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Equipamentos & Veículos.

Posted by F5-3DFor group 0
F5-3D
GM, 20 posts
GM Droid
Fri 14 Apr 2023
at 00:20
  • msg #1

Equipamentos & Veículos

Ficha de equipamentos e veículos. O tópico será atualizado à medida que for necessário.

2) Armas
3) Armaduras
4) Miscelânea
5) Droids
6) Speeders
7) Walkers
8) Starfighters
9) Space Transports
10) Capital Ships
This message was last edited by the GM at 00:25, Fri 14 Apr 2023.
F5-3D
GM, 21 posts
GM Droid
Fri 14 Apr 2023
at 00:25
  • msg #2

Armas

BLASTERS

* Stun: the weapon can also do stun damage (not doubled after armor)
* Auto: automatic weapons
* T: the weapon has targeting systems or scopes that give +2 on an Aiming (Perception+Blasters), with a folding stock giving an extra +1.


Hold-Out Blasters
Small enough to be hidden in the hand of a human, hold-out blasters are common in urban areas with strict weapon controls and among undercover agents. Hold-out blasters require custom de- signed power packs and only hold enough blaster gas for a few shots. They are illegal or closely regulated in most systems. Many systems, however, look on them as a "self-defense" alternative to the more powerful types of personal weapons available.

Sporting Blasters
A small, short blaster, often used for small- gamehuntingorpersonaldefense.Sometimes used for dueling. This is the smallest weapon
to use standard power packs.

Blaster Pistols
This is the most common weapon in the galaxy. It is popular with urban police forces, traders and anyone else who needs to pack re- spectable firepower in a compact package. Ownership of these weapons is restricted in many systems.

Heavy Blaster Pistols
A blaster pistol is a compromise: it gives the user a lot more firepower, but with a very limited range — this is accomplished by draining a lot of energy from the power pack, at the expense of ammo. A heavy blaster pistol is crammed into a standard pistol frame, making it easy to disguise if necessary. These weapons are illegal or heavily restricted in many systems. Han Solo's favorite weapon is a modified BlasTech DL-44 heavy blaster pistol.

Blaster Carbines
These weapons are shorter and less accurate than blaster rifles, the weapons they are based upon. However, they are rugged and reliable and malfunctions are very rare. These weapons are less advanced than blaster rifles, and older models can often be
found at greatly discounted prices.

Blaster Rifles
Among the most popular personal weapons in the galaxy, blaster  rifles arein common use throughout the Imperial and New Republic forces. They have a retractable stock and sight. In most systems, ownership is restricted to military organizations. Imperial stormtroopers favor blaster rifles.

Sporting Blaster Rifles
Built in an attempt to circumvent standard restrictions on the blaster rifle, the "sport rifle" is merely a smaller version of its more lethal cousin. It was introduced early in the days of the Empire by groups that worried over the new centralization of power. In general, it is just as restricted in use as the blaster rifle.

Light Repeating Blasters
Longer and more powerful than blaster rifles, these weapons are for large-scale actions, often supplementing ground squads and providing cover for artillery gunners while their weapons are being set up. These weapons are normally about one to one-and-a-half meters long, and can be run off power packs or attached to generators for unlimited fire- power. They are normally available only to the military.

Heavy Repeating Blasters (E-Web)
The E-Web is at the limit of "portable" blaster weapon technology — troops can carry it, but they certainly can't fire it without tripod mounting. It is normally allotted as an infantry support weapon, and the crew is expected to keep the weapon moving with the troops for backup when needed. Imperial snowtroopers on Hoth used E-Webs.

Bowcasters
A weapon unique to the arboreal Wookiees of Kashyyyk, the bowcaster (also called a laser crossbow) is an ancient and curious combination of energy and projectile weapon. The weapon requires great physical strength to cock and load. The weapon fires explosive quarrels wrapped in an energy cocoon, giving the explosive the appearance of an elongated blaster bolt. The weapons are only available on Kashyyyk.

MELEE

Shock: when hit, the shockee takes the base damage and must make a Constitution (doubled) roll at a penalty equal to the successes of the attack.  On a failure, the victim is knocked out.  Even if they remains conscious, the shock gives them a -2 penalty to all actions (including resisting another shock) for the next four Turns.  Multiple shots create cumulative penalties.

