Chapter Three: Technology
Technology in Dawn of the Republic shows evidence of its eventual sophistication. Almost all of the technologies familiar in the Star Wars galaxy—blasters, lightsabers, droids, hyper-drives, speeders, and so on—exist, but many are still rare prototypes or not as refined as they are today.
Technology without Industry:
There is no industrial complex during the early days of the Republic, and will not be for many millennia. Technology advances slowly, and most progress occurs on distant worlds where the regulation of the Guilds is minimal.
The Guilds--the precursors of the Trade Federation, the Techno Union, and other mighty institutions--govern the control and acquisition of technology. Engineers, researchers, and technicians are tied to the Guilds, which train and regulate them. The Guilds are neither fair nor benevolent: they control and regulate the spread of knowledge and technology for their own ends.
Due to the presence of the Guilds, technicians and engineers at the dawn of the Republic are more like craftsmen than like scientists or designers. They follow traditions laid down centuries (sometimes millennia) ago, with little change. War, ambition, and distance from centers of power often sparks creativity and new technologies, but those changes are slow to come about and vigorously opposed by the Guilds, whose members’ livelihoods would often be disrupted or destroyed by new technologies.
Availability Classes:
All items have an Availability, described below. These Availability rules are slightly more detailed than in the regular Star Wars Role-Playing Game.
1. Readily available throughout the known galaxy.
2. Normally available only on large cities or space ports or on planet of origin.
3. Specialized item, normally only available on planet of origin.
4. Rare item, difficult to find anywhere
F. Fee or permit often required for purchase. Cannot leave residence/ship except for special personnel on high-law worlds.
R. Restricted on most planets, requiring special license. Strictly forbidden except for special personnel on high-law worlds, and cannot leave residence/ship except for special personnel on most worlds.
X. Illegal on most worlds. Strictly forbidden except for special personnel on all but low-law worlds, and cannot leave residence/ship even there, except for special personnel.
Part 1: Everyday Items
Life is good for an everyday inhabitant of the Lightspeed League. Only a century ago, people worked hard to supply their every need, but the increasing prevalence of technology has changed all that. Electricity is universal, droids have taken over most low-level labor jobs, and the average citizen of the League can afford a small home, a vehicle, fine food, and regular entertainment. Many people look forward to a day when droid technology and other wonders make work nearly obsolete.
Com Booster: Cost 3, Availability 2
Com boosters are objects, either stationary or portable, consisting of a main booster about the size of a small backpack and a meter-tall antenna. Com boosters boost com signals out to 500 kilometers, which is easily enough for orbital communication. Rows of com boosters can be spaced out every few hundred kilometers to form a rough network that can be used by both networked and independent comlinks, though the amount of data these boosters can handle is limited—only a half-dozen calls at one time.
Comlink, Independent: Cost 2, Availability 1
Independent comlinks are about the size of a brick. They are capable of transmitting and receiving on their own data out to a maximum range of about one kilometer. Past that a com booster is needed. Independent comlinks can be patched into a com network to function as a networked comlink.
Comlink, Networked: Cost 2, Availability 2
Networked comlinks are about the size of a wallet. They use existing aerial or satellite networks to allow for communication with any comlink in the area of that network. Networked comlinks are popular on major worlds or in major metropolitan areas where such networks exists; on frontier worlds or more distant parts of even civilized worlds, networked comlinks become unreliable, while on uncontacted worlds they are completely useless.
Data pad: Cost 3, Availability 2
Data pads are portable machines the size of large books that can be used to display and manipulate pictures, text, and data. They are not full-blown machine intelligences (though they can serve as calculators); their primary purpose is to serve as a convenient repository for large amounts of information. Data pads have a port for up to two data tapes, allowing for quick swapping of information (or duplication, when desired).
Data tape: Cost 1, Availability 1
A data tape is a matchbook-sized electromagnetic tape used to hold any sort of data, including pictures, texts, sound, and programs. A single data tape can hold 100 hours of sound, 10 hours of video, or 1,000 pictures.
Radio: Cost 1, Availability 1
Radios allow for real-time access to local audio news and entertainment. The actual receiver need be little larger than a data tape.
Recorder, Audio: Cost 1, Availability 1
This is a small recording device for sounds. It uses interchangeable data tapes which can hold up to 100 hours of recorded sound.
Recorder, Visual: Cost 1, Availability 1
This is a small recording device for images. It can record up to 100 still full-color images and then either print them or save them to a data tape.
Recorder, Audiovisual: Cost 2, Availability 1
This is a handheld device used to record moving images and sound. It records this data on interchangeable data tapes which can hold up to 10 hours of recorded audiovisual information.
Viewscreen: Cost 1-3, Availability 1
This is a flat two-dimensional screen with speakers that can display full-color, full-stereo audiovisual data. They range in size from dishplate-sized to window-sized to wall-sized, which determines cost. Viewscreens serve a variety of communication and information purposes.
Part 2: Personal Defense
Soldiers, adventurers, and people who expect trouble defend themselves with an enormous variety of weapons and armor. In this era, melee weapons see considerably more use than in later millennia. Many worlds are too primitive to employ advanced projectile weapons, and even citizens of fairly advanced worlds have trouble keeping up their ammo/energy supplies when they travel.
Bolters:
A “bolter” is any weapon that hurls a solid projectile, whether through mechanical tension, pneumatic pressure, chemical force, or electromagnetic energy.
Weapon | Damage | Ammo | Range | Cost | Availability | Notes |
Holdout Bolter | 2D | 5 | 3 | 1 | 2, X | |
Bolter Pistol | 3D | 15 | 10 | 2 | 1, R | |
Heavy Bolter Pistol | 4D | 10 | 5 | 2 | 2, X | |
Automatic Bolter Pistol | 3D | 15 | 5 | 3 | 2, X | Automatic |
Bolter Rifle | 4D | 15 | 40 | 2 | 2, R | 2 Hands |
Heavy Bolter Rifle | 5D | 15 | 20 | 3 | 2, X | 2 Hands |
Sporting Bolter | 3D+1 | 15 | 30 | 1 | 1, F | |
Bolter Carbine | 4D | 15 | 20 | 2 | 1, R | |
Scattergun | 2D-6D* | 8 | 15 | 2 | 1, F | 2 Hands |
Automatic Scattergun | 2D-6D* | 12 | 15 | 3 | 2, X | 2 Hands, Automatic |
Heavy Automatic Bolter Rifle | 5D | 15 | 20 | 4 | 2, X | 2 Hands, Automatic |
* Scattergun and automatic scattergun damage is 6D at point-blank, 5D at short, 4D at medium, 3D at long, and 2D at extreme
Cheap Bolters: -1D to hit, Cost –1.
