Showing posts with label WHITE STAR. Show all posts
Showing posts with label WHITE STAR. Show all posts

Friday, February 8, 2019

Star Wars Revision: Capital Ships and Cruisers


Imperial Class Star Destroyer

Colossal Capital Ship
The ship occupies 3 squares of length and 2 squares of width.
Ac-  12 (-8 size, +10 armor)
Hp- 700/ Dr 60
Shields- 300/ Dr 60
Move- 3 spaces/ 0  atmo
Maneuver- (-8 size)
Initiative- (-8 size)

Crew - 5k
Passengers- 9,700
Hyperdrive- x2
Backup- x8
Cargo- 36k tons
Cost- Not for sale

Weapons-
60 Turbolasers (12 batteries of 5 weapons)
4 batteries front, 4 batteries left, 4 batteries right
5d10x5, +4 hit (-8 size, +8 fire control, +4 battery fire, critical range: 16-20

Point Laser Cannons
40 Point Defense (8 batteries of 5 weapons)
2 batteries front, 3 batteries left, 3 batteries right
2d10x2, +4 hit (-8 size, +8 fire control, +4 battery fire, critical range: 16-20

Mon Cal Star Cruiser

Colossal Capital Ship
The ship occupies 2 squares of length and 1 square of width.
Ac-  12 (-8 size, +10 armor)
Hp- 600/ Dr 60
Shields- 300/ Dr 60 (backup shields: restore 20 SP per minute instead of 10 SP)
Move- 4 spaces/ 0  atmo
Maneuver- (-8 size)
Initiative- (-8 size)

Crew - 1,230
Passengers- 1,200
Hyperdrive- x1
Backup- x9
Cargo- 20k tons
Cost- Not for sale

Weapons-
48 Turbolasers (12 batteries of 4 weapons)
3 batteries all arcs
4d10x5, -1 hit (-8 size, +4 fire control, +3 battery fire), critical range: 17-20

20 Ion Cannons ( 5 batteries of 4 weapons)
2 batteries front, 1 battery all other arcs
5d10x2, -1 hit (-8 size, +4 fire control, +3 battery fire), critical range: 17-20

6 Tractor Beam Projectors
4 front, 1 left and right
Special, -4 hit (-8 size, +4 fire control)

Nebulon-B Escort Frigate

Huge Capital Ship
Ac-  18 (-2 size, +10 armor)
Hp- 360/ Dr 40
Shields- 200/ Dr 40
Move- 3 spaces/ 13 atmo, 800 kmh
Maneuver- (-2 size)
Initiative- (-2 size)

Crew - 307
Passengers- 75
Hyperdrive- x2
Backup- x12
Cargo- 6k tons
Cost- Not for sale

Weapons-
12 Turbolasers (4 batteries of 3 weapons)
2 batteries front, 1 left, 1 right
4d10x5, -1 hit (-2 size, +4 fire control, +2 battery fire), critical range: 18-20

12 Laser Cannons
6 front, 2 all other arcs
2d10x2, +2 hit (-2 size, +4 fire control)

2 Tractor Beam Projectors
2 front
Special, -2 hit (-2 size, +4 fire control)

Corellian Corvette

Large Capital Ship
Ac-  19 (-1 size, +10 armor)
Hp- 300/ Dr 40
Shields- 200/ Dr 40
Move- 5 spaces/ 16 atmo, 950 kmh
Maneuver- (-1 size)
Initiative- (-1 size)

Crew - 30
Passengers- 600
Hyperdrive- x2
Backup- none
Cargo- 3k tons
Cost- 3.5 million credits, 1.5 million used

Weapons
6 Double Turbolaser Cannon
3 front, 1 all other arcs
5d10x2, +5 hit (-1 size, +6 fire control)

Escape Pods







Fine Starfighter
Ac-  28 (+8 size, +10 armor)
Hp- 40/ Dr 5
Shields- none
Move- 1 space/ 1 atmo, 60 kmh
Maneuver- +4 (+ 8 size, -4 engine)
Initiative- +8 size

Crew - 0
Passengers- 8
Hyperdrive- none
Backup- none
Cargo- 0
Cost- 20k

Contains basic supplies and one day of consumables.
Space transports generally have two or three pods, Capital ships have a minimum of 6 pods, and extremely large ships have dozens to hundreds of pods. The pod is a one use item.

Friday, February 1, 2019

A quick OSR Alient/Mutant Class builder....


I had been working on a Hanna-Barbera space OSR space fantasy setting a while back.
Haven't finished it but decided to pull out the Alien/Mutant builder for creating quick generic Race Classes for such a setting. You are paying for abilities with experience points to be added onto leveling. Weaknesses help to reduce this. I set the base level experience cost as Cleric (1500 exp) as it is middle of the road, but there is no reason the extra ability point costs cannot be added to other classes if you choose to not have race classes. This can be done in any genre. To do so ignore the abilities such as Attack as Fighter or Tough (extra hit points or boost it up if you want to keep it.)

Alien/Mutant Builder
Base Hit Dice: 1d6
Base Experience: 1500 (Cleric)
Base Attack and Save: Cleric
Ability Points: 2 free. Each extra adds 200 exp to the base exp.

Abilities
1 Point
⦁ Amphibious (can breathe both air and water)
⦁ Armor/Reflexes +1 to Base Armor Class (maximum of +5)
⦁ Cling (move across walls and ceilings at normal move)
⦁ Dark Vision (60')
⦁ Hearing (+1 to 1d6 to hear noise, can be taken twice)
⦁ Leap (can jump twice as far and twice as high as normal)
⦁ Melee, natural attack (1d4 damage, can be retractable)
⦁ Resistance +2 to Saving Throw vs (heat, cold, electrical, radiation, poison, etc)
⦁ Smell (can track by scent 1-4 on a 1d6)
⦁ Strong (+1 to Strength damage and attribute rolls, maximum of +3)

2 Point
⦁ Attack as Fighter (yep)
⦁ Extra Head (-1 to be surprised)
⦁ Extra Limbs (Extra attack per two extra limbs, -2 to hit, maximum of two extra sets)
⦁ Melee, natural attack (1d6, cannot retract/hide)
⦁ Ranged, natural attack (3 per day, 1d4, 20')
⦁ Tunnel (can move through soil and other comparable materials at half move rate)
⦁ Tough (1d8 base Hit Dice instead of 1d6)

3 Point
⦁ Alter Form (appear as creature equivalent to characters size: small, medium, or large)
⦁ Giant (HD increases one dice higher)
⦁ Levitate (move at normal walk speed)
⦁ Ranged, natural attack (3 per day, 1d6, 30')
⦁ Touch Attack (1d4 damage, ignores non-natural armor)

5 Point
⦁ Fly (normal speed)
⦁ Immunity (choose one: fire/heat, ice/cold, water, radiation, poison disease, etc)
⦁ Teleport (3 per day, 30' per HD)
⦁ Touch Attach (1d6 damage, ignores non-natural armor)