HEAVY WEAPONS


Fragmentation Grenades
Grenades come in a variety of sizes and forms, and can be simple explosives, or may eject noxious gases or smoke or any other number of payloads, depending upon the specific needs of the purchaser.

Mines
Mines are used to eliminate incoming troops and vehicles. Most are triggered by physical pressure (such as moving ground troops) or the presence of repulsor fields (generated by incoming vehicles). The demolitions skill roll of the character setting the mine is equal to the hide value of the mine (in case someone is searching for it) and the "to hit" roll of the weapon. When the mine is triggered, the character must dodge to get out of the immediate blast radius of the explosion — each success reduces damage by 5.

Thermal Detonators
The thermal detonator is a highly effective weapon of terror and destruction. It is fist-sized, yet packs enough explosive to destroy everything within a small building.
This message was last edited by the GM at 22:55, Sun 16 Apr 2023.
F5-3D
GM, 22 posts
GM Droid
Fri 14 Apr 2023
at 01:20
  • msg #3

Armaduras


AV: Armor Value. The protection offered by the armor. The number before the slash is the protection for physical damage, the one after for energy damage (blasters, lightsabers, etc).
EV: Encumbrance Value. The penalty to Speed. Initiative and checks requiring silence or fast reaction.
PA: Protection Area. A quick way to know what parts of the body a given suit protects. H=head; T=torso; A=arms; L=legs; All=whole body, including the head.
Notes: Extra abilities and special characteristics of any given suit are listed here.


With the advance of blaster weapons, armor has become less and less popular: most soldiers in the field soon realized that their armor would be ineffectual in stopping those bolts of energy, and their speed and quickness would be of prime importance. Armor is more useful against many slugthrowing weapons, so it is common on very primitive worlds. Armor protects a specific portion of a person's body. Armor may cover one of six locations: head, torso, left arm, right arm, left leg, and right leg. Head and torso armor may provide different protection to the front and back, and if so, the distinction is indicated.

Blast Helmets
Common among the forces of the Rebel Alliance, blast helmets provide troops with valuable protection from fragments and shrapnel, although they are almost useless against blaster bolts.

Blast Vests
Like blast helmets, vests are very useful against physical attacks, such as grenade shrapnel and bullets, but they provide little protection from blaster bolts.

Bounty Hunter
A number of bounty hunters utilize a variety of personal armors for protection during the course of their duties. A favored set of armor is the Corellian PowerSuit, which not only provides protection, but enhances the user’s Strength in personal combat. These battlesuits are often greatly modified by their owner. Typical modifications include the permanent addition of weapons, advanced sensors in helmets, emergency survival equipment storage belts, harsh environment shielding and a number of other items. These suits are restricted in many systems, and may be illegal to purchase or possess.

Stormtrooper
Stormtroopers were the elite shock troops of the Empire, and their stark white protective armor is unmistakable. The armor is an 18-piece cocoon which surrounds the soldier. Ownership of Stormtrooper armor by non-stormtroopers was a serious offense in all Empire systems — and inherently dangerous in non-Empire ones. It provides a bonus yo Perception checks in low-visibility situations, and has a climate controlled body glove (allows operation in moderately warm or cold climates).
This message was last edited by the GM at 03:33, Fri 14 Apr 2023.
F5-3D
GM, 25 posts
GM Droid
Sat 15 Apr 2023
at 13:59
  • msg #4

Miscelânea

Bacta Tank
This large, specialized tank is filled with the powerful healing agent, bacta, which promotes rapid healing. A bacta tank can be used when treating wounds, disease, poison, or radiation in a creature.

A bacta tank and a supply of bacta is expensive, so such medical equipment is usually found only in hospitals, aboard capital ships, and within major military bases. Each hour of treatment consumes one liter of bacta, which costs 100 credits. A typical tank holds up to 300 liters of bacta, and the tank must hold at least 150 liters at all times to provide any benefit. Only one creature can be immersed in the tank at any given time.
Cost: 100,000 (empty), (100 per liter of bacta, tank holds 300 liters)
Game Notes: heals CON/2 (round up) Life Points per hour. Setting a bacta tank requires an INT+Medic roll.

