The Rebellion
  About Us
   Mission
   Creators

  Features
   Guidelines
   Core Rules
   Sourcebooks
   Magazines
   Web Features
   Requests

  SWG Collection
   Adventures
   Alien Species
   Creatures
   Droids
   Equipment
   Force Powers
   NPCs
   Ships
   Vehicles

  Community
   Links
   Support D6


Here, you'll find D6 conversions for equipment presented in Star Wars Gamer.

Amaiza's Macrolenses (SWG#4, page 47)
These are worn like contact lenses, and can alter the appearance of a person's eyes (in Amaiza's case, they make her eyes appear to be slitted like a cat's). In addition to the cosmetic use, the macrolenses also add +2D to the wearer's vision-related Search rolls, and they reduce all range penalties by one grade (ie, long range becomes medium range, medium range becomes short range, etc.).
Cost: 10,000 credits

Arden Lyn's Juggernaut Droid Arm (SWG#5, sidebar, page 50)
Model
: Arden Lyn's Juggernaut Droid Arm
Type: Custom Cybernetic Implant
Scale: Character
Skill: Brawling and/or Martial Arts, or Blaster
Ammo: 25 (arm blaster only)
Cost: Not available for sale
Availability: 4, X
Range: 3-7/25/50 (arm blaster only)
Difficulty: Easy (punching only)
Damage: Strength +2D+1 (punch only, maximum 6D)/5D (arm blaster only)
Game Notes: This is Arden Lyn's robotic arm. The arm has a body strength of 6D, and resists damage done to it with that rating. It takes damage as if it were equipment (see "Damaged Weapons," SWD6, page 95).

Blast Bug (SWG#8, page 56)
Model
: Yuuzhan Vong Blast Bug
Type: Organic Weapon
Scale: Character
Ammo: 1
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-6/20/40
Blast Radius: 0/1/2
Damage
: 4D/3D/2D
Game Notes: Like a thud bug, a blast bug is released, and guides itself towards its target with an attack skill of 5D. Unlike thud bugs, blast bugs explode when they come close to their targets. If the wild die on the bug's initial attack roll results in a "1," the bug is a dud, and will not explode. Instead, it will act as a thud bug until destroyed or recalled.

Bracers of Najus, The (SWG#10, sidebar, page 99)
Model
: The Bracers of Najus
Type: Dark Side Artifact
Scale: Character
Cost: Not available for sale
Availability: 4 (Unique)
Game Notes: If worn, the Bracers of Najus double the benefits of any attempts to call upon the Dark Side against a target who is allied with the light side of the Force (ie, against a Force-sensitive opponent who has no Dark Side points). What this means is that any Force points gained by calling on the Dark Side (SWD6, page 152) triple the character's dice pools instead of doubling them. The bracers have no effect if the user's opponent has at least one Dark Side point. In fact, the Dark Side-allied opponent gains any beneficial bonuses if an attempt is made to use the bracers against him.

Charric (SWG#5, sidebar, page 109)
Model
: Standard Charric Rifle
Type: Charric Rifle
Scale: Character
Skill: Charric
Ammo: 40
Cost: n/a
Availability: 3, X
Fire Rate: 1
Range: 3-8/30/60
Damage: 4D6
Notes: Not a blaster, but a weapon firing a maser-guided particle discharge that delivers both kinetic and thermal energy. Ceramic and polymer-based armor is useless against charrics, and characters wearing such armor do not add its bonus to Strength rolls to resist damage from them. While metal armor is effective against charrics, contact creates an electrical charge (treat damage from a charric against someone in metal armor as if the charric had been set to "stun"). Some charrics do have a stun setting.

Concussion Rifle (SWG#6, page 34)
Model
: BlasTech W-90 Concussion Rifle
Type: Blaster Rifle
Scale: Character
Skill: Blaster: W-90 Concussion Rifle
Ammo: 25
Cost: 1,000
Availability: 2, X
Fire Rate: 1
Range: 3-50/150/450
Damage: 5D

Dengar's Riot Gun (SWG#6, page 34)
Model
: Modified Riot Gun
Type: Stunner
Scale: Character
Skill: Blaster: Riot Gun
Ammo: 8
Cost: Not available for sale
Availability: 2, X
Fire Rate: 1
Range: 3-5/10/20
Damage: 10D (stun)
Notes: Unlike a typical riot gun, this one shoots a concentrated blast at a single target.

