Gear
82 non-weapon, non-armor items across 9categories — comlinks and datapads, scanners and binoculars, climate suits and breath masks, medpacs and stim packs, lockpicks and binders, mechanic's kits and slicer rigs. The everyday gear of a Star Wars adventurer.
Communications · 8
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Code Cylinder | 500 cr | 0.05 kg | Lv 1+ | Imperial credential. Grants access to restricted areas matching the cylinder's clearance tier. Forging or stealing one is a major plot in itself — DC 25 Use Computer to clone, opposed by issuer's encryption. |
| Comlink (Long-Range) | 250 cr | 1 kg | Lv 1+ | Personal communications transceiver with a range of 200 km or high orbit. Requires a backpack-sized Comset. Can be miniaturized to a wrist-sized unit for double the cost. |
| Comlink (Short-Range) | 25 cr | 0.1 kg | Lv 1+ | Personal communications transceiver with a range of 50 km or low orbit. Can be built into helmets and armor. |
| Comlink Earpiece (Covert) | 150 cr | 0.05 kg | Lv 1+ | Subvocal microphone + concealed earpiece. Identical short-range comm capability, but conceals the link from a casual Perception check (DC 18 to spot). |
| Holoprojector (Field) | 750 cr | 2 kg | Lv 1+ | Briefing-table-sized holoprojector. Displays room-scale tactical maps, ship schematics, or full-body holocalls. Standard at command posts and Mon Calamari war rooms. |
| Holoprojector (Personal) | 250 cr | 0.5 kg | Lv 1+ | Pocket projector. Displays a 1-meter holographic image — recordings, maps, instructions, or live calls when paired with a Comlink. Mainstay of intel briefings and Imperial propaganda. |
| Jedi Beacon Transceiver | — | 0.3 kg | Lv 1+ | A compact, heavily encrypted transceiver keyed to a Jedi order communications network and its recall beacon — it sends and receives priority signals across a system and can pick up an Order-wide recall. Faction-restricted: issued to members of a Jedi order (or an equivalent), and in other hands it is useless and often incriminating. Not sold on the open market. |
| Universal Translator | 1,200 cr | 0.3 kg | Lv 3+ | Wrist-worn translator. Real-time audio translation across the 50 most common galactic languages. For obscure dialects: DC 12 INT (Investigation). Cannot speak Binary or thought-projected languages. |
- Code CylinderLv 1+500 cr0.05 kg
Imperial credential. Grants access to restricted areas matching the cylinder's clearance tier. Forging or stealing one is a major plot in itself — DC 25 Use Computer to clone, opposed by issuer's encryption.
- Comlink (Long-Range)Lv 1+250 cr1 kg
Personal communications transceiver with a range of 200 km or high orbit. Requires a backpack-sized Comset. Can be miniaturized to a wrist-sized unit for double the cost.
- Comlink (Short-Range)Lv 1+25 cr0.1 kg
Personal communications transceiver with a range of 50 km or low orbit. Can be built into helmets and armor.
- Comlink Earpiece (Covert)Lv 1+150 cr0.05 kg
Subvocal microphone + concealed earpiece. Identical short-range comm capability, but conceals the link from a casual Perception check (DC 18 to spot).
- Holoprojector (Field)Lv 1+750 cr2 kg
Briefing-table-sized holoprojector. Displays room-scale tactical maps, ship schematics, or full-body holocalls. Standard at command posts and Mon Calamari war rooms.
- Holoprojector (Personal)Lv 1+250 cr0.5 kg
Pocket projector. Displays a 1-meter holographic image — recordings, maps, instructions, or live calls when paired with a Comlink. Mainstay of intel briefings and Imperial propaganda.
- Jedi Beacon TransceiverLv 1+—0.3 kg
A compact, heavily encrypted transceiver keyed to a Jedi order communications network and its recall beacon — it sends and receives priority signals across a system and can pick up an Order-wide recall. Faction-restricted: issued to members of a Jedi order (or an equivalent), and in other hands it is useless and often incriminating. Not sold on the open market.
- Universal TranslatorLv 3+1,200 cr0.3 kg
Wrist-worn translator. Real-time audio translation across the 50 most common galactic languages. For obscure dialects: DC 12 INT (Investigation). Cannot speak Binary or thought-projected languages.