Weaknesses
⦁ Attack Always On ( applies to ranged or touch attack, cannot turn off the attack, can be blocked with special equipment) - half of the attacks exp cost
⦁ Allergy to substance or condition (2d6 damage or automatic Saving Throw failure) -400 exp each
⦁ Grotesque (1/2 Charisma, round down) -200 exp
⦁ Language Impaired (Cannot vocalize any language except native tongue, can still understand others) -200 exp
⦁ Limited Mobility (movement reduced by half) -400 exp
⦁ Small (Base Hit Points reduced to 1d4, Tough only gives an extra 1d6) -400 exp
⦁ Weak (-1 to Strength damage and attribute rolls, can be taken a maximum of 3 times) -400 exp

Space Mantis
HD: 1d6
Base Exp: 1500 plus 400 in extra abilities = 1900
Save: as Cleric
Abilities: +2 AC (2 points), Melee (bite, 1d4 damage, 1 point), Darkvision (60', 1 point)

Lavaman
HD: 1d8
Base Exp: 1500 plus 2600 from extra abilities minus 900 in weaknesses = 3200
Save: Cleric
Abilities:  Touch Attack (fire, 1d6 damage, always on, 5 points), Immunity (heat, 5 points), Ranged (lava, 3 per day, 1d6, 30', 3 points), Tough (1d8 hit dice, 2 points)
Weaknesses: Allergy (water, 2d6, -400 exp), Touch Attack (fire) always on (-500 exp)

Lizardman
HD: 1d8
Base Exp: 1500 plus 1200 from extra abilities = 2700
Save: Cleric
Abilities: Abilities: +2 AC (2 points), Attack as Fighter (2 points), Darkvision (60', 1 point), Melee (tail swipe, 1d4 damage, 1 point), Tough (1d8 hit dice, 2 points)



Star Wars Revision: Starships and Transports

First up: starships and transports. I'll follow up with capital ships and famous ships soon. And vehicles.


A-Wing

Tiny Starfighter
Ac-  24  (+4 size, +10 armor)
Hp- 80/ Dr 10
Shields- 30/ Dr 10
Move- 12 space/ 22 atmo., 1400 kmph
Maneuver- +8 (+4 size, +4 engine quality)
Initiative- +4 size 
Crew - 1

Passengers- none
Hyperdrive- x1
Backup- none
Cargo- 40kg
Cost- 175K

Weapons-

  • 2 fire-linked Laser Cannon: 5d10x2, +14 hit (+4 size, +6 fire control, +4 engine quality), front arc
  • Jammer: At Point Bank: -4 penalty to starfighters/-2 penalty to transports sensors and fire control. Targets enemies only


B-Wing

Tiny Starfighter
Ac- 22  (+2 size, +10 armor)
Hp- 90/ Dr 10
Shields- 60/ Dr 10
Move- 6 space/ 16 atmo., 950 kmph
Maneuver- +2 size
Initiative- +2 size

Crew- 1
Passengers- none
Hyperdrive- x2
Backup- none
Cargo- 45kg
Cost- 220K

Weapons-

  • Assault Laser Cannon: 7d10x2, +4 hit (+ 2 size, +2 fire control), front arc
  • 2 fire-linked Proton Torpedo Launchers: 10d10x2, +5 (marginal), front arc, 8 torpedoes
  • 3 fire-linked Light Ion Cannon: 4d10x2, +8 hit (+ 2 size, +6 fire control), front arc
  • 2 fire-linked Auto Blasters: 4d10x2, +6 hit (+ 2 size, +4 fire control), front arc

X-Wing

Tiny Starfighter
Ac- 22  (+2 size, +10 armor)
Hp- 120/ Dr 10
Shields- 30/ Dr 10
Move- 10 space/ 18 atmo., 1050 kmph
Maneuver- +2 size
Initiative- +2 size

Crew- 1
Passengers- none
Hyperdrive- x1
Backup- none
Cargo- 110kg
Cost- 150K, 65K used

Weapons-

  • 4 fire-linked Laser Cannons: 6d10x2, +8 hit (+ 2 size, +6 fire control), front arc
  • 2 Proton Torp. Launchers (not linked): 9d10x2, +10 (ordinary), front arc, 3 torpedoes each

Y-Wing

Tiny Starfighter
Ac- 22  (+2 size, +10 armor)
Hp- 120/ Dr 10
Shields- 50/ Dr 10
Move- 8 space/ 17 atmo., 1000 kmph
Maneuver- +2 size
Initiative- +2 size

Crew- 1 or 2
Passengers- none
Hyperdrive- x1
Backup- none
Cargo- 110kg
Cost- 135K, 65K used

Weapons-

  • 2 fire-linked Laser Cannons: 5d10x2, +6 hit (+ 2 size, +4 fire control), front arc
  • 2 Proton Torpedo Launchers (not linked): 9d10x2, +5 (marginal), front arc, 8 torpedoes each
  • 2 fire-linked Light Ion Cannon: 4d10x2, +8 hit (+ 2 size, +6 fire control), turret arc*

* can be locked forward for pilot to shoot. Fire control drops to +2 for a +4 to hit.

Z-95 Headhunter

Tiny Starfighter
Ac- 22  (+2 size, +10 armor)
Hp- 120/ Dr 10
Shields- 30/ Dr 10
Move- 9 space/ 19 atmo., 1150 kmph
Maneuver- +2 size
Initiative- +2 size


Crew- 1
Passengers- none
Hyperdrive- x1
Backup- none
Cargo- 80kg
Cost- 80K, 45K used

Weapons-

  • 2 fire-linked Triple Blasters: 3d10x2, +4 hit (+ 2 size, +2 fire control), front arc
  • Small Concussion Missile Launcher: 8d10x2, +10 (ordinary), front arc, 6 missiles

TIE Fighter

Diminutive Starfighter
Ac- 24 (+4 size, +10 armor)
Hp- 60/ Dr 10
Shields- none
Move- 10 space/ 20 atmo., 1200 kmph
Maneuver- +4 size
Initiative- +4 size

Crew- 1
Passengers- 0
Hyperdrive-  none
Backup- none
Cargo- 65kg
Cost- 60K/ 25K used

Weapons-
2 fire-linked Laser Cannons: 5d10x2, +8 hit (+ 4 size, +4 fire control), front arc

TIE Advanced x1

Diminutive Starfighter
Ac- 24 (+4 size, +10 armor)
Hp- 90/ Dr 10
Shields- 40/ Dr 10
Move- 10 space/ 20 atmo., 1200 kmph
Maneuver- +4 size
Initiative- +4 size

Crew- 1
Passengers- 0
Hyperdrive-  x4
Backup- none
Cargo- 150kg
Cost- NFS (96K)

Weapons-

  • 2 fire-linked Heavy Blaster Cannons: 6d10x2, +8 hit (+ 4 size, +4 fire control), front arc

TIE Bomber

Tiny Starfighter
Ac- 22 (+2 size, +10 armor)
Hp- 130/ Dr 10
Shields- none
Move- 8 space/ 13 atmo., 800 kmph
Maneuver- +2 size
Initiative- +2 size

Crew- 1
Passengers- 0
Hyperdrive-  none
Backup- none
Cargo- 15 tons (bomb bay)
Cost- 150K/ 25K used

Weapons-

  • 2 fire-linked Point Laser Cannons: 3d10x2, +6 hit (+ 2 size, +4 fire control), front arc

Ordinance Pod
The pod contains a concussion missile launcher, a proton torpedo launcher, and a bomb chute.

