Equipment Fan Sourcebook

RYAN BROOKS, KEITH KAPPEL chapter 1

22 AlliesEquipment and opponents - WWW.WIZARDS.COM WWW.FANDOMCOMICS.COM ©2009 Fandom Comics and ® & ™ where indicated. All rights ™ where indicated. Comics and ® & ©2009 Fandom not already within this document material contained reserved. All property of are intellectual of seperate parties under ownership Fandom Comics. by logo is a registered trademark owned The Wizards of the Coast by Inc. Original document design created Wizards of the Coast, Inc. Wizards of the Coast, and d20 are trademarks owned by Wizards The d20 System logo of the Coast, Inc. material are trademarks of ® and all related trademark and copyright holders. Unless Ltd. or their respective within this document is otherwise stated, all original material held Comics is not af intellectual property of Fandom Comics. Fandom filiated in any way to LucasFilm, Ltd. or Wizards of the Coast, Inc. filiated in any way to LucasFilm, Ltd. or Wars Roleplaying Some rules mechanics are based on the Star Andy Collins, and Game Revised Core Rulebook by Bill Slavicsek, rules created JD Wiker, the original DUNGEONS & DRAGONS® the new DUNGEONS & by E. Gary Gygax and Dave Arneson, and Tweet, Monte Cook, Skip DRAGONS® game designed by Jonathan Williams, Richard Baker, and Peter Adkinson. places or events Any similarities to actual people, organizations, not intended for sale are purely coincidental. This document is in any way and may not be altered, reproduced, or redistributed without written consent from Fandom Comics. Ryan Brooks Jan Duursema, LucasArts, LucasFilm LTD., Genndy Tartakovsky Richard Bermudez, Ryan Brooks, Richard Bermudez, Ryan Keith Kappel Ryan Brooks Ryan Brooks, Keith Kappel WEB PRODUCTION OFFICIAL ARTWORK EDITORS DESIGN WRITERS Credits Chapter 4 Equipment chapter 1 Allies and opponents 4 Vehicles & Vessels Research and development teams worked tirelessly on both sides to Melee The Clone Wars, like any other large-scale conflict, saw a blend of new and old technologies used to achieve victory. Though often dated, even antiquated, various melee weapons continued to see Clone Wars. use during the Devastator Vibroblade Advanced Melee This knife was designed for extremely close quarters combat by Merr- Sonn Munitions, and saw extended use by Republic militias on worlds such as Haruun-Kal. In addition to the double-sided vibroblade, there is a vibroknuckler blade over the pommel, increasing the damage from unarmed strikes. Any opponent who attempts to disarm this weapon a unarmed takes a -2 penalty wielder to the check. If this weapon of is thrown, a -4 penalty is imposed in addition to the standard penalty for improvised thrown weapons. Dynamic Hammer Simple Weapon a as used be to intended is Munitions Republic by Hammer Dynamic The devastating a as used be can but doors, down breaking for ram battering used when weapon improvised an considered not is hammer The weapon. of that to similar vibration ultra-sonic using By however. manner, this in a vibroblade, the dynamic hammer pounds a door open by brute force. target’s the treats hammer dynamic the barriers, physical on used When DR against the attack as though it is 5 points lower than normal. (see Attack an Object, SE 151). The galaxy has seen the development of a vast the array millennia. Countless of wars devices have been devices over waged new years, on the every Over scale lost. been and have an lives of amount immeasurable on focus Some battlefield. the on effective more be to created been have Other battlefield. the on those to aid provide or precision, and efficiency creations aim to be more destructive than anything the galaxy has ever no exception. seen. The Clone Wars were to order in equipment ingenious and weaponry of cache greater a create resources its used Systems Independent of Confederacy The war. the win to manufacture everything from The Grand blasters Army of to the Republic devastation biochemical unspeakable of weapons worked created armies two The equally adversaries. weapons. hard to outdo their be used in a variety of fields for years to come. and devices that would — — Restricted, Rare AVAILABILITY — Rare Unique AVAILABILITY Restricted Restricted — AVAILABILITY Slashing Bludgeoning Slashing TYPE Piercing (see below) Energy and slashing (blade), bludgeoning (staff) Slashing TYPE Energy and piercing Energy and slashing Piercing and slashing TYPE 4 kg 6 kg 1 kg 7 kg 4 kg 3 kg 3 kg 1 kg 1 kg WEIGHT WEIGHT WEIGHT — — — — — — — — — Hook Blade Simple Weapon curved These warriors. Noghri by used commonly most is blade hook The blades are extremely small at barely eight centimeters in length. When when rolls attack to bonus +1 a provide they combat, melee during used attempting to disarm an opponent, as well as Fight Defensively action. Defense versus melee attacks when using the a +1 bonus to Reflex STUN DAMAGE STUN DAMAGE STUN DAMAGE 2d8 1d4 2d6 1d10 1d8/1d6 DAMAGE DAMAGE DAMAGE 2d10/2d10 2d6 (see below) 1d10 (see below) 2d6 (+3 unarmed) 175 500 350 COST COST COST 3,000 2,000 6,000 1,300 3,000 12,000 Slaver blade Dynamic hammer Hook blade Verpine power lance Morgukai Cortosis staff Vibroshield Geonosian force pike X’Ting Flameknife Devastator vibroblade Medium Tiny SIMPLE WEAPONS Large Small EXOTIC WEAPONS Large Small ADVANCED MELEE WEAPONS ADVANCED Geonosian Force Pike Advanced Melee Weapon This powerful double-bladed Typically Geonosians. of hands the in weapon deadly a as Weaponsmiths force pike was used to stab at enemies from above or served in created aerial who duels in troopers the clone Geonosian the by feared by became pike the arena, execution Gordarl You weapon. double a is pike force Geonosian The Wars. Clone the during both but action, full-round a as weapon the of ends both with attack can attack rolls take a -10 penalty (although certain feats and talents can reduce these penalties). Table 4-1: Melee Weapons 4-1: Melee Table

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5 AlliesEquipment and opponents chapter 1 Allies and opponents 6 Equipment SE 152), on a Republic Lancer Batallion Upon a successful hit with the power lance, as a reaction, the ©Genndy Tartakovsky successful hit, the weapon deals 2d10 damage. If used while the wielder the while used If damage. 2d10 deals weapon the hit, successful is mounted on an animal or vehicle moving 10 4d10 damage. round, the weapon deals squares or faster per attacker can choose to spend a swift action to depress the firing stud that activates a secondary damage mode. This damage is determined by do either can and lance, the on mounted previously was tip of type what 2d6 electrical (ion) damage, 3d8 energy damage from a bolt, or only can damage additional This charge. explosive an from energy 4d10 which tip, bolt blaster the of exception the (with tip per once activated be carries 3 charges), at which point the charge is permanently expended. to rounds 1d6+2 requires and credits 200 cost heads lance Replacement medium a hit, critical a in results that attack charge a During out. switch or smaller target becomes impaled on the lance, immediately moving 2 steps down the condition track, and the target moves with the swoop until they succeed at an opposed grapple check with the lance wielder. and impaled is target a if engaged be cannot attack secondary lance's The lance the with made be can target impaled the against attacks further no Verpine Power Lance Verpine Power Exotic Weapon The Verpine power lance is often used bike or while animal mount mounted to unseat on other mounted attackers a or to speeder skewer infantry. The lances were employed by both sides of the Clone Wars by Confederate IG Lancer droids and Republic clone troopers. The of Muunilist Battle saw the most widespread use of the weapon. If the lance is used in conjunction with a charge attack (see Charge, ©Jan Duursema Slaver Blade Simple Weapon Slaver Blade is the Trandoshan colloquial name for a heavy and blade similar to the Togorian one by used often Industries Arakyd by manufactured usually is blade the although design, in simple fairly is weapon The slavers. made of durasteel rather than conventional plasteel. Due to Strength this minimum small a requires and heavy unusually is weapon the change, score of 14 to use in combat. Otherwise the wielder suffers a -5 penalty utilize cannot and weapon, this with made rolls damage and attack all to any feats, talents or special abilities associated with this weapon. These durable swords are designed to intimidate when marauding. Morgukai Cortosis Staff Exotic Weapon The ancient Sect the of against wielded Kajain'sai'nikto they weapon known a – as staff cortosis the the of Morgukai creators original were the mercilessly. The weapon consists of a long staff made from cortosis spearhead energy An blade. a parrying of capable is which ore, enveloped in a plasma sheath is fixed to one end of the shaft. Morgukai difficult exceedingly are they as collectors, by coveted are staves Cortosis to locate and acquire. The Morgukai Cortosis staff is a double weapon. but action, full-round a as weapon the of ends both with attack can You both attack rolls take a -10 penalty (although certain feats and talents can reduce these penalties). The weapon also lightsaber attacks. retains its DR against Tsyr striking Tholme with a Cortosis Staff Tholme with a Tsyr striking SE Array Gun (right) Array Gun ACP Repeater (top), Heavy repeater (left), (top), Heavy repeater ACP Repeater SE 50) takes half damage from a successful attack and no The weapon can be used eight times before expending its ammunition its expending before times eight used be can weapon The An ACP Repeater ammo cartridge holds 40 shots and must be Arakyd LJ-50 Concussion Rifle Heavy Weapon is it Although energy. concussive of blasts devastating fires weapon This unable to fire shots at long rangedue to its inaccuracy, the concussive blasts of this weapon have a 2-square splash radius. target within this area. A successful attack deals 3d8 points of piercing damage half takes target the misses, attack the if target; the to damage squares 2 target a on made is attack successful a if Additionally, instead. if even track condition the down step one moves target the less, or away Evasion the with target A exceeded. been not has threshold damage their talent (see damage if the attack misses. and requires a full-round action to reload. Shells for the array gun cost 25 credits each. Arakyd ACP Repeater Gun Rifle This charged particle Trandoshan slavers submachine and mercenaries during the era gun of the Clone Wars. was It is commonplace a fairly unremarkable among weapon except that is the ammunition more fired effective against penetrating deflector (see weapon autofire-only shieldsan is Repeater ACP The technology. blaster than standard 156) and uses the range increments of a standard rifle, though it is an inaccurate weapon, making it incapable of firing at long range targets. With a successful attack against a target protected by shields, the ACP shield rating. Repeater ignores the first 5 points of an enemy’s replaced once it has been expended. Ammo clips cost weigh 0.5 kg. 80 credits and 41) in addition, the wielder is wielder the addition, in 41) SE Defense, damage is still dealt, but the tip is considered to have Arakyd ACP Array Gun Exotic Weapon This particle shotgun was often used by Trandoshan slavers in the years particles charged of spread a fires blast Each Wars. Clone the surrounding Make terminus. the at long squares 6 by wide squares 4 attack cone a in a single attack roll and compare it with the Reflex Defense of every Ranged Weapons Ranged weapons have been commonplace in the galaxy for millennia, ever-present even on the most far-out backwater planets. Many designs new were introduced during the Clone Wars that produced carnage on the battlefield. X’Ting Flameknife Advanced Melee Weapon Created and used by the insectoid X’Ting of Ord Cestus, the flame knife landing upon However, vibroblade. a of that to similar functions initially a successful hit, if the attack roll also Defense, exceeds their skin the or clothing ignites, target’s additionally dealing Fortitude fire damage (see Fire, SE 255). Vibroshield Exotic Weapon Created by Kar Vastor as a personal defense was weapon, the made vibroshield from an extremely dense Vastor polished the edges metal of the shield to razor sharpness alloy and installed called ultrachrome. shield, a as Used weapon. edged an as it use to base its in system vibro a it is capable of deflecting blaster firestrikes. When used in this as manner, the vibroshield satisfies well the weapon as repelling lightsaber requirement when using the Block, Deflect and Redirecttree, talent Combat Lightsaber the (see Shot talents until they are freed. Each subsequent round that the impaled target fails target impaled the that round subsequent Each freed. are they until the grapple check, they remain impaled and incur an additional 1d10 or Large track. condition the down further step 1 move and damage, attack an on or failure critical Upon impaled. be cannot targets greater ties the target’s Reflex roll where the result broken and the weapon is unusable for attacks until the lance head is replaced. considered to be behind cover when using the Fight Defensively action. The shield has DR 20 ( cannot ignore its DR), 100 hit points, 30 damage threshold, 50 Strength and 35 Break DC. The ultrachrome vibroshield is also immune to the effects of corrosion.

chapter 1 7 AlliesEquipment and opponents chapter 1 Allies and opponents 8 Equipment Perhaps the most famous use of this weapon during the Clone Wars Perhaps the most famous use of this weapon The E-5s blaster rifle is capable of 5 shots before it needs to be The E-60R accepts a variety of ordnance, accommodating 7 missiles ©Genndy Tartakovsky was on Muunilist against invading Republic Special Forces. While the weapon was unable to win the engagement for the Separatists, it did impede the deadly ARC Troopers for a the on dependent were who time. units, Orbital Republic to damage The and death delay caused untold ARC force to disable the planetary guns. blaster rifle ammo clips. reloaded. The high-powered rifle uses standard Launcher Baktoid Armor Workshop E-60R Missile Heavy Weapon This lightweight and versatile missile launcher was developed Geonosians for use by battle by droids during the Clone Wars. It is capable the of handling a variety of payloads and infantry for anti-air and anti- objectives. became heavily used by per clip and requires a full-round action to reload. The stock payload is an anti-vehicle missile that can be fired from this launcher, which deals 4d10 damage with a 1-square burst radius. An anti-personnel projectile can also be fired, which deals 3d8 damage over a 4-square burst radius. Finally, an anti-aircraft homing projectile can be used with the E-60R which deals 3d10 damage with a 2-square splash radius. If air the missiles anti- are aimed in the round prior to firing, they will acquire a Baktoid Arms E-5s Blaster Rifle E-5s Blaster Baktoid Arms SE 125). This Each shot consumes immense power and thus must be reloaded The weapon is capable of only 12 autofire bursts before a reloading Rifle used be to Workshop Armor Baktoid by created was Rifle Blaster E-5s The of advantage takes weapon The droids. assassin programmed specially by the unnaturally steady hands of droid snipers, providing extreme range success, great a was Forces Separatist to addition new The accuracy. and Commanders Clone as planets many on efforts military Republic stalling were picked off, unprepared to counter sniper-tactics from an enemy that had shown a preference for much more straightforward open-field warfare. Baktoid Armor Workshop E-5s Blaster Rifle Baktoid Armor Workshop E-5s Blaster Baktoid Armor Workshop E-5 Droid Blaster Rifle The E-5 droid blaster was found one littered on battlefields during the Clone Wars. The weapons of were the most commonplace notoriously weapons prone to overheating; an intentional design flaw intended to limit organic enemy use of the E-5. However, most forces to rate slower a at weapon the fire or gloves insulated wear simply would avoid burning their hands. Non-droid characters who wield this weapon without hand protection must spend one standard action to allow the weapon to cool every five consecutive rounds The droid or sufferblaster is equipped with a retractable stock (see of 1d4 damage. backbone the was E-5 The stock. retractable a with equipped is weapon privateer and pirate among found be can and army, Separatist entire the Vong invasion. forces and the black market well into the Yuuzhan after only 5 blasts. An ammo cartridge for the concussion rifle costs 100 costs rifle concussion the for cartridge ammo An blasts. 5 only after weighs 1 kg. credits and Repeater Arakyd LS-150 ACP Heavy Weapon This oversized version of the ACP damage Repeater at deals the considerably more expense of incredibly accuracy and strong control. Trandoshan Typically used mercenaries wielders of Medium size or by smaller require a Strength during check (DC 15) to the Clone operate the weapon properly. Failure results in an additional -5 penalty Wars, to any attack rolls made with the weapon that round. If this weapon is installed on a mount or tripod, the Strength check is no longer required. With a successful attack against a target protected by shields, the ACP 5 points of an enemy’s shield rating. Repeater ignores the first weigh 1 kg. is necessary. Ammo clips cost 90 credits and SE 140). Due to the integration features, SE 125), making it extremely versatile on This weapon requires a power pack and gas canister to operate. After operate. to canister gas and pack power a requires weapon This The DC-15x sniper rifle is capable of 5 shots before it needs to be The DC-15a was as versatile as the troops who utilized it. Standard BlasTech DC-15s Blaster Pistol BlasTech DC-15s Blaster Pistol This small sidearm was issued to weapon. clone The commandos pistol as is a underpowered last and resort short-ranged, charging but battery the provides self- unlimited placed. often are commandos which in ammunition, situations dire the in tool survival making it a great series, its in weapons all Like rounds. 2 every shot 1 recharges pistol The the DC-15s design is integrated into trooper armor. the heads-up display of clone BlasTech DC-15s Blaster Rifle Rifle function to specifically BlasTech by designed was rifle blaster DC-15s The with the equipment used by the Grand Army of the Republic. Similar to trooper’s helmet display that of the DC-15a, it is integrated into a clone with a targeting reticule and ammunition count. The rifle is equipped with a retractable stock (see the battlefield. This weapon was the influence for the E-11 blaster rifle used by the Galactic Empire decades later. 100 shots, the power pack must be replaced. After 500 shots, the gas canister must be replaced. BlasTech DC-15x Sniper Rifle Rifle DC-15x the developed, ever rifles sniper effective most the of one Perhaps is a modification of the DC-15a. It adds additional optics andprimarily rangeused at is weapon The durability. and ammo power, of expense the by clone sharpshooters, but also sees use by Republic commando units and ARC troopers. reloaded. The rifle uses standard blaster rifle ammo clips. The rifle’s weapon is remarkably difficult to aim, both because of its design and length. This was an intentional weapons. making use of the powerful troops from design mechanic, preventing enemy an and stability, increased for tripod a includes weapon the for equipment enhanced targeting scope (see of suit functional a wearing without weapon this wielding character any use cannot and rolls attack all to penalty -2 a suffers armor trooper clone canister gas and pack power a requires weapon This scope. targeting the to operate. After 100 shots, the power pack must be replaced. After 500 must be replaced. shots, the gas canister To make an attack with the E-60R, make a single attack roll and ©LucasArts BlasTech DC-15a Blaster Rifle Rifle function to specifically BlasTech by designed was Rifle Blaster DC-15a The series. DC the in largest the is and Republic, the of Army Grand the with armor, trooper clone with integrate to specifically designed was rifle The HUD the on count ammo and reticule target the showing of point the to of the trooper firing the weapon. Without this HUD improvement, the compare the result to the Reflex Defense of all targets within the burst while damage, full take missile the by hit successfully targets Any radius. missed targets take half damage. Any target with a miss. takes half damage on a hit, and no damage on the Evasion talent target-lock and track its target independently. If the first attack misses, same the using attack second a makes rocket the round following the on action an spend to need not do (you penalty -5 a with but bonus, attack to make this attack). If the missile misses a second time, it harmlessly. detonates E-60R Missile Launcher E-60R Missile