Devidia Vennsiol's Prototype Blaster Pistols (SWG#6, page 37)
Model
: Safadine Industries Blaster Prototype
Type: High-powered blaster pistol
Scale: Character
Skill: Blaster Pistol: Safadine Industries Blaster Prototype
Ammo: 50
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 3-12/35/140
Damage: 4D+2

Ewok Net
Model
: Ewok Net
Type: Primitive Missile Weapon
Scale: Character
Skill: Thrown Weapons: Net
Ammo: 1
Cost: Not available for sale
Availability: 3
Fire Rate: 1
Range: 1-3/5/10
Damage: Entangles with a Strength of 4D
Game Notes: Any character successfully entangled by an Ewok net suffers a –2D penalty to all actions, including initiative rolls. Untangling oneself from an Ewok net can be accomplished in one of two ways: either the entangled character must succeed at a Moderate Dexterity check and take 1D turns to free himself (failure indicates he may try again, but at one difficulty level lower), or he must make an opposed Strength check against the net's Strength score.

Ewok Sling
Model
: Ewok Sling
Type: Primitive Missile Weapon
Scale: Character
Skill: Thrown Weapons: Sling
Ammo: 1 (stone)
Cost: Not available for sale
Availability: 3, F
Fire Rate: 1
Range: 3-7/15/30
Damage: 2D+1

Fenelar Armor (SWG#8, sidebar, page 96)
Model
: Fenelar armor
Type: Antique body armor
Scale: Character
Cost: 55,000 credits
Availability: 4, X
Damage: See below
Game Notes: Fenelar armor provides a +2D bonus to Strength rolls to resist damage from physical attacks, and a +1D bonus to Strength rolls to resist damage from energy attacks. Dexterity is reduced by -1D. The armor's helmet contains motion and sound sensors (+1D bonus to all Search skill rolls), a comlink, and an infrared imaging system (allows the user to see in the dark up to 30 meters). The forearm bracers contain concealed combat knives (Difficulty: Easy, Damage: Strength +1D). Due to the armor's overall design, anyone wearing it gains a +1D bonus to all Intimidation skill rolls.

Fire Spitter (SWG#8, pages 56-57)
Model
: Yuuzhan Vong Fire Spitter
Type: Combat Implant
Scale: Character
Skill: Missile Weapons: Fire Spitter
Ammo: Unlimited
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1/3
Range: 0-1/2/4
Damage: 3D+1
Game Notes: This implanted organism can spew a stream of flaming biomatter at a single target once every three rounds. On a successful hit, the creature inflicts 3D+1 damage. If the attack's wild die results in a "6," the target catches on fire, suffering an additional damage roll each round until the flames are extinguished. Each time this attack is used, the fire spitter's host suffers 2D of damage. Alternately, the fire spitter can spray a mist of sticky, flammable droplets over a 2x2 meter area twice every 24 hours. If exposed to flame (from the fire spitter, a blaster bolt, etc.), the film created by these droplets will ignite instantly. Anyone standing within this area is set on fire, suffering 3D+1 damage per round until the fire is put out.

Focusing Chamber (SWG#5, pages 65-66)
A typical focusing chamber amplifies the following Force powers: Create Force Storms, Enhanced Coordination, Farseeing, Force Wind, Hatred, Illusion, Projective Telepathy, Receptive Telepathy, and Telekinesis. Any use of a focusing chamber grants the user an additional Dark Side Point. The chamber requires a full minute of concentration prior to any powers being used. Using a chamber for ten minutes fatigues the user, and half an hour exhausts him completely. The Force powers used through a focusing chamber operate somewhat differently than normal, as noted below:

