Equipment

To make it in this crazy galaxy, you're going to need the proper tools for the job ahead. Or just a bigger blaster. Some of this stuff you can pick up at the local market, some might be a little harder to find. Be careful of the laws on each planet, or those frag grenades strapped to your chest might get you in trouble. Obviously, this list cannot encompass every item available in the galaxy, but perhaps it can give the DM an idea of what sort of gear might be available. If it isn't on the list, ask your DM.

You buy equipment with credits. Starting credits for first level characters are in each class description, but if you are starting at higher levels, this table gives an approximate value, subject to GM discretion.

Legality
While each galactic governing body has attempted to regulate various items with widely varying levels of success. Many systems or planets have their own laws, cultures carry taboos, and the exact nature of legality itself can be murkier the mud of Dagobah. As a general rule, the closer to the core you get, the stricter the laws get. As a trade-off, the further from the core you get, the more likely punishment for crimes may involve violence and bloodshed. Your DM will can decide the laws and justice system of each area, and your character probably knows most of the basics. For more obscure rules, a character can roll Knowledge(Politics) or Knowledge(World lore) to see how much they know.

Weapons
Tools of destruction. Each weapon comes with a proficiency and how many appendages are needed to wield it. This is based on a medium sized creature. Larger and smaller creature can wield the same weapons in one more or one less appendage, but at a -2 penalty on attack rolls unless the weapon is customized for them. (e.g. Small creatures wield blaster pistols in two hands, while large creatures can wield a rifle in one hand.) Using a weapon that you are not proficient with incurs a -4 penalty on attack rolls.

For more detailed information, refer to the Weapon descriptions page.


 * Weapons fall under five classes of proficiencies: primative, simple, martial, heavy, and exotic. Simple weapons are very basic in function, and	most cultures across the galaxy have a rough understanding of how to	use them. Martial weapons are usually only familiar to those that	have spent a lot of time using weapons, and tend to be awkward in	untrained hands. Heavy weapons are capable of great destruction and	often large and clumsy, with special training needed to utilize them	without damaging the user. Exotic weapons are extremely specialized,	and often tied to a certain culture or unique anatomy. They require	hours of training just to use, and often years to use to their full	potential.

Armor
Good for staying alive. Armor is rated by its damage reduction. Shields provide a bonus to Defense, and energy field generators have a maximum amount damage that they can prevent before they have to shut down and recharge.

For more detailed information, refer to the Armor descriptions page.

Equipment
For the one who would be Batman. Be aware of carrying capacity, though, you might have the tools but a slow person is easily a dead person on some planets.

For more detailed information, refer to the Equipment descriptions page.

Cybernetics
Accidents happen, and sometimes the limbs and organs a living character was born with just don't do the trick. Through the miracle of modern medicine, these can be replaced with robotics. You can have the strength, precision, and modularity of a droid at the low cost of some credits, a stay in the medical center, and the slight possibility of nerve damage.

For more detailed information, refer to the Cybernetics page.

Equipment Design Notes
The galaxy is a big place, with a lot of crazies running around inventing new tech and trying to sell it to curious schmucks like your characters. Very little of that is actually going to be covered by this page. As a GM, it is often your job to create, sometimes on the fly, new equipment to suit your purposes. So, here's some thoughts as to how, when, and why to create new gear. Remember, your game is Star Wars in name only, and more importantly, it is YOUR game. So do whatever makes things fun or tells a good story for you and your players. Like the pirate's code, Canon and system rules are more like... Guidelines.


 * New equipment should serve a specific purpose. Sometimes that will be a simple as saying, "I want my character to fly", and giving them a jetpack. There you go, vaguely unlimited flight. Most of the time, though, creating new equipment is a balancing act of giving the character(payer or NPC) what they want, but also keeping the mechanics of the system balanced and making it believable within the lore of the world. After all, if someone did manage to put into production a super powerful blaster pistol that deals 5d8 damage, there would be a lot of effort put into creating armor or shields that could absorb that. So on and so forth. So, just ask yourself how this invention fits within the galaxy, and why anyone would use something else if the new thing is available.
 * If the equipment gives an extraordinary effect, give it also a fitting cost. Costs come in many forms, credits, time, resources, or even costs directly on the character. A credit cost might be represented by a high price cost for a limited use, or having to buy recharge materials directly from a source. A time cost might represent a recharge time, or extra time taken to set it up. A resource cost might mean the players have to collect materials, or sacrifice materials that they could use for other things. It might send the players on a long side quest to collect exotic resources. Character costs can get pretty interesting, but also serious. Dealing damage to vitality or wounds might be gear that damages its user. Modifying or draining ability scores is pretty deeply hooked into the character's body, and can have serious or even debilitating consequences from over use. Affecting a character's skills or feats is gear that is hooked into the character's mind, and very rarely ends happily in the long term, but should give a massive advantage in the short term.