recursal/Fanatic-Fandom huggingface dataset:
Emergency Repair Patch

## What This Gear Does

Used to perform temporary emergency repairs to keep machinery running until proper repairs can be done, nearly every mechanic in the galaxy keeps one or two of these handy patches on hand. Composed of a semi-flexible durasteel disk coated on one side with insulation and edged with auto-activating thermal welds, emergency repair patches come in a variety of sizes. From small enough to cover a blaster bolt hole,to meter-long sheets used to patch holes in starship hulls, emergency repair patches are as varied as they are versatile. They are designed to be quickly applied over a hole or tear in a ship's hull, droid's chassis, or machine's casing, keeping the vulnerable interior works of the machine safe and shoring up structural integrity.

Emergency repair patches are one-use items that can be utilized to gain the normal bonus for having the right tools for a job at hand. Likewise, droids can use them to heal wounds similar to the way an organic being employs a stimpack. Using an emergency repair patch requires a character to spend a maneuver. When applied to droids, emergency repair patches heal 3 wounds, and up to five can be used in a single day. Using a sixth emergency repair patch has no effect, as by that point the droid is so patched and jury-rigged together that further patches would be useless. It takes one day for a droid's self-repair routines, or some actual repairs, to restore its body to enough functionality to be able to take any benefit from emergency repair patches.

## Droids Only

Droids cannot use stimpacks. However, they benefit from repair patches in a similar fashion as stimpacks, including the limit of five per day. However, emergency repair patches only heal 3 wounds per use (although their viability does not reduce over time). Fixing a droid's Critical Injuries requires Mechanics checks with a difficulty set by the Critical Injury's severity rating.

## Characters Who Use This Gear

* Blue
* Icarua
* Kaiden
* Yellow
Hardened Comlink

## What This Gear Does

This hardened comlink is one of the more popular forms of military-grade communications in the galaxy. These devices feature satellite uplink capability for planet-wide and planet-to-orbit communications capability, boosted broadcast power, and military-grade encryption, although they are bulkier than standard comlinks.

The ShockHold adds automatic 2 failures to any checks made to decode and understand its transmissions, and automatic 2 successes to any checks made to broadcast through a corn jammer.
Bounty Hunter

The Bounty Hunter Career lets you start off with the following Skills as class skills

* Athletics
* Brawl
* Perception
* Piloting (Planetary)
* Piloting (Space)
* Ranged (Heavy)
* Streetwise
* Vigilance

You can choose any 4 of these skills and increase their rank to 1.

Found in Edge of the Empire Core Rule Book

## Assassin

Makes the following Skills Class skills

* Melee
* Ranged (Heavy)
* Skulduggery
* Stealth

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Edge of the Empire Core Rule Book

## Gadgeteer

Makes the following Skills Class skills

* Brawl
* Coercion
* Mechanics
* Ranged (Light)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Edge of the Empire Core Rule Book

## Survivalist

Makes the following Skills Class skills

* Knowledge (Xenology)
* Perception
* Resilience
* Survival

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Edge of the Empire Core Rule Book

## Recruit

Makes the following Skills Class skills

* Athletics
* Discipline
* Survival
* Vigilance

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book
Hauling Harness

Beloved by harried quartermasters across the galaxy, hauling harnesses offer convenient means to lift and move heavy loads. Essentially a light cyber-exoskele-ton, the hauling harness greatly magnifies the user's ability to lift and move heavy objects, albeit with lim-ited speed. Although not as practical as a dedicated piece of heavy machinery, the harness incorporates a folding design, enabling easy storage when not in use.

A character wearing a hauling harness increases his encumbrance capacity by 6, but also upgrades the difficulty of any combat check he makes twice.

## Models Include

* TaggeCo
* Mobile Lifting Gear
Expensive Jewlery

## What This Gear Does

People associate wealth with authority, and jewelry is an immediate means to display wealth. The distinctive silver sheen of the Durindfire crystal, the brilliant ever-changing sparkle of the Sorian crystal, and the living rainbow gems from Gallinore all attract the eyes of onlookers, making the wearer more memorable.

A character displaying one or more expensive gems adds automatic 1 advantage to Charm and Deception checks, but others add 1 blue die to checks to recall the character.
Flame Projector

Terrifying anti-personnel weapons, flame projectors rank with disruptor weapons as some of the most reviled small arms in the galaxy. Used to clear bunkers and frightfully effective against massed, unarmored infantry, flame projectors use a number of volatile fuels to spray a searing cone of viscous flaming gel over short distances. Not only do they do massive damage on contact, but they continue burning through armor, clothing, and flesh for minutes, as the thick gel sticks to everything and is nearly impossible to remove.

Thanks to their broad reach, flame projectors can easily catch multiple targets in a single blast. When triggering a flame projector's Bum quality, the user may choose to apply it to any one target hit by the attack; this quality may be triggered multiple times, affecting a different target each time. The downside to this weapon's volatility and indiscriminate area of effect is that allies can easily be caught in its flames. Game Masters may spend 2 disadvantage or 1 Despair to apply a flame projector's Burn quality to an ally hit by the original attack.

