The Star Wars Saga Edition RPG Databank

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Archive for the ‘Equipment’ Category

Mass Driver

Friday, December 30th, 2011

Designed by Sacredphoenix and ShadoWarrior

Vehicle Weapon

They inflicted damage by hurling projectiles at high velocities, which imparted kinetic energy and force to the target upon impact. Damage was thus a result of the mass of the projectile and its velocity.

The velocity the projectile could achieve is limited by the method by which it is initially propelled. For a chemical explosion (how a conventional slugthrower works), the peak velocity was ~1.8 km/s. For a plasma driven round from an electrothermal cannon (an electrical arc vaporizes the propellant into a plasma to create the requisite pressure to propel the slug), the peak was ~2.5 km/s. For a gauss/coil gun (where the mass is accelerated by passing through sequenced electromagnetic fields) the limit was ~2 km/s due to the rate at which the fields can be created and collapse. These speeds are extremely small in comparison to light speed

For a rail gun (where the slug is accelerated by Lorentz forces and electromagnetism between two parallel rails) there was no real limit (except the speed of light), only a practical one based on rail erosion and, when in atmosphere, ablation of the projectile. Typically this speed was 6 km/s.

Damage 7d10×2
Points 2
Availability Military
Cost 9,000

Heavy Mass Driver*
Damage 6d10×5
Points 6
Availability Military
Cost 18,000
Range Pt. Blank: 0-2 Short: 3-4 Medium: 5-10 Long: 11-20

*Colossal (frigate) or larger starships only

Posted in Weapons, Ranged | No Comments »

Diamond Boron Missile

Friday, December 30th, 2011

Designed by Sacredphoenix and ShadoWarrior


The diamond boron missile was a weapon developed sometime during the Clone Wars, but only truly refined at the height of the Galactic Civil War. Diamond boron missiles were nearly impervious to starfighter-scale laser weapons and could be fired from most standard concussion missile launchers. They were equipped with powerful warheads capable of completely destroying everything within five-hundred meters from the point of detonation. Thus, the missile proved itself an effective weapon against fighters, since a single blast could easily take out several at a time.

Despite these advantages, the missile was prohibitively expensive, with each unit demanding an investment upwards of 20,000 credits. It therefore fell into disuse as newer and cheaper alternatives were developed.

Imperial Broadside-class cruisers were initially equipped with diamond boron missiles, as well as Marauder-class corvettes used by the Alliance. The freighter Suprosa used these missiles to destroy many Y-Wings piloted by Bothans. The Zann Consortium also often employed the missiles, which were fired from stationary space platforms.

Diamond Boron Missile 9d10×5 1-square splash (starship scale) Availibility: Military, Rare Cost 20000 credits (per missile)

Special: May be used in Heavy Concussion Missile Launchers only

Posted in Weapons, Ranged | No Comments »

RGL-80 Electronet Grenade

Sunday, December 25th, 2011

The RGL-80 Electronet Grenade was a model of electronet grenade designed by Golan Arms. It could be fired through any standard grenade launcher and, upon command, detonate and unravel the electronet webbing to 2 meters. It was harder to use than a normal stun grenade, and if the target pulled hard enough they could potentially disconnect the wiring from the control box, however the amount of electrical charge could be varied depending on the target, allowing for lethal or nonlethal applications.

Tiny, Simple

WEAPON COST DMG STUN ROF WT TYPE AVAIL
RGL-80 Electronet Grenade 750 3d6 Y S .5 kg Stun Rare

Special: If the target is hit, treat as an attack with a Net. A successfully grappled target takes full damage each round until free.

Posted in Equipment, Simple Ranged Weapon, Weapons, Ranged | No Comments »

Coagulin & Cordrazine

Saturday, December 24th, 2011

Designed by FandomComics

Coagulin
This is a drug developed shortly before the Clone Wars that was widely used as a universal blood coagulant by many emergency doctors and surgeons. With a Treat Injury check (DC 5), the drug allows an unconscious character to make an immediate Constitution check to regain consciousness and grants a +5 bonus to that Constitution check.

Cordrazine
Cordrazine is a common drug found in emergency rooms and triage units. This drug creates an immediate chemical defibrillation used to jump-start a patient’s vital signs if they begin to slip into death. With a Treat Injury check (DC 5), this drug can be administered to a patient who has just failed a Constitution check to regain consciousness by 5 or more, or rolled a natural 1 on their Constitution check. The Cordrazine prevents the character from dying, but cannot be used more than a number of times equal to the patient’s Constitution modifier in a 24-hour period, or the patient dies instantly (see Falling Unconscious, SE 147).