Medpac
Emergency medical kits that contain the necessary medicines, stimulants, coagulants and healing drugs to save lives in crisis situations. While most commercial and  military medpacs con­tain a wide variety of medical supplies, medpacs are not as effective as a fully-stocked medical bay. Medpacs contain supplies for on-site treatment of contusions, burns, broken limbs and other traumatic injuries; serious wounds (internal bleeding, brain damage, and so forth) must be treated in a more advanced facility.

Most medpacs are designed for use on a limited number of species; aliens that are not widespread throughout the galaxy — such as the Noghri — will find commercial medpacs of limited use. Imperial-issue medpacs contain medicines that are useful on humans only.

Once a medpac has been used, it is expended.
Cost: 100
Game Notes: INT+Medic+3, heals two Life Points per success.
This message was last edited by the GM at 19:33, Fri 01 Dec 2023.
F5-3D
GM, 26 posts
GM Droid
Sat 15 Apr 2023
at 14:00
  • msg #5

Droids

Astromech série R2
Str 1 Dex 2 Tou 2 Int 3 Per 4 Will 2
DP 13 Speed/Initiative 4/3
Skills: Mechanic 2, Notice 2, Piloting 1, Tech 2
Systems: heavy grasper arm (STR 2), electric arc welder (.3 meter range, 3 energy, smal circular saw (.3 meter range, 12 slash), three wheeled legs (one retractable, magnetic feet), internal storage (20 cm x 8 cm, 2kg), fire extinguisher, jets (fly at speed 8)

This message was last edited by the GM at 18:00, Fri 26 Jan.
F5-3D
GM, 27 posts
GM Droid
Sat 15 Apr 2023
at 14:00
  • msg #6

Speeders

Razalon FC-20 Speeder Bike

Acc 0
Hand: 2
Tough: 2
Speed/Alt.: 180 kph (60)/0.8 m
Crew: 1
Hull: AV/DC 5/40
Shields: None
Length: 1.5 meter
Cargo: 2 kg
Note: passive sound dampeners dramatically reduce noise, give -2 to detect the speeder bike by sound.
This message was last edited by the GM at 21:14, Thu 25 May 2023.
F5-3D
GM, 28 posts
GM Droid
Sat 15 Apr 2023
at 14:00
  • msg #7

Walkers

TBD
F5-3D
GM, 29 posts
GM Droid
Sat 15 Apr 2023
at 14:01
  • msg #8

Starfighters

Y-WING II
Koensayr BTL-S7 Fighter-Bomber

Size1 (16 metros)
Accuracy2
Handling3
Toughness 4
Speed 8
Crew 2 + A (skill 3)
NavComp Astromech
Hyperdrive (backup)x1
Supply1 semana
Hull (AV/DC)100/400
Shields (AV/DC)100/300
WeaponsDamage
Medium Laser Cannons x 2500
Light Ion Cannons x 25
Proton Torpedo Launchers x 2 (load)700 (8)

This message was last edited by the GM at 17:29, Thu 25 Jan.
F5-3D
GM, 309 posts
FP 7
Fri 22 Mar 2024
at 17:36
  • msg #9

Shuttles

SENTINEL class

Size2 (20 metros)
Accuracy2
Handling3
Toughness 4
Speed 7
Crew 2 + 3 gunners (skill 7+)
NavComp Yes
Hyperdrive (backup)x1 (x10)
Supply1 mês
Hull (AV/DC)100/700
Shields (AV/DC)100/900
WeaponsDamage
Laser Cannons x 8 (retractable, fire-linked)500
Repeating Blaster Cannons x 2 (retractable)80
Ion Cannon (retractable)4
Concussion Missile Launchers x 2 (fire-linked)(load)700 (8)

In its standard configuration, a Sentinel can carry 54 stormtroopers (approximately six squads), 12 E-web heavy repeating blasters, and 6 74-Z speeder bikes. When its seats were removed and it was converted to carrying supplies, it could transport 36 74-Z speeder bikes, or 12 compact assault vehicles such as AT-STs or AT-PTs. Its total cargo capacity was 180 metric tons.


This message was last edited by the GM at 18:12, Fri 22 Mar.
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