## Special Abilities Weapon has

* Burn 3
* Blast 8

## Models Include

* BlasTech X42 Heavy Flamethrower
* CZ-28 Flamestrike Flame Cannon
* Merr-Sonn C-22 Flame Carbine
Encryption Module

## What This Gear Does

Designed to encode messages sent over comlink or via subspace, encryption modules attach to comlinks or hypertransceivers and allow for secure communications on the battlefield or across long distances. Significantly larger and far more sophisticated than a simple comm scrambler, encryption modules use extremely complex algorithms and ciphers to code transmissions. Without the decryption key needed to decode the transmission, it is nearly impossible to break the code. Used primarily by diplomats, military, and large corporations, encryption modules have also proved useful for bounty hunters, smugglers, and others on the fringe who wish to keep their communications private.

Attempts to decode messages sent through an encryption module without a receiver with the decryption key are Formidable (5 purple dice) and require the use of sophisticated equipment, such as a ship's mainframe or a Class One droid. Attempts to decode an encrypted message without a computer are impossible.
Diplomat's Robes

A diplomat's robes—whether Senatorial attire, Ambas-sadorial dress, or similar attire—clearly indicate that the wearer is a person  of importance. Other char-acters often become more cautious or polite when interacting with the wearer, sometimes allowing the  diplomat to access restricted areas and information.

A character wearing diplomat's robes adds 1 blue die to social checks related to  claiming diplomatic authority, accessing classified data, and using organizational status to bypass normal protocol.
Barabel

## Special Abilities

Barabels begin the game with
 one free rank in Coercion. They still may not train
 Coercion above Rank 2 during character creation.

Natural Weapons: When a Barabel makes a Brawl
 check to deal damage to an opponent, their attack
 deals +1 point of damage and has a Crit Rating
 of 3.

Radiation Resistance: Barabels add 1 blue die to Resilience
 checks made to resist the effects of radiation.

Stun Resistance: Barabels reduce the Strain damage
 suffered from Stun attacks by two.

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Barabel Click here
Drall

## Special Abilities

Drall begin the game with one rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 during character creation. Drall have a mind for problems and their solutions. In addition to using his skill or characteric rating, a Drall adds 1 blue die to the dice pool when providing skilled assistance.

Found in Suns of Fortune (Corellian Sector Sourcebook)

For more information on Drall Click here
Beast Call

## What This Gear Does

Made by a number of companies, most notably Fab-ritech, beast calls are some of the more simple and effective tools used by hunters and trappers. Little more than a small audio-playback machine encased in a sturdy, impact-resistant shell, a beast call is used to lure creatures out of hiding by speaking to them in their own language. They contain a sophisticated audio-signal modulator similar to those used by droid manufacturers to give their creations voice, as well as a nearly bottomless programmable database capable of holding the various screeches, howls, and calls of numerous known animal species throughout the gal-axy. Along with the preprogrammed database, these devices can also record sounds, allowing a user to build his own sound library generated by previously unknown creatures.

To use, a hunter simply sets the type of beast he wants to attract, places the beast call in a convenient area; and activates it. The call then plays back the appropriate sounds at varying pitches and volumes until a creature or creatures are attracted or the user turns the device off. The sounds produced by the beast call are so realistic that members of the species being imi-tated are hard pressed not to come as quickly as they can to investigate.

Using a beast call to lure an animal requires no skill check, but the beast being targeted must make an Average (2 purple dice) Discipline check to resist the call. To re-cord a particular beast's call to use later, the user must make an Average (2 purple dice) Computers check modified by any other environmental conditions (heavy back-ground noise, atmospheric interference, etc).
Heavy Battle Armor

Imperial heavy troopers, wealthy or well-equipped Rebel cells, and even some combat droids are equipped with heavy battle armor. Produced by a number of galactic corporations, heavy battle armor is a full suit of reinforced plastoid or ceramic armor that is designed to provide complete protection from small arms fire, splinters, shrapnel, and even some light support weapons. In practice, however, heavy battle armor typically protects only against a few of the lighter kinds of blasters and most slugthrowers, while being exceedingly bulky, heavy, hot, and restricting. Despite its shortcomings, heavy battle armor does provide adequate protection for infantry and can usually be sealed up to act as a makeshift spacesuit or hazardous environment suit.
Gossam

## Special Abilities

Gossams begin the game with one rank in Deception. They still may not train Deception above rank 2 during character creation.

Small: Gossams are smaller than average and count as sillhouette 0.

Found in Age of Rebellion: Desperate Allies (Diplomat Source book)

For more information on Gossams Click here
Scootaloo (Pony)

**Scootaloo** was a Pony who lived in Equestria. She was the adopted sister of Rainbow Dash, who acted as her mentor.

She was a "blank flank", so she joined the Cutie Mark Crusaders in order to get her Cutie Mark.

She hunted down ghosts and spirits as a member of the Cutie Mark Ghostbusters.

She eventually got her Cutie Mark, but she was killed soon after when Yukari Yakumo destroyed the Multiverse.