Posted in Equipment, Gear, Medical Equipment | No Comments »

Incendiary Grenade

Monday, March 21st, 2011

Designed by Shadowrunner.

Tiny, Simple Weapon

The incendiary grenade spreads flammable chemicals over a two square burst radius, burning anyone within.  It is designed to detonate on contact after it is thrown, dealing damage in the same round as it was hurled.  The chemicals will keep burning until to start of the attacker’s next round and anyone within or moves into the radius suffers a D20+5 attack against their Fortitude defense, taking  1D6 fire damage.  When you make an area attack with an incendiary grenade, you make a single attack roll and compare it to the Reflex defense of every target in the blast area.  Creatures you hit take full damage and take only half damage on a miss.  Creatures with Evasion take half damage on a successful attack and no damage on a miss.

WEAPON COST DMG STUN ROF WT TYPE AVAIL
Incendiary Grenade 400 4D6 N NA .75 kg Fire Military

Posted in Explosives, Weapons, Ranged | No Comments »

The Muur Talisman

Friday, June 26th, 2009

Designed by jadenkorr

A Mandalorian holding the Muur Talisman

The Muur Talisman was a unique Sith Talisman created by the Sith Lord Karness Muur at a time near that of the Hundred-Year Darkness of 7,003 BBY. It had the unique ability to infect humanoids in the area into Rakghouls, and is believed to be the source of the entire Rakghoul Plague. Many non-human species, such as Snivvians, were immune to its power, as were Force-Sensitives. It also gave the wearer the ability to control Rakghouls, using the skills of the beast’s original form, and prevented the bearer from aging. It had the appearance of a golden scorpion, and could move of its own accord, to find a suitable target to latch onto.

Eventually, the Talisman was discovered in 3,965 BBY by a Mandalorian by the name of Pulsipher, who discovered some of its abilities before it abandoned him and Rakghouls devoured him when he arrived on Jebble. The Talisman wrapped itself to the throat of Celeste Morne, who discovered that the Talisman’s bearer was haunted by the Dark Side Spirit of Karness Muur himself. Intending to bring Jedi help to remove the Talisman, Zayne Carrick placed Morne in Dreypa’s Oubliette, a stasis chest that smothered the Muur Talisman’s power. Before Zyne could bring help, Jebble received a nuclear attack from Cassus Fett, burying the Oubliette, Morne, and the Talisman below a kilometer of ice.

The Oubliette was rediscovered by a mining expedition, and changed hands many times, the mystery of the sealed box that could not be opened driving the price high, until the Dark Times. After a war was fought over it, the crew of the Uhumele found it, but while trying to sell it, were betrayed and it fell into Vader’s hands on an unknown moon. Vader was able to open it, and when Morne, still alive, discovered the Sith Lord’s nature, dueled with him. When she was beaten, she chose to keep the Talisman’s power from Vader, and transformed his Stormtroopers into Rakghouls, who then chased the Sith Lord away.

Twenty years later, Vader knew Morne was still stranded, and tried to deal the Rebel Alliance a blow by baiting them to the moon where they would be killed or transformed into Rakghouls. Luke Skywalker and Leia Organa led the expedition, and after a battle with the former, Morne took a B-wing and left the moon.

One-hundred and forty years later, Morne, still as young as ever due to the Talisman’s power, joined Cade Skywalker, who eventually destroyed the Talisman using the Force ability known as Shatterpoint.

The Muur Talisman

The Muur Talisman enables Force-Sensitive bearers to infect all creatures within 6 spaces with the Rakghoul Plague (KotOR CG, page 223) as a full-round action. Make a Use the Force check, and substitute it for the normal +8 modifier of the disease as though all creatures within 6 spaces were bitten. Characters who are not humanoid or have the Force Sensitivity feat are immune. If successful, the creature is infected and the attack recurs every 5 rounds rather than every 5 minutes. Using the Talisman in this way increases the bearer’s Dark Side Score by 1. All Rakghouls are always Helpful towards the bearer, and can be directed by him/her, even to do things not in their nature (like wield blasters and protect others who aren’t infected) without a check of any type.

Additionally, the bearer does not age, and is capable of communicating with the Dark Side Spirit of Karness Muur.

If the Talisman is attached to a non-Force-Sensitive bearer, it can release him/her and search for another bearer to latch onto (treat as a Grapple attack). For game purposes, the Talisman is considered to have speed of 4 squares and a Grapple modifier of +10.

