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Saga Edition RPG Omnibus
(Redirected from Mesh tape)

Any object designed to make a task easier—or take care of it entirely—is essentially a tool. Most technical jobs can be performed with a security kit or tool kit, but some devices not included in those packages don’t fit under any other category, and are presented under the Tools category.

Tools Cost Weight
Antisecurity Blades 750[1] 1 kg[1]
Binder Cuffs 50 0.5 kg
Biotech Tool Kit 450 1 kg
Droid Diagnostic 400 2 kg
Energy cell 10
Fire Extinguisher 50 3 kg
Force Cage 7,000 25 kg
Force Detector 2,000 9 kg
Force Training Aid 25 1 kg
Lectroticker 1,500 per +2 1 kg
Lockbreaking Kit 8,000 4 kg
Man Trap 8,000 19 kg
Mesh tape 5 0.5 kg
Microlab 1,800 0.8 kg
Personal Multitool 100 0.2 kg
Power Generator 750 15 kg
Power Pack 25 0.1 kg
Power Recharger 100 1kg
Redirection Crystal 500
Repulsor Pad 200 6 kg
Security Kit 750 1 kg
Security Cage 10,000 20 kg
Shipsuit 200 1 kg
Sound Sponge 3,500 1 kg
Spacer’s Chest 200 10 kg
Tool Kit 250 1 kg
Universal Energy Cage 20,000 3 tons
Utility Belt 500 4 kg

Antisecurity Blades

     Threats of the Galaxy, page 19.

     Cost: 750[1]     Weight: 1 kg[1]     

These electronic devices allow Jango Fett to bypass force fields and jam security devices with bursts of high-frequency harmonic interference waves. They function as a security kit and grant a +2 equipment bonus to Mechanics checks made to disable devices.

Binder Cuffs

     Saga Edition Core Rulebook, page 139.

     Cost: 50     Weight: 0.5 kg     

Binder cuffs are durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists of ankles, but it is possible to lock one arm to one leg or use the binder cuffs to hook a prisoner to a tree. The cuffs have damage reduction 10, 20 hit points, and Strength 40. Breaking them requires a DC 30 Strength check, and removing them without the seven-digit release code requires a DC 25 Mechanics check. The binder cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.

Biotech Tool Kit

     Legacy Era Campaign Guide, page 65.

     Cost: 450     Weight: 1 kg     

You need a biotech tool kit to modify Yuuzhan Vong biotechnology, install a bio-implant, or otherwise alter biological devices and vehicles. A standard biotech tool kit consists of a variety of implements and tools that look more at home in a medical kit than a tool kit, and unlike a normal tool kit, items in a biotech tool kit cannot double as improvised weapons.

Droid Diagnostic

     Galaxy at War, page 46.

     Cost: 400     Weight: 2 kg     

Mechanics and droid builders throughout the galaxy use the Interstellar Droid Monitoring Inc. Mk-11 Droid Diagnostic. This handheld device—roughly twice the size of a standard data pad—diagnoses and analyzes the functions of any droid connected to it, displaying damage or errors in the droid’s systems. The droid diagnostic grants a +2 equipment bonus on Mechanics checks for a droid connected to it.

Energy Cell

     Saga Edition Core Rulebook, page 139.

     Cost: 10     Weight: —     

This small battery provides power for devices, including certain types of weapons. An energy cell appears as a small, flat disk. An energy cell can be recharged wih a power recharger.

Fire Extinguisher

     Saga Edition Core Rulebook, page 139.

     Cost: 50     Weight: 3 kg     

A full-round blast from this tool produces a chemical cloud that provides total concealment. Those inside the cloud can’t see targets outside the cloud, and those outside the cloud can’t see targets inside the cloud. The cloud spreads 1 square in all directions for every round it is activated. It dissipates after 3 rounds (no matter how large the cloud). Each full-round blast depletes one-tenth of the fire extinguisher’s chemical supply.

     If use for is intended purpose, the extinguisher can put out a fire of up t 10 squares in size at a rate of 1 square per round before it is depleted.

     Reloading the fire extinguisher is a full-round action. Replacement chemical cratridges for the extinguisher cost 25 credits each.

Force Cage

     Scum and Villainy, page 52.

     Cost: 7,000     Weight: 25 kg     

Frequently used by bounty hunters to keep their marks from escaping, a force cage is a Large (2x2 squares) cage whose bars are charged with electricity. A force cage deals 3d6 energy damage to anyone trying to break into (or out of) the cage, and the cage can be assembled or disassembled in 5 minutes. A force cage has a break DC of 30 and can be deactivated using a remote (treat as a portable computer with Intelligence 16).

