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Auron's Equipment Guide
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Crell Damar
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PostPosted: Sat Aug 23, 2003 4:46 pm    Post subject: Auron's Equipment Guide Reply with quote

Need a little help with that sneak? These items may be of assitance.

Camouflage Poncho
Alliance units throughout the galaxy augment their chances of survival with camouflage fatigues of one kind or another. One of the most common ways of camouflaging is to take a mottle-printed or mottle-painted sheet of cloth, with a color and pattern appropriate to local terrain, and make a coverall poncho out of it. While nearly any camouflage helps break up the body pattern, a poncho is not body-shaped and flows into backgrounds, helping this effect even more.

Model: Alliance-made general camouflage ponchos
Type: Cloth Fatigues
Availability: 1
Game Notes: Adds +1D to sneak, +2D at ranges of more than 35meters when in the appropriate type of terrain.

Shadowsuit
Hand-sewn from shadowsilk (sturdy, durable and light-absorbing fabric) and hand-tailored to individual wearers, the shadowsuit is issued only to select Infiltrator units. The shadowsuit uses only the finest shadowsilk available, carefully camo-dyed in shades of black, and specially fluffed to cut audible rubbing "whisk." The Gloves and slippers have muffled grip layer to limit contact sound. There are a limited number number of these hand-crafted suits available, and then is a backlog of orders. The shadowsuit covers the entire body except the eyes (which are usually covered by snooper goggles). The shadowsuit relies entirely on passive absorptive qualities for stealth enhancement and has no telltale energy signature or sensors scramblers.

Model: Alliance Infiltrator Shadowsuit
Type: Anti-sensor suit
Cost: Not for sale
Availability: 3
Game Notes: Adds +2d to sneak

I'll post up the snooper goggles that go hand in hand with this suit in a day or 2 Smile
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Crell Damar
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PostPosted: Sun Aug 24, 2003 6:01 pm    Post subject: Reply with quote

Snooper Goggles
A civilian model macrobinocular headset, the ViGraph is highly suitable for Infiltrator purposes. Infiltrator snooper goggles are fitted with photoreducers to prevent blinding from sudden increases in light. Snooper goggles suffer from a limited range, only about half of regular macrobinoculars but allows the viewer to see in near-total darkness as if under daylight.

Model: VidGraph Peer Macrobinoculars
Type: Low-light image magnification sensor
Skill: Sensors
Cost:300 credits
Availability: 2, X in some systems
Range 50-100/250/500 meters
Game Notes: Add +2D to Search in low light. All models have an Easy Sensors difficulty at short range, increasing one level per range band. Search and other Perception-based rolls may be increased when using macrobinoculars by +3D when used to find something more than 50 meters away, at the gamemaster's discretion.
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Volar the Healer
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PostPosted: Tue Aug 26, 2003 3:30 pm    Post subject: Reply with quote

The shadow suit sounds cool. I always enjoy high tech technobabble. But, what is shadow silk? Where did it come from, or is it your own idea?
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Crell Damar
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PostPosted: Tue Aug 26, 2003 10:57 pm    Post subject: Reply with quote

They don't describe where it comes from, but it's an official item, on page 34 of Rules of Engagement *Rebel SpecForce Handbook*

Sad sorry i can't be more specific on its origins
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Crell Damar
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PostPosted: Wed Sep 03, 2003 9:13 pm    Post subject: Reply with quote

Light Repeating Blaster
BlasTech's repeating blaster, based on a riot gun model originally marked in the Corporate Sector, is quite popular with Alliance heavy weapons Specs for its relative ease of handling and high volume of fire. This weapon is found both as an ISW and as a primary trooper weapon.

Model: BlasTech Light Repeating Blaster
Type: Repeating Blaster
Scale: Character
Skill: Blaster: repeating blaster
Ammo: 300
Cost: 1,500 credits
Availability: 2, R
Range: 3-30/100/300
Damage: 5D+1
Game Notes: On constant-fire mode the riot gun fires a burst of 6 blasts per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.

Prax "Blast and Smash" Energy Rifle
This intimidating weapon was originally developed for bounty hunter operations. A pair were captured by an Alliance privateer and sold to the Alliance, which has set up a limited duplicate production run in one of its arms factories. The original design has been somewhat modified, and is in high demand among SpaceOps and HWS units.
The rapid-fire blaster rifle has been stabilized with an internal damping system, making its burst-fire mode more effective. The repeating rifle is supplemented with a Locris Syndicates micro-grenade launcher, a half-meter-long tublar antipersonnel grenade-delivery system slung underneat the rifle barrel.

