Foot rockets type:rocket packs skill:jet pack operation:foot rockets cost:10000 avalitility:3 altitude range:1-100m Capsule:these rockets fit on your feet and you can operate them without the use of your hands. Str:1D Camofluage Camofluage 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 enviroment were the prodominant structual material is a medium pink stone will get you deadr than Xim the Despot if you were it in an arctic enviroment. You should not mix patterns, as the barrier where they come together will clash and have a very unnatural apperance. Finally, for full effect, EVERY visable serface must be camoed. 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 speically 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 avialbel camoed, but this often best done in the field. Weapons and equipment may be camoflauged 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 compelexity of the finish). But 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 enviroment (GM's discresion), with penalties of up to -4D for the wrong pattern (again, GM's discresion). availability: 1-3, nothing,F,R (depending on the complexity) cost: set of fatigues: 25cr to 100cr, depending on the intrecacies of the pattern. pilot's flight suit and helmet: 1500cr to 6000cr, depending on pattern (usually a pretty standerd one, such as dark green, white or tan, so the cost is usually in the lower end of the spectrum) refinishing a blaster pistol or blast helmet: 50 cr to 200cr, depending on pattern refinishing a full set of hard armour: 100cr to 800cr, depending on the size and complexity of the suit and the pattern (up the cost for gizmos and gadgets mounted on the armour) refinishing a speeder bike or swoop: 400cr to 2000cr, depending on the pattern Thermal Suit Ment to baffle thermal imaging and sensing systems, the thermal suit consists of a layer of insulation and a thermal emissions system. It has small thermal sensors as various points, which constantly read the surounding air temperature, and raise or lower the suits external temperature to match. Bacause it has to block the wearer's thermal emmissions, it must be able to function as medium weight climatecontrol suit. It must also cover the entire body, restricting periferal vission, covering the ears and hands and generally being a little bulky. The best way to defeat theses suits to install very rapid thermal variations in your enviroment (for example, have one room be about 30 degrees, while another is about 20) model: Merr-Sonn Heat Stalker type: thermal baffling suit cost: 2500 (25 to recharge suit) availability: 2 R,X game effects: Must cover full body/Bulky: -1 DEX, -2 PERC (for skills that use both, such as Blaster, it is cumulative). Powercell lasts about two hours actively insultated: functions as climate control suit, provides comfort in moderately warm to very cold temepratures thermal cloaking: +2D SNEAK and HID E vs thermal sensors at distancesgreater than 5 meters. Can not handle a heat change greater than 5 degrees per minute. If heat change is fastt han that, your advantages are gone until the suit can compensate. If the change is greater than 40 degrees, the suit's controls are blown. (can't handle the change) Chameleon Suit About as heavy as a climate control suit, the chamelion suit consists of a series of minature holographic imagers and holographic microcells. These suits work best when you are mostly stationary for a few seconds, as the cells have a habit of blurring your image, making you a very unnatural looking image, when you move to fast. Their powerpack lasts for about an hour. It should be noted, however, that iwht the exception of the contents of the pouches and pockets on the suit, nothing you carry will be concealed. model: Merr-Sonn Chameloline Suit skill: Hide and Sneak cost: 3000 (25 to recharge) availability: 3 R,X game effects: Shiftable Camo: +2D to HIDE when stationary. +1D+2 to SNEAK when you make no more than a half move per round, +1D when making a single full move, and -1D SNEAK if making more than one full move. Powercell lasts about an hour. Thermal Sensor This is a simple, hand-held system that detects the the variations in thermal radiation in the enviroment. Instead fo actually showing you an image, it has a readout, usually a scaled bar, that indicates how much warmer than the background heat the area that it is scanning is. Used by publics works officers and industry to locate hotspots, and by hunters, game and bounty, that are looking for warm blooded creatures, it can also "look" through cover. Some individuals in military and para-military circles have taken to mounting them alongside thier rifle barrels, for urban combat. Size wise, they are usually about the size of deck of sabacc card chips model: Santhe Tools Thermal Scale type: thermal sensor cost: 200 availability: 2 range: 100m, line of sight only. game notes: Has the equivelent of SEARCH: heat at 5D to register heat variations on scale. May see through cover, but the sensor must roll against the cover's STR+2D to detect, modified by the contents of the wall, as the GM sees fit. Difficulty is based off of the target's heat difference compareed to background