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9 AlliesEquipment and opponents chapter 1 AlliesEquipment and opponents 10 Licensed Illegal, Rare Illegal, Rare Licensed Military, Rare Restricted Restricted Restricted, Rare AVAILABILITY Energy Piercing Piercing Energy (sonic) Energy Energy Piercing Energy TYPE 4.5 kg 1 kg 4.5 kg 3 kg 3.5 kg 2 kg 4.5 kg 7 kg WEIGHT S S S S, A S, A S S S RATE OF FIRE DC-17m PEP Laser (top), Rifle (left), Anti-armor (right) ©LucasArts for use by commando units, the DC-17m, or Deecee, as it was often called, often was it as Deecee, or DC-17m, the units, commando by use for had the ability to swap out four different attachments to augment its unit, base the to attached came rifle blaster standard A field. the in use but anti-armor, long-range, and pulsed energy projectile attachments were also made to fit the weapon. Republiccommandos swore by the weapon’s capabilities and rarely found a need for other weapons. The — — — 4d8 — 2d6 — — STUN DMG 2d6 4d8 4d10 3d8 3d8 — 3d8 3d12 DAMAGE COST 1,000 1,100 1,975 3,500 2,000 1,500 15,000 24,000 2 SE 140) reduces the range modifier by 1 The DC-17 requires a power pack and gas canister to operate. After After operate. to canister gas and pack power a requires DC-17 The Wawaatt Arms Kashyyyk long-gun Arakyd ACP array gun Drever DN Boltcaster plasma disruptor Verpine shattergun Verpine sniper rifle Gardarl sonic blaster Gordarl Elite beam weapon Brainwave canceller BlasTech DC-17m Interchangeable Weapon System Rifle BlasTech Industries made several extraordinarily reliable and versatile weapons for the Grand Army of reserved Usually DC-17m. the the was ingenuity Republic, their of example but impressive perhaps the most BlasTech DC-17 Blaster Pistol Pistol and commandos clone by used often were blasters repeating small These unit commanders as a sidearm. They are essentially cut-down versions of the DC-15s blaster rifle. Perhaps the most noted users of the17 pistol were ARC DC- Captain Fordo and Commander Bly, who both used these weapons in pairs. The DC-17 was renowned for its dependability and rapid fire-rate. 50 shots, the power pack must be replaced. After 250 shots, canister must be replaced. the gas advanced targeting scope (see two categories (for example, from long to short range), however weapon the is difficult to wield on targets close by, increasing the range penalty for point blank targets by one category (from point blank short range). to Medium Large Small EXOTIC WEAPONS Table 4-2: Ranged Weapons 4-2: Ranged Table Military Restricted, Rare Licensed, Rare Licensed Military, Rare Military Military Military, Rare Military Military, Rare Military Licensed, Rare Restricted Military Military Military, Rare Restricted, Rare AVAILABILITY Energy Energy Energy Energy Energy Energy Energy Varies Energy (ion) Energy Varies Energy Slashing Varies Energy Energy Piercing TYPE 40 kg 22 kg 12.5 kg 16 kg 8 kg 10 kg 12 kg 24 kg 3.5 kg 12 kg 15 kg 4.5 kg 5 kg 8 kg 6 kg 8 kg 12.5 kg WEIGHT A S, A A A A S S S S S S S S S S S A The anti-armor attachment uses high-velocity explosive projectiles The pulsed energy projectile (PEP) laser attachment was newly credits and weighs 0.5 kg). to inflict maximum damage on enemy armor. This attachment must be perform to action full-round a requiring fired, is shot each after reloaded (shells cost 300 credits and weigh 1 kg each). The explosive shells have a 1-square splash radius. developed for the DC-17m after break that the projectiles plastoid-encased first non-lethal, fire yearto it allows design of the Clone Its Wars. apart, unleashing the fluoride laser pulse contained within that disrupts — — — — — — — Special — — Special — — Special — — — STUN DMG 3d12 4d8 3d10 3d10 6d8 Special 7d8 Special 3d10 ion 4d6 Special Varies 1d8 Special 4d6 4d8 4d8 DAMAGE COST 4,800 4,600 3,800 5,500 1,500 2,000 1,950 8,000 2,500 1,000 1,750 1,800 1,800 2,800 2,500 10,000 18,000 2 2 SE 140) and uses a specialized power pack contained within the The blaster rifle attachment of this weapon functions off a standard standard a off functions weapon this of attachment rifle blaster The The sniper rifle attachment includes an enhanced targeting scope BlasTech EWHB-12 heavy repeater Wawaatt Arms homing rocket launcher Merr-Sonn Z-6 rotary blaster Merr-Sonn Thunderbolt repeater blaster Merr-Sonn reciprocating quad blaster Merr-Sonn RD-4 grenade launcher Merr-Sonn PLX-1 missile/rocket launcher Merr-Sonn MM(X) grenade launcher Merr-Sonn EM pulse launcher Merr-Sonn “bunker buster” torpedo Krupx Minimag missile launcher Krupx Minimag missile Arakyd LJ-50 concussion rifle Arakyd LJ-50 concussion Golan Arms CR-1 blaster cannon Golan Arms CR-1 blaster Razor-net Arakyd LS-150 ACP repeater gun Arakyd LS-150 ACP repeater launcher Baktoid E-60R missile Merr-Sonn Bulldog rocket launching rifle Merr-Sonn Bulldog rocket Table 4-2: Ranged Weapons (cont) Weapons 4-2: Ranged Table Huge Large Medium HEAVY WEAPONS DC-17m was fully integrated into the clone body commando armor, Katarn-class providing an ammo count and armor’s heads-up display. Switching between attachments targeting requires two reticule in the full-round actions. pack power the shots, 60 After canister. gas and pack power rifle blaster must be replaced. After 300 shots, the gas canister must be replaced. (see attachment that must be replaced after 5 shots (cartridge costs 100

chapter 1 11 AlliesEquipment and opponents chapter 1 AlliesEquipment and opponents 12 Licensed Licensed, Rare Military Military, Rare Military Illegal, Rare Military Restricted Military Military Restricted, Rare AVAILABILITY Military Military Military Restricted, Rare Military Military Military Restricted Restricted Military AVAILABILITY Energy Energy Energy Energy Energy Energy Energy Piercing Energy Energy Energy (ion) TYPE Energy Energy Energy Energy Energy Energy Energy Piercing Energy Energy TYPE 3.1 kg 6.5 kg 5 kg 5 kg 6.5 kg 8.5 kg 7.5 kg 6.5 kg 4.5 kg 6.5 kg 1 kg WEIGHT 3.8 kg 7 kg 1 kg 1.8 kg 2.2 kg 7 kg 0.75 kg 4.5 kg 2.5 kg 2.5 kg WEIGHT S, A S S S, A S S S S S, A S S S, A S S, A S S, A S, A S A S S 3d8 2d6 2d8 — 3d6 — — — 2d8 — — STUN DMG 2d8 — 2d6 2d10 2d8 2d10 1d8 — — — STUN DMG 3d8 2d8 3d8 3d8 — 3d10 4d10 3d8 3d8 3d8 3d6 ion / Special DAMAGE 3d8 2d10 4d6 3d10 3d8 3d10 2d8 3d6 4d6 3d10 DAMAGE 1 N/A N/A N/A 500 600 850 900 900 950 COST COST 1,200 2,500 1,900 4,500 4,000 1,000 1,500 1,400 1,200 1,100 10,000 2 2 3 Baktoid E-5s blaster rifle Merr-Sonn BC7 medium blaster carbine Zenoti Arms HB-9 blaster rifle BlasTech DC-19 stealth blaster carbine Weststar M5 blaster rifle BlasTech DC-17m PEP laser Wawaatt Arms X-1 disruptor rifle BlasTech DC-17m anti-armor Wawaatt Arms slugthrower rifle Wawaatt Arms Wookiee sidearm blaster Wawaatt Arms Wookiee Arakyd ACP repeater gun BlasTech DC-17m rifle BlasTech DC-17m sniper rifle Merr-Sonn neural-net eraser Merr-Sonn neural-net BlasTech DC-15s blaster rifle BlasTech DC-15x sniper rifle BlasTech DC-17 blaster pistol BlasTech DC-17 blaster BlasTech DT-57 “Annihilator” Baktoid E-5 droid blaster BlasTech DC-15a blaster rifle BlasTech DC-15s blaster pistol BlasTech DC-15s blaster Large Medium RIFLES Medium Small PISTOLS Table 4-2: Ranged Weapons (cont) Weapons 4-2: Ranged Table When making an attack with a flashbang, make a single attack roll (see rounds 1d4 for blinded is blast the by hit successfully target Any Targets with specialized visual and auditory protection, such as ©LucasFilm LTD. BlasTech DT-57 Heavy Blaster Pistol BlasTech DT-57 “Annihilator” Heavy Blaster Pistol extraordinary packed that pistol blaster super-heavy rare, a was DT-57 The power. It was similar to many other large blaster pistols of the day in that it bordered on truly being a carbine in terms of size and stopping power. The weapon is perhaps most famous for being ’ sidearm of choice as well as the weapon used by Jedi Master Obi-Wan Kenobi to end the Confederate leader’s life. BlasTech Diversionary Flash Detonator BlasTech Diversionary Simple Weapon Army Grand the in commandos clone by used were explosives small These of the Republic during the Clone Wars. Flashbangs, as they were aptly flash of light and a loud bang on detonation. nicknamed, emit a bright and compare the result to the Reflex Defense of every targetwithin the radius. weapon’s 2-square burst SE 254). Missed targets are considered flat-footed for the remainder of the round. A target with the Evasion talent is considered flat-footed on on a miss. a hit, and suffers no ill-effect photon-shielding visors/photoreceptors and species that only see outside the visible spectrum are unaffected by this sound dampeners, weapon. or ©LucasArts Due to the invisibility and nigh-silence of the blaster bolts fired by DC-19 Blaster Carbine the noise of the blast. As Republic for respite some such, allowing duties, covert other the and assassination Shadow Troopers proved able in commandos and ARC troopers. The weapon would later be studied and serve as much of the basis for the Xerrol Nightstinger – another sniper weapon with an invisible blaster bolt. the DC-19, the -10 penalty when using the Snipe feature of the Stealth skill is negated. The DC-19 uses a standard power pack, reloaded after 10 shots. but However, the stealth carbine uses must a specialized be gas canister (cost 500 credits, weighs 0.25 kg) which must be replaced every 500 shots. Rifle The DC-19 stealth carbine of was blend special designed a uses weapon specificallyThe Troopers. forShadow designated usetroopers by clone red, tell-tale the without bolt blaster invisible an achieve to gas Tibanna Painstaking efforts were also made in dampening green or blue contrail. the nervous system of organic targets, The PEP laser causing uses a temporary specialized ammo paralysis. cartridge contained within the attachment capable of 15 shots before it requires reloading (costs 100 0.5 kg). credits, weighs Blaster Carbine BlasTech DC-19 Stealth

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Equipment 13 chapter 1 AlliesEquipment and opponents 14 When you make an area attack with a pulse grenade, make a single Droids, vehicles, electronic devices, and cybernetically-enhanced Creatures without cybernetics take half damage on a hit, Systems or Hardened the with droids no or talent Evasion the with target A gun, generator and its operators with a 10 SR (costs an additional 2,000 2,000 additional an (costs SR 10 a with operators its and generator gun, credits). This turret only operates in autofire rounds. be completed in 2d4 weapon can mode. Assembly of the Brainwave Canceller Exotic Weapon This device is used by the cloners of Kamino to correct and reprimand clones undergoing training. It projects an intense positron charge that disrupts the firing of synapses, effectively canceling the production of brainwaves momentarily. This is often enough to correct a clone from whatever wrongdoing that incited the attack. Drever DN Boltcaster Plasma Disruptor Exotic Weapon Drever Corporation originally created the Phoenix II Plasma Disruptor as a means for customs agents to disabled locked electronic hatches locking mechanisms. and However, other when the military discovered that the weapon was Corporation particularly created the effective DN against Boltcaster to militarization. droids, The fitweapon fires Drever the a massive specific arc of needs electricity nearly for meters 20 to disable droids’ systems. During the Clone Wars, the weapon was employed by specialized clone troopers. BlasTech Reverse Polarity Pulse Grenade BlasTech Reverse Polarity Simple Weapon This disc-shaped explosive was frequently ARC used by troopers commandos during and the electronics rendering circuits, electrical fuses that pulse Clone electromagnetic Wars. The grenade well- are but grenades, EMP to similarly function grenades Pulse emits useless. a strong and systems. suited for stronger droids attack roll and compare the result to the Reflex Defense of every target burst radius. in the grenade’s 2-square on damage half or damage ion normal take grenade the by hit creatures a miss. If the ion damage dealt by the weapon would reduce the target -5 pushed is target the halved), is damage ion the (before points hit 0 to steps down the condition track and disabled. damage on a miss, and suffer no other ill effects. accessory takes half damage from a successful attack and no damage if the attack misses. A tripod counts as a mount for any weapon that requires it (such it requires that weapon any for mount a as counts tripod A as a heavy repeating blaster or E-web repeating blaster). A weapon mounted on a tripod is treated as one size smaller for the purposes of being wielded. In the case of autofire-only weapons that require Autofire, (see braced be to weapon the allows also tripod a mount, a SE 156). While mounted on the tripod, the weapon is immobile. considered Tripod Cost: 500 credits Availability: Common Upgrade Points: 0 of use the facilitates that stand three-legged attached an is tripod A time set-up a it with carries tripod A weapons. heavy and rifles some of 3 full-round actions. This process can be lessened to 2 full-round actions with the assistance of a second character. Some weapons state that they are required to be mounted in order to order in mounted be to required are they that state weapons Some on mounted be can weapons Those species. most by properly used be the satisfy to mount vehicle or tripod, emplacement, bunker bipod, a mount requirements. Using these weapons without being mounted incurs several penalties. All weapons that require a mount suffer a Additionally, mount. a of absence the in rolls attack all to penalty -5 autofire-only weapons with braced the mount without requirement a mount. Weapons more cannot be than larger than one the wielder cannot size utilize the weapon at category all in combat without a mount. Generally, a bipod can be used on a weapon that is equal to, or one size category greater than the creature wielding the weapon. Bunker emplacements, tripods and vehicle mounts are the than larger categories size two or one weapons on used typically creature wielding the weapon. Mounted Weapons BlasTech EWHB-12 Heavy Repeating Blaster Heavy Repeating BlasTech EWHB-12 Heavy Weapon Following a joint venture with Merr-Sonn Munitions in its creation of the EWHB-10 repeating blaster, BlasTech Industries improved on original design the with the EWHB-12. This upgraded model boasts better monitoring power requiring regulators, power onboard and units cooling and regulation from the second crewman as a move action, rather than a standard action. It can optionally be equipped with a gunnery chair to provide greater accuracy, which grants an a additional +1 1,000 credits). attack Some models bonus are (costs even fitted withgenerators shield that are operated by a separate trooper that provides the Rare Rare Military Illegal Restricted Military Military Military Military AVAILABILITY Piercing Slashing and piercing Energy Varies Energy Energy Special Energy (sonic) Energy TYPE 2 kg 0.5 kg 1 kg 1 kg 0.5 kg 0.5 kg 0.5 kg 0.5 kg 0.5 kg WEIGHT S S S S S S S S S Golan Arms CR-1 Blaster Cannon Heavy Weapon in use for developed originally was cannon blaster CR-1 Arms Golan The lenses, faceted special Using Rim. Outer the in popular hunting game big the CR-1 fractures the blaster bolt into several lower-powered bolts in a spread pattern, providing a better chance to hit a target. During test stages, however, it was noted that the weapon was much more potent than conventional blasters at close range. As militarized such, during the the Clone Wars weapon and saw was limited use. When the war at stored and crated were CR-1’s of stock remaining the close, a to drew a Golan Arms warehouse in the Ac’Fren Spur. Decades later, the depot was raided by forces who adopted the weapon in their fight against the Galactic Empire. short range. — — — Special — — Special 4d8 Special STUN DMG 1d8 1d6 4d6 ion Special 3d8 9d6 Special 1d4 Special DAMAGE 200 400 800 500 COST 2,000 1,200 2,500 1,200 Varies 129). The Boltcaster is capable of dealing damage to damage dealing of capable is Boltcaster The 129). SE The weapon possesses unlimited ammunition; however, you cannot Sakiyan pulley bow Rope spike BlasTech reverse polarity pulse grenade Virus bomb SoroSuub LXR-6 concussion grenade SoroSuub LXR-6 concussion Merr-Sonn V-1 thermal detonator Merr-Sonn V-1 thermal Laser-dissipating aerosol grenade Laser-dissipating aerosol Gordarl sonic detonator BlasTech diversionary flash detonator BlasTech diversionary Accurate weapon: This weapon takes no penalty when firing at targets at Accurate weapon: This weapon takes no penalty core rulebook). Area attack weapon (see page 155 of the Saga Edition at targets at long range. Inaccurate weapon: This weapon cannot fire use any feat, talent or other special ability that consumes one more than shot in a round (such as Double Attack weapon. This weapon or is also limited to point blank and short range (use Rapid Shot) with this see range, pistol living targets, but is much more effective against droids and cybernetic or electronic equipment, moving them one step track regardless of down whether their the damage threshold was condition exceeded. The discharge its charging by bolt electrical stronger a build also can weapon the (6d6) triple or (4d6) double can wielder The firing. to prior capacitors actions standard consecutive two or one spending by rolled dice damage charging the weapon beforehand. Table 4-2: Ranged Weapons (cont) Weapons 4-2: Ranged Table Large Small Tiny 3 1 2 SIMPLE WEAPONS

