Star wars D6
General Equipment
Equipment
Squib Battering Ram
Model: Fegegrish Heavy Industrial Battering Ram
Type: Structural weakener
Skill: Demolitions
Cost: 3,500
Availability: 3
Game Notes: Device batters through solid obstacles, effectively doing 6D damage against the body of a wall or door.
ABC Scrambler
Model: Albastro corp, TX92lq scrambler
Type: rocket safeguard device
Cost: 3000
Availability: 3, F
Game Notes: An ABC scrambler uses an array of audio, biological, and chemical signals to confuse missile guidance systems. It provides a +lD bonus to avoid missile launcher, and propelled grenade Attacks. Source: Scum and Villainy (page 52)
Force Cage
Model: Damorind Securities Model S-3
Type: Humanoid portable containment system
Skill: Security (to assemble)
Cost: 7,000
Availability: 3
Game Notes: As Easy security roll is necessary to properly assemble the device; if not assembled properly, the shock system does not work. The shock system may be set for variable damage (ID- 7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against the cage’s Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page 89), Gundark’s Fantastic Technology (page 70), Scum and Villainy (page 52)
Lock Breaking Kit
Model: Individual manufacture; many types
Type: Security code de-scrambler
Skill: Security: lockpicking
Cost: 8,000 (if purchased through legitimate agent), 16,000+ (black market price)
Availability: 4, R or X
Game Notes: Adds +2D to a user‘s security skill when attempting to open an electronically sealed entryway. Source: Pirates & Privateers (page 49), Rules of Engagement — The Rebel SpecF0rce Handbook (page 45), Scum and Villainy (page 52)
Man Trap
Model: Ubrikkian R-TechApp Man Trap
Type: Localized gravity enhancer
Cost: 8,000
Availability: 3, F
Game Notes: The person setting the man trap should make a hide roll to see how well the device is hidden; any potential target making a successful Perception roll will notice the trap. Anyone caught by the trap must make an opposed Strength roll - the man trap’s gravity setting is variable, simulated by allowing the hunter to choose a Strength anywhere between 5D and 15D.
Source: Galaxy Guide l0: Bounty Hunters (page 90), Gundark’s Fantastic Technology (page 71), Scum and Villainy (page 52)
Spacer’: Chest
Model: SoroSuub Wanderer Space Chest
Type: Spacer’s chest
Cost: 200 credits
Availability: 1
Game Notes: A rectangular, l meter long chest, with handles on each face. lt can be locked with an electronic combo-lock (Moderate to pick), sealed against vacuum, and is quite durable: GD Strength.
Aural Amplifier
Type: Sensor headgear
Scale: Character
Cost: 2,000
Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception checks and skills involving hearing. Source: Knights of the Old Republic Campaign Guide (page 73)
Computer Interface Visor
Type: Sensor headgear
Scale: Character
Cost: 1,200
Availability: 2
Game Notes: Amplifier adds 1D to all computer programming/repair rolls Source: Knights of the Old Republic Campaign Guide (page 73)
Demolitions Sensor
Type: Sensor headgear
Scale: Character
Cost: 1,000
Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception checks or search rolls to perceive demolition charges, mines, or explosives. Source: Knights of the Old Republic Campaign Guide (page 73)
Mechanical Interface Visor
Type: Sensor headgear
Scale: Character
Cost: 2,500
Availability: 2
Game Notes: Amplifier adds 1D to all Mechanical rolls to repair common starships
and vehicles. Source: Knights of the Old Republic Campaign Guide (page 73)
Medical Interface Visor
Type: Sensor headgear
Scale: Character
Cost: 1,500
Availability: 2
Game Notes: Amplifier adds +2 to all first aid or Medicine rolls. Source: Knights of the Old Republic Campaign Guide (page 73)
Motion Sensing Visor
Type: Sensor headgear
Scale: Character
Cost: 2,500
Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception checks and skills to find or notice a moving target. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Neural Band
Type: Force-protective headgear
Scale: Character
Cost: 3,500
Availability: 2
Game Notes: Amplifier adds +2 to all Perception or willpower rolls to resist the effects of Force powers. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Stealth Field Generator
Type: Personal camouflage generator
Scale: Character
Cost: 5,000
Availability: 2
Game Notes: By dampening sound and visible light around the character, this device adds a 2D+2 to all sneak rolls. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Vacuum Mask
Type: Personal life support mask
Scale: Character
Cost: 650
Availability: 2
Game Notes: Provides 10 minutes of breathable air in a complete vacuum. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Shield Gauntlet
Model: Kilian Shield
Type: Energy shield
Scale: Character
Skill: Melee parry: shield
Cost: 1,500
Availability: 4, X
Game Notes: An activated shield gauntlet can be used to parry incoming brawling and melee attacks. In addition, the activated gauntlet provides a +1 pip bonus to all Strength rolls made to resist damage.
