star wars - galaxy at war
DESCRIPTION
Warfare is a common theme throughout the Star Wars saga. From the Clone Wars to the Galactic Civil War to the Sith–Imperial War, soldiers have their work cut out for them. This supplement gives players and Gamemasters everything they need to run games or play characters in a war-torn galaxy. This book provides rules for military units as well as new character options, new gear and starships, and a host of adventure hooks and campaign seeds that can be used to inject military flavor into campaigns of all eras.TRANSCRIPT
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Special Abilities: Multiple Personalities: Prior to making a skill check, a Thakwaash character can attempt to draw upon on of his secondary personality’s experience as a free action. This is done by making a willpower skill roll, with a difficulty equal to the number of dice in the character’s skill rating times three. For example, a Thakwaash character with a Space Transports skill rating of 4D+1 will need to roll a 12 or better (4x3) on his Willpower skill roll to draw upon a secondary personality’s talents in that skill. If successful, the character gains a +2D bonus to that skill, but suffers a –1D penalty to all other skills. This lasts until the character attempts to call upon another personality, is stunned or knocked unconscious, or after one hour of rest or light activity. Natural Armor: Grants a +1 bonus to Strength to resist physical damage. Move: 10/12 Size: 3 meters tall Source: Ultimate Alien Anthology (pages 158-159), Galaxy at War (pages 14-15) Trianii Home Planet: Trian Attribute Dice: 12D DEXTERITY 2D+1/4D KNOWLEDGE 2D/4D MECHANICAL 1D+1/4D PERCEPTION 2D/4D STRENGTH 2D/4D+2 TECHNICAL 1D+1/4D+2 Special Strength Skills: Acrobatics: Time to use: One round. This is the skill of tumbling, jumping and other complex movements. This skill is often used in sports and athletic competitions, or as part of dance.
Characters making acrobatics rolls can also reduce falling damage. The difficulty is based on the distance fallen.
Distance Fallen Difficulty Reduce Damage by:
3 - 6 Very Easy -2D
7 - 8 Easy -2D+2
9 - 12 Moderate -3D
13 - 15 Difficult -3D+2
16+ Very Difficult -4D
Special Abilities: Prehensile Tail: Trianii have limited use of their tails They have enough control to move light objects (under three kilograms), but the control is not fine enough to move heavier objects or perform fine manipulation (for example, aim a weapon). Special Balance: +2D to all actions involving climbing, jumping, acrobatics or other actions requiring balance. Claws: add+1D to brawling damage. Dexterous: At the time of character creation, Trianii get +2D bonus skill dice to add to Dexterity skills. Female Physical Superiority: After allocating attribute dice, female Trianii characters get to add +1 to their Dexterity and Strength at the time of character creation. Story Factors: Feud with the Authority: The trianii have a continuing conflict with the corporate Sector Authority. While there is no open warfare, the two groups are openly distrustful; these intense emotions are very likely to simmer over into battle. Trianii Rangers: the Rangers are the honored independent space force of the Trianii. Move: 12/14 Size: 1.5 - 2.2 meters Source: Alien Encounters (page 157), Han Solo and the Corporate Sector Sourcebook (pages 138-139), Ultimate Alien Anthology (pages 167-168), Galaxy at War (page 15) Yevetha Home Planet: N’zoth Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 1D/3D MECHANICAL 2D/4D PERCEPTION 1D+2/4D+1 STRENGTH 2D+2/4D+1 TECHNICAL 3D/5D Special Abilities: Technical Aptitude: Yevethans have an innate talent for engineering. Yevethan technicians can
improve on and copy any device they have an opportunity to study, assuming the tech has an appropriate skill. This examination takes 1D days. Once learned, the technician can apply +2D to repairing or modifying such devices. These modifications are highly reliable and unlikely to break down. Dew Claw: Yevethan males have large “dew claws” that retract fully into their wrist. They use these claws in fighting, or more often to execute subordinates. The claws do STR+1D damage. The claws are usually used on a vulnerable spot, such as the throat. Story Factors: Isolation: The Yevethans have very little contact with aliens, and can only increase their knowledge of alien cultures and technologies by direct exposure. Thus, they are generally limited to 2D in alien-related skills. Honor Code: Yevethans are canny and determined fighters, eager to kill and die for their people, cause and Victory, and unwilling to surrender even in the face of certain defeat. Territorial: Yevethan regard all worlds within the Koornacht Cluster as theirs by right and are willing to wage unending war to purify it from alien contamination. Xenophobia: Yevethans are repulsed by aliens, regard them as vermin, and refuse to sully themselves with contact. Yevethans go to extreme measures to avoid alien contamination, including purification rituals and disinfecting procedures if
they must spend time in close quarters with “vermin.” Size: 1.5-2.5 meters Move: 10 Source: Alien Encounters (page 174), Cracken’s Threat Dossier (pages 65-67), Ultimate Alien Anthology (pages 187-188), Alien Anthology (pages 115-116), Galaxy at War (page 16) Yuzzem Home Planet: Ragna III Attribute Dice: 12D DEXTERITY 1D/3D+1 KNOWLEDGE 1D/3D+1 MECHANICAL 1D/3D+2 PERCEPTION 1D/3D+2 STRENGTH 3D/5D+1 TECHNICAL 2D/4D Special Abilities: Large: As large creatures, Yuzzem take a –1D penalty on hide rolls. Claws: Do STR+1D damage. Bite: Does STR+1D damage. Scent: Yuzzem can detect opponents within 10 meters by sense of smell. If the source is upwind, the range increases to 20 meters; if it’s downwind, the range decreases to 6 meters. Strong scents double the range and overpowering scents triple it. Yuzzem also get a +1D bonus to search: tracking. Physical Intimidation: Yuzzem may roll Strength to intimidate. Fearless: Yuzzem don’t frighten easily and gain a +1D bonus to willpower to resist fear. Climbing Claws: Yuzzem use their sharp claws to aid in climbing and gain a +2 bonus to climbing.