Revolver/Bolt-Action/Break-Action (available for all non-automatic weapons): Shots 6 (shots 2 for holdout and scattergun), one action to reload after each shot, three actions to replace ammunition, Cost –1.
Bolter Ammunition: Cost 1, Availability 1,F
Blasters:
Early blasters are energy-cocoon weapons (like bowcasters), which wrap a projectile core in killing energy. They require an action to reload after each shot, and cannot be set to stun.
Weapon | Damage | Ammo | Range | Cost | Availability | Notes |
Holdout Blaster | 3D | 1 | 3 | 1 | 2, X | |
Blaster Pistol | 4D | 5 | 5 | 2 | 1, R | |
Heavy BlasterPistol | 5D | 3 | 3 | 2 | 3, X | |
Blaster Rifle | 5D | 5 | 20 | 2 | 3, R | 2 Hands |
Heavy Blaster Rifle | 6D | 5 | 10 | 3 | 3, X | 2 Hands |
Sporting Blaster | 4D+1 | 5 | 20 | 2 | 2, F | Two actions to reload |
Blaster Carbine | 5D | 5 | 10 | 2 | 2, R |
Cheap Blasters: -1D to hit, Cost -1.
Blaster Ammunition: Cost 2, Availability 2,R.
Lasers:
Lasers are invisible, but produce ionization in an atmosphere that manifests as a bolt-like trail and a loud sonic boom-like crack. All lasers are very accurate; they gain a +1D bonus to hit.
Weapon | Damage | Ammo | Range | Cost | Availability | Notes |
Holdout Laser | 1D | 5 | 10 | 1 | 2, X | |
Laser Pistol | 2D | 15 | 20 | 2 | 1, R | |
Heavy Laser Pistol | 3D | 10 | 10 | 2 | 2, X | |
Beam Laser Pistol | 2D | 15 | 10 | 3 | 2, X | Automatic |
Laser Rifle | 3D | 15 | 80 | 2 | 2, R | 2 Hands |
Heavy LaserRifle | 4D | 15 | 40 | 3 | 2, X | 2 Hands |
Sporting Laser | 2D+1 | 15 | 60 | 1 | 1, F | |
Laser Carbine | 3D | 15 | 40 | 2 | 1, R | |
Heavy Beam Laser Rifle | 4D | 15 | 40 | 4 | 2, X | 2 Hands, Automatic |
Cheap Lasers: -1D to hit, Cost –1.
Laser Ammunition: Cost 2, Availability 2,R
Alternative Energy Weapons:
Stunners incapacitate a target with an electrical jolt. They are useless in vacuum or trace atmospheres or in heavy rain, and suffer a –1D penalty (cumulative) to hit and damage in thin atmospheres or light rain.
Weapon | Damage | Ammo | Range | Cost | Availability | Notes |
Stunner | 2D stun | 5 | 10 | 1 | 2, F | |
Heavy Stunner | 3D | 10 | 20 | 2 | 2, F | 2 Hands |
Flame Gun | 1D-4D ** | ** | 2 max per 1D damage | 3 | 2, X | 2 Hands |
** A flame gun causes from 1D to 4D damage per round, and the fire burns for one round causing 2D damage. Flame guns hold 2D worth of fuel. (Belt pouches hold +4D fuel, while backpacks hold +10D fuel).
Cheap Alternate Energy Weapons: -1D to hit, -1 cost.
Stunner Ammunition: Cost 1, Availability 1
Flame Gun Ammunition: Cost 1, Availability 1,X
Flame Gun Belt Pouch: Cost 2, Availability 2,X. A torso hit has a 1-in-6 chance of detonating the belt pouch. The wearer suffers all remaining damage within the backpack, and burns normally.
Flame Gun Backpack: Cost 2, Availability 2,X. A torso hit has a 2-in-6 chance of detonating the backpack. The wearer suffers all remaining damage within the backpack, and burns normally.
Heavy Weapons:
Heavy weapons are all stationary weapons. Most of these weapons can be carried by a crew with a total of 3D Strength between them and assembled in 1D rounds by one person. “Heavy” weapons require a vehicle to transport them and can be assembled in 2D rounds by two people (ten minutes by one person).
A typical “ammo box” is about half a meter on a side and requires an additional person to carry. Generators are much larger, about two meters by one, and cannot be lifted by a normal person.
Weapon | Damage | Ammo | Range | Cost | Availability | Notes |
Tripod-Mounted Minigun | 6D | 100/box | 60 m | 3 | 2, X | Automatic |
Heavy Auto-Cannon | 7D | 50/box | 80 m | 4 | 2, X | Automatic |
Light Blaster Cannon | 8D, burst 1 (4D) | 20/box | 50 m | 4 | 3, X | 1 shot/round |
Heavy Blaster Cannon | 10D, burst 1-2 (5D/2D) | 10/box | 60 m | 5 | 3, X | 1 shot/round |
Light Laser Cannon | 5D | Indefinite with generator | 100 m | 4 | 2, X | +1D to hit |
Heavy Laser Cannon | 6D | Indefinite with generator | 120 m | 5 | 2, X | +1D to hit |
Light Beam Laser Cannon | 5D | Indefinite with generator | 100 m | 5 | 2, X | +1D to hit |
Heavy Beam Laser Cannon 6D | 6D | Indefinite with generator | 120 m | 5 | 2, X | +1D to hit |
Cheap Heavy Weapons: -1D to hit, -1 Cost.
Heavy Bolter Weapon Ammo Box: Cost 2, Availability 2,X
Heavy Blaster Weapon Ammo Box: Cost 2, Availability 3,X
Laser Generator: Cost 4, Availability 3,X (typically sold with laser)
Explosives:
These weapons are used by police, military, and paramilitary forces when engaging large groups of enemies. They are dangerous and heavily licensed, and most planetside security will be very displeased to see people walking around with lethal explosive weapons.
