Light Blaster Pistol
Reload Power Pack
General Repair Parts (1000 credits worth)
13,750 credits (was 22250, just paid 12000 for repairs and 5500 for second light laser cannon, then 1500 to Breno for 2 hull + 1 critical repair)
2 Imperial Codes (from R5 in Reles)
4 Stun Grenades (from Korn)
Lightsaber hilt parts
2 Training Lightsabers
2 Concealing Robes
1 Blaster Rifle (Gwen's previous weapon)
WILDERNESS SURVIVAL KIT:
One thermal cloak (remove two setback dice due to heat or cold), a multitool or survival knife, a distress beacon, two emergency comlinks, a spool of wire, ration bars, a basic medpac, two respirators (good for water or air-free environment), a water jug with filter, a glow rod, 50 meters of high-tensile microfibre line, ten ration packs and an emergency flare gun, and improvised grappling hook
NIL BRENO'S PRICE LIST
Repairs, 500 credits per hull trauma
Replacements parts for their own repairs (In groups of 250 credits)
Auto-Blaster, Close, Dam 3, Crit 5, Auto-fire, Price 3000
Light Blaster Cannon, Close, Dam 4, Crit 4, N/A, Price 4000
Heavy Blaster Cannon, Close, Dam 5, Crit 4, N/A, Price 5000
Light Laser Cannon, Close, Dam 5, Crit 3, N/A, Price 5500
Medium Laser Cannon, Close, Dam 6, Crit 3, N/A, Price 7000
Light Tractor Beam, Close, N/A, N/A, Tractor 2, Price 6000
Electromagnetic Tow Cable Launcher, Close, N/A, N/A, Ensnare 5, Knockdown, Limited Ammo 1, Price 2000
Advanced Targeting Array (4000 credits, 1HP), upgrades ability of all gunnery checks when firing ship weapons by 1, plus additional mods possible (EOTE Core p.269).
Enhanced Armor (2000 credits times the silhouette, 2HP). Adds one point to starship armor at the cost of reducing handling by 1.
HP 1 for anything new or linking two together, 0 if replacing an existing system.
LINKED WEAPONS: No need to declare in advance. On success spend 2 advantage to trigger linked weapon with same damage as first.
AUTO-FIRE WEAPONS: Optional. Increase difficulty of the check by one purple if attempting auto-fire. On success can spend 2 advantage to trigger additional hit, multiple times.
(Pilot) Fly: Change position; no advantages or disadvantages to gunners.
(Pilot) Evasive Maneuvers: Change position; gunnery difficulty dice upgraded (both sides) (T)
(Pilot) Stay on Target: Gunnery ability dice upgraded (both sides)
(Gunners) Aim: Get a boost before firing a weapon (T)
Change Station: Move around the bridge or the engineering deck
(Pilot) Gain the Advantage: Choose one enemy for piloting check based on lower speed (3 purple). If successful, put them where you want them and your gunners ignore both sides’ evasive maneuvers penalties until the end of next round.
(Bridge) Co-Pilot: Piloting check (2 purple), downgrades difficulty or boosts (hr) next pilot check if successful.
(Gunners) Fire Weapon: Gunnery Check based on similar silhouettes (2 purple), modified by current maneuvers and defense of other ship (T)
(Engineering Deck) Install HRMI: Average (2 purple) Mechanics check plus maneuver modifiers
(Engineering Deck) Damage Control: Choose system strain or hull trauma and reduce 1 per success on Mechanics Check (1 purple for <50% of threshold, 2 purple for more, 3 purple for exceeding threshold). Can reduce strain repeatedly but hull trauma just once. Can also repeatedly attempt to repair critical hits (difficulty based on critical hit severity).
Change Decks: Move from the bridge to the engineering deck or vice versa.