Professional Documents
Culture Documents
Liste Equipement
Liste Equipement
Liste Equipement
Crit.Rating
Defensive
Stun dmg
Disorient
Hp requ.
Damage
Vicious
Sunder
Breach
Pierce
Rarity
Burn
Prix
Barab ingot 15 000 2 8 8 1 1 3 x
Mod
Hilt
cross gard 4 7
Basic Lightsaber Hilt 5 5
Bouble-blade Hilt 4 6
Pike Hikt 3 7
Shoto Hilt 3 6
Guard Shoto Hilt 3 7
Temple Guard Pike 4 9
BroadSaber Hilt 4 6
Great Lightsaber Hilt 5 6
Lightfoil Hilt 3 6
Knockdown
Concussive
Inaccurate
Special
If a critical failure is rolled as part of a combat check with
this weapon, the crystal may shatter - being rendered
useless.
May spend force points when making a force power roll,
to regain 2 strain
Linked 1, Unwieldy 3
Cumbersom 3, Defensive1
Accurate
Defensive 1, Deflection 2, Unwieldy 4
Defensive 1, Linked 1, Stun 4, Unwieldy 3
+1 Damage, Unwieldy 3
Cumbersome 3, +1 Damage
Defensive 2
Mod
2x "Burn +1", 2x "Vicious +1"
1x "Defensive +1"
1x "Defensive +1"
2x "Stun +1"
2x "Defensive +1"
1x "Vicious +1"
KoF:44
Weapon Skill Dam Crit Range Encum HP Price
E
"Precision-X" Marksman Rifle
Ranged 9 3 Long 5 1 1,500
[Heavy]
Slug
Adostic Arms 8-Gauge Scatter Gun
Ranged 7 6 Short 3 2 550
[Heavy]
M
'aKraB Clip-point Vibrodagger
Melee 1 2 Engaged 1 1 550
Activv1 Riot Shield Melee 0 6 Engaged 5 1 300
Exp
Anti-Personnel Mine Mechanics 12 3 Engaged 3 0 (R) 850
Detonite 15 Short 2 0 50
Brennkeyes Syndicate Knockout Mine
Ranged 6 - Short 1 0 200
[Light]
Mini-Torpedo, Anti-Personnel
Ranged 8 2 Long 1 0 100
[Heavy]
Portab
Golan Arms MK.10 Concussion Missle
Gunnery 14 4 Extreme 0 0 200
B
Backhand Shock Gloves Brawl 1 3 Engaged 0 2 2,000
Th
Ascian Throwing Dagger Ranged 1 2 Short 1 0 65
[Light]
Micro
Anti-Armor Ranged 8 4 Short 1 1 300
[Heavy]
Explosive Ranged 7 2 Short 1 1 150
[Heavy]
Flechette Ranged 6 2 Short 1 1 175
[Heavy]
Incendiary Ranged 6 3 Short 1 1 175
[Heavy]
Ion Ranged 10 3 Short 1 1 100
[Heavy]
Micro-Rocket Launcher Pistol
Ranged 0 - Medium 3 0 500
[Light]
Rarity Special Index
Energy
8 Pierce 1, Stun Setting, ND:44
6 DC:41
8 Auto- A-BGR:31,
Fire, Cumbersome 5, Pierce 2, A-CRB:176,
Vicious 1, E-BGR:31,
E-CRB:162,
F-BGR:31
7 Auto- A-CRB:176,
Fire, Cumbersome 4, Pierce 1, E-CRB:162
8 Auto-Fire FiB:45
(Only), Breach 1, Cumbersome
4, Inaccurate 1, Prepare 2,
8 Auto- DC:44
Fire, Cumbersome 6, Pierce 2,
Vicious 1,
5 Stun Setting, DC:43
7 Auto- DC:43
Fire, Cumbersome 6, Pierce 1,
Vicious 1,
7 Auto-Fire FiB:44
(Only), Cumbersome 3, Prepare
1,
Slugthrowers
4 Blast 3, Knockdown, FC:44
4 Auto-Fire, SoF:96
3 A-CRB:177,
E-CRB:164,
F-CRB:169
3 Cumbersome 2, A-CRB:177,
E-CRB:164,
F-CRB:169
7 Cumbersome 2, LoNH:102
Melee
5 Pierce 3, Vicious 1, FiB:48
4 Cumbersome 3, Defensive 2, D FH:42
eflection 2, Disorient 1,
8 Defensive 1, F-BGR:31,
F-CRB:172
7 Cumbersome 5, Inaccurate 1, P LoNH:103
ierce 1, Sunder,
5 Defensive 2, Stun Setting, NoP:103
0 Disorient 2, EV:46
6 Defensive 2, Pierce 3, LoNH:103
2 Defensive 1, CotG:26
4 Disorient 3, Stun Damage, SoF:98
5 Disorient 1, Ion, SM:44
5 DA:46
6 Disorient 4, Ensnare 1, Stun LoNH:104
Damage,
5 Defensive 1, KtP:45
6 Defensive 1, Pierce 2, Vicious 1 KtP:45
,
4 Pierce 1, FC:46
7 Cortosis, F-CRB:173
7 Ensnare 1, Vicious 2, Unwieldy KtP:45
3,
8 Cumbersome 3, Defensive 1, S DC:48
uperior,
7 Defensive 1, Pierce 3, SoF:98
7 Pierce 2, Vicious 1, FiB:48
8 Defensive 2, NoP:104
8 Cumbersome 4, Defensive 1, NoP:104
Portable Missiles
8 Blast 10, Concussive 3, Disorie DC:47
nt 5, Guided 2,
Brawl
4 Concussive 1, Stun FH:42
Damage, Slow-Firing 1,
0 Disorient 3, A-BGR:31,
A-CRB:180,
E-BGR:31,
E-CRB:166,
F-BGR:31,
F-CRB:171
4 Defensive 1, DC:48
7 Cortosis, F-CRB:171
Thrown
7 Pierce 2, Limited Ammo 1, FC:45
5 Ensnare 3, ND:44
6 Burn 3, Limited
Ammo 1, Pierce 3, Prepare 1, S
tun Damage,
4 Blast 6, Cumbersome 3, Limited DC:45
Ammo 6,
0 Pierce 2, SM:53
8 Blast 10, Cumbersome 3, Guide A-CRB:178,
d 3, Breach 1, Prepare 1, Limite E-CRB:165,
d Ammo 6, F-CRB:170
7 Pierce 3, EV:42
5 Ensnare 5, EtU:42
3 Knockdown, SM:46
5 Ensnare 3, FH:42
6 Accurate 1, F-CRB:177
9 Defensive 1, Linked 1, Stun 4, KtP:46
Unwieldy 3,
Micro-Rockets
5 Breach 1, Limited Ammo 1, ND:46
7 ND:47
Riot shields require one hand to wield, and so can only be used with pistols and
one-handed melee weapons. Some riot shields incorporate a slot or mag-lock to
allow the user to support a Ranged (Heavy) weapon with the shield itself (firing
the weapon one-handed while wielding the riot shield in the other hand). A riot
shield with this feature costs an additional 100 credits and has no hard points.
