Q7-SPDR - "Q" by BadgersDontCare

Species
Droid
Career
Technician
Specializations
Mechanic, Shipwright
System
Edge of the Empire

6
Threshold 14
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
1
5
3
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) 0
Coordination (Ag) X 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 3 □□
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) 0
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) X 1
Gunnery (Ag) X 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

R2 Shock Stick (Gloves)
Range
Engaged
Skill
Brawl
Stun 3
Damage
2
Critical
5
Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, Vicious 3
Damage
5
Critical
3
Foamcast Improvised Explosive (♦ ♦ ♦)
Range
Short
Skill
Blast 4, Ensnare 4, Inferior, Prepare 2
Damage
4
Critical
5

25
425
1250
13 / 16 (Base 7)

Weapons & Armor

Merr-Sonn N-57 Armor : 3000cr E2/5 R6
- Def 0, Soak 2 / Ion +3, HP 3/5
As a maneuver the wearer may recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/power pack.
+ Utility Arm : 2300cr, 2HP, R3
Adds □□ to Mechanics checks and may modify other checks at the CM's discretion.
Spend 1 Strain to get one extra Maneuver.
+ Ion Shielding : 2000cr, 1HP, R7
Extra 3 Soak against Ion

Shock Gloves : 300cr E0 R2 HP 0/1
Stun 3

----------------------

Requisitions :
(R) - Items
(1) - Datapad : 75cr
(1) - Emergency Repair Patch x10 : 250cr
(1) - Foamcast : 25cr
(2) - Fusion Cutter : 175cr
(2) - Shock Gloves (R2 Stick) : 300cr
(3) - Concealed Recorder : 175cr
(3) - Scanner Goggles : 150cr
(4) - Holo-Messenger : 250cr
(4) - Taggeco Hardened Comlink : 450cr
(2) - "Breaker" Heavy Hydrospanner : 250cr

Highest Rating : 4
Total Cost : 1850cr (Consumables : 250cr)

(?) - Owner’s Manual : 100cr
(3) - Heating System : 1000cr

Personal Gear

Cybernetics :

Multi-Tool Hand : 650cr E0 R6

Gear :

PX-7 Heat Sensor : 250cr E3 R7
+□ to repair vehicles crit.
Verpine Headband : 500cr E1 R6
Utility Belt : 25cr R0 (E+1)
Military Belt Pouch : 10cr E0 R0
MK.III Modular Backpack : 165cr R1 (E+8)

--- Requisitioned : ---

Datapad : 75cr E1 R1
10/10 Emergency Repair Patch : 25cr E0 R1
Foamcast : 25cr E1 R2
+□ to repair vehicles Hull.
Fusion Cutter : 175cr E2 R2
Shock Gloves (R2 Stick) : 300cr E0 R2
Concealed Recorder : 175cr E0 R3
Scanner Goggles : 150cr E0 R3
Holo-Messenger : 250cr E0 R4
Taggeco Hardened Comlink : 450cr E3 R4
"Breaker" Heavy Hydrospanner :250cr E3 R2


--- Left at Base ---



--- Not Requisitioned ---

(?) Owner’s Manual : 100cr E1 R:Vehicle
+□ to repair checks.
Lockpicking Tools : (R)50cr E1 R6
Heating System : 1000cr E0 HP1 R4

Assets & Resources

Hours : 96 / 96
Duty : 65 / 65

Critical Injuries & Conditions

Healed 2020-05-09 (♦ ♦) Fearsome Wound

Talents

Name Rank Book & Page Description
Droid : Special Abilities 1 EotE 47 Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2).
Droid : Inorganic 1 EotE 47 Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1.
Toughened (Y) 1 EotE 145 The character increases his wound threshold by two per rank of Toughened.
Fine Tuning (Y) 3 EotE 135 Whenever a character reduces the amount of strain a starship or vehicle suffers, he reduces one additional strain per rank of Fine Tuning.
Solid Repairs (Y) 4 EotE 143 The character repairs + 1 hull trauma per rank of Solid Repairs whenever he repairs a vehicle or starship.
Enduring (Y) 2 EotE 135 Character gains + 1 soak value per rank of Enduring.
Dedication (Y) 1 EotE 134 1 : Intellect, 2 :
Gearhead (Y) 1 EotE 136 Remove ■ per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase with multiple ranks of Gearhead.
Hold Together (N) Incidental, Out of Turn 1 EotE 137 The character may spend one Destiny Point to make a Hold Together incidental immediately after a vehicle or starship he has repaired this encounter takes damage. The character explains why the apparently serious damage was in fact superficial, and the damage from the attack becomes system strain instead.
--- Shipwright ---
Dockyard Expertise (Y) Action 2 FO 30 The character may make an Average (♦ ♦) Knowledge (Education) check when at a dry dock with suitable personnel and equipment to conduct repairs to a starship, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Dockyard Expertise, to a minimum of 100 credits and one day.

