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 Dynamic RP: Outfitting

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AuthorMessage
Lunarwolf
Chief Operative
Chief Operative
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Number of posts : 6401
Age : 38
Location : Southampton, UK
Registration date : 2009-02-23

PostSubject: Dynamic RP: Outfitting   Fri Aug 13, 2010 4:00 pm




"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."
- Han Solo

ARMOUR

NOTE: If you use a set of amrour but do not possess the appropirate armour skill (Light, Medium or Heavy) then you take a -5 penalty on all skill checks. Also the DEX Bonus of the armour is redued by -1

Armour (Light)

Blast Helmet & Vest:
GAME INFO: +2 REF Def / +0 FORT Def
COST: 500c

Flight Suit, Padded:
GAME INFO: +3 REF Def / +1 FORT Def, Enviromentally Sealed (10 hrs air)
COST: 2000c

Combat Jumpsuit:
GAME INFO: +4 REF Def / +0 FORT Def
COST: 1500c

Fiber Armour:
GAME INFO: +4 REF Def / +1 FORT Def, Once per Encounter can add +5 FORT Def vs a single Energy-based attack while 'Fighting Defensively'
COST: 3000c

Battle Armour, Light (Powered):
GAME INFO: +4 REF Def / +2 FORT Def, Enviromentally Sealed (10 hrs air), x2 upgrade ports
COST: 6500c

Battle Armour, Light:
GAME INFO: +5 REF Def / +2 FORT Def, x1 upgrade port
COST: 3500c

Flight Suit, Armoured:
GAME INFO: +5 REF Def / +2 FORT Def, Enviromentally Sealed (10 hrs air)
COST: 4000c

Armour (Medium)

Mesh Armour:
GAME INFO: +6 REF Def / +2 FORT Def. Once per Encounter can add +10 FORT Def vs a single Energy-based attack while 'Fighting Defensively', x2 upgrade ports
COST: 6000c

Weave Armour:
GAME INFO: +6 REF Def / +2 FORT Def, x1 upgrade port
COST: 5000c

Ceremonial Armour:
GAME INFO: +7 REF Def / +0 FORT Def
COST: 5000c

Corellian Powersuit:
GAME INFO: +7 REF Def / +0 FORT Def, +1 bonus to PHY while wearing, x1 upgrade port
COST: 10,000c

Battle Armour, Powered:
GAME INFO: +7 REF Def / +2 FORT Def, Enviromentally Sealed (10 hrs air), x2 upgrade ports
COST: 11,000c

Battle Armour:
GAME INFO: +8 REF Def / +2 FORT Def, x2 upgrade ports
COST: 7000c

Armour (Heavy)

Armoured Spacesuit:
GAME INFO: +9 REF Def / +3 FORT Def, Enviromentally Sealed (24 hrs air)
COST: 12,000c

Matrix Armour:
GAME INFO: +9 REF Def / +3 FORT Def. Once per Encounter can add +15 FORT Def vs a single Energy-based attack while 'Fighting Defensively', x3 upgrade ports
COST: 9000c

Battle Armour, Heavy (Powered):
GAME INFO: +9 REF Def / +4 FORT Def,Enviromentally Sealed (10 hrs air), x3 upgrade ports
COST: 19,000c

Battle Armour, Heavy:
GAME INFO: +10 REF Def / +4 FORT Def, x3 upgrade ports
COST: 15,000c

Armour (Jedi/Sith Robes)

Apprentice Robes: (Light Armour)
GAME INFO: +4 REF Def / +1 FORT Def
COST: 5000c

Lord (Sith) / Knight ((Jedi) Robes: (Light Armour)
GAME INFO: +6 REF Def / +1 FORT Def, adds +1 to Melee Skill, x1 upgrade port
COST: 10,000c

Master Robes: (Medium Armour)
GAME INFO: +8 REF Def / +1 FORT Def, adds +2 to Melee Skill, x2 upgrade ports
COST: 18,000c

Jedi/Sith Battle Armour: (Heavy Armour)
GAME INFO: +8 REF Def / +2 FORT Def, adds +3 to Melee Skill, x2 upgrade ports
COST: 25,000c

Belts

Adrenaline Amplifier:
GAME INFO: Once per Encounter, allows the user to increase PHY (and any associated abilities/skills by +2) - Does not work on Droids.
COST: 8500c

Cardio-regulator:
GAME INFO: Increases Fortitude skill by +1 while worn. Does not work on Droids.
COST: 12,000c

Sound Dampening Stealth Unit:
GAME INFO: Adds +2 to Stealth Skill while worn. Does stack with other stealth-generating equipment, though only 1 belt can be worn at once.
COST: 15,000c

Shield Amplifier:
GAME INFO: Increases the SR of any Shield worn by +2
COST: 15,000c

Gloves

Advanced stabilizer gloves:
GAME INFO: Came in two varieties: Advanced stabilizer gloves - Pistol and Advanced stabilizer gloves - Rifle, adding +2 to Pistols or Rifles skill respectively.
COST: 18,000c

Dominator Gauntlets:
GAME INFO: Power-assisted Gauntlets that add +4 to all melee damage (except lightsabers)
COST: 18,000c

Karakan Gauntlets:
GAME INFO: Created by the isolationist Karakan, were almost a complete medical computer in themselves. They constantly monitored and adjusted the nervous impulses, blood pressure, and tension through the wearer's hands. The resulting increase in stability and overall system integrity had two major benefits to the wearer, the first being a steady repair of the body, regenerating 1 HP per turn, and also a +5 to the Medicine skills when used on other people.
COST: 35,000c

Force Gloves:
GAME INFO: Exceptionally rare, these gloves had embedded force crystals in the knuckles which actually amplied force energy. While worn, any Force User found they had +50% total Force Points (A character with 8 FP would have 12 while wearing the gloves).
COST: 40,000c

Headgear

Aural Amplifier:
GAME INFO: +5 Equipment Bonus to Perception while using to eavesdrop
COST: 2000c

Computer Interface Visor:
GAME INFO: +2 to Computer Skill
COST: 1200c

Demolitions Sensor:
GAME INFO: +5 to Perception when looking for hidden explosives and +5 to Demolitions skill when trying to disarm them.
COST: 2000c