Weapon | Damage | Ammo | Range | Cost | Availability | Notes |
Grenade | 5D/4D/2D, burst 1 meter | 1 | 5 m (max STR dice x10 | 1 | 2, X | |
Flash Grenade | Blindness 2D rounds if Moderate Stamina check failed, burst 2 meters | 1 | 5 m (max STR dice x10) | 1 | 2, R | |
Gas Grenade | 3D Stun/2D Stun/1D Stun, burst 1 m | 1 | 5 m (max STR dice x10 | 1 | 2, R | -1D damage per round until dispersed |
Personal Grenade Launcher | As Grenade | 1 | 50 m | 2 | 2, R | Can fire any type of grenade |
Personal Multi-Grenade Launcher | As Grenade | 5 | 20 m | 3 | 2, R | 2 Hands, Can fire any type of grenade |
Portable Anti-Personnel Missile Launcher | 8D, burst 2 m (4D) | 4 | 30 m | 3 | 2, X | Fire control +1D, 2 Hands |
Anti-vehicle Missile Launcher | 8D speeder-scale, burst 2 m/4 m (4D/2d) | 1 | 100 m | 3 | 2, X | Fire control +1D, 2 Hands |
Melee Weapons:
Melee weapons include everything from crude clubs and spears to advanced vibroblades and stun weapons. Reduced legal complications make these weapons popular planetside, and on cramped starships they are often just as effective as long-range weapons.
Weapon | Damage | Max Damage | Difficulty | Cost | Availability | Notes |
Knife | STR+1D | 6D | Very easy | 1 | 1 | |
Club | STR+1D | 7D | Very Easy | 0 or 1 | 1 | |
Hatchet | STR+1D+1 | 6D+1 | Very Easy | 1 | 1 | -1D Parry |
Sword | STR+2D | 6D | Easy | 2 | 2, F | |
Mace | STR+1D+2 | 7D | Very Easy | 1 | 2 | |
Axe | STR+2D+1 | 6D+2 | Easy | 1 | 1 | -1D Parry |
Great Sword | STR+2D+2 | 6D+1 | Moderate | 2 | 2, F | 2 Hands |
Halberd | STR+3D | 7D | Moderate | 2 | 1, F | 2 Hands |
Spear | STR+1D | 6D | Very Easy | 1 | 1 | +1D Parry if held in both hands |
Weapon | Damage | Max Damage | Difficulty | Cost | Availability | Notes |
Vibroknife | STR+2D | 6D+1 | Easy | 2 | 2,F | Power 12 rounds |
Vibroblade | STR+3D | 6D+2 | Moderate | 2 | 2,R | Power 12 rounds |
Vibroaxe | STR+3D+1 | 7D | Moderate | 2 | 2,R | Power 24 rounds, -1D Parry |
Vibrospear | STR+2D | 8D | Easy | 2 | 2, R | Power 24 rounds, +1D Parry if held in both hands |
Vibrogreatsword | STR+3D+2 | 7D | Difficult | 3 | 2, R | Power 12 rounds, 2 Hands |
Vibrohalberd | STR+4D | 7D+2 | Difficult | 3 | 2,R | Power 24 rounds, 2 Hands |
Weapon | Damage | Max Damage | Difficulty | Cost | Availability | Notes |
Knife | STR+1D | 6D | Very easy | 1 | 1 | |
Club | STR+1D | 7D | Very Easy | 0 or 1 | 1 | |
Hatchet | STR+1D+1 | 6D+1 | Very Easy | 1 | 1 | -1D Parry |
Sword | STR+2D | 6D | Easy | 2 | 2, F | |
Mace | STR+1D+2 | 7D | Very Easy | 1 | 2 | |
Axe | STR+2D+1 | 6D+2 | Easy | 1 | 1 | -1D Parry |
Great Sword | STR+2D+2 | 6D+1 | Moderate | 2 | 2, F | 2 Hands |
Halberd | STR+3D | 7D | Moderate | 2 | 1, F | 2 Hands |
Spear | STR+1D | 6D | Very Easy | 1 | 1 | +1D Parry if held in both hands |
Weapon | Damage | Max Damage | Difficulty | Ammo | Cost | Availability | Notes |
Stunstick | STR+1D Stun | 5D Stun | Very Easy | 10 Hits | 1 | 2 | |
Stunspear | STR+2D Stun | 6D Stun | Very Easy | 10 Hits | 2 | 2,F |
Stun Weapon Ammo: Cost 1, Availability 2. A “hit” includes any actual strike, or a parry.
Cheap Melee Weapons: -1D to hit, -1 cost.
Lightsaber:
The lightsaber is the weapon of the Jedi Knights, a dangerous melee weapon that emits a meter-long beam of destructive energy, capable of cutting through nearly anything. Few other than the Jedi Knights wield the weapon, which is considered too dangerous for all but the most skilled use.
Weapon | Damage | Difficulty | Ammo | Cost | Availability |
Lightsaber | 5D | Very Difficult | 20 Hits | 4 | 4,R |
Lightsabers require two actions to activate, one to plug the weapon in and another to turn it on. Any object parrying a lightsaber takes full damage; any object being parried by a lightsaber suffers damage equal to the attacker’s Strength. Lightsabers can be used to parry bolters at –1D and energy-cocoon blasters at no penalty. Arrows, spears, and other slow-moving weapons can also be parried at –1D.
Lightsaber Ammo: Cost 1, Availability 3. A “hit” includes any actual strike, or a parry, but not lightsaber-to-lightsaber contact.
Armor:
Armor, particularly effective against physical weapons like swords and bolters, is popular among planetary security groups and professional soldiers. Warriors struggle to reconcile maneuverability with protection.
For purposes of damage calculation, “Archaic” weapons include all non-powered weapons, including slings, bows, crossbows, thrown weapons (except grenades), and unpowered melee weapons. “Modern” weapons include all powered melee weapons like vibro-weapons, lasers, explosives, bolters, and all energy weapons.
Archaic Armor:
Armor | Archaic Protection | Modern Protection | Actions | Cost | Availability |
Leather | +1 | +0 | No mod | 1 | 1 |
Chain/scale | +1D | +1 | -1D | 2 | 2 |
Plate | +2D | +1D | -2D | 3 | 2,F |
Shield | Passive Protection | Active Protection | Cost | Availability |
Small Shield | +1 Defense | +1D Shield Skill | 1 | 1 |
Large Shield | +1D Defense | +2D Shield Skill | 2 | 2 |
Modern Armor:
Armor | Physical Protection | Energy Protection | Actions | Cost | Availability | Notes |
Flak Suit | +1 | +0 | No mod | 1 | 1 | |
Blast Armor | +1D | +1 | No mod | 2 | 2 | |
Articulated Battle Armor | +2D | +1D | -1D | 3 | 2,F | |
Reinforced Battle Armor | +3D | +2D | -2D | 3 | 2,R | |
Powered Battle Armor | +3D | +2D | -1D | 4 | 3,X | +3D Strength |
Mandelorian Armor | +3D | +2D | No mod | 5 | 4,X | See Summary |
Shield | Passive Protection | Active Protection | Ammo | Cost | Availability |
Small Clear Shield | +2 Defense | +1D+1 Shield Skill | - | 1 | 1 |
Large Clear Shield | +1D+1 Defense | +2D+1 Shield Skill | - | 2 | 2 |
Small Stun Shield | +2 Defense | +1D Shield Skill | 10 Hits | 2 | 3,F |
Large Stun Shield | +1D Defense | +2D Shield Skill | 10 Hits | 2 | 3,F |
Mandelorian Battle Armor:
Powered Strength Enhancement +1D, Protection +3D solid, +2D energy.
