Droid Gear

* **Game Notes:** Allows and R-series droid to speak a specific language (*language* programs run from 25 to 100 credits), with adjustable pitch, intonation and accent. Installation requires a Moderate *droid repair* rolls and takes 15 minutes. Removal requires an Easy *droid repair* roll and 15 minutes; failure causes 3D stun damage to the droid and randomly eliminates one skill.
* **Source:** Galladinium’s Fantastic Technology (pg. 27)

### Astrogation Buffer

* **Type:** Nav data backup system
* **Model:** Cybot Galactica “Lifeline” Astrogation Buffer
* **Skill:** Computer programming/repair
* **Cost:** 1,300cr
* **Availability:** 2, F
* **Game Notes:** An astrogation buffer can store one set of nav coordinates indefinitely; note that any attempts to load more than one set of coordinates into the buffer will fail, the newest data overwriting the older information. A scomp-link (and a Moderate *computer programming/repair* roll) allows this data to be downloaded into a nav computer, after which the information is deleted.
* **Source:** Cynabar’s Fantastic Droids (pg. 33)

### Audio Enhancers

* **Type:** Aural boosters
* **Scale:** Character
* **Skill:** Perception
* **Cost:** 2,000cr
* **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.
* **Source:** Scavenger's Guide to Droids (pg.55)

### Cargo Winch

* **Type:** Small cargo-lifting device
* **Model:** Utilitech AR5G Cargo Winch
* **Skill:** Lifting
* **Cost:** 400cr (for basic unit), 800cr (for heavy lifting winch)
* **Availability:** 2
* **Game Notes:** A cargo winch typically comes equipped with 50 meters of durasteel cable, and is capable of supporting 80 kg (though the droid must anchor itself; factors such as unstable or uneven ground can increase the *lifting* difficulty by one level). A heavy cargo winch is also available; it performs much like a standard winch but gives the droid +1D to *lifting* attempts.
* **Source:** Cynabar's Fantastic Droids (pg. 33-34)

### Circular Saw

* **Type:** Circular saw
* **Model:** Industrial Automaton Type 10 Cutting Saw
* **Skill:** Any appropriate repair skill; use *melee combat: circular saw* in combat
* **Cost:** 500cr (for external model), 1,200cr (for retractable internal model; droid must be a minimum of 0.3m long/tall)
* **Availability:** 2
* **Game Notes:** The type 10 cutting saw does 4D damage and has a range of 0.3 meters. It can be used in combat, though the device’s limited range and damage make it an impractical weapon at best.
* **Source:** Cynabar's Fantastic Droids (pg. 34)

### Digging Claws

* **Type:** Droid Digging Claws
* **Skill:** Strength: digging
* **Cost:** 500cr
* **Availability:** 2
* **Game Notes:** A droid with digging claws gains a burrow speed equal to one-half its Move (rounded down). It can move at full burrow speed through solid stone and at half this rate through transparisteel.
* **Source:** Ultimate Adversaries (pg. 156)

### Droid Concealed Vibroblade

* **Type:** Concealed melee weapon
* **Model:** Varies widely
* **Scale:** Character
* **Skill:** Melee combat
* **Cost:** 500cr (basic version), 800cr (sensor resistant)
* **Availability:** 2, X
* **Difficulty:** Moderate
* **Damage:** STR+3D (max: 6D+2)
* **Game Notes:** A concealed vibroblade is typically housed in the wrist or finger on humanoid droids. The basic version is not undetectable (an Easy *sensors* roll reveals the weapon), though a more expensive, sensor-masked version is available (requires a Difficult *sensors* roll to detect the weapon).
* **Source:** Cynabar’s Fantastic Technology (pg. 34)

### Droid Onboard Blaster

* **Type:** Concealed energy weapon
* **Model:** Varies widely
* **Scale:** Character
* **Skill:** Blaster
* **Ammo:** 100
* **Cost:** 1,200cr (basic), 1,600cr (sensor-resistant), 25cr (power pack)
* **Availability:** 3, X
* **Range:** 3-10/30/100
* **Damage:** 4D
* **Game Notes:** Onboard blasters vary widely; the above stats are average. A basic version is visibly mounted on the droid and can easily be detected. A basic version possesses no sensor-masking or camouflage of any kind (an Easy *sensors* roll will detect the weapon). A sensor-resistant version is also available, making the weapon much harder to detect; a Very Difficult *sensors* roll is needed to find the blaster. (Mounting a blaster on a droid’s exterior is also possible, though the weapon can easily be detected by the naked eye; base cost for such a blaster is 800cr). The damage code of the weapon can be increased by +1D for every 400cr the owner spends (max 6D)
* **Source:** Cynabar’s Fantastic Droids (pg. 36-37)