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Move: 10 (hoCost: 15,000 Source: Gala
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Move: 12 Size: Large Cost: 15,630 Source: Gala
nesweeperatist MR-200 S1D 2D+2 E 1D
AL 1D N 1D+1 2, search: exp5D+1 2D 3D+1
With: comotion sensor (+1Dnsors (+2D lties by 2D) omlink eiver t system (expmage of 5D/
ndages plating (+3D
e mine-detoamage STR+overing)
axy at War (p
Droid d Industries A3D+1
2, dodge 5D+E 2D 1
AL 1D N 2D+1 , sneak 3D
5D climbing/jum1D+2
With:
+1 damage)aster cannonating (+1D tonsors (+2D lties)
mlink battery
(new), 5,210axy at War (p
r Droid Series Mines
plosives 4D+
D to demolitioto search,
plodes if hea3D on a blas
D physical, +nating chain
+1)
page 57)
AZ-Series Ba
+2
mping 7D
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0 (used) page 181)
sweeper Dro
+2
ons) reduces low
avily damagest radius of 2
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attle Droid
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Creatures
arrier Butte
ype: Small inlanet of OrigEXTERITY 4ERCEPTIONon 4D, searcTRENGHT 0pecial Abilit
Mimicry: A cengthy sequonversation oes not need can onlylteration).
Move: 12 (fly)ize: 15 centimource: Galax
olotaur ype: Reptilialanet of OrigEXTERITY 3ERCEPTIONearch 3D TRENGHT 6limbing/jumppecial Abilitlaws: Do STRite: Does STRow-Light Veduced by 1Dlimbing Mou
make a clim
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d to roll con ty mimic n
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Vision: LowD. unt: When
mbing roll t
n
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rfly can persounds (
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noises exac
ages 57-58)
yk
stamina 7D
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a bolotaur to catch it
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re
an no
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ncreased difmounted by bolotaur alwawhile falling. Move: 13 Size: About 8Orneriness: Source: Gala
Gelagrub
Type: GelatinPlanet of OriDEXTERITY PERCEPTIONSTRENGTH 5Lifting 6D+1,Special AbiliHazard Resibonus againsa rider with gains this bon
fficulty froma rider withays catches
8 meters long 1D axy at War (p
nous groundigin: Felucia1D+1 N 3D 5D+2 stamina 7Dities: istance: Thest natural ha the beast rnus against n
m falling. If thh the beast r
the rider if i
g
page 58)
beetle larvaa
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e gelagrub azards. Wheriding skill, natural hazar
he bolotaur riding skill, tt catches its
ae
gains a +2n mounted the rider alrds.
is he elf
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emi-translucV-filtering constantly noatural sunscr
Move: 9 ize: 4 meters
Orneriness: 1ource: Galax
Gutkurr
ype: Carapalanet of OrigEXTERITY 2ERCEPTIONearch 5D+2,TRENGTH 6pecial Abilitlaws: Do STRite: Does STRarapace: Gr2D to resist earkvision: Guarkness.
Move: 12 ize: About 2 ource: Galax
Mastif Phaloype: Flightlelanet of OrigEXTERITY 3ERCEPTIONearch 4D+1,TRENGTH 5pecial Abilitlaws: Do STReak: Does STow-Light Veduced by 1D
ent skin: gehemicals froourishing itsreen.
s long 1D xy at War (pa
ced predatogin: Ryloth
2D N 3D+2
search: tracD ties: R+2 damageR+1D+2 damrants +2 to energy damautkurr can se
meters tall xy at War (pa
one ess avian pregin: Maridun
3D+1 N 3D+2
sneak 5D+1D+1 ties: R+1 damageTR+1D dam
Vision: LowD.
elagrubs caom the natiself and m
age 59)
or
cking 6D+2
e. mage. resist physage. ee up to 20 m
ages 59-60)
dator n
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Nek Battle D
Type: TrainedPlanet of OriDEXTERITY 2PERCEPTIONSTRENGTH 2Brawling 4D+Special AbiliBody Armor: Teeth: Do STRClaws: Do STMove: 12 Size: 0.9-1.3 mSource: AlieSourcebook 61)
zy: If the magains a +1D.
Hunter: The bonus whf the savanna
2 meters tall axy at War (p
Dog
d attack animigin: Cyborre2D N 3D 2D+2 +2 ities: Add +2D to R+2D+1 dam
TR+1D dama
meters long n Anthology(page 60), G
astiff phalonD bonus on
mastiff phahen stalkinah.
page 60)
mal ea
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e is Woundall attack an
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ire 60-
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oggwart
ype: Predatolanet of OrigEXTERITY 3ERCEPTIONearch 4D+2 TRENGTH 7pecial Abilitore: Does STite: Does STRlaws: Do STail Slam: Doeack Resistan
when the romake a tail sla
s reach. ow-Light Veduced by 1D
Move: 12 ize: Over 3 mource: Galax
Watch-Beas
or gin: Vendax
3D N 3D+2 D+2 ties: TR+2D+2 daR+2D+1 dam
TR+2D damaes STR+1D+
nt: Once peroggwart receam attack ag
Vision: LowD.
