Number of posts : 6401 Age : 44 Location : Southampton, UK Registration date : 2009-02-23
Subject: Dynamic RP: Outfitting Fri Aug 13, 2010 4:00 pm
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid." - Han Solo
ARMOUR
NOTE: If you use a set of amrour but do not possess the appropirate armour skill (Light, Medium or Heavy) then you take a -5 penalty on all skill checks. Also the DEX Bonus of the armour is redued by -1
Armour (Light)
Blast Helmet & Vest: GAME INFO: +2 REF Def / +0 FORT Def COST: 500c
Flight Suit, Padded: GAME INFO: +3 REF Def / +1 FORT Def, Enviromentally Sealed (10 hrs air) COST: 2000c
Combat Jumpsuit: GAME INFO: +4 REF Def / +0 FORT Def COST: 1500c
Fiber Armour: GAME INFO: +4 REF Def / +1 FORT Def, Once per Encounter can add +5 FORT Def vs a single Energy-based attack while 'Fighting Defensively' COST: 3000c
Battle Armour, Light: GAME INFO: +5 REF Def / +2 FORT Def, x1 upgrade port COST: 3500c
Flight Suit, Armoured: GAME INFO: +5 REF Def / +2 FORT Def, Enviromentally Sealed (10 hrs air) COST: 4000c
Armour (Medium)
Mesh Armour: GAME INFO: +6 REF Def / +2 FORT Def. Once per Encounter can add +10 FORT Def vs a single Energy-based attack while 'Fighting Defensively', x2 upgrade ports COST: 6000c
Weave Armour: GAME INFO: +6 REF Def / +2 FORT Def, x1 upgrade port COST: 5000c
Ceremonial Armour: GAME INFO: +7 REF Def / +0 FORT Def COST: 5000c
Corellian Powersuit: GAME INFO: +7 REF Def / +0 FORT Def, +1 bonus to PHY while wearing, x1 upgrade port COST: 10,000c
Battle Armour: GAME INFO: +8 REF Def / +2 FORT Def, x2 upgrade ports COST: 7000c
Armour (Heavy)
Armoured Spacesuit: GAME INFO: +9 REF Def / +3 FORT Def, Enviromentally Sealed (24 hrs air) COST: 12,000c
Matrix Armour: GAME INFO: +9 REF Def / +3 FORT Def. Once per Encounter can add +15 FORT Def vs a single Energy-based attack while 'Fighting Defensively', x3 upgrade ports COST: 9000c
Battle Armour, Heavy (Powered): GAME INFO: +9 REF Def / +4 FORT Def,Enviromentally Sealed (10 hrs air), x3 upgrade ports COST: 19,000c
Battle Armour, Heavy: GAME INFO: +10 REF Def / +4 FORT Def, x3 upgrade ports COST: 15,000c
Armour (Jedi/Sith Robes)
Apprentice Robes: (Light Armour) GAME INFO: +4 REF Def / +1 FORT Def COST: 5000c
Lord (Sith) / Knight ((Jedi) Robes: (Light Armour) GAME INFO: +6 REF Def / +1 FORT Def, adds +1 to Melee Skill, x1 upgrade port COST: 10,000c
Master Robes: (Medium Armour) GAME INFO: +8 REF Def / +1 FORT Def, adds +2 to Melee Skill, x2 upgrade ports COST: 18,000c
Jedi/Sith Battle Armour: (Heavy Armour) GAME INFO: +8 REF Def / +2 FORT Def, adds +3 to Melee Skill, x2 upgrade ports COST: 25,000c
Belts
Adrenaline Amplifier: GAME INFO: Once per Encounter, allows the user to increase PHY (and any associated abilities/skills by +2) - Does not work on Droids. COST: 8500c
Cardio-regulator: GAME INFO: Increases Fortitude skill by +1 while worn. Does not work on Droids. COST: 12,000c
Sound Dampening Stealth Unit: GAME INFO: Adds +2 to Stealth Skill while worn. Does stack with other stealth-generating equipment, though only 1 belt can be worn at once. COST: 15,000c
Shield Amplifier: GAME INFO: Increases the SR of any Shield worn by +2 COST: 15,000c
Gloves
Advanced stabilizer gloves: GAME INFO: Came in two varieties: Advanced stabilizer gloves - Pistol and Advanced stabilizer gloves - Rifle, adding +2 to Pistols or Rifles skill respectively. COST: 18,000c
Dominator Gauntlets: GAME INFO: Power-assisted Gauntlets that add +4 to all melee damage (except lightsabers) COST: 18,000c
Karakan Gauntlets: GAME INFO: Created by the isolationist Karakan, were almost a complete medical computer in themselves. They constantly monitored and adjusted the nervous impulses, blood pressure, and tension through the wearer's hands. The resulting increase in stability and overall system integrity had two major benefits to the wearer, the first being a steady repair of the body, regenerating 1 HP per turn, and also a +5 to the Medicine skills when used on other people. COST: 35,000c