Covers: All.
Audiovisual enhancers: +2D Search, night vision, internal binoculars
Integral vibroclaws: STR+2D damage, Difficulty Very Easy.
Shoulder-mounted missile launcher: 5D damage, burst 2 m (3D), shots 3, range 20, fire control +1D.
Integral electrified binding cord: Stun damage 4D. Struck characters are entangled and cannot move the struck area, but are allowed to make Easy Dexterity checks to escape.
Jet pack: Burst allows up to 20 m of movement horizontal, 10 m up, holds 8 bursts.
Helmet-mounted Laser: 3D damage, fire control +1D, +1D to hit, 5 shots, range 40.
Wrist-mounted Flame Gun: Maximum 4D damage, Ammo 12D, range 3 max.
Aquillian Sensorium Helmet: Cost 5, Availability 4,X
Each Sensorium Helmet is coded to work for one particular individual; another person wearing it will destroy it. Changing a Sensorium Helmet’s wearer requires a Very Difficult Sensor Engineering check.
The Sensorium Helmet requires the Sensorium Advanced Skill (based on Sensors) to use to its full effectiveness. (Someone with no Sensorium skill is essentially blind while wearing the Helmet.) To a skilled wearer, the helmet offers the following bonuses:
Enhanced audiovisual detectors, allowing Perception/Search bonus equal to wearer’s Sensorium skill
Nightvision and infrared vision allowing sight in partial or total darkness
Radio vision, allowing real-time analysis of nearby radio frequencies and Communications bonus equal to the wearer’s Sensorium skill
Internal macrobinoculars
All-around displays, allowing Perception bonus to initiative equal to Sensorium skill
Sonar/energy system, allowing the wearer to detect objects out to 300 meters away so long as they are not entirely sealed from the wearer. The difficulty varies depending on the object:
Very Easy: Active starship, starfighter, generator, or other large power source; skirmish or fast movement with a dozen or more people
Easy: Starship, starfighter, or generator on standby; car or other small power source; a dozen people; skirmish or fast movement with a few people; a few dozen people
Moderate: Low-power object like a lamp or portable radio; skirmish or fast movement with a single person; a handful of people
Difficult: Extremely low-power or concealed energy source or passive energy source like a disabled battery; a single, stationary person
The difficulty level should be increased by one when outside of direct line of sight, by two when the sensors must scan through moderate material (like thin plastic or wood) and three when the sensors must scan through heavy material (like metal). It is impossible to scan through airtight material, past vacuum, or through very thick materials.
Part 3: Adventuring Equipment
It’s a dangerous, barely-explored galaxy out there. The power of the Republic has yet to spread across the stars, protecting travelers and merchants. Starships are still lost without a trace in the deep reaches of space, prey to pirates or enemy raids or simple natural disasters that do not plague the vessels of more civilized times. Adventuring equipment is needed to survive journeys beyond the known stars.
Glow Rod: Cost 1, Availability 1
Casts light up to 50 meters. Batteries provide 20 hours worth of power.
Binoculars: Cost 2, Availability 1
These are simple optical binoculars that can enhance vision out to 500 meters. All Perception and Search checks are at +2D when using these tools to view areas more than 100 meters away.
Breath Mask: Cost 2, Availability 2
Allows for breathing underwater or in toxic atmospheres. Side-mounted air tanks provide half an hour of breathable air. They are used alone only in emergencies; for longer expeditions, air tanks are required. (Refill Cost 1, Availability 1.)
Air Tank: Cost 2, Availability 1
Attached to a breath mask, allows extended underwater breathing. Two air tanks can fit comfortably on the back, and each provides three hours of air. (Refill Cost 1, Availability 1.)
Macrobinoculars: Cost 3, Availability 2
Personal imagine magnification devices, macrobinoculars can magnify images up to one kilometer away. They provide computer enhanced images, providing information on range and targeting. They have zoom capability. All Perception and search skills are increased by 3D when using these tools to view areas more than 100 meters away (normal modifiers apply).
Environment Suit: Cost 3, Availability 2,F
A cheap, durable environment suit that can keep its wearer safe in deep space or other hostile environments. The environment suit comes equipped with two external pressurized air tanks that contain thirty minutes of breathable air each. (Advanced tanks can hold one hour each.) Environment suits are treated as armor (+1D physical, +1 energy, -1D to Dexterity). However, damage creates a breach that will expose the wearer to vacuum after a set period of time. The time this takes, and the Armor Repair check necessary to patch the suit (any given suit has 1D-1 patches, minimum 0) depends on the damage received.
Damage | Time Until Vacuum | Repair Difficulty |
Stunned | 2D rounds | Very Easy |
Wounded | 1D rounds | Easy |
Incapacitated | 1-3 rounds | Moderate |
Mortally Wounded | 1 round | Difficult |
Killed | Instant | Suit Destroyed |
Donning or removing an environment suit normally takes six rounds. This can be hastened to one round with a Moderate Survival check.
Macroscope: Cost 3, Availability 2,F
A macroscope functions like macrobinoculars, except it is attached to a gun. Further, a scope provides a +3D bonus to all shots at greater than medium range. The user must use the scope and weapon in a “sniper” type of position, requiring a steady resting spot and at least one round of preparation.
Scope: Cost 2, Availability 2,F
A scope functions like binoculars, except it is attached to a gun. Further, a scope provides a +2D bonus to all shots at greater than medium range. The user must use the scope and weapon in a “sniper” type of position, requiring a steady resting spot and at least one round of preparation.
Binoculars: Cost 2, Availability 1
These are simple optical binoculars that can enhance vision out to 500 meters. All Perception and Search checks are at +2D when using these tools to view areas more than 100 meters away.
Medical Kit: Cost 2, Availability 1
A simple medical kit can be used only once. The character is allowed to make a First Aid or Technical check with a difficulty based on how injured the subject is:
Wounded: Difficult
Incapacitated: Very Difficult
Mortally Wounded: Heroic
A successful roll heals the character one level. This can only be done once per day, even if the result fails—attempting to use another medical kit on a character causes 2D damage.
