Tell me about your Homebrew Ships and Equipment...

By RodianClone, in Star Wars: Edge of the Empire RPG

GO!

Currently, my players are doing some Rebel work on a medical research planet. One of the items that is available is a medical pack that adds two blue dice to checks to heal a critical injury.

Kyuzo War Helmet


Ranged Light

3 damage

crit 4; can spend triumph to boomerang hat back to wielder

range short

qualities: knockdown, defense rating 1 when held


I have two players in separate groups that play Kyuzo and would like to obtain their War Helmets so I houseruled this up. Doesn't do a lot of damage, as it is shown in the Clone Wars series to mainly knock down opponents. Sometimes it even boomerangs back to the wielder but not every time. It was also used defensively to absorb blaster fire and even as a shield in melee combat.

To give my crew the sense that a certain crime lord both admired them and was keeping close tabs on them, I recently had my PCs be given three special, homebrew gifts. The PCs are an ex-BoSS melee Aqualish, a creepy medic bot, and a Chadra Fan mechanic.

For the ex-BoSS PC:

An Imperial Bureau of Ships and Services badge, matching his own in every way, but that, with a "draw weapon" maneuver, becomes an energy shield the size of a buckler, with the following stats:
Skill: Melee
Damage: +1 (energy)
Critical: 5
Range: Engaged
Encumbrance: 1
HP: 0
Price: ® N/A
Rarity: Unique
Special: Defensive 1, Deflection 1, Cortosis
Category: Melee
Notes: If worn as a badge (instead of being wielded as a weapon), it loses all other qualities, but gains the quality: Innate Talent (Durable).
For the medic bot:
A portable, small-scale Bacta unit with a limited droid-brain-powered datapad attached, all contained in a folding housing about the size of a mattress for a dog or Chadra-Fan (about 1m x 1m x 15cm). It functions as a Bacta tank for all purposes (healing, as on pg. 220 of the EotE Core Book, and Talents) AND as an ECM-598 Medical Backpack for all critical injuries rolled on the Critical Injury Result table as a 90 or below. It has the following stats:
Price: ® N/A
Encumbrance: 3
HP: 2
Rarity: Unique
Note:

For the tiny bat mechanic:
A thin-framed, mostly open armored suit; a scaled-down version of a typical "hauling harness" that has lost some of its capacity for general cargo-hauling, in place of having more attachments for mechanics' tools and a conveniently-placed viewing screen for holovids (along with a localized sound system). It has the following stats:
Defense: 1
Soak: 1
Price: ® N/A
Encumbrance: 3
HP: 2
Rarity: Unique
Note: Modded to remove the normal upgrade to combat checks, but also loses the ability to gain 6 Increase Encumbrance mods.

A modest one but something our AoR Sharpshooter couldn't find in the books we have.

Suppressor (Slugthrower barrel attachment):

Perception check to locate the shooter, difficulty as per a Ranged attack + setbacks for local noise, etc.

(He hasn't asked for any but modifications could include additional setback dice.)

Holographic Disguise Matrix

The holographic disguise matrix is a personal holographic projection device that allows the user to disguise themselves as someone else. The device uses vocal emulators and other systems designed to both fool both observers and electronic sensors.

The matrix can store up to 10 images in is memory. When under casual observation, there is typically no roll needed to appear as a ‘generic’ individual of whatever species they have information on (NOTE: language and certain physiological functions like extra limbs, appendages and locomotive functions cannot be duplicated). If the character comes under closer observation, trying to impersonate a specific person or is scanned via sensors the player must roll Deception vs. Perception (Deception vs. Computers if a scanner). The matrix gives the wearer 2 ranks of the Indistinguishable talent for this purpose.

To record a specific race/person a character must make an Easy (d) Computers check while in engaged range of a person/species to be recorded, or a Daunting (dddd) Computers check to create a facsimile of a specific person or species from memory or other data.

Price: 2500

Rarity: 9 ®

Encumbrance: 2

Cybernetic version: Rarity: 10 ®, Cost: 12,500, No Encumbrance

We had a player really like the use of this in the clone wars and on Proxy from Force Unleashed, so with the help of a few forum members....ta da.

