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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,
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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—such as the Noghri—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 check. One a medpacs has been used, it is expended.
Space Suits ond 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 — particularly in the Rebel Alliance — 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.
• Space Suit Model: LifeLine Technologies Model 11 Space Suit Type: Personal space suit Cost: 2,200 credits Availability: 2, F Game Notes: The LifeLine Model 11 contains a heating unit, waste recycling unit and onboard food sup
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ply. The suit's power supply, atmosphere and food supply will support a character in space for 10 standard days. The wearer suffers a -2D to all Dexterity attribute and skill checks.
• Vacuum Suit Model: Incom Military Vacuum Suit Type: Personal vacuum suit Cost: 1,000 credits Availability: 1 Game Notes: Incom developed this version of the military flight suit decades ago; it is in common usage throughout the galaxy. The Incom vacuum suit contains 10 hours’ worth of atmosphere. A player character in space must make a Moderate stamina or Strength check every hour he or she is exposed to vacuum or suffer a wound caused by the freezing cold of space.
Syntherope Dispensers Syntherope is — as the name implies — a synthetic, durable multi-purpose cable. Created from high-strength polymers, syntherope is tough, lightweight and flexible, capable of supporting up to 500 kilograms of weight.
Knives In an age of powered, long-range energy weapons, the main advantage of a knife is that it is easy and cheap to manufacture, concealable, requires no power source beyond sheer physical strength, and possession is rarely regulated by planetary governments. Some throwing knives can also be used as short-range weapons.
• Typical Knife Model: Standard knife Type: Melee weapon Scale: Character Skill: Melee combat: knife Cost: 25 Availability: 1 Difficulty: Very Easy Damage: STR+1D (maximum: 6D)
I Typical Throwing Knife Model: Standard throwing knife Type: Melee weapon Scale: Character Skill: Thrown weapons: knife Cost: 35 Availability: 1 Range: 2-3/5/10 Damage: STR+1D (maximum: 6D) Game Notes: May be used as a normal knife in melee combat.
Vibroweopons
Vibroweapons come in a variety of forms, from vibroknives to vibro-axes. While Vibroweapons appear similar to other melee weapons, this similarity is cosmetic only. A standard vibroknives, for example, is constructed with a miniature power cell and a specially-seated blade. When activated, the power cell transmits thousands of microscopic vibrations along the blade edge, allowing the weapon to cut through extremely hard surfaces with only slight pressure. The vibro-ax and other Vibroweapons operate along the same principle.
• Vibro-ax Model: Standard vibroax Type: Melee weapon Scale: Character Skill: Melee combat: vibro-ax Cost: 500 Availability: 2, R Difficulty: Moderate Damage: STR+3D+1 (maximum: 7D)
• Vibroblade Model: Standard vibroblades Type: Melee weapon Scale: Character Skill: Melee combat: vibroblade Cost: 250 Availability: 2, F Difficulty: Moderate Damage: STR+3D (maximum: 6D)
Blasters
Blasters are the most common types of weapons used throughout the Known Galaxy. Ranging from small, easily-concealed hand weapons to the huge destructive superlaser of the Death Star, blasters are designed for every conceivable role. Blasters utilize a variety of so-called blaster gases, which are excited by the energy provided from power packs. The charge released takes the form of coherent light which delivers killing energy to the target. All hand blasters can be set to "stun" unless otherwise indicated. Hold-Out Blasters Small enough to be hidden in the hand of a human, hold-out blasters are common in urban areas with strict weapon controls and among undercover agents. Hold-out blasters require custom designed power packs and only hold enough blaster gas for a few shots. They are illegal or closely regulated in most systems. Many systems, however, look on them as a "self-defense" alternative to the more powerful types of personal weapons available.
