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Story of Gundark; Based on a supplement written for the older Star Wars RPG called Gundark's Fantastic Technology - Personal Gear. (Check sidebar for definition and slicing rules).
Intro;
To: Commander Drev Prilarca, NRSF Arms Interdiction Task Force
From: Major Shepp Barron, CorSec (retired)

Commander:
As per your request (datapad ref. 92847/98234), I have managed to retrieve files from the CorSec criminal database regarding the individual who operates under the alias 'Gundark' --his dossier is attached to this transmission.

I have also acquired a copy of the illegal database that 'Gundark' maintains, apparently as a sort of catalog. This catalog is encrypted and covertly inserted into a local HoloNet carrier signals, particularly any governmental or law enforcement bandwiths; apparently, this 'Gundark' has a keen sense of irony.

Regards,
Maj. Shepp Barron


Nodes
Cynabar's Infonet
Rare Node
Destiny: 0
Game Text: Always fail on a draw of 0, 2, 4, or 6. This Node may not be sliced by either player from any mobile location or if they have an Imperial, New Repiblic or Old Republic character on the same planet as their Slicer character.
Tech Cards:6 (Access; Security Level 1-8, Pirate; Security Level 4-7, Security; Security Level 1-3 & 5-6)
Public Access Channels
Common Node
Destiny: 0
Game Text: Starting Node. Always fail on a draw of 0 or 1. No restrictions on 'Slicing'.
Tech Cards:3 (Access; Security Rating 1-3)
Siener Fleet Systems Operations
Node
Destiny: 0
Game Text: Always fail on a draw of 0, 1, 3, or 5. Tech Cards under this Node gain a +3 Security Rating when sliced by any nonImperial Slicer. You may only place Tech Cards under here with Starship or Starfighter in title.
Tech Cards:6 (Research; Security Rating Any)
Tech Cards - Access
Independant Resale
Tech Card
Destiny:2
Game Text: Deploy on table.
FOR - Once per turn, may place a Freighter or Capitol Starship here from hand (holds 1 ship). May deploy any Starship from here as if from hand, but they deploy -1, gain an [Independant Starship] icon, and may only be piloted by aliens or matching pilots.
AGAINST - Once per turn, target a non[Independant icon] Starship. Your [Independant icon] Starships at same location are forfeit + 3 and may not have their forfeit reduced.
Tech Cards - Pirate
False ID
Tech Card
Destiny:3
Game Text: Deploy on your Slicer, Smuggler, or Thief.
FOR - Name another character in play. Draw destiny. Once during your draw phase, may change names and redraw. If destiny < destiny number of named character, you may treat this Slicer as if they were the named character. If the named character is an opposing character, the Slicer may not be targeted by weapons and becomes an Undercover spy. Suspended if real named character present.
AGAINST - Once per turn, may discard a False ID card from any character at same or adjacent site.
Tech Cards - Research
Elite Ground Troopers
Tech Card
Destiny:4
Game Text: Deploy on table.
FOR - Trooper Assault and Rebel Ambush are suspended. Once during your turn, may /\ any one interrupt or effect which mentions a type of trooper in its game text. Your troopers are each power and destiny + 1, may not have their forfeit reduced, and are immune to weapon destiny < 5. For each Trooper you deploy, you may \/ one weapon or device on them.
AGAINST - Once per turn, randomly select a trooper at the same site as your non-trooper character with a weapon to be lost (2 if weapon is a lightsaber). Opponent must use +1 Force for each move they make with a trooper.
EMP Displacement
Tech Card
Destiny:8
Game Text: Place back under Node after use and add a cumulative +3 to Security Rating.
FOR - Choose any planet name. For remainder of turn; All droids, weapons, devices, vehicles, and starships at related locations have their game text suspended and become power and defense value = 0. Also, characters with [permanent weapon icon] may not use their game text.
AGAINST - Choose any planet name. For remainder of turn; All droids, weapons, devices, vehicles, and starships at related locations have their game text suspended and become power and defense value = 0. Also, characters with [permanent weapon icon] may not use their game text.
Starfighter Upgrade: Enhanced Durability
Tech Card
Destiny:
Game Text: Use 3 Force to deploy on table with any nonunique starfighter from hand.
FOR - All starfighters of the same type ---.
AGAINST - .
What about: Advanced Targeting System Engine Upgrades Enhanced Firepower Pilot Training Cloaking Device
Tech Cards - Security
Information Leak
Tech Card
Destiny:4
Game Text: Deploy on table. One per side.
FOR - Declare any system, even if not in play. \/ a spy under a related site. Spy is 'found' and captured or recycled when opponent moves a character to same site using that character's landspeed. Until found, opponent loses 1 Force during every draw phase. May recycle spy and place out of play to cancel another Information Leak
