Standard Equipment
Availability refers to the restrictions of purchasing an item.- Licensed : You must have a licenses to use, it is not hard to get so long as you have no warrants or are a wanted fugitive. Gaining a license is fairly easy mostly a small fee and a background check.
- Restricted: Is only sold to select groups usually military, police or officials and other high level people who will often have them used by bodyguards or other specialized personnel. Very similar to getting a licensed weapon it is not terribly difficult to gain a restricted license, the main obstacle of getting these items are time and money.
- Military : This is only used by military, anyone not in the military should not have this. Highly regulated and if you do not have a military license they can be very difficult to obtain.
- Illegal : In all but some very specific, highly regulated circumstances, you are not allowed to have this at any time and if found with this you most likely will be immediately incarcerated.
Communication
| Item | Price | Description | Weight |
| Comms | 25 | Personal communication device, has a range of 50 km | 0.1 kg |
| Com-link | 250 | Long range communication device, can reach different planets and solar systems | 0.5 kg |
| Encrypto | 300 | An add on device that makes communication private with another Encrypto enabled device | 0.1 kg |
| Trans-Com | 200 | Simple device that translates one language to another and back again (Example a Shyriiwook, Basic Trans-com will translate a wookie's speech to basic) | 0.1 kg |
| Com-Scrambler | 500 | Illegal A device that can scramble all communication within a certain radius depending on power | 0.5 kg |
Computers and Storage Devices
| Item | Price | Description | Weight |
| Credit Chip | Varies | A device that holds a specified amount of credits. | - |
| Coded Chip | Varies | Can encrypt data that can only be retrieved if you have the coded chip used to create the encryption (can also be used to access other things like rooms that have matching encryption) | 0.1 kg |
| Datapad | 1000+ | A powerful portable computer device that can be interfaced with non portable devices. Basically a laptop. Can hold any number of programs or data, including programs that have Use Computer skills as an equipment bonus. (Example it can have an app that is a "Use Computer - access info" with a skill of +5) | 0.6 kg |
Surveillance
Millitary| Item | Price | Legality | Description | Weight |
| Electro-scope | 100 | - | Electronic binoculars that provide accurate distance to target along with dark vision capabilities | 1 kg |
| Glow Rod | 10 | - | Simple chemical reaction that provides light in a 6 square radius | 0.5 kg |
| Light Emitters | 50 | - | Illumination device that provides a beam of light for a distance of 6 squares | 1 kg |
| Nano Bugs | 1500 | Illegal | Virtually invisible device that will record its surroundings in a 3 square radius | 0.1 kg |
| Mini Probe Droids | 3000 | Illegal | Small devices that act as mobile nano bugs and can follow simple commands and directions | 1 kg |
| Sensor Pack | 800 | Licensed | Portable scanning device that allows you to detect life forms, geological formations and buildings, electrical activity and communications that are not encrypted. Usual range is 1 kilometer | 10 kg |
Medical Equipment
| Item | Price | Description | Weight |
| Medpac | 50 | Standard first aid pack, with bandages and kolto or bacta to stop the bleeding (use with Treat Injury - First Aid) | 1 kg |
| Med-Scanner | 600 | Used to provide detailed medical diagnostic allows someone to use a Medpac and get double the result. Required to revive someone below 0 hp, or stabilize someone with debilitating effects. Uses 1 energy cell per use. | 20 kg |
| Surgical probe kit | 1000 | Using small probes allows someone with Treat Injury - Surgery to heal someone. It is also used to install and repair cybernetic parts.Uses 2 energy cell per use. | 10 kg |
| Cybernetic Implant | 1500 - 10000 | Missing limbs can not be restored (unless racial trait allows) so cybernetic implants are used to replace them. Some people voluntarily replace limbs to strengthen themselves. It is very risky to do this as your body may not be able to handle the upgrade and have a cascade failure. | - |
| Bacta Tank | 20000 | Tank sized to fit one individual, will heal most damage or maladies given enough time. Uses 5 energy cell per use. | 300 kg |
| Bacta Tank refill | 250 | After each use the Bacta tank must be refilled | 100 kg |
Survival gear
| Item | Price | Description | Weight |
| All-temperature cloak | 50 | Protection from the elements , this proveds a +5 equipment bonus to fortitude defense when survival skills are tested | 1.5 kg |
| Armored gloves | 100 | All purpose work gloves that protect a characters hands when dealing with dangerous materials. (Is used to protect from hot, cold objects as well as protects the hand when using durasteel cable) | 0.5 kg |
| Durasteel cable* (10 meters) | 150 | Thin and extremely durable wire like rope, often stored in a utility belt. Can support 2 tons of weight and requires a dc 30 strength check to break. | 1 kg |