Source: Rebellion Era Sourcebook (page 49), Rebellion Era Campaign Guide (page 51)
Ambient Aural Amplifier
Type: Sensor headgear
Scale: Character
Cost: 3,000
Availability: 2
Game Notes: Amplifier adds lD+2 to all Perception checks and skills involving hearing. Aural amplifiers during the time of the Empire and afterwards can operate indefinitely without a power source as they draw body heat from the wearer. Further, they are considerably smaller than their ancient counterparts, making them easily concealed. Source: Rebellion Era Campaign Guide (page 51)
Computerized Targeting Scope
Type: Sensor/imaging scope
Scale: Character
Cost: 2,000
Availability: 2
Game Notes: The scope projects a targeting image onto a monocle or helmet display worn by the wielder, reducing a ranged weapon’s difficulty range by one level. Additionally, any image registered by the scope can be displayed on a datapad or transmitted via comlink. Source: Rebellion Era Campaign Guide (page 51)
Phrik Alloy
Equipment made with phrik alloy gains +lD to resist lightsaber and other such electrical damage and cost 20% more than the base item.
Stygian-Triprismatic Polymer
When applied to armor, this polymer grants an extra +1 pip to resist damage and a +lD bonus to sneak rolls to avoid being detected by electronic sensors. Armor made with s tygian-triprismatic polymer costs 20% more than the base armor.
Propulsion Pack
Type: Underwater propulsor
Skill: Propulsion pack operation
Cost: 200
Availability: 3
Weight: 10 kilograms
Game Notes: The propulsion pack grants a diver a Move score of 14 (top speed 40 kmh) for one full round per charge. The pack carries 10 charges which can be used continuously. Use of the propulsion pack without appropriate hydrodynamic armor increases difficulties by two levels.
Bioscanner
Model: Cryoncorp Mediscan 21
Type: Medscanner
Cost: 3,000
Availability: 2
Game Notes: The difficulty level for using this scanner is the same as that for using a medpac — Easy for Wounded, Moderate for lncapacitated and Difficult for Mortally Wounded characters. Successful use of a medscanner adds 1D to first aid rolls.
Bracer Computer
Model: Standard Bracer Computer
Type: Computer
Skill: Computer programming/repair
Cost: 1,300
Availability: 2
Game Notes: Has all the abilities of a standard datapad, including datacard reading. It features a holographic screen that displays information as a two-dimensional image about 3cm above the device. Plus, the keyboard accommodates one- hand typing.
Camo-Netting
Model: Fabritech CN-15 Camouflage Netting
Type: Camo-netting
Skill: Hide
Cost: 3,500
Availability: 2, R
Game Notes: Camo-netting adds +2D to the difficulty to detect the camouflaged object with sensor-scanning equipment at ranges greater than 250 meters. Camo-netting offers no bonus at a range of less than 250 meters. If more than three camo-nets ar eused in tandem, the sensor- scanning equipment gains a +1D to detect the nets because of the interference the nets cause.
Halo Lamp
Type: Glow device
Cost: 30
Availability: 2
Range: 5-meter radius
Game Notes: A pocket-sized disc that fits in the palm of a human hand and can be attached as a weapon accessory.
Visual Wrist Com
Model: Fabritech PAC20
Type: Visual wrist comlink
Skill: Communications
Cost: 1,500
Availability: 2
Range: 75 kilometers over land and up to low
orbit
Game Notes: Can send and receive two- dimensional images as well as standard audio signals. Energy cell lasts 10 days of operation. Device also functions as a very basic datapad.
Decoy Glowrod
Type: Glowrod container
Cost: 100
Availability: 2
Game Notes: Hollowed-out handle can store up to
3kg of small equipment, granting a +2D bonus to the
hide check.
Holographic Image Disguiser
Model: Corellidyne CQ-3.9x
Type: Holgraphic image disguiser
Cost: 25,000
Availability: 4
Game Notes: This small unit can be wom on a belt
and projects an holographic image over an existing
real world object or living creature. Its memory
capacity can store only a single holographic image
and it can operate for 2 minutes before recharging,
though it’s possible to hook it up to a larger power
supply. The holoprojection is almost perfect and even
moves as the item or person shrouded moves. lt takes
a Difficult search roll to detect a fake, though sensors,
cameras and droids get a +2D bonus to detect it.
Hush-About Jet Pack
Model: Arakyd Aerodynes lnc. Hush-About AJP-400
Type: Personal jet pack
Skill: Jet pack operation
Cost: 1,800, 150 (power pack recharge), 150 (portable carrying case)
Availability: 3, F or R
Weight: 15 kilograms
Game Notes: The Arakyd Hush-About AJP-400 is capable of lifting up to 300 kilograms (total). It moves vertically 200 meters per charge, horizontally up to 500 meters per charge. A fully charged unit has 10 charges and can be run on continuous charge-feed. During normal operation this unit produces very little noise. Any attempt to locate a Hush-About using auditory pickups requires a successful search roll at a +10 penalty to the difficulty.
Repulsor Pad
Type: Repulsor cargo pad
Cost: 200
Availability: 1
Game Notes: The pad is 2 square meters wide and can lift heavy objects up to 1 meter above the ground. lt can be effortlessly pushed around.
