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R A N G E D W E A P O N S

Area Damage Types Availability


Sp = Splash

Fire Rate

Ammo Cost
E = Energy L = Licensed

Accuracy
Br = Burst Radius EI = Energy Ion R = Restricted

Damage

Weight

Avail.

Shots
C = Cone
Book
Page

Type
Size

Cost

Stun

Type

Area
ES = Energy Sonic M = Military
Web

# = Number of sq P = Piercing I = Illegal


affected V = Varies
F = Fire Accuracy
WEAPON NAME S = Slashing
B = Bludgeoning COMMENTS I = Inaccurate
A = Accurate

Exotic Weapons
Small
L 65 w Dart launcher, E S 1900 3d8 S 0,5 P I 6 Treated as pistol for range even for stun dmg.
Concealed +5 equipment bonus on Stealth to conceal.
J 61 w Discblade E S 2000 2d8 S 1,25 S Rare.
C 63 w Wrist Rocket, E S 2500 varies S 1 V R 1
Launcher
C 63 w Wrist Rocket, 400 3d8 S 0,25 S M Functions as a frag grenade but no area effect.
Antipersonnel
C 63 w Wrist Rocket, 500 3d10 S 0,25 S M
Antivehicle
C 63 w Wrist Rocket, 400 special S 0,25 E R Anyone within 3-sq burst radius whose Ref Def is beaten
Flash by atk roll is blinded for 1d4 rounds.
C 63 w Wrist Rocket, 200 2d6 S 0,25 P L
Hollow-Tip Empty
C 63 w Wrist Rocket, 400 3d6 ion S 0,25 EI R
Ion Blast
C 63 w Wrist Rocket, 600 special S 0,25 P I If Hit do secondary attack vs. Fort Def and if successful
Nerve Toxin move target -2 steps on CT.

C 63 w Wrist Rocket, 400 3d6 S 0,25 P R Sprays in air on impact creating a cloud that fills square.
Stun Gas
Medium
K 67 w Aurial blaster E M 2500 3d6 S 1 ES R 50 If Atk roll over Fort Def, target takes -5 on all
Perception checks until end of attacker's turn.
Treat as Pistol for the purpose of determining range.
CR 128 w Flamethrower E M 1000 3d6 S 7 F M 6 C 5 200 Reloading is a FR action. Replacement cartridges weight 4kg.
K 69 w Lanvarok, Sith E M 4000 3d4 S 5,8 B 5 25 I Rare, Treated as pistol for determining range.
Discs weights 0.5kg.
UR 38 w Magna caster E M 2000 3d8 S 4 P R 10 50 A Gain +5 equipment bonus Stealth to snipe. Bolts weight 1kg.
SV 50 w Neural inhibitor E M 4200 1d6 S 1 P I 240 750 I If hit poisoned, 1d20+5 (+1 per miss) vs. Fort Def
each round at beginning targets turn. If success -1CT
persistent (DC20 Treat injury) When target unconscious
the neurotoxin dissipates on its own.
SV 50 w Pulse rifle E M 5000 2d8 S 2,5 E I 6sq 5
cone
R 50 w Siang Lance E M 2000 3d8 3d8 S 4 E I 100 A Rare, Can be used to make AoOs. Built-In bayonet.
UR 39 w Squib tensor rifle E M 10000 3d8 S 7,2 E R 15 Rare, Atk roll vs. Fort Def, if success -1CT regardless
of dmg roll. Treat as rifle for range.
UR 39 w Verpine shatter gun E M 15000 3d10 S 1 E I 50 1000 A Rare, If crit add +1d10 dmg after multiplying, If weapon
takes any dmg its disabled, Treat as pistol for range.

GI 65 w Xerrol NightStinger E M 1500 3d6 S 4,5 E I 5 1000 Shots are invisible.


Large
FU 198 w Blast Cannon, CR-1 E L 2000 3d8 S 6 E M 1 Sp 5 I Treat as pistol for range, Apply range penalties
special to dmg rolls instead of atk rolls.
+1d8 dmg vs adjacent target.
1 square splash radius vs non-adjacent targets.
CR 128 w Bowcaster E L 1500 3d10 S 8 E&P L 10 50 A Range treat as Rifle. Quiver of 10 quarrels weights 1kg.
L 98 w Chewbacca's E L 3d10 S 8 E&P 10 50 A Legendary Icon. Grants favorable circumstances on
Bowcaster Charisma-based skill checks (except UtF checks).
SV 50 w Deck sweeper E L 5000 3d6 S 4,5 E R 6sq 5 Sw Action on same round as atk to prime weapon.
cone
K 69 w Lanvarok, Massassi E L 250 3d4 S 9,8 B 1 5 I Rare, Treated as throwing for determining range. Can do
1d8 2-H slashing melee weapon. A Disc weights 0.1kg.

Heavy Weapons
Medium
SV 50 w Electronet H M 2000 3d8 S 5 R 2x2 Fired from a Grenade launcher. Functions as a net except
sq that target take stun dmg every round in net.

CR 129 w Grenade Launcher H M 500 special special S 5 V M 4 I Reloading is a FR action. Always explode on impact.
Large
CR 124 w Blaster Cannon H L 3000 3d12 S 18 E M 1 Sp 10 I
GW 40 w Blaster Cannon, H L 5500 3d10 A 16 E M 2x2 20 If braced you can choose to target a 2x4 area.
Rotary If not braced take additional -5 atk.
Can be attached to a power generator for longer use.
CR 125 w Blaster, H L 4000 3d10 A 12 E M 20 Needs a tripod or mount to be able to brace weapon.
Heavy Repeating Can be attached to a power generator for longer use.
K 69 w Carbonite rifle H L 1200 3d10 S 6 E L 20 50 If moved down CT also immobilized until end of its next
turn. Carbonite cartridges weight 1kg.
GW 39 w Flame Cannon H L 3000 5d6 S 15 F M 12x8 20 600 Reloading is a FR action. Replacement magazine weight
cone 20kg. If mounted on a tripod treated as a Large weapon.
T 134 w Lt Concussion H L 4000 4d10x2 S 18 S M 2 Sp 1 800 Can not be used with ability that expends more than one shot. Atk -
Missile Launcher 10 on targets smaller than Huge.
Each missile weight 10kg.
R 49 w Merr-Sonn PLX-2M H L 2250 8d6 S 48 E M 3 Br 6 350* Target suffers -2 on its Ref Def. Reload as a FR Action.
Portable Missile Replacement missiles weight 8kg. Does not count
Launcher towards encumbrance when active and drawn weapon.
R 49 w Miniature Proton H L 1500 6d10 S 8 E M 2 Br 4 800* S Action to reset after firing. Sw Action to set to
Torpedo Launcher single-target mode for 6d10x2 dmg but -10 on atk roll if
target is smaller than huge. Each torpedo weights 5kg.*

CR 130 w Missile launcher H L 1500 6d6 S 10 S M 2 Br 4 200 Reloading is a FR action. Replacement magazine weight 5kg.
GW 40 w Mortar launcher H L 2500 4d6 S 20 S M x 5 Arc weapon can not be used at PB range. Treat weapon as
being 20sq in air for purposes of LOS and Cover.
shells identical to grenades.
W w Projectile H L 2000 6d6 S 12 E M 1 100 penetration 10
Launcher, HH-15*
GW 42 w Tactical H L 8000 3d6* S 25 E M If mounted on a tripod treated as a Large weapon.
T t B R i t t t C l ff t
Huge
L 182 w Blaster cannon, H H 4200 4d12 S 22 E M 1 sp 10 I If braced considered weapon as Large size.
Heavy
CR 125 w Blaster, H H 8000 3d12 A 38 E M Needs second crew to spends a S Action each round or -2 Atk
E-Web Repeating If mounted on a tripod it is treated as a Large weapon.

FU 198 w Missile Launcher, H H 9500 6d6 S 42 S M 2x2 1 75 Usually a second crew to reload by spending a M Action.
E-Web If mounted on a tripod it is treated as a Large weapon.
If shooter spends 2 Sw Actions immediately before making an atk
treat range as 1 step shorter to target.

Pistols
Tiny
CR 126 w Blaster Pistol, P T 300 3d4 S 0,5 E I 6 I Stealth +5 to conceal the weapon.
Hold-Out
L 64 w Blaster Pistol, P T 250 3d6 S 1 E I 1 +5 to Stealth to conceal.
Snap Shot
GI 65 w Blaster, Wrist P T 800 3d4 S 0,5 E I 1 I To detect with a sensor scan requires a DC 25 Use Computer.
C 62 w Czerka Adjudicator P T 325 2d4 S 0,5 P L 4 FR Action to reload.
C 62 w Gee-Tech 12 P T 400 3d4 S 0,25 E I 2 400 I Gain +5 Stealth to conceal it, Max range 3 sq,
Defender Can not be reloaded.
T 146 w Sonic Stunner P T 450 3d6 S 1 ES I Silent.
Small
UR 37 w Black-powder pistol P S 200 2d4 S 1,4 P 1 0.1 I Rare, Reloading as a FR Action. Can not be used with
ability that expends more than one shot. Can make your
own ammo. DC 15 Mechanics 1h make 5 shots.
C 61 w BlasTech DH-23 P S 500 3d6 3d6 S 1 E R 100 Has Str 17 and to break DC 20, AKA "Outback".
CR 125 w Blaster pistol P S 500 3d6 3d6 S 1 E R 100
GW 38 w Blaster pistol, P S 400 3d6 3d6 S 1 E M 250 Must reset trigger as a Sw Action if used with Rapid
Sidearm Shot or any feat with Rapid Shot as a prerequisite.
CR 127 w Blaster pistol, P S 300 3d4 3d4 S 1 E L 100 A 6 shots if energy cell. 100 shots if power pack is used.
Sporting
CR 129 w Ion pistol P S 250 3d6 ion S 1 EI L 30
K 69 w Needler P S 650 2d4 S 1 P L 10 20 I Needles can be laced with contact poison. Clip weight 0.1kg.
K 69 w Pulse-wave pistol P S 200 2d6 S 1 E L 100 I Gain +4 Equipment bonus on dmg roll on PB range.
K 69 w Ripper P S 750 2d4 S 1 S L 10 20 I If dmg over DT and atleast -1 on CT add 1d4 dmg.
Clip weight 0.1kg.
T 19 w Saberdart Launcher P S 1d4 1 Poison, Atk roll 1d20+15 vs. Fort Def, success -2 CT and
(Jango Fett) 2d6 dmg, fail -1CT and half dmg, Target dies if end of
track. Cure DC25 Treat Injury check.

UR 129 w Shrapnel pistol P S 250 2d6 S 1,4 P L 10 20 Clips weight 0.1kg.


CR 130 w Slugthrower pistol P S 250 2d6 S 1,4 P L 10 20 Clips weight 0.1kg.
K 70 w Sonic disruptor P S 1000 2d6 1 ES I 10 Treats as if threshold is 5 less. If Killed/Destroyed it
is disintegrated. Can only fire once every other round.

K 70 w Sonic pistol P S 900 2d6 S 1 ES L 100


UR 39 w Stun pistol P S 550 3d6 S 1 E L 50 Range up to 20sq.
Medium
GW 37 w Ascension gun P M 1200 3d8 3d8 S 2 E M 50 I Sw Action to switch modes. 12sq speed, Vertical tether or zipline.
Lift 720kg. Range 30sq. -5 Stealth check to
conceal. 2 uses of synthrope, can be replaced.
C 62 w BlasTech DT-12 P M 900 4d6 4d6 S 2 E M 50 I
L 64 w Blaster pistol, P M 850 3d8 3d8 S 1,6 E M 50 I stun up to 8 sq, takes 1 extra shot
Bluebolt
CR 126 w Blaster pistol, P M 750 3d8 3d8 S 1,3 E M 50 I
Heavy
W w Heavy Blaster P M 900 3d8 S 1,3 E R 20 liquid cable (2 20m)
Pistol, S-5*
SV 49 w Blaster, P M 750 3d6 A 2 E M 50 Built-In retractable stock.
Subrepeating
FU 98 w Bryar Pistol P M 1350 3d4 S 3 E L 100 A Built-up shot: Spend a Sw Action and make no atks with weapon
until start of your next turn on next turn weapon deals +1 die
damage but consumes 5 shots. May not use any ability that consumes
more than one shot.
FU 99 w DX-2 Disruptor P M 3000 3d6 S 3 E I 10 Treats as if threshold is 5 less. If Killed or Destroyed
Pistol it is disintegrated. Can only fire once per round.

L 98 w Han Solo's Heavy P M 3d8+2 3d8+2 S 1,3 E M 50 I +1 equipment bonus on attack rolls.
Blaster Pistol
C 63 w Merr-Sonn Model 434 P M 650 3d8 3d8 S 1,2 E M* 50 Has DR 2. AKA "Deathhammer".
R *Does not have an upgrade slot. *Is House rules
UR 38 w Slugthrower pistol, P M 400 2d8 S 2,1 P R 8 15 If used with ability that expends more than one shot
Heavy suffer -1 penalty to atk rolls. Clips weight 0.1kg.
GI 64 w Snare Pistol P M 600 1d4 S 2 B L 2 25 I Initiate a grab or grapple, can use Pin and Trip feat,
Escape DC 15 Acrobatics check or DC 20 Strength check.
Max range short. Replacement cartridges weight 1kg.
K 70 w Sonic pistol, P M 1250 2d8 S 1 S L 50
Heavy
Rifles
Medium
R 50 w BlasTech 500 "ESPO" R M 1200 3d8 3d8 S, A 2,2 E M 50 Impose a -1 on atk rolls when shooting single shot.
Riot Gun Gain a +2 on atk rolls when shooting autofire.
C 61 w BlasTech 500 "ESPO" R M 1000 3d8 3d8 S, A 4,5 E M 50 I Atk -2 when shooting single-shots.
Riot Gun
CR 125 w Blaster Carbine R M 900 3d8 3d8 S, A 2,2 E R 50 I Built-in retractable stock (without it costs 850cr) Can
be used to make an AoO with even if stock is not folded.

L 63 w Blaster Carbine, R M 1200 3d8 3d8 S 1,9 E R 50 I Switch to double barrel as a Sw Action. When in this
Double-barreled mode it functions as a Area atk (2x2) that consumes
2 shots but can not be used with ability that expends
more than one shot.
L 63 X Blaster Carbine, R M 1000 3d8 3d8 S 2,1 E R 50 I Built-in Retractable stock. On critical hits change dmg dice from
Hunting d8s to d10s.
L 63 w Blaster Carbine, R M 1000 3d8 3d8 S 2,6 E R 100 I Not treated as Inaccurate if used with two hands.
Sporting
CR 127 w Blaster rifle R M 1000 3d8 3d8 S, A 4,5 E R 50 Built-in retractable stock (without it costs 900cr)
L 182 w Blaster rifle, R M 1400 3d8 3d8 S, A 5 E M 40 A Built-In retractable stock. Autofire consumes 10 shots.
ARC-9965
R 50 w Blaster rifle, R M 400 3d8 2d8 S, A 5 E M 50 Underwater: 2d6 piercing single shot, harpoon must be
SGD-4 reloaded as a Sw Action after each shot.
CR 128 w Blaster Rifle, R M 800 3d6 3d6 S 4 E L 100 A
Sporting
UR 39 w Blaster rifle, R M 1000 3d6 3d6 S 4 E R 50 A Assemble or disassemble as a FR Action. If Aim before
Targeting making atk change dmg dice from d6 to d8.
GW 38 w Blaster rifle, R M 1300 3d4* 3d4* S,A 5 E M 500 Sw Action to change dmg setting. 3d6 dmg x5 ammo.
Variable 3d8 dmg x10 ammo.
FU 98 w Bryar Rifle R M 1350? 3d8 S 3? E L 50 I Same as Bryar Pistol.
K 180 X Commando Special R M 1250 3d10 S, A 3,3 E M 25
Rifle
C 62 w Czerka Adventurer R M 360 2d10 S 4 P R 50 A Can be disassembled or reassembled as M Action.
D4 40 w DC-19 "Stealth" R M 3500 3d8 S 5 E R 10 Silent and Invisible.
Carbine
FU 99 w DXR-6 Disruptor R M 3500 3d8 S 6 E I 10 Same as Disruptor Pistol but can only be fired every other round.
Rifle
FU 99 w Incinerator Rifle R M 3500 3d6 S 5 E M 20 If Killed or Destroyed it is disintegrated.
GW 39 w Interchangeable R M 4500 3d8 3d8 S,A 5 E M 50 S Action to switch weapon type. Standard blaster rifle,
Weapon System Sniper rifle, Anti-Armor mode.
Interchangeable R M 4d6 S 1 S 3 Br 1 400 Single-shot grenade launcher with special ammo.
Weapon System, In this mode ICWS is treated as a Heavy weapon.
Anti-Armor
Interchangeable R M 3d10 S E 50 A Built-in targeting scope, -2 on atk rolls at unmodified PB
Weapon System, range.
Sniper
K 69 w Ion carbine R M 800 3d8 ion S, A 3 EI R 30 I
CR 130 w Ion rifle R M 800 3d8 ion S 3,1 EI R 20
SV 50 w Micro grenade R M 2500 special special S 3 V I 4 I Fire grenades but -2 dice dmg. Reloaded as a
launcher FR Action. Can be mounted on a rifle.
K 69 w Pulse-wave rifle R M 550 2d8 S, A 4 E R 50 I Gain +5 Equipment bonus on dmg roll on PB range.
GW 40 w Scatter gun R M 275 3d8/2d8 S 4 P L 10 2 I 3d8 dmg PB, 2d8 dmg Short, No dmg on Medium and Long.
10 Shells weight 0.1kg.
CR 130 w Slugthrower rifle R M 300 2d8 S, A 4 P R 20 40 Clips weight 0.2kg.
SV 51 w Snare rifle R M 1200 1d6 S 5 B L 5 50 Initiate a grab or grapple, can use Pin and Trip feat,
Escape DC 15 Acrobatics check or DC 20 Strength check.
Replacement cartridges weight 2kg.
K 70 w Sonic rifle R M 900 2d8 S, A 5 ES R 50
C 63 w SoroSuub Firelance, R M 1200 3d8 4d6 S, A 2,5 E R 50
Blaster Rifle
FU 100 w Stokhli Spray stick R M 14000 3d8 S 4 E R 80 100 I Functions as net.
Large
C 62 w BlasTech DLT-20A R L 1300 3d10 S, A 6,7 E M 30 A Built-in scope, +1 Ref Def vs. Disarm. AKA "Longbarrel".
K 67 w Blaster Carbine, R L 2000 3d10 3d10 A 6 E M 2x2 30 I
Repeating
CR 128 w Blaster Light R L 1200 3d8 A 6 E M 30 Can be attached to a power generator for longer use.
Repeating
K 67 w Blaster Rifle, R L 1750 3d8 3d8 S, A 5 E M 50 A
Assault
CR 128 w Blaster Rifle, R L 2000 3d10 3d10 S, A 6 E M 30 I
Heavy
L 65 X Blaster Rifle, R L 3000 3d10 A 7 E M 50 I On critical hits change dmg dice from d10s to d12s.
Heavy Assault
GW 38 w Blaster Rifle, R L 2250 3d6* 3d6* S 6,5 E M 500 I Sw Action to change dmg setting. 3d8 dmg x10 ammo.
Heavy Variable 3d8 dmg x20 ammo. Built-In Ascension Gun.
SV 50 w Blaster rifle, R L 2000 3d10 S 8 E M 10 A If not aim before making an atk suffer -5 on atk roll.
Sniper Can not benefit from rapid recycler upgrade.
UR 37 w Concussion rifle R L 1800 2d10 S 2,1 ES R 25 Rare, Atk roll vs. Fort Def to also knock target prone.
FU 199 w Flechette Launcher R L 1100 3d8 S 5 P M 1 Sp 4 50 I
R 49 w Flechette Launcher R L 1100 3d8 S 5 P M 1 Sp 4 50 I Cant be used with ability that expends more than one shot.
FU 200 w Rail detonator gun R L 1900 3d8 S 5 P M 1 Sp 10 50
Simple Weapons
Tiny
CR 127 w Energy ball S T 20 2d8 S 0,25 E L Rare, For range treat as thrown weapon or as
simple weapon if hurled by a Cesta.
J 61 w Flash canister, R-9 S T 100 special S 0,5 E R 3 Br All targets have total concealment against affected
creatures until start of the attackers next turn.
K 67 w Grenade, Adhesive S T 200 S 0,5 E R Atk roll vs. Grapple roll if success targets is unable
to move. Lasts three rounds.
R 48 w Grenade, Concussion S T 400 8d6 S 0,5 B M 2 Br
K 69 w Grenade, CryoBan S T 500 3d6 S 0,5 E R If Atk roll over Fort Def, targets speed is reduced to
2sq until end of its next turn.
CR 129 w Grenade, Frag S T 200 4d6 S 0,5 S M 2 Br
R 49 w Grenade, Gas S T 250 4d6 S 0,5 M 4 Br Atk vs. Fort Def of all in radius, if hit move -2 CT,
If miss no -CT. All targets in blast have concealment.
Lasts until end of the attackers next turn.
CR 129 w Grenade, Ion S T 250 4d6 ion S 0,5 EI R 2 Br
GW 39 w Grenade, Radiation S T 500 3d8* S 0,5 E I 2 Br In addition to the explosion dmg targets in area is
also exposed to Moderate exposure to radiation (CR 255).

K 180 X Grenade, Remote S T 300 4d6 S 1 E M Handheld 100-credit detonator, Must be atleast 100m away.
GW 39 w Grenade, Smoke S T 100 S 0,5 R 2 Br Provides concealment in area and creates a smoke
hazard (CR 256) Cloud lasts for 10 rounds.
CR 129 w Grenade, Stun S T 250 4d6 S 0,5 E R 2 Br
GW 42 w Targeting laser S T 50 special S 0,1 E L Can be mounted on any Medium or larger weapon. Atk roll ignores
target's armor bonus to Ref Def, allies gain +2 atk with missile
or grenade launcher or vehicle weapon.
CR 130 w Thermal detonator S T 2000 8d6 S 1 E I 4 Br I Can be set for 1-3 rounds timer.
Small
C 62 w Grenade, EMP S S 500 3d6 Ion S 0,5 EI R 2 Br Works as normal Ion dmg.
L 65 w Razor Bug S S 800 2d8 S 0,5 P I A Rare, Treated as Simple weapon not Thrown for range.
CR 130 w Sling S S 35 1d4 S 0,3 B 1 Add STR mod to dmg rolls.
L 65 w Thud Bug S S 800 2d8 2d8 S 0,5 B I Rare, Treated as Simple weapon not Thrown for range.
Stun can be used at point blank or short range.
Medium
CR 128 w Bow S M 300 1d6 S 1,4 P 1 2 Add STR mod to dmg rolls, Reload as F Action.
Quiver of 10 arrows weights 0.8kg.
UR 37 w Crossbow S M 300 1d8 S 1,8 P 10 20 I Reloading as a M Action. Can not be used with
ability that expends more than one shot.
GW 39 w Crossbow, Repeating S M 400 1d8 S 1,2 P 10 30 Magazine weights 1.2kg.
GI 64 R Darter S M 150 1 S 3 P L 1 Weapon's maximum range is short.
Large
CR 130 w Net S L 25 S 4,5 I Initiate a grab or grapple, can use Pin and Trip feat,
Escape DC 15 Acrobatics check or DC 20 Strength check.
SV 52 w Squib battering ram S L 3500 5d10 S 10 E M 2 crew to operate, only vs. stationary targets.
Requires 4 power packs to operate.
M E L E E W E A P O N S
Damage Types Weapon Group Extra Cost Availability

Availability
Damage Type

Extra cost
E = Energy E = Exotic EC = Energy Cell L = Licensed

Weight KG

Build DC
P = Piercing L = Lightsabers PP = Power Pack R = Restricted

Damage
S = Slashing AM = Advanced Melee M = Military
BOOK

PAGE

Type

Size

Cost

Stun
WEB

B = Bludgeoning S = Simple I = Illegal

WEAPON NAME COMMENTS


Advanced Melee Weapons
Tiny
CR 124 w Vibrodagger AM T 200 2d4 1 S/P 1 EC Can be thrown.
C 60 w Vibroknucklers AM T 200 +3 0,5 S R 1 EC Always 2 sizes smaller than wearer. Considered to be both normal
unarmed (Simple weapon) as well as an Advanced melee weapon.
Small
L 62 w Shock Whip AM S 1200 1d6 2,3 B R 1 EC Reach 2sq. On hit can as a F Action grab target (or use Trip feat) do not take -5
on second atk roll, if hit target grabbed and 1/turn Sw action you can deal
normal dmg on that target no atk roll needed.
W Stun Bayonet AM S 500 1d6 2d8 2 B&E R
CR 124 w Vibroblade AM S 250 2d6 1,8 S/P L 1 EC
Medium
UR 36 w Electropole AM M 1500 2d8 2d8 1,3 B&E L 2 EC Can be thrown. Gungans treat as Simple weapons.
CR 121 w Force Pike AM M 500 2d8 2d8 2 P&E R 2 EC
K 147 w Sith Tremor Sword AM M 60 2d6 2 S/P L 1 EC Cortosis Weave Template. Allowing Medium creatures to gain double
strength bonus to dmg. ??
CR 124 w Vibrobayonet AM M 350 2d6 1 P L 1 EC Can not be used on rifle with folded stock.
K 65 w Vibroblade, Dire AM M 60 2d6 2 S/P L 1 EC Allowing Medium creatures to gain double strength bonus to dmg. ??
C 60 w Vibrorapier AM M 500 2d6 1,4 S R 2 EC
Large
CR 121 w Electrostaff AM L 3000 2d6/2d6 2d6/2d6 2 B&E R 2 EC Philk alloy template. DR20 including against lightsabers.
R 48 w Energy Lance AM L 3500 2d8 5 P&E R 1 EC If medium creature and trained in Ride can be wielded one-handed while
+ mounted. -1 to atk rolls if medium and not mounted. Can fire bolt of plasma (as a
1 EC blaster carbine) from its tip. Works underwater.

