Group Gear: Difference between revisions
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<u>Weapons</u> | <u>Weapons</u> | ||
* Compact Flame Pistol (Ranged [Light], Damage 5, Crit 2, Range Short, Enc 1, Blast 2, Burn 2, Pierce 2, Vicious 3, Limited Ammo 10), ammo refill costs 25 credits <Apx. | * Compact Flame Pistol (Ranged [Light], Damage 5, Crit 2, Range Short, Enc 1, Blast 2, Burn 2, Pierce 2, Vicious 3, Limited Ammo 10), ammo refill costs 25 credits <Apx. 600> | ||
* Blaster Rifle (was on low charge when found), found in the engineering section <Apx. | * Blaster Rifle (was on low charge when found), found in the engineering section <Apx. 450> | ||
* blaster pistol (was jury-rigged to shoot on entry) <Apx. | * blaster pistol (was jury-rigged to shoot on entry) <Apx. 200> | ||
* flare gun (empty) < | * flare gun (empty) <N/A> | ||
* Captain Moriko Nash's blaster pistol <Apx. | * Captain Moriko Nash's blaster pistol <Apx. 200> | ||
* Incendiary Grenade (Ranged [Light], Damage 8, Crit 3, Range Short, Enc 1, Blast 8, Burn 4, Limited Ammo 1) <Apx. | * Incendiary Grenade (Ranged [Light], Damage 8, Crit 3, Range Short, Enc 1, Blast 8, Burn 4, Limited Ammo 1) <Apx. 60> | ||
* 2 Stun Grenades (Ranged [Light], Damage 8, Crit -, Range Short, Enc 1, Disorient 3, Stun Damage, Blast 8, Limited Ammo 1) <Apx. | * 2 Stun Grenades (Ranged [Light], Damage 8, Crit -, Range Short, Enc 1, Disorient 3, Stun Damage, Blast 8, Limited Ammo 1) <Apx. 30> | ||
* "Sticky" AP Grenade (Ranged [Light], Damage 12, Crit 3, Range Short, Enc 1, Blast 4, Limited Ammo 1, Pierce 3); When fired at metallic target, the grenade will use magnets to prevent it from being easily removed <Apx. | * "Sticky" AP Grenade (Ranged [Light], Damage 12, Crit 3, Range Short, Enc 1, Blast 4, Limited Ammo 1, Pierce 3); When fired at metallic target, the grenade will use magnets to prevent it from being easily removed <Apx. 60> | ||
* 2 charges of Detonite (Base Damage 15, +10 per additional charge, Enc 2, Blast Radius (short)) <Apx. | * 2 charges of Detonite (Base Damage 15, +10 per additional charge, Enc 2, Blast Radius (short)) <Apx. 25> | ||
<u>Armor</u> | <u>Armor</u> | ||
* Ancient personal deflector shield <Apx. 300 | * Ancient personal deflector shield <Apx. 150-300?> | ||
** Defense 1, Soak 0, Encumbrance 3 - will require a customized power supply, but can be worn over/in addition to a space suit or light armor | ** Defense 1, Soak 0, Encumbrance 3 - will require a customized power supply, but can be worn over/in addition to a space suit or light armor | ||
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<u>Gear</u> | <u>Gear</u> | ||
* fire extinguisher < | * fire extinguisher <N/A> | ||
* 3 stimpaks <Apx | * 3 stimpaks <Apx 13> | ||
<u>Droid</u> | <u>Droid</u> |
Revision as of 00:47, 15 December 2020
Star Wars: The Unknown Regions | |
---|---|
GM | |
Rotating | |
Player XP | |
80 | |
Ships | |
Sunrise Maiden · Extended Notes | |
Crew | |
Aryi Tehl · Bredoc Laurence Clearwater · Dunrel Za Sarad Kryze · Senroz · Zim'rikk | |
Allies | |
Chiskisk | |
Contacts | |
Elan the Drug Dealer The Hardscrabble Collective Clara-247 | |
Enemies | |
TBD | |
Gear | |
Group Gear | |
References | |
House Rules · Adventure Log The Unknown Regions - Setting Notes |
Organization
- Backpack (on Sarad)
- Glow Rods
- Fusion Lantern
- Chemlights
- Restraining Bolts
- Military Medical Kit
- Stimpacks
Tools & General Use Gear
