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== Money ==
 
== Money ==
  +
''Main Article: [[Money]]''
The galactic economy turns on the wealth and products of billions of worlds. Throughout the history of known space, money has gone by many names, but the basic unit always came back to the "credit." As the Republic waned and the Rise of the Empire approached (circa Episodes I-III), the Republic credits (also called "dataries") no longer had much value beyond the Core Worlds and the Inner Rim. Instead, local currencies became popular. More often, people living and working in the distant regions wanted to trade in hard currency, not electronic credit chips.
 
   
  +
The galactic economy turns on the wealth and products of billions of worlds. Throughout the history of known space, money has gone by many names, but the basic unit always came back to the "credit." As the Republic waned and the Rise of the Empire approached (Circa Episodes I-III), the Republic credits (Also called "Dataries") no longer had much value beyond the [[Core Worlds]] and the [[Inner Rim]]. Instead, local currencies became popular. More often, people living and working in the distant regions wanted to trade in hard currency, not electronic credit chips.
This changed when the Empire came to power. By the time of the Rebellion era (circa Episode IV-VI). Imperial credits were accepted everywhere. Even the Alliance used this currency, as it was the standard throughout known space until the Empire finally fell.
 
   
  +
== Restricted Items ==
The New Republic, of course, minted its own credits after the victory at Endor and the establishment of the new galactic government. However, individual planets, regions, and sectors also adopted their own currencies, and the Imperial remnants issued their own scrip. Exchange rates fluctuated wildly throughout this period. The New Republic credit was established then years after the Battle of Endor and eventually emerged as the leading currency by the time of The New Jedi Order era.
 
  +
''Main Article: [[Restricted Items]]''
   
  +
Some objects require licenses to own or operate, or are restricted to qualifying organizations or individuals. In such cases, a character must pay a license fee to own the object legally. A license fee is a separate expense, purchased in addition to the object to which it applies.
=== Carrying Credits ===
 
The most common methods for keeping track of your credits are the credit chip or cred stick. These contain memory algorithms that can securely monitor the amount of credits available to the owner and accurately add to or subtract from that amount as transactions occur.
 
 
=== Wealth Beyond Credits ===
 
Some characters with access to a ship deal in commodities. Han Solo, for example, smuggled goods from place to place before hooking up with the Rebel Alliance. Other characters might be legitimate traders, buying and selling commodities to pay their way across the galaxy (and subsidize the adventures in which they wind up participating). Guilds and governments regulate trade. Charters and licenses are granted, cargo is regularly inspected, trade routes are established, and port fees are posted. In general, small freighters might come to the attention of local ports and the occasional inspection vessel, but independent traders are otherwise given a lot of freedom when they conduct their business.
 
 
The following Trade Goods table gives baseline prices for fairy broad categories of goods. The Gamemaster can get more specific, add or remove items depending on supply and demand in the campaign, and adjust prices to reflect such fluctuations in the market. Also, prices can vary greatly in different regions of space, different star systems, and even between different plants within the same star system.
 
 
==== Trade Goods ====
 
{| class="article-table"
 
!Commodity
 
!Cost
 
|-
 
|Animal, common
 
|100
 
|-
 
|Animal, exotic
 
|2000
 
|-
 
|Animal, livestock
 
|500
 
|-
 
|Art, common
 
|100
 
|-
 
|Art, quality
 
|1000
 
|-
 
|Art, precious
 
|10000
 
|-
 
|Bacta, 1 liter (1 kg)
 
|100
 
|-
 
|Food, common (1 kg)
 
|10
 
|-
 
|Food, quality (1 kg)
 
|20
 
|-
 
|Food, exotic (1 kg)
 
|50
 
|-
 
|Fuel, 1 liter (1 kg)
 
|50
 
|-
 
|Gems, semiprecious (1 gram)
 
|100
 
|-
 
|Gems, precious (1 gram)
 
|1000
 
|-
 
|Gems, exotic (1 gram)
 
|10000
 
|-
 
|Holovid
 
|10
 
|-
 
|Metal, common (1 metric ton)
 
|2500
 
|-
 
|Metal, semi-precious (1 kg)
 
|200
 
|-
 
|Metal, precious (1 kg)
 
|10000
 
|-
 
|Ore, common (1 metric ton)
 
|1500
 
|-
 
|Spice, common (1 kg)
 
|1000
 
|-
 
|Spice, exotic (1 gram)
 
|20
 
|-
 
|Textiles, common (1 meter)
 
|5
 
|-
 
|Textiles, quality (1 meter)
 
|20
 
|-
 
|Textiles, exotic (1 meter)
 
|100
 
|-
 
|Water, 1 liter (1 kg)
 
|1
 
|}
 
 
=== Selling Items ===
 
Sometime you'll come into possession of an item that you don't want. We're not talking about commodities here. Commodities are valuable goods that can easily be exchanged almost like cash. We're talking about individual items from the lists and tables presented later on. In general, a merchant will buy used equipment at half its listed price. If you have a blaster and want to upgrade to a heavy blaster pistol, you can sell the smaller blaster for half price.
 
