Lord Leobund’s Elite Guard (100)

Background:

Capsule:These guards are completely loyal to Lord Leobund. They obey without question.

Quote(s):

Type:Professional Bodyguard; 2nd Level Elite Trooper; 2ndLevel Master Duelist

Gender:Male or Female
Species:Human
Age:Varies, but generally 21-35
Height:1.73 meters
Weight:77.33kg

Force Points:1

Dark Side Points:3

Character Points: 7

Extra Character Points:0

Move:10

DEXTERITY 3D+2:Archaic guns:5D;Armor Weapons: 4D+2; Blaster: 8D; bows: 5D; dodge: 8D; melee combat: 6D;(S) melee combat: swords 7D;

PERCEPTION 3D:Bargain: 4D; command: 4D;(S) command: House Mecetti: 5D; con: 6D; gambling: 5D; investigation: 6D; persuasion: 6D; sneak: 7D;

STRENGTH 3D:Brawling combat: 7D; climbing/jumping: 5D; swimming: 5D; Stamina: 4D; (AS) Sith Bare-Handed Keldaeris Martial Arts: 2D;

(Known MA moves:Back Flip; Force Punch ;)

KNOWLEDGE 2D:Alien species: 5D;(S) bureaucracy: House Mecetti 6D; cultures: 4D; intimidation: 6D; languages: 4D;(S) law enforcement: House Mecetti: 5D; planetary systems: 5D;(S) planetary systems: Tapani Sector: 6D;streetwise: 6D; tactics: 6D;(S) tactics: House Mecetti elite guard: 6D;(S) tactics: small unit: 6D;Technology: 3D; willpower: 5D+2

MECHANICAL 3D:Astrogation: 4D+2;Powersuit Operation: 4D; Repulsorlift ops: 5D+2; space transports: 5D; starship shields: 4D+2;

TECHNICAL 2D:Computer programming/repair: 3D+2;First Aid: 3D; Security: 8D;

Talents:Varies

Special:

Prestige Class Specials: Ranged Weapon Focus (321) +1D; Ranged Weapon Focus (RaQaX) +1D: Melee Weapon Focus (Vibrosword) +2D;

Equipment:

Elite Guard Armor(Standard Issue Elite Guard Armor) +3D/+5D/+2D to Strength and all skills: Dark Side Imbued:see full stats below;

Draymak Order of the Paw M-321 "Overkill" Mk. IV (standard Issue Elite Guard Rifle): see below;

Draymak RaQaX 2e Electro-Blaster:see below;

Draymak Dual Vibroblade Swords (2)(STR+3D), Cortosis Weave Inlayed: see below;

Dyseki Missile Blaster; see below

Biotech fastflesh med Pac; see below

TerexComm Gauntlet-Computer; see below

Elite Guard Armor

Draymak Heavy Millennium Armor
Dark Side Imbued:granting the wearer a +1D bonus on rolls made to resist light side Force powers, or any Force power augmented by a light side Force Point. Increases the difficulty of Life Detection and Life Sense used against the wearer by +1D.