Create Force Storms
: A successful use of the Farseeing power allows the user to summon a storm anywhere on the same planet. The maximum and minimum storm diameters are doubled, as is damage. Use the following ranges in lieu of those listed in the Force Power description when using Create Force Storms in a focusing chamber: +5 for 200 meters or less, +10 for 200 meters to 2 kilometers, +15 for a base of 2 kilometers, +2 for every addition 2 kilometers, and +5 for every 2D of damage.
Enhanced Coordination: This power affects ten times the number of targets, and the difficulty increase for proximity is halved (round fractions up).
Farseeing: A focusing chamber grants a +3D bonus to the use of this power.
Force Wind: The area affected, duration, and range of this power are increased by ten times.
Hatred: The affected area of this power is doubled to twenty meters. Amplified Hatred inflicts 5D damage, and gives each affected character a -2D penalty to all rolls while in the area of effect.
Illusion: A focusing chamber grants a +3D bonus to the use of this power, and increases the range of the power to 100,000 meters.
Projective Telepathy: A focusing chamber grants a +3D bonus to the use of this power, and the difficulty increase for proximity is halved (round fractions up).
Receptive Telepathy: A focusing chamber grants a +3D bonus to the use of this power.
Telekinesis: A focusing chamber grants a +3D bonus to the use of this power, and the difficulty increase for proximity is halved (round fractions up).

Construction of a focusing chamber requires schematics that are available only in some Sith scroll and holocrons, incredible resources, and a huge cavernous space. In addition to the material costs and space requirements listed in the article, construction would take an alchemist 3 years to complete, and require a Heroic +15 Alter roll when using the Alchemy Force skill.

Gruush (SWG#10, page 93)
Model
: Sauvax Gruush
Type: Native Weapon/Tool
Scale: Character
Cost: Not available for sale
Availability: 3, R
Difficulty: Moderate
Damage: Strength +2D+1 (Max: 7D+1)
Game Notes: A multipurpose spear used by the Sauvax to hunt fish and cultivate seaweed. The head of a gruush consists of a straight, barbed point, and a curved hook, and can be used either as a melee weapon, or thrown.

Kashyy Vines (SWG#4, sidebar, page 56)
These vines are used as ropes and cables. They are generally 1 to 4 centimeters thick, and take damage like any living thing (in other words, they have wound levels like characters do). A Kashyy vine has a Strength dice rating equal to its thickness in centimeters plus one (for example, a vine three centimeters thick has a Strength rating of 4D). This rating is used to resist damage that is applied to the vine. If left attached to a tree, or if soaked in the proper nutrients for at least 8 hours a day, the vines will heal one wound level per 26 hour period. If a cut vine is not soaked for longer than a week, its Strength dice drop by half and it will no longer be capable of healing naturally. Costs are as listed in the article.

Kavaavik (SWG#8, page 55)
Kavaavik are flightless birds used by the Yuuzhan Vong so that they can see in the dark. When worn, the creature inserts its "spinal needle" into the user's optic nerve, allowing the user to effectively see in complete darkness at a range of up to 500 meters via echolocation. While wearing a kavaavik, the wearer is only able to perceive his surroundings as silhouettes, and cannot view datascreens, scrolls, etc. If the kavaavik is killed while being worn, its host is blinded for 1D rounds while his optic nerve adjusts.

Life Crystals (SWG#5, sidebar, page 70)
Model
: Life Crystal
Type: Alien Technology
Cost: 5,000 credits per crystal (up to the Rise of the Empire); 25,000 credits (later eras, black market)
Availability: 3, R
Game Notes: After the first week of wearing a life crystal, roll 2D to determine its effects on the wearer:

2-3:        +1 pips to Strength
4:         +1 pips to Perception
5:         +1 pips to Knowledge
6-8:         No Effect
9:         +1 pips to Technical
10:         +1 pips to Mechanical
11-12:        +1 pips to Dexterity

Each successive year, the wearer rolls again and can gain additional bonuses. The bonuses are cumulative, as are bonuses awarded by multiple life crystals. If a life crystal is not worn for 24 hours, the bonuses become penalties. If the crystal is replaced within a week, the bonuses are restored. If the crystal is not replaced, the penalties will wear off in one year.

Lumiya's Lightwhip (SWG#5, text, page 47 & sidebar, page 48)
Model
: Lumiya's Lightwhip
Type: Custom melee weapon
Scale: Character
Skill: Dexterity: Lightwhip
Cost: Not available for sale
Availability: 4, X
Difficulty: Moderate
Damage: Strength +3D+2 (maximum: 7D)
Game Notes: Lumiya's lightwhip is armed with lacerating tentacles formed from a Kaiburr crystal shard and Mandalorian iron. In addition to its use as a weapon, the whip grants its user a +1D bonus to rolls when attempting to trip or disarm opponents.