Firing a rifle locked to the shield in this way is somewhat cumbersome, and
adds ■ to combat checks with both weapons.
The value of the Gungan personal energy shield’s Defensive quality is reduced
to 0 while the wielder is suffering from the staggered or disoriented condition.
If the user generates disaster when setting up a baradium charge, it detonates
immediately, dealing the charge's damage (base plus additional damage) to
everything in the current blast radius. Anything engaged with the charge when
It detonates should add + 50 to any subsequent critical injury.
Armor Defense Soak Price Encum HP Rarity Index
Alliance Engineer's Helmet 0 1 75 1 0 1 FO:42
and Vest
A/KT Mountaineer Armor 1 1 1,800 3 2 6 EtU:45
A/KT Shockrider Crash Suit 0 2 3,000 2 1 3 EtU:45
A character wearing diplomat’s robes adds gg to social checks related to claiming diplomatic authority,
accessing classified data, and using organizational status to bypass normal protocol.
Due to its extremely thick padding and ponderous form, characters wearing EOD-Mk II armor lose their free
movement.
CUSTOMIZATIONS
EOD-Mk II Upgrade Options: EOD-MK II suits lack any standard modification options, but can be upgraded with
two valuable attachments. These attachments are integrated load-bearing gear and a data link for controlling
EOD and demolitions remotes, such as the EOD-Mk IV (see page 50). As the suits are designed fo r these
upgrades, neither takes up any hard pOints for the armor, but each upgrade can only be taken once.
Integrated load-bearing gear reduces the suit's encumbrance by 3, and costs an additional 700 credits wi th a
rarity of 3. The data link allows the wearer to control a single EOD remote {see page 50, and costs an extra 300
credits with a rarity of 4.
ignore the effects of fires or acids of rating 1 or 2 (see page 228 of the AGE OF REBElLION Core Rulebook). It
has a soak value of 3 against damage from weapons with the Blast quality, but only when that quality is
activated and used to inflict damage on the wearer. It provides only 1 point of soak against all other damage
that was not inflicted through that quality.
Once per encounter, a character wearing a flare jacket can trigger the charges as a maneuver. Each character
within short range (besides the wearer) must make a Hard + Vigilance check Each character who fails is
staggered for 1 round, plus 1 additional round per <§> <§) <§)
Once per encounter, a character wearing a flare jacket can trigger the charges as a maneuver. Each character
within short range (besides the wearer) must make a Hard + Vigilance check Each character who fails is
staggered for 1 round, plus 1 additional round per <§> <§) <§)
A character wearing a hauling harness increases his encumbrance capacity by 6, but also upgrades the
difficulty of any combat check he makes twice.
Heavy battle armor can be eligible to be fully sealed. or it can take the form of a heavy vest and blast helmet.
A character wearing Jedi battle armor fitted for somebody else adds gg to all Combat checks. A suit of Jedi
battle armor can be fitted to a new wearer with a Hard Mechanics check that takes an hour to complete. Jedi
battle armor is eligible to be sealed against the vacuum and other hazardous-environments.
Encumbrance
None
Kamperdine Armored Jackets are each tailored to a specific wearer. When worn by that wearer, they add 1
Advantage to any successful Charm, Deception, or Negotiation checks the character makes (the CM may
decide that the bonus does not apply in certain situations, such as dealings over a comlink).
Like many other varieties of powered armor. a Kav-Dann suil is spaceworthy and includes a full lire support
suite that can be modified for most alien physiologies. A wearer can survive for four hours in a vacuum or
unbreathable atmosphere. and gains D to checks to resist the effects of radiation. The helmet incorporates a
long range comlink and a basic visual package that allows the wearer to remove • caused by to darkness.
smoke, or other environmental factors that might affect vision from all Perception. Vigilance. and Combat
checks.
Kav-Dann power armor increases the wearer's Brawn by so long as it remains powered, though this bonus
does not increase the user's soak or wound threshold. The listed encumbrance of 4 reflects the bulk of the
armor when powered. If the suit loses power for any reason. the encumbrance increases to 12. defense is
reduced to 0. and the bonus to Brawn is lost. Donning a suit of Kav-Dann power armor takes ten minutes,
thougt1 this time can halved if the wearer is assisted.
A character wearing a lector’s outfit adds g to any social check involving a large group of listeners, and can be
heard clearly even at considerable distances.
The wearer downgrades the difficulty of social checks to interact with other nobility and their subordinates
once.
A character wearing performer’s attire adds □ to checks to perform or otherwise attract attention.
As a maneuver, the wearer may power up or power down the armor. While the armor is powered and the
plates are locked in place, the wearer gains + 1 soak and + 1 defense but loses his free maneuver during each
of his turns.
The reinforced environment suits allows a wearer to ignore ■ imposed by environmental conditions, and also
reduces Critical Injuries suffered from falling by 20. The suit also includes a filter, granting □ to Resilience
checks to resist toxic atmospheres or airborne toxins.
As long as a character wearing resplendent robes purposefully draws attention to himself, each of his allies in
medium range adds □ to Perception, Skulduggery, and Stealth checks.
None
HP Required
Attachment
Encum
Bonus
Rarity
Index
Price
Type
Weapon
Arakyd 900 Gene-Lock 500 0 1 7 DC:51 any handheld weapon. The weapon functions only in the hands of its authorized owner.
Augmented Spin Barrel 1,750 0 2 4 A-CRB:200, blaster rifles and heavy Increases weapon damage by 1.
E-CRB:188 blaster rifles. Adds g to all Mechanics checks when performing maintenance on this
weapon
Balanced Hilt 1,500 0 2 5 A-CRB:200, any bladed weapon Grants the weapon the Accurate (+ 1) quality.
E-CRB:188
Beam Splitter (R) 1,250 0 3 4 FiB:51 Any blaster or suitable Grant weapon quality blast with a value equal to half of the weapon's
energy weapon that doesn't damage (round up).
have the blast quality Reduce weapon's range by one range band to a minimum of engaged
Bipod Mount 100 0 1 1 A-CRB:200, rifles, carbines, and light Decreases weapon's Cumbersome rating by 2 when firing from a
E-CRB:188, repeating blasters, and prone or crouched position (or can otherwise brace the bipod).
F-CRB:192 takes one preparation
maneuver to set up
Blaster Actuating Module500 0 1 4 A-CRB:200, Ranged (Light) blaster Increases weapon damage by 1. Adds g to all checks made when using
E-CRB:188 pistols. this weapon.