Sound Sponge
Type: Sound neutralizer
Cost: 3,500
Availability: 2
Game Notes: Muffles all sound in a 10-meter radius, increasing search difficulties by + 10.
Antidote Synthesizer
Type: Portable antidote manufacturing device
Cost: 2,500
Availability: 2
Game Notes: Antidote synthesizers may be used
when more advanced medical attention is not
available. When given a sample of a toxin, the
antidote synthesizer will analyze the sample and
produce 3 doses of an antidote within 1D rounds.
The antidotes grant a +lD bonus to any first aid
roll made to treat the venom or poison.
Climbing Harness
Type: Mountaineering safety device
Cost: 45
Availability: l
Game Notes: When properly using a climbing
harness and synthrope, a character will fall only
when failing a climbing/jumping roll by l0 or more.
Givin Emergency Vacuum Seal
Model: Galvronos Givin lnterchanges, Limited EVS BBS-909
Type: Emergency vacuum seal
Cost: 750 (up to 50 centimeters in diameter); 1,000 (51-100 centimeters in diameter)
Availability: 3
Game Notes: Normal application requires a
Moderate Strength total (to fight the pull of the
atmosphere rushing out into space) and a
Moderate Dexterity total (to reach and hit the
controls while the character is fighting not to get
pulled out into space). Seals come in different
sizes ranging from 10 centimeters to l meter in
diameter.
Fire Paste
Type: Fire starting fuel
Cost: 15
Availability: l
Game Notes: Fire paste is highly flammable,
igniting with a single spark and burning for 2D
minutes. The paste will ignite on any surface
including ice or wet wood. lf applied to a living
creature and ignited it deals 2D damage as long as
it burns. A single tube contains five applications.
Fire Rod
Type: Fire starting fuel
Cost: 25
Availability: 1
Game Notes: A fire rod is a plastic tube containing
two separate chambers. When the chambers are
broken, the chemicals contained within mix and
begin a chemical reaction which will immediately
combust, burning for 3D minutes Adding additional
fuel, such as wood, will allow the fire to burn
longer.
Hypoinjector Wristband
Type: Drug injection device
Cost: 350
Availability: 2
Game Notes: A hypoinjector wristband helps a
character from succumbing to the effects of
poisons or other harmful chemicals. The wristband
contains a small monitoring device which scans for
the presence of harmful chemicals, and stores up
to 8 doses of vaccines, antidotes, or other
medications. Once the presence of a harmful
chemical or pathogen is detected, the hypoinjector
automatically administers the necessary
medication (if it is already pre-loaded into the
wristband). The character gets +2D to all Strength
or stamina rolls to resist the effects. The power
cells must be replaced after 5 days of continuous
use. Replacing the vials of medications or antidotes
requires l round for a single vial, or 4 rounds for
the entire set.
Microlab
Type: Automatic analysis portable laboratory
Cost: l,800
Availability: 2
Game Notes: A microlab is a handheld portable
laboratory for analyzing substances. A sample of
the substance is placed in a small tube that is then
slid into the microlab. A Moderate Knowledge roll
(or relevant sciences skill) is necessary to
complete the examination, and the results are then
displayed on the device‘s small screen.
Personal Multitool
Type: Multipurpose tool
Cost: 100
Availability: 1
Game Notes: Multitools vary, but a standard
multitool carries a 5-cm vibroblade, a low-power
hydrospanner, a small hydrogrip, a toothpick, and
a miniature set of eating utensils. These tools are
stored within the 6-cm handle and each fold out on
a hinge. The multitool may grant a +1 to +lD
bonus to various tasks as determined by the
gamemaster. The vibroblade can be used as an
impromptu weapon, dealing STR+2 damage.
Personal Translator
Type: Portable translating unit
Cost: 2,000
Availability: 2
Game Notes: The translator unit is small enough
that it can be wom around the neck or carried in a
pocket. The translator can be programmed with
the language of the owner as well as three other
languages, and has a languages skill of 4D. The
translator can translate only spoken language, and
does not interpret body language or sign language.
Plastent
Type: Temporary inflatable shelter unit
Cost: 300
Availability: l
Game Notes: The inflation unit can set up the
plastent within a few minutes. The lightweight
shelter stands 2 meters tall, and can accommodate
4 humanoids. In addition to protecting against
harsh weather conditions, the plastent can have
small pieces of equipment, such as a sensor array,
mounted onto it.
Portable Beacon
Type: Broad range landing beacon
Cost: 1,500
Availability: 2
Game Notes: Broadcasts a signal easily detectable by sensors within 10,000 km. The beacon has a spike that may be driven into the ground, and a tripod which can be set on a flat surface. The signal can be altered to broadcast a warning or distress signal with a Moderate communications roll.
Repulsor Boots
Type: Repulsorlift outfitted footgear
Cost: 200
Availability: 2
Game Notes: When activated, a pair of repulsor boots allow a character to hover up to 0.5 meters above the ground, but limiting his speed to a maximum Move of 3. The boots also grant a +3D bonus to all cIimbing/ jumping rolls.
