Well funded mercenary groups in the Outer Rim often equip themselves with not only the most advanced weaponry, but also the latest in communications gear. Chief among this equipment is the full spectrum uplink.

Full Spectrum Uplink

ATTACHMENT COST ENC HP REQUIRED RARITY
Full Spectrum Uplink 1750 1 3

This armor attachment may be installed on any armor and acts as a basic comlink in addition to its more advanced functions. A full spectrum uplink kit includes a comlink receiver and transmitter component, a mounted camera, and an advanced optical HUD. In general, the HUD component takes the form of an eyepiece worn over one or both (or some other configuration depending on species) eyes. All of these elements are linked to an advanced tactical processing unit near the back of the neck. The processing unit takes information fed from the camera and quickly scours the images for important information that it then feeds to the HUD. This includes threat highlighting and warnings.

A single individual with a full spectrum uplink presents an above average threat, but the real utility of this attachment comes when multiple individuals use them in tandem. Uplinks that are connected together are able to work as a group to sort threat information and display potential targets. The units triangulate their individual positions and use information from other vantages to show targets that might otherwise be out of line of sight.

Full spectrum uplinks are very often integrated into combat-grade helmets, but it is also possible to wear them without any kind of headgear.

Base Modifiers: Single: Removes up to one Setback die from any Perception, Surveillance, Vigilance, or combat checks due to target having cover. Linked: As single, and users are able to see all highlighted targets on the network, even those they do not have line of sight on.

Modification Options: None

Hard Points Required: One

Cost: 1,750 credits

Some beings in the Outer Rim like their weapons to have not only killing power but also versatility. One surefire way to adapt to a “dynamic CQC situation” is a surprise blast from an under-barrel shotgun.

Under-Barrel Shotgun

ATTACHMENT COST ENC HP REQUIRED RARITY
Under-Barrel Shotgun 2500 2 5

This attachment adds a short barrel under the main barrel of the weapon. This barrel can be manually loaded with a 40mm buckshot shell. When fired, the weapon unleashes a devastating short range blast capable of eviscerating lightly armored targets. This attachment can only be applied to rifle-sized weapons (Ranged [Heavy] weapons).

Base Modifiers: Enables the weapon to fire using the following profile at the user’s choice: (Ranged [Heavy]; Damage 12; Critical 3; Range [Short]; Blast 4). Adds Cumbersome 1 to the weapon. The under-barrel shotgun must be reloaded after each use which requires the specialized 40mm shells and a maneuver to complete.

Modification Options: None

Hard Points Required: Two

Cost: 2,500 credits

In the course of their careers, a few fringers find that it sometimes helps to heal rather than harm. If the whole group needs a pick-up, then there is no better substitute than a bacta grenade.

Bacta Grenade

ITEM COST ENC RARITY
Bacta Grenade 100 1 2

“Grenade” is something of a misnomer as this item has no explosive components, but its wide area of dispersion does invite the comparison. A bacta grenade is shaped like a slim cylinder about 12 centimeters in length and covered in a grid of small holes. A simple safety and activator button on the top of the weapon are depressed to engage the grenade. Once engaged, an automatic four second timer starts allowing the user some time to deploy it either by dropping it or throwing it. Once the countdown finishes, a burst of vaporized bacta-stimulant mix is ejected to cover an area with a radius of several meters.

Simply dropping a bacta grenade requires no check, but accurately throwing one needs a successful Ranged [Light] check which varies with range. The ejected vapor has the same effect as a stimpack on everyone, including enemies of the user, within short range of the deployment point. Like a regular stimpack, this effect has diminishing returns across multiple uses and stacks with normal stimpack injections. Like all medical devices, a bacta grenade has no effect on droids or other non-organic lifeforms.

The better funded forces that the crew might encounter probably have access to more advanced weapon systems than your run-of-the-mill blaster or thermal detonator. One of the more common pieces that unfortunate fringers encounter, or possibly even make use of, is the Mobile Proton Torpedo Launcher.

Mobile Proton Torpedo Launcher (MPTL-1C)

The MPTL-1C is generally fielded by Alliance forces wherever anti-armor capability is needed. The vehicle itself has a simple design, being little more than a set of tracks supporting a boxy, swivel-mounted turret. The turret sports eighteen launch tubes arranged in two rows of nine. MPTL-1Cs usually fire standard artillery-class proton torpedoes in a parabolic arc, though they are capable of firing a range of ordnance of the same caliber, including incendiaries, smoke shells, and EMP shells. Able to accurately strike a target almost 15 kilometers away, the MPTL-1C is a good compromise between mobility, defense, and firepower.

Hull Type: Mobile Artillery

Hull Class: MPTL

Manufacturer: Loratus

Crew: 1 driver, 1 firing officer

Passenger Capacity: None

Encumbrance Capacity: 20

Cost: 35,000 credits

Silhouette: 3 Sensor Range: Medium

Speed: 2 Handling: -1

Defense: 0/0 Armor: 2

Hull Trauma Threshold: 10 System Strain Threshold: 15

Customization Hard Points: 2

Weapons

Racked Artillery Torpedo Launcher – note this weapon fires in a parabolic arc and does not need line of sight (Fire Arc All; Range Long; Damage 10; Critical 2; Breach 4, Blast 7, Concussive 3, Limited Ammo 12, Slow-Firing 1)

Though a great deal of the combat that takes place in the Outer Rim is between individuals or small parties, sometimes larger, better funded groups meet on the field. These conflicts are often more complex than the standard street shoot-out or bar brawl and can include mechanized infantry, armored vehicles, artillery support, and even close air support. Often, vehicular elements of these underworld armies consist of rebuilt or re-purposed technology from the Clone War. One of the most iconic, and deadly, such vehicles is the LAAT/x.

