Star Wars Saga Edition Wiki
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Tag: Visual edit
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== Armor ==
 
== 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).
+
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]]).
   
 
Many forms of armor are restricted or even illegal outside of approved military uses. In locations where armor isn't prohibited, the wearer of armor identifies himself as someone who either expects to cause trouble or expects trouble to come his way.
 
Many forms of armor are restricted or even illegal outside of approved military uses. In locations where armor isn't prohibited, the wearer of armor identifies himself as someone who either expects to cause trouble or expects trouble to come his way.
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{| class="wikitable"
 
{| class="wikitable"
 
|+Dining
 
|+Dining
!Dining Service (Per Meal)
+
!DINING SERVICE (PER MEAL)
  +
!
!Cost
 
  +
!COST
 
|-
 
|-
 
|Luxurious
 
|Luxurious
  +
|
 
|150
 
|150
 
|-
 
|-
 
|Upscale
 
|Upscale
  +
|
 
|50
 
|50
 
|-
 
|-
 
|Average
 
|Average
  +
|
 
|10
 
|10
 
|-
 
|-
 
|Budget
 
|Budget
  +
|
 
|2
 
|2
 
|}
 
|}
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Lodging
 
|+Lodging
!Lodging Service (Per Day)
+
!LODGING SERVICE (PER DAY)
  +
!
!Cost
 
  +
!COST
 
|-
 
|-
 
|Luxurious
 
|Luxurious
  +
|
 
|200
 
|200
 
|-
 
|-
 
|Upscale
 
|Upscale
  +
|
 
|100
 
|100
 
|-
 
|-
 
|Average
 
|Average
  +
|
 
|50
 
|50
 
|-
 
|-
 
|Budget
 
|Budget
  +
|
 
|20
 
|20
 
|}
 
|}
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Medical Care
 
|+Medical Care
  +
!MEDICAL SERVICE
!Medical Service
 
  +
!
!Cost
 
  +
!COST
 
|-
 
|-
 
|Bacta Tank Treatment (Per Hour)
 
|Bacta Tank Treatment (Per Hour)
  +
|
 
|300
 
|300
 
|-
 
|-
 
|Long-term care (Per Day)
 
|Long-term care (Per Day)
  +
|
 
|300
 
|300
 
|-
 
|-
 
|[[Medpac]] Treatment
 
|[[Medpac]] Treatment
  +
|
 
|300
 
|300
 
|-
 
|-
 
|Surgery (Per Hour)
 
|Surgery (Per Hour)
  +
|
 
|500
 
|500
 
|-
 
|-
 
|Treat [[Disease]] (Per Day)
 
|Treat [[Disease]] (Per Day)
  +
|
 
|500
 
|500
 
|-
 
|-
 
|Treat [[Poison]] (Per Hour)
 
|Treat [[Poison]] (Per Hour)
  +
|
 
|100
 
|100
 
|-
 
|-
 
|Treat [[Radiation]] (Per Day)
 
|Treat [[Radiation]] (Per Day)
  +
|
 
|1000
 
|1000
 
|}
 
|}
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Transportation
 
|+Transportation
  +
!TRANSPORTATION SERVICE
!Transportation Service
 
  +
!
!Cost
 
  +
!COST
 
|-
 
|-
 
|Taxi, Local
 
|Taxi, Local
  +
|
 
|10
 
|10
 
|-
 
|-
 
|Passage, Steerage (Up to 5 days)
 
|Passage, Steerage (Up to 5 days)
  +
|
 
|500
 
|500
 
|-
 
|-
 
|Passage, Average (Up to 5 days)
 
|Passage, Average (Up to 5 days)
  +
|
 
|1000
 
|1000
 
|-
 
|-
 
|Passage, Upscale (Up to 5 days)
 
|Passage, Upscale (Up to 5 days)
  +
|
 
|2000
 
|2000
 
|-
 
|-
 
|Passage, Luxurious (Up to 5 days)
 
|Passage, Luxurious (Up to 5 days)
  +
|
 
|5000
 
|5000
 
|-
 
|-
 
|Chartered Space Transport (Up to 5 days)
 
