Camouflage
Camouflage is one of the best things that you can use, as it make you hard
to see. For obvious reasons, it works best while you are stationary, and
not very close to your opponent. It also has many problems. First, it must
match the terrain. A pattern for an urban environment were the predominant
structural material is a medium pink stone will get you deader than Xim
the Despot if you were it in an arctic environment. You should not mix
patterns, as the barrier where they come together will clash and have a
very unnatural appearance. Finally, for full effect, EVERY visible surface
must be cammoed. Don't get dead just because you forgot to paint the back
of your neck and ears, or you didn't dull your boot heels. The most common
form if camo is specially dyed clothing. These can be any kind of clothing,
from flight suits to ponchos and pants to undergarments (made most likely
for the very weird, but every little bit helps). Boots and packs are also
available cammoed, but this best done in the field. Weapons and equipment
may be camouflaged as well, by applying thin layers of finish to them (usually
for about 5 to 10% of the cost of the weapon, depending on the complexity
of the finish). However, whatever you do, if you plan on traveling, don't
get overly specific in your patterns. A desert pattern made specifically
for Sevarcos might work well on Ryloth (but not as well), but not on Tatooine.
Game Effects |
+1 to +1D SNEAK, +2 to +2D Hide in proper environment, with penalties of
up to -4D for the wrong pattern |
Availability |
Varies |
Cost (depending on pattern) |
Set of fatigues |
25-100 credits |
Flight suit and helmet |
1,500-6,000 credits |
Refinishing a blaster pistol |
50-200 credits |
Refinishing a blast helmet |
50-200 credits |
Refinishing a full set of armor |
100-800 credits |
Speeder bike or swoop |
400-2,000 credits |
|
|
Flasher Ring
Skill (to build) |
TECHNICAL: Light Systems Repair |
Difficulty (to build) |
Moderate |
Operation |
DEXTERITY: Armor Weapons |
Range |
1/2/3 |
Effect |
Replacing the precious stone in the ring is a glow-prism, re-calibrated
to emit all its energy in one full burst. On a successful attack with the
ring, it does 6D blinding damage. The exact effect of blindness is up to
the GM to decide. Passes through all weapons and energy scanners with ease. |
Cost |
Not for sale |
Parts |
100 cr + var. - The glow-prism value plus the variable cost of the ring. |
|
Ion Flare
Type |
Typical ion flare |
Cost |
15 |
Availability |
2 |
Damage |
3D Ion damage, 1m area of effect. Lasts for 2 minutes |
Game Effects |
Detectable on energy sensors. (actually difficulty based off local weather
conditions, sensor systems, terrain, and several other variables- GM's
call) Ignition counts as two to three actions, depending on model design.
(Easy DEX) |
|
Thermal Flare
Flares come in two different forms: thermal and ion. The ion flares are
useful, as the sensor systems used on most planetary defense satellites
and stations, or carried on the more powerful capital or scout ships, can
detect their emissions from orbit. This makes them useful not only for
those people needing to make themselves found, but also for calling in
fire support or marking landing fields. They have the added bonus in that
they have no thermal signature, for covert use. It should be noted, however,
that they will have negative effects on most electrical systems, including
most droids and some cybernetic systems.
Thermal flares are an ages old technology. These actually burn a mixture
of powered magnesium and/or aluminum, iron oxide (black rust) or some other
oxidizer, and one of several binding compounds, packed into a semi- combustible
tube that is topped with an ingnitor. These can be used to provide intense,
short-term light, light a fire, fend of an attacking animal or signal rescuers.
They are almost universally soak proof, most of them will actually burn
underwater, and the very best (and most expensive) will burn in pure vacuum
due to the internalized oxygen source. These are a very common in survival
kits and life boats.
Type |
Typical thermal flare |
Cost |
5 |
Availability |
1 |
Damage |
10D first 3 rounds, 8D next 12 round (1 min), 4D next 36 rounds (3 min) |
Game Effects |
Illuminates 30m radius. May be held onto for about a minute. Ignition counts
as one to three actions, depending on model design (Easy DEX for all). |
|
Fusion Cutter
Model |
Borallis Metalworking & Materials PCW-880 |
Type |
Heavy fusion cutter |
Scale |
Starfighter |
Skill |
Assorted Technical skills |
Cost |
150 |
Availability |
1 |
Damage |
3D |
Game Notes |
This unit is 1.2 meters long and uses a rechargable power pack. |
|
Grav Gloves
Skill to build |
Repulsorlift repair |
Difficulty to build |
Difficult |
Operation |
Climbing |
Difficulty to use |
easy (moderate for slippery surfaces) |
Effect |
Version 1: Complex rules |
|
Creates a powerful grav. feild which can attach onto any surface through
the use of repulsorlift technology. Grabs onto anything with a STR
of 5D. The power pack must be replaced every 15 hours of constant use. |
Parts |
500 cr for high quality gloves; 2 blaster power packs (or 40 cr for mini
power storage unit), 2000 cr for grav feild projector. |
Cost/pair |
Not available for sale (usually, if you can find it - 4000 cr) |
|
The kit comes with a hydrospanner, screw driver, laser cutter, universal
computer jack, specialized comlink, retinal projector and card decoder
along with a level one droid brain and a keyboard view screen interface.