chapter 1 Allies and opponents

Equipment 15 chapter 1 AlliesEquipment and opponents 16 ©LucasArts Elite Beam Weapon Elite Beam Any organic life forms hit by the grenade take full stun damage, time they rest for a minimum of one hour and ingest fluids to replenish their bodies. If the wielder reaches the bottom of their condition track, they perish from dehydration. Gordarl Weaponsmiths Sonic Blaster Exotic Weapon The Geonosians were more than just great a weaponry, a sonic manufactured also they exploit; to Dooku droid-building Count civilization for sonic blaster fires a plasma defense against the Jedi arts. The Geonosian bubble filled with sonic energy pistol, a like that detonates functions range weapon’s The radius. splash on contact.1-square a have The blasts but is limited to point blank and short ranges only. uses a proprietary power pack capable of The firing 15 shots before needing sonic blaster replaced (packs cost 100 credits, weigh 0.2 kg). Gordarl Weaponsmiths Sonic Detonator Simple Weapon These grenades became heavily used by Confederate forces during the height of the Clone Wars. Upon detonation, the device emits an ultra- high frequency sonic burst that wreaks havoc on organic life forms and brittle or delicate objects. When you make an area attack with a sonic detonator, make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s 2-square burst radius. and on a miss take half stun damage. Organic targets with the Evasion talent take half stun damage on a hit, and no damage on a miss. Droids, vehicles, electronic devices and cybernetics within the burst radius take 1d4 damage on a successful hit, and take no damage on a miss. On successful hit, targets are knocked prone and thrown back 1 square. a The beam weapon provides a +1 bonus to all attack rolls made to This cannon fires a spread of five blaster bolts in a cone attack 5 ©LucasArts fire this weapon. Additionally, if an attack is powerful enough to bring a bring to enough powerful is attack an if Additionally, weapon. this fire target to 0 hit points, the wielder may make an attack on any adjacent target as a free action. Alternately, the weapon can be used in autofire mode, but in a straight line (4 x 1) target area. Each time this weapon is reloaded by the same Geonosian Elite, an attack is made against their base Fortitude Defense (no equipment bonuses applied). Each time the wielder reloads this weapon without rest and nourishment, the attack roll gains a cumulative +1 attack bonus. wielder If moves one the persistent step down attack the condition succeeds, track until such the Gordarl Weaponsmiths Elite Beam Weapon Exotic Weapon The Elite Beam weapon fires a compositeacross a beambattlefield or focus laser on one area continually to able punch through to sweep even the thickest armor over time. Elite’s It Geonosian a into is probes needle-like inserts unique it instead ammunition; in that it requires no arm, drawing out bodily fluids to use as a source of power. While other and it reload to unable are they weapon, the firing of capable are species bursts. are limited to 8 individual attacks or 2 autofire squares wide by 10 squares long at the terminus. Make a single attack roll and compare it with the Reflex Defense ofevery target within this damage; 4d8 deals squares 2 within targets on attack successful A area. within 5 squares deals 2d8 damage; and within 10 squares deals 1d8 damage. The weapon can be fired 5 times before a– reloadusing isa required standard power pack and gas canister to operate. After 100 shots, the gas canister must be replaced. Golan CR-1 Blaster Cannon Golan CR-1 RLR “Bulldog” SE 152), the torpedo crashes SE 151). On a successful Strength check, the torpedo When the weapon is fired, make a Strength check for the torpedo ©LucasArts penetrates the bunker and detonates inside, weapon and makes the a wielder single of attack the roll Targets radius. burst 6-square torpedo’s the within which targets all of Defense is compared to the Reflex successfully hit by the blast take full damage, while missed targets take half damage. Targets with the Evasion talent take half damage on a hit, and no damage on a miss. Merr-Sonn “Bunker Buster” Rocket-Propelled Torpedo Torpedo “Bunker Buster” Rocket-Propelled Merr-Sonn Launcher Heavy Weapon This rocket launcher was first put into service by Republic troops during the Clone Wars. The weapon fires a two-stage rocket-propelled torpedo bunker a of walls or ground the penetrate to designed specifically is that the into slams torpedo the fired, Once inside. targets soft the eliminate to into deep burrowing detonators, thermal of series a detonating by barrier the target structure until it reaches the inside. At that point, a second, charge explodes. more powerful proton with a +30 Strength modifier. If the Strength check fails in beating the structure’s break DC (see Break an Object, into the structure and detonates, dealing damage to the structure (see Attack an Object, SE 154). The RLR functions like a normal ranged The Bulldog RLR uses a specialized weapon clip that requires a full- This missile launcher accepts a variety of ordnance. The type of round action to reload (costs 200 credits, weighs 0.5 kg). projectile weapon but carries with it a 1-square splash radius. Merr-Sonn “Bulldog” Rocket-Launching Rifle Merr-Sonn “Bulldog” Rocket-Launching Heavy Weapon Clone the during use for developed was launcher missile pistol-sized This Wars, primarily by General Grievous’ personal IG-100 MangaGuards. It carries six miniature rockets in an ammo clip and can be fired in one of two ways. The first mode is a standard “dumb-fire” setting that can provides be mode second The rifles. blaster most of typical rate fire a at used a guidance-based target lock, which allows aiming using a single Swift action (see Aiming, Merr-Sonn BC7 Medium Blaster Carbine Rifle variety a for built weapon dependable a is carbine blaster medium BC7 The available is attachment rocket/grenade optional An situations. combat of for the BC7 that can be mounted in 1 minute with a DC 15 Mechanics This grenades. 4 carries and payload) by varies range and (damage check was a standard weapon for many members of various Republic-allied on Haruun-Kal. militias, including the Republic Regular Militia Laser-Dissipating Aerosol Simple Weapon This grenade was often referred to as an LDA by the clone commandos that used it during the Clone Wars. When thrown into an area, the LDA bursts, spewing an aerosol in a 3-square burst radius that 1d10 rounds. lingers Any for shots fired from a blaster weapon within or through die. this area have their damage reduced by one Krupx Minimag Missile Launcher Krupx Minimag Heavy Weapon The Minimag is an extremely adaptable missile launching system that saw widespread usage during the Clone Wars. Although its system is targeting the most basic – only capable of ‘dumb-firing’ its– ordnance the Minimag is each), capable credits of 200 handling (approximately adapters virtually field-kit any special Using type torpedo. of missile or the launcher can be refitted with a full-round action to accommodate different payloads. requires Minimag The radius. burst and type damage, determines missile reload after each shot. a full-round action to

chapter 1 Allies and opponents

Equipment 17 chapter 1 AlliesEquipment and opponents 18 Merr-Sonn PLX-1 Merr-Sonn When you make an area attack with a launcher, make a single attack single a make launcher, a with attack area an make you When Targets hit by the blast take full damage, while missed targets take The PLX-1 uses a special missile that must be reloaded using a full- ©LucasArts to home-in on repulsorlift signatures using its gravity-activated mode (GAM). If the weapon is aimed at a repulsorlift vehicle prior to the rocket will firing, acquire a target-lock and track its target independently. If the first attack misses, on the following second roundattack using the same the attack bonus, but rocketwith a -5 makes a penalty (you misses rocket the If attack). this make to action an spend to need not do with but round, following the attempt third a make will it time, second a harmlessly. detonates rocket the misses, attack third the If penalty. -10 a PLX-1 The mode. “dumb-fire” traditional the in fire also can missiles The missiles have a 2-square one swift action to perform. activated mode and dumb-fire mode takes burst radius. Switching between gravity- roll and compare the result to the Reflex Defense ofevery target in the missile’s 2-square burst radius. hit, a on damage half takes talent Evasion the with target A damage. half and no damage on a miss. round action after each shot is fired. The missiles cost 100 credits each and weigh 1 kg. Merr-Sonn RD-4 Grenade Launcher Heavy Weapon Already decades old by the grenade time launcher was adopted by the the droid armies of the Confederacy. Clone Wars began; The grenades can be set so that they explode on the impact or on a delayed RD-4 fuse which bounces 1d4 squares (random) and explodes the following round. Characters with the Angled Throw feat (TFU 32) or the Ricochet Shot talent (SV 15) can choose which direction the grenade will bounce and attempt to maneuver the grenade around cover. 192) and moves and 192) SE This grenade launcher accepts a variety of ordnance. The type of Merr-Sonn PLX-1 Missile/Rocket Launcher Heavy Weapon This over-the-shoulder portable missile launcher was used by Republic forces during the Clone Wars. The launcher was specifically designed Merr Sonn Neural-net Eraser Pistol Similar to a standard ion pistol, the neural-net eraser was designed to software. and banks memory erase circuitry, neural-net droid’s a destroy and Fortitude droid’s the to compared is damage the hit, successful a On Will Defense. If the amount of damage exceeds both, one class level or two nonheroic levels are permanently erased from the droid’s memory (see wipe memory a experienced just had it if as bank Heavy Weapon Munitions Merr-Sonn at development experimental in still was MM(X) The firing dual-operated a with equipped is It erupted. Wars Clone the when mechanism to allow it to be easily fired from multiple configurations. It can be used via tripod, shoulder-mount, or vehicular mount with no modifications. It can be converted from one configuration to another using a full-round action. holding of capable is It radius. burst and type damage, determines grenade full-round a requires MM(X) The reloading. requires it before grenades 4 thermal detonators. action to reload and cannot be used to hurl way the all moves droid target the If track. condition the down step one down the condition track, it is considered destroyed (brain is unable to be repaired, but can be replaced). If the damage does not exceed either Fortitude or Will Defense on a successful hit, it is treated as normal ion damage. Merr-Sonn MM(X) Grenade Launcher Merr-Sonn MM(X) Merr-Sonn EM Pulse Launcher Merr-Sonn Heavy Weapon of armies droid the combat to design specifically was weapon bulky This the Confederacy during the Clone Wars. Often employed by specialized clone troopers, the entire out taking launcher’s often pulse, slug electromagnetic intense would an emit streak and targets toward a cluster of squads of battle droids with a successful hit. The was EM by far one Pulse of the most Launcher powerful anti-droid weapon systems in the galaxy. Slugs firedwith this weapon havea 2-square burst radius. The weapon must be reloaded after two shots, requires a full-round action. Slugs cost 40 credits each. When making an attack with this weapon, make a single attack Due to its size and weight, the Z-6 incurs a -5 penalty to all attack requires the wielder to possess a Strength score of 14 or greater to use the weapon or they incur a -5 penalty to all attack rolls and cannot use weapon. associated with the or special abilities any feats, talents Merr-Sonn V-1 Thermal Detonator Simple Weapon This explosive is a modified version of a Merr-Sonn’s Class-A thermal detonator (SE 130) that was used by clone Clone sharpshooters Wars. The during V-1 is the equipped with sound dampeners to muffle the explosion slightly. The detonation of a V-1 thermal detonator incurs a -5 penalty to Use Computer checks made to detect sensors. the explosion on roll and compare the result to the Reflex Defense of all targets in the grenade’s 4-square burst radius. Targets hit missed take targets take full half damage. damage, Targets with while the Evasion talent take on a miss. half damage on a successful hit, and no damage Merr-Sonn Z-6 Rotary Blaster Heavy Weapon This massive rotary repeating blaster cannon saw the limited Clone Wars. use The incredibly heavy during design and poor accuracy meant the weapon wasn’t practical for most diminished field usefulness, applications. there Despite were its several occasions, mission to such Rugosa as or ’s the rescue at distinction. The rotary design allow for an incredible 166 Hypori, shots fired per where it was used with second. The weapon was fed by a chain of blaster power packs that the repeater chewed through, earning it the nickname of “chain gun”. rolls and cannot be braced when it is fired without the use of a bipod or tripod (SV 43) if the wielder does not possess a Strength score of 14 or higher. Each power pack contains enough energy for a single autofire Merr-Sonn Thunderbolt Repeater Blaster Merr-Sonn Thunderbolt Heavy Weapon The gigantic and powerful Thunderer repeater to be blaster fired from was was Thunderer designed The a braced weapon. handheld a position as it fire to chose beings stronger on a bipod in a trench, but some a favorite of Liane “Chalk” Trevval, a member of the Upload Liberation Front on Haruun-Kal. The weapon is equipped with a bipod and due to braced be cannot and rolls attack all to penalty -5 a incurs bulkiness, its if used without the bipod (SV 43), or when targeting enemies at point blank range. A successful Strength check (DC 20) negates this penalty. for 20 bursts before requiring a reload. The Thunderer has capacity 255) over a 5-square radius 5-square a over 255) SE Due to the light fusion generator paired with the quad blaster, it When making an area attack with the RD-4 grenade launcher, make make launcher, grenade RD-4 the with attack area an making When Any target hit by the grenade immediately takes 3d6 damage. ©Genndy Tartakovsky Reciprocating Quad Blaster Heavy Weapon armored slow-moving against used typically was weapon a of monster This vehicles such as the Trade Federation AAT or Corporate Alliance as blasters, reciprocating double-barreled two of consists rig The Droids. Tank and pack the Both weapon. the power to backpack reactor large a as well the weapon itself were fitted with a series of micro-repulsors to reduce the immense weight felt by the trooper. Unfortunately, this made the weapon detectable to repulsorlift sensors. The weapon was field-tested during the Clone Wars by Republic commandos, ARC troopers and other elite military units. has unlimited ammunition. If somehow the micro-repulsors on the unit are damaged and become inoperable, its weight increases to 30 kg and Merr-Sonn Reciprocating Quad Blaster Merr-Sonn Reciprocating a single attack roll and compare the result to the Reflex Defense of every of Defense Reflex the to result the compare and roll attack single a radius. grenade’s 2-square burst target in the Missed targets take half damage. Targets with the Evasion talent take half damage on a successful hit, and no damage on a miss. The grenade Radiation, (see radiation severe unleashes round subsequent each level one by dissipates and round, following the in (e.g. severe to moderate, moderate to mild, mild to none). This weapon requires a full-round action to reload after every shot. Grenades for the each, and weigh 0.3 kg. RD-4 cost 200 credits

