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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 2:54 am Post subject: Some Random Stuff |
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Just dinking around today and went down the wabbit hole while researching Arakyd Industries while developing a company/organization template. Several hours later here are a bunch of random things. I am pretty sure they have not been given stats before, but no one is ever perfect. Here you go. Hopefully people can find some use for these items. As always, constructive criticisms appreciated.
DROID
Dwarf Probe Droid
ID9 Seeker Droid
Internal Systems Probe Droid
KX-series Security Droid
KXFO-series Security Droid
DROID UPGRADE
EQUIPMENT
STARSHIP UPGRADE
WEAPONS
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Aug 11, 2025 12:00 pm; edited 2 times in total |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 2:55 am Post subject: |
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ST2 Concussion Missile Tube
Arakyd’s ST2 Concussion Missile Tube is a compact, ship-grade missile launcher with an internal 4-round magazine. It was popular with independent captains because it’s easier to maintain than a proton-torp rack, and it accepts multiple vendors’ rounds via the ST-series rail (e.g., Arakyd ST2/ST2mk4; Dymek compatibles). The Millennium Falcon carried a pair of these tubes between the forward mandibles; Han Solo customized the feed so each tube could cycle up to four mixed-make missiles.
ST2 Concussion Missile Tube
Model: Arakyd ST2 Concussion Missile Tube
Type: Turret/forward-fixed concussion missile launcher with internal magazine
Scale: Starfighter
Skill: Starship gunnery (missiles)
Crew: 1 (pilot or gunner)
Fire Arc: Usually Front on light freighters (Falcon mandible install); turreted installs exist
Ammo: 4 missiles (internal mag)
Fire Control: Uses loaded missile’s seeker fire control (ST2-SF 2D+1; ST2mk4 2D+2). Space Range: 1-3/8/22 (ST2-SF)/1-3/10/25 (ST2mk4)
Atmosphere Range
Damage: Per missile type (ST2-SF, 7D; ST2mk4, 7D)
Rate of Fire: 1 (Ripple fire from two tubes allowed see notes)
Cost (launcher only): 1,500–2,000, install kit +2,000–5,000 depending on hull
Availability: 3, R (licensed); 4, X in restricted sectors
Game Notes: If a ship mounts two ST2 tubes, it may fire a paired salvo at the same target in one action: resolve the first normally; the second gains +1 pip Damage but both attacks suffer –1 pip Fire Control that round (deconfliction/thermal). Tube accepts Arakyd and Dymek ST-rail missiles. First-Order ST7 fits the rail but typically needs a software adapter (GM call). Treat routine upkeep as Easy (10) vs Moderate (15) for many proton-torp racks—part of why tramp captains like them. On a Wild Die mishap (1) that would cause a detonation, the ST2’s anti-cookoff sleeve gives a Very Easy (5) starship repair check to safe the rack before damage is applied. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 2:55 am Post subject: |
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Mk II Utility Manipulator
A shoulder-mounted, powered "third hand" ending in a dexterous grasper, Arakyd’s Mk II Utility Manipulator bolts to armor and boosts shop work and field tasks—and, with the optional claw kit, helps pin or disarm foes without turning the wearer into a walking melee weapon.
Mk II Utility Manipulator
Model: Arakyd Mk II Utility Manipulator
Type: Armor-mounted powered utility arm (shoulder hardpoint or backpack collar)
Cost: 2,000
Availability: 3, R (civil); 4, R/X for combat-claw kit
Game Notes: +1D to applicable repair/Technical checks that involve leverage or a third hand (e.g., droid/starship/blaster/armor repair, security (manual), jury-rig). Counts as a basic manipulator—still need proper toolkits for specialty work. +1D to lifting and to contested brawling (grapple) rolls when using the manipulator as leverage (no damage bonus). May hold a tool/shield/flashlight or pin a light object while the user’s hands are busy (no MAP for “maintain hold”). +1 meter reach for fine tasks (press, pull, clamp, retrieve). Optional claw kit, 350, 4 R/X; claw tips & torque limiter—grants +1D to brawling (grapple/hold/disarm only) and melee parry while the arm is active. When the manipulator is deployed, apply –1 pip to sneak and –1 pip to climbing/jumping. Retracted = no penalty. On a Wild Die “1” during prolonged use, roll Moderate (15) Technical to avoid a brownout (arm shuts down for 1D rounds if failed). _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Vice Admiral


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Posted: Mon Aug 11, 2025 2:56 am Post subject: |
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Mk III Guardian Droid
A belt-mounted droid-brain with micro-sensors that paints threat arrows on your HUD and chirps when someone lines up a shot, Arakyd’s Mk III Guardian boosts ambush detection, flags mines and trip beams, and even warns on missile locks—exactly the “third eye” mercs and techs want without lugging a full companion droid.