AGAINST - During your move phase, may discard this card to either cancel the undercover of one spy on table or cancel another Information Leak in play.
Secret Fund Transfer
Tech Card
Destiny:5
Game Text: Deploy on opponent's Node. Suspended while this Node is Inactive.
FOR - At the end of opponent's control phase, if opponent has 3 or more in their Force pile, flip upside down. Until this card is flipped rightside up, they must leave at least 2 Force in their Force pile. During your turn, you may flip this card rightside up to use 2 Force from opponent's Force Pile.
AGAINST - At the end of each of opponent's turns, they must use 2 Force or Lose 1. At the end of your turn, you may reduce the maintenance cost of one of your characters by 1.
Subliminal Doorway
Tech Card
Destiny:3
Game Text: After use place out of play.
FOR - Deploy one of your characters to the interior rebel base site farthest from any exterior sites (if no exterior sites are in play for that planet, choose the rebel base site on either end). This deployment doesn't count against any other restrictions and is immune to all deployment modifiers and location deployment restrictions.
AGAINST - If opponent just deployed up to two Imperial, New Republic, or Old Republic characters to a rebel base location, relocate them to any related site.
Vital Tap
Tech Card
Destiny:6
Game Text: Only usable in Darkside Nodes. Deploy on a Darkside Information Broker.
FOR - Once during your turn, may reveal X amount of cards from opponent's hand, where X = the number of your Slicers and Information Brokers in play. If revealed card is a Slicer or Spy, place them in used. If a rebel or imperial, may use 1 Force for each one to place it face up sideways on table until the end of opponent's next turn. These sideways cards may deploy normally, but deploy + 2.
AGAINST - Once per turn, may use 2 Force. For the remainder of the turn, this Information Broker's game text is canceled and it may not be the target of interrupts or weapons.
Darkside
*Belya' Nar
Alien-character, pilot, warrior
Power:4 Ability:2 Deploy:3 Forfeit:3 Destiny:2
Lore: Exnavigator of a Rebel Fleet. Turned cold due to a mission involving the death of her kid sister, now a [Bounty Hunter] of Rebels. 'I put her in your care for protection, not to get her killed!'
Game Text: Adds 2 to power, maneuver, and hyperspeed of any starship she pilots. When targeting a Rebel, adds + 2 to her total and instead of 'hitting' any Rebel, Belya may capture them. Rebels may not 'target' Belya.
Coded Database
Effect
Destiny:3
Lore: Coded Databases used to be an uncommon practice until people started getting wise or paranoid about their information entering the wrong hands.
Game Text: Deploy on table. Right before any Slicing attempt, may shuffle either Reserve Deck. Twice per game, may subtract up to 2 from any just drawn destiny in a Slicing attempt. This may even cause it to be an Automatic Failure. (Immune to Alter).
*Coruscant: Casino
Icons: Interior, Scomp Link
Light [1]: If you lose to Coruscant Sabacc, you generate no Force for this site until the end of your next turn.
Dark [2]: You may deploy your Gamblers here regardless of of location deployment restrictions. If you just won Coruscant Sabacc, activate up to 2 Force.
*Gadress Nall
New Republic-character
Power:1 Ability:3 Deploy:2 Forfeit:5 Destiny:2
Lore: Local planetary [Senator] and small time [Slicer]. A [Gambler] for the Bluff circuit, always intrigued with finding new ways to up his game while also removing any 'chance' that gets in the way. Son of Merrk Nall.
Game Text: S1/2. Politics: 2, taxation, ambition, pirate. Once per turn, if you just deployed a site, \/ a related location (immediately retrieve 2 force if location is Tatooine: Bluffs or any Casino site) and may also \/ one effect onto that location that deploys free. Immune to attrition while on Coruscant.
*Mockup of a Jedi
Effect
Destiny:
Lore: There have always been those to 'steal' away the identities of others for as long as computers have existed. Some, however, get in way over their head.
Game Text: Deploy on table. If a NonJedi character is wielding a Lightsaber at the same site as your Dark Jedi, opponent draws destiny. On 1 or 2, opponent moves them (for free) to an adjacent site or recycles them. Otherwise they are immediately Disarmed (power - 2 and may no longer carry weapons). (Immune to Alter).
*Murttoc, Underworld Contact Point
Rare Alien-character, warrior
Power:* Ability:2 Deploy:3 Forfeit:* + 2 Destiny:3
Lore: {Information broker}. {Spy}. If you want a job on the other side of the tracks; seek, and ye shall find. Has many links to the underworld. Also runs Sabacc tournaments for fun.
Game Text: * = 1 + number of Information Brokers and your Spies in play. During your deploy phase, if at a Coruscant, Casino, or Cantina site you control, may /\ one Black Market Contacts or use 2 Force to \/ one alien that is a smuggler, information broker, or spy. Immune to attrition.

