Sure, Star Wars is about fast ships, exotic aliens, mysterious powers, and good versus evil. But it's also about the cool stuff that heroes and villains get to use, from weapons and vehicles to armor and droids to all the other kinds of equipment that makes life easier (and more fun). In October, Wizards of the Coast covers all that in the new Arms & Equipment Guide, and we've got the third in a series of sneak peeks at the goods!
Here's a look at just a handful of the hundreds of items covered in the book. The codes for "Era" are: [RI] for items available primarily in the Rise of the Empire era, [RE] for items availably primarily in the Rebellion era, and [NJ] for items available only in The New Jedi Order era or later.
If you like what you see, be sure to pick up the Arms & Equipment Guide this month for more, more, more!

Industrial Automaton R5 Series Astromech Droid
Classification: Small second-degree astromech droid Cost: 1,500 Availability: Prevalent Era: [RE]  The R5 series of droids suffers from one huge design flaw -- it was created without any specific market in mind. Though cheaper than even the R4 series, the R5 is not tough enough to survive long in the harsh environments of the Outer Rim worlds. Though equipped to plug into a starfighter, the R5 isn't of much use once installed. Even worse, the droid picks up personality quirks at an amazing rate. (New R5s already have one quirk, and used ones have at least two.) Industrial Automaton built the R5 droid for no other reason than to come out with a new model, and the lack of vision shows. Initial sales were abysmal, and the line was discontinued within a few years.
But in that time, hundreds of thousands of R5s were built and sold. The droid is similar in appearance to an R2, but the dome is less graceful -- it's often described as an inverted flowerpot. Because any R-series droid is sometimes better than none, many R5s are modified to become more useful. With extensive reprogramming, R5s are generally serviceable, but they don't compare to most other droids in the R series.
R5 series droids may be allowed as heroic characters.
R5 Series: Tracked astromech droid, Expert 3; Init +0; Defense 12 (+1 class, +1 size); Spd 8 m; VP/WP 0/12; Atk +4 melee (1d4+2, claw) or +4 melee (1d2+2, saw) or +4 melee (2d6, arc welder) or +2 ranged; SV Fort +2, Ref +1, Will +3; SZ S; Face/Reach 2 m by 2 m/2 m; Rep +0; Str 14, Dex 10, Con 12, Int 12, Wis 10, Cha 8. Challenge Code B.
Equipment: Comlink, heuristic processor, sensors (improved sensors, infrared vision, 360-degree vision), diagnostics package, recording unit (holo), tool mounts (x4), telescopic appendage, magnetic feet, internal storage (2 kg), fire extinguisher.
Skills: Astrogate 1 rank (+2), Computer Use 6 ranks (+7), Disable Device 1 rank (+4), Knowledge (astronomy) 6 ranks (+7), Pilot 3 ranks (+3), Read/Write Basic, Speak Basic (understand only), Speak Binary, Repair 6 ranks (+7), Spot 0 ranks (+2).
Unspent Skill Points: 19 (1 unused language).
Feats: Ambidexterity, Cautious, Run, Weapon Group Proficiencies (blaster pistols, simple weapons).

Medtech Industries FX Series Medical Droid
Classification: Medium-size first-degree medical assistant droid Cost: 2,000 Availability: Prevalent Era: [RI]  Obsolete by the time of the Empire, Medtech Industries' FX series of medical assistant droids was once thought the greatest boon to the practice of medicine since the development of bacta. The FX droid stands 1.7 meters tall and sacrifices humanoid appearance in favor of utility. It has a single strong telescoping manipulator and is ringed with twenty tool mount arms that can be equipped with injectors, gas masks, lights, surgical instruments, or anything else a doctor might wish an assistant to keep on hand. Its disk-shaped head contains a variety of sensors spaced evenly around it. The FX is immobile, designed to become a permanent part of a medical office, and must be dragged to new locations.
Though the MD and later 2-1B medical droids have displaced the FX from the cutting edge of medical droid technology, the owners of FX droids have few complaints. They are excellent assistants, a good choice for monitoring patients (especially those in bacta tanks), and invaluable aids to doctors performing delicate or complicated operations. The FX is silent, so it doesn't disturb its doctors, but it can display information on a built-in monitor screen or through any connected computer. Many FX droids remain in operation well into the Rebellion era and beyond, especially on Outer Rim worlds and within underfunded organizations.
FX series droids should not be allowed as heroic characters, because they are immobile.
FX Series: Stationary medical assistant droid, Expert 1; Init +0; Defense 10; Spd 0 m; VP/WP 0/10; Atk +2 melee (1d3+2, tool) or +0 ranged; SV Fort +0, Ref +0, Will +3; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +0; Str 12, Dex 10, Con 10, Int 10, Wis 12, Cha 6. Challenge Code A.
Equipment: Medical diagnostic computer (+2 equipment bonus on Treat Injury checks), sensors (infrared vision, low-light vision, 360-degree vision), telescoping appendage, tool mounts (x20).
Skills: Computer Use 4 ranks (+4), Knowledge (biology) 4 ranks (+4), Profession (medic) 4 ranks (+5), Read/Write Basic, Speak Basic (understand only), Speak Binary, Treat Injury 4 ranks (+7).
Unspent Skill Points: 8.
Feats: Ambidexterity, Surgery, Weapon Group Proficiencies (blaster pistols, simple weapons).

