Equipment

Equipment

This section is under construction, and will be for some time.

There are millions of items of high technology commercially available
throughout the Known Galaxy. These days in the Republic, you won't
often have the option to be choosy, though; you have to take what we
can get. Most items can be procured through legal channels when
needed, but if you are looking for something a little more sophisticated,
you may have to sneak up a few back alleys. Just remember: make
the machine do what you need it to do. If you can't handle it, and
handle it well, you can land yourself in real trouble.

Every character who wakes up in one of the morgues of the Undercity
has a locker encoded to them. Upon figuring out how to open it (via
scanning the tattoo each waker has on his or her right forearm…), some
of the following list of items will be found inside. Aside from a change
of clothes, and a week’s worth of rations, you can choose six items
from the list below for your character.

Those who are affiliated with the New Hope receive 10 of the items
below, as well as steady pay.

- A non-powered hand weapon (knife, club, etc).
- A vibro-knife.
- A slug-throwing weapon, with two clips.
- A blaster pistol, with two blaster packs.
- A blaster rifle, with two blaster packs.
- A repeating blaster rifle, with two blaster packs. –Counts as two items.
- A heavy repeating blaster rifle, with two blaster packs. –Counts as three items.
- A set of 5 grenades of any type.
- A lightsaber (short or normal). –Counts as two items, Jedi only.
- An exotic lightsaber. –Counts as three items, Jedi only.
- A personal energy shield. (Provides +2D to resist damage for 10 hits before needing to be recharged.)
- A flak or blast vest.
- A suit of combat armor. –Counts as two items.
- A suit of heavy combat armor. –Counts as three items.
- A tool of some sort (NV goggles, rope, flashlight, etc.)
- 2 extra clips, energy cells or blaster packs for any weapon.
- Datapad
- Set of 10 Computer Spikes
- Repair Kit with universal components, good for 10 uses.
- Medpac good for 5 uses.

Melee Weapons
Lightsaber (5D)
Quarter Staff (Str+1D, Max 6D)
Massasi Battle Staff (Str+4D, Max 6D)
Stun Baton (Str, Target rolls an Easy Stamina or is KO’ed.)
Bothan Stun Stick (Str+1D, Max 3D, Target rolls a Moderate Stamina or is KO’ed.) –counts as 2 items.
Bothan Chuka (Str+2D, Max 4D, Target rolls a Difficult Stamina or is KO’ed.) –counts as 3 items.
Longsword (Str+2D, Max 6D)
Krath War-Blade (Str+3D, Max 6D) –counts as 2 items.
Vibroblade (Str+3D, Max 6D)
Echani Vibrodagger (Str+4D, Max 7D, Immune to Lightsaber blades) –counts as 3 items.
Krath Bloodknife (Str+4D, Max 6D) –counts as 2 items.
Krath Dire-Sword (Str+4D, Max 7D) –counts as 2 items.
Echani Foil (Str+6D, Max 7D, Immune to Lightsaber blades) –counts as 3 items.
Shortsword (Str+2D, Max 5D)
Massassi Brand (Str+3D, Max 6D)

Blasters
Blaster Pistols
Holdout Blaster (Ammo- 6, Fire Rate- 1, Range- 4/8/12, Damage- 3D)
Bothan Quick-Draw (As Holdout Blaster, Easy Stun)
Sith Assassin’s Pistol (As Holdout Blaster, Moderate Stun)
Sporting Blaster (Ammo- 25, Fire Rate- 1, Range- 10/30/60, Damage- 3D)

Blaster Pistol (Ammo- 25, Fire Rate- 1, Range- 10/30/120, Damage- 4D)
Mandalorian Blaster (Standard Blaster Pistol, +1D to hit and Damage)
Arkanian Pistol (As Blaster Pistol, +2D to hit and Damage) – counts as 2 items.
Zabrak Blaster Pistol (As Blaster Pistol, Moderate Stun)
Ion Blaster (As Blaster Pistol, Ionic)

Heavy Blaster Pistol (Ammo- 12, Fire Rate- 1, Range- 7/25/50, Damage- 5D)
Arkanian Heavy Pistol (As Heavy Blaster Pistol, +1D to hit and damage)
Zabrak Tystel Mark III (As Heavy Blaster Pistol, +2D to hit and damage) –counts as 2 items.
Mandalorian Heavy Pistol (As Heavy Blaster Pistol, +3D to hit and damage) –counts as 3 items.
Verpine Prototype Ion Gun (As Heavy Blaster Pistol, +2D to hit and damage, Ionic) –counts as 3 items.