Medical Backpack (SWG#10, sidebar, page 109)
Model
: Medical Backpack
Type: All-Purpose Emergency Medical Kit
Cost: 600 credits
Availability: 1
Game Notes: This backpack contains a variety of medical gear (detailed in the magazine entry), as well as a diagnostic computer. The diagnostic computer grants a +2 pip bonus to all First Aid and Medicine (A) skill rolls.

Meditation Chamber (SWG#5, pages 64-65)
A typical meditation chamber provides a +1D bonus when using the Accelerate Healing, Enhanced Coordination, Farseeing, Illusion, Projective Telepathy, and Receptive Telepathy Force powers. Each time the chamber is used to gain this bonus, the user gains a Dark Side Point. Additionally, the meditation chamber doubles the speed of natural healing. Meditation chambers must be custom-built. Anyone using a chamber not specifically made for them has the Force skill bonuses reduced to +1 pip, and gains an additional Dark Side Point. Construction of a meditation chamber requires schematics available only in Sith scrolls and holocrons, material costs as listed in the article, and a Heroic Alter roll when using the Alchemy Force skill.

Mitrinomon Z-6 Jet Pack (SWG#5, page 98)
Model
: Mitrinomon Z-6 Jet Pack
Type: Personal jet pack
Skill: Jet Pack Operation
Cost: 300 (fuel not included)
Availability: 3, F or R
Game Notes: Has a Move of 100 meters horizontally, 70 meters vertically. The base difficulty to use is Easy, modified by obstacles. It has 20 charges, and can expend up to two per round. Additional fuel cells cost 150 credits each.

Modell Sector Plants (SWG#9, pages 28-36)

- Rokna Blue (SWG#9, sidebar, page 28)
These blue-tinted pebbles, which are derived from a fungus native to Endor, are used as a narcotic all throughout the Modell sector. The drug gives a brief (5D minutes) feeling of euphoria, which is followed b a loss of memory and a craving for more of the drug. When a character takes a dose must make a Moderate Willpower skill check. Failure means that he loses 1 pip from his Knowledge, Perception, or Technical scores (choose which attribute randomly), and the character is driven to find another dose. Each subsequent dose past the first requires a Very Difficult Willpower skill check, or further attribute points will be lost in the same manner. Up to 6 pips/2D can be lost from any single attribute. If untreated for more than a week, this damage is permanent. The condition can be reversed, but requires either long-term medical care (Moderate difficulty Medicine (A) skill roll per point recovered) or the use of the Accelerate Another's Healing Force power (which requires a Difficult Alter skill roll per point recovered).
- Senoti (SWG#9, page 30)
Senoti extract is a powerful fever reducer and pain reliever. Applying a dose to a character who has been wounded (or worse) will reduce the effects of his condition by one grade, though it will not actually heal the damage. An Easy First Aid skill roll is required.
- Perosa (SWG#9, page 31 and 32)
The perosa tree has a myriad of uses. The tree's soft outer bark can be cooked and eaten (though it has very little nutritional value), or fashioned into soft armor (+1 pip bonus to Strength rolls made to resist physical damage). The sap of the tree acts as a strong adhesive, and is used to stabilize and seal Ewok buildings. Objects bound with perosa sap require a Very Difficult Strength check to separate. Members of both the Kel Dor and Gand species show allergies to perosa, and any who come into contact with the sap must remove it with 1D minutes, or suffer 5D of poison damage.
- Fgir (SWG#9, page 31 and 32)
Fgir roots, being hollow, shoot poisonous needles if the air within the roots is compressed by footsteps. Needles can be projected within a 20 meter radius of the tree, and make an attack roll of 3D when fired. If struck, a character must succeed at a Moderate Strength check, or be paralyzed for 2D hours. These roots are sometime harvested by Ewoks and used a blowguns. The moisture in the roots, which is weaker than the poison on the needles, acts as an effective anaesthetic. Fgir root has no effect against Aqualish, Mon Calamari, Quarren, and Priapulins.
- Kata-wata (SWG#9, page 31 and 32)
Extract from the kata-wata fern protects against infection and helps to staunch the flow of blood. If applied to a wound, it doubles the normal rate of healing. Barabel are unaffected by kata-wata extract.

