M&M Star Wars:Equipment

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M&M Star Wars: Equipment (2E)[edit]

Credits

    Credits will be handled through wealth checks. Keep a credit total. 
Every 500 credits accrued will represent a +1 bonus to a character’s wealth checks.


Ranged Weapons


Blaster Pistol


Damage Bonus: +4
Purchase DC: 21
Equipment Cost: 11
Action: Standard
Damage Descriptor: Energy
Range: 30’
Duration: Instant
Payload: 100
Saving Throw: Toughness 14 (Fortitude 12)
Extras: None
Flaws: None
Power Feats: Alternate Power (Stun-Ranged)


Heavy Blaster Pistol


Damage Bonus: +5
Purchase DC: 23
Equipment Cost: 13
Action: Standard
Damage Descriptor: Energy
Range: 25’
Duration: Instant
Payload: 50
Saving Throw: Toughness 15 (Fortitude 12)
Extras: None
Power Feats: Alternate Power (Stun-Ranged)


Blaster Rifle


Damage Bonus: +5
Purchase DC: 24
Equipment Cost: 14
Action: Standard
Damage Descriptor: Energy
Range: 90’
Duration: Instant
Payload: 50
Saving Throw: Toughness 15 (Fortitude 12)
Extras: None
Power Feats: Alternate Power (Stun-Ranged)


Blaster Carbine


Damage Bonus: +5
Purchase DC: 23
Equipment Cost: 13
Action: Standard
Damage Descriptor: Energy
Range: 60’
Duration: Instant
Payload: 50
Saving Throw: Toughness 15 (Fortitude 12)
Extras: None
Power Feats: Alternate Power (Stun-Ranged)


Hold-out Blaster


Damage Bonus: +2
Purchase DC: 16
Equipment Cost: 6
Action: Standard
Damage Descriptor: Energy
Range: 15’
Duration: Instant
Payload: 6
Saving Throw: Toughness 12 (Fortitude 11)
Extras: None
Power Feats: Alternate Power (Stun-Ranged)


Sporting Blaster Pistol


Damage Bonus: +3
Purchase DC: 18
Equipment Cost: 8
Action: Standard
Damage Descriptor: Energy
Range: 25’
Duration: Instant
Payload: 100
Saving Throw: Toughness 13 (Fortitude 11)
Extras: None
Power Feats: Alternate Power (Stun-Ranged)


Sporting Blaster Rifle


Damage Bonus: +4
Purchase DC: 21
Equipment Cost: 11
Action: Standard
Damage Descriptor: Energy
Range: 120’
Duration: Instant
Payload: 50
Saving Throw: Toughness 14 (Fortitude 12)
Extras: None
Power Feats: Alternate Power (Stun-Ranged)


Light Repeating Blaster


Damage Bonus: +6
Purchase DC: 28
Equipment Cost: 18
Action: Standard
Damage Descriptor: Energy
Range: 120’
Duration: Instant
Payload: 30
Saving Throw: Toughness 16
Extras: Autofire (+1)
Power Feats: None


Medium Repeating Blaster


Damage Bonus: +7
Purchase DC: 31
Equipment Cost: 21
Action: Standard
Damage Descriptor: Energy
Range: 90’
Duration: Instant
Payload: 20
Saving Throw: Toughness 17
Extras: Autofire (+1)
Power Feats: None


E-Web Repeating Blaster


Damage Bonus: +8
Purchase DC: 42
Equipment Cost: 32
Action: Standard
Damage Descriptor: Energy
Range: 240’
Duration: Instant
Payload: Unlimited
Saving Throw: Toughness 18
Extras: Autofire (+2)
Power Feats: None


Bowcaster


Damage Bonus: +4
Purchase DC: 26 (36 for nonwookies)
Equipment Cost: 16
Action: Standard
Damage Descriptor: Ballistic & Energy
Range: 30’
Duration: Instant
Payload: 10
Saving Throw: Toughness 14
Extras: Linked (1 save applied twice)
Power Feats: None


Ion Pistol


Damage Bonus: Stun 4
Purchase DC: 18
Equipment Cost: 8
Action: Standard
Damage Descriptor: Energy
Range: 25’
Duration: Instant
Payload: 30
Saving Throw: Toughness 14
Extras: Alternate Save (Toughness)
Flaws: Limited (Machines Only)
Power Feats: None


Ion Rifle


Damage Bonus: Stun 5
Purchase DC: 20
Equipment Cost: 10
Action: Standard
Damage Descriptor: Energy
Range: 90’
Duration: Instant
Payload: 30
Saving Throw: Toughness 15
Extras: Alternate Save (Toughness)
Flaws: Limited (Machines Only)
Power Feats: None


Frag Grenade


Damage Bonus: +5
Purchase DC: 22
Equipment Cost: 12
Action: Standard
Damage Descriptor: Physical
Range: 10’
Duration: Instant
Payload: 1
Saving Throw: Reflex 15
Extras: Area (50’ Radius Explosion)
Flaws: None
Power Feats: Thrown, Triggered 2 (6 seconds or 12 seconds)


