Equipment

Weapons

Ranged Weapons

TypeDamageRangesClipInitStrSizeAvailabilityTagsExample
Pistol, light220/40/805000212Q-7
Pistol, heavy435/70/140500-2312SE-14C
Assault Rifle6150/300/600500-3333AssaultDC-15A/S E-11 DLT-19
Rifle8300/600/120050-5223T21
Laser-Crossbow8150/300/6001-4323Chewbacca’s Crossbow

Damage: Indicates the number of bonus successes added to a successful attack. Firearms deal lethal damage against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers a short/medium/long ranges in yards. Attacks at medium range suffer a -1 penalty. Attacks at long range suffer a -2 penalty.
Clip: The number of rounds a gun can hold. A “+1” indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the gun.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a -1 penalty on attack rolls.
Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can be fired two-handed but not hidden on one’s person
Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.
Tags:
- Assault: The weapon is capable of autofire, including short bursts, medium bursts, and long bursts. - Piercing: For each level of piercing ignore 1/1 Armor

Melee Weapons

TypeDamageInitStrengthSizeAvailabilityTags
Knife00111
Vibroknife2-1112
Vibrosword4-2222
Lightsaber8-1115melting

tags: - melting: exactly what you’d expect

Explosives

TypeDamageInitBlast AreaForceStrengthSizeTags
Standard Thermaldetonator+2010321Knockdown, Stun
Molotov+1-23221Incendiary
Stun+005221Knockdown, Stun
Smoke Bomb+010-21Concealment
Thermite+35421AP 8, Incendiary

Armor

TypeRatingStrengthDefenseSpeedAvailabilityCoverage
Bes’kar Armor light5/103-105, unless mandoTorso, arms, legs partially
Bes’kar Armor heavy10/154-3-25, unless mandoTorso, arms, legs fully

Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the slash is for general
armor, while the number after the slash is for ballistic armor.
Strength: If your character’s Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by 1.
Defense: The penalty imposed on your character’s Defense when wearing the armor.
Speed: The penalty to your character’s Speed for the armor worn.
Availability: The cost in Resources dots or level of Social Merit needed to acquire the armor.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location (“Specified Targets”, above), the armor’s protection applies. Wearing a helmet increases the armor’s coverage to include a head)

Mental Equipment

Comlink: +2 on coordinated efforts when in contact with team