|Chartered Space Transport (Up to 5 days)
  +
|
 
|10000
 
|10000
 
|}
 
|}
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Upkeep
 
|+Upkeep
!Upkeep Service (Per Month)
+
!UPKEEP SERVICE (PER MONTH)
  +
!
!Cost
 
  +
!COST
 
|-
 
|-
 
|Luxurious
 
|Luxurious
  +
|
 
|10000
 
|10000
 
|-
 
|-
 
|Wealthy
 
|Wealthy
  +
|
 
|5000
 
|5000
 
|-
 
|-
 
|Comfortable
 
|Comfortable
  +
|
 
|2000
 
|2000
 
|-
 
|-
 
|Average
 
|Average
  +
|
 
|1000
 
|1000
 
|-
 
|-
 
|Struggling
 
|Struggling
  +
|
 
|500
 
|500
 
|-
 
|-
 
|Impoverished
 
|Impoverished
  +
|
 
|200
 
|200
 
|-
 
|-
 
|Self-Sufficient
 
|Self-Sufficient
  +
|
 
|100
 
|100
 
|}
 
|}
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Vehicle Rental
 
|+Vehicle Rental
!Vehicle Rental Service (Per Day)
+
!VEHICLE RENTAL SERVICE (PER DAY)
  +
!
!Cost
 
  +
!COST
 
|-
 
|-
 
|Speeder Bike
 
|Speeder Bike
  +
|
 
|20
 
|20
 
|-
 
|-
 
|Landspeeder, Average
 
|Landspeeder, Average
  +
|
 
|50
 
|50
 
|-
 
|-
 
|Landspeeder, Luxury
 
|Landspeeder, Luxury
  +
|
 
|100
 
|100
 
|-
 
|-
 
|Airspeeder
 
|Airspeeder
  +
|
 
|500
 
|500
 
|-
 
|-
 
|Shuttle, Interplanetary
 
|Shuttle, Interplanetary
  +
|
 
|1000
 
|1000
 
|-
 
|-
 
|Shuttle, Interstellar
 
|Shuttle, Interstellar
  +
|
 
|2000
 
|2000
 
|}
 
|}
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A dragged object has less effective Weight depending on the resistance of the surface as noted in the below table:
 
A dragged object has less effective Weight depending on the resistance of the surface as noted in the below table:
   
==== Dragging Resistance ====
+
==== '''Dragging Resistance''' ====
 
{| class="wikitable"
 
{| class="wikitable"
  +
!SURFACE
!Surface
 
  +
!
!Multiplier
 
  +
!MULTIPLIER
 
|-
 
|-
 
|Rough
 
|Rough
  +
|
 
|1
 
|1
 
|-
 
|-
 
|Normal
 
|Normal
  +
|
 
|1/2
 
|1/2
 
|-
 
|-
 
|Smooth/Wheeled
 
|Smooth/Wheeled
  +
|
 
|1/5
 
|1/5
 
|-
 
|-
 
|Frictionless
 
|Frictionless
  +
|
 
|1/10
 
|1/10
 
|}
 
|}
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Larger creatures can carry more weight depending on their size category, just as small creatures can carry less depending on their size. Below is a table with the size of a character and their carry capacity multipliers:
 
Larger creatures can carry more weight depending on their size category, just as small creatures can carry less depending on their size. Below is a table with the size of a character and their carry capacity multipliers:
   
==== Size Modifiers ====
+
==== '''Size Modifiers''' ====
 
{| class="wikitable"
 
{| class="wikitable"
  +
!SIZE
!Size
 
  +
!
!Multiplier
 
  +
!MULTIPLIER
 
|-
 
|-
 
|Fine
 
|Fine
  +
|
 
|0.01
 
|0.01
 
|-
 
|-
 
|Diminutive
 
|Diminutive
  +
|
 
|0.25
 
|0.25
 
|-
 
|-
 
|Tiny
 
|Tiny
  +
|
 
|0.5
 
|0.5
 
|-
 
|-
 
|Small
 
|Small
  +
|
 
|0.75
 
|0.75
 
|-
 
|-
 
|Medium
 
|Medium
  +
|
 
|1
 
|1
 
|-
 
|-
 
|Large
 
|Large
  +
|
 
|2
 
|2
 
|-
 
|-
 
|Huge
 
|Huge
  +
|
 
|5
 
|5
 
|-
 
|-
 
|Gargantuan
 
|Gargantuan
  +
|
 
|10
 
|10
 
|-
 
|-
 
|Colossal
 
|Colossal
  +
|
 
|20
 
|20
 
|}
 
|}

Revision as of 01:20, 3 December 2017

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

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.