F 97 w Power Hammer AM L 1500 2d12 10 B R 2 EC If you use Double Atk, Triple Atk, Rapid Strike take additional -2 to Atk.
R 48 w Power Lance AM L 2500 2d8 5 B&E L 1 EC If medium creature and trained in Ride can be wielded one-handed while
mounted. -1 penalty to atk rolls if medium creature and not mounted.

J 53 w San-ni Staff AM L 4500 2d6/2d6 2d6/2d6 2,2 B&E 2 EC Rare. Impervious to lightsaber dmg. Can be used with Block talent.
GW 37 w Shock Stick AM L 450 3d6 1,4 E L If mounted as a bayonet, wielder takes no penalty to atks for not
having WP (Advanced Melee) feat if he is proficient in the rifle use.

K 65 w Shockstaff AM L 3500 2d6/2d6 2d6/2d6 3 B&E R 2 EC Philk alloy template.


GW 37 w Static Pike AM L 300 2d6 2d6 1,8 P&E R 1 EC Can be thrown.
CR 124 w Vibro-ax AM L 500 2d10 6 S R 2 EC
F 98 w Vibroblade, Double AM L 550 2d6/2d6 4 S L 2 EC Also in KotoR 65.
GW 37 w Vibrolance AM L 500 2d10 2 P L 1 EC
F 98 w Vibrosword AM L 450 2d8 3 S/P L 1 EC
Exotic Weapons
Tiny
K 65 w Shyarn E T 40 3d4 1 S/P Rare. No penalty when using Rapid Strike.
L 62 w Tehk'la Blade E T 8500 2d6 0,5 P&S Rare. If hit, atk roll vs. Ref and Fort Def for an additional 1d6 dmg
from bleeding at the start of targets next turn.

Small
GW 36 w Darkstick E S 1000 1d6 1,5 S Rare. Can be thrown and if atk 5 over Ref Def it also returns to hand.
Atks from enemies who are adjacent treat wielder as if he were in total
concealment. If proficient can use more than one in one hand, increasing dmg dice
from 1d6 to 2d8.

F 96 w Felucian Skullblade E S 1500 2d6 0,5 S Rare.


C 59 w Garrote E S 50 1d6* 0,5 S Atk treated as a grab atk. Effects at beginning on targets turn,
target takes dmg and moves -1CT and normal grab effect.
Break out of grab also applies. Requires 2 hands to use.
Medium
CR 121 w Atlatl E M 50 2d4 1,5 B Rare. Can be used to hurl Energy Balls.
UR 36 w Blastsword E M 600 3d6 2,1 E 1 PP Rare. Can be considered as a light weapon for Weapon Finesse feat.
K 65 w Fira E M 100 1d8 2 S/P Rare. Cortosis Weave Template. Atk roll vs Ref and Fort Def for target to take
half dmg again on the following round from the wound.
F 200 w Neuronic whip E M 500 1d4 2d8 0,5 B&E R 1 EC Target takes both Lethal and Stun dmg. Reach increases by +1sq.
F 97 w Ryyk Blade E M 500 2d10 1,5 S Rare. Wookies with WP (AM) are proficient. +2 bonus on Basic
survival application of Survival in forest of jungle wilderness.
Large
CR 121 w Amphistaff, E L 1d6/1d6 2 B Rare. Sw Action to change between weapon forms.
Quarterstaff In all forms can spit venom once every 24h, 10sq, Atk vs Ref and Fort Def for -1
persistent step down CT.
CR 121 w Amphistaff, Spear E L 1d8 2 P Rare. Can be thrown, If target takes dmg and atk roll equal or exceeds
targets Fort Def, move target -1 CT (poison).

CR 121 w Amphistaff, Whip E L 1d4 2 P Rare. Reach 2sq. Poison (see Amphistaff Spear). Instead of dealing
dmg wielder may use Pin or Trip feat (without having the feats).
K 64 w Arg'garok E L 150 2d12 2 S Rare. If not Str 15+ suffer -5 Atk. Gamorreans treat as Advanced melee.
CR 121 w Cesta E L 100 2d4 1,8 B Rare. Can be used to hurl Energy Balls.
UR 36 w Vibro-saw E L 400 2d10 10 S L 2 EC Ignores targets Damage Reduction.
K 66 w Zhaboka E L 165 2d6/2d6 2 S Rare. No penalty when using Rapid Strike.
Lightsaber Weapons
Small
CR 123 w Lightsaber, Short L S 2500 2d6 0,5 S&E 100 Rare. Can be thrown.
J 50 w Shoto, Guard L S 7000 2d4 1 S&E 1 EC 20 Rare. Philk alloy template. +2 to Block and Deflect. Also in F96.
Medium
L 97 w Anakin Solo's L M 2d8 1 S&E Rare. Heirloom, Symbol of the Light template.
Lightsaber
L 98 w Emperor Palpatine's L M 2d8 1 S&E Rare. Heirloom, Steeped in the Dark Side template.
Lightsaber
J 50 w Lightfoil, Archaic L M 4500 2d8 0,5 S&E 1 EC 20 Rare. May be considered a Small weapon when beneficial.
Can not be used two-handed. Also in KotoR 65.
J 50 w Lightfoil, Modern L M 2500 2d6 0,5 S&E 1 EC 15 Rare. May be considered a Small weapon when beneficial.
Can not be used two-handed.
CR 122 w Lightsaber L M 3000 2d8 1 S&E 100 20 Rare. Can be thrown.
J 52 w Lightsaber, L M 4000 2d8 0,7 S&E 1 EC 25 Rare. Cumulative UtF checks to Block are -2 instead of normal -5.
Crossguard Always -2 penalty on all UtF checks to Deflect.
J 51 w Lightsaber, L M 6000 2d8 0,5 S&E 1 EC 25 Rare. Sw Action to extend blade to 3m for +1sq reach but -2 Ref Def vs. atks made
Dual-Phase by adjacent targets. Can have separate crystals effects.

J 51 w Lightsaber, Archaic L M 2000 2d6 1 S&E 600 15 Rare. External power pack connected with a cord.
J 52 w Lightsaber, Dueling L M 3000 2d8 0,3 S&E 1 EC 25 Rare. When wielding one-handed +1 equipment bonus on AoOs.
J 53 w Lightwhip L M 5000 2d4 1 S&E 1 EC 25 Rare. Reach 2sq. When deal dmg can initiate a grab or grapple (Can use Pin or
Trip) against target (Escape DC15 Acrobatics check) Any character that ends its
turn in a grab or grapple takes base weapon dmg (do not add Str, half lvl or any
other mods) Also in T84.
L 98 w Luke Skywalker's L M 2d8 1 S&E Rare. Heirloom, Legendary icon template.
Lightsaber
Large
J 53 w Lightsaber Pike L L 4000 2d8 2 S&E 1 EC 20 Rare. Philk alloy template. Sw Action to activate lightsaber blade on top, grants
+1 sq reach but -2 on Block and Deflect. Also in F199.

J 53 w Lightsaber, L L 4500 2d8 2 S&E 1 EC 20 Rare. When wielding two-handed you can forgo the double Str bonus to
Long-Handle (2d10) dmg to instead increase base dmg to 2d10. Also in L62.
CR 123 w Lightsaber, Double L L 7000 2d8/2d8 2 S&E 200 Rare.
J 53 w Lightsaber, Great L L 5000 2d10 5 S&E 1 EC 20 Rare. Only Large creature (or larger) can use with feats that affect
light weapons or lightsabers.
Simple Weapons
Diminutive
CR 121 w Combat Gloves, Small S D 150 +1 0,4 B Can not be disarmed of dropped.
GW 37 w Shockboxing Gloves, S D 500 +1 +1 0,4 B&E R Can not be disarmed of dropped. Set to stun as a Sw Action.
Small Character
K 202 w Stunning Gauntlet, S D 200 +1 0,4 E R Also in CW60.
Small Character
Tiny
CR 121 w Combat Gloves, Medium S T 250 +1 0,5 B Can not be disarmed of dropped.
T 13 w Datadagger S T 500 1d4 0,1 P I Decorative code cylinder that contains a hidden weapon. Twist hilt to extend
blade. +5 bonus on Stealth checks to conceal the object and no circumstance bonus
if examiner touches the wielder.
CR 122 w Knife S T 25 1d4 1 S/P Can be thrown.
GW 37 w Shockboxing Gloves, S T 600 +1 +1 0,5 B&E R Can not be disarmed of dropped. Set to stun as a Sw Action.
Medium Character
K 202 w Stunning Gauntlet, S T 300 +1 0,5 E R Also in CW60.
Medium Character
Small
CR 121 w Club/Baton S S 15 1d6 0,5 B
UR 36 w Contact Stunner S S 700 1d4 2d8 1,1 B&E L 1 EC Grants +5 equipment bonus on Stealth checks made to conceal weapon.
GW 36 R Entrenching Tool S S 50 1d6 1 S/P Multipurpose tool, Short shovel, pickaxe, hammer. -2 on atk rolls.
GW 37 w Fire Blade S S 200 2d4 1 S&E 1 EC Ignores DR of unattended objects.
K 65 w Short Sword S S 40 1d6 1,5 S/P
C 59 w Snap Baton S S 100 2d4 2d4 1 B Expand a 1m long rod from its tiny handle as a Sw Action.
Built-in Glowrod or Panic alarm for x2 price.
CR 124 w Stun Baton S S 15 1d6 2d6 0,5 B 1 EC
UR 36 w Survival Knife S S 100 1d6 1,4 S Can be thrown, Inaccurate. Built-in Compass. Hollow handle to store
very small items i.e. fire rod, binding wire or energy cell.
GW 37 w Unarmed, Small Size S S 1d3 B
Medium
R 48 w Axe S M 35 1d8 2 S Can be thrown.
CR 121 w Bayonet S M 50 1d8 1 P L Can not be used on rifle with folded stock.
CR 123 w Mace S M 50 1d8 2,5 B
T 77 w Riot Shield S M 500 1d6 2d6 6 B DR5, 20HP, Break DC25. +5 cover vs. ranged atks when fighting defensively.
T 159 w Sith Sword S M 3000 1d8 3 S/P I Rare. Sith alchemical weapon template.
K 147 w Sith War Sword S M 50 1d8 2 S/P Sith alchemical weapon template.
CR 124 w Spear S M 60 1d8 1,5 P Can be thrown.
GW 37 w Unarmed, Medium Size S M 1d4 B
K 66 w War sword S M 50 1d8 2 S/P Known as the longsword in most cultures.
Large
K 65 w Dire sword S L 100 1d10 4 S/P Refinement of the classic longsword.
K 65 w Double-bladed Sword S L 120 1d6/1d6 2 S/P
R 48 w Gaderffii S L 60 2d4/2d4 5 B&S
K 202 w Mythosaur Axe S L 1000 1d12 10 S R 1 EC Rare.
CR 124 w Quarterstaff S L 65 1d6/1d6 1,8 B
J 54 w Wan-shen S L 1000 2d6/2d6 2 S&B Rare. Used by Matukai. Reach +1sq. Can be broken down into 4 Small objects
Assembling or disassembling is a FR Action.
E X P L O S I V E S
Damage Types Mines Special Rules Availability

Availability

Burst Radius
E = Energy -5 penalty to Perception to L = Licensed
EI = Energy Ion notice a mine. Setting a mine is

Dmg Type
R = Restricted

Damage

Weight
ES = Energy Sonic a FR Action that does not require M = Military
BOOK

PAGE

Cost

Size
WEB

P = Piercing a Mechanics check, However I = Illegal


V = Varies attaching a detonator does.
F = Fire

NAME
S = Slashing
B = Bludgeoning
COMMENTS
F 100 X Detonator, Manual Trigger 100 - - 0,1 F L Can be added to any explosive. Sw Action to activate a mine within 30sq.
CR 132 w Detonator, Timer 250 - - 0,1 F L - Can be added to any explosive. Can be set to an hours delay. Longer delays require specialized
timers.
CR 131 w Detonite 500 5d6 E 0,1 F R Requires a detonator to be set off.
GW 43 X Detonite Cord 1000 4d6 E 1 T M 1sq Sold in reels enough to occupy 6 squares. Requires a detonator to be set off.
Damages everything in a 1sq burst radius from each sq that the cord occupies.
+5 equipment bonus to Mechanics to determine if DR is ignored.
CR 131 w Explosive Charge 1500 10d6 E 0,5 D R 1sq
GW 42 w Mine, Antipersonnel 500 6d6 P 1 T M 6sq Retractable magnetic spikes on bottom allow mine to be placed in ground or attached to a
cone metallic object and is triggered when any character, droid or vehicle enters the sq. Can also be
triggered via a tripwire and can be linked together with additional antipersonnel mines (DC 10
Mechanics check for either option). Direction of cone is determined when the mine is placed.

W w Mine, Antipersonnel HX2 750 6d6 E 1 S M 4sq Atk 1d20+10


F 100 w Mine, Antivehicle 1500 10d6 E 0,5 D M 2sq Placed in ground any sq adjacent to you and is triggered when any ground vehicle enters the sq,
can not be triggered by troops.
W w Mine, Antivehicle Proton 2000 8d6 E 1,5 S M 4sq Atk 1d20+10
F 100 w Mine, Flechette 1200 8d6 P 0,5 T I 2sq Placed in ground any sq adjacent to you and is triggered when any character, droid or vehicle
enters the sq.
GW 43 w Mine, Ion 800 8d6 EI 0,5 T M 2sq Placed in ground any sq adjacent to you and is triggered when any droid or vehicle enters the
square.
F 100 w Mine, Land 500 8d6 E 0,5 T M 1sq Placed in ground any sq adjacent to you and is triggered when any character, droid or vehicle
enters the sq.
F 100 w Mine, Laser Trip 700 6d6 E 0,5 T M 2sq Placed in ground or any other solid surface sq adjacent to you and then designate a solid
surface within 6sq of mine where a nearly invisible laser beam appears.
Mine is triggered when any character, creature, droid or vehicle disturbs the laser-line between
mine and designated sq.
GW 43 X Mine, Limpet 300 6d6 E 0,5 T M 1sq Adhesive on one side. Vehicle or droid must be of Large size or Larger.
Ignores DR of object it is attached to.
S Action to attach and activate and is delayed for one round before exploding.
F 100 w Mine, Proximity 1500 6d6 E 0,5 T M 3sq Placed in ground or any other solid surface sq adjacent to you and is triggered
when any creature, droid or vehicle enters any sq within a 3sq radius of the mine
(after setting the mine, you have 1 round to move away before it activates).
W E A P O N R A N G E
20 40 60 80
30 60 150 300

POINT BLANK SHORT MEDIUM LONG Calculator


Penalty 0 -2 -5 -10 Meter Feet
0-50 sq. 51-100 sq. 101-250 sq. 251-500 sq. Square: 1 1,5 5
Heavy
0-75 m. 76-150 m. 151-375 m. 376-750 m. Square Feet
weapons 0-250 ft. 251-500 ft. 501-1250 ft. 1251-2500 ft. Meter: 2 1 5
0-20 sq. 21-40 sq. 41-60 sq. 61-80 sq. Square Meter
Pistols 0-30 m. 31-60 m. 61-90 m. 91-120 m. Feet: 5 1 1,5
0-100 ft. 101-200 ft. 201-300 ft. 301-400 ft.
0-30 sq. 31-60 sq. 61-150 sq. 151-300 sq.
Rifles 0-45 m. 46-90 m. 91-225 m. 226-450 m.
0-150 ft. 151-300 ft. 301-750 ft. 751-1500 ft.
0-20 sq. 21-40 sq. 41-60 sq. 61-80 sq.
Simple
0-30 m. 31-60 m. 61-90 m. 91-120 m.
weapons 0-100 ft. 101-200 ft. 201-300 ft. 301-400 ft.
0-6 sq. 7-8 sq. 9-10 sq. 11-12 sq.
Thrown
0-9 m. 10-12 m. 13-15 m. 16-18 m.
weapons 0-30 ft. 31-40 ft. 41-50 ft. 51-60 ft.
50-400 sq. 401-800 sq. 801-2000 sq. 2001-4000 sq.
Field Gun 75-600 m. 601-1200 m. 1201-3000 m. 3001-6000 m.
250-2000 ft. 2001-4000 ft. 4001-10000 ft. 10001-20000 ft.
60-250 sq. 251-500 sq. 501-1250 sq. 1251-2500 sq.
Mortar 90-375 m. 376-750 m. 751-1875 m. 1876-3750 m.
300-1250 ft. 1251-2500 ft. 2501-6250 ft. 6251-12500 ft.

50 100 250 500


20 40 60 80
50 100 250 500
30 60 150 300
A R M O R
APC = Armor Check Penalty Availability Bonuses

Upgrade
Availability
If not proficient in armor take L = Licensed from armor

Fort Bonus
Ref Bonus
penalty to Atk rolls, Acrobatics, R = Restricted Unless otherwise

Max Dex
Climb, Endurance, Initiative, M = Military

Weight
noted all bonuses
BOOK

PAGE

Cost
Jump, Stealth, Swim. I = Illegal
WEB

ACP
from are equipment
bonuses.
Additionally you maybe may not use
all built-in equipment and do not

Slots
gain armors equipment bonuses

ARMOR NAME i.e. Fort Def, Skill bonuses


COMMENTS
Suites - Suite Counts as equipment and not armor
CR 137 w Flight Suit 0 1000 - 1 3 1 Built-In Vacuum seals.
CR 137 w Space Suit 0 2000 - 2 15 1 Built-In Improved Vacuum seals.
UR 42 w Shipsuit 0 200 - - 1 1 Coverall made by tough synthmesh fabric. Enough pockets and pouches to carry 24 objects of
Small size no more than 1kg each. Cumulative weight of the objects is halved when
calculating wearers total carried weight.
+1 to Fort Def when resisting extreme temperatures.

Light Armor
CR 282 w ARC Trooper armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.
GW 44 w Barabel Microbe armor -2 4000 2 - 3 6 L 2 DR 2 vs. energy and fire dmg.
K 70 w Battle armor, -2 6500 4 2 3 12 M 2
Light Powered
K 70 w Battle armor, Light -2 3500 5 2 3 10 M 1
SV 48 w Beskar'gam, Light -2 33500 5 2 3 10 L 2 Rare. Favorable circumstances on Persuasion checks to intimidate.
If personal DR can apply against atks made by lightsabers.
CR 132 w Blast helmet and vest -2 500 2 - 5 3 1
K 179 w Blast Jacket -2 2 1 4 1
CR 281 w Clone Trooper armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.
CR 133 w Combat Jumpsuit -2 1500 4 - 4 8 L 1
T 22 X Commando Armor -2 4000 5 2 3 10 L 1 Built-In Vacuum seals.
F 178 w Coruscant Guard armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.
J 61 w Dark armor, Light -2 10000 4 3 3 10 1 Rare. Comes with a single enhancement from the Sith Alchemist talent (J22)
CR 262 w Darth Vader's armor -2 4000 8 2 3 10 L 1 Built-In Helmet package, Vacuum seals.
CR 196 w Droid, Durasteel Plating -2 3600x 6 - 3 12x L 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
CR 196 w Droid, Durasteel Shell -2 1600x 4 - 4 8x 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
SGD 54 w Droid, Duravlex Shell -2 1000x 4 3 10x L 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
Grants +10 to Fort Def to resist fire and extreme heat.
SGD 54 w Droid, Laminanium Plating -2 3000x 4 2 3 15x M 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
CR 196 w Droid, Plasteel Shell -2 400x 2 - 5 2x 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
CR 196 w Droid, Quadanium Plating -2 2500x 5 - 3 10x L 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
CR 196 w Droid, Quadanium Shell -2 900x 3 - 4 3x 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
K 71 w Energy shields, -2 500 - - 4 1 1 5 charges. 1/Encounter activate as a Sw Action. Protects against energy dmg. Takes ACP
Light SR 5 even if proficient only when activated. If not proficient also take -5 on Ref Def and
denied Dex bonus to Ref Def only when activated. Energy shields does not suffer movement
penalty.
K 71 w Energy shields, -2 2000 - - 4 1 1 See Energy shields, Light SR 5.
Light SR 10
F 179 w EVO Trooper armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package. +10 Fort Def vs. airborne poisons.
K 72 w Fiber armor -2 3 000 4 1 2 10 L 1 Reaction. 1/Encounter. When fighting defensively gain DR10 vs. one single ranged energy
atk.
CR 133 w Flight Suit, Armored -2 4000 5 2 3 10 L 1 Built-In Vacuum seals.
CR 133 w Flight Suit, Padded -2 2000 3 1 4 5 1 Built-In Vacuum seals.
L 140 w Galactic Alliance Armor -2 6000 4 1 3 9 M 1 Possible Built-In Helmet package depending on unit.
L 140 w Galactic Alliance Armor, -2 500 2 5 3 1
Fleet Crew
C 182 w Geonosian Warrior Tunic -2 1500 4 4 8 L 1
SV 49 w Half-vest -2 250 1 5 2 R 1 1/Encounter, F Action can negate bonus dmg on any atk while he is denied his Dex bonus to
Ref Def. +5 on Stealth checks to conceal the armor.
J 62 w Jedi battle armor, Light -2 4000 3 3 4 6 1 Rare.
F 180 w Jumptrooper armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.
K 219 w Krath armor -2 3500 5 2 3 10 M 1
K 219 w Krath Battle armor -2 4000 5 2 3 10 L 1 Built-In Vacuum seals.
F 217 w Light Combat armor -2 4000 5 2 3 10 L 1 Built-In Vacuum seals.
K 201 w Mandalorian Combat Suit -2 4 1 5 8 2 Rare. Built-In Helmet package, Vacuum seals and Jet pack.
K 201 w Mandalorian Neo-Crusader -2 6 2 3 42 M 2 Rare. Built-In Helmet package, Vacuum seals and Jet pack.
Light armor
GW 45 w Marine armor -2 5000 5 2 3 12 R 1 Built-In Improved Vacuum seals, Aquatic Adaptation, Magnetic soled (-2sq spd when
activated), No penalty to maneuver in Zero-G.
R 51 w Merr-Sonn KZZ Riot armor -2 2500 2 2 5 6 M 1
F 177 w Phase Zero -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.
Dark Trooper armor
F 180 w Radtrooper armor -2 8000 6 4 3 10 M 1 Rare. Built-In Helmet package. +10 Fort Def vs. radiation hazards.
K 179 w Republic Light armor -2 4 1 3 7 M 0 Built-In Comlink if wearer has AP (Light) feat. Can not be upgraded.
CR 133 w Sandtrooper armor -2 18000 6 2 3 10 M 1 Rare. Built-In Helmet package. Immune to effects of extreme heat.
CR 280 w Scout Trooper armor -2 1500 4 4 8 L 1 Built-In Helmet package.
R 126 w Seatrooper Armor -2 6750 4 2 2 14 M 1 Built-In Helmet package. Pressure-sealed to 10 atmospheres (220m) Swim +2.
SV 49 w Shadowsuit -2 600 1 1 5 2 M Can be worn beneath clothing or other armor. +5 to Stealth whenever wearer
has concealment from darkness or low-light conditions. Also in C54.
R 51 w Shield Gauntlet -2 1500 1 1 Rare. Can be worn even with other armor but can not wear any items in the hand using it.
Kilian Rangers can use it to deflect ranged atks. Requires an energy cell to operate.

K 147 w Sith Trooper Armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.