Force Gloves: GAME INFO: Exceptionally rare, these gloves had embedded force crystals in the knuckles which actually amplied force energy. While worn, any Force User found they had +50% total Force Points (A character with 8 FP would have 12 while wearing the gloves). COST: 40,000c
Headgear
Aural Amplifier: GAME INFO: +5 Equipment Bonus to Perception while using to eavesdrop COST: 2000c
Computer Interface Visor: GAME INFO: +2 to Computer Skill COST: 1200c
Demolitions Sensor: GAME INFO: +5 to Perception when looking for hidden explosives and +5 to Demolitions skill when trying to disarm them. COST: 2000c
Mechanical Interface Visor: GAME INFO: +2 to Mechanics skill COST: 1250c
Medical Interface Visor: GAME INFO: +2 to Medicine skill COST: 1500c
Motion Sensing Visor: GAME INFO: +5 to Perception checks when used specifically vs Stealth COST: 2500c
Neural Band: GAME INFO: +2 to Willpower skill COST: 3500c
Vaccum Mask: GAME INFO: Emergency breathing apparatus, even works in space. Offers 10mins of air. COST: 650c
Shields
Energy Shields, Light: GAME INFO: Provide 5 SR (Energy) (10 SR for Advanced Model) COST: 500c ( 2000c for Advanced Model)
Energy Shields, Medium: GAME INFO: Provide 15 SR (Energy) (20 SR for Advanced Model) COST: 4,500c ( 8000c for Advanced Model)
Energy Shields, Heavy: GAME INFO: Provide 25 SR (Energy) (30 SR for Advanced Model) COST: 12,500c ( 18,000c for Advanced Model)
Energy Shields, Particle: GAME INFO: Provide 5 SR (Solid) (10 SR for Advanced Model) COST: 5,000c ( 9000c for Advanced Model)
WEAPONS
Note: If you use a weapon you are not proficient in (for example using a Rifle when you only have Pistols skill) you suffer a -2 penalty to hit with that weapon.
Pistols
Needler: GAME INFO: 2d4 (Piercing) Damage COST: 650c
Ripper: GAME INFO: 2d4 (Slashing) Damage COST: 750c
Pulse-Wave Pistol: GAME INFO: 2d6 (Energy) Damage COST: 200c
Slugthrower Pistol: GAME INFO: 2d6 (Piercing) Damage COST: 750c
Sonic Disruptor: GAME INFO: 2d6 (Sonic, Energy) Damage COST: 1000c
Sonic Pistol: GAME INFO: 2d6 (Sonic, Energy) Damage COST: 900c
Blaster Pistol, Holdout: GAME INFO: 3d4 (Energy) Damage COST: 300c
Lightfoil: GAME INFO: 2d8 (Energy + Slashing) Damage + PHY Score. Those Trained in Form II (Makashi) gain +1 to hit while using Lightfoils. Cost (to create): 4500c
Lightsaber, Double: GAME INFO: 2d8 (+2d8 if you have Dual Wielding) (Energy + Slashing) Damage + PHY Score Cost (to create): 7000c
Other Melee Weapons
Knife: GAME INFO: 1d4 (Slashing or Piercing) Damage + PHY Score COST: 25c
Quaterstaff: GAME INFO: 1d6 (+1d6 if you have Dual Wielding) (Bludgeoning) Damage + PHY Score COST: 65c
Combat Gloves: GAME INFO: +1 to Unarmed Damage COST: 250c
Dire Vibroblade: GAME INFO: 2d6 (Slashing or Piercing) Damage + PHY Score COST: 60c
Double Vibroblade: GAME INFO: 2d6 (+2d6 if you have Dual Wielding) (Slashing) Damage + PHY Score COST: 550c
Shockstaff: GAME INFO: 2d6 (+2d6 if you have Dual Wielding) (Stun) Damage + PHY Score COST: 3500c
Short Sword: GAME INFO: 1d6 (Slashing or Piercing) Damage + PHY Score COST: 40c
War Sword: GAME INFO: 1d8 (Slashing or Piercing) Damage + PHY Score COST: 50c
Dire Sword: GAME INFO: 1d10 (Slashing or Piercing) Damage + PHY Score COST: 100c
Double-Bladed Sword: GAME INFO: 1d6 (+1d6 if you have Dual Wielding) (Shashing or Piercing) Damage + PHY Score COST: 120c
GEAR
Espionage & Communication
Comlink (short range) GAME INFO: Short-range communicators have a range of 50km and can be built into helmets or armour COST: 25c
Comlink (long range) GAME INFO: Long-Range communicators have a range of 200km and require a backpack-sized comset. Alternatively, for double the price, they can be miniturized into a wrist-comm COST: 250c