• Hold-Out Blaster Model: Merr-Sonn Munitions Q2 Hold-Out Blaster Type: Concealable blaster Scale: Character Skill: Blaster: hold-out blaster Ammo: 6 Cost: 275 (power packs: 25) Availability: 2, R or X Fire Rate: 1 Range: 3-4/8/12 Damage: 3D
Sporting Blasters A small, short blaster, often used for small game hunting or personal defense. Sometimes used for dueling. This is the smallest weapon to use standard power packs. (Princess Leia used a sporting blaster in Star Wars: A New Hope.-)
Sporting Blaster Model: Drearian Defense Conglomerate Defender Type: Sporting blaster Scale: Character Skill: Blaster: sporting blaster Ammo: 50 Cost: 350 (power packs: 25) Availability: 1, F Fire Rate: 1 Range: 3-10/30/60 Damage: 3D+1 Blaster Pistols This is the most common weapon in the galaxy. It is popular with urban police forces, traders and anyone else who needs to pack respectable firepower in a compact package. Ownership of these weapons is restricted in many systems.
Blaster Pistol Model: Bias Tech DL-18 Blaster Pistol Type: Blaster pistol Scale: Character Skill: Blaster: blaster pistol Ammo: 100 Cost: 500 (power packs: 25) Availability: 1, F, R or X Fire Rate: 1 Range: 3-10/30/120 Damage: 4D
Heavy Blaster Pistols A blaster pistol is a compromise: it gives the user a lot more firepower, but with a very limited range — this is accomplished by draining a lot of energy from the power pack, at the expense of ammo. A heavy blaster pistol is crammed into a standard pistol frame, making it easy to disguise if necessary. These weapons are illegal or heavily restricted in many systems. Han Solo's favorite weapon is a modified BlasTech DL-44 heavy blaster pistol.
• Heavy Blaster Pistol Model: BlasTech DL-44 Heavy Blaster Pistol Type: Heavy blaster pistol Scale: Character Skill: Blaster: heavy blaster pistol Ammo: 25 Cost: 750 (power packs: 25) Availability: 1, F, R or X Range:'3-7/25/50 Damage: 5D
Blaster Carbines
These weapons are shorter and less accurate than blaster rifles, the weapons they are based upon. However, they are rugged and reliable and malfunctions are very rare. These weapons are less advanced than blaster rifles, and older models can often be found at greatly discounted prices.
• Blaster Carbine Model: SoroSuub Quick Snap 36T Type: Blaster carbine Scale: Character Skill: Blaster: blaster carbine Ammo: 100 Cost: 900 (power packs: 25) Availability: 2, F, R or X Fire Rate: 1 Range: 3-25/50/250 Damage: 5D Game Notes: At long range, increase difficulty by +5
Blaster Rifles Among the most popular personal weapons in the galaxy, blaster rifles are in common use throughout the Imperial and
New Republic forces. They have a retractable stock and sight. In most systems, ownership is restricted to military organizations. Imperial stormtroopers favor blaster rifles.
• Blaster Rifle Model: SoroSuub Stormtrooper One Blaster Rifle Type: Blaster rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 100 Cost: 1,000 (power packs: 25) Availability: 2,X Fire Rate: 1 Range: 3-30/100/300 Damage: 5D Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to blaster. Sporting Blaster Rifles Built in an attempt to circumvent standard restrictions on the blaster rifle, the "sport rifle" is merely a smaller version of its more lethal cousin. It was introduced early in the days of the Empire by groups that worried over the new centralization of power. In general, it is just as restricted in use as the blaster rifle.
• Sporting Blaster Rifle Model: Drearian Defense Conglomerate "Light Sport" Hunter Type: Sporting blaster rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 100 Cost: 900 (power packs: 25) Availability: 1, F Fire Rate: 1 Range: 3-40/120/350 Damage: 4D+1 Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to blaster. Light Repeating Blasters Longer and more powerful than blaster rifles, these weapons are for large-scale actions, often supplementing ground squads and providing cover for artillery gunners while their weapons are being set up. These weapons are normally about one to one-and-a-half meters long, and can be run off power packs or attached to generators for unlimited firepower. They are normally available only to the military.