A medical kit can also be used to revive a stunned character or stabilize a mortally wounded character.
Revive Stunned: Easy
Stabilize Mortally Wounded: Moderate
Either type of check can be made once per round. A medical kit is expended whether the result is a success or a failure.
Hospital Time: Cost 1 to 4, Availability 1 or 2
An injured character who goes to the hospital heals over the course of time. Upon admittance to the hospital, he makes a Strength check, plus the Medicine skill of the attending physician.
Emergency Doctor: Medicine 1D, Cost 1, Availability 1
Frontier Doctor: Medicine 2D, Cost 2, Availability 1
Standard Doctor: Medicine 3D, Cost 3, Availability 2
World-Class Doctor: Medicine 4D, Cost 4, Availability 2
The result determines how long he takes to heal one step.
Wounded:
10: 3 Days
15: 2 Days
20: 1 Day
25+: 6 Hours
Incapacitated:
10: One week
15: Five days
20: Three days
25+: One day
Mortally Wounded:
10: One month
15: Two weeks
20: One week
25+: Three days
While in a hospital, there is no chance of a character’s condition worsening.
Part 4: Droids
Droids are mobile machine intelligences. All droids are hand-crafted by master artisans, and though there are a few generally accepted designs, each droid is unique. The limitations inherent in current technology limit any droid skill to 5D. Stationary computers can have a skill of up to 8D.
Droids are usually sleek metallic figures, often humanoid in appearance. Droids often bear unique designs, with maker’s marks offering evidence of their builder. Most droids are powered by an electromagnetic “spring” that powers a sophisticated magnetoclockwork system that allows a droid to function for up to one day at full power and 1D additional hours at half power (and half stats). Droids can be rewound with a magnetoclockwork “key” (about the size of a glow rod) that draws power from a regular generator.
Droid intelligence ranges from insect-level for very simple labor droids to about as smart as a companion pet; none are truly sentient. Since most droids do not speak any language except of Binary, they require special programming to operate.
Programming a droid requires accessing the droid’s onboard input system. Some droids can be equipped with radio receivers, allowing programming through a portable (300 m range), small stationary (10 km range) or large stationary (planetary range) droid control center. The final option is to use a protocol droid, which can translate regular spoken commands into Binary for comprehension by most droids.
Manual droid programming requires a check: Very Easy for single, simple actions; Easy for simple, repetitive commands that an insect could follow; Moderate for commands of trained animal or simple clerical work level; Difficult or higher for more complex commands or advanced clerical work level. Increase the difficulty if attempting to use a droid for an inappropriate purpose. Droid programming requires knowledge of the Binary language.
Labor Droid: Cost 3, Availability 2
STR 7D DEX 2D PER 2D KNO 0D MECH 1D TECH 1D
Labor droids are large, heavy machines built for heavy work. They possess an insect level of intelligence and can only follow the simplest instructions. Labor droids can stack, sort, and even assemble simple objects if shown how to do so and placed under careful scrutiny. Since they cannot speak or understand any language except Binary, labor droids require a protocol droid to translate commands.
Protocol Droid: Cost 4, Availability 3
STR 2D DEX 2D PER 3D KNO 0D MECH 1D TECH 1D
Skills: Command 4D, Languages 3D (Binary, Coruscanti, Bindar), Droid Programming 5D
Protocol droids are designed to facilitate “human-cyborg relations”—interactions between machines and organics. Since most droids can understand only Binary, protocol droids are needed for effective communication; without them droid commanders must use either stationary protocol computers or manual programming techniques. Protocol droids are usually humanoid in appearance. Most protocol droids can receive an optional linguistic add-on (Cost 3), granting them Languages 7D.
Assistant Droid: Cost 4, Availability 3.
STR 1D DEX 2D PER 2D KNO 0D MECH 1D TECH 1D
Skills: Command 3D, Profession 3D
Assistant droids are trained to work in office environments. More intelligent than common labor droids, assistant droids are able to file, sort, transcribe, take dictation, and perform other repetitive clerical duties too complex for a labor droid. Though not as capable as an organic worker, they can work all hours of the day. Assistant droids are only common in the largest companies or organizations, as they require protocol systems to communicate with organics.
Personal Assistant Droid: Cost 5, Availability 3,F.
STR 1D DEX 2D PER 2D+1 KNO 0D MECH 1D TECH 1D+1
Skills: Command 3D, Profession 4D
Advanced personal assistant droids serve as butlers, secretaries, and personal aides. They are considerably more capable than standard assistant droids, with the ability to understand simple commands and to speak with a vocabulary of up to 100 words.
Maintenance Droid: Cost 4, Availability 2.
STR 1D DEX 1D+1 PER 2D KNO 0D MECH 1D+1 TECH 2D+1
Skills: Repair 3D+1
Maintenance droids are impressive machines capable of performing repairs and basic modifications on a wide variety of machines. They are popular in space, where space and life support are at a premium, though their expense prohibits them from being popular planetside where superior organic help is available. Maintenance droids can speak and understand only binary, meaning that they must be programmed manually or supported by a protocol droid.
Portable Droid Transceiver: Cost 2, Availability 2,F.
These transceivers are roughly the size of large books, with a long antenna. They are used to program droids from a distance of out to 300 meters.
Small Stationary Droid Transceiver: Cost 3, Availability 2,F.
These transceivers are about a meter cube and can be set up on a large desk. They are used to program droids from a distance of out to ten kilometers.
Large Stationary Droid Transceiver: Cost 4, Availability 2,R
These massive transceivers take up an entire room. They are used to program droids from anywhere on a planet (limited by line of sight or atmospheric conditions) or out to planetary orbit.
Droid Receiver: Cost 1, Availability 1
This is a simple radio antenna that allows a droid to pick up droid transceiver signals.
Control Computer: Cost 5, Availability 3,R
Control computers (sometimes called machine brains) are room-sized machines that serve to communicate between organics and droids. They possess all the functions of a large stationary droid transceiver, and in addition they possess an effective Droid Programming skill of 8D. Control computers are used to communicate between specialists (who are not programmers) and droids.
Xim War Droid: Cost 5, Availability 4,X
Attributes: STR 8D DEX 3D PER 3D KNO 1D MECH 3D TECH 3D
Skills: Heavy Weapons 5D, Dodge 5D, Notice 4D, Drive 4D, Ground Vehicle Operation 4D
Move: 8
Internal Gear: Wrist-Mounted Blaster Cannon (6D, Ammo 100, Range 40), Wrist-Mounted Laser Cannon (5D, +1D to Hit, Ammo 50, Range 80), Shoulder-Mounted Missile Launcher (7D, Ammo 5, Range 60, Fire Control +1D), External Armor Plating (8D), Integral Macroscope.