### Droid Onboard Flame Projector

* **Type:** Droid-operated flame projector
* **Model:** varies widely
* **Scale:** Character
* **Skill:** Missile weapons
* **Cost:** 600cr (basic), 1,000cr (sensor-resistant), 200cr (additional ammo canister)
* **Availability:** 3, X
* **Range:** 3-4/5/7
* **Damage:** 5D (first round, 3D for next five rounds unless extinguished)
* **Game Notes:** The basic version of the flame projector is detectable with an Easy *sensors* roll or a Moderate *search* or *Perception* total. The sensor-resistant version can be detected with a Difficult *sensors* roll or a Very Difficult *search* or *Perception* roll. A droid equipped with this type of weapon is susceptible to corrosion damage if the chemical tank that fuels the flame projector is damaged (the chemical does 3D damage each round until it is washed off). Internal tanks can be damaged if the droid is *incapacitated*. External tanks can be ruptured by stray blaster shots or physical blows; treat them as if they have *Strength* 3D to resist damage.
* **Source:** Cynabar’s Fantastic Technology: Droids (pg. 37)

### Droid Onboard Grenade Launcher

* **Type:** Concealed grenade launcher
* **Model:** Varies widely
* **Scale:** Character
* **Skill:** Missile weapons
* **Ammo:** 3
* **Cost:** 800cr (standard), 1,200cr (sensor-resistant)
* **Availability:** 3, X
* **Fire Rate:** 1/2
* **Range:** 5-25/100/250
* **Damage:** Varies by grenade type
* **Game Notes:** The droid grenade launcher cannot be equipped on droids smaller than 1 meter; targeting circuitry and the size of the weapon make such installation impossible. The basic version of the weapon can be detected with a Moderate *sensors* roll or a Difficult *search* or *Perception* roll. The sensor-resistant version requires a Difficult *sensors* roll or a Very Difficult *search* or *Perception* roll to detect.
* **Source:** Cynabar’s Fantastic Technology: Droids (pg. 37)

### Earphone Binary-to-Basic Translator

* **Type:** Droid language translator
* **Cost:** 20cr (headphone), 100cr (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.
* **Source:** Scavenger's Guide to Droids (pg. 57)

### Fine Work Grasper Arm

* **Type:** Droid appendage
* **Model:** Varies Widely
* **Skill:** Lifting
* **Cost:** 350cr
* **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 a servo-boosted mechanism 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”.
* **Source:** Cynabar's Fantastic Droids (pg. 34)

### Heavy Grasper Arm

* **Type:** Droid appendage
* **Model:** Varies Widely
* **Skill:** Lifting
* **Cost:** 550cr
* **Availability:** 2
* **Game Notes:** Heavy 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 and add +2D to *lifting* attempts). There are a number of types available, some tipped with claws or pincers, others with three- or five-fingered “hands.”
* **Source:** Cynabar's Fantastic Droids (pg. 34)

### Holocam

* **Type:** Droid recording device
* **Model:** Neuro-Saav TL3 Holo-Imaging Package
* **Skill:** Sensors
* **Cost:** 2,500cr
* **Availability:** 2
* **Game Notes:** The TL3 holocam is designed specifically for droids; it is a small processing device that can be tied into the droid’s existing optical modules, allowing a complete first person view from the droid’s perspective (up to 20 meters, limited by the droid’s line-of-sight). Images can be downloaded to data cards, data plaques, or holoprojectors, allowing playback and storage of the recording. The basic TL3 ties into the droid’s existing optics, though only human-range recordings are possible. For an additional 200cr per upgrade, the TL3 can be adapted to record with the following improvements: macrobinocular hookup (improves range of recording to 100 meters), all-environment (360 degree recording, in a 10-meter radius; playback appears as if the viewer is “with” the droid and can look in any direction to see what else is nearby), thermal, motion sensor, and UV hookup (records in “night-vision” mode with thermal/UV hookups; focuses on moving objects with motion sensor option.
* **Source:** Cynabar’s Fantastic Droids (pg. 34/36)

### Holoprojector

* **Type:** Holoprojector
* **Model:** SoroSuub G-series Holoprojection Unit
* **Skill:** Computer programming/repair
* **Cost:** 300-8,000cr
* **Availability:** 2
* **Game Notes:** Basic holoprojectors like those that are standard equipment on most R-Series astromechs can project a prerecorded hologram up to 1.5 meters away, with an image size ranging from 0.5 to 10 meters.
* **Source:** Cynabar’s Fantastic Droids (pg. 36)