Repulsor Hitch
Type: Repulsorlift lifting device
Cost: l00
Availability: l
Game Notes: A repulsor hitch may be attached to a heavy load, making it easier to transport. The repulsor can lift items up to 200kg. Anything over 200kg is not affected by the hitch.
Riding Saddle
Type: Beast riding accessory
Cost: 125
Availability: l
Game Notes: A riding saddle is a support for the comfort of the rider of an animal for which the saddle is specifically designed. The cost of most saddles is included with the purchase of a domesticated animal intended to be ridden. Use of a riding saddle grants a +1 beast riding bonus.
War Saddle
Type: Beast riding accessory
Cost: 250
Availability: 1
Game Notes: The war saddle provides a sturdier platform for riding a creature. War saddles grant a +lD bonus to beast riding rolls. They also allow a rider to direct an animal with his or her knees and stay in the saddle.
Shipsuit
Model: Ayelic/Krongbing -
Textiles Shipsuit
Type: General purpose shipsuit
Cost: 200
Availability: 1
Game Notes: Multi pocketed coverall, fireproof and electrically nonconductive.
Signal Wand
Type: Tight-beam transmission device
Cost: 300
Availability: 2
Game Notes: The wand is a .25 meter long stick capable of orbital-range broadband comlink communications. However, it can also transmit a tight-beam communication beyond an orbital gravity well. If the wand is connected to a more powerful energy source, it can reach interstellar distances, however, given the precise focus of a tightbeam transmission, the user must know exactly where to direct the signal wand (Difficult communications roll). The wand also features an external red light for transmission of simple visual
codes.
Sonar Mapper
Type: Echolocation mapping sensor
Cost: 400
Availability: 1
Game Notes: Though not as accurate as a typical scanner, a sonar mapper is occasionally used as a backup sensor device in situations where a sensor pack would not work. By using echolocation, it is able to map an area through frequent pulses that are detected by a specialized sensor system. The pulses are only accurate to a range of 100 meters. The mapper also records up to 12 hours of readings, making a good backup map if the user becomes lost.
Subsonic Field Emitter
Type: Field pest repellent
Cost: 120
Availability: l
Game Notes: This device is primarily for the comfort of a character not wishing to be disturbed by vermin or insects while outdoors. The emitter broadcasts a pulse attuned to the nervous system of very small non-sentient creatures. Insects and other such pests are unable to come within six meters of the emitter.
Water Extractor
Type: Water collection and purification device
Cost: 400
Availability: 2
Game Notes: A water extractor is essentially a canteen with a water-condensing and purifying cone at the orifice. The condensers will collect water from the air and purify it, providing drinkable water to a character. Atmospheres on various planets provide different results, though a user on Tatooine will collect enough water to sustain a human being for a full day within 16 hours
Tractor Tag
Model: Starfire Inc. Traclock 6 Target Tag
Type: Tractor beam targeting beacon
Cost: 250
Availability: 2
Game Notes: Adds +3D to all Starship gunnery: tractor beam rolls to any attempt to lock on to a space-born object when the tractor tag is affixed to it.
Guide Line
Model: Czerka PL-52 A Guide Line
Type: Safety guide line
Cost: 30 for 250 meters
Availability: 1
Jump Bug
Model: Orfa Toolco V3-28 Jump Bug
Type: Mobile power unit
Skill: Appropriate related repair roll.
Cost: 225
Availability: 2
Game Notes: Once the character has made an Easy repair roll, the jump bug will power a starship component or small system for up to four hours. The jump bug can be easily disconnected and used on other ship systems at will, though it may only power one system at a time.
Door Pry
Model: Startford Industries MGS-171 Door Pries
Type: hydraulic door pry
Cost: 750
Availability: 2
Game Notes: Applies ID of physical strength to pry open starship door crevices. For every 5 minutes the pry is operational, the pry adds an additional +1D up to a maximum of 8D.
Laser Power-Torch
Model: Borallis Metalworking & Materials CT7-9-Alpha
Type: Laser cutting torch
Skill: Various Technical skills
Cost: 310
Availability: 2
Damage: 5D
Game Notes: If trying to use a bulky power- torch as an impromptu weapon, players incur a -l D to their Technical roll to hit the target.
Exothermic Gel
Model: Gatrellis “Hullmelt" Burn Gel
Type: Hull-breeching incendiary gel
Skill: Demolitions
Cost: 150
Availability: 2, R
Game notes: With a successful Moderate demolilions roll, it takes at least ten minutes to apply the two-part compound to the desired surface and attach the electrodes from the ignition mechanism. Once the character uses the ignition switch, the compound is activated and begins its thermal reaction. The compound does not require atmosphere to activate, and burns even in the vacuum of space, The activated compound delivers 7D starfighter scale damage against any unshielded hatch, door, or hull’s die code. If the damage roll is successful, the reaction
creates a breech.