Force Detector

     Jedi Academy Training Manual, page 63.

     Cost: 2,000     Weight: 9 kg     

A blanket term used to cover a variety of devices, Force detectors are pieces of equipment designed to detect Force sensitivity, or the potential for it, within a living being. Force detectors can take many forms; the Jedi Order prior to the Clone Wars used Force detectors that relied on blood samples to determine midichlorian counts. During the height of the Empire, Force detectors were built using thaissen crystals from the planet Mimban that glow in the presence of Force-users.

     Regardless of the specific form, most Force detectors function in a similar manner. Using a Force detector requires 5 rounds and a DC 15 Use Computer check to successfully activate the device. If the target of the Force detector has the Force Sensitivity feat. the Force detector indicates that the target is Force-sensitive.

Force Training Aid

     Jedi Academy Training Manual, page 63.

     Cost: 25     Weight: 1 kg     

Young Jedi use a variety of training aids in the course of their studies. These can take many forms, including some that resemble toys and puzzles. Others are designed to clear the mind and make concentration easier. focusing one’s connection to the Force by helping to block out other stimuli. Most Force training aids are abandoned by the time the apprentice becomes a Padawan learner, as the training aids teach very basic techniques that must be mastered by the time the Master chooses the Padawan.

     Though Force training aids are typically designed to focus on one aspect of Force training, they all follow similar rules. Each Force training aid focuses on one of the basic uses of the Use the Force skill. Any character untrained in the skill can spend 1 hour training with a Force training aid. After that time, for the next 24 hours, the character can use any one “trained only” aspect of the Use the Force skill as though he or she was trained in the skill. Force training aids confer no bonus on Use the Force checks.

Lectroticker

     Threats of the Galaxy, page 87.

     Cost: 1,500 per +2 skill bonus     Weight: 1 kg     

A small electronic device used to bypass low-grade security systems, a lectroticker consists of several small wires connected to a sense-plate. When the sense-plate is inserted into a standard security lock (such as those found on doors throughout the galaxy), the sense-plate is charged with varying amounts of energy, scrambling the signals sent to the electronic lock and fooling its systems into thinking that the correct access card has been provided. A lectroticker can be activated as a swift action, after which it makes a single Mechanics check (with a bonus of +2 or higher, determined by its cost and quality) to disable an electronic lock. All lectrotickers are considered illegal.

Lock Breaking Kit

     Scum and Villainy, page 52.

     Cost: 8,000     Weight: 4 kg     

Highly illegal and favored by shipjackers and pirates, a lock breaking kit is like a tool kit in many ways but has some very advanced and highly specialized tools. A lock breaking kit grants the user a +5 equipment bonus on all Mechanical and Use Computer checks to bypass doors and airlocks on a starship.

Man Trap

     Scum and Villainy, page 52.

     Cost: 8,000     Weight: 19 kg     

A man trap is a reversed repulsor field that draws a target directly down, as though in incredibly high gravity. A man trap covers 1 square, and any creature entering the square of a man trap is immediatley immobilized (unable to move voluntarily). A creature can attempt to break out of a man trap as a move action, requiring a DC 40 Strength check. It can be deactivated using a remote (treat as a portable computer with Intelligence 16).

Mesh Tape

     Saga Edition Core Rulebook, page 139.

     Cost: 5     Weight: 0.5 kg     

The usefulness of mesh tape is limited only by a character’s imagination. Mesh tape adhesive has Strength 15 and can support up to 90 kg indefinitely (and up to 180 kg for up to 5 rounds). Mesh tape itself has Strength 20 when used to bind another character and requires a DC 20 Strength check to break.

     A roll provides 30 meters (20 squares) of tape, 5 centimeters wide.

Microlab

     Unknown Regions, page 41.

     Cost: 1,800     Weight: 0.8 kg     

A microlab is a handheld portable laboratory for analyzing substances. When you need quick identification of a material and you cannot wait for the results of a full analysis from another location, the micro lab works well enough to answer most questions. In some cases, the microlab’s analysis is just as goodas a full examination. A sample of the substance in question is placed in a small tube that is then slid into the microlab. A DC 15 Knowledge [physical sciences] check is necessary to complete the examination, and the results are then displayed on the device’s small screen.

Personal Multitool

     Unknown Regions, page 41.

     Cost: —     Weight: 100     

0.2 kgPeople who explore the untamed wilderness need many tools. In most cases, full-sized tools can be unwieldy, especially when cargo space is a limited commodity. The personal multitool is a low-tech device that holds miniature versions of several simple tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard personal-multitool configuration for beings of Medium size includes a 5-cm vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These tools are stored within the 6-cm handle and each fold out on a hinge. The vibroblade, hydrospanner, and hydrogrip are all powered by a single energy cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals ld4 points of damage.