W w Skakoan Light -2 4000 5 2 3 10 L 1 Built-In Vacuum seals. Provides everything a Skakoan needs to survive indefinitely in an
Pressure Suit atmosphere. If Purchased anywhere besides Skako x2 price.
Speed is reduced to 4sq/2sq (6sq/4sq base).
CR 133 w Snowtrooper armor -2 18000 6 2 3 10 M 1 Rare. Built-In Helmet package. Immune to effects of extreme cold.
T 95 w SpecForce Armor -2 4000 5 2 3 10 L 1 Built-In Vacuum seals.
R 123 w Storm Commando armor -2 4 - 4 8 L 1 Built-In Helmet package, Shadowskin.
CR 133 w Stormtrooper armor -2 8000 6 2 3 10 M 1 Rare. Built-In Helmet package.
R 122 w Stormtrooper armor, -2 7 2 3 13 M 1 Rare. Built-In Helmet package.
Reinforced
R 121 w Stormtrooper, -2 7 2 3 13 M 1 Rare. Stygian-Triprismatic Polymer Template. Built-In Helmet package.
Stygian-Triprismatic
GW 45 w Stun Cloak -2 3500 1 - 5 2 L 0 Successful grapple or if grappled, cloak deals 3d8 stun dmg. For 2x price it also works as
a all-temperature cloak or Camouflage poncho.
C 64 w Thinsuit -2 900 - - 6 1 1 Can be worn beneath clothing or other armor. Breath mask 1h air. +5 Fort Def and only
half/no dmg vs. extreme temperatures.
C 64 w Tracker Utility vest -2 300 1 - 5 0,5 1 24 Pouches (up to 1kg each) cumulative weight is halved.
SV 13 w Ubese Environmental Suit -2 2000 4 2 4 8 L 1 Built-In breath mask and voice modulator. 1 years supply of breathing filers costs 200cr
(Ubese) (50cr on Ubese). Ubese begin with this item at no cost.
J 63 w WJ-880 blinding helmet -2 200 0 0 - 2 1 Rare. All targets have total concealment from wearer.
CR 133 w Vonduun Crabshell -2 - 5 5 4 5 1 Rare.

Medium Armor - Reduces your speed to three-quarters of normal. (4sq if 6sq base, 3sq if 4sq base)
CR 132 w Battle armor -5 7000 8 2 2 16 M 1
K 71 w Battle armor, Powered -5 11000 7 2 2 17 M 2 Built-In Helmet package.
SV 48 w Beskar'gam, Medium -5 37000 8 2 2 17 R 2 Rare. Favorable circumstances on Persuasion checks to intimidate.
If personal DR can apply against atks made by lightsabers.
GW 44 w Biohazard Suit -5 4000 - 3 - 9 L 1 Immunity to all atmospheric or inhaled poisons and diseases. 1 hour breathable atmosphere
before filter and atmosphere canister must be replaced.

L 98 w Boba Fett's -5 9 2 2 18 2 Rare. Built-In Helmet package, Vacuum seals and Jet pack.
Mandalorian Armor
C 64 w Camo armor -5 6000 5 - 3 6 R 1 Match wearers surroundings. Grants +10 to Stealth checks.
GW 44 w Camo Scout armor -5 6000 6 2 3 13 L 1 Built-In Shadowskin upgrade.
CR 132 w Ceremonial armor -5 5000 7 - 2 13 R 1
CR 133 w Corellian Powersuit -5 10000 7 - 3 20 R 2 Str +2 if wearer has AP (Medium) feat.
L 183 w Cortosis Gauntlet -5 1500 1 1 Rare. Cortosis weave template. If wearer readies an action to block a lightsaber atk, atk
roll (unarmed melee atk roll) vs. Lightsabers atk roll, if success deactivate lightsaber
for 2min (20 rounds) Atk still deals normal dmg before lightsaber is deactivated. Does not
suffer movement penalty.
J 61 w Dark armor, Medium -5 15000 7 4 2 16 1 Rare. Comes with a single enhancement from the Sith Alchemist talent (J22)
CR 196 w Droid, Duranium Plating -5 6400x 8 - 2 16x R 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
CR 196 w Droid, Durasteel Battle Armor -5 9600x 8 - 3 8x R 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.

CR 196 w Droid, Quadanium -5 4900x 7 - 3 7x R 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
Battle Armor
K 71 w Energy shields, -5 4500 - - 3 1 1 See Energy shields, Light SR 5.
Medium SR 15
K 71 w Energy shields, -5 8000 - - 3 1 1 See Energy shields, Light SR 5.
Medium SR 20
SV 48 w GTU AV-1S Scout armor -5 15000 7 2 2 18 M 2 Built-In Helmet package, Vacuum seals, Glowrod, Repulsorlift system that replicates a
jetpack but produces no noise, heat or flame and 4sq movement.
L 183 w Imperial Knight armor -5 7000 8 2 3 16 1 Rare. Philk alloy template.
J 62 w Jedi battle armor, Medium -5 6000 5 5 3 12 1 Rare.
GW 44 w Katarn-class -5 30000 9 4 1 20 M 3 Built-In Helmet package. Improved Vacuum seals, Vibroblade, Bacta. FR Action to use bacta
Commando armor grants +10 on Treat Injury for self treatment.
L 183 w Knighthunter armor -5 6000 7 2 3 13 M 1 Built-In Helmet package. +5 to Will Def vs. UtF checks.
SV 49 w Krail 210 Personal armor -5 16300 7 1 3 17 M 2 Built-In Helmet package, Vacuum seals, Jet pack, liquid cable dispenser.
+2 to Str checks made to lift, drag or pull an object.
K 202 w Mandalorian Neo-Crusader -5 8 2 2 18 2 Rare. Built-In Helmet package, Vacuum seals and Jet pack.
Battle armor
K 72 w Mesh armor -5 6000 6 2 2 13 R 1 Reaction. 1/Encounter. When fighting defensively gain DR20 vs. one single ranged energy
atk.
K 179 w Republic Combat armor -5 6 2 2 14 M 1 Built-In Comlink and Low-light vision if wearer has AP (Medium) feat.
F 174 w Royal Guard armor -5 5000 7 - 2 13 R 1 Built-In Helmet package.
F 175 w Shadow Guard armor -5 5000 7 - 2 13 R 1 Built-In Helmet package.
K 149 w Sith Battle Suit -5 7 2 2 1
W w Skakoan Medium -5 7000 8 2 2 16 M 1 Provides everything a Skakoan needs to survive indefinitely in an
Pressure Suit atmosphere. If Purchased anywhere besides Skako x2 price.
Speed is reduced to 3sq/2sq (6sq/4sq base).
GW 45 w Stalker armor -5 7500 7 - 3 10 L 3 Immediately identifies wearer as bounty hunter.
K 72 w Weave armor -5 5000 6 2 3 15 R 1

Heavy Armor - Reduces your speed to three-quarters of normal. (4sq if 6sq base, 3sq if 4sq base).
When using the Run action you can only move up to 3 times speed (normal 4 times).
CR 132 w Armored Spacesuit -10 12000 9 3 1 35 R 1 Built-In Improved Vacuum seals.
K 71 w Battle armor, -10 19000 9 4 1 32 M 2 Built-In Helmet package.
Heavy Powered
CR 132 w Battle armor, Heavy -10 15000 10 4 1 30 M 1
SV 48 w Beskar'gam, Heavy -10 45000 10 4 1 32 R 2 Rare. Favorable circumstances on Persuasion checks to intimidate.
If personal DR can apply against atks made by lightsabers.
C 149 w Clone Trooper -10 9 6 0 65 M 1 Built-In Helmet package. DR 5 vs. fire.
Fire-resistant armor
J 61 w Dark armor, Heavy -10 25000 8 5 1 30 1 Rare. Comes with a single enhancement from the Sith Alchemist talent (J22)
SGD 54 w Droid, Crystadurium -10 50000x 10 2 30x M 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
Plating When running can only move up to 3 times speed (normal 4 times)
Reduce dmg from blaster atks by 1 point per die of dmg.
CR 196 w Droid, Duranium Battle Armor -10 10000x 10 - 2 10x M 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
When running can only move up to 3 times speed (normal 4 times)
SGD 54 w Droid, Laminanium Plating -10 20000x 12 2 2 15x M 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
When running can only move up to 3 times speed (normal 4 times)
CR 196 w Droid, Mandalorian -10 8100x 9 - 3 9x M 1 Rare. x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
Steel Shell When running can only move up to 3 times speed (normal 4 times)

CR 196 w Droid, Neutronium Plating -10 12100x 11 - 1 20x M 1 x Cost Factor. Droid with Built-In armor takes no penalty to its speed.
When running can only move up to 3 times speed (normal 4 times)
K 71 w Energy shields, -10 12500 - - 2 1 1 See Energy shields, Light SR 5.
Heavy SR 25
K 71 w Energy shields, -10 18000 - - 2 1 1 See Energy shields, Light SR 5.
Heavy SR 30
SV 48 w GTU AV-1C Combat armor -10 25000 9 4 1 25 R 2 Rare. Built-In Helmet package, Vacuum seals, Repulsorlift system that replicates a jetpack
but produces no noise, heat or flame.
F 183 w Heavy Dungeoneer armor -10 15000 10 2 1 30 M 1 Built-In Helmet package, Audio and Video recorder.
K 202 w Mandalorian Neo-Crusader -10 10 4 1 65 M 2 Rare. Built-In Helmet package, Improved Vacuum seals and Jet pack with a max fly speed of
Assault armor 4sq per turn.
K 72 w Matrix armor -10 9000 9 3 1 25 R 1 Reaction. 1/Encounter. When fighting defensively gain DR30 vs. one single ranged energy
atk.
J 62 w Orbalisk armor -10 - 10 2 1 26 1 Rare. Will kill wearer if not on the dark side. DR 10, Lightsabers do not ignore DR,
Wearer does not take ACP for not having AP (Heavy).
R 128 w Phase II -10 10 1 Str +3, Perception +2.
Dark Trooper armor
R 128 w Phase III -10 12 1 Str +4, Perception +2.
Dark Trooper armor
K 179 w Republic Heavy armor -10 8 3 1 26 M 1 Built-In Improved Vacuum seals. Also if wearer has AP (Heavy) feat Comlink and Low-light
vision. -2 dmg vs. Energy atks.
W w Skakoan Heavy -10 12000 9 3 1 35 R 1 Built-In Improved Vacuum seals. Provides everything a Skakoan needs to survive
Pressure Suit indefinitely in an atmosphere. If Purchased anywhere besides Skako x2 price. Speed is
reduced to 3sq/2sq (6sq/4sq base).
C 64 w Vacuum Pod -10 15000 4 1 0 35 2 Fly 6sq in Z-g. Built-in Comlink, 2h life support, Lamp 70sq cone, Repair kit +2 on
Mechanics, +4 Str. Takes 10min to put on, 3 turns to remove.
L 140 w Venom Assault armor -10 17000 10 4 1 38 M 1 Built-In Improved Vacuum seals. If wearer has AP (Heavy) also Jump jets (Sw action to
activate) to move normal in Zero-G, +2 Str.
R 126 w Zero-G Stormtrooper Armor -10 21000 9 3 0 38 M 1 Built-In Shoulder-mounted grenade launcher (concussion, stun, gas grenades), Miniature
proton-torpedo launcher. Gauntlets with rotating blades or laser cutters. Increases Medium
size creature to Large. DC 15 pilot check to perform any maneuvers other than simple
movement in Zero-G.
T E M P L A T E S
Price
If both %
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and +credits
TEMPLATE use whichever
is higher.

NAME TYPE PRICE EFFECT


General Gear Templates - Can be applied to both suits of armor or weapon, And if noted on normal equipment as well.
K 76 Arkanian General +10% or Ranged energy weapon: Weapon deals Energy and Fire dmg. If used with ability that consumes more than one shot in a
Manufacture Gear +1000cr round, overheats and can not be fired for one round as it cools down.
Armor: x2 Fort Def vs cold weather hazards and nullifies Fort Def vs heat-based hazards.
K 76 Cinnagaran General +10% or Ranged energy weapon: Deals Energy and Bludgeoning dmg.
Manufacture Gear +1000cr Armor: Gain DR5 vs sonic dmg, Max Dex bonus is reduced by -1.
K 77 Cortosis Weave or General +20% Lightsaber does not ignore DR of weapon or armor. Rare outside KotOR era.
Phrik Alloy Gear
K 77 Echani Manufacture General +10% or Slashing/piercing weapon (not lightsabers): 1/Encounter. Crit range is increased by one, can be declared after atk
Gear +1000cr roll is made but before atk is resolved. Weapon has half as many HP as normal.
Armor: Half weight. 1/Encounter, wearer can move their normal speed (not the adjusted speed for wearing the armor) for
one round, but armors bonus to Ref Def is reduced by 1.
K 77 GenoHaradan General +10% or Energy dmg melee weapons: +2 equipment bonus on atk roll of contact poison applied to the weapon.
Manufacture Gear +1000cr Ranged weapon without stun setting: +1 equipment bonus on atk rolls set on stun.
Weapons are fragile and becomes disable until repaired when wielder rolls a natural 1 on atk roll.
On armor that apply equipment bonus to Fort Def: +2 equipment bonus to Stealth checks to sneak
but -1 (min 0) on equipment bonus to Fort Def.
L 97 Heirloom, General Can modify the item a second time using the Tech Specialist feat. While wearing in plain sight gain favorable
Legendary Icon Gear circumstances on all Charisma-based skill checks (except UtF).
L 97 Heirloom, General Can modify the item a second time using the Tech Specialist feat.
Symbol of the Light Gear 1/Encounter, Reaction, Impose a penalty equal to targets DSS on any one atk roll or skill check.
L 97 Heirloom, Steeped General Can modify the item a second time using the Tech Specialist feat. 1/Encounter, Apply half of your DSS as a destiny
in the Dark Side Gear bonus to any one atk roll or skill check made before end of your turn. Using this increases your DSS by 1.

K 77 Iridonian General +10% or Weapons and armors are now Illegal and wearer suffers unfavorable circumstances on Deception or Persuasion checks
Manufacture Gear +1000cr against law enforcement officials and other authority figures. Weapons: +2 equipment bonus to dmg with Power attack or
Power blast feats. Armors: DR 2 against bludgeoning dmg.
K 77 Krath Manufacture General +10% or Treat DSS as one higher for purposes of being targeted by effects that only affects targets with DSS.
Gear +1000cr Slashing/Piercing dmg melee weapons (not lightsaber): dmg roll vs targets Fort Def and Ref Def if success target takes
1d4 dmg at beginning of its next turn. Armor: DR 2 against Energy dmg.
K 77 Mandalorian General +10% or Armor and Weapons: Gain +5 equipment bonus on Mechanics check to modify. If equipment is disabled all modifications to
Manufacture Gear +1000cr that item are destroyed (and must be purchased anew, not merely repaired).
K 77 Massassi General +10% or Melee Simple weapons: When Critical hit with a weapon held in two hands, triple STR bonus to dmg before multiplying
Manufacture Gear +1000cr for the critical hit. If not sufficient Strength score (15 Medium, 17 Large, 19 Huge or bigger weapons) take +2
penalty on atk rolls with weapon.
Armor: 1/Encounter. Reaction. Turn a critical hit in to a normal hit. If not sufficient Strength
(13 Light, 15 Medium, 17 Heavy) suffer ACP even when proficient in the armor.
K 78 Prototype General Can have 2 mods from Tech Specialist (page 21 SotG) instead of one. Weapon: Treats 1-4 on rolls using the item as a
Gear natural 1 and the weapon gets disabled until repaired. Armor: Wearer takes +1 die of damage on a critical hit, before
doubling.
SV 38 Stripping Equipment General 50% of Can strip a mechanical aspect of an items function to gain additional upgrade slots.
Gear base
SV 24 Superior Tech General 20% or Add one advanced modification to an piece of equipment. See SaV 24 for details.
Gear 2000cr
SoG 21 Tech Specialist General +10% or Add one modification to an piece of equipment or one additional upgrade slot.
Gear +1000cr See SoG 21 and sidebar on SaV 48 for details.
K 78 Verpine manufacture General +10% or Energy dmg ranged weapon: Sw Action switch to Ion fire mode, If not INT 13+, -2 on atk rolls.
Gear +1000cr Armor and Shields: DR 10 vs ion DMG. If not DEX 13+, suffer ACP even when proficient in the armor.
L 66 Yuuzhan Vong Biotech General x4 Rare. Illegal in Legacy Era. Repairs are done with Treat Injury. Armor: Weights is half. Weapons: Energy dmg is
Gear replaced by either Bludgeoning, Piercing or Slashing. Equipment: Some equipment might require special training
(Biotech-related feats and talents or Yuuzhan Vong species) Without such knowledge apply -5 on any skill check or atk
roll made when using.
Weapon Templates - Can only be applied to weapons.
L 100 Antiquated Weapon +10% Rare. Too use other weapons other than CR and Legacy weapons in Legacy Era.
Must use antiquated energy cells or power packs (+50% cost).
+5 on base DC of any Mechanics checks made to build or repair the weapon.
K 78 Baragwin Weapon Weapon +10% or On a successful critical hit add +1 die dmg after multiplying for critical hit.
+1000cr Considered illegal.
K 78 Bothan Weapon Weapon +10% or Stun or Ion dmg weapons: Deal +1 die dmg when set to stun or doing ion dmg but
+1000cr -1die dmg when not set to stun or doing ion dmg.
K 79 Dashade Weapon Weapon +10% or If moved down CT by this weapon, target may spend max 2 Sw Actions per turn to recover using the Recovery action. -2
+1000cr on dmg rolls. Considered Illegal.
K 79 Gand Weapon Weapon +10% or Stun dmg weapon: If target moves down CT with its stun dmg, targets speed is 1/2 until it returns to normal state (all
+1000cr conditions removed), if target is -4 steps it becomes immobilized instead. All Gand weapons are considered exotic for
proficiency (except to Gand species).
K 79 Quick Draw Weapon Weapon +10% 1/Round. Can draw or holster the weapons as a F Action if you have the Quick Draw Feat.
K 79 Rakatan Weapon Weapon +30% or Increase die type by one step (d6 = d8, up to max d12) and grant +1 equipment bonus to atk rolls.
+3000cr All Rakatan weapons are considered exotic for proficiency (except to Rakatan species).
L 100 Refitted Weapon +20% Rare. Too use other weapons other than CR and Legacy weapons in Legacy Era.
+10% Ammunition capacity. +5 on base DC of any Mechanics checks made to build or repair the weapon.
1/Week must receive maintenance requires 1h of work (No check needed but need tool kit),
Failure to perform maintenance moves weapons -1 persistent step down CT for each day it does not receive maintenance
after one week.
CR 125 Retractable Stocks Weapon See When Folded: Range and proficiency as pistol, can not be braced during autofire.
weapon When Extended: Range and proficiency as rifle, -5 on atk when used in one hand regardless of size.
K 79 Sith Alchemical Weapon +20% or Advanced or Simple melee weapon: Lightsabers does not ignore DR of this weapon. If proficient can treat it as a
Weapon +2000cr lightsaber for purpose of using Block, Deflect and Redirect Shot talents or any talent that has those prerequisites.
Sw Action to gain bonus to dmg rolls equal to wielders DSS, This bonus applies to next atk made before end of
encounter, And activating this effect increases wielders DSS by 1.
Armor Templates - Can only be applied to armors.
K 80 Bonadan-Alloy Armor Armor +10% or On armor that apply equipment bonus to Fort Def:
+1000cr Add DR 2 against slashing dmg but -1 (min 0) on equipment bonus to Fort Def.
K 80 Bronzium Cast Armor Armor +10% or 1/Encounter. Can redirect a successful incoming atk to the armor. Armor takes dmg instead of wearer.
+1000cr HP, DR, DT and break DC is same as a weapon size of the same size as wearer.
If pushed down CT impose its CT penalty to wearers Ref Def only.
If destroyed it no longer provides any bonus to the wearer.
K 80 Durasteel Cast Armor Armor +10% or On armor that apply equipment bonus to Fort Def:
+1000cr add DR 1 but -1 (min 0) on equipment bonus to Fort Def.
K 80 Environmental Bastion Armor Armor +10% On armor that apply equipment bonus to Fort Def:
Provides breathable air for number of hours equal to armors Fort Def bonus.
K 80 Eriadun Armor Armor +10% or On armor that apply equipment bonus to Fort Def:
+1000cr Add DR 5 against stun dmg but -1 (min 0) on equipment bonus to Fort Def.
R 126 Phrik Alloy Armor +20% Lightsaber does not ignore DR of armor. Rare outside KotOR era.
R 126 Stygian-Triprismatic Armor +20% Armor bonus to Ref Def +1 and +2 equipment bonus to stealth checks to avoid being detected
Polymer by electronic sensors.
Vehicle Templates and Descriptors - Can only be applied to vehicles.
S 59 Advanced Ship Vehicle Cutting edge of technology and prototypes of new ship classes.
L 100 Antiquated Vehicle Used Rare. Too use other ship other than CR and Legacy weapons in Legacy Era. Ship CL -2.
sale Reduce damage threshold by 25%. -2 to vehicles BAB and -2 on all atks made with its vehicle weapons.
price +5 on base DC of any Mechanics checks made to repair.
or 60%
S 62 Archaic Ship Vehicle A starship from one much earlier era or starships built by a culture whose technology is less developed.
CR 174 Crew Quality Vehicle Untrained: Attack Bonus -5 Check Modifier +0 CL Modifier -1 Normal: AB +0 CM +5 CLM +0
Skilled: AB +2 CM +6 CLM +1 Expert: AB +5 CM +8 CLM +2 Ace: AB +10 CM +12 CLM +4
S 104 Junker Vehicle Usually older starships that have not been properly maintained for so long that it is impossible to bring them back to
fully functional status or poorly designed off the assembly line.
L 69 Living Vehicle Vehicle Template to make a normal ship into a Yuuzhan Vong vessel.
S 123 Prototype Vehicle Test new systems before starship goes into production or unique custom ships hand crafted.
L 101 Refitted Vehicle Used Rare. +5 on base DC of any Mechanics checks made to repair.
sale 1/Week must receive maintenance requires 1h of work (No check needed but need tool kit),
price Failure to perform maintenance moves weapons -1 persistent step down CT for each day it does not receive maintenance
+20% after one week.
SV 66 Uglies Vehicle Starships built together with different mismatched second-hand parts.
Droid Manufacturer Templates - Different Manufacturers focuses on different things.
SGD 15 Arakyd Industries Droid 1/Day. Droid makes a Persuasion or Use Computer check with DC equal to its own Will Def. If success it can ignore its
behavioral inhibitor to take a forbidden action, lasts until action is completed.
SGD 16 Baktoid Combat Droid Droid can be confused with Persuasion vs its Perception. If successful droid can not take any actions for one round,
Automata If failed it can take an immediate Sw Action as a reaction.
SGD 16 Balmorran Arms Droid +1 in one ability score.
SGD 16 Colicoid Creation Droid 1/Encounter. Can ignore all negative penalties from condition track when making an attack.
Nest
SGD 16 Cybot Galactica Droid Repairs and modifications on droid takes half time if mechanic has Skill Focus(Mechanics).
Does not stack with other timesaving bonuses. Does not apply when droid repairs itself.
SGD 16 Czerka Corporation Droid May use INT or WIS bonus instead of CHA bonus to determine its Persuasion skill modifier.
SGD 16 Duwani Mechanical Droid Reaction. 1/Encounter. When droid has half of fewer of its maximum HP it can either gain 5 bonus HPs or add +5 to its
Products dmg threshold for one round.
SGD 16 Halowan Mechanicals Droid 1/Encounter. Droid can add 1 die of dmg to an attack.
SGD 16 Imperial Department Droid Built-in tracking devices and recording equipment to document droids performance. Transmits data upon command to a
of Military Research central reporting station or nearest Imperial installation.
SGD 16 Industrial Automaton Droid When droid use Aid Another action to assist Mechanics checks it may add an additional bonus equal to its INT modifier
(min +1) on top of the normal +2. Droid must be trained in the Mechanics skill.
SGD 16 MerenData Droid Add WIS bonus (and CHA bonus if target is droid) to Persuasion checks to intimidate.
SGD 16 Roche Droid Gain +5 circumstance bonus on Mechanics checks to modify appendages, accessories, a tool, a weapon or an instrument
mounted on an appendage. Does not apply when droid modifies itself.
SGD 17 Serv-O-Droid Droid 1/Day. When recharging, can remove one persistent condition that requires repairs to remove moving it +1 CT.
SGD 17 Tendrando Arms Droid Gain +2 circumstance bonus to Ref Def and Will Def against Yuuzhan Vong.
SGD 17 Veril Line Systems Droid 1/Day. Droid can make a DC20 Endurance check to extend its runtime +25h or move +1 CT.
Sentient Templates - May be applied to Sentient beings like followers.
C 57 Akk Dog Sentient Akk dogs are considered beasts. STR 16, DEX 8, CON 12, WIS 10, INT 2, CHA 8. Large Size. Speed 6sq.
+2 natural armor to Ref Def. Natural weapons (1d6 dmg + STR mod).
R 56 B'omarr Monk Sentient Religious order on Tatooine that removes their brain and places it in a BT-16 security droid.
Use BT-16 (R 55) with these changes. Remove Heavy repeating blaster, Increase droids INT, WIS, CHA to 18. Replace
Burst fire feat with Force Sensitivity and Blast Back talent with Acute Senses.
J 133 Chrystalis Beast Sentient CL +2. Size +1 Adjust according to Table 16-2 on CR 274. HP +25%. DR +4 or 10 whichever is higher.
Speed +2. Natural weapons deals +1 die dmg.
Any enemy that starts its turn within 6sqs of beast takes -2 on atk rolls. This is a fear effect.
J 118 Dark Side Spirit Sentient Strong darksiders have been capable of influencing events long after their physical deaths.
C 34 Follower - The Aggressive Sentient Follower gain +2 Fort Def, BAB like Soldier, +2 to STR or CON (your choice),
Trained in Endurance and Feat WP (Pistol).
C 34 Follower - The Defensive Sentient Follower gain +2 Ref Def, BAB like Scoundrel, +2 to DEX or WIS (your choice),
Trained in Endurance and Feat AP (Light).
C 34 Follower - The Utility Sentient Follower gain +2 Will Def, BAB like Scoundrel, +2 to INT or CHA (your choice),
Trained in one skill except UtF (your choice) and Feat WP (Pistol) or AP (Light) (your choice).
T 130 Packs and Swarms Sentient Group of 3+ creatures that move and fight as a single unit. Size +1. HP x2. DT +10.
Melee Atks: are considered Area atks and affect all sqs within reach. Ranged atks: are considered 1sq splash dmg.
Squad can choose not to affect allies with its atks. Area atks vs squad deals +2 die dmg.