Blaster Energy Dampner(R) 750 0 1 4 F-CRB:194 Ranged (Light) and Ranged Increase the difficulty of checks made to detect this weapon’s fire by 1.
(Heavy) blaster weapons. Decrease weapon damage by 1.
Blaster Suppressor (R) 750 0 1 5 SoR:110, Blaster pistols Adds ■ ■ to any Perception or Vigilance checks made to locate a concealed
LoNH:106 shooter firing the silenced blaster.
Page 59 de 193
Bowcaster Accelerator Enhancement
250 0 1 4 E-CRB:189 only for use on Wookiee Increase weapon damage by one point.
bow- casters
Built-in Blaster Sight 150 0 1 4 FiB:51 Energy ranged weapons remove g added by the called shot use of the Aim manœuvre from ranged
(light) and ranged (heavy) check
Compenentization
any weapon with
1150 0 2 5 CaM:56 Allow a weapon to be broken into pieces and disguised as other item
encumbrance of 2 or less
Custom Grip 500 0 1 6 SM:54 any weapon with a handle. Remove g from all combat checks the weapon's owner makes using this
weapon. Anyone other than the owner instead adds gg to all combat checks
made using it. Modification
Czerka H9 Pistol Grip 400 0 1 3 DC:52 any Ranged (Heavy) ssess the Cumbersome quality. Base Modifiers: The weapon’s skill changes to
blaster rifle, blaster carbine, Ranged (Light), but add ■ to any combat check made while bring the weapon
or slugth- rower that does one-handed. The weapon’s range is reduced to medium if longer.
not possess the
Cumbersome quality.
Droid brain 1000 0 4 FO:52 any grenade or explosive The explosive's detonator is controlled by a droid brain that can activate under
detonator device. any predetermined circumstances its owner dictates.
Droid targetting 3200 3 5 FO:52 any personal ranged Upgrade ability on Ranged combat checks made with this weapon once.
system weapon
Page 60 de 193
Energy Overclock Setting 500 0 3 5 KtP:53 any vibroweapon and any Once per turn as a maneuver, the wielder may activate the overclock setting
other powered Melee or to grant the weapon Vicious 3 (or increase the value of its Vicious quality by -
Brawl weapon. 3) until the end of the round If the wielder generates1 Disaster or 3
disadvantages on a combat check with the weapon before the end of the next
round, the weapon overheats or shorts out, and ceases to function entirely
until the end of the encounter.
Enhanced XCiter (R) 1,500 0 2 6 SM:54 any blaster. Decrease critical rating by 1 (to a minimum of 1 ). The GM may spend 2
Disasters from any combat check using the weapon to cause the blaster to
explode, destroying it and inflicting an automatic Critical Injury on the wielder
Filed Front Sight 25 0 1 0 A-CRB:201, pistol-sized weapons. Innate Talent (Quick Draw).
E-CRB:190 Doing the work oneself Increases difficulty of combat checks to hit targets at ranges beyond short
requires an Average range by 1
Mechanics Check.
Force-Attuned Resonator
(R) 1,000 0 2 8 KtP:54 any Ranged (Light) or A character must possess a Force rating of 1 or higher and knowledge of how
Ranged (Heavy) weapon the resonator mechanism works in order to operate this weapon
that has a trigger
Forearm Grip 250 0 1 1 A-CRB:201, rifle and carbine-sized Decreases the additional difficulty of making Ranged (Heavy) checks with this
E-CRB:190 weapons (but not heavy weapon while engaged to an additional à (rather than à à).
rifles).
Galven Pattern Resequencing
1,000 0 2 5 FiB:51 Blaster pistols and heavy Increase weapon's damage by 1.
blaster pistols Add 2 automatics disavantage to all combat check made by this weapon
Grenade cling 70 0 0 2 FO:52 any grenades or explosive The grenade immediately adheres to its target and an Average ( àà ) Athletics
devices check is needed to remove it. Among other potential uses, this essentially
means a target struck by the grenade cannot avoid the blast or throw it back at
the attacker, regardless of any time-delayed detonation. At the CM's discretion,
some types of surfaces may resist the adhesion.
Page 61 de 193
Integrated Illuminator 200 1 1 4 KtP:54 any ranged weapon that : Removes up to gg due to darkness on any checks to use this weapon against
could logically benefit from targets within short range.
a spotlight.
Integrated Scanner 675 0 2 5 SM:54 any Ranged (Heavy} hat the wielder can use while the weapon is drawn. The wielder adds 2
Weapon. automatics Advantages to Initiative checks while the weapon is drawn.
Lightweight Frame 650 0 2 3 CaM:57 Any weapons Reduce weapon's encumbrance by 1 to a minimum of 1
Magnetic Weapon Tether250 0 1 2 KtP:54 any weapon wielded in one During his turn, the wielder may recover the weapon as an incidental so long
hand that could logically as he is engaged with it.
benefit from a weapon
tether.
Marksman Barrel 1,200 0 2 4 A-CRB:202, blaster rifles. Increases weapon's range by one range band. The weapon gains the
E-CRB:190 Cumbersome 2 quality.
Mono-Molecular Edge 1,000 0 1 5 A-CRB:202, melee weapons that use a Decreases the weapon's crit rating by 1 to a minimum of 1.
E-CRB:190, cutting edge.
F-CRB:194
Motion Tracker 1,000 0 2 6 SS:50 any Ranged (Heavy) Remove g due to target's movement or use of the Guarded Stance
weapon manoeuvre
Multi-Optic Sight 2,000 0 1 3 A-CRB:202, ranged weapon Removes up to gg on any checks to use this weapon due to smoke, darkness,
E-CRB:191, or other environmental conditions that obstruct vision.
SS:51
Night Vision Scope 500 0 1 3 F-CRB:194 any ranged weapon, with Remove up to ■ ■ on any checks to use this weapon due to darkness.
the exception of single-use
weapons and weapons that
would not realistically
benefit from a scope.
Page 62 de 193
Optimized Energy Cell 100 0 1 5 SM:54 any energy weapon When the GM would spend Disaster or a number of Disadvantages to cause
the weapon to run out of ammunition [see page 159 of the EDGE OF THE
EMPIRE Core Rulebook). it requires additional Disadvantages to have that
effect apply to this weapon.
Ordonnace Impeller 500 0 4 FO:52 any grenade or explosive The explosrve is able to move overland at roughly the rate of a character on
device with an foot. The listed pnce includes a holocam and remote-control unit, allowing for
encumbrance value of 3 or operation and detonation of the mobile explosive from up to extreme range,
less although intervening materials may decrease this distance. Any skill checks to
operate the mobile explosive use Computers or Piloting (Planetary)
(character's choice).
