Group Gear: Difference between revisions

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** Military Medical Kit
** Military Medical Kit
*** Stimpacks
*** Stimpacks
== Cash ==
Group Share:


== Tools & General Use Gear ==
== Tools & General Use Gear ==

Revision as of 22:29, 13 February 2021

Star Wars: The Unknown Regions
Unknown Regions Logo.png
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

Cash

Group Share:

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. - SOLD