The equipment of the Adjustments Branch is pretty standard, but
there are some exceptions. Typiacally, operatives and the like
will carry "normal" equipment. However, special
circumstances may require special equipment. That is what this
section is for.
Organic Wrist Blaster
This weapon is for the trained operative that needs to be
inconspicuous when firing a shot. Organic blasters are illegal,
especially when this well concealed, and are very expensive. The
Organic Wrist Blaster is highly concealable, and is illegal, thus
only used when absolutely necessary. It fits nicely under the
sleeve of a coat or the folds of a cape. It is ideal for
assassinations and such. It's organic casing makes it
non-detectable by metal detectors and weapons scans. However,
that also means that it is easily destroyed.
Availability: 4, X Cost: Not for sale Skill: Blaster: Wrist blasters Difficulty: Easy/Mod./Diff. Range: 2-3m/3-5/5-10 Fire Rate: 1 Damage: 5D Ammo: 5 (not reuseable)
50 Calibur Assault Handgun with Exploding
Bullets
While many people think that the age of the slugthrowing weapon
has passed, the Adjustments Branch still employs its services.
Whenever the operatives know that armor is going to have to be
pierced, or that large beasts are going to have to be taken out,
they bring the ultimate in small gun stopping power. This weapon
is quite heavy, and cumbersome. It is only used on occasion. The
adjustments branch version not only comes with exploding bullets
but also has more propelling power as well. The regular version
is also illegal due to the ridiculously powerful nature of this
weapon, but can still be found lying around here and there in the
galaxy, imported from outside the Rim. The exploding bullets
explode after impact - practically immediately, causing the
victim immense pain if not immediate death. The exploding bullet
will stop nearly anything in its tracks. One Operative had to
shoot a Rancor, killing it in two shots using this weapon.
Availability: 3, X Cost: A lot (normal version) / Not for sale (Adjustments) Skill: Firearms Difficulty: Mod./Diff./Very Diff. Range: 2-10m/10-20m/20-35m Fire Rate: 1 Damage: Regular slugs - 6D, Exploding Bullets - 8D Ammo: 25
Scoped Magneto Blaster Pistol
The rifle is the traditional weapon of the sniper or long-range
assassin. However, the Adjustments Branch has found a more
concealable alternative. A power scope on a specially designed
blaster pistol allows them to have a small, hidden alternative.
While the accuracy is not quite the same, there is less chance of
an agent getting caught while using this weapon. A specially
designed, electrically charged gun barrel, and high power blaster
gas make this weapon that much more special. The blaster is
illegal (which doesn't stop some bounty hunters and pirates from
using it), though the scope itself is not, as it is seen in a
different form on legal blaster rifles. Due to the scope, the
user gets a modifer on his blaster skill when using the weapon
from 30 meters and out.
Availability: 3, X Skill: Blasters Difficulty: Easy / Moderate / Difficult. Range: 2-30m/30-80m/80-150m Fire Rate: 2 Damage: 5D Ammo: 10
Field Message Scrambler
The Imperial Field Message Scrambler is a wonder of technology.
It can send a tight beam communication as far as many capital
ships can, while encoding it with a nearly unbreakable code. At
35 centimers long, 7 centimers thick and 8 centimeters wide, it
is small enough to be carried around with a degree of ease.
Availability: 4, X Cost: Not for sale Skill: Communications: Encoders Difficulty: Varies (Moderate to Heroic depending on interferance, jamming, and distance of communication)
Micro-Retinal Scanner
This device is a nano-probe that can be tossed, placed, or shot
onto a person. The probe will enter through the skin, and find
its way to the eyes, where it is capable of scanning the retina.
This allows Intelligence Officers the opportunity to gain
knowledge of people with whom they are dealing with little or no
trouble. This device has proven to be most helpful in many
situations. The only problem is that the thrower must not crush
or damage the device, or it may not find the eye, or some other
catastrophe.
Availability: 4, X Cost: Not for sale Skills: Droid repair: Nano-probes and Thrown Weapons: Micro Difficulty: Easy Droid repair roll to ensure the device is not broken, and a difficult Thrown Weapons roll.
Surge Protected Electronic Lock Pick
This pick can be used on any electronic lock. The lock uses
various pulses, and tools to invade the lock. Only the most
advanced locks can withstand this device, as it is the most
current technology. These devices are very fragile though, and
cannot be dropped or they will be immediately destroyed. It also
has a surge protecting device because some locks may have a
defense system that will include an electronic overload, which
would destroy the circuits of the lock pick. However, this
particular pick has the ability to sense these attacks, prepare
for them, and then use that energy against the lock. This allows
the pick to pick nearly every lock.
Availability: 4, X Cost: Not for sale Skill: Security: Electronic locks Difficulty: Moderate* * Due to its complex circuitry, non-labeled keys, and fragile nature.