Equipment

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Assault Rifle
BlasTech model DLT-19 “heavy blaster rifle.”  Enhanced with extra power packs and greater range.

Imperial use only. Your personnel present are STRENGTH +3, but lose 2 Diplomacy unless aboard ship. (Cumulative.) Each of your leaders present adds SECURITY.

Blaster Rifle
Stormtrooper BlasTech E-11blaster rifle. Can convert from a pistol to a rifle configuration by using extendable stock. Carries 100 shots. Military-issue only.

Imperial and Non-Aligned use only. Each of your personnel present is STRENGTH +3, but loses 1 Diplomacy unless aboard your ship. (Cumulative.)

Blaster Scope
The effectiveness of a blaster can sometimes be enhanced through an electronic targeting scope mounted on top, especially for long range targets.

Reports for free to your SECURITY personnel. ‘Attach’ to your blaster, disruptor or phaser. When probing for Sniper, probe twice and choose one. Phaser Burns may be placed in draw deck instead of discard pile.

Caller
Hand-held device that can remotely command restraining bolt. Can be keyed to specific bolt. Also called “owners.”

DROIDs present are INTEGRITY -1. Once per turn, if Treachery OR Computer Skill + ENGINEER present, you may use as your own one droid present who is fitted with a Restraining Bolt. (Cumulative.)

Caller (AI)
Hand-held device that commands restraining bolt. Used throughout the galaxy. Also called ‘owners.’

DROIDs present are INTEGRITY -1. Once per turn, if Treachery OR Computer Skill + ENGINEER present, you may use as your own one droid present who is fitted with a Restraining Bolt. (Cumulative.)

Comlink
Hand-held communication device. Military comlinks have scrambling and variable frequency programming for secure communication during battles or emergencies.

Allows one of your personnel present to add a skill from one of your other compatible personnel present. (May re-select once each turn.)

Dark Jedi Lightsaber
Multifaceted jewels focus light into a deadly blade. Projects a meter-long beam of pure energy. A lightsaber is constructed personally by a Jedi as a part of training.

Your DARK JEDI present are STRENGTH +2 and may “stop” any non-JEDI adversary without a lightsaber. (“Stopped” adversaries with STRENGTH <6 are immediately killed.)

Electrobinoculars
Enhances distant targets using a computer-assisted zoom technology. Provides range information. Works in low-light. Rugged case protects the internal systems.

Once each turn, your personnel present allows you to peek at opponent’s personnel OR bottom seed card of a planet mission here OR top card of any side deck or draw deck.

Fusion Generator Supply Tanks
Uses standard fusion technology. Provides starships with energy for hyperspace travel. Installed at docking bays and throughout the Outer Rim Territories.

While on your facility, adds 6 to SHIELDS (and 4 to WEAPONS).  (Cumulative.) While on your ship, increases attributes by 1 for each staffing icon required. (Not cumulative.)

Fusion Generator Supply Tanks (AI)
Installed at many facilities throughout the Empire to provide power to the Imperial spacefleet. Supplies starships with energy necessary for sub-light and hyperspace travel.

While on your facility, adds 6 to SHIELDS (and 4 to WEAPONS).  (Cumulative.) While on your ship, increases attributes by 1 for each staffing icon required. (Not cumulative.)

Gaderffii Stick
Notorious ‘gaffi’ weapon favored by Tusken Raiders. Built from scavenged metals. Intimidates and evokes fear.

May report to your Tusken Raider. Non-Aligned use only. Each of your personnel present is STRENGTH +2 (cumulative) and before each battle may ‘stun’ one personnel present with CUNNING <7 (random selection).

Han’s Heavy Blaster Pistol
BlasTech DL-44 heavy blaster pistol. Short range, but relatively powerful. Carries energy for 25 shots. Illegal or restricted in most systems.

May report as a response to any Han of yours. While present, he is STRENGTH +1 (+3 in battle). Once per game, may kill one opposing personnel present.

Han Seeker
Military version of a ‘remote.’ Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships.

When at same location as opponent’s Han during personnel battle, must pair off with Han (as if this were a personnel card), STRENGTH=12. May pair off with any other personnel, STRENGTH=7.

Imperial Blaster
A BlasTech DH-17 blaster pistol. Uses power packs and high-energy blaster gases. Shoots bolts of explosive coherent light energy.

Imperial or Non-Aligned use only. Each of your personnel present is STRENGTH +2. (Cumulative.)

Jedi Lightsaber
Elegant sword of pure energy. "This is the weapon of a Jedi Knight. Not as clumsy or as random as a blaster." A lightsaber can be dangerous to an unskilled user.

