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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 210
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Posted: Tue Aug 12, 2025 2:42 pm Post subject: The Elbonian Star Wars Challenge |
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Id like to invite you all into the following mental exercise / game
For those who have heard of the Elbonia challenge, this will all be rather familiar, and for those of you not, have a Google search, there's some good videos, I recommend Forgotten Weapons.
Here is the scenario
You are working for the Rebel Alliance circa 0 ABY, your job is to acquire weapons, equipment, armored vehicles, star fighters, and capital ships for them.
However, you are actually an imperial spy! So you must purposely buy bad stuff with the goal of sabotaging the Elbonian Rebel cell.
But you cant be too obvious about it or you will get found out by the rebels, so it cant be anything too outrageous, or if it is you need to figure out a way to make it seem better than it really is so they won't realise its flaws till its too late.
So with all that in mind, what would you buy and why?
There's no wrong answer here, it's all subjective and a bit of fun.
EDIT: If one is so inclined, you can flip it and you are working for the Rebel Alliance and have managed to get a position in Imperial Procurement.
2nd Edit: By coincidence https://rpggamer.org/page.php?page=444&name=Elbonians%20(Near%20Human) |
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Xynar Commander


Joined: 10 Aug 2003 Posts: 292 Location: Northwest Indiana
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Posted: Tue Aug 12, 2025 6:15 pm Post subject: |
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I would look into getting them some old Seppy ships and hardware. Stuff that will hopefully have that kill switch option to flip when the Rebels use it against the Empire. The rest would come from impound "auctions" of other pirate and Rebel equipment as to move tagged hardware (we know serial numbers, transponders, etc.) back out. And hopefully also have some pirate groups try to get their stuff back from the Rebels so that throws in another monkey wrench. And it's not like the Empire paid for the impounded gear. Free money back into our coffers. _________________ Xynar
The Great Adventurer |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 7:32 pm Post subject: |
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Lets get this started!
Quote: | CondiGel Alien Condiment Pack
A thumb-sized packet of thick, iridescent gel popular with one (unnamed) alien cuisine—and inedible to most species (mildly toxic to many). Troops and spacers discovered it’s a fantastic high-temperature lubricant/sealant and all-purpose "space bubble-gum." Boxes of 500 packs show up in surplus and disaster-relief pallets.
CondiGel
Cost: 0.2 per pack (box of 500, 100)
Availability: 1 (as foodstuff); 2, R (outside origin world, allergen regs)
Shelf Life: Essentially indefinite if sealed
Game Notes: Toxic if eaten (non-native species). Treat ingestion as a Mild Toxin: Stamina (15). Failure = 2D stun and –1D all actions for 1 hour (GM may escalate to 3D stun if multiple packs). Dermal contact is safe.
Hacks
High-Temp Lubricant/De-Seize Paste. Free stuck parts, cool “hot” mechanisms (blasters, doors, repulsor bearings).
Effect: +1D to a single relevant Repair roll (Blaster/Armor/Droid/Repulsorlift/Starship Repair) when the task involves friction/heat or galling. One pack per small mechanism; 3–5 packs for vehicle-scale parts. Lasts a scene or mission; wipes off with solvent/heat.
Leak/Crack Filler ("space gum"). Patch vac-suit pinholes, hose fissures, coolant hairlines.
Effect: One pack negates decompression from a pinhole for 1D hours; wearer suffers –1 pip DEX (stiff joint) while patched. Starship/Vehicle micro-leak, –5 to the immediate Repair difficulty to stabilize (cosmetic only; permanent fix still needed). Cures tacky in 1 minute, rubbery in 10.
Armor Beading/Plate Shim (improvised). Smear under loose plates or in cracks.
Effect: +1 pip vs Physical (not energy) for 1 hour; cumulative –1 pip DEX from stiffness if you layer multiple shims. One pack per limb/plate.
Field Adhesive/Jammer. Gum a latch, lock, trigger, or magazine well.
Effect on victims: Their first Security/Repair attempt to open/clear is +1D difficulty (or –1D to their roll). Sets in 10 minutes (faster in cold/vac). Heat or solvent removes it.
Quiet Stove/Fire Starter. Smear on a bit of cloth/mesh; light.
Effect: Burns with low-smoke heat for ~30 minutes per pack—handy for thawing lines or warming parts (not bright enough to signal at distance).