Power Genrator

     Saga Edition Core Rulebook, page 139.

     Cost: 750     Weight: 15 kg     

A power generator is a small fusion reactor tat provides continuous power for heavy weapons, vehicles, structures, and machinery. It can power anything up to a Gargantuan vehicle or structure indefinitely, a Colossal vehicle or structure for 1 day, and a vehicle or structure of Colossal (frigate) size for 1 hour. After that, it is disabled and must be repaired.

     If a power generator is destroyed while in use, its fusion reactor overloads ad explodes, venting plasma into the surrounding area. When a fusion reactor explodes, mak an attack roll (1d20+10) against the Reflex Defense of every target within 4 squares. If the attack succeeds the target takes 8d6 points of energy damage. If te attack misses, the target takes half damage. A target with the Evasion talent takes half damage if the attack succeeds or no damage if the attack misses. This is an area attack.

Power Pack

     Saga Edition Core Rulebook, page 139.

     Cost: 25     Weight: 0.1 kg     

A power pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it. A power pack can be carged with a power recharger.

Power Recharger

     Saga Edition Core Rulebook, page 139.

     Cost: 100     Weight: 1 kg     

A power recharger is used to recharge a power pack or energy cell. The recharge process taks 4 hours, and only one power pack or energy cell may be recharged at a time. A power recharger hols enough power to recharge 100 packs or cells, but is normally connected to a ship’s or building’s power supply, allowing it effectively unlimited recharge capacity.

Redirection Crystal

     Galaxy of Intrigue, page 67.

     Cost: 500     Weight: —     

A redirection crystal is filled with Tibanna gas and has a small blasting tube. Snipers and assassins use them to seemingly bank blaster shots, allowing the shooter to hide in one location while making a shot appear to come from another position. When struck by blaster fire, the gas inside the crystal explodes, directing the shot through the blast tube at the established angle. Only skilled snipers and assassins use redirection crystals because of the sheer difficulty in making a successful strike. Redirection crystals are sometimes used in conjunction with the Xerrol nightstinger, taking advantage of the weapon’s invisible blaster shot to confuse the enemy.

     A redirection crystal is Fine size, giving it Reflex Defense 15, plus penalties for distance. If an attack with a blaster weapon successfully hits the redirection crystal, make a second attack roll against the intended target, with a −10 penalty and additional range-increment penalties. The redirection crystal is destroyed, leaving only minuscule fragments, requiring a DC 30 Perception check to notice and a DC 30 Knowledge (technology) check to identify.

Repulsor Pad

     Force Unleashed Campaign Guide, page 102.

     Cost: 200     Weight: 6 kg     

A repulsor pad is used mostly to ease manual labor. In essence, it is a flat board with four repulsors, one at each corner, that can be used to lift heavy ob1ects for short-range transport. This allows a single worker to move a heavy crate or other object without the need to use a vehicle or a binary load lifter. During the Dark Times, the repulsor pad is often used by saboteurs to transport heavy machinery or by thieves to cart off large objects without the need to use noisy vehicles or droids. Each repulsor pad occupies a single square and can be used to lift an object that occupies no more space than that single square; multiple repulsor pads can be used to lift larger objects. Activating a repulsor pad (or a group of pads) is a swift action, and a repulsor pad can move along with a character if that character uses a swift action to grab and drag the pad. If two creatures attempt to pull a repulsor pad in opposite directions, they make opposed Strength checks, and the pad moves along with the victor.

Security Kit

     Saga Edition Core Rulebook, page 139.

     Cost: 750     Weight: 1 kg     

A security kit is a set of special tools for bypassing electronic an mechanical locs. It usually includes electronic components and dedicated sensor devices. On most worlds, posession of a security kit is illegal for anyone who doesn’t have the proper permits, such as members o law enforcement agencies and professional security experts.

     A security kit is equired to bypasss traps or security systems using the Mechanis skill. A security kit contains a comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.

Shield Cage

     Galaxy of Intrigue, page 67.

     Cost: 10,000     Weight: 20 kg     

A shield cage is a portable shield generator used to trap a target rather than protect it from harm. Wealthy bounty hunters, criminal masterminds, and other VIPs use shield cages to trap targets, sometimes setting the cages beneath chairs or inside doorways. A shield cage is a large flat disk, 2 meters in diameter. It must be connected to a power supply to operate and drains portable power generators after 2 hours of continuous use.