Mechanical Interface Visor:
GAME INFO: +2 to Mechanics skill
COST: 1250c

Medical Interface Visor:
GAME INFO: +2 to Medicine skill
COST: 1500c

Motion Sensing Visor:
GAME INFO: +5 to Perception checks when used specifically vs Stealth
COST: 2500c

Neural Band:
GAME INFO: +2 to Willpower skill
COST: 3500c

Vaccum Mask:
GAME INFO: Emergency breathing apparatus, even works in space. Offers 10mins of air.
COST: 650c

Shields

Energy Shields, Light:
GAME INFO: Provide 5 SR (Energy) (10 SR for Advanced Model)
COST: 500c ( 2000c for Advanced Model)

Energy Shields, Medium:
GAME INFO: Provide 15 SR (Energy) (20 SR for Advanced Model)
COST: 4,500c ( 8000c for Advanced Model)

Energy Shields, Heavy:
GAME INFO: Provide 25 SR (Energy) (30 SR for Advanced Model)
COST: 12,500c ( 18,000c for Advanced Model)

Energy Shields, Particle:
GAME INFO: Provide 5 SR (Solid) (10 SR for Advanced Model)
COST: 5,000c ( 9000c for Advanced Model)


WEAPONS

Note: If you use a weapon you are not proficient in (for example using a Rifle when you only have Pistols skill) you suffer a -2 penalty to hit with that weapon.

Pistols

Needler:
GAME INFO: 2d4 (Piercing) Damage
COST: 650c

Ripper:
GAME INFO: 2d4 (Slashing) Damage
COST: 750c

Pulse-Wave Pistol:
GAME INFO: 2d6 (Energy) Damage
COST: 200c

Slugthrower Pistol:
GAME INFO: 2d6 (Piercing) Damage
COST: 750c

Sonic Disruptor:
GAME INFO: 2d6 (Sonic, Energy) Damage
COST: 1000c

Sonic Pistol:
GAME INFO: 2d6 (Sonic, Energy) Damage
COST: 900c

Blaster Pistol, Holdout:
GAME INFO: 3d4 (Energy) Damage
COST: 300c

Blaster Pistol, Sporting:
GAME INFO: 3d4 (Energy) Damage + 2d6 (Stun) Damage
COST: 300c

Blaster Pistol:
GAME INFO: 3d6 (Energy) Damage + 2d6 (Stun) Damage
COST: 500c

Blaster Pistol, Heavy:
GAME INFO: 3d8 (Energy) Damage + 2d8 (Stun) Damage
COST: 750c

Heavy Sonic Pistol:
GAME INFO: 2d8 (Sonic) Damage
COST: 1,250

Rifles

Blaster Carbine:
GAME INFO: 3d8 (Energy) Damage + 2d8 (Stun) Damage
COST: 900c

Blaster Rifle:
GAME INFO: 3d8 (Energy) Damage + 2d8 (Stun) Damage, x1 Upgrade port
COST: 1000c

Blaster Rifle, Sport:
GAME INFO: 2d8 (Energy) Damage + 2d8 (Stun) Damage
COST: 800c

Ion Carbine:
GAME INFO: 3d8 (Ion) Damage
COST: 800c

Ion Rifle:
GAME INFO: 3d8 (Ion) Damage, x1 Upgrade port
COST: 850c

Pulse-Wave Rifle:
GAME INFO: 2d8 (Energy) Damage
COST: 550c

Slugthrower Rifle:
GAME INFO: 2d8 (Piercing) Damage
COST: 300c

Sonic Rifle:
GAME INFO: 2d8 (Sonic) Damage
COST: 900c

Blaster Carbine, Repeating:
GAME INFO: 3d10 (Energy) Damage + Knockdown
COST: 2000c

Blaster, Light Repeating:
GAME INFO: 3d8 (Energy) Damage+Knockdown, x1 Upgrade port
COST: 1200c

Blaster Rifle, Assault:
GAME INFO: 3d8+2 (Energy) Damage+Knockdown, x1 Upgrade port
COST: 1250c

Blaster Rifle, Heavy:
GAME INFO: 3d10 (Energy) + 2d10 (Stun), x1 Upgrade port
COST: 2000c

Grenades/Explosives

Adhesive Grenade:
GAME INFO: Successful hit roots target in place for 1d4 rounds
EXPLOSIVE RADIUS: 5ft
COST: 200c

CryoBan Grenade:
GAME INFO: 3d6 (Energy) Damage +Knockdown
EXPLOSIVE RADIUS: 30ft
COST: 500c

Energy Ball:
GAME INFO: 2d8 (Energy) Damage
EXPLOSIVE RADIUS: 10ft
COST: 20c

Grenade, Frag:
GAME INFO: 4d6 (Slashing) Damage +Knockdown
EXPLOSIVE RADIUS: 30ft
COST: 200c

Grenade, Ion:
GAME INFO: 4d6 (Ion) Damage
EXPLOSIVE RADIUS: 30ft
COST: 250c

Grenade, Stun:
GAME INFO: 4d6 (Stun) Damage +Knockdown
EXPLOSIVE RADIUS: 25ft
COST: 250c

Thermal Detonator:
GAME INFO: 8d6 (Energy) Damage +Knockdown
EXPLOSIVE RADIUS: 50ft
COST: 2000c

Heavy Weapons

Grenade Launcher:
GAME INFO: Fires Grenades (see above)
COST: 500c

Blaster, Heavy Repeating:
GAME INFO: 3d10 (Energy) Damage+Knockdown, x2 upgrade ports
COST: 4000c

Blaster Cannon:
GAME INFO: 3d12 (Energy) Damage +Knockdown, x1 upgrade port
COST: 3000c

Missile Launcher:
GAME INFO: 6d6 (Slashing) Damage +Knockdown
COST: 1500c

Blaster, E-Web Repeating:
GAME INFO: 3d12 (Energy) Damage, x1 upgrade port (Requires two to operate)
COST: 8000c