GM Notes & Tells
Tells. Sharp ozone-sweet smell, pearlescent sheen; leaves a slick film that resists dust.
Cross-Use Perk. Applying to a blaster’s rails/bolt cancels one "jam" result from a Wild Die 1 once per scene (then it burns off).
Abuse. Over-packing moving parts can add +1 pip difficulty to fine controls (sticky), at GM discretion.
Common Nicknames
Stove-grease, sailor’s ketchup, vac-gum, slick-jam, condigel.
"Stop! What are you doing!?! Grease the repeater with it, plug your suit leak with it, set your brew-still with it—but don't eat it." |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Tue Aug 12, 2025 8:20 pm; edited 1 time in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 7:41 pm Post subject: |
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Quote: | Czerka VAC-77 Variable-Output Carbine
A late–Clone Wars police/militia blaster, the VA-77 is Czerka’s compact one-gun-fits-most carbine. It ships with a folding wire stock, integral tac-lamp, and the signature VA regulator: Stun / Low / Standard / Pulse-burst settings for raids, shipboard work, and riot control. On paper it’s a quartermaster’s dream—quiet on Stun, light recoil, and decent reach in Standard, with Pulse to punch through light cover and armor.
Field hands know the downsides. The VA regulator drifts as it heats, walking point-of-impact at 30–40 meters; in cold or wet conditions it sometimes serves a 0.3–0.6s dead trigger. Surplus lots often include Czerka’s finned tibanna canisters, which tend to weep gas, pitting emitters and clouding optics. And the unofficial “redline” over-bias (often marketed as “Burst”) spikes thermal load, blistering the focusing crystal after a couple of mags if abused.
Still, for cells that value quiet takedowns and easy training, a clean VA-77 runs well—so long as someone minds heat and swaps the bad cans. Savvy techs spot lemons by heat-tarnished regulator screws, an ozone tang even when cold, and tiny scorch “tears” behind the lens.
Czerka VAC-77 Variable-Output Carbine
Type: Selectable-power blaster carbine (CQB/marksman hybrid)
Skill: Blaster: carbine (or Blaster: VAC-77)
Ammo: 60 (pack) — STUN/STD 1, PULSE/BURST 2, OVERCHARGE 5 per shot
Cost: 350–500 (surplus lot, mixed); 900 (armory-grade)
Availability: 2, R
Power Pack: 50 (Czerka finned canister: 35 cr, see Leaky Canisters)
Range: 3–30/100/300 (varies)
Damage: 5D (caries)
Game Notes: Variable-Output Suite (selector is a free action)
Sun/Low
Range: 3–10/20/30
Damage: 3D Stun
Quiet Profile: Perception/Sensors checks to pinpoint shooter +1 difficulty level.
Standard
Range: 3–30/100/300
Damage: 5D
Pules ("Armor-Crack")
Range: 3–10/50/100
Damage: 5D (choose +1D to hit or +1D damage after the roll; target armor/cover counts –1D; min 0D; ammo 2/shot.
Overcharge ("Redline")
Range: 3–10/20/30
Damage: 6D+1 (easy)/5D (moderate)/4D (dificult); ammo 5/shot.
Effects: On Wild Die = 1 and the attack fails -> Overheat: user takes 4D damage and weapon is Disabled until Blaster repair (15, 1 round) or cool 3 rounds.
Telescoping Stock. Excellent for use in cramped spaces, beyond Easy range it suffers –1D to hit while collapsed.
Whisper Emitter Shroud: At >50 m, locate-shooter checks +1D difficulty (reduced flash/ion bloom).
Wandering Zero (heat drift). After any string of 6+ shots in 2 rounds, attacks beyond 30 m suffer –1D to hit (cumulative each time heat threshold is crossed). Spend 1 round to re-zero (no roll) or beat an Blaster repair (10) to clear all drift.
Cold/Wet Misfire Delay. In maritime conditions, heavy rain, or freezing temps, on Wild Die = 1 (regardless of hit), the shot resolves at the end of the initiative segment.
Leaky Canisters (Czerka finned cans). When using Czerka finned packs, on any Wild 1 + failed attack, scorched optics impose –1D to hit and –1D damage for the rest of the encounter. Blaster Repair (10, 1 round). After three such events in a scene, the emitter fails (Disabled) until Blaster Repair (15, 2 rounds, parts on hand).