Model: Alliance-modified Prax Arms Model AXM-50
Type: Repeating blaster rifle/micro-grenade launcher
Scale: Character
Skill: Blaster: blaster rifle (for blaster rifle), Missle weapons: micro-grenade launcher (for micro-grenade launcher)
Cost: Not available for sale (original model: 4,500; 250(bipod), 1,000 (micro-grenade magazine), 100 (power pack), 500 (back pack power generator))
Availability: 3, F or R
Fire Rate: 7(blaster rifle), 1 (micro-grenade launcher)
Fire Control: 1D (See Game Notes)
Range: 3-25/50/75 (Blaster rifle), 5/25/100/200 (micro-grenade launcher)
Blast Radius: 0-2/4/6 (micro-grenade launcher)
Damage: 5D (blaster rifle), 4D/3D/2D (micro-grenade launcher)
Game Notes: The micro-grenade launcher has a computerized fire-control system; if the shooter makes a ModeratePerception roll (free action) add +1D to hit. If the shooter is firing at the same target repeatedly, the +1D add continues until the target is switched. A bi-pod may be attatched to the rifle, adding +1D to theBlasterroll. On constant-fire mode the riot gun fires a burst of 2 blasts per shot. Once a hit is established, all following shots against nearby (1 meter) targets are one difficulty lower.
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Crell Damar
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PostPosted: Thu Sep 04, 2003 1:59 am    Post subject: Reply with quote

the above two weapons, when on constant fire mode, you roll one blaster shot, and you hit them x times, and roll damage for it Smile
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Crell Damar
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PostPosted: Thu Sep 04, 2003 2:36 pm    Post subject: Reply with quote

these are some really great weapons for taking out armored individuals, simply because oh, i hit you for 5D+1 6 times, which if you wound him once, that's 1D off his str, and -1 off his armor protection Smile

these are the kinds of weapons you may want to spend those character points on your dodge roll Wink
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Volar the Healer
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PostPosted: Thu Sep 04, 2003 2:56 pm    Post subject: Reply with quote

Auron wrote:
...if you wound him once, that's 1D off his str, and -1 off his armor protection...


Question I don't know anything about -1 off armour protection Where does this idea come from?

Confused But, I'm pretty sure the rules say you always roll full strength to resist wounds.

Question Wow. These weapons are way beyond anything in our game. I'm curious. Does the Empire also use similiar weapons against the player characters in your group? If so, how do you avoid continous massive casualties among the characters? It would seem one failed dodge roll equals instant death.
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Loc Taal
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PostPosted: Thu Sep 04, 2003 3:04 pm    Post subject: Reply with quote

It's my understanding that if the first shot stuns/wounds the character, the -1D penalty would apply to subsequent strength rolls to resist damage.
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Crell Damar
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PostPosted: Thu Sep 04, 2003 7:00 pm    Post subject: Reply with quote

Armor damage is stated in the Combat and Injuries chapter in WEG 2nd Revised pages 94 and 95
and Loc is right, the -1D is for all attributes and skills, so a wound penalty counts towards soak damage unfortunately
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Crell Damar
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PostPosted: Wed Sep 24, 2003 11:42 am    Post subject: Reply with quote

Smasher Armor
Model: Modified Locris Syndicates Personal Protection Suit
Type: Personal Battle Armor
Cost: 1,250 credits
Availability: 3
Game Effect:
Basic Suit: +1D physical and energy
Servo Enhancers: +2D to brawling, climbing/jumping, lifting, and damage in strength-related attacks.

Capsule: This battle armor was originally designed for private security personnel, but has become a favorite of those hunters who are not afraid of getting up close and personal. The addition of numberous micro-servos has greatly boosted the wearer's potential to inflict serious physical injury.
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Crell Damar
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PostPosted: Wed Sep 24, 2003 11:51 am    Post subject: Reply with quote

Restraints
Magnacuffs
Magnacuffs employ micro magnetic fields to lock their restraining bands in place. The use of a fingerprint identification eliminates the need for keys and guards against unauthorized duplication.

Model: Loris Syndicated Securities MCI-100
Type: Personal restraint device
Cost: 75 credits
Availability: 2,F
Game Notes: Magnacuffs have a Strength of 6D+2 to hold individuals.

Magnaharness
A full-sized aplication of magnacuff technology, used to more fully restrain a target. Rather than simply confining a target's hands, the magnaharness attaches at the neck and torso, with optional clips for arms, hands, upper and lower legs and feet. This greatly restricts movement and allows hunters to relax guard duty around prisoners.

Model: Loris Syndicated Securities MCI-200
Type: Personal Full-sized restraint device
Cost: 200
Availability: 2,F
Game Notes: Magnaharnesses have a Strength of 8D to hold individuals

Pages 89-90 of Galaxy Guide 10: Bounty Hunters
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Volar the Healer
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PostPosted: Wed Sep 24, 2003 12:18 pm    Post subject: Reply with quote

I like the smasher armour. Price seems too low, though. Why is it cheaper than bounty hunter armour?
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Crell Damar
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PostPosted: Wed Sep 24, 2003 6:42 pm    Post subject: Reply with quote

you can only buy it on one planet Razz
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Vex
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PostPosted: Sat Nov 01, 2003 8:56 pm    Post subject: Shadowsilk Reply with quote

I can't remember what planet its from but shadowsilk grows like a vine, and is spun together. It is very expensive and it takes almost a whole field of the plant to make one suit. (Its in one of the novels or WEG books that i've looked at Wink )
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