- Table of Contents - Guns
Grenades
Melee Combat
Missile Weapons
Equipment
Droids
Armor

Guns

Relby-k23

Model: Relby-k23 Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 660
Availability: 2, X
Range: 3-15/40/140
Damage: 4D+1
Document: d6 Weapons page 39

Merr-Sonn G8

Model: Merr-Sonn Model G8 Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,250
Availability: 1, R
Range: 4-40/120/350
Damage: 5D+1
Document: d6 Weapons page 48

Merr-Sonn Quickfire-4

Model: Merr-Sonn Model Q4 "Quickfire" Hold-Out Blaster
Type: Hold-out blaster
Scale: Character
Skill: Blaster: hold-out
Ammo: 10
Cost: 300 (power packs: 25)
Availability: 2, R or X
Fire Rate: 1
Range: 3-4/8/12
Damage: 4D
Document: Gundark's Fantastic Technology page 25

Corellian Arms CR-2

Model: Corellian Arms CR-2 Basic Blaster
Type: Blaster Pistol
Scale: Character
Skill: Blasters: Corellian Arms CR-2
Ammo: 50
Cost: 450 (power packs: 25)
Availability: 1, F, R, or X
Fire Rate: 1
Range: 3-12/35/145
Damage: 4D
Document: d6 Weapons page 38

Merr-Sonn Model 44

Model: Merr-Sonn Model 44 Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 500
Availability: 1, F or R
Range: 3-10/30/100
Damage: 4D
Document: d6 Weapons page 37

8-Gauge Shotgun

Model: Adostic Arms 8-Gauge Shotgun
Type: Projectile shotgun
Scale: Character
Skill: Firearms: shotgun
Ammo: 2
Cost: 500
Availability: 3, R
Range: 3-5/10/25
Damage: 5D
Game Notes: -1D damage when used on a target with body armor.
Document: doc page

KYD-21

Model: KYD-21 Sporting Blaster
Type: Sporting blaster
Scale: Character
Skill: Blaster: sporting blaster
Ammo: 75
Cost: 500
Availability: 1, F
Range: 3-10/40/60
Damage: 3D+2
Game Notes: This weapon has an improved silencer which buffers both the sound and the flash of a blast, adding +2D to the difficulty to notice a shot has been fired.
Document: d6 Weapons page 35

Silenced Slugthrower

Model: Alliance/Czerka Arms SH-9
Type: Modified slugthrowing pistol
Scale: Character
Skill: Firearms: pistol
Ammo: 10
Cost: Modified version not for sale
Availability: 4
Range: 3-10/30/60
Damage: 3D+2
Game Notes: Silences slugthrower makes very little noise, adding only +1 to opponent’s Search.
Attribute: value
Document: The Rebel SpecForce Handbook page 66

Westar-34

Model: Westar-34 Blaster Pistol
Type: Blaster Pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 750
Availability: 3, R
Range: 3-10/20/100
Damage: 4D
Game Notes: This weapon adds +1D to quickdraw and is highly resistant to heat.
Document: d6 Weapons page 37

SoroSuub ELG-3A "Diplomat’s Blaster"

Model: SoroSuub ELG-3A Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 50
Cost: 500
Availability: 1, F
Range: 3-10/30/120
Damage: 4D
Document: d6 Weapons page 37

SoroSuub Merr-Sonn "Happy Surprise"

Model: Merr-Sonn Model J1 "Happy Surprise" Hold-Out Blaster
Type: Concealable blaster
Scale: Character
Skill: Blaster: hold-out
Ammo: 8
Cost: 325 (power packs: 25)
Availability: 2, R
Fire Rate: 1
Range: 3-5/10/15
Damage: 3D+1
Document: d6 Weapons page 33

Pulse Rifle

Model: Corondexx VES-700 Pulse Rifle
Type: Pulse rifle
Scale: Character
Skill: Blaster: pulse rifle
Ammo: 15 (power pack), unlimited (power generator), super-conducting filaments must be replaced every 20 shots.
Cost: 5,000; 200 (power pack), 300 (super-conducting filaments)
Availability: 4, X
Range: 1-10/20/30
Damage: 6D/5D/3D
Game Notes: Character selects a target: the target and all beings in the cone of fire and within one-meter radius of the target take full damage. All targets within 15° either way of the target take 5D damage; all targets within 30° either way of the target take 3D damage. If the filaments aren't changed when scheduled, roll 2D for the first shot after the "change time"; add +1 for each additional shot. On a total of 7 or higher, the pulse rifle's overload circuits cut in and shut the weapon down, but the overload has caused 250 credits worth of damage (Moderate blaster repair total to fix). If the total is 100 or higher, the overload circuits have failed and the weapon explodes in the user's hands, causing 9D damage in a two-meter blast radius.
Document: Gundark's page 34

M41-A Pulse Rifle

Model: Armat Battlefield Systems M41A Pulse Rifle
Type: Assault rifle w/under-barrel pump action grenade launcher
Scale: Character
Skill: Firearms (pulse rifle); Grenades (micro-grenade launcher)
Ammo: 99-round detachable box magazine: 10×24mm Caseless ammo (pulse rifle); 4 (micro-grenade launcher)
Cost: 4,000 credits
Availability: 4, F
Fire Rate: Fully automatic/Four-round burst/Semiautomatic
Range: 1-120/300/600 (pulse rifle); 5-48/120/240 (micro-grenade launcher)
Damage: 5D (pulse rifle); 4D/3D/2D (micro-grenade launcher) other micro grenades available
Blast Radius: 0-2/4/6 (micro-grenade launcher)
Reference: M41-A Pulse Rifle Grenade Launcher

Bowcaster

Model: Wookiee Bowcaster
Type: Energy/projectile weapon hybrid
Scale: Character
Skill: Bowcaster
Ammo: 6 (quarrels; power packs can make 50 shots before being replaced)
Cost: 900 (not sold to non-Wookiees)
Availability: 3, R
Fire Rate: 1
Range: 3-10/30/50
Damage: 4D
Game Notes: If a character wants to fire the weapon more than once in a round, he must make an Easy Strength roll to be able to aim the weapon (this is a “free action”). Reloading the weapon with new quarrels requires a Moderate Strength roll.
Reference: d6 Weapons page 70