Overcharge Valve (R) 1,500 0 2 6 FC:51 any blaster or energy As an incidental, the wielder may have the weapon gain the Prepare 1 quality
weapon that could logically and increase its damage by 4 for the next attack he makes with it. After firing,
benefit from it. the weapon runs out of ammunition (see page 207 of the Edge of the Empire
Core Rulebook).
Paired Weapons 300 0 1 3 FC:51 any one-handed weapons. Must be applied to two weapons at the same time. Reduces the Advantage
required to hit with the secondary weapon when two-weapon fighting with this
pair of weapons by 1.
Poison Reservoir (R) 400 0 1 5 LoNH:105 Brawl and Melee weapons Allows the user to store in the weapon one dose of neurotoxin, anesthetic, or
neuroparalytic (see page 1 72 of the Edge of the Empire Core Rule) or any
other poison the CM deems suitable (such as those on page 109).
As a maneuver, the weapon’s wielder may douse the blade in the poison. Until
the end of his next turn, whenever the wielder successfully attacks a target
with the weapon (whether or not he deals damage), the target also suffers the
effects of being exposed to the poison.
Proximity detonator 120 0 0 3 FO:52 Any grenades or explosive he weapon detonates when a being or creature with a size of at least
device silhouette I comes within short or engaged ra nge, as determined by the user
when placed. At the CM's discretion, other sources of movement within range
may cause the device to detonate.
Page 63 de 193
Rapid-Recharge XCiter 750 0 1 7 SM:55 any blaster. The weapon gains the Auto-Fire quality and the Inaccurate 3 quality
Removed Safety (R) 250 0 0 2 SM:55 any Ranged (Light) or Adds g to the first combat check made with the weapon during an encounter.
Features Ranged (Heavy) weapon The GM may spend 2 Disadvantages or 1 Disaster from any combat check to
that could logically have have the weapon misfire; it runs out of ammunition (see page 1 59 of the
such elements to remove. EDGE oF THE EMPIRE Core Rulebook) and inflicts 4 strain on the wielder.
Models
Rocket Guidance System 50 0 1 4 ND:47 any micro-rocket Grants the weapon the Guided (+ 2] quality,
Scanner-Proof (R) 1000 0 2 6 CaM:57 all cannot be detected by standar technologie. See special rules
Hardware
Secondary Ion Blaster 400 2 2 6 SM:56 any Ranged (Heavy) Enables the weapon to fire using the following profile at the user's choice:
weapon. (Ranged [Heavy]; Dam 10; Crit 5: Range {Short); Disorient 5. Ion) Adds
Cumbersome ( + I) to weapon and increases encumbrance by 1.
Serrated Edge 50 0 1 1 A-CRB:203, melee weapons that use a Grants the weapon the Vicious (+ 1) Quality.
E-CRB:191, cutting edge.
F-CRB:194
Set Trigger 450 0 1 4 FC:51 any Ranged (Light) or Adds automatic Succes & Advantage to the first combat check made with
Ranged (Heavy) weapon. this weapon each encounter.
Shadowsheath (R) 1,500 0 1 5 F-CRB:194 any weapon with an Increase the difficulty of any checks made to detect the sheath or the weapon
encumbrance of 2 or less. it holds by two.
Shield Discharge Pack 800 1 1 5 KtP:54 a shield or buckler. When the wielder of the shield suffers a hit from a Melee. Brawl, or Lightsaber
Combat check. after the attack is resolved, the character may spend 1
disaster or 2 Disadvantages to cause the attacker to suffer 3 strain (this
ignores soak)
Shock Pulse Emitter 1,500 0 2 5 ND:51 any Melee or Brawl Grants the weapon the Stun (+2] quality.
weapon
Shortened Barrel 250 0 1 4 A-CRB:203, Ranged (Light) pistol Reduces the difficulty of checks made to conceal this weapon by 1.
E-CRB:191 weapons. Reduces range by one range band to a minimum of short. If already short, add
g to attack checks.
Page 64 de 193
Slugthrower Suppressor(R) 100 0 1 4 SS:51
Sonic Scope 1,500 0 1 8 SM:56 any Ranged (Heavy) The character may observe and targeL enemies who are completely hidden by
weapon. solid objects that the weapon can penetrate At the GM's discretion. the target
might receive additional defense or even soak to reflect shooting through a
solid object.
Spread Barrel 1,725 0 2 4 A-CRB:203, blaster rifles and blaster Grants weapon quality Blast (4)
E-CRB:191 carbines. Reduces weapon's range by one range band to a minimum of engaged
Staged Rocket Booster 25 0 1 2 ND:47 any micro-rocket. Increases the weapon’s range by one range band. Adds the Inaccurate [+2]
quality to the weapon,
Stripped Down 250 -1 3 4 SM:56 any Ranged (Light) or Decrease the weapon's encumbrance by 1 (to a minimum of 1 ). Add g to a
Ranged (Heavy) weapon character's Perception checks to find the weapon when it is hidden.
Tripod Mount 250 0 2 3 A-CRB:204, Ranged (Heavy) and Decreases weapon's Cumbersome rating by 3 when set up. May not move the
E-CRB:193, Gunnery weapons and weapon (except to pivot) once tripod is set up.
F-CRB:195 requires two preparation
maneuvers to set up.
Page 65 de 193
Under-Barrel Grapnel Launcher
500 2 2 3 SM:56 any Ranged (Light) or As an action. a character may make an Average Ranged (Light) check to
Ranged (Heavy) weapon secure the grappling hook to an object within medium range. On success. as
that could logically have a an action. he may reel in the cord. pulling t1imself to the object (or. if the object
grapnel launcher mounted is unsecured and lighLer than he is, pulling it to him) A character may use the
on grappling hook to pull another character aloft with him: if he does. he must
make an Average Athletics check to avoid losing his grip on either his partner
or the gun. Increases weapon's encumbrance by 2
Underslung Scattergun (R) 750 0 3 5 FC:51 pistol and rifle-sized Enables weapon to fire using the following profile at the user’s choice:
weapons. (Ranged [Heavy], Damage 6; Range [Short]; Blast 5, Knockdown, Limited
Ammo 1). Adds Cumbersome (+ 1) to weapon.
Vibro-Bayonet 300 1 1 3 SM:56 any Ranged (Heavy) Enables the weapon to be used in melee combat with the following profile at
weapon that could logically the user's choice: (Melee: Damage + 1; Crit 2; Range [EngagedJ; Pierce 2.
mount a bayonet Inaccurate I. Vicious 1 )
Weapon Harness 500 0 2 2 A-CRB:205, Ranged (Heavy) and Decreases Cumbersome rating by 2.
E-CRB:193 Gunnery weapons.
Weapon Signature Reduction
1,000 0 1 6 SoR:110 weapons with an Increase the difficulty checks using scanners to search for this weapon by 2.
encumbrance rating of 5 or Due to the masking used on various weapon components, this modification
less. adds ■ to all Mechanics checks when performing maintenance on this weapon.