EXOTIC RANGED WEAPONS

Aurial Blaster:
GAME INFO: 3d6 (Sonic) Damage
COST: 2500c

Lanvarok, Sith:
GAME INFO: 3d4 (Stun) Damage
COST: 4000c

Flamethrower:
GAME INFO: 3d6 (Fire) Damage
COST: 1000c

Bowcaster:
GAME INFO: 3d10 (Energy + Piercing) Damage, requires PHY 2+ to use
COST: 1500c

Lanvarok, Large:
GAME INFO: 1d8 (Stun) Damage, can also be used as a melee weapon, doing 3d8 (Stun) Damage
COST: 2000c

Carbonite Rifle:
GAME INFO: 3d10 (Stun) Damage
COST: 1200c

Lightsabers

Lightsaber, Short:
GAME INFO: 2d6 (Energy + Slashing) Damage + PHY Score
Cost (to create): 2500c

Lightsaber:
GAME INFO: 2d8 (Energy + Slashing) Damage + PHY Score
Cost (to create): 3000c

Lightfoil:
GAME INFO: 2d8 (Energy + Slashing) Damage + PHY Score. Those Trained in Form II (Makashi) gain +1 to hit while using Lightfoils.
Cost (to create): 4500c

Lightsaber, Double:
GAME INFO: 2d8 (+2d8 if you have Dual Wielding) (Energy + Slashing) Damage + PHY Score
Cost (to create): 7000c

Other Melee Weapons

Knife:
GAME INFO: 1d4 (Slashing or Piercing) Damage + PHY Score
COST: 25c

Club/Baton:
GAME INFO: 1d6 (Bludgeoning) Damage + PHY Score
COST: 15c

Stun Baton:
GAME INFO: 1d6 (Stun) Damage + PHY Score
COST: 15c

Mace:
GAME INFO: 1d8 (Bludgeoning) Damage + PHY Score
COST: 50c

Spear:
GAME INFO: 1d8 (Piercing) Damage + PHY Score
COST: 60c

Bayonet:
GAME INFO: 1d8 (Piercing) Damage + PHY Score
COST: 50c

Quaterstaff:
GAME INFO: 1d6 (+1d6 if you have Dual Wielding) (Bludgeoning) Damage + PHY Score
COST: 65c

Combat Gloves:
GAME INFO: +1 to Unarmed Damage
COST: 250c

Dire Vibroblade:
GAME INFO: 2d6 (Slashing or Piercing) Damage + PHY Score
COST: 60c

Double Vibroblade:
GAME INFO: 2d6 (+2d6 if you have Dual Wielding) (Slashing) Damage + PHY Score
COST: 550c

Shockstaff:
GAME INFO: 2d6 (+2d6 if you have Dual Wielding) (Stun) Damage + PHY Score
COST: 3500c

Short Sword:
GAME INFO: 1d6 (Slashing or Piercing) Damage + PHY Score
COST: 40c

War Sword:
GAME INFO: 1d8 (Slashing or Piercing) Damage + PHY Score
COST: 50c

Dire Sword:
GAME INFO: 1d10 (Slashing or Piercing) Damage + PHY Score
COST: 100c

Double-Bladed Sword:
GAME INFO: 1d6 (+1d6 if you have Dual Wielding) (Shashing or Piercing) Damage + PHY Score
COST: 120c

GEAR


Espionage & Communication

Comlink (short range)
GAME INFO: Short-range communicators have a range of 50km and can be built into helmets or armour
COST: 25c

Comlink (long range)
GAME INFO: Long-Range communicators have a range of 200km and require a backpack-sized comset. Alternatively, for double the price, they can be miniturized into a wrist-comm
COST: 250c

Pocket Scrambler
GAME INFO: A simple device that can be added to any communicator, scrambling the outgoing signal so it can't be intercepted easily. To intercept & decode the signal is a Computer Check, TN 30.
COST: 400c

Vox-Box
GAME INFO: Designed for species who can understand Basic but not speak it, the Vox-Box is a device with 12 pre-programmed responses which the user can activate to aswer simple questions.
COST: 200c

Code Cylinder
GAME INFO: A code cylinder is a device issued to military and political personnel which allows them to identify themselves with certain droid-controlled security systems. It contains clearances codes, dna samples and other forms of identifcation and allows the security system to correctly indentify the user.
COST:500c

Credit Chip
GAME INFO: A credit-storage device i.d. encoded to the owner.
COST: 100c

Datapad
GAME INFO: These handheld computers serve as notebooks, dayplanners, calculators and sketchpads. In addition to performing these basic funcitons a datapas can interface with larger computer networks directly or via comlink.
COST: 1000c

Datapad (basic)
GAME INFO: As a normal datapad, minus the ability to interface.
COST: 100c

Holoprojector (personal)
GAME INFO: A handheld, personal hologram transmitter with approximately 2 hours of holorecording or 2,000 holo-images.
COST: 1000c

Portable Computer
GAME INFO: Compact and light enough to be carried in an attache case or backpack but powerful enough to run powerful programs, portable computers are the infromation technology of choice for anyone who needs to access a lot of data while on the go.
COST: 5000c

Electrobinoculars
GAME INFO: This device magnifies distant objects in most lighting conditions. An internal display provides data on range and elevation and features a radiation and nightvision modes.
COST: 1000c

Audiorecorder
GAME INFO: Stores 100 hours of high-quality sound
COST: 25c

Holorecorder
GAME INFO: Stores 1 hour of high-quality holos
COST: 100c

Sensor Pack
GAME INFO: A portable scanning device, the sensor pack general details on comm signals, life forms and hazards within 1km and using it grants a +5 to Perception cehcks.
COST: 1500c

Stealth Field Generator
GAME INFO: A device which attaches to a belt and, when activated, grants Improved Concealment. It requires an enrgy cell to use and after 5 uses the pack requires recharging.
COST: 5000c

ABC Scrambler
GAME INFO:This device is used to ward off missile attacks. The ABC scrambler is most commonly worn as a belt and sends out all kinds of messages to confuse missile guiadance systems. A Character with an ABC Scrambler gets a +5 bonus to Reflex Defense vs launched grenades and missiles.
COST: 3000c

Force Cage
GAME INFO: A Force Cage is a large cage with electrocuted bars, casuing 3d6 damage to anyone trying to break in or out of it. The cage itself has 200hp.
COST: 7000c

