General Survival Gear

* **Game Notes:** A canister’s contents can coat three full sized humans to protect the atmosphere within a small ship or within several meters of a small camp. The canister is effective up to one month from purchase, when the micro-organisms inside eventually die out.
* **Source:** Gundark’s Fantastic Technology (pg. 79-80)

### Coolth Backpack

* **Type:** Cooling backpack
* **Model:** Mos Espa Coolth Backpack
* **Cost:** 200cr
* **Availability:** 4
* **Game Notes:** The pack consists of a powered cooling unit and a sunshield fabric that can function as a cloak or blanket. Wearing the pack keeps a character comfortable in high temperatures, granting a +1D+1 bonus to resist great heat.
* **Source:** Arms and Equipment Guide (pg. 95)

### Coruscant Survival Kit

* **Type:** Typical Coruscant survival kit
* **Cost:** 250cr (off-Coruscant), 500cr (on Coruscant), value of credstick not included
* **Availability:** 1
* **Game Notes:** Typical contents of the kit include: credit stick containing a prepaid amount in Republic or Imperial currency (depending on era), maps of all major areas and sections of the planet (+2 bonus to all *planetary systems: Coruscant* skill rolls), breath mask and protective goggles for trips to polluted sectors, glow rod, “Stinger” hold-out blaster (3D, 3-4/8/12, 5 shots), datapad, and comlink.
* **Source:** Coruscant and the Core Worlds (pg. 123)

### **Defel Heat Reducer**

* **Type:** Heat reducer/energy generator
* **Model:** Farendress Defek Exports HR-1200
* **Cost:** 500cr
* **Availability:** 2
* **Game Notes:** When operating in an environment with high levels of ultraviolet radiation, the exchanger can produce enough energy to power several datapads or other small appliances.
* **Source:** Galladinium’s Fantastic Technology (pg. 29-30)

### Dehydrated Food Pack

* **Type:** Standard dehydrated food pack
* **Cost:** 2cr
* **Availability:** 1
* **Game Notes:** Each dehydrated food pack contains enough nourishment for a human for one meal (does not include liquids).
* **Source:** Gundark’s Fantastic Technology (pg. 80-81), Tales of the Jedi Companion (pg. 122)

### Energy Capacitor

* **Type:** Energy collection system
* **Model:** Dardrennis Survival Technologies EMS-500
* **Skill:** Survival
* **Cost:** 1,500cr
* **Availability:** 2
* **Game Notes:** An Easy *Technical* roll is required for normal operation. The difficulty level may vary depending upon the type and amount of energy flow being accessed. Energy collection rates will vary from anywhere for an hour (from large power source or generator) up to six days (such as from low power blaster power packs) for a full charge.
* **Source:** Galladinium’s Fantastic Technology (pg. 65)

### Glow Rod

* **Type:** Standard Glow Rod
* **Cost:** 10cr
* **Availability:** 1
* **Range:** 50m
* **Source:** Rulebook (pg. 226), Heir to the Empire Sourcebook (pg. 107)

### Heat Induction Staff

* **Type:** Emergency heat generator
* **Model:** Salasetti Survival Systems, Incorporated head Induction Staff
* **Skill:** Survival
* **Cost:** 300cr
* **Availability:** 2
* **Game Notes:** An Easy *survival* roll is required for normal operation. Accidental contact with the heating point results in 3D damage.
* **Source:** Galladinium’s Fantastic Technology (pg. 66)

### Jedi Utility Belt

* **Type:** Utility belt
* **Model:** Standard Jedi Utility Belt
* **Cost:** 600cr
* **Availability:** 3, R
* **Game Notes:** Has several pouches containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, an Aquata Breather, and a couple of empty pouches for whatever else the wearer wants to add.
* **Source:** Power of the Jedi Sourcebook (pg. 62), Ultimate Adversaries (pg. 156)

### Luma Flare

* **Type:** Aerial illumination system
* **Model:** Salamini Chemical Munitions Model-3287
* **Skill:** Missile Weapons
* **Cost:** 100cr
* **Availability:** 2
* **Range:** 5 km vertical, 10 km horizontal
* **Blast Radius:** 20m
* **Damage:** 4D
* **Game Notes:** Maxium range for the luma flare is 5 km vertical and 10 km horizontal. The illumination lasts for three minutes, and an area 300m in diameter is affected. While not designed as a weapon, luma flares will cause 4D burn damage to anyone within 20 meters of the detonation. Anyone within 50 meters of the detonation point and who is looking directly at the detonation point must make a Difficult *Perception* total or be blinded for eight minutes.
* **Source:** Galaxy Guide 10: Bounty Hunters (pg. 91), Gundark’s Fantastic Technology (pg. 81-82), Rules of Engagement - The Rebel SpecForce Guide (pg. 70)

