6D damage. Bonuses for using a
hydrospanner for repair work may range from +1 to +1D as
decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 55),
Pirates & Privateers (page 48), Platt’s Smugglers Guide
(page 58)
Heavy Fusion Cutter
Model: Borallis Metalworking
& Materials PCW-880
Type: heavy fusion cutter
Skill: Assirted Technical
skills
Cost: 150
Availability: 1
Damage: 3D
Game Notes: This unit is
1.2 meters long and uses
a rechargeable power
pack.
Source:
Gundark’s
Fantastic Technology (page 98)
Portable Plasma Cutter
Type: Typical plasma cutter
Cost: 150 (gas canister: 20)
Availability: 1
Damage: 7D
Game Notes: It takes one round per 1D of body strength to
cut a two-meter-by-one-meter hole. (For example: a blast
door with 6D body strength would take six rounds.) When
used as a weapon, the plasma cutter causes 7D physical
damage; a Moderate melee combat roll is needed to hit. The
blast goggles or blast visor must be used with the cutter;
132
anyone within two meters without proper eye protection
must make a Moderate Perception roll to look away or
be blinded for three minutes. (If someone is blinded, an
attacker gets +10 to hit in combat.)
Source: Gundark’s Fantastic Technology (page 99),
Operation: Elrood (pages 86-87)
Plasma Punch
Model: Drever Corporation’s Phoenix Plasma Punch
Type: Variable setting cutter
Scale: Starfighter
Cost: 5,000
Availability: 2, X
Damage: 6D
Game Notes: The Plasma Punch can be set to cut a circle
from 3 centimeters to 3 meters in diameter. Given time, the
Punch is able to cut through any material on the market,
including quadranium and magnetically sealed hatches.
It is very power consumptive, however; the unit can only
be activated twice, for up to ten minutes each, before its
batteries are drained. Recharges take 6 hours. The tool has
a very limited range, 0-2 meters, and is impractical as a
ship-to-ship weapon.
Source: Pirates & Privateers (page 48)
Miscellaneous
Plasma Torch Boarding
Device
Model: BlasTech Plasma Cut Boarding Device
Type: Plasma torch boarding device
Scale: Starfighter
Skill: Starship gunnery
Crew: 2
Cost: 4,750
Availability: X
Game Notes: The plasma torch boarding device is mounted
on a ship’s airlock system. The controls are just inside the
main airlock. The extendable plasma torch (fire control 0D,
range of 4 meters, damage 8D) slowly cuts through a ship’s
hull. Roll the target ship’s hull -2D; if the torch’s roll scores
“lightly damaged” result, it has breached the hull. Once the
hull is breached, the torch requires a full minute to cut
a one meter wide by two meter high hole. The extendable
boarding tube attaches to the hull and forms an airtight
seal in 30 second.
Source: Han Solo and the Corporate Sector Sourcebook
(page 101), Pirates & Privateers (page 49)
Cotterdam Universal Airlock
Model: TaggCo. Cotterdam Universal Airlock
Type: Ship-to-ship airlock
Cost: 3,500
Availability: 2
Game Notes: One of the older and more proven universal
spacelocks is a “cotterdam”. This is a flexible tube with
an interior ladder/walkway with a multi-lock ring on the
extended end. The multi-lock ring houses three sets of
pressure, chemical, magnetic, and mechanical surface-tosurface sealing methods.
Source: Pirates & Privateers (page 49)
133
Universal Airlock
Model: SoroSuub Corp. Universal Airlock
Type: Space-to-ship portable airlock
Cost: 3,000
Availability: 2
Game Notes: This airlock is made of a durable synthetic
fabric over a geometrically collapsible frame. Collapsed, it
is no longer than a half meter in diameter, but expands to
a 5 meter diameter capsule with a hatch and bag-lock. The
bag-lock exits to space, and is pressurized by a high power
pneumatic pump. The other exit is a simple hatch, with a
multi-lock sealing ring. The pressurized interior leaves the
airlock somewhat vulnerable to punctures, although the
frame resists instant depressurization – 3D Strength to
resist damage.