Lock-breaking kit
GAME INFO:Highly illegal, the lock breaking kit grants a +5 bonus to either Mechanics or Computer when trying to bypass a lock, depending upon which type of lock it is.
COST: 8000c

Man Trap
GAME INFO: A Man Trap forces heavy gravity on a target, effectively immobilizing them. It covers an 8ft radius and anything under it is effected. It is possible to break free from a Man Trap, but very difficult, requiring a PHY roll vs TN35
COST: 8000c

Spacer's Chest
GAME INFO: A secret chest favoured by Smugglers and pirates containing a selection of 'hold out' items in case the scoundrel finds themselves on the run and in need of some simple backup. It contains spare clothes, credit sticks, data discs, a small set of tools, concentrated food as well as a hold-out blaster and blaster packs.
COST: 200c


Implants

Bio-Stabalizer Implant
GAME INFO: This implant makes the user immune to poison
COST: 1750c

Cardio Implant
GAME INFO: This implant grants +1 HP per level
COST: 4000c

Combat Implant
GAME INFO: This implant removes the penalty from using a weapon you don't have the skill for
COST: 5000c

Memory Implant
GAME INFO: An encyclopedia is built into this implant. The user can re-roll any Galactic Knowledge roll and keep the better result.
COST: 2000c

Nerve Reinforcement Implant
GAME INFO: This implant allows the user to take only 1/2 damage from Stun attacks
COST: 5000c

Regenerative Implant
GAME INFO: The user of this Implant heals at twice the normal rate while resting
COST: 4250c

Sensory Implant
GAME INFO: Adds various visual spectrums which allow the user to see in the dark, effectively the same as the Feat Infravision.
COST: 2500c


Medical Supplies + Life Support

Aquata Breather
GAME INFO: Provides upto 2 hours of breathable air through a nose/mouthpiece
COST: 350c

Breath Mask
GAME INFO: Provides 1 hour of a supplied atmosphere
COST: 250c (50c for a cannister)

Flight Suit
GAME INFO: A one-piece coverall (plus helm) that provides life support, protects the wearer from hostile enviroments and prevents the wearer from suffering the effects of high-velocity flying . It provides 10 hours of life support. It also provides +1 to Fortitude Defense
COST: 1000c

Space Suit
GAME INFO: An enviromentally-sealed version of the Flgith Suit except that it provides 24 hours of life support, even in a vaccum. It also provides +2 Fortitude Defense.
COST: 2000c

Kolto (1ltr)
GAME INFO: adds +10 to the total HP healed by Medicine Skill Check. Single use.
COST: 100c

Kolto (patch)
GAME INFO: adds +15 to the total HP healed by Medicine Skill Check. Single use.
COST: 250c

Kolto (tank)
GAME INFO: A large, immobile tank filled with Kolto which aids in the healing process. Sumersion in the tank not only adds +5 to the Medicine Skill, but also granks +30HP to the total HP healed by the Medicine Skill Check. This healing process takes 1 hr per 15 HP that needs healing. Multiple use.
COST: 150,000c

Cybernetic Prothesis
GAME INFO: Replacement for lost limbs. Grant +1 to PHY Ability Score, but reduce any Use The Force checks by -1 and means the character is suseptable to Ion Damage.
COST: 1500c

Medkit
GAME INFO: An easy to use device that adds +2 to Medicine Skill and grants +6 HP to the total HP healed through use of the skill. Single use.
COST: 600c

Medpac
GAME INFO: A medical "quick fix" that adds +1 to Mediciine Skill and grants +4 HP to the total HP healed through the use of the skill. Single use.
COST: 200c

Surgery Kit
GAME INFO: A highly specialised bit of medical apperatus which can stabalize most vicitms and help the body recover from most wounds. It adds +15 to the total HP healed by Medicine Skill Check, and a +2 to the Medicine Skill. Multiple use.
COST: 1000c

Vaccum Mask
GAME INFO: A breather mask which allows 10mins of breathable air, even in a vaccum
COST: 650c


Armour Upgrades

(Each takes up 1x armour upgrade slot)

Armour Reinforcement
GAME INFO: Armour with this upgrade ignores the first 2 points of Piercing Damage
COST: 3000c

Enviromental Sealing
GAME INFO: Armour with this upgrade allows for the sealing of all joints as a swift action, effectively allowing the armour to be used in the vaccum of space. Breathable air is 10mins.
COST: 400c

Aquatic Adaption
GAME INFO: Allows unlimited breathing underwater via filters and can withstand pressure of deep oceans
COST: 500c

Armourplast
GAME INFO: Reduces the weight of the armour by 50%, which makes it more manaeuverable. Add +1 to Reflex Defence Bonus of the Armour.
COST: 900c

Climbing Claws
GAME INFO: Can 'Take 10' on climbing, and can also re-roll any climbing check. The claws can be used as meleee weapons, causing 2d6 (+PHY) Slashing Damage.
COST: 200c

Diagnostics System
GAME INFO: Adds +2 to any Mechanics Check due to on-board computers
COST: 500c

Enviomental Systems
GAME INFO: Coming in two varieties (extreme heat or extreme cold). With this upgrade fitted to armour, the wearer is immune to either extreme heat or extreme cold.
COST: 600c

Gyro
GAME INFO: A Gyro helps you remain on your feet, adding a +5 to all defenses to resist being knocked 'Prone'.
COST: 250c

Helmet Package
GAME INFO: Adds +2 to Perception checks, grants low-light vision and has a built-in hands-free long-range communicator.
COST: 4000c

Holoshroud
GAME INFO: Uses holoprojectors to "hide" the image of the armour, effectively making it semi-invisible. When installed this upgrade adds +5 to Stealth Checks.
COST: 5000c

Internal Generator
GAME INFO: Allows the constant charging of any device attached to it, this Generator Upgrade allows anything that requires an energy cell never to run out of 'charges'
COST: 1000c

Jump Servos
GAME INFO: Allows 'take 10' on Jump checks, and also allows re-rolling of jump-checks, keeping the better result.
COST: 100c

Mesh underlay
GAME INFO: Armour with this upgrade ignores the first 5 points of Energy Damage
COST: 2000c

