First off, hello ladies and gents! It has been ages for me since I last visited this site and it is a shame really! My job and personal matters have kept me away from roleplays get way too long...atleast the lyrical form of roleplaying!
Here I am, back from the dead, and searching for casual roleplayers for a good and well written rp!
The "New Sith Wars" left the Republic in shambles. They reorganised which was the chance for many planets to shift the tides of power. Whole sektor started wars among another to decide who will play a leading role in the new senate and the Republic had way too few resources to suppress such a behavior. Thanks to planet wide destruction and systems who sided with the Sith during the war, the Republic had to redo their borders, as well as find new planets with resources. In such a time, full of turmoil and chaos, the industrial sectors had problems with a rising number of industrial espionage and pirating.
The Republic needs help and so they decided to give important tasks to some who showed their value during the Sith wars. The Bounty Hunters Guild! Sadly the guild also had took some blows. During the war, a great number of members decided to split from the guild and formed their own 'houses'. Most of them now ignoring the Credo of the old bounty hunter guild. A short and bloody war started, the guild wars! The guild and some of the loyal houses won but their number decreased drastically.
The guild is now looking for members to handle the great income of missions from the new found Republic!
(This roleplay is setting after the 'The old Republic'. Jedes and Sith exist but the fight left them worn out and they are few in numbers! The public isn't really into Jedi and Sith, thinking they are behind the war but some Jedi lead the Republic forces to new highs so they are just mumbling rumours. The guild itself...well some love em, some hate em! The greater part of civilians will treat them with respect to some length)
The Bounty Hunters' Guild is an ancient institution that regulated the bounty-hunting trade. It is led by a guildmaster who held members to the Bounty Hunters' Creed, the unwritten rules of the bounty hunters. Its rules were the laws that kept bounty hunters together, but the guild was full of loose cannons, who would often break the rules for their own benefit. The guild was more a coalition of the professionals than a proper organization, and rivalries between its houses were a common occurrence. The bounty hunters who joined the guild had the benefit of notifications of bounty postings before they were broadcast through official channels, which gave guild members a head start. The Bounty Hunters' Guild was composed of many smaller guilds that operated nearly independently. Those guilds were loosely held together by the overarching Bounty Hunters' Guild, each with its own organization, regulation, specialties and agendas.
"Republics may fall, empires may rise. But the Bounty Hunter Guild stands strong."―From the Bounty Hunters' Guild Handbook
Disobedience to the Credo resulted in many smaller bounty hunter branches and families and ultimately led to a small war between the guild! The guild had to reform. Using the guide as his pillar they rose again and even accepted other jobs like guarding people, exploring new territory or official animal trading!
Some loose canons are still inside the guild but those are worth the risk, their reputation of getting the job done is worth their hang to brutality!
The creed says!
Bounties are separated by-
Regional bounties: Only regarding a Continent! 50-500 credits
Local bounties: Bounties which are only valid on one planet! 500-2000 credits
System bounties: Bounties valid in a whole sun system!2000-5000
Sector bounties: Bounties which regards a whole sektor, like the Hut system or a industrial system like koro! 5000-20.000 credits
Galactic bounties: Bounties which are valid in the whole galaxy! Believe me, such a slow poke like you will never achieve this kind of bounty! 20.000-???? credits
"Republics may fall, empires may rise. But the Bounty Hunter Guild stands strong."―From the Bounty Hunters' Guild Handbook
Disobedience to the Credo resulted in many smaller bounty hunter branches and families and ultimately led to a small war between the guild! The guild had to reform. Using the guide as his pillar they rose again and even accepted other jobs like guarding people, exploring new territory or official animal trading!
Some loose canons are still inside the guild but those are worth the risk, their reputation of getting the job done is worth their hang to brutality!
The creed says!
This rule emphasized that, no matter how great a reward, a hunter should never take any undue risks to his or her life in order to make a capture. They should also consider how much of a risk whichever bounty was going to be and to plan accordingly. (Of course, how much effort a hunter had put into pursuing a quarry, how great the reward, and if was worth the risk were all open to interpretation in the middle of a hunt.) A reward, even if enormous, could not be spent if a hunter was dead.
This single, cardinal rule, more than any other, defined the way in which bounty hunters approached their chosen profession. It reflected the idea that sapient beings, to some degree, must be accorded respect. If, however, an individual had a bounty placed on them, he or she ceased to be an individual with rights. No longer a member of the galactic community, the "acquisition" became fair game. Tears should never be shed over the fate of someone that was, after all, only an "acquisition."
In keeping with the loosely defined hunter code of ethics, killing was sometimes necessary. That was business, pure and simple. However, unnecessary killing was still murder. The hunter, unless otherwise directed by those leveling the bounty, must attempt to deliver the acquisition alive. Often, those leveling the bounty had a vested interest in a live target — and the target might have been better off getting killed by the hunter.