### Micro Fusion Reactor

* **Type:** Medium fusion power generator
* **Model:** Lardanis Survival Systems MFCR-200 Power Generator
* **Cost:** 750cr
* **Availability:** 1
* **Source:** Galladinium’s Fantastic Technology (pg. 55)

### Personal Strobe Locator

* **Type:** Personal strobe locator
* **Model:** Saladar Systems Solo Strobe
* **Cost:** 100cr
* **Availability:** 2
* **Game Notes:** The comlink-sized strobe flashes every 5 seconds for up to 20 hours, and is visible for 3 km.
* **Source:** Platt’s Smugglers Guide (pg. 54)

### Portable Heater

* **Type:** Portable heating unit
* **Availability:** 2
* **Game Notes:** Provides enough heat to keep a person alive within an enclosed area of a maximum of 3 cubic meters in temperatures down to -75 degrees C for several days, perhaps a week or two with careful regulation.
* **Source:** Galaxy Guide 8: Scouts (pg. 46)

### Radiation Deflection Badge

* **Type:** Industrial radiation deflector
* **Model:** Raflkind Industrial Radiation Screener
* **Cost:** 300cr, 10cr (additional power cells)
* **Availability:** 2
* **Game Notes:** Power cell must be replaced after 50 hours of use, regardless of actual radiation levels (cells cost 10cr). Adds +2D to *survival* rolls made due to radiation exposure. Badge changes color if its radiation deflection levels are exceeded. Use the same effects as water contamination (pages 20-21) to determine the severity of radiation contamination.
* **Source:** Rules of Engagement - The Rebel SpecForce Handbook (pg. 33)

### Radiation Deflection Pin

* **Type:** Personal ornamentation energy deflectors (various styles)
* **Model:** Raflkind Industrial Radiation Screener
* **Cost:** 250-500cr
* **Availability:** 2
* **Game Notes:** Miniature power cells must be replaced after 50 hours of continuous use. This item adds +1D to any *survival* rolls concerning low-level radiation. Bonus does not apply to high-energy radiation situations, but warning alarm will sound if radiation levels exceed specified amounts.
* **Source:** Galladinium’s Fantastic Technology (pg. 36)

### Ration Concentrates

* **Type:** Compact field meal
* **Model:** Adventure Hiker & Hunter Ration Pack
* **Cost:** 5cr
* **Availability:** 1
* **Source:** Rules of Engagement - The Rebel SpecForce Handbook (pg. 32), Arms and Equipment Guide (pg. 95)

### Scout's Survival Pack

* **Type:** Custom survival pack
* **Cost:** 900-2,000cr
* **Availability:** 2
* **Game Notes:** While each pack varies, they often consist of a backpack rig packed with any of the following items – breath mask, comlink, datapad, fusion grapple, glowrod, hold-out blaster (3D), macrobinoculars, medpac, personal moisture vaporator, rations, recording rod, survival shelter, syntherope, thermal flare. The pack may also contain other items added by individual scouts customizing their kits.
* **Source:** Gundark’s Fantastic Technology (pg. 82-83)

### Survival Pack

* **Type:** Standard survival knapsack
* **Model:** Chedak Survival Kit
* **Cost:** 750cr
* **Availability:** 2
* **Game Notes:** Contains two week’s rations, three medpacs, a glow rod, two thermal flares, a single person di-chrome shelter, a breath mask, six meters of syntherope, a knife, and a portable fusion power generator. Special missions-issue packs may include vibropick, fusion cutter, pocket computer, recording rod, portable field scanner, macrobinoculars, standard explosive charge, exposure suit, portable moisture vaporator.
* **Source:** Platt’s Smugglers Guide (pg. 54), Rebel Alliance Sourcebook (pg. 96), Rules of Engagement - The Rebel SpecForce Handbook (pg. 38-39)

### Water Purifier

* **Type:** Water purification system
* **Model:** Pretormin Environmental WPR-60
* **Skill:** Survival
* **Cost:** 100cr
* **Availability:** 1
* **Game Notes:** A Very Easy *survival* roll is required for normal use. The amount of time required to properly filtrate water samples is dependent on local sources. Average filtration time is 5 minutes. The unit will notify the user when cleansing process is completed.
* **Source:** Galladinium’s Fantastic Technology (pg. 67)

### Water Purifying Canteen

* **Type:** Water purifier
* **Model:** SurvivalGear Water Jugfilter
* **Cost:** 100cr
* **Availability:** 1
* **Game Notes:** The water-purifying canteen can remove contamination from tainted water. It takes two minutes to purify *lightly contaminated* water, four minutes to purify *moderately contaminated* water, eight minutes to purify *highly contaminated* water, and 1D hours to purify *toxic* water. (See pages 20-21 for more information on water contamination).
* **Source:** Rules of Engagement - The Rebel SpecForce Guide (pg. 32), Arms and Equipment Guide (pg. 95)