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Survival Gear

The following is an expanded equipment list for my Star Wars RPG campaign, focusing on gear for surviving in hostile environments. New items and new rules for existing items are described at the bottom of this article. Page numbers listed for other items refer to the location of the object's description in the core rulesbook. The original equipment list can be found on page 125 of the core rulesbook. Rules for items already listed in the Star Wars RPG rulesbook are deliberately omitted, as this is not meant to be a substitute for actually purchasing the basic rulesbook.

ItemCostWeightNotes
All-Temperature Cloak1001.5 kgp. 123
Aquata Breather3500.2 kgp. 123
Backpack, Armored5001.0 kgarmored containment
Breath Mask
Canister
Filter
200
25
25
2.0 kg
1.0 kg
1.0 kg
p. 123
Cell Lighter1-high-tech hand-held lighter
Canteen10.1 kg1 liter
Canteen, Condensing100.2 kg1 liter, self-refilling
Field Kit5007.0 kgp. 124
Fusion Lantern252.0 kgfrom errata
Glow Rod101.0 kgp. 124
Life Pod2502.0 kgemergency deep-space survival pod
Medpac1001.0 kgp. 124
Piton, Auto (10)5-Self-applying climbing pitons.
Rations502.0 kg1 week's worth
Repulsor Sled50020.0 kgcarries up to 250 kg of gear
Suit, Environmental 5005.0 kghazardous environment suit
Tent, Dicrome 120 5.0 kg camoflaged reusable tent
Tent Pod253.0 kgdisposable inflatable tent
Warding Rod 100 5.0 kg Forms an "invisible fence" against certain creatures

Backpack, Armored
This is a backpack unit of plastoid armor, environmentally sealed against water, temperature extremes, high and low pressures, with modular internal compartments and hatches that can be reconfigured to make vital equipment more easily accessible (or deliberately less accessible, if one is traveling in the midst of pickpockets), and there are also places to attach equipment externally (though it of course won't benefit from environmental and armored protection).

The backpack includes a simple electronic combination lock on the top that can be engaged to lock down the unit. The keypad normally beeps when buttons are pressed, but this feature can be easily disabled. The lock is not terribly sophisticated, as one can simply keep cycling through all possible combinations until the correct one is found: it can be bypassed with a Disable Device check against a DC of 20. More sophisticated locks (purchased separately) can be applied instead. Opening any of the compartments on the backpack by brute force would require a Strength check against a DC of 23. The backpack has a Hardness rating of 5, and 10 Wound Points.

Note:
Normally, Star Wars characters are assumed to get the clothes on their backs for free, and that generally includes any number of pouches, belt loops, straps, holsters, packs, et cetera required to conveniently hold their gear. The inclusion of this item does not imply that the Heroes need to allocate money to buy backpacks -- only armored backpacks with special features, if they so desire.

Canteen
This is a fairly simple container for storing water or other liquids, insulated to keep beverages cool or warm (as appropriate).

Canteen, Condensing
This is a sophisticated device, consisting of a canteen capable of holding up to 1 liter of water, and insulating it to keep it cool, but it also has an integral condenser that pulls moisture from the air in order to refill the canteen. (This device can also be useful to serve as a dehumidifier to put in one's tent in especially humid environments.) A single energy cell (sold separately) is sufficient to provide normal operation of one of these canteens for approximately one month. Without the energy cell, this just acts as an ordinary, insulated canteen.

Cell Lighter
This is essentially a high-tech cigarette lighter. When flicked on, a chemical reaction produces a small flame, convenient for igniting flammible materials, such as firewood, papers, or a fuel spill. The disposable item has enough fuel in it for up to 10 minutes of continuous use (generally long enough to light many small fires, but limiting its utility as an emergency light source).

Life Pod Life Pod
Using technology similar to liquid cable dispensers, this small spheroid is activated by breaking the safety tab and then pulling the activation cord. The sphere expands outward upon contact with air, forming a semi-flexible, translucent sphereoid equipped with a layer of ablative cushioning designed to provide shielding against micrometeorites, and insulation against the chill of the void of space. It is large enough for a single Medium-sized individual to crawl into, then to close and seal the opening. If the life pod is activated in an environment without sufficient oxygen, the integral atmosphere canister will suffice to form and inflate the pod. Otherwise, the canister provides approximately one hour of fresh oxygen to the occupant, through a breathing hose. A chemical-based heater is also included, with enough fuel to keep the occupant warm (if not very comfortable) for at least an hour.