Mk III Guardian Droid
Model: Arakyd Mk III Guardian Droid
Type: Wearable droid-brain defense/alert system (belt/pack mount; HUD link)
Cost: 5,000
Availability: 3, R (civil firmware); 4, R/X (mil firmware)
Game Effects Wearer gains +1D to avoid surprise/ambush (use perception or search vs attackers’ sneak/hide). If no roll would normally be allowed, permit a Moderate (15) Perception check to avoid being surprised. Once per round as a free action, the module may make a Sensors roll (3D) to sweep within 20 meters. On success, the GM may reveal direction & rough count of hidden hostiles (not precise IDs). If an attacker aims or acquires a guided-weapon lock on the wearer, the module pings; the wearer gains +1D to dodge against that attack this round. Grants +1D to search checks to spot mines, trip beams, and booby traps within 5 meters. Paired allies within 10 meters also gain +1D to avoid surprise (does not stack from multiple Mk IIIs). Apply –1D to the module’s bonuses in noisy markets, heavy machinery bays, or ion storms (GM call). Active holo/camo suits or Faraday-caged gear impose –1D to the module’s Sensors roll to detect those users. Opposed communications vs jammer; if the jammer wins, no lock/aim alert that round. Treat as a droid brain—ion damage that causes Stunned+ shuts the module down for 1D rounds. Mil firmware (Mk III-MS, 500 cr; ECCM filters; ignore the –1D clutter penalty). Audit mode (100; always logs alerts for compliance—handy for corporate security, unpopular with syndicates. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 2:57 am Post subject: |
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LJ-40 Concussion Carbine
A cut-down, short-range cousin of the LJ-50, Arakyd’s LJ-40 Concussion Carbine is a lightweight breacher built to smash doors and scatter foes at close quarters. It fires hard-hitting concussive bursts from a 3-shot shock-cell, trades long-range accuracy for knockout power, and sports a folding skeleton stock for tight spaces—popular with engineers and vehicle crews, but military-restricted.
LJ-40 Concussion Carbine
Model: Arakyd LJ-40 Concussion Carbine
Type: Short-range concussion blaster carbine
Skill: Blaster (concussion carbine)
Cost: 2,500 (mil-only)
Ammo: 3-shot shock-cell (75 cr)
Availability: 4, R (military-restricted)
Range: 3–10/30/60
Damage: 5D (concussive)
Game Notes: On any hit that inflicts Stunned or worse, target must roll Dexterity vs Easy (10) or be knocked prone. If they fail by 5+, they also drop one held item (GM’s choice if multiple). Instead of a normal attack, the shooter may fire a ground/cover burst at a point within Short range (costs 2 charges). All characters within 1 m of that point resist 3D stun and must make Dexterity Easy (10) or be knocked prone. Declare before the shot; consumes 2 charges. Against doors, walls, and hard cover treat weapon Damage as +1D and ignore 1D of cover value (no extra effect vs characters). If the folding skeleton stock is extended and the shooter is braced, add +1 pip to Blaster at Short range (no benefit beyond Short). _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Mon Aug 11, 2025 2:57 am Post subject: |
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KXFO-series Security Droid
Arakyd’s KXFO is the First Order follow-on to the Imperial KX-series: a tall, athletic humanoid security droid in white plating with red sensors, built for station/ship patrols and prisoner handling. Functionally it’s the KX logic-module package refreshed for FO doctrine and networks (often sourced through Arakyd’s deniable arm, Arakyd-Harch). Units guarded facilities like the Titan refueling depot and crewed corridors aboard FO capital ships such as the Thunderer. As with the Imperial KX, the “security droid” label persists—even though the platform clearly performs combat-adjacent duties.