Underworld Slicer
Alien-character
Power:1 Ability:1 Deploy:1 Forfeit:2 Destiny:4
Lore: Hyannis, a typical Slicer, keeps to the Underworld safehavens, watching the other species live their lives through cameras and solid glass. He prefers the solitude where he can work freely and privately.
Game Text: S1/0 Twice per game, may add or subtract 1 from a 'Slicing' destiny draw at same site. This may even stop the draw from being an Automatic Failure. May not participate in battles or force drains.
*Yiggott
Alien-character
Power:2 Ability:2 Deploy:1 Forfeit:4 Destiny:3
Lore: Retired [Smuggler] who's invested in several respectable establishments. Often counted on to bring in the business and hires with a great charismatic flare. Burned his hands really bad awhile back, making it difficult to use weapons.
Game Text: Power - 1 when using a weapon. Once per turn, may use 1 Force to /\ a bodyguard, bouncer, or \/ any one card with the word 'Gambler' or 'Sabacc' on it. Effects deployed on any site Yiggott is at are Immune to Alter.
Lightside
Captain Rislar
Alien-character, Warrior, Pilot
Power:3 Ability:3 Deploy:3 Forfeit:4 Destiny:
Lore: P. (LS Leader, smuggler, gave each member of his crew a LoneHone Duelist to win their loyalty, once, over half his crew was killed in a pirate attack by way of the Deck-Clearing Blaster which ruptured the hull, done some ship jacking in his time).
Game Text: Adds 2 to power of anything he pilots (3 to any frieghter).
*Coruscant: Casino
Icons: Interior, Scomp Link
Light [2]: You may deploy your Gamblers here regardless of of location deployment restrictions. If you just won Coruscant Sabacc, activate up to 2 Force.
Dark [1]: If you lose to Coruscant Sabacc, you generate no Force for this site until the end of your next turn.
*Dykara
Alien-character, Warrior
Power:3 Ability:2 Deploy:2 Forfeit:3 Destiny:3
Lore: [Scout] who used a modified E-11 to convince a squad of Stormtroopers that two people were firing upon them instead of one. Quite clever, tactically, in that way.
Game Text: May \/ on Dykara any nonunique Blaster Rifle. If armed with a weapon at the start of a battle and opponent has at least twice as much power than you at same site, may double Dykara's power and each of your nonlightsaber weapons may fire an additional time for free.
*Griman Taask
Alien-character, Warrior
Power:5 Ability:3 Deploy:3 Forfeit:4 Destiny:4
Lore: Trandoshan. Valued crewmember of the Oluded Peril. Has a special intunement with the Force that allows him to feel 'certain' vibrations, which also makes him a perfect navigator.
Game Text: May draw two battle destinies and choose one if not able to otherwise. During your move phase, if aboard a starfighter with hyperspeed, turn it face down (considered 'in play' for purposes of uniqueness only). During your next control phase, place it face up at any other system. Use 1, (recycle) Lose 1, or (skull).
*Kathol, Archaic World
Effect
Destiny: 7
Lore: Some places in the galaxy have not advanced much at all and still heavily rely on archaic technologies.
Game Text: Deploy on table. Once per game, target a system with a parsec > 7. Only 'Archaic', 'Ewok', and 'Gungan' weapons and devices may deploy to related sites and where you have one of these weapons or devices at a site, your Force drains are + 1 and may not be canceled. (Immune to Alter).
LaserHone Duelist Vibrorapier
Character Weapon-Sword
Destiny:4
Lore: A particularly elegant weapon, often times carried by nobles, gentlebeings, and those who like to maintain an air of roguishness. Like all LaserHone vibroweapons, the Duelist is distinguished by silent vibro technology.
Game Text: Deploy on Naseri or Rislar, or use 2 Force to deploy on your other alien warrior. May target a character for free. Draw destiny. If destiny +3 > defense value, target is Disarmed (power - 1 and may no longer carry weapons). May also lose 1 Force (or use 2 Force instead if wielder is Naseri) to make target 'hit'.
*Morana Fel
Rebel-character
Power:2 Ability:4 Deploy:* Forfeit:3 Destiny:5
Lore: Prisoner. Native to Ord Mantell. Nearly captured by Staven, who eventually decided the 10,000 credits just wasn't enough to cover the expenses. Unfortunately, Trityn, the 2nd Bounty Hunter, had a little more inventiveness.
Game Text: *Deploys for free as a captive to any prison. Opponent immediately retrieves 2 Force. If at a prison, once per turn, may cause opponent to retrieve 1 Force and lose the top two cards off their Reserve Deck. If lost during battle, may be recycled to take into hand from lost pile any one card.
Mislaid Subroutine
Effect
Destiny:4
Lore: Often times programmers will install backwards subroutines to parlay or stop illegal tapping of information. Sometimes this can backfire on the right users as well.
Game Text: Deploy on table. Right before any Slicing attempt, may shuffle either Reserve Deck. Twice per game, may subtract up to 2 from any just drawn destiny in a Slicing attempt. This may even cause it to be an Automatic Failure. (Immune to Alter).
*Naseri
Alien-character, warrior
Power:3 Ability:3 Deploy:4 Forfeit:4 Destiny:1
Lore: Twi'lek warrior who prefers the more elegant route of dispatching enemies. Once, under fire of three targets, he managed to dodge the fire and disarm all three.
Game Text: When deployed, may use Sai'torr Kal Fas (v) twice and may also \/ Castaan Armour here. May use any two swords. Defense value is +3 when targeted by weapons. May initiate battle against up to 2 characters at same site for free (excluding all others). In this battle, no battle damage or attrition occurs.
Rebel Code Breaker
Rebel-character
Power:1 Ability:1 Deploy:1 Forfeit:2 Destiny:3
Lore: Holdan is an average Slicer, one who works his Kung-Fu from behind closed doors. He's fiercely determined to do his part, even if it is away from the actual fighting.
Game Text: S1/0 Twice per game, may add or subtract 1 from a 'Slicing' destiny draw at same site. This may even stop the draw from being an Automatic Failure. May not participate in battles or force drains.
*Stolen Tech
Used Interrupt
Destiny:3
Lore: As a Rebel, the first thing you learn is to adapt and take advantage of enemy resources.
Game Text: Once per game, may deploy or use a Tech Card you 'sliced' from an opponent's Node using the FOR function. OR if opponent just lost a vehicle or starship, use 1 Force to place it in your Used Pile.
Character idea; S0/4 If with another Slicer at a Scomp Link, may 'Slice' in place of them.
FULL INCOMPLETE LIST OF GUNDARK
 