BlasTech DL-6H

Model: BlasTech DL-6H Heavy Blaster Pistol
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster: heavy blaster pistol
Ammo: 25
Cost: 800 (power packs: 25)
Availability: 1, F, R or X
Range: 3-10/30/120
Damage: 5D
Reference: Gundarks page 27-28

Sil-50 Sonic Pistol

Model: Pacnorval Defense Systems, Limited Sil-50
Type: Sonic pistol
Scale: Character
Skill: Sonic weapons: pistol
Ammo: 50
Cost: 3,000
Availability: 2, F
Range: 3-10/15/20
Damage: 6D stun damage
Reference: d6 Weapons page 76

Merr-Sonn DD6

Model: Merr-Sonn Munitions DD6 Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 550
Availability: 1, F or R
Range: 3-10/25/90
Damage: 4D+1
Reference: d6 Weapons page 39

Grenades

Thermal Detonator grenade

Model: Tarascil Explosives Thermal Detonator
Type: Baradium explosive device
Scale: Character
Skill: Demolitions or Grenade
Cost: 2,000
Availability: 2, X
Range: 3-4/7/12
Blast Radius: 0-2/8/12/20
Damage: 10D/8D/5D/2D
Game Notes: Mishaps - such as rolling a "1" on the Wild Die - indicate premature explosion.
Document: d6 Weapons page 92

C-14A Stun Grenade

Model: Merr-Sonn C-14A Stun Grenade
Type: Stun grenade
Scale: Character
Skill: Grenade
Cost: 450
Availability: 2, R or X
Range: 0-8/16/25
Blast Radius: 0-2/4/6/8
Damage: 6D/5D/3D/2D (stun)
Game Notes: Stun grenades are rechargeable.
Attribute: [value]
Document: Gundark's Fantastic Technology pages 42-43

Smoke Grenade

Model: BlasTech Nacht-5 Smoke Grenade
Type: Smoke grenade
Scale: Character
Skill: Grenade
Cost: 25
Availability: 2, R
Range: 3-7/20/40
Smoke Radius: 0-3
Game Notes: Releases thick, obscuring smoke, which adds +2 to blaster shooter's difficulty.
Document: d6 Weapons page 93

Anti-Vehicle Grenade

Model: Galentro Armaments Anti-Vehicle Explosive
Type: Anti-vehicle/anti-armor grenade
Scale: Character
Skill: Grenade
Cost: 750
Availability: R, X
Damage: 7D
Game Notes: When used against Speeder-scale or smaller targets, do not use the Scale Comparison Chart to reduce damage.
Document: Gundark's Fantastic Technology page 41

Detonite Tape

Model: Merr-Sonn Munitions Compound Flex-5 Detonite Tape
Type: Adhesive explosive strip
Scale: Character
Skill: Demolition
Cost: 1,500 (per 5 meters)
Availability: X
Difficulty: 10
Blast Radius: 0-0.5 meters
Damage: 3D
Document: Gundark's Fantastic Technology page 44

Anti-Riot Tangle

Model: Merr-Sonn Anti-Riot Tangle Gun 7
Type: Crowd control defense weapon
Scale: Character
Skill: Tangle gun
Ammo: 15
Cost: 300
Availability: X
Range: 3-10/20/25
Damage: 4D
Game Notes: The web holds with a Strength of 5D. Anyone getting twice the total of the web’s Strength is free.
Document: d6 Weapons page 79

Glop Grenade

Model: Merr-Sonn G-20 Glop Grenade
Type: Restraining explosive
Scale: Character
Skill: Grenade
Cost: 275
Availability: 2, R or X
Range: 3-7/30/60
Blast Radius: 0-1/3/5
Damage: 6D/5D/3D (Strength of glop; character must make opposed roll to break free of glop; glop does not cause damage)
Document: Gundark's Fantastic Technology page 42

Ion Grenade

Model: Ion Grenade
Type: Ion Grenade
Scale: Character
Skill: Grenade
Cost: 250
Availability: 2, R
Range: 3-7/20/40
Blast Radius: 0-2/4/6/10
Damage: 7D/5D/3D/2D ionization
Document: d6 Weapons page 95

Melee Combat

Electrostaff

Model: Holowan mechanicals Electrostaff
Type: Double electric staff
Scale: Character
Skill: Melee combat: electrostaff
Cost: 5,750
Availability: 3
Difficulty: Difficult
Damage: STR+3D (max: 6D)
Game Notes: Characters with the electrostaff specialization gain a +5 bonus to melee parry rolls. This weapon can parry lightsabers without taking damage.
Picture: Picture of a powered down electrostaff.
Document: d6 Weapons page 17

Vibroblade

Model: Standard vibroblade
Type: Melee weapon
Scale: Character
Skill: Melee combat: vibroblade
Cost: 250
Availability: 2, F
Difficulty: Moderate
Damage: STR+3D (maximum: 6D)
Document: d6 Weapons page 14

Vibroknuckler

Model: Czerka Vibroknuckler
Type: Melee weapon
Scale: Character
Skill: Melee combat: Vibroknuckler
Cost: 200
Availability: 2, R
Difficulty: Very Easy
Damage: STR+1D+1 (STR+1 if unpowered)
Document: d6 Weapons page 14

Z2 Stun Baton

Model: Merr-Sonn Z2 Stun Baton
Type: Stun baton
Scale: Character
Skill: Melee combat: stun baton
Cost: 400
Availability: R
Difficulty: Easy
Damage: STR+1D or 5D stun (two settings)
Game Notes: Power pack lasts for three hours.
Document: Gundark's Fantastic Technology page 12

Multi-Weapon

Model: Alliance Infiltrator Multi-Weapon
Type: Personal combat multi-weapon
Scale: Character
Skill: Melee combat: dagger, club, garrote
Cost: Not for sale
Availability: 3
Difficulty: Easy; Moderate for garrote (from behind)
Damage:
Dagger: STR+1D+2
Club: STR+1D
Garrote: STR+1D, (maximum: 6D)
Document: The Rebel SpecForce Handbook page 60

