Star Wars Unisystem

EQUIPMENT

ARMORS
WEAPONS
OTHERS

 

Availability Table
This table lists the availability codes used in the tables and descriptions below. It is copied from WEG version of the game.

Code
Description
1
Readily available throughout the Known Galaxy.
2
Normally available only in large cities and spaceports or on planet of origin.
3
Specialized item, normally available only on planet of origin.
4
Rare item, difficult to find anywhere.
F
Fee or permit often required for purchase.
R
Restricted on most planets, and normally may not be bought or sold without appropriate Old Republic, Imperial, New Republic or other relevant license.
X
Illegal on most planets; possession and use often violates Old Republic, Imperial, New Republic or local laws except for specifically authorized individuals; penalties may be severe.

 

 

ARMORS

     In keeping with Star Wars tradition, armors don't give all that protection, especially against energy attacks. Most of the armor suits listed below were taken from the d20 version; just to add some diversity.

Armor
AV
EV
PA
Cost
Avail
Notes
Blast Helmet
D6+1 (4/2)
No
H
300
1
 
Blast Vest
D6+1 (4/2)
No
T
300
1
 
Combat jumpsuit
D6+5 (8/4)
No
T, A,L
1000
 
Flight Suit
D6+1 (4/2)
No
All
500
 
Flight Suit, Armored
D6+7 (10/5)
Light
All
2000
2-hour Life Support
Battle Armor, Padded
D6+7 (10/5)
Light
All
1500
 
Battle Armor, Heavy
(D6x2)+14 (20/10)
Medium
All
3000
 
Ceremonial Armor
D6+10 (13/6)
Light
All
2000
 
Stormtrooper Armor
D6+7 (10/5)
Light
All
2500
3, X
+1 PER Tests and Survival Tasks
Spacesuit, Armored
(D6x2)+9 (15/7)
Heavy
All
2500
10-day Life Support
Corellian Powersuit
D6+7 (10/5)
(Light)
All
2500
2, R
+1 STR; Medium EV if not powered

WEAPONS

SIDEARMS
MELEE
EXPLOSIVES
HEAVY

 

 

SIDEARMS

     All the weapons in the table below are Character Scale. They represent average exemplars of each category, with different brands and models having different specifications. Some of these common items, like the Wookiee Bowcaster, and special ones have expanded entries further below.

Weapon

Damage

Range

Cost

Cap

Avail

Notes

Hold-Out Blaster

D6 x 3 (9)

3/4/8/12

275

6

2,R or X

SA; Stun setting

Sporting Blaster

D6 x 3 (9)

3/10/30/60

350

50

1,F

SA; Stun setting

Blaster Pistol

D6 x 4 (12)

3/10/30/120

500

100

1,F,R or X

SA; Stun setting; T

Heavy Blaster Pistol

D6 x 5 (15)

3/7/25/50

750

25

2,R or X

SA; Stun setting; T

Blaster Carbine

D6 x 5 (15)

3/25/50/250

900

100

2,F,R or X

SA; Stun setting; T

Blaster Rifle

D6 x 5 (15)

3/30/100/300

1000

100

2,X

SA; Stun setting; T

Sporting Blaster Rifle

D6 x 4 (12)

3/40/120/350

900

100

2,R

SA; Stun setting; T

Light Repeating Blaster

D6 x 6 (18)

3/50/120/300

2000

25 or generator

2,X

Auto; T

Med. Repeating Blaster

D6 x 7 (21)

3/60/150/400

3000

generator

2,X

Auto

Hvy. Repeating Blaster

D6 x 8 (24)

3/75/200/500

5000

generator

2,X

Auto

Wookie Bowcaster

D6 x 7 (21)

3/10/30/50

900

6

3, R

T

Stun Pistol

D6 x 3 (9)

3/5/10/14

200

 

1,F

Stun setting only

Riot Gun

D6 x 8 (24)

3/5/12/18

750

 

2,R

Stun setting only

 

