Star Wars Unisystem
EQUIPMENT
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. |
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 |
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.
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*
|
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 |
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)
This section lists all the other equipment that requires some conversion. Not much so far.
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