Squib Battering Ram
Model: Fegegrish Heavy Industrial Battering Ram
Type: Structural weakener
Skill: Demolitions
Cost: 3,500
Availability: 3
Game Notes: Device batters through solid obstacles, effectively doing 6D damage against the body of a wall or door.
ABC Scrambler
Model: Albastro corp, TX92lq scrambler
Type: rocket safeguard device
Cost: 3000
Availability: 3, F
Game Notes: An ABC scrambler uses an array of audio, biological, and chemical signals to confuse missile guidance systems. It provides a +lD bonus to avoid missile launcher, and propelled grenade Attacks. Source: Scum and Villainy (page 52)
Force Cage
Model: Damorind Securities Model S-3
Type: Humanoid portable containment system
Skill: Security (to assemble)
Cost: 7,000
Availability: 3
Game Notes: As Easy security roll is necessary to properly assemble the device; if not assembled properly, the shock system does not work. The shock system may be set for variable damage (ID- 7D, stun or normal damage). Anyone confined within the cage must make an opposed roll against the cage’s Strength of 7D to break out.
Source: Galaxy Guide 10: Bounty Hunters (page 89), Gundark’s Fantastic Technology (page 70), Scum and Villainy (page 52)
Lock Breaking Kit
Model: Individual manufacture; many types
Type: Security code de-scrambler
Skill: Security: lockpicking
Cost: 8,000 (if purchased through legitimate agent), 16,000+ (black market price)
Availability: 4, R or X
Game Notes: Adds +2D to a user‘s security skill when attempting to open an electronically sealed entryway. Source: Pirates & Privateers (page 49), Rules of Engagement — The Rebel SpecF0rce Handbook (page 45), Scum and Villainy (page 52)
Man Trap
Model: Ubrikkian R-TechApp Man Trap
Type: Localized gravity enhancer
Cost: 8,000
Availability: 3, F
Game Notes: The person setting the man trap should make a hide roll to see how well the device is hidden; any potential target making a successful Perception roll will notice the trap. Anyone caught by the trap must make an opposed Strength roll - the man trap’s gravity setting is variable, simulated by allowing the hunter to choose a Strength anywhere between 5D and 15D.
Source: Galaxy Guide l0: Bounty Hunters (page 90), Gundark’s Fantastic Technology (page 71), Scum and Villainy (page 52)
Spacer’: Chest
Model: SoroSuub Wanderer Space Chest
Type: Spacer’s chest
Cost: 200 credits
Availability: 1
Game Notes: A rectangular, l meter long chest, with handles on each face. lt can be locked with an electronic combo-lock (Moderate to pick), sealed against vacuum, and is quite durable: GD Strength.
Aural Amplifier
Type: Sensor headgear
Scale: Character
Cost: 2,000
Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception checks and skills involving hearing. Source: Knights of the Old Republic Campaign Guide (page 73)
Computer Interface Visor
Type: Sensor headgear
Scale: Character
Cost: 1,200
Availability: 2
Game Notes: Amplifier adds 1D to all computer programming/repair rolls Source: Knights of the Old Republic Campaign Guide (page 73)
Demolitions Sensor
Type: Sensor headgear
Scale: Character
Cost: 1,000
Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception checks or search rolls to perceive demolition charges, mines, or explosives. Source: Knights of the Old Republic Campaign Guide (page 73)
Mechanical Interface Visor
Type: Sensor headgear
Scale: Character
Cost: 2,500
Availability: 2
Game Notes: Amplifier adds 1D to all Mechanical rolls to repair common starships
and vehicles. Source: Knights of the Old Republic Campaign Guide (page 73)
Medical Interface Visor
Type: Sensor headgear
Scale: Character
Cost: 1,500
Availability: 2
Game Notes: Amplifier adds +2 to all first aid or Medicine rolls. Source: Knights of the Old Republic Campaign Guide (page 73)
Motion Sensing Visor
Type: Sensor headgear
Scale: Character
Cost: 2,500
Availability: 2
Game Notes: Amplifier adds 1D+2 to all Perception checks and skills to find or notice a moving target. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Neural Band
Type: Force-protective headgear
Scale: Character
Cost: 3,500
Availability: 2
Game Notes: Amplifier adds +2 to all Perception or willpower rolls to resist the effects of Force powers. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Stealth Field Generator
Type: Personal camouflage generator
Scale: Character
Cost: 5,000
Availability: 2
Game Notes: By dampening sound and visible light around the character, this device adds a 2D+2 to all sneak rolls. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Vacuum Mask
Type: Personal life support mask
Scale: Character
Cost: 650
Availability: 2
Game Notes: Provides 10 minutes of breathable air in a complete vacuum. Source: Knights of the Old Republic Campaign Guide (pages 73-74)
Shield Gauntlet
Model: Kilian Shield
Type: Energy shield
Scale: Character
Skill: Melee parry: shield
Cost: 1,500
Availability: 4, X
Game Notes: An activated shield gauntlet can be used to parry incoming brawling and melee attacks. In addition, the activated gauntlet provides a +1 pip bonus to all Strength rolls made to resist damage.
