Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    General Gear in SWURPG

    Gear in SWURPG covers a wide range of tools, medtech, communications equipment, and survival devices that help characters succeed in and out of combat. From healing with Medpacs to slicing into computer terminals, having the right item can be the difference between life and death.

    About This List

    This is a limited list of some of the most commonly used gear in gameplay. For a full breakdown of equipment available in the galaxy, please visit the SWSE General Equipment page.

    Game Masters are also encouraged to create their own gear items to fit the needs of their stories — such as custom poisons, rare antidotes, or faction-exclusive tech.

    Gear Table

    Gear Name Cost (credits) Weight (kg) Description
    Medpac I 50 0.5 Heals 1d6 HP. Basic civilian-grade medpac.
    Medpac II 150 0.6 Heals 2d6 HP. Cures basic toxins and diseases.
    Medpac III 350 0.7 Heals 3d6 HP. Cures rare toxins and diseases.
    Medpac IV 800 0.8 Heals 4d6 HP. Cures very rare toxins and diseases.
    Medpac V 1750 1 Heals 5d6 HP. Cures almost any toxins and diseases.
    Ration Pack 5 0.1 Ration Packs are compact meals that take up little room (You can fit six in a pouch designed to carry a Datapad), but have all the requirements to nourish a person for one day. Each Ration Pack is geared for a range of Species. The food isn't appetizing, and it doesn't include water, but it does prevent malnutrition.
    Tool Kit 250 1 You need a Tool Kit to reprogram a Droid, or to Repair a damaged Droid or Vehicle. A Tool Kit also makes repairing devices much simpler. The standard Tool Kit represents a broad collection of tools designed to take apart, analyze, modify, and rebuild almost any technological device. Most technicians personalize their Tool Kits over the course of years, but almost all contain the tools in the below table.
    Security Kit 750 1 A Security Kit is a set of special tools for bypassing electronic and mechanical locks. It usually includes electronic components and dedicated sensor devices. On most worlds, possession of a Security Kit is illegal for anyone who doesn't have the proper permits, such as members of law enforcement agencies and professional security experts. A Security Kit is required to bypass traps or security systems using the Mechanics skill. A Security Kit contains a Comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.
    Binder Cuffs 50 0.5 Binder Cuffs are Durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists or ankles, but it is possible to lock one arm to one leg or use the Binder Cuffs to hook a prisoner to a tree. The cuffs have a Damage Reduction score of 10, 20 hit points, and a Strength score of 40. Breaking them requires a DC 30 Strength check, and removing them without the seven-digit release code requires a DC 25 Mechanics check. The Binder Cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.
    Comlink (Short-Range) 25 0.1 A personal communications transceiver, the Comlink consists of a receiver, a transmitter, and a power source. Comlinks come in a variety of shapes and styles. Short-Range Comlinks have a range of 50 kilometers or low orbit, and they can be built into helmets and Armor; for example, Stormtrooper Armor includes a helmet equipped with a Short-Range Comlink.
    Comlink (Long-Range) 250 1 A personal communications transceiver, the Comlink consists of a receiver, a transmitter, and a power source. Comlinks come in a variety of shapes and styles. A Long-Range Comlink has a range of 200 kilometers or high orbit, and it requires with a backpack-sized Comset. For double the cost, a Long-Range Comlink can be miniaturized to a wrist-sized unit.
    Liquid Cable Dispenser 10 0.2 Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 60 ft (10 squares) of cable, and is refillable at authorized outlets. The cable has a Strength score of 28, can safely support up to 560 kg, and it can be broken with a DC 24 Strength check.
    Syntherope 20 2.5 Although not as compact and convenient as a Liquid Cable Dispenser, Syntherope is stronger and more durable. A coil contains 45 meters (30 squares) of Syntherope, and unlike liquid cable it is meant to be reused. Syntherope has a Strength score of 30, can safely support up to 720 kg, and it can be broken with a DC 25 Strength check.
    Glow Rod 10 1 A Glow Rod is a portable illumination device that projects a beam of light up to 6 squares, providing Visibility.
    Datapad (Basic) 100 0.3 These handheld personal computers serve as notebooks, day planners, calculators, and sketchpads. Basic datapads have an Intelligence 10, but they are actually just storage devices with display, input, and editing capability; they have no ability to run programs.
    Datapad (Advanced) 1000 0.5 These handheld personal computers serve as notebooks, day planners, calculators, and sketchpads. In addition to performing basic computer functions, Datapads can interface with larger computer networks directly or via Comlink. A Datapad is a computer with an Intelligence score of 12.
    Computer Spike Varies 1 Computer Spikes are single-use devices that plug into a system to bypass security and gain access. They deploy untraceable code to breach defenses and are often used to hack protected systems. They can be used to enhance a Use Computer check to hack a system. Every +2 bonus costs 1500 credits, i.e., a +6 Spike costs 4500 credits.
    Electrobinoculars 1000 1 Electrobinoculars magnify distant objects, provide range and elevation data, and offer zoom, wide-view, and nightvision. They reduce Perception penalties to -1 per 10 squares instead of -5.
    Detonite 500 0.1 Detonite is a contact explosive that comes in tiny claylike blocks. It can be shaped or molded around a target and crammed into small cracks. Detonite is very stable in its normal forms and requires a Timer to be set off. It causes negligible damage beyond its 1-square Burst radius. Of course, collateral damage and subsequent explosions usually accompany the use of Detonite. A successful Mechanics check bypasses object Damage Reduction, and combining charges increases damage (+2 dice for each doubling). Detonite does 3d6 damage.
    Explosive Charge 1500 0.5 An explosive charge delivers a lot of destructive energy to a specific point, making it perfect for demolishing structures or cleaning rubble. It causes negligible damage beyond its 1-square Burst radius. Of course, collateral damage and subsequent explosions usually accompany the use of an Explosive Charge. A successful Mechanics check bypasses object Damage Reduction, and combining charges increases damage (+2 dice for each doubling). Detonite does 6d6 damage.
    Timer 200 0.1 Used to delay explosives for up to one hour.
    Breath Mask 200 2 This personal atmosphere-filtering system consists of a mask that fits over the nose and mouth and a hose connecting the mask to a portable life support system. A Breath Mask provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced. A functional Breath Mask grants immunity to inhaled Poisons, including poisonous atmospheres. A Breath Mask offers no protection from extreme temperatures or hard vacuum.
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