Source: Pirates & Privateers (page 49)
Givin Emergency Vacuum
Seal
Deflector Shields
Model: Standard Deflector Shields
Type: Particle & ray/energy shields
Scale: Starfighter
Shield Code
Cost
Weight (in tons)
1D
4,000
6
2D
10,000 8
3D
20,000 10
Source: Galaxy Guide 6: Tramp Freighters (page 40)
Cargo-Mover Tractor Beam
Model: Bonadon Cargo-Mover Tractor Beam
Type: Light ship-to-ship tractor beam
Scale: Starfighter
Skill: Starship gunnery
Cost: 8,000
Weight: 15 metric tons
Availability: 2
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/1.5 km
Fire Control: 2D
Damage: 2D
Source: Pirates & Privateers (pages 46-47)
Tractor Beam
Model: Galvronos Givin Interchanges, Limited EVS BBS909
Type: Emergency vacuum seal
Cost: 750 (up to 50 centimeters in diameter); 1,000 (51-100
centimeters in diameter)
Availability: 3
Game Notes: Normal application requires a Moderate
Strength total (to fight the pull of the atmosphere rushing
out into space) and a Moderate Dexterity total (to reach and
hit the controls while the character is fighting not to get
pulled out into space). Seals come in different sizes ranging
from 10 centimeters to 1 meter in diameter.
Source: Galladinium’s Fantastic Technology (page 66)
Personal Forcefield Generator
Model: meredex Atmospherics Personal Forcefield
Generator
Type: Forcefield generator
Cost: 2,000
Availability: 4
Game Notes: This small device can be attached to a ship to
seal small hull breaches by creating a forcefield up to two
meters in diameter that protects a ship’s life support system
from a breach while in space.
Source: Ultimate Adversaries (page 156)
134
Model: Arakyd Flight Bay Tractor Beam
Type: Medium tractor beam
Scale: Starfighter
Skill: Starship gunnery
Crew: 1
Cost: 12,000
Availability: 2
Fire Control: 2D
Damage: 3D
Source: Hideouts & Strongholds (page 13)
Backup Battery
Model: Corellian Engineering Corp. Lifesaver Emergency
Battery
Type: Backup battery
Cost: 10,000
Weight: 1 metric ton
Availability: 2
Game Notes: This backup battery is marketed as a life
support system fail-safe, allowing up to an hour’s extra
survival in the event of a catastrophic power failure.
Ordinarily, life support fails while running silent in only a
few minutes, due to lack of power, but the backup battery
allows the ship to lurk in space for an extended period.
Source: Pirates & Privateers (page 40)
Miscellaneous
Mystical Items
Kasha Meditation Crystal
Type: Meditation crystal
Cost: 2,000
Availability: 4
Game Notes: One hour of quiet, uninterrupted meditation
with a kasha meditation crystal grants a Cerean a +3D
persuade bonus for the next 24 hours. The character also
gains a +1D inherent bonus on any single skill roll, provided
the character has at least one pip allocated to that skill.
Transforming an ordinary, unattuned kasha crystal into a
meditative device requires an investment of 200 credits for
raw materials, 72 hours of work and a Heroic scholar: craft
sculpture roll.
Source: Ultimate Alien Anthology (page 31)
Life Crystal
Model: Life Crystal
Type: Alien technology
Cost: 5,000 credits per crystal (up to the Rise of the Empire);
25,000 credits (later eras, black market)
Availability: 3, R
Game Notes: After the first week of wearing a life
crystal, roll 2D to determine its effects on the wearer:
Roll
Result
2-3
+1 pips to Strength
4
+1 pips to Perception
5
+1 pips to Knowledge
6-8
No Effect
9
+1 pips to Technical
10
+1 pips to Mechanical
11-12 +1 pips to Dexterity
Each successive year, the wearer rolls again and can gain
additional bonuses. The bonuses are cumulative, as are
bonuses awarded by multiple life crystals. If a life crystal is
not worn for 24 hours, the bonuses become penalties. If the
crystal is replaced within a week, the bonuses are restored.
If the crystal is not replaced, the penalties will wear off in
one year.
Source: Gamer Magazine
Kaiburr Crystal
Type:
Forceenhancing artifact
Cost: Not available
for sale
Availability: 4
Game
Notes:
Kaiburr
crystal
stores Force points,
which can be used
by a Force-user that
takes
possession
of it. Each crystal
stores five Force
points, and these
Force points can
only be used to
increase rolls made
to employ Force
powers. As long
as the crystal is
in close proximity
to
the
Temple
of Pomojema on
Mimban, it regains
1 Force point every
minute. If removed
from Mimban, a crystal does not regain spent Force points,
but can be used as a lightsaber crystal. Kaiburr crystals
used in this way grant a +2 pip bonus to the lightsaber’s
damage, as well as a +2 pip bonus to all lightsaber skill
rolls.