"Burst is Bait" (thermal stress). Track Thermal Stress in a scene: +1 per Pulse shot, +3 per Overcharge shot. At 12+, each additional Pulse/Overcharge requires a Blaster repair (15) free action to keep the lens within spec; failure → apply Wandering Zero and roll 1D: 1–2 lens blisters (–1D damage until repaired), 3–6 no extra effect.
Maintenance Quirk (Czerka math). If you fire 3+ Overcharge shots in one encounter, further Overcharge attempts are –1D to hit (thermal drift) unless you spend 1 full round to auto-recalibrate.
Adapter Shenanigans (bad workaround). Bridging the governor and feeding E-11 packs via adapter is 4R/illegal and causes runaway heat: every Overcharge becomes Overheat on Wild 1–2 (instead of just 1).
Quality Grades (GM switch)
Roll once when issued or bought:
1-3. Lot-Fresh Surplus: No extra penalties.
4-5. Refurb (common): Start with Thermal Stress 3 and Wandering Zero active (fix either with Easy Blaster Repair, 1 round).
6. Beater: As Refurb and Cold/Wet Misfire triggers on Wild 1–2.
Spotting the Lemon
Blaster Repair (10): Heat-tarnished regulator screws
Blaster Repair (15): Ozone tang when cold
Blaster Repair (15): Scorch “tears” behind emitter lens |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Tue Aug 12, 2025 8:41 pm; edited 1 time in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 8:06 pm Post subject: |
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Quote: | Sienar Aegis Mk.I Personal Deflector Harness
A prototype belt-and-backplate power pack that projects a narrow, forward arc deflector—good for dashing across a kill lane or breaching a doorway. Trials showed it could shrug 2–3 blaster-rifle hits in quick succession, but the project was canceled after ugly EM-signature and reliability issues. A few eval lots leaked into the wild.
Personal Deflector Harness
Type: Personal deflector harness (narrow arc)
Scale: Character
Cost: 2,200–2,800 cr (black-budget surplus)
Availability: 4, X
Power: Rechargeable pack (see Charge Pool); Reload pack: 500
Armor Protection: Active only; 120° forward arc; +4D vs Energy, +2D vs Physical damage coming from the shielded arc. Charge Pool: 72 ticks (6 minutes of continuous on-time); while active, –1 tick per round. Each time the harness reduces damage from a hit, also burn extra ticks: 5 if up to 3D+2, up to 5D+2 –10 ticks, explosive/ion splash, –10 to –20 ticks (GM)
Surge Dump (pack empty). When the pool hits 0, make a Moderate (15) Armor Repair or Stamina check. Failure = ion surge: all unhardened electronics within 2 m resist 4D ion (comlinks, datapads, rifle optics, demo timers, etc.). The harness shuts down (Disabled) until a Moderate repair (1D minutes) or a pack swap.
Wild Die Glitch. If the Wild Die = 1 on any damage resistance where the harness provided dice, roll 1D: 1–3: field flicker (–1D protection for the rest of the scene); 4–6: mini-surge (as above) and harness disables.
EM Bloom (you light up sensors). While active, the harness emits a fat signature. Sensors/Search/Perception checks to detect you gain +2D within 1 km (Imperial security suites auto-flag as contraband pattern).
Parallel Two Packs ("assault mode"). First solid energy hit triggers thermal runaway—the wearer takes 4D energy (ignores armor) and the harness is destroyed.
Always-on Use. Guarantees trackable EM breadcrumbs (GM: +5 to any opposed tracking/sensor difficulties against the team).
Recharge. 2 hours on a wall unit or vehicle power; field charger 4 hours.
Service: Armor/Blaster repair (10-15) to clean emitter and update firmware (if you dare). On a mishap (1 on Wild Die), log pings with Sienar identifiers.
Morale Bump. The first time you pop the shield in an encounter, allies within 5 m may gain +1 pip to Willpower vs fear/intimidation for that round (GM option).
Telltales. Singed cloth at the belt line, a crisp rising whine with charge, faint ozone.
Tactics Tip. Treat it like portable, timed cover—pop, cross, pop off. If you turtle in it, the pack will rat you out to every sensor tech in three blocks… and then fry your comlinks when it dies. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 8:18 pm Post subject: |
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Quote: | Ubrikkian UM-8 “Mudlark” Repulsor Carrier
[(armored vehicle; riot-control APC rebranded as “light troop carrier”)
A municipal riot-control repulsor van with whisper fans, eight-troop bench seating, front water-cannon hardpoints, and “modular” laminate side panels. Sold to city security forces across the Rim; now common on gray markets after regime changes. Great as a quiet command/med van behind the line—but its intakes gulp grit, doors bind on ruts, and the armor is brick-proof, not blaster-proof.