KXFO Security Droid
Model: Arakyd KXFO-series (First Order spec)
Type: Humanoid security/patrol droid (garrison/shipboard)
DEXTERITY 3D+1
Blaster 4D, brawling parry 4D, dodge 4D, melee 4D (baton), melee parry 4D+1
KNOWLEDGE 1D+2
Intimidation 3D, law enforcement 2D+1
MECHANICAL 2D
Communications 2D+2, repulsorlift operation 2D
PERCEPTION 2D+2
Command 2D+1, investigation 3D, search 4D
STRENGTH 4D
Brawling 4D+2 (grapple/slam), lifting 5D
TECHNICAL 2D
Computer programming/repair 2D+1, droid repair 2D+1, security 3D
Equipped With:
Sensors/Comms (Low-light optics, directional audio, ID/auth scanner, encrypted FO garrison link)
Retractable stun baton (4D stun)
Spotlight/siren
Internal recorder (tamper-evident)
Mag-cuff launcher (short range vs a restrained/immobilized target)
Grapple control (When a KXFO wins an opposed brawling (grapple), add +1D to maintain the hold on subsequent rounds; breaking free is Strength vs KXFO Strength+1D)
Mesh Patrol (If two or more KXFOs are within 30 meters line-of-sight, each gains +1D to search due to shared targets of interest)
Rigid frame (+1D vs physical and +1 pip vs energy damage)
Ion vulnerability (ion weapons inflict +1D effect against KXFOs)
Cost: FO contract only; black-market chassis 30,000–50,000 depending on kit
Availability 4, X.
Move: 10
Height: 2.1 meters tall _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Mon Aug 11, 2025 2:58 am Post subject: |
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KX-series Security Droid
Arakyd’s KX-series is a tall, athletic humanoid security droid built for ship/base patrols, prisoner handling, and heavy guard duty across the Empire. To skirt the Senate’s post-Clone-Wars battle-droid ban, Arakyd certified the platform as “security”—but shipped it without the harm-to-organics restriction, making it functionally combat-capable. KX frames use a carboplast-composite cranial shell over the logic core, carboplast fists (built to punch/brace), shock-absorbing upper-leg struts, ring-knee servos, and a sophisticated gyro-balance package. Built-ins include an encrypted comms suite, recharge port, and a fist-concealed data spike for doors/terminals and garrison networks. Most units wear black plating with white photoreceptors; optics can shift (e.g., purple under Scourge infection). KX droids defer to Imperial officers (Lt. and up) by default and speak passable Basic, though their literalism can be… unhelpful.
Variants & Derivatives
KX (standard, black): Line-guard and escort duties; commonly issued E-11/E-22/T-21 and riot kit as needed.
Security Droid Enforcer (tan, 9 BBY): Reinforced chassis and electro riot baton; also used to train stormtroopers in baton work.
Service/monster kitbashes: Head/torso repurposed on service and “monster” droids in black projects; firmware varies.
Post-Imperial Reuse: New Republic agencies repurposed KX frames for lawful security; FO successor is the white-plated KXFO (separate line).
History
Deployed from 18 BBY onward at sites like the Kashyyyk refinery, Ilum, and Fortress Inquisitorius. Present on Corellia, Jedha, Scarif, Niamos, and during the Purge of Mandalore. Unit K-2SO (damaged at Ghorman) was later reprogrammed by Cassian Andor. Multiple KX frames were infected and controlled during the Scourge incident. Some garrisons were KX-only (no organics). The New Republic later fielded reclaimed KX units.