Blaster Carbines
Blaster Carbine (Ammo- 50, Fire Rate- 1, Range- 25/50/250, Damage- 5D, Diff +5 at long range)
Sith Assault Gun (As Blaster Carbine, +1D to hit, +2D damage) –counts as 2 items.
Cinnagaran Combine (As Blaster Carbine, +2D to hit and damage) –counts as 2 items.

Blaster Rifles
Blaster Rifle (Ammo- 50, Fire Rate- 1, Range- 30/100/300, Damage- 5D, +1D to aimed shots)
Sporting Blaster Rifle (Ammo- 100, Fire Rate- 1, Range- 40/120/350, Damage- 4D)
Sith Sniper Rifle (As Blaster Rifle, +1D hit and damage)
Mandalorian Assault Rifle (As Blaster Rifle, +2D to hit and damage, Moderate Stun) –counts as 2 items.
Zabrak Battle Cannon (As Blaster Rifle, +3D to hit and damage) –counts as 3 items.

Repeating Blasters
Light Repeater (Ammo- 25, Fire Rate- 2, Range- 50/120/300, Damage- 6D) –counts as 2 items.
Medium Repeater (As Light Repeater, +1D to hit and damage) –counts as 2 items.
Heavy Repeater (As Light Repeater, +2D to hit and damage) –counts as 3 items.

Grenades (All but Thermal Detonators come in sets of 5)
Frag Grenades (Range- 7/20/40, Radius- 2/4/6/10, Damage- 5D physical)
Stun Grenades (As Frag Grenades, Moderate Stun)
Ion Grenades (As Frag Grenades, Double Damage vs Electronics)
Cryoban Grenades (As Frag Grenades, cold damage)
Plasma Grenades (As Frag Grenades, heat damage)
Thermal Detonators (Range- 4/7/12, Radius- 2/8/12/20, Damage- 10D) –always a single item

Armor
Jedi Robes (+1D physical and energy damage, +1D to resist lightsaber damage) – Jedi Only
Blast Vest (+1D physical and energy damage, torso only)
Combat Suit (+2D physical, +1D energy)

-The Following Count as two items
Zabrak Combat Suit (+3D physical and energy, +2D cold, -1D Dex)
Echani Light Armor (+3D physical and energy, +2D fire, -1D Dex)
Cinnagar Weave Armor (+3D physical and energy, +2D fire and cold, -1D Dex)
Heavy Combat Suit (+4D physical and energy, -1D Dex)

-The following count as three items
Bondan Alloy Heavy Suit (+5D physical and energy, -2D Dex)
Zabrak Field Armor (+5D physical and energy, +2D cold, -2D Dex)
Military Suit (+5D physical and energy, -1D Dex)
Sneaking Suit (+4D physical and energy, +2D Sneak, -1D Dex)

-The following are unavailable at creation
Jedi Battle Armor (+4D physical and energy, +2D to resist lightsaber damage, -1D Dex) –Jedi Only
Light Battle Armor (+6D physical and energy, -2 Dex)
Heavy Battle Armor (+7D physical and energy, -3 Dex)
Mandalorian Armor (+6D phsyical and energy, -2 Dex, not halved vs lightsabers)

Gloves
Strength Gauntlets (+1D to hand-based Strength rolls)
Eriadu Strength Amplifier (+2D to hand-based Strength rolls) –count as 2 items.
Sith Power Gauntlets (+3D to hand-based Strength rolls) –count as 3 items.
Stabilizer Gauntlets (+1D to Technical Skill rolls)
Bothan “Machinist” Gloves (+2D to Technical Skill rolls) –counts as 2 items.
Verpine Bond Gauntlets (+3D to Technical Skill rolls) –counts as 3 items.