Powered Exoskeleton
GAME INFO: Operating for 20 rounds on a standard energy cell, this upgrade grants +1 PHY to the user via augmented strength.
COST: 4000c

Radiation Shielding
GAME INFO: adds +10 to Fortitude Defense vs Radiation (only) and also stops the first 5 points of damage from Radiation.
COST: 400c

Ready Harness
GAME INFO: Allows the carrying of 10 small items without causing discomfort or encumberance.
COST: 500c

Repulsorlift
GAME INFO: Works the same way as most speeders, allowing the user to "hover" off the ground (1m up). Lasts for 10 Rounds on a standard energy cell.
COST: 1000c

Shadowskin
GAME INFO: a matt-black paint scheme for armour which grants +5 to Stealth Checks
COST: 5000c

Shadowskin, Reflective
GAME INFO: The shadowskin is coated in a special light-reflexive resin which makes it even more effective for stealth missions, granting +10 to Stealth Checks.
COST:20,000c

Shockweb
GAME INFO: The shockweb upgrade can, as a swift action, electrocute the entire outter-shell of the armour (keeping the wearer safe), causing 1d6 Energy Damage (electrical) + 2d6 Damage (stun) to anyone who touches it. The suit has 20 charges per energy cell.
COST: 6000c

Weapon Upgrades

(Each takes up 1x weapon upgrade slot)

Beam Splitter
GAME INFO: Adds extra damage but sacrifices accurancy. Weapons with this upgrade allow you to take a minus to your chance to hit, but for ever point in penalty, you do an additional +2 damage. For example, if you took a -3 Penalty to hit, you would do +6 damage. This upgrade only works on Pistols, Rifles and Exotic Ranged weapons
COST: 1200c

Durasteel Bonding
GAME INFO: A melee weapon coated in Durasteel is not only more durable, but also more durable. If you deal a critical hit, that critical does x2.5 damage rather than the usual x2 damage of critical hits. This upgrade only works on melee weapons.
COST: 2000c

Enhanced Energy Projector
GAME INFO: This upgrade makes melee weapons which require a power cell/power source (such as a Vibro weapon) more stable. If a Fumble (a natural 1) is rolled, the user can re-roll it, keeping the second result. This upgrade only works on melee weapons with power sources)
COST: 3000c

Hair Trigger
GAME INFO: Allows easier quick-succession firing. Allows the re-roll of all damage dice in one attack, once per encounter. This upgrade only works on Pistols, Rifles, Heavy Weapons and Exotic Ranged Weapons.
COST: 1200c

Helmet Package
GAME INFO: Identical to the Armour Upgrade of the same name, although this is built into the weapon, not the armour. Both effects can stack meaning a total of +4 to Perception can be gained.
COST: 4000c

Targeting Scope, standard
GAME INFO: Grants +2 To HIt Bonus on Ranged weapons. This upgrade only works on Pistols, Rifles, Heavy Weapons and Exotic Ranged Weapons.
COST: 100c

Targetiing Scope, Low-Light Enchanced
GAME INFO: identical to the Standard Scope, but also grants nightvision.
COST: 1000c

Extra Power Source
GAME INFO: The weapon has a backup power source so even if it is damaged / effected by ion attacks, the user can 'reboot' it as a swift action, allowing it to work normally.
COST: 200c

Double Trigger
GAME INFO: Double-trigger weapons have a second "safety" trigger and are extremely accurate. A ranged weapon fitted with this Upgrade is very precise, granting the user +2 To Hit Bonus, or +4 if they spend a full round action aiming.
COST: 800c

Ion Charger
GAME INFO: This upgrade encases a melee weapon is a light Ion field granting a +2d6 (Ion) Damage bonus. It uses an energy cell to power this. This upgrade only works on melee weapons.
COST: 3000c

Improved Energy Cell
GAME INFO: An improved energy cell has twice as many charges as a standard energy cell.
COST: 4000c

Tremor Cell
GAME INFO: Attached to a melee weapon that requires an energy cell, a weapon with this upgrade can be switched to do only Stun damage as a swift action. The Damage dice are identical, but Stun damage replaces the weapon's damage type. This upgrade only works on powered energy weapons.
COST: 1000c

Missile Load
GAME INFO: Used on a grenade launcher, this upgrade allows the Grendades to be fired like Missiles, propelling them at higher speeds over long distances. When the grenade-missiles hit they do +50% damage.
COST: 250c

Neutronium Reinforcement
GAME INFO: A special alloy added to melee piercing and slashing weapons (but not lightsabers as the blade is not solid), this increases the possibility of scoring a critical. A natural roll of 19 also counts as a critical for a weapon with this upgrade. This upgrade with work on and melee weapon except lightsabers.
COST: 3000c

Overload Switch
GAME INFO: A weapon with this upgrade can be programmed to explode, meaning the character stuck with no ammo can turn the weapon into an improvised explosive thrown weapon. When used in this way the weapon does the same damage as a Frag greanade. Only works on Pistols and Rifles.
COST: 500c

Retractable stock
GAME INFO: Any pistol can be fitted with a Retractable Stock even if it has no Upgrade Ports. A retractable stock effectively adds 1 Upgrade Port to a pistol, and only pistols.
COST: 100c

Slinker
GAME INFO: A slinker upgrade turns projetile weapon ammo (slugthrowers and missile launchers) into guided weaponry, but once converted they cannot be converted back and all ammo cost twice as much. Slinker ammo is self-guiding with tiny computers and sensors built in which can quite literally fire around corners at targets. This heavily effects cover, meaning that regular cover and improved cover no longer grants any bonus to Reflex Defense as the ammo can still get to them. Characters in Total Cover are unaffected because the ammo cannot plot a path to them.
COST: 1000c

Universal Upgrades

(Can take up a Weapon OR Armour upgrade slot, or can just be added to other items, even vehicles/spaceships in some cases)

Dual-Gear
GAME INFO: Essentially this is building a smaller object into a larger object; such as a holorecorder into a Lightsaber for example, or a blaster pistol into a suit of armour.
COST: 1000c

Memory Upgrade
GAME INFO: Double's a storage unit's capacity. For example, doubles the size of a computers' data disc, or doubles the amount of recording capacity on a holo-recorder
COST: 4000c