Background

**Background : Born Engineer**
```The Q7 unit was designed for the sole purpose of being a V-wing starfighter astromech droid. But the ship soon became obsolete, and so did its dedicated astromech droid. Luckily for this particular Q7 unit, its owner got really fond of it, and so he decided to upgrade it rather than throwing it away. That meant that the troublesome repulsorlift got removed and legs were added to give it back some means of locomotion. He got a new designation, Q7-SPDR, for its uncanny resemblance with a spider. And finally, after getting a full suite of upgrades, its owner gave him sentience, so that the droid could continue his master's work once he pass away, helping the Rebellion against the Empire.```

Motivation

•Astrogation - SoT 72
May have 15 pre-programmed jumps stored before the mission. They require a Simple (-) check to jump to any of those. Othewise, they require a Hard (♦ ♦ ♦) check.

•Angle Deflector Shields - AoR 246
Maneuver, Sil Any, Speed Any.
Using this maneuver, a crewmember with access to the shield controls can reassign up to one point of defense from one defense zone to another. [...]

•Assist - AoR 214
Pass a blue!

•Increase Power - SoT 72
Maneuver, Sil 0-3, Speed Any.
Ship takes 2 system strain, and increases the ship's top speed by 1 for a number of turns equal the astromech's Intellect, but reduces the craft's handling by 2, and the astromech may not perform a Boost Shields action in the same turn.

•Astro-Socket Actions - AoR 246

•Damage Control - Hull Threshold - !roll [aapppbbbd]
•Damage Control - System Strain - !roll [aapppbbd]
<50% = (♦) --- >50% = (♦ ♦) --- >100% = (♦ ♦ ♦)
•Repair Critical - !roll [aapppbbbbd]

•Plot Course - !roll [aaaapdd]
Each (S) reduce ■ suffered for difficult terrain.
(♦ ♦) Astrogation or (♦ ♦ ♦) Perception check

•Copilot -
Each (S) downgrade difficulty of next piloting check.
(♦ ♦) Piloting check

•Boost Shield - !roll [aapppbbddd]
AoR 248
(♦ ♦ ♦) Mechanics check

•Jamming - !roll [aaaapdd]
Enemy must make (♦ ♦) computer check to use comms. Each additional (SS) increase difficulty by 1. Each (A) affect 1 additional target.
(♦ ♦) Computer check

•Scan the Enemy - !roll [aapddd]
If successful, he learns what weapons the ship has. its modifications, and its system strain and hull trauma thresholds. If he spends ✔✔ he can also learn its current system strain and hull trauma levels.
(♦ ♦ ♦) Perception check

•Spoof Missiles - !roll [aaaapdd]
If successful, any attacks against the crewmember's ship or vehicle using weapons with the Guided quality upgrade their difficulty by one (plus an additional upgrade for every additional (AA)) until the start of the crewmember's next turn.
(♦ ♦) Computers or (♦ ♦ ♦) Vigilance check

•Watch Your Back! - !roll [aaaapdd]
SoT 73
The astromech performs an Average (♦ ♦) Computers check to identify and prioritize incoming threats. Each (Success) provides the craft with + 1 defense to a single defense zone until the astromech's next turn. One or more ■ may be added to the check depending on the size and chaos of the dogfight. A single fighter-on-fighter engagement would not add any, while the sheer number of potential threats available in a fleet engagement could add as much as ■ ■ ■.

•Target Lock - !roll [aaaapdd]
SoT 73
The astromech declares a target, making a Computers check with a difficulty determined by comparing the silhouettes of the astromech's ship and the target ship (Table 7 - 5 : Silhouette Comparison, AoR 249). As with Watch Your Back! above, add ■ appropriate to the situation, representing the difficulty of prioritizing multiple targets. A successful Target Lock action provides □ on the pilot's Gunnery checks against the declared target as well as one additional □ for each (SS) beyond the first. The Target Lock remains in place for one round, plus one additional round per (AA) generated on the check. Any (Triumph) generated indicates the number of turns an astromech must wait before another attempt at Target Lock may be made.

Obligations

Duty : 65

**Motivation : Thrill**
```There are few actions more dangerous than taking on the forces of the Empire in a head-on battle. It requires incredible speed, intelligence, and courage to climb into the cockpit of an X-wing or infiltrate an Imperial base. "Q" seeks thrills and danger wherever he can find them, and he has joined the Rebellion to get a shot at taking on the most dangerous and well-trained fighting force in the galaxy.```