Weapon Sling 100 0 1 0 A-CRB:205, Ranged (Heavy) weapons. Decreases Cumbersome rating by 1.
E-CRB:193,
F-CRB:195
Weighted Head 250 0 2 3 A-CRB:205, Bludgeoning Brawl and Damage + 1.
E-CRB:193, Melee weapons.
F-CRB:195
Page 66 de 193
X-citer Overcharge (R) 1100 0 2 7 CaM:57 Personal Blaster Weapons As an incidental, shooters may overchage the Xciter on their blaster. This give
the weapon the Prepare 1 item quality and increase its damage on the next
attack by 4.
Once it is fired, the weapon runs out of ammo.
3 disavantage or 1 disastre may cause the weapon to explode and deal full
damage to the shooter
Armor
Amphibious Modification500 0 1 4 SM:57 any armor that could The armor provides enough oxygen (or applicable gas) for up to five hours or
logically have an air tank submersion or in an airless environment {although it does not proLecL against
attached. vacuum). In addition. the user removes g from physical checks due to
underwater conditions.
Armor Insert 450 0 0 5 CaM:58 Any armor with defense no Turn any cloth into armored clothing
greater than 0 and soak
value of 1 or less
Armor Spikes 500 2 3 2 KtP:56 any armor that covers the Increase the armor's encumbrance by 2. When the wearer suffers a hit from a
arms or legs. Melee. Brawl. or Light saber Combat check, after the attack is resolved, the
character may spend 3 Disadvantages or 1 Disaster to automatically inflict
one hit for 6 damage on the attacker.
Automated (R ) 3000 2 5 FO:53 Not specified Allows the character to mount a single Ranged (Light). Ranged (Heavy). or
Weapons Mounting Melee weapon of encumbrance 3 or less (subject to the GM's discretion) on
the character's armor. Once per encounter, the character can spend a
maneuver to make a combat action with this weapon without uSing his hands
or arms. The difficulty of combat checks made with the mounted weapon are
upgraded once.
Biofeedback System 3,300 0 2 5 F-CRB:200 any full-body armor suit. Increase this character’s strain threshold by 4 while wearing this armor.
Chedak Communications200
Multi-Band
0 Comlink
0 1 DC:53 any helmet A long- range comlink (see page 171 of the Edce of the Empire Core Rules) is
integrated into the helmet.
Page 67 de 193
Cortosis Weave 10,000 0 2 8 A-CRB:205, All The armor gains the Cortosis quality
E-CRB:194
Cryoncorp Omniscan 3 Integrated
1,000 0Scanner
1 4 DC:54 any helmet While wearing his helmet, the user benefits from a general purpose scanner
(see page 175 of the Edge of the Empire Core Rules) and adds □ to
Perception checks made to detect movement or hidden enemies.
Custom Fit 400 0 1 3 SM:57 All Remove g from Athletics and Stealth checks while wearing the armor.
Enhanced Optics Suite 1,750 0 1 3 A-CRB:206, All Removes up to gg added to Perception, Vigilance, and combat skill checks
E-CRB:194 due to darkness, smoke, or other environmental effects that obscure vision.
Modification
Hardened 900 2 2 4 KtP:56 power armor. Prevents deactivation of power armor by electromagnetic or ion weapons.
Heating System 1,000 0 1 3 A-CRB:206, any armor that covers the Reduces the difficulty of Resilience checks made to resist the effects of
E-CRB:194, entire body and can be extreme cold by one. Removes up to ■ ■ added to checks due to extreme cold.
F-CRB:201 sealed.
In-Helmet Scanner 750 0 1 4 F-CRB:201 Any Helmet Adds a general purpose scanner to the user’s helmet. The scanner allows the
user to remove ■ imposed on any checks due to darkness or environmental
conditions such as smoke or fog. It also allows the user to detect heat sources
and motion within medium range.
Page 68 de 193
Integrated Ascension Gear
350 0 2 3 SM:57 All As an action. a character may make an Average Ranged (Light) check to
secure the grappling hook to an object within medium range. On success, as
an action. he may reel in the cord. pulling himself to the object (or, if the object
is unsecured and lighter than he is, pulling it to him). A character may use the
grappling hook to pull another character aloft with him: if he does. he must
make an Easy Athletics check to avoid losing his grip on his partner.
Integrated Holsters 300 4 2 4 ND:52 all Increases encumbrance by 4 The character may holster up to 2 weapons of
Encumbrance 3 or lower in the armor, While holstered, these weapons do not
count toward the character’s Encumbrance value
Integrated Slicer Gear 750 0 3 6 SM:58 All The wearer counts as having a Slicer Gear which can be controlled simply by
gesturing or vocalization. Add g to all checks made by others to correctly
identify that the character is slicing.
Ion Shielding 2,000 0 1 7 SM:58 any armor with soak 2 or Increase the armor's soak by 3 against weapons with the Ion quality.
higher.
Jump Boots 1200 0 1 6 CaM:57 Any armor with Reduces the difficulty of all Athletics check made to jump by 1.
encumbrance of 4 or less Good for only 1 use and need to be refuell for 30 minutes 100 credits
Kiirium Coating 2,500 1 2 7 KtP:56 armor that has hard or so Adds + I soak to armor against blaster and flame attacks
1d parts around which the
alloy can be coated. such
as with laminate armor,
heavy battle armor. and
similar types of armor at the
GM's discretion.
Low-Friction Coating 750 0 1 5 KtP:56 armor with hard surfaces Increases the armor's melee defense by + 1. Adds gg to Mechanics checks to
such as heavy battle armor modify or maintain the armor
powered armor.
Page 69 de 193
Merr-Sonn VX Hands-Free Weapon
1,000 0 System
2 6 DC:53 A weapon must also be Mounts a single weapon on the armor, allowing the wearer to aim and fire it
modified in order to be without using his hands or arms.
armor-mounted, requiring
one hard point. This
attachment can mount any
Ranged (Light) or Ranged
(Heavy) weapon with an
Encumbrance of 4 or less,
subject to the CM’s
discretion.
Passive Foliage Suit 75 0 1 2 SS:51 any armor that could Adds g to any perception or Vigilance cheks made to detect a character in
logically integrate the appropriate environement
necessary patches and tie-
lines
Quick Shed 650 0 1 6 KtP:57 armor with an As a maneuver the wearer may shed the armor. Armor removed in this
encumbrance of 3 or higher fashion must be reassembled before the wearer can do it again. Reassembly
requires several minutes and an Average Mechanics check.
Radiation Shielding 500 0 1 3 SM:58 laminate armor. heavy Add gg to Resilience checks to resist radiation.
battle armor. and any other
any armor that can be fully
sealed.
