

HaAL computer probe series:
Model: MerenData HaAL computer interface
Cost: 3000-5000 credits
Availability: 2
Capsule:
This popular series of computer probes is manufactured by MerenData, is the most recent upgrade of the B2-X computer Interface unit. There are currently five models of the HaAL unit on the market. The 100 series is primarily designed to be a CPU for Droids, where the 300 series is designed to operate Binary Load Lifters and other such simple heavy machines. The Series 200 is an portable interactive education tool and tutor. the HAL 400 is a recreation interface, programmed with interaction skills and limited gambling ability. The 500's are constructed with security, computer operation and programming in mind.
All of the HaAL units are extremely flexible, allowing for any number of uses. However they are not designed to go long periods without memory wipes or withstand user upgrades. Such unauthorized tinkering could lead to CPU breakdown, software bugs, and inhibitor failure. This aspect of the product
is downplayed by MerenData.
SLAM Overthruster Drive (Sublight-Laser Acceleration Module)
Type: add-on module (may be present in new ships) ("commercial" release)
Model: Sienar Fleet Systems booster 34^d-29c
Scale: starfighter
Cost: [GM to arbitrate, but no less than 35,000 C standard]
Availability: [GM to arbitrate; Imperial Permit required)
Size: 1.75 meters
Capsule:
Although originally developed for the Imperial Navy by Santhe/Sienar (Fleet Systems Division), the SLAM has recently been declassified for commercial sales. However, the Imperial version is suspected to be at least 1.5-2 times more powerful than this commercial version. When activated, the SLAM reroutes power
stored in the Laser Capacitor Relays to the engines. This power is provided in a form that significantly boosts engine output. Power normally used to recharge the ship lasers systems is also rerouted through SLAM, to increase the engine output.
Like many ship modifications, the SLAM module requires an Imperial Starship Permit GH6*91-LAM (permit requires Letter of Intent). Use of a SLAM to evade Imperial Customs, Navy, or law enforcement vessels is a CLASS 2 INFRACTION and is a VIOLATION of the Starship Permit and Letter of Intent.
Although installation of SLAM requires some modifications to the ship's engines, these alterations do not fully protect them from burn-out. *Occassional* use of the SLAM will result in 2-3X more engine overhauls than normal. *Frequent* use is not recommended because burn-out may occur before the next available overhauling. The military version is reportedly more durable than the commercial version. Due to the complex integration of SLAM with the ship's power distribution net, installation of a SLAM is a Difficult Starship Repair roll and requires approximately 34 person-hours of work (skill and facility
dependent).
Game use:
The pilot or co-pilot may turn SLAM on or off. The SLAM cannot be turned on while in Hyperspace.
While the SLAM is active, no laser or ion weapons may be used. NO laser or ion weapons may be used for five (5) rounds *after* SLAM is turned off or is disengaged. After the recharging period, all ships weapons may again be fired. Missiles and protons, generally operating off an independent power supply, may
be fired while the SLAM is engaged or during the recharge period.
- The SLAM doubles the space units the ship is capable of. Every 2D of total laser or ion cannon damage yields five rounds of SLAM (EG A Stock YT-1300 would get 10 rounds of SLAM, giving it a "space" of 8). The SLAM may be turned off by the pilot before the maximum duration is reached.
2000 Series Annihilator Assault Weapon
Model: Annihilator 2000
Type: Fashion Assault Weapon
Scale: character
Skill: blasters: fashion blasters
Ammo: 20 (blaster weapon), 5 (concussion grenade launcher), 2 (pantyhose
launcher), 40 "shots" (bursts) (Vulcan cannon)
Cost: Cost: 15,000 (but can be sold at a humongous discount if they tell all their friends about the store, discount price: 3000 new, 500 used (used A2000s are 3 times as likely to screw up as new A2000s)
Availability: 3, F (for Fashion!) Sold only at Fashion Weapons Boutiques.
Weapon Capsule:
Blaster Unit:
High Powered Blaster Weapon
Range: 3-75/130/400
Damage: 12D
Concussion Grenade Launcher:
Range: 20-40/70/100
Damage: 5D
Pantyhose Launcher:
Range: 20-40/70/100
Damage: None
Effect: Shoots balled up pantyhose that unfurls in mid-flight. Could be effective if aimed at the face, (would blind them).
Repeating Slugthrower:
Range: 25/50/75
Damage: varies
Effect: To resolve damage, for each "shot" that hit, roll 1D. This is the number of bullets that hit the target (this is not a wild die). Each bullet does 1D of damage. Add them together and roll collectively for
damage.