The pod can be loaded with the following:
16 medium concussion missiles
8 heavy proton torpedoes
The payload is sometimes mixed with 8 missiles and 4 torpedoes.

By reducing the total missile/torpedo payload to half of a full payload the following can be added:
8 proton bombs or 6 orbital mines

For mass carpet bombing:
64 thermal detonators

For propaganda:
Thousands of leaflets, etc

Concussion Missile Launcher: 9d10x2, +10 (ordinary), front arc
Proton Torpedo Launcher: 10d10x2, +10 (ordinary), front arc
Proton Bomb: 6d10x5, +2 (+2 size), 100m radius, ventral arc
Orbital Mine: 6d10x2, 50m radius (ion mines do ion damage)

Standard Mine
A minefield floating in space.  A ship flying into the minefield must make a Piloting check to avoid contact and detonating a mine. The check has a penalty based on the density of mine field (see below.) If fighting or making other maneuvers in the proximity of the mine(s) there is an additional -4 penalty. 

Proximity Mine
Any ship flying into a square with proximity mines will set one off if approaching withini 50m. The Pilot must make a check as a standard mine. 

IF more than one ship is in the square/proximity of the mines all Pilots make rolls. If all succeed they avoid the mines. If anyone fails they are hit with a mine.

Mine Field Density:
Light +4 bonus
Moderate 0 penalty
Heavy -4 penalty
Saturated -8 penalty

TIE Interceptor

Diminutive Starfighter
Ac- 24 (+4 size, +10 armor)
Hp- 90/ Dr 10
Shields- 40/ Dr 10
Move- 12 space/ 22 atmo., 1400 kmph
Maneuver- +6 (+4 size, +2 engine quality)
Initiative- +4 size

Crew- 1
Passengers- 0
Hyperdrive-  none
Backup- none
Cargo- 75kg
Cost- 120K/ 50K used

Weapons-

  • 4 fire-linked Laser Cannons: 6d10x2, +10 hit (+ 4 size, +4 fire controle, +2 engine quality), front arc

Skipray Blastboat

Small Transport
Ac- 21 (+1 size, +10 armor)
Hp- 230/ Dr 20
Shields- 200/ Dr 20
Move- 8 space/ 13 atmo., 800 kmph
Maneuver- +1 size
Initiative- +1 size

Crew- 4
Passengers- none
Hyperdrive- x2
Backup- none
Cargo- 20 tons
Cost- 640K/ 150K used

Weapons-




  • 2 Turbolasers: 5d10x5, +4 hit (+1 size, +2 fire control, +1 battery fire ), turret arc
  • 3 fire-linked Ion Cannon: 6d10x2, +5 hit (+ 1 size, +4 fire control), front arc
  • 4 Proton Torp. Launchers (not linked): 10d10x2, +5 (marginal), front arc, 4 heavy torpedoes
  • Small Concussion Missile Launcher: 9d10x2, +5 (marginal), front arc, 8 heavy missiles
YT-1300

Small Transport
Ac- 21 (+1 size, +10 armor)
Hp- 120/ Dr 20
Shields- none
Move- 8 space/ 13 atmo., 800 kmph
Maneuver- +1 size
Initiative- +1 size

Crew- 1 to 2
Passengers- 6
Hyperdrive- x2
Backup- x12
Cargo- 100 tons
Cost- 100K, 25K used

Weapons-

  • Laser Cannon: 4d10x2, +5 hit (+ 1 size, +4 fire control), turret arc


YT-1930

Small Transport
Ac- 21 (+1 size, +10 armor)
Hp- 150/ Dr 20
Shields- 30/ Dr 20
Move- 4 space/ 15 atmo., 900 kmph
Maneuver- +1 size
Initiative- +1 size

Crew- 2
Passengers- 8
Hyperdrive- x2
Backup- x12
Cargo- 200 tons
Cost- 135K, 62K used

Weapons-

  • Laser Cannon: 4d10x2, +3 hit (+ 1 size, +2 fire control), turret arc


YT-2400

Small Transport
Ac- 21 (+1 size, +10 armor)
Hp- 120/ Dr 20
Shields- 60/ Dr 20
Move- 8 space/ 13 atmo., 800 kmph
Maneuver- +1 size
Initiative- +1 size

Crew- 1
Passengers- 6
Hyperdrive- x2
Backup- x12
Cargo- 150 tons
Cost- 130K, 32K used

Weapons

  • Laser Cannon: 4d10x2, +3 hit (+ 1 size, +2 fire control), turret arc
Firespray-31
Small Transport
Ac- 21 (+1 size, +10 armor)
Hp- 150/ Dr 20
Shields- 60/ Dr 20
Move- 10 space/ 18 atmo., 1050 kmph
Maneuver- +1 size
Initiative- +1 size

Crew- 1
Passengers- 6
Hyperdrive- x2
Backup- x12
Cargo- 70 tons
Cost- 120K, 30K used

Weapons
  • 2 fire-linked Blaster Cannons: 5d10x2, +5 hit (+1 size, +4 fire control), turret arc
  • Tractor Beam Projector: Special damage, +3 (+1 size, +2 fire control), front arc

Saturday, January 12, 2019

OSR Star Wars Revision: Starship Rules Part One



I had to break this one up. This first post addresses key systems such as movement, sensors, and comms (communications.)

Note:
Please forgive any mis-spellngs etc. My hands and attention span have gotten worse since my stroke an neuropathy diagnosis. Typing can be a bitch. A frustrating bitch. As long as you can get the gist of I'm trying to get across I'm satisfied. 

First up let's look at the most used checks, the Pilot/Nav checks.

PILOT CHECK (Dex)
Pilots add their bonus to Dex checks while driving a vehicle or flying a ship. This ability also negates the -4 penalties non-pilots receive. A Pilot also adds his bonus to his  vehicle or ship's AC.

It is mostly used to avoid obstacles and in combat maneuvering. 

NAV CHECK (Int)
The Nav check is an Intelligence check with a Pilot bonus (or penalty without the Pilot skill) with modifiers. The skill is used with astrogation, communications, sensors, as well as intercepting and jamming signals etc.

It also allows for the calculation of Hyperdrive jumps. Bonuses may be given for good charts, maps, etc as well as Astromech droid assistance.

This is obviously a very important skill. Co-pilots/Navigators are important on transports and other ships. The Pilot may have the high Dex and do the fancy flying but a good Navigator with a high Int will get them where they need to go safely, detect ships and other threats more readily, etc. Nav is key to survival in the Star Wars space setting.

Nav: Astrogation 
This is the art of navigation in space involving the knowledge of present location and figuring out safe routes to where you are going, most often with a Hyperspace jump.