Pocket Scrambler GAME INFO: A simple device that can be added to any communicator, scrambling the outgoing signal so it can't be intercepted easily. To intercept & decode the signal is a Computer Check, TN 30. COST: 400c
Vox-Box GAME INFO: Designed for species who can understand Basic but not speak it, the Vox-Box is a device with 12 pre-programmed responses which the user can activate to aswer simple questions. COST: 200c
Code Cylinder GAME INFO: A code cylinder is a device issued to military and political personnel which allows them to identify themselves with certain droid-controlled security systems. It contains clearances codes, dna samples and other forms of identifcation and allows the security system to correctly indentify the user. COST:500c
Credit Chip GAME INFO: A credit-storage device i.d. encoded to the owner. COST: 100c
Datapad GAME INFO: These handheld computers serve as notebooks, dayplanners, calculators and sketchpads. In addition to performing these basic funcitons a datapas can interface with larger computer networks directly or via comlink. COST: 1000c
Datapad (basic) GAME INFO: As a normal datapad, minus the ability to interface. COST: 100c
Holoprojector (personal) GAME INFO: A handheld, personal hologram transmitter with approximately 2 hours of holorecording or 2,000 holo-images. COST: 1000c
Portable Computer GAME INFO: Compact and light enough to be carried in an attache case or backpack but powerful enough to run powerful programs, portable computers are the infromation technology of choice for anyone who needs to access a lot of data while on the go. COST: 5000c
Electrobinoculars GAME INFO: This device magnifies distant objects in most lighting conditions. An internal display provides data on range and elevation and features a radiation and nightvision modes. COST: 1000c
Audiorecorder GAME INFO: Stores 100 hours of high-quality sound COST: 25c
Holorecorder GAME INFO: Stores 1 hour of high-quality holos COST: 100c
Sensor Pack GAME INFO: A portable scanning device, the sensor pack general details on comm signals, life forms and hazards within 1km and using it grants a +5 to Perception cehcks. COST: 1500c
Stealth Field Generator GAME INFO: A device which attaches to a belt and, when activated, grants Improved Concealment. It requires an enrgy cell to use and after 5 uses the pack requires recharging. COST: 5000c
ABC Scrambler GAME INFO:This device is used to ward off missile attacks. The ABC scrambler is most commonly worn as a belt and sends out all kinds of messages to confuse missile guiadance systems. A Character with an ABC Scrambler gets a +5 bonus to Reflex Defense vs launched grenades and missiles. COST: 3000c
Force Cage GAME INFO: A Force Cage is a large cage with electrocuted bars, casuing 3d6 damage to anyone trying to break in or out of it. The cage itself has 200hp. COST: 7000c
Lock-breaking kit GAME INFO:Highly illegal, the lock breaking kit grants a +5 bonus to either Mechanics or Computer when trying to bypass a lock, depending upon which type of lock it is. COST: 8000c
Man Trap GAME INFO: A Man Trap forces heavy gravity on a target, effectively immobilizing them. It covers an 8ft radius and anything under it is effected. It is possible to break free from a Man Trap, but very difficult, requiring a PHY roll vs TN35 COST: 8000c
Spacer's Chest GAME INFO: A secret chest favoured by Smugglers and pirates containing a selection of 'hold out' items in case the scoundrel finds themselves on the run and in need of some simple backup. It contains spare clothes, credit sticks, data discs, a small set of tools, concentrated food as well as a hold-out blaster and blaster packs. COST: 200c
Implants
Bio-Stabalizer Implant GAME INFO: This implant makes the user immune to poison COST: 1750c
Cardio Implant GAME INFO: This implant grants +1 HP per level COST: 4000c
