ITEM COST BULK
Binder cuffs 50 L
Cage, force 7,000 2
Cage, shield 10,000 2
Cage, universal energy 20,000 600
Droid diagnostic 400 L
Energy cell 10 -
Energy cell, lightsaber 100 -
Fire extinguisher 50 L
Fire extinguisher cartridge 25 -
Force detector 2,000 1
Force training aid 25 L
Lock breaking kit 8,000 L
Mechanical interface visor 1,250 L
Mesh tape 5 L
Power generator 750 1
Power pack 25 -
Power recharger 100 L
Repulsor hitch 100 L
Repulsor pad 200 L
Saddle, riding 125 L
Saddle, war 250 L
Security kit 750 L
Spacer’s chest 200 1
Tool kit 250 L
Took kit, biotech 450 L
Utility belt 500 L
Durasteel restraints are 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 Toughness of 18, and removing them without the seven-digit release code requires a Repair roll with a -4 penalty. The binder cuffs can be attached to the limbs of any creature of Size 1, 0, or -1.
Frequently used by bounty hunters to keep their marks from escaping, a force cage is a large (2” x 2”) cage whose bars are charged with electricity. A force cage deals 3d6 damage to anyone trying to break into (or out of) the cage, and the cage can be assembled or disassembled in 5 minutes. A force cage can be deactivated using a remote.
A shield cage is a portable shield generator used to trap a target rather than protect it from harm. Wealthy bounty hunters, criminal masterminds, and other VIPs use shield cages to trap targets, sometimes setting the cages beneath chairs or inside doorways. A shield cage is a large flat disk, 6 feet in diameter. It must be connected to a power supply to operate and drains portable generators after 2 hours of continuous use.
A shield cage produces a shield bubble that fills a single square. Multiple shield cages can be linked together, each expanding the shielded area by one additional square. Targets are trapped inside and cannot move until the power is turned off. The shield is air permeable, allowing the target to breathe and communicate verbally, but nothing else can pass through the shield except damage that exceeds its Toughness 20.
The universal energy cage was designed specifically to contain a Force-user. A vaguely spherical cage with energy flowing throughout its bars, the universal energy cage delivers a shock to prisoners attempting to free themselves. Prisoners in the cage can, however, use the Force at very low levels, such as to heal themselves. The cage's functions are controlled by a handheld remote. The cage has no visible controls, and the only way to open it (other than using the remote) is to destroy it, which endangers the life of the prisoner within.
The reinforced durasteel cage has Toughness 25. The cage is built with a contact shock field, and every time it is attacked, the prisoner inside receives a shock that deals 4d8 points of damage that has a chance to Stun. The prisoner needs to make a Vigor roll (at -2 with a Raise) or be Stunned.
Mechanics and droid builders throughout the galaxy use the Interstellar Droid Monitoring Inc. Mk-11 Droid Diagnostic. This handheld device, roughly twice the size of a standard datapad, diagnoses and analyzes the functions of any droid connected to it, displaying damage or errors in the droid's systems. The droid diagnostic grants a +1 bonus on Repair checks for a droid connected to it.
This small battery provides power for devices, including certain types of weapons. An energy cell appears as a small, flat disk. An energy cell can be recharged with a power recharger.
A lightsaber requires a special energy cell that costs ten times the price of an ordinary energy cell. However, this energy cell lasts almost indefinitely.
A blast from his tool produces a chemical cloud that provides Near Total Cover (-8). Those inside the cloud can't see targets outside the cloud, and those outside the cloud can't see targets inside the cloud. The cloud spreads 1” in all directions for every round it is activated. It dissipates after 3 rounds (no matter how large the cloud is). Each blast depletes one-tenth of the fire extinguisher's chemical supply.
If used for its intended purpose, the extinguisher can put out a fire of up to 10” in size at a rate of 1” per round before it is depleted.
Reloading the fire extinguisher takes a full round. Replacement chemical cartridges for the extinguisher cost 25 credits each.
A blanket term used to cover a variety of devices, Force detectors are pieces of equipment designed to detect Force Sensitivity, or the potential for it, within a living being. Force detectors can take many forms; the Jedi Order prior to the Clone Wars used Force detectors that relied on blood samples to determine midichlorian counts. During the height of the Empire, Force detectors were built using thaissen crystals from the planet Mimban that glow in the presence of Force-users.
Regardless of the specific form, most Force detectors function in a similar manner. Using a Force detector requires 5 rounds and a successful Electronics check to successfully activate the device. If the target of the Force detector has a Force Sensitive Edge, the Force detector indicates that the target is Force-sensitive.
Young Jedi use a variety of training aids in the course of their studies. These can take many forms, including some that resemble toys and puzzles. Others are designed to clear the mind and make concentration easier, focusing one's connection to the Force by helping to block out other stimuli. Most Force training aids are abandoned by the time the apprentice becomes a Padawan learner, as the training aids teach very basic techniques that must be mastered by the time the Master chooses the Padawan.
Though Force training aids are typically designed to focus on one aspect of Force training, they all follow similar rules. Each Force training aid focuses on basic uses of the Force Use skill. Any character unskilled in the skill can spend 1 hour training with a Force training aid. After that time, for the next 24 hours, the character can use the skill without the penalty for being unskilled. Force training aids confer no bonus on Force Use checks.