L 220 Shaped Beast Sentient Beast altered by Yuuzhan Vong shapers.


J 22 Sith Abomination Sentient Manipulate the genetic structure of a living creature that now is fully turned to the Dark Side.
CL +1. CON +4, INT -2, WIS -2. Gain Force Sensitivity feat.
Abominable Presence: Any creature that starts its turn within 6sq is subject to a fear effect atk. atk roll is 1d20 +
CON or STR bonus (whichever is higher) against targets Will Def, If success creature moves -1 CT. Other Sith
abominations are immune to this effect.
C 94 Squad Sentient Collection of lower-CL enemies usually 3-4 that work together as a single creature on the battlefield.
CL +2, Size +1, Double HP, DT +10, +4 on all atk rolls. Melee Atks: are considered Area atks and affect all sqs within
reach. Ranged atks: are considered 1sq splash dmg.
Squad can choose not to affect allies with its atks. Area atks vs squad deals +2 die dmg. Can not be grabbed or
grappled. AoOs made by squad are not considered Area atks.

C 95 Unit Sentient Represent large group (dozens, hundreds) more-or-less identical creatures that work together in mass combat.
E Q U I P M E N T

Use Cost
Bonuses Uses/Use Cost

Weight
Unless otherwise EC = Energy Cell
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PAGE

Cost

Uses
WEB

noted all bonuses PP = Power Pack


from are Equipment
ITEM bonuses.
COMMENTS
Communications Devices - Communication devices are assumed to use the same basic set of frequencies.
If two or more communication devices are within range of one another and share a data type (Audio, Visual, Halo) they can communicate.
GW 46 X Com Scrambler 6000 10 Mounted on a backpack frame. Disrupts all communications (Comlinks, HoloNet, Droid receivers) within 20km
radius. Getting a signal in or out requires a Use Computer check vs scramblers Use Computer check (+10).
Check must be made every minute.
CR 134 w Comlink Add-on, x5 The comlink now have holo capability 3D images in addition to audio.
Holo Capability
CR 134 w Comlink Add-on, x2 The comlink now have holo capability 2D images in addition to audio.
Video capability
CR 134 w Comlink Add-on, Encryption x10 Hardwired encryption routines. DC +10 on Use Computer checks to intercept transmission.
GW 46 X Comlink Add-on, Tightbeam 300 0,5 Add-on for any comlink or transceiver. Uses special lasers to send and receive encrypted messages from
another individual also equipped with a tightbeam (Must be in LOS of each other). Communication can not be
intercepted unless the interceptor is in direct path between the individuals using these devices.

GI 66 R Comlink, Earbud 200 Tiny comlink fitted for wearers ear. Can be programmed to initiate or receive transmissions when wearer
touches his ear, clicks or grinds his teeth. Grants +5 to Deception checks to hide its presence. Range 50km
or low-orbit.
L 65 w Comlink, Hands-free 150 0,1 Several sound-absorbing pads, placed on face and linked to a earpiece. Can be adjusted to pick up
whispers. Functions as a short-range comlink, can not have video or holo upgrades.

CR 134 w Comlink, Long-range 250 1 Backpack-sized comset. Double cost for wrist sized version. Range 200km or High-orbit.
CR 134 w Comlink, Short-range 25 0,1 Consists of a receiver, transmitter and power source. Come in a variety of shapes and styles. Range 50km or
low-orbit.
GI 66 R Holo Converter 3000 2 Small device attached to a holoprojector to alter outgoing signal so the users appearance and voice are
disguised. Can change gender and species. 10 different personae with rotating wardrobe, grants +5 to
Deception for making receiver believe that user is another person.

W w Mobile Hologram 10 000 75


Projection Pod
GI 66 R Panic Ring 300 Variety of shapes and sizes most common a large ornamental ring with a small button (DC 25 Perception to
notice) when pushed sends an encrypted emergency signal to a group designated by the wearer. Range 100km.
DC 25 Mechanics check to change signal fail by 5 activates it.

CR 134 w Pocket Scrambler 400 0,5 Add-on device that can be attached to any normal communication device. Automatically encodes any outgoing
message so it can only be read by a communication device with a linked pocket scrambler. DC30 Use Computer
check to decrypt message.
UR 41 R Portable Beacon 1500 6,8 1m long, one end pointed and a tripod. Used to send out safe landing zones, warnings, distress signals. Can
only be read by sensors. 10,000km range. Reprogramming the signal requires a datapad and a DC 10 Use
Computer check.
UR 42 R Signal Wand 300 0,2 0,25m stick. Orbital range broadband comlink, if connected to power source can reach interstellar distances
but must know where to point it. Also red external light so can transmit signals such as Mon Calamari blink
code.
GW 47 X Targeting Beacon 300 0,1 Cylindrical beacon, Magnetical and a extendable spike for attaching. Sends out a pulse of light (visible,
infrared, ultraviolet). So that allies who know the proper setting can spot. DC10 Mechanics to modify. In
clear weather range 2km.
UR 41 w Translator, Personal 2000 0,1 Portable tiny shell. Only verbal translations to owners language +3 chosen languages. Operates at the lvl
of a DC 10 droid translator unit.
C 66 w Visual Wrist Comm 1300 0,25 10 EC Small, flat, rectangular panel easily attaches to a glove. Sends and receives audio and visual signals and
days 2D holographic images, 75km low-orbit range. Also functions as a simple datapad that stores and receives
information from droids, comm signals, computers.
CR 134 w Vox-box 200 0,1 Simple audio playback unit with 12 preprogrammed phrases in one language, each with its own button.
Altering a phrase requires a DC 10 Use Computer check and takes 1min to change.

Life Support - Star Wars RPG includes many hostile environments. These devices enable creatures to function in such environments.
CR 28 w Antitox breath mask and 2000 year 200 Without protective goggles they are considered blind. Without an antiox breath mask they begin to
Protective Goggles (Kel Dor) suffocate. On Dorin price is 500cr and a years supply of filters 50cr.
Kel Dor character begins play with this item at no cost.
CR 136 w Aquata breather 350 0,2 2 hours breathable air through its mouthpiece.
CR 136 w Breath mask 200 2 Mask that fits over nose and mouth and a hose connecting the mask to a portable life support system. 1 hour
breathable air and grants immunity to inhaled poisons.
CR 137 w Breath mask, 25 1 Provides 1h breathable air for a breath mask. DC 10 Mechanics check to replace canister/filter.
atmosphere canister/filter
CR 137 w Flight suit 1000 3 Built-In Vacuum seals. +1 Fort Def. See Armor with same name for details.
SV 9 w Gand breathing apparatus 2000 year 200 Without an breathing apparatus they begin to suffocate. On Gand price is 500cr and a years supply of
(Gand) filters 50cr. Gand character begins play with this item at no cost.
SV 9 w Gand Transliterator (Gand) 100 Without a Transliterator, a gand can not communicate in any language other than Gand.
Gand character begins play with this item at no cost.
R 127 X Propulsion Pack 200 10 10 Designed to enhance underwater movement. Sw Action to activate, gain swim speed of 8sq (-25% sqs if not
worn with stabilization fins) until end of your turn. Do not need a Sw Action on subsequent rounds of use.

CR 137 w Space suit 2000 15 Built-In Improved Vacuum seals. +2 Fort Def. See Armor with same name for details.
K 74 w Vacuum mask 650 0,3 Automatically begins to flow 10 mins of breathable air when sensors on the mask detect a lack of breathable
air i.e. atmosphere has vented. No replacement for a space suit.
Computers and Storage Devices - Includes any electronic device that stores and processes data.
Its INT score represents its processing capability and is relevant when making Use Computer checks.
CR 134 w Code Cylinder 500 0,1 Compact encoded security device to access computer data or entry into restricted facilities. It is a
storage device with INT 10 and Will 15 and when trying to improve attitude it starts as hostile, If fail by
5 its self-destruct program activates and ruins the cylinder.

K 73 w Computer Interface Visor 1200 0,5 Heads-up display that when connected to a computer displays relevant data. Translates complex computer
algorithms allowing wearer to attempt trained-only applications of Use Computer even if untrained. Also
provides +2 on Use Computer checks.
Can not be worn with helmet or any other device worn on the head.
T 87 w Computer Spikes 1500+ 1 Single-use program built into a basic piece of hardware that plugs directly into another computer. Sw
Action to activate, the spike makes a single Use Computer check (+2 per 1500cr cost) that can only be used
to improve access. Considered illegal.
C 65 w Computer, Bracer 1300 0,5 Datapad worn on forearm. Holographic 2D display and designed for one hand typing. Int 12
CR 136 w Computer, Portable 5000 2 Compact enough to be carried in a attach case or backpack. INT 14.
L 140 w Computer, Xcalq Portable 7500 2 When used to slice Galactic Alliance systems, opposing system is automatically treated as friendly or
"Slicer Special" helpful, granting +3 on all Use Computer checks made with that computer. INT 14.

CR 134 w Credit Chip 100 0,1 Small flat card. Can hold a specified number of credits or connected to an account.
INT 10 and Will 15 (starts as hostile), If fail by 5 the chip is ruined. When friendly attitude you can
withdraw credits from the chip. Modifying so that bank thinks it draws from another account or change the
value stored Will 30 (starts as hostile) do not know if you succeeded until you attempt to use it. If fail
it self-destructs. If fail by 5, it also traced your location and dispatched security personal.

L 53 w Darth Krayt's Holocron


CR 136 w Datacards, Blank (10) 10 0,1 Simple storage device intended solely for external storage for a computer. INT 2.
CR 136 w Datapad 1000 0,5 Handheld personal computer serve as notebooks, planners, calculators, sketchpads. Can interface with a
larger computer network directly or via comlink. INT 12.
CR 136 w Datapad, Basic 100 0,3 Storage device with display, input and editing capability. Can not run programs. Int 10.
T 87 w HiBaka 2000 Mem-Stik 50 - Fine Size. Used to smuggle valuable information. Enough memory to carry a program, text, images and 1min of
video data. Can be hidden inside a power pack slot of a standard blaster (+10 to Stealth checks to hide the
Mem-Stik).
CR 136 w Holoprojector, Personal 1000 0,5 Handheld personal hologram transmitter. To view real-time or recorded 3D images or pass the information via
comlink. INT 2. Memory for 1 hour holo recording or 1000 holo images.
T 87 w Lectroticker 1500 1 Small electronic device used to bypass electronic locks.
Sw Action to activate, the lectroticker makes a single Mechanics check (+2 per 1500cr cost) to disable an
electronic lock. Considered illegal.
SV 52 w Spacer's Chest 200 10 Store possessions or even a person. Consumables for 1 person for 10days. Electronic licking mechanism that
has a Will Def of 30.
GW 47 X Triangulation Visor 1400 0,5 Heads-up display to help wielders that fire solid rounds to account for wind, gravity, distance and other
effects. Reduces range category by 1.
Can not be worn with helmet or any other device worn on the head.
L 141 w Xcalq Stealth Pack 1500 Software package. When another character attempts to locate, isolate or cut off your computer you gain +5
on the opposed Use Computer check.
Detection and Surveillance Devices - Some augment a characters natural ability, Others use sensors to scan beyond normal visual audible range.
SV 52 w ABC Scrambler 3000 3 Worn on belt or attached to suit of armor and emits a false audio, biological and chemical signal to
confuse missile guidance systems. +5 deflection bonus to Ref Def against grenade launchers and missile
launchers.
K 73 w Aural amplifier 2000 0,5 Worn on the head, amplifying sound waves from the direction of the wearers interest while dampening ambient
noise. +5 on Perception checks when eavesdropping.
Can not be worn with helmet or any other device worn on the head.
R 51 w Aural amplifier, Ambient 3000 0,5 Improved smaller version. Runs on body heat.
+5 to Perception when eavesdropping or to hear distant or ambient noises.
C 65 w Camouflage netting 6000 40 Takes a FR Action and two people to deploy. Provides cover for a 6x6sq area and +5 bonus to all Stealth
checks while under netting and partial concealment.
C 65 w Camouflage netting, powered 6000 40 Takes a FR Action and two people to deploy. Provides cover for a 6x6sq area and +10 bonus to all Stealth
checks while under netting and partial concealment.
GW 46 w Communication scanner 1000 1 Datapad-sized device used to intercept, analyze, decode and record comlink, transceiver, HoloNet
transmissions. Unencrypted broadcasts are automatically picked up. DC 15 Use Computer to determine number
and type of comm being broadcasted and received within a 50km radius, DC 20 for direction and distance. +5
on decipher encrypted messages that it receives. Also it functions as a Recording unit for the
transmissions it intercepts.
F 101 w Decoy Glowrod 100 4 Fully functional glowrod with a hallowed-out handle. 3kg of equipment, no one piece larger than Diminutive
in size. Grants +10 on Stealth checks to hide the item.
K 73 w Demolitions sensor 1000 0,5 Goggles that can detect explosives. +5 on Perception checks made to find mines and other planted
explosives. Can not be worn with helmet or any other device worn on the head.
CR 136 w Electrobinoculars 1000 1 Grants Darkvision. Reduces range penalty on Perception to -1 per 10 sq (-5 per 10sq normally).
CR 136 w Fusion lantern 25 2 Hand-held. Produces light (6sq radius) and heat.
J 57 w Geological compressor 2000 Used to make own lightsaber crystals.
CR 136 w Glow rod 10 1 Portable illumination device. Projects a beam of light up to 6sq.
C 66 w Halo lamp 30 1 Pocket-sized disc fits in a palm of a Human hand. 3-sq light radius. No heat.
T 37 w Heat Sensor 250 0,2 Monitors air temp up to 100m and presents color-coded readings on a small screen. +2 to Perception checks
to detect hidden creatures, machines or hazards that generate heat.
F 101 w Holoshroud 25 000 0,5 Advanced holoprojector. Created nearly perfect visual illusion over wearer. Store 1 image to disguise
wearer (DC 15 Use Computer to change image). Grants +10 on Deception checks made to produce a deceptive
appearance that matches the image. Sw Action to turn on/off.
UR 41 R Microlab 1800 0,8 Handheld portable laboratory for analyzing substances. Quick identification of a material and you can not
wait for the results of a full analysis. DC 15 Knowledge (Physical sciences) to complete examination,
results are displayed on the devices small screen.
K 74 w Motion sensing visor 2500 0,5 Tracks movement and highlights moving objects with color-coded warnings. +5 on Perception checks against
targets that have moved atleast 1sq since the end of the wearers last turn. Wearer must spend 2 additional
Sw Actions when using the Recovery Action.
Can not be worn with helmet or any other device worn on the head.
K 74 w Neural band 3500 0,5 Reinforces various synapses throughout the brain. Granting +2 to Will Def but -2 on DT.
Can not be worn with helmet or any other device worn on the head.
GW 47 X Proximity flare 50 0,5 Small cylinder with a spike on the bottom. When any Small or larger character, creature, droid or vehicle
comes within a 3sq radius, the flare launches creating a bright light illuminating a 10sq radius. Can avoid
tripping it by making a DC 25 Stealth check.
GW 47 X Radiation detector 20 Worn on wrist or on the front of armor or uniforms. Alerts the used (vibrating or audible alarm) to the
presence of radiation within 6 squares.
CR 136 X Recording unit, 25 0,1 Recorder with a playback feature. INT 1 and 1 Memory unit. DC 15 Use Computer check to modify a recording
Audiorecorder (edit, erase or rearrange order of events) To notice tampering (Perception if observing, Use Computer if
inspecting data) vs. your Use Computer check. If modifying without first uploading data to a computer add
units INT mod to the check (-5).
100 hours of high-quality sound.
CR 136 X Recording unit, 100 0,1 See Recording unit, Audiorecorder. 1 hour of high-quality holos.
Holorecorder
CR 136 X Recording unit, 50 0,1 See Recording unit, Audiorecorder. 10 hours of high-quality video.
Videorecorder
CR 136 X Sensor pack 1500 9 Portable, bulky rectangle with dials, switches, display and scanning dish. Provides general details on comm
signals, life forms and hazards within 1km. S Action to operate +5 circumstance bonus on your Perception
checks until the end of your next turn.
UR 42 R Sonar mapper 400 1 Specialized sensor system emits sonar pulses at regular intervals, mapping an area though echolocation.
Used when a standard sensor pack does not work. Range 100m. Can record up to 12h of readings, making a good
backup map if user becomes lost.
F 102 w Sound sponge 3500 1 Small electronic device emits sound waves above and below normal hearing range. Muffles all sound in 6sq
radius, Increases Perception check DC to hear noises by 10 in area.
L 66 w Spy bug 1300 0,5 Diminutive bioengineered insect that records sight and sound within 20sqs. Functions as a holorecorder unit
but when retrieved the past 24h can be extracted. DC 25 Mechanics check to retrieve data via normal
electronic devices.
It registers as a life form on sensors, not as an electronic device.
K 74 w Stealth field generator 5000 0,2 5 PP Small unobtrusive device worn on the belt. Emits a sound-dampening field and bend light around the wearer.
Sw Action to activate and grants concealment (but not total concealment) when activated and lasts until end
of encounter, until wearer takes dmg or until wearer atks or uses a force power, whichever comes first.

GI 67 w Surveillance Detector 450 0,5 Small, handheld device that scans area for eavesdropping devices and surveillance taggers. +10 to
Perception checks for locating active and passive surveillance devices within 6sq. Can be set to display or
emit an alarm when such attempts are detected.
GI 67 R Surveillance Tagger 450 0,5 Tiny unassuming tube containing a Fine sized dart. When fired it attaches itself to target (successful
ranged atk, 6sq range) and activates a homing beacon. Range of 1km and enough power to transmit for
40hours. -20 on Perception to notice dart.
Track movements with a DC10 Use computer check and a datapad or similar.
GI 12 w Ultraviolet visor (Defel) 2000 Visors that allow Defels whom only see ultraviolet to see in normal light. Without them they are considered
blind. Defel character begins play with this item at no cost.
GI 67 w Veridicator 4000 0,1 Bracelet, monitors vitals of a target within 6sq and determining if the target is lying, transmits the
information back to the wearer as a series of vibrations. Needs 1 round to gather information then provides
a +5 bonus on Perception checks for the purpose of sensing deception, influence or for gambling against
other players (like Sabacc). Programmed for only one species at a time (DC 10 Use computer check to change
species).
GI 67 R Vid-Vox Scrambler 3400 0,5 1 EC Tiny handheld. Scrambles all audio, video, holographic surveillance in sq and adjacent sqs. DC 30 Use
week Computer or Perception to pick up only scattered words and phrases.
Medical Gear - Several common types of medical equipment are described below
C 65 w Bioscanner 3500 0,5 Handheld scanner used to help diagnose medical conditions in their patients. Displays vital statistics and
analyzes and diagnoses any anomalies.
+2 bonus on all Knowledge (Life sciences) checks made to indentify ailments.
CR 137 w Bacta tank (empty) 100000 500 Specialized tank. Can be used in conjunction with surgery, If success patient heals an additional HP equal
to its CL. Provides +5 on Treat Injury checks when treating disease, poison or radiation in a creature.
Holds 300L and must have atleast 150L in it to work.
CR 137 w Bacta, 1 liter 100 2 Powerful healing agent which promotes rapid healing. 1 hour treatment consumes 1 liter.
CR 138 X Medical kit 600 20 Backpack sized. Includes everything a first responder needs to save a life. Diagnostic scanner, anti-venom,
medicine to countereract effects of contaminated water, radiation, burn treatments, defibrillator,
respirator, shock blankets, pressure cuffs, repulsorlist stretcher (160kg load) and limited surgical tools,
6 external storage pouches.
You need a medical kit to use Revive, Treat Disease, Poison, Radiation, Acid applications of the Treat
Injury skill (CR 74).
CR 138 w Medpac 100 1 Compact packages that contains bandages, bacta, synthetic flesh, coagulants, stimulants and other medicines
designed to help an injured patient recover quickly.
Once used it if expended. Needed to use First Aid application of the Treat Injury skill.
CR 138 X Surgery kit 1000 10 Needed to use install Cybernetic Prosthesis, Heal Damage applications of the Treat Injury
skill. (CR 74 for details).
GI 66 R Antitoxin Patch 25 day Adhesive patch applied near the stomach that emits a low dose of antitoxin, giving wearer a +10 to Fort Def
against ingested poisons and +5 to fort Def against inhaled poisons.
Lasts for 24h. For each consecutive day that an antitoxin patch is worn, target moves 1 step down CT.

GI 67 w Toxin Detector 700 0,5 Tiny handheld device scans food and drink to determine if it is spoiled or contains poison. S Action to
use. Range 1sq and contains data for up to 100 species. Can be set to blink (green/red) or vibrate slightly
when a toxin is detected.
For +100 credits it can be disguised as a bracelets or piece of jewelry.
GW 45 X Anti-rad dose 50 Comes in a tough hypodermic syringe. Grants +10 to Fort Def against radiation and +5 to Treat Injury checks
made to cure dmg caused by radiation.
GW 46 X Cryogenic pouch 600 1,5 Small canister. Opening releases a pouch large enough to hold a single Medium creature (DR 5 0 HPs). FR
Action wrapping it and when sealed it releases a cryogenic compound that causes the creature inside to
enter suspended animation, stabilizing his condition from transport to a proper medical facility. A
creature reduced to 0 HP due to poison, radiation or dmg surpassing its DT can be stabilized without dying
within 1d3 rounds of being placed inside pouch, remains unconscious and moves -5 on CT. Enough power for
24h but can be hooked up with an alternative power supply (DC 10 Mechanics check).

J 63 w Medical bundle, 8-2A 200 1 Small package with basic items needed to treat ailments and disease.
Counts as a medical kit for the purpose of using the Treat Injury skill, but only if target is currently in
a Force Trance.
K 73 w Medical interface visor 1500 0,5 Analyzes visuals and provides tips and assistance in a variety of medical situations.
Allowing wearer to attempt trained-only applications of Treat Injury even if untrained. Also provides +2 on
Treat Injury checks.
Can not be worn with helmet or any other device worn on the head.
T 36 w MDS-50 Medisensor 75 0,1 Small handheld device produces a summary of patients vital signs. Sw Action on adjacent creature provides
the targets current HPs, place in CT and the presence of (but not specifics) diseases, poison or radiation
exposure.
T 54 w Medpac, FastFlesh 600 0,5 Broader range of medical instruments than a standard medpack. +5 on Treat Injury to perform First Aid
application of the Treat Injury skill. Otherwise functions as a normal medpack.

UR 40 R Antidote synthesizer 2500 0,8 Portable device that can analyze a small amount of toxin/poison that is inserted into the machines sample
tube. In 1d6 rounds it creates 1d4 doses of antitoxin that each grant +2 bonus on Treat Injury checks made
to treat the toxin/poison.
To reproduce more antidote requires a new sample of the poison or toxin.
UR 40 R Emergency vacuum seal 750 0,9 Disk-shaped is a biomechanical device designed to quickly seal a starships interior during a hull breach by
placing the seal over the breach. An electrical current stimulates series of microorganisms quickly
multiply. When using the Jury-rig applications on a starship that has suffered a hull breach this allow the
ship to move +1 additional step on CT.
UR 40 R Hypoinjector wristband 350 0,1 5 2EC Small inconspicuous metal band, Can help wearer to avoid succumbing to the effects of poisons or harmful
days chemicals. Stores 8 doses of vaccines, antidotes or other medication (not included). Also houses a
bioscanner that detect any foreign chemicals that the device can counteract and distributes if needed.
Refilling takes a S Action per dose or 4 rounds for entire set.