Ubrikkian Repulsor Carrier
Craft: Ubrikkian Industries UM-8 “Mudlark”
Type: Riot-control/light troop carrier (repulsorlift) • Scale: Speeder
Length: 7.2 meters • Skill: Repulsorlift operation (UM-8)
Cost: 18,000–25,000 (surplus, running); 9,000–12,000 (mechanic’s special)
Availability: 2, F (surplus);
Crew: 1 (driver) + 1 systems/monitor; Gunners: 1 (if water cannon fitted)
Passengers: 8 troopers (bench seats)
Cargo Capacity: 300 kg internal + 200 kg roof rails
Cover: Full (passengers); driver 3/4; roof hatch 1/2
Maneuverability: 0D+2
Move: 60; Top Speed: 160 km/h
Altitude Range: 0.3 up to 2 meters
Body Strength: 3D
Game Notes: 1D vs physical, +1 pip vs energy; 0D vs support/heavy weapons (treat E-Web and up as automatic "no armor" on this hull)
Factory Hardpoints (civilian non-lethal). Modular Utility Mounts (2, bow), choose one per mount (tools swap in 1 minute):
Water Cannon (riot): Fire Arc front 180°. Range: 1–5/15/30. Effect: targets resist 3D Stun and Knockdown (GM: opposed Dex/Acrobatics). Reservoir: 10 rounds of continuous spray.
Foam Projector (entangler): Range: 1–3/10/20. Effect: coats a 2×2 m area; creatures must beat Difficulty 12 with Dexterity (or Strength if bracing) to break free; vehicles in foam suffer –1D Maneuverability for 1D rounds.
* Military Pintles/Light Repeaters are not standard; many cells retrofit—at their peril.
Whisper Fans (urban stealth). Beyond 50 meters, hearing-based Perception/Search checks to locate the van suffer +1 difficulty level while idling or slow rolling.
Grit Vacuum (intake stalls). In sand, ash, snow, leaf-litter, or soupy mud, +5 to all Repulsorlift operation difficulties. On any Wild Die = 1 above Cautious speed, make Moderate Repulsorlift Repair; fail = fan stall: Move 0 for 1D rounds (vehicle settles hard; passengers make Dex 10 or be knocked prone).
Door Coffin (jammed dismounts). Any time the Mudlark takes damage or traverses Moderate+ rough ground at speed, roll 1D: on 1–2 the side doors jam. Dismounting that round costs an extra action and each trooper must pass Easy Strength (becomes Moderate if the vehicle took damage this round).
Armor Theater. Laminate panels stop rocks and bottles, not blaster fire. Treat armor as listed only vs character-scale small arms; no armor vs support/heavy (E-Webs, rockets, mines).
Heat Soak (packed bay). After 5 consecutive rounds with riot pumps running or with 8 riders in hot conditions, occupants suffer –1 pip to Dexterity and Perception from heat stress (stacks to –1D after 10 rounds) until doors/windows are opened for 1 round.
Aftermarket Plate (common "fix"). For each +1 pip of added armor, apply –5 Move and –1 pip Maneuverability; also expand the stall trigger: Wild Die 1–2 causes a Grit Vacuum stall.
Mobile Command/Med Fit (common refit). If kitted with benches/lockers, inside First Aid/Medicine checks gain +1D (space, tie-downs, wash station), and you can store 4 medpacs in a cooled locker.
Telltales. Municipal blue/white paint ghosts under fresh camo, capped hose bibs on the bumper, hose reels inside, and dust-scarred intake skirts. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 8:37 pm Post subject: |
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Quote: | Subpro/Aratech AF-12 "Needle" Interceptor
(starfighter; station/convoy point-defense hot-rod)
A mid–Clone Wars point-defense prototype pushed into militia service when funding dried up. The AF-12 is all motor and aileron: blistering sublight, knife-quick roll rate, and twin light cannons—but no hyperdrive and a tiny fuel reserve. Over a defended station with tower support it’s vicious; anywhere else, it’s a leash.
