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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
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 |
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.
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.
Concussion Grenade 8d6N Explosive
Fragmentatin Grenade 2d6+1 k Explosive
Thermal Grenade 4d6 k Explosive
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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