Simply put, whatever their origin, bounty hunters saw themselves as a special breed. They took their lives (and those of others) into their hands each time they hunted. One may agree with another hunter's motives or insult them for the manner in which they carried out their hunts, but no bounty hunter would ever take up arms against a fellow hunter. This law applied only to hunters who followed the creed, not to those who had a bounty posted on their head becoming merely acquisitions. In such cases, the ex-hunter was no longer seen as a member of the common fellowship and old scores could now be settled with impunity
While it was not unheard of for hunters to work as a team, the hunt for a given acquisition was most often seen as a form of personal duel between two sapient creatures. In such a deal, the hunter matched skill and courage against all the resources one's opponent could bring to bear. If the hunter won, it was a personal triumph denoting superior skill and intellect, and not simply a question of luck. To interfere with another's hunt, unless first invited, was to leave the question of "who is better" open and, perhaps forever, unresolved. Of course, competition between hunters was often fierce and there was often a very thin line between "competition" and "interference". This being true, while a hunter was constrained against taking direct action against another hunter, there was nothing to constrain a hunter from hiring others to do the dirty work. Of course, if such an action, successful or not, could be traced back to the original perpetrator, serious consequences inevitably followed.
In cases where the acquisition had been taken alive, that "choice" could not be altered. To kill an acquisition in the course of the hunt was one thing, but to purposely kill an unarmed, helpless being already subdued and unable to resist was seen as simple slaughter and wanton butchery. An acquisition "killed while attempting to escape" however, would be an entirely different matter altogether.
While no hunter had the right to interfere with another's hunt, there came times when even the best of master hunters required assistance. In extreme cases, any hunter could have asked for and expected aid and assistance from another hunter, even if it meant that the latter must temporarily suspend his or her own hunt in the meantime to render such aid. Whatever personal grievances or animosities that would be involved between the two parties, it is known and understood that hunters took care of their own. Of course, such assistance was not without its price tag, and the arbitration of payment after the fact could often put a substantial dent in any expected profit.
Bounties are separated by-
Regional bounties: Only regarding a Continent! 50-500 credits
Local bounties: Bounties which are only valid on one planet! 500-2000 credits
System bounties: Bounties valid in a whole sun system!2000-5000
Sector bounties: Bounties which regards a whole sektor, like the Hut system or a industrial system like koro! 5000-20.000 credits
Galactic bounties: Bounties which are valid in the whole galaxy! Believe me, such a slow poke like you will never achieve this kind of bounty! 20.000-???? credits
Blaster pistols have respectable firepower in an easily carried design. Although a pistol would tend to have less firepower than its rifle or carbine cousins, they had enough power to kill a humanoid and punch through body armor, though they did not have the energy to pierce the hull of a starship. There were thousands of different designs from hundreds of manufacturers, such as the popular BlasTech DL-18 Blaster Pistol. Larger, more powerful varieties were known as heavy blaster pistols. Ownership and use is regulated in many systems, generally in the form of restrictions and regulations. Coruscant is one such example, as is the mining world of Peragus II, where only lower strength mining lasers were allowed.
A blaster costs around 500 credits (unmodified ), it has a capacity of 100 shots per mag(normal power, regular blaster) and it's power can be regulated, even stunning is possible. It has a optimal range of 30m. A magazine costs around 30 credits.
Examples:
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."―Han Solo, to Luke Skywalker on the supposed advantages of a blaster over a lightsaber.!
A blaster costs around 500 credits (unmodified ), it has a capacity of 100 shots per mag(normal power, regular blaster) and it's power can be regulated, even stunning is possible. It has a optimal range of 30m. A magazine costs around 30 credits.
Examples:
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."―Han Solo, to Luke Skywalker on the supposed advantages of a blaster over a lightsaber.!
Hold-out blasters (also holdout blaster or hold-out blaster pistol) were small, palm-sized blasters that could be easily concealed.There were two categories of hold-out blasters: civilian and military.
Civilian hold-out blasters were in essence miniature blasters meant for self-defense. Many worlds had strict legislation about the possession and use of arms, and civilan hold-outs were designed to be tolerated by such restrictive regulation. Hence, they fired relatively underpowered bolts, had a poor effective range, and could fire only five or six shots before being depleted. This was seen as sufficient for scaring would-be attackers off, without delivering too much firepower in the hands of a random individual. However, due to their ease of concealment, hold-out blasters were associated with more nefarious characters, and they were still outlawed on some worlds.
Military hold-out blasters, on the other hand, were designed to be weapons in their own right. They were still smaller than the heavy-dutysidearms, but the high-quality military hardware used in their fabrication meant they lacked neither range nor killing power. They are often used by scouts on speeder bikes since other weapons would be too bulky.
Modified civilian or military Hold-out Blasters can be upgraded so that they cannot be detected by common or even better weapon scanners
They carry around 5-10 shots and cost 200-300 credits. The military hold-out blasters are illegal without the right permission, the permission therefor cost up to 1000 credits, so it's your risk to take!
The optimal range differs between 3-10m but do not think that you will penetrate an armour beyond that range.....Or even penetrate it at all!
Civilian hold-out blasters were in essence miniature blasters meant for self-defense. Many worlds had strict legislation about the possession and use of arms, and civilan hold-outs were designed to be tolerated by such restrictive regulation. Hence, they fired relatively underpowered bolts, had a poor effective range, and could fire only five or six shots before being depleted. This was seen as sufficient for scaring would-be attackers off, without delivering too much firepower in the hands of a random individual. However, due to their ease of concealment, hold-out blasters were associated with more nefarious characters, and they were still outlawed on some worlds.
