Equipment Lists
Table of Contents
Equipment by Type
Starting Credits
Pocket Change
Equipment by Type
- Gear (containers, general, survival, detection devices, security, slicing, medical/drugs, mechanics, explosive charges)
- Weapons (Brawl, Melee, Ranged (Light), Ranged(Heavy), Gunnery)
- Armor (utility and combat wear {soak/defense})
- Remotes (essentially, simple droids)
- Droids (class I - class V droids)
Starting Credits
p. 97
All characters begin with 500 credits.
Characters do not start the game with any items save what they purchase with their starting credits or any miscellaneous sundries they feel are appropriate for their character.
Need More Credits?
A player can always increase their character's starting credits by taking on additional Obligation.
Restricted Items
New characters may not purchase Restricted (R) items unless specifically given dispensation by their GM.
Unspent Credits
Characters keep any unspent credits when they start the game.
Pocket Change
Once the player has finished spending their starting credits, they roll 1 d100. Their character gains this many additional credits as "pocket money" at the beginning of the game. This additional money may not be spent during character creation.