SLICING RULES
Slicing Stats; Sx/x or S1/3 - the first part is how many times during your turn you may access a Node (in the given example, the character could access a Node once during its owner's turn). The second part is how well a character slices, their skill at slicing (which would be 3 in the given example).

Beginning a Game - Each player is allowed up to 3 Nodes to start the game. The first Node out is always Public Access Channels (the other 2 Nodes are placed sideways and/or upside down under the Node currently out to differentiate between the different Nodes).

Node - Infonet cards that a Slicer can 'hack' into or access to retrieve/steal certain tech cards. Each Node defines how many tech cards it has at the start of the game and what types (these tech cards can not be refilled during the game). Also, Nodes exist outside the game (as well as cards under them), they do not count towards your deck building limit.

Node - Active and Inactive - your active Node is always the one on top while your inactive Nodes are face down under it in such a way to tell they are separate stacks (and they can not be used or targeted in any way, except through the act of 'switching').

Node - Automatic Failure- Nodes have an 'automatic failure' value listed which when drawn for destiny always results in failure. This value can not be modified currently, but, if a card ever does effect it, it'll refer to the 'Automatic Failure' value specifically, otherwise it has no effect. Certain Nodes may have a larger stash of Tech Cards with more variety, but tend to also have a greater chance at failure, making it difficult to get these Tech cards.

Node - Switching - done by way of interrupts that state you can 'switch' your active Node, following any restrictions, with one of your inactive Nodes.

Slicing - in 8 easy to learn steps - follow the steps;
1-Have a Slicer in Play: Make sure you have a character with the Slicer attribute in play where a Scomp Link is.
2-Choose a Node: There should be 1-2 Active Nodes (yours and your opponent's if they have one out). Choose one.
3-Choose a Tech Card Type: Look at the listed types of Tech Cards on the Node. Choose one.
4-'Slicing': Draw destiny and add your Slicer's skill. This is your Slicing Total.
5-Check the Node: See if the destiny draw was an Automatic Failure or not. If not, continue.
6-Check Security Ratings: If your Slicing Total is equal to or greater than any of the listed Security Ratings on the Node for the Type of Tech Card you chose, continue.
7-Quick Search (5 seconds): Look through the Tech Cards under the Node for any of the Type of Tech Card you chose where your Slicing Total is equal to or greater than than their Security Rating (destiny number).
8-Final Decision: If any of the Tech Cards under the Node meet all of the above requirements, you may choose one and take it to hand (you may elect not to take anything).