Thermal Detonator


Damage Bonus: +10
Purchase DC: 35
Equipment Cost: 25
Action: Standard
Damage Descriptor: Ballistic, Energy
Range: 10’
Duration: Instant
Payload: 1
Saving Throw: Reflex 20
Extras: Area (100’ Radius Explosion)
Flaws: None
Power Feats: Thrown, Triggered 4 (6, 12, 18, or 24 seconds)


Melee Weapons


Lightsaber


Damage Bonus: +5
Purchase DC: N/A
Equipment Cost: 10
Action: Standard
Damage Descriptor: Energy
Range: Touch
Duration: Instant
Saving Throw: Toughness 15 (variable with Lightsaber Combat Power)
Extras: Penetrating
Flaws: None
Power Feats: None


Duel Blade Lightsaber


Damage Bonus: +5
Purchase DC: N/A
Equipment Cost: 15
Action: Move
Damage Descriptor: Energy
Range: Touch
Duration: Instant
Saving Throw: Toughness 15 (variable with Lightsaber Combat Power)
Extras: Action (Move), Penetrating
Flaws: None
Power Feats: None


Sword


Damage Bonus: +3
Purchase DC: 13
Equipment Cost: 3
Action: Standard
Damage Descriptor: Slashing
Range: Touch
Duration: Instant
Saving Throw: Toughness 13
Extras: None
Flaws: None
Power Feats: None


Knife


Damage Bonus: +1
Purchase DC: 12
Equipment Cost: 2
Action: Standard
Damage Descriptor: Piercing
Range: 10’
Duration: Instant
Saving Throw: Toughness 11
Extras: None
Flaws: None
Power Feats: None


Club


Damage Bonus: +2
Purchase DC: 12
Equipment Cost: 2
Action: Standard
Damage Descriptor: Bludgeoning
Range: Touch
Duration: Instant
Saving Throw: Toughness 12
Extras: None
Flaws: None
Power Feats: None


Spear


Damage Bonus: +3
Purchase DC: 14
Equipment Cost: 4
Action: Standard
Damage Descriptor: Piercing
Range: 20’
Duration: Instant
Saving Throw: Toughness 13
Extras: None
Flaws: None
Power Feats: None


Staff


Damage Bonus: +2
Purchase DC: 14
Equipment Cost: 4
Action: Move
Damage Descriptor: Bludgeoning
Range: Touch
Duration: Instant
Saving Throw: Toughness 12
Extras: Action (Move)
Flaws: None
Power Feats: None


Ganderffii


Damage Bonus: +3
Purchase DC: N/A
Equipment Cost: 6
Action: Move
Damage Descriptor: Bludgeoning, Piercing, Slashing
Range: Touch
Duration: Instant
Saving Throw: Toughness 13
Extras: Action (Move)
Flaws: None
Power Feats: None


Force Pike


Damage Bonus: +5
Purchase DC: 26
Equipment Cost: 6
Action: Standard
Damage Descriptor: Bludgeoning
Range: Touch
Duration: Instant
Saving Throw: Toughness 15 (Fortitude 12)
Extras: None
Flaws: None
Power Feats: Alternate Power (Stun)


Vibrodagger


Damage Bonus: +2
Purchase DC: 13
Equipment Cost: 3
Action: Standard
Damage Descriptor: Piercing
Range: 10’
Duration: Instant
Saving Throw: Toughness 12
Extras: None
Flaws: None
Power Feats: None


Vibroblade


Damage Bonus: +4
Purchase DC: 14
Equipment Cost: 4
Action: Standard
Damage Descriptor: Slashing
Range: Touch
Duration: Instant
Saving Throw: Toughness 14
Extras: None
Flaws: None
Power Feats: None


Duel Vibroblade


Damage Bonus: +4
Purchase DC: 18
Equipment Cost: 8
Action: Move
Damage Descriptor: Slashing
Range: Touch
Duration: Instant
Saving Throw: Toughness 14
Extras: Action (Move)
Flaws: None
Power Feats: None


Vibroaxe


Damage Bonus: +6
Purchase DC: 16
Equipment Cost: 6
Action: Standard
Damage Descriptor: Slashing
Range: Touch
Duration: Instant
Saving Throw: Toughness 16
Extras: None
Flaws: None
Power Feats: None


Stun Baton


Damage Bonus: Stun 3
Purchase DC: 16
Equipment Cost: 6
Action: Standard
Damage Descriptor: Electricity
Range: Touch
Duration: Instant
Saving Throw: Fortitude 13
Extras: None
Flaws: None
Power Feats: None

Armor


Blast Helmet, Vest


Toughness Bonus: +1
Purchase DC: 11
Equipment Cost: 1


Padded Flight Suit


Toughness Bonus: +1
Powers: +2 Fortitude saves to resist cold environments, Immunity (Life Support-Fades after 10 Hours)
Purchase DC: 21
Equipment Cost: 11


Armored Flight Suit


Toughness Bonus: +3
Powers: +2 Fortitude saves to resist cold environments, Immunity (Life Support-Fades after 10 Hours)
Purchase DC: 23
Equipment Cost: 13