## Powers and abilities

As a member of the Cutie Mark Ghostbusters, Scootaloo is armed with a Ghost Dematerializer, a gun that shoots rays that cause ghosts and spirits to suffer complete protonic reversal, destroying them.
G9-GP Pulse Drill

KARFLO CORPORATION G9-GP PULSE DRILL

Makers of the venerable G2-GE beamdrill, Karflo Corporation is a Corporate Sector-based conglomerate with interests in industrial mining, droid production, and planetary exploration. Their G-series beamdrills are used throughout the galaxy in industries as widely varied as computer production and deep-space asteroid mining. They use variable-strength continuous-beam plasma projectors to burn through earth, stone, metals, and nearly any organic or inorganic substance in their path. They can perform any kind of cutting or burning task, from gently melting lightweight polymers to vaporizing waste materials and industrial byproducts. Recently, Karflo Corporation has been exploring smaller, more portable versions of their powerful beamdrills for use by planetary explorers and archaeologists. Their first attempt at this market is the G9-GP Pulse Drill.

The G9-GP is a handheld, low-powered, precision beamdrill designed for work in excavation and light duty mining. They appear as long, bulky rods with a tank at one end and a variable-angle plasma cutter at the other. The beam emitted by the G9-GP is a rapidly pulsing plasma beam around a millimeter thick with an adjustable range that allows it to cut through relatively thick material. While they are primarily tools, their plasma beams make excellent improvised weapons in an emergency, and more than a few explorers have had their lives or limbs saved from a surprise attack by quick application of the pulse drill.

## Special Abilities Weapon has

* Breach 1
* Cumbersome 3
* Inaccurate 2
Fingerprint Masque

## What This Gear Does

For those who are serious about keeping their identity unknown, fingerprint masques are essential. A thin, liquid-crystal biometric screen applied to the fingertip, a fingerprint masque creates a random fingerprint pattern or mimics known patterns. Advanced masques can also be embedded with false DNA in order to circumvent more sophisticated biometric scanners and readers.

Fingerprint masques can fool basic fingerprint readers with nothing more than an Easy (1 purple dice) Cool or Deception check, while more advanced scanners require an Average (2 purple dice) or Hard (3 purple dice) check, at the GM’s discretion. If the biometric scanner operator has reason to be suspicious of a character wearing a fingerprint masque, it may require an opposed social skill check versus the operator’s Computers skill. A character must make a Daunting (4 purple dice) Perception check to actually notice the physical presence of a fingerprint masque on an individual’s fingers.
Arg'garok

Based on the traditional Camorrean war ax, the Arg’garok is a massive vibro-ax capable of inflicting horrific wounds. Favored by Camorrean warriors, these weapons are heavy and ungainly, measuring a meter and a half in length and requiring tremendous strength to properly wield in combat. In spite of the weapons’ association with Camorreans, Arg’garoks are highly valued as prestige weapons and can occasionally be found in the hands of Barabels or Plouks in the employ of the Hutt kajidics—more physical and belligerent Hutts might even brandish such weapons themselves.

The Arg’garok requires two hands to wield.

## Special Abilities Weapon has

* Cumbersome 5
* inaccurate 1
* Pierce 1
* Sunder
Flechette Launcher (Anti-Vehicle)

GOLAN ARMS FC1 FLECHETTE LAUNCHER

The FC1 is representative of most shoulder-braced flechette launchers. This bulky, box-shaped launcher holds four canister tubes, and can fire either anti-personnel or anti-vehicle flechettes. The weapon fires small missiles designed to detonate close to their tar-get, then shred it with numerous durasteel darts. The standard anti-infantry canister releases hundreds of small flechettes over a wide area, ideal for taking down groups of enemies. Anti-vehicle rounds feature a much smaller number, usually fewer than a dozen, of significantly larger and heavier darts capable of shearing straight through ten centimeters of durasteel plating. The shaped charge of an anti-vehicle cartridge focuses the projectiles over a much smaller area, and is ideal for bringing down repulsorcraft or other light vehicles (especially since the armor-penetrating darts tend to slice through the thick outer armor then bounce around inside the hull, tearing up vital components).

Before firing the FC1, the firer must use the scope's built-in range finder to program a detonation range approximately 10 meters in front of the target for ideal dispersal of flechettes. This guarantees he hits the target with the blast. The anti-vehicle rounds of a flechette launcher have a much narrower spread, making them highly inaccurate against small targets. When used against targets of silhouette 1 or smaller and firing anti-vehicle rounds, the weapon gains the Inaccurate 3 quality.

An FC1 may be loaded with anti-personnel or anti-vehicle rounds, and can fire a total of four shots. Some mercenaries tend to load the FC1 with a mix of both, so that they can respond to any situation. In this case, the character should note what his weapon is loaded with, and use the appropriate profile with each shot. He still has to track total shots as per the Limited Ammo quality.

## Special Abilities Weapon has

* Breach 2
* Cumbersome 3
* Limited Ammo 4
* Prepare 1
* Vicious 3
HH-50 Heavy Blaster Pistol

BlasTech's HH-50 is a heavy, double-barreled, largeframe blaster pistol designed mainly for hunting large and dangerous animals. Nearly the size of a blaster carbine, and sharing a number of parts and systems with the Clone Wars-era DC-15 blaster carbine, the HH-50 is the largest, heaviest, highest-output blaster pistol currently produced by BlasTech. Popular with beast riders, vehicle crews, and cavalry scouts, the HH-50 packs a blaster rifle's worth of stopping power into a relatively small and easy to use package. Using a patented dual-circuit galven pattern, an overcharged X-citer, and a powerful mix of blaster gases, the HH-50 fires both barrels with one pull of the trigger, allowing it to pierce the thickest hide. The downside to all of this stopping power is that the HH-50 is incredibly inefficient, even for a heavy blaster pistol, and tends to run its blaster gas chamber dry at the most inopportune times.