• Light Repeating Blaster Model: BlasTech T-21 Type: Light repeating blaster Scale: Character Skill: Blaster: repeating blaster Ammo: 25 Cost: 2,000 (power packs: 25) Availability: 2, X Range: 3-50/120/300 Damage: 6D
Explosives
Explosives, such as grenades and thermal detonators, are not common in combat except under certain conditions. They're bulky one-shot weapons — once they are thrown, they are expended. Blasters are often preferred because they are light and can be fired repeatedly. However, grenades are useful for areas where enemy forces are concentrated in a small area, because their area of blast can affect more than one target. Grenades can be equipped with any number of triggers, from simple contact (it explodes when it hits something) to a timer, which can be set for a few seconds to several minutes. Mines and thermal detonators are larger explosive devices with a variety of potential uses. Explosive devices are normally tightly-restricted, and those wishing to buy them will often have to seek out black market sources. Fragmentation Grenades come in a variety of sizes and forms, and can be simple explosives, or may eject noxious gases or smoke or any other number of payloads, depending upon the specific needs of the purchaser.
• Fragmentation Grenade Model: Standard fragmentation grenade Type: Explosive Scale: Character Skill: Grenade Cost: 200 Availability: 1, R Range: 3-7/20/40 Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D Thermal Detonators The thermal detonator is a highly effective weapon of terror and destruction. It is fist-sized, yet packs enough explosive to destroy everything within a small building.
• Thermal Detonator Model: Standard thermal detonator Type: Explosive Scale: Character Skill: Grenade Cost: 2,000
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Availability: 2, X Range: 3-4/7/12 Blast Radius: 0-2/8/12/20 Damage: 10D//5D/2D Mines are used to eliminate incoming troops and vehicles. Most are triggered by physical pressure (such as moving ground troops) or the presence of repulsor fields (generated by incoming vehicles). The demolitions skill roll of the character setting the mine is equal to the hide value of the mine (in case someone is searching for it) and the "to hit" roll of the weapon. When the mine is triggered, the character must use his normal dodge to get out of the immediate blast radius of the explosion — if his normal dodge is higher than the demolitions roll, then he gets to the next higher range of the radius. A successful full dodge will get the character out of the entire blast radius.
• Mine Model: Standard anti-vehicle mine Type: Explosive Scale: Speeder Skill: Demolitions Cost: 750 Availability: 2, X Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D
Armor
Armor With the advance of blaster weapons, armor has become less and less popular: most soldiers in the field soon realized that their armor would be ineffectual in stopping those bolts of energy, and their speed and quickness would be of prime importance. Armor is more useful against many slugthrowing weapons, so it is common on very primitive worlds. Armor protects a specific portion of a person's body. If an attack hits that area, the wearer may add the die code of the armor to his Strength roll to resist damage. Armor may cover one of six locations: head, torso, left arm, right arm, left leg, and right leg. Head and torso armor may provide different protection to the front and back, and if so, the distinction is indicated. Blast Helmets Common among the forces of the Rebel Alliance, blast helmets provide troops with valuable protection from fragments and shrapnel, although they are almost useless against blaster bolts.
• Blast Helmet Model: Typical blast helmet Type: Personal armor Scale: Character Cost: 300 Availability: 1 Game Notes: +1D physical, +1 energy (head). Blast Vests Like blast helmets, vests are very useful against physical attacks, such as grenade shrapnel and bullets, but they provide little protection from blaster bolts.
Blast Vest Model: Typical blast vest Type: Personal armor Scale: Character Cost: 300 Availability: 1 Game Notes: +1D physical, energy (torso). Bounty Hunter Armor Suits A number of bounty hunters utilize a variety of personal armors for protection during the course of their duties. A favored set of armor is the Corelilan PowerSuit, which not only provides protection, but enhances the user's Strength in personal combat. These battlesuits are often greatly modified by their owner. Typical modifications include the permanent addition of weapons, advanced sensors in helmets, emergency survival equipment storage belts, harsh environment shielding and a number of other items. These suits are restricted in many systems, and may be illegal to purchase or possess.