Tech Cards - cards available through Nodes. The Tech Cards for a specific Node face the same direction as the Node itself (If the Node is active, they are face up, but covered by the Node, itself, and may not be looked through except during the process of 'Slicing', while inactive Nodes the tech cards will face down, but can not be looked through at all). Four types currently exist; Access, Pirate, Research, & Security.

Tech Card - Deployment - the type of use will will be the first thing in the game text of the card. Some are temporary effects, some play out like interrupts, while others are more long lasting. If it states it deploys on table and doesn't declare any temporary time, it lasts for the rest of the game (or until something cancels it). Cards that state they are placed back under a Node are returned to the original Node they were from, even if it is currently Inactive.

Tech Card - FOR and AGAINST - each Tech Card has a FOR and AGAINST function. If you Slice into your Node, you always use the FOR function (if it deploys on table, it does so as any effect would). If you Slice into your opponent's Node, you always use the AGAINST function (if it deploys on table, it does so sideways, to indicate the 'Against' function is in effect).

Tech Card - Out Of Play - whenever a tech card is discarded or lost, (unless otherwise specified), it is automatically placed out of play.

Tech Card - Reserve Deck - Tech Cards never go in any Reserve Deck (thus, while in hand, they can never be targeted by cards that would cause them to go to used. They may not be in any way taken out of your hand unless being specifcally targeted as a 'Tech Card').

Tech Card - Security Rating - A Tech Card's Security Rating is equal to its destiny number. Because these cards never go in the Reserve Deck, it doesn't matter if their destiny number is higher than normally allowed (for example, 8+). If a problem ever really occurs, it'll be changed so that the destiny will max out at 7, but the game text will list if the Security Rating is + anything. For now, the Security Rating IS the destiny number.

Tech Card Type - Access - represents information, basic systems operation, etc, basically all normal functions of play, much like interrupts and effects are.

Tech Card Type - Pirate - anything normally illegal in nature.

Tech Card Type - Research - represents research of all kinds, whether it be technical plans to a starship, a scientific study, basically, upgrades to gameplay.

Tech Card Type - Security - represents the ability to manipulate the opponent's deck, resources, and other elements relating to 'effecting' the opponent, like using opponent's holocams to find a way into a base.


Listing
BOTH
NODES
Cynabar's Infonet
Public Access Channels (always starting)
Siener Fleet Systems Operations

TECH CARDS - ACCESS
Independant Resale

TECH CARDS - PIRATE
False ID

TECH CARDS - RESEARCH
Elite Ground Troopers
EMP Displacement

TECH CARDS - SECURITY
Information Leak
Secret Fund Transfer
Subliminal Doorway
Vital Tap


DARKSIDE

CHARACTERS
*Belya' Nar (Uncommon)
*Dr. Llalik
*Gadress Nall
*Gundark (Rare)
*Imperial Advisor Ars Dangor
*Merrk Nall
*Sarcel Tal-Oldra
Underworld Slicer
*Yiggott

EFFECTS
Coded Database
Mockup of a Jedi


LIGHTSIDE

CHARACTERS
*Alydyr (Bounty Hunter name; Beylessa)
*Commander Drev Prilarca
*Dykara
*Griman Taask
*Gundark (Rare)
*Kaori Batta
*Major Shepp Barron
*Morana Fel (Rare)
*Naseri (Rare)
Rebel Code Breaker

EFFECTS
Mislaid Subroutine


ALTERNATE TEXTS
Information Leak
Tech Card
Destiny:
Game Text: Deploy on table. One per side.
FOR - Once per game, if an opponent's nonAlien character at a site, may take one of your spies from a related site and place it here. This spy is still in play, but 'hidden'. Take a piece of paper from out of play and show opponent, then, as opponent looks away, place it under any related site. At the end of each of opponent's control phases, they may use 1 Force to look under each related site where they have a nonAlien. If a paper was found, lose this card and place spy at that site, otherwise opponent loses 2 Force.




This page is copyrighted © 2001 Jon M. Norrs. Star Wars CCG is copyrighted by Decipher, Star Wars
by Lucasfilm, and any other listed properties by their respected owners (Phantasm, Deadlands, etc.).

Card Ideas listed under the Dream Card section fall under copyright of Jon M. Norris'unless' the 'Player's Committee (PC)'
sponsored by Decipher wishes to use any ideas from there, which they may do at their discretion.



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