Sublight Astrogation
Sublight astrogation is relatively simple and only requires a Nav if the GM feels that something extraordinary might happen. If the check is failed by 5 or more roll on the Sublight Mishap Table below. Otherwise the trip goes smoothly using the following travel times:

Normal travel times in Sublight is as follows:
Surface of Planet to Orbit: 1-5 Minutes
Orbit to safe Hyperspace Jump Distance: 1 Minute
Planetary Orbit to Planet's Moon: 10-30 Minutes
Planetary Orbit to another Planet in the same System: 2-6 Hours
Planetary Orbit to outer edge of System: 12-24 Hours

Sublight Mishap 1d8
1. Off course. Due to bad maps, a Nav glitch, or some other problem the trip takes twice as long.
2. Through an unknown dust cloud. Sensors and Comm systems are clogged with filth. Until thoroughly cleaned in a starport or other maintenance station all Nav skills with with Sensors and Comms are at a -4 penalty.
3. Fight! The ship encounters pirates, imperials, or some other faction that wants to take the PC's ship.
4. Cargo! The ship flies into another ships dumped cargo setting off the collision alert. A Pilot check must be made to avoid a collision doing 3d6 to the ship's hit points. The cargo may be salvageable at the GM's option.  Possibly 10d10 tons of cargo worth 10d10x10 in credits.
5. Space debris! Collision alarms rock the ship as micro-meteors hit the ship immediately followed by a huge piece of jagged blaster scarred metal  in the ship's path. Pilot check or the ship collides for 1d10x10 to the ship's hit points.
6. Cosmic radiation storm! The a ships systems is overloaded and is damaged. Roll 1d6 and consult the chart below. *
7. Asteroids! An uncharted field sets off collision alarms as they rocket towards the ship The pilot must make a Pilot check with a -4 penalty to avoid the smaller stuff (6d6 hit point damage to ship hit points) and a check with a -8 penalty to avoid the mountains of space rock amidst the smaller pieces (1d10x20 dmg.)
8. Coronal mass ejection! The ship skims the edge of a massive solar ejection event which causes the hull plating to corrode and devastates the electrical systems. The ship takes 25% of its hit points in damage and it's physical armor (hit points listed damage reduction) is dropped by 10. All computer systems (com, controls, nav, sensors, weapons) are damaged and function with a -4 penalty until repaired. The sublight engines are damaged and at half speed until repaired. The Hyperdrive is considered damaged for a calculation penalty.

*1-2 Weapons system (targeting computer non-functional)
3-4 Sublight engine (move at half sublight speed)
5 Hyperspace engine (immediately drop from Hyperspace, cannot re-enter until fixed)
6 Nav computer (blown out and useless)

Hyperspace Astrogation
Astrogation in Hyperspace travel relies heavily on updated data as the universe and its bodies are in constant motion: stars, planets, debris, gravity wells, asteroid fields, gas clouds and other hazards are in constant motion thanks to orbit and natural movement of galaxies.

Updated data for a particular route through Hyperspace is available to anyone with access to the HoloNet- although that data might be outdated if the route in question is not frequently traveled by other ships. Popular routes through trade lanes (Tatooine)  and from prominent planets (Coruscant) will be well mapped and updated. Other worlds off the beaten track (Dagobah) will likely have old out-dated data. The time to calculate the Hyperspace Nav check takes 1 minute (10 rouds) unless there is no data, then the calculations take 1 hour (60 rounds.)

Data Nav Check Modifiers
⦁ One day old or less: no bonus or penalty to Nav check
⦁ More than a day, up to a week: -4 penalty to check
⦁ More than a week, up to a month: -8 penalty to check
⦁ More than a month old: -12 penalty to check
⦁ No new data available : -16 penalty to check

Other Nav Check Modifiers
⦁ No Nav Computer or Astromech: extra -4 penalty
⦁ Nav Computer used: +4 bonus
⦁ Astromech used: +2 to bonus do not use if Nav Computer also used)
⦁ Hyperdrive damaged: -4 penalty
⦁ Reduce time needed: -2 for every round cut
⦁ No Holonet access (such as Rebellion era): extra -4 penalty
⦁ Each extra hour taken on journey: +1
⦁ Each hour shaved off of journey: -1

Nav check Astrogate Result:
⦁ Fail by 5 or more: Roll on the Hyperspace Mishap table below. The GM will apply the result sometime during the journey when appropriate.
⦁ Fail by 1 - 4: add 1d12 hours to travel time
⦁ Success by 0 - 4: normal jump
⦁ Success by 5 - 9: subtract 1d12 hours from base travel time
⦁ Success by 10+: subtract 2d12 hours from base travel time (minimum 1 hour)

Travel Time Modifiers
⦁ Hyperdrive engine multiplier: travel time base x the multiplier for true time
⦁ Journey within same quadrant: half travel time
⦁ Route is well-traveled: reduce the time by half
⦁ Route is known to have many random hazards: Add 1d12 hours to base travel time.

Hyperdrive Mishap 1d10
1. No jump. The engine misfires and does not jump. The attempt can be made again in 2d6 rounds as it resets.
2. Hyper-drive cuts out.  A large mass shadow causes the Nav computer to bring the ship out of lightspeed. New calculations must be made to find where they are (Nav check) and a new Hyperspace jump must be plotted.
3. Gravity field! The ship bounces off of a gravity field and takes structural damage of 3d6 to the ship's hit points and rips 5 points of armor off of the front of the ship.
4. Rad Zone! The ship enters a vast zone of high radioactive particles which mess with the sensors causing false contact alarms which drop the ship out of lightspeed.
5. Hyperdrive engine explosion! The Hyperdrive cuts out after a near collision with a stellar gravity shadow. The close call overstressed the engine and it blows out in a shower of sparks. A Repair check with a -4 penalty and a half hour are necessary to get it up and running again. Otherwise a backup drive must be used.
6. Radiation fluctuations! A surge in radiation in this zone of Hyperspace affects the Hyperdrive engine causing it to sputter and require repair. The Repair roll is at a -8 penalty. If successful the jump's time is reduced by 1d6 hours. If failed it is extended 1d6 hours.
7. Completely off course. The ship emerges from Hyperspace in the wrong system chosen randomly by the GM. Plot a new course and start again!
8. Black hole shadow! The ship skips the edge of a massive gravity well caused by a black hole. It's not enough to drop the ship from lightspeed but it does knock the ship about causing 3d6 damage to its hit points.
9. Star cluster! A mega-dense cluster of stars wreaks havoc on the Hyperdrive engine causing it to burn up and drop the ship from lightspeed. It must be replaced.
10. Mystery collision! Something in Hyperspace physically collides with the ship causing 1d12x 15 damage to the ship, 2d6 to the crew, and wrecking the Hyperdrive and shield generators and damaging ships steering (-4 to Pilot checks.) The ship drops to realspace. The Hyperdrive and shields must be replaced and the steering must be fixed at 10% of the ship's original value.

SENSORS
Used to detect other ships, planets, hazards, etc. This allows the ship to scan the universe around them for information. It is the crew's electronic eyes and ears in space.