 
== Restricted Items ==
 
Some objects require licenses to own or operate, or are restricted to qualifying organizations or individuals. In such cases, a character must pay a license fee to own the object legally. A license fee is a seperate expense, purchased in addition to the object to which it applies.
 
   
 
The four restriction ratings are as follows:
 
The four restriction ratings are as follows:
Line 108: Line 16:
 
*'''Military: '''The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
 
*'''Military: '''The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
 
*'''Illegal: '''The object is illegal in all but specific, highly regulated circumstances.
 
*'''Illegal: '''The object is illegal in all but specific, highly regulated circumstances.
 
=== Getting A License ===
 
To get a license, you must pay the fee required to file the application. The amount of the fee is a percentage of the object's normal cost, as listed in Restricted Objects. Once you've paid the fee, make a Knowledge (bureaucracy) check against the DC listed in the Skill DC column. You can't take 10 or take 20 on this check. On a success, your license is approved and will be available to you in a number of days as listed in the Time Required column. On a failure, you spend a number of days as listed in the Time Required column, but you are not granted the license and your application fee is lost. You may try again as often as you like if you have the time and credits to do so.
 
 
Whether you succeed or fail on your Knowledge (bureaucracy) check, your request is recorded in public records. The more restricted the license, the more in-depth the background check required, and this leaves an increasingly detailed electronic trail for others to follow.
 
 
You can choose to secure a license through illicit means. If you want to bribe an official, make a Persuasion check instead of a Knowledge (bureaucracy) check. If you want to fabricate a false identity or steal another person's identity, make a Deception check instead of a Knowledge (bureaucracy) check. If either of these checks fails by 5 or more, the local authorities are alerted to your activities.
 
 
==== Restricted Objects ====
 
{| class="article-table"
 
!Restriction Rating
 
!License Fee<sup>1</sup>
 
!Black Market Cost
 
!Skill DC
 
!Time Required
 
|-
 
|Licensed
 
|5%
 
|x2
 
|10
 
|1 day
 
|-
 
|Restricted
 
|15%
 
|x3
 
|15
 
|2 days
 
|-
 
|Military
 
|20%
 
|x4
 
|20
 
|5 days
 
|-
 
|Illegal
 
|50%
 
|x5
 
|25
 
|10 days
 
|}
 
<sub>''1:'' The license fee is given as a percentage of the licensed object's base cost.</sub>
 
 
=== The Black Market ===
 
Almost anything is available on the black market. However, you must make a Gather Information check to locate a black market merchant who has the object you seek. The DC of the check is listed in the Skill DC column of the Restricted Objects table, and the GM may apply a bonus or penalty to the check depending on the circumstances. (For example, finding a black market dealer on the smuggler's moon of Nar Shaddaa is relatively easy and may warrant a +5 bonus on the check.) If you succeed on the Gather Information check, you find a black market merchant who has access to the item you seek. If you fail, you can try again later. If you fail by 5 or more, someone notices you've been asking questions and comes to capture, interrogate, or silence you.
 
 
Once you find someone who can get the item for you, you'll have to pay two, three, four, or five times the item's normal price (as listed in the Black Market Cost column of the Restricted Items table) and wait some time for the item to become available (as listed in the Time Required column).
 
   
 
== Weapons ==
 
== Weapons ==
  +
''Main Article: [[Weapons]]''
The Galaxy is a dangerous place. Most people have access to some kind of weapon, and those who travel the space lanes often carry a blaster or some other weapon as a means of defense. A weapon's legality depends on where you are. No one would look twice at a character wearing a blaster at his side is Mos Espa or Nar Shaddaa. The same character would do well to conceal it while visiting the gleaming metropolis of Coruscant.
 