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.

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 planets within the same star system.

Trade Goods
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 Pistol 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:

  • 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.

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
RESTRICTION RATING LICENSE FEE1 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

1: The license fee is given as a percentage of the licensed object's base cost.

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

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.

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 proficiently.

If you are Proficient with at least one weapon in a Weapon Group, you qualify to take Weapon Focus (Or any other weapon-specific ability) for that Weapon Group. The benefits of such abilities apply only to weapons in which you are Proficient. For example, a Scoundrel with the Spacehound Talent is proficient with all Starship Weapons (All of which are Heavy Weapons), so they qualify to take Weapon Focus (Heavy Weapons). This grants them a +1 bonus on attack rolls with Starship Weapons, but they wouldn't get that benefit with a Grenade Launcher, or any other Heavy Weapon, until becoming Proficient with them.

  • Advanced Melee Weapons- Technologically enhanced melee weapons, primarily using Vibration technology.
  • Exotic Weapons (Melee)- Unusual, or unique melee weapons that require specific training to properly utilize.
  • Exotic Weapons (Ranged)- Unusual, or unique ranged weapons that require specific training to properly utilize.
  • Grenades- Highly volatile explosives, generally used against heavily armored, or immobile targets.
  • Heavy Weapons- Large ranged weapons that require both hands, and in some cases a tripod, to accurately use.
  • Lightsabers- Swords of pure energy, typically used by most Force Traditions.
  • Pistols- Hand-held ranged weapons, favored for self-defense, and are easily concealed.
  • Rifles- Standard military weapons, used with both hands for precise and accurate shooting.
  • Simple Weapons (Melee)- Basic melee weapons that are simple or primitive in nature and use.
  • Simple Weapons (Ranged)- Basic ranged weapons that are simple or primitive in nature and use.

Weapon Sizes

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.

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.

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.

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).

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.

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:

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.

Size: The weapon's size (See Weapon Sizes, above).

Cost: The weapon's cost in credits.

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.

Double weapons have two damage entries separated by a slash; these represent the damage dealt by each end of the double weapon.

Stun Setting: If the weapon has a Stun Setting, it is listed here. A weapon set to Stun does Stun damage equal to its normal damage. Ranged weapons set to Stun have a maximum range of 6 squares, unless noted otherwise.

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. A weapon can only be on one alternate setting other than its default setting (Such as Autofire or Stun) at a time. Autofire-only weapons with Stun settings can deal Stun damage in Autofire mode, but still have a maximum range of 6 squares, unless noted otherwise.

Weight: The weapon's weight in kilograms.

Accurate: This weapon takes no penalty when firing at targets at Short Range.

Inaccurate: This weapon cannot fire at targets at Long Range.

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 Character 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 Atlatl 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:

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.

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 Weapons1 0-20 squares 21-40 squares 41-60 squares 61-80 squares
Thrown Weapons2 0-6 squares 7-8 squares 9-10 squares 11-12 squares

1: Includes Bows, Slings, and Energy Balls hurled from Atlatls and Cestas

2: Includes Grenades and Thrown melee weapons such as Spears and Lightsabers

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 (Ranged)- Unusual, or unique ranged weapons that require specific training to properly utilize.
  • Grenades- Highly volatile explosives, generally used against heavily armored, or immobile targets.
  • Heavy Weapons- Large ranged weapons that require both hands, and in some cases a tripod, to accurately use.
  • Pistols- Hand-held ranged weapons, favored for self-defense, and are easily concealed.
  • Rifles- Standard military weapons, used with both hands for precise and accurate shooting.
  • Simple Weapons (Ranged)- Basic ranged weapons that are simple or primitive in nature and use.