Yes, we know this was a typo, however, having been a long time fan of the old WEG version and them having the Irya <sp?> Grav Belt my group came up with this. We see it as sort of a last resort. Kind of like a reserve parachute or wing suit for the extreme sports types. One player has this in case his jet pack fails and our crazy Corellian pilot ONLY wears this. :blink:

Grav Belt

This belt, though difficult to master, can be the deciding factor between life and death in a fall. Fitted with micro repulsorfield generators, gravimetric sensors and micro-adjustment controls it lessens the impact of a fall to any wearer capable of manipulating the controls. A truly skilled wearer can even fall from a great height and receive little or no injuries at all.

Characters wearing a grav belt automatically reduce the falling damage and effect by half (round up) if they are conscious and able to move. Characters may attempt to reduce the range band fallen by succeeding at a Hard (ddd) Piloting Planetary roll. Success reduces the range band fallen by 1 (Long to Medium, etc.), to a minimum of 0. The distance fallen may be further reduced by 1 additional range band for every ss on the piloting roll.

Price: 500

Rarity: 5

Encumbrance: -

Edited by Jareth Valar

We also tend to some of the attachments and gear from Carstols (which would be nice to see an update to, hint, hint, :D ). Though we like to stay straight from the books as much as possible, some of them fit too well to ignore.

Some of what we use follow:

Magnetic Hilt

Reconfigured Form

Adrenal stim packs

Thin Suit

Vacuum seal (we use the Core rules as Emergency Seals)

Field Gear

Alternate jet packs

There are a few more, but those hit the highlights.

Keep up the good work Jergergryte (and the updates too, :P )

Librarian, borrowed your formatting.

The Scythe was based on the frame and durability of the HWK-290 and redesigned into a combat platform from some mysterious benefactors. These same benefactors waited for most of a galactic year of production (a lot to a couple of corporations in the Corporate Sector) to purchase a couple for themselves (so they would no longer be unique)

OK, yes, I know she is a beast, but has yet to really show anything extraordinary yet. She can last several rounds longer against Ties, but unfortunately swarm tactics will take any beast down, ;) . This was a design and balancing acts done by our entire group, and we're pretty happy with it. Visually, her exterior was taken from Colonial Chromes' version of the Arakyd Helix/Vixen he designed (don;t know if he would want things linked to his work or not, but credit where credit is due). Beautiful work, but ours is a tad smaller coming in at just about 19 m. Even superimposed it over the HWK and a lot of things match up nicely. It does have a tiny living space designed on the style of the economy housing/RV living. Almost everything fold away for space economy.

Era: Rebellion era

Hull type: Starfighter/Patrol Boat

Ship Class: ATX-0100 Scythe Class Multi-role Escort

Manufacturer: Corellian Engineering Corporation

Hyperdrive: Class 1; Class 10 Backup

Navcomp: Yes

Sensor Range: Medium

Ship's Complement: One pilot; One Astromech

Encumbrance Capacity: 37

Passenger Capacity: 2

Consumables: Three Months

Cost/Rarity: 230,000 / 8 ®

Customization Hard Points: 5

Silhouette: 3

Speed: 5

Handling: +1

Defense: 2/1

Armor: 4

Hull Threshold: 18

System Threshold: 15

Weapons:

Dual Twin Medium Laser Cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 3)

Twin Light Ion Cannons (Fire Arc: Forward; Damage: 6; Critical: 3; Range [Close]; Linked 2)

Forward Mounted Twin Proton Torpedo Launchers (Fire Arc Forward; Damage 6; Critical 3; Range [short]; Blast 6, Breach 6, Guided 2, Limited Ammo 8, Linked 1, Slow-Firing 1).

Check out my ongoing WEG gear conversion, in my signature.

We did a search and rescue mission for a cyberneticist. We encountered some lovely cybernetically enhanced nexu that we "harvested" parts from and reverse engineered onto shock gloves that I regularly use. The stats are not one me but in addition to the shock bonus I have ensnare. Which has been a lot of fun to use!