When the life pod is activated, a small emergency beacon is activated, with a power supply that will keep operating for up to three hours. (The occupant may not be alive that long, but why quibble? If the occupant uses the chemical heater more sparingly, and has additional atmosphere canisters, it is theoretically possible to survive in the life pod for several hours, but micrometeors will tend to tear apart the fragile life pod after periods much longer than that.)

Once the pod is sealed, it cannot be opened without rupturing it, negating any protection against the vacuum of space. For better or worse, it is fairly easy to cut open a life pod with just about any sharp implement. In case of accidental punctures, the same tube of sealant that is used to close the opening can also be used to patch small punctures no larger than a centimeter in diameter with a Repair check at a DC of 10.

Life pods are "disposable". Once a life pod is inflated, it cannot be repacked and reused.

The occupant of a life pod is helpless and adrift, hoping for rescue, but the pod is nonetheless useful when traveling on a starship that isn't up to standard safety codes, or when other circumstances prevent one from reaching an escape pod in timely fashion.

Auto Piton Piton, Auto
Auto-pitons are small, compact cylinders that can be applied to a surface and activated. The cylinder fuses itself to the surface, then drives in an anchor, injects a quick-acting epoxy to cement itself in place, and in the same action pops out an extension that can be used as a handle for a climber, or as a tie-off.

An auto-piton can fuse to any surface that has at least a Hardness of 5 (wood), but no more than a Hardness of 10 (metal). (See. p. 147 of the core rulesbook for sample hardnesses. Stone typically has a hardness of 8.) Any less than 5, and the auto-piton will pull back out if stressed. Any more than 10, and the auto-piton will have no effect other than to leave a mark on the surface. If some poor creature is injured by an auto-piton (which is too clumsy to use in melee combat, except against a prone, helpless target), it inflicts 2d6 points of damage.

Rations
These field rations come in biodegradable plastic sealed containers, in an assortment of highly processed "meals" sufficient to feed the average Medium-sized creature for a week. Rations for aliens with more exotic dietary needs may have to pay up to twice the normal price if not anywhere near a major trade port or their home system. Each bag holds smaller packets of condensed proteins, dehydrated fruits, drink powder, nutrient bars, simple disposable utensils, tiny seasoning packets, and cleaning cloths. (The most popular contents are definitely the nutrient bars, which, despite the name, have dubious nutritional value, but are surprisingly tasty to a wide number of alien species. Many scouts like saving these up for making favorable impressions on primitive aliens.)

Ration packs are easily identified by their plastic-like coating, and the obligatory informational labels printed on them, informing the user what alien species the menu has been approved for. (Due to the varied tastes of many aliens, most of the meals are fairly bland and tasteless. Since safety standards are not as stringent upon the optional seasoning packets, it is not advisable to experiment freely with them. For instance, the Shistavanen meat-seasoning packet gives food a slightly gamey taste for that "raw meat" sensation.)

Repulsor Sled
This is a simple cargo carrier sled, available in a variety of dimensions, that is basically a flat platform for carrying gear, with convenient handles for towing, and a repulsor field generator capable of lasting for weeks without need for recharging. The sled can hover above the ground at a variable height of up to 3 meters, but it has no propulsion of its own. It can be set to remain level even when on an incline, and it can be set with variable "traction" -- either to slide with an almost frictionless glide, to hold still, or with some resistance when going downhill. The repulsor sled provides no protection for its cargo, but it can be handy as an emergency flotation device, and it keeps items off of the ground -- thus providing some protection against crawling scavengers. (For this latter use, some paranoid campers like getting a repulsor sled to serve as a bed.)

Note: A weight of 20.0 kg is given in the listing, but this is the mass of the repulsor sled if totally powered down. Unless someone is actually carrying the sled, this should not be calculated into their encumbrance. Through the weird metaphysics of repulsor technology, the weight of the sled and its cargo is evenly distributed over the surface underneath it in such a way that it is capable of floating on water (though it will cause a noticeable "footprint" on the water while doing so) as easily as on land.