**Duty : Support**
```Individually, the lone agents of the Alliance don't stand a chance against the combined might of the Galactic Empire. Only by working together can they hope to achieve a victory in this civil war. "Q" is devoted to helping fellow Rebels fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people he is helping, the PC has many more opportunities than his fellows to fulfill his Duty to the Rebellion.```

Description

**R2 Shock Stick**
Damage 2, Critical 5, Range : Engaged, Stun 3
!roll [ap]

**Fusion Cutter**
Damage 5, Critical 3, Range : Engaged, Breach 1, Burn 3, Sunder, Vicious 3
!roll [aa]

**Foamcast Improvised Explosive**
Damage 4, Critical 5, Range : Short, Blast 4, Ensnare 4, Inferior, Prepare 2
!roll [aapppbbddd]

Other Notes

Operation Museum Worthy (2020-05-10) : 10 XP, 10+5 Duty, 300cr, 24 hrs.

Operation Groundhog (2020-05-09) : 20 XP, 15 Duty, 300cr, 24 hrs.

Operation Virtual Classroom (2020-04-18) : 20 XP, 15 Duty, 300cr, 24 hrs.
-10xp Fine Tuning

Operation Icy Steel (2020-04-03) : 25 XP, 20 Duty, 300cr, 24 hrs.
-25xp Hold together

Technician - Mechanic (Base Spec) - (Talents : 110xp)
■ ■ ■ ■ - (xp) - Gearhead - Toughened - Fine Tuning - Solid Repairs
□ ■ □ □ - (xp) - Solid Repairs
□ ■ □ □ - (xp) - Solid Repairs - Enduring - Bad Motivator
□ ■ ■ □ - (xp) - Contraption - Solid Repairs - Fine Tuning
□ ■ ■ □ - (xp) - Natural Tinkerer - Hold Together - Dedication

Engineer - Shipwright (30xp) - (Talents : 15xp)
■ □ □ □ - (xp) - Dockyard Expertise - Eye for Detail
■ ■ □ □ - (xp) - Solid Repairs - Fine Tuning - Eye for Detail
□ ■ □ □ - (xp) - Known Schematic - Dockyard Expertise - Smart Handling
□ □ □ □ - (xp) - Push the Specs - Solid Repairs
□ □ □ □ - (xp) - Dedication - Master Artisan - Stroke of Genius

#Starting XP
+350xp : Race 175xp, SFL 15xp, Duty 10xp, Knight 150xp.
#Total Spent :
-350xp
#Characteristics :
-180xp : 20xp Brawn, -90xp Intellect, -50xp Cunning, 20xp Willpower.
#Starting Skills :
Career : Technician
+1 Astrogation , +1 Computers, +0 Coordination, +1 Discipline, +1 Mechanics, +1 Perception, +0 Piloting (Planetary), +1 Knowledge: Outer Rim.
Spec.: Mechanic
+1 Mechanics, +0 Piloting (Space), +1 Skulduggery, +1 Brawl.
Race : See Talents.
#Paid Skills :
-15xp Mechanics
#Extra Specialization :
-30xp Shipwright.
#Talents :
-125xp : -5xp Toughened, -5+10+20xp Solid Repairs, -15xp Enduring, -5+20xp Fine Tuning, -25xp Dedication, -5xp Gearhead, -5xp Dockyard Expertise, -10xp Solid Repairs.

Starting Credits : Base 9000cr
Spent : 8950/9000

Armor :

Merr-Sonn N-57 Armor : 3000cr, E2/5, R6 - AoR 184
+ Utility Arm : 2300cr, 2HP, R3 - Fully Operational 54
- 2x mod
+ Ion Shielding : 2000cr, 1HP, R7 - Special Modifications 58

Cybernetics :

Multi-Tool Hand : 650cr, E0, R6 - Cypher and Mask 44

Gear :

Lockpicking Tools : (R)50cr, E1, R6 - Fly Casual 49
PX-7 Heat Sensor : 250cr, E3, R7 - Keeping the Peace 50
Verpine Headband : 500cr, E1, R6 - Strongholds of Resistance 115
Military Belt Pouch : 10cr E0 R0
MK.III Modular Backpack : 165cr R1 (E+8)
Utility Belt : 25cr R0 (E+1)

--- To be Requisitioned : ---
(?) Chiles-ZRAII Foreman-Series Owner’s Workshop Manual : 100cr, E1, R:Vehicle - Stay on Target 46
Concealed Recorder : 175cr, E0, R3 - Desperate Allies 50
Datapad : 75cr, E1, R1 - AoR Core 196
Emergency Repair Patch : 25cr, E0, R1 - AoR 197
Foamcast : 25cr, E1, R2 – Fully Operational 44
Fusion Cutter : 175cr, E2, R2 - AoR 197
Holo-Messenger : 250cr, E0, R4 - AoR 186
Scanner Goggles : 150cr, E0, R3 - AoR 191
Shock Gloves (R2 Shock Stick) : 300cr, E0, R2 - Fly Casual 45
Taggeco "Shockhold" Hardened Comlink : 450cr, E3, R4 - Dangerous Covenant 56

--- To Acquire Later ---

Cybernetic Cavity : (R)775cr, R3 - Fly Casual 48
Escape Circuit : 1000cr, R6 - Special Modifications 49

Carbanti United Electronics Whistler Encryption Module : 1,250cr, E3, R6 - Suns of Fortune 100
Security Sweeper : 400cr, E1, R6 - Desperate Allies 53
Sound Dampener : 600cr, E2, R7 - Desperate Allies 53
Verpine Bond Gauntlets : 250cr, E1, R6 – Strongholds of Resistance 115
Welding Rod : 1750cr, E4, R5 - Special Modification 47
Load-Bearing Gear : 100cr R3 (E+3)
MK.III Modular Backpack : 165cr R1 (E+8)

---------- Descriptions : ----------

Merr-Sonn N-57 Armor : 3000cr, E2/5, R6 - Special Modifications 48
- Def 0, Soak 2, HP 0/5