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.

When set and activated, the charge's timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.

With a successful Mechanics check, explosives ignore the Damage Reduction of objects to which they're attached. Particularly good Mechanics check results can increase the damage even more. Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage. For example, two blocks of Detonite deal 7d6 points of damage, while four blocks deal 9d6 points of damage.

Weapon Cost Damage Damage Type Weight Size Availability
Explosive Charge 1500 10d6* Energy 0.5 kg Diminutive Restricted
Detonite 500 5d6* Energy 0.1 kg Fine Restricted
Timer 250 - - 0.1 kg Fine Licensed

*The explosion damages everything in a 1-square burst radius.

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).

Many forms of armor are restricted or even illegal outside of approved military uses. In locations where armor isn't prohibited, the wearer of armor identifies himself as someone who either expects to cause trouble or expects trouble to come his way.

List of armors by Proficiency:

  • Light Armor- The most common Armors, found anywhere from civilians to experienced hunters.
  • Medium Armor- Considered the standard other armors compare themselves to, these Armors are typically used by military troopers, and various militia.
  • Heavy Armor- Top of the line armor, primarily used by military specialists, and high-spec mercenaries.

Armor Qualities

If you choose armor for your character, refer to the above links for details about the various armors. The Armor Qualities on those tables are explained below:

Cost: The cost of the Armor. Armor sized for Small characters cost half as much, while Armor for Large characters costs double the listed price. Some armor has limited availability (See Rare, below).

Armor Bonus to Reflex Defense: When you are wearing the armor, you add this value as an armor bonus to your Reflex Defense (Instead of adding your Heroic Level to your Reflex Defense).

Equipment Bonus to Fortitude Defense: When you are wearing the armor, you add this value as an Equipment bonus to your Fortitude Defense. Some types of Armor do not provide an Equipment bonus to your Fortitude Defense.

Maximum Dex Bonus: This is the maximum bonus you can apply to your Reflex Defense from Dexterity when wearing this type of Armor. Heavier armor limits your mobility, reducing your ability to avoid attacks. For example, an Armored Flight Suit has a maximum Dexterity bonus of +3. A character with a Dexterity of 18 normally gains a +4 bonus to their Reflex Defense from Dexterity, but if they're wearing an Armored Flight Suit, they only apply a +3 bonus to their Reflex Defense.

Speed: Medium Armor and Heavy Armor reduces your Speed to three-quarters normal (Rounded down). The individual tables per Armor Proficiency show these reductions if you have a speed of 6 squares or 4 squares. In addition, when wearing Heavy Armor, you can only move up to three times your speed when Running (Instead of four times your Speed).

Weight: The Weight of the Armor. Armor fitted for Small characters weighs half as much. Armor fitted for Large characters weighs twice as much.

Availability: Some armor has limited availability, as indicated below.

Rare: This armor is generally only available by going to its planet of origin or by acquiring it directly from its wearer (For example, getting Vonduun Crabshell armor from a Yuuzhan Vong warrior). When available on the open market elsewhere, these items usually cost double the listed price, sometimes much more.

Licensed, Restricted, Military, or Illegal: Ownership of the armor is limited to certain people, as described in Restricted Items, above.

Armor Check Penalty

While wearing armor with which you are not proficient, you take an armor check penalty on attack rolls, as well as Skill Checks made using the following Skills:

The type of Armor worn determines the size of the penalty: Light Armor, -2; Medium Armor, -5; Heavy Armor, -10. Additionally, you do not gain the armor's Equipment bonuses. For example, a character not proficient with Light Armor who dons a suit of Stormtrooper Armor takes a -2 penalty on attack rolls and certain Skill Checks (See above). In addition, they does not gain the Armor's Equipment bonus on Perception checks, and cannot apply the Armor's Equipment bonus to his Fortitude Defense.

To Wear Armor Or Not

A character's Reflex Defense can be improved with Armor; however a character who wears armor chooses to apply the armor's bonus to Reflex Defense instead of their Heroic Level. They also choose to take a penalty on certain Skill Checks, as noted in the above section.