Reactive Plating 2,000 4 4 6 KtP:57 armor with a soak of 2 or Increase the armor's encumbrance by 4. The first time the wearer of this
higher armor is hit by an attack each encounter, reduce the damage he suffers by 10;
the armor suffers minor damage [see page 166 of the FoRcE AND DEsTINY
Core Rulebook) and loses this benefit until fully repaired
Page 70 de 193
Reflect adaptive Skin 3500 0 2 7 CaM:58 All Upgrade the ability of all stealth checks once
Reflec Shadowskin (R) 1,200 0 1 6 KtP:57 armor with a soak of 2 or Adds 1 automatic Advantage to Stealth checks
lower
Reinforced Gauntlets 250 0 2 2 SM:58 any armor with soak 2 or The character can use the gauntlets as a weapon with the following prorile:
higher. (Melee; Dam +I; Crit 4; Range [Engaged]; Disorient 3).
Repulsor-Assisted Lifting1,000 0 2 3 ND:52 Laminate armor and other Add 5 to wearer's brawn Score for the purposes Of determining encumbrance
fullbody hard armor suits thresold
Repulsor pack 2500 2 4 FO:53 All Allows the user to function as a speed 1, handling - 1 , system strain threshold
2 vehicle that can only operate in atmosphere and has the same silhouette as
the operator. It has a maximum altitude of seventy-Ave meters, and the
operator's Coordination skill is used for any relevant checks.
Schock Pulse Emitter 1500 0 2 5 ND:52 any Melee or Brawl Grants the weapon the Stun (+2] quality.
weapon
Scannerweave (R ) 1800 0 2 6 CaM:58 All Upgrades the ability of all opposed Stealth checks made against sensor and
scanner once
Self-Repair Systems 3,000 0 2 6 SM:58 any armor with melee or : Once per encounter, as a maneuver, the wearer can have the armor attempt
ranged defense I or higher. to repair itself or provide assistance to a character on a check to repair it; it
counts as having an Intellect of 2 and 2 ranks in the Mechanics skill for the
check. In addition, there is no cost to repair the armor, whether utilizing only
the automatic repair functionality or performing the repair personally (see page
I 59 of the EDGE oF THE EMPIRE Core Rulebook).
Stealth Field (R ) 3800 0 2 7 CaM:58 All Upgrade the difficulty of all opposed Perception checks to spot the wearer
Generator once.
Page 71 de 193
Stun Matrix 1,750 1 3 3 KtP:57 any armor that could Increase the armor's encumbrance by I. When the wearer suffers a hit from a
logically benefit from having Melee, Brawl or Lightsaber Combat check, after the attack is resolved. the
a stun matrix added. character may spend 2 Disadvantage or 1 Disaster to disorient the attacker
for 2 rounds
Threat Monitor 750 0 1 4 LoNH:106 all Adds 1 automatic Advantage to Initiative checks.
Tracking System 1,000 0 1 7 ND:52 all Upgrade the ability of check to track a designated target once. The wearer
may designate a target by spending a maneuver while maintening line of sight
to the target, or through sensor.
Utility Arm 2000 2 FO:52 All Provides the character with an additional mechanical arm that can function as
one of the character's normal limbs, although it does not provide the character
with additional actions or maneuvers. The utility arm adds g to Mechanics
checks and may modify other checks at the CM's discretion.
Vacuum Sealed 1,000 0 1 3 A-CRB:207, Laminate and battle armor. Allows the user to ignore the effects of vacuum or poisonous atmospheric
E-CRB:195, environments for up to 10 minutes
KtP:57
Lightsaber
Barab Ingot (R) 15,000 0 2 8 F-CRB:196
Page 72 de 193
Cracked Crystal 0 0 2 10 DoH:52
Curved Hilt 1,000 0 1 6 F-CRB:196
Cyclic Crystal Array (R) 1,500 0 2 8 KtP:53
Page 73 de 193
Seeker Crystal (R) 16,000 0 2 9 DoH:53
Page 74 de 193
ok for LS
Mod
None
None
2 Damage +1 Mods,
2 Weapon Quality (Pierce + 1) Mods.
None
Page 75 de 193
2 Damage + 1 Mods,
2 Weapon Quality (Pierce + 1) Mods.
None
None
None
None
None
Page 76 de 193
1 Add automatic t) to Combat checks with this weapon
Mod,
1 Activate attachment as an incidental Mod.
None
2 Damage +1 Mods,
2 Weapon Quality (Pierce + 1) Mods.
Page 77 de 193
1 Increase spotlight range to medium Mod,
2 Item Quality (Disorient + 1) Mods.
None
Page 78 de 193
None
None
1 Damage + I Mod.
None
None
Page 79 de 193
2 Decrease Inaccurate quality by 1 Mods
None
None
None
Page 80 de 193
1 Skill (Cool) Mod,
1 Skill (Vigilance) Mod,
2 Innate Talent (Precise Aim] Mods.
None
None
2 Blast + 1 Mods
None
None
None
Page 81 de 193
None
None
None
1 Damage + 1 Mod,
1 Weapon Quality (Concussive + 1) Mod.
Page 82 de 193
None
None
Page 83 de 193
None
None
None
None
Page 84 de 193
None
Page 85 de 193
None
None
None
Page 86 de 193
Add 2 gg to Stealth Checks Mod
None
None
Page 87 de 193
I wearer may spend 3 Disadvantage or 1 Disaster
from the Combat check to immobilize the attacker for
1 round Mod
1 wearer may spend 1 Disadvantage from the
Combat check to stagger the attacker For 1 round
Mod
None
None
None
Page 88 de 193
Page 89 de 193
Page 90 de 193
Page 91 de 193
Page 92 de 193
Page 93 de 193
Page 94 de 193
Page 95 de 193
Page 96 de 193
Page 97 de 193
Page 98 de 193
Page 99 de 193
Page 100 de 193
Page 101 de 193
Page 102 de 193
Page 103 de 193
Page 104 de 193
Page 105 de 193
Page 106 de 193
dsfg
Rarity
Index
Price
Armored Computer Core 1100 0 4 FO 61
Droid brain can perform Astrogation checks for starship with an Astrogation skill of
2 and an Intellect of 0 (if unassisted, it rolls 2 verts for Astrogation checks).
Upgrade the difficulty of all Computers checks made to slice the ship's computer
systems once.
Droid brain can perform Gunnery checks for vehicle with a Gunnery skill of 2 and
an Agility of O (if unassisted. it rolls + + 2 verts for Gunnery checks). Although a
droid brain can be connected to more than one weapon system. it is still limited to
one action per turn.
No one other than the intended recipient can detect transmissions sent from a ship
with this attachment without a Hard (♦♦♦) Computers check. Upgrade the difficulty
of any checks to intercept or decipher such transmissions once.