(note if a player is as good with computers as he should be to acquire
this machine, he can put in a voice unit to the computer with only an easy
computer prog/repair roll) When the kit is activated it requires a Security
skill of 4D to use. Even then if it is a new user and not the previous
one, all past files are deleted and randomized. as well, no Hacker Kit
will Hack another, so all Kits are completely safe from ever having their
doings used against their owners.
Hacker Kit 1.1
The Hacker Kit 1.1 is a hacker tool kit that allows someone to break past
any computer controlled lock or check point as well as access any information
available on the computer by deciphering pass words. It's very difficult
to use but also very effective when done properly. To interact with it
there is a keyboard and a small screen. The hacker kit is a supplement
but not a replacement to the hacker. It cannot accomplish it's tasks without
someone to carry out the physical aspect. Because of all the necessary
tasks required in it's use it was proven impractical to make it a droid.
Hacking Kit Stats
Model |
Hacker Kit 1.1 |
Type |
Illegal Computer Security Code Decoder and Computer Piracy Device |
Cost |
GM discretion no less than 8,000 credits |
Skill |
Minimum of 4D Security and 3D Computer pro/repair to use (adds 4D more
to Security roll if used correctly) |
Availability |
4 X (almost unique) |
Special Abilities and Instructions |
This device can crack through any computer security measure and then copy
the data inside. It will also unlock all computer controlled locks and
blind any computer controlled check points. Below are a list of the counter
measures employed to keep people out and the counter counter measures the
Hacker Kit 1.1 will use to get in. |
|
General types of security and the difficulty to defeat them with the Hacking
Kit 1.1.
Locks
Password |
If any password is required either audio or touch pad, the hacker need
only remove the panel meant to receive the password and connect the built
in computer on the Hacker Kit 1.1 to both the receiver and the verifier..
Then the GM can roll a Easy difficulty roll to have the Hacker Kit 1.1
take the expected password from the verifying component and putting it
through the receiver. The computer cannot tell the difference and the only
evidence of the Hackers presence is the removed panel, which is easily
rectified by putting the panel back in place. |
Key Card |
This is laughably easy. Take the card decoder from the equipment rack above
the monitor and place it in the appropriate slot. The delicate instrument
then reads the incoming interrogation (through either laser, x-ray, magnetic
or mechanical means) and gives the sought after response. The Kit rolls
it's individual roll of 4D to a moderate difficulty to have the desired
effect. |
Hand Scan |
This is a more difficult task in that the hacker can never touch the receiver.
Instead he must find the power source to the receiver and disconnect the
power to it. Then he must find the connection between the receiver and
the objective and splice this (moderate difficulty on the computer prog/repair
skill) then connect the spliced wire to the Hacker Kit 1.1. Then the Hacker
Kit rolls it's individual roll of 4D to order the objective to respond
in the desired fashion. (moderate difficulty) |
Retinal Scan |
This is the most difficult lock to crack. Have the hacker remove the panel
around the lens of the retinal scanner. Upon finding the verifier unit
attach this to the Kit (difficult computer prog/repair) then attach the
retinal projector hanging on the equipment rack above the screen to the
hard drive and place it in front of the lens. Then both may roll their
collective roll of 8D to achieve a very difficult Security Roll. |
|
Security Monitors
Camera and holorecorders |
Your Hacker won't get very far in life if he breaks into a facility to
copy secret and restricted information only to be seen on film and alert
the security troops. To avoid this result, as soon as possible link the
Kit up to a security relay junction (they're not too hard to find. About
as common as a light switch. Say a moderate perception roll) and tap it
in.
Use the retinal recorder to scan your image and that of the kit then transfer
this information onto the Kit's hard drive. It will then have the security
system copy the image as old data and it will be ignored from all scans.
This is not 100% fool proof. A thermal sensor will still show up along
with a shadow but there are other ways to handle that.
|
Thermal Image |
When you remove your image from the system type in ^^^***%comm#1 into the
Kit. Even with a voice synthesizer installed this command must be typed.
This is done to insure that not even the Kit knows the Hackers secret ace
in the hole. The command is immediately translated by the droid brain and
activates the comm unit at the same time sending a command over the security
lines to ignore anything that would trigger their preset orders to alert
security within 6 feet of this wide band signal that will read in any electronic
device focusing in it's direction. The only way to detect the signal is
to monitor all comm channels inside the facility and if that is the case
it's the hackers own dumb luck.