Military hold-out blasters, on the other hand, were designed to be weapons in their own right. They were still smaller than the heavy-dutysidearms, but the high-quality military hardware used in their fabrication meant they lacked neither range nor killing power. They are often used by scouts on speeder bikes since other weapons would be too bulky.
Modified civilian or military Hold-out Blasters can be upgraded so that they cannot be detected by common or even better weapon scanners
They carry around 5-10 shots and cost 200-300 credits. The military hold-out blasters are illegal without the right permission, the permission therefor cost up to 1000 credits, so it's your risk to take!
The optimal range differs between 3-10m but do not think that you will penetrate an armour beyond that range.....Or even penetrate it at all!
A stingbeam was a compact, easily concealed energy pistol favored by individuals who needed to be discreetly armed, or for individuals who disdained the use of larger weapons.
A typical stingbeam has approximately the size of a Humanhand. Unlike a conventional blaster pistol, it does not have a muzzle orifice; the end of its barrel is an antenna-like stub. A stingbeam is a powerful weapon, extremely lethal at close quarters, but it has a very short effective range. Contains up to 5 shots which are only effective up to 3metres. The shots acts as stun blasts, unless the wielder choose to use all the charges for one extra-strong blast. The stingbeam makes a piercing, whistling noise when fired, and each shot left the weapon hot to the touch.
The cost of a stingbeam differs around 400-600 credits.
A typical stingbeam has approximately the size of a Humanhand. Unlike a conventional blaster pistol, it does not have a muzzle orifice; the end of its barrel is an antenna-like stub. A stingbeam is a powerful weapon, extremely lethal at close quarters, but it has a very short effective range. Contains up to 5 shots which are only effective up to 3metres. The shots acts as stun blasts, unless the wielder choose to use all the charges for one extra-strong blast. The stingbeam makes a piercing, whistling noise when fired, and each shot left the weapon hot to the touch.
The cost of a stingbeam differs around 400-600 credits.
Heavy blaster pistols are basically cut-down blaster rifles, utilizing a more highly powered gas chamber, firing larger, more damaging bolts with a wider beam. Though bulkier and heavier than a standard blaster pistol, the heavy blaster's advantage is firepower. It has the destructive power of a blaster rifle without the longer range that a rifletypically provided. The power pack was generally the same size as a standard pistol and was consumed at a considerably higher rate than a typical blaster pistol. Due to the weapon's formidable power it is heavily restricted in most systems if not entirely illegal.
They usually pack a 50 shot magazine, thanks to the larger energy consumption. A heavy blaster pistol has has a optimal range of 50m and can be set to stun enemies at close range.
The cost of a heavy blaster is around 750 credits but they are usually worth their price since they need less manual work and are generally sturdy and so repairing them isn't needy.
They usually pack a 50 shot magazine, thanks to the larger energy consumption. A heavy blaster pistol has has a optimal range of 50m and can be set to stun enemies at close range.
The cost of a heavy blaster is around 750 credits but they are usually worth their price since they need less manual work and are generally sturdy and so repairing them isn't needy.
A blaster rifle is a designation given to certain types of offensive rifle-shaped blaster weaponry, typically with a longer barrel than other types of blasters. Blaster rifles are heavy duty blaster variants, much more powerful than a pistol, although heavy weapons are much more powerful than rifles. Most rifles come equipped with a stun setting, used to temporarily disable an opponent. Blaster rifles have a retractable stock and weighed about 4.5 kg for most models. The ideal range for the weapon are roughly 30-60+ meters. The typical blaster rifle have a value of 1,000 credits in the legal market; however, since the weapon was illegal for civilian use in a majority of systems, black market sales were promine. Blaster rifles without a retractable stock have black market prices of 900 credits.
A blaster rifle has around 50 shots in a mag and can be switched between auto and semi firing.
A blaster rifle has around 50 shots in a mag and can be switched between auto and semi firing.
A blaster carbine has a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Carbines offer distinct advantages from other weapons. First and foremost, they are generally shorter and lighter than their heavier cousins, and allow for more capabilities especially in confined environments; they also have a faster rate of fire than a typical blaster rifle. In addition, carbines are often cheaper to produce than ordinary rifles. In exchange for these advantages however, they have a shorter range, less accuracy and less stopping power. Blaster carbines have a short-range stun setting as well as an autofire setting, which allowed the weapon to fire multiple shots at a greater area instead of the more accurate single-shot mode. The blaster carbine cost 850 credits without a retractable stock and 900 credits with that accessory. Its ownership and use was regulated by local authorities and bounty hunters.
Some blaster carbines, such as the E5 carbine used by B1 battle droids, had a retractable stock. When the stock was folded, it allowed the user to treat the weapon as a one-handed pistol. When the stock was extended, the user could treat the weapon more like a rifle with greater range. However, the extended stock required that the weapon be used with two hands to be used properly. Usually the Blaster Carabine has 50 shot mag and works best on a distance of 40m.
Some blaster carbines, such as the E5 carbine used by B1 battle droids, had a retractable stock. When the stock was folded, it allowed the user to treat the weapon as a one-handed pistol. When the stock was extended, the user could treat the weapon more like a rifle with greater range. However, the extended stock required that the weapon be used with two hands to be used properly. Usually the Blaster Carabine has 50 shot mag and works best on a distance of 40m.