KX-series (standard)
Model: Arakyd KX-series (Imperial spec)
Type: Humanoid security/enforcement droid
DEXTERITY 3D+1
Blaster 4D, brawling parry 4D, dodge 4D, melee 4D, melee parry 4D
KNOWLEDGE 1D+2
Intimidation 3D, law enforcement 2D+1, tactics (patrol) 2D
MECHANICAL 2D
Communications 2D+2, repulsorlift operation 2D
PERCEPTION 2D+2
Command 2D+1, investigation 3D, search 4D
STRENGTH 4D
Brawling 4D+2 (grapple/slam), lifting 5D
TECHNICAL 2D
Computer programming/repair 2D+1, droid repair 2D+1, security 3D
Equipped With:
Encrypted comm package
Recharge port
Internal recorder (tamper-evident)
Officer-deference protocol (Lt.+)
Armor (+1D vs physical, +1 pip vs energy)
Ion vulnerability: Ion effects resolve at +1D vs KX.
Grapple control (On a won opposed brawling (grapple), KX gains +1D to maintain the hold each following round (target resists with Strength vs KX Strength+1D).
Network Spike (may test security vs door/terminal (15) using the fist spike; on success, open/lock, pull logs, or trip an alarm (GM call).
Intimidation Presence (when clearly identified as Imperial security, add +1D to intimidation vs regular civilians/troops (not heroes/PCs by default).
Move: 10
Height: 2.16 meters tall
Equipment: Optional riot kit, Weapons issued per post (E-11/E-22/T-21, grenades, stun baton).
Cost/Legality: 50,000 (contract); black-market 30,000–60,000 depending on kit
Availability 4, X.
Security Droid Enforcer (tan, baton trainer)
Model: Arakyd KX "Security Droid Enforcer"
Type: Reinforced riot/training variant (9 BBY)
DEXTERITY 3D+1
Blaster 4D, brawling parry 4D+1, dodge 4D, melee (baton) 4D+2, melee parry 4D+2
KNOWLEDGE 1D+2
Intimidation 3D+1, tactics (riot control) 2D+1
MECHANICAL 2D
Communications 2D+2
PERCEPTION 2D+2
Command 2D+1, investigation 3D, search 4D
STRENGTH 4D+1
Brawling 5D (clinches), lifting 5D+1
TECHNICAL 2D
Security 3D
Equipped With:
Armor (+1D vs physical, +1D vs stun; +1 pip vs energy)
Trainer mode (wen instructing troopers in baton use, allied melee (baton) rolls within 5 meters gain +1D)
Riot routines (aainst targets already prone or restrained, baton attacks gain +1D to hit)
Move: 10
Height: 2.16 meters tall
Equipment: Electro riot baton (5D stun or 4D on "kill" setting where permitted). _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 2:59 am Post subject: |
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Internal Systems Probe Droid
An Arakyd micro-probe (7 centimeters tall) built to float through ducts and accessways and police the Empire’s megastructures (famously the first Death Star). It runs anti-espionage heuristics: scanning, classifying, and then either ignoring non-authorized targets (e.g., vermin) or flagging/neutralizing threats by cueing built-in wall turrets/defensive ports. It streams findings to local control nodes where techs review anomalies. Think: silent repulsor “gnat” with a red eye, not a gun—its bite is the station it calls.