chapter 1 Allies and opponents

Equipment 19 chapter 1 AlliesEquipment and opponents 20 SE 129) SE 151, table SE 129). SE 128) but it utilizes a series of Unfortunately, the Shattergun is far from perfect. The name of Proper ammunition for this weapon costs 500 credits for a 50 shot When making an attack with this weapon, make a single attack Sakiyan Pulley Bow Sakiyan Pulley Simple Weapon enthusiasts. and hunters Sakiyan with mainstay a was weapon archaic This It functions just like a typical bow (see pulleys and cams that increase its range and overall force. This weapon of the Simple Weapon ranges ( uses double the values Verpine Shattergun Exotic Weapon one as mercenaries and assassins by renowned is Shattergun Verpine The almost firing of capable is It created. ever weapons versatile most the of types special pebbles, including round, hyper-kinetic a as object solid any of ice, or even coins. Because of this, the weapon effectively never runs out of ammo which mercenaries covet. Assassins love invisible delivery of exotic projectiles. the silent and the weapon is derived from the gun’s fragile nature. The calibration of the aim is notoriously finicky unless proper maintenance is performed regularly. Naturally, professional soldiers and hired killers seldom take issue with maintaining their gear, but the high degree of upkeep tends Mandalorian as such warriors elite of realm the to weapon the restrict to Warriors or Republic commandos. ammo clip (weighs 0.5 kg). The weapon uses pistol ranges (see checks Stealth to penalty -10 the negates it nature, silent its to due and when using the Snipe feature. Any item of ammunition fed directly into the barrel after every shot. After firing Fine-size any can be used as makeshift projectiles or when its standard ammunition is reloaded, the weapon requires a full-round action to perform a Mechanics check (DC 25) needed to fine-tune and takes 1 point of damage (see 9-1: Statistics for Objects). SoroSuub LXR-6 Concussion Grenade SoroSuub LXR-6 Concussion Simple Weapon The LXR-6 is a standard grenade that releases a concussive blast upon detonation. The grenades saw limited use from both warring the Clone Wars, but sides were more commonly used by the in Separatist battle defected to the Confederacy. droids after SoroSuub roll and compare the result to the ReflexDefense of alltargets in the grenade’s 2-square burst radius. Targets hit missed take targets take full half damage. damage, Targets with while the Evasion talent take on a miss. half damage on a successful hit, and no damage CW 59); as a thrown weapon that can quickly be recovered with ©Genndy Tartakovsky Rope Spike Simple Weapon A niche weapon used by some during the Clone the rope spike was basically a sharp Wars, spike made from Mandalorian iron fastened onto a rope effective yet of simple The weapon. utilitarian varying the of versatility length. the enjoyed A handful of Mandalorians garrote a knife; typical a as ways: of number a in used be could weapon (see a pull of the rope (requires a move action); or even as a bolo Trip attacks (allows to be made at range). Finally, the weapon can be used as a grappling hook, granting a +5 equipment bonus to Climb checks. Heavy Weapon (ammunition) Razor-nets are often used by bounty hunters and slavers as a means of the functions It attempts. escape discouraging and prey their capturing same as a regular net (SE 130), however, it is more difficult to escape (requiring a DC 20 Acrobatics check) or break out of it (requiring a DC 25 Strength check). If the target attempts either of these actions and fails, they immediately take 1d8 damage from the razor-sharp barbs embedded in the net. burst. Typically, a bandolier is used to carry 12 power packs, but chains of power packs can be continually fed into the weapon to provide as much ammo as is needed (via belt pouch or backpack). Alternately, a unlimited ammo. light fusion generator can be carried to allow Razor-net Merr-Sonn Rotary Blaster Merr-Sonn SE 253). Wookiee Homing Rocket Launcher Firing this weapon requires a full-round action. When making an ©LucasArts Virus Bomb Simple Weapon small a is bomb virus a system, star civilized every nearly in illegal Highly explosive device designed to deliver a weaponized airborne pathogen into a targeted area. The initial explosion functions as a standard frag grenade (SE 128). The secondary effect is determined by the contagion (see Atmospheric Hazards, used in the explosive device Rocket Launcher Wawaatt Arms Homing Heavy Weapon This extremely bulky rocket launcher was developed by the of targets their on in home can that rockets firing of capable is It Kashyyyk. a single, five-rocket barrage. either individually, or in attack with this weapon in single-fire mode, make a single attack roll and compare the result to the Reflex Defense of all targets within the rocket’s 2-square splash radius. If the primary target is hit, it takes full radius splash the within Targets damage. half takes it otherwise damage, damage on a miss. Primary take half damage on a successful hit, and no targets with the Evasion talent take half damage on a hit, no damage on a miss. If the weapon is aimed in the round prior to firing, the rocket will acquire a target-lock and track its target independently. If the first attack misses, on the following round the rocket makes a second attack using the same attack bonus, but with a -5 penalty (you do not need to time, second a misses rocket the If attack). this make to action an spend it detonates harmlessly. SE Verpine Sniper Rifle The weapon is equipped with a bipod and range finder (SV 43) as Proper ammunition for this weapon costs 1,000 credits for a 50 Verpine Sniper Rifle Verpine Sniper Exotic Weapon A rifle version of the notorious Verpine Shattergun, theVerpine Sniper It creates no weapons in the galaxy. the finest marksman Rifle is among sound upon firing, no muzzle flash, and no visibleprojectile as it fires virtually any object at 1,000 meters per second. It is favored by high- priced assassins and mercenaries who expect to stay in the field longer than portable munitions are expected to last. This weapon famously employed was by Sergeant most Kal Skiratta of the Grand Army of the and Null-ARC troopers. Republic and his commandos well as a targeting scope (SE 140) capable of visible spectrum, infrared, and ultraviolet viewing. Typical modifications to the weapon allow it to transmit target data to orbital craft for surface bombardment. In second the year of the Clone Wars, a would that target a cover to special, weapon this from fired be to developed unnoticeable was tracking dust sensors from orbit. allow them to be located on dedicated tracking shot ammo clip (weighs 0.5 kg). The weapon uses rifle ranges (see 129) and due to its silent nature, it negates the -10 penalty to Stealth checks when using the Snipe feature. Any item of Fine-size can be used as ammunition fed directly into the barrel after every shot. After firing any makeshift projectiles or when its standard ammunition is reloaded, 1 takes and fine-tune to 25) (DC check Mechanics a requires weapon the point of damage (see SE 151, table 9-1: Statistics for Objects).

chapter 1 Allies and opponents

Equipment 21 chapter 1 AlliesEquipment and opponents 22 The weapon is powerful enough to punch holes in vehicles and A Strength score of 14 or better is required to use this weapon due to due weapon this use to required is better or 14 of score Strength A ©LucasArts X-1 Disruptor Carbine reduce battle droids to powder. As a disruptor weapon, the X-1 treats If is. actually it than lower 5 was threshold damage their if as targets all the damage from the X-1 kills a creature or destroys an object, vehicle or droid, the target is disintegrated and ceases to exist. Because of the of capable streams energy create to needed requirements power massive every once fire only can X-1 the level, molecular the on matter disrupting that ability special other or talent feat, any use cannot You round. other Wawaatt Arms X-1 Disruptor Carbine Wawaatt Arms X-1 Rifle This incredibly heavy disruptor of rifle Kashyyyk was and used created in the Separatists defense invaded. by The of unorthodox ring-shaped the Wookiees their grip was homeworld common in when the Kachirho and the southern regions of Kashyyyk. This weapon see much did in the not way of exportation during the Clone Wars due to the properly. physical strength required to wield the weapon Wawaatt Arms Wookiee Slugthrower Wawaatt Rifle The weapons large, bronzium-plated made by the Wookiees of Kashyyyk were relatively unknown save to weapon Wars erupted. collectors Wookiee until weaponry tends the to Clone be more heavier, rugged than most oversized human-sized weapons. The and rifle’s weight alone discourages most non-Wookiees from using it, and the recoil makes the Wookiees the by made Slugthrowers others. most for impractical weapon are remarkably accurate and feature stopping power uncommon to the weapon type. reloaded needing before shots 20 holds clip ammo The recoil. and size its (200 credits, 0.6 kg). SE 155), the weapon The weapon fires 20 shots before needed to be reloaded. It uses a The weapon fires 10 shots before needed to be reloaded. It uses a When making an area attack with this weapon in barrage mode, A Strength score of 14 or greater is required to fire this weapon in Wawaatt Arms Wookiee Side-arm Blaster Pistol This bronzium-plated blaster pistol, like most of the Wookiee arsenal, is used mainly as a home-defense weapon to be operated by and young females ones who have yet to undergo their Hrrtayyk Ceremony. The to enough powerful and standards humanoid by carbine a nearly is pistol discourage most non-Wookiees with a single blast. Aiming the weapon was notoriously difficult, making hitting long-range targets impossible. During the Clone Wars, these weapons were used as a back-up by many after handy in come might firepower extra the felt who warriors Wookiee faced. seeing the size of the Separatist forces they custom ammo clip that costs 80 credits and weighs 0.2 kg. A Strength score of 12 or greater is required to use incurs a -5 penalty to all the attack rolls made with the sidearm. weapon, Due to its or the wielder inaccurate nature, the weapon is incapable of firing at targets at long range. The long-gun was a devastating weapon that, despite designed its for short-range name, combat. was The weapon accuracy was poor its best for reputation known a had for also but its power, stopping incredible limited gun the of recoil and weight staggering The count. ammo low and its use to individuals of prodigious strength, the most famous of which invasion of Kachirho. was Tarfful of Kashyyyk during the Confederate custom ammo clip that costs 150 credits and weighs 0.5 kg. A Strength incurs wielder the or weapon the use to required is greater or 14 of score a -5 penalty to all attack rolls made with this weapon. Due to its size and lack of sights or scopes, the weapon is incapable of firing at targets at long range. Wawaatt Arms Kashyyyk Long-gun Wawaatt Arms Kashyyyk Exotic Weapon unlike a standard area attack (see Area to Attacks, penalty -5 additional an at albeit area, 3-square by 3-square a targets fired when feature homing the utilize cannot rockets The roll. attack the carry no splash damage. in barrage mode, and effectively combat; otherwise the wielder incurs a -5 penalty on made with all this weapon. The homing attack rocket launcher holds five rolls rockets, facilitating a single barrage mode shot, or five single-fire mode shots. Reloading this weapon takes three full-round actions. The rockets used credits each, and weigh 1 kg. in this weapon cost 150 The M5 blaster rifle uses a standard power pack that must be reloaded be must that pack power standard a uses rifle blaster M5 The after replaced be must that pack power standard a uses weapon This Conner Ship Systems HX2 Landmine A typical landmine used by the ARC troopers of the during the Clone Wars. This device is planted and set to explode when any object with a mass of over 25 kilograms moving at a velocity of breaching heavy armor; however, this secondary fire mode is taxing on ammunition. after 100 shots, and a standard gas canister that must be replaced after 500 shots. Using the anti-vehicle firing modeexpends ammo ten times anti-vehicle 10 of maximum a (e.g. setting anti-personnel the than faster shots can be fired on a single power pack), but deals 3d10 damage with hit. penetration 5 on a successful Rifle This ornately detailed ceremonial blaster rifle was commonplace among the during Utapau of planet the on Utai, some even warriors, Pau’an the generations, the across down handed typically were rifles The Wars. Clone serving as a status symbol. Unfortunately, this meant that the weapons little posed and Wars, Clone the of time the by obsolete hopelessly were Order after army clone the nor army droid invading the neither to threat 66 was executed. after 200 shots. 25 shots, and a gas canister that must be replaced Explosives frequently used were explosives grenades, than powerful more Generally explosive used commonly most teams Commando Wars. Clone the during devices to destroy enemy structures or as cannot be used siege like grenades, but are commonly weapons. equipped with a timer Explosives allowing a delayed detonation of up to an hour on a standard timer, or longer with a specialized timer. BlasTech Proximity Mine These explosives were typically used by commando Clone Wars. units A during small shaped the charge focuses a forward-directing when blast movement is detected within 2 squares in While the proximity mine front itself has a fairly low yield when compared to of the device. other explosives, typically they were attached to combustible materials ventured target unsuspecting an when explosion larger much a create to 4 by wide squares 2 pattern cone a in explodes detonation The close. too squares long at the terminus. Zenoti Arms HB-9 Blaster Rifle Zenoti Arms HB-9 Blaster WESTAR-M5 ©Jan Duursema The X-1 requires a proprietary power pack to operate (cost 250 credits, credits, 250 (cost operate to pack power proprietary a requires X-1 The Rifle The ARC blaster rifle, as it is often referred,to many isARC the troopers weaponas of choice well as some commandos popular most the systems, add-on of variety a and with fitted be to designed officers. It is system micro-missile PLX-1m single-shot a of equivalent the is which of (3d8 damage, considered a heavy weapon). Adding the 1.5kg to PLX-1m the weight of adds the weapon. While most ARC troopers used the against fire suppression provide to capacity anti-personnel an in weapon infantry, the rifle is verycapable in the anti-vehicle role. It is capable of consumes more than one shot in a round (such as Double Attack or Rapid Rapid or Attack Double as (such round a in shot one than more consumes this weapon. Shot) with replaced. power pack must be kg). After 15 shots, the weighs 0.5 Rifle Westar M5 Blaster

chapter 1 Allies and opponents

Equipment 23 chapter 1 AlliesEquipment and opponents 24 CL 3 Military Military, Rare Restricted Military Restricted AVAILABILITY Fine Small Tiny Tiny Tiny SIZE 0.1 kg 1 kg 0.5 kg 1 kg 1 kg WEIGHT Energy Energy Energy Energy Energy DAMAGE TYPE Weapon Emplacements Weapon Anti-personnel and anti-vehicle emplacements saw increased exposure during the Clone Wars. Primarily used weapon emplacements to were heavily defend used by fortifiedboth positions, the Confederacy of Independent Systems and Galactic Republic. Arakyd MMLT Missile Launcher This rapid-fire missile launcher was designed by the decade Arakyd Industries preceding in the Clone Wars. It saw heavy militarized usage by organizations various during the war, most specifically mercenary groups. The MMLT is capable of firing individual missiles as a standard attack, or up to an entire queue of been has ammunition its After area. 2-square by 2-square 8 a targets that missiles as a full-round action expended it requires 5 full-round actions to reload requires an additional the 8 rounds for weapon, the barrel and and internal components override can 15) (DC check Mechanics A again. firing before down cool to these safety features; however, an attack roll versus the emplacement’s Fortitude Defense is made. Each successive shot the without waiting weapon the is full fired 8 rounds to cool bonus down increases to the Fortitude attack Defense by +1. emplacement’s Fortitude Defense, If the weapon explodes dealing 5d10x2 the result is greater than splash radius. damage to the user and all targets in a 2-square the Arakyd MMLT Missile Launcher Large Emplacement Init +5; Senses Perception +6 Defenses Ref 10 (flat-footed 10), Fort 15; +1 armor Hp 30; DR 5; Threshold 20 Speed 0 squares (immobile) Ranged mini-missile launcher +4 (see below) 1d8 Special Special 2d8 2d4 DAMAGE 200 800 500 750 255) each round each 255) SE COST 1,500 Republic micro-explosive charge Republic micro-explosive Merr-Sonn “Borebang” Gordarl Thermal Bomb Conner HX2 landmine BlasTech proximity mine BlasTech proximity WEAPON These marble-sized explosives became commonly used by Jedi during the during Jedi by used commonly became explosives marble-sized These Clone Wars. Able to employ dozens at a time, Jedi could easily detonate the micro-explosive charges remotely by using the Move Light Object feature of the Use skill. Some such as Obi-Wan Kenobi, of even covertly placed this charges in the key areas more savvy warriors, these of six purchases credits 200 Force. the using by concealment from micro-explosives. Republic Munitions Micro-Explosive Charge Merr-Sonn “Borebang” Subterranean High-Yield Explosive Merr-Sonn “Borebang” Subterranean High-Yield Developed for use during the Clone Wars, the subterranean high-yield explosive device saw frequent use by the burrowing Grand begins Army borebang of the ground, the the Republic. on placed and activated Once (up user the by designated rounds of number a for ground the into itself to 5 rounds). When the device detonates, it deals an initial 6d8 damage to targets successfully hit within the 2-square burst radius. Secondary damage caused by medium falling debris is then dealt to targets within a 4-square burst radius (see Table 14-2: Damage from Falling Objects, SE 254). Gordarl Weaponsmiths Thermal Bomb Gordarl Weaponsmiths This incendiary device Confederacy was and used during the Clone Wars developed against the forces of the by Republic. the Any target successfully hit in the 2-square burst Geonosians radius takes of Fire, (see damage fire and damage 3d6 immediate an the afterward until the flames are extinguished. Missed targets within the fire. burst radius take half damage and do not catch under 30 kmh comes within 1 square of the mine. The explosion causes burst radius. massive damage in a 2-square Table 4-3: Explosives Table CL 4 Atgar P-tower ©LucasFilm LTD. Atk +5; Dmg 4d10x2 Large Emplacement Init +5; Senses Perception +6 Fort 16; +1 armor Defenses Ref 10 (flat-footed 10), 21 Hp 30; DR 5; Threshold Speed 0 squares (immobile) below) Ranged blaster cannon +5 (see scale); Cover +5 Fighting Space 2x2 or 1 square (starship Base Atk +2; Grp +13 Int 14 Abilities Str 22, Dex 10, Con -, Use Computer +8 Skills Initiative +5, Mechanics +6, Perception +6, Crew 1 (skilled); Passengers none Availability Military; Cost 10,000 Blaster cannon (gunner) only capable of supplying enough power for 8 shots before needing to be to needing before shots 8 for power enough supplying of capable only cells energy the After round. per once fire only can weapon This replaced. are depleted, it takes 3 full-round actions to remove and install fresh power cells. Turning the weapon to face a target or aiming the turret requires a full-round action. Turret Atgar 1.4 FD P-Tower MMLT Missile Launcher MMLT Missile ©LucasArts Atk +4; Dmg 4d10x2, 2-square burst Atgar 1.4 FD P-Tower Turret This weapon emplacement was put into production during Wars the by Atgar Arms. It utilized Clone sixteen micro-power routers that would channel energy into a single cannon blaster bolt. barrel The sixteen and C-6 batteries release used to a power the powerful device were Cover +5 Fighting Space 2x2 or 1 square (starship scale); Base Atk +2; Grp +12 Abilities Str 20, Dex 10, Con -, Int 12 Computer +7 Skills Initiative +5, Mechanics +6, Perception +6, Use Crew 1 (skilled); Passengers none Payload 40 missiles Availability Military; Cost 8,500 Mini-missiles (gunner)