Memory Upgrade, Advanced
GAME INFO: Identical to the Memory Upgrade, except the capacity is x5 instead of x2
COST: 16,000c

Miniaturized
GAME INFO: A complete rebuild of the item in question, a miniturized version is made considerable smaller, allowing it to easily smuggled. All Guile checks to sneak it past others gets a +5 Guile Check bonus
COST: 500c

Recognition System
GAME INFO: An item with a Recognition System upgrade will only function if operated by its owner. The system can be fooled, but requires a successful Computer Check with TN35
COST: 200c

Remote Activation
GAME INFO: An item fitted with this upgrade allows it to be activated via a signal from a comlink or other device. Although commonly associated with explosives or security systems, it is also often used in such devices as holoplayers or droid activation. To activate a specific code must be sent though someone who is aware of the remote code can attempt to splice it with a Computer check vs TN30
COST: 100c

Secret Compartment
GAME INFO: This upgrade allows an item to store smaller gear within it. Cleverly concealled, a Perception Check vs TN30 is required to spot a secret compartment, or TN25 if actively searching for it.
COST: 600c

Silverplate
GAME INFO: Silverplate is a special chroming process which coats an item in a durable compound which allows any damage done to the item to be reduced by 2 points. Effectively the item ignores the first 2 points of any damage done to it.
COST: 2500c

Spring Loaded
GAME INFO: Any equipment that can be held and used in one hand can be spring-loaded. Readying a spring-loaded piece of equipment counts as a swift action and is most commonly used in the case of pistols but also grenades and other explosives (normally drawing a holstered weapon is a standard action)
COST: 300c

Storage Capacity Upgrade
GAME INFO: Identical to a secret compartment, except that it is obvious and not hidden.
COST: 100c


Other Gear

All Temperature Cloak
GAME INFO: adds +5 to Fortitude Defense vs extreme heat or cold
COST: 100c

Chain (3m)
GAME INFO: A chain that can hold 5 metric tons of weight and cannot be broken without a successful PHY check vs TN32
COST: 25c

Field Kit
GAME INFO: Essentially a backpack full of survival gear. Contains: 2 condensing cantines with built-in purifiers, bedroll, a weeks rations, two glow rods, two breather masks, 24 filters, 12 atmosphere cannisters and an all-temperature cloak.
COST: 1000c

Jetpack
GAME INFO: Allows flight over short distances, uses the Pilot Skill to fly. Runs on an energy cell with the equivilent charge of 6 hours continious use.
COST: 300c

Liquid Cable Dispenser (15m)
GAME INFO: Contains a special liquid which solidifies when in contact with either atmosphere or vaccum and forms a strong, reliable cable which can safely support 600kg and requires a PHY check vs TN24 to break.
COST: 10c

Rationpack
GAME INFO: A compact meal that gives all the nutrients needed for one day. Not very appetising..
COST: 5c

Syntherope (45m)
GAME INFO: Not as compact or portable as a Liquid Cable Dispenser, Synthrope is longer (at 45m) and also more durable (requires a PHY check of TN28 to break and holds 750kg).
COST: 20c

Binder Cuffs
GAME INFO: Essentially handcuffs. Breaking them requires a PHY check vs TN35
COST: 50c

Energy Cell
GAME INFO: A self-contained energy source required for many items. Rechargable.
COST: 10c

Fire Extinguisher
GAME INFO: Produces a chemical cloud to put out fires which also incidently creates Concealment for the person using the extinguisher!
COST: 50c

Mesh Tape
GAME INFO: A multi-purpose durable tape which can support 95kg indefinately and up to 180kg over 5 rounds.
COST: 5c

Power Generator
GAME INFO: Essentially identical to the Internal Generator Armour Upgrade except that it is external, and not built into the armour.
COST: 750c

Power Pack
GAME INFO: A power-pack is a back up Energy Cell which has approximately 1/2 the duration, but can be carried around as an easy back-up. Can be recharged.
COST: 25c

Power Recharger
GAME INFO: A small device used for recharing Energy Cells and Power Packs
COST: 100c

Security Kit
GAME INFO: A set of tools used for bypassing secruity systems, either mechanical or computerised. If an idividual wishes to attempt such as task then they need a Secuity Kit to do it. Note that these are illegal on most worlds.
COST: 750c

Tool Kit
GAME INFO: In the same manner as a Security Kit, a Tool Kit is requited to work on Droids, Vehicles or Spaceships.
COST: 250c

Utility Belt
GAME INFO: A Utility Belt has several pouches containing 3x days of rations, a medpack, a tool kit, a spare power pack, a spare enrgy cell, a glow rod, a com-link, a liquid-cable dispenser and a small grappeling hook.
COST: 500c

Cheater
GAME INFO: A cheater is a small hand-held device designed to aid in the game of Pazaak. Because it is illegal (and likely to get you killed) it is often disguises and something subtle. While using the cheater you gain a +2 bonus to Guile Checks while playing the game.
COST: 500c



VEHICLES


Speeder Bikes

AeroChaser Speeder Bike
Ref Defense: 15
DR: 5
SR: 0
HP: 30
Speed: 400kph
Weapons: none
Crew: 1
Passengers: none
Cargo: 4kg
Cost: 5800c new, 1000c used

Swoop Racer
Ref Defense: 13
DR: 5
SR: 0
HP: 40
Speed: 850kph
Weapons: not as standard
Crew: 1
Passengers: none
Cargo: 2kg
Cost: 18,700c new 14,300c used

Urban Speeder Bike
Ref Defense: 16
DR: 5
SR: 0
HP: 35
Speed: 500kph
Weapons: not as standard
Crew: 1
Passengers: 1
Cargo: 10kg
Cost: 9600c new, 3500c used

Speeders

TT-6 Landspeeder
Ref Defense: 14
DR: 5
SR: 0
HP: 45
Speed: 400kph
Weapons: none
Crew: 1
Passengers: 1
Cargo: 40kg
Cost: 12,000c new, 3000c used

PL-90 Luxury Speeder
Ref Defense: 15
DR: 5
SR: 5
HP: 70
Speed: 280kph
Weapons: none as standard
Crew: 1
Passengers: 7
Cargo: 30
Cost: 48,000c new, 29,000c used

