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Arms and Equipment Guide (Star Wars Roleplaying Game)

Arms and Equipment Guide (Star Wars Roleplaying Game)
Authors: Jeff Grubb, Owen K. C. Stephens
Publisher: Wizards of the Coast
Category: Book

Buy Used: $27.95



New (3) Used (15) from $27.95

Avg. Customer Rating: 4.0 out of 5 stars 9 reviews
Sales Rank: 567244

Media: Paperback
Number Of Items: 1
Pages: 96
Shipping Weight (lbs): 0.5
Dimensions (in): 10.7 x 8.4 x 0.2

ISBN: 0786927828
Dewey Decimal Number: 793
EAN: 9780786927821
ASIN: 0786927828

Publication Date: November 9, 2002
Availability: Usually ships in 1-2 business days
Shipping: Expedited shipping available
Shipping: International shipping available
Condition: Trade paperback. Small crease to corner of rear cover. Book is otherwise clean and solid.

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Editorial Reviews:

Product Description
Hokey religions and ancient weapons are no match for having a good blaster at your side.

The galaxy is a dangerous place, and even the most capable heroes need the right equipment to get the job done. Outfitting for a rescue mission on a frigid ice planet differs from gearing up for an assault on a crime lord's jungle world headquarters. But with the right connections, and enough credits, heroes can acquire all the weapons and tools needed to survive any situation.

This sourcebook features:
• An arsenal of weapons and armor, along with rules for customizing and personalizing them.
• A wide variety of droids from across the galaxy, including the legendary R-Series astromech droids, binary load lifters, and the RA-7 "Death Star" droid.
• An array of vehicles from landspeeders to military walkers.
• Essential survival equipment, including breathers, comlinks, scanners, medpacs, and tools.

To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.



Customer Reviews:   Read 4 more reviews...

4 out of 5 stars StarWars Arms & Equipment Guide   September 15, 2005
 2 out of 3 found this review helpful

This is a very useful volume filled with lots of information and ideas for gear. My GM has already used it to modify some of the ships in our game with information from the book. Thanks to that our survival percentage has just gone up. (I'm not thinking about how the danger quotient of the bad guys has gone up too.) ;-)


5 out of 5 stars A must have for Players & GM   July 22, 2005
 5 out of 6 found this review helpful

WEAPONS
The selection of weapons is HUGE (even adding more types than the RCRB has listed). Each weapon has WPs & break DCs (which I also like). Along with new rules on Customizing & personalizing weapons.
Species chip (a optional device for Sonic weapons) - which increases effectiveness against a selected species (a few species is listed, but a GM can add more if he/she wishes) - and they are pretty cheap too.

ARMOR
Vast selection of armor & protective gear. Also rules for non-human species.

DROIDS
All Astromech units are included (which are my favorite). They also have many, many more droid types & units listed.

VEHICLES
Rules on custimizing. A big selection including : airspeeders, swoops, speeder bikes, and many more.
Also for the STAR WARS fan who is familiar with Tatooine, this book also includes the popular "Sandcrawler".

OTHER
There's even a section on jetpacks & other devices that let you fly.

There are a lot more things in here (buy the book, I'm not telling you everything).




2 out of 5 stars Not really worth the purchase   November 9, 2004
 0 out of 10 found this review helpful

For SW fans who absolutely MUSt have every possible variation of weapon, speeder and droid available, then this book is a good purchase, however, nothing in this book is a vast improvement on what's in the core rules.

On the up side, there seems to be no redundancy in this book, meaning that if it's listed in the Core Rules, then it's not listed here. The downside being that you have to have both this book and the Core Rulebook handy for a complete list of items.

A MAJOR NEGATIVE is that there are no weapons/droids/vehicles/etc. tables for quick reference like there are in the core rulebook, which makes comparing items at a glance much more difficult (I got around tis by printing up a comparison table in excel).

Also, to my great dissapointment, there are not starfighters, cargo ships, etc. at all in this book. Only speeders, walkers, bikes, etc., none of which are all that impressive. Infact, save for the armor and possibly the droids, there's nothing impressive about this book at all.

I did, however, like the ability to customize and personalize weapons, armor and--to a limited extent--vehicles.

Some weapons have minor benefits here or there to the ones in the core rules, such as an increase in damage, but at the cost of range and/or accuracy. Spending more will not really get you a superior weapon (unless you personalize). Sorry folks.

I have a HUGE beef with the armor section. Armor lists the type, proficiency requires, cost, max dex bonus, speed, armor check penalty, weight, availability, era, and damage reduction, but not the DEFENSE BONUS the armor provides! WTF???

All in all this book could have been done MUCH better. I don't recommend it.



4 out of 5 stars Finally a book that answers questions   July 3, 2003
 3 out of 7 found this review helpful

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.


4 out of 5 stars for added flavor   April 16, 2003
 3 out of 7 found this review helpful

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


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