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=== Other Gear === COMMUNICATION DEVICES :'''Comlink'''. Short-range comlinks (50cr, Wt. ¼lb) have a range of 5 miles or low-orbit and can be built into helmets for hand-free options for an additional +50cr. Midrange comlinks (100cr, Wt. 1lb) have a range of 50 miles and mid-orbit. Long-range comlinks (250cr, Wt. 10lbs) have a range of 500 miles or high-orbit and have a head or hand set and worn on a belt or as a shoulder pad. For double the cost both mid and long can be miniaturized for wrist-sized units (Wt. ¼lb or 1lb). Encryption imposes disadvantage on Splicer checks to intercept transmissions for five times base cost of any comlink type. Video Capability have 2D imagines in additional to audio for twice the cost of any unit. Small Holo-Projection Capacity have 3D holo-projector for five times the cost of any unit. :'''Pocket Scrambler'''. Scrambles all outgoing messages some any ally comlink within 30 feet, imposing disadvantage on any Slicer kit check to detect and intercept (2,000cr, Wt. 1lb). :'''Voice Box'''. Can hold any number of pre-programmed phrases in Basic (or any other one common language of choice). How long it takes to communicate with the device depends on how complex the saying that the use types out as text and the machine then “speaks” (200cr, Wt. ½lb). COMPUTER and STORAGE DEVICES :'''Code Cylinder'''. Provides access to restricted areas, coded to the device (500cr, Wt. ¼lb). :'''Datacard''' (various subjects). Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost and time to access the information (10-1,000cr. Wt. nil). :'''Datamap Reader'''. A dedicated pad with pull out flexible map board. Grants advantage on Wisdom (Survival) checks on regions that they cover (200cr, Wt. 1lb; planetary maps cost 50-5,000cr). :'''Datapad'''. Handheld computer (250cr, Wt. ½lb). :'''Holoprojector, personal'''. Handheld or wrist mounted personal hologram comlink projector and personal computer system (500cr, Wt. 1lb). :'''Holoprojector, data-station'''. This desktop devices can be used to create huge displays that can include a great deal of detail; focusing down on various data-points (1,500cr, Wt. 100lbs). DRIODS</br> The following are stock/NPC only droids. Character droids are created using the racial system above. Standard droids, even ones with Heuristic and Combat Processors, are very loyal to their owners. Over time this can changed, which is why many will memory wipe them every now and again and it is standard procedure to memory wipe one when purchasing a used droid. :'''1st Degree 2-1B Surgical Droid'''. Humanoid in appearance, all 2-1B series droids are equipped with encyclopedic memory banks. Their memory banks and modular limbs helped ensure that the droids gave the best course of medical treatment in any given medical situation. The droids also had stabilizing feet, hydraulic legs, vocabulators, hydraulics covered by a transparent shell, and some even had hypodermic injectors. Cost: 10,000 credits. 5th level Nonheroic; Attributes: Strength 8, Dexterity 10, Constitution --, Intelligence 18, Wisdom 18, Charisma 12; HP: 14; Proficiency Bonus +3; Save: Strength +1, Intelligence +7; Threshold: 16; Speed 20ft; AC 12; SZ: Medium; Skills: Computer Use +7, Life Science +7, Medicine +10, Technology +7; Modifications: Built-In Tools (Medicine Kit) and (Surgery Kit), Heuristic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (First Aid, Medic, Surgery Expert, Skill Expertise/ Medicine) [[File:SWD5.droid3.jpg | right]] :'''2nd Degree R6 Astromech Droid'''. The R6-series droid is the sixth astromech droid model made by Industrial Automaton under their R-series of droids. It is built as an improvement over their still popular R2 series and as a replacement for the failed R5 series. Cost: 6,000 credits. 