Explicaciones varias sobre el equipo.
Even a Jedi needs equipment to help him out with his adventures. Star Wars is filled with equipment and weapons that bear explanation and enable you to do things that might not be possible in other settings without magic or something extraordinary at work.
Ordinarily, heroes start out in Savage Star Wars with 1,000 Credits with which to purchase initial gear. Edges and Hindrances can alter this starting amount.
CURRENCY
For the sake of simplicity, every character starts with Credits that can be used in most of the worlds and locales in the Star Wars galaxy. There are some places that do not accept Imperial or Republic Credits, but accept a local currency or some sort of commodity, such as Kessel Spice or Tibanna Gas.
Credits are usually carried in a Data Cylinder or a Credit Chip. By and large they can also be accessed from a bank electronically by other means of authorization. It is rare to find it in a physical form in paper or coins.
A GALACTIC EMPORIUM
Most of the descriptions of weapons and gear are very basic. In a galaxy of billions of worlds and trillions of beings, there are millions of different manufacturers of goods and gear. True, there are notable companies such as Sienar and Incom, but where this comes more into play is where ships are concerned (see Ships, pg. X). For the sake of simplicity, a Blaster Rifle made from one company is really no different than a Blaster Rifle made from another in terms of damage and effect.
ACCESSORIES
Accessories can augment weapons and gear as listed. To attach an Accessory to the appropriate gear or weapon, you must make a Repair Check with the necessary penalties, and roll 1d6 for the amount of hours it may take to properly make the modifications. Raises and toolkits can cut this down to a minimum of 30 minutes. Every raise reduces the time down by a half-hour increment.
AVAILABILITY
All gear, goods, and weapons have an Availability rating. This indicates how common something might be in a given location. If you’re looking for a particular item, the GM consults the Availability rating of the item with the location that the character is looking for it. He may adjudicate that it is readily available, or he may roll to see if it is or not.
For Common items, the GM may roll a d12.
For Uncommon items, the GM rolls a d8.
For Rare, the GM rolls a d4.
Anything more obscure than that will be practically Unique.
The second rating for the item is Legality. Most items are generally Legal. Some items are Restricted, which means they require a License to possess (which always costs 10% of the item’s listed cost if you wish to purchase one). If you do not have a license, you may run into trouble with law enforcement authorities if they find you in possession of such an item. Military items are usually restricted from civilians. If you belong to a formal Military, such as the Republic Navy or the Imperial Army, you may have possession of this item. Military items usually are not for sale, and is up to the GM to allow you to purchase them.
Illegal items are just that, Illegal. If your character is caught in possession of the item without a special authorization, there may be consequences.
Legality is a general term meant to apply to any Star Wars Era. Some items may be rendered Illegal to possess in different eras. For instance, in the Dark Times and the Rebellion Era, a Lightsaber might be Illegal to possess by most citizens. If the Empire captures you with one, you may be summarily imprisoned, or worse.
WEAPONS
Most weapons are pretty straight forward. However, some weapons require more than one hand to wield properly. Rifles, for instance, can be fired with only one hand, but you suffer a -2 penalty for it on top of penalties, such as Range, Off-Hand use, Called Shots and others.
Heavy Weapons may require more than one person to operate properly. The E-Web Heavy Repeating Blaster requires a gunner and a generator operator. Though one person could use it, and suffer a -2 penalty for every attack, two people are required to set it up quickly and effectively, and regulate the amount of power coming out of the generator so that it doesn’t damage the gun itself.
Special Rules for Anmo:
For the purposes of the elegant simplicity of Savage Star Wars, all ranged weapons are presumed to have enough ammunition to be used from round to round. If any player rolls a Critical Failure (a “1” on the Shooting Die and the Wild Die), then the weapon has either jammed or has ran out of energy, and must be reloaded.
Stun: Las armas que tienen la habilidad de Stun pueden cambiar de daño a ese efecto de manera gratuita. Si el ataque impacta el objetivo tiene que hacer una tirada de Vigor (con -2 si impactó con un aumento) o quedar Conmocionado. Sólo puede hacerse a rango corto.
TABLA DE CARGA
D4 20L
D6 40L
D8 60L
D10 80L
D12 100L
Cada+1 +20L Adicionales
Cuando un personaje lleva más carga que la cantidad indicada por su fuerza está sobrecargado. Eso significa un -2 al paso (mínimo 1), tiradas de correr, Agilidad, y las tiradas de vigor para resistir la fatiga.
