Archiv der Kategorie: Verschiedenes

Emergency Inflation Shelter

Emergency Inflation Shelter
Model: Valerenn Environmentals Personal Shelter Capsule
Type: Personal environmental protection shelter
Skill: Survival
Cost: 500
Availability: 2
Game Notes: Prior to activation, the PSC is a flat, 1
meter square, 25 centimeters thick cube that houses an
inflatable, highly reflective fabric shelter. Filaments running
throughout the fabric draw solar energy to the shelter’s
batteries, allowing for up to 10 hours of continuous use.
When fully inflated, the shelter expands to a diameter of
2.5 meters and oxygen recycling and heating elements
are automatically activated. A zippered entranceway gives
access to the interior. A Very Easy survival roll is required
for activation.
Source: Galladinium’s Fantastic Technology (page 65)

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ThinHut

ThinHut
Model: Karflo Corporation ThinHut
Type: Insulation tent
Availability: 1
Game Notes: Provides up to 30 hours of limited protection
against chemical exposure in most known atmosphere
types. Small, 3 cubic meter shelter against cold and
atmosphere. Can be folded into a packet no larger than a
datapad, and considerably lighter.
Source: Galaxy Guide 8: Scouts (page 46)

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Bubble Cloak

Bubble Cloak
Model: Meredex Atmospherics EMS-90
Type: Emergency shelter
Cost: 800
Availability: 2
Game Notes: An Easy Dexterity roll is required for removal
and inflation within 30 seconds. Puncture and heat
resistant, opaque bubble has a Strength of 1D+2 to resist
damage and atmosphere loss.
Source: Galladinium’s Fantastic Technology (pages 42-43),
Arms and Equipment Guide (page 95)

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Pressure Tent

Pressure Tent
Model: TasCorp Enviro-Tent 2A (small), 9B (medium), 30C
(large)
Type: Survival tent
Skill: Survival
Cost: 100 (small), 350 (medium), 1,200 (large)
Availability: 3
Game Notes: A pressure tent provides a safe habitat on the
surface of Tasariq. A small pressure tent uses 2 individual
oxygen tanks, a medium pressure tent uses 2 vehicle
oxygen tanks, a large pressure tent uses 4 vehicle oxygen
tanks. The tanks provide one week of use. A pressure tent
can be set up in about an hour. A small tent holds 1-3
people, a medium tent hold 6-12 people, a large tent hold
20-40 people. Pressure tents only protect the inhabitants
from weather conditions, even severe storms. It provides
no protection from blaster fire, explosions, or projectile or
melee weapons.
Source: Adventure Journal 15 (page 190)

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Aqua Survival Shelter

Aqua Survival Shelter
Model: Valerenn Environmentals Flotation Shelter
Type: Ocean survival raft
Cost: 2,500
Availability: 2
Game Notes: Equipped with a built-in homing beacon, heat
vent, glow rod, six meters of syntherope, two medpacs, and
a very large water tank. The generator has enough energy
to last 250 hours. The supplies in the raft can support two
people for two weeks. Reduce that time if more than two
people are crammed inside.
Source: Platt’s Smugglers Guide (page 54)

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Coolth Backpack

Coolth Backpack
Model: Mos Espa Coolth Backpack
Type: Cooling backpack
Scale: Character
Cost: 200
Availability: 4
Game Notes: The pack consists of a powered cooling unit
and a sunshield fabric that can function as a cloak or
blanket. Wearing the pack keeps a character comfortable in
high temperatures, granting a +1D+1 bonus to resist great
heat.
Source: Arms and Equipment Guide (page 95)

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Survival Pack

Survival Pack
Model: Chedak Survival Kit
Type: Standard survival knapsack
Cost: 750
Availability: 2
Game Notes: Contains two week’s rations, three medpacs,
a glow rod, two thermal flares, a single-person di-chrome
74
shelter, a breath mask, six meters of syntherope, a
knife, and a portable fusion power generator. Special
missions-issue packs may include vibropick, fusion cutter,
pocket computer, recording rod, portable field scanner,
macrobinoculars, standard explosive charge, exposure suit,
portable moisture vaporator.
Source: Platt’s Smugglers Guide (page 54), Rebel Alliance
Sourcebook (page 96), Rules of Engagement – The Rebel
SpecForce Handbook (pages 38-39)

