| WEAPONS |
| Item |
Cost |
Weapon Category |
Weapon Data |
Power Supply |
| PALMGUN |
E 500 |
1H ENERGY |
| Fumble |
PB |
SR |
MR |
LR |
RoF |
Type |
MARK |
Crit |
| 1-5 |
+15 (1m) |
+0 (3m) |
-30 (10m) |
-90 (20m) |
1 |
BLAST |
1 |
HEAT |
|
1 Weapon Cell |
| INFO: |
A small blaster pistol easily concealable and undetectable to all but the
strongest scanning devices. However it has only enough charge for six
shots.
|
|
 |
| Item |
Cost |
Weapon Category |
Weapon Data |
Power Supply |
| BOWCASTER |
E 800 |
2H ENERGY |
| Fumble |
PB |
SR |
MR |
LR |
RoF |
Mark |
Type |
Crits |
| 1-6 |
+30 (5m) |
+0 (20m) |
-40 (40m) |
-100 (100m) |
1 |
5 |
BLAST |
1st: HEAT 2nd: IMPACT |
|
2 Weapon Cartridges |
| INFO: |
An ingenious weapon of Wookie manufacture which combines old and new technologies.
Resembling a heavy crossbow, this weapon releases an overly excessive amount of
energy from its two weapon cartridges for every shot that it fires. This means
that after 6 shots the weapon must be reloaded before it can be used again.
However the vast amount of energy released per shot is highly effective at short
ranges and this compensates for the constant reloading that the user is forced to
endure. (It's like an energy shotgun).
|
|
 |
| Item |
Cost |
Weapon Category |
Weapon Data |
Mag Capacity |
| GYRO STABILIZED MACHINE GUNS |
E 3000 |
SUPPORT PROJECTILE |
| Fumble |
PB |
SR |
MR |
LR |
RoF |
Mark |
Type |
Crits |
| 1-8 |
+30 (5m) |
+0 (40m) |
-30 (120m) |
-100 (300m) |
Burst |
4 |
SMALL PROJECTILE |
1st:SHRAPNEL 2nd:IMPACT |
|
Ammo Pack (20 Bursts) |
| INFO: |
These behemoths are the top-of-the-range projectile weapons. The basic design
is that of a 15mm heavy machine gun mounted on a gyro-stabilized frame, which is
then "worn" by the operator. This combination allows portable hard-hitting
firepower without the inherent loss of accuracy common to normal machine guns
used without mounts.
The frame is quite encumbering however (a -20 Move and Manuver Penalty) and only
moderate armour protection can be worn underneath (LBA only). Rate of fire is
excellent and ammunition is normally carried in a pack (which is mounted either on
the front or back of the operator). Because of the high rate of fire, attacks
against multiple targets are not halved( c. Burst Option Players Book 14.0).
|
|
 |
| Item |
Cost |
Weapon Category |
Weapon Data |
Mag Capacity |
| AUTO MLA GUNS |
E 10 000 |
SUPPORT PROJECTILE |
| Fumble |
PB |
SR |
MR |
LR |
RoF |
Mark |
Type |
Crits |
| 1-9 |
+15 (5m) |
+0 (180m) |
-30 (500m) |
-90 (1750m) |
Burst |
5 |
SMALL PROJECTILE |
1st: PUNCTURE 2nd: IMPACT |
|
Drum (10 Bursts) Belt (20 Bursts) |
| INFO: |
A step up from the single shot MLA rifle, this support weapon basically consists
of 5 revolving MLA barrels mounted on a tripod. The ammunition is fed from a normal
belt/drum. The weapon is very heavy and takes considerable time to set up. However
the range of the weapon coupled with the burst capability makes it a formidable
support weapon.
|
|
 |
| Item |
Cost |
Info |
| CHEM ROUNDS |
Normal Cost x E10 |
CHEM rounds can be fired from any projectile weapon. After impacting they
release virulent and corrosive chemicals that greatly increase the damage
taken by the target. Concussion damage is doubled for sucessful strikes.
CHEM rounds can be combined with armour piercing ability, but not with any
of the other type of special ammunition.
|
|
 |
| Item |
Weapon Types |
Info |
| VIBRO WEAPONS |
VibroKnife Mark 1 E 150 |
VibroBlade Mark 2 E 300 |
VibroAxe Mark 3 E 450 |
VibroPike Mark 4 E 600 |
|
All vibro weapons do double the amount of concussion damage on sucessful
attacks of there normal types.
|
|
 |
| Item |
Cost |
Info |
| TRUE SMOKE GRENADES |
E10 per Mark |
True Smoke grenades when detonated block all forms of electromagnetic detection
(infra-red, UV, motion) aswell as well as those in the visible spectrum. Otherwise
they operate exactly the same as normal smoke grenades. |
|
 |
| CRIM GEAR |
| Item |
Cost |
Info |
| STANDARD LOCKPICKS |
E 2000 |
Minimum requirements to pick mechanical and electronic locks. |
|
 |
| Item |
Cost |
Info |
| EXPERT LOCKPICKS |
E 5000 |
Gives user +25 bonus to pick mechanical and electronic locks. |
|
 |
| Item |
Cost |
Info |
| THE COMPLETE CRIM KIT |
E 10 000 |
Allows persons of a criminal nature to pick locks, disarm traps,
change facial features, forge documents, etc, etc. The kit is
quite substantial (2 cubic metres) and is not suitable for field work.
|
|
 |
| MEDICAL GEAR |
| Item |
Cost |
Info |
| SYNTHI-FLESH EGGS |
E 20 |
Come in boxes of 10 Eggs. Once cracked and
poured over a wound gives the user a +25 bonus to first aid attempts on bleeding
wounds. |
|
 |
| Item |
Cost |
Info |
| SMART-MEDI |
E 5000 |
The SMART-MEDI is a device that is attached to the forearm of the
wearer. The device combines the abilities of a medical diagnostic
computer with those of a medtab applicator. In operation, the SMART-MEDI
continously monitors the wearer's medical condition and adminsters tabs
from its store when and if they are required.
The SMART-MEDI has compartments to hold 3 medical tabs and must be fitted
by a qualified medical technician (it is fairly simple to operate
afterwards). The tabs supplied with the device are FirQueline, Hemoflux &
Stirene.
|
|
 |
| ARMOUR ADD ONS |
| Item |
Cost |
Info |
| SELF-SEALING CAPABILITY |
An extra E 10% of cost price of armour |
Will seal punctures automatically. Useful
when adventuring in vacuum of space, corrosive atmospheres and underwater. |
|
 |
| Item |
Cost |
Info |
| TEMPERATURE BODY GLOVES |
An extra E 20% of cost price of armour |
Air conditioning for warm climes. Nice. |
|
 |
| MISC STUFF |
| Item |
Cost |
Info |
| VOICE WRITER |
E 50 |
|
|
 |
| Item |
Cost |
Info |
| SEEKER OR LASER BALL |
E 100 |
Lightsaber training aid. Laser Mark 1 Max |
|