Combat Jumpsuit


Toughness Bonus: +2
Purchase DC: 12
Equipment Cost: 2


Padded Battle Armor


Toughness Bonus: +2
Purchase DC: 12
Equipment Cost: 2


Medium Battle Armor


Toughness Bonus: +3
Purchase DC: 13
Equipment Cost: 3


Heavy Battle Armor


Toughness Bonus: +4
Purchase DC: 14
Equipment Cost: 4


Armored Spacesuit


Toughness Bonus: +4
Powers: +2 Fortitude saves to resist cold environments, Immunity (Life Support-Fades after 10 Days)
Purchase DC: 25
Equipment Cost: 15


Corellian Powersuit


Toughness Bonus: +3
Powers: Enhanced Ability (Strength) 2 (Side-Effect-If suit is powered down, -2 Strength and Dexterity)
Purchase DC: 15
Equipment Cost: 5


Stormtrooper/ Clonetrooper Armor


Toughness Bonus: +4
Powers: +2 Notice checks, +2 Fortitude saves to resist hostile environments, Internal Comlink (Communication 6)
Purchase DC: N/A
Equipment Cost: 12


Snowtrooper Armor


Toughness Bonus: +4
Powers: +2 Notice checks, +6 Fortitude saves to resist cold environments, Internal Comlink (Communication 6)
Purchase DC: N/A
Equipment Cost: 14


Sandtrooper Armor


Toughness Bonus: +4
Powers: +2 Notice checks, +6 Fortitude saves to resist hot environments, Internal Comlink (Communication 6)
Purchase DC: N/A
Equipment Cost: 14


Scout Trooper Armor


Toughness Bonus: +3
Powers: +4 Notice checks, +4 Fortitude saves to resist hostile environments, Internal Comlink (Communication 6), Super-Senses (Low-Light Vision)
Purchase DC: N/A
Equipment Cost: 14


Imperial Guard Armor


Toughness Bonus: +4 (Impervious)
Powers: +4 Notice checks, +4 Fortitude saves to resist hostile environments, Internal Comlink (Communication 6), Super-Senses (Darkvision)
Purchase DC: N/A
Equipment Cost: 19

Equipment


All-Temperature Cloak


Effects: +2 Fortitude saves to resist severe weather.
Purchase DC: 8
Equipment Cost: 1


Aquata Breather


Effects: Provides 2 hours of breathable air when submerged.
Purchase DC: 12
Equipment Cost: 1


Bacta Tank


Effects: +5 Constitution checks to recover from damage.
Purchase DC: 30
Equipment Cost: 3


Breath Mask


Effects: Provides 1 hour of breathable atmosphere before the canister must be replaced.
Purchase DC: 10 (Replacement Canisters 5)
Equipment Cost: 1


Comlink


Effects: Communication 6
Purchase DC: 10
Equipment Cost: 6


Datapad


Effects: Provides the user with a +2 bonus on Intelligence checks relating to calculations or Computer checks involving information downloads. Datapads with datacards containing specific information provide a +2 bonus on related Knowledge checks.
Purchase DC: 18 (Datacard, Blank 4, Datacard, 1 Program 12)
Equipment Cost: 1


Electrobinoculars


Effects: Reduces the range penalty for Notice checks to -1 for every 50 feet of distance (instead of -1 for every 10 feet), Super-Senses (Darkvision), Super-Senses (Radiation Detection).
Purchase DC: 18
Equipment Cost: 4


Glow Rod


Effects: Projects a beam of light 30 feet long and 15 feet across at its end.
Purchase DC: 4
Equipment Cost: 1


Grappling Spike Launcher


Effects: Super-Movement (Swinging) or simply provides rope for climbing.
Purchase DC: 6
Equipment Cost: 2


Holoprojector


Effects: Used to view real-time or recorded three-dimensional images or to pass the information through a comlink connection.
Purchase DC: 18
Equipment Cost: 4


Holorecorder


Effects: Stores up to 200 hours of images in its internal memory system.
Purchase DC: 25
Equipment Cost: 6


Jet Pack


Effects: Flight (Levitation-Fades after 1500 feet of travel) 2
Purchase DC: 20
Equipment Cost: 2


Macrobinoculars


Effects: Reduces the range penalty for Notice checks to -1 for every 25 feet of distance (instead of -1 for every 10 feet), Super-Senses (Low-Light Vision)
Purchase DC: 14
Equipment Cost: 2


Medpac


Effects: Healing 1
Purchase DC: 8
Equipment Cost: 2


Recording Rod


Effects: Stores up to 100 hours of 2D images in its internal memory system.
Purchase DC: 13
Equipment Cost: 3


Security Kit


Effects: +2 Disable Device and Repair checks relating to security systems.
Purchase DC: 16
Equipment Cost: 2


Sensor Pack


Effects: +2 Notice and Search checks.
Purchase DC: 20
Equipment Cost: 2


Tool Kit


Effects: +2 Repair checks.
Purchase DC: 11
Equipment Cost: 1



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