enviroment. (Almost always works in hte open, but usually should be rolled inside structures) Thermal Imager A thermal imager is based onthe principles of a thermla sensor, but they go several step further. They form a picture based off of the thermal energy that they see, allowing you to see in total darkness, so long as the air isn't warmer than everything else that is with in the total darkness. It takes a certain amount of training to interprate the images given to you by thermal imaging, as it only maps heat differences in the enviroment. As a result, ten stormtroopers standing shoulder to shoulder are a big blob of heat, not ten stormtroopers. That big blob of heat could be sleeping kryat dragon, or it could be a mini-tank. With training, you can see tell, at ten meters, weather or not a man has a mustache. But you have to be very, very good, and have excellent equipment. They are about twince the size of a basic thermal sensor, and are often mounted on a headstrap, in a goggles configuaration. Or, they are added to microbinoculars and/or holocams for observation work. model: BlasTech T-141 Termal Goggles type: thermal imager skill: PERC: Thermal Interpretation (see below) cost: 500 (10, powerpack lasts about three hours) availability: 2 F notes: Works in all vision obscurring conditions where there is thermal variance. May look through cover (Cover's STR+1D vs. user's PERC: Thermal Interpretation).(skill: PERCEPTION: Thermal Interpretation (no specializations). Improves normally. Used by those species that do not naturally see IR to figure out what the thermal display they are looking at means. Not very common.) Light Enhancement Viewer Similiar in function to a thermal imager, these magnify the existing light in the enviroment. The ambient light picture is then displayed on flat screen, usually with a greenish tint, but some times with a blueish one, depending on the manufacture. Fairly well minaturized, set of light enhancing goggles takes the form of a thick and bulky set of goggles, while and hand held viewer is ismply a thick disc. These capabilities are are oftne built into gun sights and macrobinoculars. model: Neuro-Saav Stareyes type: snooper goggles cost: 300 availability: 1 F notes: Counteracts up to 2D of Darkness penalties. Can not work in total darkness. 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 by beign takento a NR or Imperial Detention Center with a bail of 4,000 credits. User must also reimburse all sabbac players he cheated. Siber-Tech's C-1010 Brain Implant Series Model: Siber-Tech C-1010 Neural Extension Type: Cybernetic Brain Enhancement Skill: Computer Programming/Repair: Cyber Implant Cost: 6000 credits (plus installation) Availability: 4, R Game Notes: The Neural Extension unit is a powerful computer designed to interface with a biological brain. There are several sub-models, each attuned to the neurological pathways of a specific race. The implant can store large amounts of data, and retrieve it at high speeds, acting as a direct extension of the user's mind and memory. It must be installed by a skilled neurosurgeon accompanied by an equally- skilled technician, and cannot be removed without grave risk of brain damage or death. It has several ports for accessories and exterior interfaces, available separately. Force sensitive users run an additional risk by enhancing their brains with this implant. Dark Side Points accumulate faster in the cybernetically-enhanced, and even quicker still in those who artificially tamper with the workings of their minds. The Siber-Tech C-1010 Brain Implant counts as 2 enhancements for purposes of Dark Side Point accumulation, adding an additional 2 points for every 1 the character would normally gain. Accessories to the implant impose no further penalty. Variant Sub-Models: The various sub-models can be found catalogued by the race they have been designed for. The C-1010 interfaces with human and most near-human brains, while the TWC-1010 was designed for Twi'lek Neuro-pathways, the ROC-1010 for Rodians, etc. Most sentient species can be accommodated for a marginal increase in cost, though the actual amount of the increase rises for the more 'exotic' species. Siber-Tech 1200 Series Accessories Model: Siber-Tech C-1220 Datajack Type: Computer-cyborg interface Skill: Computer Programming/Repair Cost: 400 credits (installation optional) Availability: 4, R Game Notes: The data jack is designed to interface a Siber-Tech C-1010 series Neural Extension with any other standard computer, including ship computers and droids. It gives a +1D bonus to rolls involving data retrieval/entry, slicing, programming, and communication in computers and droids. Any operation that can be performed at a terminal can be performed quickly and discretely through the jack. Model: Siber-Tech C-1240 Comlink Type: Cybernetic Comlink Skill: Communications Cost: 400 credits Availability: 4, R Game Notes: This is a short-range (50 km) standard comlink designed to integrate into the C-1010 series of Neural Extensions. The user does not need to vocalize any message to use the comlink, nor is an audible reply created; the Neural Extension transfers the message directly to or