• Bounty Hunter Armor Model: Corelilan PowerSuit Type: Bounty hunter armor Scale: Character Skill: PowerSuit operation Cost: 2,500 Availability: 2, R Game Notes: +2D physical, +1D energy.
Droids
• Two-Onebee Medical Droid Type: Industrial Automaton 2-1B Surgical Droid DEXTERITY ID KNOWLEDGE 2D Alien species 5D MECHANICAL 2D (A) Bacta tank operation 5D PERCEPTION 3D (A) Injury/ailment diagnosis 6D STRENGTH ID TECHNICAL 3D First aid 6D, (A) medicine 9D Equipped With: • Computer interface tether (range of 5 meters, adds +2D to all medical skills) • Medical diagnostic computer • Analytical computer • Surgical attachments • Hypodermic injectors (4D stun damage) • Medicine dispensers Move: 4 Size: 1.5 meters tall Cost: 4,300 (new) Protocol Droids The Cybot Galactica 3PO series is among the most successful line of these popular protocol units. They are humanoid in shape and generally programmed for subservient, service-oriented personalities. These droids are utilized for etiquette and translation, and are often found in the service of diplomats and wealthy traders. These droids are capable of reproducing any sound that their audio sensors pick up, allowing them to speak almost any language.
• 3PO Protocol Droid Type: Cybot Galactica 3PO Human-Cyborg Relations Droid DEXTERITY ID KNOWLEDGE 3D Cultures 6D, languages 10D* MECHANICAL ID PERCEPTION ID STRENGTH ID TECHNICAL ID *The droid's vocabulator speech/sound systeiij makes the droid capable of reproducing virtually any sound it hears or is programmed to reproduce. Equipped With: • Humanoid body (two arms, two legs, head) • Two visual and two audial sensors — human range • Vocabulator speech/sound system '• AA-1 VerboBrain • TranLang III Communications module with over seven million languages Move: 8 Size: 1.7 meters tall Cost: 3,000 (new) Probe Droids Originally designed for peaceful exploration purposes, probe droids have seen extensive use in the Imperial Navy. The Empire uses probes to search for hidden Rebel outposts, smuggler bases and pirate shadowports in remote areas.
There are several types of probe droids, ranging from asteroid surveyors to remote surveillance units. Most civilian probes are not armed or shielded, unlike their Imperial counterparts.
• Probe Droid Type: Arakyd Viper Probe Droid DEXTERITY 3D Blaster 4D KNOWLEDGE 2D+2 Planetary systems 4D MECHANICAL 3D Sensors 6D PERCEPTION 3D Search 4D, search: tracking 7D+1 STRENGTH 4D TECHNICAL 2D+1 Equipped With: • Long-range sensor (+1D to search for objects between 200 meters and five kilometers away) • Movement sensor (+2D to search for moving objects up to 100 meters away) • Atmosphere sensor — can determine atmosphere class (Type I, Type II, Type HI, Type IV) within one half-hour Blaster cannon (4D+2) Self-destruct mechanism Repulsor generator for movement over any terrain Several retractable manipulator arms Several retractable sensor arms for gathering samples Move: 14 Size: 1.6 meters tall Cost: 14,500 (new) Security Droids
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Security droids are strictly regulated in most civilized systems, although they are widely employed by crimelords, private corporations and local governments.
• Rim Securities' K4 Security Droid Type: Rim Securities' K4 Security Droid DEXTERITY 3D Blaster 7D, dodge , running 4D KNOWLEDGE ID MECHANICAL ID PERCEPTION ID STRENGTH ID TECHNICAL ID Equipped With: • Two auto-balance arms • Two arms • Body armor (+2D to Strength to resist damage) • Internal blaster rifle (5D, 5-30/100/200) Move: 11 Size: 1.6 meters Cost: 7,500 (new)
Droids and equipment are important parts of an adventure — but it's hard to achieve your objective if you can't get where you’re going. That's why you need vehicles and even starships, if you're headed off-planet. So Evin Dastt is going to take you from here into the world of things that speed, swoop and soar.
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,
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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—such as the Noghri—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 check. One a medpacs has been used, it is expended.