Cuando supera por tres veces la cantidad indicada como sobrecarga, el personaje se puede mover a Paso 1 durante una cantidad máxima de rondas igual a su Vigor. Cada ronda posterior debe superar una tirada de Vigor o sufrir un nivel de Fatiga.
La cantidad máxima absoluta que el personaje puede alzar o arrastrar es igual a cuatro veces el valor de sobrecarga.
Melee Weapons Listing
Type Damage Weight Cost Notes
Bayonet Str + d4 1 100 Common/Restricted; Can be attached to a rifle.
Booma Atlatl 2d8 1.5 100 Rare/Restricted; Used to throw grenades or Boomas.
Cesta Str + d6 1.8 200 Rare/Restricted; can be used to throw Boomas.
Club/Baton Str + d4 1 40 Common/Legal
Combat Gloves Str + 1 1 150 Common/Legal
Electrostaff Str + 2d6 2 3000 Rare/Restricted; Energy damage; can block Lightsabers
Force Pike 2d8 2 1000 Uncommon/Restricted; Reach; Parry +1; AP 1
Knife Str + d4 1 50 Common/Legal; Thrown 3/7/10
Lightsaber 2d10 1 3000 Rare/*; Energy; Ignores Armor (Maybe there is some exceptions).
Lightsaber, 2d10 2 7000 Rare/*; Energy; Double-Weapon; Ignores Armor
Double
Lightsaber, 2d8 0.6 3000 Rare/*; Energy; Ignores Armor
Short
Mace Str + d6 2.5 50 Uncommon/Legal
Spear Str + d6 1.5 50 Common/Restricted; Can be thrown 3/10/15. Reach 1.
Stun Baton Str + d6 Stun 0.5 50 Uncommon/Legal; Causes Fatigue
Unarmed Large Str + 1 - - -
Unarmed Medium Str - - -
Unarmed Small Str – 1 - - -
Vibro-Axe Str + 1d8+3 5 500 Uncommon/Restricted; AP 1
Vibrobayonet Str + 1d6+1 2 200 Uncommon/Restricted; AP1; Can be attached to a rifle, +1 Parry.
Vibrohammer Str + d6+2 5 600 Uncommon/Restricted; AP 2
Vibroknife Str + 1d6+1 2 240 Uncommon/Restricted; AP 1; Can be Thrown as a Knife
Vibrosword Str + 1d8+2 4 600 Uncommon/Restricted; AP 1.
Ranged Weapon Listing
Type Range Damage RoF Cost Wt. Notes
Blaster Carbine 12/24/48 2d8 2 900 2.2 Uncommon/Restricted; AP 1; Stun
Blaster Cannon 40/80/160 3d8 1 10,000 40 Uncommon/Military; AP 4; Small Burst Template; HW
Blaster, E-Web 40/80/160 2d12 3 8000 38 Rare/Military; AP 3; Autofire only; Snapfire Penalty; Scope. HW; 4 Crew
Repeating
Blaster, Heavy 24/48/96 2d8 3 4000 12 Uncommon/Military; AP 2; Autofire; Snapfire Penalty
Repeating
Blaster, Light 24/48/96 2d4 3 1500 10 Uncommon/Military; AP2; Autofire; Snapfire Penalty
Repeating
Blaster, 24/48/96 2d6 3 2000 10 Uncommon/Military; AP2; Autofire; Snapfire Penalty
Repeating
Blaster Pistol, 15/30/60 2d8 1 750 1.3 Common/Restricted; AP 1; Stun
Heavy
Blaster Pistol, 12/24/48 2d4 1 450 1 Common/Restricted; AP 1; Stun
Light
Blaster Pistol 12/24/48 2d6 1 500 1 Common/Restricted; AP 1; Stun
Blaster Pistol, 15/30/60 2d4 1 600 1 Uncommon/Restricted; AP 1; Stun; +2 Shooting
Sporting
Blaster Rifle 30/60/120 2d6+1 2 1000 4.5 Common/Restricted; AP 2; Stun; Scope
Blaster Rifle, 30/60/120 2d8+2 2 2000 6 Uncommon/Military; AP 3; Stun; Scope
Heavy
Blaster Rifle, 30/60/120 2d4+1 2 1200 4 Uncommon/Restricted; AP 2; Stun; Scope (standard); Sporting +2 Shooting.
Discblade 10/20/30 2d6+1 1 300 2 Rare/Restricted; AP 2; +2 Throwing.
Ion Pistol 20/40/80 2d6 ion 1 400 1 Common/Restricted; AP 1; Only effective against
Droids and electrical equipment.
