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Gear
Sept 25, 2011 21:42:14 GMT -5
Post by gamedave on Sept 25, 2011 21:42:14 GMT -5
In addition to the normal 500 credits in starting funds, every character starts with a suit of normal clothing appropriate to their background, a primary weapon appropriate to their background, and a cred chip. At the GM's option, a character may also begin with any additional basic gear necessary to their occupation and appropriate to their background, at no charge. A mercenary with The Last Mandalorian Edge should be able to start with Mandalorian Battle Armor for free, for example.
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Gear
Oct 1, 2011 13:58:12 GMT -5
Post by gamedave on Oct 1, 2011 13:58:12 GMT -5
WEAPON PROPERTIESAmmo: Unless otherwise noted, weapons in SSW have large enough power packs that they do not run out of energy or ammunition in the middle of a firefight. However, a GM may require players to occasionally purchase new power packs or energy cells to reload their weapon, or rule that a weapon is running dry in a dramatic situation (such as being stranded on a deserted planet). Defensive: The weapon is particularly well-suited to moving quickly from an attack to a blocking position. It adds +1 to the wielder's Parry. Bonuses from multiple Defensive weapons do not stack. Double Weapon: A Double Weapon has two lethal ends. It can be used to make multiple attacks in a round, exactly as if the character were wielding two weapons (including the off-hand penalty for attacks with the "off-end".) Precise: The weapon is especially accurate and well-suited for precision attacks. The user only suffers half the normal penalties for a Called Shot (round down). Unwieldy: The weapon is particularly difficult to use to block attacks. It gives the wielder a -1 penalty to Parry. HAND WEAPONSType | Damage | Weight | Cost | Notes | Lightsaber | Special | 3 | 2000 | AP 12, Defensive, Precise, see below | Shock Staff | Str+d6+2 | 8 | 500 | AP 4, Defensive, Reach 1, 2 hands | Vibro Knife | Str+d4+2 | 1 | 250 | AP 2, cannot be thrown | Vibro Sword | Str+d8+2 | 8 | 500 | AP 4 | Vibro Axe | Str+d10+2 | 15 | 500 | AP 4, Unwieldy, 2 hands |
BLASTERSType | Range | Damage | RoF | Cost | Weight | Min Str | Notes | Bowcaster, Wookie | 18/36/72 | 2d10 | 1 | 300 | 10 | d10 | Special | Cannon | 30/60/120 | 2d10 | 1 | 3000 | 20 | d8 | AP 4, SBT, Snapfire | Pistol | 12/24/48 | 2d6 | 1 | 200 | 4 | - | AP 4 | Pistol, Heavy | 8/16/32 | 2d6+1 | 1 | 300 | 5 | d6 | AP 4 | Pistol, Hold-Out | 5/10/20 | 2d4 | 1 | 150 | 2 | - | AP 4, +2 to conceal | Pistol, Sporting | 12/24/48 | 2d6-1 | 1 | 200 | 3 | - | AP 4, Precise, Snapfire | Repeating, Carbine | 18/36/72 | 2d8-1 | 3 | 1000 | 20 | d8 | AP 4, Auto only, Snapfire | Repeating, E-Web | 30/60/120 | 2d12 | 3 | 5000 | 80 | - | AP 4, Auto only, May not move | Repeating, Heavy | 30/60/12 | 2d10 | 3 | 3000 | 50 | d8 | AP 4, Auto only, Snapfire | Repeating, Light | 24/48/96 | 2d8 | 3 | 1500 | 30 | d8 | AP 4, Auto only, Snapfire | Rifle | 24/48/96 | 2d8 | 1 | 400 | 8 | d6 | AP 4, Snapfire | Rifle, Carbine | 18/36/72 | 2d8-1 | 1 | 350 | 6 | - | AP 4, Special | Rifle, Heavy | 24/48/96 | 2d8+1 | 1 | 600 | 12 | d8 | AP 4, Snapfire | Rifle, Sporting | 30/60/120 | 2d8-1 | 1 | 400 | 8 | - | AP 4, Precise, Snapfire |
AMMUNITIONAmmo | Weight | Cost | Notes | Bolt Pack, Anti-Personnel | 2 | 20 | Bowcaster | Bolt Pack, Armor-Piercing | 2 | 20 | Bowcaster | Energy Cell | - | 10 | Hand Weapons | Power Generator | 30 | 750 | Power Pack | 1/2 | 25 | Blasters |
SELECTED WEAPON NOTESBlaster Cannon: Despite the name, this weapon actually resembles a (very) heavy rifle and can be carried and fired by one man. Its powerful blasts exhaust power packs quickly. On a 1 on the Shooting die (regardless of the result of the Wild Die), it runs out of ammo and must be reloaded. It may also be hooked up to a power generator, in which case it does not run out of ammo, but replaces the Snapfire property with the May not move property. Blaster Rifle, Carbine: More commonly called a blaster carbine or simply a carbine, this is a light-weight, cut-down rifle with a folding stock. It may be used to make attacks in close combat like a pistol. It may also be fired one-handed at a -1 penalty, in which case it has a Min Str of d6. Bowcaster, Wookie: This odd weapon is used almost exclusively by Wookies. It uses railgun technology to fire explosive high energy packets. The user may choose anti-personnel or armor-piercing ammo. Anti-personnel ammo has the SBT property, while armor-piercing ammo has the AP 4 property. In addition, unlike most blasters, the bowcaster uses physical ammo; on a roll of 1 on the Shooting die the bowcaster has run out of ammo and must be reloaded (if the result of the Wild Die is a hit, that was the last shot in the weapon). The listed cost is for a weapon purchased by a Wookie on Kashyyk. For a non-Wookie, or off-world, it would cost at least 1000 cr., if it could be found at all. Lightsaber: The lightsaber is an elegant weapon, from a more civilized