Nasrabi's Poisons (SWG#8, sidebar, page 47)
Model
: Nasrabi's Poisons
Type: Poisons
Scale: Character
Cost: Varies, depending on the poison in question (see below)
Availability: 3; X
Game Notes: Nasrabi's poisons have different effects, depending on which is used (see below). Assume that the duration of the poison is a number of hours equal to the amount that the resistance roll was failed by. Attributes affected negatively by poisons (such as Cripe Oil) cannot reduce the affected attribute below 1D.

TypeCostResist Diff.MethodDamage Game Effects
Aquyfin375ModerateIngested6D-
Cripe Oil1,200DifficultInjury/Injected  --3D to Strength
Gnooroop
Extract
1,000ModerateIngested--3D to Strength
rolls made to
resist damage
Pantol Spine
Venom 
1,500  V. DifficultInjury/Injected7DParalysis
Scaledust500DifficultInhaled-Hallucinations
-1D Dexterity
-1D Perception
Sponge Powder300ModerateIngested4DUnconsciouness

Phosflea Lantern (SWG#4, sidebar, page 56)
Phosflea lanterns function exactly as described in the article.

Proton Hydrotorpedoes (SWG#7, sidebar, page 40)
Proton Hydrotorpedoes function just the same as normal proton torpedoes, but only function in water.

Ryyk Blades (SWG#4, sidebar, page 56)
Model
: Ryyk Blade
Type: Melee Weapon
Scale: Character
Cost: 250
Availability: 3, R
Difficulty: Easy
Damage: STR+2D (maximum: 7D)
Game Notes: Ryyk blades are the traditional hand weapons of Wookies.

San-Ni Staff (SWG#10, sidebar, page 10)
Model
: San-Ni Staff
Type: Powered Melee Weapon
Scale: Character
Skill: Melee Combat: San-Ni Staff
Cost: 500 credits
Availability: 2, R
Difficulty: Difficult
Damage: Strength +2D (Max: 7D)
Game Notes: When inactive, a san-ni staff can be used as a club (STR+1D, Max: 4D). When activated, however, the staff incorporates dual stun prods and two high-voltage power couplings. The weapon can be used to stun an opponent, with damage being applied as per the stun rules (SWD6, page 98).

Sarcev Quest's Short Lightsaber (SWG#5, page 48)
Model
: Sarcev Quest's Short Lightsaber
Type: Lightsaber
Scale: Character
Skill: Dexterity: Lightsaber
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 4D
Game Notes: Sarcev Quest's lightsaber is listed as being a "short lightsaber," so I've given a D6 approximation of it here.

Shock Cloth (SWG#10, sidebar, page 109)
Model
: Shock Cloth
Type: Specialized Medical "Blanket"
Cost: 250 credits (refill: 50 credits)
Availability: 2
Game Notes: When attached to a medical scanner, computer, or datapad (not included), a shock cloth can prevent shock by administering medication to different parts of a patient's body while simultaneously stabilizing his temperature. This results in a +2D bonus to any First Aid or Medicine (A) skill rolls made to stabilize a wounded, dying, or incapacitated character. The shock cloth can be employed five times before it must be restocked.

Sith Sarcophagus (SWG#5, page 66)
If the Dark Side spirit is within ten meters of its Sarcophagus, Force-sensitive characters within ten meters must make Moderate Control or Willpower rolls or succumb to feelings of anger, fear, and aggression. If a character who has failed this roll attempts to call on the Force at any time within 24 hours, he will automatically call on the Dark Side. If any character finds himself laying inside a Sith sarcophagus for more than a single full round, he must make a Moderate Willpower roll or be possessed by the Dark Side spirit. Transferring the essence of a living being into a Sith sarcophagus requires that one be custom built. Materials costs are as listed in the article, and the being creating the sarcophagus must have the Alchemy Force power and another living being to sacrifice. To complete the process, the Force user must successfully use the Transfer Life Force power. For every 100 lives that are willingly sacrificed, the difficulties on the use of the Transfer Life power are reduced by 1.

Sith Scrolls (SWG#5, page 66)
To read a Sith scroll requires that the reader be familiar with the Sith language, either through pre-established character knowledge, or a Very Difficult Languages roll. A Sith library typically contains 16D scrolls. The chance that a character finds the information he is searching for is a cumulative 1% per scroll researched. Time spent researching is equal to that listed in the article.