Energy Shields
Energy Shield (+2D energy, good for 5 hits before needing recharged)
Sith Energy Shield (As Energy Shield, +2D Electrical)
Arkanian Energy Shield (As Energy Shield, +2D Electrical, Cold)
Mandalorian Melee Shield (As Energy Shield, +2D physical)

Adrenal Stimulants -Each stim can be used five times before it is expended.
Adrenal Strength (+1D to Strength for 5 turns, -1D for ten turns after)
Adrenal Alacrity (+1D to Dexterity for 5 turns, -1D for ten turns after)
Hyper-Adrenal Strength (+2D to Strength for 5 turns, -2D for ten turns after)
Hyper-Adrenal Alacrity (+2D to Strength for 5 turns, -2D for ten turns after)
Battle Stimulant (+2D to hit and damage for 3 turns, user is Wounded after)
Hyper-Battle Stimulant (+3D to hit and damage for 3 turns, user is Wounded Twice after)
Speed Stimulant (One extra action for 3 turns, user is Wounded after)

Breath Masks
Breath masks are portable atmosphere-filtering systems that provide life-
sustaining gases for limited periods of time. While breath masks are highly
useful in many situations, they are by no means foolproof life-support gear;
they offer no protection from extremes in temperature or the vacuum of
space. Breath masks cover the majority of the wearer's face, and more
expensive models come equipped with eye protection as well as an air
supply. Most breath masks are effective for one hour of continuous usage
before the filters are spent. Replacement filters can be purchased relatively
inexpensively, and replacing them only takes a few minutes.

Comlinks
Comlinks are portable communication devices that are suitable for short
range transmissions. Personal devices have a range of about 50 kilometers
(often up to low orbit in clear weather); most vehicular comlinks can
transmit up to 200 kilometers. Comlinks can be adjusted to broadcast on
countless different frequencies, and there are literally thousands of
encryption modules available to ensure secure communications. More
expensive comlinks can be purchased with encrypting routines built in.
There are also "Standard Clear Frequencies" (or SCFs) which can be
used for any public communications, such as when a ship wishes to
hail a spaceport or other ship, or when a local government needs to
make a broadcast that should be picked up by all comlinks within a
specified area. Most comlinks can be set to monitor one specific
frequency and SCFs simultaneously; more advanced comlinks can be
set to monitor several frequencies at once.

Datapads
Datapads are electronic information storage devices noted for their small
size and portability. Datapads can store relevant personal data, encyclopedic
entries and other basic information, though the microprocessors in such
units generally cannot perform higher level computing. Datapads are
available in a wide range of configurations; less expensive models are
often dedicated to the storage and collation of a single type of data.
Smaller, more expensive units can be customized to handle a variety of
information types. Some high-priced datapads contain a small holographic
projector which gives the user a "heads-up" display rather than the standard
flat screen common on lower-end units.

Glow Rods
Glow rods are portable illumination devices that derive their power from
long-lasting energy cells or chemical reactants. Personal glow rods are
generally small, hand-held units that project a beam of light up to 50
meters (although more expensive models can have much longer ranges).
Some higher-priced glow-rods are considerably larger and heavier, but are
capable of generating a considerably brighter beam. These larger units
are often equipped with sturdy legs, and a programmable swivel mount,
allowing the device to act as a limited searchlight or signalling device.

Jet Packs
Jet packs are an unusual form of conveyance that more commonly see
use with military forces or fringe groups (although a number of commercial
jet packs are available). A jet pack is simply a propulsion system that
a pilot can strap on, allowing flight over short distances. Arm and wrist
controls are often employed for maneuvering, and many civilian packs
have limited sound baffles to conform with local noise ordinances; while
these baffles reduce noise, they also reduce the unit's speed as well.
A Jet Pack counts as three items.

Macrobinoculars
Macrobinoculars are personal image-magnification devices, often capable
of enhancing vision up to one kilometer away (this is an "average" set
of macrobinoculars; other models may have much longer or shorter
ranges). These devices provide computer-enhanced images as well as
information on range and targeting. All Search and Perception-oriented
skills are increased by 3D when using these tools to view areas more
than 100 meters away (normal modifiers apply).

If attached to a blaster via specialized programming software, they
provide a +3D bonus to all medium and long-range shots (they are
ineffectual for short and point-blank range shots). Additionally, the user
must be using the macrobinoculars and weapon in a "sniper" type of
position, requiring a steady resting spot and at least one round of
preparation.