age, not as clumsy or random as a blaster. However, it is also quite difficult to master. A non-proficient character (without the Lightsaber Proficiency Edge or an appropriate Force tradition Edge) inflicts d4+d8+4 damage with a hit, and on a 1 on his Fighting die, regardless of the Wild Die, hits himself for half damage. A proficient character inflicts d6+d8+4 damage, and does not risk hitting himself. A character wielding a Force attuned lightsaber inflicts Spirit+d8+4 damage. A double-bladed lightsaber has the 2 Hands and Double Weapon properties. A guard or shoto lightsaber has a shorter blade, and inflicts only x+d6+4 damage. However, when Force attuned its Defensive property bonus does stack with another Force attuned lightsaber's bonus. Lightsabers uses an energy cell. However, a Force attuned lightsaber is partially fueled by the Force itself, and will almost never run out of energy. Repeating Blasters, All: Repeating blasters chew through power packs at an alarming rate. On a roll of 1 on the Shooting die, it has run out of power and must be reloaded. Repeating blasters may also be hooked up to a power generator, in which case they do not run out of ammo, but replace the Snapfire property with the May not move property. Repeating Blaster, E-Web: This bulky weapon is designed to be fired from a tripod. It does not have an internal power pack, and must be hooked up to a power generator. It is a crew served weapon, and an assistant gunner who uses his action to assist the gunner gives him a +1 to Shooting rolls.
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Gear
Oct 1, 2011 17:14:37 GMT -5
Post by gamedave on Oct 1, 2011 17:14:37 GMT -5
ARMORType | Armor | Weight | Cost | Areas | Battle Armor | +6 | 20 | 3000 | All | Battle Armor, Heavy | +8 | 30 | 5000 | All | Blast Helmet & Vest | +4 | 10 | 500 | Head and torso | Combat Jumpsuit | +2 | 3 | 500 | Torso, arms, legs | Flight Suit | +2 | 10 | 1000 | All | Flight Suit, Armored | +4 | 20 | 2000 | All |
ARMOR NOTESBattle Armor: Battle armor is a sealed suit of protective armor. "Generic" battle armor is worn by many elite corporate security and planetary defense forces. There are also a variety of specific types of battle armor with additional features. Since these specific armors are usually made by organizations for the sole use of their members, they are rarely if ever sold on the (legitimate) open market. *Jedi/Sith Battle Armor: This rather archaic armor was specifically designed for combat against lightsabers. When Force attuned, it grants an additional +8 (+14 total) armor against them. When not Force attuned, this outdated armor only grants +4 armor. Jedi and Sith Battle Armor are visually distinctive, but mechanically identical. They are specially produced by their respective orders, and rarely available on the open market. *Jensaarai Defender Battle Armor: Each Jensaarai Defender custom crafts his or her own set of battle armor, usually modelling it after a particularly fierce predator. It grants a +1 to Intimidation rolls (including Alter used in place of Intimidation). Jensaarai consider it sacrilegious for anyone other than the crafter to wear this armor, unless it is a personal gift. *Mandalorian Battle Armor: The Mandalorians are usually credited with the first armor in this class. It is designed to be modular and easily customizable. Anyone trying to add modifications or attachments gains +2 to the Repair roll. *Stormtrooper/Clonetrooper Battle Armor: This iconic armor comes with a built-in commlink and low-light vision equipment. It also comes in a bewildering variety of specialized variations. *Wookie Battle Armor: This specialized battle armor is designed for maximum mobility in Kashyyk's forests. It grants +1 to Climbing rolls. Unlike other battle armor, it is not sealed, and can be bypassed by a -2 called shot. Battle Armor, Heavy: All of the types of battle armor listed above are also available in heavy variants. Due to its bulk, anyone without the Advanced Armor Proficiency Edge takes a -2 penalty to all Agility and Strength rolls and any skills linked to those two attributes (in addition to any penalties from encumbrance). Blast Helmet and Vest: This lightweight armor is usually worn over a combat jumpsuit. It is commonly used by corporate security and planetary defense forces when they are expecting combat. Combat Jumpsuit: This is the standard uniform of most corporate security, planetary defense, and naval forces. It is available in camouflage variants, which grant +1 Stealth in the appropriate terrain (choose one: arctic, desert, jungle/swamp, plains, urban, woodland). Flight Suit: This is primarily a piece of pilot's equipment rather than combat armor per se, but it does provide some protection. It is sealed armor, and its protection increases to +6 against damage from electricity, fire, and impacts/crashes. It also supplies 10 hours of life support. Flight Suit, Armored: Identical to the flight suit, above, but more heavily protected. Its defense against damage from electricity, fire, and impacts/crashes is +8.