Source: Rebellion Era Sourcebook (page 49), Rebellion Era Campaign Guide (page 51)
Ambient Aural Amplifier
Type: Sensor headgear
Scale: Character
Cost: 3,000
Availability: 2
Game Notes: Amplifier adds lD+2 to all Perception checks and skills involving hearing. Aural amplifiers during the time of the Empire and afterwards can operate indefinitely without a power source as they draw body heat from the wearer. Further, they are considerably smaller than their ancient counterparts, making them easily concealed. Source: Rebellion Era Campaign Guide (page 51)
Computerized Targeting Scope
Type: Sensor/imaging scope
Scale: Character
Cost: 2,000
Availability: 2
Game Notes: The scope projects a targeting image onto a monocle or helmet display worn by the wielder, reducing a ranged weapon’s difficulty range by one level. Additionally, any image registered by the scope can be displayed on a datapad or transmitted via comlink. Source: Rebellion Era Campaign Guide (page 51)
Phrik Alloy
Equipment made with phrik alloy gains +lD to resist lightsaber and other such electrical damage and cost 20% more than the base item.
Stygian-Triprismatic Polymer
When applied to armor, this polymer grants an extra +1 pip to resist damage and a +lD bonus to sneak rolls to avoid being detected by electronic sensors. Armor made with s tygian-triprismatic polymer costs 20% more than the base armor.
Propulsion Pack
Type: Underwater propulsor
Skill: Propulsion pack operation
Cost: 200
Availability: 3
Weight: 10 kilograms
Game Notes: The propulsion pack grants a diver a Move score of 14 (top speed 40 kmh) for one full round per charge. The pack carries 10 charges which can be used continuously. Use of the propulsion pack without appropriate hydrodynamic armor increases difficulties by two levels.
Bioscanner
Model: Cryoncorp Mediscan 21
Type: Medscanner
Cost: 3,000
Availability: 2
Game Notes: The difficulty level for using this scanner is the same as that for using a medpac — Easy for Wounded, Moderate for lncapacitated and Difficult for Mortally Wounded characters. Successful use of a medscanner adds 1D to first aid rolls.
Bracer Computer
Model: Standard Bracer Computer
Type: Computer
Skill: Computer programming/repair
Cost: 1,300
Availability: 2
Game Notes: Has all the abilities of a standard datapad, including datacard reading. It features a holographic screen that displays information as a two-dimensional image about 3cm above the device. Plus, the keyboard accommodates one- hand typing.
Camo-Netting
Model: Fabritech CN-15 Camouflage Netting
Type: Camo-netting
Skill: Hide
Cost: 3,500
Availability: 2, R
Game Notes: Camo-netting adds +2D to the difficulty to detect the camouflaged object with sensor-scanning equipment at ranges greater than 250 meters. Camo-netting offers no bonus at a range of less than 250 meters. If more than three camo-nets ar eused in tandem, the sensor- scanning equipment gains a +1D to detect the nets because of the interference the nets cause.
Halo Lamp
Type: Glow device
Cost: 30
Availability: 2
Range: 5-meter radius
Game Notes: A pocket-sized disc that fits in the palm of a human hand and can be attached as a weapon accessory.
Visual Wrist Com
Model: Fabritech PAC20
Type: Visual wrist comlink
Skill: Communications
Cost: 1,500
Availability: 2
Range: 75 kilometers over land and up to low
orbit
Game Notes: Can send and receive two- dimensional images as well as standard audio signals. Energy cell lasts 10 days of operation. Device also functions as a very basic datapad.
Decoy Glowrod
Type: Glowrod container
Cost: 100
Availability: 2
Game Notes: Hollowed-out handle can store up to
3kg of small equipment, granting a +2D bonus to the
hide check.
Holographic Image Disguiser
Model: Corellidyne CQ-3.9x
Type: Holgraphic image disguiser
Cost: 25,000
Availability: 4
Game Notes: This small unit can be wom on a belt
and projects an holographic image over an existing
real world object or living creature. Its memory
capacity can store only a single holographic image
and it can operate for 2 minutes before recharging,
though it’s possible to hook it up to a larger power
supply. The holoprojection is almost perfect and even
moves as the item or person shrouded moves. lt takes
a Difficult search roll to detect a fake, though sensors,
cameras and droids get a +2D bonus to detect it.
Hush-About Jet Pack
Model: Arakyd Aerodynes lnc. Hush-About AJP-400
Type: Personal jet pack
Skill: Jet pack operation
Cost: 1,800, 150 (power pack recharge), 150 (portable carrying case)
Availability: 3, F or R
Weight: 15 kilograms
Game Notes: The Arakyd Hush-About AJP-400 is capable of lifting up to 300 kilograms (total). It moves vertically 200 meters per charge, horizontally up to 500 meters per charge. A fully charged unit has 10 charges and can be run on continuous charge-feed. During normal operation this unit produces very little noise. Any attempt to locate a Hush-About using auditory pickups requires a successful search roll at a +10 penalty to the difficulty.