- General Use Scanner - Small enough to be carried by a single scout, the scanner has life-form tracking, motion sensing, metal detection, and the ability to intercept standard frequency comlink transmissions. The motion-sensing operates up to half a kilometer, while the remaining systems can detect targets up to a kilometer and a half, and the comlink intercepter can catch signals from much further. Model:
- Military Medical Kit - This medpac is designed for use by military personnel in the field and intended to be carried by those without training. It contains a datapad with instructions and a database of good-to-know information. Mechanical Effect: Characters with no ranks in Medicine who use this kit count as having one ranks. Model:
- Glowrods (Flashlights) x5 - Handheld light source that provides illumination in a directional beam. Model:
- Fusion Lantern - These small, squat devices provide both light and heat for the surrounding area. they are also quite durable and reliable and are commonly found in larger travel kits and survival packs. A character can also plug other electronic devices into a fusion lantern to power them, such as datapads, glow rods, and small scanning devices. Model:
Single Use / Consumable
- Chemlights (5 pack) x19 (+3*) - These small tubes contain reactive chemicals that produce a small amount of light for two hours. Model:
- Restraining Bolts x5 - Using magnetic clamps or chemical adhesives, restraining bolts attach to a droid’s chassis and are used to restrict its actions, usually by means of remote control. The most basic restraining bolts simply shut down a droid, allowing the user to bypass droid guards and incapacitate any droid witnesses. More advanced systems can be used to make a droid perform any action commanded by the person holding the restraining bolt controller. Model:
- Stimpack/Painkillers (x3) - Stimpacks are small, single-use auto-injector systems containing a powerful cocktail of bacta, painkillers, anti-inflammatories, antibiotics, and other medications designed for quick healing in the field. Stimpacks come in countless varieties tailored to the physiology of most known species.
Recovered Gear to Decide On
Weapons
- Compact Flame Pistol (Ranged [Light], Damage 5, Crit 2, Range Short, Enc 1, Blast 2, Burn 2, Pierce 2, Vicious 3, Limited Ammo 10), ammo refill costs 25 credits <Apx. 600>
- Blaster Rifle (was on low charge when found), found in the engineering section <Apx. 450>
- blaster pistol (was jury-rigged to shoot on entry) <Apx. 200>
- flare gun (empty) <N/A>
- Captain Moriko Nash's blaster pistol <Apx. 200>
- Incendiary Grenade (Ranged [Light], Damage 8, Crit 3, Range Short, Enc 1, Blast 8, Burn 4, Limited Ammo 1) <Apx. 60>
- 2 Stun Grenades (Ranged [Light], Damage 8, Crit -, Range Short, Enc 1, Disorient 3, Stun Damage, Blast 8, Limited Ammo 1) <Apx. 30>
- "Sticky" AP Grenade (Ranged [Light], Damage 12, Crit 3, Range Short, Enc 1, Blast 4, Limited Ammo 1, Pierce 3); When fired at metallic target, the grenade will use magnets to prevent it from being easily removed <Apx. 60>
- 2 charges of Detonite (Base Damage 15, +10 per additional charge, Enc 2, Blast Radius (short)) <Apx. 25>
Armor
- Ancient personal deflector shield <Apx. 150-300?>
- Defense 1, Soak 0, Encumbrance 3 - will require a customized power supply, but can be worn over/in addition to a space suit or light armor
Credits
- 1300 credits recovered from space goblins
Gear
- fire extinguisher <N/A>
- 3 stimpaks <Apx 13>
Droid
- damaged security droid <Apx. ?>
Artwork
- Artwork looted by the mutated mynock over the years from many different ships. Ranging from bizarrely unsettling to delicately exquisite, these examples of exotic fine art are worth a total of 2,000 credits.