meters tall xy at War (pa
st
xa
amage. mage. age. +2 damage. r round, as aeives and against one cr
w-lighting p
age 61)
a free reactioattack, it careature with
penalties ar
on an in
re
Type: Huge forest predator Planet of Origin: Gamorr DEXTERITY 2D+2 PERCEPTION 4D+2 Hide 2D, search 8D, sneak 5D+2 STRENGTH 7D+2 Special Abilities: Bite: Does STR+2D damage. Low-Light Vision: Low-lighting penalties are reduced by 1D. Move: 10 Size: Around 7 meters long Source: Ultimate Adversaries (pages 126-127), Galaxy at War (pages 61-62)
Vehicles Freeco Speeder
Craft: Bespin Motors CK-6 “Freezing Cold” Speeder Bike Type: Arctic speeder bike Scale: Speeder Length: 5.8 meters Skill: Repulsorlift operation: speeder bike Crew: 1 Cargo Capacity: 30 kilograms Cover: Full Altitude Range: Ground level-1 meter Cost: 14,700 (new), 7,400 (used) Maneuverability: 3D Move: 195; 550 kmh Body Strength: 2D+2 Weapons: Dual Laser Cannons Fire Arc: Front Skill: Vehicle blasters Fire Control: 2D+2 Range: 50-300/500/1 Km Damage: 4D Source: Galaxy at War (pages 62-63) Medical Airspeeder Craft: SoroSuub S-130 “Shelter” Speeder Type: Mobile medical center Scale: Speeder Length: 18 meters Skill: Repulsorlift operation: airspeeder Crew: 2, skeleton: 1/+5 Passengers: 4 plus 2 patients Cargo Capacity: 10 metric tons Cover: Full Altitude Range: Ground level-1 kilometer Cost: 41,000 (new), 26,000 (used) Maneuverability: +1 Move: 100; 280 kmh Body Strength: 2D+2 Carried Craft: 1 speeder bike
GshFrerehS WCTSLSCCCACMMB
Game Note: peeder are
hazards andFurthermore,egulation syesist airborn
have not yet bSource: Gala
WLO-5 SpeCraft: UbrikkType: LandspScale: WalkeLength: 19 mSkill: RepulsoCrew: 1, gunnCargo CapacCover: Full (1Altitude RanCost: 115,000ManeuverabMove: 40; 110Body Streng
Characters considered
d to radiatio, the vehic
ystem grantsne diseases abeen affecte
axy at War (p
eder Tank kian Ord Pedpeeder tank er
meters orlift operatiners: 2 city: 150 kilo1/2 for the to
nge: Ground 0 (new), 65,0
bility: 1D 0 kmh th: 3D
inside a Shto be immu
on from oucle’s interna a +2D stam
and poisons ed by. pages 62-63)
drova WLO-5
on: speeder
ograms op gunner) level-1.5 me
000 (used)
helter medicne to airbortside source
al atmosphemina bonus the characte
5 speeder tan
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eters
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Weapons: Heavy Laser
ire Arc: Turrerew: 2 (can bkill: Vehicle bire Control: 2ange: 50-300amage: 6D ame Notes:
modify a WLO +2D bonusction. ource: Galax
8 Loading raft: T8 Loadype: Forklift cale: Speedeength: 3 mekill: Ground rew: 1 argo Capaciover: 1/2 ost: 5,000 (n
Move: 30; 90 kody Strengtource: Galax
Cannon et be operated blasters 2D 0/500/1 Km
Any charactO-5 speeder
s to repulsorl
xy at War (pa
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ity: 50 kilogr
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ages 62-63)
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Starships
Drop Pod
Craft: VehicleAffiliation: GEra: Rise of tType: Orbit-toScale: StarfigLength: 7 meSkill: Space tCrew: None (Crew Skill: SPassengers: Cargo CapacConsumableCost: 17,000 Space: 1 AtmosphereHull: 2D Carried CrafSource: Gala
mperial LaCraft: Sienar Affiliation: EEra: Rise of tType: MobileScale: StarfigLength: 38 mSkill: Space tCrew: 4, gunnCrew Skill: S5D, starship sPassengers: Cargo CapacConsumableCost: 290,000Hyperdrive MHyperdrive B
s
e Drop Pod General the Empire o-surface ve
ghter eters transports: d(droid brain)
Space transpo None city: 2 metrices: 1 day
: 210; 600 km
ft: One vehicaxy at War (p
nding Forc Fleet System
Empire the Empire e base of opeghter meters transports: IFners: 4, skeleSpace transpshields 5D, se 120 (troops)city: 130 metes: 6 months0 credits Multiplier: xBackup: x10
ehicle deploy
drop pod ) orts 2D+2
c tons
mh (drop)
cle pages 63-64)
ce Ship ms IF-120 Lan
erations land
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x1 0
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nding Craft
ding craft
ng Craft
arship gunne2
ery
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av ComputeManeuverabi
pace: 4 tmosphere:
Hull: 5D+1 hields: 3D ensors: assive: 30/1Dcan: 90/2D+earch: 150/3Docus: 6/4D+2
Weapons: ouble Mediuire Arc: Frontkill: Starship ire Control: 2pace Range:tmosphere Ramage: 5D Antipersonnire Arc: Turrecale: Speederew: 1 kill: Vehicle bire Control: 2tmosphere Ramage: 6D arried Craommand Spource: Galax
er: Yes ility: 1D
280; 800 km
D 1 D+1 2
um Laser Cat gunnery 2D 1-3/12/25
Range: 100-30
nel Heavy Bet er
blasters 2D Range: 5-80/2
aft: 12 spepeeders, 1 Moxy at War (pa
mh
annons
00/1.2/2.5 km
Blaster Cann
200/500
eeder bikesobile Commage 64)
m
nons
s, 2 Chariomand Base
ot
Penumbra Attack Shuttle
Craft: Haor Chall Engineering Penumbra-class Attack Shuttle Affiliation: Separatists / General Era: Rise of the Empire Type: Fast attack shuttle Scale: Starfighter Length: 29 meters Skill: Space transports: Penumbra shuttle Crew: 3, skeleton: 2/+5 Passengers: 10 Cargo Capacity: 20 metric tons Consumables: 1 month Cost: 250,000 (new), 135,000 (used) Maneuverability: 2D+2 Space: 9 Atmosphere: 400; 1,175 kmh Hull: 3D+2 Shields: 1D+1 Sensors: Passive: 20/0D Scan: 30/1D Search: 50/2D Focus: 3/2D+2 Weapons: 2 Medium Laser Cannons (fire-linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D Concussion Missile Launcher (12 missiles) Fire Arc: Turret Crew: Co-pilot Skill: Starship gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere Range: 100/300/700 Damage: 10D Source: Galaxy at War (page 65)
YU-410 Light Freighter
Craft: YU-410 Light Freighter Affiliation: General Era: Rise of the Empire Type: Light freighter Scale: Starfighter Length: 44 meters Skill: Space transports: YU-410 Crew: 4, gunners: 4 Crew Skill: Varies widely Passengers: 12 Cargo Capacity: 250 metric tons Consumables: 2 months Cost: 110,000 (new), 30,000 (used) Hyperdrive Multiplier: x2 Hyperdrive Backup: x12 Nav Computer: Yes Space: 4 Atmosphere: 280; 800 kmh Hull: 4D+2 Sensors: Passive: 10/0D Scan: 25/1D Search: 40/2D Focus: 2/3D Weapons: 4 Double Laser Cannons Fire Arc: 2 turret, 1 front/right, 1 front/left Skill: Starship gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D Source: Gamer Magazine Issue 2, Galaxy at War (page 65)