Repeating blasters, or repeat blasters or repeaters, are blaster or projectile weapons that could fire many rounds in short time intervals.
Several variants exist, but these weapons could generally be divided into two major categories: personal repeating blasters, and mounted repeating blasters, it is normally mounted on a tripod and is portable. They are also mounted on ships such as the T-16 skyhopper, but this was not common. Many variants exist and some are mounted on speeder bikes or landspeeder. The cheapest version costs around 1500credits.
"The only thing better than a big blaster, apparently, is one that shoots faster."―Anonymous remark on the Mandalorian heavy repeater
Several variants exist, but these weapons could generally be divided into two major categories: personal repeating blasters, and mounted repeating blasters, it is normally mounted on a tripod and is portable. They are also mounted on ships such as the T-16 skyhopper, but this was not common. Many variants exist and some are mounted on speeder bikes or landspeeder. The cheapest version costs around 1500credits.
"The only thing better than a big blaster, apparently, is one that shoots faster."―Anonymous remark on the Mandalorian heavy repeater
A blaster cannon, also known as a flash cannon, is a limited-range heavy artillery variant of the handheld blaster. Blaster cannons are commonly fitted aboard atmospheric vehicles;however, a portable shoulder-fired version is also used to inflict devastation on vehicles, troops, and structures.
Blaster cannons derived their energy from power packs of ionized cryogenic cells. Unlike laser cannons, blaster cannons can be set at various levels of damage, ranging from stun to full power. There existed several designations of blaster cannon strength, including light blaster cannons, medium blaster cannons and heavy blaster cannons, personal blaster canons and mounted ones. Blaster cannons are commonly less powerful than laser cannons, though are quite effective during atmospheric combat, especially against ground troops and vehicles.
They cost around 3000 credits but are military use only, so the black market prices are way higher and if you get caught....Well prepare to pay even more, most agents won't even accept the bribery if they see you with such a thing!
They can carry around 6-10 shots can can reach up to 3600m!
Blaster cannons derived their energy from power packs of ionized cryogenic cells. Unlike laser cannons, blaster cannons can be set at various levels of damage, ranging from stun to full power. There existed several designations of blaster cannon strength, including light blaster cannons, medium blaster cannons and heavy blaster cannons, personal blaster canons and mounted ones. Blaster cannons are commonly less powerful than laser cannons, though are quite effective during atmospheric combat, especially against ground troops and vehicles.
They cost around 3000 credits but are military use only, so the black market prices are way higher and if you get caught....Well prepare to pay even more, most agents won't even accept the bribery if they see you with such a thing!
They can carry around 6-10 shots can can reach up to 3600m!
Slugthrowers are weapons that use an explosive chemical to launch a solid projectile (a "slug") at a high velocity. Blasters are fashioned in style and function after these more primitive weapons. Slugthrowers are found in various forms, from smaller slugthrower pistols to larger slugthrower rifles. A typical slugthrower pistol has an effective range of around 60 meters, while on a slugthrower rifle this was extended to 300 meters. Sniper rifles has been known to pick off enemies from over a mile in the hands of skilled snipers and marksmen. Their firing rates vary immensely; some are single shot weapons without external detachable magazines, while others fire thousands of slugs a minute. Slugthrowers are also known to have different types of action, ranging from pump, lever, revolver, bolt, and many others. The type of firing mechanism used to fire the slug played a direct role in the weapon's rate of fire, and many times dictated how primitive or advanced the weapon is. Slugs also varied; some are made of metal, some ceramic or even hardened plastics. Ammunition for slugthrowers are often rarer than blaster gas, however, and thus more expensive. Varying calibers sometimes compounded this problem.
Slugthrowers are considered by many to be a primitive, inferior technology when compared to blasters, and are often used by those without access to better weapons, such as primitive cultures. Whatever they lack in functionality, they regain in stealth. A slugthrower can be silenced, while a blaster usually can not. Also, blaster rounds are almost always visible. Although this can be seen as an advantage, non-tracer rounds used by slugthrowers added an extra element of confusion and surprise, not allowing the target to see where the shots are coming from. Furthermore, slugthrowers are generally cheaper and more easily repaired than blasters. In addition, the projectile itself could have unique properties. Explosive, incendiary and mercy slugs each have different effects. Explosive ammo deals additional kinetic damage to a target. Incendiary ammunition can cause burns that are as dangerous as the projectile, or set items on fire. Mercy bullets made of rubber or semi-rigid plastic give a way to set a slugthrower on 'stun'. Of course, this means carrying extra ammo or magazines—and special rounds are costlier and rarer than conventional slugs. Bounty hunters that carried slugthrowers tend to make extensive use of special ammo in their work. Some mixed rounds in the same magazine, starting with mercy slugs and working their way up to more lethal types in case the less deadly projectiles failed to stop their opponents. As blaster usage increased, the popularity of personal armor declined—while extremely effective against most slugs, even modern armor could not stop a direct blaster hit, and as a result the wearing of bulky or cumbersome protective gear seemed to offer little benefit, while still obstructing movement. Thus, the blaster arguably increased the usefulness of the slugthrower. Their prices wiedly from laughable 20 credits up to 1500 credits.