Ion Rifle 30/60/120 2d8 ion 2 800 3.1 Common/Restricted; AP 2; Only effective against Droids
and electrical equipment
Slugthrowing Rifle 30/60/120 2d6+1 2 300 4 Common/Restricted; AP 2
Slugthrower Pistol 20/40/80 2d4+1 1 250 1.4 Common/Restricted; AP 1
Grenades 3/7/12
Type Damage Cost Wt Notes
Booma 2d8 Small 20 0.25 Rare/Restricted
Frag 3d6 Med 200 0.5 Common/Military
Ion 3d6 Ion Med 250 0.5 Common/Restricted
Stun 3d6 Stun Med 250 0.5 UncommonRestricted
Thermal 5d6 Med 2000 1 Uncommon/Illegal/ AP10
Detonator
Special Weapons
Type Range Damage RoF Cost Wt. Notes
Bowcaster 20/40/80 2d8+1 2 1500 8 Rare/Restricted; Special ask The Master.
Grenade 24/48/96 4d8 1 500 5 Uncommon/Military; Med Burst; 4 shots
Launcher
Light Missile 36/72/144 3d6 1 2000 10 Uncommon/Military; Med Burst; Scope;1 Round to reload;
Launcher 3 shots
Medium Missile 36/72/144 4d8+2 1 5000 12 Uncommon/Military; AP 33; Small Burst; Scope; HW; Snapfire
Launcher Penalty; 1 Rd. to Reload; 3 shots.
Heavy Missile 40/80/160 5d8 1 10,000 20 Rare/Military; AP 50; Medium Burst; Scope; HW; Snapfire
Launcher Penalty;1 Rd. to Reload; 1 Shot; 3 Crew.
Net 3/5/10 See Des 1 50 2 Common/Legal
Flamethrower 5/10/20 2d8 1 1000 10 Rare/Military; Fire, uses Cone Template. Ignores Armor
except complete
Armor
Armor Armor Rating Cost Weight Notes
Armored 6 12,000 35 Uncommon/Restricted; Covers all, has properties
Spacesuit of Spacesuit.
Battle Armor 4 7,000 16 Uncommon/Militar y; Covers All
Blast Helmet 2 500 3 Common/Restricted; Covers head and torso.
and Vest
Ceremonial 4 5,000 13 Rare/Military; Covers all
Armor
Combat Jumpsuit 2 1,500 8 Common/Restricted; Covers torso, arms and legs.
Corellian Powersuit 6 10,000 20 Rare/Restricted; Covers all; Grants Strength d10.
Flight Suit, 2 4,000 10 Uncommon/Restricted; Covers all; comes with Helmet
Armored Set
Flight Suit, 1 2,000 5 Common/Legal; Covers all; comes with Helmet Set
Padded
Stormtrooper 4 8,000 10 Uncommon/Military; Covers all; comes with Helmet Set.
Armor
Equipment
Item Cost Weight Notes
Comlink SR 25 0.1 Common; Range 50km
Comlink LR 250 1 Common; Range 200km
Pocket Scrambler 400 0.5 Uncommon
Vox-Box 200 0.1 Common
Code Cylinder 500 0.1 Common
Credit Chip 100 0.1 Common
Datacards, blank (10) 10 0.1 Common
Datapad 1,000 0.5 Common
Holoprojector, personal 1,000 0.5 Common
Portable Computer 5,000 2 Common
Electrobinoculars 1,000 1 Common
Glow Rod 10 1 Common
Fusion Lantern 25 2 Common
Recording Unit 50 0.1 Common
Sensor Pack 1,500 9 Uncommon
Aquata Breather 350 0.2 Uncommon
Breath Mask 200 2 Uncommon
Flight Suit 1,000 3 Common
Spacesuit 2,000 15 Common
Bacta Tank 100,000 500 Rare
Bacta, 1 liter 100 2 Uncommon
Medical Kit 600 20 Uncommon
Medpac 100 1 Common
All-Temperature Cloak 100 1.5 Common
Field Kit 1,000 10 Uncommon
Jet Pack 300 30 Rare
Liquid Cable Dispenser 10 0.2 Uncommon
Ration Pack 5 0.1 Common
Syntherope 20 2.5 Common
Binder Cuffs 50 0.5 Uncommon
Energy Cell 10 - Common
Fire Extinguisher 50 3 Uncommon
Mesh Tape 5 0.5 Common
Power Generator 750 15 Uncommon
Power Pack 25 0.1 Common
Security Kit 750 1 Rare/Restricted
Tool Kit 250 4 Uncommon
Utility Belt 500 1 Uncommon
Bandolier 100 2 Uncommon
Helmet Package 4,000 1 Uncommon
Holster, Concealed 50 0.2 Uncommon
Holster, Hip 25 0.5 Uncommon
Targeting Scope, standard 100 0.2 Uncommon
Targeting Scope, EB 1,000 1.2 Uncommon
Medpac: Sirve para estabilizar sin necesidad de tirar. Lo usas, se gasta, y estabilizas directamente. También se puede usar/gastar para hacer una tirada de medicina para recuperar heridas sin el penalizador por no tener material.