Repulsor Pad
Type: Repulsor cargo pad
Cost: 200
Availability: 1
Game Notes: The pad is 2 square meters wide and can lift heavy objects up to 1 meter above the ground. lt can be effortlessly pushed around.
Sound Sponge
Type: Sound neutralizer
Cost: 3,500
Availability: 2
Game Notes: Muffles all sound in a 10-meter radius, increasing search difficulties by + 10.
Antidote Synthesizer
Type: Portable antidote manufacturing device
Cost: 2,500
Availability: 2
Game Notes: Antidote synthesizers may be used
when more advanced medical attention is not
available. When given a sample of a toxin, the
antidote synthesizer will analyze the sample and
produce 3 doses of an antidote within 1D rounds.
The antidotes grant a +lD bonus to any first aid
roll made to treat the venom or poison.
Climbing Harness
Type: Mountaineering safety device
Cost: 45
Availability: l
Game Notes: When properly using a climbing
harness and synthrope, a character will fall only
when failing a climbing/jumping roll by l0 or more.
Givin Emergency Vacuum Seal
Model: Galvronos Givin lnterchanges, Limited EVS BBS-909
Type: Emergency vacuum seal
Cost: 750 (up to 50 centimeters in diameter); 1,000 (51-100 centimeters in diameter)
Availability: 3
Game Notes: Normal application requires a
Moderate Strength total (to fight the pull of the
atmosphere rushing out into space) and a
Moderate Dexterity total (to reach and hit the
controls while the character is fighting not to get
pulled out into space). Seals come in different
sizes ranging from 10 centimeters to l meter in
diameter.
Fire Paste
Type: Fire starting fuel
Cost: 15
Availability: l
Game Notes: Fire paste is highly flammable,
igniting with a single spark and burning for 2D
minutes. The paste will ignite on any surface
including ice or wet wood. lf applied to a living
creature and ignited it deals 2D damage as long as
it burns. A single tube contains five applications.
Fire Rod
Type: Fire starting fuel
Cost: 25
Availability: 1
Game Notes: A fire rod is a plastic tube containing
two separate chambers. When the chambers are
broken, the chemicals contained within mix and
begin a chemical reaction which will immediately
combust, burning for 3D minutes Adding additional
fuel, such as wood, will allow the fire to burn
longer.
Hypoinjector Wristband
Type: Drug injection device
Cost: 350
Availability: 2
Game Notes: A hypoinjector wristband helps a
character from succumbing to the effects of
poisons or other harmful chemicals. The wristband
contains a small monitoring device which scans for
the presence of harmful chemicals, and stores up
to 8 doses of vaccines, antidotes, or other
medications. Once the presence of a harmful
chemical or pathogen is detected, the hypoinjector
automatically administers the necessary
medication (if it is already pre-loaded into the
wristband). The character gets +2D to all Strength
or stamina rolls to resist the effects. The power
cells must be replaced after 5 days of continuous
use. Replacing the vials of medications or antidotes
requires l round for a single vial, or 4 rounds for
the entire set.
Microlab
Type: Automatic analysis portable laboratory
Cost: l,800
Availability: 2
Game Notes: A microlab is a handheld portable
laboratory for analyzing substances. A sample of
the substance is placed in a small tube that is then
slid into the microlab. A Moderate Knowledge roll
(or relevant sciences skill) is necessary to
complete the examination, and the results are then
displayed on the device‘s small screen.
Personal Multitool
Type: Multipurpose tool
Cost: 100
Availability: 1
Game Notes: Multitools vary, but a standard
multitool carries a 5-cm vibroblade, a low-power
hydrospanner, a small hydrogrip, a toothpick, and
a miniature set of eating utensils. These tools are
stored within the 6-cm handle and each fold out on
a hinge. The multitool may grant a +1 to +lD
bonus to various tasks as determined by the
gamemaster. The vibroblade can be used as an
impromptu weapon, dealing STR+2 damage.
Personal Translator
Type: Portable translating unit
Cost: 2,000
Availability: 2
Game Notes: The translator unit is small enough
that it can be wom around the neck or carried in a
pocket. The translator can be programmed with
the language of the owner as well as three other
languages, and has a languages skill of 4D. The
translator can translate only spoken language, and
does not interpret body language or sign language.
Plastent
Type: Temporary inflatable shelter unit
Cost: 300
Availability: l
Game Notes: The inflation unit can set up the
plastent within a few minutes. The lightweight
shelter stands 2 meters tall, and can accommodate
4 humanoids. In addition to protecting against
harsh weather conditions, the plastent can have
small pieces of equipment, such as a sensor array,
mounted onto it.
Portable Beacon
Type: Broad range landing beacon
Cost: 1,500
Availability: 2
Game Notes: Broadcasts a signal easily detectable by sensors within 10,000 km. The beacon has a spike that may be driven into the ground, and a tripod which can be set on a flat surface. The signal can be altered to broadcast a warning or distress signal with a Moderate communications roll.