Airspeeders

Twin-228 Airspeeder
Ref Defense:16
DR: 5
SR: 0
HP: 60
Speed: 800kph
Weapons: none
Crew: 1
Passengers: 1
Cargo: 60kg
Cost: 22,000c new, 13,500c used

STARSHIPS



Starfighters

S100 Stinger Class
Ref Defense: 18
DR: 5
SR: 30
HP: 90
Hyperdrive: x2 (10 jump) (Utility Droid)
Weapons: x2 Laser Cannons (+4 To Hit Bonus, Damage: 5d10)
x8 Proton Torpedos (fire x2 at once) (+4 To Hit Bonus, Damage 8d10)
Crew: 1
Passengers: 0
Cargo: 30kg
Carried Craft: none
Cost: 150,000c new, 90,000c used

Star Sabre XC-01
Ref Defense: 16
DR: 10
SR: 35
HP: 120
Hyperdrive: x2 (10 jump) (Utility Droid)
Weapons: 2x Heavy Laser Cannons (+4 To Hit Bonus, Damage 7d10)
Crew: 1
Passengers: 0
Cargo: 45kg
Carried Craft: none
Cost: 145,000c new, 75,000c used

Fury Class Sith Interceptor
Ref Defense: 17
DR: 5
SR: 35
HP: 100
Hyperdrive: x2 (10 jump) (Utility Droid)
Weapons: x2 Dual Laser Cannons (+5 To Hit Bonus, Damage 6d10 x2)
Crew: 1
Passengers: 2
Cargo: 45kg
Carried Craft: none
Cost: 150,000c new, 100,00c used

Defender Class Light Corvette
Ref Defense: 16
DR: 5
SR: 35
HP: 150
Hyperdrive: x2 (10 jump) (Utility Droid)
Weapons: x2 Laser Cannons (+5 To Hit Bonus, Damage: 5d10)
x8 Proton Torpedos (fire x2 at once) (+5 To Hit Bonus, Damage 8d10)
Crew: 1
Passengers: 2
Cargo: 45kg
Carried Craft: none
Cost: 150,000c new, 100,000c used

Delta Aethersprite Interceptor
Ref Defense: 18
DR: 10
SR: 15
HP: 65
Hyperdrive: x1 (with booster ring) x2 (10 jump) (Utility Droid)
Weapons: x2 Laser Cannons (+9 To Hit Bonus, Damage: 6d10)
Crew: 1
Passengers: none
Cargo: none
Carried Craft: none
Cost: 180,000c new, 130,000c used

ARC-100 Starfighter
Ref Defense: 17
DR: 10
SR: 25
HP: 150
Hyperdrive: x1.5, x2 (10 jump) (Utility Droid)
Weapons: Laser Cannons (+4 To Hit Bonus, Damage: 6d10),
Medium Laser Cannons (+4 To Hit Bonus, Damaga 5d10 x2)
6 Proton Torpedos (+6 To Hit Bonus, Damage 9d10)
Crew: 3
Passengers: none
Cargo: 110kg
Carried Craft: none
Cost: 155,000c new, 70,000c used

Chiss Clawfighter
Ref Defense: 20
DR: 10
SR: 25
HP: 90
Hyperdrive: x1.5
Weapons: Dual Laser Cannons (+11 To Hit Bonus, Damage: 6d10 x2),
Crew: 1
Passengers: none
Cargo: 25kg
Carried Craft: none
Cost: 150,000c new, 100,000c used (CHISS ONLY)

Firespray Patrol Craft Boba Fett
Ref Defense: 15
DR: 15
SR: 30
HP: 150
Hyperdrive: x3 (x15 Backup) Navcomputer
Weapons: Blaster Cannons (+6 To Hit Bonus, Damage 5d10x2)
Tractor Beam (+6 To Hit Bonus, No Damage - hit = held for 1d4 turns)
Crew: 1
Passengers: 6
Cargo: 70 tons
Carried Craft: none
Cost: 120,000c

Chela-class starfighter
Ref Defense: 15
DR: 20
SR: 25
HP: 250
Hyperdrive: x2 (16x Backup), Navcomputer
Weapons: Dual Laser Cannons (+5 To Hit Bonus, Damage 6d10x2)
8x Concussion missiles (+5 To Hit Bonus, Damage 9d10)
Crew: 1
Passengers: 8
Cargo: 30 tons
Carried Craft: none
Cost: 150,000c new, 88,000c used

Space Transports

578-R Space Transport
Ref Defense: 12
DR: 15
SR: 0
HP: 100
Hyperdrive: x3 Navcomputer
Weapons: none as standard
Crew: 2
Passengers: 10
Cargo: 40 tons
Carried Craft: none
Cost: 75,000c new, 28,000c used

G-Type Light Shuttle
Ref Defense: 16
DR: 15
SR: 30
HP: 100
Hyperdrive: None, travels at 900kph
Weapons: Dual Laser Cannons (+5 To Hit Bonus, Damage 5d10 x2)
Crew: 1
Passengers: 3
Cargo: 10 tons
Carried Craft: none
Cost: 200,000c new, 95,000c used

Star Yacht
Ref Defense: 13
DR: 15
SR: 15
HP: 60
Hyperdrive: x2 (Backupx7), Navcomputer
Weapons: Lightl Laser Cannons (+2 To Hit Bonus, Damage 2d10 x2)
Crew: 1
Passengers: 8
Cargo: 35 tons
Carried Craft: none
Cost: 400,000c new, 250,000c used

Dynamic-Class Freighter
Ref Defense: 12
DR: 15
SR: 0
HP: 110
Hyperdrive: x3, Navcomputer
Weapons: Dual Laser Cannons (+3 To Hit Bonus, Damage 4d10x2)
Crew: 2
Passengers: 6
Cargo: 60 tons
Carried Craft: none
Cost: 80,000c new, 30,000c used

GHTROC 720 Freighter
Ref Defense: 14
DR: 15
SR: 15
HP: 110
Hyperdrive: x2 (15xBackup), Navcomputer
Weapons: Dual Laser Cannons (+3 To Hit Bonus, Damage 4d10x2)
Crew: 2
Passengers: 10
Cargo: 135 tons
Carried Craft: none
Cost: 98,000c new, 28,000c used