chapter 1 Allies and opponents

Equipment 25 chapter 1 AlliesEquipment and opponents 26 5d10x5 (5d10x2 5d10x5 Dmg Dual Missile Launcher at medium range, 5d10 at long range), 1-square splash at medium range, 5d10 size. ©LucasArts +6 (-9 against targets smaller than Colossal); than smaller targets against (-9 +6 Atk Wawaatt Arms Dual Missile Turret Wawaatt Arms Dual This hulking stationary turret system was designed Wookiees and on Kashyyyk. used It by fires the a pair piercing of surface-to-air missiles. heavy It armor- loads its ordnance 24 from a missiles. magazine Replenishing that rounds. 2 its stores every missiles of pair one fire only can payload weapon The accomplish. takes 5 full-round actions full- a requires weapon the aiming or target a face to turret the Turning to round action. 0 squares (immobile) / fly 2 squares (in hover mode) / fly 2 squares Speed 0 squares (immobile) cannon +6* (see below) Ranged turbolaser (starship scale); Cover total 4x4 or 1 square Fighting Space Grp +30 Base Atk +2; Int 18 Abilities Str 36, Dex 10, Con -, +6, Perception +6, Use Computer +10 Skills Initiative +1, Mechanics none Crew 1 (skilled); Passengers 120,000 Availability Military; Cost *Apply a -20 penalty on attacks against targets smaller than Colossal Turbolaser cannon (gunner) CL 10 CL 8 Atk +6; Dmg 6d10x2, 1-square splash This weapon emplacement was one of the most powerful anti-vehicle turrets used during the Clone Wars. It is mounted on an mobility. limited and protection added Aratech for Chassis Armored Super-heavy 440 On its own power source it is capable of firing six shots before it needs to be recharged. With an added power source, the capacity is increased to 50 shots. If connected to a power generator, it is capable of firing an unlimited number of rounds. The cannon is immobile when attached to blasts laser the which at rate the Unfortunately, source. power outside an dissipate is high, and the turret loses much of its potency at and long range. Turning to medium face a target or aiming requires a full-round once every 3 rounds. action. This weapon is only capable of firing Turbolaser Speizoc v-188 “Penetrator” Anti-Artillery Gargantuan Emplacement Init +1; Senses Perception +6 Defenses Ref 10 (flat-footed 10), Fort 23; +5 armor Hp 180; DR 10; Threshold 43 Speizoc V-188 “Penetrator” Anti-Artillery Turbolaser Speizoc V-188 “Penetrator” Anti-Artillery Kuat Drive Yards VLD2261 Laser Turret Yards VLD2261 Laser Kuat Drive This turret was developed by Kuat Drive Yards for the Grand the Republic shortly following the onset of Army the Clone Wars. It was most of typically used in ground-based installations to provide air defense. The but function, to system generator power a into tied being requires turret gives the emplacement unlimited ammunition. Turning to face a target requires a full-round action. or aiming the weapon Laser Turret Kuat Drive Yards VLD2261 Gargantuan Emplacement Init +1; Senses Perception +6 Fort 21; +5 armor Defenses Ref 10 (flat-footed 10), 41 Hp 150; DR 10; Threshold Speed 0 squares (immobile) +6 (see below) Ranged dual laser cannon turret scale); Cover total Fighting Space 4x4 or 1 square (starship Base Atk +2; Grp +28 Atk Options autofire (dual laser cannon turret) Abilities Str 33, Dex 10, Con -, Int 18 Use Computer +10 Skills Initiative +1, Mechanics +6, Perception +6, Crew 1 (skilled); Passengers none Availability Military; Cost 80,000 Dual laser cannon turret (gunner) Quadrail Launcher Quadrail ©LucasArts Atk +5; Dmg 4d10x2, 2-square burst Base Atk +2; Grp +13 Abilities Str 22, Dex 10, Con -, Int 14 Use Computer +8 Skills Initiative +5, Mechanics +6, Perception +6, Crew 1 (skilled); Passengers none Payload 96 quarrels Availability Military; Cost 8,500 Light rail gun (gunner) CL 3 CL 4 Atk +6; Dmg 5d10x2, 2-square burst Large Emplacement Init +5; Senses Perception +6 Defenses Ref 10 (flat-footed 10), Fort 16; +1 armor Hp 30; DR 5; Threshold 21 Speed 0 squares (immobile) Ranged 4 light rail guns +5 (see below) Cover +5 Fighting Space 2x2 or 1 square (starship scale); Wawaatt Arms Quadrail Launcher This Wookiee light rail gun was frequently used during the Clone Wars in the defense of Kashyyyk. It is equipped with four bowcaster-like rail cannons that fired explosive rounds encased quarrels in a plasmoid explode on contact over a 2-square burst radius. When making the shell. The compare and roll attack single a make cannon, rail the using attack an Targets radius. burst the within targets all of Defense Reflex the to result successfully hit by the attack take full damage, while take half damage. Any target with the Evasion talent takes half damage missed targets from a successful hit, and no damage from a miss. The magazines that feed the four barrels are capable of holding twenty-four quarrels each. actions. Reloading this weapon requires 2 full-round Wawaatt Arms Quadrail Launcher Dual Missile Turret Wawaatt Arms Large Emplacement +6 Perception Init +5; Senses +1 armor 10), Fort 16; Defenses Ref 10 (flat-footed 21 Hp 35; DR 5; Threshold Speed 0 squares (immobile) +6 (see below) Ranged dual missile launcher scale); Cover +5 Fighting Space 2x2 or 1 square (starship Base Atk +2; Grp +13 Int 18 Abilities Str 22, Dex 10, Con -, +6, Perception +6, Use Computer +10 Skills Initiative +5, Mechanics none Crew 1 (skilled); Passengers Payload 24 missiles 15,000 Availability Military; Cost (gunner) Dual missile launcher

chapter 1 Allies and opponents

Equipment 27 chapter 1 AlliesEquipment and opponents 28 SE 254). While the SE 138), repulsorlift unit (SV 47), and ARC trooper armor is essentially modified Mk I armor, Blaze Trooper Armor Heavy Armor This heavy powered armor suit was developed by the Kamino engineers Clone the during used equipment clone early the of most for responsible internal an with suit space armored power a is armor trooper Blaze Wars. generator and powered exoskeleton (SV 46) installed. It also Proficiency Armor the with wearer any grants contains which package helmet the (heavy) feat a +2 equipment bonus to all Perception checks as well as low-light vision. Blaze trooper armor is also fitted with jetpack (50 charges, see Jetpacks, a heavy-duty powered, is armor the While 128). (SE throwers flame arm-mounted two the wearer is considered immune to encumbrance. armor weighs only 40 kg when determining extreme temperatures, and the Coolth Suit Medium Armor These bulky protective suits were typically used by species environments to from endure planets with cold much warmer climates than they are accustomed. Using a coolth system, the the suit continually temperature lowered inside to keep the comparatively scorching wearer conditions comfortable outside. despite Frequently, the the entering from heat preventing in suits assist to finish reflective a with coated are the suit. Any character wearing effects of extreme heat this (see Extreme Temperatures, suit becomes immune to the and helmet a as with fitted also is such, It 133). (SE suit provides flight armored an like protection vacuums from atmospheric conditions a feat (light) Proficiency Armor the with wearer any grants that and package vision. low-light as well as checks Perception all to bonus equipment +2 The weight of the armor has been drastically reduced to provide greater comfort, while its construction affords better protection. of model ARC stock The variation. of trooper degree impressive an of capable is armor rangefinder, integration, equipment 10-slot a with equipped is armor the weapon mount, and 3 free upgrade slots. The stock equipment installed is a blast pauldron, halo lamp, kama, long-range, encrypted visual wrist comlink, portable computer, and syntherope dispenser. wrist rocket launcher (CW 63). mounted weapon is a The standard standard model coolth suit has an adjustable internal climate, cheaper models (2,000 credits) have preset temperatures to avoid not species on effect adverse an have models economy The malfunction. mechanical accustomed to the preset temperature and suffer exposure to extremely cold unless they wear some form of insulated clothing underneath the coolth suit. ©Genndy Tartakovsky ARC Troopers Advanced Reconnaissance Commando Armor Advanced Reconnaissance Light Armor This armor was developed by Kamino Armorsmiths in conjunction with DNA donor, , for the Advanced Recon Commando units in the Grand Army of the Republic during the Clone Wars. The armor is highly field the in trooper ARC any of needs the accommodate to customizable and contains a wide array of sensory equipment. Armor During the Clone Wars, protective armor was mostly attributed to the clones of the saw Grand Army of the Republic. increased usage. This Created from the genetic code of a Mandalorian, the Republic soldiers held the same proclivity for armor as their “father”, Jango assistance from Fett. Fett and With the armorsmiths of Kamino, the clones made impressive use of body armor. Unfortunately for the clones, they were the use of personal armor. not the only ones to exploit AVAILABILITY Military, Rare Military, Rare Rare Restricted — Military, Rare Military, Rare Military, Rare Military, Rare Military, Rare Military, Rare Rare Rare Military, Rare Restricted, Rare Rare — Rare Restricted, Rare 5 kg 4 kg 6 kg 40 kg 12 kg 10 kg 20 kg 20 kg 20 kg 38 kg 19 kg 12 kg 17 kg 16 kg 12 kg 15 kg 15 kg 30 kg 30 kg WEIGHT 1 — — — — — — — — — — — — — — — 3 sq. 3 sq. 3 sq. 3 sq. SPEED (4 SQ.) 1 — — — — — — — — — — — — — — — 4 sq. 4 sq. 4 sq. 4 sq. SPEED (6 SQ.) +4 +4 +5 +4 +2 +3 +3 +4 +1 +3 +4 +4 +4 +4 +5 +3 +3 +0 +2 BONUS MAX DEX — — — — — — — +2 +1 +2 +2 +2 +1 +2 +2 +2 +2 +2 +5 EQUIP BONUS TO FORT DEFENSE — +6 +2 +1 +4 +5 +6 +6 +3 +5 +6 +4 +3 +6 +4 +2 +6 +8 +9 ARMOR BONUS ARMOR BONUS TO REF DEFENSE COST 1,500 1,200 8,000 6,000 8,000 4,000 3,000 1,000 6,000 3,000 30,000 35,000 45,000 65,000 10,000 16,000 10,000 20,000 75,000 ARC trooper armor Emergency rescue protective suit Emergency rescue protective Geonosian armor Graylite armor Katarn-class battle armor, mk I Katarn-class battle armor, Katarn-class battle armor, mk II Katarn-class battle armor, Katarn-class battle armor, mk III Katarn-class battle armor, Light clone trooper armor Mk I clone trooper armor Mk II clone trooper armor Mon Calamari body armor Neimoidian warrior armor Red guard armor Senate guard armor Wookiee battle armor Coolth suit Geonosian elite armor Morgukai cortosis armor Blaze trooper armor Light Armor (-2) ARMOR (CHECK PENALTY) ARMOR (CHECK 1 When running in heavy armor, you can only move up to three times your speed (instead of four times). move up to three times your 1 When running in heavy armor, you can only Table 4-4: Armor Table Medium Armor (-5) Heavy Armor (-10)

chapter 1 Allies and opponents

Equipment 29 chapter 1 AlliesEquipment and opponents 30 Mk I Katarn-class Combat Armor Mk I Katarn-class ©LucasArts Armor Upgrade: White-noise Anti-static System Armor Upgrade: White-noise Anti-static Cost: 2,000 credits, Upgrade Slots: 1 The white-noise system, as it Wars. Clone came the during to Republic be the of known, Army Grand was the used of commandos by the This power-hungry device, when incorporated into the armor of clone trooper, allowed the electrical systems in a commandos’ armor a to suffer minimal effects to electro-static charges. With this system installed, the armor and 62) (CW grenades therefore EMP of effects the to immune all are armor the within electronic devices installed and pulse grenades. However, the wearer suffers a -5 penalty to all attack rolls and Perception checks for the remainder of the round. weight, making it half as cumbersome as the standard Mark I. contains It environmental also systems that make the wearer immune to the effects of extreme hot and cold temperatures. The commando armor SE 254, and The Katarn-class combat armor differs greatly from the standard Katarn-class Combat Armor Light Armor Issued to the clone commandos of the Grand Army of the Republic, the standard the of version enhanced an is armor battle Katarn-class I Mark Katarn-class the armor, trooper clone base the Like armor. trooper clone protection providing by 133) (SE suit flight armored an as functions armor from atmospheric hazards and hard vacuum. It also contains a helmet package, providing a +2 equipment bonus to all Perception checks and low-light vision to any wearer with the Armor Proficiency (light) feat. issue clone armor, however, boasting several enhanced functions and added amenities. The armor uses specialty armorplast to reduce its Graylite Personal Armor Light Armor Developed by Opankro decades before the Clone Wars, Graylite armor is made from densely-woven ceramic fibersagainst effective extremely capablearmor the makes This temperatures. extreme of withstanding blaster fire. When taking damage from an energy provides weapon, the armor a Damage Reduction of 5. This bonus receiving bludgeoning, piercing, or slashing damage. does not apply when Genosian Elite Armor Medium Armor Worn by the Genosian Elite warriors, this guard, thorax helmet, plate, chest a armor of consists It Wars. Clone the during was put to the test Genosian hulking the to protection moderate provide that plates leg and sub-species. Geonosian Armor Light Armor Although mostly ceremonial, this armor is worn almost constantly by the drone soldiers of Geonosis. It provides minimal Genosian protection warriors. It is made up of a kama to and neck guard. Rank in the the by the size of the neck guard. Geonosian army is denoted Emergency Rescue Protective Suit Rescue Protective Emergency Light Armor capable is It Ops. Rescue the by use for designed was armor This the providing radiation, and heat extreme from wearer the protecting of wearer with a +5 equipment bonus to their Fortitude Defense against extreme heat or radiation (see a sealed 24-hour air supply. Radiation, SE 255). It also provides Extreme Temperatures, Mk I Clone Trooper Armor Mk I Clone ©LucasFilm LTD. armor for troops; olive green-striped armor for sergeants; blue-striped yellow-striped and captains; for armor red-striped lieutenants; for armor armor for commanders. This practice was quickly dismissed, however, as Light clone trooper armor functions as a padded flight suit (SE 133) Four months into the Clone Wars, the Mark I Katarn-class armor was armor Katarn-class I Mark the Wars, Clone the into months Four Mk I Clone Trooper Armor Light Armor This is the first generation of cloneKaminoans trooper before armor developed the by the Clone Mandalorian shock troop Wars. armor and Kaminoan The engineering. The armor design was painted was to denote rank tiers within the clone army: standard white a mixture of Mon Calamari Body Armor Light Armor Created by the Mon Calamari for use in oceanic warfare, this armor is composed of a series of lightweight yet durable seashells. The armor is designed in a way that it doesn’t hinder the wearer in any swimming, way while even if they do not possess feat. the Armor Proficiency (light) Light Clone Trooper Armor Light Clone Trooper Light Armor armorsmiths the armor, trooper clone II Mk the of development the With lightweight new, A armor. of suit lighter a for need the realized Kamino of movement. quieter and swifter for allowed created was armor flexible and This armor became the base for scout trooper armor as well the Clone Wars. trooper pilot armor used in the latter half of as clone and has similar internal functions to the standard Mk II clone trooper armor. It has a helmet package that provides a to all +2 Perception checks equipment and low-light bonus vision to wearers that have the Armor Proficiency (light) feat. The armor also comes equippedrangefinder with a and a 5-slot integrated equipment system (SV and droptacs, comlink, hands-free long-range a with 46) fitted typically was which sound-dampeners. also incorporates a 5-slot integrated equipment (typically tied to the DC-17m interchangeable weapon system), weapon system, rangefinder system, anti-static white-noise a 5), (SR system generator shield mount, and 2 available upgrade slots. The stock Mk I Katarn-class equipment integrated package comes equipped with comlink an built encrypted, into the hands-free helmet, a is armor the to mounted weapon stock The lamp. halo and dampeners, portable computer, droptacs, sound- vibrodagger (SE 124). replaced by the Mark II with improved defensive plating. Ten after the months Battle of Geonosis, the Mark III armor was introduced, which (SV shadowskin reflec incorporated and 10) (SR strength shield increased free upgrade slots. 47) while retaining its