Source: Rebellion Era Sourcebook (page 84)
Void Stone
Type: Force-dampening artifact
Cost: Not available for sale
Availability: 4
Game Notes: All Force-users within 100 meters of the Void
Stone suffer a –2D penalty to all Force skills. In addition,
the use of Force points within the area of the Void Stone
is reduced by half (ie, instead of doubling all dice pools, a
Force point used near the Void Stone only grants a bonus
of x1.5).
Source: Rebellion Era Sourcebook (page 85)
135
The Codex
Type: Dark side artifact
Scale: Character
Cost: Not available for sale
Availability: Unique
Game Notes: If worn, the Bracers of Najus double the
benefits of any attempts to call upon the Dark Side against
a target who is allied with the light side of the Force (ie,
against a Force-sensitive opponent who has no Dark Side
points). What this means is that any Force points gained
by calling on the Dark Side triple the character’s dice pools
instead of doubling them. The bracers have no effect if the
user’s opponent has at least one Dark Side point. In fact,
the Dark Side-allied opponent gains any beneficial bonuses
if an attempt is made to use the bracers against him.
Source: Gamer Magazine
Sith Translation Talisman
Type: DarkStryder artifact
Scale: Character
Game Notes: The Codex is a small metallic pyramid that
provides +2D to all Force skills that the user possesses. In
addition, the Codes allows a Force-sensitive to automatically
locate “galactic” scale disturbances in the Force (i.e. the
destruction of a planet or other such cataclysm). Characters
who attempt to use the device more than three round a day
are subject to some penalties: any Dark Side points the
character receives while using the Codex are doubled, and
other Force-sensitives can locate the device fairly easily,
often over distances of more than 100 light years. The
Codex has a body strength of 1D to resist damage. If the
device is roughly handled or otherwise damaged, it will
break and cannot be repaired.
Source: The DarkStryder Campaign – The Kathol Rift (page
62)
The Bracers of Najus
Type: Sith talisman
Cost: Not available for sale
Availability: 4
Game Notes: This talisman allows the wielder to read the
Sith’s ancient language as if it were his own native tongue.
Source: Tales of the Jedi Companion (page 82)
Sith Force Mask Talisman
Type: Sith talisman
Cost: Not available for sale
Availability: 4
Game Notes: Force-wielding characters using the sense
skill to detect disturbances in the Force cannot perceive
any Force use by the holder of a Force mask.
Source: Tales of the Jedi Companion (page 81)
Sith Concentration Talisman
Type: Sith talisman
Skill: Control, sense or alter
Cost: Not available for sale
Availability: 4
Game Notes: Force-user must touch the talisman
throughout the Force power’s initiation. It grants a 1D, 2D,
or 3D bonus to any one Force skill. Affected skill may be
changed between uses of Force powers, but not during the
initiation of one power that requires more than one Force
skill. The amount of bonus is dependant on the particular
136
taliman; weaker ones are more common, while the more
powerful ones are extremely rare.
Source: Tales of the Jedi Companion (page 80)
roll, and so forth. Failing the roll means that the user
automatically turns to the dark side.
Source: Tales of the Jedi Companion (page 81)
Sith Shield Talisman
Sith Abattar
Type: Sith talisman
Cost: Not available for sale
Availability: 4
Game Notes: The shield talisman confers a bonus of up
to 3D (there are 1D, 2D, and 3D versions of the device)
against energy and Force attacks directed at the wielder.
The number of absorbed dice directly correlates to the rarity
of the item.
Source: Tales of the Jedi Companion (pages 81-82), The
Dark Side Sourcebook (page 67)
Type: Sith talisman
Skill: Alter
Cost: Not available for sale
Availability: 4
Game Notes: This amulet consists of a thin silver chain
adorned with six dagger-shaped wedges that’s inexplicably
heavy. Force-users who don the abattar find themselves
able to speak and understand any language, though the
strain of the experience deals 2D damage per minute.
Force-users with the Alter Force skill can focus the amulet’s
energy into a destructive blast. Blast attack is rolled with
the Alter skill, has a range of 2-5/10/20 and deals Alter+2D
damage. Firing the blast deals a wound on the user and
gives a Dark Side Point.