Type: Heavy Combat Armor
Powered: Fusion power supply. Controlled by built-in Computer.
Protection: +3D/+5D/+2D to Strength and all skills
Protects the Following: All. This armor has excellent expansion capabilities. A repair kit is included in the price.
Repulsor Pack: 125; 350 kmh. Charge lasts up to 2.5 hours. Will auto-recharge within 30 minutes due to fusion power supply.
Weight: 14 kg
Availability: A-B, X
Cost: 8,350,000
Breath Mask: Filters must be replaced after 30 hours of continuous use.
Long-Range Communication System: 60 km range. 8 scrambled channels. Scans all frequencies.
Flash Protection: Reduces the effects of bright flashes by one half (-2D instead of -4D).
Radiation/EMP Shielding: 12 Rounds
Electrical Shielding
Fire Shielding
Plasma Shielding
Water Sealed works down to 400 meters
Macrobinoculars: Adds +3D to Search for objects 100-500 meters away. Scomp-linked to three weapons to reduce ranges by one level. Example: long range becomes medium, medium becomes short
Stealth System: Adds +1D to Sneak and adds +10 to sensor rolls when using the Armor Variable Color System (AVCS). This system cannot be used when in Full Battle Mode or Combat Mode of the on board computer system.
Sensors: IR, Low-Light, Motion, Thermal, Ultrasound, UV, X-Ray
Thermal, Ultrasound, X-Ray
Passive: 70 m/+2
Scan: 140 m/+1D
Search: 280 m/+2D
Focus: 5 m/+3D
IR, UV
Passive: 150 m/+1D
Scan: 300 m/+2D
Search: 400 m/+3D
Low-Light, Motion
Passive: 250 m/+1D
Scan: 500 m/+2D
Search: 650 m/+3D
Sealed Enviro System:
Neuro Sensors in helmet monitor body activity
3.5 hrs LOX/Air Filtration system
75 minutes of survival time in space
Comm. system with translator (+2D to Languages [does not include all languages]) and an external speaker
16 Slot Computer System: Three I/O ports
Capabilities: (PWR: 5D, MEM: 22D)
Programs:
Auto Fire: 3 slots; Must be used with powered armor. Must be used with all sensors and the Sensor, Bounty and Hostilities programs. Program will automatically make the users armor draw a predesignated weapon from its holster (after a hostile target has been detected) and fire a preprogrammed number of times. The person in the armor need not have seen the target for this to work. Program uses all onboard sensors +3D to locate and shoot at targets (viable targets are those on bounty lists or have visible hostile intentions toward the user like pointing a weapon at the user). If targets Perception roll does not beat the programs Sensor +3D roll then the user gets an auto attack free and can respond normally (attack acts as a free action). If the targets roll beats the programs roll then the user can't Dodge or otherwise counter any return fire or actions against the target until the following round. Recommended for targets wanted dead only.
Matrix: 3 slots; Allows user to see electron flow in cables and behind walls. Makes a blue print after studying for two rounds. After three continuous rounds of combat, program will add +1D to hit (anticipated tactics). After five continuous rounds of combat, program will add +2D to hit (anticipated tactics).
Access Plus: 2 slots; Adds +2D to Computer Program/Repair rolls. The +2D may be added to computer spikes rated at 6D or less.
Melee Magic: 2 slots; Adds +1D to Melee Combat after two rounds. Must be used with movement sensors and the Sensor Program. Requires Dexterity Boosters (not included in price) to be installed in the armor. Already installed in this suit of armor.
Brawler: 1 slot; Allows +1 to +2D to be added to Brawling Combat. Requires Strength and Dexterity Boosters (not included in price) to be installed in the armor. This armor already has both installed.
Bi-Multiple Targeting: 4 slots; five weapon systems with up to 14 targets per system. Adds +2D+2 to hit and requires a sensor on each weapon used. No scope allowed.
Sensor Plus: 2 slots; Adds +2D to Search. If person has all sensors then it adds +3D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves.
Road Map: 1 slot; Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active).
Bounty Plus: 2 slots; Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them. 125,000 bounty capacity and adds +1D to the specialized skill of Tactics: Personal Combat due to the extensive bounty files available. The +1D bonus cannot be added until the program is loaded with bounties and is in active memory.
Accessing: 2 slots; Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less.
Super Hostilities: 3 slots; Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor. Adds +1D to the targeting sensor of the current weapon in hand to help in hitting selected targets. Also adds an orange flashing which indicates the most deadly weapons present.
Medic: 1 slot; Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill.
Multiple Programs: 1 slot; Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself).
4 Preset Programs:
FULL BATTLE MODE: All programs are on line; Repulsor Pack is in standby; System Seals/LOX are on-line; Wrist Laser, Dual Retractable Vibroblades and Vibro-Shiv are on-line (Turbo projected grappling hook cannot be used); targets are pre selected by priority (Matrix, Bounty and Hostilities determine all targets); Communication system is in scan mode.
COMBAT MODE: Bi-Multiple Targeting, Matrix, Sensor Plus, Road Map, Auto Fire and Super Hostilities are on-line; all other programs are on standby; Wrist Laser, Dual Retractable Vibroblades, Vibro-Shiv and the Turbo Projected Grappling Hook are on-line; System Seals/LOX and Repulsor Pack are on standby; Communication system is in scan mode.
RECON MODE: Matrix, Sensor Plus, Bounty Plus, Road Map, Super Hostilities and Multiple Programs are on-line; all other programs are on standby; Turbo Projected Grappling Hook and Dual Retractable Vibroblades are on-line; System Seals/LOX on standby; Repulsor Pack on-line; Communication system is in passive mode.
ESPIONAGE MODE: Bi-Multiple Targeting, Matrix, Road Map, Bounty Plus, Super Hostilities, Sensor Plus, Multiple Programs, Auto Fire and Accessing are on-line; all other programs in standby; Turbo Projected Grappling Hook and Dual Retractable Vibroblades are on-line; System Seals/LOX on standby; Repulsor Pack on standby; Communication system is `in passive mode.
Security System: Auto destruct of data and programs. Active virus for I/O ports.
Self Destruct: Must be activated. Goes off in 1D6 rounds. 12D damage as Thermal Detonator
Weapon/Non-Weapon Systems:
-Dual Retractable Vibroblades: STR+3D
-Wrist Laser: 45 shot power pack. Uses Armor Weapons skill. Damage: 5D. Ranges: 3-5/25/50
-Turbo Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Range; 0-3/10/20), magnetic grappling "hook."
Description: This suit of armor is designed to integrate with various types of cybernetics that will allow them to function at full capacity (ask the Game Master for complete details on specific types of cybernetics).

