Monday, December 12, 2016

Star Wars Shiz: Equipment

Weapons

Melee
Weapon
Cost
Damage
Atlatl
10
1d4
Cesta
15
1d4
Club/Baton
10
1d4
Combat Gloves
25
+2
Force Pike
100
1d8
Gaderffi
20
1d6
Knife
7
1d4
Longsword
25
1d7
Mace
15
1d6
Staff
12
1d5
Ryyk Blade
100
1d6+1
Stun Baton
70
1d4+Stun
Spear
20
1d7
Lightsaber
-
1d8
Vibro-Ax
500
2d5
Vibroblade
250
2d4
Vibrodagger
125
2d3
Vibroknuckles
100
+1d

Ranged
Weapon
Cost
Damage
Range
ROF
Capacity
Availability
Blaster Pistol
50
1d8
100’
2
20
Common
Blaster, Hvy.
75
1d12
50’
2
10
Common
Blaster, Hold-Out
40
1d6
10’
1
3
Illegal
Blaster Carbine
100
1d12
150’
2
15
Licensed
Blaster Rifle
120
1d12
200’
2
15
Military
Blaster, Lt. Repeating
150
1d12
150’
4
20
Military
Booma
50
2d6+1
10’
1
-
Common
Bow
65
1d8
70’
1
-
Common
Bowcaster
150
1d12+1d3*
100’
1
1
Rare
Flechette Launcher
200
1d14*
40’
1
4
Military
Grenade
50
2d6+2/2d6+3
30’
1
-
Military
Ion Pistol
50
1d8
50’
2
20
Common
Ion Rifle
100
1d12
70’
2
10
Common
Sling
10
1d6
40’
1
1
Common
Thermal Detonator
1000
3d6
20’
1
-
Illegal

Heavy
Weapon
Cost
Damage
Range
ROF
Capacity
Availability
Blaster, Cannon
300
1d14
100’
1
6
Military
Blaster, Hvy. Repeating
500
2d10
150’
4
20
Military
Blaster, E-Web
1000
2d12
150’
6
500
Military




Atlatl: A Gungan weapon. Adds speed and power as an extension to the throwing arm, allowing Boomas to be thrown further than with an unassisted throw.
Boomas thrown with the Atlatl can be hurled 30’. They can be used in melee like a club.

Cesta: A Gungan weapon. Similar to the Atlatl, the Cesta adds great range to the Booma throw. The Booma can be hurled 50’.
It can be used like a staff in Melee.

Club/Baton: A simple weapon commonly used by enforcement agencies. Some feature a telescopic design.

Combat Gloves: These gloves are reinforced with padding, and a hard material like Durafiber or Plasteel.
These add +2 damage to an unarmed attack.

Force Pike: A 3’ pole topped with a powered tip. The staffs are designed to bend, not break. Their electrified, vibro-tips can deliver an electrical shock. They have two settings – lethal or stun. The force pike has no affiliation with the Jedi or any known Force using tradition.
It requires two energy cells to operate.

Gaderffi: Sometimes called gaffi sticks. These are the traditional weapons of the Tusken Raiders, and are built from scraps found in the desert.
A combination of a spear and an axe, these weapons hold ceremonial value to the Raiders of Tatooine.

Knife: While many weapons rely on highly advanced technologies, the knife still sees wide spread use in the galaxy.
Cheap to manufacture, and easy to conceal these weapons are completely silent. Can be thrown 10’.

Longsword: An exotic weapon, only because it doesn’t see much use, some nobles pass them down as family heirlooms.
They function well enough in combat to be used, if needed.

Mace: Found commonly in the hands of thugs and gangsters. These weapons are valued for their brutal efficiencies, and simply design.

Staff: Made of wood or metal, both ends of the weapon can be used to take full advantage of an opponent’s openings.

Ryyk Blade: Ceremonial weapons from the Wookies of Kashyyyk. Off-worlders wielding these powerful blades better understand Shyriiwook, and have a good reason for using them, less they feel the wrath of a raging Wookie.

Stun Baton: Functions like a simple club, but produces an energy field that can stun most sentient beings. Often used in crowd control situations. Requires an energy cell to operate.

Spear: Used by hunters and warriors alike. Made from wood or metal, these weapons can be thrown 20’.