Using the Sensors requires a Nav check modified by distance, size of the object being scanned, and anything else that affect a reading. . For example, it’s much easier to detect a ship in open space than to find a ship hiding in an asteroid belt.

There are four modes of scanning: passive, scan, search, and focus.
The default mode is Scan mode. Any ship or object approaching the ship will set off proximity alarms unless the approaching ship has special hardware or is taking precautions to be unseen. A ship that approaches undetected has automatic surprise in combat.

Passive Mode: 
Receive info out to short range.  Grant no bonus on Computer check to detect objects. Help hide from others that might detect active sensors. it is a free action to read passive data.

Scan Mode:
Sends active pulses out to long range in all ranges. Grants a +2 bonus to Nav check to detect objects. Requires a move action.

Search Mode:
Sweeps specific arc (front, left, right, rear) out to extreme range. +4 bonus to Nav check to detect objects. The three remaining arcs are blind spots. Requires a move action.

Focus Mode: 
Directs search to a specific area or target up to extreme range. +6 bonus to Nav check to detect objects. Full-round action.

Range, Distance (Squares, 1 equals 500m), Nav Check Mod
Point Blank: 0-1, +4 bonus
Short: 2-5, 0
Medium: 6-10, -2 penalty
Long: 11-20, -4
Extreme: 21-40, -8
Out of Range: 41+, n/a

Target Size, Nav Check Mod
Colossal, +8 bonus, Star destroyer, Mon Cal star cruiser
Gargantuan, +6, Assault frigate
Huge, +4, Nebulon-B escort frigate
Large, +2, Corellian corvette, Bulk freighter
Medium, 0, Medium transport
Small, -1 penalty, Light freighter, Imp customs light cruiser
Tiny, -2, X-wing starfighter, Sith war droid
Diminutive, -4, TIE fighter, Rancor
Fine, -8 Missile, escape pod, airspeeder, wampa

Countermeasures
Ships can make themselves harder to detect in a variety of ways.
Each of the following countermeasures gives a penalty to an enemy ship's sensors Nav check.

Hiding behind larger objects.
Sensors do not bend around objects; they are essential line of sight. A ship can hide behind a planet or other large body. However a sufficiently large ship may throw off enough energy emissions to be detected. Concealed by object 3x larger, -10 penalty to sensor detection.

Passive mode.
By setting sensors to passive mode a ship reduces its chances of being detected. Using any of the other three gives a signal that is easiere to detect. If using scan/search/focus modes, +4 bonus to detection.

Power down.
A ship can run silent by powering down all systems except life support which is run on power generators as a backup. The generators can normally support life for five minutes. Powered down, -4 penalty to detection.

Sensor masks.
A sensor mask conceals energy emissions. Some are more powerful than others. The penalty to the enemy's Computer check is noted in the sensor mask descriptions.

Sensor decoys
Small pods that sends out electromagnetic and holo signals duplicating the sensor image of the ship. This gives the enemy sensor operator two identical signals to choose from. This is easy to visually see through at  point blank range.

COMMS
Comm signals are difficult to find without knowing the proper frequency. There are billions of freqs for comms and  subspace communication. Military have established government bands as well as secret frequencies for secured comms, often scrambled. 

Local governments regulate the use of frequencies for civil­ian, business, emergency services and military communications. Other groups may also use unauthorized frequencies for covert communications.

All ships are equipped with at least one of the following, if not more. Note that systems that transmit through hyperspace only operate in realspace.

Holonet Tranceiver:
Top of the line, generally only on military capital ships as they are huge and require massive amounts of power. Real-time holo network transmission through hyperspace.

Hypertransceiver:
Provides real-time audio and visual through hyperspace. Military and large private and corporate starships are usually equipped. Also power hogs.

Subspace Transceiver:
Allows audio, visual, and holo at a range of a few dozen lightyears. With a sufficient power boost it may send out to 100 light years. Most ships have this for emergency.

Comm:
Lightspeed comms for  ship to ship and ship to planet. Interact directly with ship intercoms and personal comlinks. Starports use pre-set channels to broadcast a METOSP (“Message to Spacers”) providing landing protocols, traffic patterns, conditions at the starport and any other information incoming pilots need to know.

Intercomms:
On-board systems used for communication within starship sections.

Intercepting Signals
It is possible to intercept and listen in on signals with a Nav comms check. Detecting transceivers is more difficult than subspace comms. Transceivers have a -4 penalty to the attempt. Subspace comms have a -2 penalty. If attempting to intercept a signal are attempted in a high signal area such as in a major battle or on a bustling planet. The extra penaty for this can be from -2 to -8 at the GM's discretion. If the interceptor succeeded on his roll by 5+  he is undetected if there is an officer or program monitoring a signal for anomalies.

Once a signal is located it can be listened to until it ends, passes out of range, or some other event or interference causes a new intercept roll. Also be aware that listening is not always understanding: messages can be encrypted, scrambled, etc.

The targeted comm signal may be sent by a station or network that is monitored by a counter-intelligence agent, an officer or program on guard for signal tampering.  If the interceptor did not roll well enough to conceal his presence the counter-intel agent will be alerted and can make an opposed Nav comm check to block the interception attempt. If the agent wins not only does the agent stop the attempt but if it wins by 5+ on the opposed check the agent learns the location of the would be spy.

Scrambling Signals
Com scramblers can be attached to a comms station to automatically scramble any signal sent. A receiving comms station with a linked com scrambler can receive the message normally. The sender of the message must make a Nav comm check with a bonus based on the quality of the com scrambler used: +0, +4, or +8.

Messages captured can be unscrambled if run through a non-linked com scrambler and a Nav comm roll is made with a penalty based on the quality of the com scrambler that sent the message with an additonal -4 for using a non-lnked scrambler. Each attempt takes ten minutes (1 turn.)

Jamming
Any comm device with a Com Jammer attached may be used to cause interference with enemy comm and sensor systems. Comlinks can only jam comlinks and transceivers must be used for transceivers. The transmitted signal causes static on all frequencies which interferes with any communications within range. This works on both friends and foes and it alerts everyone in range that another ship is out there. The ship broadcasting the jamming signal cannot use his own comms while doing so.

A Nav comms roll is made from the jamming ship with a +8 bonus. Affected ships can attempt to overcome the jamming with a normal Nav sensors opposed roll. The bonus to jam is reduced with range measured in 500m squares:
Point Blank: 0-1, +8 bonus
Short: 2-5, +6 bonus
Medium: 6-10, +4 bonus
Long: 11-20,  +2 bonus
Extreme: 21-40, No bonus
Out of Range: 41+, n/a

NEXT EPISODE:
Combat Rules and clarifications and Ship stats.



Saturday, January 5, 2019

Our Current OSR Star Wars..... a short playlog.

Edit: 
Put a few pics of the final fight at end of post.

The PC's:
A Wookie Bounty Hunter, level 6

A Sullustan Thug, Level 6

A Skakoan Tech, Level 6

Three years before the Battle of Yavin...............