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Gear
Oct 1, 2011 17:57:46 GMT -5
Post by gamedave on Oct 1, 2011 17:57:46 GMT -5
MISCELLANEOUS GEARItem | Cost | Weight | Commlink | 50 | 1 | Commlink, Wrist | 100 | 1 | Commlink, Headset | 250 | 1/2 | Computer Spikes | 100 | - | Datapad | 500 | 3 | Datapad, Wristcomp | 2000 | 1 | Electrobinoculars | 500 | 3 | Electroscope | 1000 | 2 | Glowrod | 10 | 2 | Medical Kit | 1000 | 5 | Medpac | 100 | 1 | Ration Pack | 5 | 1 | Synthline, 10" | 10 | 1 | Synthrope, 20" | 20 | 5 | Toolkit, Basic | 100 | 2 | Tool Kit, Specialized | 500 | 10 | Utility Belt | 500 | 10 |
MISCELLANEOUS GEAR NOTESCommlink: Provides basic two-way voice communication. A wrist commlink is worn on the wrist, leaving the hands free while you are not actually using it. A headset commlink leaves both hands completely free. Computer Spike: Illegal on most worlds, these one-use gadgets grant +2 to slicing rolls. Datapad: A basic computer, which can be used for data storage and processing. A wristcomp is a smaller, lighter unit that can be worn on the wrist to leave the hands free while not using it. Datapads can be used for astrogation, but at a -4 penalty. Electrobinoculars: Provides image enhancement and rangefinding. Allows the user to see great distances, and halves all darkness penalties. Electroscope: A compact version of the electrobinoculars which can be mounted on a blaster. In addition to the above, it provides a +2 Shooting bonus to shots at Medium Range or longer as long as the shooter does not move this round. Glowrod: Provides light in a 10" cone. Medical Kit: Provides all the basic gear necessary to provided medical care. It counts as basic supplies for the Healing skill, and in the hands of a skilled healer provides the +2 Medical attention (2010 and beyond) bonus to natural healing rolls. Medpac: These one-use items grant +2 to Healing rolls to treat wounds and incapacitation. Ration Pack: Although not very tasty, these provide a full day's nutrition, and keep virtually forever. Synthline and Synthrope: Synthline is lighter and thinner, and can hold up 1000 lbs. Synthrope can hold up to 2500 lbs. Tool Kit, Basic: A tool kit which covers all the basics, and counts as basic tools for the Repair skill. Toolkit, Specialized: A complete set of tools for the job. There are different specialized tool kits for armor, blasters, computers and electronics, droids, hand weapons, speeders, and starships. They grant +2 to Repair rolls when used for the appropriate job, and count as basic tools for all other purposes. Utility Belt: A favorite of soldiers, fringers, and anyone else who wants to be ready for anything. It comes with a synthline and grappler, a commlink, a basic tool kit, 3 ration packs, a medpac, an energy cell, a power pack, and a couple of empty pouches.
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Gear
Oct 8, 2011 10:35:00 GMT -5
Post by gamedave on Oct 8, 2011 10:35:00 GMT -5
Fringers are renowned for using whatever is on hand to piece together equipment and keep it running. Fringer gear looks beat up, weathered, and well-used. The effects are often situational, though many items can cause bigger problems...ore become them!
Fringer gear costs 50% of the normal price, but a character only receives a discount on types of gear described below. Fringer equipment that doesn't come with a disadvantage costs near full price.
Cheap blasters, datapads, and so forth - anything a character might use in a Trait roll - malfunction when the player rolls a 1 on the skill die, as if your hero had the All Thumbs Hindrance. This even applies to gear that is normally exempted from All Thumbs. On a 1 on a Soak Roll, for example, the straps holding your battle armor together might snap. If your hero has All Thumbs, he's in for double trouble: fringer gear malfunctions on a 1 or 2. (May the Force be with you, pal).
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