See Table 2-8: Vehicle Weapons below; can fire automatically with a Ranged
(Heavy) skill of 2 and an Agility of 0 (if unassisted, it rolls ♦♦ 2 verts for Ranged
[Heavy] checks). This weapon uses personal scale rather than vehicle scale.
May make a Hard (♦♦♦) Computers check to cancel all effects of an electronic
countermeasures suite (Ace of Rebellion Core Rule- book page 286).
Blocks sensors within range, counting the ship or vehicle’s silhouette as one step
smaller when being fired at. Immediately notifies all ships in a star system or within
100 kilometers if planetside to the ship or vehicle’s existence.
Add 2 Black to all checks made to detect this ship audibly while it is in atmosphere
Increases the strain threshold of each crewmember by 1 while aboard the vessel.
Add □ Blue to all Charm, Deception, and Negotiation checks made against
passengers within the vehicle. Checks made against passengers who are
accustomed to opulence and luxury have up to ■ ■ Black removed instead.
Reduces the range band of enemy ship’s passive sensors by 1 (to a minimum of
close range) for detecting a vessel with nightshadow coating
Upgrades the ability of Charm, Deception, and Negotiation checks made by
crewmembers while aboard the vessel once.
Once per encounter as an action, a character can attempt an Average (+ +J
Mechanics check to overcharge the ship's shields, adding two points of defense to
all defense zones for one round, plus an additional round for each advantage on
the check. However, if the check generates 2 desavantages or désastre , then the
overloaded shields Immediately burn out and cease functioning until repaired.
Adds • (black) to all Gunnery checks made using missiles, rockets, or torpedoes
targeting the starship.
The vehicle can tunnel through solid rock and most metals at a speed of 1 . but its
handling is permanently redu ced by 2 due to the substant ia l additional weight and
bulk. The vehicle's operator can make a Piloting (Planeta ry) check to employ the
plasma drill as a weapon with the fo llowing profi le: Fire Arc Forward; Damage 9;
Critical 4; Range (Close); Breach 3. Inaccurate 2, Slow-Firing 1. Vicious 1.
The ship's crew can switch over to the secondary transponder with an action and
an Average r+ + 2 violets l Computers check. At the time of installation. the players
and GM should determine the name and olher deLails of Lhc false identity.
Because the ship's engine signature is part of the identifying information, the false
identity must be of Lhe same class of ship and preferably of a similar model. An
observer who scans the ship can detect discrepancies indicating the presence of a
secondary transponder with a Daunting r+ + + + 4 violets l Computers check.
Counts as slicer gear thal can be used by one passenger. Add automatic
Advantage, to Computers checks made to slice enemy ships' systems (see page
237 of the EocE oF THE EMPIRE Core Rulebook
The pilot may activate this device as an incidental, creating a smoke screen up to
10 meters in diameter, which trails behind the vessels. The smoke provides
concealment from all adversaries in the vehicle’s rear arc, as per page 213 in the
Edge of the Empire Core Rulebook. The concealment adds ■ ■ ■ as long as the
device remains active. Deactivating requires an incidental; the smoke persists until
the end of the pilot’s following turn.
Ships equipped with these attachments suffer half damage from weapons
possessing the Ion quality, after damage is reduced by soak. When installed,
decrease handling by one, and decrease system strain threshold by one.
Add automatic 1 Advantage to combat checks made with the ship's laser cannons
and turbolasers.
Increases a vehicule's passive and active sensor range by one rage band. Provides
extra audio, video, and holographic capabilities
Allows a vehicle to carry a weapon intended for a craft one silhouette size larger.
This decreases the ship’s handling by 1 and system strain threshold by 4.
While active, an active force commander on the bridge of the starship upgrades the
ability of all Mass Combat checks he makes twice.
Ships equipped with this attachment may attempt to cut a hole in a docked craft’s
hull or airlock. The cutting mechanism typically includes high-power plasma torches
or similar mechanisms. A silhouette 1 -sized hole is typically cut within 5 rounds of
activation. Military or armored craft may take two to three times as long to cut.
Provides a star ship with a cloaking device which can be activated or deactivated
by spending a maneuver. A character must make a Daunting (4 mauves)
Perception or Vigilance check to spot a cloaked ship. Ships with an active cloakin
device have their speed reduced by half (rounded up) and cannot use active
sensors, comms, or weapons. The cloaking device (bug du livre, manque la fin)
Mod
None
None
None
None
None
None
None
None
None
Macrobinoculars 75 1 2 A-BGR:35, A-
CRB:191, E-
BGR:35, E-
CRB:175, F-
BGR:35, F-
CRB:184
Stimstick 5 0 2 FiB:53
Synthflesh 10 0 1 A-CRB:193, E-
CRB:177, F-
CRB:186
Synthskin 10 0 1 A-CRB:193, E-
CRB:177, F-
CRB:186
VX-38 Portable Large Animal Veterinary Kit
600 3 3 SoT:45
Electro-Snare 50 1 5 EtU:49
Elysium Model 2 Atmospheric Processor
4,500,000 10000 7 FH:46
Saddlebags 25 0 4 SS:47
Saladar Systems PED-21 Distress Beacon
50 0 1 EtU:50
Cybernetics
Adrenal Implant 2,250 0 5 LoNH:106
Appraiser's Eye 700 0 7 FC:48
Recreational
Loaded Chance Cubes (R) 100 1 5 LoNH:108
Marked Sabacc Deck (R) 500 1 6 LoNH:108
Security
Advanced Flesh Camouflage Kit (R) 2,500 2 7 A-CRB:193
Adversary
Built-in comms suite 0 0 0 EV:45
Storage
Backpack 50 0 0 A-BGR:36, A-
CRB:198, E-
BGR:36, E-
CRB:180, F-
BGR:36, F-
CRB:188
Uniforms
Adamite Signet Ring 500 0 8 NoP:105
BPEA-IA Cascader 1,800 0 8 LbE:44
Dress Uniform 100 1 5 LbE:44
Ribon Rack 15 0 4 LbE:44
Symbol of Command 100 1 3 LbE:44
Field Equipment
1.4 FD P-Tower Light Anti-Vehicle Battery
4,000 0 2 LbE:46
Illegal Equipment
Com-Scan (R) 5,000 10 6 ND:54
Holographic Disguise Matrix (R) 10,000 1 9 ND:54
A cybernetic brain implant provides + 1 Intellect and includes a comlink and computer
access link.
A character with this cybernetic can use the Hidden Storage talent to conceal items
within his own body.
Cyberscanner limbs typically display data on a holoprojector that appears above the
user's open palm and can show nearby motion, lifeforms, energy signatures, and other
common targets as desired. The Mod IV Scanner Limb incorporates a portable scanner
and, unlike most cybernetics, is concealed by a synthflesh covering to disguise that there
is anything out of the ordinary about the limb.
Characters with Gank comm implants can communicate silently with each other at
ranges of up to several kilometers.
