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Arms and Equipment Guide (Star Wars Roleplaying Game) - Paperback

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Arms and Equipment Guide (Star Wars Roleplaying Game)

List Price: $21.95    Our Price: $15.37

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Paperback - 09 November, 2002
Wizards of the Coast
Availability: Usually ships within 24 hours

Author: Jeff Grubb, Owen K. C. Stephens
ISBN: 0786927828

Number of Media: 1

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Reviews From Our Customers

Finally a book that answers questions

Glad I bought this book. The Star Wars RPG left many questions about weapons and technology open. This book answers about 30% of those questions, which is a lot of material.


for added flavor

To add a better sense of diversity, this book is an awesome tool.
It give a greater depth to the technical players out there


A lot of stuff... A must have for any GM

If you are GMing star wars, living force or the like... this is a must. Why? It provides so much more than the Core Rule book does as far as specialized weaponry. It has simply pictures of selected weaponry, devices and droids. It has several new things that can really give your campaign that edge, taking into a different level of difficulty or adventure. It can also give your characters power they didn't know existed.

Each item comes listed with its type, a small description, Price (standard), how available it actually is and which Era it comes from (a real plus). For weapons it gives everything the RCR gives along with Hardness and Break DC's. Such weapons include the BlasTech DLT-20A 3d8+3 30m Long blaster, Disruptor Pistols, Mobile Mortars, a variety of Hold out blasters, including the Happy Surprise (palm blaster). It's melee section isn't nearly as extensive as its ranged section. There are some nasty specialized weapons like the Verpine Shatter Gun (6d6) or the Rodian Repulsor Knives. Many different types of weapon attachements and a guideline for customizing your own weapons.

Similarly there are the same thing for armors. Featuring multiple types of armor, from A/K Tracker Utility Vest, to the Shadowsuit to the AV-1A Assault Armor (that looks like something off of Warhammer).

There is a nice list of droids that basically is an expansion of the RCR's list. Nothing really new, as far as game mechanics go, but a nice new list to pick and chose from. There is also a nice new listing for Vehicles in the same way for the droids, a basic expansion from the RCR. The Equipment section has a new lift providing different brands of the most common items, with a more extensive list and with some more speicalized items, like detection equipment, sensors and blaster repair kits. Again, everything comes priced with listedd availability and era availability.

Again this is a must have for any GM. One of the first books I pass around before each module is this one. People make profession rolls, get some money, want to buy something, and this book is the first thing they turn to for merchandise. Now being the GM i am, i place certain restrictions, but that's just between you as the GM and the player. As far as any player goes... this is the book that you'll need to make that signature weapon for your bounty hunter, the location to find that R2 unit you've been looking for, or just finally have that little mobile mortar handy when you need it.

"Hokey religions and ancient weapons are no match for having a good blaster at you side."

 

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