Star Wars D20 EQ help

Okay, I am starting my very first Star Wars D20 game in a week.

I have a character all written up, complete with backstory. All I have left... is buying equipment.

So, I turn to you, oh great ones of ENWorld - can you help me compile a list of EQ for my character?

Some background: Female Twi'lik (sp?) smuggler (soldier1/scoundrel2). Is the first mate of a ship. Spent most of her life in Hutt-controlled space (also where she grew up). Time period: between episode 1 and 2. 5000 credits to spend.

Help?
 

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SoroSuub "Diplomat's Blaster" -- small and easily concealable, but still regular blaster pistol damage. 500cr

Czerka Vibroknucklers, for the close in work when the guy won't pay up. 200cr

Kamperdine Leather Jerkin, personalized to remove the -1 armor penalty. 450cr.

RMD-20 monitoring droid. An extra set of eyes always comes in handy. 2000cr.

FC-20 speederbike (used) 1000cr.
 
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Your equipment depends mostly on your character's style. As a soldier you'll probably have to decide if you want to go the heavy armor route or not. With ever increasing defense bonuses, light and medium armor aren't often worth the effort of wearing them but heavy armor may apeal to you. After that you'll have to figure out what type of weaponry you'd like to use; a heavy blaster (perhaps a Blastech DT-12 Heavy Blaster Pistol: 900 credits) or a blaster riffle is pretty standard. With that you'll probably want a few spare power packs (Four power packs: 100 credits). A field kit has lots of usefull equipment for the price (Field Kit: 1000 credits). A pair of electrobinoculars may prove useful (Electrobinoculars: 1000 credits). Perhaps if you give us a better idea of your character concept we could get more specific. :\
 

Character concept - although she has had soldier training, really much more focused on smuggler and con artist (high Cha and interaction skills), and she is a little bit mercenary (for the right price, she'll take just about any job). Light armor, easily concealable weapons for the most part (I like the Vibroknucklers idea Rodrigo!). She does have a heavy blaster for when the going gets tough, but leaves it on the ship for the most part.

She'll probably end up being the 'face' for the party, so I'm going to have to be doing a lot of talking with people, so heavy armor and lots of big weapons are out.

I've never played a sci-fi rpg before, which is part of my problem with chosing eq. I have some ideas in the weapon department, but what misc items will I be needing? Like, do I need a datapad, etc.
 

Ambrus said:
As a soldier you'll probably have to decide if you want to go the heavy armor route or not. With ever increasing defense bonuses, light and medium armor aren't often worth the effort of wearing them but heavy armor may apeal to you.

It sounds like you're thinking of how armor works in the first edition rules. In Revised, armor doesn't provide a Defense bonus...it provides DR versus wound damage. But, in order to use heavier armor effectively, you'd need to spend feats (because soldiers only get free proficiency with light armor, IIRC).
 

Other useful items, from the stock list in the RCRB:
- Datapad
- Comlink
- Field kit (even if you don't use all of it, and leave large bits of it on the ship, it's a great value for what you get)
- Liquid cable dispenser (and a grappling spike launcher)
- Glowrod (comes in the field kit, IIRC)
- Medpac or two, and a medical kit, but probably only if you've got ranks in Treat Injury
- Tool kit
- Security kit, if you've got ranks in Disable Device
 

Goddess FallenAngel said:
I've never played a sci-fi rpg before, which is part of my problem with chosing eq.

You're still not -- you're playing Star Wars :p

The great thing about SW is that pretty much *everybody* knows what the universe is like, and has already imagined how they'd play in it. Go for image over effect -- especially with just the core book, equipment is pretty generic, with no real killer must-haves. The other cool thing is that, unlike D&D, in relatively short order money doesn't mean a whole lot (unless you're trying to save up to buy a ship).

It is worth picking up the Arms and Equipment guide, though, if you plan on it being a long campaign. Lots of neat little variations so that not everyone is carrying a plain vanilla blaster pistol. Plus it has nice things like armor customization rules (that's where the -1 to the armor check penalty can be bought), concealment (that blaster is more concealable than a stock one), etc.
 


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