(Example: Ren shoots a bad guy 3 times and "hits" all 3 times. First burst: she rolls 1D and comes up with a 4. she then rolls 4D to determine damage the bad guy. Second Burst: she rolls 1D and gets a 1. she rolls
1D for damage according to normal damage rules. Third Burst: He rolls 1D and gets a 6. she rolls 6d for damage according to normal damage rules.)
Other features:
Micro Auto-Chef: This device can prepare and heat various beverages.
Music Disc Player: Plays all standard music cartridges and discs. Features random track select, track and disc repeat, track programming, sonic equalizer, and an am/fm/subspace stereo.
Cosmetic Case
Cosmetic and Fragrance Dispensers and applicators
Beverage Container Opener
Hair Dryer
GM Note: When player wishes to operate the device, he must make a Difficult fashion blasters roll to know how to operate that particular gadget. If the roll fails, GM secretly rolls 1D. On a 1,2,3, or 4; player accidentally activates a different feature than the one he wanted. On a 5 or 6, he lucks out and fires the correct feature. If this was bought as a used weapon, only a 6 will cause the correct feature to operate. This can cause some interesting and humorous effects, such as the grenade launcher going off when the player is trying to make the auto-chef prepare him a Tatooine Sunrise. Heck, in case of the fashion blasters roll failing, you may just want to pick an option and have it screw up without
rolling your dice.
Once a player successfully operates a gadget, the roll to operate that gadget again falls to an Easy or Moderate Difficulty (gm's discretion), and there is less of a chance of that gadget going off accidentally. The wrong feature always goes off when a one on the wild die comes up.
Kryd/Rebellion Neural Computer Interface
Model: JTC-X14 Computer interface
Type: Computer interface unit
Cost: not for sale
Availability: 4
Computer interface is widely spread across the galaxy, if not widely accepted. Any good cyborg will be able to access a computer to some extent, such as the Sorosuub Motion Interface Package. However the Kryd Neural Computer Interface system is a step beyond anything Sorosuub has ever developed, allowing the users to directly manipulate the computer as if through a keyboard or touchpad.
The actual equipment is rare, since Kryd are notoriously closely guarded with their technology, and take extensive steps to keep it that way. However several units fell into the Rebellion hand's when a Kryd Battlecruiser was captured by the Chaos Crew. Since then, Alliance R&D have been studying the interface, and have managed successfully reproduce several of the units for Rebellion use.
Users (called Netrunners by some cliché` punks), interface with the computer in Cyberspace. Since few organic brains can understand the direct flow of data from the computer, The Kryd interface presents the data in a way that's user friendly and almost pleasing, in the form of familiar surroundings. Various
programs, called Sims, could be used for psychological evaluations, training programs, mental therapy, relaxation, or actual computer programming. The actual applications have not yet EVEN begun to be explored.
There is a darker side, however. Rouge Sims could easily exist much as computer viruses have plagued normal computers for decades. Programmers speculate that a Rouge Sim is a AI software that accesses Cyberspace much like a Droid might, except without the bulky body that goes with it. Removing Rouge Sims might be as easy as rebooting the computer or as difficult as removing all the chips by hand and rebuilding the CPU from scratch.
Using Cyberspace:
The Netrunner's physical appearance in Cyberspace is entirely dependent on the users perception of themselves. This can range from the truly bizarre (like a pink and yellow tutu and 20 gallon cowboy hat) to the almost understandable (Someone at knee level height with the nickname "little"). AI computers have a
much easier time changing form at will. It is possible to alter this appearance. The difficulty depends on how strong the mental image is. The down side is that maintaining the form requires constant concentration, subtracting one die from all the other rolls. Its usually not worth the bother. The Netrunner's abilities
remain unchanged from realspace world, even perceived abilities. If the Netrunner sees himself as a big, husky musclebuilder, but is a wimp in realspace, he still has a 98 pound weakling's strength.
The ability to manipulate the interface's environment depends on the netrunner's willpower skill, augmented by the Computer Programming skill. For every five dice of Computer Programming the Net Runner has, it adds a dice to willpower. This represents the subconscious effect the skill has on
the mind.
Generally the Netrunner is arrives without possessions. This changes as the user accesses the computer in different ways. eliminating a virus might mean tracking a large bug through a forest with a Bantha gun and killing it. The shotgun represents the virus killer program. Interacting with the residents of cyberspace simulates the actual accessing of the computer. Generally the more outrageous the request, the less likely the netrunner is likely to get it. A Horde of womprats might be easy enough to summon up in a Sim of Beggars canyon, but tougher than hell on a Sim of a Star Destroyer's bridge.
