MURRON D'ELAN

NPC MURRON D'ELAN

ARMOR

Light Combat Armor
The problem with modern day suits of armor is that they tend to be extremely restrictive and limit the wearer's range of motion. SoroSuub created an alternative that provides the wearer with a nearly full range of motion. The light combat armor is essentially nothing more than a standard armored combat jumpsuit with a blast vest for added protection along the torso. It
is sold fairly openly to private defense forces, corporations and even the New Republic as well as some of the remaining Imperial factions in the galaxy. During the Empire's height, light combat armor was used in small numbers during various Imperial Intelligence operations.

Light combat armor is typically supplemented by a standard blast helmet as well as a headstrap comlink and night vision goggles for operations in low light situations. The armor comes in almost any color or camofluage pattern for use in almost any enviroment.

Model: SoroSuub Light Combat Armor
Type: Light combat armor
Scale: Character
Cost: 600 credits
Availability: 2, F, R or X
Game Notes: Adds +2D versus physical and +1D versus energy damage (torso), +1D versus physical and +2 verus energy (arms and legs). No Dexterity penalties. +1D to Sneak if in appropriate terrain.

Headstrap Macrobinoculars
Model: Headstrap Macrobinoculars
Type: head-mounted image-magnification sensor
Skill: Sensors
Cost: 200
Availability: 2
Range: 100-250/500/1,000
Game Notes: All modes have an Easy sensors difficulty at short range, increasing one level per range band. May be used to improve aiming by +2D with blaster or slugthrower weapons (at medium and long range) if the weapon is equipped with a laser-sight. Search and other Perception-based rolls may be increased when using macrobinoculars by +3D when used to find something more than 100 meters away, at the gamemaster's discretion.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 40), Arms and Equipment Guide (page 91)

Military Utility Belt
├ Power Packs (5 each)
├ Backup Comlink (Military-Grade Handheld)
├ Medpacs (2 each)
├ Filtering Vaporator Canteen (700 mL)
├ Food Concentrate Pills (1 week, each)
├ Pocket Flamer
├ Jelled Fuel Tabs (2 each)
├ Folding Knife (STR +1D)
├ Snare Wire
├ SyntheRope Dispenser (30m, each)
├ Folding Grapple Hook
├ Mini Ion Flares (2 each)
├ Mini Thermal Flare
├ Mini Laser Strobe
├ Mini Glowrod
└ Blaster Cleaning Kit


WEAPONS

Merr-Sonn Disruptor
Model: Merr-Sonn Munitions
MSD-32 Disruptor Pistol
Type: Anti-personnel weapon
Scale: Character
Skill: Blaster: disruptor
Ammo: 10
Cost: 4,000
Availability: 4, X
Fire Rate: 2
Range: 0-3/5/7
Damage: 5D+2
Source: Galladinium's Fantastic Technology (page 76), Arms and Equipment Guide (page 21)


Merr-Sonn Model 434 DeathHammer
Model: Merr-Sonn Model 434 "DeathHammer" Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 850
Availability: 1, F or R
Range: 2-8/20/80
Damage: 5D+1
Source: Galaxy Guide 9: Fragments from the Rim (page 11), Arms and Equipment Guide (page 9)


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)
Source: Rulebook (page 228)


Shock Whip
Model: Shock whip
Type: Charged whip
Scale: Character
Skill: Melee combat: whip
Cost: 1,200
Availability: 2, X
Difficulty: Moderate
Damage: STR+2D+2 (max: 6D)
Game Notes: Can be used to trip a target. Wielder gains a +1D attack bonus when trying to disarm an opponent. Whip has a 4-meter reach.
Source: Hero's Guide (page 123)


Zenji Needle
Model: Custom-made Mistryl Zenji Needle
Type: Throwing needle
Scale: Character
Skill: Thrown weapons: zenji needle
Cost: Not available for sale
Availability: 4
Damage: STR+3D+1 when used with thrown weapons: zenji needles specializations, otherwise STR+1D
Source: Gundark's Fantastic Technology (page 15), Hero's Guide (page 124)

Fighting Needles
Same stats, but availability 2, cost 440 credits a pair, STR+2D damage
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