Survival Equipment

Equipment / Survival Gear

Basic Survival Gear

Glow Rod
Type: Standard glow rod
Cost: 10
Availability: 1
Range: 50 meters
Source: Rulebook (page 226), Heir to the Empire Sourcebook (page 107)

Luma Flare
Model: Salamini Chemical Munitions Model-3287
Type: Aerial illumination system
Skill: Missile weapons
Cost: 100
Availability: 2
Range: 5 kilometers vertical, 10 kilometers horizontal
Blast Radius: 20 meters
Damage: 4D
Game Notes:
Maximum range for the luma flare is five kilometers vertical and 10 kilometers horizontal. The illumination lasts for three minutes, and an area 300 meters in diameter is affected. While not designed as a weapon, luma flares will cause 4D burn damage to anyone within 20 meters of the detonation. Anyone within 50 meters of the detonation point and who is looking directly at the detonation point must make a Difficult Perception total or be blinded for eight minutes.
Source: Galaxy Guide 10: Bounty Hunters (page 91), Gundark’s Fantastic Technology (pages 81-82), Rules of Engagement – The Rebel SpecForce Handbook (page 70)

Personal Strobe Locator
Model: Saladar Systems Solo Strobe
Type: Personal strobe locator
Cost: 100
Availability: 2
Game Notes:
The comlink-sized strobe flashes every five seconds for up to 20 hours, and is visible for three kilometers.
Source: Platt’s Smugglers Guide (page 54)

Anti-Insect Canister
Model: Barkesh Insect Culture
Type: Inecticide
Cost: 275
Availability: 3
Game Notes:
A canister’s contents can coat three full sized humans or protect the atmosphere within a small ship or within several meters of a small camp. The canister is effective up to one month from purchase, when the microorganisms inside eventually die out.
Source: Gundark’s Fantastic Technology (pages 79-80)

Animal Excluder
Model: Merr-Sonn Excluder
Type: Animal excluder
Scale: Character
Cost: 350
Availability: 2, F or R
Game Notes:
The excluder has three power settings – low power (2D), normal power (4D), and high power (6D). Each setting forms a protective “sphere” with a diameter of 10 meters, 20 meters and 40 meters, respectively. Every round that a creature possessing senses in the affected range attempts to approach, it must make a willpower or Strength roll (whichever is higher) against the excluder’s power setting to remain within the device’s range. Failure means the creature retreats as far as it can until it is out of range; success means it can advance but suffers -2D to all actions due to irritation and distraction. Attempting to corner a creature, however, is not a wise move, as full flight-or-fight instincts remain in affected creatures.
Source: Gundark’s Fantastic Technology (page 79)

Ration Concentrates
Model: Adventure Hiker & Hunter Ration Pack
Type: Compact field meal
Cost: 5
Availability: 1
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 32)

Dehydrated Food Pack
Type: Standard dehydrated food pack
Cost: 2
Availability: 1
Game Notes:
Each dehydrated food pack contains enough nourishment for a human for one meal (does not include liquids).
Source: Gundark’s Fantastic Technology (pages 80-81), Tales of the Jedi Companion (page 122)

Water Purifier
Model: Pretormin Environmental WPR-60
Type: Water purification system
Skill: Survival
Cost: 100
Availability: 1
Game Notes:
A Very Easy survival roll is required for normal use. The amount of time required to properly filtrate water samples is dependant on local sources. Average filtration time is 5 minutes. The unit will notify the user when cleansing process is completed.
Source: Galladinium’s Fantastic Technology (page 67)

Water Purifying Canteen
Model: SurvivalGear Water JugFilter
Type: Water purifier
Cost: 100
Availability: 1
Game Notes:
The water-purifying canteen can remove contamination from tainted water. It takes two minutes to purify lightly contaminated water, four minutes to purify moderately contaminated water, eight minutes to purify highly contaminated water, and 1D hours to purify toxic water. (See pages 20-21 for more information on water contamination).
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 32)