Internal Systems Probe Droid
Model: Arakyd Internal Systems Probe (ISP)
Type: Micro anti-espionage surveillance probe (ductwork/maintenance shafts)
DEXTERITY 2D
Dodge 3D
KNOWLEDGE 1D+2
Law enforcement 2D, security procedures 2D
MECHANICAL 3D
Communications 4D, repulsorlift operation 3D+1, sensors 4D
PERCEPTION 3D
Investigation 3D+2, search 4D+1, sneak 3D+2
STRENGTH 1D+1
TECHNICAL 3D
Computer programming/repair 3D+2, security 4D
Equipped With:
Sensor micro suite
Acoustic pickup
Chem/particulate sniffers
Low-noise repulsors
Duct mapping LIDAR
Encrypted node link
Maintenance ID beacons
Move: 8 (hover)
Height: 7 centimeters tall
Cost: Imperial contract only; black-market chassis 3,000–6,000 (shell only)
Availability 4, X
Game Notes: Attacks against the probe suffer +4D size penalty to hit. The ISP will not cue neutralization unless the detected entity matches an authorized target class (e.g., armed infiltrator, saboteur device). Unlisted lifeforms are logged and reported only. As an action, may trigger area alarm, close dampers/doors, or engage purge fans (GM discretion, facility permitting). If within a defended zone, the probe can designate a target; the wall port (not the probe) attacks that target on the same round. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 3:00 am Post subject: |
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ID9 Seeker Droid
Arakyd’s ID9 (“Parrot/Mimic droid”) is a compact seeker/infiltration platform: a half-dome body with a red photoreceptor and five tentacular manipulators that let it hover or crawl across walls and ceilings. It records audio, mimics other droids’ voices, and stalks targets for the Empire’s Inquisitorius, ISB, and garrisons—famously fielded in packs by the Seventh Sister. Offensively it combines a centerline micro-blaster with electro-shock prods that stun organics and ionize droids.
ID9 Seeker Droid
Model: Arakyd ID9 Seeker (“Parrot/Mimic”)
Type: Infiltration/seek-and-shock micro-seeker (Inquisitorius/ISB)
DEXTERITY 3D+1
Blaster 3D+2, brawling (shock prod) 4D+1, dodge 4D
KNOWLEDGE 1D+2
Intimidation 2D, languages 2D+2
MECHANICAL 3D
Communications 3D+2, repulsorlift operation 3D+1, sensors 4D
PERCEPTION 3D+1
Con (voice mimicry) 4D, investigation 3D+2, search 4D+1, sneak 4D+1
STRENGTH 1D+2
Climbing/rolling 3D (ceiling/wall scuttle)
TECHNICAL 2D+2
Computer programming/repair 3D, security 3D+1
Equipped With:
Sensors array
Directional mics
Audio recorder
Micro-blaster (3D+2; 3–10/30/120)
Electro-shock prods (Stun 4D)
Voice-mimic vocoder (droid/PA emulation)
Encrypted short-range link
Cceiling/wall clamps
Red photoreceptor
Cconcealed antenna
Move: 12 (hover), 8 (crawl)
Size: 0.4 to 0.5 meters (half-dome body, five manipulators)
Cost: 4,500 (Imperial lots)
Availability: 4, X (possession illegal)
Game Notes: Add +1D to con when imitating a known droid/PA within hearing; opposed by target’s perception. When 2+ ID9s attack the same target in a round, each gains +1D to attack (max +1D total). Beginning an attack from a ceiling/wall perch grants +1D to hit that round. Attacks against the ID9 beyond Short range suffer –4D penalty due to size. While under an Inquisitor/ISB controller within 200 meters line-of-dight, ID9s get +1D to communications (routing orders, resisting jam). _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 3:01 am Post subject: |
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Flex Tube Proton Torpedo Launcher
Arakyd’s Flex Tube is a twin, forward-firing torpedo/missile launcher system best known on Koensayr’s Y-wings (BTL-A4 and BTA-NR2). Each ship carries two tubes beneath the cockpit behind armored doors; a central magazine feeds both tubes so either side can fire the full load. In baseline Republic/Rebel/New Republic/Resistance service the Flex Tube is certified for proton torpedoes, but the hardware’s rail and ejector design can accept other ST-rail ordnance (e.g., concussion missiles and select cluster missiles) with the proper adapter and software profile. Ground-attack proton bombs are handled by an alternate drop interface, not the forward tubes.