Survival Gear - On many worlds, a lack of survival gear leads to a quick death.
CR 138 w All-temperature cloak 100 1,5 Wrap-around cloak protects its wearer from elements. +5 to Fort Def vs. extreme heat or cold.
J 64 w Battle harness, Sith 5000 90 Designed to turn a large beast into a mobile weapon platform. Grants +2 to Ride checks. Grants mount +4 to
Ref Def and to Fort Def. Built-in blaster cannon powered by an onboard fusion generator providing unlimited
ammunition.
GW 46 w Camouflage netting 2000 5 2 deploy in full round or 1 in 1 minute, +5 Stealth & v. sensors for an object Huge or smaller
GW 46 w Camouflage poncho 2000 1,5 Can be worn over armor or cloths. Special materials track the surrounding area and alter the pattern on the
(125*) poncho to match. +2 (+5*)on Stealth checks. *RAW
CR 138 w Chain 25 2,5 3 Meters long. DR 10, HP 5, STR 44, Break DC 32.
GW 47 X Field food processor 1500 4 year EC Used to provide sustenance from local flora and fauna. 3 lbs (1.36kg) of plants, meat or fungus can be
placed inside after 1min a gray paste, extremely bland but edible and nutritious is produced (10 different
species). +10 to Fort Def checks against any poison, toxin or radiation that might have been in the initial
ingredients.
CR 138 w Field kit 1000 10 Backpack full of survival gear. 2 condensing Canteens with purification system, a Sunshield roll, 1 weeks
rations, 2 Glow rods, an All-temperature cloak and 2 Breath masks (with 24 filters and 12 canisters).
Needed to use the Endure extreme temperatures application of the Survival skill.

UR 40 R Fire paste 15 0,1 5 Paste in tube can be placed on any surface, including ice and wet wood. A single spark ignites it. Burns
for 3d4 min. If applied to a living creature it causes 1d6 dmg as long as it burns and remains in contact
with the creature or object.
UR 40 R Fire rod 25 0,1 10cm plastic tube containing 2 chambers with chemicals when mixed they ignite within seconds. Burns for 2d8
minutes without additional fuel.
CR 138 w Jet pack 300 30 10 100 Strap on propulsion system allowing flight over short distances, Arm and wrist controls are employed for
maneuvering. Sw action to activate (not needed on continuous rounds) gain a fly speed of 6sq until end of
your turn. Routine maneuvers do not require a Pilot check. DC 20 Pilot check to land after moving more than
12sq during the same round, fail fall prone.
Has 10 charges (fuel cell cost 100cr) and can lift up to 180kg.

F 101 w Jetpack, Hush-About Personal 3750 30 6 100 Jetpack engineered to produce little or no noise beyond a high-pitch whine. Wearer takes no penalty to
Stealth checks because of speed while using it.
CR 138 w Liquid cable dispenser 10 0,2 Contains a liquid that solidifies to a flexible cable 15m. Not meant to be reused.
Cable STR 28, Break DC 24, 560kg.
W w Ooglith Masquer Deception +5
GW 47 X Personal field shelter 500 1,5 Small package when activated expands to a small narrow tent (single medium creature) As long as the user is
sealed inside +10 Fort Def against extreme heat/colt.
1h breathable atmosphere protecting against inhaled poisons.
Blends with surroundings +2 on Stealth checks to hide it.
GW 47 w Plasma bridge 12500 700 Plasma generator creating a 6sq wide and up to 120sq long surface. Must be connected with a power
generator. When deactivated, destroyed or disconnected bridge last for 2 rounds.
UR 41 w Plast tent 300 2,7 High-grade polymer shelter. Fully inflated (few minutes) it forms a triangular structure 2m tall (4 medium
size creatures). Easily moved and strong enough to withstand most weather conditions. Can have a small
piece of equipment (Sensor array) mounted onto it.
CR 138 w Ration pack 5 0,1 Fine sized pack with nourishment for a person for 1 day. Geared for a range of species. Is not appetizing
and does not include water.
UR 42 R Shipsuit 200 1 Coverall made by tough synthmech fabric.
Enough pockets and pouches to carry 24 objects of Small size no more than 1kg each. Cumulative weight of
the objects is halved when calculating wearers total carried weight.
+1 to Fort Def when resisting extreme temperatures.
UR 42 R Subsonic field emitter 120 0,2 Generates a subsonic pulse in a 6m radius designed to allow beings to relax without being disturbed by
natural pests.
Tiny or smaller creatures with a INT of 2 or less can not willfully enter the radius.
CR 138 w Syntherope 20 2,5 Coil of 45m rope. STR 30, Break DC 25, 720kg.
GW 47 X Vacuum survival pouch 800 1 Small cylinder that can be worn in belt. If loss of pressure it automatically deploys enveloping user in a
protective bubble (single medium character) with air, heat and pressure to survive in hard vacuum for 2h.
2HP.
UR 42 R Water extractor 400 3,2 Cone-shaped apparatus that attracts water vapor from the air. Water accumulates, contaminants and toxins
are filtered out. Tests on Tatooine yielded enough water in 16h to sustain a humanoid for a full day.
Tools - Any object designed to make a task easier or take care of it entirely is essentially a tool. Most technical jobs can be performed
with a security kit or tool kit, but some devices not included in those packages do not fit under any other category and are presented here.
T 19 w Antisecurity Blades Electronic devices allow Jango to bypass force fields and jam security devices with a burst of high-
(Jango Fett) frequency waves. +2 on Mechanics checks made to disable devices.
CR 139 w Binder cuffs 50 0,5 Durasteel restraints designed to lock two limbs of a prisoner together. Removing them without the 7-digit
code requires a DC 25 Mechanics check. Works on Small, Medium or Large creatures. DR 10, HP 20, STR 40,
Break DC 30.
L 65 w Biotech tool kit 450 1 Consists of a variety of implants and tools that look more than at home in a medical kit than in a tool
kit. Designed to modify Yuuzhan Vong biotechnology.
Needed to use the Biotech Repair application of the Treat Injury skill.
J 64 w Cage, Energy universal 20000 3000 Spherical cage energy flowing through bars delivering shock to prisoners trying to free themselves.
Designed to contain Force-user (can only UtF at very low lvls like healing themselves). All Functions (i.e.
turning it off) are controlled by a handheld remote. DR 20, HP 150, DT 25, every time it takes 15+ dmg it
delivers 4d8 stun dmg to the prisoner.
SV 52 w Cage, Force 7000 25 Large size (2x2sq) cage whose bars are charged with electricity. Assembled/disassembled in 5min. Deals 3d6
energy dmg to anyone trying to break into or out of the cage. Break DC 30. Deactivated using a remote
(treat as portable computer INT 16).
GI 67 R Cage, Shield 10000 20 Flat disk 2m in diameter, portable shield generator used to trap a target rather than protect it from harm.
Produces a shield bubble (SR 15) that fills a single square (can be linked) rendering the target
immobilized (can breath and communicate trough shield).
UR 40 X Climbing harness 45 0,7 Secures the wearer to a climb line, providing several attachment points for anchor lines. When making a
Climb check you fall only if you fail by 10 or more.
GW 46 w Droid diagnostic 400 2 Handheld device about twice the size of a datapad designed to diagnose and analyze the functions of any
droid connected to it displaying dmg or errors in droids systems. +2 on Mechanics check for a droid
connected to it.
CR 139 w Energy cell 10 Small flat disk. Battery for devices.
CR 139 w Fire extinguisher 50 3 25 Put out a fire up to 10sq in size at a rate of 1sq per round before depleted. FR Action, Can be used to
provide total concealment, cloud spreads 1sq in all directions for every round it is activated. Dissipates
after 3 rounds (no matter size) 10 uses.
J 63 w Force detector 2000 9 Can have many forms (blood samples for medichlorian counts, thaissen crystals) Regardless of form it
requires 5 rounds and a DC 15 Use Computer check to activate and indicates if the target has the Force
Sensitivity feat.
J 63 X Force training aid 25 1 Many forms (toys, puzzles) designed to help Younglings make connections to the Force easier. Any creature
untrained in UtF can after spending on hour with the training aid use any one "trained only" aspect of the
UtF skill within the next 24h.
SV 52 X Lock Breaking Kit 8000 4 Some very advanced and highly specialized tools. Highly illegal. +2 on Mechanics and Use Computer checks to
bypass doors and airlocks on a starship.
SV 52 w Man Trap 8000 19 Reversed repulsor field that draws a target directly down, as though high gravity. Covers 1sq and any
creature entering that sq is immediately immobilized. M Action to break out, requiring DC 40 STR check.
Deactivated using a remote (treat as portable computer INT 16).
K 73 w Mechanical interface visor 1250 0,5 Translates images received though visual sensors and scans them for mechanical designs.
Allowing wearer to attempt trained-only applications of Mechanics even if untrained.
Also provides +2 on Mechanics checks.
Can not be worn with helmet or any other device worn on the head.
CR 139 w Mesh tape 5 0,5 Roll with adhesive tape 30m long and 5cm wide. STR 15, 90kg (180kg for 5 rounds) Break DC 20.
UR 41 w Multitool, personal 100 0,2 50h EC A low-tech device that holds miniature versions of several simple tools that can be useful. 5cm vibroblade
(1d4 dmg), Low-power hydrospanner, small hydrogrip, toothpick, miniature set of eating utensils.

CR 139 w Power generator 750 15 Small fusion reactor used to power Heavy weapons, Vehicles, Structures and Machinery.
Can power up to a Gargantuan vehicle/structure indefinitely, Colossal for 1day and Colossal (frigate) for
1h. After that it is disabled and must be repaired.
If destroyed in use it overloads and explodes, wenting plasma on every target within 4sq. (Area Atk 1d20+10
vs Ref Def for 8d6 energy dmg).
CR 139 w Power pack 25 0,1 Compact rectangular battery.
CR 139 w Power recharger 100 1 Used to recharge power packs/energy cells (takes 4h only one battery can be recharged at a time) Enough
power to recharge 100 batteries, but is normally connected to a power supply.
GI 67 w Redirection Crystal 500 Fine size (Ref Def 15) crystal filled with Tibanna gas and has a small blasting tube used to redirect blast
fire in a established angle. If hit make a second atk roll at -10 and additional range penalties against
intended target. Gets destroyed when hit requiring a DC 30 Perception check to notice and a DC 30 Knowledge
(technology) check to identify.
UR 41 X Repulsor hitch 100 3 Small repulsorlift encased in a durasteel shell that can be attached to a cable or another extension. When
activated it can lift items weighing up to 200kg.
F 102 X Repulsor pad 200 6 Flat board with 4 repulsors designed to ease manual labor. Occupies a single sq and can lift an object that
occupies 1sq (more pads can be linked for larger items) Sw Action to activate and Sw Action to have pad(s)
move along with a character. If pulled in opposite directions make opposed STR checks and pad will move
along the victor.
UR 41 X Saddle, riding 125 4 Must be made to conform to the type of creature for which they are used. Most vendors selling mounts
include the cost for the saddle with the purchase of the creature.
UR 42 X Saddle, war 250 6 Offers a sturdier platform for the rider. +2 on Ride checks made to control the mount in battle, to guide
the mount with knees or stay in saddle.
CR 139 w Security kit 750 1 Special tools for bypassing electronic and mechanical locks. Includes electronic components and dedicated
sensor devices and monitors frequencies used by silent alarms to alert if one is triggered. Illegal on most
worlds without proper permits.
Needed to use the Disable Device application of the Mechanics skill.
CR 139 X Tool kit 250 1 Represents a broad collection of tools designed to take apart, analyze, modify and rebuild almost any
technological device can be used as makeshift weapons (-5 on atk rolls). Electroshock probe (1d8 ion),
Fusion cutter (2d6 energy), Hydrospanner, Laser welder (1d8 energy), Power calibrator, Power prybar (1d8
bludgeon), Probe sensors, Sonic welder (1d8 energy), various circuits and wires, vibro cutters and welding
goggles.
Needed to use the Bio Adaptation, Booby Trap, Build Object, Environmental Adaptation, Hot Shot, Improvised
Connection, Modify Droid, Repair Droid applications of the Mechanics skill.

CR 140 w Utility belt 500 4 Has several pouches containing 3 days food, 1 Medpack, 1 Tool kit, 1 power pack, 1 Energy cell, 1 Glow rod,
1 Comlink, Short, 1 Liquid cable with grappling hook, 2 empty (up to 0,5kg each).
Weapon and Armor Accessories - A number of off-the-shelf accessories can enhance ones performance on the battlefield.
CR 140 w Bandolier 100 2 Usually worn around their left or right shoulder down across their torso, or as a large belt. Has 12 slots
each can hold a Tiny weapon or a single piece of equipment (max 0.5kg).
R 51 w Computerized interface 2000 0,5 Small electrobinocular device, mounted onto a weapon. Projects a targeting image onto a monocle or helmet
scope display worn by the wielder. Image projected by scope can be transmitted by comlink to a remote location
allowing others to see what the wielder sees.
Reduces range of the target by 1 category when aiming. otherwise mechanically identical to a targeting
scope.
GI 66 w Flash Suppressor/Silencer 400 0,2 Fits over a muzzle of any Small or larger slugthrower. Imposes a -10 to Perception checks to hear sound or
spot the flash. Reduced the max range of the weapon by 2 range increments.

CR 140 X Holster, Concealed 50 0,2 Designed to keep a weapon out of sight but still easily accessed. Available for Single bladed lightsabers
and Small or Tiny weapons. Can be a shoulder holster, under jacket,west or cloak (or for Tiny and single
lightsaber ankle, boot or wrist holster).
Allows a character to draw his weapon without provoking an AoO.
M Action to draw/holster the weapon (normally a S Action for a concealed item).
-5 on Stealth checks to conceal.
CR 140 X Holster, Hip 25 0,5 Generally available for all types of weapons. Can be a holster, sheath, strap, hanger that holds the weapon
in an easily accessed and easily seen location. Allows a character to draw his weapon without provoking an
AoO. M Action to draw/holster the weapon.
UR 220 w Mask of Darth Nihilus Gain Force Sensitivity and Force Training feat or 2x Force training if worn by a Jedi or Sith. Half of
those powers must have [Dark Side] descriptor.
When wearer uses a Force Power or Spend a Force point gain a DSP.
If wearer uses a number of Force power equal to his CON mod in a single encounter, wearer moves -1 on CT
persistent condition (Removed only when wearer takes off the mask).
UR 41 R Repulsor boots 200 2 Footwear allows wearer to float up to 0.5m above the ground. Max speed of 2sq per round. Not an optimal
method of travel but grants +10 to Climb checks.
CR 140 w Targeting scope, 1000 1,2 Installing a scope on a rifle or pistol requires 10min and a DC 10 Mechanics check.
Enhanced low-light Functions as a standard scope in normal light. But after aiming at a target allows wielder to ignore
concealment (but not total concealment) from darkness when attacking that target.

CR 140 w Targeting scope, standard 100 0,2 Installing a scope on a rifle or pistol requires 10min and a DC 10 Mechanics check.
Reduces range by one category but must aim to gain benefit and lose if lose LOS.

Bio-Implants - Yuuzhan Vong biological modification. All are considered illegal. Body can reject implant. See L 67 for details.
L 68 X Body spikes 1400 Automatically deals 1d4 P/S dmg when grappling or being grappled.
L 68 X Cosmetic enhancements 200 Can not be rejected. No penalty on UtF checks.
L 68 X Enhanced vision 1900 Gains darkvision.
L 68 X Natural armor 7000 Gain natural armor of 1, or +1 (to Ref Def)if recipient already has natural armor.
L 68 X Natural weapon 4000 Natural weapon now does 1d6 slash dmg, considered armed.
L 68 X Poison filter 2500 +5 equipment bonus to Fort Def against poisons.
L 68 X Replacement body part 2000 Once a replacement limb or organ is attached, it performs just as well as the original limb.
Cybernetics - Replace biological matter with mechanical components. Have 0 upgrade slots (except Cybernetic Prosthesis that has 1).
Too much enhancement can give pride a strong grip on the hero, making him more susceptible to the lure of the dark side.
K 176 w Bao-Dur's cybernetic arm Energy cell must be recharged every 48h. Successful unarmed strike against a energy shield of some sort. If
SR below 15 it is disabled, if above SR 15 it lowers the shields SR by 5. Ineffective against shields
protecting Gargantuan or larger starships and vehicles.
R 149 w BioTech Borg Construct AJ-6 80000 See Borg Construct.
GW 49 w Borg Construct 80000 Provides cabled or wireless link to computers within 10m. Up to 4 Biotech knowledge cartridges or datacard
ports. Gain +2 circumstance bonus to Use Computers, Knowledges and other skills (GMs discretion). Can Issue
routine commands application of Use computers as Sw Action (F Action with Gimmick talent).
User takes -5 to all Persuasion checks and speak less frequently.
Rejection +14 , Surgery cost 70000. Restricted.

GW 49 w Borg Construct 100 INT 4 instead of the normal INT 2.


Knowledge cartridge
GW 49 w Borg Construct 500* *Per port (one is included in the Borg Construct).
Datacard/Know cart port
GW 49 w Comlink, Subcutaneous 4000 Sensor and transmitter attached to vocal and auditory organs of the host. Can use without making a sound
loud enough for others to hear.
Rejection +3 , Surgery cost 3000. Restricted.
CR 137 w Cybernetic Prosthesis 1500 Performs as well as the original limb with these exceptions. You now take full dmg from Ion dmg atks. You
not take -1 on UtF checks per prosthesis (maximum to a -5).
Can not be rejected. Surgery cost 500cr. Also in GW 49. Have 1 upgrade slot.
GW 49 w Eye, infrared sensor 300 Grants the host darkvision. Rejection +14 , Surgery cost 2250. Restricted.
GW 49 w Eye, targeting 500 Host gain +2 equipment bonus to Perception and low-light vision.
Rejection +16 , Surgery cost 3750. Military.
GW 49 w Eye, telescoping 500 Eye can zoom in on remote objects. Range penalties to Perception every 20sq instead of every 10sq as
normal. Rejection +9 , Surgery cost 3750. Restricted.
T 17 u Rhen-Orm Biocomputer Anzati implanted this biocomputer in Aurra Sings skull. Expand range of awareness and sense. When making
Survival checks to track add an equipment bonus equal to her quarry's Force points to her checks. Counts as
a Cybernetic prosthesis.
GW 50 w Sensory enhancement 800 Augmentations on nerve endings in various sensory organs. Reduce by 2 any penalty to Perception checks made
to notice a target with concealment or total concealment.
Rejection +14 , Surgery cost 3000. Restricted.
GW 50 w Skeletal reinforcement 10000 Enhances hosts skeleton with high-impact polymers. +2 equipment bonus to damage threshold.
Rejection +12 , Surgery cost 50000. Restricted.
J 64 w Subelectronic converter 23000 Computerized device that is implemented into the head. May use mind-affecting effecting Force powers on
droid despite the droids immunity. Recipient takes a -2 on Will Def in addition to the normal effect of
having a cybernetic enhancement.
GW 50 w Tremor sensor 400 Installed in feet of host, detects vibrations in the ground warning host of approaching enemies. No penalty
to Perception checks to notice targets that have concealment or total concealment provided the target moved
on its last turn.
Rejection +7 , Surgery cost 3750. Restricted.
Implants - Can only have one single implant at any time. Considered to have 1 cybernetic part (See Cybernetic Prosthesis)
If you do not have Implant Training feat take a -2 on Will Def, and if you move down CT you move one additional step down.
K 74 w Bio-stabilizer 1750 Teaches the brain to synthesize antidotes. Immune to poison.
K 74 w Cardio 4000 Sends vital chemicals to the heart and other organs. Gain +1 HP per level.
K 74 w Combat 5000 Transmits basic knowledge of a variety of weapons into the mind of its user.
Eliminates penalties to atk rolls for weapons user is not proficient with.
K 74 w Memory 2000 Augments the memory. Reroll any Knowledge check, keeping the better result.
K 75 w Nerve Reinforcement 5000 Augments the signals sent from the brain through the central nervous system, making the senses difficult to
overload through conventional means. +5 DT against stun dmg.
K 75 w Regenerative 4250 Coaxes the healing sections of the brain. Recovers x2 HP from natural healing.
K 75 w Sensory 2500 Augments the minds natural ability to process visual data. Grants a user low-light vision or Darkvision if
the character already has low-light vision.
U P G R A D E S A N D A C C E S S O R I E S
Bonuses Upgrade Installation Availability

Upgrade slots

Availability
Unless otherwise Slots Commercially Scratch-Built C = Common
noted all bonuses Bought L = Licensed
from are Equipment R = Restricted
BOOK

PAGE

Type

Cost
bonuses. 0 DC10, 10min DC 15, 1h M = Military
WEB

Type 1 DC 20, 1h DC 25, 1day (8h) I = Illegal


A = Armor 2+ DC 30, 1day (8h) DC 35, 1 week (5 days)
W = Weapon
L = Lightsabers
NAME C
U
=
=
Cybernetics
Universal COMMENTS
Universal upgrades - Can be used on a wide range of gear. Most can be applied to any type of equipment.
SV 40 w Cheater U 1 I 500 Designed to allow you to cheat at the popular gambling game Sabacc. +2 on WIS checks made to determine the
outcome of gambling games. Stealth (+Size Mod) vs Perception to conceal the cheat.
If someone beat you at sabacc by 6+ they realize you must be cheating but not know exactly how.

SV 40 X Cloaked U 1 L 750 Equipment has its energy signatures baffled, any noise muffled and its appearance camouflaged. Impose a -5 on
Perception or Use Computer checks made to detect it (-2 if item is in use). Weapons are obvious when in use, On
armor it applies when you make Deception checks to produce a deceptive appearance (making armor look like
clothing).
GI 68 X Componentization U 1/2 To disguise a piece of equipment or weapon in to other type of equipment (i.e. comlink, datapad, vibroshaver). 1
Upgrade slot breaks item into 2 component each one category smaller (FR Action to reassemble) . 2 Upgrade slots
breaks item into 4 items each 2 size categories smaller. (2 FR Actions to reassemble). Identifying a component
as part of this upgrade package requires a DC 30 Perception or DC 25 Knowledge (technology) check.

SV 40 w Droidification U 2 L 2000 Equipment turns into a fully functioning droid. Can either act like a droid with access to item or conceal
itself as normal piece of equipment (DC 25 Perception to realize its unusual). Stats as ASP Labor droid (CR 203)
with -3STR, +1DEX, -2sq movement per size smaller than medium (no score less than 1) and apply size mod.
Considered to be proficient with equipment its built out of.
Only devices can receive this upgrade, Weapons, armor, vehicles can not. If any additional droid equipment or
systems are added it becomes obvious that the device is a droid.

SV 41 X Dual Gear U 1 C 1000 One piece of equipment can be built into another as an upgrade. Can not place a larger item into a smaller item.
Normally it can not act as both pieces of equipment at once. Must pay full price for the piece of equipment
being added to the primary object. Can not share power source.
The added equipment does not have any upgrade slots.
SV 41 X Electrograpple Handle U 1 L 1000 Often used on a weapon to throw down and "prove" he is disarmed only to retrieve it when trouble starts.
Magnetized section of equipment designed to fly toward a specially attuned grapple gauntlet (included in price).
May retrieve item as a M Action within 6sq, if hilt or strapped down it grants +5 bonus on opposed STR check or
Break DC.
SV 41 X Environmental Sealing U 1 C 400 Equipment works normally in vacuum, underwater, packed in sand or in a snowstorm. Does not take dmg from
corrosive or toxic atmospheres, extreme temperatures, normal fires or radiation.
SV 41 X Extra power source* U 1 C 200 Any equipment that runs on Energy cells or Power packs now have two such power sources doubling the duration the
device will function. Can be taken multiple times.
SV 41 X Memory Upgrade U 1 C 4000 Any device with INT score (not droid) can have this upgrade. Device gain +2 INT and x2 storage capacity. Unless
noted, unmodified items hold a number of memory units equal to 5xINT (each memory units holds the same amount of
data as a recording unit). 10 memory units are enough to hold coordinates for a single hyperspace jump.

SV 41 X Memory upgrade, Advanced U 2 C 16000 Any device with INT score (not droid) can have this upgrade. Device gain +4 INT and x5 storage capacity.