During combat, Game Masters may make an HH-50 run out of ammunition by spending 2 disadvantages. This is in addition to the standard spending of 1 despair . In addition, the Game Master can spend 3 disadvantages or 1 despair to force an HH-50 to overheat, damaging it by one step as if stuck by a weapon with the Sunder quality (see page 170 of the AGE OF REBELLION Core Rulebook).

## Special Abilities Weapon has

* Linked 1
* Stun Setting
* Vicious 1
Fragmentation Missile

MERR-SONN C-88 FRAGMENTATION MISSILE

Designed for use against infantry rather than vehicles, a fragmentation missile functions much like a typical frag grenade, scattering shards of metal over a wide area, shredding tissue and shattering bone. Frag missiles are absolutely deadly to unarmored or lightly armored targets, and pose a considerable threat even to those protected by battle armor.

## Special Abilities Weapon has

* Blast 12
* Guided 3
Counsular

The Consular Career lets you start off with the following Skills as class skills

* Cool
* Discipline
* Knowledge (Education)
* Knowledge (Lore)
* Leadership
* Negotiation

You can choose any 3 of these skills and increase their rank to 1. As well as have a Force Rating of 1.

Found in Force And Destiny Core Rulebook

## Healer

Makes the following Skills Class skills

* Discipline
* Knowledge (Education)
* Knowledge (Xenology)
* Medicine

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny Core Rulebook

## Niman Disciple

Makes the following Skills Class skills

* Discipline
* Leadership
* Lightsaber
* Negotiation

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny Core Rulebook

## Sage

Makes the following Skills Class skills

* Astrogation
* Charm
* Cool
* Knowledge (Lore)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny Core Rulebook
Augmented Spin Barrel

Using an updated and streamlined Galven pattern and heavy-duty static pulse adapters, this custom barrel increases both the damage output and armor penetration of blaster rifles and heavy blaster rifles. The trade-off for all this extra stopping power is increased wear-and-tear on both the frame of the blaster and the barrel, leading to an increase in maintenance and down-time. This attachment can only be used with blaster rifles and heavy blaster rifles.

## Models Include

* Dolmax 242X "Penetrator" Augmented Spin Barrel
* Arakyd HH780 HotShot Barrel
* BlasTech Model 21 3 Perforator Barrel

## Base Modifiers

Increases weapon damage by 1. Adds 1 black die to all Mechanics checks when performing maintenance on this weapon.

## Modification Options

* 2 Damage +1 Mods
* 1 Weapon Quality (Accurate + 1) Mod
* 1 Weapon Quality (Pierce +1) Mod
Datapad

## What This Gear Does

The ubiquitous datapad can be found in even the most remote galactic locale. A powerful combination of communications device, holo messenger, handheld computer, and personal database, datapads combine a number of common electronics in one easy-to-use package. Most have touch screens, but some use holographic imaging devices to project their data, and all can be connected to the galactic HoloNet. All datapads can be encrypted, and many have emergency data destructs that wipe their memory if they are lost or stolen.

## Characters Who Use This Gear

* Garnet
* Icarua
* Jiarra
* Kaiden
* R4-N3
* Tailspin
Zecora

**Zecora** was a Zebra who lived in Equestria. She was a wise sage and shaman that the Mane Six would often turn to for help. She always spoke in rhyme.

When the Plunderseeds attacked Equestria, Zecora gave Twilight Sparkle a potion to help her find out what she needeed to do to stop the Plunderseeds.

In the alternate timeline where Queen Chrysalis conquered Equestria, Zecora was the leader of the resistance against Chrysalis and the Changelings.

Zecora was killed when Yukari Yakumo destroyed the Multiverse.

## Powers and abilities

Zecora is a talented alchemist, able to brew many different magic potions.

She is an expert healer.

Zecora in the "Queen Chrysalis" timeline
Field Kitchen

## What This Gear Does

An ingenious way to stay fed in the wilderness, the Field Kitchen is the latest offering from SurvivalEquipment Inc. Designed for large, semipermanent encampments, like hunting camps or forward-scout bases, the field kitchen includes all the tools needed to feed a small number of sentients for extended periods of time. Packed in a broad, flat, impact-resistant case, the field kitchen includes a small, high-output induction-cooking range and oven combination, a selection of stacking pots and pans, a set of good-quality knives, cooking utensils, a water-purification system, a food sterilizer, and a flash-freezing and vacuum-sealing system for storing food. Also included is a datapad containing a nutritional database outlining the daily nutritional needs for most of the galaxy's known sentient species, an exhaustive guide to identifying, foraging, and eating wild plants, basic cooking instructions, and a database of recipes optimized for cooking in the wilderness.