AF-12 "Needle"
Craft: Subpro/Aratech AF-12 “Needle”
Type: Point-defense interceptor (no hyperdrive)militia surplus
Scale: Starfighter
Length: 8.7 meters
Skill: Starfighter piloting: AF-12
Crew: 1 (pilot)
Crew Skill: varies (typ. 4D piloting/gunnery)
Cargo Capacity: 20 kg (survival kit & tools) • Consumables: 12 hours (short-range CAP only)
Cost/Availability: 65,000–90,000 cr used hulls; 2R (surplus)
Hyperdrive: None
Nav Computer: None
Space: 12
Atmosphere: 350; 1,200 km/h
Maneuverability: 4D (see High-G fatigue, below)
Hull: 2D+2 (lightweight frame)
Shields: 0D (some militia refits add 1D; see Options)
Sensors: (dirty power bus; see Game Notes)
Passive: 15/0D
Scan: 30/1D
Search: 45/2D
Focus: 2/3D
Weapons
Twin Light Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Space Range: 1–3/12/25
Atmosphere: 100–300/1.2/2.5 km
Damage: 5D (light barrels, see Barrel Erosion)
Game Notes
No Legs. Cannot jump. Mission profiles are local CAP/escort only. Treat endurance as 12 hours total (includes hot-turns and taxi).
Dirty Power Bus (sensor noise). Beyond Scan range (30), the AF-12’s own EMI imposes –1D to all Sensors checks and Fire Control bonuses unless slaved to a tower.
Tower Data-Link. Within 50 km of a friendly controller, negate the penalty and gain +1 pip to Sensor-based locks (missile/torpedo guidance, if fitted).
Barrel Erosion ("barrel eater"). After 1,200 shots since last barrel swap, accuracy drops. At the table: at the end of each combat in which the cannons were fired, roll 1D; on 1, the barrels have crossed a wear threshold—apply –1 pip to gunnery and –1 pip to laser damage (cumulative to –1D max) until barrels are replaced (Easy Starfighter Repair, 30 minutes, 1,000 cr in parts if using TIE-pattern spares).
Fragile High-G Frame (wing-spar recall). Any round you both All-Out and perform an Evasive/Full Dodge or pull 3+ hard turns, roll Starfighter piloting (Easy):
Fail: hairline cracks—Maneuverability –1 pip for the rest of the sortie (repair: Moderate Starfighter Repair, 4 hours). Wild Die = 1: take 1D damage directly to Hull (ignore shields).
[b][color=red]Maintenance Reality (cheap to run—at first). AF-12 hourly costs are half a Z-95’s, unless you’re replacing barrels and frame panels; if three or more erosion/High-G events occur in a month, double routine maintenance cost for that month.
Options/Hardpoints (common militia mods)
Field Shield Coil (+1D Shields). –5 Space (to 11), –1 pip Maneuverability; +6,500 cr.
Micro-Hypersled (ill-advised). Counts as an external rig; Astrogation –1D; mishap on Wild Die strands the craft (GM: fun).
TIE-Pattern Barrel Adapters. Cheap and common, but treat each combat as two erosion checks (see Barrel Erosion).
Telltales. Over-polished canopy (trainer hours), loose ribbon-cable filter packs behind the seat, and a faint, raspy generator whine that steps when you roll.
Silver Lining. Over your own base with tower link, Space 12/Man 4D makes the Needle a terrifying knife-fighter; raiders hate seeing it scramble. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 8:39 pm Post subject: |
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Quote: | SoroSuub CS-29 “Tempest Heron” Nebula Cutter
Designed for a job most spacers hate: running lanes through dirty space—nebulae, ash belts, ion squalls, and the static-streaked gulfs where standard freighters go blind. Deployable plasma vanes drink charge from the medium, stabilizing the cutter’s deflectors and feeding a Stormstrake keel that keeps its nose on course when lesser ships tumble. In clear vacuum the Heron is merely a quick, tough transport; inside charged weather, it becomes a predator: shields harden, sensors cut the soup, and the ion projector rips guidance off incoming torpedoes.
That specialty made the CS-29 a favorite with blockade-runners and rebel couriers who treat ion storms as cover. Two twin laser turrets handle snubfighters; a forward ion projector discourages customs corvettes without punching holes in hulls you’d rather loot later. The trade-off? The vanes are fussy—forget to retract them before a clean-vac burn and you’ll lag, or worse, lose a vane to micrometeors. And any crew chief will tell you: jump from inside a storm, and you’d better do your post-flight checks, or your next hyperspace leg coughs you back into realspace for a very awkward minute.