Literally thousands of different models of macrobinoculars are commercially
available. Lower-priced units often forego any kind of "zoom" feature,
instead providing only a fixed magnification. Higher-priced macrobinoculars
can provide detailed range and targeting data and often can record a
holographic representation of whatever is seen through the device's
viewfinder.

Medpacs
Medpacs are emergency medical kits that contain the necessary medicines,
stimulants, coagulants and healing drugs to save lives in crisis situations.
While most commercial and military medpacs contain a wide variety of
medical supplies, medpacs are not as effective as a fully-stocked medical
bay. Medpacs contain supplies for on-site treatment of contusions, burns,
broken limbs and other traumatic injuries; serious wounds (internal bleeding,
brain damage, and so forth) must be treated in a more advanced facility.
Most medpacs are designed for use on a limited number of species;
aliens that are not widespread throughout the galaxy will find commercial
medpacs of limited use. Imperial-issue medpacs contain medicines that are
useful on humans only. A character using a medpac must make a
successful First Aid roll. A medpac may be used five times before it
is expended.

Recording Rods
Recording rods are small, cylindrical data storage devices. Generally,
recording rods are 30 centimeters long, and are capable of recording
sounds or visuals within a range of 15 meters. Recording rods can
store up to 100 standard hours worth of audio-visual data, which can
be accessed repeatedly or fed into a compatible computer system for
enhancement. These devices are re-usable, though recording over existing
data deletes the older information in favor of the new. Recording rods,
like most items commercially available in the galaxy, come in a variety
of types. Lower-priced models allow audio recording only, while others
can store audio, visual and holographic information.

Rocket Packs
Rocket packs are an alternative to jet packs. Where jet packs pull
outside air into an ignition chamber, mixing fuel and air internally to
provide thrust, rocket packs contain combustible chemical fuel. Because
of this, rocket packs do not require outside air to generate thrust, allowing
the devices to operate in space as well as inside an atmosphere. Rocket
packs are heavier and louder than jet packs (due largely to the onboard
chemical fuel cells). As a trade off, rocket packs are considerably faster,
and provide a better "all-environment" flight capability. The main danger
in using a rocket pack in combat is the chemical fuel cell; a stray
blaster shot can cause a rocket pack to explode.

Sensor Packs
Sensor packs are portable scanning devices that can detect life-forms,
energy emissions, tectonic instability and any number of other phenomena.
Most sensor packs are handheld devices that are fairly bulky; more
sensitive apparatus must often be handled by two or more people.
Smaller sensor packs are only capable of detecting a single phenomenon
(such as a comm signal or life-form); the more functions the sensor
pack is required to perform, the larger the unit tends to be. Most
handheld sensor packs are only capable of giving general information
about what has been detected (such as the general direction and
frequency of a comm signal, or the relative distance to a life-form)
but cannot give precise data. Larger units tend to be more accurate,
and more sensitive, but are also more expensive.

Space Suits and Vacuum Suits
Space suits and vacuum suits are required equipment, for starfighter
pilots. Space suits allow an individual to enter the vacuum of space for
limited periods of time without harm. Vacuum suits, which are favored
by most "fighter jocks", perform a similar function.

Space suits are bulky, sealed uniforms that possess an independent
atmosphere supply, as well as temperature regulators and waste
recyclers, allowing survival in space for periods of up to one week.
Higher-priced space suits often contain interior food supplies (dispensed
through a tube in the helmet) that can extend the survival period.

Vacuum suits are also self-contained environments, though they dispense
with most of the "amenities" provided by space suits. Most vacuum
suits do not contain suit heaters, and generally hold enough atmosphere
to last a few hours. However, most starfighter pilots view space suits
as bulky and obstructive when worn in battle. The heavy padding and
insulation in a space suit makes manipulating controls in a cramped
fighter cockpit very difficult. Most military pilots are willing to trade the
extra atmosphere a space suit provides for the reaction time a vacuum
suit allows.

Syntherope Dispensers
Syntherope is, as the name implies, a synthetic, durable multi-purpose
cable. Created from high-strength polymers, syntherope is tough, light-
weight and flexible, capable of supporting up to 500 kilograms of weight.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.