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Some Random Stuff
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shootingwomprats
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PostPosted: Mon Aug 11, 2025 3:05 am    Post subject: Reply with quote

Biosteady Smartmonitor
An armor-mounted, micro-injector "med brain," Arakyd’s Biosteady Smartmonitor watches your vitals, auto-stabilizes when you’re hit hard, smooths pain for a clutch burst of action, and makes your medic’s job easier—so long as you mind the dose count.

Biosteady Smartmonitor
Model: Arakyd Biosteady Smartmonitor
Type: Armor-integrated auto-med injector/vitals HUD
Cost: 1,800 (module); Refill cassette: 100 (10 micro-doses)
Availability: 3, R (civil); 4, R/X (mil "combat cocktail")
Install: Armor or harness mount; armor repair Moderate (15), ~1 hour.
Game Notes: If wearer suffers Wounded Twice or worse, the unit triggers: wearer gains +1D to stamina to remain conscious or stabilize (GM call per house rules). Negate –1D of wound penalties for 1 round (costs 1 dose). First Aid/medpac used on the wearer in combat gains +1 pip to the first aid roll and ignores 1 step of situational time penalty (still requires an action). Feeds vitals to visor; allied medic within 3 m gets +1 pip to first aid on this wearer. Mil cassette only, wearer gains +1 pip to stamina vs poisons/diseases (or vs your toxin save) while doses remain; each use costs 1 dose. Each triggered feature above spends 1 dose (Auto-Stabilize spends 2). At 3+ doses used in 10 minutes, roll stamina Easy (10) or suffer –1 pip to Dexterity & Knowledge for 10 minutes (stacking once). Treat as a droid submodule—Stunned+ shuts it down for 1D rounds.
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shootingwomprats
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PostPosted: Mon Aug 11, 2025 3:05 am    Post subject: Reply with quote

ACP Repeater Gun
Arakyd’s Accelerated Charged Particle (ACP) Repeater Gun is a budget, medium-range repeating blaster that throws visible particle streaks from 40-charge magazines. Street names—“Trandoshan Chopper” and “Nar Shaddaa Grinder”—came from slavers and mercs who loved its crowd-shredding spray and low price (about 1,000 credits). Techs considered it crude but practical: a built-in fire extinguisher mitigated frequent overheats. ACP particles interact oddly with defenses—they upset energy shields better than normal blaster bolts, but the rounds lose bite on rigid armor and droids. A heavier cousin, the LS-150 Heavy ACP Repeater, fires bigger, hotter particles.

ACP Repeater Gun
Model: Arakyd ACP Repeater Gun (A.C.P. Repeater)
Type: Medium-range repeating blaster
Skill: Blaster (repeating)
Cost: 1,000 (street)
Availability: 3, R (common gray-market); 4, X in war zones
Ammo: 40-charge magazine (120)
Range: 3–25/75/150
Damage: 5D
Game Notes: Against personal/riot energy shields, reduce the shield bonus by –1D (minimum 0) when resolving ACP hits. (Doesn’t affect starship-scale shields.) Against battle droids or rigid plating, apply –1 pip to ACP damage (GM may upgrade to –1D for especially heavy plates). Targets under ACP fire suffer –1 pip to sneak and +5 to being spotted this round (glowing streaks and spall). Burst (3 rounds) +1D to hit or +1D damage (shooter’s choice).
Full-auto spray, 6 rounds to attack up to 5 targets in a contiguous path within Short range; each shot is at –1D to hit (apply MAPs as normal). A single target in that lane may instead take one attack at +1D damage. After 3 consecutive rounds of Burst/Full-auto, roll Moderate (15) blaster repair or suffer –1D to hit until you spend 1 action to cool. On a Wild Die = 1, the gun jams; built-in extinguisher clears it in 1 action (no damage to the user).
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shootingwomprats
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PostPosted: Mon Aug 11, 2025 3:06 am    Post subject: Reply with quote

Arakyd KX Logic Module Package
A factory "personality/behavior governor" for KX-series security droids, the KX Logic Module Package reins in emergent quirks from field reprogramming and restores Arakyd’s intended security doctrine: stricter deference to authority, safer escalation rules, tidier audit logs, and fewer literal-minded misfires in public-facing duties. Alliance quartermasters requested the package for the reprogrammed K-2SO after complaints about his bluntness; Cassian Andor vetoed it to preserve K-2’s autonomy and combat edge (the module would have damped initiative and re-introduced non-lethal defaults).

Arakyd KX Logic Module Package
Model: Arakyd KX Logic Module Package
Type: Behavior/logic governor & compliance suite (KX head insert)
Cost: 3,200 (Imperial spec); 2,600 cr (civil/security spec)
Availability: 4, R (Empire/NR agencies); 4, X on the black market
Install: Droid repair Moderate (15), 2 hrs; calibration (Communications Easy 10) to pair with post/ship networks
Game Notes: Tamper-evident seals (+5 to unauthorized security to bypass); logs write-once. KX gains +2 pips to law enforcement, bureaucracy, and security checks tied to lawful access or SOP (doors, armories, detainee handling). Automatically recognizes authenticated officers (Lt.+) or authorized controllers. Disobeying a direct lawful order requires a willpower Moderate (15) test (GM call for Rebels who keep it “loose”). Defaults to non-lethal; switching to lethal force without authenticated command requires command vs Moderate (15) from a handler or the KX must pass willpower Difficult (20) to self-authorize (once per scene). +1D to persuasion when issuing official instructions; removes one instance of “literal misinterpretation” per session (ignore a single Wild Die complication on a non-combat social/procedural roll). Interactions and force escalations are time-stamped; forging requires security Difficult (20). –1D to con and tactics (ambush/cunning)—the module biases toward safe, predictable choices. If comms are actively jammed, apply –1D to dodge the round the droid first attempts to escalate (waiting for authorization). Optional "harm-safeguard" mode (jumpers on the board) prevents initiating lethal attacks on organics unless two-factor auth is present (GM switch).
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