The PC's are hunting an expensive bounty on data stolen by rebel operatives, data that could embarrass the Star Destroyer Captain that let it get away. The Captain has sent his loyal officer Lt Voors to supervise a group of Imperial hunters that they have previously done business with. He has also posted a substantial anonymous private bounty in the even his Imperial hunters fail. He is hedging his bets. If his Imperial hunters are good enough they can claim the bounty. If not someone else will.
The reward is 30K for the Rebel, dead or alive, and 45K for the stolen datadisk.

The PC's  learn from their Bounty Hunter Guild handler that the Rebel was spotted at Kwenn station near Hutt Space. The PC's are the closest guild members so off they go.

KWENN STATION
At the station they left their Mon Cal pilot to watch their ship. Soon they were recognized by Puggles Trodd, one of the rival Imperial hunters. Trodd hired Rodian mercs to attack the PCs but the Rodians were all killed in a massive blaster fight after springing their ambush. After that the PC's  meet a Hutt contact at a sleazy bar where the Skakoan uses an unregistered data terminal to find the Rebel from various cameras and then track her to the small hotel she is staying at.

Arriving at the hotel the old Gran running the place tells them which room the Rebel is in after they show her pic to him and give him a good pile of credits. He also warns them that other hunters arrived shortly before. The Skakoan stays downstairs plugging into a terminal to monitor things as the Wookie and Sullustan head upstairs. The turbo-lift opens on the correct floor and they run straight into DX, an independent battledroid bounty hunter and his repeating heavy blasters that he has instead of hands. After a fierce blast fight DX gets destroyed (and salvaged for the Skakoan.) The Sullustan is wounded but still up. During the confusion Trodd gets away through an air vent after killing the Rebel. The Wookie cuts off the Rebel's head as proof of capture and puts it in a sack. The Skakoan finds info that the data had been given to a Rebel smuggler registered out of Cloud City. And he left the station a half hour ago.

Taking off from Kwenn station in their modified YT-1930 they were set upon by what was left of the Rodian mercs seeking revenge. After a short dog-fight with the Rodians and their YT-1300 the PC's disabled the ship,  boarded it and began killing everyone. The Wookie even ripped the defiant  Rodian Captain's arm off. One gunner survived and showed the PC's where the Rodian Captain stored their credits in a hidden panel and was allowed to join the PC's crew. The Skakoan took the remains of a half crushed 3PO unit as salvage. He wants to build a droid cheap with spare parts.

CLOUD CITY
They arrive at Cloud City an hour after the Imperial hunters. Unknown to both groups of hunters the Rebel with the data had not arrived yet as he had a slower hyperdrive. As a joke the Sullustan and Skokan get ahold of the Wookies vox box and change a few phrases such as No to Maybe.

After an interrogation by landing pad customs officers they get into the city (and lying saying they are not on a hunt.) They acquire a public service 3PO droid who is assigned to aid visitors and they definitely stand out in a crowd. Plus the Wook and Sullustan can't vocalize basic.

They find an old contact that owes the Wookie a favor, an Ortolan smugger who has done jobs for the Rebels. They learn the Rebels congregate in the Starlight cantina in the seedy underbelly of Cloud City known as Port Town.

They head to the Starlight, the Skakoan stays outside slicing into a public data terminal, and start asking questions as subtley as this group is capable of. The Skakoan recognizes the band leader as Skawn Bonaduna, a twi'lek fugitive with a 30k bounty with a disentigration order. They play it cool and observe the twi'lek when the Rebel Smuggler they're looking for comes in. Bonaduna and the Smuggler meet at the bar and have a quiet conversation.

The Wookie begins to use the jump servos in his bounty hunter armor to leap across the cantina at the rebels but he is shot from behind by the public service 3PO who has a hidden auto-blaster and a hidden flame projector in his arms. The droid is actually an agent for the Rebels. The hunters were observed by rebel operatives when they landed and the droid was sent in his cover of public service droid to monitor them.

All hell breaks loose four Rebels pull blasters and everyone opens fire. The other patrons all hug the floor and hide under tables. The Sullustan blows the droid to pieces and gets into a shoot out with several Rebels. While this happens the Wookie jumps across the cantina  to smash the two Rebels heads into the bar, knocking them out. He then beheads Bonaduna with his vibro-axe.

Outside the Skakoan sees a couple of Rebels who were watching the street head towards the cantina. He uses the terminal to drop blast doors on both ends of of the corridor sealing the cantina off from outside interferance.

Inside the Wookie and the Sullustan finish off the Rebel gunmen. The Wookie grabs the unconscious Smuggler and Bonaduna's head as a hallway blast door begins to open. The Wing Guard has arrived and are opening a way to the cantina. The Skakoan hustles inside, stoppng to pull the flame projector fuel tank from the droid's body and fling it at the door. The Sullustan blasts it and it explodes, flaming liquid jelly covering the entrance and holding off the Wing Guard. They run into a back office with an exit, herding the remaining cantina patrons to safety. A pair of doors lets them split off from the crowd and find their way up a level into an alley-way. The Skakoan takes a pic of Bonaduna's head on his datapad as proof. They notice a camera is watching them and they hurl the head at it.

The smuggler awakens and they interrogate him. The dead Rebel on Kwenn was his girlfriend and he freaks out when they tell him she is dead (and wisely do not mention they have her head in a freezer on the ship.) He asks if they killed her. All say no. The Wookie hits the NO button on his vox box and it comes out MAYBE. Their little practical joke backfires and the Smuggler freaks out.
After much explanation and footage of the fight with DX captured by the Skakoan the Smuggler calms down. He is a broken man and reveals he sent the data to two information brokers that work with the Rebels. One is a solicitor by trade and he sends them to the solicitor's office. They let him go and he then wanders off to whatever fate awaits him.

They find the solicitor's but the Imperials have been there already. The human broker is dead and the solicitor himself, a Bithian, cradles a stump where Kast removed his hand, torturing him. The Bithian, in agony, reveals that he sent the data via courier topside. The courier is to meet the leader of the Rebel cell on Cloud City, a Bothan businessman named Silver Fur, at a public plaza in a very nice section of the city. The meeting is in a half hour.

As he is babbling information the Wookie sees a blinking light under the Bithian's desk.  A thermal detonator is wired there. The Wookie grabs his confused companins and flees. In a flash of light the solicitor's office and a good chunk of the corridor is gone. It was on a timer set off by remote control. Trodd almost got them.

They head to a turbo lift and take a several minute journey to the upper levels. They emerge at the plaze and see many tourists and local civilians in nice clothing. They see the silver furred Bothan and a man in an orange courier uniform heading towards him across the plaza. Suddenly they hear the whine of a motor and a shoulder-fired missile hits the Bothan before the data is received. Several civilians are killed in the blast. Looking up they see a man in mandalorian armor on a nearby tower: Jodo Kast.

They open fire, missing Kast. They take cover and the fight is on.
Two Wingman run up towards Kast's position but he fires a wrist rocket at them, killing one along with a few more civilians.

A door opens below Kast's position and Puggles Trodd and Lt. Voors come out. They take up positions behind a few civilians that they use as shields. They intend to be rid of the PC's and then grab the data.