As a character gains levels, Armor bonuses become less enticing. For example, a 5th-level heroic character has less reason to wear Armor that grants an Armor bonus of +5 or less, unless the armor confers some other useful benefit or the character has the Armored Defense or Improved Armored Defense Talents. Still, some characters enjoy the benefit of having a higher Fortitude Defense and Damage Threshold; against very dangerous opponents, Armor can literally be the difference between life and death.

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 as shown below:

Services and Expenses

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

Dining
DINING SERVICE (PER MEAL) COST
Luxurious 150
Upscale 50
Average 10
Budget 2
Lodging
LODGING SERVICE (PER DAY) COST
Luxurious 200
Upscale 100
Average 50
Budget 20
Medical Care
MEDICAL SERVICE COST
Bacta Tank Treatment (Per Hour) 300
Long-term care (Per Day) 300
Medpac Treatment 300
Surgery (Per Hour) 500
Treat Disease (Per Day) 500
Treat Poison (Per Hour) 100
Treat Radiation (Per Day) 1000
Transportation
TRANSPORTATION SERVICE COST
Taxi, Local 10
Passage, Steerage (Up to 5 days) 500
Passage, Average (Up to 5 days) 1000
Passage, Upscale (Up to 5 days) 2000
Passage, Luxurious (Up to 5 days) 5000
Chartered Space Transport (Up to 5 days) 10000
Upkeep
UPKEEP SERVICE (PER MONTH) COST
Luxurious 10000
Wealthy 5000
Comfortable 2000
Average 1000
Struggling 500
Impoverished 200
Self-Sufficient 100
Vehicle Rental
VEHICLE RENTAL SERVICE (PER DAY) COST
Speeder Bike 20
Landspeeder, Average 50
Landspeeder, Luxury 100
Airspeeder 500
Shuttle, Interplanetary 1000
Shuttle, Interstellar 2000

Encumbrance

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

Encumbrance by Armor

Your armor defines your maximum Dexterity bonus to Reflex Defense, your Armor Check Penalty, your Speed, and how fast you move when you Run. Unless your character is weak or carrying a lot of gear, that's all you need to know. The extra gear your character carries, such as weapons and Medpacs, won't slow your character any more than your Armor already does.

If your character is carrying a really Heavy Load, however, then you'll need to calculate Encumbrance by Weight.

Encumbrance by Weight

If you want to determine whether your character's gear is heavy enough to slow him or her down (More than any Armor already does), add up the Weight of all the Armor, weapons, and gear the character is carrying. If the total equals or exceeds the square of one-half your character's Strength score, he or she is carrying a Heavy Load. For example, a character with Strength 12 is carrying a heavy load if the total weight of his or her Armor and gear is 36 kg (0.5 x 122) or more.

When carrying a Heavy Load, a character takes a -10 penalty on checks made using the following Skills:

A Heavy Load also reduces the character's speed to three-quarters normal (Rounded down). A character can move up to three times his or her speed when Running with a Heavy Load (Instead of four times)

Carrying Capacity

The amount of Weight that you can lift (In kilograms) is based on your Strength score, and determined by the following formula: (Strength score)2 x 0.5. For example, a character with a Strength 15 can lift 112.5 kg ((152)x0.5).

A character can strain to lift an amount of Weight (In kilograms) equal to their Strength score squared, but he or she can only stagger around with it. While overloaded in this way, a character loses any Dexterity bonus to Reflex Defense and can only move 1 square per round (As a Full-Round Action).

A dragged object has less effective Weight depending on the resistance of the surface as noted in the below table:

Dragging Resistance

SURFACE MULTIPLIER
Rough 1
Normal 1/2
Smooth/Wheeled 1/5
Frictionless 1/10

Bigger or Smaller Creatures

Larger creatures can carry more weight depending on their size category, just as small creatures can carry less depending on their size. Below is a table with the size of a character and their carry capacity multipliers:

Size Modifiers

SIZE MULTIPLIER
Fine 0.01
Diminutive 0.25
Tiny 0.5
Small 0.75
Medium 1
Large 2
Huge 5
Gargantuan 10
Colossal 20