SV 41 X Miniaturized U 1 C 500 Equipment weights half as much and is one size smaller. If melee weapon dmg dice is reduced by one step (d6s
becomes d4s, d4s becomes d3s and so on).
SV 41 X Recognition System U 1 C 200 Can identify its owner and will not function for anyone else. Fooling it takes 1min and a DC 30 Use Computer
check. Owner can deactivate this function as a F Action. Optionally it can have a code phrase that allows anyone
to deactivate it.
SV 41 X Remote Activation U 0 C 100 Allows a piece of equipment to be activated with a signal from a comlink or similar comm device. i.e. set a
droid to activate, fusion lantern to flare to life, computer to start running a program, holoprojector to begin
a recorded projection. Sw Action to activate which includes entering a command code (allowing comlink to
activate multiple pieces of remote gear) Range is determined by the comm device used. A character aware of a
piece of remotely activated gear can find the necessary frequency and activation code with a DC 30 Use Computer
check.
SV 41 X Secret Compartment U 1 C 600 As Storage capacity upgrade except that it can hold a single item one size smaller than the equipment itself in
a secret compartment. DC 30 Perception check to notice (DC 25 Perception check to find it with a close, hands-on
examination.
SV 42 X Silverplate U 1 C 2500 Chroming process that adds a layer of tough composite material on surface of any piece of gear. Gear gain +2 DR
to the item itself.
SV 42 X Spring Loaded U 1 C 300 Any equipment that can be held and used in one hand can be spring-loaded. Sw Action to Ready item. 1/turn, If
you have the Quick Draw feat, you may draw the item as a F Action.
SV 42 X Storage Capacity U 0 C 100 Allow gear to carry smaller gear within or on it in a obvious compartment. Can hold multiple items atleast one
size smaller that gear itself and the total weight must be less than equipments weight with the upgrade.

Cybernetic upgrades - All cybernetics have 0 upgrade slots (except Cybernetic Prosthesis that has 1).
GW 50 Ion Shielding C 1 1000 Host is not treated as being cyberneticly enhanced for the purposes of taking ion dmg. If even one cybernetic
enhancement does not have this shielding, the host gain no benefit.
Weapon upgrades - Designed specifically for weapons.
SV 42 X Bayonet Ring W 0 C +100% Added on a melee weapon of small or lesser size. Can be mounted on a chosen ranged weapon of atleast Medium size
of that can not require a tripod or other mount for normal operations. While mounted new weapons size is Large.
weapon Increase dmg of melee weapon by one die step (d2 to d3) but weapon group and dmg type stay the same.
cost You now threaten sq within reach as normal with a melee weapon.
M Action to mount/remove.

K 75 w Beam Splitter W 2 1200 Pistols, Rifles, Heavy weapons, Exotic ranged weapons that deals energy dmg: Increasing the size of the bolt
fires. 1/Encounter, Can when using the Power Blast feat it will deal +2 dmg for every 1 point subtracted from
the atk bonus.
SV 43 X Bipod W 0 C 100 Two-legged stand that steadies barrel of a rifle or heavy weapon when aiming or using autofire. Preparing for
use is a M Action (if you move you have to prepare it again) when either prone or adjacent to low objects that
are between you and your target. Counts as a mount for any weapon that require it for other weapons makes aiming
easier. If already aimed or atk a particular target, each subsequent aim action requires only a single Sw Action
(1/round F Action with Sniping Master talent) Loose benefit if you atk or aim at any other target.
Increase weight by 20% of weapons weight.

SV 43 X Double Trigger W 0 C 800 One trigger is a safety and the other is a hair-trigger that fires when the slightest pressure is applied to it.
With Careful Shot feat gain +2 bonus on atk rolls if aim first (instead of the normal +1).

K 75 w Durasteel Bonding W 1 2000 Simple, Advanced, Exotic melee weapon that deals slashing dmg: Coats weapon with a thin layer of durasteel,
increases its own DR by 5 and add one die in dmg on a critical hit (dmg added after dmg is multiplied for the
critical hit).
K 75 w Enhanced Energy Projector W 1 3000 Advanced or exotic melee weapon that requires a power pack: Smoothes the flow of the power making it less likely
to produce unpredictable results. 1/Encounter, wielder may reroll a natural 1 on any atk roll, must keep second
result.
K 75 w Hair Trigger W 1 1200 Pistols, Rifles, Heavy weapons, Exotic ranged weapons that use a trigger mechanism to fire: Makes it easier to
fire several shots by reducing the amount of pressure that must be placed on the trigger. 1/Encounter, wielder
that use the Rapid Shot feat to modify an atk roll may reroll the dmg from the atk, keeping the better result.

K 75 w Improved Energy Cell W 2 4000 Pistols, Rifles, Heavy weapons, Exotic ranged weapons that require a power pack: Increases the efficiency of the
energy flow between a power pack and the firing mechanism. Doubles the number of short it can fire on a single
power pack. Additionally if the weapon has the increased weapon dmg modification (Tech Specialist feat) it gains
+3 to dmg.
SV 43 w Ion Charger W 1 L 3000 Encases a melee weapon in a light ion field that flares to full strength anytime the weapon strikes something.
In addition to normal dmg weapon deals 2d6 of Ion dmg. (additional dmg from i.e. Rapid Strike does not increase
this Ion dmg only the normal dmg).
SV 43 X Missile Load W 1 M 250 Convert a grenade (Frag, Ion, Stun grenades and energy balls) into a missile that can be fired from a missile
launcher. Dmg dice of the original grenade is increased by 50%.
SV 43 w Neutronium Reinforcement W 1 M 3000 Heavy neutron-rich metallic alloy used to harden and sharpen the striking or cutting surface of a melee weapon
(not lightsaber) Weapon gains +5 DR (max 15), +10HP, +100% weight and if slashing or piercing melee weapon the
critical range is 19-20.
SV 43 X Overload Switch W 1 M 500 Allows any energy weapon to build a feedback loop that causes it to explode. Sw Action to activate, becomes an
improvised throwing weapon (-5 on atk roll) with a 2sq burst radius (Area attack) that does double dmg but is
destroyed. A weapon whose size is 2 or more steps larger than your size can not be thrown, and will instead
detonate at the end of your turn. Can not be added to energy balls, grenades, thermal detonators, or other
normally explosive devices.
SV 43 X Pulse Charger W 1 M 2000 Can be applied to any blaster weapon. Forces more power into the blast chamber producing a more powerful shot at
the expense of lost accuracy. -1 on atk rolls with weapon. +1 point of dmg per die. Draws twice as many shots
from the power pack.
SV 43 w Rangefinder W 1 L 200 Can be applied to any ranged weapon. Such a weapon takes no penalty when used to atk a target at short range.
Does not stack with targeting scope (except on Medium or Long range).
SV 44 X Rapid Recycler W 1 M 500 Adds an Autofire mode on a blaster weapon that normally fires only in single mode.
This upgrade can not be added to weapons that has a burst radius or splash radius or weapons that specifically
prohibit it.
SV 44 X Retractable Stock W 0/1 C 100 Any pistol (1 slot) or rifle (0 slots) can have a retractable stock added. Extending or folding stock is a M
Action.
Folded: Treat as pistol for purposes of proficiency and range. Can not brace.
Extended: Treat as rifle for purposes of proficiency and range. take a -5 penalty on atk rolls with weapon if
you use it in one hand (regardless of size).
SV 44 w Slinker W 1 L 1000 Can be applied to only slugthrowers and missile weapons. Weapon can no longer fire normal ammo only slinkers
(twice the normal price) Slinkers are equipped with sensors and battle computers, and programmed to fly around
obstacles or even around corners. If fired at target in cover target does not gain the normal +5 cover bonus to
Ref Def. If fire against target in total cover (around corner), attacker selects a specific target sq outside
his LOS and makes an atk with a +0 bonus against anything in that sq (Effective with area atks). Path from the
attackers to the targets sq can not have more than a single turn (max 90 degrees).

SV 44 X Sniper Switch W 0 L 500 Adds an Single firing mode on a autofire-only weapon. However, weapon is no longer a autofire-only weapon so it
no longer has reduces autofire penalties when braced (CR 156).
CR 140 Targeting Scope, Low-light W 0 C 1000 As a standard targeting scope in normal light. However, after aiming at a target, it allows the wielder to
w
ignore concealment (but not total concealment) from darkness when attacking target.
CR 140 Targeting Scope, Standard W 0 C 100 While aiming it reduces the range by one range category. Loose benefit if you change targets or lose LOS to your
w
target. (Aim, CR 154).
K 76 w Tremor Cell W 1 1000 Advanced or exotic melee weapon of max Medium size that requires a power pack : Allowing wielder to subdue
rather than kill an opponent by dazing it. Gain a stun setting on the weapon.

Armor Upgrades - Designed specifically for personal armors.


SV 44 X Aquatic Adaptation A 1 C 500 Seals armor against pressure of deep ocean travel, filter breathable air out of water indefinitely. Installs
fins and small jets to allow swift and easy motion. Gain swim speed of 1/2 of your armored walking speed.
Additionally you can reroll a failed Swim check (keeping better) and take 10 on Swim checks even when rushed or
threatened.
K 75 w Armor Reinforcement A 1 3000 DR2 vs. piercing damage.
SV 45 w Armorplast A 0 C 900 Upgrades armor with a high-strength armorplast or a similar lightweight, high-cost material.
Reduces the weight of the armor by 50%.
SV 45 X Climbing Claws A 1 C 200 Install retractable spikes into arms and legs of the armor.
Gain climb speed of 1/2 of your armored walking speed. Additionally you can reroll a failed Climb check (keeping
better) and take 10 on Climb checks even when rushed or threatened.
Can be used to fight with. Counts as being two sizes smaller than the wearer and deal slashing dmg equal to the
base claw dmg for a beast of that size (Medium character would have Tiny claws that deal 1d4 Slash dmg).

SV 45 X Diagnostics System A 1 C 500 Series of sensors and simple computers that monitor both the armor and wearer. Anyone making a Mechanics check
on armor or a Treat Injury on wearer gain +2.
SV 45 X Environmental Systems, A 1 C 600 Makes you immune to the effects of extreme cold.
Cold-weather
SV 45 X Environmental Systems, A 1 C 600 Makes you immune to the effects of extreme heat.
Warm-weather
SV 46 w Gyro A 1 C 250 Helps to keep armor upright and stable. Gain +5 stability bonus on checks and all defenses to resist attempts to
knock you prone.
CR 140 X Helmet Package A 0 C 4000 Gain +2 on Perception checks, Low-light vision and a hands-free comlink.
SV 46 w Holoshroud A 1 R 5000 Rare. Places small holographic projectors at key points around the armor. Moves as armor moves, making the
illusion of a different appearance difficult to penetrate. Can store a single image, which must be of the same
basic size and shape as the armor (DC 20 Use Computer check and 1h to change).
+10 on Stealth checks to conceal items (underneath the image) and on any Deception checks made to create a
deceptive appearance, however any observer that uses a FR action to search the wearer (or species with scent
trait or using a sensor pack) gains a +10 circumstance bonus on the opposed Perception check. Sw Action to
activate/deactivate.
Powered by a Power pack that has enough power for 20 rounds of use.

SV 46 X Integrated Equipment, 1 A 1 C 200 Can attach one piece of equipment to the armor. Must be 3 or more sizes smaller than the armor itself, or a
weapon up to Small size. Equipment is constantly ready for use and does not need to be drawn or prepared before
being used. Swapping out equipment takes 10min and a DC 10 Mechanics check. Equipment to be attached is not
included in the price for this upgrade.
SV 46 X Integrated Equipment, 2 A 1 C 500 As Integrated equipment, 1 but for 2 pieces of equipment.
SV 46 X Integrated Equipment, 5 A 1 C 1000 As Integrated equipment, 1 but for 5 pieces of equipment.
SV 46 X Integrated Equipment, 10 A 2 C 2000 As Integrated equipment, 1 but for 10 pieces of equipment.
SV 46 X Internal Generator* A 1 C 1000 Miniaturized version of a portable fusion generator (CR 138). Sw Action to activate/deactivate.
Can provide continuous power for 10 different upgrades, integrated equipment that have a negligible power
requirements (anything without a listed duration). For devices with a specific power requirements, it can store
4 units of energy (each equivalent of an EC, PP or 20 rounds of power from a portable fusion reactor),
automatically recharges one unit every hour. If it supply power to anything other than negligible power items it
sends out an energy signature, any character attempting to detect wearer with a sensor pack or vehicle sensors
gain +5 circumstance bonus on Perception or Use Computer checks.
*Can be taken multiple times if more energy is needed, but each internal generator adds 10kg to the weight of
the armor.

SV 46 X Jump Servos A 1 C 100 Repulsorlift-aided system that assists in making long jumps. Treat all jumps as running jumps.
Additionally you can reroll a failed Jump check (keeping better) and take 10 on Jump checks even when rushed or
threatened.
K 76 w Mesh Underlay A 2 2500 Helps channel certain types of energy away from the wearers body. +5 to DT vs. Stun dmg.
SV 46 X Powered Exoskeleton A 2 L 4000 Enhances the physical strength of the wearer. Sw Action to activate/deactivate. Operates for 20 rounds on a
energy cell. When activated it gives wearer +2 to Strength. Adds +5kg on weight.
SV 46 X Radiation Shielding A 1 C 400 Only Medium and Heavy armor: Grants +10 on Fort Def against radiation atks, and reduces dmg by a successful
radiation atk by 5 points.
When you should move -1CT persistent as a result of radiation dmg you can make a DC 20 Endurance check to negate
the persistent condition, You can make this check only the first time you move down CT due to a particular
radiation hazard. Add +10kg on weight.
SV 47 w Rangefinder, Armor A 1 L 500 As the weapon rangefinder upgrade but it applies only to ranged atks made by weapons built into the armor on a
weapon mount.
SV 47 X Ready Harness A 1 C 500 Adds a series of hooks, straps and clips distributed around the armor, designed to make equipment easily
accessible and to settle weight better. Can hold up to 2 Small pieces of equipment (Large Weapons), 5 Tiny
pieces of equipment (Medium Weapons), 10 Diminutive pieces of equipment (Small Weapons). Weight of the equipment
is halved for purposed of determining your encumbrance. Items can be retrieved or replaced as a M Action.

SV 47 w Repulsorlift A 1 C 1000 Takes the same kind of hover repulsorlifts used by droids and modifies them to allow the armor to float up to 1m
off the ground. Sw Action to activate/deactivate.
While operating wearer ignores the effects of difficult terrain and takes half dmg from falls.
Can operate for 10 rounds on a single Energy Cell.
SV 47 X Shadowskin A 1 R 5000 Coats armor in a matt black finish of light- and sensor-absorbing material (and sound dampener) turning it into
a stealth suit. Grants +5 on all Stealth checks made by the wearer.
SV 47 X Shadowskin, Reflec A 1 M 20000 Advanced version using the material Reflect, developed by the Grand Army of the Republic.
Grants +10 on all Stealth checks made by the wearer.
SV 47 X Shield Generator, SR 5 A 2 R 5000 Only Medium and Heavy armor: Grants wearer SR 5. Can use the recharge shield action.
Activate/deactivate as a Sw Action. Can operate for 10rounds on a Energy Cell.
SV 47 X Shield Generator, SR 10 A 3 M 10000 Only Heavy armor of atleast Medium size: Grants wearer SR 10. Can use the recharge shield action.
Activate/deactivate as a Sw Action. Can operate for 10rounds on a Energy Cell.

SV 47 X Shockweb A 1 M 6000 A powerful electrified stun field that can encase the entire surface of the armor.
When active any time you are the target of a successful melee, grab or grapple atk the attacker takes 1d6
electrical dmg and 2d6 electrical stun dmg.
Sw Action to activate/deactivate. Can operate for 20min on a Energy cell, Each time an attacker is dmg in this
way it discharges 1min of duration off its energy cell.
SV 47 X Vacuum Seals A 0 C 2000 Includes airtight gaskets around all joints and simple life support that allows wearer to survive for 10h in
vacuum or any other hostile environments. Adds +2kg on weight.
SV 47 X Vacuum Seals, Advanced A 1 C 5000 Medium or Heavy armor: As Vacuum seals except 24h life support and adds +10kg on weight.
SV 47 X Weapon Mount A 1 R 1000 Light armor gain 2, Medium 3, Heavy 4 dedicated weapon mounts. 2-handed weapons cost 2 mounts, 1-handed cost 1
mount and light weapons cost 1/2 mount.
Must be proficient with both weapon and armor to be considered proficient with a weapon mount.
This upgrade does not include the cost for the weapon to be mounted, such weapon is designed only for mount use
and can not be fired hand-held.
Takes 10min and a DC 10 Mechanics check to change weapons in a mount. Mounted weapon can not be disarmed and
does not need to be drawn to be used. They are obvious unless weapon mount is concealed (x3 upgrade cost) then
it takes a DC25 Perception check to notice weapon not in use.
Lightsaber accessories - When a lightsaber is created crafter can add one to apply to his lightsaber at no additional cost in time or credits.
With Tech Specialist feat may add one more which counts toward the weapons one modification limit.
J 60 w Beckon Call L 0 Small comm device that links up with a slave circuit on a starship. When activated autopilot summons the shop to
the nearest safe spot close to the wielder. Functions only when connected to a starship with a slave circuit.

J 60 X Blade Lock L 0 Used by wielders who frequently throw the lightsaber. Sw Action to lock blade so it wont turn off. Sw Action to
unlock, Meaning 2 Sw Actions to deactivate a locked blade.
J 60 X Concealed Compartment L 0 Capable of holding a single object of Fine size.
J 60 X Electrum Detail L 0 Cosmetic accessory generally allowed only to high-ranking Jedi members. Decorates lightsaber handle with the
rare metal electrum, giving it a distinctive gold color. Grants favorable circumstances on Persuasion if target
if familiar with the electrum detail tradition.
J 60 X Fiber Cord L 0 This small cord of metal fibers attaches to the hilt of the lightsaber.
When disarmed the disarming character can not catch the weapon (or call it to his hand). Weapon is still
considered "dropped" and wielder must spend an action to pick it up, though it hangs in the cord until the
wielder does so.
J 60 X Force-Activated L 0 Removes the activation button from the exterior. Sw Action and a DC 5 UtF check to activate (can be done as part
of the draw weapon action) If check fails it does not activate.
J 60 X Interlocking Hilt L 0 Usually applied to pairs of lightsabers. Small interlocking mechanism to the base. Sw Action to lock the hilts
together turning the weapon into a double weapon (considered to be one size category larger than the largest of
the two weapons).
J 60 X Pressure Grip L 0 One of the most popular accessories. It senses when the wielders hand no longer grips it deactivating the
lightsaber immediately when dropped or disarmed.
J 60 X Trapped Grip L 0 Requires the wielder to performs some F Action (usually pressing down on a hidden sensor, twisting a knob)
before activating the lightsaber safely. If this is not done before being activated wielder takes 1d6 energy dmg
again and again at the start of his turn until the trap is deactivated. DC 20 Perception check can reveal the
trap mechanism and the disarming action.
J 60 X Waterproof Casing L 0 Favored by aquatic lightsaber-users. Allows it to function normally underwater. Submerged in water without this
mod it shorts out and must be repaired (takes 1 min) before it will activate.
L I G H T S A B E R C R Y S T A L S
Type Availability

Availability
Blade Color
C = Crystal C = Common

Build DC
G = Gem R = Rare
I = Ingot ER = Extremely
BOOK
PAGE

Type
WEB S = Shard Rare

CRYSTAL P = Pearl U = Unique

NAME EFFECT (OFTEN ONLY WHEN ATTUNED)


J 59 w Ankarres Blue +5 UIf you have 0 DSP. Gain +5 Force bonus on Treat Injury or UtF checks made to activate the Vital Transfer force
Sapphire power.
J 59 w Barab I varies +5 ER Barab I. Lightsaber now deals Fire dmg (instead of energy and slashing). Any target that takes dmg from the
weapon also catches on fire (CR 255).
J 57 w Bondar C varies - R Lightsaber deals stun damage only, usually used on Training lightsabers. Also in K66.
J 56 w Compressed C Red or varies +5 R Synthetic. Target of your atk takes a -2 to negate atk with Block talent.
J 57 w Corusca G varies - R Yavin. +1 die of dmg against targets with DR.
K 66 w Daminia C varies - R Gain +2 Force bonus on dmg rolls.
J 59 w Dantari C varies - ER Dantooine. If rolling a Nat 19 on UtF checks made to activate a force power you regain all your spent [Light
side] powers (if DSS of 0) or all your spend [Dark Side] powers (if DSS of 1+).

J 57 w Dragite C varies +5 R Deal +1 die of sonic dmg on critical hit (after multiplier).
J 58 w Durindfire C Silver - R Tatooine. Emits a glow comparable to a fusion lantern, illuminating the area brightly.
K 66 w Eralam C varies - R 1/Encounter, Reroll one dmg roll and keep better result.
J 58 w Firkraan C varies - R Lightsaber deals Ion damage only. Also in K66.
J 59 w Heart of the Orange +10 U Gain +2 Force bonus on atk rolls against targets that are also currently wielding an active lightsaber.
Guardian
J 58 w Hurikane C Blue or violet +5 R Hurikane. Gain +2 Force bonus on atk rolls against targets with armor bonus to Ref Def.
J 56 w Ilum C Blue or green - R Ilum. Grants wielder +1 bonus on atk rolls.
J 58 w Jenraux C varies - R Gain +2 Force bonus on UtF checks made with Block talent. Also in K66.
J 59 w Kaiburr S Crimson +5 U If you spend a Force Point to add to an atk roll with your lightsaber, increase the die type by 1.
Crystal
J 58 w Kasha C varies - R Cerea. +2 Force bonus to Will Def.
J 56 w Kathracite C varies -5 C Adegan. Reduce dmg die step by 1 (d8s = d6s, 2d4 = 1d6). Grants wielder +1 bonus on atk rolls.

J 59 w Krayt dragon P varies +10 ER Tatooine. Gain +3 Force bonus on dmg rolls.
J 59 w Lambent C varies +10 ER Yuuzhan Vong biotechnology. Ignore penalties when using Sense Force and Sense Surroundings application of the
UtF skill to sense Yuuzhan Vong.
K 66 w Luxum C varies - R Lightsaber deals Ion damage only.
J 59 w Mantle of Cyan +10 U Gain +2 Force bonus on UtF checks to activate Force powers that have you as the sole target.
the Force
J 56 w Mephite C varies - Adegan. Grants wielder +1 bonus on atk rolls.
K 66 w Nextor C varies - R Gain +2 Force bonus on dmg rolls.
J 58 w Opila C varies - R Deal +1 die dmg on critical hit (after multiplier). Also in K66.
J 58 w Phond C varies - R Deal +1 die dmg against shields (targets with SR). Also in K66.
J 56 w Pontite C Blue or green +5 R Adegan. Take no penalty on Persuasion checks to change attitude of unfriendly or indifferent creatures within
6 squares.
J 58 w Rubat C varies - R 1/Encounter, Reroll one dmg roll and keep better result. Also in K66.
K 66 w Sapith C varies - R Gain +2 Force bonus on dmg rolls.
J 58 w Sigil C varies - R Gain +2 Force bonus on dmg rolls. Also in K66.
J 58 w Solari C varies - R Gain +2 Force bonus on UtF checks made with Deflect talent.
J 57 w Standard C Red or varies - R Synthetic. Grants wielder +1 bonus on atk rolls.
Synthetic
J 57 w Unstable C Red or varies +5 R Synthetic. Blade crackle with energy at erratic intervals. +1 die dmg on critical hit (after multiplier). On a
Natural 1, lightsaber deactivated and can not be activated until after end of your next turn.

K 66 w Upari C varies - R 1/Encounter, Reroll one dmg roll and keep better result.
BOOK
S E R V I C E S
PAGE

SERVICE TYPE COST COMMENTS


S 12 Astrogation Data (Imperial) Space Ministry 150 Download Space ministry data from Holo Net (prior to Clone Wars) or from
spaceport control (Any Era) Requirements: Captain's Accredited License, Ship's
Operating License.
Outer rim (less than 1 month), Other regions (less than 1 week), Major
hyperlanes or routes within same sector (less than 1 day).
No data for Deep Core, Unknown Regions, Wild Space, Classified installations
and any planet without a certified spaceport.
S 12 Astrogation Data (Imperial) Space Ministry, bribe 300 For those who operate outside the law. DC 10 Gather Information check.
S 13 Astrogation Data Hyperspace Navigator's Guild 500 For Astrogation data (less than 1 week old). Also Wild Space (less than 1
month old), Deep Core (less than 1 month old) and Unknown Regions (Less than 1
year).
T 97 Bothan Spynet x350 DC25 Gather information check to locate a hidden individual to find a member.
350cr per +1 on Gather Information check, (i.e. +20 costs 7000cr), counts as
bribe money.
Can be information about almost anything in the galaxy.
SV 95 Chop Shop Illegal Modifications see Can work as a Black market for the purposes of buying illegal items and to
comments perform the installation. 2000cr x number of Mechanic Checks required to
install x Hours of work needed. (Mechanics skill +16).

SV 95 Chop Shop Simple Repairs see HP needed to be repaired x 100cr. Time: 4HP/hour/worker. If more than one
comments worker is hired add +50cr per HP per additional worker.
Workers in a Chop chop does not care if the ship has any visible illegal
modifications unlike a legitimate docking bay.
CR 141 Dining Budget (per meal) 2
CR 141 Dining Average (per meal) 10
CR 141 Dining Upscale (per meal) 50
CR 141 Dining Luxurious (per meal) 150
L 56 Drugs Death Sticks Narcotic designed to allow user to focus in combat and to suppress the Force.