W CEAETSLSCCPCCCHHNSAHSSPSSFWQFCSFSADLFCSFSAD
Wayfarer M
Craft: Kuat SEngineering WAffiliation: GEra: Old RepType: Space Scale: StarfigLength: 82 mSkill: Space tCrew: 8, gunnCrew Skill: APassengers: Cargo CapacConsumableCost: 140,000Hyperdrive MHyperdrive BNav ComputeSpace: 4 AtmosphereHull: 4D+2 Shields: 1D+Sensors: Passive: 20/0Scan: 40/1D Search: 50/2DFocus: 3/3D Weapons: Quad Laser Fire Arc: Left Crew: 1 Skill: StarshipFire Control: Space RangeAtmosphere RDamage: 6D Laser CannoFire Arc: FronCrew: 1 Skill: StarshipFire Control: Space RangeAtmosphere RDamage: 4D
Medium Tra
ystems Wayfarer-cla
General public transport
ghter meters transports: Wners: 2, skele
All appropriat 6 city: 220 metes: 3 months0 (new), 50,0Multiplier: xBackup: x14er: Yes
: 280; 800 km
+2
D
D
Cannon
p gunnery 2D : 1-3/12/25 Range: 100-3
on nt
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ansport
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arried Craftource: Polypage 66)
orona Arm
raft: Haor Crigate ffiliation: Sera: Rise of thype: Assault cale: Capitalength: 320 mkill: Capital srew: 64, gunassengers: 2argo Capacionsumablesost: 3.7 milli
Maneuverabipace: 5 tmosphere:
Hull: 2D+2 hields: 1D+ensors: assive: 25/0Dcan: 40/1D earch: 90/2Docus: 5/2D+2
Weapons: Medium Tuire Arc: 1 fronrew: 2 kill: Capital Sire Control: 1pace Range:tmosphere Ramage: 5D Heavy Ion Cire Arc: 2 fronrew: 2 kill: Starship ire Control: 1
t: 2 starfighteyhedron Issu
med Frigate
Chall Enginee
eparatists / Ghe Empire frigate l
meters ship piloting
nners: 36 200 ity: 450 metrs: 1 year ion (new), 2 ility: 2D
295; 850 km
1
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: 3-15/35/75 Range: 6-30/
aser Cannonont, 2 right, 2 hter
p gunnery 1D : 1-3/12/25 Range: 100-3
m Projector tral
ship gunnery2D : 1-5/15/30 Range: 1-5/1
ft: 6 attack shaxy at War (p
/70/150 km
ns left, 2 back
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y
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huttles, 12 sppage 65)
m
peeder tankss
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Weapons
Darkstick
Model: Keresype: Exotic mcale: Charackill: Dexteritost: 1,000 vailability: 4ifficulty: Easange: 5-10/3amage: STRame Notes:
n thrown wene level high
he (A) Darkttribute levely five or haracter mayhe Kerestian
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nvironmentsarkvision ignource: Galax
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s
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Fire Blade
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and slicing thSource: Gala
Shockboxin
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or use as a hock stick is ource: Galax
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age 37)
ck stick
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age 37)
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on Gun
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me Notes: Trolance can b
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Blaster Pisto
le weapons: g dart) darts, and tw
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laster Pisto
Model: BlasTeype: Blaster cale: Charackill: Blaster: mmo: 250 ost: 400 (powvailability: 2ire Rate: 2 ange: 3-10/2amage: 3D+ource: Galax
Variable BlaModel: BlasTe
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amina checve for 2D min
hed to a gracan be used s a zipline. Tvertical lift ce user at 18can also ba hit his scorainst the targresults: -2 pips to D check to brentangled, -1D check to breentangled, -2ength check ely entanglefficult Streng
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energy. On the equivalen
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kg and pulls
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page 38)
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page 38)
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lame CannModel: Merr-S
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Crossbow
n Plasteel Reing crossbow
cter le weapons:
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s and Equipr (page 39)
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adiation gren
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rels)
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nterchang
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urs after the amina roll agai
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attack, the cinst radiationmage, subse1D increaseminated unt
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apon System
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character mun damage. Tquent rolls a
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o fire C-22 frypes as well. ource: Armalaxy at War
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hots in buroncentrationstablished, within 1 mehe blaster isip when firin
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chment blaster rifle
100/300 +1 e Attachmen blaster rifle
: +1D (wheo Point-blan
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y blaster canburst deliver fire. On
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annon
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Tactical Tra
Type: TractoScale: CharaCrew: 2 Skill: Blaster Cost: 8,000 Availability:
ever, when thcharacter uss skill roll. Tor extended axy at War (p
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ms: shotgun
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he blaster issing it takes
The Z-6 may firing withoupage 40)
gun
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damage. page 40)
actor beam
s used witho a -1D penabe attached ut reloading.