3rd level Nonheroic; Attributes: Strength 10, Dexterity 10, Constitution --, Intelligence 17, Wisdom 12, Charisma 12; HP: 9; Proficiency Bonus +2; Save: Strength +2, Intelligence +5; Threshold: 17; Speed 20ft; AC 12; SZ: Small; Skills: Computer Use +7, Investigation +5, Mechanic +5, Perception +3, Technology +7; Modifications: Basic Processor, Basic Probe Appendage, Built-In Tools (Astromech Navcomputer), (Repair kit), Wheeled Locomotion; Special Qualities: Construct, Feat (Skill Expertise/Computer Use, Skill Expertise/Technology), Small Size. :'''3rd Degree A-IDO translator droids'''. These are older model droids that specialize in language translation in various governmental and corporate negotiation and relations. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 10, Dexterity 8, Constitution --, Intelligence 12, Wisdom 14, Charisma 18; HP: 12; Proficiency Bonus +2; Save: Strength +2, Intelligence +3; Threshold: 17; Speed 20ft; AC 11; SZ: Medium; Skills: Computer Use +3, Galactic Lore +3, Gambling +6, Insight +4, Persuasion +8, Performance +6; Modifications: Advanced Translator Unit (DC 10), Basic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (Skill Expertise/Persuasion, Skill Proficiency/ Insight and Gambling) :'''4th Degree IG-86 Assassin Droid'''. The IG-86 sentinel droid, also known as the IG-86 assassin droid or simply as the IG assassin droid, is a model of assassin droid manufactured by Holowan Laboratories. IG-86s are popular with gangsters and especially the Hutt-Clans. Cost: 18,000 credits. 6th level Soldier; Attributes: Strength 16, Dexterity 16, Constitution --, Intelligence 12, Wisdom 16, Charisma 8; HP: 55; Proficiency Bonus +3; Save: Strength +, Intelligence +4; Threshold: 26; Speed 30ft; AC 18; SZ: Medium; Skills: Computer Use +4, Initiative +6, Investigation +4, Perception +6; Modifications: Armor Plating, Combat Processor, Reinforced Structure, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Armor Proficiency (Light, Medium), Weapon Proficiency (Advanced Melee Weapons, Martial Weapons, Pistols, Rifles, Simple Weapons). :'''5th Degree PK Droid'''. The PK series of manual labor droids is built and used heavily by the Trade Federation. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 20, Dexterity 12, Constitution --, Intelligence 10, Wisdom 10, Charisma 9; HP: 20; Proficiency Bonus +2; Save: Strength +7, Intelligence +2; Threshold: 22; Speed 30ft; AC 11; SZ: Large; Skills: Athletics +7, Computer Use +2, Mechanic +4, Technology +2; Modifications: Hauler (800lbs), Two-arm Appendages, Two-leg Walking Locomotion; Special Qualities: Construct, Large Size, Feat (Toughness, Skill Expertise/Mechanic). GAMBLING GEAR :'''Card set'''. Various non-Sabacc card games. (Cost 1 credit for standard decks, Wt. none) :'''Dejarik set'''. Popular holographic fighting game board. (Cost 100 credits, Wt. 15lbs) :'''Dice set'''. Various dice games. (Cost 1 credit for basic die sets, Wt. none) :'''Holoboth projector'''. A non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 500lbs) :'''Sabacc set'''. One of the most popular card games of the galaxy. (Cost 2 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none) ILLEGAL ITEMS</br> These items help the Thievery skill at various tasks. :'''Forgery Kit'''. Criminal device to making Fake IDs and/or security credentials. Allows the Thievery skill to be used to make fake ID etc. (750cr, Wt. 4lbs) (Illegal) :'''Security kit'''. A illegal device that allows one to bypass security locks. This allow the use of the Thievery skill to by pass high tech security systems like locks. (750cr, Wt. 3lbs) (Illegal) :'''Slicer Kit'''. These specialized kit is used to help slice past a A.I. security protocols. This allows a Slicer to use its Thievery skill to bypass computer security to being to ‘improve its attitude’ etc. (Cost 750 credits, Wt. 3lbs) (Illegal). LIFE SUPPORT :'''Aquata breather'''. 2 hour air supply while underwater (350cr, Wt. ½lb). :'''Rebreather'''. These masks can be purchase separately or incorporated into a helmet. Add +6 equipment bonus to saves vs. thin, dense and hazardous atmosphere conditions, inhaled hazardous toxins and poisons (100cr, Wt. 2lbs). :'''Flight suit'''. 