SV 93 Drugs Glitterstim Narcotic designed to give Telepathic properties.


SV 93 Drugs Tempest Narcotic designed to move user in to a Rage.
S 10 Loan Legitimate Financing 2%/month Need to pay 20% down payment of starships cost.
for 5y
S 10 Loan Loan Sharks & Gangsters 10%/month Missed payments can result in interest rates so high that the loan can never
for 3y be repaid and thugs being sent to rough up the loaner.
CR 141 Lodging Budget (per day) 20
CR 141 Lodging Average (per day) 50
CR 141 Lodging Upscale (per day) 100
CR 141 Lodging Luxurious (per day) 200
CR 141 Medical Care Bacta tank treatment (per hour) 300
CR 141 Medical Care Long-term care (per day) 300
CR 141 Medical Care Medpac Treatment 300
CR 141 Medical Care Surgery (per hour) 500
CR 141 Medical Care Treat Disease (per day) 500
CR 141 Medical Care Treat Poison (per hour) 100
CR 141 Medical Care Treat Radiation (per day) 1000
S 10 Permits & Licenses Arms Load-Out Permit spec Registers the ships weapons. Cost: By weapon availability (CR 118)
Requirements: Captain's Accredited License, Ship's Operating License,
Knowledge (bureaucracy) (DC varies by weapon availability) check. Time: By
weapon availability.
S 10 Permits & Licenses Captain's Accredited License 200 Certifies that the captain is capable of piloting and operating the starship.
Requirements: DC 15 Pilot check and 10years of starship experience (experience
requirement can be waived for 300cr). Time: 1 day.

S 10 Permits & Licenses Ship's Operating License 1000 Tracks ships make, manufacturer, port of origin, transponder codes and owner.
Requirements: Captain's Accredited License, Must pass inspection (all systems
functioning, no escape pods missing, no illegal mods, functioning transponder
code), DC 10 Knowledge (bureaucracy) check. Time: 1 day.

S 12 Spacers' Information Manual Star travel essentials 25 Available to all pilots when renewing their certification. 5,947- datapage
compilation of the latest laws, regulations, addenda and other red tape.

S 14 Starship Maintenance Docking Fees 20/day Vary a lot from planet to planet, price in an average spaceport.
S 14 Starship Maintenance Long-term storage 200/month Requires about eight hours to get ship out and ready for flight.
SV 138 Starship Maintenance Maintenance (Standard) see Point Nadir. 100cr (Large), 200cr (Huge), 400cr (Gargantuan), 800cr
comments (Colossal), 1600cr (Colossal [frigate]).
SV 97 Starship Maintenance Mechanic Availability, Poor 300 No mechanic available. Roll D20 for routine maintenance (if 1-10 supplies is
unavailable). x100 per step above Colossal.
SV 97 Starship Maintenance Mechanic Availability, Average 200 Mechanic (Non-Heroic 3) is available to perform routine maintenance. x100 per
size step above Colossal.
SV 97 Starship Maintenance Mechanic Availability, Good 300 Mechanic (Non-Heroic 3) is available to perform routine maintenance, make
repairs, install or modify systems.
x100 per size step above Colossal.
SV 97 Starship Maintenance Mechanic Availability, Superior 400 Mechanic (Non-Heroic 4) is available to perform routine maintenance, make
repairs, install or modify systems.
x100 per size step above Colossal.
SV 97 Starship Maintenance Mechanic Availability, Excellent 500 Mechanic (Non-Heroic 5) is available to perform routine maintenance, make
repairs, install or modify systems.
x100 per size step above Colossal.
SV 138 Starship Maintenance Mooring (Central Cove) see Point Nadir. 300cr/day (Large), 600cr/day (Huge),
comments 900cr/day (Gargantuan), 1200cr/day (Colossal),
1500cr/day (Colossal [frigate]).
SV 138 Starship Maintenance Mooring (Jackrab Hole Tethers) see Point Nadir. 100cr/day (Large, Huge), 200cr/day (Gargantuan).
comments
SV 138 Starship Maintenance Mooring (The Slips, includes see Point Nadir. 500cr/day (Large), 1000cr/day (Huge),
maintenance) comments 1500cr/day (Gargantuan), 2000cr/day (Colossal),
2500cr/day (Colossal [frigate]).
SV 138 Starship Maintenance Mooring (The Tethers) see Point Nadir. 200cr/day (Large), 400cr/day (Huge), 600cr/day (Gargantuan),
comments 800cr/day (Colossal).
SV 94 Starship Maintenance Parts availability, poor 1000* *Cost limit, see book for details.
SV 94 Starship Maintenance Parts availability, average 2000* *Cost limit, see book for details.
SV 94 Starship Maintenance Parts availability, good 5000* *Cost limit, see book for details.
SV 94 Starship Maintenance Parts availability, superior 10000* *Cost limit, see book for details.
SV 94 Starship Maintenance Parts availability, excellent 20000* *Cost limit, see book for details.
SV 94 Starship Maintenance Parts availability, universal None See book for details.
S 14 Starship Maintenance Refueling 50/unit 1 unit is 1kg of fuel (1 day of flight in real space or hyperspace, 1 hour of
flight in atmosphere or combat, or a single jump to lightspeed) costs 50cr
(x100 per size category above Colossal). Ship has fuel units equal to the
number of days of consumables.

SV 97 Starship Maintenance Refueling Facilities, Poor 75/unit Roll D20 (if 1-10 fuel is unavailable). x100 per step above Colossal.
SV 97 Starship Maintenance Refueling Facilities, Average 50/unit Roll D20 (if 1-2 fuel is unavailable). x100 per step above Colossal.
SV 97 Starship Maintenance Refueling Facilities, Good 50-60/unit In addition to normal fuel good fuel is available (60cr). (lowers routine
maintenance by 10%). x100 per step above Colossal.
SV 97 Starship Maintenance Refueling Facilities, Superior 50-80/unit In addition to normal and good fuel, superior fuel is available (80cr)
(lowers routine maintenance by 20%).
x100 per step above Colossal.
SV 97 Starship Maintenance Refueling Facilities, Excellent 50-100/unit In addition to normal, good and superior fuel, excellent fuel is available
(100cr) (lowers routine maintenance by 30%).
x100 per step above Colossal.
S 14 Starship Maintenance Restocking see Cost: 10cr x Creatures on board x days of operation.
comments
SV 97 Starship Maintenance Restocking Facilities, Poor 15/day Per living creature. Roll D20 (if 1-10 consumables is unavailable).

SV 97 Starship Maintenance Restocking Facilities, Average 10/day Per living creature. Roll D20 (if 1-2 consumables is unavailable).
SV 97 Starship Maintenance Restocking Facilities, Good 10-20/day Per living creature. In addition to normal consumables, good consumables
(20cr) are available (Improves HP recovery of natural healing by 10%, minimum
+1HP/day).
SV 97 Starship Maintenance Restocking Facilities, Superior 10-50/day Per living creature. In addition to normal and good, superior consumables
(50cr) are available (Improves HP recovery of natural healing by 20%, minimum
+1HP/day).
SV 97 Starship Maintenance Restocking Facilities, Excellent 10-100/day Per living creature. In addition to normal, good and superior consumables,
excellent consumables (100cr) are available (Improves HP recovery of natural
healing by 50%, minimum +1HP/day).
S 14 Starship Maintenance Routine Maintenance see After 20 hyperspace jumps, ship needs to undergo maintenance, includes check
comments of essential ship systems (including backup hyperdrive and escape pods),
replacing coolant and other ship fluids, scrubbing of air filters and
recycling systems. Cost: Equal to 4 days of fuel. If ship does not undergo
maintenance, roll twice when checking for system dmg.

SV 138 Starship Maintenance Ship Replenishment Point Nadir. 300cr (Large), 500cr (Huge), 700cr (Gargantuan), 1000cr
(Colossal), 2000cr (Colossal [frigate]).
CR 141 Transportation Taxi, local 10
CR 141 Transportation Passage, steerage (Up to 5 days) 500
CR 141 Transportation Passage, average (Up to 5 days) 1000
CR 141 Transportation Passage, upscale (Up to 5 days) 2000
CR 141 Transportation Passage, luxurious (Up to 5 days) 5000
CR 141 Transportation Chartered Space Transport 10000
(Up to 5 days)
CR 141 Upkeep Self-sufficient (Per month) 100
CR 141 Upkeep Impoverished (Per month) 200
CR 141 Upkeep Struggling (Per month) 500
CR 141 Upkeep Average (Per month) 1000
CR 141 Upkeep Comfortable (Per month) 2000
CR 141 Upkeep Wealthy (Per month) 5000
CR 141 Upkeep Luxurious (Per month) 10000
SV 138 Vehicle Rental Skiff 500/day Point Nadir.
CR 141 Vehicle Rental per day Speeder bike (Per day) 20
CR 141 Vehicle Rental per day Landspeeder, average (Per day) 50
CR 141 Vehicle Rental per day Landspeeder, luxury (Per day) 100
CR 141 Vehicle Rental per day Airspeeder (Per day) 500
CR 141 Vehicle Rental per day Shuttle, interplanetary (Per day) 1000
CR 141 Vehicle Rental per day Shuttle, interstellar (Per day) 2000
S T A R S H I P S Y S T E M S
Availability Type Size Restriction Base Cost and Cost Size Modifier

Empl. Points
Availability
SYSTEM TYPE H = Huge

Restriction

Base Cost ?
C = Common W = Weapon Systems If Base cost is Yes apply these size
L = Licensed D = Defense Systems G = Gargantuan modifierers to the price.
C = Colossal

Damage
R = Restricted M = Movement Systems
BOOK

PAGE

Size

Cost
M = Military A = Starship Accessories CC = Colossal (cruiser) Huge = x1
I = Illegal CF = Colossal (frigate) Gargantuan = x2
- = Size or smaller Colossal = x5
+ = Size or larger Colossal (frigate) = x50

SYSTEM NAME BENEFIT


Colossal (cruiser) = x500
Colossal (station) = x5000

Movement Systems - Falls into 3 basic categories - Character scale, Starship scale and hyperspace.
S 40 M Atmospheric thruster 2 C C- 2000 Yes Increase speed in atmosphere (character scale only) Speed +10% rounding down to the
nearest sq of speed and 10km/h.
S 40 M Atmospheric thruster, advanced 5 C G- 5000 Yes As Atmospheric thruster but +25% speed.
S 40 M Combat thruster 1 C C 2000 Yes Treated as one size category smaller for the purpose of being targeted by capital
ship weapons (-20 to hit) and dogfighting (can engage and be engaged). Does not
change Size mod to Ref Def.
S 42 M Hyperdrive Ring 0 C G- x1 No Not nonstandard for Starfighters. S Action and DC 10 Pilot check to dock/disconnect,
if fail by 10+ a collision occurs destroying the hyperspace rings. If docked and
vehicle takes dmg above DT rings are destroyed. Can not enter atmosphere so must
leave rings in orbit.
Starfighter takes -4 to its DEX while attached to rings.
S 41 M Hyperdrive Sled 0 C G- x5 No Not nonstandard for Starfighters. 1h work and DC 15 Mechanics check.
Starfighter takes -2 to its DEX while attached to a sled.
S 40 M Hyperdrive, class .75 4 M CC- 5000 Yes
S 40 M Hyperdrive, class 1 3 L CC- 3000 Yes Considered pinnacle of stable hyperdrives from Clone Wars forward.
S 40 M Hyperdrive, class 1.5 3 L CC- 2500 Yes
S 40 M Hyperdrive, class 2 3 C 2000 Yes State of the art during most of the Raise of the Empire Era.
S 40 M Hyperdrive, class 3 2 C 1500 Yes State of the art during most of the Raise of the Empire Era.
S 40 M Hyperdrive, class 4 2 C 1000 Yes Normally either old technology or aftermarket retrofit crammed into a vessel not
designed to support a hyperdrive.
S 40 M Hyperdrive, class 5 2 C 500 Yes See Hyperdrive, class 4.
S 40 M Hyperdrive, class 6 2 C 400 Yes See Hyperdrive, class 4.
S 40 M Hyperdrive, class 8 1 C 300 Yes Usually Backup hyperdrives.
S 40 M Hyperdrive, class 10 1 C 200 Yes Usually Backup hyperdrives.
S 40 M Hyperdrive, class 15 1 C 100 Yes Usually Backup hyperdrives.
S 42 M Maneuvering jets +2 2 C 2000 Yes Special maneuvering jets that grant +2 equipment bonus to starships DEX.
S 42 M Maneuvering jets +4 3 C C- 5000 Yes Special maneuvering jets that grant +4 equipment bonus to starships DEX.
S 42 M Maneuvering jets +6 4 L G- 10000 Yes Special maneuvering jets that grant +6 equipment bonus to starships DEX.
S 42 M Navicomputer, Limited 0 C 500 No Not nonstandard for Starfighters. 2 jumps capacity.
S 42 M Navicomputer 1 L 2000 No Grant +5 bonus on Astrogation application of the Use Computer skill.
Do not have to be trained in skill to use the application.
S 42 M Navicomputer, Advanced 2 L 20000 No As Navicomputer but grants a +10 bonus.
S 42 M Sublight Accelerator Motor 2 M G- 25000 Yes Grant +5 bonus on Pilot checks to increase speed. +10 if the pilot uses all-out
movement.
S 42 M Sublight drive (speed 1 square) 2 C 1000 Yes
S 42 M Sublight drive (speed 2 squares) 3 C 2000 Yes
S 42 M Sublight drive (speed 3 squares) 4 L CC- 5000 Yes
S 42 M Sublight drive (speed 4 squares) 5 R CC- 10000 Yes
S 42 M Sublight drive (speed 5 squares) 6 M C- 20000 Yes
S 42 M Sublight drive (speed 6 squares) 7 M G- 100000 Yes

Defense Systems - Include anything that reduces the chance a starship will be destroyed.
S 44 D Armor +1 2 L 2000 Yes Added to the starships Armor bonus to Ref Def.
S 44 D Armor +2 5 R C+ 5000 Yes Added to the starships Armor bonus to Ref Def.
S 44 D Armor +3 10 M CF+ 10000 Yes Added to the starships Armor bonus to Ref Def.
S 44 D Armor +4 20 M CC+ 20000 Yes Added to the starships Armor bonus to Ref Def.
S 44 D Jamming Suite 1 C 5000 Yes Sw Action, select a starfighter or space transport within 6sq that it will effect. -
4 (starfighter), -2 (transport) to affected ships INT (not below 0).
Sw Action and a opposed Use Computer check to overcome jammer, if success no
penalties until start of the system operators next turn.

S 44 D Jamming Array 5 C C+ 20000 Yes As Jamming Suite except, Effects all targets within 6sq.
-6 (starfighters), -4 (transports), -2 (capital) to affected ships INT (not below
0).
S 44 D Regenerating shields 2 R 5000 Yes When using the Recharge shield action increase shields by 10 (instead of 5).
S 44 D Reinforced bulkheads +10% 2 C 2000 Yes Increase starships Hit Points by +10%.
S 44 D Reinforced bulkheads +20% 5 L 5000 Yes Increase starships Hit Points by +20%.
S 44 D Reinforced bulkheads +30% 10 R 10000 Yes Increase starships Hit Points by +30%.
S 44 D Shields, SR 10 1 C 750 Yes
S 44 D Shields, SR 15 1 C 1000 Yes
S 44 D Shields, SR 20 1 C G+ 1250 Yes
S 44 D Shields, SR 25 1 C G+ 1500 Yes
S 44 D Shields, SR 30 2 C G+ 2000 Yes
S 44 D Shields, SR 35 2 C G+ 2500 Yes
S 44 D Shields, SR 40 2 C C+ 3000 Yes
S 44 D Shields, SR 45 2 C C+ 4000 Yes
S 44 D Shields, SR 50 3 C C+ 5000 Yes
S 44 D Shields, SR 55 3 C C+ 6000 Yes
S 44 D Shields, SR 60 3 C CF+ 8000 Yes
S 44 D Shields, SR 70 3 C CF+ 10000 Yes
S 44 D Shields, SR 80 4 C CF+ 12500 Yes
S 44 D Shields, SR 90 4 C CF+ 15000 Yes
S 44 D Shields, SR 100 5 C CF+ 20000 Yes
S 44 D Shields, SR 125 6 C CF+ 25000 Yes
S 44 D Shields, SR 150 7 C CC+ 30000 Yes
S 44 D Shields, SR 175 8 C CC+ 40000 Yes
S 44 D Shields, SR 200 10 C CC+ 50000 Yes
Weapon Systems - Most starships carry at least one or two weapons, for defense against pirates and asteroids if nothing else.
R 130 W Anti-Aircraft Flak Pod No Launches dozen of flak missiles in a scatter pattern. An Area atk (2x2 sq) even in
starship scale.
S 44 W Autoblaster +0 R x2 No Makes the weapon an auto-fire only weapon (RAW it does nothing).
S 44 W Blaster cannon, Light 1 L 1200 No Can be autofire. 3d10x2
S 44 W Blaster cannon, Medium 1 R 2500 No Can be autofire. 4d10x2
S 44 W Blaster cannon, Heavy 2 M 5500 No Can be autofire. 5d10x2
S 45 W Cannon enhancements +1 M x2 No Boost dmg output of a weapon. +1d10
S 45 W Cannon enhancements, Advanced +2 M x5 No Boost dmg output of a weapon. +2d10
S 44 W Cannon, Double +0 L x3 No Blaster cannons, laser cannons, light ion canons and light turbolasers gain an +1d10
autofire mode (Sw action to switch).
Can also be triple cannons but works as double.
S 44 W Cannon, Quad +1 R x5 No Blaster cannons, laser cannons, light ion canons and light turbolasers gain an +2d10
autofire mode (Sw action to switch).
GW 67 W Chaff gun 1 2000 No Creates a cloud of debris in a single sq in your vehicles space. -5 on atk rolls to
hit you while you are in that sq (Area atks not affected). Other vehicles entering a
sq filled with chaff takes -5 on Pilot checks while in that sq. Holds 6 shots
(canisters), increase cost by 25% for each additional canister (up to max 12).

S 45 W Concussion missile launcher, Light 2 M 2000 No capacity 6 (+20% per extra capacity up to max 12)
S 45 W Concussion missile launcher, Medium 5 M 3500 No capacity 16 (+20% per extra capacity up to max 32)
S 45 W Concussion missile launcher, Heavy 20 M C+ 30000 No capacity 30 (+20% per extra capacity up to max 60). RAW is CF+.
S 45 W Concussion missile, Light 0 M 500 No 4-square splash radius. 7d10x2
S 45 W Concussion missile, Medium 0 M 750 No 4-square splash radius. 9d10x2
S 45 W Concussion missile, Heavy 0 M C+ 2000 No 4-square splash radius. RAW is CF+. 9d10x5
T 142 W Discord missile launcher 2 R H+ 4000 N When launched atk target sq (Ref Def 10) If successful it breaks open in sq and
releases 3 buzz droids. (fills target and adjacent sq, target sq in starship scale).
When a vehicle enters square they make an reaction melee atk with an additional +5
equipment bonus to atk roll, if success they latches onto the vehicle and
automatically moves when the vehicle moves.

T 142 W Discord missile 0 R H+ 1000 N Carries 3 buzz droids. Stats on TotG page 142. Special
S 45 W Docking gun 1 L +1000 No Any character-scale weapon can be added (counts as a Heavy weapon regardless of By weapon
original size) Draws power from the ship.
Cost is for mount only the gun itself is bought normally.
Have no effect on starship-scale combat.
S 45 W Droid jammer 1 L 8000 No Only affect droid-controlled spacecraft within a 5-sq radius. +2 equipment bonus to Special
atk automated crafts. Consumes a number of shots equal to the number of fire-linked
launchers.
S 45 W Fire-linked weapon, 2 +1 L x2 No Only affect droid-controlled spacecraft within a 5-sq radius. +2 equipment bonus to +1d10
atk automated crafts. Consumes a number of shots equal to the number of fire-linked
launchers.
S 45 W Fire-linked weapon, 4 +2 R x4 No Blaster cannons, laser cannons, light ion canons and light turbolasers gain an +2d10
autofire mode (Sw action to switch).
S 45 W Fire-linked weapon, optional +0 L +1000 No Fire-linked weapons can turn on/off this mode for either extra dmg or to conserve Special
ammunition.
GW 67 W Glowing Defoliator, Launcher 2 15000 No Only affect living creatures that are not completely sheltered (sealed vehicle,
environment suits, energy shields).
GW 67 W Glowing Defoliator, Shell - 3500 No Creature takes same amount of dmg at the start of each subsequent turn until dead 4d10x2
burning the body into ash. Can stop the subsequent dmg by passing trough an energy
shield that blocks out the weapons effect (thus cleansing the body of the biological
agents causing the dmg).
SV 59 W Grappler mag 1 C 1000 No Treated as a Tractor beam with a range of 1 (starship scale). Can be activated and Special
maintained without power, allowing ships to appear dead while being attached to
another ship.
Smaller ships can be attached to a vessel at least one size larger without any
energy signature to give away the smaller ship. Smaller vessels pilot must make a
Pilot and Stealth check opposed by targets ships Pilot and Use Computer check. if
either check is bested the smaller ship is detected while grappling itself to the
hull.

L 191 W Gravity Mine, Launcher 2 M 5000 No S Action to deploy a mine to any adjacent sq. When another ship enters the mines sq
it activates creating a zone in and around the mines sq (3x3 sq area) with a mass
shadow. Ships in these sq and ships that enter these sq are pulled from hyperspace
and can not enter hyperspace again while in one of these sq.

L 191 W Gravity Mine, Standard M 1000 No Ref Def 12, 20HPs, DT 10.
L 191 W Gravity Mine, Magnetic M 4000 No Ref Def 12, 20HPs, DT 10. Makes a free grapple attempt at +10 vs. ships Ref Def, if
success attaches itself to the targets ship and can not be targeted by that ship.

S 45 W Gravity well projector 5 M CF+ 50000 No Unique weapon that do not deal dmg but instead produce a special effect. Treated Special
like firing a weapon in an area atk, operator must choose a 3x3sq area (starship
scale) within range and make a atk roll vs Ref Def 10. If successful it creates a
hyperspace interdiction field in those squares preventing any ship that starts its
turn in the area to activate its hyperdrive on that turn.

S 45 W Ion bomb 0 M 500 No Usable only in atmosphere. -5 on atk rolls, may target a sq directly beneath the 5d10 ion
ship that deploys them. 10sq radius on impact.
S 45 W Ion bomb rack 1 M 1000 No Capacity 4.
S 46 W Ion cannon, Light 1 L 2000 No Can be autofire. 3d10x2
ion
S 46 W Ion cannon, Medium 2 R 3000 No 5d10x2
ion
S 46 W Ion cannon, Heavy 5 M CF+ 6000 No 3d10x5
ion
S 46 W Ion cannon, Hapan Triple 3 I CF+ 12000 No Point-defense weapon. Point-defense range and takes no penalty for attacking ships 5d10x5
smaller than Colossal size. ion
S 46 W Laser cannon, Light 1 L 1500 No Can be autofire. 3d10x2
S 46 W Laser cannon, Medium 1 R 4000 No Can be autofire. 4d10x2
S 46 W Laser cannon, Heavy 2 M 6000 No Can be autofire. 5d10x2
S 46 W Point-defense weapon 0 R CF+ +4000 No Normally only blaster cannons, laser cannons, light ion cannons can be point-defense
weapons. Weapon no longer takes penalty for atking targets of smaller than colossal
size (SECR 170).
S 46 W Proton torpedo launcher 1 M 2500 No capacity 3 (+25% per extra capacity up to max 16).
S 46 W Proton torpedo 0 M 800 No 4-square splash radius. 9d10x2
S 46 W Shieldbuster torpedo launcher 3 M 10000 No capacity 4 (+25% per extra capacity up to max 8).
S 46 W Shieldbuster torpedo 0 M 1000 No Deals half dmg vs. anything but shields. If the atk exceeds targets SR target loses 10d10x2
10 points from its SR (normally 5).
S 46 W Space mine launcher 2 M 5000 No capacity 6 (+25% per extra capacity up to max 12).
S 46 W Space mine launcher, Heavy 4 M CF+ 5000 No capacity 6 (+25% per extra capacity up to max 12).
S 46 W Space mine, Typical 0 M 1000 No Sw Action to deploy at any point along a starships movement path. When any ship 7d10x2
enters a sq in which the mine was deployed the mine detonated making an Area atk vs.
Ref Def of all ships in sq. Possible to detonate remote (ready action) and not to
detonate with a specific IFF code. Perception check (Pilot) or Use Computer check
(System operator) as a Reaction when ship moves in to a sq with a mine in it
(Stealth +5).
Typical mine has +5 atk bonus.
S 46 W Space mine, Heavy 0 M 5000 No As Space mine, Typical except it is considered a capital ship weapon (taking a -20 6d10x5
on atk rolls against smaller than Colossal Size targets).
S 46 W Space mine, Advanced 0 M 5000 No As Space mine, Typical except attack bonus +10. 9d10x2
S 46 W Tractor beam 10 L 10000 No Considered nonstandard modification for other ships than capital ships. Special
See SECR 174 for details.
S 48 W Turbolaser, Light 2 M CF+ 5000 No Can be autofire. 3d10x5
S 48 W Turbolaser, Medium 5 M CF+ 10000 No 5d10x5
S 48 W Turbolaser, Heavy 10 M CF+ 20000 No 7d10x5
S 45 Concussion missile, Armor-piercing 0 M No 4-square splash radius. Penetration 10 (ignore 10 points of DR or SR).
but -5 on atk rolls with the weapon.