Flex Tube Proton Torpedo Launcher
Model: Arakyd Flex Tube Twin Launcher
Type: Forward-fixed torpedo/missile launcher (twin tubes) with shared central magazine
Scale: Starfighter
Skill: Starship gunnery (torpedoes/missiles)
Crew: 1 (pilot or WSO)
Fire Arc: Front
Ammo: 8 rounds total (shared magazine; either tube can draw)
Fire Control: Uses the loaded round's seeker (e.g., Proton Torpedo 2D–3D typical)
Space Range: 1-5/12/25 (proton torpedo); Tube 1-3/10/25 (STmk4)
Atmosphere Range: 100-500/1.2/2.5 km; 100-300/1/2.5 km
Damage: 9D (proton torpedo); 7D (STmk4)
Cost (launcher set): 4,000–6,000 (hardware) + 3,000–5,000 install kit
Availability: 3, R (certified torpedo use)' 4, R/X when multirole adapters are installed
Game Notes: Firing both tubes at the same target in one action: resolve the first normally; the second gains +1D Damage, and both attacks suffer –1D Fire Control that round (deconfliction/thermal). Consumes 2 ammo. Opening/closing is a free action tied to firing; if doors are damaged shut, a Starship Re[air (15) clears a manual lock or you’re limited to the intact side. Fit ST-rail missiles (e.g., Arakyd ST2/ST2mk4, select cluster rounds). Requires a pre-load ordnance profile; wrong profile = –1D Fire Control and risk of misfire (GM call on Wild Die 1). Proton bombs are not fired through Flex Tubes—use a belly drop rack. The fire-control can prioritize left/right tube or alternate to manage heat. If one tube is destroyed, the other retains access to the full remaining count.
Typical Y-wing Loadouts:
Strike (torp standard): 8× Proton Torpedoes
Multirole (adapter): 4× Proton Torpedoes + 4× Concussion Missiles (ST2mk4)
Area denial (adapter): 6× Proton Torpedoes + 2× Cluster Missiles _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Mon Aug 11, 2025 3:01 am Post subject: |
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F-9 Integrated Pilot
A drop-in avionics "co-pilot," Arakyd’s F-9 flies the boring parts—launch, cruise, docking, and plotted jumps—and juggles shields/sensors/comms so the pilot can fight or focus. For a few extra credits, the F-9H learns and the combat-assist pack adds basic evasives—still a helper, not a dogfighter.
F-9 Integrated Pilot
Model: Arakyd F-9 Integrated Pilot
Type: Autopilot/co-pilot droid brain (avionics module)
Cost: 6,000 (module) + 1,000–3,000 install kit
Availability: 3, F/R (civil firmware); 4, R (mil firmware)
Skills: Space transports 4D, starfighter piloting 4D, astrogation 4D, starship shields 3D, sensors 3D, communications 3D, repulsorlift operation 4D.
Game Effects: Can launch/land in clear conditions, cruise, hold pattern, dock, and fly pre-plotted routes without a pilot (treat typical checks as Easy–Moderate using its dice). Not suitable for solo dogfights or precision aerobatics. Once per round the F-9 may handle one of: Shields, Sensors scan, Comms, or maintaining a plotted course. If instead assisting the pilot on the same task, add +1 pip to the pilot’s roll (F-9 must beat Very Easy (5) on that skill). Holds 10 jump solutions; can compute new jumps with Astrogation 3D (time per GM rules/navcomputer). By default cannot fire weapons; owner may enable “combat-assist” (legal status may change).
F-9H Heuristic Core
Cost: 2,500
Availability 4, R
Skills +1 pip; can learn up to 5D with experience _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 3:02 am Post subject: |
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Dwarf Probe Droid
Arakyd’s Dwarf Probe Droid is a compact, Viper-family surveillance/strike probe used by the Galactic Empire for city/base patrols and rebel-hunt duty—famously deployed on Lothal to shadow the Spectres and feed reports up to Grand Moff Tarkin. It’s not a hyper-insert scout like the full Viper; it’s a local hunter, packing twin blaster barrels on a small repulsor body. The “Viper probot” nickname is common but imprecise—this is the short-range member of the line.