Meanwhile the memory of the event is deleted and randomized automatically
by the droid brain. It will never understand why it's master is so casual
about what, to it, is an obvious short coming in it's protection of it's
master. There is no roll involved as long as the player states that he/she
is using the code.
|
|
Electric Security
Password |
Hook the unit up to the computer and let them blabber back and forth. The
Hacker Kit 1.1 is fluent in all known computer languages and has the ability
to trace program origins. This means that any computer from the known galaxy
can have it's passwords traced back to their point of origin copied and
then given to the password receiver within 4 turns at a moderate difficulty
level for the Kit. |
Presence Recorder |
This is much more difficult in that you must actually remove files. A presence
detector records who or what is inside it's assigned area at what time.
The best thing (and easiest) to do is allow it to record then delete the
file and randomize the spot where the file used to exist. This is a difficult
task and must be done for three consecutive rounds before safety is 100%
assured. |
|
|
|
Lock Picks
Opening a locked door is a snap if you have the right tools.
Model |
Standard lock picking kit. |
Type |
Lock picks |
Skill |
Security |
Cost |
100 Credits |
Availability |
1, X |
Game Notes |
The lock picks add 1D to the characters security skill for locks of difficulty
Moderate or less. For more difficult locks the kit provides no benefit. |
|
Holo-Video Grenade
Construction Skill |
Holo-Vid repair; computer prog or droid prog |
Dificulty to build |
^ Moderate; ^ Difficult |
Operation |
Grenade (just press the button and throw) |
Effect |
Projects a 3D image pre-programmed into an area with a radius of .5 meters.
Has a resolution of 4D (vs. search or perception to notice that it is just
a holograph). |
Cost |
Not available for sale |
Parts |
3000 cr - built from mini-holoprojector (can be found in R2 series droids),
power pack(for blaster pistol, or other type of miniture power generator),
droid brain or mini-computer. |
|
MediKit
Model |
BioTech MediKit |
Type |
Enhanced first aid and care system |
Cost |
2,200 for a full kit; 1,000 to reload medpacs |
Skill |
First Aid or Medicine |
Availability |
2 |
Game Notes |
A medikit can be used as a medpac up to 10 times. The kit's diagnostics
sensor can be used to diagnose diseases, access health, and for other basic
medical uses on an Easy First Aid roll. The kit is sufficiently equipped
to allow a character with the Medicine advanced skill to perform field
surgery (which exhausts the kit's medpacs). |
|
Ornamental Comlink
Who wants a bulky, ugly, comlink? Palinid Technologies makes a range of
ornamental Comlinks, appearing as broaches, bracelets, and pendants. If
you wish to avoid attracting attention to your communications one of these
may be a good idea, they also make great gifts...
Model |
Palinid Technologies Ornamental Comlink |
Type |
Personal communicator |
Skill |
Communications |
Cost |
100 Credits |
Availability |
2 |
Game Notes |
Difficult Perception roll to detect without examination. |
jag7@ukc.ac.uk |
Portable Holographic Projector
A small, hand-held holo-projection unit, utilizing a standard data jack
adaptor for data I/O via auxiliary devices.
Model |
NeuroSaav AT-330 Portable Holovix Projector |
Type |
Portable holo-projection Unit |
Cost |
200 credits |
Availability |
1 |
|
Skifter
Model |
GambleCo. Sabacc Skifter |
Type |
Sabacc Cheater Card |
Cost |
25-50 credits (black market only) |
Availability |
3, X |
Game Notes |
Skifter adds a +15 modifier to user's Gambling skill. If user fails roll
with skifter, then dealer notices and takes action within 1D rounds. Possesion
of skifter is punishable by being taken to a New Republic or Imperial Detention
Center with a bail of 4,000 credits. User must also reimburse all sabbac
players he cheated. |
|
Spring Loaded Sleave Holster
It's always nice to have a trick up your sleave, and with this toy the
tricks can be even closer to hand when you need them.
Model |
Spring Loaded Sleave Holster |
Type |
Blaster Accessory |
Skill |
Blaster |
Cost |
100 credits |
Availability |
2, R |
Game Notes |
The holster allows a hold-out weapon to be concealed up the character's
sleave and gives +1D to Blaster or appropriate skill on speed draws. |
jag7@ukc.ac.uk |
Targetting System
Model |
Darman Weaponries' Targetting System |
Type |
Targetting system |
Cost |
750 |
Availibility |
2, R or X |
Game Notes |
+5 to hit. The targetting system can be added to almost any hand-held
weapon. If the weapon has a scope it must be removed.The system must be
linked a visor of a helmet, cybereyes or even sunglasses. |
Cost |
Visor of helmet |
250 |
Cybereyes |
500 |
Sunglasses |
750 |
|
Erik Alt (hannualt@raahe.fi) |