Slugthrowers are considered by many to be a primitive, inferior technology when compared to blasters, and are often used by those without access to better weapons, such as primitive cultures. Whatever they lack in functionality, they regain in stealth. A slugthrower can be silenced, while a blaster usually can not. Also, blaster rounds are almost always visible. Although this can be seen as an advantage, non-tracer rounds used by slugthrowers added an extra element of confusion and surprise, not allowing the target to see where the shots are coming from. Furthermore, slugthrowers are generally cheaper and more easily repaired than blasters. In addition, the projectile itself could have unique properties. Explosive, incendiary and mercy slugs each have different effects. Explosive ammo deals additional kinetic damage to a target. Incendiary ammunition can cause burns that are as dangerous as the projectile, or set items on fire. Mercy bullets made of rubber or semi-rigid plastic give a way to set a slugthrower on 'stun'. Of course, this means carrying extra ammo or magazines—and special rounds are costlier and rarer than conventional slugs. Bounty hunters that carried slugthrowers tend to make extensive use of special ammo in their work. Some mixed rounds in the same magazine, starting with mercy slugs and working their way up to more lethal types in case the less deadly projectiles failed to stop their opponents. As blaster usage increased, the popularity of personal armor declined—while extremely effective against most slugs, even modern armor could not stop a direct blaster hit, and as a result the wearing of bulky or cumbersome protective gear seemed to offer little benefit, while still obstructing movement. Thus, the blaster arguably increased the usefulness of the slugthrower. Their prices wiedly from laughable 20 credits up to 1500 credits.
The blastsword is a long metal sword that is about as long as a Human man's arm and features a blade about a meter long.The weapon is extremely well-balanced, allowing a proficient user to wield it in one hand with ease.The hilt features a pommel and is covered by a curved metal guard to protect the hand of the user, while the blade's edge begins a few centimeters above the guard. Unlike other sword designs, which features a sharp tip, the blastsword has a flared nozzle at its tip. The tip isconnected to a blaster mechanism powered by a cell located in the hilt that, when activated by means of a switch at the pommel, would discharge an energy blast upon contact with a solid object. When the blaster is activated, the blastsword's tip makes a humming noise and glowed with energy, leaving behind colorful lines as it is moved.Because of its exotic design and function, a user required training to wield the weapon proficiently. They generally cost between 600 and 1500 credits
A vibroblade resembled a short sword with a high-tech look and feel and consisted of the same basic design as other vibroweapons: the weapon's hilt or handle usually contained a compact ultrasonic vibration generator, causing the blade to vibrate at an incredible speed, making even the slightest glancing blow become a gaping wound. Vibroblades were dangerous to use against electrical weapons, as they conducted electricity. Electrocution, however, would be the wielder's last concern. Traveling up the length of the blade, the electricity would connect with a vibroblade's energy cell and ultrasonic vibration generator. The result would be a miniature explosion with enough force to take off a hand.
A vibroblade could be fitted with cortosis-weave, allowing it to parry the blows of lightsabers and energy swords. A highly adaptable variant of the vibroblade, the prototype vibroblade, could be fitted with a number of weapon enhancements. A simple dagger starts by 150 credits.
A vibroblade could be fitted with cortosis-weave, allowing it to parry the blows of lightsabers and energy swords. A highly adaptable variant of the vibroblade, the prototype vibroblade, could be fitted with a number of weapon enhancements. A simple dagger starts by 150 credits.
Designed as much for elegance in combat as for ceremony, the lightsaber, also referred to as the "laser sword" by those who are unfamiliar with it, is a distinctive weapon, the very image of which is inextricably bound with the mythos of the Jedi Order and their polar opposites, the Sith. The lightsaber also became synonymous with the Jedi Order's values to uphold peace and justice throughout the galaxy. This perception endured, despite the many conflicts with lightsaber-wielding Sith and Dark Jedi.
The weapon consists of a blade of pure plasma emitted from the hilt and suspends in a force containment field. The field contains the immense heat of the plasma, protecting the wielder, and allows the blade to keep it´s shape. The hilt is almost always self-fabricated by the wielder to match his or her specific needs, preferences and style. The hilt is also built similarly to his or her master's lightsaber as a mark of respect. Due to the weightlessness of plasma and the strong gyroscopic effect generated by it, lightsabers require a great deal of strength and dexterity to wield, and it is extremely difficult and dangerous for the untrained to attempt using. However, in the hands of an expert of the Force, the lightsaber is a weapon to be greatly respected and feared. To wield a lightsaber was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force. If you want to buy a lightsaber be prepared to spent the wealth of a tiny planet.
The weapon consists of a blade of pure plasma emitted from the hilt and suspends in a force containment field. The field contains the immense heat of the plasma, protecting the wielder, and allows the blade to keep it´s shape. The hilt is almost always self-fabricated by the wielder to match his or her specific needs, preferences and style. The hilt is also built similarly to his or her master's lightsaber as a mark of respect. Due to the weightlessness of plasma and the strong gyroscopic effect generated by it, lightsabers require a great deal of strength and dexterity to wield, and it is extremely difficult and dangerous for the untrained to attempt using. However, in the hands of an expert of the Force, the lightsaber is a weapon to be greatly respected and feared. To wield a lightsaber was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force. If you want to buy a lightsaber be prepared to spent the wealth of a tiny planet.