Dwarf Probe Droid
Model: Arakyd Dwarf Probe Droid (Viper-family local hunter)
Type: Armed surveillance/seek-and-report probe (Imperial)
DEXTERITY 3D
Blaster 4D+1, dodge 4D
KNOWLEDGE 1D+2
Intimidation 2D, law enforcement 2D
MECHANICAL 3D
Communications 4D, repulsorlift operation 3D+1, sensors 4D
PERCEPTION 3D+1
Investigation 3D+1, search 4D+1, sneak 3D+2
STRENGTH 1D+2
TECHNICAL 2D+2
Computer programming/repair 3D, security 3D
Equipped With:
Sensors: array
Directional mic
Recorder/burst buffer
Twin light blasters (4D each; 3–25/75/200)
Encrypted tight-beam transmitter
Low-noise repulsors
Short manipulators for tags/ID pulls
Self-destruct thermite (6D, 1 meter radius)
Move: 16 hover; 55 kmh
Size: 0.6 to 0.8 meters
Cost: Contract only; black-market 8,000–12,000
Availability: 4, X
Game Notes:: If two or more dwarf probes attack the same target in a round, each gains +1D to blaster (max +1D total) from cross-queuing. Attacks against the droid suffer –1D due to small size. On any successful Search/Investigation that identifies a wanted subject, the probe may free-action transmit; jamming opposes with communications. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 3:03 am Post subject: |
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Dismantler Torpedo
A saboteur’s dream tool, the Dismantler Torpedo slaps an adhesive charge onto hull or bulkhead and releases a timed swarm of micro-droids that chew through armor, doors, and droids. It’s illegal almost everywhere, terrifyingly effective in close-quarters breaches, and best countered with ion or fire before the swarm gets going.
Dismantler Torpedo
Model: Arakyd Dismantler Torpedo Launcher
Type: Termite-torpedo launcher (engineer/saboteur)
Skill: Missile weapons (launcher)
Cost: 10,000 (launcher)
Availability: 4, X
Ammo: TT-12 Series "Termite" Torpedo
Cost: 1,200 (standard); 2,000 (heavy payload)
Range: 5–25/75/200
Game Notes: The torpedo adheres and vents a swarm of micro-droids after a 1-round delay. Resolve damage once per round for 3 rounds (adhesive must be removed to stop it). Against vehicles/structures: Speeder scale corrosion: Round 1: 7D, Round 2: 6D, Round 3: 5D (ignores 1D of armor/cover). Any Wounded+ result on a solid surface opens a growing hole; two Wounded+ results usually punch a 0.5 meter aperture through a standard bulkhead/door. Ion 5D + Physical 3D each round (character scale). Against living targets: No direct tissue targeting; if sealed armor is struck, resolve against the armor’s Body each round. Once breached, wearer resists 3D abrasion per round until swarm is cleared. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 3:03 am Post subject: |
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Caltrop-5 Chaff Gun
Arakyd’s Caltrop-5 is a flechette/chaff projector built for sensor spoofing and missile-lock break on troop landers (notably the Jadthu-class). It ejects a dense cone of durasteel micro-shards and metallized fibers that blind fire-control radars, confuse droid guidance, and clutter optics. Although not intended as a primary weapon, the cloud can shred fast-moving targets that fly through it—the trick Jadthu crews used to rip apart swarms of Vulture droids during the Battle of Haruun Kal. Against stationary or slow, armored targets it’s mostly a screen, not a hull-cracker.