The latest suit in Merr-Sonn's N-series armor for combat engineers has broken with the company's typical policy of selling exclusively to established planetary militaries, and is available for general purchase on the open market. Unrest across the galaxy has made everyone from Rebel saboteurs to civilian contractors in dangerous areas interested in a little extra protection as they work. Fortunately, combat engineering armor exists to meet their needs. In addition to providing protection comparable to laminate armor. the suit also includes a micro-generator that can be used to power attachments or provide an emergency boost to external equipment.
As a maneuver, the wearer may recharge an energy weapon or device that has run out of power or ammunition in the manner of an extra reload/power pack (see EotR 181).

Utility Arm : 2000cr, 2HP, R3 - Fully Operational 54
For some species, it's a mystery how humans and their ilk get by with only two arms. In fact, it's often said that the first armor-mounted utility arm was invented
by a Dug Engineer, although another tale attributes its origin to a cybernetics manufacturer with a product surplus. Regardless of its origin, the utility arm is now a common tool for Engineers and technicians of all species. Mounted on a harness or suit of combat armor, a utility arm is a mechanical appendage similar in function to many cybernetic and droid arms and ending in a manipulating "hand. " Although utility arms are most often used to Increase workshop productivity, combatants of all kinds have found them useful on the battlefield.
Base Modifiers : Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provide
the character with additional actions or maneuvers. The utility arm adds □ to Mechanics checks and may modify other checks at the CM's discretion.
Modification Options : 1 Add □ to Mechanics checks Mod , 1 Spend 1 strain to gain an additional free maneuver per turn (character still may not perform more than two maneuvers) per turn Mod.

Ion Shielding : 2000cr, 1HP, R7 - Special Modifications 58
Rarely encountered in body armor and more commonly (and usually illegally) applied directly to droid chassis, ion shielding provides protection against ionization blasters. Although the mitigation it grants is far from complete. the energy-dampening effects can keep a droid operational where it would otherwise be shut down. This attachment can be applied to any armor with soak 2 or higher.
Base Modifiers : Increase the armor's soak by 3 against weapons with the Ion quality.
Modification Options : 1 Increase ranged and melee defense by 1 against weapons with the Ion quality Mod.


Multi-Tool Hand : 650cr, E0, R6 - Cypher and Mask 44
In a galaxy dependent on advanced technology to hold its very fabric together, repair and maintenance of equipment is a constant task. From small precision tools used to repair droids and advanced computers to huge rolling boxes used by shipwrights in spaceports, tool kits are an essential piece of equipment. Whether general kits used for maintenance or custom-built sets for specific jobs, tool kits offer their users a wide variety of necessary tools for getting the job done. With the proper tools, there is little that a skilled and inventive technician can't accomplish if given the time and circumstances. Tool kits allow mechanics and technicians to perform most mechanical checks to repair devices, as well as to "heal" droids.


Chiles-ZRAII Foreman-Series Owner’s Workshop Manual : 100cr, E1, R:Vehicle R - Stay on Target 46
Using an owner's workshop manual allows the character to downgrade the difficulty of any checks made to maintain or repair the vehicle or starship for which the manual was written once. Owner's manuals give no bonuses to work on other vehicles for which they are not written. For example, an owner's workshop manual for the YT-1300 grants bonuses when working on a YT-1 300, but not when working on a Y-wing. At the Game Master's discretion, a workshop manual can be used on two ships or vehicles from the same company with a high parts commonality, such as CEC YT-series freighters. The rarity of a workshop manual is equal to the rarity of the starship or vehicle for which it was written.

Concealed Recorder : 175cr, E0, R3 - Desperate Allies 50
A surreptitiously captured moment can be turned into evidence that wins wars, topples governments, or simply persuades a certain person to remain silent. Many corporations and investigative groups have produced a wide range of specialized recorders that can be effectively hidden. Although usually made to capture fullcolor holos and audio, sometimes such devices capture flat-screen images or audio only, depending on the needs of the user. These miniature recording devices can be installed in an innocuous item, such as a light fixture or chronometer, and left to record until retrieved by the operator. Simple programming optimizes data storage, pausing recording when no activity is detected.