Combat Implant GAME INFO: This implant removes the penalty from using a weapon you don't have the skill for COST: 5000c
Memory Implant GAME INFO: An encyclopedia is built into this implant. The user can re-roll any Galactic Knowledge roll and keep the better result. COST: 2000c
Nerve Reinforcement Implant GAME INFO: This implant allows the user to take only 1/2 damage from Stun attacks COST: 5000c
Regenerative Implant GAME INFO: The user of this Implant heals at twice the normal rate while resting COST: 4250c
Sensory Implant GAME INFO: Adds various visual spectrums which allow the user to see in the dark, effectively the same as the Feat Infravision. COST: 2500c
Medical Supplies + Life Support
Aquata Breather GAME INFO: Provides upto 2 hours of breathable air through a nose/mouthpiece COST: 350c
Breath Mask GAME INFO: Provides 1 hour of a supplied atmosphere COST: 250c (50c for a cannister)
Flight Suit GAME INFO: A one-piece coverall (plus helm) that provides life support, protects the wearer from hostile enviroments and prevents the wearer from suffering the effects of high-velocity flying . It provides 10 hours of life support. It also provides +1 to Fortitude Defense COST: 1000c
Space Suit GAME INFO: An enviromentally-sealed version of the Flgith Suit except that it provides 24 hours of life support, even in a vaccum. It also provides +2 Fortitude Defense. COST: 2000c
Kolto (1ltr) GAME INFO: adds +10 to the total HP healed by Medicine Skill Check. Single use. COST: 100c
Kolto (patch) GAME INFO: adds +15 to the total HP healed by Medicine Skill Check. Single use. COST: 250c
Kolto (tank) GAME INFO: A large, immobile tank filled with Kolto which aids in the healing process. Sumersion in the tank not only adds +5 to the Medicine Skill, but also granks +30HP to the total HP healed by the Medicine Skill Check. This healing process takes 1 hr per 15 HP that needs healing. Multiple use. COST: 150,000c
Cybernetic Prothesis GAME INFO: Replacement for lost limbs. Grant +1 to PHY Ability Score, but reduce any Use The Force checks by -1 and means the character is suseptable to Ion Damage. COST: 1500c
Medkit GAME INFO: An easy to use device that adds +2 to Medicine Skill and grants +6 HP to the total HP healed through use of the skill. Single use. COST: 600c
Medpac GAME INFO: A medical "quick fix" that adds +1 to Mediciine Skill and grants +4 HP to the total HP healed through the use of the skill. Single use. COST: 200c
Surgery Kit GAME INFO: A highly specialised bit of medical apperatus which can stabalize most vicitms and help the body recover from most wounds. It adds +15 to the total HP healed by Medicine Skill Check, and a +2 to the Medicine Skill. Multiple use. COST: 1000c
Vaccum Mask GAME INFO: A breather mask which allows 10mins of breathable air, even in a vaccum COST: 650c
Armour Upgrades
(Each takes up 1x armour upgrade slot)
Armour Reinforcement GAME INFO: Armour with this upgrade ignores the first 2 points of Piercing Damage COST: 3000c
Enviromental Sealing GAME INFO: Armour with this upgrade allows for the sealing of all joints as a swift action, effectively allowing the armour to be used in the vaccum of space. Breathable air is 10mins. COST: 400c
Aquatic Adaption GAME INFO: Allows unlimited breathing underwater via filters and can withstand pressure of deep oceans COST: 500c
Armourplast GAME INFO: Reduces the weight of the armour by 50%, which makes it more manaeuverable. Add +1 to Reflex Defence Bonus of the Armour. COST: 900c
Climbing Claws GAME INFO: Can 'Take 10' on climbing, and can also re-roll any climbing check. The claws can be used as meleee weapons, causing 2d6 (+PHY) Slashing Damage. COST: 200c
Diagnostics System GAME INFO: Adds +2 to any Mechanics Check due to on-board computers COST: 500c
Enviomental Systems GAME INFO: Coming in two varieties (extreme heat or extreme cold). With this upgrade fitted to armour, the wearer is immune to either extreme heat or extreme cold. COST: 600c