Xim Scout Droid: Cost 5, Availability 4,X
Attributes: STR 5D DEX 3D+1 PER 5D, KNO 1D MECH 2D TECH 2D
Skills: Blaster 4D+1, Dodge 4D+1, Ground Vehicle Operation 4D+1, Running 5D
Move: 20
Equipment: Blaster Rifle (5D, ammo 5, range 20, reload 1 action), integral macroscope, 5 blaster packs
Xim Support Droid: Cost 4, Availability 4,X
Attributes: STR 3D DEX 2D PER 2D KNO 1D MECH 2D TECH 2D
Skills: Brawl 4D, Endurance 4D, Lift 4D, Blasters 3D, Dodge 3D, Notice 3D, Drive 3D
Equipment: Blaster rifle (5D, ammo 5, range 20, reload 1 action), 5 blaster packs
Part 5: Vehicles
Most advanced worlds possess an enormous variety of ground transports. While frontier worlds, still without the infrastructure to support large-scale industry, or primitive worlds unfamiliar with advanced technology still make use of animal power, vehicles are becoming increasingly common.
Vehicles, like almost all technologies, are intricately hand-crafted by master artisans, each unique and many beautiful. Most civilian vehicles use electrodyne generators, recognizable by their sparking dynamos and antennae. Electrodyne generators usually have enough power for 500 kilometers before they must be recharged (one minute, Cost 1, Availability 1). Electrodyne generators are very safe; their leaping arcs of electricity cause no ill effect.
Military vehicles use atomic steam generators that employ radioactive material to boil water. Characterized by large radiator fins and steam-belching pipes, atomic generators are too dangerous for frequent civilian use, but their superior power offers better performance for combat vessels. Atomic generators last for up to ten years before they need a recharge (one day, Cost 3, Availability 2,R). Atomic generators in non-military vehicles grant +1 maneuverability and +10% Speed.
In recent years, gravitic technology has spread across the Lightspeed League. Speeders first appeared on Duro and have since been received moderately well, though they are still very expensive. Early speeders have a limited altitude (10 meters at most). These limitations mean that there are still many types of transportation, from the animal-based travel of more distant worlds to the speeder-trains of Coruscant and the vast, ponderous and beautiful airships found on many worlds to the suborbitals that speed passengers to any point on a planet within a few short hours.
Vehicle Weapons:
Combat-ready or combat-modified vehicles often have permanent mounted weapons. As a general rule, motorcycles can support nothing heavier than a minigun, while cars and light planes can support heavy auto-cannons or any “light” weapon. Larger vehicles can support light or heavy weapons. Vehicles can also mount grenade launchers or rocket launchers. Use common sense to determine what you can mount on a vehicle.
Mounting a weapon on a vehicle takes from one to six hours, depending on circumstances, and requires a Moderate Vehicle Repair or Weapon Repair check to succeed. Failure means that the weapon is still attached, but it suffers some penalty. Roll 1D.
1: -1D damage
2: -1D accuracy
3: Half ammo potential
4: Half range
5: Jams when 1 is rolled on wild die; requires one action and Moderate Weapon Repair check to unjam
6: Cumulative -1D to accuracy with every 1 rolled on wild die; requires 15 minutes and Moderate (+1 difficulty per die) Weapon Repair check to fix
Ground Vehicles:
Groundcar: Cost 3, Availability 1,F
Scale: Speeder
Length: 3 meters
Skill: Drive (groundcar)
Crew: 1
Passengers: 4
Speed: 90; 150 kmh (electrodyne)
Maneuverability: +0D
Hull: 2D
Cover: 3/4
Groundcar, High-performance: Cost 4, Availability 2,F
Scale: Speeder
Length: 2.5 meters
Skill: Drive (groundcar)
Crew: 1
Passengers: 1
Speed: 180; 300 kmh (electrodyne)
Maneuverability: +1D
Hull: 2D
Cover: 3/4
Landspeeder: Cost 5, Availability 3,F
Scale: Speeder
Length: 5 m
Skill: Repulsorlift Operation (landspeeder)
Crew: 1
Passengers: 4
Speed: 90; 150 kmh (electrodyne)
Maneuverability: 0D
Hull: 1D+1
Cover: 3/4
Motorcycle: Cost 3, Availability 2,F
Scale: Speeder
Length: 2 meters
Skill: Drive (Motorcycle)
Crew: 1
Passengers: 1 (passenger removes maneuverability bonus)
Speed: 120; 200 kmh (electrodyne)
Maneuverability: +2D
Hull: 1D
Cover: 1/4
Tank: Cost 5, Availability 2,X
Scale: Walker
Length: 5 m
Skill: Ground Vehicle Operation (tank)
Crew: 3
Passengers: 1
Speed: 120; 200 kmh (electrodyne)
Maneuverability: -1D
Hull: 4D
Cover: Full
Machine Gun:
Scale: Walker
Fire Arc: Turret
Skill: Vehicle Weaponry
Fire Control: +1D
Range: 80
Damage 4D (Automatic)
Ammo: 100
Heavy Missile Launcher:
Scale: Walker
Fire Arc: Turret
Skill: Vehicle Weaponry
Fire Control: +1D
Range: 100 m
Damage: 5D; burst 3 meters/6 meters (3D/1D)
Ammo: 20
Tram: Cost 4 (1 to ride), Availability 2,R (1 to ride)
Scale: Speeder
Length: 30 meters
Skill: Drive (tram)
Crew: 1
Passengers: 300
Speed: 180; 300 kmh (electrodyne)
Maneuverability: None
Hull: 3D
Cover: Full
Troop Transport: Cost 4, Availability 2,R
Scale: Speeder
Length: 3 meters
Skill: Drive (troop transport)
Crew: 1 (plus one gunner)
Passengers: 15
Speed: 70; 115 kmh (atomic)
Maneuverability: -1D
Hull: 4D
Cover: 3/4 (Full if in back)
Machine Gun:
Scale: Character
Fire Arc: Turret