chapter 1 Allies and opponents

Equipment 31 chapter 1 AlliesEquipment and opponents 32 A specialized unit introduced in the latter half of the Sky troopers use standard Mk I or II clone trooper during the Clone Wars. during the The Mk I armor is fitted with a helmet package,with granting any the wearer Armor Proficiency (light) featPerception achecks as +2 equipmentwell as low-light vision. bonusIt is to all also designed to be modular and fit mission profiles more closely with an installedintegrated equipment 5-slot package and 2 free upgrade slots. By default, the and lamp halo a with fitted was equipment integrated armor’s I Mk stock a portable computer. a Computer Interface Visor and Mechanical Interface Visor installed into installed Visor Interface Mechanical and Visor Interface Computer a its integrated equipment to provide them with on-the-spot schematics to perform the necessary repairs to keep the Republic’s condition. mobile infantry in fighting artillery and efficiently, most operations covert out carry to Used Trooper: Covert-Ops this armor is the standard Mk I or II clone trooper armor with a reflec shadowskin installed in one of its available upgrade slots. Typically, a stealth field generator (KOR 74) is installed hands- long-range, computer, portable as a with along systems equipment one of its integrated droptacs, and sound-dampeners. free encrypted comlink, High-Orbit Precision Entry Trooper: These highly-specialized troopers used clone Katarn-class body armor equipment fitted integrated Its slots. withupgrade available its of one a repulsorliftinto installed unit includes a long-range, hands-free encrypted comlink, droptacs, sound- jetpack (TFU 101). dampeners, halo lamp, and a hush-about personal Senate Commandos: While not generally clone troopers, guard the adopted the senate clone trooper armor in the early stages of the war. Senate Commando armor is standard Mk I or Mk II clone trooper armor and sound-dampeners. equipped with hands-free comlink, droptacs, Scout Trooper: Clone Wars, scout troopers utilized a of configuration standard the to addition in light electrobinoculars built-in clone trooper armor with long-range hands-free comlink, droptacs, and sound-dampeners. Scout trooper armor is sometimes covered in a camouflage pattern (takes up camouflage non-powered as effect same the has that slot) equipment an netting (CW 65). Sky Troopers: armor with a jet pack in their integrated equipment (SE 138). It incorporates also a long-range, hands-free, encrypted comlink, sound-dampeners, and a portable computer. droptacs, One of the first specialized units, the Cold the units, specialized first the of One Clone trooper combat engineers wear this Clone trooper armor is a heavily-modified armored flight suit (SE Clone Trooper Armor Variations Trooper Clone individual by dictated specifications to pre-fitted typically was armor the modular, fully be to made was armor trooper clone that fact the Despite trooper armor used of clone These are known configurations military units. Assault clone trooper uses standard Mk I or II clone trooper armor with a with armor trooper clone II or I Mk standard uses trooper clone Assault cold-weather environmental system (SV 45). The integrated equipment guard, neck kama, computer, portable a droptacs, of consist compounds and sound dampeners. Combat Engineer Trooper: with suit trooper clone II or I Mk standard a is It battlefield. the in armor Designed to operate under several atmospheres several under operate to Designed Trooper: Clone Aquatic of pressure typical to many ocean worlds, aquatic clone troopers use standard Mk I clone trooper armor or the newer, armor. light The armor has been fitted with clone the aquatic adaptation upgrade, trooper and comes equipped with portable computer, droptacs, and long-range, sound-dampeners, hands-free comlink installed halo into lamp, its integrated equipment. Clone Trooper Assassin: This armor uses the standard Mk I or II clone trooper armor with a weapon mount and a shadowskin (SV 47) into its available upgrade slots. Installed on the weapon mounts are two vibro blades (one on each arm). The components of installed on the armor are a integrated portable computer, droptacs, a kama, neck equipment guard, and sound-dampeners. The Mk II variation also includes a long- range, hands-free, encrypted comlink, lock-breaking kit (SV 52), security kit. and Clone Trooper Pilot: Clone trooper pilots standard do clone troopers not in differ terms much of equipment from armor trooper clone I Mk load-out. standard wore generally pilots war, the of In half the first with a computer interface visor added to its stock equipment (portable computer, halo-lamp, droptacs, and sound-dampeners). In the half of latter the war, pilots switched to the light clone trooper armor with the same configuration, asa greater degree of movement was favored over protection. Trooper: Clone Assault Cold 133), providing protection from atmospheric conditions and vacuums. it made higher-profile targets easy for enemy snipers to spot. Instead, the clones implemented a practice of using limited paint Kaminoans’ the of schemes Because attached. were to they which to identify unit the bulky was armor trooper clone I Mk the physiology, human of knowledge and uncomfortable. The armor was comprised plates made of a plastoid alloy worn overtop a sealed black body suit. of twenty form-fitted SE Morgukai Cortosis Armor Medium Armor Originally hand-crafted by the Morgukai warriors, this armor is ideal for ore, rare the from crafted is scale-mail This Jedi. with battle in engaging cortosis, which has the unusual ability to repel lightsaber strikes and in some instances, short out the lightsaber’s power cell. In addition to its normal armor bonus to Reflex Defense, cortosis armor grants a Damage Reduction automatically of lightsaber 5 against a lightsaber by strikes armor that cannot cortosis be the ignored. on Each made attack successful make to action an spend to need not do you (1d20, reaction an provokes Object, an Breaking (see DC break lightsaber’s the against attack) this Neimoidian Warrior Armor Light Armor Worn by the Neimoidian warriors in the service of the Trade Federation, this armor is just as much ceremonial as it is functional. It consists of a stylish jumpsuit with textured armor plating attached to cover the 152). If the attack succeeds, the lightsaber deactivates and cannot be reactivated for 2 minutes. The attack still deals normal damage before the lightsaber is deactivated. Mark II clone trooper armor protects its wearer from atmospheric ©LucasFilm LTD. ©LucasFilm conditions and vacuums as if it were an armored flight suitWith (SE its 133). integrated helmet package, this armor grants a +2 equipment bonus to all Perception checks as well as low-light vision to any wearer with the Armor Proficiency (light) feat. A rangefinder has been installed into the armor’s visor to assist in – fitted with a 10-slot armor is also more modular than the older model the use of weaponry (SV 47). The integrated equipment package as well as 2 free upgrade slots. The stock hands-free a droptacs, with fitted is equipment integrated armor’s II Mk comlink, a halo lamp, portable computer, and sound-dampeners. Mk II Clone Trooper Armor Light Armor The Mark II armor was created by considerable the input armorsmiths from of both Jedi Kamino and after clones in began the see field. implementation near The the armor mid-point of the Clone Wars. that half only The weighing predecessor, its of heaviness the addressed II Mk of the Mark I series. It was also designed to be more flexible, providing better range of motion. Additionally, the level of protection provided by older the over improvement saw systems internal its and armor II Mk the version. Mk II Clone Trooper Armor Variants Mk II Clone

chapter 1 Allies and opponents

Equipment 33 chapter 1 AlliesEquipment and opponents 34 ©LucasFilm LTD. ’s Red Guard Palpatine’s Senate Guard Armor Light Armor Also referred to as Blue Guard armor, this suit was worn by the security force charged with the protection of senators of the Galactic Republic and various government complexes on Coruscant. This armor provides limited protection to the wearer, but is largely ceremonial in nature. It is worn underneath an elaborate costume consisting of a flowing, royal phased rapidly was armor this Wars, Clone the of midst the In cape. blue out in favor of a more functional variation derived from clone trooper armor. Wookiee Battle Armor Light Armor Wookiees craft their own suit of armor from materials native to their world. Their design varies from piece to piece, protect to primarily designed is armor the however, Typically, properties. as do their protective vital organs and to leave hampered movement and create less noise while on the hunt. other areas exposed in order to prevent ©LucasFilm LTD. ©LucasFilm Red Guard armor is considered to have the helmet package installed, installed, package helmet the have to considered is armor Guard Red Red Guard Armor Light Armor The Chancellor’s personal guard, or Red Guard, utilized this armor when the elite unit was first commissioned shortlyignited. Although similar to the beforeSenate Guard armor in appearance, this the Clone Wars armor’s style was borrowed from the Mandalorian Neo-Crusaders and the Sun Guard of Thyrsus. The armor incorporates the latest in technology, armor affording the wearer a greater degree of movement while still providing superior protection. low- and checks Perception all to bonus equipment +2 a provides which light vision to any wearer who possesses the Armor Proficiency (light) feat. chest, forearms, shins, and shoulders accompanied by a helmet and a flexible, short kama and cod piece. The lackNeimoidian of warriors total better coverage allows flexibility in melee combat degree of freedom of movement for marksmanship. and a greater Neimoidian Gunnery Soldier Neimoidian Communications Gear transmissions disrupting and communicating of ways new Interesting as described below. were created and used during the Clone Wars, communications of form any blocks effectively that device A BlocNet: equipment within a range communication devices are of totally unable to establish a connection 500 meters. Comlinks or outside the field. with any other communication devices inside and other Codebreaker: A unique device created by a boy named Talesan Fry and decrypt completely could anyone it, With Wars. Clone the during suitcase- small, The transmissions. communication encoded intercept sized device was highly sought after by both the Republic and the Separatists. It was destroyed by Republic General Solomahal during Confederate hands. the Battle of Azure in order to keep it out of Homing Beacon: A device used to track starships across the galaxy. When planted either inside a starship or on its outer hull, the device emits a beacon pulse on an encoded code broadcast the possess doesn’t who anyone by detect to difficult frequency that is extremely frequency (requiring a DC 30 Use Computer check). Homing beacons can beacons specialty but parsecs, 10 to up of range a have generally be tied into the holonet to allow tracking anywhere in the galaxy. Bota possesses Bota Drongar, of world the to native plant rare exceedingly An miraculous medicinal properties for an extremely wide range of species sensitivity with those bestows temporarily also It galaxy. the throughout Binder Chair This specialized chair is equipped with restraints to arms, hold legs a and prisoner’s torso. Once secured in the Acrobatics check (DC chair, 35) is required to break a free. The chair has DR 10, successful trained This DC. Break 40 a and Strength, 50 threshold, damage 35 points, hit 30 chair is commonly used by law enforcement and on military prisoners during interrogations. Blast Pauldron Pauldrons are worn over the shoulders and generally provide additional protection to vital areas such as troopers the and some heart clone trooper and commanders often major wore color-coded arteries. ARC pauldrons to denote rank. snipers. This enemy by spot to easier officers made it as however, progressed, practice became scarce as A the pauldron grants damage reduction 5 versus critical hits scored on the war wearer. CW 27) or any talents from the Military Tactics talent tree (SE ARENA-7580 Holographic Projection System The holographic projection system, designed by Imlok, pulls information from a vast array of sources to display a complete picture of the battle field in real time. With a Use Computer check (DC 15) the ARENA-7580 surveillance or detection communication, any virtually from data use can user the system, this With attitude. computer better or friendly of device gains a +5 equipment bonus to all (tactics) Knowledge the of function Knowledge Strategy Enemy Anticipate the using (tactics) checks when skill (see 221). Additionally, any allies within an area covered by this system are considered to have line of sight with the user, and continue to gain the benefits of these talents. Anti-Surveillance Gauze It objects. conceal to used be can that material cloth-like sheer, a is This is most commonly used to drape over windows to disguise the contents datapad, a to gauze the connecting By onlookers. outside from room a of make to observers requires that image stationary a display can device the a Perception check (DC 25) to realize the image is false. The gauze can also display video that can be much more convincing. With a successful Use Computer check (DC 20), the gauze displays a video that requires viewers to make a Perception check (DC 40) to representation. not be fooled by the Antisepsis Field Generator The antisepsis generator projects a bacterial sterilization or viral field contagion that with kills which used any it by physicians comes and surgeons into throughout contact. the galaxy. It While the is inside 2-square radius field, any patient gains a+2 equipment bonus to their Fortitude Defense versus any disease with which they’ve already been infected. Patients within the field arealso granted immunity from contracting any new disease while inside the field. Larger versionsthese of generators, called Surgical Umbrella Fields, were often installed at the entrances to an operating room to eliminate contaminants when beings entered the room. Equipment used. being technology of variety wider a saw Wars Clone the of time The Greater strides in technological advancement were achieved than there Wars Clone a in available equipment Common millennium. a in been had following section. campaign is given in the

chapter 1 Allies and opponents

Equipment 35 chapter 1 AlliesEquipment and opponents 36 — 1 kg 5 kg 3 kg 5 kg 5 kg 4 kg 5 kg 3 kg 1 kg 20 kg 12 kg 50 kg 27 kg 50 kg 25 kg 0.1 kg 0.1 kg 0.2 kg 0.4 kg 0.3 kg 0.2 kg 0.1 kg 0.1 kg Varies 0.2 kg 0.2 kg 0.5 kg WEIGHT WEIGHT WEIGHT 250 kg / 10 kg** 50 500 500 300 100 500 500 800 200 200 800 COST COST COST 8,000 1,000 3,000 1,000 2,000 5,000 1,500 4,000 5,000 3,000 2,000 Varies 50,000 12,000 52,000 15,000 15,000 24,000 100,000 TOOLS MEDICAL GEAR SURVIVAL GEAR Antisepsis field generator Antisepsis field Bota Coagulin Cordrazine Delta-wave inducer Diagnoster Fantazi mushroom Gas binder Healy gripper Medical capsule Medical defiberator Nerve stick Pressor field generator Regen Stim Envirosuit Droptacs Force dome generator Magnatomic boots Mon Calamari personal shield Portable defense shield generator Permadome Luma flare Sound-dampeners Wallet tent Binder chair Field security overrider Formchair Laser cuffs Lockbreaker torture mask — — — — 2 kg 1 kg 0 kg 8 kg 1 kg 0 kg 6 kg 5 kg 1 kg 1 kg 1 kg 12 kg 80 kg 80 kg 0.2 kg 0.1 kg 0.1 kg 0.1 kg 0.1 kg 1.5 kg WEIGHT WEIGHT WEIGHT WEIGHT WEIGHT 2 2 500 COST COST COST COST COST 2,500 1,000 4,000 8,000 2,000 5,000 2,000 4,000 2,000 1,200 2,000 5,000 8,000 15,000 12,000 34,000 10,000 50,000 30,000 65,000 100,000+ 4,000 / m 1,000 / m LIFE SUPPORT COMMUNICATION DEVICES COMMUNICATION IMPLANTS AND BIO-IMPLANTS COMPUTERS AND STORAGE DEVICES COMPUTERS AND STORAGE DETECTION AND SURVEILLANCE DEVICES DETECTION AND SURVEILLANCE Neuro-Saav TD1.4 electrobinoculars Table 4-5: Equipment Table Translation pod Translation Confounder Scientific information/instrument package (media) Implant chip Distortion field emitter Scientific information/instrument package (terminal) Recognizer lock Electrobinoculars (holorecording) Strip-cam ARENA-7580 holographic projection system ARENA-7580 holographic Flex-mask Templast Anti-surveillance gauze Holographic image recorder Depth suit Tracer orb Tecno Union Mind Control Device Mind lattice Holo-spy cam Interstitial field generator Isotope tracking system Jedi portable scanner Micro-anechoic The effects of the medicine vary one species to another. To an Abyssin Abyssin an To another. to species one vary medicine the of effects The it is twice as effective as bacta when used as a curative agent, healing a number of hit points equal to twice its character level in addition to that provided by Surgery. For Falleen, it acts as a potent psychotropic drug that induces euphoria, granting a +10 bonus Damage to Threshold the for 10 character’s minutes. In humans, it acts as an extremely effective broad-spectrum antibiotic, awarding a +5 bonus to Fortitude Defense versus diseases and poisons for 24 hours. To Hutts, bota powerful stimulant, is granting a a +5 bonus to all Endurance checks for 4 hours. A Neimoidian receives the benefit of a potent painkiller, which negates the effects of two steps on the Condition Track (-5 acts as -2, -2 acts as normal, etc.) for 2 hours. For Whiphids, it produces an effect score Strength its to bonus +2 a providing steroid, anabolic an to similar survival is probable. A result of X denotes that the patient than likely perish regardless of medical treatment. will more Sinthenol: A chemical effects the blocks effectively that Wars Clone the compound before shortly created referred to as of alcohol consumption. “hangover-stop” Skin-Glove: A standard synthetic glove used by doctors and surgeons to avoid infection. created cylinder specially-designed A Cylinder: Cloning Spaarti on Cartao by Spaarti Creations during the Clone Wars. It was intended to be a more widely-used cloning cylinder for the Grand Army of the Republic. The cylinders were capable of producing a fully-grown clone flash-trained in a matter of weeks.guarantees the However,clones produced with these cylinders go a insane in less design flaw almost than 5 years. Unfortunately the manufacturing schematics facility and housing prototypes was the attacked by the entire project was thought to be lost. Separatists and the wounds. on applied bandage bacta aerosol-delivered An Bandage: Spray Spray bandages form an adhesive seal over the wound to fight bacteria and infection while promoting rapid healing. chemical lethal extremely an containing syringe small A Syringe: Suicide often used by captured assassins and deep cover operatives in various military organizations to prevent them during interrogation. When injected, a character dies almost instantly. from revealing information Sweat-Stop: A waterproof aerosol spray applied to skin that prevents the pores from exuding sweat. 1 kg 1 kg 0.5 kg WEIGHT 500 500 200 COST WEAPON AND ARMOR ACCESSORIES WEAPON AND Table 1-5: Table (cont) Equipment Medical Supplies take many that commonplace so become have items Some galaxy. the across all millennia for used been have equipment medical of pieces Various them for granted. Chem-Wipe: A small, chemically-soaked, disposable wipe that cleans and disinfects. Chem-wipes are often used by doctors and field agents was about to be made. to disinfect an area of skin where an incision Kaminoan Cloning Cylinder: Developed, manufactured, and utilized by the expert cloners of Kamino, these cylinders allow the a cloned gestation living of being in half the time it would take age normally. It for provides all the the nutrients and key being components needed to to grow a clone fetus once a genetically engineered embryo is placed inside. The cylinder relays every aspect of vital signs back to a central computer where the clones can be closely monitored. Pemeter Scope: A diagnostic device used to locate and damage in a living being. repair nerve Probiotic Shower: A chemical mist bacteria used that have to been killed through replace the use beneficialof a surgical skin umbrella field. Probiotic Tablet: An internal medicine intestinal bacteria given that to may have replace been beneficial surgical umbrella field. killed through the use of a Pulse Sticker: A small patch that serves as a triage aid. When placed on an injured being will provide a very basic prognosis in 1 minute. It collects basic medical information such as the patient’s heart rate and X of result a with patient the of condition the indicates It pressure. blood sustained has patient the that being 1 of condition A six. through one or to attention, medical no to little with survive will and injuries superficial whose but surgery extensive of need in is patient the that indicating six Blast pauldron Kama Neck guard to the Force a bolstered connection to the mystical energy field. Because field. energy mystical the to connection bolstered a Force the to of its unique physical make-up, the plant rapidly-evolving the cannot Wars, Clone the be amidst Drongar of Battle synthesized, the during and mutation that made it useless. plant underwent a genetic