Doublebound Staff

Model: Doublebound Energy Staff
Type: Melee Weapon
Scale: Character
Skill: Melee combat: doublebound staff
Cost: 2,700
Availability: 4
Difficulty: Moderate
Damage: STR+1D (physical), 3D (energy, stun)
Game Notes: By making the Moderate difficulty roll for both attacks, a character wielding this weapon may make 2 attacks without suffering the multiple action penalty. He must declare whether or not he intends to deal physical or stun damage for each attack before they are made. Rolling more than 10 below the Moderate difficulty results in the character being stunned for 1 round. This weapon may be used to deflect blaster bolts, as described in the lightsaber combat ability, with all difficulties increased one level.
Document: d6 Weapons page 23

Knife

Model: Standard knife
Type: Melee weapon
Scale: Character
Skill: Melee combat: knife
Cost: 25-35
Availability: 1
Difficulty: Very Easy
Damage: STR+1D (maximum: 6D)
Document: d6 Weapons page 7

Snap Baton

Model: Merr-Sonn Snap Baton
Type: Modified personal defense baton
Scale: Character
Skill: Melee combat: snap baton
Cost: 200
Availability: 2
Difficulty: Moderate
Damage: STR+1D
Document: Rules of Engagement – The Rebel SpecForce Handbook page 60

Magna Bolas

Model: Magna Bolas
Type: Thrown weapon
Scale: Character
Skill: Thrown weapons: magna bolas
Ammo: 1
Cost: 500
Availability: 2, F
Fire Rate: 1
Range: 3-6/12/25
Damage: 4D stun, or entanglement
Game Notes: When used, the thrower of magna bolas must decide if he intends to stun his target or entangle it. If attempting to stun the target, the bolas inflict a 4D stunning attack if the thrower is successful. If attempting to entangle a foe, a successful hit inflicts 2D+2 damage. The target of the entangling attack must succeed at a Difficult Dexterity check or be entangled. Entangled creatures suffer a -1D penalty to all attack rolls, a -2D penalty to their Dexterity ratings, and can only move at half of their normal Move scores
Document: Rules of Engagement – The Rebel SpecForce Handbook page 60

Double Vibroblade

Model: Feeorin Double Vibroblade
Type: Double vibroblade
Scale: Character
Skill: Melee combat: Double Vibroblade
Cost: 750
Availability: 3, R
Difficulty: Difficult
Damage: STR+3D (max: 7D)
Game Notes: Characters with the double vibroblade specialization gain a +5 bonus to melee parry rolls
Document: Rules of Engagement – The Rebel SpecForce Handbook page 60

Primitive Shield

Type: Wood or hide shield
Scale: Character
Skill: Melee parry: shield
Cost: 50
Availability: 2
Game Notes: Blocks brawling, melee or ranged attacks on a successful melee parry roll. The shield has a Strength of 3D
Document: d6 Equipment page 44

Throwing Knife

Model: Standard throwing knife
Type: Melee weapon
Scale: Character
Skill: Thrown weapons: knife
Cost: 35-50
Availability: 1
Range: 2-3/5/10
Damage: STR+1D (maximum: 6D)
Game Notes: May be used as a normal knife in melee combat
Document: d6 Weapons page 26

Missile Weapons

Wrist Vac Blades

Model: Golan Arms Vac Attack Mk-127
Type: Anti-personnel weapon
Scale: Character
Skill: Missile weapon: vac blade
Ammo: 2 (3 blades per shot)
Cost: 700, 30 (blade clip)
Availability: 3, F
Fire Rate: 2
Range: 10-20/30/50
Damage: 5D (combined)
Game Notes: Fire arc can be spread up to 60-degrees, allowing for separate attacks at 3D damage, but each separate target means a separate missile weapons roll.
Document: Galladinium's Fantastic Technology page 77

Micro-Grenade Launcher

Model: Locris Syndicates Model MGL-1
Type: Micro-grenade launcher
Scale: Character
Skill: Missile weapons: micro-grenade launcher
Ammo: 30 (magazine)
Cost: 2,500; 1000 (micro-grenade magazine)
Availability: 3, F
Fire Rate: 1
Range: 5-25/100/200
Blast Radius: 0-2/4/6
Damage: 4D/3D/2D (fragmentation; other micro-grenades available)
Game Notes: This micro-grenade launcher has a computerized fire-control system. If the character can make a moderate Perception roll (this is a free action and doesn't count as a skill use, so there are no penalties), the character can add +1D to hit when the weapon is fired; if the character is firing at the same target repeatedly, the character automatically gets the +1Dfor the second and following shots.
Document: Galladinium's Fantastic Technology page 77

Mini-Missile launcher

Model: SoroSuub Firestorm-I
Type: Personal missile launcher
Skill: Missile weapons
Ammo: 3
Cost: 1,500
Availability: 3, R or X
Range: 3-40/120/400
Blast Radius: 0-2/8/12/20
Damage: 5D/4D/3D/2D
Document: Gundark's page 63

Ryyk Blade

Model: Ryyk Blade
Type: Melee weapon
Scale: Character
Cost: 250-500
Availability: 3, R
Difficulty: Easy
Damage: STR+2D (maximum: 7D)
Game Notes: Ryyk blades are the traditional hand weapons of Wookiees.
Document: d6 Weapons page 11

Equipment

Body Glove

Model: Kamperdine Clothing Specialists CSC-5000
Type: Luxury temperature control suit
Cost: 700
Availability: 3
Game Notes: Upper torso to foot coverage. Normal wear adds +1 to any subsequent survival or stamina rolls in harsh environmental conditions.
Attribute: [value]
Document: d6 Equipment page 8

Wrist Chronometer

Model: MicroThrust Clockwatcher
Cost: 50 (+10 for thermo sensor; +10 for gravity sensor; +30 for atmosphere sensor; +50 for comlink; + 50 for droid linkup)
Availability: 1
Document: Galladinium's Fantastic Technology pages 46-47

Medpac

Type: Standard medpac
Skill: First aid
Cost: 100
Availability: 1
Game Notes: Heals one wound level on a successful first aid roll, being expended after that.
Document: d6 Equipment page 57

Bacta Geltab

Model: Genetech G-5 Geltab
Type: Medpac treatment enhancer
Skill: Dexterity
Cost: 50 (for pack of six)
Availability: 1
Game Notes: By applying a bacta geltab to a wound, and making a Very Easy Dexterity roll, the user gains a +1D bonus on the following first aid roll using a medpac on the treated wound.
Document: d6 Equipment page 58

