Equipment, Weapons and Armor

“Hokey religions and ancient weapons are no match for a good blaster at your side, kid.”
―Han Solo

SWFotJHeading_WeaponsEquipment.png

Players can spend refresh to gain access to equipment, weapons and armor. Each point of refresh spent gives the item 2 Advances to work with. The minimum cost of an item is 1 Refresh. Any equipment purchased must be linked to one of the character’s aspects. Each item also includes a Function Aspect that describes what it is and how it functions. Below are the different Advances available:

ADVANCES

ARMOR

Costs two Advances and can be purchased a maximum of 3 times. Reduces the damage taken in a conflict by 1 per purchase for a maximum of Armor: 3. Different armor does not stack.

ASPECT

Give an item an additional aspect in addition to the Function Aspect.

DAMAGE

Increase the damage done with an attack when using this device to Damage:1. For each additional Advance spent the damage is increased by 1 with a maximum of 4.

EXCEPTIONAL

Costs 2 Advances. This lets you act outside the standard rules in some way. Targeting everyone in a zone, instantly appearing in a scene if there is any way in, on a defense action that generates spin do damage equal to the shifts to the attacker etc.

FLEXIBLE

Allows a character using the device to substitute one skill for another.

FOCUS

Gain a +2 bonus to a specific skill.

NUMEROUS

There is more than one device. Each instance of this feature doubles the number of items represented. Regardless of how many items that are selected they are all exactly the same. If you want different items then purchase them separately.

TOUGH

The item can take some damage. Each Advance spent gives the item a point of stress. A maximum of 2 stress is available.

DEVICE FLAWS

Flaws reduce the Advancement costs by introducing a problem for the users.

COSTLY

Requires a Fate Point to activate.

DEMANDING

Requires time and effort to use the item. This could be reloading a weapon or warm up time for a computer. To activate the item choose one of the following:

  • Time: One action
  • Effort: A Fair (+2) skill roll (choose the skill when the flaw is applied)

If selected twice then this flaw can be both of the above or one of the following:

  • Time: One scene
  • Effort: A Great (+4) skill roll

LIMITED

Can be taken a maximum of 2 times. The item can be used once per scene as 1 Flaw or once per session counting as 2 Flaws.

TROUBLING

A Troubling asset complicates the PC’s life on a regular basis by giving the asset a trouble aspect. A lightsaber might mark you as a Member of the Jedi Knights or the Sith, or maybe that fancy grapnel gun of yours Almost Always Works Almost Half the Time.

EXAMPLE BLASTERS:

DL-44 HEAVY BLASTER PISTOL

PERMISSIONS: The Shoot skill.
COSTS: 1 Refresh

  • DAMAGE: 1
  • ASPECT: Powerful Blaster Pistol

Description

The DL-44 was a powerful, highly modifiable and accurate blaster pistol. It packed a heavy punch compared to other pistols without losing accuracy, which made it a prime choice among many groups and individuals, ranging from smugglers and bounty hunters to military and the Rebellion. It is still a favorite nearly 100 years after its conception.

ARC-9965 BLASTER RIFLE

PERMISSIONS: The Shoot skill.
COSTS: 1 Refresh

  • DAMAGE: 2

Description

The ARC-9965 blaster is an Imperial blaster rifle used by stormtroopers. It is a significant upgrade over the E-11, and was designed with accuracy in mind. To achieve the desired result, designers consulted some of the best sharpshooters in the galaxy. The accuracy came at a price, though; the high-energy bolts required more energy and resulted in decreased ammunition capacity.

EXAMPLE MELEE WEAPONS:

LIGHTSABER

PERMISSIONS: At least one aspect representing that you are a Force-user (usually a Jedi or Sith).
COSTS: 1 Refresh

  • DAMAGE: 2
  • ASPECT: Cuts Through Almost Anything
  • TROUBLING: Activating a lightsaber identifies the character as a Jedi. Not everyone appreciates the Jedi and it can be a beacon for trouble.