| Emergency shelter | 200 | small 2 person mobile shelter that provides excellent protection from most hostile environments. +10 equipment bonus to fortitude defense when survival skills are tested while inside. Uses 1 energy cell per 24 hour use. | 5 kg |
| Grapple tip | 100 | Three pronged self adhesive tip used to attach ropes or similar items to distance object. Often used in climbing activities | 0.1 kg |
| Field kit | 1000 | Backpack with survival gear. Usually contains a water collecting pouch, a week of food rations, 2 glow rods, a breath mask, all-temperature cloak, a length of standard rope, 4 energy cells and an emergency shelter. | 15 kg |
| Jet pack | 500 | propulsion system that can be strapped on a character. Activating a jet pack is a swift action and you gain fly speed of 8 squares till the end of your turn. Pack has 10 energy cells and can be run till exhaustion (1 energy cell, is used per turn while using a jet pack). Simple flight does not require pilot check, but complex maneuvers can be dc 10 (chasing someone trying to evade you) to dc 20 (attempt combat while in flight). | 30 kg |
| Ration pack | 5 | Compact meal that can feed a character for 1 day. | 0.1 kg |
| Standard rope* (15 meters) | 10 | Standard rope made of synthetic fibers. Has a strength of 20 and can hold 500 kg. Can be broken with a dc 20 strength check | 2.5 kg |
| Water collecting pouch | 50 | A pouch designed to collect water from condensation in the air, in standard environments it will fill to full in 1 hour. Dry environments (remember cold can be dry too) can take as long as 3 days to fill (Tattooine) | 0.5 kg |
| Zip line Gun Attachment | 500 | A attachment for a gun that fires a grapple tip conneted to a durasteel cable distances farther than the average person could throw. After firing the attachment will act as a Zip line (or reverse zip line that lifts you up an incline) to get you to the other side. {Cable and grapple tip not included.} |
1 kg |
Tools
| Item | Price | Legality | Description | Weight |
| Binder cuffs | 50 | Restricted | Restraint device that binds a prisoners limbs. They have a strength of 40 and require a dc 30 strength check to break. Removing them without the proper code requires a DC 20 mechanic - disable device check | 0.5 kg |
| Energy cell | 20 | - | a small battery that powers devices, it can be recharged with a power recharge takes 1 hour. | 0.1 kg |
| Power generator | 1000 | - | Fusion reactor generator that provides power to any number of devices, including ships or vehicles that are in need. Can be used instead of energy cells but tethers items to itself with cords. | 15 kg |
| Power recharger | 200 | - | used to recharge energy cells or other devices that store charge. May charge 1, 2, or 4 cells at a time (multiply cost by number for price) Store enough energy to recharge 25 cells if not connected to a power source. | 1.5 kg |
| Security kit | 1000 | Illegal | Special tools for bypassing electronic or mechanical locks. Comes with an alarm detection that allows user to know if alarm is present (dc check mechanical - device is up to gm, lock and alarm may have different dc numbers) Each use uses 1 energy charge. Tools recharge in 30 seconds. | 1 kg |
| Solar power station | 300 | - | Solar powered generator used to power devices during day light hours. | 5 kg |
| Tool kit | 250 | Licensed | Standard kit for working with all things electrical or mechanical (including droids) Including but not limited to, 5 energy cells, electric probes, fusion cutter, hydrospanner, sonic welder, standard circuits, wires and other devices common to most electronics, vibro cutters, goggles etc.. Some Items will require energy cells. Each use uses 1 energy charge. Tools recharge in 30 seconds. | 1.5 kg |
| Utility belt | 50 | - | multi pouch belt that can hold rations, medpac, tool kit, energy cell, grapple tip, durasteel cable and other small items for convenience. (contains 12 pouches) | 0.1 kg |
Life Support
| Item | Price | Description | Weight |
| Hydro mask | 200 | Simple mask that allows a user to convert liquid into breathable atmosphere (uses single energy cell - last 24 hours per energy cell) | 0.3 kg |
| Breath mask | 400 | Simple mask that allows user to breath in unfriendly atmospheres(uses single energy cell - last 24 hours per energy cell) | 0.5 kg |
| Pressure suit | 1500 | Sometimes mistakenly called flight suits these allow an individual to endure the rigors of high velocity flight, in addition the suit provides moderate protection from hostile environments. (Survival in a vacuum is limited to about 10 min)(houses single energy cell - last 24 hours per energy cell) | 4 kg |
| Vacuum Suit | 1500 | A Suit that provides protection in a vacuum or a hostile environment for extended periods of time. Comes with comms and can be outfitted with a jet pack to provide mobility as well. Can last up to a week with the proper support package.(houses 10 energy cells - last 1 hour per energy cell) | 15 kg |
Armor
Light Armor
| Item | Price | Legality | Description | Bonus Ref Def | Bonus Fort Def | Max Dex | Weight |
| Blast Helmet and Vest | 500 | - | Lightweight helmet and vest that worn together provide minimal protection from attack | +2 | - | +5 | 3kg |