Kast flies down to them as the Sullustan moves forward firinig at Trodd but misses him and missing the civilian. The Skakoan takes a shot at Kast and misses.
The Wookie uses the jump servos to leap forward, taking several hits from Voors' heavy repeating blaster but no damage getting through. Frustrated Voors runs towards the Wookie to try to punch through the Wook's armor.
Trodd throws a stun grenade at the Sullustan but misses.

Trodd takes a head hit from the Skakoan but is still on his feet, barely.

Kast trades shots with the Sullustan and the Skakoan, hitting the Sullustan hard through his armor.
The Wookie cuts Lt. Voor to pieces as his armor holds up to the repeating blaster (which did misfire once.) He then servo jumps to the stage next to Kast.

Kast takes off with his jet pack while spraying down the Wookie with his flame projector lighting him on fire but doing little damage. The Wookie is frustrated as Kast lands on the tower and gets away.

Trodd drops a stun grenade at the Wookie who is dazed but still on his feet and slightly on fire.
Trodd is then hit in the chest and head by the Sullustan, killing him.

The Wing Guard arrives in force and the PC's lay down their arms and surrender.
They spends the night in jail and are interrogated fiercely.

They have up-to-date Imperial Peace Keeping Licenses and all the proper paper work to hunt the data.  No holo or vid cams were in the Starlight so there is no proof against them and their actions were against Rebels. None of the patrons have come forward as witnesses.
They also have witnesses and holo proof they did not fire first at the plaza; Kast did. They claim to have been defending civilians until the Wing Guard arrives.
No mention is made of the alley way camera and Bonaduna's head. Apparently someone other than the city was watching them via the camera.

The Baron Administrator, Dominic Raynor, knows it's bantha poo doo but has no real proof. And they did help take care of a growing Rebel problem that was gaining too much attention from Imperial Security Bureau agents hidden in the city. Cloud City must remain neutral.

With dire threats of shooting them out of the sky should they ever return while she is Baron Administrator Raynor lets them go.

They head off to collect their money and and wait for their next adventure.















Monday, December 31, 2018

Star Wars Classic D&D/OSR. Basic Equipment

Equipment.
Everyone needs it.



All-temperature cloak, 100
This wrap-around cloak protects its wearer from the elements. +2 Saves and checks vs severe weather.

Aquata Breather, 350
Two hours of breathable air.

Bacta tank, 100k
This large specialized tank is filled with the powerful healing agent Bacta which promotes rapid healing.

A Bacta Tank and a supply of Bacta is expensive, so much medical equipment is usually found only in hospitals, aboard Capital Ships, and within major military bases. Each hour of treatment consumes one liter of Bacta, which costs 100 credits. A typical Bacta Tank holds up to 300 liters of Bacta, and the Bacta Tank must hold at least 150 liters at all times to provide any benefit. Only one creature can be immersed in the tank at any given time. The bacta initially heals 1d8 hit points and then 1 hp per hour of immersion.
Bacta, 1 liter, 100

Breath mask, 200
Protect fully against toxins (chem and biological) and provides breathable atmosphere for one hour. Filter and atmosphere canister must be replaced after one hour.
Atmosphere canister/filter, 25

Binder cuffs, 50
Binder Cuffs are Durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists or ankles, but it is possible to lock one arm to one leg or use the Binder Cuffs to hook a prisoner to a tree. The cuffs have a Damage Reduction score of 10 and 20 hit points.  Breaking them requires a Strength check with a 16 penalty. If the penalty brings the Str score to 0 or less there is no chance.

Removing them without the seven-digit release code requires a Repair check with a 12 penalty. The Binder Cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.

Code cylinder, 500
Accesses secure data as a key.  Each cylinder features the user's personal security clearance data.

Comlink, 25 

Standard handheld model with a range of 50k/low orbit.

Comlink, long range, 250
Range of 200 kilometers or high orbit. The unit is a backpack-sized Comset. For double the cost, a Long-Range Comlink can be miniaturized to a wrist-sized unit.

Encryption: A Comlink can have hardwired encryption routines (Adding +4 penalty to Computer checks made to intercept your transmission) for ten times the base cost.
Video Capability: A Comlink can have Video capability (Two-dimensional images in addition to Audio) for twice the base cost.
Holo Capability: A Comlink can have Holo capability (Three-dimensional images in addition to Audio) for five times the base cost.

Credit chip, 100
The Credit Chip is a small, flat card that features a security codeout and credit algorithm memory stripes. The chip can hold a specified number of credits appropriate to the government that issued it, or it can draw from a specific account held by the user. Credit Chips not only allow quick and easy transfers of funds, but also protect users from theft.

Modifying a Credit Chip so that government and bank computers think that it draws on a different account or that it has a different value stored is almost impossible. The bank systems are fortresses. To do so involves a Computer check with a 20 penalty.  Even worse, you won't know if your check succeeded until after you attempt to use the modified Credit Chip. If you fail, the government or bank computer orders the chip's Self-Destruct programming to activate, ruining the chip. If you fail by 5 or more, the chip's Self-Destruct programming activates, and the government or bank computer traces your location, dispatching security personnel to apprehend you.

Datapad, 1000
These handheld personal computers serve as notebooks, day planners, calculators, and sketchpads. In addition to performing basic computer functions, Datapads can interface with larger computer networks directly or via Comlink.
Datacard, blank (10), 10

Data card, 1 program, 300
The datacard is programmed with specific information giving the user a +2 on checks relevant to the information.

Electrobinoculars, 1000 

This device magnifies distant objects in most lighting conditions out to 10 kilometers. An internal display provides data on range, relative and true azimuths, and elevation. Viewing options include zoom and wide-vision observation. Electrobinoculars also feature radiation sensors and a nightvision mode.

Energy cell, 10
A small flat battery that provides power to most devices an a few small weapons.

Field kit, 1000
Essentially a backpack full of Survival Gear, the typical Field Kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of Ration Packs, two Glow Rods, two Breath Masks, 24 Filters, 12 Atmosphere Canisters, and an All-Temperature Cloak.

Fire extinguisher, 50
If used for its intended purpose, the extinguisher can put out a fire of up to 10 squares in size, at a rate of two squares per round before it is depleted. A full round blast also provides cover in combat (-4 to hit) and spreads one square for each round it is blasted. The cloud disappates in three rounds. Replacement cartridges cost 25cr and takes one round to load.

Flight suit, 250
The Flight Suit is a one-piece coverall that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying. A Flight Suit and helmet provide up to 10 hours of life support. As long as you have life support remaining, you are immune to any hostile atmosphere or inhaled Poison hazard. The suit also grants a +1 to AC.

Fusion lantern, 25
A hand-held light source larger than a Glow Rod, the Fusion Lantern produces light and heat. The light spreads out from the lantern, producing illumination in a 9m radius.

Glow rod, 10
A Glow Rod is a portable illumination device that projects a beam of light up to 10m.

Holoproject, personal, 1000
A handheld, personal hologram transmitter can be used to view real-time or recorded three-dimensional images or to pass the information through a Comlink connection. This storage device has enough memory to store about 1 hour of a Holo recording, or 1000 Holo images.