Space Suits ond 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 — particularly in the Rebel Alliance — 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.
• Space Suit Model: LifeLine Technologies Model 11 Space Suit Type: Personal space suit Cost: 2,200 credits Availability: 2, F Game Notes: The LifeLine Model 11 contains a heating unit, waste recycling unit and onboard food sup
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ply. The suit's power supply, atmosphere and food supply will support a character in space for 10 standard days. The wearer suffers a -2D to all Dexterity attribute and skill checks.
• Vacuum Suit Model: Incom Military Vacuum Suit Type: Personal vacuum suit Cost: 1,000 credits Availability: 1 Game Notes: Incom developed this version of the military flight suit decades ago; it is in common usage throughout the galaxy. The Incom vacuum suit contains 10 hours’ worth of atmosphere. A player character in space must make a Moderate stamina or Strength check every hour he or she is exposed to vacuum or suffer a wound caused by the freezing cold of space.
Syntherope Dispensers Syntherope is — as the name implies — a synthetic, durable multi-purpose cable. Created from high-strength polymers, syntherope is tough, lightweight and flexible, capable of supporting up to 500 kilograms of weight.
Knives In an age of powered, long-range energy weapons, the main advantage of a knife is that it is easy and cheap to manufacture, concealable, requires no power source beyond sheer physical strength, and possession is rarely regulated by planetary governments. Some throwing knives can also be used as short-range weapons.
• Typical Knife Model: Standard knife Type: Melee weapon Scale: Character Skill: Melee combat: knife Cost: 25 Availability: 1 Difficulty: Very Easy Damage: STR+1D (maximum: 6D)
I Typical Throwing Knife Model: Standard throwing knife Type: Melee weapon Scale: Character Skill: Thrown weapons: knife Cost: 35 Availability: 1 Range: 2-3/5/10 Damage: STR+1D (maximum: 6D) Game Notes: May be used as a normal knife in melee combat.
Vibroweopons
Vibroweapons come in a variety of forms, from vibroknives to vibro-axes. While Vibroweapons appear similar to other melee weapons, this similarity is cosmetic only. A standard vibroknives, for example, is constructed with a miniature power cell and a specially-seated blade. When activated, the power cell transmits thousands of microscopic vibrations along the blade edge, allowing the weapon to cut through extremely hard surfaces with only slight pressure. The vibro-ax and other Vibroweapons operate along the same principle.
• Vibro-ax Model: Standard vibroax Type: Melee weapon Scale: Character Skill: Melee combat: vibro-ax Cost: 500 Availability: 2, R Difficulty: Moderate Damage: STR+3D+1 (maximum: 7D)
• Vibroblade Model: Standard vibroblades Type: Melee weapon Scale: Character Skill: Melee combat: vibroblade Cost: 250 Availability: 2, F Difficulty: Moderate Damage: STR+3D (maximum: 6D)
Blasters
Blasters are the most common types of weapons used throughout the Known Galaxy. Ranging from small, easily-concealed hand weapons to the huge destructive superlaser of the Death Star, blasters are designed for every conceivable role. Blasters utilize a variety of so-called blaster gases, which are excited by the energy provided from power packs. The charge released takes the form of coherent light which delivers killing energy to the target. All hand blasters can be set to "stun" unless otherwise indicated. Hold-Out Blasters Small enough to be hidden in the hand of a human, hold-out blasters are common in urban areas with strict weapon controls and among undercover agents. Hold-out blasters require custom designed power packs and only hold enough blaster gas for a few shots. They are illegal or closely regulated in most systems. Many systems, however, look on them as a "self-defense" alternative to the more powerful types of personal weapons available.