Source: Geonosis and the Outer Rim Worlds (pages 32-33)
Sith Healing Talisman
Type: Sith talisman
Skill: Control, sense or alter
Cost: Not available for sale
Availability: 4
Game Notes: A Force-user may heal one being by one
wound level for each die of Force skill (control, sense or alter)
Sith Sarcophagus
he wishes to give up for the following ten hours.
Source: Tales of the Jedi Companion (page 81)
Sith Ensnarement Talisman
Type: Sith talisman
Skill: Control, sense or alter
Cost: Not available for sale
Availability: 4
Game Notes: Force-user must touch the talisman
throughout the Force power’s initiation. It grants a 1D, 2D,
or 3D bonus to any one Force skill. Affected skill may be
changed between uses of Force powers, but not during the
initiation of one power that requires more than one Force
skill. The amount of bonus is dependant on the particular
taliman; weaker ones are more common, while the more
powerful ones are extremely rare. Each time a light sider
uses the device he must make a willpower or control roll
against an ever-increasing difficulty. The first use requires a
Very Easy roll, the second an Easy roll, the third a Moderate
Type: Sith sarcophagus
Cost: Not available for sale
Availability: 4
Game Notes: If the Dark Side spirit is within ten meters
of its Sarcophagus, Force-sensitive characters within ten
meters must make Moderate control or willpower rolls or
succumb to feelings of anger, fear, and aggression. If a
character who has failed this roll attempts to call on the
Force at any time within 24 hours, he will automatically
call on the Dark Side. If any character finds himself laying
inside a Sith sarcophagus for more than a single full round,
he must make a Moderate willpower roll or be possessed
by the Dark Side spirit. Transferring the essence of a living
being into a Sith sarcophagus requires that one be custom
built. The being creating the sarcophagus must have the
Alchemy Force power and another living being to sacrifice.
To complete the process, the Force user must successfully
use the Transfer Life Force power. For every 100 lives that
are willingly sacrificed, the difficulties on the use of the
Transfer Life power are reduced by 1.
Source: Gamer Magazine
137
Entertainment
Kloo Horn
Coruscant Cascader
Model: Farbreini MicroElectronics Limited Coruscant
Crusader BPEA-1A
Type: Electronic molecular excitation net
Cost: 5,000
Availability: 4
Game Notes: Creates a dazzling matrix of custom-designed
light shapes that highlight the wearer.
Source: Galladinium’s Fantastic Technology (page 34)
Aqualish Bio-Light Panel
Model: Gonidor Supply Co. Hand-made Kloo Horn
Type: Custom-made Bith musical instrument
Scale: Character
Skill: Musical instrument operation: Kloo Horn
Cost: 2,000
Availability: 3
Source: Gundark’s Fantastic Technology (pages 85-86),
Ultimate Alien Anthology (page 24)
Chidinkalu
Model: Gonidor Supply Co.
Hand-made Chidinkalu
Type:
Custom-made
Bith
musical instrument
Scale: Character
Skill:
Musical
instrument
operation: chidinkalu
Cost: 2,500
Availability: 3
Source: Gundark’s Fantastic
Technology (page 85), Ultimate
Alien Anthology (page 89)
Spheroids Globe
Model: Ferisoliq Imports, Ltd. ABP-980
Type: Aqualish bio-light panel
Cost: 250
Availability: 2
Game Notes: Emmits light in an ever-changing array of
fluid, picturesque patterns.
Source: Galladinium’s Fantastic Technology (page 28)
Synth-Harmonica
Model: Mikar Music Ampified Synth-Harmonica
Type: Musical instrument
Scale: Character
Skill: Musical instrument operation: synth-harmonica
Cost: 500
Availability: 2
Source: Gundark’s Fantastic Technology (page 86)
138
Model: Sarno Technologies
Home Spheroids Simulator
Type: Holographic spheroids
simulator
Cost: 500
Availability: 2
Game Notes: Different game maneuvers are accomplished
with various thrown weapons totals. The gamemaster may
set target difficulties or have opponents make opposed rolls
to see who wins a given contest.
Source: Galladinium’s Fantastic Technology (pages 48-49)
Declination Mental
Combat Game
B’shingh
Model: Dekerno Inc. B’shingh Holo Game
Type: Entertainment game
Scale: Character
Skill: Alien species, tactics
Cost: 500
Availability: 3
Game Notes: Intellectual military game.