Glow Rod

Type: Standard glow rod
Cost: 10
Availability: 1
Range: 50 meters
Document: d6 Equipment page 71

Datapad

Model: Standard Datapad
Type: Portable computer workstation
Skill: Computer programming/repair
Cost: 25-100
Availability: 1
Document: d6 Equipment page 85

Master Command Unit

Model: TerexComm Executive (DataSearch Engine 12C-A)
Type: Administrative datasearch device
Skill: Computer programming/repair
Cost: 850
Availability: 2
Game Notes: Using the 12C-A requires an Easy computer programming/repair roll. The 12C-A adds 2D to the character's computer programming/repair skill when searching for information.
Document: Gundarks Fantastic Technology Personal Gear page 93

Chiwab Amalgamated Pharmaceuticals Company

Model: Chiwab Amalgamated Pharmaceuticals Company ECM-598
Type: Advanced medical kit
Skill: First aid
Cost: 600
Availability: 2
Game Notes: Treat all components as requiring an Easy first aid roll unless otherwise noted. Each kit contains the following items: Document: Gundarks Fantastic Technology Personal Gear page 59

Nilar Field Cauterizer

Model: Nilar Med/Tech Corporation Field Cauterizer
Type: Field cauterizer
Skill: First aid
Cost: 200 (50 when sold to the Rebel Alliance)
Availability: 3
Game Notes: Heals minor wounds, removing stun damage due to bleeding only (gamemaster's discretion). It was used to burn wounds shut, disinfecting and cauterizing, by emitting a low-frequency laser beam.
Document: Galladinium's Fantastic Technology pages 38

Abyssin Graft Patch

Cost: 5,000
Type: Healing
Availability: 3
Game Notes: A Difficult first aid or Easy medicine roll is required for normal application. As with bacta tanks, the patient will heal if allowed to rest, but the healing time depends upon the severity of injury.
Character isTreatment time
Wounded2D hours
Incapacitated8D hours
Mortally Wounded2D days
Capsule: A medical supply that used harvested regenerative cells from Abyssins to promote rapid growth of new skin cells. They were manufactured by Kirgalis Pharmaceutical Exports.
Document: Galladinium's Fantastic Technology page 85

Universal Power Adapter

Model: Udrane Galactic Electronics Universal Power Adapter
Type: Universal Power Adapter
Cost: 100
Availability: 2
Game Notes: The term "universal" is not 100 percent correct: the user is required to make a Very Easy Technical roll to make the proper adjustments for the adaptor.
Document: Galladinium's Fantastic Technology pages 33

Credit Card Surprise

Model: Synnt-ovations Inc. Credit Card Surprise
Type: Personal defense item
Cost: 75
Availability: 2
Range: 0-3/6/9/12
Damage: 5D/3D/2D/1D stun damage (rolled against Strength or Stamina)
Game Notes: Easy Technical roll to build or repair. Anyone in a 60-degree arc in front of the light and witin range must make a Moderate Perception roll not to be affected by the unit.
Document: Galladinium's Fantastic Technology pages 75

Hand Held Contact Stunner

Model: SoroSuub C5-12 Stun Master
Type: Contact stunner
Scale: Character
Skill: Melee combat: contact stunner
Ammo: 5
Cost: 575, (power cells: 15)
Availability: 2, R
Damage: 4D+2 stun
Game Notes: Very Easy difficulty to use; Easy to hide (+2D to hide against weapon detectors, +10 against physical searches).
Document: Gundarks Fantastic Technology Personal Gear page 10

Typical Disguise Kit

Type: Typical disguise kit
Skill: Con: Disguise
Cost: 500
Availability: 2, R
Game Notes: This kit contains an easily hidden voice distorter, prosthetics, pigments, and contact lenses. It allows humanoids to pass for a member of some other humanoid species of similar size, adding a +2 bonus to any con: disguise skill rolls.
Document: d6 Equipment page 118

Droid Customization Kit

Model: Ulqib MacroTronics Droid Customization Kit
Type: Droid modification tool kit
Skill: Droid programming, droid repair
Cost: 400 (additional costs for specific attachments may also be incurred)
Contents: Kit Includes: Game Notes: Most hardware additions also require successful installation of corresponding software programming to properly interface new equipment. Additional tools (e.g. electric arc welder) and other droid parts may be required for certain alterations. The gamemaster must determine specific difficulty levels and time taken.
Document: Galladinium's Fantastic Technology pages 25-26

Mk-11 Droid Diagnostic

Model: Interstellar Droid Monitoring, Inc. Mk-11 Droid Diagnostic
Cost: 200
Game Notes: Very Easy Droid Programming roll required for standard systems check and readout (takes 30 minutes). Diagnostic assisted repair procedures normally require an Easy Droid Repair roll and the diagnostic's expertise adds +1D to the skill roll. This bonus is for maintenance only and does not apply to major repairs or modifications.
Document: Galladinium's Fantastic Technology page 26

Universal Computer Interface

Model: MerenData Universal Computer Interface
Type: Computer access translator
Skill: Computer programming/repair
Cost: 2,500, 100 (annual software upgrades)
Availability: 1
Game Notes: A Computer Programming/ Repair roll is required for successful operation (difficulty varies based on how much the unknown computer system varies from standardized systems). A successful roll allows the user to add a +1D bonus to any subsequent Computer Programming/Repair rolls using this system. This device will not override security programming in place nor will it permit otherwise unauthorized access to host systems. This unit does, however, provide for easy data transference between what might otherwise be incompatible system architectures.
Document: Galladinium's Fantastic Technology page 32

Eye In The Sky

Model: Kystallio Detection Plus RMD-20 Eye In The Sky
Type: Remote monitoring device
Skill: Sensors
Altitude Range: Ground level-200 meters
Cost: 800
Availability: 2
Move: 45; 130 kmh
Game Notes: An Easy Sensors roll required for initial activation only. Free flight operation is automatic. The device appears as a 30-centimeters diameter sphere studded with sensory apparatus and micro-repulsorlift nodes. Maximum hover height is 200 meters, maximum range is 10 kilometers, and maximum flight before cell recharge is 5 hours. Contains audio and visual sensors feeds to the user operate out to 100 meters radius.
Document: Galladinium's Fantastic Technology page 60