Computing · 12
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Bounty Puck | — | 0.1 kg | Lv 1+ | The standard bounty posting — a palm-sized holoprojector displaying the mark's chain code, last-known location, bounty tier and payout, the posting patron, and the capture terms ('dead or alive,' 'no disintegrations,' or 'alive only'). Slicing a puck for its full dossier is a DC 13 Use Computer check. The object that starts every hunt; issued by a guild or patron rather than bought. |
| Computer Spike +1 | 250 cr | 1 kg | Lv 1+ | Single-use Computer Spike. Grants a +1 bonus to Use Computer checks when hacking a system. |
| Computer Spike +2 | 500 cr | 1 kg | Lv 3+ | Single-use Computer Spike. Grants a +2 bonus to Use Computer checks when hacking a system. |
| Computer Spike +3 | 1,000 cr | 1 kg | Lv 5+ | Single-use Computer Spike. Grants a +3 bonus to Use Computer checks when hacking a system. |
| Computer Spike +4 | 2,000 cr | 1 kg | Lv 8+ | Single-use Computer Spike. Grants a +4 bonus to Use Computer checks when hacking a system. |
| Computer Spike +5 | 5,000 cr | 1 kg | Lv 12+ | Single-use Computer Spike. Grants a +5 bonus to Use Computer checks when hacking a system. |
| Datacard | 5 cr | 0.01 kg | Lv 1+ | Single-data storage chip. Holds one dataset — a mission briefing, schematic, encrypted message, or audio log. Insert into any datapad to access. |
| Datapad (Advanced) | 1,000 cr | 0.5 kg | Lv 3+ | Handheld computer that can interface with larger networks directly or via Comlink. Intelligence 12. Can run programs. |
| Datapad (Basic) | 100 cr | 0.3 kg | Lv 1+ | Handheld computer serving as notebook, calculator, and sketchpad. Intelligence 10. Storage and display only — cannot run programs. |
| Holocron Reader | 2,500 cr | 0.5 kg | Lv 5+ | Specialized device for interfacing with ancient holocrons. Reads stored memories, lessons, and Force-related teachings — though Force-locked holocrons require a Force user to unseal first. |
| Master Slicer's Kit | 4,000 cr | 1.5 kg | Lv 8+ | Top-tier slicing rig with custom firmware breakers and quantum-encryption loaders. +5 to Use Computer when slicing. Capable of defeating Imperial-grade ICE that a basic Slicer's Kit cannot touch. |
| Slicer's Kit | 750 cr | 1 kg | Lv 3+ | Specialized slicing toolkit — adapter cables, signal probes, ICE-bypass routines. +2 to Use Computer checks when slicing networks or cracking encryption. Required for advanced data theft. |
- Bounty PuckLv 1+—0.1 kg
The standard bounty posting — a palm-sized holoprojector displaying the mark's chain code, last-known location, bounty tier and payout, the posting patron, and the capture terms ('dead or alive,' 'no disintegrations,' or 'alive only'). Slicing a puck for its full dossier is a DC 13 Use Computer check. The object that starts every hunt; issued by a guild or patron rather than bought.
- Computer Spike +1Lv 1+250 cr1 kg
Single-use Computer Spike. Grants a +1 bonus to Use Computer checks when hacking a system.
- Computer Spike +2Lv 3+500 cr1 kg
Single-use Computer Spike. Grants a +2 bonus to Use Computer checks when hacking a system.
- Computer Spike +3Lv 5+1,000 cr1 kg
Single-use Computer Spike. Grants a +3 bonus to Use Computer checks when hacking a system.
- Computer Spike +4Lv 8+2,000 cr1 kg
Single-use Computer Spike. Grants a +4 bonus to Use Computer checks when hacking a system.
- Computer Spike +5Lv 12+5,000 cr1 kg
Single-use Computer Spike. Grants a +5 bonus to Use Computer checks when hacking a system.
- DatacardLv 1+5 cr0.01 kg
Single-data storage chip. Holds one dataset — a mission briefing, schematic, encrypted message, or audio log. Insert into any datapad to access.
- Datapad (Advanced)Lv 3+1,000 cr0.5 kg
Handheld computer that can interface with larger networks directly or via Comlink. Intelligence 12. Can run programs.
- Datapad (Basic)Lv 1+100 cr0.3 kg
Handheld computer serving as notebook, calculator, and sketchpad. Intelligence 10. Storage and display only — cannot run programs.
- Holocron ReaderLv 5+2,500 cr0.5 kg
Specialized device for interfacing with ancient holocrons. Reads stored memories, lessons, and Force-related teachings — though Force-locked holocrons require a Force user to unseal first.
- Master Slicer's KitLv 8+4,000 cr1.5 kg
Top-tier slicing rig with custom firmware breakers and quantum-encryption loaders. +5 to Use Computer when slicing. Capable of defeating Imperial-grade ICE that a basic Slicer's Kit cannot touch.
- Slicer's KitLv 3+750 cr1 kg
Specialized slicing toolkit — adapter cables, signal probes, ICE-bypass routines. +2 to Use Computer checks when slicing networks or cracking encryption. Required for advanced data theft.
Detection · 9
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Electrobinoculars | 1,000 cr | 1 kg | Lv 3+ | Magnify distant objects and provide range and elevation data. Offer zoom, wide-view, and nightvision modes. Reduce Perception distance penalties to -1 per 10 squares instead of -5. |
| Hand Scanner | 500 cr | 0.5 kg | Lv 1+ | Pocket-sized multi-mode scanner. Detects life forms, metals, or energy signatures within 30 feet. Grants Advantage on Perception checks to find concealed creatures or hidden compartments. |
| Life-Form Scanner | 1,200 cr | 1 kg | Lv 3+ | Specialized bio-scanner. Detects only organic creatures — no false positives from droids or environmental noise. 60-meter range. Used by bounty hunters and search-and-rescue teams. |
| Listening Device | 100 cr | 0.1 kg | Lv 1+ | Adhesive passive audio recorder. Records up to 24 hours of ambient sound, transmits to a paired Comlink within 1 km. DC 18 Perception to spot a deployed device. |
| Motion Sensor | 350 cr | 1 kg | Lv 1+ | Tripod perimeter alarm. 30-meter detection radius. Pings any paired Comlink when triggered. Ignores creatures Smaller than the calibration setting. |
| Seeker Droid | 3,000 cr | 4 kg | Lv 5+ | A deployable recon probe droid. Released as an action, it scouts an area up to 1 km and relays sensor data — life forms, heat, motion — to your comlink for up to 1 hour before its cell runs down. Fragile (AC 13, 10 HP). The find-them-for-you tool when a trail goes cold. |
| Sensor Pack | 2,500 cr | 5 kg | Lv 5+ | Backpack-sized long-range scanner. 5 km radius. Identifies life forms, vehicle classes, energy signatures, and anomalies. Power source: 8-hour rechargeable cell. |
| Targeting Macrobinoculars | 1,500 cr | 1 kg | Lv 3+ | Rangefinding macrobinoculars with a ballistic overlay. Identify a distant target's species, threat, and visible gear at up to 2 km, and reduce Perception distance penalties as Electrobinoculars do. As an action, spot a target for your team — one ally who can hear you gains Advantage on their next ranged attack against that target before your next turn. A spotting tool, not a weapon sight; a wielder's own targeting bonus comes from an installed targeting computer, not from glassing. |
| Tracking Fob | 750 cr | 0.5 kg | Lv 1+ | A handheld homing scanner keyed to a target's chain code or a planted beacon. It points toward the mark and reports rough range within 5 km, pinging faster the closer you get. The staple of every manhunt — grant Advantage on Survival checks to track a tagged or chain-coded quarry. |
- ElectrobinocularsLv 3+1,000 cr1 kg
Magnify distant objects and provide range and elevation data. Offer zoom, wide-view, and nightvision modes. Reduce Perception distance penalties to -1 per 10 squares instead of -5.