Add ■ ■ to a character’s Perception checks to find a concealed recorder on a person’s body.

Datapad : 75cr, E1, R1 - AoR Core 196
The ubiquitous datapad can be found in even the most remote galactic locale. A powerful combination of communications device, holo messenger, handheld computer, and personal database, datapads combine a number of common electronics in one easy-to-use package. Most have touch screens, but some use holographic imaging devices to project their data, and all can be connected to the galactic HoloNet. All datapads can be encrypted, and many have emergency data destructs that wipe their memory if they are lost or stolen.

Emergency Repair Patch : 25cr, E0, R1 - AoR 197
Used to perform temporary emergency repairs to keep machinery running until proper repairs can be done, nearly every mechanic in the galaxy keeps one or two of these handy patches on hand. Composed of a semi-flexible durasteel disk coated on one side with insulation and edged with auto-activating thermal welds, emergency repair patches come in a variety of sizes. From small enough to cover a blaster bolt hole, to meter-long sheets used to patch holes in starship hulls, emergency repair patches are as varied as they are versatile. They are designed to be quickly applied over a hole or tear in a ship's hull, droid's chassis, or machine's casing, keeping the vulnerable interior works of the machine safe and shoring up structural integrity. Emergency repair patches are one-use items that can be utilized to gain the normal bonus for having the right tools for a job at hand. Likewise, droids can use them to heal wounds similar to the way an organic being employs a stimpack. Using an emergency repair patch requires a character to spend a maneuver. When applied to droids, emergency repair patches heal 3 wounds, and up to five can be used in a single day. Using a sixth emergency repair patch has no effect, as by that point the droid is so patched and jury-rigged together that further patches would be useless. It takes one day for a droid's self-repair routines, or some actual repairs, to restore its body to enough functionality to be able to take any benefit from emergency repair patches. See page 233 for more information.
Droids cannot use stimpacks. However, they benefit from repair patches in a similar fashion as stimpacks, including the limit of five per day. However, emergency repair patches only heal 3 wounds per use (although their viability does not reduce over time). Fixing a droid's Critical Injuries requires Mechanics checks with a difficulty set by the Critical Injury's severity rating.

Foamcast : 25cr, E1, R2 – Fully Operational 44
Foamcast is the commonly used term for atype of quick setting aerosol foam found in construction and building maintenance. It comes in a tall can with a trigger activated applicator, and a long, narrow tube provided with each can allows for precision application. When sprayed into a crack, dent, hole, or other space, foamcast expands and then quickly hardens. Once dry, a foamcast patch is nearly indistinguishable from its surroundings and has all the strength and wearability of plascrete. Foamcast can also be poured into molds to make light obstacles and temporary shelters.
Foamcast adds [ □ ] to checks to repair structures and vehicle hulls. The GM may spend 💢 on such checks to indicate the foamcast dispenser can is depleted. A can of foamcast can be made into an improvised explosive with a Hard (♦ ♦ ♦) Mechanics check. When used in this way, a can of foamcast has the following profile: Mechanics; Damage 4; Critical 5; Range (Short); B[ast 4, Ensnare 4, Inferior, Prepare 2. ❌ on the Mechanics check means the can ruptures and covers the user in foamcast.

Fusion Cutter : 175cr, E2, R2 - AoR 197
These handheld, portable cutting torches are found throughout the galaxy in numerous industrial, technical, and even artistic operations. They use small, high-powered fusion batteries to produce intense plasma or laser beams used to weld metals together and to cut them apart, depending on the needs of the user. Their beams can easily cut through durasteel, duraplast, and even armored ship hulls with ease. Field mechanics often carry them into battle for emergency repairs of vehicles, droids, and other equipment. Fusion cutters can be adjusted to produce a fine, precise beam for welds or a broad, powerful beam good for brazing and cutting. Engineering and mechanic droids can have a fusion cutter directly installed in their chassis so that they always have one at hand, and they are especially common on astromech droids.