/2D/0D scatter gun ger range, t
quickly loo
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Object size mall appro 1x 00kg
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n a 60 degreemote trigge
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mine detonaetonate. Liasy demolitioource: Galax
Detonite Coype: Linear ecale: Charackill: Demolitost: 1,000 (1vailability: 1last Radius:amage: 4D+
15 (lifting) : The tacticaarship tractor to move ocode opera
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over the samits from the m
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ord explosive chcter tion 0 meters)
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and tractorth (and mu
age 42)
ve mine
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mine and spmine can bipwire. Riggan Easy dem linked so thnes in that
es requires each mine. age 42-43)
harge
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8D
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rate and mue every use omust regulat
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Source: Gala
on Mine Type: Droid/vScale: CharaSkill: DemoliCost: 800 Availability: Blast RadiusDamage: 7D/Source: Gala
Limpet MinType: Anti-veScale: SpeedSkill: DemoliCost: 300 Availability: Blast RadiusDamage: 5D Game Notescharacter mapeeder or ves placed withplace and setafter one rouhe mine ade
blast radius. Source: Gala
Glowing De
Model: C.I.S.Type: OrganiScale: CharaSkill: Missile Crew: 4 Ammo: 1 Cost: 15,000carrier vehiclAvailability: Body: 5D
: Detonite crtation and r
detonation. losion with lral segmentsher to create
axy at War (p
cord is stable
vehicle disabcter ition
2, X s: 0-2/4/6/10 /5D/3D/2D io
axy at War (p
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3, X s: 1.5 meters : A limpet may place it ery large droh an Easy dets an electround, providiequate time axy at War (p
efoliator
Glowing Deic annihilatiocter weapons: ar
0 (launcher,le), 3,500 (sh4, X
requires a timOnce laid,
little effect ts of detonatee a larger exppage 43)
e in spools f
bling explosi
onization page 43)
ion mine
mine is desigon the hull
oid. Once themolitions roonic fuse thaing the cha
e to move o
page 43)
efoliator on artillery pi
rtillery
must be ahell)
mer or manu it providesto surroundie cord may plosion.
for
ive
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ire Rate: 1/4ange: 1-2/5/last Radius:amage: 9D ame Notes
matter only (terally burnintact (droidsompletely snvironmenta
weapon’s effexpands outw
meters per roakes the damither dies orther form of ource: Galax
Automated
ype: Automacale: Charackill: Blaster: mmo: 150 ost: 2,500 (nvailability: 2ire Rate: 5 ody: 4D ange: 3-30/1amage: 5D+ame Notes:
ow-lighting pource: Galax
4 10 km : 400 meters
: The defol(characters, ng them up
s, vehicles, bsheltered w
al suits or eneect. From th
wards in a diound. A creamage every r passes thro biological clxy at War (pa
Sentry Gun
ated blaster tcter repeating bl
new), 1,000 (2, R
00/250 +2 : Has blasteenalties). xy at War (pa
liator blast creatures an
p, but leavinbuildings). Owithin sealergy shields
he impact poisc shape at
ature affectedsubsequent ough an eneleanser. age 67)
n
turret
lasters
(used)
r 4D, search
age 98)
affects livinnd plant lifeng machine
Only creatureled vehicle can avoid thoint, the blat a rate of 10d by the bla round until ergy shield o
h 6D (ignore
ng e), ry es es, he ast 00 ast it or
es
Razor Wire Model: Typical razor wire Type: Battlefield terrain hazard Scale: Character Cost: 10 per square meter Availability: 1 Damage: 3D Game Notes: First, razor wire increases the difficulty of any terrain by three difficulty levels. For example, if terrain is Easy, it increases it to Difficult (see Star Wars Roleplaying Game 2nd Edition, Revised and Expanded page 101-103). Second, if a character fails the movement roll, the razor wire inflicts damage and entangles him. With appropriate tools, a character can cut through the wire with an Easy security roll. Source: Galaxy at War (page 98) Fragmentation Wire Model: Typical fragmentation wire Type: Battlefield terrain hazard Scale: Character Cost: 100 per square meter Availability: 1 Blast Radius: 2 meters Damage: 3D Game Notes: Fragmentation wire looks very similar to razor wire, and is most often intermixed with it on a battlefield. It requires a Difficult search roll to notice the difference between them. Fragmentation wire increases the difficulty of any terrain by three difficulty levels. If a character fails a movement roll when moving into an area with fragmentation wire, then the wire detonates. If a character tries to cut through the wire, it also detonates. Source: Galaxy at War (page 98) Repulsorlift Inhibitor Type: Repulsorlift disabling mine Scale: Speeder Cost: 500 Availability: 2, X Radius: 3 meters Damage: 3D (ion damage) Game Notes: The device is buried 1-2 meters underground and generates an energy well that disables repulsorlift engines within a 3-meter radius. Any repulsorcraft travelling through the energy well suffers 3D ion damage. The pilot must make a Difficult repulsorlift operation roll to keep the engines running at half speed, instead of shutting down completely and slamming into the ground. Source: Galaxy at War (page 99) Smart Mine Type: Programmable mine Scale: Character Skill: Demolition Cost: 500 Availability: 2, X
