Starting Equipment

All characters begin with the following things to start:

  • Blaster Pistol (2-harm close loud)
  • Light Armor (1-armor), anything from leather outerwear to a combat vest & helmet
  • Comlink and Datapad (together these are almost as useful as a smartphone)
  • Breath mask or other personal environmental needs if your species requires it.
  • 1-resources in starting credit, favor, and goodwill from your contacts and employers
  • Four additional items of your choice. These four additional items are defined by you, the player – maybe it’s “a battered old bowcaster,” or “a kickass vibroblade,” or “priceless blackmail information passed down from my great-grandmother.” Your additional items should generally not be worth more than 3-Resources. Things you might consider taking:

    • Additional weapons or armor.
    • Medical, survival, or field supplies of various sorts.
    • Trinkets and curios (that could prove very valuable as trade stock.)
    • Useful gadgets or tools. Everyone needs a hydrospanner!
    • Valuable secret information about someone or something.
    • Extra money/favors/goodwill! You can trade your item allotment for Resources, one for one.



“Resources” is the abstract system reflecting your access to cash, equipment, blackmail, fuel, and of course information.

  • 1-Resources: Represents a month’s rent for no-place fancy, passage on a dangerous or inconvenient starship, a half-decent mercenary bodyguard’s services, or an appropriate bribe for a normal guy for something not too dangerous to him. Includes simple gear like breath masks, aqualungs, comlinks, datapads, medpacs.
  • 2-Resources: Represents a month’s rent in a pretty nice place, passage on a safe starship, a reputable mercenary or small group of half-decent newbies, or the ability to convince a normal person to take a small risk to life or liberty on your behalf. Includes specialized/high-quality gear like macrobinoculars and good survival kits.
  • 3-Resources: Represents a high-roller lifestyle if spent weekly, charter passage on a high-quality starship, a loaded bacta tank, most decent droids, the services of a famous mercenary or small group of hard-cases, or finding a normal guy willing to risk his life for you. This could really save your ass from an angry Hutt.
  • 4-resources: Represents a high-roller lifestyle for a month, purchase of a decent small starship, the services of a disciplined gang of veteran mercenaries, or finding a normal guy willing to take stupid risks for you. This could get an angry Hutt to call it even. Maybe.
  • 5-resources: Represents a down-payment on a persistently luxurious lifestyle, hard-to-find treasures, small well-maintained starships, the services of a mercenary company, or finding a normal guy willing to take suicidal risks for you. Probably enough to get an angry Hutt to leave you alone for good.



Most weapon models use the base weapon stats as listed below. Some specific models may vary, as listed. In general, weapons cost a number of resources equal to their harm value, +1 resources for the hi-tech tag, and +1 resources if it’s a heavy weapon.

Note: as a standard feature, most blasters can be set to “stun.” This inflicts harm as normal but never results in death or debility, only a collapse and hours of unconsciousness unless revived.

  • Melee

    • Bare fists/feet/forehead: 1-harm hand (generally not lethal)
    • Knife, club, staff: 1-harm hand (potentially lethal)
    • Snap baton: 1-harm hand concealed
    • Vibroknife: 1-harm hand AP
    • Sword, axe, spear, shock baton: 2-harm hand
    • Vibroblade, vibroaxe: 2-harm hand AP
  • Sidearms

    • Blaster pistol: 2-harm close loud
    • Hold-out blaster: 2-harm close loud concealed
    • Sporting blaster: 2-harm close loud fancy
  • Longarms

    • Blaster rifle: 3-harm close/far loud
    • Bowcaster: 3-harm close loud awkward
    • Ion rifle: 3-ion close
  • Slugthrowers

    • Pistol: 2-harm close reload loud
    • Sub-machinegun: 2-harm close autofire reload loud
    • Rifle: 2-harm close/far reload loud
  • Heavy weapons

    • Light repeating blaster: 3-harm close autofire loud awkward
    • Infantry flamethrower: 3-harm close area burn awkward
    • Missile Launcher: 4-harm far area messy reload awkward
    • Grenade Launcher: 4-harm close area messy reload awkward
    • E-Web Heavy Repeating Blaster: 4-harm close autofire loud (requires a mount)

Area: The +area tag indicates a weapon that does its full harm even against gangs, provided the gang is clustered in a small enough space.

Autofire: The +autofire tag indicates a weapon that can make an area attack, but then immediately must reload before firing again.

Awkward: The weapon is unwieldy for most species and/or without special training. Users may have to act under fire before making their attack.

Burn: The +burn tag indicates a weapon that sets the target on fire. Burning targets will tend to panic, and will take some amount of ongoing harm or have layers of armor burn away at the GM’s discretion

Ion: The weapon causes temporary disruptions to electronic processes. Effectively, it inflicts non-lethal damage on droids and hi-tech gear. Repairs require only time and a chance to reset. Ion weapons inflict negligible harm to biologicals.

Reload: The +reload tag indicates a weapon that quickly runs out of ammunition. The GM may call upon you to reload at any time in combat after firing. This can be done during combat by acting under fire in addition to another move, or happens automatically on a successful hit the deck move.


  • Fragmentation Grenades: 2-harm area messy
  • Inferno Grenades: 2-harm area messy burn hi-tech
  • Ion Grenades: 3-ion area
  • Stun Grenades: 2-harm area (non-lethal)


Armor generally costs Resources equal to its armor value.

  • Light Armor: combat vest and helmet; vac suit and helmet (1-armor)
  • Concealed light armor: A bodystocking worn under clothes. 1-armor, 3 resources
  • Stormtrooper Armor (2-armor) note: -1 forward to Act Under Fire


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