Lightsaber: A simple design yet difficult to wield and master. The hilt produces a blade of pure energy, which is produced by a special energy cell (known as an emitter matrix), and focused through a crystal then magnified by a lens. The blade can cut through most materials, making it especially deadly.  The traditional weapon of the Jedi, the lightsaber stand as a symbol of their skill, dedication, and authority.
To represent the lightsabers lethality, they use ‘exploding’ die. If the maximum number is rolled on their damage die, reroll and add it to the total damage. The ‘exploding’ can be rolled more than once per attack.

Vibro-Weapons: Powered by energy cells, these weapons have blade edges that vibrate when activated. These rapid, micro-vibrations make short work of unprotected flesh, making them illegal on most systems.

Blaster Pistol: A common weapon for those who need decent firepower in a small package.

Blaster, Hvy: A variation on the blaster pistol, this weapon crams the power of a rifle in the body of a pistol at the expense of range.

Hold-Out Blaster: These weapons are often carried by spies or undercover agents in areas where blasters wouldn’t typically be allowed.
Easy to conceal due to their size, but with a respectable amount of power at short range.

Blaster Carbine: This weapon has a shorter barrel than a standard blaster rifle.
Commonly seen in the hands of those who need to defend their homes or families, but who need more power than a simple blaster has to offer.

Blaster Rifle: A staple in the many galactic militaries. They offer great power at even the longest of ranges.

Blaster, Lt. Repeating: This weapon allows the user to fire multiple shots, at the expense of accuracy.

Booma: A weapon of Gungan design. These energy balls are created using the energized plasma from Naboo’s core.
These count as ion weapons when used against droids.

Bow: A simple weapon used by primitive cultures, hunters, or those that wish for a silent assault.

Bowcaster: This weapons, created by the Wookies, fires explosive energy quarrels at high speeds, much like the archaic rail guns.
They must be cocked and loaded between each shot. Doing so requires 1 action. The extra damage is only achieved at short range.   

Flechette Launcher: This weapon fires tiny bits of superheated shrapnel in a wide spread.
 At short range this weapon has a 10’ spread and deals its full damage. For every 10’ past short range the damage is reduced by 1 die.

Grenade: Comes in 2 varieties – Concussion and Frag. Concussion grenades do 3d6+2 damage within 5 feet radius, while
Fragmentation grenades do 2d6+2 damage within 50 feet radius.

Ion Pistol/Rife: These are identical, statically, to their energy counterparts only they deal ion damage instead.

Sling: A primitive weapon designed to launch stones.
Modern designs feature sturdy textile construction, such as synthcloth, and use metal projectiles.

Thermal Detonator: Incredibly lethal, and incredibly illegal in most systems. These explosives deal 3d6 damage to all in a 10’ radius.

Blaster Cannon: Shoulder mounted weapons designed to take down armored vehicles. They fire large energy bolts.

Blaster, Hvy. Repeating: Offers more firepower than its light counterpart.

Blaster, E-Web: Requires a team of 3 trained people to operate. Must be connected to a power generator to function, and needs to cool down for 1 turn after 500 shots have been fired.


Armor
Type
Cost
AC
Movement
Light
25
+2
- 40’
Medium
40
+4
- 20’
Heavy
75
+6
- 15’
Energy Shields
100
10 DR
N/A

Light: Blast vests, padded flight suits, etc. These armors offer some protection against shrapnel and blasters

Medium: Armored flight suits, battle armors, etc. These armors provide good protection against a variety of weapons, but they slow the wearer down.

Heavy: Durasteel plated armors, space suits, etc. These armors offer the best protection, at the expense of movement.

Energy Shields: These shields when activated absorb the first 10 points of damage from a single attack. Once activated they last for 3 rounds.
After 10 points of damage are absorbed, they shut down to recharge.