Gyro GAME INFO: A Gyro helps you remain on your feet, adding a +5 to all defenses to resist being knocked 'Prone'. COST: 250c
Helmet Package GAME INFO: Adds +2 to Perception checks, grants low-light vision and has a built-in hands-free long-range communicator. COST: 4000c
Holoshroud GAME INFO: Uses holoprojectors to "hide" the image of the armour, effectively making it semi-invisible. When installed this upgrade adds +5 to Stealth Checks. COST: 5000c
Internal Generator GAME INFO: Allows the constant charging of any device attached to it, this Generator Upgrade allows anything that requires an energy cell never to run out of 'charges' COST: 1000c
Jump Servos GAME INFO: Allows 'take 10' on Jump checks, and also allows re-rolling of jump-checks, keeping the better result. COST: 100c
Mesh underlay GAME INFO: Armour with this upgrade ignores the first 5 points of Energy Damage COST: 2000c
Powered Exoskeleton GAME INFO: Operating for 20 rounds on a standard energy cell, this upgrade grants +1 PHY to the user via augmented strength. COST: 4000c
Radiation Shielding GAME INFO: adds +10 to Fortitude Defense vs Radiation (only) and also stops the first 5 points of damage from Radiation. COST: 400c
Ready Harness GAME INFO: Allows the carrying of 10 small items without causing discomfort or encumberance. COST: 500c
Repulsorlift GAME INFO: Works the same way as most speeders, allowing the user to "hover" off the ground (1m up). Lasts for 10 Rounds on a standard energy cell. COST: 1000c
Shadowskin GAME INFO: a matt-black paint scheme for armour which grants +5 to Stealth Checks COST: 5000c
Shadowskin, Reflective GAME INFO: The shadowskin is coated in a special light-reflexive resin which makes it even more effective for stealth missions, granting +10 to Stealth Checks. COST:20,000c
Shockweb GAME INFO: The shockweb upgrade can, as a swift action, electrocute the entire outter-shell of the armour (keeping the wearer safe), causing 1d6 Energy Damage (electrical) + 2d6 Damage (stun) to anyone who touches it. The suit has 20 charges per energy cell. COST: 6000c
Weapon Upgrades
(Each takes up 1x weapon upgrade slot)
Beam Splitter GAME INFO: Adds extra damage but sacrifices accurancy. Weapons with this upgrade allow you to take a minus to your chance to hit, but for ever point in penalty, you do an additional +2 damage. For example, if you took a -3 Penalty to hit, you would do +6 damage. This upgrade only works on Pistols, Rifles and Exotic Ranged weapons COST: 1200c
Durasteel Bonding GAME INFO: A melee weapon coated in Durasteel is not only more durable, but also more durable. If you deal a critical hit, that critical does x2.5 damage rather than the usual x2 damage of critical hits. This upgrade only works on melee weapons. COST: 2000c
Enhanced Energy Projector GAME INFO: This upgrade makes melee weapons which require a power cell/power source (such as a Vibro weapon) more stable. If a Fumble (a natural 1) is rolled, the user can re-roll it, keeping the second result. This upgrade only works on melee weapons with power sources) COST: 3000c
Hair Trigger GAME INFO: Allows easier quick-succession firing. Allows the re-roll of all damage dice in one attack, once per encounter. This upgrade only works on Pistols, Rifles, Heavy Weapons and Exotic Ranged Weapons. COST: 1200c
Helmet Package GAME INFO: Identical to the Armour Upgrade of the same name, although this is built into the weapon, not the armour. Both effects can stack meaning a total of +4 to Perception can be gained. COST: 4000c
Targeting Scope, standard GAME INFO: Grants +2 To HIt Bonus on Ranged weapons. This upgrade only works on Pistols, Rifles, Heavy Weapons and Exotic Ranged Weapons. COST: 100c
Targetiing Scope, Low-Light Enchanced GAME INFO: identical to the Standard Scope, but also grants nightvision. COST: 1000c