SoroSuub 501-Z "Zed" Police Droid
Classification: Medium-size third-degree security droid Cost: 15,000 Availability: Specialized Era: [RI] [RE] [NJ]  The 501-Z police droid is one of the most remarkable units ever designed by SoroSuub. Physically, it is as tough and imposing as one would expect a police droid to be, standing nearly 2 meters tall and having a powerful crimson bipedal frame. It is their programming that makes 501-Z droids, often called Zeds, so unusual. Rather than being emotionless and uncaring as most security droids are, Zeds are actually both eager and helpful, with a programmed love of the law that is so strong they are the only security model that cannot be reprogrammed to serve as a bodyguard for a criminal. Zeds think of themselves as having universal authority, and they often pursue criminals to great lengths -- even to other worlds. Of course, not every government accepts their authority.
Zeds are well equipped for law enforcement, having tough frames that can withstand a great deal of punishment, enhanced sensors, and a holorecording and playback unit that can record crimes in progress or be used to show images of suspects to possible witnesses. Zeds have no built-in weaponry and are typically armed with large macelike stun sticks that essentially function as force pikes -- though Zeds rarely use them as lethal weapons. In fact, Zeds never use force that is likely to kill any sentient living creature. They are, however, willing to use what force is needed to disable a criminal's getaway vehicle or an opposing droid, as long as innocent bystanders aren't put at risk.
The Zed series has built-in armor but is also capable of draping humanoid armor on its frame for added protection. A Zed will do so if this increases its ability to capture particularly dangerous felons.
501-Z droids should only be allowed as heroic characters in high-level campaigns.
501-Z: Walking police droid, Soldier 5; Init +6 (+2 Dex, +4 improved initiative); Defense 17 (+5 class, +2 Dex); DR 3; Spd 12 m; VP/WP 57/20; Atk +10 melee (2d8+5 or DC 15 stun, force pike) or +7 ranged; SV Fort +9, Ref +3, Will +3; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +1; Str 20, Dex 14, Con 20, Int 12, Wis 14, Cha 12. Challenge Code C.
Equipment: Light armor, heuristic processor, locked access, recording unit (holo), sensors (improved sensors, low-light vision), force pike, translator unit (DC 10), vocabulator.
Skills: Computer Use 6 ranks (+7), Gather Information 4 ranks (+8), Knowledge (streetwise) 4 ranks (+5), Listen 3 ranks (+7), Profession (law officer) 8 ranks (+10), Read/Write Basic, Speak Basic, Spot 4 ranks (+8).
Unspent Skills Points: 0 (1 unused language).
Feats: Ambidexterity, Armor Proficiencies (light, medium, heavy), Improved Initiative, Point Blank Shot, Skill Emphasis (Gather Information), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Sienar Intelligence Systems Mark VI Scarab Series Assassin Droid
Classification: Diminutive fourth-degree assassin droid Cost: 20,000 Availability: Illegal Era: [RI] [RE] [NJ]  Designed to kill through stealth rather than brute force, the Scarab series of droids became popular during the last days of the Old Republic, often being used by corrupt officials to eliminate political enemies -- a practice that did not end with the rise of the Empire.
The Mark VI Scarab appears to be a mechanical insect. Sized to fit in the palm of a Human's hand, it is equipped with six magnetic feet and is extremely light, allowing it to climb vertical metallic surfaces at will. It has a broad set of sensors, including a sniffer that can be programmed to detect any unique biological creature (if a sample of the creature's bodily fluids is available), giving the droid a +4 equipment bonus on all checks to track that one individual.
Numerous different poisons can be loaded into the scarab's injector, but it has enough space for only two total doses of poison. (See Chapter Twelve of the Star Wars Roleplaying Game for more about poisons.) Since a single scarab is not always effective, wealthy villains sometimes send a fleet of the little killers against a single target.
Mark VI Scarab droids should not be allowed as heroic characters because of their limited abilities.
Mark VI Scarab Series: Walking assassin droid, Thug 4; Init +4 (Dex); Defense 20 (+2 class, +4 Dex, +4 size); Spd 6 m; VP/WP 0/13; Atk +12 melee (1d4-3, injector) or +12 ranged; SQ: Poison; SV Fort +4, Ref +5, Will +1, SZ D; Face/Reach 0.5 m by 0.5 m/0 m; FP 0; Rep +0; Str 4, Dex 18, Con 10, Int 11, Wis 10, Cha 6. Challenge Code C.
Equipment: Heuristic processor, locked access, magnetic feet, poison injector, self destruct system, sensors (infrared vision, improved sensor package, motion sensors, pheromone sniffer, sonic sensors).
Skills: Climb 3 ranks (+3), Hide 0 ranks (+16), Listen 0 ranks (+4), Move Silently 0 ranks (+16), Spot 0 ranks (+4), Search 0 ranks (+2), Survival 3 ranks (+3).
Unspent skill points: 1.
Feats: Ambidexterity, Toughness, Track, Weapon Finesse (injectors), Weapon Group Proficiencies (blaster pistols, simple weapons).
Check out our interview with Owen K.C. Stephens and Jeff Grubb, designers of the Arms & Equipment Guide!
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