Archiv der Kategorie: Überlebensausrüstung

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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Dalabar Surveillance Detector

Dalabar Surveillance Detector
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 10-
meter 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)

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Smoke Generator

Smoke Generator
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)

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Instamist Generator

Instamist Generator
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)

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Camo-Netting

Camo-Netting
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 110-
112), Arms and Equipment Guide (page 92)

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View Masker

View Masker
Model: zZip Product Concepts PSG-8487 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)

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Voice Scrambler

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)

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Silence Bubble Generator

Silence Bubble Generator
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)

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Sound Bubble

Sound Bubble
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)

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Sound Bubble

Sound Bubble
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)

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Disruption Bubble Generator

Disruption Bubble Generator
Model: Bakuran DB Generator
Type: Anti-surveillance device
Cost: 150,000 (Bakuran
black market), 2,500-
5,000 (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)

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Heat Pod

Heat Pod
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)

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Heat Pod

Heat Pod
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)

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Sensor No-Show

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)

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Sensor Jammer

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)

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Sensor Scrambler

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)

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Sensor Blind

Sensor Blind
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)

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Personal Transponder

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)

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Tagger

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)

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Trailmaster Tracking Device

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)

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Observer Tracking Device

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)

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Rover Tracking Device

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)

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SureSnoop Tracking Device

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 90-
91)

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Slave Tracking Device

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)

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“Keeper” Vec-Tech Subdermal

“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
106
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)

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Crab Tracer

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
starship attacks made against the tracked vessel.
Source: Tempest Feud (page 127)

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ShipFinder

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)

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Imperial XX-23 S-Thread Tracker

Imperial XX-23 S-Thread Tracker
Model: Imperial XX-23 S-Thread Tracker
Type: Hyperspace ship tracker
Skill: Astrogation
Cost: Not available for sale
Availability: X
Difficulty: Difficult
Range: Unlimited
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)

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Hover-Cam

Hover-Cam
Model: Data-Link
Industries 250 Hover-
Cam
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)

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Eye In The Sky

Eye In The Sky
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)

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General Purpose Scanner

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)

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Surveillance Pod

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)

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Sensor Beacon

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)

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Gotal Electromagnetic Scanner

Gotal Electromagnetic 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)

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ILF-5000 Lifeform Scanner

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.
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)

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Sensor Pack

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)

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Audio Pickup

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)

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“EAR” Eavesdropping Unit

“EAR” Eavesdropping Unit
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)

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Orbital Transmission Monitor

Orbital Transmission Monitor
Model: Arantha Communications OTM-900
Type: Subspace receiver
Skill: Communications
Cost: 550
Availability: 2
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)

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Food Analyzer

Food Analyzer
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)

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ChaumScanner 5 Brooch

ChaumScanner 5 Brooch
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)

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Sniffer

Sniffer
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)

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CorSec Autoscan Weapon

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)

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Search-Scan 4 Security Scanner

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
103
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)

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Veridicator

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)

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Force Detector

Force Detector
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.
Source: The Jedi Academy Sourcebook (page 140),
Gundark’s Fantastic Technology (page 102), Power of the
Jedi Sourcebook (page 56)

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Measuring Scanner

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)

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Focused Uni-Direction

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
104
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)

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Focused Uni-Direction

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
104
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)

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Omni-Directional

Omni-Directional
Sensor Globe
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)

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Omniprobe Sensor Array

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)

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Installation Sensor Array

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)

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Wide-Scan Binocs

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)

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Infra-Goggles

Infra-Goggles
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)

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Snooper Goggles

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)

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Peer Snooper Goggles

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)

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Das’skar Hunting Mask

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)

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Geological Scanner

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)

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Holographic Ore Scanner

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)

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Tox Detector

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)

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PX-7 Heat Sensor

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)

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Comm Scanner

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)

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Lifeform Scanner

Lifeform Scanner
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)

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Lifedetec Bioscanner

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)

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Sensor Pack 9320/B

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)

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Kavaavik

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

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Experimental Holorecording Macrobinoculars

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)

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Holorecording Macrobinoculars

Holorecording 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)

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Headstrap Macrobinoculars

Headstrap Macrobinoculars
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)

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Macrobinoculars

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)

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Ziko 1000 Macrobinoculars

Ziko 1000 Macrobinoculars
Model: Ziko 1000 Field Macrobinoculars
Type: Image-magnification sensor
Skill: Sensors
Cost: 100
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)

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Macrolenses

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

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Emergency Inflation Shelter

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.
Source: Galladinium’s Fantastic Technology (page 65)

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ThinHut

ThinHut
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)

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Bubble Cloak

Bubble Cloak
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)

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Pressure Tent

Pressure Tent
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)

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Aqua Survival Shelter

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)

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Tasari Oxygen Tank

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)

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Emergency Life Support Module

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)

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Aquata Breather

Aquata Breather
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)

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Organic Gill

Organic Gill
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

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Gnullith

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)

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Lungworm

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)

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Kel Dor Antiox Breath Mask

Kel Dor Antiox Breath Mask
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)

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Breather-1 Breath Mask

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)

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Roamer-6 Breath Mask

Roamer-6 Breath Mask
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)

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Oxidizer

Oxidizer
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)

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Tasari Breath Mask

Tasari Breath Mask
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)

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Coolth Backpack

Coolth Backpack
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)

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Survival Pack

Survival Pack
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
74
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)

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Scout’s Survival Pack

Scout’s Survival Pack
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)

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