Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1

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kill, intelligence, and sheer luck are all valued assets
in EDGE OF THE EMPIRE. But only a nerf-herder enters
Mos Eisley spaceport unarmed, or wanders the arctic
wastelands of Hoth without insulated padded armor.
Smart characters prepare themselves for the situa
tions they're most likely to encounter—and a little ex-
tra besides. Every decent smuggler knows he needs to
carry a big gun to keep the rabble at bay, and a holdout
blaster in case a meeting goes sour. Soldiers know most
of the armor they can wear in everyday circumstances
won't stop a direct blaster hit, but they also know it's a
life-saver when they're caught in the outer blast of a frag

grenade. A successful rogue's gear isn't all about arms
and armor either. Rebreathers are invaluable for clearing
mynocks off ships in deep space, and good luck fixing
the.hyperdrive without a hydrospanner. •
In the following chapter, players can find information
on common personal weapons, armor, and gear criti-
cal for wandering everywhere from the Core Worlds to
the fringe. They, can also find out how credits some-
times come easy, and go even easier. This book cov
ers most of the common equipment found throughout
the galaxy. The catalog of useful tools presented here
should cover most freelancers' needs.

Galactic Economics

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he life-blood of every world is its economy—what trade is planetary. Sturdy greel wood from Pii II and

it exports and what it imports. Some trade is lo- IV is valued throughout the Core Worlds, and Corellian
cal, such as the moisture harvested from the deserts spaceships are manufactured in the Corellia sector
of Tatooine and transported to its major cities. Other and sold and resold all over the galaxy.

GEAR AND EQUIPMENT
EDGE OF THE EMPIRE^147

GEARAND


EQUIPMENT


"Hokey-religions and ancient weapons are no match
for a good blaster at your side, kid."
' -Han Solo
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