• Hold-Out Blaster Model: Merr-Sonn Munitions Q2 Hold-Out Blaster Type: Concealable blaster Scale: Character Skill: Blaster: hold-out blaster Ammo: 6 Cost: 275 (power packs: 25) Availability: 2, R or X Fire Rate: 1 Range: 3-4/8/12 Damage: 3D
Sporting Blasters A small, short blaster, often used for small game hunting or personal defense. Sometimes used for dueling. This is the smallest weapon to use standard power packs. (Princess Leia used a sporting blaster in Star Wars: A New Hope.-)
Sporting Blaster Model: Drearian Defense Conglomerate Defender Type: Sporting blaster Scale: Character Skill: Blaster: sporting blaster Ammo: 50 Cost: 350 (power packs: 25) Availability: 1, F Fire Rate: 1 Range: 3-10/30/60 Damage: 3D+1 Blaster Pistols This is the most common weapon in the galaxy. It is popular with urban police forces, traders and anyone else who needs to pack respectable firepower in a compact package. Ownership of these weapons is restricted in many systems.
Blaster Pistol Model: Bias Tech DL-18 Blaster Pistol Type: Blaster pistol Scale: Character Skill: Blaster: blaster pistol Ammo: 100 Cost: 500 (power packs: 25) Availability: 1, F, R or X Fire Rate: 1 Range: 3-10/30/120 Damage: 4D
Heavy Blaster Pistols A blaster pistol is a compromise: it gives the user a lot more firepower, but with a very limited range — this is accomplished by draining a lot of energy from the power pack, at the expense of ammo. A heavy blaster pistol is crammed into a standard pistol frame, making it easy to disguise if necessary. These weapons are illegal or heavily restricted in many systems. Han Solo's favorite weapon is a modified BlasTech DL-44 heavy blaster pistol.
• Heavy Blaster Pistol Model: BlasTech DL-44 Heavy Blaster Pistol Type: Heavy blaster pistol Scale: Character Skill: Blaster: heavy blaster pistol Ammo: 25 Cost: 750 (power packs: 25) Availability: 1, F, R or X Range:'3-7/25/50 Damage: 5D
Blaster Carbines
These weapons are shorter and less accurate than blaster rifles, the weapons they are based upon. However, they are rugged and reliable and malfunctions are very rare. These weapons are less advanced than blaster rifles, and older models can often be found at greatly discounted prices.
• Blaster Carbine Model: SoroSuub Quick Snap 36T Type: Blaster carbine Scale: Character Skill: Blaster: blaster carbine Ammo: 100 Cost: 900 (power packs: 25) Availability: 2, F, R or X Fire Rate: 1 Range: 3-25/50/250 Damage: 5D Game Notes: At long range, increase difficulty by +5
Blaster Rifles Among the most popular personal weapons in the galaxy, blaster rifles are in common use throughout the Imperial and
New Republic forces. They have a retractable stock and sight. In most systems, ownership is restricted to military organizations. Imperial stormtroopers favor blaster rifles.
• Blaster Rifle Model: SoroSuub Stormtrooper One Blaster Rifle Type: Blaster rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 100 Cost: 1,000 (power packs: 25) Availability: 2,X Fire Rate: 1 Range: 3-30/100/300 Damage: 5D Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to blaster. Sporting Blaster Rifles Built in an attempt to circumvent standard restrictions on the blaster rifle, the "sport rifle" is merely a smaller version of its more lethal cousin. It was introduced early in the days of the Empire by groups that worried over the new centralization of power. In general, it is just as restricted in use as the blaster rifle.
• Sporting Blaster Rifle Model: Drearian Defense Conglomerate "Light Sport" Hunter Type: Sporting blaster rifle Scale: Character Skill: Blaster: blaster rifle Ammo: 100 Cost: 900 (power packs: 25) Availability: 1, F Fire Rate: 1 Range: 3-40/120/350 Damage: 4D+1 Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to blaster. Light Repeating Blasters Longer and more powerful than blaster rifles, these weapons are for large-scale actions, often supplementing ground squads and providing cover for artillery gunners while their weapons are being set up. These weapons are normally about one to one-and-a-half meters long, and can be run off power packs or attached to generators for unlimited firepower. They are normally available only to the military.