- Hand ScannerLv 1+500 cr0.5 kg
Pocket-sized multi-mode scanner. Detects life forms, metals, or energy signatures within 30 feet. Grants Advantage on Perception checks to find concealed creatures or hidden compartments.
- Life-Form ScannerLv 3+1,200 cr1 kg
Specialized bio-scanner. Detects only organic creatures — no false positives from droids or environmental noise. 60-meter range. Used by bounty hunters and search-and-rescue teams.
- Listening DeviceLv 1+100 cr0.1 kg
Adhesive passive audio recorder. Records up to 24 hours of ambient sound, transmits to a paired Comlink within 1 km. DC 18 Perception to spot a deployed device.
- Motion SensorLv 1+350 cr1 kg
Tripod perimeter alarm. 30-meter detection radius. Pings any paired Comlink when triggered. Ignores creatures Smaller than the calibration setting.
- Seeker DroidLv 5+3,000 cr4 kg
A deployable recon probe droid. Released as an action, it scouts an area up to 1 km and relays sensor data — life forms, heat, motion — to your comlink for up to 1 hour before its cell runs down. Fragile (AC 13, 10 HP). The find-them-for-you tool when a trail goes cold.
- Sensor PackLv 5+2,500 cr5 kg
Backpack-sized long-range scanner. 5 km radius. Identifies life forms, vehicle classes, energy signatures, and anomalies. Power source: 8-hour rechargeable cell.
- Targeting MacrobinocularsLv 3+1,500 cr1 kg
Rangefinding macrobinoculars with a ballistic overlay. Identify a distant target's species, threat, and visible gear at up to 2 km, and reduce Perception distance penalties as Electrobinoculars do. As an action, spot a target for your team — one ally who can hear you gains Advantage on their next ranged attack against that target before your next turn. A spotting tool, not a weapon sight; a wielder's own targeting bonus comes from an installed targeting computer, not from glassing.
- Tracking FobLv 1+750 cr0.5 kg
A handheld homing scanner keyed to a target's chain code or a planted beacon. It points toward the mark and reports rough range within 5 km, pinging faster the closer you get. The staple of every manhunt — grant Advantage on Survival checks to track a tagged or chain-coded quarry.
Survival · 13
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| A88 Aquata Breather | 350 cr | 0.1 kg | Lv 1+ | A palm-sized emergency breather that fits in the mouth and pulls breathable air from surrounding water, letting the user stay submerged for up to two hours per charge. A staple for anyone expecting to go underwater — Jedi have carried them into flooded ruins and drowned cities alike. Offers no protection against pressure, cold, or whatever else is down there. |
| Atmosphere Canister | 150 cr | 1 kg | Lv 1+ | Replacement breath mask filter + air canister. 8 hours of breathable atmosphere. Stack two with a single mask for extended ops. |
| Bedroll | 25 cr | 1 kg | Lv 1+ | Insulated, waterproof sleeping roll. Lets a character take a Long Rest in any non-hazardous environment without penalty. |
| Breath Mask | 200 cr | 2 kg | Lv 1+ | Personal atmosphere-filtering mask with a portable life support canister. Provides 1 hour of breathable atmosphere before filter and canister must be replaced. Grants immunity to inhaled poisons and poisonous atmospheres. Offers no protection from extreme temperatures or hard vacuum. |
| Climate Suit (Cold) | 750 cr | 3 kg | Lv 1+ | Insulated environmental suit. Grants immunity to Cold environmental damage (Hoth, Ilum, Mygeeto, deep-space exposure under 1 hour). Does not stack with armor — wear over civilian clothes. |
| Climate Suit (Heat) | 750 cr | 3 kg | Lv 1+ | Cooling suit with built-in evaporative system. Grants immunity to Fire environmental damage (Tatooine sun, Mustafar surface, engine-room heat). Does not stack with armor. |
| Flare | 10 cr | 0.05 kg | Lv 1+ | Single-use signal flare. Burns bright orange for 60 seconds, visible from 5 km in clear air. Useful for signaling, distracting enemies, or lighting a dark area in a pinch. |
| Glow Rod | 10 cr | 1 kg | Lv 1+ | Portable illumination device that projects a beam of light up to 6 squares, providing Visibility. |
| Liquid Cable Dispenser | 10 cr | 0.2 kg | Lv 1+ | Dispenses a liquid that instantly solidifies on contact with atmosphere or vacuum to form a tough, flexible cable. Contains enough liquid for 60 ft (10 squares) of cable; refillable. Cable has Strength score 28, supports up to 560 kg, and can be broken with DC 24 Strength check. |
| Mountaineering Kit | 250 cr | 5 kg | Lv 1+ | Pitons, harness, carabiners, ascender, 30 m of climbing line. +2 to Athletics for climbing checks. Required for technical climbs above 30 meters at GM discretion. |
| Syntherope | 20 cr | 2.5 kg | Lv 1+ | A coil of 45 meters (30 squares) of durable, reusable rope. Stronger than a Liquid Cable Dispenser. Strength score 30, supports up to 720 kg, broken with DC 25 Strength check. |
| Thermal Flare | 50 cr | 0.2 kg | Lv 1+ | Single-use high-temperature flare. Kindles fires through wet wood, signals through atmosphere, or melts through thin durasteel given 1 minute of contact. 5d6 fire damage on contact. |
| Vacuum Suit | 2,000 cr | 8 kg | Lv 3+ | Pressure-sealed survival suit. 4 hours of breathable atmosphere; full vacuum + radiation immunity. Magnetic boots for hull-walking. Bulky — Disadvantage on DEX checks while worn. |
- A88 Aquata BreatherLv 1+350 cr0.1 kg
A palm-sized emergency breather that fits in the mouth and pulls breathable air from surrounding water, letting the user stay submerged for up to two hours per charge. A staple for anyone expecting to go underwater — Jedi have carried them into flooded ruins and drowned cities alike. Offers no protection against pressure, cold, or whatever else is down there.