Suit, Environmental
This is a protective suit and helmet that provides complete coverage, and can be sealed against hazardous environments, with an integrated breath mask (using standard atmospheric canisters and filters that must be replaced as per normal) and body temperature regulatory systems. This suit is especially designed for working in hazardous environments where toxic gases are present that would cause harm to the wearer if they would come into contact with skin. The suit has a network of self-sealant "veins" and a reinforced mesh, making it tear-resistant, and closing up gaps quickly if the suit should be punctured. Unlike a flight suit, this is not designed for survival in the vacuum of space, but the wearer receives a +2 equipment bonus to Fortitude saves against extreme hot or cold temperatures and severe weather.

Defense Bonus Maximum Dex Bonus Armor Check Penalty Speed 10m Speed 6m Weight
+4 +4 -3 10 6 5 kg

Tent, Dicrome
The "Adventure Hiker & Hunter Di-Crome DuraShelter" is a fairly "conventional" weather-resistant tent that comes with folding supports, and an inflatable cushioned base, capable of compacting into roughly the size of a datapad, and assembling in minutes. It is normally silver-reflective in appearance, except when it is charged: then, it adopts a camoflage pattern based on a chromatic sampling of its surroundings. This adds a +5 to the DC to Spot the tent at a distance and in poor lighting conditions, though the camoflage is not so realistic as to make it seem "invisible" at close range. The tent is well insulated and designed with predators with alternate ranges of vision in mind, so this bonus still applies against users of Darkvision. The tent includes a standard energy cell that is capable of powering the tent's camoflage capability for months of operation, and is fairly easily replaced.

Tent Pod
This device is a variation on the same technology that makes inflatable "life pods" possible. Before deployment, this device is a small sphere that can be activated by breaking the safety tab and pulling the release. The tent pod then quickly inflates upon contact with the air, forming a water-resistant more-or-less dome-shaped tent that molds itself to the ground it is set upon. The tent material is opaque and comes in a wide range of designer colors, optionally with translucent patches that can serve as windows and to let in sunlight.

Unlike the life pod, the tent pod does not come with any sort of atmosphere canister or heating element. The reason for the increase in weight over the life pod is that the material used for the tent is more durable and weather resistant, and the tent expands to a size large enough to enclose up to two Medium-sized creatures, with a cushioned base.

Although the tent is "rain-proof", it is not water-tight, except for the cushioned base. (In an emergency, a tent pod can be used as an awkward sort of life raft.)

Like the life pod, the tent pod is not reusable, and it is not made of the most durable of materials: it is able to provide shelter for approximately a month before normal wear will greatly compromise its utility. To extend its lifespan somewhat, a tube of sealant is included (to patch the inevitable tears), and there is also a tube of solvent that can induce a chemical reaction that will dissolve the tent pod into a pile of biodegradable sludge within minutes, for proper disposal.

Warding Rod
This basic device is found in many variations, and is limited in its utility based upon the nature of wildlife found in the vicinity. Warding rods are often sold as an aid for campers on alien worlds, configured to ward off a number of creatures, particularly those who can be repelled by certain keyed odors or high-frequency sounds that serve as an "invisible fence". The effectiveness of a warding rod is largely dependent upon whether the proper model is purchased for a particular planet and environmental area that one will be visiting. A general warding rod can potentially be modified for other environments, but only by a very skilled operator. Ideally, a warding rod is to be planted in the center of a campsite, though in some environments with particularly hostile predators, multiple warding rods may be required to be planted around the perimeter. As appropriate for the local fauna, the warding rod will release odors and emit sounds designed to drive off pests and predators for a good night's sleep. A warding rod requires an energy cell for each 24 hours of continuous operation.

A few sample Warding Rod models sold for Feorri sector:

Location Notes
Branzet broadcasts a series of codes designed to ward off roaming "security droids" that are occasionally found outside settled areas, left behind from a much earlier era
Eltaes emits an audio signal and light outside of the normal visual bands designed to ward off nightrippers, and releases odors that repel most biting insects
Langoria emits an audio signal that confuses skyrazors (who navigate by echolocation) -- usually wards skyrazors, but campers are warned to be aware of confused skyrazors that might crash into obstacles (such as tents or the camp fire); also emits a potent insect repellant.


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