Standard Gear

Order of the Paw M-321 "Overkill" Mk. IV
Type: Tactical Beam Generator
Ammo: 15

Range: 3-75/250/500
Blast Radius: 0-1/2/4
Damage: 6D+2
Cost: 28,000

Draymak RaQaX 2e Electro-Blaster
Type: Heavy Blaster Pistol/EMP Gun
Skill: Blaster: RaQaX 2e
Weight: 5.5kg
Cost: 15,000
Availability: 3, X
Body: 3D
Ammo:75 (blaster), 10 (EMP gun)
Range: 3-30/60/100 (blaster), 2-10/20/40 (EMP gun)
Damage: 5D+2 (blaster), Special (EMP gun)

Draymak Dual Vibroblade Swords
Type: Melee Weapon
Weight: 3 kg
Cost: 2500
Availability: 2,R
Damage: Str+3D
Description: These weapons are designed and crafted to be perfectly balanced so that two can be used by those skilled in dual weapon use.

Dyseki Missile Blaster
Type: Disposable Missile Launcher
Scale: Speeder
Skill: Missile Weapons
Ammo: 2
Weight: 5kg
Cost: 8000
Availability: 3, R
Fire Control: 1D (laser guided)
Range: 100-300/1.2/2.5km
Damage: 5D
Description: Awesome damage with a fair range, this missile launcher from Dyseki is impressive. Just aim, shoot one or both missiles, and toss. A bit on the expensive side, this weapon has great stopping power and comes with a laser guided sight; Designed for fire-and-fade missions.

Biotech Fastflesh Medpac
Model: Fastflesh Medpac
Type: Advanced Medpac
Cost: 500 each
Weight: 1.5 kg
Description: Reduces difficulties for First Aid to minimums for difficulty level (Wounded difficulty is 5, Incapacitated 10, Mortally Wounded 15); Can not be used on a character more than once per day, but normal medpacs can be used in combination with this type.

TerexComm Gauntlet-Computer

Type: Portable computer workstation

Scale: Character

Skill: Depends on model, see Game Notes

Weight: 1-3 kg

Cost: 75-250 credits, depending on model

Description:This version is modified to encompass all model variants.

Standard Gauntlet: Is a standard datapad with holographic projection capability, minimal computer interface, and communications link-up. Combines best elements of a comlink, holonet capable computer, and digital holocam.

Science-Gauntlet: The favored gauntlet of scouts and explorers, this item is specifically designed to scan local environments for hostile radiations, odd combinations in the atmosphere, unusual geographic circumstances, and the like.

Medical-Gauntlet: An Easy sensors roll will provide basic readouts relating to the patient's overall physical status. A Moderate sensors roll is required to scan for specific injuries or ailments. Following this scan, the Med-Gauntlet will provide a recommendation for treatment that grants a +1D to any First Aid rolls. GM may adjust sensor difficulties depending on injury, ailment or other unusual condition.

Slicer-Gauntlet: Allows Slicer remote access to most standard computer systems. Generally grants a +1D to computer programming/repair rolls, although this can be modified by the actual system or hardware. This gauntlet is always illegal.

Shipboard-Gauntlet: A new type of Gauntlet-Comp, this item is beginning to appear on tramp freighters and naval ships alike. If the Ship-Gauntlet has remote access to the data core of a starship, it can be used to diagnose system malfunctions and damage. An Easy sensors roll will provide basic readouts relating to damage. A Moderate sensors roll is required to isolate specific malfunctions and/or damage. The Gauntlet will further provide a recommendation as to the repair that grants a +1D to Repair skills. Of course, if the ship has been radically upgraded or altered, the Gauntlet may actually provide a penalty to Repair rolls depending upon the GMs discretion. And of course, there are some Gauntlets that have been modified to remote-pilot ships...