Cost 25 crDescription It is a hand-held device, larger than a glow rod, that produces light and heat.
Weight 2.0 kg
CostNot available for sale
The standard stormtrooper belt contains a coil of high-tension wire with grappling hook, 2 medpac, ion flares, spare comlink, two days of concentrated rations, a miniaturized condensing canteen, and five blaster power packs. At the back of the belt is a cylindrical frag grenade.
Cost Not available for saleDescription A backpack full of survival and encampment gear. Standard gear consists of:
Weight 10.0 kg
Two weeks rations, condensing canteen, fusion lantern, colapsable tent, and 10 blaster powerpacks.
Additional equipment is added based on the nature of the planet of deployment.
Cost2000 cr
The super hero utility belt contains the following standard equipment:
Aquata breather, comlink, four grappling spike launchers, and a liquid cable dispenser.
Additionally, the belt also contains compact versions (1/2 size, with standard effects) of the folllowing equipment:
Electrobinoculars, two glowrods, medpack, tool kit, deluxe security kit, and a datapad with datacards.
Costsingle 1 cr, set 5 cr
Loaded dice cost twice as much and either (decision must be made at the time of purchase) always land on a single choice or have a less desirable result replace by a more desirable result (a six sided die with sides labled 6,5,4,3,2,and another 6, for example). Loaded dice are sold as amusement items only, and are illegal to use in actual gambling (bluff check to avoid being caught).
Cost 200 cr, or included in price of battle droid
Damage 3d8
Critical 20
Range Inrement 30m
Weight 4.0 kg
Stun Damage/Fort DC --
Type Energy
Size Medium
Group Blaster rifles
Description designed to be used by the Nemoidian series Baktoid Combat Automata battle droid, battle droid blasters seem awkward and clumsy in non-mechanical hands. Any living being attempting to use a BCA-1 suffers a -1 penalty to all attack rolls.
Some 100,000 of these blasters were left on Naboo after the Trade Federation invasion. Although most were desroyed by the Naboo and Gungan governments, nearly 10,000 came up "missing", gathered up by various criminal groups, as well as being kept as souverniers by younger resistance members.
CostNot availabe for sale
Description In honor of a fallen apprentice--Darth Maul--Emporer Palpatine has had two of his Imperial Royal Guard trained in the use of a double-ended force pike. These are the most elite, most deadly soldiers in the Galaxy. The pikes are generally set one end to stun, one to lethal, but are adjusted according to the situation.
Because of their extreme rarity, double force pikes are exotic weapons.
Description If a Jedi fails the checks to imbue the crystals of a lightsaber, the crystal may still be used, but is inferior to a normal lightsaber crystal. The flawed lightsaber that results from using such a crystal does only 2d4 damage, increasing by 1d4 ever 5 JG or 6 JC level. Deflect blasters is done with a DC +5 penalty, and the lightsaber- knight- and master-defense feats each give only a +1 cumulative Def bonus.
Cost 1000 cr
Damage 2d4
Critical 20
Range Inrement -
Weight 1.0 kg
Stun Damage/Fort DC -
Type Energy
Size Medium
Group Exotic
Any round the lightsaber strikes any other object (including successful attacks or deflect blaster attemps) roll 1d20. On a roll of 1, the blade flickers off. Only 1d4 damage is inflicted on such an attack, in case of Deflect Blaster checks when the blade flickers out, blaster bolts continue through the blade to do regular damage. A full round must be spent shaking the saber handle or pounding it on a hard object beforethe blade reignites. Alternately, it will ignite on its own in 1d4+2 rounds.
A flawed lightsaber ignores the first 5 points of hardness when attempting to damage an object.
Cost 2500 crDescription Often constructed as a back-up weapon, to be used simultaneously with a full sized saber, or to be used by a Small-sized Jedi, the short lightsaber is about half the length of a standard saber with a 50 cm blade. The short lightsaber does only 2d6 damage, increasing by 1d6 ever 5 JG or 6 JC level. Deflect blasters is done with a DC +2 penalty, and the lightsaber- knight- and master-defense feats each give only a +1 cumulative Def bonus (because the Jedi is not used to the shorter energy blade) unless the 'Exotic Weapon, Short Lightsaber' Feat is taken. Small-sized character may take this proficiency at level 2 instead of 'Exotic Weapon, Lightsaber'.
Damage 2d6
Critical 19-20
Range Inrement -
Weight 0.5 kg
Stun Damage/Fort DC -
Type Energy
Size Small
Group Exotic
Short Lightsabers are constructed by the same rules as normal lightsabers, and are often constructed at the same time as a normal lightsaber. If both are being made at the same time, a single check can be made to imbue both crystals (using two Force Points). The construction checks must be made seperately, with a DC penalty of +5 on the construction of the short lightsaber because of its smaller components.
Proper use of this weapon requires the 'Exotic Weapon, Short Lightsaber' proficiency, although those proficient in Lightsaber use may use a short lightsaber at a -2 penalty instead of -4.
Cost6000 cr
Description Lightlances are essentially huge lightsabers. The handle is a meter long, from which a three meter blade extends. The extra 2 meters of blade allow attacks to be made from across an empty space. The blade does only 2d8 damage, increasing at the same levels as a normal lightsaber.
Lightlances are constructed by the same process as a regular sabre, but the crystal must be specially imbued with the Force, so that the 3 ability checks succeed by a total of 10 or more. Construction requires a DC penalty of +5 on the construction of the lightlance because of its abnormally long or heavy duty components.
Proper use of this weapon requires the 'Exotic Weapon, Lightlance' proficiency, although those proficient in Lightsaber use may use a lightlance at a -2 penalty instead of -4.
Cost 2500 crDescription First created by a Pod-racing Jedi Padawan (no, not that one), the stunsaber combines technology from a racing pod's energy binders with more conventional lightsaber construction. The blade appears to be a normal saber blade surrounded by a crackling energy field similar to a racing-pod's energy binders. The stunsaber does only 1d6 damage (and that only if the save is failed), and this damage does not increase for high level Jedi. Rather, the number of round the victim is stunned increases by 1d6 ever 5 JG or 6 JC level. Deflect blasters can not be done with a stunsaber, and the lightsaber- knight- and master-defense feats are also inneffective.
Damage -
Critical -
Range Inrement -
Weight 1.0 kg
Stun Damage/Fort DC 1d6/DC 20
Type Energy
Size Medium
Group Exotic
Stunsabers are assembled by the same rules as normal lightsabers, but no force point needs to be expended. The construction check must be made with a DC penalty of +10 because of the unusual blending of tecnologies. Knowledge (pod-racing), Knowledge (energy fields) or similar areas of knowledge provide a +1 per 2 ranks synergy bonus.
Proper use of this weapon requires the 'Exotic Weapon, Stunsaber' proficiency, although those proficient in Lightsaber use may use a stunsaber at a -2 penalty instead of -4.
Cost 4,000 cr
Defense Bonus +4
Maximum DEX Bonus +4
Armor Check Penalty -2
Speed 10m
Weight 6kg
A lightweight version of the standard Stormtrooper Armor, Scout Trooper armor provides a +2 bonus to Listen, Spot, and move silently checks. The Scout trooper armor includes a Stormtrooper utility belt with double rations.
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