   
  +
The Galaxy is a dangerous place. Most people have access to some kind of weapon, and those who travel the space lanes often carry a blaster or some other weapon as a means of defense. A weapon's legality depends on where you are. No one would look twice at a character wearing a blaster at their side on [[Tatooine|Mos Espa]] or [[Nar Shaddaa]]. The same character would do well to conceal it while visiting the gleaming metropolis of [[Coruscant]].
=== Weapon Groups ===
 
Discriminating combatants choose their weapons very carefully. However, a character who knows how to load and fire a slugthrower pistol can handle a blaster pistol just as expertly. Thus, weapons are categorized based on their form and function, and a character who takes the appropriate Weapon Proficiency feat is considered skilled with all of the weapons in that group. Exotic weapons such as bowcasters and flamethrowers are exceptions: An exotic weapon is unique in form and function, and requires special training (that is, the Exotic Weapon Proficiency feat) to wield proficiency.
 
* Advanced Melee Weapons
 
* Exotic Weapons
 
** Melee
 
** Ranged
 
* Heavy Weapons
 
* Lightsabers
 
* Pistols
 
* Rifles
 
* Simple Weapons
 
** Melee
 
** Ranged
 
   
=== Weapon Sizes ===
+
== Explosives ==
  +
''Main Article: [[Explosives]]''
The size of a weapon compared to your size determines whether the weapon is light, one-handed, two-handed, or too large for you to use.
 
   
  +
Sometimes a mission calls for the use of more powerful explosives than either [[Grenades]] or [[Thermal Detonator|Thermal Detonators]]. Set Explosives aren't ranged weapons and can't be used like [[Grenades]]. Placing an Explosive requires a [[Mechanics]] check.
'''Light: '''If the weapon's size is smaller than your size (a Human using a Small weapon such as a blaster pistol), then the weapon is light. Light weapons can be used while grappling, and light melee weapons can be used with the Weapon Finesse feat.
 
   
  +
== Armor ==
'''One-Handed: '''If the weapon's size category is the same as your size (a Human using a Medium weapon such as a heavy blaster pistol), then the weapon is one-handed.
 
  +
''Main Article: [[Armor]]''
   
  +
Protective armor exists in the ''Star Wars'' universe, but only the lightest types see widespread use. Heavier armor is considered to be too expensive, too restrictive, and just not worth the trouble unless it serves an additional function (Such as providing environmental protection, as in the case of Imperial [[Snowtrooper Armor]]).
'''Two-Handed: '''If the weapon's size category is one step larger than your size (a Human using a Large weapon, such as a light repeating blaster), then the weapon requires two hands to use (and sometimes a special mount such as a tripod).
 
   
  +
== General Equipment ==
'''Too Large to Use: '''If the weapon's size category is two or more steps larger than your size (an Ewok using a Large weapon, such as a blaster cannon), the weapon is too large to use. The exceptions to this are vehicle or starship-mounted mounted weapons, which are housed in a unit that aids in their use.
 
  +
''Main Article: [[General Equipment]]''
   
  +
[[Weapons]] and [[Armor]] are not the only pieces of [[Equipment]] available in the ''Star Wars'' universe. Samples of common Equipment found through the universe has been divided into several categories and can be found in the [[General Equipment|main article]].
=== Weapon Qualities ===
 
When you choose a weapon for your character, refer to your Weapon Proficiency feat and the links in the Weapon Groups section above for details about the various weapon options. The weapon qualities that are explained on their respective pages are explained below:
 
   
  +
== Services and Expenses ==
'''Weapon Group: '''A weapon's group tells you which Weapon Proficiency feat you need to be considered proficient with the weapon. If you don't have the appropriate feat, you take a -5 penalty on attacks made with the weapon.
 
  +
''Main Article: [[Services and Expenses]]''
   
  +
A brief listing of common [[Services and Expenses]] are given in the main article. The cost figures on the tables are guidelines only; the cost of certain [[Services and Expenses]] may be higher in isolated or primitive areas.
'''Size: '''The weapon's size (see Weapon Sizes, above).
 
  +
== Encumbrance ==
  +
''Main Article: [[Encumbrance]]''
   
  +
Encumbrance rules determine how much Equipment slows you down. Encumbrance comes in two parts: Encumbrance by Armor, and encumbrance by total Weight.
'''Cost: '''The weapon's cost in credits.
 
   
  +
== Additional Equipment ==
'''Damage: '''The damage the weapon deals with each hit. Melee weapons also add the wielder's Strength bonus to damage, or twice the wielder's Strength bonus when wielded in two hands.
 
  +
Not all Equipment fits neatly into an above category. Any uncategorized Equipment is located here and comes from the other ''Saga Edition'' add-ons.
   
  +
=== Gear Templates ===
Double weapons have two damage entries separated by a slash; these represent the damage dealt by each end of the double weapon.
 
