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Star Hero Wars

Equipment

CLOTHING

Casual 75
Work 100
Business 75
Formal 100
Local Uniform
Flame-proof Suit
Exposure Suit: General 300
Arid 400
Cold 400
Sub-Zero Parka 250
High-G Suit 400
Wet Suit 400
Air Tanks 100
Oxygen Reproccessor 300
Miniature Life-Support 1000
Space Suit (Emergency) 1000



TOOLS

Power Scanner 150
Hydrospanner 50
Beam Drill 50
Fusion Cutter 75
Worklight 25
Plasma Welder 50
Vibropick 50
Vibrosaw 75
Power Prybar 30
Tool Harness 10
Computer Tool Kit 200
Droid Tool Kit 200
Vehicle Tool Kit 200
Security Systems Kit 200



MEDICAL EQUIPMENT

Space Suit (Utility) 1500 Medpac 100
Space Suit (High Quality) 2000 Bacta Tank 3000
Medicines 100



SURVIVAL TENTS

Single Person 200
Two Person 400
Four Person 600
Eight Person 800



COMMUNICATIONS DEVICES

Comlink (Standard) 100
Subspace Radio (Small) 500
Subspace Radio (Large) 1000



DROID EQUIPMENT

Restraining Bolt 25
Bolt Owner 100
Owner and Bolt 75
Repair Services 50-500
Overhaul Services 50-500
Memory Wipe Services 50-500

VEHICLES

Airspeeder 15,000/ 10,000
Cloud Car 75,000/ 18,000
Landspeeder 10,000/ 2,000
Sail Barge 250,000/ 50,000
Skiff 25,000/ 6,000
Speeder Bike 5,000/ 1,000
Swoop 7,000/ 1,500



HOUSING

Hovel 50-250/month
Regular Apartment 250-500/month
Luxury Apartment 500-1400/month
House 750-1800/month
Storage Space 10-100/month



STARSHIPS

Starfighter 150,000
Corellian Corvette 3.5 million
Stock YT-1300 100,000
Stock Ghtoc 98,500
Lone Scout 125,000



DROIDS

First Degree Droid-------Physical Sciences, Math, Medical Applications 5000
Second Degree Droid--- Environment, Tech Science, Probe Droids 4000
Third Degree Droid------Social Sciences, Protocol, Translation, Teaching 3000
Fourth Degree Droid----Security, Patrol Droids, Assassin Droid (X Avail.) 5000
Fifth Degree Droid------Menial Labor, Waste, Mining, Lifting, Salvage 1000
R2 Astromech Droid 4525
Deepspace 9G Explorer Droid 6700
K4 Security Droid 7500
3PO Human-Cyborg Relations Droid 3000



MISCELLANEOUS

Syntherope 2
Glowrod 10
Ammo Bandolier 100
Flare 5 C
Pocket Computer 100
Recording Rod 30



BUYING PASSAGE

Luxury Liner 1000
No Frills Liner 500
Steerage 100
Chartered Ship 10000



ROUTE: MULTIPLY COST BY:

Directional Transponder 200 Heavily Traveled x1

Survival Pack 100 Common Route x2

Sleeping Bag 15 Rarely Traveled Route x3

Rations 200 Uncommon Route x5

Chronometer 25 You want to go where? x?

Macrobinoculars 100

Breath Mask 50

Data Pad 100



EQUIPMENT NOTES

MEDPACS:

When someone uses a Medpac, they make a First Aid with modifiers. Once a medpac is used it is fully spent. If the user of the medpac fails their roll by 4 or more then the medpac has pushed the patients body to the limits and no more medpacs can be used on the patient for 24 hours.

5d6 Healing roll

Condition

Modifier

Character's BODY above 8.

+1 Penalty

Character's BODY below 8, but above 2.

No Penalty

Character's BODY below 2.

-1 Penalty

Each additional medpac used in a 24 hour period.

-2 penalty

Character using a medpac on himself

-2 penalty



BACTA TANKS:

A character must make a PS: Doctor roll with a +2 bonus. If the Doctor fails this roll nothing happens. If the character does not have the PS: Doctor skill then they must make a default roll with major penalties. If a default roll is failed the patients condition worsens and he suffers a 1d6 Killing attack. If the roll succeeds the character will be healed. How long it takes is a matter of how injured the character is.

1d6 healing roll with variable extra time.

Condition

Effect

Character's BODY above 8.

1d6 hours.

Character's BODY below 8, but above 2.

4d6 hours

Character's BODY below 2.

1d6 days

 

Weapons

Melee Weapons

Weapon      OCV Damage   StunX STRmin Notes
Staff        +1 4d6n     0     13 
Club          0 4d6n     0     10
Hand Axe      0 1d6+1k   0     10
Knife        +1 ½d6k     0      6
Dagger       +1 1d6-1k   0      8
Bayonet      -1 1d6k     0      8
Medium Spear -1 1½d6k    0     10
VibroAxe     +1 1d6+1k   0     10 
VibroBlade   +1 1d6k     0     10 
VibroBayonet +1 1d6-1k   0      8
Light Saber  +2 2½d6EK* +1      5      RSR1

1Requires Dexterity roll to use.

Ranged Weapons

Weapon           OCV Rmod Damage #Shots Notes
Stun Pistol        0   -1 4½d         6 S 
Riot Gun           0   +2 9d6         1 S AE radius 
Wookiee Bowcaster +1   +2 2½d6k       6 Cell has 50 shots 
Blasters2              OCV Rmod Damage(Stun) #Shots Notes
Holdout Blaster         -1   -1 1d6 (4d6)         6
Sport Blaster            0    0 1d6 (4d6)        50
Sport Blaster Rifle     +1   +1 1½d6(4½d6)      100
Blaster                 +1    0 1½d6 (5d6)      100
Heavy Blaster            0   +1 2d6-1 (5½d6)     25
Blaster Carbine         +1   +2 2d6-1 (5½d6)    100
Blaster Rifle           +2   +3 2d6-1 (5½d6)    100
Light Repeating Blaster +1   +3 2d6 (6d6)        25 AF5
Med. Repeating Blaster  +2   +3 2½d6 (6½d6)      25 AF5
Heavy Repeating Blaster +2   +4 3d6-1 (7d6)       1 AF5(Gen.) 
E-Web Repeating Blaster +3   +6 3d6-1 (7d6)         Same as Hvy Rpt Blaster

2All Blasters have Strength Minimum of 5, a StunX of +1. All blasters are Armor piercing, Killing Energy. All blasters can be set to Normal Damage with Reduced Penetration.

Grenades

Concussion Grenade 8d6N Explosive

Fragmentatin Grenade 2d6+1 k Explosive

Thermal Grenade 4d6 k Explosive

Armor

Type            PD/ED Protects
Blast Helmet     3/3  Head
Blast Vest       3/3  Torso
Imperial Trooper 8/6  All
Bounty Hunter    8/6  All



Imperial Trooper Armor:
8pd/6ed Armor
+2 OCV vs moving Targets. +2 to all Perception rolls, -3 to all Dexterity rolls.HRRH, Radio Transmit

Bounty Hunter Armor:
8pd/6ed Armor
-3 to all Dexterity rolls, +5 STR to lift only


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