Skill: Vehicle Weaponry
Fire Control: 0D
Range: 80
Damage 7D (Automatic)
Ammo: 100
Truck: Cost 3, Availability 1,F
Scale: Speeder
Length: 4.5 meters
Skill: Drive (truck)
Crew: 1
Passengers: 15
Speed: 60; 100 kmh (electrodyne)
Maneuverability: -1D
Hull: 3D
Cover: 3/4
Air Vehicles:
Dirigible: Cost 4, Availability 2,F
Scale: Speeder
Length: 10 m
Skill: Pilot, Air (dirigible)
Crew: 2
Passengers: 20
Speed: 30; 50 kmh (electrodyne)
Maneuverability: -1D
Hull: 3D
Cover: Full
Dirigible, Battle Blimp: Cost 5, Availability 3,X
Scale: Speeder
Length: 10 m
Skill: Pilot, Air (dirigible)
Crew: 4
Passengers: 10
Speed: 40; 65 kmh
Maneuverability: 0D
Hull: 4D
Cover: Full
Machine Gun:
Scale: Speeder
Fire Arc: Turret
Skill: Vehicle Weaponry
Fire Control: 0D
Range: 80 m
Damage 4D (Automatic)
Ammo: 100
Missile Pod:
Scale: Speeder
Fire Arc: Front
Skill: Vehicle Weaponry
Fire Control: +1D
Range: 60 m
Damage: 8D; burst 2 meters (4D)
Ammo: 30
Propeller Plane, Heavy: Cost 5, Availability 2,F
Scale: Speeder
Length: 20 m
Skill: Airplane Operation
Crew: 2
Passenger: 50
Speed: 200; 400 kmh (electrodyne)
Maneuverability: -1D
Hull: 4D
Cover: Full
Propeller Plane, Light: Cost 4, Availability 2,F
Scale: Speeder
Length: 8 m
Skill: Airplane Operation
Crew: 1
Passengers: 4
Speed: 180; 300 kmh (electrodyne)
Maneuverability: 0D
Hull: 2D
Cover: Full
Cost: 4
Jet Fighter: Cost 5, Availability 2,X
Scale: Speeder
Length: 10 m
Skill: Airplane Operation
Crew: 2
Passengers: None
Speed: 280; 800 kmh (atomic)
Maneuverability: +1D
Hull: 2D+1
Cover: Full
Two Machine Guns (fire-linked):
Scale: Speeder
Fire Arc: Front
Skill: Vehicle Weaponry
Fire Control: 1D
Range: 200
Damage: 2D
Dual Light Missile Pods (fire-linked):
Scale: Speeder
Fire Arc: Front
Skill: Vehicle Gunnery
Fire Control: 1D
Range: 300
Damage: 4D
Ammo: 10 each
Jet Plane, Heavy: Cost 5, Availability 2,F
Scale: Speeder
Length: 40 m
Skill: Airplane Operation
Crew: 2 to 4
Passengers: 100
Speed: 210; 600 kmh (atomic)
Maneuverability: +0D
Hull: 4D
Cover: Full
Jet Plane, Light: Cost 5, Availability 2,F
Scale: Speeder
Length: 10 m
Skill: Airplane Operation
Crew: 1
Passengers: 1
Speed: 210; 600 kmh (atomic)
Maneuverability: +1D
Hull: 2D
Cover: Full
Gyro, Assault: Cost 5, Availability 2,X
Scale: Speeder
Length: 11 m
Skill: Gyro Operation
Crew: 2
Passengers: None
Speed: 200; 400 kmh (atomic)
Maneuverability: 0D
Hull: 2D chopper, 3D turbine
Cover: Full
Machine Guns:
Scale: Speeder
Fire Arc: Front
Skill: Vehicle Weaponry
Fire Control: 1D
Range: 200
Damage: 2D
Dual Medium Missile Pods (fire-linked):
Scale: Speeder
Fire Arc: Front
Skill: Vehicle Gunnery
Fire Control: 1D
Range: 300
Damage: 5D
Ammo: 8 each
Gyro, Transport: Cost 5, Availability 2,R
Scale: Speeder
Length: 14 m
Skill: Gyro Operation
Crew: 1
Passengers: 20
Speed: 200; 400 kmh (atomic)
Maneuverability: 0D
Hull: 2D chopper, 3D turbine
Cover: Full (3/4 with main door open)
Optional Door Gun:
Scale: Character
Fire Arc: Left
Skill: Vehicle Weaponry
Fire Control: 0D
Range: 80
Damage 7D (Automatic)
Ammo: 100
Water Vehicles:
Motorboat: Cost 3, Availability 1,F
Scale: Speeder
Length: 4 m
Skill: Watercraft Operation (motorboat)
Crew: 1
Passengers: 4
Speed: 20; 30 kmh (electrodyne)
Maneuverability: 0D
Hull: 2D
Cover: 1/2
Gunboat: Cost 4, Availability 2,R
Scale: Speeder
Length: 5 m
Skill: Watercraft Operation (motorboat)
Crew: 2
Passenger: 6
Speed: 30; 50 kmh (atomic)
Maneuverability: +1D
Hull: 3D
Cover: 1/2
Deck Gun:
Scale: Character
Fire Arc: Turret
Skill: Vehicle Weaponry
Fire Control: 0D
Range: 50
Damage 6D (Automatic)
Ammo: 100
Hovercraft: Cost 4, Availability 2,F
Scale: Speeder
Length: 5 m
Skill: Hover Vehicle Operation
Crew: 1
Passengers: 8
Speed: 30; 50 kmh (electrodyne)
Maneuverability: -2D
Hull: 2D
Cover: 3/4
Cheap Vehicles: Speed 75%, Maneuverability –1D, Hull –1D (minimum 1D), Weapon Accuracy -1D, Cost –1.
Part 6: Cybernetics
Crude cybernetic implants have recently become available. They are rare, bulky, and dangerous, but can offer twisted benefits to those willing to alter their bodies. There are two main types of cybernetic implants: replacements and upgrades.
Replacements: Availability 2,F
Replacement cybernetics simply replace a lost or missing body part. Replacements are available for the following body parts: hand, arm, leg, foot, eye, ear, nose, heart, lungs, and digestive system.
Replacement parts are large, bulky contraptions, obviously non-natural, typically made of harsh metal and plastic. Though crude sensors and so on have been constructed, replacement parts are clearly inferior to the real thing, and suffer a –1D penalty to all actions with that part.
Replacement hands and arms incur a –1D when using that limb. A replacement leg incurs a –1D to Running, Dodge, and similar skills and –1 to Move. Two replacement legs incur a –2D to Running, Dodge, and similar skills and –2 to Move. A replacement eye incurs a –1D to Perception when trying to see something. Two replacement eyes incur a –2D to Perception when trying to see something. A replacement ear incurs a –1D to Perception when trying to hear something. Two replacement ears incur a –2D to Perception when trying to see something. A replacement heart, lung, or digestive system incurs a –1D to Strength.