  +
''Reference Book: [[Star Wars Saga Edition Knights of the Old Republic Campaign Guide]]''
   
  +
''Main Article: [[Gear Templates]]''
'''Stun Damage: '''If the weapon has a stun setting, its stun damage is listed in its respective table. Ranged weapons set to stun have a maximum range of 6 squares unless noted otherwise.
 
   
  +
In a ''Knights of the Old Republic'' campaign, a hero might have access to a wide variety of exotic gear with special properties not found in more common types of Equipment. Rather than list individual pieces of Equipment from dozens of different worlds in the galaxy- such as a Bothan Heavy Blaster Pistol or a suit of Arkanian Battle Armor- Gear Templates can be applied to normal Equipment statistics to produce an unusual version of an item.
'''Rate of Fire: '''Ranged weapons have either a single-shot setting (S) or an autofire setting (A). A few weapons have both settings and can be set to either single-shot mode or autofire mode as a swift action. Only ranged weapons that hold multiple shots of ammunition can have an autofire setting.
 
 
'''Weight: '''The weapon's weight in kilograms.
 
 
'''Damage Type: '''The type of damage a weapon deals. Some creatures and objects take more or less damage from weapons that deal certain types of damage. Some weapons deal more than one type of damage, depending on how the weapon is used:
 
 
''And: ''The weapon deals both types of damage simultaneously.
 
 
''Or: ''The weapon deals one type of damage or the other, chosen immediately before making the attack roll.
 
 
Double weapons sometimes deal a different damage type depending on which end of the weapon is used: in this case the two damage types are separated by a slash.
 
 
''(Ion): ''Ion Damage has special rules and can be found in the damage section of the combat page''*''
 
 
'''Availability:''' Some weapons have limited availability, as noted below.
 
 
''Licensed, Restricted, Military, or Illegal: ''Ownership of the weapon is limited to certain individuals as noted in the above Restricted Items section.
 
 
''Rare: ''A rare weapon is generally available only on its planet of origin (for example, Naboo for the atlati and cesta, or Kashyyyk for the bowcaster) or by acquiring it directly from the manufacturer. When available on the open market elsewhere, rare items usually cost double the listed price.
 
 
== Melee Weapons ==
 
Used in close combat, melee weapons usually deal bludgeoning, slashing, or piercing damage, depending on the weapon's design. Some combine powered components to augment the user's own strength. Many types of melee weapons are widely available and have few governmental or legal restrictions. Civilians, law enforcement agents, and military personnel alike carry these items.
 
 
A character's Strength modifier is always applied to a melee weapon's attack roll and damage roll.
 
 
=== Melee Weapon Proficiencies ===
 
Below are melee weapon pages by Proficiency:
 
* Advanced Melee Weapons
 
* Exotic Weapons
 
* Lightsabers
 
* Simple Weapons
 
* Unarmed
 
 
== Ranged Weapons ==
 
At any given time, hundreds of manufacturers are creating and marketing a wide array of ranged weapons. These weapons run the gamut from small, concealable handheld weapons to tripod-mounted cannons that require a small crew to operate.
 
 
=== Weapon Ranges ===
 
All ranged weapons apply the wielder's Dexterity modifier to the attack roll. Ranged attacks made at point blank range suffer no penalty. However, ranged attacks made at short, medium, or long range take a penalty on the attack roll, as presented in the below table.
 
{| class="article-table"
 
!Type of Ranged Weapon
 
!Point Blank
 
(No Penalty)
 
!Short
 
(-2 Attack)
 
!Medium
 
(-5 Attack)
 
!Long
 
(-10 Attack)
 
|-
 
|Heavy Weapons
 
|0-50 squares
 
|51-100 squares
 
|101-250 squares
 
|251-500 squares
 
|-
 
|Pistols
 
|0-20 squares
 
|21-40 squares
 
|41-60 squares
 
|61-80 squares
 
|-
 
|Rifles
 
|0-30 squares
 
|31-60 squares
 
|61-150 squares
 
|151-300 squares
 
|-
 
|Simple Weapons<sup>1</sup>
 
|0-20 squares
 
|21-40 squares
 
|41-60 squares
 
|61-80 squares
 
|-
 
|Thrown Weapons<sup>2</sup>
 
|0-6 squares
 
|7-8 squares
 
|9-10 squares
 
|11-12 squares
 
|}
 
<sup>1: Includes bows, slings, and energy balls hurled from atlatls and cestas</sup>
 
 
<sup>''2: Includes grenades and thrown melee weapons such as spears and lightsabers''</sup>
 
 
'''Improvised Thrown Weapons: '''While some weapons are meant to be thrown, it is physically possible to throw almost any weapon of your size or less. You take a -5 penalty on an attack roll made with an improvised thrown weapon. In addition, unless the weapon is light, the improvised thrown weapon is treated as inaccurate (see above).
 