Posted in Force Artifacts, Gear, Uncategorized | 3 Comments »

Qui-Gon Jinn

Sunday, March 22nd, 2009

Designed by Morco_Jocra and ShadoWarrior.

Qui-Gon Jinn was a revered, yet maverick and unconventional Jedi Master, Padawan to Count Dooku, and mentor to Obi-Wan Kenobi, Qui-Gon often placed himself in conflict with the Jedi Council. He was deeply attuned to the Living Force, which contributed to his frequent taking side trips to help seemingly “pathetic life-forms.” Despite his opposition to the council, he was regarded by many Jedi as sharp-witted and for possessing great wisdom.
Qui-Gon served the Galactic Republic and the Jedi Order his entire life, participating in actions against the Nebula Front and most famously during the Invasion of Naboo. It was Qui-Gon who discovered Anakin Skywalker, on Tatooine during this crisis and was largely responsible for championing his training. Even after his death at the hands of Darth Maul he played a vital role in the legacy of the Jedi Order, by learning and instructing Yoda & Obi-Wan Kenobi to become one with the force.

Qui-Gon Jinn CL 17

Meduim Human Jedi 7/Jedi Knight 5/Jedi Master 5
Destiny 3; Force 9
Init +15; Senses Perception +17
Languages Basic, Cerean, Gran, Shryiiwook

Defenses Ref 32 (flat-footed 30), Fort 30, Will 34; Block, Deflect, Shii-Cho
HP 137; Threshold 30
Immune fear effects

Speed 6 squares
Melee lightsaber +21 (2d8+11) or
Melee lightsaber +19 (3d8+11) w/Rapid Strike or
Melee lightsaber +16 (4d8+11) w/Improved Rapid Strike or
Melee lightsaber +21/+21 (2d8+11) w/Double Attack or
Melee lightsaber +19/+19 (3d8+11) w/Double Attack and Rapid Strike
Melee lightsaber +16/+16 (4d8+11) w/Double Attack and Improved Rapid Strike
Melee lightsaber +17/+17/+17 (2d8+11) w/Triple Attack or
Melee lightsaber +15/+15/+15 (3d8+11) w/Triple Attack and Rapid Strike
Melee lightsaber +12/+12/+12 (4d8+11) w/Triple Attack and Improved Rapid Strike
Ranged by weapon +19
Base Atk +17, Grp +19
Attack Options Double Attack, Improved Rapid Strike, Rapid Strike, Severing Strike, Triple Attack
Special Actions Redirect Shot, serenity
Force Powers Known (Use the Force +21): battle strike (2), farseeing, Force slam (2), mind trick (2), move object (2), negate energy, rebuke (2), surge (2), vital transfer
Force Secrets Extend Power, Multitarget Power, Quicken Power, Shaped Power
Force Techniques Force Point Recovery, Improved Sense Force

Abilities Str 13, Dex 15, Con 12, Int 16, Wis 18, Cha 17
Talents Ataru, Block, Deflect, Disciplined Strike, Multiattack Proficiency (lightsabers) x3, Redirect Shot, Severing Strike, Shii-Cho
Feats Double Attack, Force Sensitivity, Force Training (3), Improved Rapid Strike, Rapid Strike, Skill Focus (Use the Force), Triple Attack, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +15, Initiative +15, Knowledge (galactic lore) +16, Knowledge (tactics) +16, Perception +17, Use the Force +21
Possessions lightsaber (self-built), Jedi robes, utility belt (extra medpac), aquata breather, comlink (encrypted)

Posted in Characters, Jedi Order, Republic, Weapons, Ranged | 8 Comments »

Tapani Lightfoil

Saturday, January 3rd, 2009

Lambach

Medium, Light sabre (Rebellion Era)

Tapani Lightfoils were weaker than authentic lightsabers due to the poor quality focusing crystals used in their manufacture and the relatively low level of craftsmanship compared to jedi artisans.  The Empire considered carrying a lightfoil to be a show of support for the Jedi Order and functioning lightfoils had been outlawed. Many Tapani nobles still carried nonfunctioning lightfoils as status symbols. Some of these nonfunctioning weapons could still be activated if a secret switch was activated.

On a natural role of 1 a lightfoil ceases to function until a fullround action and a DC 15 mechanics check can be used to repair it.

WEAPON COST DMG STUN WT TYPE AVAIL
Light Foil 1500 1d12 N 1 kg E,S Rare, Illeagal

Posted in Lightsabers, Weapons, Melee | 6 Comments »