Signature Scent Synthesizer

Model: Paradour Enterprises Signature Scent Synthesizer
Type: Computerized fragrance synthesizer and replicator
Cost: 1,500 150 (refills)
Availability: 3
Document: Galladinium's Fantastic Technology pages 46

Droid Repair Kit

Type: Enhanced tool kit
Skill: Droid Repair
Cost: 1,000 (+1D)
Availability: 1
Game Notes: This toolkit gives the user a bonus for repair work on droid repair +1D
Document: REUP page 344

Equipment Repair Kit

Type: Enhanced tool kit
Skill: Equipment Repair
Cost: 1,000 (+1D)
Availability: 1
Game Notes: This toolkit gives the user a bonus for repair work on equipment repair +1D
Document: REUP page 344

Lock Breaking Kit

Type: Security code de-scrambler
Skill: Security: lockpicking
Cost: 8,000 (if purchased through legitimate agent), 16,000+ (black market price)
Availability: 4, R or X
Game Notes: Adds +2D to a user's security skill when attempting to open an electronically sealed entryway.
Document: d6 Equipment page 116

Security Kit

Type: Typical security kit
Skill: Security
Cost: 750, 1,500 (mastercraft)
Availability: 2, R or X
Game Notes: A security kit is a set of special tools for bypassing electronic and mechanical locks. This item gives it user a +1D bonus on Security rolls. It also provides a +1D bonus on any repair rolls relating to security systems. A mastercraft security kit provides a +2D bonus and contains a comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.
Document: d6 Equipment page 116

Grav Mill

Model: Quarlitech Aergronics, Inc. GRGC-800
Type: Grav treadmill incline
Cost: 700
Availability: 2
Game Notes: Dedicated training on the grav mill for an extended period of time (anywhere from a few days to weeks, depending upon the severity of gravity change) can help eliminate any penalties due to higher or lower gravity worlds.
Document: Galladinium's Fantastic Technology pages 31

Blast Helmet

Model: Typical blast helmet
Type: Personal armor
Scale: Character
Cost: 300
Availability: 1
Game Notes: +1D physical, +1 energy (head).
Document: d6 Equipment page 6

Blast Vest

Model: Typical blast vest
Type: Personal armor
Scale: Character
Cost: 300
Availability: 1
Game Notes: +1D physical, +1 energy (torso).
Document: doc page

Earphone Binary-To-Basic Translator

Type: Droid language translator
Cost: 20 (headphone), 100 (earbud)
Availability: 2
Game Notes: This translator unit is installed on a droid's Basic-output jack, and converts audible Binary into audible Basic, transmitting the spoken words to an earphone receiver. The less expensive version requires a large headphone set, while the more expensive version transmits to an earbud receiver that can only be detected with a Difficult Search roll.
Document: doc page

Wide-Scan Binocs

Model: Jassim Design VX3 Scanner
Type: Wide view binoculars
Cost: 100
Availability: 1
Game Notes: Wide-scan binocs provide a +1D bonus to Search skill rolls where the target individual or area lies more than 20 meters away from viewer.
Document: Gundark's Fantastic Technology page 90

Macrobinoculars

Type: Standard macrobinoculars
Skill: Sensors
Cost: 100
Availability: 1
Range: 100 meters to 1 kilometer
Game Notes: All Search and Perception-oriented skills are increased by +3D when using the macrobinocular to view areas more than 100 meters away. If attached to a blaster via specialized programming software, they provide a +3D bonus to all medium and long-range shots, provided the attacker is in a steady "sniper" position.
Document: d6 Equipment page 97

Electronic Blaster Sighting System

Model: SoroSuub True-Site System
Type: Electronic blaster sighting system
Skill: Blaster
Cost: 500
Availability: 2, R
Game Notes: Projected hologram crosshairs add +1D to Blaster for site.
Document: Gundark's Fantastic Technology page 88

Quickdraw Holster

Type: Typical quickdraw weapon holster
Scale: Character
Skill: Blaster
Cost: Varies
Availability: 2
Game Notes: Quickdraw holsters can add +2D or more to the character's Blaster skill when he attempts to quickdraw.
Document: d6 Weapons page 117

MicroThrust Portable Computer Information

Model: MicroThrust Portable Computer
Type: Portable computer
Skill: Computer programming/repair
Cost: To calculate the price of a portable add the cost of the power to the cost of the memory.
Availability: F
Power: The power ratings range from 0D to 5D. A character using a portable adds the machine's power to his Computer Programming/Repair roll. Power cannot be upgraded – a new computer has to be bought for more power.
PowerCredits
0D5,000
1D10,000
2D25,000
3D35,000
4D45,000
5D55,000

Memory: A portable comes equipped with 5D of memory. Each additional 1D costs 500 Credits. Memory can be upgraded by paying the cost of the additional memory. Maximum memory is 20D.
Document: Cracken's Rebel Field Guide page 10

Tagger

Model: Culcanis Microinstruments Tagger
Type: Remove surveillance tracking tool
Cost: 250
Availability: 3,F
Document: Galladinium's Fantastic Technology pages 62

Molecular Stiletto

Model: Xana Exotic Arms MSW-9 Molecular Stiletto
Scale: Character
Skill: Melee Combat
Cost: 400
Availability: 4,R or X
Difficulty: Moderate
Damage: STR+2D
Document: Galladinium's Fantastic Technology pages 69

Ionic Tingler

Model: Aeramaxis PDW-50 Ionic Tingler
Type: Charged firearm
Scale: Character
Skill: Firearms
Ammo: 5
Cost: 300, 25 (power pack), 20 (ammo clip)
Availability: 3, often F or R (may be illegal in some systems
Fire Rate: 1
Range: 0-3/6/10
Damage: 2D (projectile), 1D-5D stun damage (depending on amount of charge)
Game Notes: The tingler has a hollow cavity for the insertion of the special five-round clip.
Document: Galladinium's Fantastic Technology page 74