Orbital Sniper Blaster Rifle
Model:
Borstel/Taim & Bak NX-5 Orbital Sniper Blaster Rifle
Scale: Starfighter
Skill: Gunnery (Orbital)
Fire Rate: 1/2
Ranges: 10km/Atmosphere/Low Orbit (1)
Damage: D10 x 10 (50) blaster
Capacity: 3 or generator
Availability: 4, X
Cost: 25,000+ credits (black market)
     This terrifying weapon came out of the joint R&D department of Borstel and Taim & Bak. The intention was to create a precision, yet powerful weapon, for use in hostage and siege situations involving planetary-scale engagements. The engineers took a KX9 laser cannon and redesigned it as a sniper rifle that could shoot from a planet's low orbit to its surface. The rifle has one-fourth the effective energy output of a regular KX9, since most of its energy is directed towards maintaining cohesion in atmosphere. This is accomplished through the use of triple the normal amount of galven coils and circuits. High-performance cooling systems prevent waste heat-degradation of internal components, but even with them, the rifle can only fire once every ten seconds. The internal power cell has enough energy to fire three shots, but the rifle can be connected to a generator for unlimited fire. An integral -- and very important --, accessory of the Orbital Sniper Rifle is the XL-500 Holographic Imaging and Target Acquisition System (HITAS), that makes the weapon's mission feasible. The rifle also has a port that allows connection with a starship's sensor suite for increased accuracy. The weapon's great weight (135kg) makes it only suitable for zero-g environments. The gunner fires from a prone position with the rifle leveled up by an integral magnetic bipod.
     To fire this rifle, the gunner must first acquire its target. This requires accumulating several Success Levels in successive Perception+Gunner (Orbital) Tasks. Only range penalties apply, since the HITAS compensates for most of the variables. If the rifle is connected to a starship's sensor suite, the gunner can add the Focus Mode bonus to the rolls. Walker-Scale objects and buildings require up to three Success Levels. Character-Scale targets usually require 10 Success Levels. Once the target is acquired, the gunner can fire. Note that this weapon is Starfighter-Scale, so damage must be adjusted accordingly.
     Before releasing the rifle on the market, Borstel and Taim & Bak held a demonstration to Imperial and law enforcement officers from several worlds. Despite the designers enthusiasm, the weapon failed to impress the crowd gathered. Although everybody agreed the technical feat of producing that weapon was worthy of praise, they thought it too cumbersome and of limited application. Imperial officers agreed on the lack of usefulness of the rifle for the Empire, but quickly recognized the danger it would pose in the hands of subversive organizations. At the end of the demonstration, they arrested the engineers responsible for the project, confiscated all the copies of the design plans and fined Borstel and Taim & Bak. When they aprehended the rifles already produced, the officers realized 8 units were missing. Rumors say that, of the eight unaccounted for-rifles, one or two may have found their way to both the Black Sun organization and the Tenloss Syndicate; two others belong to Hutt clans; and one is now the property of the notorious assassin Talos Cain.

 

Wookiee Bowcaster
Model:
Wookiee bowcaster
Scale: Character
Skill: Hand Weapons (Bowcaster)
Fire Rate: 1
Ranges: 3/10/30/50m
Damage: D6 x 7 (21) blaster
Capacity:
6
Availability: 3, R
Cost: 900 credits
     The Wookiee bowcaster fires explosive darts surrounded by an energy cocoon. This field increases the penetration power of the dart, allowing it to punch through armor more easily before exploding. Against bowcaster shots, the characters uses his armor's energy AV. Damage that gets through the armor's AV is doubled due to the explosive charge. If the character finds himself with an empty gas chamber (to generate the energy cocoon), he can still fire the dart, but now it must punch through the armor's physical AV. Damage that gets through is still doubled.
     Bowcasters must be cocked after every shot. This requires a Difficult Strength Test, with Extra Action penalties when appropriate.
     Many Wookiees customize their bowcasters adding a second string, or extra bows, or automatic cocking systems.
     

 

MELEE

Weapon

Damage

Range

Cost

Avail

Notes

Knife

D4 (2) x STR

3/5/8/10

25

1

S/S

Vibroaxe

(D8+2) x STR

--

500

2, R

S/S; AP2

Vibroblade

(D6+2) x STR

--

250

2, F

S/S; AP2

Force Pike

D6 x 5 (15)

--

900

2, F,R or X

Lightsaber

D6 x 5 (15)

3/5/8/10

5000

4, X

S/S; E; AP10*

EXPLOSIVES

Weapon

Damage

Range

Cost

Availability

Fragmentation grenade

D6 x 10 (30)/ x8 (24)/ x3 (9)

2/6/10

200

1, R

Mine

D8 x 10 (40)/ x8 (32) x3 (12)

2/6/10

750

2, X

Thermal Detonator

D6 x 20 (60)/ x18 (54)/ x6 (18)

2/12/20

2000

2, X

 

HEAVY

     All the weapons listed in this section require the appropriate Gunnery Skill to be operated.

Anti-Orbital Ion Cannon
Model: KDY v-150 Planet Defender
Type: Heavy Ion Surface-To-Space Cannon
Scale: Capital
Size: 12 (only for purpose of determining target's maximum size)
Toughness: 5
DC: 500
Fire Rate: 1/1
Accuracy: 5
Ranges: Atmosphere/Low Orbit (1)/High Orbit (3)
Strength: 24
Availability:
3, X
Cost: 500,000 credits (new), 100,000 (used)

 

Atgar Anti-Vehicle Tower
Model: Atgat 1.4 FD P-Tower
Type: Light Anti-Vehicle Laser Cannon
Scale: Speeder
Toughness: 2
DC: 20
Fire Rate: 1/2
Accuracy: 1
Ranges: 10/500/2km/10km
Damage: D8 x 12 (48) blaster
Availability: 2, R or X
Cost: 10,000 credits (new), 2,000 (used)



OTHERS

     This section lists all the other equipment that requires some conversion. Not much so far.

MEDICAL

Bacta Tank
Avail: 2, R.
Cost: 3000
      The ultimate in healing technology, a bacta tank allows a character to recover 2 Life Points per hour. Setting a bacta tank is a Moderate Intelligence+Medicine Task, but a ready bacta tank can be used by anyone with at least 2 levels in Medicine without a roll.

Medpac
Avail: 1
Cost:
100
     A high-tech First Aid kit, it gives +3 to a First Aid Task to cure damage or to stabilize a dying character. The Medpac possesses advanced diagnostic systems that can guide an unskilled person in performing First Aid, as such, these people doesn't suffer the unskilled penalty and have the +3 bonus as well. Once used, however, it is spent.


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Last Update: 5-Mar-04

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