### Intellex IV Internal Computer

* **Type:** Astromech droid internal computer
* **Model:** Industrial Automation Intellex IV Internal Computer
* **Cost:** 800cr
* **Availability:** 2
* **Game Notes:** In addition to the ability to scan technical files to pinpoint problems, the Intellex IV also supports sophisticated analysis programs, such as the lifeforms identification subroutines (LFIs) and many low level scanner tasks. As the Intellex IV’s primary function is to scan technical files and find data patterns, it is very useful to characters who have improved *Technical* skills and need to retrieve restricted files and information. A character can use an independent Intellex IV unit as a tool when trying to enter restricted systems or files: *computer programming/repair* difficulty number should be determined by the gamester. If the Intellex IV is part of a non-cooperative astromech droid, a Moderate *droid repair* roll must be made to remove the unit without damage. This procedure usually takes about half an hour to complete. Allied astromech droids, however, are often willing to execute such operations upon their owner’s request. If attempting to do this with an Intellex V or VI, raise each difficulty one level.
* **Source:** Adventure Journal 10 (pg. 141)

### Internal Automap

* **Type:** Global positioning system
* **Model:** SoroSuub “AutoTracker” Droid GPS Module
* **Skill:** Computer programming/repair
* **Cost:** 4,000cr
* **Availability:** 2
* **Game Notes:** It is virtually impossible for a character using an Automap to get lost. As long as the device is linked to an orbiting source of data (such as a ship’s sensors or a weather satellite) the device relays accurate data regarding the user’s location, local weather conditions, other moving objects and navigational hazards. The link requires a Moderate *computer programming/repair* roll once per hour to maintain. The droid using the automap link can automatically display this information on a datapad (with a scomp-link) or project it on any on-board imaging systems it possesses.
* **Source:** Cynabar’s Fantastic Droids (pg. 36)

### Internal Comlink

* **Type:** Basic droid internal comlink
* **Model:** Fabritech “VoxLink” Internal Comlink
* **Skills:** Communications
* **Cost:** 100cr
* **Availability:** 2
* **Game Notes:** The VoxLink has a broadcast and reception range of 50 km in clear weather. It can monitor up to 10 frequencies simultaneously.
* **Source:** Cynabar's Fantastic Droids (pg. 36)

### Line Caster

* **Type:** Jabriel VCA Droid Line Caster
* **Model:** Cable delivery system
* **Skill:** Blaster: line caster (or Dexterity)
* **Cost:** 1,100cr
* **Availability:** 2, F
* **Game Notes:** The line caster can fire a grappling hook and cable up to 50 meters (1-10/20/50) though some type of targeting SkillWare is needed to use the device effectively.
* **Source:** Cynabar's Fantastic Droids (pg. 36)

### Modified Tranlang III Module

* **Type:** Modified droid and systems organic and electronic translation module
* **Model:** TranLang III Communication Module (modified)
* **Cost:** 1,500cr (market version)
* **Availability:** 2 (market version), modified Alliance Intel version is strictly illegal
* **Game Notes:** The modified unit uses pre-specified keywords in a specific language understood by the receiving agent (usually organic), so that any translator droid or opposed agent monitoring communications takes the exchange as simple conversation. The modification of a standard unit to the specifications above requires a Difficult *droid programming* roll, followed by a Moderate *droid repair* roll to install the unit without damaging the droid. Planting the droid in the desired locale afterwards is another matter.
* **Source:** Adventure Journal 10 (pg. 139)

### Silence-Bubble Generator

* **Type:** Sound barrier generator
* **Cost:** 3,500cr
* **Availability:** 2, R
* **Game Notes:** Silence-bubble generators produce a sound dampening barrier around the droid with a 5-meter radius. Someone outside the bubble trying to listen into the bubble, and vice-versa, takes a -3D penalty to their *search* roll.
* **Source:** Scavenger's Guide to Droids (pg. 62)

### Scomp-Link

* **Type:** Computer interface
* **Model:** Cybot Galactica Nexus Scomp-link
* **Skill:** Computer programming/repair
* **Cost:** 800cr
* **Availability:** 2
* **Game Notes:** The scomp-link allows information transfer from a droid to virtually any type of data-storage device (such as a computer, dataplaque, or datapad). In addition, the scomplink allows a droid to search computer networks for information (adding +1D to *computer programming/repair* rolls).
* **Source:** Cynabar’s Fantastic Droids (pg. 37)