chapter 1 Allies and opponents

Equipment 37 chapter 1 AlliesEquipment and opponents 38 CL 20 from his holocron Darth Andeddu emerging Darth Andeddu Lord 5 ©Jan Duursema to possess their bodies under the guise that the holocron needs to be its deepest secrets. connected to various Sith apparatus to unlock Darth Andeddu / Sith Apprentice 7 / Sith Medium Force Spirit Noble 7 / Force Adept 1 Destiny 2; Force 20, Strong in the Force; Dark Side 21 Init +11; Senses Perception +20 Languages Basic, Binary, Bocce, Chagri, Miralukese, Rakatan, Ryl, Sith Defenses Ref 25 (flat-footed 24), Fort 25, Will 30 Hp 172, Threshold 24 This ancient Sith holocron was locked away in Darth Andeddu’s tomb on Korriban until it was retrieved by Quinlan Vos at the behest of . Contained inside the holocron is a vast in wealth the of Sith knowledge arts, as well as the lightsaber. synthetic When red used crystal to from attune Andeddu’s a successfully lightsaber, be can crystal The 57). JATM (see Crystal this Synthetic Unstable crystal acts as an extracted from the holocron with a Use the Force check (DC abusive 40). The and vicious spirit of pretending Darth to be Andeddu its inhabits gatekeeper. He the is holocron, by short-tempered weakness. and Andeddu disgusted is extremely reluctant to share his knowledge. He will often goad unsuspecting Force-users back to Korriban in order Darth Andeddu Sith Holocron Cordrazine Cordrazine is a common drug found in units. emergency This rooms drug and creates triage an immediate chemical defibrillationjump-start a patient’s vital usedsigns if they begin to slip into death. With a to who patient a to administered be can drug this 5), (DC check Injury Treat more, or 5 by consciousness regain to check Constitution a failed just has prevents Cordrazine The check. Constitution their on 1 natural a rolled or the character from dying, but cannot be used more or than period, 24-hour a a in modifier Constitution number patient’s the to of equal times SE 147). the patient dies instantly (see Falling Unconscious, Confounder presence the conceal to used often are gadgets highly-illegal small, These character a When devices. scanning electronic from weaponry blaster of carries this device, it effectively see packs, sensor negates as (such devices scanning electronic by granted checks any bonuses to Perception SE 136) used to detect the presence of any blasters concealed on that character. Coagulin This is a drug developed shortly before the Clone Wars that was widely used as a universal and blood surgeons. With coagulant a Treat by Injury check many unconscious (DC character emergency 5), to the doctors make drug an allows an immediate grants a +5 bonus to that Constitution check. regain consciousness and Constitution check to for 6 hours. For any other species, the GM designates an effect on that particular species of his choosing, be it beneficial, harmful, or neither. If a character with the Force Sensitivity receive feat the ingests Unleashed the feat and plant, may they perform Unleashed Force powers than Destiny points. The duration of all effects using Force points rather is 1d4 hours. Information Technology Important information was secret transmitted super in the to a mundane variety the of From ways Wars. Clone in the the during Republic takes all different shapes. Below are examples of how information was protected, stored or transferred. Filocard: A proprietary datacard used on Aargau to store and track an individual’s financial records. A filocard also stores identification information such as retinal scans and DNA code. A filocard has an Intelligence of 14. Holo-chart: A phrase used to describe a number of terminals that display an array of information from travel times to stock exchange figures. IdentiChip: An identificationinformation be it financial, medical card or personal for the individual to that storeswhich the card was issued. all mannerMadWare: of The term used Separatists during for the Clone slicing Wars. Using techniques Separatists would microwave upload madware into droids signals, used in the service the of the by to them causing programming, droid’s the override the would It Republic. become destructive and violent. Pyrowall: A type of software used to protect computer systems from outside intrusion. A pyrowall adds +2 to the the Intelligence computer score of to which it’s installed, and treats checks all made to Use access the Computer system as Hostile except those who are authorized access. T-Marker: Created by the Victory Rationing Orders and Regulation Plan, a T-marker is a voucher for starship fuel issued to corporations in order to power their fleets’ starships. Depth Suit during Armorsmiths Kaminoan by produced ones the as such suits Depth the clone wars protect the wearer from extreme cold temperatures and immune to The suit makes the wearer of pressure. multiple atmospheres extreme cold and provides a +10 equipment bonus to Fortitude Defense to resist intense positive atmospheric pressure (but not vacuums), like of Kamino’s oceans. those found in the depths Diagnoster Diagnosters are medical devices used by doctors to diagnose problems medical in patients. A character using equipment bonus to all Treat Injury checks a when attempting to use the diagnoster receives a +2 or Radiation functions of the skill. Treat Disease, Poison, SE 148). For each consecutive day the delta-wave powers Weapon, Improved Dark Healing, travel, Drain Force, Empower possession Illusion, manifestation, (2), Force thrust (2), Force whirlwind (3), lightning (3), Force slam (4), negate energy (2), rebuke, surge mind trick (3), move object Move Light Object Power Loremaster, Unconditional temptation Improved Dark Preservation, Drain Force, Empower Weapon, Alchemy, Transfer Healing, Power of the Dark Side, Illusion, Sith Essence Strong in the Force, of the Dark Side, Skill Focus (Use the Force), lightsabers, pistols, Weapon Proficiency (advanced melee weapons, simple weapons) (physical lore) +18, Knowledge (life sciences) +18, Knowledge Treat Injury +20, sciences) +18, Perception +20, Persuasion +21, Use the Force +28 inducer is used, the character must rest an additional hour to regain hit points equal to their level. Delta-Wave Inducer sleep in aides that technology medical of piece a is inducer delta-wave A disorders, but is also used by beings that require a more in restful a sleep shorter span of time. When connected to the delta-wave inducer, a character instantly falls asleep and experiences a more replenishing rest. Unwilling characters pit their Will Defense against the delta-wave inducer’s attack roll with a +5 hours 4 every level their to equal attack points hit regains device this of effects bonus. A character under the (see Natural Healing, fear effects, melee and ranged attacks, telekinetic Force telekinetic Force melee and ranged attacks, Immune fear effects, walls, and objects ignores difficult terrain, Speed 6 squares; Grp +19 Base Atk +18; Atk Options Power of the Dark Side Dark Preservation, dark spiritual Special Actions Aversion, Dark Healing, energy, fear (2), Force Force Powers Known (Use the Force +28): drain Point Recovery, Improved Force Techniques Dominate Mind, Force Power, Holocron Force Secrets Corrupted Power, Devastating Int 16, Wis 21, Cha 27 Abilities Str 12, Dex 13, Con –, Special Qualities destiny fulfilled (creation, discovery), fearless, Healing, Dark Talents Affliction, Aversion, Cause Mutation, Dark (4), Linguist, Pall Feats Force Boon, Force Sensitivity, Force Training (galactic Skills Deception +23, Gather Information +23, Knowledge

chapter 1 Allies and opponents

Equipment 39 chapter 1 AlliesEquipment and opponents 40 Envirosuits ©LucasFilm LTD. prepared with a successful Knowledge (life sciences) check (DC 15), when 15), (DC check sciences) (life Knowledge successful a with prepared for checks Perception all to bonus +2 a provide mushrooms the ingested 1d4 hours. Fantazi Mushroom This is a plant native to the planet Ord Cestus. Uncooked or improperly prepared, the mushrooms produce a hallucinogenic effect that deadens the senses. When ingested, the mushrooms make an attack against (1d20+5) the target’s Fortitude Defense. A successful attack drains 1d6 Wisdom from the target for 1d8 hours. If the mushrooms are properly Envirosuit These bio-hazard suits are used to protect the wearer from the effects of biological or chemical contagions present in a given area. The bulky 24 for filtration atmospheric and supply oxygen internal an provide suits wearer the envirosuit, operating an inside While use. continuous of hours is immune to the effects of contact with (except acids, a vacuum), atmospheric disease, hazards poison, radiation, or smoke. Note that the envirosuit has no impact on any hazard effects the wearer suffers from prior to donning the protective suit. The Neuro-Saav TT-4 experimental piece of equipment used by the holo-recording Praesitlyn Defense Force electrobinoculars during the Clone Wars. During this time, the device was extremely rare were an outside of Praesitlyn, but is placed into mass production after the Clone Wars. The TT-4 functions as normal electrobinoculars (SE 136), but can video. also record up to three hours of holographic Electrobinoculars (Holo-recording) Droptacs These are optical devices inserted species into to prevent the impaired vision on eyes worlds that were of more brightly- most lit. humanoid By filtering out non-visible light as well as glare, harmful rays and excessive lumens, droptacs prevent permanent damage to the wearer’s eyes. Droptacs lessen the effects of hampered vision caused by intense These weapons. certain by created flashes brief or light ambient of levels effects are reduced by one step: blindness becomes total concealment; total concealment becomes concealment; and concealment becomes no effect (see Blindness, SE 254). Distortion Field Emitter Distortion This discreet device is often used by diplomats in and order other to dignitaries hold private conversations without eavesdropping. The emitter extends the a distortion bubble over a risk 2-square of electronic radius that effectively disrupts transmitted outside any the electronic field. Any signals area. function while inside this communication from device being ceases to Biological Weapons Biological made quickly forces, mechanically-dominant its with army Republic biological mostly a faced it knowing Systems, Independent of Confederacy The these of majority the creating for responsible directly most were beings Two weapons. chemical and biological of variety a employ to decision the aberrations – Jenna Zan Arbor and Ovolot Qail Uthan. Like other poisons and diseases, the following list can be used as a portable weapon in a virus bomb. Blue Shadow Virus (CL 10): Originally a waterborne viral strain that had contagion been that affected an overwhelming number of species throughout the galaxy. A long-since Confederate scientist named Nuvo Vindi reconstituted the destroyed, the Blue Shadow Virus was a powerful virus, however, manufacturing it into an airborne, weaponized form. Any creature exposed to the virus through contact, ingestion or inhalation suffers an attack on their Fortitude Defense (1d20+20). If the attack succeeds the target takes 1d6 damage and moves -1 persistent step down all the way down the condition target has been cured. If the character moves virus makes this attack each hour until the the condition track. The from created vaccine a using cured be only can Virus Shadow Blue The damage. take to continue but collapse, and move to weak too are they track, Injury check is required to cure the virus. a DC 25 Treat extract, the Outer Rim world of Iego. With the Reeksa Reeksa root, native to Clone-killer Gas (CL 8): Specifically designed to target the Republic’s Jango Fett clones, this contaminant was an effort led by Uthan that was destroyed before it could be finished. However, it is possible that some samples of the early incarnations of DNA thischemical escapedMandalorian’s destruction. It the carrying troopers clone of Defense Fortitude the on attack an makes gas This contamination. airborne via contracted be can (1d20+10). Since the weapon was not yet perfected, contamination still posed a danger to non-clones, though the risk is much lower (1d20+1). If the attack succeeds, the target takes 3d8 damage and moves -2 persistent steps down the condition track (see Conditions, SE 148). This attack Clone-killer gas is considered a poison (see Poison, SE 255). DC 30 Treat Injury check. occurs every hour until cured with a successful Clone Nano-virus (CL 6): Developed by a traitorous Kaminoan for engineered virus targets the Jango Fett clones specifically. It can beSeparatists spread via contact or through airborne contamination. Thein nano-virusmakes an the fourth month of the Clone Wars, attack this on any Jango Fett genetically- clone’s Fortitude Defense (1d20+15). If the attack succeeds, the clone takes 3d6 damage and moves -1 persistent step clone The check. Injury Treat 35 DC successful a with cured until hour every occurs attack This 148). SE Conditions, (see track condition the down nano-virus is considered a disease (see Disease, SE 254). By the sixth month of the Clone Wars, a vaccine had been created and distributed to all the clones in the army, rendering the virus inert. Dihexalon Gas (CL 4): An early poison (see Poison, SE 255) by responsible for Zan killing Jedi Master Arbor Yaddle during its that test stages on eventually Mawan. The toxin led makes an attack to on a target’s more Fortitude every Defense attack its (1d20+8). deadly repeats toxin The 148). SE discoveries, Conditions, (see track condition the Dihexalon down step persistent -1 movies gas target the attack, successful a was With round until cured with a DC 20 Treat Injury check. Nytinite (CL 4): A form of sleeping gas that saw heavy use during the Clone Wars. When the purple mist is dispersed into the air, it permeates a 2-square by 2-square area. Any creature caught within, entering into, or passing through this area is attacked by the nytinite (1d20+5) against their Fortitude Defense. If the attack succeeds, the target moves -2 persistent steps down the condition track. The toxin attacks each round until cured with a successful DC 20 Treat Injury check. If the creature moves all the way down the condition track, they fall unconscious and remain that way until cured. Paraleptin/Tritoxinate (CL 8): Two of the more potent neurotoxins in the galaxy during the Clone Wars, both of these poisons inhibit respiratory function and blood flow by interrupting the central nervous system in most humanoid species. When atarget the moves and creaturedamage 4d6 deals attack successful comesA toxin. the from (1d20+10) intoattack Fortitude a to subjected contact,are they poison the inhales ingest, or -2 persistent steps down the condition track. If the target moves all the way down the condition track, they are paralyzed, but continue to take Treat Injury check. damage each round until cured with a DC 25 Breath, Dragon’s or gas, Hex as

chapter 1 Allies and opponents

Equipment 41 chapter 1 AlliesEquipment and opponents 42 SE 255). SE 74). Formchair Available in a number of styles and colors, the formchair is made from a special material that fits itself to the user’s unique bodyweight shape and to provide maximum comfort. When using for 8 hours of rest. character recovers an additional +1 hit point a form chair, the Gas Binder Used to rid the body of various toxins, a medicine directly gas into binder the injects bloodstream. With a a potent successful Treat Injury check (DC 10), the gas binder grants a +5 bonus to Fortitude Defense (see Poisons, against attack rolls made against you by poisons Healy Gripper The healy gripper is a medical tool used in surgery to remove shrapnel and other foreign objects embedded into the using when checks Injury an Treat all to bonus equipment +2 a organic provides being’s flesh. It Injury, Perform Surgery function of the skill (see Treat Holographic Image Recorder Created by Corellidyne, the CX-3.1 holographic image recorder is used in conjunction with the CQ-3.9x holoshroud. individual or object The with ultra-high precision. recorder It is capable of scans storing a an single image with a Use Computer check (DC 15), but requires the CQ- holograph. 3.9x holographic image disguiser to display the The final refinement of the lessons learned from the trihexalon experimentation, Trihexalophine-1138 (often referred (often Trihexalophine-1138 experimentation, trihexalon the from learned lessons the of refinement final The 8): (CL Trihexalophine-1138 to as THX-1138) was a planet killer, attacking an entire eco-system. This weapon was deployed on Lucrehulk transport carrying the the weapon crash-landed Noghri on the planet. Once homeworld dispersed into an area, of the toxin is persistent. Honoghr Any target creature (including the when succeeds, attack a the If (1d20+20). attack Fortitude a to subjected is inhalation, or ingestion contact, via poison the to exposed plant-life) Injury Treat 30 DC a with cured is it until round each attacks poison The track. condition the along steps persistent -2 moves and damage 4d8 takes check. When a target dies as a result of this weapon, it emits a cloud of gas that affects a 3-square radius, perpetuating the cycle until the entire planet is a barren rock. Tisyn-C Nerve Gas (CL 8): This nerve agent was developed during the Clone Wars. It is a deadly compound, causing spasms, dementia and death. It can be administered via contact, ingestion or inhalation. The gas makes an attack roll (1d20+10) on a creature’s Fortitude and Will Defenses. If the attack succeeds on their Will Defense, the target is panicked and may only make one standard action each round. If the attack exceeds the target’s the exceeds attack the If round. each action move one only perform can and fear, with stricken are they more, or 5 by Defense Will target’s Fortitude Defense, the target takes 2d6 damage and moves -1 persistent step down the condition track. The nerve agent makes this attack once check. has been cured with a DC 20 Treat Injury each round until the target Force Dome Generator A force dome generator projects a deflectordesigned shield over to a withstand wide area heavy damage. Depending on the level of power being fed into the system and projectile impact but hemisphere a project can device the used, crystals emitter of limited number the energy as small as 100 meters in diameter to as large as 1 kilometer. A single crystal force dome (100m) provides SR 50 to all projectile damage creatures and to objects within the protected area from any attacks made from outside the protected area. All successful energy attacks treat the shield as if it were 20 SR lower than its present condition. With crystal each that is added to the system (1,500 credits per crystal), the field expands by 100 meters to a maximum of 1,000 meters (1 km). Flex-Mask appearance the alter to created originally was disguise facial flexible This It quickly saw of holo-vid actors for their roles in holonet performances. use by covert operatives and the like. Flex-masks and flex-suits provide when using the Deceive a +10 equipment bonus to all Deception checks Appearance function of the skill. Field Security Overrider active disable to order in port data standard a into inserted is device This security measures. It is often used by burglars and covert military units to shut down security protocols and open locked doors. Once in place, the overrider provides a +5 equipment bonus to Disable Program Improve Access and attempts with a Use Computer skill check. This device is highly illegal in most systems. Thyssel Bark This is a tree bark obtained from the Haruun Thyssel Kal. trees on When the roasted planet the bark produces a very mild feeling has of euphoria, similar to regular no smoking harmful effects and tabac. When chewed raw, however, it produces a reaction similar to most spice. The raw bark stains the user’s teeth a shade of crimson red. A character who chews raw Thyssel only can bark condition persistent the and track, moves condition the down steps -2 persistent be removed after 4 hours of rest. However, for 10 minutes after is it ingested, the character experiences an intense euphoria, ignoring all penalties associated with moving down the condition track. An affected character still falls unconscious from moving the off, all wear spice the of effects the When the track. condition the down way normal as penalties track condition the of effects the suffers character and suffers an attack (1d20+5) on their Will Defense. If Intelligence the their from attack point 1 loses permanently target the succeeds, as circumstances, any under recovered be cannot point This attribute. the target has suffered permanent brain damage. check (DC 30) is required for a target to realize they have been sprayed by something, though they most likely will not know the significance. The detection equipment used with the isotope Use a with isotope the with coated target a on concealment) total (even ignores concealment Computer check (DC10). Jedi Portable Scanner the Bridger, Walden Master Jedi of supervision strict the under Designed Jedi portable scanner is an impressive example of Jedi craftsmanship. The device functions as a normal sensor pack (SE denoting +7, to increased is scanner the by granted bonus circumstance 136), however, the a superior mastercraft enhancement. The portable scanner is also much of the size. smaller than typical sensor packs at nearly one-tenth Kama More than mere decoration, a kama is a type of worn over armor. A heavy kama is normally made skirt from heavy leather typically or some ARC Troopers and some flexible material with protection from puncture. clone trooper units wore kamas during the Wearing prevalent. were Clone minefields when explosions fragmentation Wars from as protection Defense Reflex wearer’s the to bonus circumstance +1 a provides kama a versus burst and splash damage. Isotope Tracking System Developed by the Republic military during the Clone Wars, the isotope tracking system was an inconspicuous means to track the movement of a target. A small device detects the presence of deployed is isotope The a away. kilometers 5 to up from square one within specialized isotope into comes it which with surfaces most to adheres that powder fine a as contact. Most commonly, it is applied via a projectile weapon (such as a grenade launcher or Verpine shattergun or sniper rifle). A Perception Interstitial Field Generator This stealth field generator saw heavyunits during the use Clone by Wars. many covert The military from generator its surroundings pulls and uses the visual imagery to information project a stealth shield around a stationary object or structure up to 100 meters in making it virtually invisible to the naked eye, though it diameter has no effect on an by powered be must generator the constraints, power to Due sensors. external power source and as such, is usually only seen used on bunkers or landed starships. Objects within the stealth field are grantedConcealment. Total Implant Chip Using a special injector, a tiny eyelash-sized microchip storing 500Sks (simple text, images, video or sensitive information can be 20 implanted under the skin seconds for transporting of with even detect, to impossible virtually holographic is chip The secretly. information data) of equipment sensor with 40) (DC check Computer Use A scanners. bio-med is required to natural detect a If the successfully. presence chip the of extract the to needed implant is chip. 10) (DC A check simple Injury Treat 1 is rolled on this check, the device is damaged and the information is permanently irretrievable. Once removed successfully, the implant chip data terminals. uses a special connector to interface with standard Holo Spy Cam Holo Spy Security Royal the by developed was device surveillance small This Force during the Clone Wars. It consists of a small control base with a telescoping smart cord that can extend as far as 10 meters, tipped with a small, spherical holo-camera and microphone. It allows provides camera The concealment. the maintaining while corners around see user to a +5 equipment bonus on all Perception checks on when nearby conversations. eavesdropping It also provides a +5 equipment bonus to all from camera the hide to function Item Conceal the using checks Stealth view.