Micro Fusion Reactor
Model: Lardanis Survival Systems MFCR-200 Power Generator
Type: Medium fusion power generator
Cost: 750
Availability: 1
Source: Galladinium’s Fantastic Technology (page 55)

Energy Capacitor
Model: Dardrennis Survival Technologies EMS-500
Type: Energy collection system
Skill: Survival
Cost: 1,500
Availability: 2
Game Notes:
An Easy Technical roll is required for normal operation. The difficulty level may vary depending upon the type and amount of energy flow being accessed. Energy collection rates will vary from anywhere for an hour (from large power source or generator) up to six days (such as from low power blaster power packs) for a full charge.
Source: Galladinium’s Fantastic Technology (page 65)

Defel Heat Reducer
Model: Farendress Defek Exports HR-1200
Type: Heat reducer/energy generator
Cost: 500
Availability: 2
Game Notes:
When operating in an environment with high levels of ultraviolet radiation, the exchanger can produce enough energy to power several datapads or other small appliances.
Source: Galladinium’s Fantastic Technology (pages 29-30)

Heat Induction Staff
Model: Salasetti Survival Systems, Incorporated Heat Induction Staff
Type: Emergency heat generator
Skill: Survival
Cost: 300
Availability: 2
Game Notes:
An Easy survival roll is required for normal operation. Accidental contact with the heating point results in 3D damage.
Source: Galladinium’s Fantastic Technology (page 66)

Portable Heater
Type: Portable heating unit
Availability: 2
Game Notes:
Provides enough heat to keep a person alive within an encosed area of a maximum of 3 cubic meters in temperatures down to -75 degrees C for several days, perhaps a week or two with careful regulation.
Source: Galaxy Guide 8: Scouts (page 46)

Radiation Deflection Pin
Model: Raflkind Industrial Radiation Screener
Type: Personal ornamentation energy deflectors (various styles)
Cost: 250-500
Availability: 2
Game Notes:
Miniature power cell must be replaced after 50 hours of continuous use. This item adds +1D to any survival rolls concerning low-level radiation. Bonus does not apply to high-energy radiation situations, but warning alarm will sound if radiation levels exceed specified amounts.
Source: Galladinium’s Fantastic Technology (page 36)

Radiation Deflection Badge
Model: Reflkind Industrials Radiation Screener
Type: Industrial radiation deflector
Cost: 300
Availability: 2
Game Notes:
Power cell must be replaced after 50 hours of use, regardless of actual radiation levels (cells cost 10 credits). Adds +2D to survival rolls made due to radiation exposure. Badge changes color if its radiation deflection levels are exceeded. Use the same effects as water contamination (pages 20-21) to determine the severity of radiation contamination.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 33)

Survival Pack
Model: Chedak Survival Kit
Type: Standard survival knapsack
Cost: 750
Availability: 2
Game Notes:
Contains two week’s rations, three medpacs, a glow rod, two thermal flares, a single-person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator. Special missions-issue packs may include vibropick, fusion cutter, pocket computer, recording rod, portable field scanner, macrobinoculars, standard explosive charge, exposure suit, portable moisture vaporator.
Source: Platt’s Smugglers Guide (page 54), Rebel Alliance Sourcebook (page 96), Rules of Engagement – The Rebel SpecForce Handbook (pages 38-39)

Scout’s Survival Pack
Type: Custom survival pack
Cost: 900-2,000
Availability: 2
Game Notes:
While each pack varies, they often consist of a backpack rig packed with any of the following items– breath mask, comlink, datapad, fusion grapple, glowrod, hold-out blaster (3D), macrobinoculars, medpac, personal moisture vaporator, rations, recording rod, survival shelter, syntherope, thermal flare. The pack may also contain other items added by individual scouts customizing their kits.
Source: Gundark’s Fantastic Technology (pages 82-83)

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