     A shield cage produces a shield bubble that fills a single square. Multiple shield cages can be linked together, each expanding the shielded area by one additional square. Targets are trapped inside and cannot move until the power is turned off. The shield is air permeable, allowing the target to breathe and communicate verbally, but nothing else can pass through the shield except damage that exceeds the shield’s rating (SR 15).

Shipsuit

     Unknown Regions, page 42.

     Cost: 200     Weight: 1 kg     

Manufactured by Ayelixe/Krongbing Textiles, the shipsuit is a multi pocketed coverall made of a tough synthmesh fabric, which has been known to last through years of regular use. A fitted coverall can also be used as a envirosuit in an emergency, although a separate life support system such as a breath mask is required.

     A shipsuit provides enough pockets and pouches to carry up to 24 objects of Small size and weighing no more than 1 kg each. The cumulative weight of the objects is halved for the purpose of calculating the wearer’s total carried weight. A character wearing a shipsuit receives a +1 equipment bonus to his or her Fortitude Defense when resisting extreme temperatures.

Sound Sponge

     Force Unleashed Campaign Guide, page 102.

     Cost: 3,500     Weight: 1 kg     

This small electronic device emits sound waves in frequencies well above and below the normal range of audible sound for most species in the galaxy, using those sounds to suppress other sounds in the vicinity. A sound sponge muffles all sound in a 6-square radius, increasing the Perception check DC to hear noises coming from that area by 10.

Spacer’s Chest

     Scum and Villainy, page 52.

     Cost: 200     Weight: 10 kg     

A spacer’s chest is a special container commonly kept by smugglers and pirates to store their most prized possessions. A spacer’s chest usually carries not only valuables but also emergency items like spare clothes, credit sticks, data discs, small tools, concentrated food, and a hold-out blaster and blaster packs. A spacer’s chest has enough consumables to feed one person for 10 days, and has an electronic locking mechanism that has a Will Defense of 30.

Tool Kit

     Saga Edition Core Rulebook, page 139.

     Cost: 250     Weight: 1 kg     

You need a tool kit to reprogram a droid or to repair a damaged droid or vehicle. A tool kit also makes repairing devices much simpler.

     The standard tool kit represents a broad collection of tools designed to take apart, analyze, modify and rebuild almost any technological device. Most technicians personalize their tool kits over the course of years, but almost all contain at least an electroshock probe (for shorting out electronic components or soldering wires), fusion cutter (for cutting apart durasteel and similar materials, hydrospanner (to tigten and loosen all forms of screws and fasteners), laser welder (for connecting things), power calibrator (both for analyzing circuitry and to act a an emergency power cell), power prybar (for forcing things open), probe sensors, sonic welder (for connecting things wne you can’t afford a fire), various circuits and connector wires, vibro cutters (for things that don’t call for a fusion cutter), and welding goggles (so you don’t burn out your eyes).

     Many of these tools can be used as makeshift weapons, but since they aren’t designed for combat, they ipmose a −5 penalty on attack rolls. (Droids with such tools on tool mounts don’t suffer these penalties, since the don’t have to deal with an oddly shaped handle.) Different tools deal different damage: electroshock probe, 1d8 ion; fusion cutter, 2d6 energy; laser welder, 1d8 energy; power prybar, 1d8 bludgeoning; sonic welder, 1d8 energy.

Universal Energy Cage

     Jedi Academy Training Manual, page 64.

     Cost: 20,000     Weight: 3 tons     

The universal energy cage was designed by Umak Leth specifically to contain a Force-user. A vaguely spherical cage with energy flowing throughout its bars, the universal energy cage delivers a shock to prisoners attempting to free themselves. Prisoners in the cage can, however, use the Force at very low levels, such as to heal themselves. The cage’s functions are controlled by a handheld remote. The cage has no visible controls, and the only way to open it (other than using the remote) is to destroy it, which endangers the life of the prisoner within.

     The reinforced durasteel cage has DR 20, 150 hit points, and a damage threshold of 25. The cage is also built with a contact shock field, and every time it takes 15 points of damage or more, the prisoner inside receives a shock that deals 4d8 points of stun damage.

Utility Belt

     Saga Edition Core Rulebook, page 140.

     Cost: 500     Weight: 4 kg     

A utility belt has several pouces containing a tree-day supply of food iapsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple o empt pouches for whatever else the wearer wants to add (up to 0.5 kg per pouch).

Footnotes and References
Please see the following pages or sites for further information:

  1. 1.0 1.1 1.2 1.3 This is custom equipment that belongs to Jango Fett. As the functionality matches that of a security kit, that cost and weight was used here. Consult with your GM if you wish to purchase and use this item.