- Atmosphere CanisterLv 1+150 cr1 kg
Replacement breath mask filter + air canister. 8 hours of breathable atmosphere. Stack two with a single mask for extended ops.
- BedrollLv 1+25 cr1 kg
Insulated, waterproof sleeping roll. Lets a character take a Long Rest in any non-hazardous environment without penalty.
- Breath MaskLv 1+200 cr2 kg
Personal atmosphere-filtering mask with a portable life support canister. Provides 1 hour of breathable atmosphere before filter and canister must be replaced. Grants immunity to inhaled poisons and poisonous atmospheres. Offers no protection from extreme temperatures or hard vacuum.
- Climate Suit (Cold)Lv 1+750 cr3 kg
Insulated environmental suit. Grants immunity to Cold environmental damage (Hoth, Ilum, Mygeeto, deep-space exposure under 1 hour). Does not stack with armor — wear over civilian clothes.
- Climate Suit (Heat)Lv 1+750 cr3 kg
Cooling suit with built-in evaporative system. Grants immunity to Fire environmental damage (Tatooine sun, Mustafar surface, engine-room heat). Does not stack with armor.
- FlareLv 1+10 cr0.05 kg
Single-use signal flare. Burns bright orange for 60 seconds, visible from 5 km in clear air. Useful for signaling, distracting enemies, or lighting a dark area in a pinch.
- Glow RodLv 1+10 cr1 kg
Portable illumination device that projects a beam of light up to 6 squares, providing Visibility.
- Liquid Cable DispenserLv 1+10 cr0.2 kg
Dispenses a liquid that instantly solidifies on contact with atmosphere or vacuum to form a tough, flexible cable. Contains enough liquid for 60 ft (10 squares) of cable; refillable. Cable has Strength score 28, supports up to 560 kg, and can be broken with DC 24 Strength check.
- Mountaineering KitLv 1+250 cr5 kg
Pitons, harness, carabiners, ascender, 30 m of climbing line. +2 to Athletics for climbing checks. Required for technical climbs above 30 meters at GM discretion.
- SyntheropeLv 1+20 cr2.5 kg
A coil of 45 meters (30 squares) of durable, reusable rope. Stronger than a Liquid Cable Dispenser. Strength score 30, supports up to 720 kg, broken with DC 25 Strength check.
- Thermal FlareLv 1+50 cr0.2 kg
Single-use high-temperature flare. Kindles fires through wet wood, signals through atmosphere, or melts through thin durasteel given 1 minute of contact. 5d6 fire damage on contact.
- Vacuum SuitLv 3+2,000 cr8 kg
Pressure-sealed survival suit. 4 hours of breathable atmosphere; full vacuum + radiation immunity. Magnetic boots for hull-walking. Bulky — Disadvantage on DEX checks while worn.
Medical · 10
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Antitox Patch | 75 cr | 0.05 kg | Lv 1+ | Single-use chemical antidote. Removes the Poisoned condition or cures a basic toxin. Higher-tier toxins (rare+) require a Medpac III or better. |
| Bacta Pad | 25 cr | 0.05 kg | Lv 1+ | Single-use bacta-impregnated bandage. Action: heal 1d4 HP on a creature within 5 ft. Cheap and ubiquitous — Outer Rim general stores stock these by the case. |
| Diagnostic Scanner | 1,500 cr | 1 kg | Lv 3+ | Handheld medical scanner. +2 to Treat Injury checks. Identifies poisons, diseases, and bio-implant malfunctions. Required to treat very rare toxins effectively. |
| Medpac I | 50 cr | 0.5 kg | Lv 1+ | Heals 1d6 HP. Basic civilian-grade medpac. |
| Medpac II | 150 cr | 0.6 kg | Lv 2+ | Heals 2d6 HP. Cures basic toxins and diseases. |
| Medpac III | 350 cr | 0.7 kg | Lv 4+ | Heals 3d6 HP. Cures rare toxins and diseases. |
| Medpac IV | 700 cr | 0.8 kg | Lv 7+ | Heals 4d6 HP. Cures very rare toxins and diseases. |
| Medpac V | 1,500 cr | 1 kg | Lv 11+ | Heals 5d6 HP. Cures any toxins and diseases. |
| Resuscitation Kit | 3,000 cr | 1.5 kg | Lv 5+ | Defibrillator + bacta-flush combo. Action: stabilize a creature at 0 HP and restore them to 1 HP. Single-use; recharges over a Long Rest at a med-bay. |
| Stim Pack | 100 cr | 0.1 kg | Lv 1+ | Single-use combat stimulant. Bonus Action: gain 1d6 temporary HP and Advantage on STR/DEX checks for 1 minute. After expires, target has Disadvantage on saving throws until they take a Short Rest. |
- Antitox PatchLv 1+75 cr0.05 kg
Single-use chemical antidote. Removes the Poisoned condition or cures a basic toxin. Higher-tier toxins (rare+) require a Medpac III or better.