Blast Range: 2/4/6 Damage: 5D+2/4D+1/3D Game Notes: The smart mine comes equipped with a number of sensors that can evaluate thermal emissions, heat or ground vibration. With a Moderate demolitions roll, a character can program the mine to be triggered by a specific set of parameters. The mine may be programmed with a limited blast radius, set to only detonate with the pressure from a being upwards of a certain weight or size, or when there is a specific number of beings within the blast radius. Smart mines are also equipped with an IFF system that allows it to distinguish allied units. Source: Galaxy at War (page 100) Heavy Artillery Cannon Type: Heavy indirect fire cannon Scale: Speeder Skill: Artillery Crew: 4 Ammo: 1 Cost: Not available for sale (ammo: 2,000) Availability: 2, X Body: 4D Fire Rate: 1/3 Fire Control: 2D Range: 20-40/100/200 km Blast Radius: 4/8/12/16 Damage: 10D/8D/5D/2D Source: Galaxy at War (pages 100-101) Light Artillery Cannon Type: Light indirect fire cannon Scale: Speeder Skill: Artillery Crew: 2 Ammo: 1 Cost: Not available for sale (ammo: 1,000) Availability: 2, X Body: 3D Fire Rate: 1/2 Fire Control: 2D Range: 10-20/50/100 km Blast Radius: 3/6/8/12 Damage: 8D/6D/4D/2D Source: Galaxy at War (pages 100-101) Field Gun Type: Indirect fire cannon Scale: Speeder Skill: Artillery: Field Gun Crew: 1 Ammo: 1 Cost: Not available for sale (ammo: 500) Availability: 2, X Fire Rate: 1/2 Range: 600-1.2/3/6 km Blast Radius: 1/2/4/6 Damage: 4D/3D/2D/1D Source: Galaxy at War (pages 100-101)
HTSSCACABFFRBDS F
TSSCACAFRBDS IoTSSCACAFRBDS
Howitzer Type: IndirecScale: SpeedSkill: ArtilleryCrew: 3 Ammo: 1 Cost: Not avaAvailability: Body: 3D+1 Fire Rate: 1/2Fire Control:Range: 4-10/2Blast RadiusDamage: 6D/Source: Gala
Frag Morta
Type: PortabScale: CharaSkill: ArtilleryCrew: 1 Ammo: 1 Cost: Not avaAvailability: Fire Rate: 1/2Range: 350-7Blast RadiusDamage: 4DSource: Gala
on Mortar Type: PortabScale: CharaSkill: ArtilleryCrew: 1 Ammo: 1 Cost: Not avaAvailability: Fire Rate: 1/2Range: 350-7Blast RadiusDamage: 4DSource: Gala
ct fire cannoder y: Howitzer
ailable for sa 2, X
2 : 1D 20/40 km
s: 2/4/6/8 /4D/2D/1D
axy at War (p
r
ble indirect ficter y: mortar
ailable for sa 2, X 2 750/2/3.5 km s: 1/2/4 +2/3D+1/2D
axy at War (p
ble indirect ficter y: mortar
ailable for sa 2, X 2 750/2/3.5 km s: 1/2/4 +2/3D/2D+1
axy at War (p
n
ale (ammo: 7
pages 100-10
re weapon
ale (ammo: 3
D pages 100-10
re weapon
ale (ammo: 4
1 pages 100-10
750)
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hermal Moype: Incendicale: Charackill: Artilleryrew: 1 mmo: 1 ost: Not avavailability: 2ire Rate: 1/2ange: 350-75last Radius:amage: 7D/5ource: Galax
Orbital Turb
ype: Orbital cale: Capitalkill: Capital srew: 5 mmo: Unlimost: Not avavailability: 2ody: 3D ire Rate: 1/4ire Control: ange: Orbit-last Radius:amage: 5D ource: Galax
r e indirect fir
cter : mortar
ilable for sal2, X 2 50/2/3.5 km : 1/2/4 +1/3D+1/2D xy at War (p
ortar iary indirect cter : mortar
ilable for sal2, X 2 50/2/3.5 km : 2/4/8 5D/3D xy at War (p
bolasers
turbolaser bl ship gunnery
mited (powerilable for sal
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xy at War (p
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Source: Gala
Barabel MicModel: CreshBarabel MicroType: BiologiCost: 30,000 Availability: Game Notes:gives +1D to rom blaster a
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Source: Gapages 85-86
41-42), Galax
Biohazard S
ent
Laser paint targetincter ng laser
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s: If a charaa targeting lat anyone wncy gains a target withvehicle weap
axy at War (p
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xy at War (pa
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ng device
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who knows a +1D bonh a missilepon for the d
page 42)
or ustries
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d Equipmentage 44)
s a successrget suffers nthat targeti
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amo ScoutModel: Cresh
cout Armor ype: Light scost: 1,500 vailability: 2ame Notes: asic Suit: +1nergy for torsamo Field: +earch or Perchose trying to the wearer r
motionless. ource: Gaounty Hunundark’s Fan
pages 49-5ngagement pecForce Hquipment Gampaign Gu4)
Katarn Com
Model: Katarnype: Commacale: Characost: 30,000 (lack market)vailability: 4pgrade Slotame Notes: rmor Protecexterity and
lis Engineeritive chemica
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2, F s: This s
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xy at War (p
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mmando Arm
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ction: +2D p related skills
ng Filtrex Bioal and biolo
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hour of clea The helmethe suit gives
age 44)
stries
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mor
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Utility Belt: pare blaster ations, spare
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Marine Arm
Model: RebeType: PressuScale: CharaCost: Not avaAvailability: Upgrade SloGame Notes:Armor ProtecDexterity and
ngue-activateVibroblade
es STR+1D May be set tthe user puhe brawling Sealed: Theurvive in exts, underwatto 24 hours.