10 hours of vacuum life support. +4 equipment bonus to saves vs. pressure and resistance to radiation damage. Wearer is at disadvantage Dexterity (Stealth) (400cr, Wt. 15lbs) :'''Space suit'''. Bulky sealed coveralls that provide vacuum life support for 24 hours. The wearer is at Disadvantage with Stealth and its max Dex or Int mod that can be added to their AC is +2. Provides full immunity except Extreme Radiation and resistance to such damage (250cr, Wt. 45lbs). MEDICAL GEAR :'''Bacta tank''' (empty). When full, grants advantage on all Medicine checks. After long rest regain all lost Hit Points and Hit Dice, but gain one level of Exhaustion. Requires 200 gallons of bacta liquid to operate (100,000cr, Wt. 1,500lbs). Bacta liquid, gallon (100cr, Wt. 8lbs). :'''Medical kit'''. are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. A standard kit has 10 ‘unit uses’ before requiring resupply. These kits provide a number of benefits. First, with one use, when you stabilize a disable target you restore them to 1 HP (DC15). You can grant up to six creatures, including yourself, Advantage on their Hit Dice rolls during a rest (short or long, one use no matter how many). You can perform surgery in the field requiring at least one hour of work and a unit use, but at a disadvantage and most DC start at 15. Finally, you can attempt to cure a disease or neutralize a poison (DC varies). (Cost 600, Wt. 40lbs; it costs 25 credits and weights 2lb for a resupply ‘use’). :'''Stim-Pack'''. One-use pack with two functions. First if applied to a dying creature it automatically stabilized it (granting it 3 successful death saves). Second, as an action, a non-incapacitated creature regains 1d8+2 hit points. Each time a stim-pack is used to heal HP, it heals cumulatively 2 less points (1d8 the second time, 1d8-2 the third, etc.). If the result is 0 or less, the user gains no additional benefits from a stim-pack until it complete a long rest (100cr, Wt. 2lbs). :'''Surgical kit'''. These are portable, specialized medical gear to perform surgeries and cybernetic implant in the field (away from a proper medical facility). With this you can perform Medicine skill checks with surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours) (Cost 1,000 credits, Wt. 60lbs). MISCELLANEOUS GEAR :'''Diplomatic kit'''. A backpack or formal travel pack includes a datapad, a stim-pac, a set of fine formal wear clothing, a long-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs (1,200cr, Wt. 45lbs). :'''Formal clothing'''. This bulky ware is donned for special events of the rich and famous. They grant the wearer a +2 equipment bonus to all Charisma based skills during such occasions and situations as the GM see fit. In the wrong one (like slumming it at an off-world cantina) counts as a -2 penalty to the same checks. (1,500cr or more, Wt. 8lbs) :'''One-year universal starship passenger ticket'''. A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for one year of continues use (5,000cr, Wt. nil). :'''Eagle Eye-I Contacts'''. These contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Wisdom (Perception) skill including Passive Perception, and come in a variety of colors. (500cr, Wt. nil) :'''Eagle Eye-II –Night Visor'''. These goggless provide a +2 to vision-based Wisdom (Perception) skill and Low Light Vision (see new senses under Species) and Darkvision out to 30ft range. (750cr, Wt. 2lbs) :'''Macrobinoculars'''. A electronic advanced binoculars that allows the viewer to see to the horizon with computre enhanced clearity. Includes a range finder and Darkvision options within but somewhat focused or limited field of vision. Add +2 to Perception check and ignore range when looking at subjects through them. (300cr, Wt. 2lbs) :'''Grapple Gun'''. A grapple gun can fire a line up to 100 feet and then can lift up to 1,000lbs at 30 feet a round. (250cr, Wt. 5lbs). There is a upgrade of this used by bounty hunters and law enforcement. The '''wrist grappler''' can hit a target up to 30 feet away and attempt to grab a Medium sized target or smaller. They count as Simple weapon as a Ranged