Extra Power Source GAME INFO: The weapon has a backup power source so even if it is damaged / effected by ion attacks, the user can 'reboot' it as a swift action, allowing it to work normally. COST: 200c
Double Trigger GAME INFO: Double-trigger weapons have a second "safety" trigger and are extremely accurate. A ranged weapon fitted with this Upgrade is very precise, granting the user +2 To Hit Bonus, or +4 if they spend a full round action aiming. COST: 800c
Ion Charger GAME INFO: This upgrade encases a melee weapon is a light Ion field granting a +2d6 (Ion) Damage bonus. It uses an energy cell to power this. This upgrade only works on melee weapons. COST: 3000c
Improved Energy Cell GAME INFO: An improved energy cell has twice as many charges as a standard energy cell. COST: 4000c
Tremor Cell GAME INFO: Attached to a melee weapon that requires an energy cell, a weapon with this upgrade can be switched to do only Stun damage as a swift action. The Damage dice are identical, but Stun damage replaces the weapon's damage type. This upgrade only works on powered energy weapons. COST: 1000c
Missile Load GAME INFO: Used on a grenade launcher, this upgrade allows the Grendades to be fired like Missiles, propelling them at higher speeds over long distances. When the grenade-missiles hit they do +50% damage. COST: 250c
Neutronium Reinforcement GAME INFO: A special alloy added to melee piercing and slashing weapons (but not lightsabers as the blade is not solid), this increases the possibility of scoring a critical. A natural roll of 19 also counts as a critical for a weapon with this upgrade. This upgrade with work on and melee weapon except lightsabers. COST: 3000c
Overload Switch GAME INFO: A weapon with this upgrade can be programmed to explode, meaning the character stuck with no ammo can turn the weapon into an improvised explosive thrown weapon. When used in this way the weapon does the same damage as a Frag greanade. Only works on Pistols and Rifles. COST: 500c
Retractable stock GAME INFO: Any pistol can be fitted with a Retractable Stock even if it has no Upgrade Ports. A retractable stock effectively adds 1 Upgrade Port to a pistol, and only pistols. COST: 100c
Slinker GAME INFO: A slinker upgrade turns projetile weapon ammo (slugthrowers and missile launchers) into guided weaponry, but once converted they cannot be converted back and all ammo cost twice as much. Slinker ammo is self-guiding with tiny computers and sensors built in which can quite literally fire around corners at targets. This heavily effects cover, meaning that regular cover and improved cover no longer grants any bonus to Reflex Defense as the ammo can still get to them. Characters in Total Cover are unaffected because the ammo cannot plot a path to them. COST: 1000c
Universal Upgrades
(Can take up a Weapon OR Armour upgrade slot, or can just be added to other items, even vehicles/spaceships in some cases)
Dual-Gear GAME INFO: Essentially this is building a smaller object into a larger object; such as a holorecorder into a Lightsaber for example, or a blaster pistol into a suit of armour. COST: 1000c
Memory Upgrade GAME INFO: Double's a storage unit's capacity. For example, doubles the size of a computers' data disc, or doubles the amount of recording capacity on a holo-recorder COST: 4000c
Memory Upgrade, Advanced GAME INFO: Identical to the Memory Upgrade, except the capacity is x5 instead of x2 COST: 16,000c
Miniaturized GAME INFO: A complete rebuild of the item in question, a miniturized version is made considerable smaller, allowing it to easily smuggled. All Guile checks to sneak it past others gets a +5 Guile Check bonus COST: 500c
Recognition System GAME INFO: An item with a Recognition System upgrade will only function if operated by its owner. The system can be fooled, but requires a successful Computer Check with TN35 COST: 200c