Holorecorder, 3000
Handheld. Can store up to 200 hours of images and has ports for recording rod input for expanded memory.

Jet pack, 300
Move 100m per round. A fuel cell holds 20 rounds of fuel. It can be used for short bursts or sustained flight. If it runs out of fuel mid-flight the user falls on his initiative the next round. A flame projecting weapon can be hooked to the fuel cell. For every burst of fire from the flame weapon subtract a half round of fuel. If a user is down to a half round of fuel he may move up to 50m and try to get somewhere safe before he falls the next round. can lift up to 180 kg while flying. Replacement fuel cells cost 100 credits.

Jet Pack, Mandalorian 5000
A Mandalorian Jet Pack functions identically to a standard Jet Pack, but has an integrated Missile Launcher (Treated as an Inaccurate weapon), and a magnetic grappling hook (Which functions as a Liquid Cable Dispenser). A Mandalorian Jet Pack is considered to be both Military, and Rare.

Liquid cable dispenser, 15m, 25
Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable attached to a grappling dart. The dispenser contains enough liquid for 15m of cable, and is refillable at authorized outlets. can safely support up to 560 kg

Macrobinoculars, 600
View out to 1k. Basic info such as distance and elevation. More powerful models could view longer distances, even into low orbit.

Medical kit, 600
This backpack-sized Medical Kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and Radiation poisoning, burn treatments, defibrillators, respirators, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (Capable of hovering with 160 kg load), and even limited surgical tools. In addition, a Medical Kit has six external pouches for carrying expendable medical supplies, such as Medpacs.

Gives a +4 bonus to medical checks.

Medpac, 100
Medpacs are compact packages designed to both equip and trained medic for work in the field and allow untrained individuals to apply first aid in emergencies. A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Heals 1d6 hit points. A maximum of 3 can be used on one person per day.

Once you use a Medpac, its contents are expended.

Power generator, 750
A Power Generator is a small fusion reactor that provides continuous power for Heavy Weapons, Vehicles, structures, and machinery. It can power anything up to a Gargantuan Vehicle or structure indefinitely, a Colossal Vehicle or structure for 1 day, and a Vehicle or structure of Colossal (Frigate) size for 1 hour. After that, it is Disabled and must be replaced.

If a Power Generator is destroyed while in use, its fusion reactor overloads and explodes, venting plasma into the surrounding area. When a fusion reactor explodes every target within 6m must make a Saving throw or suffer 8d6 points of energy damage. If the Save is made the target takes half damage.

Powerpack, 25
A Power Pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it. A Power Pack can be recharged with a Power Recharger.

Power Recharger , 100
A Power Recharger is used to recharge a Power Pack or Energy Cell. The recharge process takes 4 hours, and only one Power Pack or Energy Cell may be recharged at a time. A Power Recharger holds enough power to recharge 100 Power Packs or Energy Cells, but is normally connected to a ship's or building's power supply, allowing it unlimited recharge capacity.

Ration pack, 5
Ration Packs are compact meals that take up little room (You can fit six in a pouch designed to carry a Datapad), but have all the requirements to nourish a person for one day. Each Ration Pack is geared for a range of Species. The food isn't appetizing, and it doesn't include water, but it does prevent malnutrition.

Recording rod, 500
Long, clear cylindrical tubes that recorded and played audio and visual images. The data was stored in chips or storage crystals and the recording material played in two-dimensions on the exterior of the rod. The controls were located on the ends of the rod.

Sensor pack, 1500 

A portable scanning device, the Sensor Pack is a bulky rectangle featuring a variety of dials and switches, a readout display, and a scanning dish. It provides general details on comm signals, life forms, and hazards within 1 kilometer. Operating a Sensor Pack requires a full round and grants a +8 to Wisdom/Search until the end of your next round.

Security kit, 750
A Security Kit is a set of special tools for bypassing electronic and mechanical locks. It usually includes electronic components and dedicated sensor devices. On most worlds, possession of a Security Kit is illegal for anyone who doesn't have the proper permits, such as members of law enforcement agencies and professional security experts.

A Security Kit is required to bypass traps or security systems using the Computer skill. A Security Kit contains a Comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.

Space suit, 2000
This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.

As long as you have life support remaining, you are immune to any atmosphere or inhaled Poison hazard. The suit also grants a +2 to AC.

Surgery kit, 1000
This small kit contains the instruments a character needs to perform surgery on a wounded character.

Syntherope, 45m, 20
Although not as compact and convenient as a Liquid Cable Dispenser, Syntherope is stronger and more durable. A coil contains 45 meters of Syntherope, and unlike liquid cable it is meant to be reused. can safely support up to 720 kg

Tool kit, 250 

You need a Tool Kit to reprogram a Droid, or to Repair a damaged Droid or Vehicle. A Tool Kit also makes repairing devices much simpler.

The standard Tool Kit represents a broad collection of tools designed to take apart, analyze, modify, and rebuild almost any technological device. Most technicians personalize their Tool Kits over the course of years, but almost all contain the tools in the below table.

Many of these tools can be used as makeshift weapons. Since they aren't designed for combat, they impose a -2 penalty on attack rolls. (Droids with such Tools on Tool Mounts don't suffer these penalties, since they don't have to deal with the oddly shaped handle.)

Tool Kit Contents
Electroshock Probe: Short out electronic components, Solder wires, 1d8 (Ion)
Fusion Cutter: Cut apart durasteel or similar materials, 2d6 (Energy)
Hydrospanner: Tighten or loosen screws or fasteners -
Laser Welder: Connecting things, 1d6 (Energy)
Power Calibrator: Analyze circuitry
Emergency power cell -
Power Prybar : Force things open, 1d8 (Bludgeoning)
Probe Sensors -
Sonic Welder:  Connect things when you can't afford a fire, 1d8 (Energy)
Various Circuits and Wires - -
Vibrocutters: For things that don't call for a Fusion cutter -
Welding Goggles: Don't burn your eyes out -

Utility belt, 500 

A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg.
Utility Belt (Standard), 4kg, 500cr
Utility Belt (Empty), 0.3 kg, 55

The standard Utility Belt has the following items:

  • Ration Pack (x3), 0.3 kg, 15cr
  • Medpac, 1 kg, 100cr
  • Tool Kit, 1 kg,  250
  • Power Pack 0.1 kg, 25
  • Energy Cell, -,  10 
  • Glow Rod, 1 kg, 10, 25
  • Comlink (Short-Range), 0.1 kg,Liquid Cable Dispenser (w/ Small Grappling Hook), 0.2 kg, 10

Vox box. 200
A Vox-Box is a simple audio playback unit with 12 reprogrammed phrases in Basic ("Yes." "No." "Go Away." "How much?" "Please take me to someone with authority." "I understand." "I need assistance." "I can help you." "I mean no harm." "I am hungry." etc), each with its own button. These devices are useful to races that understand Basic but can't speak it (Such as Gamorreans and Wookiees). Devices that speak these phrases in other Languages also exist.

Altering one or more of the Vox-Box's pre-programmed phrases requires a Computer check. with a -4 penalty.