(Note that scores remain at their original values for purposes of calculating advancement through Character Points.)
Replacements do receive one bonus: if a replacement limb is damaged, that limb’s effective Strength is increased by 1D to resist the damage, and the damage does not affect the rest of the body. This does not apply to organs.
In addition to these penalties, replacement cybernetics can also cause immune system complications. The subject must take immune-suppressing drugs once per day (cost 2 per month), and must make a Strength check (Very Easy for one replacement, Easy for two, Moderate for three, and so on). If he fails the check, his Strength is at –1D for that week due to his faltering immune system. If he cannot get access to the drugs, he suffers damage equal to 1D per replacement part as his body rejects the cybernetics. If this results in Incapacitation, one cybernetic implant is destroyed; if the result is a Mortal Wound, all implants are destroyed.
Replacements can also strip away a person’s humanity. Upon receiving a new replacement, the subject must make a Perception check with a difficulty based on the number of implants, as above. If he fails, he suffers a –1 to all forms of social interaction. He is allowed to make this check once per month to shake the penalty.
This humanity penalty also makes it easier for the Force-sensitive to fall to the Dark Side. When performing an evil action, the Force-user gains +1 Dark Side Points for every –1 penalty the subject possesses. This hastens a Force-user’s fall to the Dark Side.
Finally, replacements can disrupt a person’s ability to call upon the Force. For every replacement he possesses, he must beat a difficulty of 5 when making his Force skill checks. If he cannot beat this difficulty, even if he would otherwise succeed, the power fails. If the subject receives a Force point, he must make a Perception or Control check with a difficulty of 3 per implant or the Force Point is lost.
Enhancements:
An enhancement is a step up from a replacement. It is considerably more dangerous, but can offer great powers to those willing to make the sacrifice.
Enhancements work in some ways much like replacements. They disrupt the subject’s immune system just like replacements—every enhancement is treated as a replacement for determining how the subject’s immune system reacts. They also disrupt the subject’s ability to call upon the Force.
Enhancements cause extensive, permanent damage to a subject’s humanity. Every rank of an enhancement incurs a permanent –1 penalty to all social interaction. This results in a permanent increase in the number of Dark Side Points that the subject receives when performing evil.
An enhancement can receive a maximum of five ranks.
Enhanced Muscles: Availability 3,R
Bulging synthetic muscles are placed just below the subject’s skin. He receives +1 Strength per rank.
Enhanced Reflexes: Availability 3,R
The subject’s nervous system is replaced and augmented by high-conductivity wires. He receives +1 Dexterity and Mechanical per rank.
Enhanced Eyes: Availability 3,R
The subject’s eyes are replaced by advanced cameras. He receives +1 Perception to see per rank. Further, every rank grants him one special ability.
Camera: Records up to ten minutes of film or 500 pictures.
Zoom: Treat as internal binoculars.
Microscopic Vision: Allows subject to magnify nearby objects up to 300x.
Low-light Vision: Allows subject to see in anything except complete darkness.
Thermal Vision: Allows subject to see in the infrared spectrum.
Anti-dazzle: The subject cannot be blinded.
Video: Can display beamed video.
Laser Eyes: The subject’s eyes can shoot lasers. 1D+1 damage, -1D Dodge, range 1, ammo 1. Uses Laser skill.
Enhanced Ears: Availability 3,R
The subject’s ears are replaced by advanced audio recorders. He receives +1 Perception to hear per rank. Further, every rank grants him one special ability.
Recorder: Records up to one hour of sound.
Focus: Can pick up a single conversation out of a babble.
Anti-deafen: The subject cannot be deafened.
Radio: Can display radio information.
Extended Frequencies: The subject can hear a much wider range of audio frequencies.
Computer Lobe: Availability 3,R
Part of the subject’s brain is replaced by a computer. This grants +1 Knowledge and Technical per rank, and allows for additional enhancements.
Skill Chip Lobe: Availability 3,R
Requires Computer Lobe. Part of the Computer Lobe becomes a dedicated skill processing system. The subject can gain +1D worth of skills per rank, so long as he has the correct skill chips. A skill chip replaces a character’s skill, it does not augment it. The maximum skill bonus that a skill chip can grant is +2D.
Datalink: Availability 3,R
Requires Computer Lobe. The subject can use a cord to interface directly with machine intelligences. This grants him +1D to any appropriate skills per rank, and allows him to double his speed every rank.
Dermal Armor: Availability 3,R
The subject’s skin is replaced by hard metal and polymer armor. This grants him +1D to Strength to resist damage per rank.
Enhanced Arm: Availability 3,R
Requires a replacement arm or hand. The subject’s cybernetic arm is enhanced. He receives a +1D to Strength, a +1 to Dexterity, and a +1D to Lifting per rank when using that arm.
Enhanced Leg: Availability 3,R
Requires two replacement legs. The subject’s cybernetic legs are enhanced. He receives a +1D to Strength, a +1 to Dexterity, and a +1 to Move per rank when using those legs.
Enhanced Skeleton: Availability 3,R
The subject’s skeleton is replaced by reinforced metals and polymers. This grants him +1 Strength and +2D Lifting per rank.
Razor Claws: Availability 3,X
Requires replacement arm or hand. The subject’s fingers contain retractable razor claws that cause +1 damage per rank. When the claws are deployed, the attacker is not treated as unarmed when brawling.
Internal Gun: Availability 3,X
Requires replacement arm or hand. The subject’s arm contains an internal hold-out weapon (twice normal ammo), pistol (normal ammo), or heavy weapon (half normal ammo). The weapon can be a bolter, blaster, stunner, or laser. The internal gun uses custom ammunition packs, and requires three actions to replace.
Surgery:
It requires extensive surgery to receive a replacement or enhancement. Replacements require 2D hours of surgery. Enhancements require 2D hours of surgery, +1D per rank. The Cybernetic Engineering difficulty for a replacement is Very Easy. The Cybernetic Engineering difficulty for enhancements is Very Easy for one rank, Easy for two, Moderate for three, Difficult for four, and Very Difficult for five.
If the roll succeeds by ten or more, the roll is a success and the subject is Wounded. If the roll is a success, the implant is installed and the subject is Incapacitated. If the roll is a failure, the implant is not installed and the subject is Mortally Wounded.
A replacement has a cost of 2, +1 for the cost of surgery. Enhancements cost 3 for ranks 1-2 and 4 for ranks 3-5, +1 for the cost of surgery. Machine Thralls of Taspio can receive enhancements automatically commensurate with their advancing Force skills, but must pay for others.
Design Notes