Your JEDI present are STRENGTH +2 and may “stop” any non-JEDI adversary without a lightsaber. (“Stopped” adversaries with CUNNING <6 are immediately killed.)

Leia’s Sporting Blaster
Defender sporting blaster, made by Drearian Defense Conglomerate. Intended for personal defense or small-game hunting. Short range. Low power. Carries energy for 50 shots.

May report as to any Leia as a response to battle. Any Leia present is STRENGTH +1 (+2 while attempting missions or battling ANIMAL personnel).

Light Repeating Blaster Rifle
BlasTech model T-21 light repeating blaster. Excellent power, good range. Carries energy for 25 shots. Unlimited firepower when attached to a power generator.

Each of your Imperials present is STRENGTH +1 (+2 if aboard your ship), and once per battle, one of your personnel present may stun their adversary. Bonus doubled if POWER DROID or any power generator present.

Luke Seeker
Military version of a ‘remote.’ Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships.

When at same location as opponent’s Luke during personnel battle, must pair off with Luke (as if this were a personnel card), STRENGTH=12. May pair off with any other personnel, STRENGTH=7.

Observation Holocam
Remote surveillance viewers with droid controllers supplement security. Can activate alarms and automated weapons when needed, bringing help to endangered locations.

Report to any site. If opponent beams infiltrators to this site OR opponent’s personnel engage yours in personnel battle here, you may relocate your SECURITY personnel from any site to this site.

Radar Scanner
Sensor on Luke’s landspeeder. Many possible settings. Can scan for life forms, movement or concentrations of metal. Used for traffic control on settled worlds.

Once per turn, when any personnel present, you may download any Scan card. Once per game, an Artifact you encounter may be acquired by your Archaeology or Acquisition personnel present.

Rebel Blaster
A MerrSonn Model 44 blaster pistol. Uses power packs and high-energy blaster gases to shoot bolts of explosive coherent light energy.

Rebel and Non-Aligned use only. Each of your personnel present is STRENGTH +2. (Cumulative.)

Rebel Blaster Rifle
BlasTech E-11 blaster rifle. Standard issue for Imperial forces. So numerous that many have been stolen by Rebels. Extendable stock. Carries energy for 100 shots.

Rebel and Non-Aligned use only. Each of your personnel present is STRENGTH +3, but loses 1 Diplomacy unless aboard your ship. (Cumulative.)

Restraining Bolt
Fits in a special socket on a droid’s body. Restricts droid actions. Can be operated remotely by a ‘caller.’

Plays on any DROID where your personnel present (except IG-88, Guri, 4-LOM and any other DROID so immune). That DROID is attributes -1 and may not participate in personnel battle. In place of one card draw, you may download Caller.

Restraining Bolt (AI)
Affixed to droid’s special recessed socket by using a fusion welder. Bolts can override a droid’s circuits, freezing it in place if the droid tries to disobey orders.

Plays on any DROID where your personnel present (except IG-88, Guri, 4-LOM and any other DROID so immune). That DROID is attributes -1 and may not participate in personnel battle. In place of one card draw, you may download Caller.

Stormtrooper Utility Belt
Standard Imperial issue for stormtroopers. Contains grappling hook, rope, and other miscellaneous emergency tools. Rebels have been known to steal and use them.
May report to your Stormtrooper. May be “worn” by any Stormtrooper present (does not count as Equipment while worn); your hand weapons and Grappling Hook may report to them.

Tagge Seeker
Military version of a ‘remote.’ Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships.

When at same location as opponent’s Tagge during personnel battle, must pair off with Tagge (as if this were a personnel card), STRENGTH=12. May pair off with any other personnel, STRENGTH=7.

Tarkin Seeker
Military version of a ‘remote.’ Programmed to stalk specific targets or secondary targets. Heat and light sensors track with fatal accuracy. Can stow away on starships.

When at same location as opponent’s Tarkin during personnelbattle, must pair off with Tarkin (as if this were a personnel card), STRENGTH=12. May pair off with any other personnel, STRENGTH=7.

Tatooine Utility Belt
Survival gear, food and tools are stored in small compartments. Made from bantha hide. Used by Luke and other Tatooine inhabitants.

May report to your personnel with “Tatooine” in their lore. May be “worn” by any such personnel present (does not count as Equipment while worn); your hand weapons and Grappling Hook may report to them.

Tusken Breath Mask
Sand People use a special mask to reclaim exhaled moisture in the hot, harsh environment of Tatooine. Protects by filtering blowing sand and dispersing excess heat.

Reports for free to your Tusken Raider. Each Breath Mask at this location protects your personnel from “nighttime conditions.” Also, if on Tatooine, your personnel may ignore Sunsdown.

 

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