Force pike, also referred to as an energy pike, stun pike, or stun pole, is the name of several similar weapons that evolved independently between races and civilizations throughout the galaxy.The tip of the pole is a vibro-edged head with a stun module that could knock a full-grown Wookiee unconscious using a concentrated nerve impulse similar to that featured in the stun setting of a blaster rifle. At lowest setting, the spear will deliver excruciating electrical shocks, higher settings can result in paralysis and death, and at maximum setting, it can slice through everything from flesh and bone to thin durasteel plating. The weapon can be used for self defense, but also as a torture device. Aviable to Peacekeepers there are also some which are setted for military use only but the general price sets around 500 credits.
Grenade is a catch-all term for any self-contained explosive device, usually thrown by hand, but sometimes launched from a grenade launcher, which is useful in infantry combat.
These items typically cost 600 credits, but are sometimes available for as low as 250. As with other explosives, they are often restricted.
Grenades come in different shaped and froms which can also be
Adhesive grenade
Biotic grenade
Chemical Load grenade
Cold grenade
Concussion grenade
Corellian spark grenade
CryoBan grenade
Dye grenade
Electro magnetic pulse grenade (Also known as the ECD grenade)
Flash-bang grenade
Fire grenade
Fragmentation grenade
G-20 Glop grenade
Gas grenade
Grenade fungus
Ion grenade
Luma grenade
Mobile grenade mortar
Plasma eel
Plasma grenade
Poison grenade
Proton grenade
Proximity grenade
Radiation grenade
Reverse-polarity pulse grenade
Shock grenade
Smoke grenade
Sonic detonator
Stun grenade
Subsonic grenade
Thermal detonator
V-6 haywire grenade
These items typically cost 600 credits, but are sometimes available for as low as 250. As with other explosives, they are often restricted.
Grenades come in different shaped and froms which can also be
Adhesive grenade
Biotic grenade
Chemical Load grenade
Cold grenade
Concussion grenade
Corellian spark grenade
CryoBan grenade
Dye grenade
Electro magnetic pulse grenade (Also known as the ECD grenade)
Flash-bang grenade
Fire grenade
Fragmentation grenade
G-20 Glop grenade
Gas grenade
Grenade fungus
Ion grenade
Luma grenade
Mobile grenade mortar
Plasma eel
Plasma grenade
Poison grenade
Proton grenade
Proximity grenade
Radiation grenade
Reverse-polarity pulse grenade
Shock grenade
Smoke grenade
Sonic detonator
Stun grenade
Subsonic grenade
Thermal detonator
V-6 haywire grenade
The flame projector shoots a jet of ignited liquid that has a short range but deals large amounts of damage and can set targets on fire. They are useful in close-quarters combat and attacks against caves and bunkers. They are also effective in boarding operations. For all their power, flame projectors have a key weakness. Because they employ volatile chemicals under pressure, the weapon can sometimes explode if damaged.Merr-Sonn and Czerka are leading manufacturers of flame projectors (around 1000 credits) The sale of flamethrowers is primarily restricted to legitimate military organizations, police forces and bounty hunters with the right certification .
Cuffs are used to restrain a victim.
There are many kinds of cuffs like~
Stun cuffs:
Stun cuffs, also known as cuffs or simply binders, are devices made of durasteel used to restrict the movement of a captive's limbs. The thin but unbreakable cuffs are commonly used to bind a prisoner's hands, but can also be used to bind both feet, one arm and one leg, or to lock one limb to a stationary object to further immobilize a captive. Some cuffs will stun the prisoner if a button is pressed by the guard or, in some cases if the prisoner resists too much. Price between 10-50 credits
Energy cuffs:
Energy cuffs are an advanced form of wrist restraints, used to restrict the captive's movements. Unlike simple stun cuffs, they hold the captives' wrists together by an energy field.
Servo cuffs:
Usually clamp the hands in a dura-steel container some are built to be more torture devices than restraining items. The larget Servo-cuffs are containing of a restraining exsoskellet which keeps the victim at bay and moving, wether he wants it or not. Prices are around 100 credits.
There are many kinds of cuffs like~
Stun cuffs:
Stun cuffs, also known as cuffs or simply binders, are devices made of durasteel used to restrict the movement of a captive's limbs. The thin but unbreakable cuffs are commonly used to bind a prisoner's hands, but can also be used to bind both feet, one arm and one leg, or to lock one limb to a stationary object to further immobilize a captive. Some cuffs will stun the prisoner if a button is pressed by the guard or, in some cases if the prisoner resists too much. Price between 10-50 credits
Energy cuffs:
Energy cuffs are an advanced form of wrist restraints, used to restrict the captive's movements. Unlike simple stun cuffs, they hold the captives' wrists together by an energy field.
Servo cuffs:
Usually clamp the hands in a dura-steel container some are built to be more torture devices than restraining items. The larget Servo-cuffs are containing of a restraining exsoskellet which keeps the victim at bay and moving, wether he wants it or not. Prices are around 100 credits.
Maybe it be a stun-wire, a electro-wire, an organic thread or a synthetic string. Wires can be used to restrain victims as also to lay traps or to reach out of reach places. For a creative bounty hunter there are unlimited uses.
A grappling hook can even be attched to a wire-launcher and even harpoon-launcher are known.
A grappling hook can even be attched to a wire-launcher and even harpoon-launcher are known.