Injectors: Whor worse
y injects bat actually hepenalty by
d character Twice). Unita injections
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axy at War (p
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oarding Suit or
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Source: Gala
Camo-Netti
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amouflageModel: A/KT C
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aser to traetween twohis helps pren the battansmission ave direct linannot pick u
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ndark’s Fantf Engagemenpage 44), S(pages 110-192), The Clonlaxy at War (
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1 Adds +1D D at ranges 35 meters.
Rules of – The Rebel
Handbook Arms and
Guide (page Adversaries Galaxy at
)
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ield Food Pype: Food deost: 1,500 vailability: 1ame Notes:
hree pounds minute, turns
utritious pasay. It can b
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ersonal Fieype: Personaost: 500 vailability: 2ame Notes:asy transportne humanoirovides +3Deat and coreathable atmpecial filammited camoifficulty to deource: Galax
lasma Brid
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adinium’s Fad Equipment46)
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hnology (pagge 96), Galax
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Proximity Flare Type: Early warning flare Cost: 50 Availability: 1 Game Notes: The proximity flare has a spike on
placed securely on the and the other end contains the flare
ever a character or creature as large
vailability: 1 tion detector can pick up
etector provides oded display that indicates whether the
mal background radiation, very low,
vailability: 2 ing beacon can be used in a
be used to signal a target rdment or signal for an emergency
eacon has a magnetic bottom for
vailability: 2 ation visors provide 1D+2
o fire physical rounds or apons. The visor accounts for
factors such as wind, barometric
Model: Meredex Atmospherics EMS-90 Type: Emergency shelter Cost: 800 Availability: 2
equired for in 30 seconds. Puncture
sistant, opaque bubble has a Strength of damage and atmosphere loss. It
are just that, simple placements of a lost limb, or other body part that
exactly mimic the original. aracters
6
ost: 80,000 for unit, 70,000 for surgery, 400 org/droid interface
puter programming/
up to 8D al information. Cyborg can read
one end allowing it to beground, emitter. Whenas a small child or larger steps within 5 meters of the flare’s sensors, they sense the shift in air pressure and launch the flare, casting light in a 15 meter radius and foiling any attempt to sneak into the area. A character can avoid setting off the flare’s sensors by moving extremely slowly and smoothly (Very Difficult sneak roll). The proximity flare can be used as a makeshift weapon if aimed horizontally. Any character hit takes 4D damage. Source: Galaxy at War (page 47) Radiation Detector Type: Radiation scanning device Cost: 50 AGame Notes: A radiaradiation within 10 meters. The da color-cradiation is norlow, medium, high, or extreme. The detector also has optional audio and vibration settings. Source: Galaxy at War (page 47) Targeting Beacon Type: Portable beacon Cost: 300 AGame Notes: A targetvariety of ways. It mayfor bombapickup. The battachment to vehicles or buildings, plus an extending spike for mounting on the ground. The beacon may be set to produce visible, ultraviolet, or infrared light. The light can be tuned to a specific frequency, so that only allies who know it will detect it. Adjusting the frequency requires a Moderate sensors roll. In clear weather the beacon is visible up to 2 kilometers away. Source: Galaxy at War (page 47) Triangulation Visor Type: Targeting headgear Cost: 1,400 AGame Notes: Triangulfire control to all skill rolls tmissile weenvironmental pressure, and other factors for precise targeting, thus have no use for energy or sound based weaponry. This item cannot be worn in conjunction with any other headgear. Source: Galaxy at War (page 47)
Vacuum Pouch
Game Notes: An Easy Dexterity roll is rremoval and inflation withand heat re1D+2 to resistprovides sufficient air, heat and pressure to sustain a humanoid in hard vacuum for up to 2 hours. Source: Galladinium’s Fantastic Technology (pages 42-43), Arms and Equipment Guide (page 95), Galaxy at War (page 47) Optional Rule: Cybernetic Prosthesis and upgrades Most cybernetic replacementsreis designed to However, in some places of the galaxy chcan find underground surgeons willing to design and install enhancements. Such prosthetic limbs have special features and if you are using the upgrade rules from the Scum and Villainy conversion guide, then you may treat prosthetics as having 1 free upgrade slot. Most cybernetic prosthetics can benefit from the following universal upgrades: cloaked, dual gear, environmental sealing, extra power source, secret compartment, storage capacity, and ion-shielding. Source: Galaxy at War (page 48) Cyborg Construct Model: BioTech Borg Construct AJ^Type: Basic cyborg construct Ccheaper if without cybCyber Points: 3 Game Notes: Increases comrepair by 2D. Increases any Knowledge or Technical skill by 1D. Construct can storeworth of additionthe data in his data banks at any time.