Transliterator

Model: Consolidated Learning Systems Transliterator
Type: Language interpretation unit
Skill: Communications
Cost: 1,200 (includes 500 most common languages), 500 (module with 500 additional languages)
Availability: 3
Game Notes: An Easy Communications roll is required to properly select up to 20 different languages to be tracked. Device is effective to a range of 10 meters, but aural receptors focus on nearest sounds first. Individual displays of phrase or word translations can either remain in place until manually cleared by user or clear after a pre-set delay period of 15 seconds. This unit’s database contains 500 specific "common" languages and dialects.
Document: Galladinium's Fantastic Technology page 47

Audio Enhancers

Type: Aural boosters
Scale: Character
Skill: Perception
Cost: 2,000
Availability: 1
Game Notes: Audio enhancers increase the sensitivity of a droid's aural sensors, enabling it to pick up sounds not normally perceived by standard sensors. When eavesdropping or listening for distant and ambient sounds, a droid equipped with audio enhancers can reroll Perception checks, taking the better of the two results. All other Perception modifiers still apply.
Document: d6 Conversion Scavengers Guide to Droids page 6

Fine Work Grasper Arm

Model: Varies widely
Type: Droid appendage
Scale: Character
Skill: Lifting
Cost: 350 credits
Availability: 2
Game Notes: Fine work grasper arms are retractable, folding into a small compartment in the droid's chassis. The arm extends up to 0.5 meters and has servo-boosted mechanisms in the joints and "fingers" (which allow the droid to type or manipulate small objects). There are a number of types available, some tipped with claws or pincers, others with three- or five-fingered "hands."
Document: Cynabar's page 33

Multifunction Apparatus

Type: Multiple tool droid appendage
Cost: 80
Availability: 1
Game Notes: This appendage can incorporate up to 3 tools or weapons. Only one can be used at a time, but switching between them is a free action.
Document: d6 Conversion Scavengers Guide to Droids page 9

Aratech R82 Jump Boots

Model: Aratech R82 Jump Boots
Type: Repulsor boots
Skill: Repulsorlift operation (repulsor engine), rocket pack operation (rockets)
Cost: 150, 25 (fuel)
Availability: 2
Game Notes: Repulsorlift Engine: Can operate up to one hour before power packs must be replaced. Has a flight ceiling of 35 meters and a Move of 18. Rocket Jets: Holds enough fuel for five blasts, which can move the wearer up to 25 meters vertically or 50 meters horizontally
Document: Galladinium's pages 62-63

Medisensor

Model: BioTech RFX/K Medical Sensor Supplement
Type: Portable medical diagnostic relay
Skill: First aid
Cost: 5,000
Availability: 2
Game Notes: Medisensors are used to augment the diagnostic scanner of a medical bay. Since they can access the medical database of a standard medbay, they are basically booster relays for the existing system. (Access range from database medical computer is 2 kilometers for military-issue units, 300 meters for civilian units). Anyone using a medisensor receives a +2D bonus to first aid checks. However, a medisensor that is not patched into a medbay's computer only delivers a +1D bonus.
Document: Gundark's page 103

Personal Strobe Locator

Model: Saladar Systems Solo Strobe
Type: Personal strobe locator
Cost: 100
Availability: 2
Game Notes: The comlink-sized strobe flashes every five seconds for up to 20 hours, and is visible for three kilometers.
Document: Platt's Smugglers Guide page 54

Shipsuit

Model: Ayelic/Krongbing Textiles Shipsuit
Type: General purpose shipsuit
Cost: 200
Availability: 1
Game Notes: Multi-pocketed coverall, fireproof and electrically nonconductive.
Document: Gundark's Fantastic Technology page 76

Repulsorlift Repair Kit

Type: Enhanced tool kit
Skill: Repulsorlift Repair
Cost: 1,000 (+1D)
Availability: 1
Game Notes: This toolkit gives the user a bonus for repair work on repulsorlift repair +1D
Document: REUP page 344

Survival Pack

Model: Chedak Survival Kit
Type: Standard survival knapsack
Cost: 750
Availability: 2
Game Notes: Contains : Special missions-issue packs may include : Document: d6 Equipment page 73

Jedi Utility Belt

Model: Standard Jedi Utility Belt
Type: Utility belt
Cost: 600
Availability: 3, R
Game Notes: Has several pouches containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, an Aquata Breather, and a couple of empty pouches for whatever else the wearer wants to add.
Document: d6 Equipment page 74

Droids

Spy MSE-6 GP Droid

Model: Modified Rebaxan Columni MSE-6 GP Droid
DEXTERITY: 1D+1
KNOWLEDGE: 1D+1
Imperial deep-dock layout: 7D
MECHANICAL: 1D+1
Communication: 6D
PERCEPTION: 2D
Investigation: 9D
Search: 5D
Sneak: 6D
STRENGTH: 1D+1
TECHNICAL: 1D+1
Computer programming/repair: 4D
Security: 3D
Equipped With: Move: 6
Size: 25 cm tall
Document: d6 Droids page 30

Podrace Cam Droid

DEXTERITY: 4D
KNOWLEDGE: 1D
MECHANICAL: 1D
PERCEPTION: 2D
Search: 4D
STRENGTH: 1D
TECHNICAL: 1D
Equipped With: Move: 200
Size: 25 centimeters wide
Document: d6 Droids page 29

R2 Astromech Droid

Type: Industrial Automaton R2 Astromech Droid
DEXTERITY: 1D
KNOWLEDGE: 1D
MECHANICAL: 2D
Astrogation: 5D
Starfighter Piloting: 3D
Space Transports: 3D
PERCEPTION: 1D
STRENGTH: 1D
TECHNICAL: 2D
Computer programming/repair: 4D
Starfighter Repair: 5D [Astromech droids, if acting in co-pilot capacity, may attempt starship repair while in flight.]
Equipped With:
Move: 5
Size: One meter tall
Cost: 4,525 (new)
Document: d6 Droids page 18

R4 Astromech Droid

Like the R3, the R4 was designed to duplicate the success of the R2 in a new market. In the case of the R4, the idea was to make a droid useful for citizens who don't own starfighters but might have speeders or holorecorders that break down regularly. The hope was that a cheaper droid able to keep equipment up and running would be a good investment for groups in the Outer Rim or off the normal hyperspace routes. This droid is made to be inexpensive and sturdy, and is hugely popular. Many continue to function hundreds of years after their construction.