Sample Difficulties:
| Star Destroyer | Beggars Canyon
|
Skyhopper | 20 | 5
|
---|
Hydrospanner | 12 | 10
|
---|
Mechanic/Tech | 10 | 10
|
---|
Darth Vader | 5 | 25
|
---|
Blaster Pistol | 19 | 14
|
---|
Womprat | 30 | 3
|
---|
When two netrunners wish to manipulate Cyberspace, its a simple Willpower vs. Willpower roll. However due to the machine construction of their brains, Droids, AIs and Rouge Sims have a +5 or greater to their rolls.
The passage of time inside the Sim is MUCH faster than realspace. This is by no means accurate, but consider a day in Cyberspace to be a minute in realspace. This is effected by number of users jacked in, speed on the computer, numbers of programs in use, etc.
Should the netrunner be killed in the Sim, the program will usually dump the user to a waiting area in RAM and reboot. This is not 100 percent accurate, and some cardiac failure has occurred in cyberspace when the program crashes. Should this happen, usually the mind will crumple like a tin can long before the body dies. Should the program crash, then the systems failure will take all the netrunners with it. The netrunners have one chance at exiting the program properly. A difficult willpower roll should exit correctly. If the user is
abruptly unjacked from the deck without properly exiting from cyberspace, the following will happen-
A: The Computer will completely shut down the computer until an expensive, time consuming overhaul is done.
B: The Deck Operator will be fired.
C: The Netrunner will be turned into a rutabaga.
Needless to say, this is not a good thing.
It is highly recommended that the system is monitored from realspace by either a live being or a AI computer. The optimal set up is a live monitor in Realspace in communication with an AI in Cyberspace.
The Interface:
Netrunners interface with Cyberspace in two ways: either through a direct fiber-optic neural jack implanted into the body, or through a wire mesh crown like device nicknamed the Beginner's Terminal. Interfacing this way is more dangerous, but allows access without muss or fuss- no messy jack holes to drill into your spine.
Lightchainsaw:
Model: Annihilator 2000
Type: Melee weapon
Scale: Character
Skill: Lightchainsaw combat
Cost: Not available for sale
Availability: 4 (not restricted by law due to rarity)
Damage:7D
Capsule:
The lightchainsaw was invented just before the days of the Purges, by Yuri Sleet, a Jedi from Corellia. While in hiding on the Wheel as a bartender, Yuri began putting together a Lightsaw as a way to pass the time and maintain her touch with the Force. Yuri's parents had been lumberjacks on Corellia, and she frequently used chainsaws in her youth, so she used that as a basis for the design The device she eventually developed consisted of super conductive fiber optic cable that extended two saber beams around a base unit, projecting out of a handle unit. The device was about a third of a meter in length, with a hand grip on the back and a trigger handle on the left side
The final prototype was near completion when Yuri was discovered and terminated by an Imperial purge team, and the plans were lost in the subisquant confusion. There the plans survived, remaining with the rest of her possessions at the bar.
The plans survived, winding up, quite by accident, in the possession of Harrison Jones.
Three are known to exist, though the plans for the weapon are no secret. Devta himself carries one, a largish,
(Devta is left-handed). Jedi Knight Kyp Durron, known for having a rather twisted sense of humor anyway, carries a hack-job of a chainsaw that basically consists of two lightsabers on a frame. It works for him, though everyone else thinks it's a bit odd. The third is the unfinished original that Kuikk Sk'etts brought to Tatooine and Yavin with him.
The lightchainsaw is actually easier to use than a lightsaber (you don't get kickback on a chainsaw with no real blade), but it's more limited because of the shape. Anyone with access to lightsaber plans, a synchronizing circuit, the right case parts, and a very precise rangefinder can build one.
Required skills:
lightsaber design/repair 4d
computer programming/repair 3d
Lightchainsaw combat
The lightchainsaw isn't anywhere near as fluidly managed as a lightsaber. It can do a fair amount of damage at point-blank range and can be a reasonably good parry weapon, but it suffers from a few weaknesses. The main thing is that the blade on a chainsaw is seldom longer than about a meter, much shorter than a
typical lightsaber blade. Also, the biggest problem with multiblade energy weapons of this sort is the hole in the doubled blade; theoretically, a properly placed thrust of a lightsaber could cut the chainsaw in half. Though Devta and Kyp both have mirrors mounted to deflect lightsaber beams, it still requires a fair amount of skill to manage them in close combat.
Attacking difficulty: easy (point-blank only)
Parrying difficulty: moderate (slashing)
difficult (thrusting)
moderate (blaster deflection, + easy control and sense)
heroic (blaster deflection without Force aid)