chapter 1 Allies and opponents

Equipment 43 chapter 1 AlliesEquipment and opponents 44 These small medical devices are commonly used by doctors to fieldrevive medicsa character and whose heart +5 has a receives user stopped the skill, Injury beating. Treat the of When function Revivify the using defiberator the Additionally, check. Injury Treat their to bonus equipment allows an additional 2 rounds for the Revivify action to be performed (see Treat Injury, SE 74). Micro-Anechoic Originally developed for the Special Operations Brigade special a is micro-anechoic of Wars, Clone the during Republic the of Army the Grand Once sound-proofing. as acts that room a within walls on placed coating installed, the DC for Perception checks made to hear any sound coming is increased by +30. from within the room coated with the material Mind Lattice A mind lattice is knowledge Skakoan of specific cybernetic tasks, subjects technology devices are rarely used used due to the or equipmenthigh cost and risk involved with their operation. to These imprint Cybernetic the with required is check Injury Treat 30 DC A implantation. Surgery feat to install the yourself). Failure by implant 5 or more (you means the procedure cannot was a failure and install the patient implant suffers permanent brain on damage, resulting in a permanent -4 reduction to the patient’s Intelligence score. Success provides a +5 equipment bonus to any one Intelligence-based skill or the (player’s choice). Pilot skill Mon Calamari Personal Shield Often used with the Mon Calamari personal armor, this shield is made of the same durable shell material. When the wielder of this shield uses The cover. behind be to considered are they action, Defensively Fight the with 35, of threshold damage points, hit 150 10, of DR a possesses shield a Strength of 60 and a break DC of 40. Medical Capsule A medical capsule is a transporting Large-sized injured characters. device Being used placed for inside the patient stabilizing enters capsule, and stasis. the The patient in the Constitution capsule checks to does regain not consciousness, make and conditions. persistent any or does wounds to due track condition not the down farther move any its on a built-in repulsor unit that reduces The medical capsule operates 250 kg (empty) to 10 kg (occupied). effective weight from Medical Defiberator SE 63), the cuffs deal an automatic 1d6 The flare can be used as an improvised weapon as if it were a grenade. a were it if as weapon improvised an as used be can flare The Any target hit by the luma flare immediately takes 3d6 damage Magnatomic Boots The Wars. Clone the in early Republic the by developed was footwear This soles form a magnetic bond at the atomic level to any magnetic surface using a special metal alloy. A character wearing these boots is granted a +10 equipment bonus on all Climb checks when attempting to scale a ferrous surface, including sheer walls and ceilings without handholds. Luma Flare The model-3287 aerial illumination Chemical system Munitions developed is by an artillery purposes. Salamini Most commonly, they are used device as a distress beacon lit off used by for luma used Separatists Wars, Clone the During pilots. crashed or a stranded multitude of flares during nighttime raids on Republic RMSU-7 on Drongar to assist and meters 500 of a range has flare luma The solutions. firing artillery in illuminates a 150-meter radius as if it were broad daylight, removing concealment on targets due to darkness. When making an area attack with the luma flare, make a single attack roll and compare the result to the Reflex Defense ofevery target in the flare’s 3-square burst radius. and they catch fire. Missed targets take half damage. Targets with the Evasion talent take half damage on a successful hit, and no damage on the in looking are that squares 5 within targets any Additionally, miss. a direction of the flare when it goes off suffer an attacktheir Fortitude (1d20+10)Defense. If this on attack is successful, they are blinded for 1d6 rounds. Lock Breaker These highly illegal devices are popular among spies all over the galaxy. They are used criminals, to circumvent locks and security slicers and devices, granting a +10 equipment bonus to Mechanics checks the using Disable Device function of the skill. The lock breaker serves as the this action. security kit required for Laser Cuffs Although severely outdated by the time of the Clone Wars, laser cuffs still saw infrequent use on some backwater planets. typical binders (SE Functioning 139), the laser cuffs emit a like focused beam of light to prevent the captive from breaking free. The internal power cell contains enough charge for 12 hours of continuous use. With any failed escape attempt (see Escape Bonds, energy damage to the wearer. energy damage to the SE 136), but also includes the ability to record Permadome Permadomes are pre-engineered, pre-fabricated dwellings that almost allow anyone to assemble them in a very short span of time. Setting up a permadome requires no skill checks and can be constructed in as little as 30 minutes per intended occupant. Permadomes can be made Captain Fordo during his mission to disable a Separatist gun emplacement. gun Separatist a disable to mission his during Fordo Captain Fordo used these electrobinoculars to recon the emplacement defenses prior to his attack. models standard of benefits the of all provide electrobinoculars TD1.4 The (see Electrobinoculars, data, still images and video onto a standard visibility poor data for adjust automatically card that enhancers visual (SE contain also 136). They conditions and digitally enhance the picture’s sharpness and clarity at range. These electrobinoculars reduce the range penalty on Perception checks to -1 for every 15 squares of distance. They also increase the aid another bonus given to an ally or allied vehicle by +1 when using the skill. Long-Range Spotter function of the Perception d bombarded with Extreme-level radiation (see Radiation, SE 255). d bombarded with Extreme-level radiation (see Traps Weapons and technology used in war efforts were not always as overt as those seen on the battlefield. Some devices used during the Clone Wars employed were they and offense, as well as defense passive of method common a are Traps approach. sinister more a in missions their out carried Wars. frequently during the Clone Force Harvester (CL 10): The Force Harvester was an ancient Sith artifact originally created by Exar Kun during the Great Sith War thousand some years four before the Clone Wars began. It is capable of draining the life force powering from a much any larger living device, the being Dark Reaper. within The its Force Harvester reach is activated for by a the Force-user purpose with the of wielder a the of (except Dark creatures living all Side against attack score area immediate an of makes Harvester 5 Force The or 20). (DC check greater Force the with Use successful a device) within a 100-square radius. Make a single attack roll (1d20+20) and compare the result to the Will Defense of all living creatures within 2d10 of drained are hit successfully targets Any attack. this making when cover and concealment all ignores Harvester Force The area. effected the hit points, while missed targets have 1d10 hit points sapped. As this hazard targets Will Defense, the Evasion talent has no effect on the Force Harvester. The device is considered fully charged and cannot extract any more hit points from targets once it has reached 1000 hit points stored. points. a cost of 50,000 credits and 10 emplacement turbolasers at to device can be installed as an amplifying device Once fully-powered, the to programmed be can It intruders. from passageway or room a protect to developed device security a was system This 8): (CL Chamber Lightstorm keypad This 16). of Intelligence an (has protects chamber the room the in generally keypad stand-alone a using through individuals specific allow larger a cover to purchased be can but area, 2-square by 2-square a cover and credits 185,000 costs models Typical remotely. accessed be cannot firing by activates it area, covered the into steps individual unauthorized an When square. per cost base the of 25% additional an of cost a for area target every of Defense Reflex the to result the compare and (1d20+10) roll attack single a Make chamber. the into lasers pin-hole tiny of dozens target Any damage. half take targets missed while damage, 4d8 suffer chamber lightstorm the by hit successfully targets Any chamber. the within with the Evasion talent takes half damage on a hit, and no damage on a miss. The lightstorm chamber makes a new attack at the start of each Incoming Wars. Clone the area. round that an intruder resides within the covered during system Gwori the over a blockade in encountered first was field beam radiation The 10): (CL Field Beam Radiation sized field projector an starships are routed through the Colossal (station) Neuro-Saav TD1.4 Electrobinoculars These were the electrobinoculars of choice for the Grand Army of the Republic during the Clone Wars. The TD1.4 electrobinoculars were most often used by ARC troopers or Jedi on deployment with clone troopers. ARC-77 by Muunilist on notably most success great with used were They Typically attached to a helmet or armor, a neck guard provides protection provides guard neck a armor, or helmet a to attached Typically to the sensitive area on the back of the neck generally left exposed by standard armor. A neck guard provides a +1 circumstance bonus to the sneak attacks. wearer’s Reflex Defense versus surprise and Nerve Stick A nerve stick is a small, chewable stimulant that was used by soldiers in the Grand Army of the Republic during the Clone Wars. The stimulant helps resist the effects of fatigue and lack of sleep. When ingested, the target receives a +2 equipment bonus to all Constitution Constitution-based skill checks. checks and Neck Guard

chapter 1 Allies and opponents

Equipment 45 chapter 1 AlliesEquipment and opponents 46 Sith Torture Mask ©Jan Duursema encode and decode information stored within the device using a special terminal. However, the SIP is considered hostile to any other means of accessing the information held within. The SIP 40. Defense of has an effective Will Sith Torture Mask These ancient masks were created by the Sith to both assist in torture, as well as serve as a form of torture itself. While the mask is worn, the target is bombarded with attacks to their Fortitude and (1d20+10) Will each round. If Defense the target’s Fortitude Defense is beaten, they suffer a -5 penalty to all Strength, Dexterity and able not are they Constitution beaten, is Defense Will their If checks. skill related and checks to use Force or Destiny Points, nor can powers) Force of use they the (including concentration of degree any perform requires any action that they beaten, not is Defense Will their if Even 20. natural of roll a without receive a -10 penalty to all Use the Force checks and are unable to use Force or Destiny Points. Scientific Information/Instrument Package The Scientific Information/Instrument Package, or SIP, is an encrypted data format and proprietary system used for encrypting and decrypting the information stored. A Use Computer check (DC 10) is required to Regen-Stim A medical drug that aids in rapid tissue regeneration, regen-stims saw widespread usage during the Clone Wars. It helps minimize or prevent scarring of skin tissue by facilitating the growth of new than normal. tissue When administered faster (DC 5 Treat Injury check), the patient 8 hours of rest. regenerates double the hit points after a full Recognizer Lock This small security device allows the user to secure a lock with a thumb print (or other equivalent mark used by other security code or access species) key. With a simple rather Mechanics check (DC 5), the than a user can install their identification on the device. A recognizer lock is 68). considered a Complex lock (see Mechanics, SE Pressor Field Generator These devices are used by medical the galaxy. specialists They were difficult and to obtain during surgeons the Clone Wars all due to over overwhelming demand (availability during this time is Rare). A pressor field generator emits a tiny particlechance the reduce and shield loss, blood off stave around targetedpressure, maintain to arteries veins and of infection during surgery. If the user of this device fails a Treat Injury check while using the Perform Surgery function of the skill, they may of the second roll. reroll the skill check, but must accept the result up of a number of materials and pre-fabricated to house any number of per additional inhabitant. a cost of 1,000 credits occupants at Shield Generator Portable Defense the fire, enemy incoming from positions infantry fortifying for Developed manufacturers. several by produced was generator shield defense portable protects that radius 3-square a in shields ray and particle both extends It all creatures and objects within the protected area attacks made outside with the protected area. The internal power supply can SR 30 from accommodate the shield for a maximum of 24 hours; however, it can also be connected to a portable fusion generator to allow an indefinite supply of power. Translation Pod The translation pod and is languages known all in a words spoken up pick to network room a into installed of electronic components that are translate them into another. The translation is then projected through a used are devices the commonly, Most device. handheld or system speaker virtually in available are but Basic, Galactic into dialects alien convert to any configuration. The system carries a +15 Knowledge (galactic lore) skill modifier for determining whetherspecific language. it is capable of translating a Wallet Tent An extremely compact and portable form of shelter, the wallet tent was popular with most military types in the galaxy during the Clone Wars. When the seal is broken on the pressurized container, the wallet tent expands in 2 rounds into a full-sized shelter capable of accommodating Basic all to bonus equipment +10 a provides tent The occupant. single a Survival and Endure Extreme Temperature checks of the Survival skill. When the auto-fold button is pressed, it reconfigures itself back into a portable wallet size in 1 minute. Tracer Orb on Libkath Gilramos by created devices tracking small are These subject a of hand the into implanted surgically are They exile. his during a contain also orbs Tracer whereabouts. target’s the monitor to used and victim the if bloodstream the into injected is that chemical highly-lethal strays too far from Gilramos. A successful Treat Injury check (DC 10) is locator the from separated is device the If device. the implant to required releases and kill-switch a activates it kilometers, 10 than more by device a toxin that attacks the target’s Fortitude A instantly. killed are they Defense, Fortitude Defense target’s the exceeds attack (1d20+20). If the the Perform Surgery function (DC 25) is required Treat Injury check with to remove the tracer orb. Templast This oxidizing flimsiplast sheet was used to communicate confidential documents or secret orders by many corporations during and the final military years units of the Republic. templast When exposedbegins to oxidize, destroying to theitself within air, the 3 minutes, making whatever information printed on its surface illegible and permanently lost. Techno Union Mind Control Device This device was developed by the Techno Union during the Clone Wars in an experiment on Nelvaan to turn its tribal natives into an army attack an of suffers wearer the activated, and worn When warriors. mutant Defense, Will their exceeds attack the If Defense. Will their on (1d20+10) relinquished is character the and faculties their of control loses target the to the control of the character controlling the device. If at any time the target’s Will Defense changes, the device makes a new Will attack fails the device attack. has no effect on the wearer. This device was If the extremely rare during the Clone Wars, as it was of the Clone Wars. experimental stage on Nelvaan in the third year available only in an Strip Cam Wars, Clone the of months early the in military Republic the by Developed the strip-cam is a totally unobtrusive surveillance device. It consists of a camera system on a thin sheet of flimsiplast withit can adhesivebe soplaced virtually that anywhere. Once installed, a Perception check (DC 30) is required to notice the device without the aid of specialized signal-detecting equipment. It can transmit video to a receiver up to 5 kilometers away. Sound-Dampeners the lessen to device a as used are earplugs noise-canceling simple These conditions ambient certain by created noises deafening of effects adverse and some weapons. Inserted into the ear canals of most humanoid or like species, sound-dampeners reduce the effects of deafness step: deafened becomes total concealment; by total concealment becomes one concealment; and concealment becomes no effect. Additionally, sound- sonic-based stun damage by one die. dampeners reduce any

chapter 1 Allies and opponents

Equipment 47