- Bacta PadLv 1+25 cr0.05 kg
Single-use bacta-impregnated bandage. Action: heal 1d4 HP on a creature within 5 ft. Cheap and ubiquitous — Outer Rim general stores stock these by the case.
- Diagnostic ScannerLv 3+1,500 cr1 kg
Handheld medical scanner. +2 to Treat Injury checks. Identifies poisons, diseases, and bio-implant malfunctions. Required to treat very rare toxins effectively.
- Medpac ILv 1+50 cr0.5 kg
Heals 1d6 HP. Basic civilian-grade medpac.
- Medpac IILv 2+150 cr0.6 kg
Heals 2d6 HP. Cures basic toxins and diseases.
- Medpac IIILv 4+350 cr0.7 kg
Heals 3d6 HP. Cures rare toxins and diseases.
- Medpac IVLv 7+700 cr0.8 kg
Heals 4d6 HP. Cures very rare toxins and diseases.
- Medpac VLv 11+1,500 cr1 kg
Heals 5d6 HP. Cures any toxins and diseases.
- Resuscitation KitLv 5+3,000 cr1.5 kg
Defibrillator + bacta-flush combo. Action: stabilize a creature at 0 HP and restore them to 1 HP. Single-use; recharges over a Long Rest at a med-bay.
- Stim PackLv 1+100 cr0.1 kg
Single-use combat stimulant. Bonus Action: gain 1d6 temporary HP and Advantage on STR/DEX checks for 1 minute. After expires, target has Disadvantage on saving throws until they take a Short Rest.
Security · 8
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Binder Cuffs | 50 cr | 0.5 kg | Lv 1+ | Durasteel restraints that lock two limbs of a prisoner together. Damage Reduction 10, 20 HP, Strength score 40. Breaking requires DC 30 Strength check; removing without the seven-digit release code requires DC 25 Mechanics check. Compatible with Large, Medium, and Small creatures. |
| Grav Man-Trap | 8,000 cr | 6 kg | Lv 5+ | A deployed floor plate that amplifies local gravity up to tenfold. The first creature to enter its square (5 ft) must succeed on a DC 15 Strength saving throw or be Restrained, pinned to the plate, until the trap is switched off or destroyed (AC 12, 15 HP). It immobilizes a mark without a mark on them. DC 16 Perception to spot a set trap. |
| Homing Beacon | 300 cr | 0.1 kg | Lv 1+ | A pinhead transmitter planted on a target, vehicle, or cargo; a paired Tracking Fob follows its signal across a system. Planting it on an unwary target requires a Sleight of Hand or Stealth check opposed by the target's Perception. DC 15 Perception to notice a tag already planted; DC 13 Mechanics to find and disable one. |
| Lockpick Set | 500 cr | 0.3 kg | Lv 1+ | Manual lockpicks for mechanical locks. +2 to Mechanics checks for breaking and entering (mechanical locks only — electronic locks need a Slicer's Kit or Computer Spike). |
| Magnetic Snare | 200 cr | 0.5 kg | Lv 1+ | Adhesive electromagnetic disc. Once attached to a metallic surface, anchors small objects up to 10 kg. Useful for trap setups, vehicle disabling, or droid restraint (DC 14 Mechanics to remove). |
| Restraining Bolt | 100 cr | 0.2 kg | Lv 1+ | A control clamp for droids. Attaching it requires the droid to be Helpless, willing, or grappled/pinned — you cannot fit it to a droid that is still fighting. While bolted, the droid cannot move more than 30 ft from the holder of its paired control signal, and the holder can, as an action, send a shutdown pulse: the droid makes a Strength saving throw (DC 13; droids use Strength for Constitution-type saves) or is Incapacitated until the end of its next turn. Removing the bolt is a DC 15 Mechanics check by the droid (if able) or an ally. HK-series assassin droids have no bolt slots and are immune. |
| Security Kit | 750 cr | 1 kg | Lv 1+ | A set of special tools for bypassing electronic and mechanical locks, including electronic components and dedicated sensor devices. Possession is illegal on most worlds without proper permits. Required to bypass traps or security systems using the Mechanics skill. Includes a Comlink that monitors silent alarm frequencies. |
| Stun Cuffs | 250 cr | 0.5 kg | Lv 1+ | Pain-compliance binders. Function as Binder Cuffs but deal 1d6 stun damage if the prisoner attempts to break free (CON save vs DC 14 to resist Stunned condition). |
- Binder CuffsLv 1+50 cr0.5 kg
Durasteel restraints that lock two limbs of a prisoner together. Damage Reduction 10, 20 HP, Strength score 40. Breaking requires DC 30 Strength check; removing without the seven-digit release code requires DC 25 Mechanics check. Compatible with Large, Medium, and Small creatures.
- Grav Man-TrapLv 5+8,000 cr6 kg
A deployed floor plate that amplifies local gravity up to tenfold. The first creature to enter its square (5 ft) must succeed on a DC 15 Strength saving throw or be Restrained, pinned to the plate, until the trap is switched off or destroyed (AC 12, 15 HP). It immobilizes a mark without a mark on them. DC 16 Perception to spot a set trap.
- Homing BeaconLv 1+300 cr0.1 kg
A pinhead transmitter planted on a target, vehicle, or cargo; a paired Tracking Fob follows its signal across a system. Planting it on an unwary target requires a Sleight of Hand or Stealth check opposed by the target's Perception. DC 15 Perception to notice a tag already planted; DC 13 Mechanics to find and disable one.
- Lockpick SetLv 1+500 cr0.3 kg
Manual lockpicks for mechanical locks. +2 to Mechanics checks for breaking and entering (mechanical locks only — electronic locks need a Slicer's Kit or Computer Spike).