A Energy Bolas consist of three duran-metal wires with a chargeable sphere on each of their ends. When fired the wires will snatch and tangle the victim on impact. The spheres will then magnetically connect with each other and so leaving the victim locked up. The Bolas can be upgraded with electrical charges.
They generally cost around 100 credits.
They generally cost around 100 credits.
Most force cages are deceptively simple devices that resembles octagonal tubes when activated. The frame itself, are permanently mounted to a wall or bulkhead, stand approximately two meters in height, with the base slightly below floor level in most instances. The force fields that these types of detention cells emitted vary in color from bright blue toorange, and can carry a charge that ranged from a small shock to incapacitation, including the inflicting of minor electrical burns. These apparatuses can also be modified to project a sort of "torture field" that, when activated, sends waves of extremely painful electrical currents into and through those trapped inside; this effect too can be modulated. Such fields can be ramped up in intensity to lethal proportions, serving as an ad hoc execution device. Typical force cages include plenty of room for a detainee to either stand or sit; some force cages, such as the ones in the Telosian Jedi Academy that have been converted from water regulation pipes, are large enough for a grown Human to sleep in.
A launcher which shoots a net at the victim which then gets entangled and trapped inside it, there are many variations and modifications. Even a sniper rifle which entangles the victim in a stunning spraynet on impact. The nets can be modified as well, shock nets, gravity nets and even nets which are covered in chemicals and cause spasms to the victims
Speeder bikes, also known as hover bikes, are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasized speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike has a maximum altitude of 10 meters while the cheaper ones can obly hover about 3m and can thus maneuver deftly over very rough terrain. Some companies manufacture extras like sidecars for speeder bikes or even upgrade them with blasters....and also the black market garage on Nar Shadaa will do it for the right price.Thier speed vary between 60-180 km/h The cost differs widely depending on speed, maneuverability, sturdiness and hover height, but roughly they lay between 300-1500 credits but if you have freetime and enough know-how and carftiness you can easily purchase the scraps for less than 150 credits. Furthermore they can be easily transported with nearly everykind of spaceship which big enough to carry more than passenger.
A landspeeder, also known as an overlander, is a hovering ground-based vehicle capable of traveling across most terrain at relatively high speed.
Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also mount weapons which were usually mounted either at the front of the craft or above and behind the pilot and/or passengers.
Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market.
Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit configurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.The prices lay between 500-2500 credits but the guild is willingly to rent landspeer to their members. [an added note: But their repairment fee is hilariously high]
Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also mount weapons which were usually mounted either at the front of the craft or above and behind the pilot and/or passengers.
Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market.
Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit configurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.The prices lay between 500-2500 credits but the guild is willingly to rent landspeer to their members. [an added note: But their repairment fee is hilariously high]
Airspeeders are repulsorlift vehicles common throughout the galaxy. They are distinguished from landspeeders by a higher operating altitude and normally higher top speed. Sometimes they are also equipped with boosters that enabled them to achieve low planetary orbit for a short time. They are not designed for orbital flight, though they could attain such high altitude that they pushed the boundaries of atmosphere and space some even are upgraded to overcome such boundaries and can withstand the atmospheric pressure several minutes to gain acces to low obitating stations. They cost between 6.500-14.500 credits
A swoop, also known as a swoop bike, is a type of repulsorlift vehicle similar to a speeder bike; in fact, it is in essence simply an overpowered version and described as "an engine with a seat." Swoops are to speeder bikes what airspeeders are to landspeeders. Swoops are often used by gangs and criminals, and such organizations are bearing the mantle of swoop gang. After the Galactic Empire outlawed podracing, swoop racing became the favored alternative. Swoop racing is popular on many planets, including Coruscant, Manaan, Tatooine, Nar Shaddaa, Telos (on Citadel Station), and Taris to name a few. There were, in fact, grand tournaments held on the Taris tracks before the Sith bombardment. Some of the best known swoop racers of their time were lost in the planet's destruction. The cheapest reach slow 100 mh/h but higher quality swoops can reach over 600 km/h! The prices differ between 50-10.000 credits.
A starship, also known as a starcruiser, spaceship, spacecraft, or simply ship, is a vessel designed for interstellarr travel, specifically between star system. Starships are distinguished by the inclusion of a hyperdrive, a piece of equipment that makes light speed travel possible.
Yacht — A luxurious vessel typically owned by a politician, diplomat or rich person.
Starfighter — A small one- or two-man vessel typically used for dogfighting.
Bomber — A slower ship armed with bombs.
Scout vessel — A small, fast ship used to scout an area before a main force arrives.
Transport — A cargo or passenger carrier.
Shuttle — A small craft used to transport personnel, usually at least partially though space.
Gunship — Used for atmospheric or space combat.
System patrol craft — Used for in-system operations; usually lacked hyperdrives.
Freighter — A cargo or freight carrier.
Capital ship — The largest of starships, often used as a warship.
Space station — An artificial structure for use in orbit or deep space
Yacht — A luxurious vessel typically owned by a politician, diplomat or rich person.
Starfighter — A small one- or two-man vessel typically used for dogfighting.
Bomber — A slower ship armed with bombs.
Scout vessel — A small, fast ship used to scout an area before a main force arrives.
Transport — A cargo or passenger carrier.