Slick (SWG#8, sidebar, page 42)
Model
: Slick
Type
: Healing Agent/Recreational Narcotic
Scale
: Character
Cost
: Unlisted, though probably 100 credits per dose (or more)
Availability
: 3; F, R, or X
Game Notes
: A single dose of slick can be applied like a medpac in order to treat wounds. Slick causes a euphoric delirium in the patient, and anyone under the influence of the drug must roll a Heroic-difficulty Stamina check or suffer a -1D penalty to their Knowledge, Perception, and Technical attributes for three hours.

Slugthrower Pistol, Custom (SWG#7, pages 40 & 41)
Model
: Liddell Custom Slugthrower Pistol
Type: Slugthrower
Scale: Character
Skill: Firearms: Slugthrower Pistol
Ammo: 10
Cost: Not available for sale
Availability: 4, F
Range: 3-15/45/90
Damage: 3D+2
Game Notes: As with other slugthrowers, this one loses -1D from its damage against any target that is wearing (or otherwise equipped with) armor.

Snap Bug (SWG#8, page 56)
Model: Yuuzhan Vong Snap Bug
Type: Organic Weapon
Scale: Character
Ammo: 1
Cost: Not available for sale
Availability: 4, X
Fire Rate: 1
Range: 1-6/20/40
Damage: Special
Game Notes: Snap bugs operate like thud bugs, but are designed to blind and/or stun a target. Anyone hit by a snap bug must succeed at a Moderate Dexterity check to avoid being blinded for 1D rounds. The target must also succeed at a Difficult Strength check or be considered stunned for 2D+2 rounds.

Snare Rifle (SWG#6, page 34)
Model
: Merr-Sonn Munitions GRS-1 Snare Rifle
Type: Non-Lethal Hunting Weapon
Scale: Character
Skill: Firearms: GRS-1 Snare Rifle
Ammo: 12
Cost: 1,100
Availability: 2, F, R or X
Fire Rate: 1
Range: 3-10/30/60
Damage: Special
Notes: A snare rifle fires a burst of shockstun mist, as well as a liquid spraynet. A character hit by this weapon is assumed to be effected by both attacks. The shockstun mist forces a character attempt a Difficult Strength roll. Failure indicates that the character is knocked unconscious for 5D minutes. In addition, the liquid spraynet covers a target, entangling him. A character thus ensnared suffers a -1D penalty to all attack rolls, a -2D penalty to his Dexterity score, and can only move at half of his Movement score. The fibers of a spraynet are hard to break, and resist damage as if they have an effective Strength score of 4D+2.

Steng's Talons (SWG#8, page 56)
Model
: Steng's Talons
Type: Combat Implant
Scale: Character
Cost: Not available for sale
Availability: 4, X
Difficulty: Automatic when successfully grappling an opponent
Damage: Strength +1D (maximum: 6D)
Game Notes: Implanted beneath the skin of a Yuuzhan Vong's torso, Steng's talons consist of 8 to 10 pointed grafts. If grappling an opponent, the Yuuzhan Vong equipped with Steng's talons can extend them, automatically inflicting the user's Strength +1D in damage to his enemy.

Stingbeams (SWG#5, sidebar, page 70)
Model
: Generic Stingbeam
Type: Stingbeam
Scale: Character
Skill: Blaster: Stingbeam
Ammo: 5
Cost: 400 credits
Availability: 2, F, R, or X
Range: 1-2/4/6
Damage: 4D (Stun)
Game Notes: A stunning weapon that is smaller than a hold-out blaster. Increase the listed price to 1,500 credits for a model that adds +5 to the difficulty of any Search or Sensors rolls made to detect it.

Stormtrooper X's Modified Stormtrooper Helmet (SWG#6, page 38)
Model
: Modified Stormtrooper Helmet
Type: Military Armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes: Provides +2D physical and +1D energy protection (head). This stormtrooper helmet is similar to the one described in SWD6, page 234, but with the following modifications: the helmet's comlink has a broadband antenna that increases its range to 400 kilometers. In addition, it is equipped with a signal interceptor that allows the wearer to eavesdrop on encrypted communications with a Very Difficult Communications skill roll.