In a pinch, a fusion cutter can be used as a close-quarters weapon, and can cause some incredibly frightful wounds. If used as a weapon, a fusion cutter has a range of engaged, deals 5 damage, has a critical rating of 3, and possesses the Breach 1, Burn 3, Sunder, and Vicious 3 weapon qualities.

Holo-Messenger : 250cr, E0, R4 - AoR 186
Small, complex devices about the size of a human hand, holo-messengers are used when a personal touch is needed in the sending of a message. Equipped with a small holographic display emitter, these devices can be used either to send a one-time recorded message or to act as a receive-and-display device for a holographic transmission. When used, the messenger projects its hologram either directly over the user's hand or anywhere he wishes (up to a meter away). Easily concealed and transported, holo-messengers are often used by various Rebel cells to send and receive secret messages.

Lockpicking Tools : (R)50cr, E1, R6 - Fly Casual 49
While most locks in the galaxy rely on an electrical component, there exist locations and cultures without a steady supply of electricity. Unexpected loss of power can also mean that formerly electronic locks must be manipulated manually. In these cases, more archaic options are available to thieves and smugglers looking to surreptitiously breach physical security, including laser lockpicks and vibropicks.

PX-7 Heat Sensor : 250cr, E3, R7 - Keeping the Peace 50
The ChandrilTech PX-7 heat sensor used to detect anomalous variations in temperature nearby. This is useful for finding heat-emitting life forms and isolating certain kinds of damage in machines. These devices are especially helpful for any task that combines the two. such as locating vermin infestations in the hull of a starship Many ships have had critical hardware failures at inopportune Limes due to the presence of mynocks or other invasive lifeforms thaL damage wiring, power cells. and more. and so veteran spacers know the value of running a heat sensor sweep over their ship from time to time, just to be sure that nothing has taken up residence within the craft's hull.
A PX 7 heat sensor adds [ □ □ ] to Perception checks to find heat-emitting objects within short range and adds [ □ ] to Mechanics checks to remove Critical Hits from starships and Critical Injuries from droids.

Scanner Goggles : 150cr, E0, R3 - AoR 191
Scanner goggles are a lighter, wearable version of electrobinoculars equipped with a more limited set of optical enhancements. Produced in a variety of styles, scanner goggles typically feature passive light amplification and thermal imaging, along with polarized lenses and a number of filters for different lighting situations. They are usually issued to Rebel commandos or infiltrators, as they grant many of the benefits of electrobinoculars while leaving the hands free. When worn, scanner goggles allow the wearer to see normally in dark conditions.

Taggeco "Shockhold" Hardened Comlink : 450cr, E3, R4 - Dangerous Covenant 56
This hardened comlink is one of the more popular forms of military-grade communications in the galaxy. These devices feature satellite uplink capability for planet-wide and planet-to-orbit communications capability, boosted broadcast power, and militarygrade encryption, although they are bulkier than standard comlinks. The ShockHold adds automatic 🔻🔻 to any checks made to decode and understand its transmissions, and automatic 💥💥to any checks made to broadcast through a com jammer.

Verpine Headband : 500cr, E1, R6 - Strongholds of Resistance 115
Another Verpine invention is known simply as a Verpine headband. When worn, it administers small electric shocks to the sleep centers of the brain in an attempt to keep the wearer awake for extended periods of time. A character wearing a Verpine headband is not incapacitated by exceeding his strain threshold. Instead, for each strain he suffers over his threshold, he also suffers a wound, and for as long as his strain exceeds his threshold, he is disoriented.

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