• Light Repeating Blaster Model: BlasTech T-21 Type: Light repeating blaster Scale: Character Skill: Blaster: repeating blaster Ammo: 25 Cost: 2,000 (power packs: 25) Availability: 2, X Range: 3-50/120/300 Damage: 6D
Explosives
Explosives, such as grenades and thermal detonators, are not common in combat except under certain conditions. They're bulky one-shot weapons — once they are thrown, they are expended. Blasters are often preferred because they are light and can be fired repeatedly. However, grenades are useful for areas where enemy forces are concentrated in a small area, because their area of blast can affect more than one target. Grenades can be equipped with any number of triggers, from simple contact (it explodes when it hits something) to a timer, which can be set for a few seconds to several minutes. Mines and thermal detonators are larger explosive devices with a variety of potential uses. Explosive devices are normally tightly-restricted, and those wishing to buy them will often have to seek out black market sources. Fragmentation Grenades come in a variety of sizes and forms, and can be simple explosives, or may eject noxious gases or smoke or any other number of payloads, depending upon the specific needs of the purchaser.
• Fragmentation Grenade Model: Standard fragmentation grenade Type: Explosive Scale: Character Skill: Grenade Cost: 200 Availability: 1, R Range: 3-7/20/40 Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D Thermal Detonators The thermal detonator is a highly effective weapon of terror and destruction. It is fist-sized, yet packs enough explosive to destroy everything within a small building.
• Thermal Detonator Model: Standard thermal detonator Type: Explosive Scale: Character Skill: Grenade Cost: 2,000
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Availability: 2, X Range: 3-4/7/12 Blast Radius: 0-2/8/12/20 Damage: 10D//5D/2D Mines are used to eliminate incoming troops and vehicles. Most are triggered by physical pressure (such as moving ground troops) or the presence of repulsor fields (generated by incoming vehicles). The demolitions skill roll of the character setting the mine is equal to the hide value of the mine (in case someone is searching for it) and the "to hit" roll of the weapon. When the mine is triggered, the character must use his normal dodge to get out of the immediate blast radius of the explosion — if his normal dodge is higher than the demolitions roll, then he gets to the next higher range of the radius. A successful full dodge will get the character out of the entire blast radius.
• Mine Model: Standard anti-vehicle mine Type: Explosive Scale: Speeder Skill: Demolitions Cost: 750 Availability: 2, X Blast Radius: 0-2/4/6/10 Damage: 5D/4D/3D/2D
Armor
Armor With the advance of blaster weapons, armor has become less and less popular: most soldiers in the field soon realized that their armor would be ineffectual in stopping those bolts of energy, and their speed and quickness would be of prime importance. Armor is more useful against many slugthrowing weapons, so it is common on very primitive worlds. Armor protects a specific portion of a person's body. If an attack hits that area, the wearer may add the die code of the armor to his Strength roll to resist damage. Armor may cover one of six locations: head, torso, left arm, right arm, left leg, and right leg. Head and torso armor may provide different protection to the front and back, and if so, the distinction is indicated. Blast Helmets Common among the forces of the Rebel Alliance, blast helmets provide troops with valuable protection from fragments and shrapnel, although they are almost useless against blaster bolts.
• Blast Helmet Model: Typical blast helmet Type: Personal armor Scale: Character Cost: 300 Availability: 1 Game Notes: +1D physical, +1 energy (head). Blast Vests Like blast helmets, vests are very useful against physical attacks, such as grenade shrapnel and bullets, but they provide little protection from blaster bolts.
Blast Vest Model: Typical blast vest Type: Personal armor Scale: Character Cost: 300 Availability: 1 Game Notes: +1D physical, energy (torso). Bounty Hunter Armor Suits A number of bounty hunters utilize a variety of personal armors for protection during the course of their duties. A favored set of armor is the Corelilan PowerSuit, which not only provides protection, but enhances the user's Strength in personal combat. These battlesuits are often greatly modified by their owner. Typical modifications include the permanent addition of weapons, advanced sensors in helmets, emergency survival equipment storage belts, harsh environment shielding and a number of other items. These suits are restricted in many systems, and may be illegal to purchase or possess.