Highly illegal and favored by shipjackers and pirates, a lock breaking kit is like a tool kit in many ways but has some very advanced and highly specialized tools. A lock breaking kit grants the user a +4 bonus on all Thievery checks to bypass doors and airlocks on a starship.
This visor translates images received through its visual sensors and scans them for common mechanical designs. The visor then provides the wearer a heads-up display of basic information and tips on dealing with those designs. The mechanical interface visor allows the wearer to attempt unskilled Repair checks without the usual penalty. The mechanical interface visor also provides a +1 bonus on Repair checks. A mechanical interface visor cannot be worn at the same time as armor with a helmet or any other device worn on the head.
The usefulness of mesh tape is limited only by a character's imagination. Mesh tape adhesive can support up to 200 lbs indefinitely (and up to 400 lbs for up to 5 rounds). Mesh tape itself has Toughness 15.
A roll provides 100 feet of tape, 2 inches wide.
A power generator is a small fusion reactor that provides continuous power for heavy weapons, vehicles, structures, and machinery. It can power anything up to a Size +4 vehicle or structure indefinitely, a Size +6 vehicle or structure for 1 day, and a vehicle or structure beyond that size for 1 hour. After that, it is disabled and must be repaired.
If a power generator is destroyed while in use, its fusion reactor overloads and explodes, venting plasma into the surrounding area. When a fusion reactor explodes, make an area effect attack (1d20+10) in a Medium Blast Template centered on the generator. This can be evaded.
A power pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it. A power pack can be recharged with a power recharger.
A power recharger is used to recharge a power pack or energy cell. The recharge process takes 4 hours, and only one power pack or energy cell may be recharged at a time. A power recharger holds enough power to recharge 100 packs or cells, but is normally connected to a ship's or building's power supply, allowing it effectively unlimited recharge capacity.
When a large or heavy object needs to be moved and a speeder is not available, a repulsor hitch can be used instead. The hitch is a small repulsorlift encased in a durasteel shell that can be attached to a cable or another extension. When activated, a repulsor hitch can lift items weighing up to 450 lbs, enabling them to be moved. Explorers find that the hitch is especially useful for transporting large creatures. Objects weighing more than 450 lb (45 bulk) are not affected by the hitch, since the repulsor field is not strong enough to lift the entire mass. Some droid models, such as the MULE droid, are designed to allow a hitch to be attached to their chassis, allowing the droids to move heavy objects.
A repulsor pad is used mostly to ease manual labor. In essence, it is a flat board with four repulsors, one at each corner, that can be used to lift heavy objects for short-range transport. This allows a single worker to move a heavy crate or other object without the need to use a vehicle or a binary load lifter. Each repulsor pad occupies 1” and can be used to lift an object that occupies no more space than 1”; multiple repulsor pads can be used to lift larger objects. Activating a repulsor pad (or a group of pads) is an action, and a repulsor pad can move along with a character if that character uses an action to grab and drag the pad. If two creatures attempt to pull a repulsor pad in opposite directions, they make opposed Strength checks, and the pad moves along with the victor.
Although the styles vary from one corner of the galaxy to another, the basic function of a riding saddle remains unchanged: to provide a rider with a supportive structure that is fastened to a mount and that often incorporates a means of directing the creature. Saddles must be made to conform to the type of creature for which they are used. Most vendors who sell riding mounts include the cost of a riding saddle with the purchase of the creature.
A variant of the standard riding saddle is the war saddle, which offers a sturdier platform for the rider, reducing the chances of being knocked off the mount and better enabling the rider to guide the beast in combat while still fighting effectively. Use of a war saddle on a mount provides the rider a +2 bonus to Riding checks made to control the mount in battle, to guide the mount with his or her knees, and to stay in the saddle.
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 Thievery skill and provides a +1 bonus. 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.
A spacer's chest is a special container commonly kept by smugglers and pirates to store their most prized possessions. A spacer's chest usually carries not only valuables but also emergency items like spare clothes, credit sticks, data discs, small tools, concentrated food, and a hold-out blaster and power packs. A spacer's chest has enough consumables to feed one person for 10 days, and has an electronic locking mechanism that requires a code or a successful Thievery skill to open.
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 at least an electroshock probe (for shorting out electronic components or soldering wires), fusion cutter (for cutting apart durasteel and similar materials), hydrospanner (to tighten and loosen all forms of screws and fasteners), laser welder (for connecting things), power calibrator (both for analyzing circuitry and to act as an emergency power cell), power prybar (for forcing things open), probe sensors, sonic welder (for connecting things when you can't afford a fire), various circuits and connector wires, vibrocutters (for things that don't call for a fusion cutter), and welding goggles (so you don't burn out your eyes).
Many of these tools can be used as makeshift weapons. They all qualify as simple weapons, but since they aren't designed for combat, they impose a -4 penalty on Fighting or Throwing rolls (droids with such tools on tool mounts don't suffer these penalties, since they don't have to deal with an oddly shaped handle). Different tools deal different damage: electroshock probe, ion; fusion cutter, 2d6; laser welder, 1d8; power prybar, 1d8; sonic welder, 1d8.
You need a biotech tool kit to modify or install a bio-implant, or otherwise alter biological devices. A standard biotech tool kit consists of a variety of implements and tools that look more at home in a medical kit than in a tool kit, and unlike a normal tool kit, items in a biotech tool kit cannot be doubled as improvised weapons.
A utility belt has several pouches containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple of empty pouches for whatever else the wearer wants to add (up to L bulk per pouch).