- Magnetic SnareLv 1+200 cr0.5 kg
Adhesive electromagnetic disc. Once attached to a metallic surface, anchors small objects up to 10 kg. Useful for trap setups, vehicle disabling, or droid restraint (DC 14 Mechanics to remove).
- Restraining BoltLv 1+100 cr0.2 kg
A control clamp for droids. Attaching it requires the droid to be Helpless, willing, or grappled/pinned — you cannot fit it to a droid that is still fighting. While bolted, the droid cannot move more than 30 ft from the holder of its paired control signal, and the holder can, as an action, send a shutdown pulse: the droid makes a Strength saving throw (DC 13; droids use Strength for Constitution-type saves) or is Incapacitated until the end of its next turn. Removing the bolt is a DC 15 Mechanics check by the droid (if able) or an ally. HK-series assassin droids have no bolt slots and are immune.
- Security KitLv 1+750 cr1 kg
A set of special tools for bypassing electronic and mechanical locks, including electronic components and dedicated sensor devices. Possession is illegal on most worlds without proper permits. Required to bypass traps or security systems using the Mechanics skill. Includes a Comlink that monitors silent alarm frequencies.
- Stun CuffsLv 1+250 cr0.5 kg
Pain-compliance binders. Function as Binder Cuffs but deal 1d6 stun damage if the prisoner attempts to break free (CON save vs DC 14 to resist Stunned condition).
Tools · 7
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Audiosensor Probe | 350 cr | 0.5 kg | Lv 1+ | Directional microphone array. +2 to audio-based Perception checks. Picks up whispers through thin walls, tracks engine signatures, or eavesdrops on distant conversations. |
| Fusion Cutter | 250 cr | 1.5 kg | Lv 1+ | Industrial cutting torch. Cuts through 1 cm of standard durasteel per round. Improvised melee weapon: 1d8 fire damage, 1-handed, ignites flammable surfaces. 4-hour power cell. |
| Lightsaber Repair Kit | 400 cr | 0.8 kg | Lv 1+ | A precision set of tuning tools, spare focusing lenses, power couplings, and crystal-seating jigs for maintaining a lightsaber. A wielder using it has advantage on Mechanics checks to repair, retune, or rebuild a lightsaber — including reseating a kyber crystal after a hard fall or a soaking. It cannot conjure a saber from nothing, but it keeps a working one in the fight. |
| Master Mechanic's Kit | 1,500 cr | 3 kg | Lv 4+ | Top-tier repair toolkit. +2 to Mechanics checks for vehicle, droid, and starship repairs. Required for repairing Imperial-grade or capital-ship-tier components. |
| Multitool | 50 cr | 0.5 kg | Lv 1+ | Adjustable wrench/screwdriver/cutter combo. Substitutes for missing components on simple Mechanics checks (DC ≤ 12). Fits in a utility-belt slot. |
| Plasma Torch | 500 cr | 1 kg | Lv 1+ | Precision welding torch. Joins thin metal panels, repairs hull breaches, and serves as a fine-control cutting tool. Less aggressive than a Fusion Cutter — for delicate Mechanics work. |
| Tool Kit | 250 cr | 1 kg | Lv 1+ | Required to reprogram a droid or to repair a damaged droid or vehicle. Also simplifies repairing general devices. Contains tools for disassembling, analyzing, modifying, and rebuilding almost any technological device. |
- Audiosensor ProbeLv 1+350 cr0.5 kg
Directional microphone array. +2 to audio-based Perception checks. Picks up whispers through thin walls, tracks engine signatures, or eavesdrops on distant conversations.
- Fusion CutterLv 1+250 cr1.5 kg
Industrial cutting torch. Cuts through 1 cm of standard durasteel per round. Improvised melee weapon: 1d8 fire damage, 1-handed, ignites flammable surfaces. 4-hour power cell.
- Lightsaber Repair KitLv 1+400 cr0.8 kg
A precision set of tuning tools, spare focusing lenses, power couplings, and crystal-seating jigs for maintaining a lightsaber. A wielder using it has advantage on Mechanics checks to repair, retune, or rebuild a lightsaber — including reseating a kyber crystal after a hard fall or a soaking. It cannot conjure a saber from nothing, but it keeps a working one in the fight.
- Master Mechanic's KitLv 4+1,500 cr3 kg
Top-tier repair toolkit. +2 to Mechanics checks for vehicle, droid, and starship repairs. Required for repairing Imperial-grade or capital-ship-tier components.
- MultitoolLv 1+50 cr0.5 kg
Adjustable wrench/screwdriver/cutter combo. Substitutes for missing components on simple Mechanics checks (DC ≤ 12). Fits in a utility-belt slot.
- Plasma TorchLv 1+500 cr1 kg
Precision welding torch. Joins thin metal panels, repairs hull breaches, and serves as a fine-control cutting tool. Less aggressive than a Fusion Cutter — for delicate Mechanics work.
- Tool KitLv 1+250 cr1 kg
Required to reprogram a droid or to repair a damaged droid or vehicle. Also simplifies repairing general devices. Contains tools for disassembling, analyzing, modifying, and rebuilding almost any technological device.