Weapon Attack as an Action. If you hit you can attempt to Grapple the target as normal with a +2 equipment bonus. If you win you can also draw them towards you at 10 feet a round as an Action. (600cr, Wt. 2lbs) :'''Helmet Package'''. Various updates can be added to a armored helmet (or into a set of basic goggles that cost 50cr and Wt. 2lbs). The upgrades include Hands-Free Comlink (Cost 75cr, +¼lb), Low-Light Vison (Cost 250cr, +½lb), Darkvision 30ft (Cost 250cr, Wt. +½lb), Eagle-Eye Upgrade (+2 to vision-based Perception checks; Cost 250cr, +½lb), Audio-Enhancers (+2 to hearing-based Perception checks; Cost 250cr, +½lb) :'''Power Cells'''. An standard powercell costs 20 credits, weigh ¼lb and can power most common devices for 48 hours (or much longer, like weeks or years) before requiring recharge. This takes about 10 minutes. Powercells for most advanced weapons cost 50 credits, weigh ½lb and take around 20 minutes to recharge. Heavy Weapons require larger dedicated powercells that cost 100 credits, weigh 2lbs and take an hour to recharge. :'''Repair Kit'''. With advanced minituration and univerial tooling, a repair kit can be used to fix almost any piece of tech from droids to hyperdrive systems. (500cr, Wt. 10lbs) :'''Restraining Bolt & Control rod'''. Attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and a DC10 Mechanics check to install onto a helpless droid. Otherwise the droid must first be Grappled and increases to DC20 to attach with an Action (500cr, Wt. 2lbs each part) :'''Scope'''. A scope can be added to any Pistol or Rifle type weapon. It allows the user to ignore disadvantage with long-ranged attacks with the weapon when the user takes the 'Aim' maneuver. (100cr, +1lbs) :'''Utility belt'''. 3-days’ supply of ration packs, a stim-pac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, four extra spare empty pouches (can each hold 1lb of extra items, etc.) (500cr, Wt. 15lbs) SURVIVAL GEAR :'''Advanced artic clothing'''. Specialized clothing (parka-coat, hood, gloves and boots) for extremely cold environments (below 40⁰ F) safely (250cr, Wt. 12lbs). :'''All-temperature cloak'''. Wrap around cloak and hood that provides protection in both hot and cold environmental conditions. Counts as a Desert Suit and Winter Clothing (500cr, Wt. 5lbs). :'''Chain''' (10 feet). Can support 5 metric tons of weight (25cr, Wt. 8lbs). :'''Desert suit'''. Specialized clothing to provide not only protection from extreme heat but also water collectors to provide enough for one being in a desert setting (average 1 gallon). (150cr, Wt. 6lbs) :'''Field kit'''. Backpack with two stim-pacs, two 2-liter water filter canteen, sunshield roll-on, one week’s worth of food rations packs, a thermal blanket, a fusion lantern, a rebreather mask with 24 filters, 100 feet of syntherope, a 100 foot roll of mess tape, a power recharger with 2 extra energy cells and two power cells. Also grants advantage with Wisdom (Survival) checks (500cr, Wt. 45lbs). :'''Filter canteen'''. Holds 2-liters of water that is filter for standard beings (50cr, Wt. 4lbs) :'''Hand scanner'''. Portable scanning device. Substitute Perception or Technology out to 1km at no penalty. Can detect chemicals, life forms, minerals, weapons, etc. Advantage to detect specifics within 30 feet. Ignores visual obscure (Cost 1,500cr, Wt. 5lbs). :'''Jet pack'''. Backpack short range flight pack. Activation is a bonus action. Grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action after activated. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 600lbs of total weight (300cr, Wt. 45lbs, replacement fuel cell 100cr, +15lbs) :'''Liquid cable dispenser''' (50 feet). Can support up to 1,000lbs of weight (10cr, Wt. ¼lb) :'''Ration pack'''. One days’ worth of nutritious (but bland tasting) food (5cr, Wt. 3lbs) :'''Syntherope''' (100 feet). Supports up to 1,500lbs of weight (20cr, Wt. 2lbs) :'''Winter clothing'''. Standard cold weather clothing (coat, boats, gloves, hood) (100cr, Wt. 6lbs)
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