Medical kit: Añade un +2 a las tiradas de medicina. 10 usos.
Transporte de los Pjs. ESTRELLADO
Corellian XS Light Freignter
Handling +1; Target Sistem (+1 Artillería)/ Toughness 30 (5) / Shield 10 (3); Crew 2 + 7;
4 Escape Pods; Hyperdrive x 0.75; 4 Months of Operation; 100 Tons of Cargo.
Weapons: Twin-Linked Laser Cannons (3d8+2; RoF 3; AP 6; HW; Turreted);
Missiles (2d10+4; RoF 1; AP 10; HW; 6 Shots; Medium Blast Template).
SCIMITAR/CIMITARRA (Carguero ligero de Asalto)/ Otros nombres La Midrim Explorer / la Audaz
Handling +1; Improved Target Sistem (+2 Artillería;Torreta)/ Target System (+1 Artilleria;Frontal) / Toughness 35(10)/ Shield 10 (3)/ Scramble System (-2 a la tirada de Ordenadores para detectar)/ Crew 2+4/ 4 Escape Pods/ Hyperdrive x 1/ 6 Months of Operation; 60 Tons of Cargo.
Weapons: Twin-Linked Laser Cannons (3d8+2; RoF 3; AP 6; HW; Turreted);
Frontal Laser Cannon (3d8+2; RoF 2; AP 4; HW; Fixed)
Proton Torpedoes (3d10+2; RoF 1; AP 10; HW; 6 Shots; Medium Blast Template).
Hindrances de los Droides Astromecánico:
1-Cobarde
2-Curioso
3-Mania (siempre está “cantando”)
4-Construcción Inferior
Motivo: Quién tira primero
Tirada: 1d3
Resultado: 2 [2]
Motivo: Quién tira Segundo
Tirada: 1d2
Resultado: 1 [1]
Motivo: Droide 2
Tirada: 1d4
Resultado: 2 [2]
Motivo: Droide 1
Tirada: 1d3
Resultado: 2 [2]
Motivo: Droide 3
Tirada: 1d2
Resultado: 2 [2]
1)
Strength d4; Agility d6; Smarts d6; Spirit d4; Vigor d4.
Pace 8; Toughness 4; Parry 2.
Skills: Repair d6; Piloting d6; Computer d4
Equipment: computer scomp, a power tap, a short-range sensor suite (+2 to Notice), an arcwelder (1d6 damage 1/-/-), a multi-tool, and a manipulator arm, and a memory for 10 Hyperspace Jumps. Also comes complete with wheeled locomotion with magnetic wheels; Periscope; Storage Compartiment; Restraining bolt; Thrusters
Languages: Binary.
Hindrance: -Mania (siempre está “cantando”
2)
Strength d4; Agility d6; Smarts d6; Spirit d4; Vigor d4.
Pace 6; Toughness 6; Parry 4.
Skills: Repair d6; Piloting d4; Computer d4; Fighting: D4
Equipment: computer scomp, a power tap, a short-range sensor suite (+2 to Notice), an arcwelder (1d6 damage 1/-/-), a multi-tool, and a manipulator arm, and a memory for 10 Hyperspace Jumps. Also comes complete with wheeled locomotion with magnetic wheels; Periscope; Storage Compartiment; Restraining bolt; Armor (ya contado)
Languages: Binary.
Hindrance: -Curioso
3)
Strength d4; Agility d6; Smarts d6; Spirit d4; Vigor d4.
Pace 6; Toughness 4; Parry 2.
Skills: Repair d6; Piloting d4; Computer d6
Equipment: computer scomp, a power tap, a Long-range sensor suite (+2 to Notice at short range), an arcwelder (1d6 damage 1/-/-), a multi-tool, and a manipulator arm, and a memory for 10 Hyperspace Jumps. Also comes complete with wheeled locomotion with magnetic wheels; Periscope; Storage Compartiment; Restraining bolt
Languages: Binary.
Hindrance: -Construcción Inferior