Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1
Gear

It might not be as exciting as a blaster or snubfighter,
•but basic equipment is often the foundation for a suc-
cessful attack or business venture, especially when these
are one and the same. Reliable communications, survival
on inhospitable worlds, repair for recalcitrant droids,
even keeping allies alive after things have gone horribly
wrong are all impossible if insufficient attention was paid
to outfitting personnel beforehand. After all, even a good
blaster won't do much if its power pack fails.


COMMUNICATIONS


Given the scale at which many operations are con-
ducted, solid communications are of vital importance.
There is a wide range of devices for such purposes to
create reliable and even secure messaging between
individuals or groups. Not all are simply a matter
of ranges; some requirements can call for quiet and
subtle comms for surreptitious actions, or ultra-tight
comlinks to evade others attempting to listen in.

COM LINK

A common device found across the galaxy, comlinks
come in a variety of forms depending on their function
and user. Each allows for audio messaging between two

parties, i
though ad-
vanced models
can transmit to
multiple users or net-
work groups together. Personal
comlinks are often small, hand-held
cylinders capable of communicatin

Comlink

over distances into low orbit. Some models are built into
helmets and armor segments. Longer-range versions are
usually carried as large satchels or in backpacks, and
can reach across a planet and to ships in high orbit (or
even elsewhere in the same star system). Most operate
on a standard set of frequencies that can be adjusted as
desired to elude detection.

HOLO-MESSENGER

Usually reserved for formal affairs or the dealings
of the wealthy, these small, disk-like devices create
holographic recordings or transmissions that may be
played back as a small projection. The user can easily
hold a holo-messenger in one hand. Though uncom-
mon, they have played an integral part in many re-
venge or entrapment schemes.

POISONS


Poisons have been used to kill or incapacitate for un-
told centuries, even if they are generally considered
devious and unethical. They come in all forms and
styles, from skin application to respiratory vector to
simple food additives. The average poison simply kills
within minutes, leaving clear signs of unnatural death.

GEAR AND EQUIPMENT
EDGE OF THE EMPIRE

THE RIGHT TOOLS FOR THE JOB

I


n the EDGE OF THE EMPIRE system, each unique
piece of gear does not always provide a
unique bonus to gameplay mechanics. This
is due to the narrative nature of the system.
Instead, many pieces of gear aid the user in
difficult tasks. A pair of macrobinoculars may
make seeing something far away easier, for ex-
ample. Whenever a character uses a piece of
gear to aid in a task he could perform anyway,
the GM and player can agree to add • to the
dice pool.
Sometimes, gear allows tasks that would be
impossible otherwise. For example, two char-
acters can communicate via comlink when over
100 kilometers apart, which would be impossi-
ble normally. In these cases, the gear does not
add additional bonuses, as it is simply enabling
the task to occur in the first place.
Finally, some pieces of gear do offer specific
bonuses or benefits in certain situations. In
these cases, the benefit and when it applies
is listed in the entry. This is in addition to the
benefits described in the prior two instances.
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