from the user's mind. For an extra 400 credits the unit can be upgraded to the model C-1241, which can transmit compressed data packages to and from computers. Compact Sensor Packs Model: NeuroSaav 8936/F Integrated Sensor Array Type: Compact Universally Compatible Sensor Pack Skill: Sensors Cost: 1200 credits Availability: 2. R Game Notes: This sensor pack has the same abilities as any standard personal sensor pack, except that it is palm-sized, and is readily adaptable to integrate with any computer system. The small size of this unit makes it very popular among the cybernetically-enhanced. Portable Holographic Projectors Model: NeuroSaav AT-330 Portable Holovix Projector Type: Portable Holo-projection Unit Cost: 200 Cr Availability: 1 Game Notes: A small, hand-held holo-projection unit, utilizing a standard data jack adaptor for data I/O via auxiliary devices. Repulso-Pack from GE (Great Empire) "He's not heavy, he's my brotheeeerrrrr" How many people have found that not to be true? What if your brother is a Wookie? Fear not! The grand folks at GE (subsidized by our benevolent, loving, and all-around great Emperor, Palpatine) have come up with a solution: The Repulso-Pack! Capable of holding up to (...a volume, please? I don't know how much backpacks can carry), as well as strap-on latches to carry a human, without any added stress to the wearer! The famed GE repulsorlift field, miniaturized to fit in the Repulso-Pack, supports the wieght of its load on its own! A must have for any explorer! Cost: 500cr Availability: 2 Operation: Lifting Effect: Adds +3D to lifting for all items stuffed or strapped onto it. Consumer Notes: The GE repulsorlift field is prone to breakdown if not serviced often. GE holds no responsibility for any damage caused if the repulsorlift field falls apart. BT HOVER MINE This is a very nice explosive it can be set to chase after any alien or human within a 5m radius. For just 1000 more, it can be fitted with servomotors that allow it to be thrown or set to track an individual. Model: BT M-32 Hover Mine Skill: Grenade Weight: .5 Kg. Cost: 1000 credits( tracker costs 500 more has the skill tracking at 3D) Damage: 8D BT Stun MINE This mine was made to stun a large number of individuals at a time. This is great for capturing large heavily armed escorts. Model: BT 9 Stun Amplifier Scale: Character Skill: Demolitions/ grenade Ranges: 1-10/18/20 Damage: 7D (stun) /5D(stun) /3D (stun) Cost: 500 credits. Model: Bt-chemicals "slow" drug cost:1,000 per dose effect: slows all manual based actions by 1/2 lasts 3 rounds capsule: comes with a small shooter, range of up to 12m If charater handles more than 3 doses a day he also become intoxicated. Model: Bt-chemicals "Haste" drug cost: 1,000 per dose effect: Speeds up all manual based actions by 1/2 lasts 3 rounds capsule: comes with a small shooter, range of up to 12m This is very addictive if characters use this more than 2 in 24 hour period the bonus is elmiated but the character must still take the drug every 12 hours or he/she loses 2D to all actions until vacsine is administered. Model: Bt-chemicals "Rage" drug cost:2,000 per dose effect:Makes user go into a rage adding 2D to all fighting skills lasts 4 rounds capsule:comes with a needle for injection.And Character using drug cannot tell between friend or foe. Allies must make a difficult persuasion role to convice the ueser that they are friends Model: Bt-chemicals "Healing" drug Cost:5,000 per dose effect:cuts healing time in half capsule:only usable once per week on patient H-47 WRIST SENSOR The H-47 Wrist Sensor was developed as a means of locating life forms or signs of civilization in remote areas, but it's uses are almost infinite. The H-47 is capable of identifying any life form within 20 meters, as well as approximate identification within 100 m, it can locate life forms within 10 km. It also locates advanced technology (large metalic structures, power sources, etc.) within 50 km, but can focus on finding specific types of technology (ie blasters) within 100 m, these are often used in starports, court rooms, banks, etc., when it is in passive mode, and it indentifies what it is looking for, 3 seconds of consecutive beeps will notify the user that it has found it. Among the most important, and useful, things to note about the H-47 is that it is as large as the average wrist chronometer, and has a function that allows it to be disguised as such. Cost: 1,000 credits Availability: 3,F Operation: Sensors: Passive: 200m/1D* Scan: 10km/3D Search: 20km/2D+1 Focus: 50m/5D * If this is set to a specific thing (such as blasters or Jawas) the skill is increase to 2D. Effect: Easy roll to locate life forms, difficult to identify. The H-47 can work on it's own, but as such must remain in passive mode, and will only have 1D skill (if it is looking for something specific this is increased to 2D) but one can also operate it manually - adding the H-47's skill dice to your own. Technology Location and Identification Chart Size (cubic cm) Difficulty to locate Difficulty to Identify 1 heroic Heroic 10 v difficult Heroic 100 difficult Heroic 1000 moderate v difficult 10000 easy difficult 100000 v easy moderate