Used CS-29s are common on frontier registries with “salvage gray” paint, surged-out vane cabling, and a proudly scorched nose. Smart cells pair a Heron with a mundane freighter: the CS-29 threads the weather and shepherds the hauler by tight-beam, turning the storm itself into a shield.
CS-29 "Tempest Heron"
Craft: SoroSuub CS-29 “Tempest Heron” Nebula Cutter
Type: Specialized blockade runner / nebula cutter (short-to-mid-range)
Scale: Starfighter
Length: 76 meters
Skill: Space Transports: CS-29
Crew: 18 (skeleton 6/+10)
Crew Skill: Varies; typically Space Transports 4D–5D, Starship Gunnery 4D, Starship Shields 4D, Sensors 3D+2
Passengers: 20 (mission specialists or steerage)
Cargo Capacity: 200 metric tons (external hardpoints for 2× 10-ton pallets)
Consumables: 3 months
Cost: 1.2 million (new); 550,000 (used); storm-vane kits add +80,000
Availability: 2, R (vanes and ion-damper suite are 3R on Imperial worlds)
Hyperdrive Multiplier: x1.5
Backup: x10
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7
Atmosphere: 350; 1,000 km/h
Hull: 4D
Shields: 2D (see Game Notes)
Sensors:
Passive: 25/1D (see Game Notes)
Scan: 45/2D (see Game Notes)
Search: 80/3D (see Game Notes)
Focus: 3/4D
Weapons:
Twin Laser Cannon Turret (fire-linked, dorsal)
Fire Arc: Turret (upper hemispherical)
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1–3/10/20
Atmosphere Range: 100–300/1 km/2 km
Damage: 5D
Twin Laser Cannon Turret (fire-linked, ventral)
Fire Arc: Turret (lower hemispherical)
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1–3/10/20
Atmosphere Range: 100–300/1 km/2 km
Damage: 5D
Heavy Ion Projector (forward)
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 1D+2
Space Range: 1–5/15/30
Atmosphere Range: 100–500/1.5 km/3 km
Damage: 4D (ionization)
Countermeasure Chaff/Flare Mortars (2 pods)
Fire Arc: Special (defensive bubble, self only)
Skill: Starship Gunnery or Sensors (GM’s call)
Game Effect: When triggered, incoming guided weapons suffer –1D Fire Control vs this ship and the ship gains +1D to dodge for 1 round; 6 charges per pod.
Game Notes:
Nebula Cutter Suite (the trick). Deployable plasma vanes and a Stormstrake ion-damper array let the CS-29 fight and fly inside ionized gas/dust (nebulae, ion squalls, ash clouds). While inside a dense ionized medium (GM: any environment that would normally impose sensor/ion penalties), the ship gains +1D Shields (stacking) and +1D to resist ionization.
The ship reduces environmental sensor penalties by 1D (minimum 0D) and adds +10 to Scan/Search ranges in those conditions. If holding Speed 2 or less for 3 consecutive rounds in a charged medium, the vanes trickle-recover 1 pip of Shields (up to maximum) or may add +1 pip to the next laser volley (choose each time).
Vane Handling. Deploy/retract takes 1 round and a Moderate Space Transports or Starship Shields roll. With vanes deployed in clear vacuum, Space is –1 (to 6) and the vanes count as exposed appendages: a called shot at –1D inflicts 3D damage to the vane (loss removes the +1D storm bonus until repaired).
Aft Blind Cone (small). When towing external pallets, the overlapping tractor umbilicals create a narrow aft sensor blind; attackers directly astern at Close range gain +1 pip to hit unless a gunner spends an action to actively scan that arc.
Maintenance Quirk. After any jump that originated or terminated inside a highly ionized region, make a Moderate Capital Ship Repair or Space Transports Repair check during post-flight; failure means the next hyperspace attempt suffers a 1-round dropout halfway through (no damage, just lost time). |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 9:08 pm Post subject: |
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Quote: | Varo "The Mynok/Mike" Sorn
Type: Quartermaster/Procurement Officer (Rebel logistics; ISB plant)
Age: 46 Height: 1.78 m. Weight: 72 kg.
Appearance: Crisp admin greys under a battered field coat; close-cropped dark hair, permanent caf rings on his datapad hand, and a label-maker tab on everything he touches. Calm voice, tired eyes.
