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Equipment Data File Roleplaying Star Wars

SW EDF-GCR Cyberscanner Limb

Star Wars – EDF-GCR

Equipment Data File – Gear – Cybernetic Enhancements / Replacements

Cyberscanner Limb

Cybernetic Enhancements and Replacements – Technology is an integral part of life on almost every world in the galaxy, and for some it is an integral part of their very bodies. Some cybernetic enhancements are visible, either because the wearer cares little for what others might think of his mechanical prosthesis or because he cannot afford better. Others are near-perfect duplicates of lost limbs or are hidden within the body; in either case few could tell the difference without the use of scanning devices.

Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters’ abilities. The combination of XP-purchased increases and the increases provided by cybernetics can improve a character’s skill or characteristic one step above the normal maximum (seven for characteristics, six for skills).

Each character may purchase and install a number of cybernetic enhancements and replacements equal to his Brawn rating, but no more.

The cybernetic enhancements listed here are obviously mechanical in nature. The exceptions are the BioTech Industries Repli-Limb Prosthetics. These do not enhance the user as the other cybernetic devices do. However, they are designed to function identically to the original limb and to be covered with synthflesh, so that they look virtually indistinguishable from that which they replace.

One drawback of cybernetic enhancements and replacements is that they can be affected by weaponry designed to disable technology, such as ion blasters or ion cannons. If hit by weapons that normally affect droids only, the cybernetic enhancement temporarily stops working for the remainder of the encounter or until it is repaired. The consequences of this depend on the enhancement in question and are left up to the GM, but they should make sense (for example, a character with two malfunctioning cybernetic legs would not only lose any bonuses from the legs, but would also be unable to walk).

From Age of Rebellion

More than a simple cybernetic replacement, this cybernetic arm includes a basic scanner for medium range detection. Cyberscanner limbs typically display data on a holoprojector that appears above the user’s open palm and can show nearby motion, lifeforms, energy signatures, and other common targets as desired. The Mod IV Scanner Limb incorporates a portable scanner and, unlike most cybernetics, is concealed by a synth-flesh covering to disguise that there is anything out of the ordinary about the limb

From Edge of the Empire

This cybernetic arm does far more than simply replace a limb; it also includes a basic scanner for medium range detection. The CyberScanner displays data on a holo-projector that appears above the user’s open palm and can show nearby motion, life-forms, energy signatures, and other common targets as desired.

The Mod IV Scanner Limb incorporates a portable scanner, and unlike most cybernetics, is concealed by a synthflesh covering to disguise the fact that there is anything out of the ordinary about the limb

Fantasy Flight Rules – Cyberscanner Limb

Content Updates

  • 2022-03-24 – Updated with content from Age of Rebellion.
  • 2021-12-30 – Added link to Age of Rebellion Core Rulebook.
SW Equipment
Armour

Armour: Adverse Environment Gear (1), Clothing (Armoured (6), Heavy (0)), Heavy Battle (R7), Laminate (3), Padded (1), Personal Deflector Shield (8)

Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)

Gear

Communications: Comlink (Handheld (0), Long-range (1)), Holo Messenger (4)

Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)

Detection Devices: Electrobinoculars (1), General Purpose Scanner (3), Hand Scanner (2), Macrobinoculars (2), Scanner Goggles (3), Surveillance Tagger (R4)

Medical: Bacta (1), Bacta Tank (1), Emergency Medpac (1), Medpac (2), Stimpack (1), Synthskin (1)

Poison: Synthetic Anesthetic (4), Synthetic Neuroparaytic (R6), Synthetic Neurotoxin (R6)

Recreation: Chance Cube (0), Dejarik Table (4), Sabacc (0)

Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)

Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))

Survival: Breath Mask (1), Crash Survival Kit (2), Ration Pack (0), Space Suit (1), Tent (1), Thermal Cloak (1)

Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)

Unique Illegal: Data Breaker (R6), Flesh Camouflage Set (R7), Personal Stealth Field (R9)

Weapons

Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)

Explosive+: Flame Projector (6), Grenades (Armour Piercing (6), Frag (5), Stun (4)), Mine (Anti-Personnel (6), Anti-Vehicle (6)), Missile Tube (R8), Thermal Detonator (R8)

Brawling: Brass Knuckles (0), Shock Gloves (2)

Melee: Combat Knife (1), Force Pike (4), Gaffi Stick (2), Truncheon (1), Vibro-Ax (5), Vibroknife (3), Vibrosword (5)

Slugthrower: Pistol (3), Rifle (3)

Thrown: Bola (2), Net (2)

Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)

Lightsaber

Lightsaber: Lightsaber (R10)

Modifications: Rubat Crystals (R10)

Star Wars RPG

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Campaign: NPCs, Side Stories, Timeline

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Character Builds: Bounty Hunter (Assassin, Gadgeteer, Martial Artist, Operator, Skip Tracer, Survivalist) Technician (Droid Tech)

References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Rebels, Sith)

Creating a Campaign:
(1) Rules and Setting,
(2) Characters and Timeline,
(3) Fringes Storyline,
(4) Rebels Storyline,
(5) Force Storyline,
(6) Mandalorian Storyline

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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