| Flight Suit | 2000 | Licensed | Standard flight suit, that protects against g-forces, decompression and harmful environments. It provides limited protection from an attack as well. The Flight suit has a seal that provides a limited life support. The suit uses 4 energy cells that are used in the case of a vacuum or hostile environment, each cell will only last 1 hour. (a failed ships life support will start the 4 hours of the suits protection.) |
+3 | +1 | +4 | 5kg |
| Combat Jump Suit | 1500 | Restricted | Designed to provide limited protection during a fight without restricting movement too much. | +4 | - | +4 | 8kg |
| Space Suit | 4000 | Licensed | Suit designed to protect someone from the rigors of space. This suit comes in various models from the standard worker in space to the pilot that wants more protection than a flight suit. The suit provides of life support in the vacuum of space or any other hostile environment. Comes with comms. Uses 1 energy cell every 2.4 hours of use. Can have 10 energy cells installed at a time. |
+5 | +2 | +3 | 10kg |
| Armored Suit | 8000 | Restricted | Light full bodied armor used by military and high level police units. This armor has electronics that assist and augment the wearer in their duties including, comms and dark vision filters. It also provides simple protection from environments, light and sound distortion. Uses 1 energy cell every 24 hours of use. Can have 1 energy cells installed at a time. |
+6 | +2 | +3 | 10kg |
Medium Armor
Reduce movement speed by 1 when wearing medium armor.| Item | Price | Legality | Description | Bonus Ref Def | Bonus Fort Def | Max Dex | Weight |
| Ceremonial Armor | 5000 | Licensed | Used for decorative as well as practical purposes. Guardians of public figures are often seen in this type of armor, decorated to associate with whatever dignitary they are protecting. | +6 | - | +2 | 12kg |
| Powered Suit | 10000 | Restricted | Full bodied armor that uses an energized exoskeleton to boost the wearer strength and protect them. This armor has electronics that assist and augment the wearer in their duties including comms and dark vision filters. If the wearer has Armor Proficiency (medium) they gain a +2 equipment strength. Uses 1 energy cell every 6 hours of use. Can have 4 energy cells installed at a time. |
+7 | +1 | +3 | 20kg |
| Battle Armor | 7000 | Military | Full body armor with augmented plates to further protect the user from damage. (Standard Storm Trooper Armor) This armor has electronics that assist and augment the wearer in their duties including comms and dark vision filters. Uses 1 energy cell every 24 hours of use. Can have 1 energy cells installed at a time. |
+8 | +2 | +2 | 16kg |
Heavy Armor
Reduce movement speed by 2 when wearing Heavy armor.| Item | Price | Legality | Description | Bonus Ref Def | Bonus Fort Def | Max Dex | Weight |
| Heavy Battle Armor | 12000 | Military | Full body armor with augmented plates, composite fabrics and padded jumpsuit to protect the user from damage. This armor has electronics that assist and augment the wearer in their duties including comms and dark vision filters. If the wearer has Armor Proficiency (Heavy) they gain a +1 equipment strength. Uses 1 energy cell every 8 hours of use. Can have 3 energy cells installed at a time. |
+10 | +4 | +1 | 25kg |
| Armored Space Suit | 8000 | Restricted | Armored Suit designed to protect someone from the rigors of space as well as combat. The Suit has self sealing components throughout that allows any punctures or tears to be sealed almost immediately to protect the wearer in very dangerous vacuum working or any other hostile environment. Comes with comms and dark vision filters. Uses 1 energy cell every 1.5 hours of use. Can have 16 energy cells installed at a time. (24 hours to use all 16 cells) | +9 | +3 | +1 | 30kg |
*If energy cell is depleted, all armor bonus are 1/2 (rounded up) and any special features are lost including any life support they might be providing.
Bonus ref and fort defense is equipment bonus added to your characters Reflex and Fortitude bonuses.
Max dex refers to the maximum dex mod bonus you are allowed to use when wearing this type of armor.
Explosives
| Item | Price | Legality | Description | Damage | Weight |
| Standard | 100 | Restricted | Standard Small Explosive | 2x2 2d8 | .5 kg |
| Heavy | 700 | Restricted | Standard Large Explosive | 2x2 5d6 | 1 kg |
| Massive | 1500 | Military | Extremely large explosion, will destroy building and or create a crater in the side of a mountain | 4x4 10d6 | 2 kg |
| Detonite | 500 | Restricted | Contact explosive that comes in clay like form. It can be shaped to do specific damage and requires a trigger of some type to be set off. *Max damage can lessened to do specific amounts of damage. Trained in Mechanic - explosive required to do less damage. | 5d6* | 1 kg |
| Remote Detonator/Timer | 250 | Restricted | Timer or trigger to set off explosives. Remote Detonator has range of 10km | - | .1 kg |
| Trigger Detonator | 500 | Restricted | requires Trained in Mechanic - explosive to be used. Can be set up as a normal timer or can be set to trigger explosives with a certain stimulus.(laser tripwire, audio sound, certain person going past, etc... | - | .1 kg |
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