Setting up a field kitchen takes about thirty standard minutes. Thanks to the efficient design and the information included in the datapad, using a field kitchen grants 2 blue dice to any Survival or Education skill checks made to store, identify, cook, or sterilize comestibles (and can, at the GM's discretion, allow the processing of foods that normally could not be made edible).
Ceremonial Blade

The presentation of weapons in various rituals has a strong root in many cultures, especially those with a militaristic past. Such practices usually stem from ancient history, so exchanges usually incorporate seemingly anachronistic armaments such as swords, axes, spears, or other such items. Such an award often signifies a high honor to the recipient, and many choose to include them in their formal dress for all future occasions. Naturally, given how highly prized such items are, they also often feature correspondingly high craftsmanship, with superior killing power in addition to beautiful design.

A character adds 1 blue die when attempting to convince others to allow him to retain his ceremonial blade.
Keiichi Morisato

**Keiichi Morisato** is the husband of Belldandy Morisato and the father of Sunset Shimmer. He used to live by himself until he called the Goddess Hotline, summoning Belldandy. He then wished for Belldandy to stay by his side forever. Belldandy indeed stayed by his side, and two eventually fell in love with each other. Keiichi married Belldandy, and two moved from Nekomi City in Japan to Canterlot City in the U.S.A. Belldandy eventually gave birth to a daughter, Yukina,and Yukina chose the name "Sunset Shimmer" for herself.

When Fluttershy discovered her true nature, Keiichi adopted her as his daughter.

Keiichi also adopted Daydream Shimmer as his daughter.

## Powers and abilities

Keiichi is an expert mechanic and race car driver.
Herloss Hbt-4 Hunting Blaster

Larger and heavier than most other sporting blaster rifles, the Herloss HBt-4 hunting blaster packs a very heavy punch for a civilian blaster. Designed for hunting big game and the large, aggressive predators of the Outer Rim, the HBt-4 forgoes the long range of many sporting rifles in favor of a more concentrated blast that disperses relatively quickly. The HBt-4 is most commonly found on rough terrain or tropical worlds with heavy vegetation, where its shorter range is not a handicap. The hunting blaster has also found a place aboard some light freighters where its ready firepower provides an extra sense of security.

## Special Abilities Weapon has

* Cumbersom 2
* Stun Setting
Audio Visual Translator

## What This Gear Does

The Holo V AA/ Translator is a small, handheld translating device produced by TranLang. Based on the software architecture of the popular TranLang III Com-municator Module installed in 3P0 and LOM-series protocol droids, the Holo V is slightly less powerful than the TL III but makes up for that small deficiency by being more versatile. Roughly the size of an average datapad, the Holo V is programmed with millions of forms of known verbal and written communication. In addition, it also includes a high-definition audio/video recording device with powerful pattern recognition and analysis software. With this, the Holo V can translate known spoken languages in real time, analyze and at-tempt to translate unknown spoken languages, and read and decode text, pictograms, hieroglyphics, and other forms of written communication.

The Holo V grants the scholar or translator 1 blue die to any Lore or Intellect checks made to decipher or translate an unknown language.
False Credentials

## What This Gear Does

In the vast police state of the Galactic Empire, a lack of proper identification can draw unwanted attention from Imperial authorities. However, for those who would rather keep their actual names to themselves, false identities and the accompanying credentials can be obtained for a price. Clever forgers and slicers create false credentials, counterfeit licenses, and fake permits embedded on standard electronic identification cards that can fool even the most sophisticated holoscanners.

False credentials can fool most cursory examinations, and characters using scanners require a successful Hard (3 Purple dice) Computers check to recognize the credentials as fakes for a Daunting (4 purple dice) Perception check without equipment).
Blaster Pistol

The ubiquitous blaster pistol is the standard by which energy-based sidearms are measured throughout the galaxy. Blaster pistols come in a breathtaking array of styles, finishes, and configurations, from short-barreled belly guns used by back-alley killers to the sleek, efficient, deadly looking sidearms carried by the officers of the Imperial Navy. They are produced by a number of well-respected companies such as BlasTech and Merr-Sonn, and they are carried by everyone from farmers and nomadic traders to politicians and captains of industry. In general, blaster pistols have respectable range and stopping power, can penetrate most kinds of armor, and are versatile and reliable personal defense weapons.

## Models Include

* BlasTech DH-17
* BlasTech SE-14c
* Merr-Sonn Model 434

## Characters Who Use This Weapon

* Deryll
* R4-N3
* Rally
Gank Comm Implant

## What This Gear Does

This peculiar comlink implant interfaces directly with the user’s neocortex, allowing the user to communicate silently with other characters who possess similar implants merely by thinking. Virtually every adult Gank has one of these implants, which allows them to coordinate their actions with unparalleled efficiency.