Rebuilt Low Altitude Assault Transport (LAAT/x)

The LAAT first came into service during the early days of the Clone War, serving as a troop transport and anti-ground asset to Republic forces fighting against the Confederacy. The early models of the LAAT were not capable of leaving orbit and instead had to deploy from the ground or from a space-capable ship in the atmosphere.

Though still in limited use by the Empire and other forces across the galaxy, the LAAT has largely fallen out of favor with well-funded government military services. Less than scrupulous, and less than forward thinking, administrations have pawned off their old hardware to make room for the new, and keen-eyed criminals have snapped up the out of date but still very dangerous platforms.

The LAAT variant presented below, generally referred to as the LAAT/x, has been retrofitted to utilize more modern weapon systems and sensor devices, but it is still limited by its original design and lacks trans-atmospheric flight capabilities. Much of the craft’s original transport space has been filled with hardware for running weapons and heavier armor. These gunships are generally fielded in combination with air superiority assets as they deploy with scant anti-air capabilities. The LAAT/x is most useful against armor and hard targets on which it can bring to bear its considerable firepower with catastrophic effect. A LAAT/x, used cautiously and wisely, can turn the tide of a battle.

One of the major improvements that most criminal armies make to their second-hand LAATs is the modification of the craft’s famous wing mounted pinpoint laser turrets to be controlled via remote panel within the main body. The original outboard pod design of the turrets is often found to be too daring, even for hardened mercenaries.

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Hull Type: Gunship

Hull Class: LAAT

Manufacturer: Rothana Heavy Engineering

Maximum Altitude: 5 kilometers

Crew:

1 pilot, 1 co-pilot, 4 gunners

Passenger Capacity: 10

Encumbrance Capacity: 30

Cost: 50,000 credits

Silhouette: 3 Sensor Range: Short

Speed: 2 Handling: 0

Defense: 0/0 Armor: 4

Hull Trauma Threshold: 18 System Strain Threshold: 14

Customization Hard Points: 2

Weapons

Twin Concussion Missile Launchers (Fire Arc Forward; Range Short; Damage 7; Critical 3; Breach 4, Blast 4, Guided 3, Linked 1, Limited Ammo 8)

Two Wing Mounted Composite Beam Pinpoint Laser Turrets (Fire Arc All; Range Close; Damage 10; Critical 2; Breach 3, Slow-Firing 1)

Two Side Mounted Laser Cannons (Fire Arc Port or Starboard; Range Short; Damage 6; Critical 3)

Image credit to Wookieepedia.

Intended primarily for use by Corporate Sector elements, Merr-Sonn Munitions’ line of incendiary weapons can also be found in the hands of criminals and scum the galaxy over. Though lacking the range of blaster weapons, the primal fear inspired in most species at the sight of a gout of roaring flame often makes up for it.

Flame WeaponsFlame Weapons Chart

Model CR-22 Flame Carbine

The CR-22 is the smallest of Merr-Sonn’s incendiary line, but its size belies it devastating power at close range. The weapon is fed from a small canister worn by the user. In the case of a catastrophic failure (such as an unfortunate Despair result) these canisters have been known to detonate, engulfing their user in an inferno.

Model CR-24 Flame Rifle

Larger than the CR-22, the CR-24 provides a good compromise between range and portability. Its innocuous, tubular design hides its deadly nature until the trigger is pulled, releasing a torrent of scorching fire.

Model CR-28 Flame Cannon

Though technically considered a member of the CR incendiary line, the 28 is an entirely different animal. Intended for use as a vehicle or tripod mounted weapon, the CR-28 draws fuel from a large external supply and coats a huge area in searing flame. These weapons are often put to brutal use during crowd control exercises by unsavory governments.

 

Fringers are likely to encounter a host of terrifying monstrosities in their travels across the stars, creatures so baleful and predatory that most prefer not to even think of them. One of these creatures is the acklay.

Acklay [Nemesis]

The acklay is a large, crab-like creature from the planet Vendaxa. Standing several meters tall, the acklay is a large, howling mass of teeth and claws. Categorically carnivorous, even a single acklay can strip any biome it is introduced into of other edible creatures. Their aggressive nature makes them favored pets of crime lords and other unscrupulous beings who enjoy bloodsport.

Acklay

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Perhaps most frighteningly, acklays are capable of employing stealth as well as mindless fury. It has been reported that an Imperial unit moving through acklay territory sent word that they felt they were being watched. The last of these communications ends with a shout of shock before a series of horrific shrieks and screams.

Brawn: 5 Cunning: 2 Presence: 1

Agility: 4 Intellect: 1 Willpower: 3

Skills: Brawl 2, Perception 3, Stealth 2, Survival 2, Vigilance 2

Talents: None

Soak/Defense: 8 / 0

Thresholds: 35 / 15

Abilities: Silhouette 3, Thresher attack (The acklay can spend a Triumph on a successful Brawl check to hit the target twice, dealing double damage)

Equipment: Claws and teeth (Brawl; Damage 15; Critical 3; Range [Short])

Image credits to Wookieepedia.