In appearance, R4s are similar to R2 and R3 droids, but the dome has been replaced with a truncated cone. Internally the R4 has more storage, but lacks such fine details as video displays or fire extinguishers (though that could always he changed if an owner desires). The attitude of the R4 is also a success: if anything, it is even more helpful and loyal than the typical R2 droid, though it is less apt to attempt to fix things without being told to do so. Most R4s become thought of as friends or pets and are never memory wiped unless they change owners and not always even then.

Type: Industrial Automaton R4 Astromech Droid
DEXTERITY: 2D
KNOWLEDGE: 2D
Languages: 3D
MECHANICAL: 3D
Repulsorlift Operation: 4D
PERCEPTION: 2D
Search: 3D
STRENGTH: 2D
TECHNICAL: 3D
Computer Programming/Repair: 4D+2
Droid Repair: 4D
Repulsorlift Repair: 5D
Security: 4D
Equipped With:
Move: 8
Size: One meter tall
Cost: 2,500
Document: d6 Droids page 19

M-TD Translator Droid


Type: M-TD Series Translator Droid
DEXTERITY: 2D
KNOWLEDGE: 3D
Languages: 5D
Planetary Systems: 5D
MECHANICAL: 1D
PERCEPTION: 1D
STRENGTH: 1D
TECHNICAL: 1D
Computer programming/repair: 2D+1
Equipped With:
Move: 10
Size: Tiny
Cost: 2,350
Document: d6 Droids page 47

GD16-Series Pilot Droid

Type: MerenData GD16-Series Pilot Droid
DEXTERITY: 2D
Vehicle Blasters: 3D+1
KNOWLEDGE: 1D+2
Planetary systems: 3D+1
Tactics: 3D
MECHANICAL: 3D+2
Astrogation: 4D+1
Capital Ship Piloting: 4D+1
Capital Ship Shields: 4D
Repulsorlift Operation: 4D+2
Sensors: 4D
Space Transports: 5D+1
Starfighter Piloting: 4D+2
Starship Gunnery: 4D
Starship Shields: 5D
PERCEPTION: 1D
Search: 3D+2
Sneak: 3D
STRENGTH: 1D+2
TECHNICAL: 2D+1
Repulsorlift Repair:3D
Space Transport Repair:3D
Starfighter Repair:3D
Starship Weapon Repair:2D+2
Equipped With:
Special Abilities:
Move: 10
Size: 1.7m
Cost: 17,430
Document: d6 Conversion Scavengers Guide to Droids page 19

2-1B Medical Droid

Type: Geentech/Industrial Automaton 2-1B Surgical Droid
DEXTERITY: 1D
KNOWLEDGE: 2D
Alien Species:5D
MECHANICAL: 2D
(A) Bacta tank operation: 5D
PERCEPTION: 3D
(A) Injury/ailment diagnosis: 6D
STRENGTH: 1D
TECHNICAL: 3D
First Aid: 6D
(A) Medicine: 9D
Equipped With:
Move: 4
Size: 1.5m
Cost: 4,300 (new)
Document: Medical Sourcebook page 76

M3-M1 Medical Droid

Type: Starfront Health Corporation M3-M1 General Practitioner Medical Droid
DEXTERITY: 2D
KNOWLEDGE: 4D
Alien species: 4D+1 (4D+2 deluxe model)
MECHANICAL: 2D+2
Sensors: 3D+2
PERCEPTION: 3D
Bargain: 4D
Investigation: 4D+1
Search: 4D+1
STRENGTH: 2D+1
TECHNICAL: 3D
First aid: 5D (6D deluxe model)
(A) Medicine: 6D+2 (7D+1 deluxe model)
Equipped With:
Move: 7
Size: 1.6m
Cost: 1,700 credits, 2,400 credits (deluxe model)
Document: Medical Sourcebook page 81

IM-6 Medical Droid

Type: Cybot-Galactica IM-6 battlefield medical droid
DEXTERITY: 2D+2
KNOWLEDGE: 2D
Alien species: 5D+1
MECHANICAL: 1D
Bacta tank operation: 3D
PERCEPTION: 2D
Injury/ailment diagnostic: 4D+2
Search: 3D+2
STRENGTH: 2D
Lifting: 3D+1
TECHNICAL: 3D
Computer programming/repair: 4D+2
First aid: 5D
Medicine: 5D
Equipped With:
Move: 12
Size: 1m
Cost: 11,800 credits
Document: Medical Sourcebook page 80

WED 15 Treadwell Droid

Cybot Galactica's Treadwell droid is a good buy for any vessel. They're among the better starship maintenance droids you can find. They usually come with four or five manipulator arms (although all of the pictured seem to show more like 8), perfect for tinkering with those delicate starship systems. Their programming is ideal for shipboard repair duties. The treads make these well-stabilized droids, but sometimes limit their access to tight spots.

The droids have several other quirks. They wear down quickly and are easily damaged. The manipulator arms have a nasty habit of catching in machinery and getting torn off. Treadwells tend to have flighty personalities and are prone to wandering, so it's always good to check in on them to make sure they're paying full attention to their work.

Type: Cybot Galactica WED 15 Treadwell Droid
DEXTERITY: 2D
KNOWLEDGE: 1D
Languages: droid languages 4D
MECHANICAL: 1D
PERCEPTION: 3D
Search: 3D+1
STRENGTH: 1D
TECHNICAL: 2D
Computer programming/repair: 4D+2
Equipment repair: 6D
Repulsorlift repair: 4D
Space transports repair: 4D+1
Starfighter repair: 5D+1
Equipped With:
Move: 8
Size: 1.6m
Cost: 650 credits (used)
Document: d6 Droids page 25

IC-M Maintenance Droid

Imperial City has an incalculable number of droids going about menial tasks at every level of society. The ubiquitous Imperial City maintenance droid is perhaps one of the most commonly seen at lower (but still respectable) levels of the city. It performs a number of duties, from replacing lighting fixtures or weeding walkways to giving directions to tourists.