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Scout’s Survival Pack

Scout’s Survival Pack
Type: Custom survival pack
Cost: 900-2,000
Availability: 2
Game Notes: While each pack varies, they often consist
of a backpack rig packed with any of the following items
– breath mask, comlink, datapad, fusion grapple, glowrod,
hold-out blaster (3D), macrobinoculars, medpac, personal
moisture vaporator, rations, recording rod, survival shelter,
syntherope, thermal flare. The pack may also contain other
items added by individual scouts customizing their kits.
Source: Gundark’s Fantastic Technology (pages 82-83)

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Coruscant Survival Kit

Coruscant Survival Kit
Type: Typical Coruscant survival kit
Scale: Character
Cost: 250 (off-Coruscant), 500 (on Coruscant), value of
credit stick not included
Availability: 1
Game Notes: Typical contents of the kit include: A credit
stick containing a prepaid amount in Republic or Imperial
currency (depending on era), maps of all major areas and
sections of the planet (+2 bonus to all planetary systems:
Coruscant skill rolls), breath mask and protective goggles
for trips to polluted sectors, glow rod, “Stinger” hold-out
blaster (3D, 3-4/8/12, 5 shots), datapad and comlink.
Source: Coruscant and the Core Worlds (page 123)

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Jedi Utility Belt

Jedi Utility Belt
Model: Standard Jedi Utility Belt
Type: Utility belt
Cost: 600
Availability: 3, R
Game Notes: 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, an Aquata
Breather, and a couple of empty pouches for whatever else
the wearer wants to add.
Source: Power of the Jedi Sourcebook (page 62), Ultimate
Adversaries (page 156)

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Defel Heat Reducer

Defel Heat Reducer
Model: Farendress Defek Exports HR-1200
Type: Heat reducer/energy generator
Cost: 500
Availability: 2
Game Notes: When operating in an environment with high
levels of ultraviolet radiation, the exchanger can produce
enough energy to power several datapads or other small
appliances.
Source: Galladinium’s Fantastic Technology (pages 29-30)

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Heat Induction Staff

Heat Induction Staff
Model: Salasetti Survival Systems, Incorporated Heat
Induction Staff
Type: Emergency heat generator
Skill: Survival
Cost: 300
Availability: 2
Game Notes: An Easy survival roll is required for normal
operation. Accidental contact with the heating point results
in 3D damage.
Source: Galladinium’s Fantastic Technology (page 66)

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Portable Heater

Portable Heater
Type: Portable heating unit
Availability: 2
Game Notes: Provides enough heat to keep a person alive
within an encosed area of a maximum of 3 cubic meters
in temperatures down to -75 degrees C for several days,
perhaps a week or two with careful regulation.
Source: Galaxy Guide 8: Scouts (page 46)

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Portable Heater

Portable Heater
Type: Portable heating unit
Availability: 2
Game Notes: Provides enough heat to keep a person alive
within an encosed area of a maximum of 3 cubic meters
in temperatures down to -75 degrees C for several days,
perhaps a week or two with careful regulation.
Source: Galaxy Guide 8: Scouts (page 46)

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Radiation Deflection Pin

Radiation Deflection Pin
Model: Raflkind Industrial
Radiation Screener
Type: Personal
ornamentation energy
deflectors (various styles)
Cost: 250-500
Availability: 2
Game Notes: Miniature
power cell must be
replaced after 50 hours of
continuous use. This item
adds +1D to any survival
rolls concerning low-level radiation. Bonus does not apply
to high-energy radiation situations, but warning alarm will
sound if radiation levels exceed specified amounts.
Source: Galladinium’s Fantastic Technology (page 36)

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Radiation Deflection Badge

Radiation Deflection Badge
Model: Reflkind Industrials Radiation Screener
Type: Industrial radiation deflector
Cost: 300
Availability: 2
Game Notes: Power cell must be replaced after 50 hours
of use, regardless of actual radiation levels (cells cost 10
credits). Adds +2D to survival rolls made due to radiation
exposure. Badge changes color if its radiation deflection
levels are exceeded. Use the same effects as water
contamination (pages 20-21) to determine the severity of
radiation contamination.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 33