 
=== Ranged Weapon Proficiencies ===
 
Below are ranged weapon pages by Proficiency:
 
* Exotic Weapons
 
* Heavy Weapons
 
* Pistols
 
* Rifles
 
* Simple Weapons
 
 
==== Retractable Stocks ====
 
Some weapons, such as the E-11 blaster rifle used by stormtroopers and the E-5 blaster carbine used by battle droids, have a retractable stock. Only rifles and pistols (and rifle- or pistol-like exotic weapons) can have a retractable stock. Extending or folding a retractable stock is a move action.
 
 
When the stock is folded, the following rules apply:
 
* Treat the weapon as a pistol for purposes of proficiency and range.
 
* You cannot brace the weapon while using it in autofire mode, even if it is an autofire-only weapon.
 
When the stock is extended, the following rules apply:
 
* Treat the weapon as a rifle for purposes of proficiency and range.
 
* You take a -5 penalty on attack rolls with the weapon if you use it in one hand (regardless of its size relative to you).
 
 
== Explosives ==
 
Sometimes a mission calls for the use of more powerful explosives than either grenades or thermal detonators. Set explosives aren't ranged weapons and can't be used like grenades. Placing an explosive requires a Mechanics check.
 

Revision as of 23:20, 5 September 2018

In a galaxy of high-tech wonders, the only limits to what types of equipment are commercially available depends on the inventors, merchants, and corporations that manufacture and supply them. Most of the items described in this page are available through legitimate arms and equipment traders.

Money

Main Article: Money

The galactic economy turns on the wealth and products of billions of worlds. Throughout the history of known space, money has gone by many names, but the basic unit always came back to the "credit." As the Republic waned and the Rise of the Empire approached (Circa Episodes I-III), the Republic credits (Also called "Dataries") no longer had much value beyond the Core Worlds and the Inner Rim. Instead, local currencies became popular. More often, people living and working in the distant regions wanted to trade in hard currency, not electronic credit chips.

Restricted Items

Main Article: Restricted Items

Some objects require licenses to own or operate, or are restricted to qualifying organizations or individuals. In such cases, a character must pay a license fee to own the object legally. A license fee is a separate expense, purchased in addition to the object to which it applies.

The four restriction ratings are as follows:

  • Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.
  • Restricted: Only specifically qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
  • Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
  • Illegal: The object is illegal in all but specific, highly regulated circumstances.

Weapons

Main Article: Weapons

The Galaxy is a dangerous place. Most people have access to some kind of weapon, and those who travel the space lanes often carry a blaster or some other weapon as a means of defense. A weapon's legality depends on where you are. No one would look twice at a character wearing a blaster at their side on Mos Espa or Nar Shaddaa. The same character would do well to conceal it while visiting the gleaming metropolis of Coruscant.

Explosives

Main Article: Explosives

Sometimes a mission calls for the use of more powerful explosives than either Grenades or Thermal Detonators. Set Explosives aren't ranged weapons and can't be used like Grenades. Placing an Explosive requires a Mechanics check.

Armor

Main Article: Armor

Protective armor exists in the Star Wars universe, but only the lightest types see widespread use. Heavier armor is considered to be too expensive, too restrictive, and just not worth the trouble unless it serves an additional function (Such as providing environmental protection, as in the case of Imperial Snowtrooper Armor).

General Equipment

Main Article: General Equipment

Weapons and Armor are not the only pieces of Equipment available in the Star Wars universe. Samples of common Equipment found through the universe has been divided into several categories and can be found in the main article.

Services and Expenses

Main Article: Services and Expenses

A brief listing of common Services and Expenses are given in the main article. The cost figures on the tables are guidelines only; the cost of certain Services and Expenses may be higher in isolated or primitive areas.

Encumbrance

Main Article: Encumbrance

Encumbrance rules determine how much Equipment slows you down. Encumbrance comes in two parts: Encumbrance by Armor, and encumbrance by total Weight.

Additional Equipment

Not all Equipment fits neatly into an above category. Any uncategorized Equipment is located here and comes from the other Saga Edition add-ons.

Gear Templates

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Main Article: Gear Templates

In a Knights of the Old Republic campaign, a hero might have access to a wide variety of exotic gear with special properties not found in more common types of Equipment. Rather than list individual pieces of Equipment from dozens of different worlds in the galaxy- such as a Bothan Heavy Blaster Pistol or a suit of Arkanian Battle Armor- Gear Templates can be applied to normal Equipment statistics to produce an unusual version of an item.