Remote Activation GAME INFO: An item fitted with this upgrade allows it to be activated via a signal from a comlink or other device. Although commonly associated with explosives or security systems, it is also often used in such devices as holoplayers or droid activation. To activate a specific code must be sent though someone who is aware of the remote code can attempt to splice it with a Computer check vs TN30 COST: 100c
Secret Compartment GAME INFO: This upgrade allows an item to store smaller gear within it. Cleverly concealled, a Perception Check vs TN30 is required to spot a secret compartment, or TN25 if actively searching for it. COST: 600c
Silverplate GAME INFO: Silverplate is a special chroming process which coats an item in a durable compound which allows any damage done to the item to be reduced by 2 points. Effectively the item ignores the first 2 points of any damage done to it. COST: 2500c
Spring Loaded GAME INFO: Any equipment that can be held and used in one hand can be spring-loaded. Readying a spring-loaded piece of equipment counts as a swift action and is most commonly used in the case of pistols but also grenades and other explosives (normally drawing a holstered weapon is a standard action) COST: 300c
Storage Capacity Upgrade GAME INFO: Identical to a secret compartment, except that it is obvious and not hidden. COST: 100c
Other Gear
All Temperature Cloak GAME INFO: adds +5 to Fortitude Defense vs extreme heat or cold COST: 100c
Chain (3m) GAME INFO: A chain that can hold 5 metric tons of weight and cannot be broken without a successful PHY check vs TN32 COST: 25c
Field Kit GAME INFO: Essentially a backpack full of survival gear. Contains: 2 condensing cantines with built-in purifiers, bedroll, a weeks rations, two glow rods, two breather masks, 24 filters, 12 atmosphere cannisters and an all-temperature cloak. COST: 1000c
Jetpack GAME INFO: Allows flight over short distances, uses the Pilot Skill to fly. Runs on an energy cell with the equivilent charge of 6 hours continious use. COST: 300c
Liquid Cable Dispenser (15m) GAME INFO: Contains a special liquid which solidifies when in contact with either atmosphere or vaccum and forms a strong, reliable cable which can safely support 600kg and requires a PHY check vs TN24 to break. COST: 10c
Rationpack GAME INFO: A compact meal that gives all the nutrients needed for one day. Not very appetising.. COST: 5c
Syntherope (45m) GAME INFO: Not as compact or portable as a Liquid Cable Dispenser, Synthrope is longer (at 45m) and also more durable (requires a PHY check of TN28 to break and holds 750kg). COST: 20c
Binder Cuffs GAME INFO: Essentially handcuffs. Breaking them requires a PHY check vs TN35 COST: 50c
Energy Cell GAME INFO: A self-contained energy source required for many items. Rechargable. COST: 10c
Fire Extinguisher GAME INFO: Produces a chemical cloud to put out fires which also incidently creates Concealment for the person using the extinguisher! COST: 50c
Mesh Tape GAME INFO: A multi-purpose durable tape which can support 95kg indefinately and up to 180kg over 5 rounds. COST: 5c
Power Generator GAME INFO: Essentially identical to the Internal Generator Armour Upgrade except that it is external, and not built into the armour. COST: 750c
Power Pack GAME INFO: A power-pack is a back up Energy Cell which has approximately 1/2 the duration, but can be carried around as an easy back-up. Can be recharged. COST: 25c
Power Recharger GAME INFO: A small device used for recharing Energy Cells and Power Packs COST: 100c
Security Kit GAME INFO: A set of tools used for bypassing secruity systems, either mechanical or computerised. If an idividual wishes to attempt such as task then they need a Secuity Kit to do it. Note that these are illegal on most worlds. COST: 750c