Characters with Gank comm implants can communicate silently with each other at ranges of up to several kilometers. Since these implants do not use audible information exchange, they cannot be used to communicate with a normal comlink. Likewise, due to the unique nature of these devices, it is virtually impossible for anyone without the implant to listen in on others’ comm implant communications, though comm jammers can disrupt their signals. The messages sent via Gank comm implants are not auditory, so effectively communicating requires the users to share a language.
Czerka Arms C-10 “Dragoneye Reaper” Heavy Blaster Pistol

Based on a custom made design by the infamous bounty hunter Dragoneye, Czerka Arms C-10 heavy blaster pistol has become a popular sidearm for bounty hunters, smugglers, and other fringers who value firepower over subtlety. Larger than most other heavy blasters, the Dragoneye Reaper is nearly as lethal as some blaster rifles, and users can easily modify it to suit their needs. While Czerka owns the rights to the Dragoneye Reaper, Caliban’s Model X and SoroSuub “Renegade” heavy blaster pistols share many design elements and bear a striking resemblance to the C-10.
Field Ration Packs

## What This Gear Does

Ration packs are issued to Imperial Army soldiers and stormtroopers and carried by Rebel field operatives. The rations are typically bland, flavorless affairs comprising a calorie-dense meal packed with necessary nutrients and vitamins in a small, easily portable bag or box. They employ a built-in chemical heater, and generally consist of a main entree, sides, and a dessert. Also included are disposable eating utensils and small, single-serving packets of spices and condiments. Each ration pack is good for one meal. Produced in a dizzying array of styles, the variety of rations available are suited to the metabolisms of most species in the galaxy.

## Models Include

* Adventure Hiker and Hunter Trail Rations
* Chiewab Nutrition ReadiMeal.
Entrenching Tool

## What This Gear Does

In appearance and function, this useful tool is little more than a small shovel or spade, though common military versions feature a collapsible or foldable shaft for compact storage. Soldiers across the galaxy use this ubiquitous device to dig latrines, foxholes, and other makeshift entrenchments, and occasionally to neutralize alien fauna. Though the design seems simple, the edge of an entrenching tool is razor-sharp and made from hardened durasteel, making it a dangerous weapon.

Besides allowing the user to dig holes and entrenchments, the Imperial Army Entrenching Tool counts as a small improvised weapon that deals +2 damage instead of + 1, has a Crit Rating of 4, and does not break due to 1 dispare or 1 disadvantage.
Flamestrike

CZERKA CZ-28 FLAMESTRIKE

A direct and blatant copy of the Merr-Sonn CR-28 flame cannon, the CZ-28 Flamestrike heavy weapon is a powerful flame projector with an effective range double that of standard flame projectors. This weapon is also about twice the size and weight of an ordinary flame projector, and as such is usually vehicle-mount-ed. However, individuals with the strength to wield it find few weapons as deadly and terrifying to their foes as a CZ-28 Flamestrike.

## Special Abilities Weapon has

* Burn 4
* Blast 9
* Cumbersom 3
* Vicious 2
Grawn Grawn

Add Flavor Text here if you like

## Skills

* Ranged (Heavy) - 2
* Cool - 1
* Athletics - 1
* Knowledge (Warfare) -1
* Medicine - 1

## Talents

 True Aim
 Lethal Blows
 Deadly Accuracy
 Grit
 Precise Aim

## Abilities

* Wookiees begin the game with one rank in Brawl. They still may not train Brawl above rank 2 during character creation.
* Wookiee Rage: When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is Critcally Injured, he instead deals +2 damage ro Brawl and Melee attacks.
Heating System

Like thermal shielding, cold shielding is installed in armor to protect the wearer against dangerously low temperatures and frigid environments. Equipped with small, efficient heating elements and double-insulated against the cold, this attachment allows a wearer to survive in places where the ambient temperature can be dozens of degrees below freezing. Perhaps the most famous type of cold shielding is that built into the custom laminate armor worn by Imperial snowtroopers, specialists trained to operate in hazardous arctic conditions. This attachment can be installed on any armor that covers the entire body and can be sealed.

## Models Include

* Atlas Corp DL87 "Frostback" Armor Enhancement
* Min-Dal Model 00 Heating System

## Base Modifiers

Reduces the difficulty of Resilience checks made to resist the effects of extreme cold by one. Removes up to 2 black die added to checks due to extreme cold.
Demolitions Scanner

## What This Gear Does

This handheld unit is designed to detect the distinc-tive chemical and energy signatures of a broad range of explosive devices. The demolitions scanner can be used independently or connected to a datapad or combat scanner, and its data can be transmitted to a remote receiver. The demolitions scanner allows the user to detect concealed explosive devices, and adds 1 blue die to any checks to do so.
Flechette Launcher (Anti-Infantry)

GOLAN ARMS FC1 FLECHETTE LAUNCHER

The FC1 is representative of most shoulder-braced flechette launchers. This bulky, box-shaped launcher holds four canister tubes, and can fire either anti-personnel or anti-vehicle flechettes. The weapon fires small missiles designed to detonate close to their tar-get, then shred it with numerous durasteel darts. The standard anti-infantry canister releases hundreds of small flechettes over a wide area, ideal for taking down groups of enemies. Anti-vehicle rounds feature a much smaller number, usually fewer than a dozen, of significantly larger and heavier darts capable of shearing straight through ten centimeters of durasteel plating. The shaped charge of an anti-vehicle cartridge focuses the projectiles over a much smaller area, and is ideal for bringing down repulsorcraft or other light vehicles (especially since the armor-penetrating darts tend to slice through the thick outer armor then bounce around inside the hull, tearing up vital components).

Before firing the FC1, the firer must use the scope's built-in range finder to program a detonation range approximately 10 meters in front of the target for ideal dispersal of flechettes. This guarantees he hits the target with the blast. The anti-vehicle rounds of a flechette launcher have a much narrower spread, making them highly inaccurate against small targets. When used against targets of silhouette 1 or smaller and firing anti-vehicle rounds, the weapon gains the Inaccurate 3 quality.