DEXTERITY 2D+1
Blaster 3D, dodge 3D, melee parry 2D+2
KNOWLEDGE 4D
Bureaucracy 6D, business 5D+1, languages 4D+1, law enforcement 4D+1, planetary systems 4D, value 6D, willpower 4D
MECHANICAL 2D
Communications 2D+2, repulsorlift operation 3D, space transports 3D
PERCEPTION 4D
Bargain 6D+1, con 5D+2, gambling 4D+1, hide 3D+2, persuasion 5D, search 4D, streetwise 5D
STRENGTH 2D
Brawling 2D+2
TECHNICAL 3D+2
Blaster repair 3D+2, computer prog/repair 5D, droid repair 4D, forgery 4D+1, security 4D+2, space transport repair 3D+2
Special Abilities:
Plausible Deniability (after a successful bureaucracy roll vs. observers’ Perception, reduce the difficulty of subsequent con/persuasion checks about that purchase by –1D; also “buries” one obvious paper-trail clue.
Market Scrounger: (on a successful bargain, every full 5 you beat the difficulty reduces cost by 10% (max 30%). If you skip value/tech inspection to rush, the GM may tag the item with a hidden quirk.
Poisoned Chalice (to sneak a lemon into inventory, make con (Moderate) and value (Moderate); success adds a subtle flaw the GM can trigger later. Failure makes the flaw obvious (or the supplier raises flags).
Story Factors:
Handler Ping (ISB; at session start roll 1D; on a 1 your ISB handler issues a constraint/micro-objective. Ignoring it adds Heat +1; at 3 Heat, the Empire acts)
Rebel Fixers (once per session the Alliance techs jury-rig a workaround that downgrades one hidden quirk to a mere –1 pip penalty for the scene)
Operationally Challenged (in firefights lasting more than 3 rounds, suffer –1 pip to DEX actions until you spend one full round under cover to steady yourself)
Double-Life Guilt (when civilians are at risk, the GM may call for a Moderate willpower roll to follow through on sabotage; failure means you quietly blunt your own scheme)
Move: 10
Force Points: 1
Character Points: 12
Equipment: Compact hold-out blaster (3D); armored waistcoat (+1 vs. physical, +0 vs. energy); encrypted comlink; procurement datapad with wireless seal-stamp (+1D bureaucracy on paperwork tasks); modest slicer add-on for purchase nets (+1 pip computer prog/repair there); forged multi-sector trade permits; obsolete ISB sub-tier code cylinder; admin toolkit; petty-cash chit (~5,000 cr mission float); one “evaluation” crate of dubious gadgets (GM hook).
Background: Corulag-born numbers savant who rose fast through Imperial logistics. ISB staged a “defection” and embedded him in Rebel supply to salt their wells via procurement. Years alongside grease-stained miracle workers complicated the mission; he still nudges bad buys through—carefully—but trims his knives when lives are on the line.
Personality: Dry, meticulous, conflict-averse in the field, audacious on a spreadsheet. Loves systems, hates EVA. Files immaculate after-action budget notes no one asked for.
Objectives: Keep his cover pristine; meet handler asks without getting anyone innocent spaced; eventually choose a side for real.
A Quote: “Three bids, one winner, none of us happy. That’s how you know it’s compliant.” "My name is ... The Mynok!" "Oh hi Mike!" "I am not Mike ... its The Mynok, MYNOK, MYNOOOOOOK! Fool. " |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Tue Aug 12, 2025 9:30 pm Post subject: |
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Quote: | Elbonian Exotic Market of Clever Thingses
Also Known As: "Clever Thingses," Mud Row, The Packet Fair
Type: Night-only shadow bazaar (contraband + ingenious junk)
Region/World: Outer Rim, Myr’thos (swamp moon outside any watch list)
Where it Sits: Under-dock sump streets beneath Freeport Jetty 6
Tags: Arms ,salvage, sliceware, droid chop, grey clinic, exotic chems
Description: Knee-deep boardwalks over black water, tarps and glow-lanterns, the smell of fried fungus and hot ozone. Half brilliant hacks, half absolute lemons—if it “sort of works,” it sells.