Repulsor Boots
Type: Repulsorlift outfitted footgear
Cost: 200
Availability: 2
Game Notes: When activated, a pair of repulsor boots allow a character to hover up to 0.5 meters above the ground, but limiting his speed to a maximum Move of 3. The boots also grant a +3D bonus to all cIimbing/ jumping rolls.
Repulsor Hitch
Type: Repulsorlift lifting device
Cost: l00
Availability: l
Game Notes: A repulsor hitch may be attached to a heavy load, making it easier to transport. The repulsor can lift items up to 200kg. Anything over 200kg is not affected by the hitch.
Riding Saddle
Type: Beast riding accessory
Cost: 125
Availability: l
Game Notes: A riding saddle is a support for the comfort of the rider of an animal for which the saddle is specifically designed. The cost of most saddles is included with the purchase of a domesticated animal intended to be ridden. Use of a riding saddle grants a +1 beast riding bonus.
War Saddle
Type: Beast riding accessory
Cost: 250
Availability: 1
Game Notes: The war saddle provides a sturdier platform for riding a creature. War saddles grant a +lD bonus to beast riding rolls. They also allow a rider to direct an animal with his or her knees and stay in the saddle.
Shipsuit
Model: Ayelic/Krongbing -
Textiles Shipsuit
Type: General purpose shipsuit
Cost: 200
Availability: 1
Game Notes: Multi pocketed coverall, fireproof and electrically nonconductive.
Signal Wand
Type: Tight-beam transmission device
Cost: 300
Availability: 2
Game Notes: The wand is a .25 meter long stick capable of orbital-range broadband comlink communications. However, it can also transmit a tight-beam communication beyond an orbital gravity well. If the wand is connected to a more powerful energy source, it can reach interstellar distances, however, given the precise focus of a tightbeam transmission, the user must know exactly where to direct the signal wand (Difficult communications roll). The wand also features an external red light for transmission of simple visual
codes.
Sonar Mapper
Type: Echolocation mapping sensor
Cost: 400
Availability: 1
Game Notes: Though not as accurate as a typical scanner, a sonar mapper is occasionally used as a backup sensor device in situations where a sensor pack would not work. By using echolocation, it is able to map an area through frequent pulses that are detected by a specialized sensor system. The pulses are only accurate to a range of 100 meters. The mapper also records up to 12 hours of readings, making a good backup map if the user becomes lost.
Subsonic Field Emitter
Type: Field pest repellent
Cost: 120
Availability: l
Game Notes: This device is primarily for the comfort of a character not wishing to be disturbed by vermin or insects while outdoors. The emitter broadcasts a pulse attuned to the nervous system of very small non-sentient creatures. Insects and other such pests are unable to come within six meters of the emitter.
Water Extractor
Type: Water collection and purification device
Cost: 400
Availability: 2
Game Notes: A water extractor is essentially a canteen with a water-condensing and purifying cone at the orifice. The condensers will collect water from the air and purify it, providing drinkable water to a character. Atmospheres on various planets provide different results, though a user on Tatooine will collect enough water to sustain a human being for a full day within 16 hours
Tractor Tag
Model: Starfire Inc. Traclock 6 Target Tag
Type: Tractor beam targeting beacon
Cost: 250
Availability: 2
Game Notes: Adds +3D to all Starship gunnery: tractor beam rolls to any attempt to lock on to a space-born object when the tractor tag is affixed to it.
Guide Line
Model: Czerka PL-52 A Guide Line
Type: Safety guide line
Cost: 30 for 250 meters
Availability: 1
Jump Bug
Model: Orfa Toolco V3-28 Jump Bug
Type: Mobile power unit
Skill: Appropriate related repair roll.
Cost: 225
Availability: 2
Game Notes: Once the character has made an Easy repair roll, the jump bug will power a starship component or small system for up to four hours. The jump bug can be easily disconnected and used on other ship systems at will, though it may only power one system at a time.
Door Pry
Model: Startford Industries MGS-171 Door Pries
Type: hydraulic door pry
Cost: 750
Availability: 2
Game Notes: Applies ID of physical strength to pry open starship door crevices. For every 5 minutes the pry is operational, the pry adds an additional +1D up to a maximum of 8D.
Laser Power-Torch
Model: Borallis Metalworking & Materials CT7-9-Alpha
Type: Laser cutting torch
Skill: Various Technical skills
Cost: 310
Availability: 2
Damage: 5D
Game Notes: If trying to use a bulky power- torch as an impromptu weapon, players incur a -l D to their Technical roll to hit the target.
Exothermic Gel
Model: Gatrellis “Hullmelt" Burn Gel
Type: Hull-breeching incendiary gel
Skill: Demolitions
Cost: 150
Availability: 2, R
Game notes: With a successful Moderate demolilions roll, it takes at least ten minutes to apply the two-part compound to the desired surface and attach the electrodes from the ignition mechanism. Once the character uses the ignition switch, the compound is activated and begins its thermal reaction. The compound does not require atmosphere to activate, and burns even in the vacuum of space, The activated compound delivers 7D starfighter scale damage against any unshielded hatch, door, or hull’s die code. If the damage roll is successful, the reaction
creates a breech.