Skeletal Reinforcement Model: BioTech Superstruct Skeletal Reinforcement Type: Skeleton reinforcement Scale: Character Skill: Medicine: cyborging (to install) Cost: 10,000 (surgery: 50,000) Availability: 2, R Difficulty: To install: Heroic
Source: Cracken’s Rebel Field Guide (page 31), Hero’s Guide (page 130), Rebellion Era Campaign
odel: BioTech Subcutaneous Comlink ystem
subcutaneous comlink transmits rough the character’s
Model: Neuro-Saav Hifold Sensory Package Type: Increases Perception attribute/skills
’s Rebel Field Guide (page 38),
ype: Prosthetic eye cale: Character
ging (to install) odel
install) e medicine roll to install eye fails by less than 5 points, the limb has a side effect (listed
eat sources
ks
e (p r (page 49)
Game Notes: Subject gains +1D to resist physical damage. If the medicine roll to install fails by less than 5 points, subject suffers a -1D penalty to Strength-based actions. This cannot be recovered until the cybernetic component is removed.
Guide (page 149), Galaxy at War (page 49) Subcutaneous Comlink M Source: Hero’s Guide (pages 130-131), Galaxy at
War (page 50) Type: Embedded comlink sSkill: Medicine: cyborging (to install) Cost: 4,000 (3,000 surgery cost) Hifold Sensory Package Availability: 2, R Difficulty: To install: Easy Game Notes: Theand receives signals thauditory and vocal organs. It allows the character to send and receive transmissions with only the slightest of vocalizations. The benefit is that comlink transmission can be made with such slight noise that they cannot be heard by others. Source: Galaxy at War (page 49) Cybernetic Eye Cost: 400 credits per pip Cyber Points: 2 Source: Cracken Hero’s Guide (page 131), Galaxy at War (page 50)
TSSkill: Medicine: cyborCost: Varies by mAvailability: 2, R Difficulty: Moderate (toGame Notes: If thbelow). Item Bonus Price Surgery Side Effect Flare Suppressor Can’t be flash-blinded 250 1,900 -1 on attack rolls IR Sensor Darkvision to 30m 300 2,250 Blinded by nearby hOptical Enhancer +1D to search 450 3,400 -1D to ranged atta cks Targeting E +1 on ranged attac 500 3,750 -1D to search ye Telescopic Eye Reduced search ra 500 3,750 -1D to search ngeSource: Hero’s Guid ages 129-130), Galaxy at Wa
Tremor Sensor Game Notes: There are soType: Cyber sensor being
Scale: Character Skill: Medicine: cyborging (to install)
: 3,750)
lt t sensor picks up sonic vibration,
tect the presence of
ing ype: Prosthesis upgrade
Cyborging (to install) rate
t cost: 1 The ion shielding protects the
all ion damage. For a
t
Model: Via-Tech Industries Cybernetic Support system
dicine: cyborging (to install)
me instances where a has suffered such extensive damage that
organic components must be ffer incredible
ntains a life-support system
ming device er, walker or starfighter
2 at
: A chaff gun shoots a canister packed
rs that confuse sensor data,
Cost: 400 (surgeryAvailability: 2, R Difficulty: To install: DifficuGame Notes: Fooallowing the character to deanything within 20 meters if it’s moving in contact with the ground. With a search versus sneak opposed roll, the subject can also determine the precise location of the target. Subject must activate sensor and remain motionless to use this ability. If the medicine roll to install fails by less than 5 points, subject suffers a constant -2 penalty to both Strength and Dexterity actions, and can’t move beyond Cruising speed. Source: Hero’s Guide (page 131), Galaxy at War (page 50) Ion ShieldTSkill: Medicine: Difficulty: To install: ModeCost: 1,000 Availability: 2 Upgrade sloGame Notes: prosthetic limb fromcharacter with prosthetics to be completely protected from ion damage, then all of that character’s cybernetic prosthetics must have the ion shielding. Source: Galaxy at War (page 50) Total Cybernetic Replacemen
Type: Full cybernetic biological replacement Skill: MeCost: 90,000 (15,000 surgery cost) Availability: 2, R Difficulty: To install: Very Difficult
almost all of thereplaced. Should a being sudamage, but the vital organs still remain in sufficient working condition, they may have a series of prosthetic and life-support surgeries that would constitute a total cybernetic replacement. In an instance where a character would normally die, he may have the option of spending a Force Point to stay alive long enough for his companions to transport him to a medical facility to attempt a complete cybernetic replacement. The complete changeover surgery is long and complicated. It requires six separate Very Difficult (A) Medicine or cyborging rolls. If any one of the rolls fails, then the character dies. If all six rolls are successful, then the character has the same stats as before the injuries. However, the character gains the Hybrid Cyborg special ability: Hybrid Cyborg – A cyborg may install any droid upgrade or attachment with the exception of those that would enhance a droid’s heuristic processor. The cyborg chassis cothat makes the character immune to atmospheric and inhaled poison hazards. Hybrid Cyborgs are bound by the same rules that govern cybernetic enhancement (see Galladinium’s Fantastic Technology pages 5-6), and the replacement counts as six separate enhancements. Source: Galaxy at War (page 50) Chaff Gun Model: Arakyd Caltrop-5 Chaff Gun Type: Flechette-based sensor jamScale: SpeedCost: 2,000 Ammo: 6 canisters (can be expanded to up to 1500 per extra canister) Availability: 2, R Game Noteswith thousands of durasteel shrapnel pieces and dozens of tiny scramblemaking it difficult to lock onto the vessel with missiles, torpedoes or fire control computers. During the entire round where the chaff gun is fired, all attempts to target the vessel suffer a -2D penalty. Besides, any other vehicle flying through the deployed chaff cloud suffers a -2D piloting penalty. Source: Galaxy at War (page 67)
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