The Eyesee-em, as it is commonly known, is a gunmetalgray droid with two rounded heads, which face one other. One head bears a set of bright optical sensors, while the other face is a blank screen that displays data, statistics and official Imperial Building Code specs. It has a back compartment filled with tools, supplies, cleaning fluids, and numerous mechanical arms, each studded with a handful of attachments.

Each droid is fitted with a restraining bolt and locational transponder, which are very difficult to remove. These keep the droids in the service of the city, and reduces the chances they will be stolen or vandalized.

Type: Cybot Galactica IC-M General Utility Droid
DEXTERITY: 1D
KNOWLEDGE: 1D
MECHANICAL: 2D
PERCEPTION: 2D
STRENGTH: 3D
Lifting: 5D
TECHNICAL: 4D
Computer programming/repair: 5D
General repair: 8D+1
Equipment repair: 5D
Equipped With:
Move: 7
Size: 1.5m
Cost: 500 credits (used)
Document: d6 Droids page 26

Pit Droid

Type: Serv-O-Droid DUM Series Pit Droid
DEXTERITY: 1D
Running: 2D+1
KNOWLEDGE: 1D
MECHANICAL: 1D
PERCEPTION: 1D
STRENGTH: 2D
Lifting: 4D
TECHNICAL: 2D
Ground vehicle repair: 4D
Repulsorlift repair: 4D
Equipped With:
Move: 6
Size: 1m
Cost: 750 for one, 3,500 for a crew of five
Document: d6 Droids page 23

EV Supervisory Droid

The EV series droid was supposed to be simply a mid-management supervisor, overseeing the work of less intelligent droids and possible even living laborers. Though shorter than a typical Human and fairly spindly, the droid has rugged construction to help it survive in factory conditions, where it was expected to carry out most of its tasks. However, the EV series programming was infected with the personality designed for an interrogator droid that was being developed illegally.

As a result, the EV turned out not only to be amoral in its attitude, but to actually enjoy torturing and causing pain. Despite a factory recall and replacement (the V series, which has similar attributes but a more tolerable personality), many EVs have found their way into criminal organizations after being scrapped or abandoned by their initial owners. These units are usually employed as interrogators, though some are still used as particularly harsh (and effective) supervisors.

Type: Cybot Galactica EV Series Supervisor
DEXTERITY: 1D
KNOWLEDGE: 3D
Intimidation: 4D
Languages: 4D
Value: droids 5D
MECHANICAL: 1D
PERCEPTION: 2D
Command: droids 5D
STRENGTH: 1D
TECHNICAL: 3D
Computer programming/repair: 4D
Droid programming: 5D
Droid repair: 4D+1
Equipped With:
Move: 7
Size: 1.8m
Cost: 6,400 credits
Document: d6 Droids page 7

BLX Labor Droid

Many years before the advent of the Clone Wars, Serv-O-Droid created the BLX labor droid as a general labor unit to be used for just about any kind of task that can be performed by humanoid species. In fact, the BLX was intentionally programmed not to specialize in any particular profession or series of tasks in the hope that its versatility would increase sales.

Initial sales were good, and compliments from customers focused on the model's magnetic feet (which helped the droids work in zero-gravity environments) and rugged shell (which protected the droids from the harsh vacuum of space and micrometeorite impacts). But news of the BLX's shortcomings—such as aural and visual sensors calibrated to standard frequencies, slow movement and slow response time, and an odd, simianlike silhouette—dragged the line's sales figures down quickly. However, the model's strength and stamina, along with revisions to the physical design to make it look more humanoid, helped the line survive several more years before being discontinued.

Type: Serv-O-Droid Inc. BLX Labor Droid
DEXTERITY: 2D
KNOWLEDGE: 2D
Survival: 3D
Willpower: 3D
MECHANICAL: 2D
Communications: 3D
Sensors: 3D
PERCEPTION: 1D
STRENGTH: 4D
Lifting: 6D
Stamina: 7D
TECHNICAL: 1D
Capital ship repair: 2D
Droid repair: 2D
Ground vehicle repair: 2D
Hover vehicle repair: 2D
Repulsorlift repair: 2D
Space transports repair: 2D
Equipped With:
Move: 7
Size: 1.5m
Cost: 8,995 credits
Document: Scavenger's Guide to Droids page 76

Armor

AV-1S (Scout)

Model: GTU AV-1S Armor
Type: Powersuit
Skill: Powersuit operation
Cost: 7,500
Availability: 3, F
Game Effect:
Basic Suit: +1D energy, +1D+1 physical protection, -1D Dexterity and all related skills.
Enhanced Strength: +1D to Strength for all skills, including melee and unarmed combat damage.
Repulsorlift Engine: Move of 20, flight ceiling of 100 meters. Maneuver rolls are made with the Powersuit Operation skill.
Infrared Imaging Module: Ranged up to 200 meters, allows vision based on heat.
Starlight Imaging: Magnifies available light for excellent lowlight vision (no penalties for darkness except in absolute darkness, but sudden flashes of light can cause 4D stun damage if the user does not make a Moderate Perception roll to close his or her eyes in time).
Power Lamp: 100 meter range.
Multi-channel Comm Unit: Includes comlink encoder, ranged up to 50 kilometers, and external amplifier.
Macrobinoculars: Standard rules as for macrobinoculars.
5 Sureseal Patches: Automatic patches against suit leaks.
Bio-Readout: Informs wearer of his/her physical condition.
Environment Scanner: Scans air for breathability and toxins and detects harmful radiation.
Game Notes: Can operate for 36 hours without replenishing supplies and takes 5 minutes to put on.
Document: Galladinium's Fantastic Technology pages 80-81

Barabel Microbe Armor

Model: Creshaldyne Industries Barabel Microbe Armor
Type: Biological blast vest
Cost: 30,000
Availability: 4
Game Notes: vest initially gives +1D to resist damage from blaster attacks to front and back torso. With each subsequent hit by a blaster bolt, the vest goes up by one pip (+1D, +1D+1, +1D+2, +2D, etc.) up to a maximum of 3D. The vest drops by one pip for every three minutes the vest is not hit by a blast. If a blast penetrates the vest enough to allow the user to be wounded, the vest is destroyed. If exposed to below zero temperatures for as little as 15 minutes, the vest is destroyed.
Document: Galladinium's Fantastic Technology pages 85-86