An FC1 may be loaded with anti-personnel or anti-vehicle rounds, and can fire a total of four shots. Some mercenaries tend to load the FC1 with a mix of both, so that they can respond to any situation. In this case, the character should note what his weapon is loaded with, and use the appropriate profile with each shot. He still has to track total shots as per the Limited Ammo quality.

## Special Abilities Weapon has

* Blast 8
* Cumbersome 3
* Limited Ammo 4
* Pierce 6
* Prepare 1
* Vicious 1
Armor

AoR Core = Age of Rebellion: Core Rule Book

AoR: DA = Age of Rebellion: Desperate Alies (Diplomat Source book)

AoR: SoT = Age of Rebellion: Stay on Target (Ace Source Book)

EotE Core = Edge of the Empire: Core Rule Book

EotE: DC = Edge of the Empire: Dangerous Covenants

EotE: EtU = Edge of the Empire: Enter the Unknown

EotE: FH = Edge of the Empire: Far Horizons

EotE: FC = Edge of the Empire: Fly Casual

EotE: LoNH = Edge of the Empire: Lords of Nal Hutta

EotE: SoF = Edge of the Empire: Suns of Fortune

FaD Core = Force and Destiny Core Rule Book

EotE: SM = Edge of the Empire: Special Modifications
Chagrians

## Special Abilities

Chagrians begin the game with one rank in Resilience. They still may not train Resilience above rank 2 during character creation.

**Amphibious:** Chagrians can breathe underwater without penalty and never suffer movement penalties for traveling through water.

**Knowledge Specialization:** Chagrians Start with one rank in the Knoeledge Specialization talent.

For more information on Chagrians Click Here
ASP-9 Autopistol

ASP-9 "VRELT" AUTOPISTOL

Marketed by Talus Ironworks as the ASP-9, this pistol is more commonly known as the Vrelt, after a vicious rodent native to the Corellian System. A cheap, simple design, the ASP-9 fires comparatively small rounds in rapid bursts. Though notoriously inaccurate, the weapon's ability to unleash a hail of lead and the ease with which it can be concealed make the Vrelt a favorite of thugs and criminals. It is not uncommon for bodies riddled with slugs to be found in the back alleys of the Blue Sector or the slums of Dearie.

## Characters Who Use This Weapon

* Travelling Ugnaught simply known as "Scale" uses the vrelt at close range weapon when cornered by thugs, with little chance to miss the result was bloody.
Enhanced Optics Suite

Built into a helmet, this system provides an individual with a host of specialized optical and audio sensors. Each system is equipped with passive light amplification, thermal signature readers, ultrasound pickups, millimeter wave emitters, video capture, and common optical enhancements. All of these sophisticated sensors increase the wearer's battlespace awareness and allow him to see items and other sentients in inclement conditions such as smoke, fog, and darkness.

## Models Include

* BioTech MULTI Enhanced Vision System
* Atlas Corp Full-Spectrum Optical Enhancer
* Neuro-Saav Anq-Y Enhanced Optics Suite

## Base Modifiers

Removes up to 2 black dice added to Perception, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision.
Wasp I

**The Wasp** is the superhero identity of Janet Pym. She exposed herself to Pym Particles, and she used the resulting superpower to fight crime as a superheroine, joining the Invaders.

Alongside the Invaders, she fought Snap and the Plant Lady.

In the 70s, she sacrficed herself to stop a missile from exploding, dying in the process.

## Powers and abilities

The Wasp can grow to skyscraper size at will.
Bacta (Tank)

## What This Gear Does

An ancient healing technology, bacta is nothing less than miraculous. Developed thousands of years ago, it is a viscous, clear liquid within which live millions of genetically-altered and synthetic bacteria. Usable on nearly every species in the galaxy, bacta drastically increases the rate of healing and cures even the most grievous wounds with little-to-no scarring. Typically, patients are completely immersed in large bacta tanks where they stay suspended in the thick liquid while hooked up to life support systems. This takes quite a bit of infrastructure, and bacta tanks are relatively rare outside of large medical facilities and dedicated medical vessels. However, bacta can be administered by injection or by pre-treated patches, and is included in one form or another inside every medpac sold in the galaxy.

Characters can also recover using a bacta tank. The rate of recovery depends on the character's state of health. A wounded character recovers at a rate of one wound every two hours. An incapacitated character recovers at a rate of one wound every six hours.

At the end of each twenty-four-hour period, the character may attempt one Resilience check to remove one Critical Injury. The difficulty is equal to the Critical Injury's severity rating. On a successful check, the character recovers from the Critical Injury and is no longer affected. On a failed check, the character retains the Critical Injury effect, but still recovers one wound.
Grenade Launcher

MALAXAN Z50 GRENADE LAUNCHER

The Z50 from Malaxan Firepower Incorporated is a powerful weapon that can be readily handled by a single user. A grenade launcher fires explosive projectiles that have power equivalent to hand grenades. While less powerful and without the firing options of a missile tube, the Z50 is also much lighter and can be carried more easily. The grenades are also smaller, allowing smaller weapons to carry the same or more shots.