• Bounty Hunter Armor Model: Corelilan PowerSuit Type: Bounty hunter armor Scale: Character Skill: PowerSuit operation Cost: 2,500 Availability: 2, R Game Notes: +2D physical, +1D energy.
Droids
• Two-Onebee Medical Droid Type: Industrial Automaton 2-1B Surgical Droid DEXTERITY ID KNOWLEDGE 2D Alien species 5D MECHANICAL 2D (A) Bacta tank operation 5D PERCEPTION 3D (A) Injury/ailment diagnosis 6D STRENGTH ID TECHNICAL 3D First aid 6D, (A) medicine 9D Equipped With: • Computer interface tether (range of 5 meters, adds +2D to all medical skills) • Medical diagnostic computer • Analytical computer • Surgical attachments • Hypodermic injectors (4D stun damage) • Medicine dispensers Move: 4 Size: 1.5 meters tall Cost: 4,300 (new) Protocol Droids The Cybot Galactica 3PO series is among the most successful line of these popular protocol units. They are humanoid in shape and generally programmed for subservient, service-oriented personalities. These droids are utilized for etiquette and translation, and are often found in the service of diplomats and wealthy traders. These droids are capable of reproducing any sound that their audio sensors pick up, allowing them to speak almost any language.
• 3PO Protocol Droid Type: Cybot Galactica 3PO Human-Cyborg Relations Droid DEXTERITY ID KNOWLEDGE 3D Cultures 6D, languages 10D* MECHANICAL ID PERCEPTION ID STRENGTH ID TECHNICAL ID *The droid's vocabulator speech/sound systeiij makes the droid capable of reproducing virtually any sound it hears or is programmed to reproduce. Equipped With: • Humanoid body (two arms, two legs, head) • Two visual and two audial sensors — human range • Vocabulator speech/sound system '• AA-1 VerboBrain • TranLang III Communications module with over seven million languages Move: 8 Size: 1.7 meters tall Cost: 3,000 (new) Probe Droids Originally designed for peaceful exploration purposes, probe droids have seen extensive use in the Imperial Navy. The Empire uses probes to search for hidden Rebel outposts, smuggler bases and pirate shadowports in remote areas.
There are several types of probe droids, ranging from asteroid surveyors to remote surveillance units. Most civilian probes are not armed or shielded, unlike their Imperial counterparts.
• Probe Droid Type: Arakyd Viper Probe Droid DEXTERITY 3D Blaster 4D KNOWLEDGE 2D+2 Planetary systems 4D MECHANICAL 3D Sensors 6D PERCEPTION 3D Search 4D, search: tracking 7D+1 STRENGTH 4D TECHNICAL 2D+1 Equipped With: • Long-range sensor (+1D to search for objects between 200 meters and five kilometers away) • Movement sensor (+2D to search for moving objects up to 100 meters away) • Atmosphere sensor — can determine atmosphere class (Type I, Type II, Type HI, Type IV) within one half-hour Blaster cannon (4D+2) Self-destruct mechanism Repulsor generator for movement over any terrain Several retractable manipulator arms Several retractable sensor arms for gathering samples Move: 14 Size: 1.6 meters tall Cost: 14,500 (new) Security Droids
The Star Wars Roleplaying Game
Security droids are strictly regulated in most civilized systems, although they are widely employed by crimelords, private corporations and local governments.
• Rim Securities' K4 Security Droid Type: Rim Securities' K4 Security Droid DEXTERITY 3D Blaster 7D, dodge , running 4D KNOWLEDGE ID MECHANICAL ID PERCEPTION ID STRENGTH ID TECHNICAL ID Equipped With: • Two auto-balance arms • Two arms • Body armor (+2D to Strength to resist damage) • Internal blaster rifle (5D, 5-30/100/200) Move: 11 Size: 1.6 meters Cost: 7,500 (new)
Droids and equipment are important parts of an adventure — but it's hard to achieve your objective if you can't get where you’re going. That's why you need vehicles and even starships, if you're headed off-planet. So Evin Dastt is going to take you from here into the world of things that speed, swoop and soar.