Gozanti Cruiser
Ref Defense: 16
DR: 15
SR: 15
HP: 180
Hyperdrive: x3 (x12Backup), Navcomputer
Weapons: Quad Cannon Battery (+4 To Hit Bonus, Damage 5d10x2)
Laser Cannon Battery (+8 To Hit Bonus, Damage 4d10x2)
Proton Torpedos (+4 To Hit Bonus, Damage 9d10)
Crew: 12
Passengers: 12
Cargo: 75 tons
Carried Craft: none
Cost: 150,000c new, 50,000c used

Republic Cruiser
Ref Defense: 18
DR: 15
SR: 100
HP: 960
Hyperdrive: x2, Navcomputer
Weapons: None as standard
Crew: 8
Passengers: 16
Cargo: 1000 tons
Carried Craft: none
Cost: 1,250,000c new, 400,000c used

Imperial Customs Corvette
Ref Defense: 17
DR: 15
SR: 45
HP: 320
Hyperdrive: 2x (x8Backup), Navcomputer
Weapons: Dual Laser Cannon Battery (+14 To Hit Bonus, Damage 5d10x2)
Crew: 58
Passengers: 20 (most commonly troops)
Cargo: 500 tons
Carried Craft: None
Cost: Unavailable new, 850,000c used

Cruisers

Lethik Class Armed Freighter
Ref Defense: 14
DR: 15
SR: 30
HP: 150
Hyperdrive: x2 (backup x12), Navcomputer
Weapons: Dual Laser Cannons (+5 To Hit Bonus, Damage 6d10 x2),
12 Light Concussion Missiles (+5 To Hit Bonus, Damage 8d10)
Crew: 3
Passengers: 8
Cargo: 60 tons
Carried Craft: None
Cost: 470,000c new, 225,000c used

Duplex Command Assault Gunship
Ref Defense: 14
DR: 15
SR: 20
HP: 130
Hyperdrive: None, speed 870kph
Weapons: Heavy Laser Cannons (+8 To Hit Bonus, Damage 6d10),
Laser Cannons (+8 To Hit Bonus, Damage 4d10)
Crew: 5
Passengers: 6
Cargo: 10 tons
Carried Craft: none
Cost: 525,000c new, 310,000c used

Quartermaster Class Supply Carrier
Ref Defense: 14
DR: 20
SR: 50
HP: 200
Hyperdrive: x3 (Backup x12), Navcomputer
Weapons: None as standard
Crew: 2
Passengers: 10
Cargo: 120 tons
Carried Craft: varies
Cost: 300,000c new, 100,000c used

Citadel-Class Cruiser
Ref Defense: 15
DR: 15
SR: 30
HP: 120
Hyperdrive: x2, Navcomputer
Weapons: Laser Cannons (+1 To Hit Bonus, Damage: 5d10 x2),
Ion Cannons (+1 To Hit Bonus, Damaga 5d10 x2 (Ion))
6 Medium Concussion Missiles (+3 To Hit Bonus, Damage 8d10)
Tractor Beam (+3 To Hit Bonus, No Damage, If hit = held for 1d4 turns)
Crew: 3
Passengers: 14
Cargo: 50 tons
Carried Craft: x2 Starfighters
Cost: 205,000c new, 120,000c used

Capital Ships

Praetorian-Class Frigate
Ref Defense: 12
DR: 15
SR: 100
HP: 850
Hyperdrive: x2 (Backup x12), Navcomputer
Weapons: Light Turbolaser Cannon Batteries (+13 To Hit Bonus, Damage 2d10 x5),
Point-Defense Laser Cannon Batteries (+11 To Hit Bonus, Damage 4d10 x2),
Tractor Beam (+11 To Hit Bonus, No Damage, If hit = held for 1d4 turns)
Crew: 1,470
Passengers: 2,700
Cargo: 10,000 tons
Carried Craft: 12 Starfighters, 6 Transports
Cost: 12mil c new, 6mil c used

Action VI Transport Frigate
Ref Defense: 12
DR: 15
SR: 0
HP: 600
Hyperdrive: x3
Weapons: None as standard
Crew: 8
Passengers: none
Cargo: 90,000 tons
Carried Craft: none
Cost: 1mil c new, 500,000c used

Dreadnaught Class Heavy Cruiser
Ref Defense: 13
DR: 20
SR: 115
HP: 1,680
Hyperdrive: x2 (18xBackup), Navcomputer
Weapons: Turbolaser Battery (+13 To Hit Bonus, Damage 7d10x5)
Light Quad Laser Battery (+13 To Hit Bonus, Damage 5d10x5)
Light Turbolaser (+5 To Hit Bonus, Damage 2d10x5)
Crew: 16,210
Passengers: 3,000
Cargo: 9000 tons
Carried Craft: 12 Starfighters
Cost: Unavailable - Black Market Cost: 35,555,000 used

Corellian Gunship
Ref Defense: 16
DR: 15
SR: 115
HP: 920
Hyperdrive: x2 (x16Backup), Navcomputer
Weapons: Double Turbolasers (+5 To Hit Bonus, Damage 5d10x5)
Point-Defense Quad Laser Batterty (+15 To Hit Bonus, Damage 6d10x2)
120 Heavy Concussion Missiles (+5 To Hit Bonus, Damage 9d10x5)
Crew: 91
Passengers: 0
Cargo: 300 tons
Carried Craft: none
Cost: 4.8mil c new, 2.4mil c used

Hapes Nova Cruiser
Ref Defense: 18
DR: 20
SR: 100
HP: 1,000
Hyperdrive: x1.5, Navcomputer
Weapons: Turbolaser battery (+13 To Hit Bonus, Damage 7d10x5)
Point-defense laser cannon battery (+13 To Hit Bonus, Damage 5d10x2)
Ion Battery (+10 To Hit Bonus, Damage 5d10x5 (Ion))
Crew: 1,790
Passengers: 600 (troops and support crew)
Cargo: 600 tons
Carried Craft: 24 Starfighters, 6 Assault Bombers, various support vehicles
Cost: Not available new, Black Market price of 20mil c (used)

*** Ship Upgrades Coming Soon ***
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