Tools

Tools-Shipboard

Cargo Netting
Model: SoroSuub 1010 Cargo Restraint
Type: Cargo webbing
Cost: 100 per 10 by 10 meter section
Availability: 2
Game Notes:
Cargo netting straps have 3D Strength for purposes of resisting damage.
Source: Platt’s Smugglers Guide (page 53)

Loader’s Gloves
Model: Vlanth LG70 Loader’s Gloves
Type: Reinforced leader’s gloves
Skill: Lifting or melee combat
Cost: 100 per pair
Availability: 1
Damage: STR+2
Game Notes:
Gloves take five minutes to put on or take off, and you need a second non-gloved person to help you into the second glove. It’s impossible to wield a blaster or perform any fine manipulation while wearing the protection gloves.
Source: Platt’s Smugglers Guide (page 49)

Crate Hooks
Model: Vlanth Cargo Grippers
Type: Crate hooks
Skill: Lifting or melee combat
Cost: 50 per pair
Availability: 1
Damage: STR+1D
Game Notes:
Although crate hooks make good melee weapons, they’re too small and awkward to be used to parry attacks.
Source: Platt’s Smugglers Guide (page 49)

Gear Bag
Model: SoroSuub Pak-It Gear Bag
Type: Gear bag
Cost: 50
Availability: 1
Source: Platt’s Smugglers Guide (page 46)

Corrosion Preventative
Model: ColuChem Anti-Corr 113
Cost: 75 per liter
Availability: 2
Game Notes:
Anti-Corr 113 stains everything it comes into contact with a pasty blue residue. Only expensive chemical solvents can remove the stains, sometimes causing physical damage to the treated item if composed of softer materials.
Source: Adventure Journal 9 (page 142)

Tech Scanner
Model: Drever Corporation’s Techaide
Type: Tech scanner
Cost: 2,600
Availability: 2
Game Notes:
The difficulty level for using this scanner corresponds to the difficulty needed to repair damaged equipment. A character successfully using a tech scanner gains +1D on repair rolls.
Source: Gundark’s Fantastic Technology (page 104)

Power Scanner
Model: Varge Corp. Energy Tester
Type: Power scanner
Cost: 150
Availability: 1
Game Notes:
Bonuses for using a power scanner for repair work may range from +1 to +1D as decided by the gamemaster.
Source: Platt’s Smugglers Guide (pages 57-58)

Starship Tool Kit
Model: SoroSuub Journeyman
Tool Box
Type: Starship tool kit
Cost: 200
Availability: 1
Game Notes:
This toolkit adds +1D to any starship-related repair rolls.
Source: Platt’s Smugglers Guide (page 57)

Tasari Mining Kit
Model: TasCorp Essential Miner’s Gear
Type: Utility kit for miners
Cost: 200
Availability: 3
Game Notes:
A mining kit provides characters excavating tasar crystals with a +1D to their search or mining skill rolls
Source: Adventure Journal 15 (page 189)

Hydrospanner
Model: Corellian Engineering V-07 Hydrospanner
Type: Hydrospanner
Cost: 50
Availability: 1
Game Notes:
Bonuses for using a hydrospanner for repair work may range from +1 to +1D as decided by the gamemaster.
Source: Platt’s Smugglers Guide (page 57)

Servodriver
Model: Corellian Engineering SD-47
Type: Servodriver
Cost: 50
Availability: 1
Game Notes:
Bonuses for using a servodriver for repair work may range from +1 to +1D as decided by the gamemaster.
Source: Platt’s Smugglers Guide (page 57)

Laser Welder
Model: Borallis Metalworking & Materials LSW-983 Laser Welder
Type: Laser welder
Cost: 50
Availability: 1
Game Notes:
Allows for welds from 0.2-20 centimeters in diameter. Bonuses for using a laser welder for repair work may range from +1 to +1D as decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 54), Platt’s Smugglers Guide (page 58)

Power Prybar
Model: SoroSuub Prybar 2800
Type: Power prybar
Cost: 30
Availability: 1
Game Notes:
When used to pry things up, open or apart, this tool adds +1D to +3D to the users Strength.
Source: Platt’s Smugglers Guide (page 57)

Squib Battering Ram
Model: Fegegrish Heavy Industrial Battering Ram
Type: Structural weakener
Skill: Demolitions
Cost: 3,500
Availability: 3
Game Notes:
Device batters through solid obstacles, effectively doing 6D damage against the body of a wall or door.
Source: Galladinium’s Fantastic Technology (page 57), Pirates & Privateers (page 48)

Fusion Cutter
Model: Borallis Metalworkings & Materials PCW-876
Type: Fusion cutter
Skill: Various repair skills
Cost: 75
Availability: 1
Game Notes:
Difficulty level when using this device is dependent on the project involved. Accidental exposure to beam causes 3D-6D damage. Bonuses for using a hydrospanner for repair work may range from +1 to +1D as decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 55), Pirates & Privateers (page 48), Platt’s Smugglers Guide (page 58)

Heavy Fusion Cutter
Model: Borallis Metalworking & Materials PCW-880
Type: heavy fusion cutter
Skill: Assorted Technical skills
Cost: 150
Availability: 1
Damage: 3D
Game Notes:
This unit is 1.2 meters long and uses a rechargeable power pack.
Source: Gundark’s Fantastic Technology (page 98)

Portable Plasma Cutter
Type: Typical plasma cutter
Cost: 150 (gas canister: 20)
Availability: 1
Damage: 7D
Game Notes:
It takes one round per 1D of body strength to cut a two-meter-by-one-meter hole. (For example: a blast door with 6D body strength would take six rounds.) When used as a weapon, the plasma cutter causes 7D physical damage; a Moderate melee combat roll is needed to hit. The blast goggles or blast visor must be used with the cutter; anyone within two meters without proper eye protection must make a Moderate Perception roll to look away or be blinded for three minutes. (If someone is blinded, an attacker gets +10 to hit in combat.)
Source: Gundark’s Fantastic Technology (page 99), Operation: Elrood (pages 86-87)

Plasma Punch
Model: Drever Corporation’s Phoenix Plasma Punch
Type: Variable setting cutter
Scale: Starfighter
Cost: 5,000
Availability: 2, X
Damage: 6D
Game Notes:
The Plasma Punch can be set to cut a circle from 3 centimeters to 3 meters in diameter. Given time, the Punch is able to cut through any material on the market, including quadranium and magnetically sealed hatches. It is very power consumptive, however; the unit can only be activated twice, for up to ten minutes each, before its batteries are drained. Recharges take 6 hours. The tool has a very limited range, 0-2 meters, and is impractical as a ship-to-ship weapon.
Source: Pirates & Privateers (page 48)

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