### Sensor-Shielded Storage Compartment

* **Type:** Sensor-shielded storage compartment
* **Model:** Illegally-modified Utilitech Droid Storage Module
* **Cost:** 500cr (external compartment), 8,000cr (internal compartment)
* **Availability:** 3, X
* **Game Notes:** Utilitech storage compartments can hold small amounts of “cargo.” External “storage packs” are generally magnetically sealed to a droid, and require a Difficult *droid repair* roll to remove. These packs are small (20 cm long, 10 cm, 8 cm deep) and can hold objects (such as a comlink, small blaster, datapad or medpac) that an owner may wish to retrieve later. External compartments are immediately visible but sensor-absorbent material makes it virtually impossible to detect what is inside (requires a Very Difficult *sensors* roll). Internal compartments can be detected with a Very Difficult *search* or *Perception* roll (or a Difficult *sensors* roll). Most droids of moderate size (1 meter or taller) can be equipped with a maximum of two compartments.
* **Source:** Cynabar's Fantastic Droids (pg. 37)

### Storage Compartment

* **Type:** Storage compartment
* **Model:** Utilitech Droid Storage Module
* **Cost:** 200cr (external compartment), 4,000cr (internal compartment)
* **Availability:** 2
* **Game Notes:** Utilitech storage compartments can hold small amounts of “cargo.” External “storage packs” are generally magnetically sealed to a droid, and require a Difficult *droid repair* roll to remove. These packs are small (20 cm long, 10 cm, 8 cm deep) and can hold objects (such as a comlink, small blaster, datapad or medpac) that an owner may wish to retrieve later. External compartments are immediately visible; internal compartments can be detected with a Moderate *search* or *Perception* roll (or an Easy sensors roll). Most droids of moderate size (1 meter or taller) can be equipped with a maximum of two compartments); smaller droids can be equipped with a single compartment (Utilitech custom-manufactures smaller compartments for the price of an internal compartment).
* **Source:** Cynabar's Fantastic Droids (pg. 38)

### Stun Field

* **Type:** Droid stun field
* **Cost:** 750cr
* **Availability:** 2, R
* **Game Notes:** A stun field is built into a droid’s exterior to deliver a painful shock to any creatures touching the droid. Anyone touching the droid (including melee weapon attacks) when the field is active takes 4D stun damage. A stun field emits a constant humming noise while active, granting a +2D bonus to *search* rolls to notice the droid.
* **Source:** Ultimate Adversaries (pg. 156)

### Subspace Tight-Beam Transmission Core

* **Type:** Subspace tight-beam transmission core
* **Model:** MerenData 45-T InfoCore
* **Cost:** 900cr
* **Availability:** 2, R
* **Game Notes:** The subspace transmission core is one of the integral portions of an espionage unit’s secondary programming, for it relays the information to its planter. Upon receipt of a prearranged high-frequency signal, the droid downloads the information via the tight beam to the signal’s source. It takes a Very Difficult *droid programming* roll to detect an espionage droid, and the programmer must specifically state that he or she is searching for the secondary programming. Once the secondary programming is detected, it requires a Moderate *droid programming* roll to remove the chips without damaging the droid. The chips must be physically removed, as the espionage programming will withstand a normal memory wipe.
* **Source:** Adventure Journal 10 (pg. 140)

### Welding Laser

* **Type:** Welding tool
* **Model:** Drever Corporation HLAutomata-Assisted Welding Laser
* **Skill:** Any appropriate repair skill; use *blaster: welding laser* in combat
* **Cost:** 1,200cr
* **Availability:** 2
* **Game Notes:** The HL welding laser is a small, versatile tool designed for ship-based repair efforts. The laser is small (5 cm long), attached to an external blaster power cell that can be strapped to a droid. The laser has a short range (3 centimeters) but is extremely powerful (5D+2 damage); the welding beam lasts for 10 rounds. If there is no power cell available, the laser can be powered for short periods of time by the droid’s own energy source; such a hook-up requires 1D rounds and a Moderate *droid* repair roll. The beam will last for 5 rounds if powered by the droid. If the droid attempts to run the beam for longer periods of time, it must make a Moderate *stamina* or *Strength* roll (whichever is higher); if the droid fails the roll, it takes 2D damage each round until the beam is deactivated. (Regardless, the beam will only last for a maximum of 10 rounds.)
* **Source:** Cynabar's Fantastic Droids (pg. 38)