Source: Gundark’s Fantastic Technology (page 85)
Imperial Command
Combat Simulator
Model: Wethrenn Amusements, Unlimited Declination
Holographic Game
Type: Mental holographic game
Cost: 3,500
Availability: 3
Game Notes: Characters may use either starfighter piloting
and starship gunnery or Perception to play. Difficulties for
navigating the asteroid field can range from Very Easy to
Heroic (+10, +20, or more). Actual combat rolls are opposed
skill rolls, with additional modifiers based on the difficulty
of the terrain.
Source: Galladinium’s Fantastic Technology (page 49)
Holomatic Dejarik Set
Model: Lakan Industries DHS-2
Type: Holographic dejarik system
Skill: Scholar: dejarik (a Knowledge skill)
Cost: 1,500, 100 (additional data modules)
Availability: 2
Source: Galladinium’s Fantastic Technology (page 51)
Model: Plescinia Entertainments CS-Mark 10
Type: Computerized holographic combat simulator
Skill: Tactics
Cost: 350
Availability: 2
Game Notes: In addition to the 12 “stock” historical
simulations built into this unit, a “scenario editor” feature
allows the user to custom create additional historical
or hypothetical engagements. And Easy computer
programming/repair roll is required to install the system.
Games scenarios require various tactics rolls (difficulty
varies by scenario).
Source: Galladinium’s Fantastic Technology (page 51)
139
Household
Universal Power Adaptor
Model: Udrane Galactic
Electronics
Universal
Power Adaptor
Type: Universal power
adaptor
Cost: 100
Availability: 2
Game Notes: The term
“universal” is not 100
percent correct: the user
is required to make a
Very Easy Technical
roll to make the proper
adjustments for the
adaptor.
Source: Galladinium’s Fantastic Technology (page 33)
Cold Crate
Model: SoroSuub CLD50 Cryo-Case
Type: Cold crate
Cost: 250 (50 per
additional cryo canister)
Availability: 2
Game Notes: The unit
has
enough
power
and
liquid
gas
to
keep the crate at or
below freezing for 50
standard hours. Low
temperatures can be
maintained indefinitely
by recharging the fuel
cells from a generator
and replacing the cryo canister with a spare.
Source: Platt’s Smugglers Guide (page 52)
care of the entire food preparation process.
Source: Galladinium’s Fantastic Technology (page 30)
Dispersal Canister
Model: Valkrex Machinery
Dispersal Canister
Type:
Personal
waste
disintegrator
Cost: 400
Availability: 2
Game Notes: Canister is
a round cylinder, 1 meter
tall by 40 centimeters in
diameter.
Each
canister
contains 6 removable and
rechargeable power packs,
which are charged with
the energy of disintegrated
waste.
Source: Galladinium’s Fantastic Technology (page 30)
Refresher Booth
Hot Box
Model: SoroSuub HT-50 Heated Crate
Type: Hot box
Cost: 250
Availability: 2
Game Notes: The power cells can keep the inside hot for up
to 50 hours; it’s easily recharged from a generator.
Source: Platt’s Smugglers Guide (page 52)
Food Manager
Model: Synergentics Rapid Recipe Food Management
System
Type: Automated food preparation unit
Skill: Culinary arts (Knowledge skill)
Cost: 250
Availability: 2
Game Notes: A Very Easy culinary arts roll is required to
locate a specific recipe from the unit’s database. A Moderate
9or higher) roll is necessary to incorporate a new recipe
from scratch. Just add the ingredients and the system takes
140
Model: zZip Products Concepts Ltd. Refresher Booth
Type: Personal hygienic refreshment system
Cost: 2,500
Availability: 2
Game Notes: Fully automated and self-contained ultrasonic
shower system.
Source: Galladinium’s Fantastic Technology (page 30)
Repulsor Lounge Floater
Model: Gafladen Lounger 432GLM
Type: Repulsor lounge floater
Cost: 350
Availability: 2
Game Notes: Features adjustable repulsor field from one to
30 centimeters and micro-inducers for a relaxing massage.
Source: Galladinium’s Fantastic Technology (page 31)
Sun Room
Model: zZip Product Concepts Limited, Deluxe Sun Room
Type: Artificial environment booth
Cost: 22,500
Availability: 3
Game Notes: Unit is 20 square meters and 3 meters tall.
Simulates natural lighting, temperature and radiation
conditions on any number of worlds.
Source: Galladinium’s Fantastic Technology (page 32)
141
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