Demolitions · 5
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Bio-Cocoon | 2,000 cr | 1 kg | Lv 5+ | A spore-saturated sheet; once a target is wrapped in it or steps on it, a cocoon rapidly sprouts. At the start of each of the target's turns it must succeed on a DC 14 Strength saving throw or be bound further — Restrained on the first failure, Paralyzed on the second — until cut free (10 slashing damage) or the spores are killed. A restricted biological hazard. |
| Detonite | 500 cr | 0.1 kg | Lv 1+ | Contact explosive in claylike block form. Stable until triggered by a Timer. Burst radius 1 square; deals 3d6 damage. A successful Mechanics check bypasses object Damage Reduction. Combining charges increases damage (+2 dice per doubling). |
| Explosive Charge | 1,500 cr | 0.5 kg | Lv 5+ | High-yield demolition charge designed to deliver concentrated destructive energy to a specific point. Burst radius 1 square; deals 6d6 damage. A successful Mechanics check bypasses object Damage Reduction. Combining charges increases damage (+2 dice per doubling). |
| Scrambler Grenade | 500 cr | 0.5 kg | Lv 3+ | A thrown sensory scrambler. On detonation, every creature within a 10-ft radius must succeed on a DC 13 Constitution saving throw or be Blinded and Deafened until the end of its next turn as a shriek and a cloud of chemical irritants overwhelm the senses. Non-lethal — a hunter's way to break a room without dropping bodies. |
| Timer | 200 cr | 0.1 kg | Lv 1+ | Used to delay explosives for up to one hour. |
- Bio-CocoonLv 5+2,000 cr1 kg
A spore-saturated sheet; once a target is wrapped in it or steps on it, a cocoon rapidly sprouts. At the start of each of the target's turns it must succeed on a DC 14 Strength saving throw or be bound further — Restrained on the first failure, Paralyzed on the second — until cut free (10 slashing damage) or the spores are killed. A restricted biological hazard.
- DetoniteLv 1+500 cr0.1 kg
Contact explosive in claylike block form. Stable until triggered by a Timer. Burst radius 1 square; deals 3d6 damage. A successful Mechanics check bypasses object Damage Reduction. Combining charges increases damage (+2 dice per doubling).
- Explosive ChargeLv 5+1,500 cr0.5 kg
High-yield demolition charge designed to deliver concentrated destructive energy to a specific point. Burst radius 1 square; deals 6d6 damage. A successful Mechanics check bypasses object Damage Reduction. Combining charges increases damage (+2 dice per doubling).
- Scrambler GrenadeLv 3+500 cr0.5 kg
A thrown sensory scrambler. On detonation, every creature within a 10-ft radius must succeed on a DC 13 Constitution saving throw or be Blinded and Deafened until the end of its next turn as a shriek and a cloud of chemical irritants overwhelm the senses. Non-lethal — a hunter's way to break a room without dropping bodies.
- TimerLv 1+200 cr0.1 kg
Used to delay explosives for up to one hour.
Personal · 10
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| Ascension Jetpack | 3,500 cr | 12 kg | Lv 3+ | Civilian-grade personal thruster used by prospectors, sky-riggers, and daredevils. As a Bonus Action, spend 1 Thrust Charge to gain a 30-ft flying speed (you can hover) until the end of your next turn. Holds 3 Thrust Charges, all restored on a short or long rest. Rare, restricted gear — and clumsy without training: see Equipment Rules → Jetpacks & Personal Flight, and the Jetpack Training trait. |
| Carbonite Freezing Unit | 8,000 cr | 40 kg | Lv 8+ | A portable carbon-freezing chamber for transporting a captured mark. A Helpless (unconscious or willing) creature is encased over 1 minute; while frozen it is in stasis — Paralyzed, unaware, and stable, needing no air, food, or care until thawed. A failed DC 15 Mechanics check when freezing inflicts hibernation sickness on thaw (Blinded and one level of Exhaustion for 1 hour). Fits the carbonite hold of a Firespray, YV-666, or ST-70. Restricted. |
| Heart of Graush | 250,000 cr | 0.5 kg | Lv 12+ | The crystal heart of Dathka Graush, a Sith king of Korriban who tore out his own heart and replaced it with a Force-imbued stone steeped in the dark side. Sorzus Syn counted it among the most powerful amulets she ever studied, and learned from it to forge her own Great Amulets. A unique, campaign-defining relic whose power is the GM's to define — not for sale at any price. |
| Holographic Disguise Matrix | 6,000 cr | 1 kg | Lv 5+ | A body-worn holo-shroud. Activate as an action to project a chosen false appearance — a generic person, a different build, or a different species silhouette. You gain Advantage on Deception checks to pass as that appearance and defeat casual visual and holocam recognition. It does not alter your voice, mass, scent, or life-form and biometric readings, and it is seen through by a life-form or biometric scanner, by physical contact, or by a creature that actively studies you (its Insight vs your Deception, with Advantage within 5 ft). Runs 1 hour per charge and holds 3 charges, recharged on a long rest or with a spare power cell. Restricted. |
| Mandalorian Jetpack | 15,000 cr | 18 kg | Lv 9+ | A bespoke rig built into a suit of beskar'gam, the signature of a Mandalorian warrior. As a Bonus Action, spend 1 Thrust Charge to gain a 50-ft flying speed (you can hover) until the end of your next turn. Holds 6 Thrust Charges, restored on a rest, and is the only pack rated to lift a full Heavy-armor loadout. It can mount a single missile fired once per day (treat as a thrown explosive; GM sets the payload). Very Rare. Mandalorians are raised to it and count as trained; anyone else needs the Jetpack Training trait — see Equipment Rules → Jetpacks & Personal Flight. |
| Military Jetpack | 7,500 cr | 15 kg | Lv 6+ | A combat-rated flight pack of the Z-6 pattern issued to elite troopers and mercenaries. As a Bonus Action, spend 1 Thrust Charge to gain a 40-ft flying speed (you can hover) until the end of your next turn. Holds 5 Thrust Charges, restored on a rest. Rare. Flying it in a firefight requires the Jetpack Training trait to avoid the untrained penalties — see Equipment Rules → Jetpacks & Personal Flight. |
| Sealed Crate | 150 cr | 5 kg | Lv 1+ | Pressure-sealed shipping container. Holds up to 50 kg of cargo. Tamper-resistant locking mechanism; DC 18 Mechanics to crack without the key. |
| Sith Holocron | 15,000 cr | 0.8 kg | Lv 6+ | A pyramidal repository of dark-side knowledge, its faces etched with ancient hieroglyphs and capped by a black crystal that houses the trapped consciousness of its Sith creator — the gatekeeper. Unlike a Jedi holocron, this gatekeeper withholds nothing, offering a Force-user unrestricted access to forbidden lore, techniques, and dark-side teachings. A Force-user must unseal it (the Holocron Reader interfaces with its unlocked contents). A GM/quest artifact — what it teaches is the GM's to grant. |
| Sith Poison | 1,500 cr | 0.2 kg | Lv 3+ | An alchemical toxin refined by Sith poisoners — the fabled poison of Malki among them — brewed to kill slowly and painfully. Coat a weapon with a dose as an action; the next creature struck by that weapon must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute (Chem-Toxic). Single-use. |
| Sith Talisman | 20,000 cr | 0.4 kg | Lv 8+ | A dark-side amulet inscribed with Sith sorcery, forged to amplify its wearer's command of the dark side. While worn, add +1 to the save DC of your Dark-side Force powers. The greatest of these — Sorzus Syn's Great Amulets — could enslave minds outright; a lesser talisman simply hones a Sith's will into a sharper weapon. A GM/quest artifact, not sold openly. |
- Ascension JetpackLv 3+3,500 cr12 kg
Civilian-grade personal thruster used by prospectors, sky-riggers, and daredevils. As a Bonus Action, spend 1 Thrust Charge to gain a 30-ft flying speed (you can hover) until the end of your next turn. Holds 3 Thrust Charges, all restored on a short or long rest. Rare, restricted gear — and clumsy without training: see Equipment Rules → Jetpacks & Personal Flight, and the Jetpack Training trait.