Description

Designed as much for elegance in combat as for ceremony, the lightsaber, also referred to as the “laser sword” by those who were unfamiliar with it, was a distinctive weapon, the very image of which was inextricably bound with the mythos of the Jedi Order and their polar opposites, the Sith. The lightsaber also became synonymous with the Jedi Order’s values to uphold peace and justice throughout the galaxy. This perception endured, despite the many conflicts with lightsaber-wielding Sith and Dark Jedi.

VIBRO-AX

PERMISSIONS: The Fight Skill.
COSTS: 1 Refresh

  • DAMAGE: 2

A vibro-ax was a standard ax handle-fitted with a vibration generator and power cell, causing the ax head to vibrate rapidly, thus creating a vibroweapon. Vibroweapons had more cutting power with less effort from the wielder. Some handles were designed to dampen the vibration effect for the user, though cruder versions, such as Arg’garoks wielded by the Gamorreans, used wooden handles. These weapons were often left deactivated, simply to allow the user to show off their physical strength and to intimidate rivals, since these weapons were capable of easily decapitating most humanoid species with a single blow.

EXAMPLE ARMORS:

STORMTROOPER ARMOR

PERMISSIONS: Be in the Imperial Military, and possess an aspect indicating such.
COSTS: 1 Refresh

  • Armor: 1

Description:

The most obvious function of the armor was protection against weapons fire and battlefield hazards. The armor, and the body glove worn beneath, were designed to disperse the energy of a blaster bolt and insulate the wearer, lessening injury. Although standard armor lacked the durability to make the wearer immune to cannon fire, it could partially deflect or disperse energy from low, medium, and high-energy blaster bolts; though the wearer may be incapacitated, survival would allow the trooper to receive advanced medical treatment that may return him to service. It also deflected stun beams, and served as excellent protection against explosions and shrapnel, thereby drastically reducing the effective casualty radius of fragmentation weapons used against troops wearing such armor. It was almost impossible to kill a stormtrooper with a slugthrower unless the bullet was abnormally large, specifically armor piercing, or if it hit the body glove or visor lenses. Although this armor provided less protection from blaster weapons than wartime Phase I and Phase II armor, it offered superior protection from the elements. In addition, the stormtrooper armor could also deflect glancing bolts and reduce damage from bolts absorbed.

Stormtrooper armor was fitted with air filters and fully sealed against chemical and biological attack; the armor could even protect the wearer against vacuum for a limited time. A back-mounted tank contained 20 minutes of emergency oxygen. The aforementioned body glove also provided limited thermal protection.

All components for stormtrooper armor and equipment is manufactured to the highest standards in the Empire. As a result, their armor lasted indefinitely, and may even be still found half-buried at decades-old battle sites.

MANDALORIAN ARMOR

PERMISSIONS: Be a Mandalorian, and possess an aspect indicating such.
COSTS: 4 Refresh

  • Armor: 2
  • Damage: 2
  • Aspect: Walking Arsenal
  • Focus: Gain a +2 bonus to Notice Rolls used to create advantages related to tracking or targeting enemies on the battlefield.
  • Exceptional: Jet Pack – May Jump to any other zone instantly ignoring any barriers.
  • Demanding: Effort: Requires a Fair (+2) Pilot roll to activate Jet Pack.

Description

Mandalorian armor has an aspect called Walking Arsenals. If you are wearing the armor, you can invoke this aspect to bring to bear any weapon necessary to the situation, but you can also suffer a compel when on planets with strict weapons restrictions.

Made from the near indestructible metal beskar, Mandalorian armor is highly resistant to all types of damage. You gain Armor 2 against physical attacks while the armor is on.

Within the armored helmet lies a heads-up display that assists in tracking enemies in combat, granting a +2 bonus to Notice rolls used to create advantages related to tracking or targeting enemies on the battlefield.

The Jet Pack attached to the armor allows Mandalorians incredible flexibility on the battle field. They can jump from any zone on a battle field to any other if they make a Pilot Overcome Roll of +2.

Mandalorian armor is very unique to each warrior and this is just one example of it.

NOTE: The above is a slight modification of the rules presented in the excellent Jadepunk game. I highly recommend reading that book for the expanded rules.

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Equipment, Weapons and Armor

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