Equipment

Equipment
Cost
Backpack
5
Comlink
20
Pocket Scrambler
200
Code Cylinder
15
Datacards, Blank (10)
10
Datapad
30
Holoprojector
50
Electrobinoculars
65
Glow Rod
5
Recording Unit (audio/video/holo)
20/45/100
Sensor Pack
100
Aquata Breather
95
Breath Mask
95
Flight Suit
50
Medical/Surgery Kit
50
Medpac
35
Survival Kit
100
All-Temperature Cloak
10
Field Kit
25
Jet Pack
350
Liquid Cable Dispenser 15’
15
Ration Pack (6)
3
Synthrope 50’
15
Bindercuffs
5
Energy Cell
3
Mesh Tape
5
Power Generator
75
Security Kit
25
Tool Kit
25
Utility Belt
10
Bandolier
10
Helmet Package
150
Holster, Concealed
15
Targeting Scope, Standard/Enhanced
75/100

Comlink: A small communications device.
Standard range is 5 miles. More expensive models exist to transmit data to ships in orbit.

Pocket Scrambler: Sold in pairs, these attach to Comlinks to encrypt data being transmitted.

Code Cylinder: Used to carry encrypted messages. Can be used with a droid’s scomp port.

Datacard: Used with computers or data pads to store data.

Holoprojector: Similar to a comlink, but emits a hologram image of the speaker.

Electrobinoculars: Displays distance, elevation, etc. Low-light, and night vision.

Glow Rod: 30’ illumination

Recording Unit: Records up to 6 hours of data.

Sensor Pack: A bulky device that displays general details for comm systems, life forms, and hazards within a 3 mile radius.

Aquata Breather: Contains 2 hours of breathable air. Can be used underwater.

Breath Mask: Fits over the nose and mouth. A hose connects the mask to the portable life support system.
After 1 hour the filter must be changed. Filters cost 25 credits. Doesn’t provide protection against extreme temperatures, or strong vaccums, however it will protect against inhailed poisons. Can be built into armors.

Flight Suit: a once piece suit, plus a helmet. Provides up to 10 hours of life support, and protects the wearer from the adverse effects of high velocity flight. As long as there is life support left in the suit, the wearer is immune to the effects of the vaccum of space, etc. Cannot be worn under armor.

Medical/Surgery Kit: Contains 1 dose of antivenom, 1 dose of radiation sickness medicine, and 1 medpac.
It can carry up to 6 medpacs (not included). It also contains surgical tools for field surgery operations.

Medpac: Contains bandages, small bacta doses, synthetic flesh, coagulants, etc. Heals 1d6+1 HP.

Survival Kit: Contains a ration pack, synthrope, an all-temperature cloak, and a single personal weather tent.

All-Temperature Cloak: Protects against extreme temperature. +1 on saves in such environments.

Field Kit: contains 1 energy cell, a ration pack, and 1 medpac. Most military personal carry them when on deployment.

Jetpack: Allows flight for 30’ per round. A full pack has enough fuel for 10 rounds of continuous flight.

Liquid Cable Dispenser: A small device that contains an electrospool that spins cable from the sensitive liquid inside.
The cable is as strong as standard synthrope. Can be attached to a utility belt.

Ration Pack: A small pack that contains 6 compact rations. While they don’t taste great, they provide the “necessary” nutrients for survival.

Synthrope: Can support up to 1500 lbs at a time.

Bindercuffs: Crafted from Durasteel. Strength +4 check to break from them.

Energy Cell: Standard energy cell, or power pack used in powering a multitude of devices from blasters to datapads.

Meshtape: Its use is limited only by the player’s imagination. Can support 200 lbs indefinitely, and 400lbs for 1d5 rounds.

Power Generator: A bulky device that provides independent power. Lasts for 48 hours before it needs a recharge.

Security Kit: Contains computer spikes, sensor modules, etc. They’re considered illegal in most systems.
Grants +2 on skill checks made to slice a computer system.

Tool Kit: Contains mostly everything needed to make repairs on mechanical devices (droids, ships, etc.). Grants +2 on skill checks to do so.

Utility Belt: A belt with many pouches and slots. It can hold up to 1 energy cell, 1 medpac, and 1 ration.
Can also hold a liquid cable dispenser.

Bandolier: Holds up to 10 energy cells

Helmet Package: Upgrades a helmet to include a range finder, thermal scope, and a target HUD. Grants +1 on attacks made while wearing the helmet.

Concealed Holster: +2 on skill checks made to conceal a blaster while in this holster.

Targeting Scope: The standard scope allows targets at medium range to be fired at as if they were in close range. Firing in this manner required a full round action to aim then shoot. The enhanced package functions as above, but adds +1 to the attacks.

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