Starship Accessories - Add functions or improve existing systems that does not fall under one of the other categories.
SV 56 A Amphibious seals 2 C 4000 Yes Allow ship to function as a submarine. Swim speed is 1/2 of fly speed (min 1sq). Max
velocity is 1/10 of atmospheric velocity.
SV 56 A Anti-boarding systems 5 R C+ 20000 Yes Series of cameras, blast doors and weapons meant to assist crew in combating
unwanted visitors without directly exposing themselves. Counts as a CL 4 Hazard when
activated. See SV 56 for more details.
SV 57 A Auxiliary generators +2 2 C 2000 Yes Starship gain +2 equipment bonus to STR score. Also allow ships systems to continue
to function when the engines are shut down or destroyed.
SV 57 A Auxiliary generators +4 3 C G+ 5000 Yes Starship gain +4 equipment bonus to STR score. Also allow ships systems to continue
to function when the engines are shut down or destroyed.
SV 57 A Auxiliary generators +6 4 L C+ 10000 Yes Starship gain +6 equipment bonus to STR score. Also allow ships systems to continue
to function when the engines are shut down or destroyed.
SV 57 A Backup battery 0 L 10000 Yes Allow ship to operate its basic functions for up to 1h after the ships power
generators fails. Additionally if ship is pushed to bottom of CT by ion dmg the
engineer can make a DC 25 Mechanics check to move ship +1CT but doing so drains the
backup battery, which must be replaced.
SV 57 A Baffled drive 1 M C+ 100000 Yes Uses supercooled Tibanna gas that makes it difficult to detect ship with sensors.
Space speed of 2sq. Adds +5 to DC of any Perception or Use Computer checks made to
detect it. And if ship also have Sensor baffling it can move up to 2x its base speed
in one turn without loosing the benefit of the sensor baffling.

SV 57 A Baffled drive, Fuel 0 M C+ 1400 Yes A starship with Baffled drive can move 100sq before it needs to be refueled.
S 48 A Cargo jettison system 1 L 1000 Yes Sw Action to drop any single or all cargo bays. If done while starship is moving it
takes a DC 30 Perception check or Use Computer check to notice the action from
another starship.
S 48 A Cargo pod, Light 0 C G+ 500 Yes Additional storage space added to ship to boost its total carrying capacity. Each
pod reduces ships Dex by -2 (can not add more pods if it would drop Dex below 1) Can
be made detachable (to act as an escape pod) for 5 times the cost. Adds (starships
cost mod) x 1 tons of cargo.
S 48 A Cargo pod, Medium 1 C C+ 1000 Yes As Cargo pod, light except adds (starships cost mod) x 5 tons of cargo.
S 48 A Cargo pod, Heavy 2 C CF+ 1500 Yes As Cargo pod,light except adds (starships cost mod) x 10 tons of cargo.
S 48 A Cloaking device, Hibridium 3 M C+ 50000 Yes Considered to have total concealment and may always make a Stealth check to sneak
(Remember -10 due to total concealment).
Double-blind effect treating all other targets as having total concealment against
you as long as the cloak is active.
S 48 A Cloaking device, Stygium 1 M H+ 100000 Yes Rare crystal used on military craft during the Old Republic. Considered to have
total concealment and may always make a Stealth check to sneak (Remember -10 due to
total concealment).
SV 57 A Cockpit ejection system 2 C G, C 800 No Allow cockpit to eject in the event of the ships destruction and acts as an escape
pod. When ship is destroyed pilot makes a DC 20 Pilot check, if fail those within
takes half of the dmg that exceeded the ships DT before it manages to separate.

SV 57 A Com jammers 1 M 20000 No Prevents any communication from functioning properly within 6sq (starship scale) of
ship (except hardwired comms like bridge to engine room) . DC 30 Use Computer check
is needed to send or receive a message within this area. Easy to detect jamming ship
(+20 circumstance bonus on Use Computer checks) and can be detected from millions
of km away.
SV 57 A Cotterdam 1 L C+ 3000 No Basic airlock used to connect two C+ ships. Flexible tube extended between two
starship hatches (3sq long, 1sq wide) DC 15 Pilot check is needed by both pilots to
connect, if fail by 10+ results in collision.
S 48 A Cryogenic chambers 2 C C+ 500 Yes Allow live creatures to be carried in stasis. Each unit can carry (starships cost
mod) / 5 medium or smaller creatures.
Large takes up 5 times as much space and Huge takes up 20 times.
S 48 A Docking clamp 1 C CF+ 2000 Yes Allow a starship to dock with other starships in space. Larges vessels can use them
as makeshift starfighter launchers. A starship can maneuver, fight, travel trough
hyperspace with ships of smaller size clamped to it. If ship takes dmg excess to its
DT all ships attached to it by docking clamps are shaken off.
Docking clamps on smaller ships do not do much more than hold the ship in place
during routine docking, and are built into the cost of all starships and have no
special game effect.
S 48 A Droid repair team 1 C C+ 5000 Yes Automatically (no action by crew required) deploys to Jury-rig (+1 CT) the starship
when it has moved down CT. Mechanics +13.
If ship takes dmg past its SR in a round when the team is active, there is a 25%
that the team is destroyed.
SV 58 A Environmental filters 2 L G+ 2000 Yes Allow starship to support more than one set of environmental conditions. Different
gravity, atmosphere, lighting. FR Action a character with administrator access in
command or engineering can make a DC 25 Use Computer check to floor any section with
toxic atmosphere, extreme heat or cold, mild radiation, smoke or gravity
fluctuations.
S 50 A Escape pod 0 C 1200 No C+ ships automatically have enough escape pods for all passengers and crew. Provides
life support for 8 medium creatures for 1 day. 1 week of rations and enough fuel to
reach a nearby planet. If ship is destroyed any character on board who survives may
make a DC 20 Acrobatics check to reach an escape pod. If fail character is stuck in
a bit of wreckage that has enough air and heat for 1h. See S50 for stats.

S 50 A Escape pod, Small lifeboat 1 C C+ 400 Yes Provides life support for 15 medium creatures for 1 week. Enough fuel to fly across
a star system. Including emergency shelters, 1 week of rations, water purifiers,
small hunting blaster. Includes (cost modifier) / 50 lifeboats per bay. Multiple
bays can be installed.
S 50 A Escape pod, Large lifeboat 2 C CF+ 800 Yes Provides life support for 50 medium creatures for 2 months. 15x hyperdrive with
enough fuel for a single jump and to land.
Including emergency shelters, 1week of rations, water purifiers, small hunting
blaster. Includes (cost modifier) / 100 lifeboats per bay.
Multiple bays can be installed.
S 50 A Extended range 1 C 100 Yes Improve ships consumables by +10% (rounded down, minimum 1 day)
SV 59 A Fuel converters 1 L C+ 2400 Yes Variety of forms including solid fuel converters, gas scopes, solar converters. If
pilot spend 1h gathering fuel in real space ship regains one unit of fuel.

S 50 A Hangar bay 8 C CF+ 10 Yes Each bay has (cost modifier / 50) units of hangar space. Hangar space taken up by a
carried vehicle is determined by its size: H 1, G 5, c 20 units. Vehicle can
enter/exit a hangar with 2 M Actions.
S 50 A Hangar bay, Concealed 40 R CF+ 1000 Yes As Hangar bay except its presence is not obvious to external examination (DC 30
Perception check to notice)
Vehicle can enter/exit a concealed hangar with 2 FR Actions.
SV 59 A Hardpoint 1 M 500 No External mounts for missile weapons, bombs or mined. Excellent choice for any ship
that goes into rough fringes occasionally but still needs to pass for a civilian
ship rest of the time. Each modification gives 4 points. Bomb, mine, missile cost 1
point (2 points if weapon is restricted to C+ size) each (can be fire-linked). Drop
tanks cost equal to ships size mod, costs 500cr and holds one week of consumables
(only for starships of C- size). To replace any payload choices with a DC 15
Mechanics check and 1 min work, Loaded they are extremely obvious, not loaded DC 25
Perception or Use Computer to notice. Cost does not include the cost of the payload
attacked to it. Starship can carry a number of loaded hardpoint equal to its cost
modifier and double that as a heavy load (3/4 speed, only 3x speed when all-out
movement, -10 on Initiative and Pilot checks). Hardpoints are vulnerable, any time
starship moves down CT half of the payload in its hardpoints are lost.
SV 59 A Hidden cargo hold (25% of cargo) 1 I 2000 Yes Area not on a ships normal schematics and requires access through a false wall or
hidden hatch. DC 15 during a routine inspection (lasting 1min x cost mod) reveals
that a section of the ship can not be reached (DC 20 if not cargo but weapons, ion
engines, reinforced bulkheads is concealed, also cost one more Emplacement point).
Closer inspection DC 25 detailed inspection (lasting 1hour x cost mod) to gain
access. Makes it useful for smugglers who can bribe their way past formal
inspections, depending only on their concealment to keep their goods hidden from
casual eyes.

SV 59 A Hidden cargo hold (50% of cargo) 2 I 5000 Yes See Hidden cargo hold (25% of cargo).
SV 59 A Hidden cargo hold (75% of cargo) 4 I 10000 Yes See Hidden cargo hold (25% of cargo).
SV 60 A Holding cells (25% of passengers) 1 M 1000 Yes Reinforced walls (DR 10, 150 HP) advanced lock DC 25 Mechanics check to bypass from
the outside, DC 30 from inside. Cameras and sensors that allow it to be monitored
from remote stations (+5 equipment bonus on Perception checks made into the cell
from security post). Small port that allow small items and food to be passed without
exposing the jailor and can be used to make ranged atks into sell.
Also include an armored ring (DR 10, 50 HP) to which binders and similar restraints
can be attached.

SV 60 A Holding cells (50% of passengers) 2 M 2000 Yes See Holding cells (25% of passengers).
SV 60 A Holding cells (75% of passengers) 4 M 5000 Yes See Holding cells (25% of passengers).
S 50 A HoloNet transceiver 4 R* C+ 50000 Yes Allow real-time audio, visual and holographic communication over an unlimited range
and access to information on HoloNet (+5 equipment bonus on Use Computer checks to
gain information from HoloNet).
*During reign of the Galactic Empire it has Military availability.
S 50 A Hypertransceiver 1 L 2000 Yes Unlimited range although can experience significant time lag. Also give access to
information on HoloNet (but not full detail).
Most military vessels carry a hypertransceiver.
SV 60 A Interrogation chamber 0 I C+ 10000 No Cost listed is for converting one holding cell (for single prisoner) into an
interrogation chamber. If used you do not have to wait 24h to retry a failed
Persuasion check, however each attempt requires six hours of uninterrupted
questioning (prisoner is at your mercy so you gain +5 bonus). Additionally to
revealing secret information you can seek information whose revelation would
endanger prisoners life or life of one of its allies. This requires you to torture
prisoner (will increase DSS by 1) If fail prisoner will attempt to give you an
untrue answer that it believes you want to hear, gaining a +5 bonus on Deception
check for every point by which your Persuasion check failed.
S 51 A Luxury upgrade, Basic 1 C 10000 Yes Panels of calming colors, stylish trim, quality artwork cover bulkhead walls and
access panels, Comfortable beds and wooden wardrobes. Lounges with recliner, desks,
game boards. Music system and food preparation areas allow gourmet cooking and fresh
food storage.
1/50 of upgrade cost in credits in upkeep/month to keep music current, quality food
stored and worn pillows replaced, if not paid it reduces the luxury by one step
until all the cost of all missed months of maintenance is paid.
Basic upgrade changes a starship from a harsh travel vehicle to a comfortable home
on the move.

S 51 A Luxury upgrade, Advanced 1 C 20000 Yes Advanced upgrade goes a step farther making the ship the equivalent of an upper-
scale hotel.
S 51 A Luxury upgrade, Extreme 1 C 50000 Yes Extreme upgrade turns starship into a palace in space, fit for emperors and lords of
industry. Increase crew quality by one step (max expert).
S 51 A Medical suite 1 C C+ 3000 Yes Provides the necessary facilities to maintain the health of a crew over a long
period. Includes (size modifier / 5) medical beds and (size modifier / 50) bacta
tanks. A medical bed contains monitoring equipment to keep track of vital signs and
a big medpack (10 uses, cost 10x normal) medical kit and a surgical kit.

S 51 A Passenger quarters 10 C C+ 500 Yes Increase passengers equal to ships size modifier. Shared room quarters, bunk beds,
storage lockers.
S 51 A Passenger seating 1 C 200 Yes Increase passengers equal to ships size modifier. Seats are typical for voyages of 1
day or less.
SV 60 A Personalized controls 0 C C- 1000 No Any or all of the basic functions performed by a pilot, co-pilot, gunner, commander,
system operator or engineer can be personalized to a specific character. Cost is for
one of these positions.
Grants one character +1 bonus on checks with any skill relevant to that crew
position.
Makes it harder for any other character that takes -2 on checks.
SV 60 A Plasma punch 1 M C+ 25000 No Massive plasma drill that can create airlocks where none exist by boring through the
hull of a ship. Dome-shaped plasma emitter facing directly at the spot where the
hole is to be drilled and attaches itself to the hull without the need for a tractor
clamp (target ship must have been drawn into ships sq by a tractor beam). Otherwise
it functions exactly as a plasma torch (but halves targets DR for purposes of
determining how long it takes to drill through the hull).

SV 60 A Plasma torch 1 M G+ 6000 No Modification of a tractor clamp and a plasma punsch, used to cut trough hull of
another ship. For every DR of the secured ship it takes 1 round to cut trough hull
and ship takes 1d6 dmg (bypassing DR and SR).
Hole is 2sq wide.
SV 60 A Reinforced Keel 2 M G+ 4000 Yes Ship only takes half dmg from collisions and when ramming another ship it deals +2
dmg per die of ramming dmg.
SV 61 A Reinforced Keel, Boarding 4 M G+ 10000 Yes As Reinforced keel, but also has a series of docking grapples around the nose of the
ship, which is fitted with a large airdock. When successfully ramming another ship
and deal enough dmg to move them down CT, the two ships are stuck together (as if
they have used tractor beams to drag themselves into the same sq).
SV 61 A Security bracing 2 C G+ 2000 Yes Only passenger compartments and escape pods can benefit. When starship is destroyed
subtract ships DR from the dmg dealt to anyone in an area protected by security
bracing (normal 1/2 of the dmg exceeding DT). Common in big luxury liners and
diplomatic transport vessels.
S 51 A Sensor array computer +2 1 C 5000 Yes Computer that exclusively process sensor data improving overall computer
performance. Ship gain +2 equipment bonus to its INT score.
S 51 A Sensor array computer +4 2 C 25000 Yes Computer that exclusively process sensor data improving overall computer
performance. Ship gain +4 equipment bonus to its INT score.
S 51 A Sensor array computer +6 3 L 50000 Yes Computer that exclusively process sensor data improving overall computer
performance. Ship gain +6 equipment bonus to its INT score.
SV 61 A Sensor baffling 0 M 20000 Yes Sensor-deflecting material placed on the hull of a starship to avoid detection.
Frequently used on military scout ships, often treated as suspicious vessels by
spaceport authorities. Can make Stealth checks to hide even without cover or
concealment, if starship moves more than its speed in one turn, this benefit is
lost.
SV 61 A Sensor decoy 1 R 2000 Yes Missile with an electronic package designed to make it look like a full-sized
starship on sensors.
Fly in straight line up to 5sq (will not exceed speed of ship that launched it) DC
25 Use Computer check to determine if it is real ship or decoy. Revealed as fake at
a ranged determine by launching ships size (G 1sq, C 2sq, CF 5sq, CC 10sq, CS 20sq).
3 Missiles are included in price.

SV 61 A Sensor decoy, Replacement 0 R 500 Y Enough fuel for 1min of flight. Ref Def 17, DR 0, 30 HP, DT 10.
Only effective in vacuum of space, in atmosphere of any type their profile and true
nature becomes obvious to sensors.
S 51 A Sensor enhancement package 1 C 15000 Yes Superior sensors. +5 bonus on Perception and Use Computer checks made to operate
ships sensors.
SV 61 A Sensor mask 1 I G+ 150000 Yes Reads signals emitted by enemy sensors as they strike the ship, then replicated
those same signals on the far side of the ship, making it seem like the signals
passes right trough the ship. Adds +10 to DC on any Use Computer check made to
detect the ship.
S 51 A Slave circuits, Basic 1 C 1000 Yes Reduce number of crewmembers required to operate a starship.
Reduces crew requirements of a starship by 1/3 (not less than 1).
S 51 A Slave circuits, Advanced 1 C 4000 Yes Reduce number of crewmembers required to operate a starship.
Reduces crew requirements of a starship by 2/3 (not less than 1).
S 51 A Slave circuits, Recall 0 M C- 6000 Yes Allow starship to be summoned by comlink to owner even when no one is aboard the
ship. Can only lift off, fly directly to the comlink used to summon it and land at
that location (no other actions) Considered untrained (+0 check modifier) Anyone in
pilots position on starship can disable the recall circuits as a Sw Action.

S 52 A Smuggler's compartments 1 I 200 Yes Hidden cargo compartments. Takes a detailed inspection and a DC 30 Perception check
to find. One section holds up to (cost modifier x 200kg) of cargo. Starship can
never have more than 5% of its original cargo as smugglers compartments or it will
be immediately obvious to anyone inspecting the ship.
SV 61 A Tractor clamp 12 M 15000 No Designed to allow enemy ships to be quickly clamped on to and secure. Once you
draw/drag yourself enemy ship into your sq you can use clamps to secure the two
ships together granting a +5 bonus on grapple checks to keep that one vessel from
escaping the grapple.
Because it has a boarding tube you can use it to place a boarding party in a
specific area.
S 52 A Transponder, Disguised (1) 0 I 500 Yes Modifies the signal pattern making it look like a different ship altogether. Sw
Action to activate/deactivate.
Use Computer check to access information in order to find the transponder code
similar to yours then make a Deception check to create a deceptive appearance,
forging a signal that will appear authentic after this installation may proceed
normally.
S 52 A Transponder, Disguised (2) 0 I 1000 Yes As Transponder, Disguised (1) except 2 identities that can be turned on and off.
Take a -5 on your Deception check on the second identity.
S 52 A Transponder, Disguised (3) 0 I 2000 Yes As Transponder, Disguised (1) except 3 identities that can be turned on and off.
Take a -5 on your Deception check on the second identity.
S 52 A Transponder, IFF 0 M 1000 No A Blank Identify Friend of Foe transponder. Normally installed on military
starships. Activate/Deactivate as a Sw Action.
Proper IFF codes for a given military unit appear as a "friend" on its sensors. If
you do not have the proper codes you can improve access to an enemy ships computer
using your IFF transponder (Will Def 15 + INT mod, Unfriendly attitude and +10 DC on
Use Computer check due to encrypted signals) When helpful you have the proper
"friend" codes for that unit. If attitude becomes hostile you will appear as an
enemy unit on that ships sensors.

S 52 A Transponder, Masked 0 I 200 Yes Because transponders are built into sublight engines it is difficult to remove or
alter them. Masked requires you to reroute engine power to overheat the transponder
(making it impossible to read, immediately apparent to everyone who detects your
ship attracting the attention of the authorities). If Mechanics check to install
fails by 10+ you destroy sublight engines in addition to losing the cost for this
modification.

SV 61 A Workshop 1 C G+ 3000 Yes Fully equipped starship workshop is able to do tasks just not possible with even the
best handheld tools. Permanently mounted fusion cutters, flood lamps, magnifying
viewers, beam drills tethers, power prybars, clamps and similar tools. Grants a +2
equipment bonus on Mechanics and Use Computer checks made to repair, modify or
construct objects in the workshop or starship in which the workshop is located.
S T A R S H I P U P G R A D E S
Base Cost and Cost Size Modifier Cost
If Base cost is Yes apply these size If both %
modifierers to the price. and +credits

Base Cost ?
Completion
use whichever
Huge = x1 is higher.
Gargantuan = x2
BOOK
PAGE

Cost
Colossal = x5
Colossal (frigate) = x50
Colossal (cruiser) = x500
Colossal (station) = x5000

UPGRADE FEAT BENEFIT


S 20 Add Emplacement Starship Designer Add +1 unused Emplacement Point to starship. 5000 Yes
S 20 Improve Hull Starship Designer Add HPs equal to 1/2 of ships STR score (rounded down to nearest multiple of 5000 Yes
10).
S 20 Improve Hyperdrive Starship Designer Improve hyperdrive by 1 step, obeys all restrictions of new class. 5000 Yes
S 20 Improve Shields Starship Designer Increase Shield Rating on ship by +5. 5000 Yes
S 20 Improve Weapons Starship Designer One weapon gain +1 equipment bonus on atk rolls. 5000 Yes
S 21 Improved Accuracy Tech Specialist This weapon gains a +1 equipment bonus on attack rolls. 1 day per +10% or No
(Weapon) 1000cr +1000cr
S 21 Improved Damage Tech Specialist The weapon deals +2 dmg with a successful hit. If weapon has a dmg multiplier 1 day per +10% or No
(Weapon) apply this dmg before applying the multiplier. 1000cr +1000cr
S 21 Selective Fire Tech Specialist Auto-fire only ranged weapon can be set to fire single shots. Or single-shot 1 day per +10% or No
(Weapon) ranges weapons can be made to have an autofire mode. Not allowed for weapons 1000cr +1000cr
that have a burst or splash radius.
S 21 Enhanced Dexterity Tech Specialist Increase the vehicles DEX score by +2. 1 day per +10% or No
(Vehicle) 1000cr +1000cr
S 21 Improved Shields Tech Specialist Increase the vehicles Shield Rating by +5. 1 day per +10% or No
(Vehicle) 1000cr +1000cr
S 21 Improved Speed Tech Specialist Increase the vehicles speed by 1/4 of its base speed (minimum 1sq). 1 day per +10% or No
(Vehicle) 1000cr +1000cr
SV 25 Superior Ability (Dex) Superior Tech Increase the vehicles DEX score by +4. 1 day per +20% or No
(Vehicle) 1000cr +2000cr
SV 25 Superior Ability (Str) Superior Tech Increase the vehicles STR score by +2. 1 day per +20% or No
(Vehicle) 1000cr +2000cr
SV 25 Superior Sensors Superior Tech Increase the vehicles Perception modifier by +2. 1 day per +20% or No
(Vehicle) 1000cr +2000cr
SV 25 Superior Shields Superior Tech Increase Shield Rating on ship by +10. 1 day per +20% or No
(Vehicle) 1000cr +2000cr
SV 25 Superior Speed Superior Tech Increase the vehicles speed by 1/3 of its base speed (minimum 1sq). 1 day per +20% or No
(Vehicle) 1000cr +2000cr
SV 25 Superior Accuracy Superior Tech This weapon gains a +2 equipment bonus on attack rolls. 1 day per +20% or No
(Weapon) 1000cr +2000cr
SV 25 Superior Damage Superior Tech The weapon deals +5 dmg with a successful hit. If weapon has a dmg multiplier 1 day per +20% or No
(Weapon) apply this dmg before applying the multiplier. 1000cr +2000cr
SV 25 Superior Range Superior Tech The weapons ranges all increase by 50%. 1 day per +20% or No
(Weapon) 1000cr +2000cr
S T A R S H I P W E A P O N R A N G E
30 60 150 300

30 60 150 300

POINT BLANK SHORT MEDIUM LONG


Penalty 0 -2 -5 -10
Blaster Cannon 0-1 sq. 2 sq. 3-4 sq. 5-8 sq.

Ion Cannon 0-2 sq. 3-4 sq. 5-10 sq. 11-20 sq.

Laser Cannon 0-1 sq. 2 sq. 3-5 sq. 6-10 sq.

Missile or
0-3 sq. 4-6 sq. 7-15 sq. 16-30 sq.
Torpedo

Point-defense 0-1 sq. 2 sq. 3-5 sq. 6-10 sq.

Tractor Beam 0-1 sq. 2 sq. 3-5 sq. 6-10 sq.

Turbolaser 0-4 sq. 5-8 sq. 9-20 sq. 21-40 sq.

30 60 150 300

30 60 150 300

30 60 150 300

30 60 150 300

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