Gear
61 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.
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Communications · 7
| 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. |
| 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. |
Computing · 11
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| 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. |
Detection · 6
| 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. |
| 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. |
Survival · 12
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| 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. |
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. |
Security · 5
| 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. |
| 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). |
| 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). |
Tools · 6
| 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. |
| 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. |
Demolitions · 3
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| 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). |
| Timer | 200 cr | 0.1 kg | Lv 1+ | Used to delay explosives for up to one hour. |
Personal · 1
| Item | Cost | Weight | Recommended | Description |
|---|---|---|---|---|
| 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. |