- Carbonite Freezing UnitLv 8+8,000 cr40 kg
A portable carbon-freezing chamber for transporting a captured mark. A Helpless (unconscious or willing) creature is encased over 1 minute; while frozen it is in stasis — Paralyzed, unaware, and stable, needing no air, food, or care until thawed. A failed DC 15 Mechanics check when freezing inflicts hibernation sickness on thaw (Blinded and one level of Exhaustion for 1 hour). Fits the carbonite hold of a Firespray, YV-666, or ST-70. Restricted.
- Heart of GraushLv 12+250,000 cr0.5 kg
The crystal heart of Dathka Graush, a Sith king of Korriban who tore out his own heart and replaced it with a Force-imbued stone steeped in the dark side. Sorzus Syn counted it among the most powerful amulets she ever studied, and learned from it to forge her own Great Amulets. A unique, campaign-defining relic whose power is the GM's to define — not for sale at any price.
- Holographic Disguise MatrixLv 5+6,000 cr1 kg
A body-worn holo-shroud. Activate as an action to project a chosen false appearance — a generic person, a different build, or a different species silhouette. You gain Advantage on Deception checks to pass as that appearance and defeat casual visual and holocam recognition. It does not alter your voice, mass, scent, or life-form and biometric readings, and it is seen through by a life-form or biometric scanner, by physical contact, or by a creature that actively studies you (its Insight vs your Deception, with Advantage within 5 ft). Runs 1 hour per charge and holds 3 charges, recharged on a long rest or with a spare power cell. Restricted.
- Mandalorian JetpackLv 9+15,000 cr18 kg
A bespoke rig built into a suit of beskar'gam, the signature of a Mandalorian warrior. As a Bonus Action, spend 1 Thrust Charge to gain a 50-ft flying speed (you can hover) until the end of your next turn. Holds 6 Thrust Charges, restored on a rest, and is the only pack rated to lift a full Heavy-armor loadout. It can mount a single missile fired once per day (treat as a thrown explosive; GM sets the payload). Very Rare. Mandalorians are raised to it and count as trained; anyone else needs the Jetpack Training trait — see Equipment Rules → Jetpacks & Personal Flight.
- Military JetpackLv 6+7,500 cr15 kg
A combat-rated flight pack of the Z-6 pattern issued to elite troopers and mercenaries. As a Bonus Action, spend 1 Thrust Charge to gain a 40-ft flying speed (you can hover) until the end of your next turn. Holds 5 Thrust Charges, restored on a rest. Rare. Flying it in a firefight requires the Jetpack Training trait to avoid the untrained penalties — see Equipment Rules → Jetpacks & Personal Flight.
- Sealed CrateLv 1+150 cr5 kg
Pressure-sealed shipping container. Holds up to 50 kg of cargo. Tamper-resistant locking mechanism; DC 18 Mechanics to crack without the key.
- Sith HolocronLv 6+15,000 cr0.8 kg
A pyramidal repository of dark-side knowledge, its faces etched with ancient hieroglyphs and capped by a black crystal that houses the trapped consciousness of its Sith creator — the gatekeeper. Unlike a Jedi holocron, this gatekeeper withholds nothing, offering a Force-user unrestricted access to forbidden lore, techniques, and dark-side teachings. A Force-user must unseal it (the Holocron Reader interfaces with its unlocked contents). A GM/quest artifact — what it teaches is the GM's to grant.
- Sith PoisonLv 3+1,500 cr0.2 kg
An alchemical toxin refined by Sith poisoners — the fabled poison of Malki among them — brewed to kill slowly and painfully. Coat a weapon with a dose as an action; the next creature struck by that weapon must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute (Chem-Toxic). Single-use.
- Sith TalismanLv 8+20,000 cr0.4 kg
A dark-side amulet inscribed with Sith sorcery, forged to amplify its wearer's command of the dark side. While worn, add +1 to the save DC of your Dark-side Force powers. The greatest of these — Sorzus Syn's Great Amulets — could enslave minds outright; a lesser talisman simply hones a Sith's will into a sharper weapon. A GM/quest artifact, not sold openly.