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Water Purifier

Water Purifier
Model: Pretormin Environmental
WPR-60
Type: Water purification system
Skill: Survival
Cost: 100
Availability: 1
Game Notes: A Very Easy survival
roll is required for normal use. The
amount of time required to properly
filtrate water samples is dependant
on local sources. Average filtration
time is 5 minutes. The unit will
notify the user when cleansing
process is completed.
Source: Galladinium’s Fantastic
Technology (page 67)

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Water Purifying Canteen

Water Purifying Canteen
Model: SurvivalGear Water JugFilter
Type: Water purifier
Cost: 100
Availability: 1
Game Notes: The water-purifying canteen can remove
contamination from tainted water. It takes two minutes to
purify lightly contaminated water, four minutes to purify
moderately contaminated water, eight minutes to purify
highly contaminated water, and 1D hours to purify toxic
water. (See pages 20-21 for more information on water
contamination).
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 32), Arms and Equipment Guide (page 95)

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Energy Capacitor

Energy Capacitor
Model: Dardrennis Survival Technologies EMS-500
Type: Energy collection system
Skill: Survival
Cost: 1,500
Availability: 2
Game Notes: An Easy Technical roll is required for normal
operation. The difficulty level may vary depending upon the
type and amount of energy flow being accessed. Energy
collection rates will vary from anywhere for an hour (from
large power source or generator) up to six days (such as
from low power blaster power packs) for a full charge.
Source: Galladinium’s Fantastic Technology (page 65)

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Animal Excluder

Animal Excluder
Model: Merr-Sonn Excluder
Type: Animal excluder
Scale: Character
Cost: 350
Availability: 2, F or R
Game Notes: The excluder has three power settings – low
power (2D), normal power (4D), and high power (6D). Each
setting forms a protective “sphere” with a diameter of 10
72
meters, 20 meters and 40 meters, respectively. Every round
that a creature possessing senses in the affected range
attempts to approach, it must make a willpower or Strength
roll (whichever is higher) against the excluder’s power
setting to remain within the device’s range. Failure means
the creature retreats as far as it can until it is out of range;
success means it can advance but suffers -2D to all actions
due to irritation and distraction. Attempting to corner a
creature, however, is not a wise move, as full flight-or-fight
instincts remain in affected creatures.
Source: Gundark’s Fantastic Technology (page 79)

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Anti-Insect Canister

Anti-Insect Canister
Model: Barkesh Insect Culture
Type: Inecticide
Cost: 275
Availability: 3
Game Notes: A canister’s contents can coat three full sized
humans or protect the atmosphere within a small ship
or within several meters of a small camp. The canister is
effective up to one month from purchase, when the microorganisms
inside eventually die out.
Source: Gundark’s Fantastic Technology (pages 79-80)

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Luma Flare

Luma Flare
Model: Salamini Chemical Munitions Model-3287
Type: Aerial illumination system
Skill: Missile weapons
Cost: 100
Availability: 2
Range: 5 kilometers vertical, 10 kilometers horizontal
Blast Radius: 20 meters
Damage: 4D
Game Notes: Maxium range for the luma flare is five
kilometers vertical and 10 kilometers hotrizontal. The
illumination lasts for three minutes, and an area 300
meters in diameter is affected. While not designed as a
weapon, luma flares will cause 4D burn damage to anyone
within 20 meters of the detonation. Anyone within 50
meters of the detonation point and who is looking directly at
the detonation point must make a Difficult Perception total
or be blinded for eight minutes.
Source: Galaxy Guide 10: Bounty Hunters (page 91),
Gundark’s Fantastic Technology (pages 81-82), Rules of
Engagement – The Rebel SpecForce Handbook (page 70)

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Jedi Utility Belt

Jedi Utility Belt Model: Standard Jedi Utility Belt Type: Utility belt Cost: 600 Availability: 3, R Game Notes: 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, an Aquata Breather, and a couple of empty pouches for whatever else the wearer wants to add. Source: Power of the Jedi Sourcebook (page 62), Ultimate Adversaries (page 156)

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