Tool Kit GAME INFO: In the same manner as a Security Kit, a Tool Kit is requited to work on Droids, Vehicles or Spaceships. COST: 250c
Utility Belt GAME INFO: A Utility Belt has several pouches containing 3x days of rations, a medpack, a tool kit, a spare power pack, a spare enrgy cell, a glow rod, a com-link, a liquid-cable dispenser and a small grappeling hook. COST: 500c
Cheater GAME INFO: A cheater is a small hand-held device designed to aid in the game of Pazaak. Because it is illegal (and likely to get you killed) it is often disguises and something subtle. While using the cheater you gain a +2 bonus to Guile Checks while playing the game. COST: 500c
Lethik Class Armed Freighter Ref Defense: 14 DR: 15 SR: 30 HP: 150 Hyperdrive: x2 (backup x12), Navcomputer Weapons: Dual Laser Cannons (+5 To Hit Bonus, Damage 6d10 x2), 12 Light Concussion Missiles (+5 To Hit Bonus, Damage 8d10) Crew: 3 Passengers: 8 Cargo: 60 tons Carried Craft: None Cost: 470,000c new, 225,000c used
Duplex Command Assault Gunship Ref Defense: 14 DR: 15 SR: 20 HP: 130 Hyperdrive: None, speed 870kph Weapons: Heavy Laser Cannons (+8 To Hit Bonus, Damage 6d10), Laser Cannons (+8 To Hit Bonus, Damage 4d10) Crew: 5 Passengers: 6 Cargo: 10 tons Carried Craft: none Cost: 525,000c new, 310,000c used
Quartermaster Class Supply Carrier Ref Defense: 14 DR: 20 SR: 50 HP: 200 Hyperdrive: x3 (Backup x12), Navcomputer Weapons: None as standard Crew: 2 Passengers: 10 Cargo: 120 tons Carried Craft: varies Cost: 300,000c new, 100,000c used
Citadel-Class Cruiser Ref Defense: 15 DR: 15 SR: 30 HP: 120 Hyperdrive: x2, Navcomputer Weapons: Laser Cannons (+1 To Hit Bonus, Damage: 5d10 x2), Ion Cannons (+1 To Hit Bonus, Damaga 5d10 x2 (Ion)) 6 Medium Concussion Missiles (+3 To Hit Bonus, Damage 8d10) Tractor Beam (+3 To Hit Bonus, No Damage, If hit = held for 1d4 turns) Crew: 3 Passengers: 14 Cargo: 50 tons Carried Craft: x2 Starfighters Cost: 205,000c new, 120,000c used
Capital Ships
Praetorian-Class Frigate Ref Defense: 12 DR: 15 SR: 100 HP: 850 Hyperdrive: x2 (Backup x12), Navcomputer Weapons: Light Turbolaser Cannon Batteries (+13 To Hit Bonus, Damage 2d10 x5), Point-Defense Laser Cannon Batteries (+11 To Hit Bonus, Damage 4d10 x2), Tractor Beam (+11 To Hit Bonus, No Damage, If hit = held for 1d4 turns) Crew: 1,470 Passengers: 2,700 Cargo: 10,000 tons Carried Craft: 12 Starfighters, 6 Transports Cost: 12mil c new, 6mil c used
Action VI Transport Frigate Ref Defense: 12 DR: 15 SR: 0 HP: 600 Hyperdrive: x3 Weapons: None as standard Crew: 8 Passengers: none Cargo: 90,000 tons Carried Craft: none Cost: 1mil c new, 500,000c used
Dreadnaught Class Heavy Cruiser Ref Defense: 13 DR: 20 SR: 115 HP: 1,680 Hyperdrive: x2 (18xBackup), Navcomputer Weapons: Turbolaser Battery (+13 To Hit Bonus, Damage 7d10x5) Light Quad Laser Battery (+13 To Hit Bonus, Damage 5d10x5) Light Turbolaser (+5 To Hit Bonus, Damage 2d10x5) Crew: 16,210 Passengers: 3,000 Cargo: 9000 tons Carried Craft: 12 Starfighters Cost: Unavailable - Black Market Cost: 35,555,000 used
Corellian Gunship Ref Defense: 16 DR: 15 SR: 115 HP: 920 Hyperdrive: x2 (x16Backup), Navcomputer Weapons: Double Turbolasers (+5 To Hit Bonus, Damage 5d10x5) Point-Defense Quad Laser Batterty (+15 To Hit Bonus, Damage 6d10x2) 120 Heavy Concussion Missiles (+5 To Hit Bonus, Damage 9d10x5) Crew: 91 Passengers: 0 Cargo: 300 tons Carried Craft: none Cost: 4.8mil c new, 2.4mil c used
Hapes Nova Cruiser Ref Defense: 18 DR: 20 SR: 100 HP: 1,000 Hyperdrive: x1.5, Navcomputer Weapons: Turbolaser battery (+13 To Hit Bonus, Damage 7d10x5) Point-defense laser cannon battery (+13 To Hit Bonus, Damage 5d10x2) Ion Battery (+10 To Hit Bonus, Damage 5d10x5 (Ion)) Crew: 1,790 Passengers: 600 (troops and support crew) Cargo: 600 tons Carried Craft: 24 Starfighters, 6 Assault Bombers, various support vehicles Cost: Not available new, Black Market price of 20mil c (used)