Shuttle — A small craft used to transport personnel, usually at least partially though space.
Gunship — Used for atmospheric or space combat.
System patrol craft — Used for in-system operations; usually lacked hyperdrives.
Freighter — A cargo or freight carrier.
Capital ship — The largest of starships, often used as a warship.
Space station — An artificial structure for use in orbit or deep space
Armor is a protective covering worn mainly by militants. Some examples of armor are Mandalorian armor, Sith battle suits, and light battle suits. Most armor will stop a standard blaster bolt, although only advanced, heavy battle armor could withstand a heavy cannon bolt. Specialized weapons (called disruptors) could punch through armor. Armor is generally divided into three classes: light armor, medium armor, and heavy armor. Light armor usually comes in the form of woven cloth or thin plastics. Medium armor, by far the most common, is made up of small ceramic or metal plates. Heavy armor is designed for front-line combat, and is usually fully enclosed.
Most cultures and races use armor for forms of armed conflict. Some armor is implanted with cortosis and made especially for battle with lightsabers. Mandalorian armor is some of the best armor in the galaxy, notably the Neo-Crusader armor used during the Mandalorian Wars. Usually, armor is much more restrictive than regular clothing. Most Jedi do not use armor for this reason. Even though they do not wear armor, their robes had underlays for better protection.
Most cultures and races use armor for forms of armed conflict. Some armor is implanted with cortosis and made especially for battle with lightsabers. Mandalorian armor is some of the best armor in the galaxy, notably the Neo-Crusader armor used during the Mandalorian Wars. Usually, armor is much more restrictive than regular clothing. Most Jedi do not use armor for this reason. Even though they do not wear armor, their robes had underlays for better protection.
Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Their use is limited. Jetpacks are usually worn on the back, and controlled by a wrist-mounted device or through verbal commands issued into a visor or helmet. To launch, a jetpack funnels both air and fuel through miniaturized turbines. In the device's intake system, the air-fuel mix is ignited, providing the thrust needed to propel the wearer through the air. They are not reliable for use in zero, low or high atmospheric situations, since they require atmospheric gases to produce thrust. The launch of most jetpacks are also accompanied by a cloud of exhaust - useful for quick getaways requiring a handy smoke screen.
In flight, directional exhaust nozzles control the user's flight path, while a gyrostabilizer counterbalances the jetpack's velocity for descent. Jetpacks are considered impractical for public use: downsides to the jetpack's agility includes the device's thirty-kilo weight, and the fact that most models could carry enough fuel for around twenty bursts of thrust. Often, repulsor packss provided a more viable alternative
A repulsor pack is similar to a jetpack but utilized repulsorlift technology. Repulsor packs are typically much more efficient than jetpacks, and allowed for prolonged sustained flight. However, because they are based on repulsorlift technology, they only worked inside of a gravity well.
Price: 1600 credits
In flight, directional exhaust nozzles control the user's flight path, while a gyrostabilizer counterbalances the jetpack's velocity for descent. Jetpacks are considered impractical for public use: downsides to the jetpack's agility includes the device's thirty-kilo weight, and the fact that most models could carry enough fuel for around twenty bursts of thrust. Often, repulsor packss provided a more viable alternative
A repulsor pack is similar to a jetpack but utilized repulsorlift technology. Repulsor packs are typically much more efficient than jetpacks, and allowed for prolonged sustained flight. However, because they are based on repulsorlift technology, they only worked inside of a gravity well.
Price: 1600 credits
R82 jump boots are boots that allowed a wearer to fly short distances or to conduct simple gliding. They are a combination repulsorr and rocket unit. Thin cables going from the knees are attached to the user's pants or leggings to give additional support. Control cables, long enough to reach the users' hands are used to operate the device. The boots are commonly used in sports and other recreational activities.
The boots' repulsorlift engine's power packs have to be replaced after an hour's use, having a flight ceiling of 35 meters. The boots' rocket jets held enough fuel for five blasts, and five blasts' worth of fuel cost 25 credits. The boots cost 150 credits.
The boots' repulsorlift engine's power packs have to be replaced after an hour's use, having a flight ceiling of 35 meters. The boots' rocket jets held enough fuel for five blasts, and five blasts' worth of fuel cost 25 credits. The boots cost 150 credits.
Repulsor boots are a type of footwear that have a miniature repulsorlift unit in the sole of each boot. They can lift the wearer a half meter above the ground. With careful usage, they can also propel the wearer slowly forward. They are mainly worn during climbing.
They cost 200 credits new and weigh around 2 kilograms.
They cost 200 credits new and weigh around 2 kilograms.
Comlinks are portable devices used for communication. There are many varieties of comlinks produced by a number of companies. Some contain intigrated language translator.
Examples are~
- Wrist links
- Ear links
- Bio link
- Helmet link
- Vision link
Costs around 50 credits
Examples are~
- Wrist links
- Ear links
- Bio link
- Helmet link
- Vision link
Costs around 50 credits
A personal Database for connections, personal notes and simply gathering informations. They are bio linked and so can only be accesed with a biometric scan, a talented hacker or a droid can still find a way to acess the information and files. A nice welcome gift to every newcomer to the bounty hunter guild.
I hope this is enough for the first impression!
I will gladly add other things if I happen to interest you!