Access & Cover
Entry Fiction: "Night maintenance swap" for dock crews
How You Get In: Tap a rental grav-crate twice at Cargo Gate C; a runner appears
Gate Cost: 50 cr or barter (two "clever thingses"—patch parts, tool bits, odd gels)
Operating Window: Third watch to dawn; shutters slam at any Imperial ping
Layout (zones)
Arms Row: surplus carbines, mystery ammo, shield belts (some real)
Droid Alley: chop tables, restraining bolt forges, attitude “tunes”
Chem Court: packet gels, high-temp lubes, med chems, “totally not poison”
Slicer Lofts: forged port permits, firmware unlocks
Back-Clinic: two beds, bacta vials, duct-tape recovery
Exits: north spillway (hidden canoe lock), cargo lift to Jetty 6 (bribed loader)
Law & Order
Law Level: None; guild rules only
Enforced: No blaster fire; no uniformed Imps; stall tax (2%)
Who Enforces: Market Watch "Mudlarks" (brown slickers, shockstaves)
Security Profile
Overt: Mudlarks (4); Perception 3D+1, Blaster 4D, Brawl 3D+2, Command 3D
Covert: Kids on catwalks; gnats-cams; Search 4D, Sneak 3D+2, Streetwise 4D
Response: 1D rounds center/2 minutes fringe
Escalation: Warning slap → stun & toss → canoe to nowhere (you owe “ferry”)
Services
Repairs: Weapons (up to Very Difficult), armor patching, droid brain wipes
Medical: Grey clinic (stims, painkillers, 1D bacta patch)
Slicing: Ship-transponder tweaks, vault door firmware, keyfob clones
Fencing/Escrow: Clever Chest kiosk (5% hold fee, 24-hour lock)
Transit: Blind skiff to outer marsh (no questions, +10% if under Heat 3+)
Goods Matrix (sample)
Common surplus (1, 2): tools, civ ship parts—×0.9–1.1; Avail 1
Grey tech (2, R): shield belts, sensor baffles—×1.3–1.6; Avail 2, R
Mil leakage (3, R): carbines, demo charges—×1.8–2.5; Avail 3, R
Black/X (4, X): code cylinders, ISB scramblers—×3–5; Avail 4, X (+1 Heat to buy)
Typical Denizens
"Auntie Charr" (Fence): Bargain 5D, Con 4D+2, Streetwise 4D+1, Per 3D+2
Mudlark Watch Lead: Command 5D, Intimidation 5D, Blaster 4D
Pickpocket Kids: Sneak 5D, Sleight 5D, Dodge 4D
Random Happenings (1D6)
1. Brownout, -1D to Search, +1D to Sneak for 1D rounds.
2. "Packet spill", slick planks (Dex check Easy 10 or fall, +1 Heat if you splash goods).
3. Sudden shutter drop—deal pauses; Con (15) to keep escrow.
4. Rumor: "ISB on-planet"—all 3,R and 4, X items jump ×1.2 until dawn.
5. Vendor duel (shockstaves)—free distraction; +1D to lose a tail.
6. Canoe-ferry strike—exits by water closed for 2D×5 minutes.
Notes for GMs: Drop in your pet contraband (e.g., that Elbonian packet gel that’s “totally not edible”). Use Streetwise + Bargain as the core loop; lean on Heat when things get spicy. Overpaying today earns advantage tomorrow—Auntie Charr remembers who tips the stall tax. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 210
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Posted: Wed Aug 13, 2025 5:39 pm Post subject: |
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Phenomenal, Don. Phenomenal! |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3240 Location: Online
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Posted: Wed Aug 13, 2025 7:04 pm Post subject: |
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willg wrote: | Phenomenal, Don. Phenomenal! |
Glad you like. I try to stay active. Give feedback and take part. We are a small community and often people consume content and never say a word. Thank you for saying something. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 210
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Posted: Wed Aug 13, 2025 8:57 pm Post subject: |
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Gratitude is my attitude.
Yeah, I love the Elbonia concept. It allows knowledge of RL weapons and vehicles. Pick something that is flawed but only try to sell it to the Elbonian leader, The Generalissimo, based on its positive attributes.
It also allows stats for items of questionable reliability or just about adequate to be made, and adds another angle to the game for GMs.
"You have acquired a blaster to fight off the Stormtroopers; however, even a cursory look shows it is in poor condition. You have to roll each time to see if it fails due to overheating. A disastrous roll, and the power pack may explode."
One of the other things I came across that seems to be similar to the Elbonian concept is items from the RPG Gamer site that are made by the Assan Aeroplane Company .
The Assan Scrapper Light Rapidfire Slugthrower, for example, has two attributes that make it a suitable weapons system. It's very cheap and you can place large orders for them. |
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