Implant armor provides + 1 soak
Once per check, a character with an implanted cyberjack may suffer 2 strain to decrease
the difficulty of a Computers check to disable a security device or slice into a computer
system by one.
1 rank in Bypass Security Talent and adds 1 blue dice in skuldgery and computer check to
defat lock
droide only
Neural recorders allow the user to make an Easy (+) Discipline check to recall any
information experienced while the recorder was running.
When piloting a vehicle with the linked control device, a character with a neuromachine
interface may use his Coordination skill in place of the Pilot (Planetary) or Pilot (Space)
skill
A retinal tracker provides automatic Advantage on Gunnery and Ranged (Heavy) checks.
A repulsor grip provides one rank of the Defensive Stance talent and counts as a Brawl
weapon with a damage of 8, a Critical Rating of 3, and the Concussive 1 and Slow-Firing 2
qualities.
a surge override switch may make an Average Discipline check. If he succeeds. he may
reactivate any number of cybernetic implants that have been overloaded
A character with a cybernetic avionics interface and at least 1 rank in Piloting (Planetary)
or Piloting (Space) gains + 1 to the appropriate Piloting skill when flying a starship or
airspeeder.
Ecumbrance +4
Ecumbrance +6
Ecumbrance +3
can add 2 military modular backpack
Encumbrance +3
It can hold two items that have encumbrance 0. The user can draw these items as an
incidental.
Encumbrance +2
Encumbrance +1
While the Sphere is in a character’s possession, the character’s Force rating increases by
one. If the character sacrifices a living being to store its life force in the Sphere, then the
character’s Force rating increases by the Force rating of the sacrificed being, as long as
that creature’s Force rating was 1 or higher. However, a character who uses the Sphere
during a session gains 5 Conflict at the at the end of the session, in addition to any
Conflict accrued due to any sacrifices the character makes to power the Sphere.
A Force-sensitive character who dons the Crown of Verity automatically fails all
Deception checks while wearing it. At the same time, she gains automatic & & # on any
checks to detect lies or determine whether someone is telling the truth.
A Force-sensitive character who possesses the Dram of Orphne heals 1 additional strain
at the end of an encounter. A Force-sensitive character who possesses the Dram of
Orphne also heals 1 additional wound when benefiting from natural rest. Finally, when
making a Medicine check to heal another character, any character with the Dram of
Orphne may add □ to the check.
When wearing the Eyes of Laqasa, Force-sensitive characters remove all ■ imposed due
to darkness, concealment, camouflage, or similar effects, and can see normally as if in
normal daylight.
Studying the Grimoire of Syclos the Lame for at least one hour allows a Force-sensitive
character to add O to all Force power checks or checks involving Force talents when
dealing with creatures detailed in the Grimoire. The bonus lasts until the end of the
game session.
A Force-sensitive character who wears the Herder’s Gauntlet counts as possessing the
Move basic power, and may make a Move Force power action as a maneuver. A
character who does so may not attack an opponent with this use of the Force power
Master Lodaka’s Lightsaber is a weapon with the following profile: (Lightsaber; Damage
10; Critical 1; Range [Engaged]; Breach 1, Sunder, Vicious 2).
Master Lodaka’s Lightsaber has an encumbrance of 1 and zero hard points. Attacks made
with this lightsaber ignore the Cortosis quality. It also cannot be shut down due to
contact with refined cortosis.
A Force-sensitive character who has a meditation focus increases his strain threshold by
2 while he is a light side paragon.
If the wearer of the Talisman of Iron Fists is Force- sensitive, he gains the Cortosis
quality, which means that any armor he wears gains the Cortosis quality and his Brawl
attacks gain the Cortosis quality. Furthermore, his Brawl attacks gain Pierce X, where X is
his current Force rating.
A Force-sensitive character who possesses Taradon’s Helm may reroll one O when
making checks that involve piloting or using a starship or vehicle. If there is some
question as to whether the check involves piloting or using a starship or vehicle, the CM
is the final arbiter.
Once per game session, when a Force-sensitive character holds the Tear of the Elders,
the character may make a Force power check. As part of this check, the character may
spend 3 3 to detect one threat the PC is likely to encounter during the current game
session.
Brawn
Pres
Will
Cun
Droids Gear Price Encum Rarity Index
Agi
Int
3PX-Series Protocol Droid 7,750 0 4 DA:54
1 1 3 1 1 2
1 1 3 1 1 2
1 1 3 1 2 1
CZ-Series Communications/Business
9,000 Droid 0 4 DA:55
1 1 3 2 1 2
1 1 3 1 1 2
1 1 2 1 2 3
1 1 3 1 1 2
Knowledge (Education) 3,
Knowledge (Core Worlds) 2, None
Negotiation 4, Perception 1
Knowledge (Education) 2,
Knowledge (Outer rim) 3,
Negotiation 4, Perception 1
Discipline 1, Knowledge
(Education) 3, Knowledge None
(Warfare) 3, Vigilance 2.
Charm 2, Knowledge (Education)
3, Knowledge (Xenology) 3, None
Negotiation 2, Perception 1.
Silhouette 0
None
None
Datapad
Force
Ashla staff 3000
Lightweight frame 650
Vision Cube 1000
Armor 11300
Crafted armor 500
Armor insert 450
integrated holster 300
Biofeedback 3300
Enhanced optic 1750
Superior 5000
Chedak Communications Multi- 200
Lightsaber 1 17500
Crystal
Curved Hilt 500
Reinforced Magnetic Shield 4000
Superior 5000
Tholotion Hilt 8000
Lightsaber 2
Lightfoil Hilt 350
Training lightsaber emitter 200
reflex grip 4000
craft LS
Diego 0
Light saber Maintenance kit 700
Assistant
When wearing a Cascader, a PC upgrades all Charm, Deception, and Leadership checks he makes
once.
When used within the region for which it is programmed—Core Worlds, Inner Rim, Mid Rim, or specific Outer Rim territori
2HP
2HP ; +4 strain
+1 vigilance
+1 soak - 1 enc
0HP ; long range comm link
+1 avantage ; +1 defensive
+2 Concussive ; +1 disoriente ; +1 pierce ; + 1 knockdown
+1 avantage
+2 succes
+2 defensive
crafté 3 succes = +1 defensive
+1 parry/reflect ; +1 defensive +1 deflection
UP:53
to buy or sell goods. These datapads grant no bonuses outside of their specific region.
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
Mod 1 : Installed:
Mod 2 : Installed:
Mod 2 : Installed:
Mod 3 : Installed:
Mod 4 : Installed:
1 2 3 4 5 6 7 8
-1 -1 -1 -1 -1 -1 -2 1
nbre de jet: 10000
nbre de dé: 1
resultat: -0.0139
CommandButton1
9 10 11 12
1 2 2 2