Starship Countermeasure Mount
Model: Arakyd Caltrop-5 Chaff Gun
Type: Sensor-spoofing chaff/flechette projector (with kinetic hazard)
Scale: Starfighter
Skill: Starship gunnery (countermeasures)
Fire Arc: Front (projects a cone)
Ammo: 6 bursts (standard cassette)
Cost: 4,000–6,000 (mount); 150 per burst cassette
Availability: 3, R (mil/contract)
Space Range: 0–1/2/3
Atmosphere Range: 0–0.3/0.6/1.0 km
Area: 60° cone, length equal to current range band chosen
Duration: 1D+1 rounds (vacuum), 1D rounds (atmosphere; drifts on wind)
Game Notes: Sensor/Missile spoof (any platform inside or looking through the cloud) –2D to sensors and Fire Control. Lose lock unless the attacker makes Sensors (15); if lock is kept, still apply –1D Fire Control. +10 difficulty to positively ID targets by sensors/optics. Kinetic shard damage (relative-velocity hazard). A craft that passes through the cloud suffers starfighter-scale damage based on speed at the moment of entry (use the highest of attacker/target relative speeds, GM call): Cautious/Cruising: 1D (cosmetic; no crits), High Speed: 3D, All-Out: 5D. Tiny, fragile craft (Vultures, drone fighters) suffer +1D damage. Shields apply normally; particle shields help narratively. Stationary targets take no kinetic damage. Fire the cone across an incoming vector; fast movers that press through eat shard damage while your sensors/missiles get cover. Perfect for lander egress—pop a short-range cone to mask troop deployment. Multiple overlapping clouds don’t stack penalties; the highest penalty applies, but do stack for duration/coverage. A ship can burn a lane with a Sensors (Moderate 15) plus 1 round of idle time to reacquire clean tracks (GM discretion). Against hulls that aren’t moving fast relative to the cloud, there isn’t enough impact energy—so it’s chiefly a countermeasure, with situational lethality versus fast, light targets. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Mon Aug 11, 2025 3:04 am Post subject: |
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BL0-series Non-Lethal Combat Droid
Arakyd’s BL0-series is a purpose-built non-lethal enforcement platform: a low, three-leg scuttling chassis with two hyper-articulated capture arms. Fielded for riot control, facility security, and prisoner-handling, BL0 units disable and detain rather than kill—using stun whips, restraint nets, tangle-foam, and siren/flash disorientation. Their capture proficiency got many reflashed as straight security droids for corporate/Imperial clients.
BL0-series Non-Lethal Combat Droid
Model: Arakyd BL0-series
Type: Capture/riot-control combat droid (non-lethal priority)
DEXTERITY 3D
Brawling parry 4D, dodge 4D, melee 4D (stun whip), melee parry 4D
KNOWLEDGE 2D
Intimidation 3D, law enforcement 3D, tactics (riot control) 2D+2
MECHANICAL 2D
Communications 2D+2, repulsorlift operation 2D
PERCEPTION 3D
Command (crowd) 3D, investigation 3D, search 3D+2
STRENGTH 3D+1
Brawling 4D (grapple), lifting 4D+1
TECHNICAL 2D+1
Security 3D, first aid 2D+2 (post-capture care)
Equipped With:
Armor (+1D vs physical, +1 pip vs energy; +1D vs stun)
Low-light optics
Directional audio
Proximity radar
Encrypted short-range comms
Siren/flash emitters
Retractable stun whip (4D stun, 2 meters; may entangle: target resists with Strength vs BL0 Strength.
Shoulder net launcher (3–10/20/30; on hit, target is entangled).
2x Tangle-foam canister (1-meter template at impact; targets resist Strength vs Moderate (15) or become immobilized)
Disorientation siren/flash (as an action, force all hostiles within 5 m facing the BL0 to roll willpower vs Easy (10); on failure suffer –1D to actions for 1 round (ear/eye protection grants +5 to resist).
Move: 10 (tripod scuttle; can “burst” to 12 for 1 round)
Height: 1.4 meters tall
Cost: 14,000–20,000 (kit varies)
Availability: 3, R (civil); 4, R/X (mil riot suites)
Game Notes: BL0s default to stun/net/foam and avoid lethal fire unless ROE is escalated or attacked with deadly force. When the BL0 wins a grapple, it gains +1D to maintain restraint each round; pinned targets may be bindered as an action. Counts as braced vs shove/knockdown; attackers trying to trip it suffer –1D. Two or more BL0s within 10 meters grant each other +1D to search and command (crowd) (non-stacking beyond +1 pip). Ion effects resolve at +1 pip vs BL0s (control actuators are exposed). Encounters are time-stamped; forging requires security vs Difficult (20).
Common Refits
BL0-S (security reflashed): Loses foam canister; gains shock baton 4D stun and security 3D+1 (cost 500).
BL0-R (riot expanded, 1,500): Adds deployable riot shield (+1D vs physical, +1 pip vs energy to front arc) and an extra net canister. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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