Thermoguard Jumpsuit (SWG#6, pages 92-93)
Model
: Thermoguard Jumpsuit
Type: Anti-infrared sensor suit
Scale: Character
Cost: 2,500
Availability: 3
Game Notes: This jumpsuit makes the wearer invisible to infrared detection devices, and negates the benefits of "darkvision." Beings with normal sight or darkvision can still see the wearer, though they are subject to normal concealment penalties for darkness (if any). Beings and creatures that are blind without darkvision cannot see the wearer at all. This jumpsuit can be turned on and off, and it takes one full minute to reach the correct temperature. If turned off, its effects fade within thirty seconds. The jumpsuit uses standard power packs, and one power pack is good for two hours of use. The suit is confining, and wearers suffer a -1 pip penalty to Dexterity.

Tokhlor Tallow (SWG#8, page 55)
Tokhlor are foul-smelling ticks that are thrown upon the ground. On impact, they burst, spraying the area with oil and mucus. Any character standing nearby must succeed at a Dexterity attribute check or fall prone. The difficulty of this roll depends on the surface that the character is standing on: Difficult if the surface is smooth, Moderate (or lower) if standing on sand, gravel, or similar terrain. Until the subject can get away from the slippery surface, all physical actions suffer a -1D penalty. This tallow is also corrosive, and anyone in contact with it suffers damage equal to 1D, plus one additional pip per round of contact.

Tzur'qipat (SWG#8, pages 55-56)
When activated, a tzur-qipat releases a cloud of smoke. Each round the smoke expands by 25 meters until it encompasses an area measuring 100 meters long by 100 meters wide by 3 meters high. The smoke confers total concealment to anyone within the affected area. Anyone not protected by a breath mask, a gnullith, or a kavaavik suffers from smoke inhalation. A tzur'qipat has a Body Strength of 6D. Each time it is dropped or struck by an attack, there is a 2 in 6 chance that it activates.

Vonduun Crab Armor (SWG#8, sidebar, page 79)
A wide variety of vonduun crab armor is available, and the quality is based on the wearer's rank.

Model: Warrior's Vonduun Crab Armor
Type: Vonduun Crab Armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +1D+1 bonus to Strength rolls to resist all forms of damage, but reduces the wearer's Dexterity score by -1D.

Model: Subaltern's Vonduun Crab Armor
Type: Vonduun Crab Armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +1D+2 bonus to Strength rolls to resist all forms of damage, but reduces the wearer's Dexterity score by -1D.

Model: Sub-Commander's Vonduun Crab Armor
Type: Vonduun Crab Armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants a +2D bonus to Strength rolls to resist all forms of damage, but reduces the wearer's Dexterity score by -1D.

Vooz Nooxoo Una's Armor (SWG#6, page 40)
Model
: Vooz Nooxoo Una's Armor
Type: Genetically-engineered body armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: Grants +3D Physical, +2D Energy, -2 Move. Anyone making a successful brawling attack against Vooz Nooxoo Una inflicts as much damage on themselves as they do on Vooz Nooxoo Una (due to thorns). In addition, Vooz Nooxoo Una does and additional 1D of damage when tackling and grappling opponents.

Yuuzhan Vong Claws (SWG#8, page 79)
Model
: Yuuzhan Vong Claws
Type: Combat Implant
Scale: Character
Cost: Not available for sale
Availability: 4, X
Difficulty: Easy
Damage: Strength +1D damage (maximum: 6D)
Game Notes: These retractable bone spurs are commonly implanted in the user's knuckles, elbows, and sometimes knees. Extending them requires an Easy Willpower roll.

Yuuzhan Vong Cuffs (SWG#8, page 79)
These small creatures are used by the Yuuzhan Vong as restraint devices, and are locked around humanoid wrists much like regular handcuffs or binders. Anyone attempting to escape can roll a Security skill check, with a Heroic +15 difficulty. On a failed roll, the cuffs tighten painfully, inflicting 1D of damage. If attacked, the creature has a Body Strength of 2D, and an armor bonus of +3D. If not killed in a single attack, the creature will tighten its grip, inflicting 2D damage per round until dead.



Star Wars: The Official Site
Official Site


Link to Us
Link to Us


Cerberus Sector
Cerberus Sector


Verminary's Home Page
Verminary.com


Print this Article    Download this Article
   Print    Download