Archiv der Kategorie: Ausrüstung

BlasTech Sniffer Weapons Detector

BlasTech Sniffer Weapons Detector
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)

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Sensorblocker

Sensorblocker

  • Funktion: Zerstört die Sensoren in Reichweite des Senders. (10m)
  • Anwendung: Manuelle Aktivierung. Löst einen Puls aus, der die Sensoren zerstört.
  • Sonstiges: Aufrüstungen: Reichweite +10m = Kosten x1,5; wirkt auch auf die eigenen Sensorsysteme. Deshalb werden sie für 3 Runden deaktiviert. Arbeitet nicht mit Sensorstörer und Sensorabweiser Zusammen. Vermerke: Nicht sichtbare Modifikation.
  • Preise: 30.000
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Sensor Abweiser

Sensor Abweiser

  • Funktion: Weist die Sensoren ab und lenkt sie um dich herum.
  • Anwendung: Automatisch; manuelle Aktivierung
  • Sonstiges: Spezialisiertes System, das auf die verschiedensten Sensoren aufgerüstet werden kann. Im Grundsystem wirkt es nur gegen ein System. Arbeitet nicht mit Sensorstörer und Sensorblocker zusammen. Vermerke: Nicht sichtbare Modifikation.
  • Preise: 20.000
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Microfusiuonsreaktor

Microfusiuonsreaktor

  • Funktion: Liefert jede beliebige energiemenge. Muss jedes Jahr geladen werden.
  • Anwendung: Automatisch
  • Sonstiges: Vermerke: Nachfüllstutzen nicht unsichtbar. Wenn der Reaktor zerstört wird, wird die Person getötet. Ansonsten gelten Doppelter Termaldetonator Schaden und Reichweite. Eine Ladung des Reaktors ist hochkonzentriert und extrem Teuer.
  • Preise: 500.000; Ladung kostet: 100.000.
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Holo Display Comlink

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)
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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)

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Holoprojector

Holoprojector
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)

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Intellex IV Internal Computer

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
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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)

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Internal Automap

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)

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Internal Comlink

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)

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Line Caster

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)

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Mk-11 Droid Diagnostic

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)

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Scomp-Link

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)

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Subspace Tight-Beam Transmission Core

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)

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Credit Chip Bio-Encoder

Credit Chip Bio-Encoder
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)

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Cyborg/Droid Interface

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
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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)

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Data Bio-Encryptor

Data Bio-Encryptor
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)

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DCD-4800 Cryptographer Coder

DCD-4800 Cryptographer Coder
Model: Ealewon Electronics DCD-4800 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)

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Digging Claws

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)

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Droid Caller

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)

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Universal Power Adaptor

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)

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Food Manager

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
care of the entire food preparation process.
Source: Galladinium’s Fantastic Technology (page 30)

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Dispersal Canister

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)

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Repulsor Lounge Floater

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)

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Sun Room

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)

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Cold Crate

Cold Crate
Model: SoroSuub CLD-50 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)

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Astrogation Buffer

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)

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CL-3 Droid Command Link

CL-3 Droid Command Link
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)

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AccuTronics Encryption Package

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)

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Analysis Encoding Computer

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)

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Coruscant Cascader

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)

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Spheroids Globe

Spheroids Globe
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)

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Declination Mental

Declination Mental
Combat Game
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)

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Imperial Command

Imperial Command
Combat Simulator
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)

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Kasha Meditation Crystal

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)

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Life Crystal

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

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Kaiburr Crystal

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)

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Void Stone

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)

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The Codex

The Codex
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)

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The Bracers of Najus

The Bracers of Najus
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 MagazineThe Bracers of Najus
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

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Sith Force Mask Talisman

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)

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Sith Concentration Talisman

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
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taliman; weaker ones are more common, while the more
powerful ones are extremely rare.
Source: Tales of the Jedi Companion (page 80)

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Sith Shield Talisman

Sith Shield Talisman
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)

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Sith Healing Talisman

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)
he wishes to give up for the following ten hours.
Source: Tales of the Jedi Companion (page 81)

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Sith Ensnarement Talisman

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
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)

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Sith Abattar

Sith Abattar
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)

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Sith Sarcophagus

Sith Sarcophagus
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

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Plasma Torch Boarding Device

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)

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Cotterdam Universal Airlock

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)

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Universal Airlock

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)

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Givin Emergency Vacuum Seal

Givin Emergency Vacuum Seal
Model: Galvronos Givin Interchanges, Limited EVS BBS-
909
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)

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Personal Forcefield Generator

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)

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Cargo-Mover Tractor Beam

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)

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Backup Battery

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)

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Loader’s Gloves

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)

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Corrosion Prevantative

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)

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Tech Scanner

Tech Scanner
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)

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Laser Welder

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)

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Squib Battering Ram

Squib Battering Ram
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)

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Fusion Cutter

Fusion Cutter
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)

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Portable Plasma Cutter

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;
133
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)

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Plasma Punch

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)

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Hyperdrive Booster

Hyperdrive Booster
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)

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“Trickster” Sensor Decoys

“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)

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“Mimic” Decoy

“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)

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Vehicle Remote Activation

Vehicle Remote Activation
Controller
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)

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Personal Vehicle Coordinator

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
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)

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CD-12a Autopilot Droid Brain

CD-12a Autopilot Droid Brain
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)

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Archaic Atrogation Plotter

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)

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Alliance MasterNav

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)

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x1 Hyperdrive

x1 Hyperdrive
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)

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x5 Hyperdrive

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)

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Baffled Drive

Baffled Drive
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)

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