Ships, Weapons, and Gadgetry

 

Verpine Adventurer Series, Mark 4
(loosely based on the ship from Black Fleet Crisis)
When the group escaped from Demar, this was the ship they appropriated from a small group of looters.
The Verpine Adventurer was not built for maneuverability or durability. It was designed to move fast and look good, catering to the younger crowd. On it's brochure, the manufacturer states boldly that the Verpine Adventurer can run neck-and-neck with an Incom T-65. This Adventurer has been modified for small skirmishes. It has been outfitted with a SunSpot Red-E-Shoot Fix Mount Laser cannon and a ProTech Parchment Mark One Ray/Particle Shield Generator.

Craft: Verpine Adventurer Series MkIV
Type: Pleasure Yacht
Scale: Starfighter
Length: 20 meters
Skill: Space Transports: Verpine Adventurer
Crew: 1 or 2 (can coordinate)
Passengers: 2
Cargo Capacity: 1 metric tonne
Consumables: 1 month
Hyperdrive Multiplier: X4
Hyperdrive Backup: None
Nav Computer: Yes (+2D to astrogation rolls)
Maneuverablility: 1D
Space: 8
Atmosphere: 365; 1050 kmh
Hull: 2D+2
Shields: 1D
Sensors:
Passive: 15/0D
Scan: 30/1D
Search: 50/3D
Focus: 2/4D
Weapons:
One Laser Cannon
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300km/1.2km/2.5km
Damage: 4D

Sharrav Element Conversion Pistol (ECP)
In the first session, the characters find themselves in the ruins of an old watch-building. Investigation tells them that the architecture was at least one hundred years old. While investigating, Aaron Kurtz found a strange firearm in a hidden niche...

Name: Sharrav Element Conversion Pistol (ECP)
Type: Archaic Firearm
Scale: Character
Skill: Archaic Firearms
Ammo: 1
Availability: 4, F
Rate of Fire: 1/2
Range: 1-30/60/120
Damage: Variable
Description:
The Element Conversion pistol is designed as most hand-held pistols, save for a strange device fitted at the back of the pistol over the grip. Set into this device is spherical container with an air-tight opening controlled by a small lever set into the pistolgrip. Into this container, any natural materials can be placed. Once the container is shut, the weapon breaks the element down into usable energies which are then expelled through the barrel as a blast of photons and electrons. Damage done by the pistol depends on the complexity of the materials(s) placed in the conversion chamber, with a minimum of 1D and a maximum of 6D. Because there are an endless number of worlds in the Star Wars Universe, it is GM's discretion on how much damage any material placed in the gun will do.
i.e. water would do only 1D of damage, whereas a complexed crystalline formation may do the maximum allowable damage of 6D.
Because of the slow reload time, the ECP can only fire once every two melee rounds.

NOTE: Because of the nature of the ECP, it is not detected by most conventional weapon detection devices. It does not house any explosive components so it will not overheat and explode. It does not have a stun setting.