Group Gear

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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
    • Glow Rods
    • Fusion Lantern
    • Chemlights
    • Restraining Bolts
    • Military Medical Kit
      • Stimpacks
  • Ship Armory
    • Blaster Rifle
    • All Explosives
    • General Use Scanner

Cash

Group Share: 3,128 credits

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:
  • Flare Gun - This device, the size of a small pistol, is a breach loading device designed to launch signal or illumination flares into the sky. Model:
  • Fire Extinguisher - This five-pound tank with a top-mounted dispersal system is designed to be able to suppress or extinguish food, electrical, and metal fires.
  • Space Suit x3 - Three basic off the rack space suits for standard sized humanoids
  • Personal comm unit (long-range commlink), currently tuned to frequency to communicate with remaining cultists
  • encrypted data slate with sadistic sniper's communications, log, and entertainment (1 season for reality television, 4 seasons of Survival Deathmatch Extreme!, a paticularly gruesome bloodsport, probably illegal

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 (x7) - 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.

Wargear

  • Blaster Rifle: Standard Unknown Regions Blaster Rifle.
Model:
Ranged [Heavy], Damage 9, Crit 3, Range Long, Enc 4, HP 4, Stun Setting
  • Incendiary Grenade
Model:
Ranged [Light], Damage 8, Crit 3, Range Short, Enc 1, Blast 8, Burn 4, Limited Ammo 1
  • Stun Grenades (x2)
Model:
Ranged [Light], Damage 8, Crit -, Range Short, Enc 1, Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
  • "Sticky" AP Grenade (x1)
Model:
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.
  • Charges of Detonite (x2)
Base Damage 15, +10 per additional charge, Enc 2, Blast Radius (short)
  • Blaster Rifle
Scratched blaster carbine with silvery edging (had ruptured power pack) Model:
Ranged [Heavy], Damage 8, Crit 3, Range Medium, Encumbrance 2, HP 3; Auto-fire, Inaccurate 1, Stun Setting
Inaccurate 1 adds Eote-black-die.png to all attacks
  • Combat Knife
Model:
Melee, Damage +1, Crit 3, Range Engaged, Encumbrance 1, HP 0
  • scattergun (slugthrower)
Model:
Ranged [Heavy], Damage 7, Crit 6, Range Short, Encumbrance 3, HP 2; Blast 3, Knockdown
25 rounds available
  • Knockout Grenades (2)
Range [Light], Damage 12 (stun), Crit -, Range Short, Encumbrance 1, HP 0; Blast 10, Stun Damage Only, Limited Ammo 1
these are gas grenades that knock out creatures in range; it has no effect on targets with full respiratory protection or no lungs
  • Sniper Rifle, slugthrower
Ranged [Heavy], Damage 7, Crit 5, Range Long, Encumbrance 5, HP 2; Accurate 1, Cumbersome 2
Mod: telecopic optical sight (HP 1): reduces the difficulty of checks at long and extreme ranges by 1
Mod: leather weapon sling (HP 1): Reduce encumbrance rating by 1
50 rounds available

Decorative / Collectables

  • Captain Moriko Nash's blaster pistol A well-loved and cared for old model pistol found at the side of Captain Nash. The pistol has been mounted in a shadow box on the bridge. Model:

Sold off items of note

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.

Other

Other

  • three kaukariki worth of meat (local planetary monkeys)
  • 4 weeks of rations from cultists at statue

Current Mission Gear / Loot

Items gathered, but not yet sorted or distributed

(None currently)