The listed price does not include ammunition. Grenades for a grenade launcher cost the same as equivalent hand grenades, though many merchants offer a 50 percent discount on cases of six. The weapon can fire any grenade, although the grenade launcher projectiles are different than hand grenades (grenade launcher projectiles also cannot be thrown, they must be fired from the grenade launcher). The character should specify what type of grenades he wants when purchasing them. The listed profile for the grenade launcher represents the weapon loaded with standard frag grenades (see the EDGE OF THE EMPIRE Core,Rulebook, page 160).

## Special Abilities Weapon has

* Blast 6
* Cumbersome 3
* Limited Ammo 6
A/KT Wing Commander Armored Flight Suit

The popular Wing Commander armored flight suit by Ayelixe/Krongbing Textiles Corporation is the latest word in pilot comfort and protection. Similar to the Shockrider crash suit, the Wing Commander is built of sturdy synthetic textiles reinforced with a thick, energy-dispersing foil-fiber armorweave. In addition to the armorweave, the Wing Commander features thin ferro-ceramic armor plates and impact-absorbing gel inserts to protect delicate areas. The suit also features a sophisticated life support system that performs well in both atmosphere and space, and can be sealed to the gloves, boots, and helmet to form an ersatz space suit in case of emergency. To top off their protective features, Wing Commander suits are also treated with a fire-and-radiation-proof chemical to help wearers survive vehicle fires.

Thanks to its rugged construction and integrated armor, the Wing Commander suit reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 (to a minimum of 1) and the flame-resistant coating reduces damage dealt to the wearer by fires and weapons with the Burn quality by 1
Biofeedback System

This system closely monitors the vital signs of the person wearing the armor. It can immediately identify when the user is hurt or experiencing elevated levels of adrenaline and administer minor sedatives, healing chemicals, and other drugs as needed. A biofeedback system effectively mitigates basic injury and can help its user keep a cool head in combat. It can be installed on any full-body armor suit.

## Base Modifiers

Increase this character’s strain threshold by four while wearing this armor
Character Template

## Character Infobox Template

To add an image here you need to first upload your image to Wikia. Then, go to the image tab in the infobox of the character you are adding and type down File:[image name].[file type]If wanting to add more than 1 image with tabs in the infobox. Then under image type down "<"gallery">"[image name].[file type] | [Tab name][image name].[file type] | [Tab name][image name].[file type] | [Tab name]"<"/gallery ">"

**Add Flavor Text here if you like**

## Skills

* Cool (pr) 1, Deception (cun) 1, Skulduggery (cun) 1, Perception (cun) 1, Vigilance (wil) 1, Weapon (light) (ag) 1, Stealth (ag) 1, Negation (pr) 1
Comlink

It is common practice to incorporate a long-range comlink into a helmet. Many military or otherwise advanced helmets include a comlink as standard, and it is a fairly simple procedure to attach one to nearly any helmet. Some helmet comlinks are activated by tapping a button on the exterior of the helmet or somewhere else on the armor, while others are activated by voice or even a particular head motion.

## Base Modifiers

A long-range comlink is integrated into the helmet.
Electrobinoculars

## What This Gear Does

Electrobinoculars are produced in a variety of shapes and styles based on their intended function and the species that designed them. They are, at their most basic, a pair of macrobinoculars with one or more integrated optical enhancement systems, such as long range digital zoom, passive light amplification, thermal imaging, ultrasound imaging, and the like. They are commonly equipped with filters to adjust for exceedingly high levels of light, and many are equipped with recording and playback systems for the collection of data.

Electrobinoculars allow their user to see normally in low light, extremely bright conditions, and inclement conditions. They also provide magnification of targets up to ten kilometers away. When using electrobinoculars, characters may remove 1 black die from any Perception checks made to identify an object in low light or at long distances.

## Models Include:

* Neuro-Saav Model TD2.3 Electrobinoculars
* Fabritech "Longsight" Electrobinoculars
* TaggeCo Model 3 Imperial Army
Explosive Shackles

## What This Gear Does

A particularly intimidating and malicious method of securing slaves and prisoners, explosive shackles have small but lethal charges built into them to deter escape attempts. Usually composed of a collar and belt joined by durasteel chains, these shackles have detonators that can be set to explode at the push of a button, if the wearer leaves a specified area, or when the wearer moves more than a certain distance from the control unit.

Removing explosive shackles without the proper key requires a Daunting (4 purple dice) Skulduggery check If a character fails this check, the shackles detonate, inflicting 10 wounds on the wearer and each character in engaged range (this ignores soak).
Crash Survival Kit

## What This Gear Does

Popular among pilots and vehicle crews, crash survival kits are a necessary precaution for those who regularly travel through inhospitable areas. Small ships such as starfighters, gunboats, small freighters, and even escape pods will have one survival kit for each crew member, while ships with larger crews have kits designed to meet the emergency survival needs of a set number of individuals. Most survival kits include a thermal cloak, a multi-tool or survival knife, a distress beacon, two emergency comlinks, a spool of wire, ration bars, a basic medpac, two respirators, a water jug with filter, a glow rod, fifty meters of high-tensile microfiber line, ten ration packs, and an emergency flare gun. Military pilots, smugglers, and bounty hunters often include a small-frame blaster pistol as well.

## Models Include

* Pretormin Environmental Crash Survival Kit