Weapons


Melee Weapons

Standard Melee Weapons

Item Availability Price Description Damage Weight Range
Vibroblade/Vibroaxe Restricted 250 A vibroblade resembles a sword, while the vibroaxe is more axe like.  Both have a charged blade that allows it to do greater damage than a standard weapon.  Civilians are generally not allowed to have these as weapons. 2d6 1.8 kg 1
Vibrodagger - 200 A small bladed weapon with a charged blade.  Sometimes used as a tool to cut through tough material.  Often used as a weapon by thugs and other miscreants.  Add Strength modifier to range if thrown. 2d4 1 kg 1 , (thrown 2)
Vibrobayonet Military 300 When mounted on a rifle allows the rifle to be used as a melee weapon.  Requires 2 hands to use when mounted.  If it is not mounted then treat as a Vibrodagger.  Mounting it gives it more damage as you wield it with 2 hands and have the weapon as leverage. 2d8 1 kg 1
Force Staff Licensed 300 Each end of the staff has an electromagnetic pulse generator that discharges upon impact.  If desired the pulse can be set to stun its target. 2d6/2d6 1.5 kg 1 - 2
Force pike Licensed 500 Are tall staff like weapons with a vibroblade powered tip.  Many pikes have a stun setting changing the power of the vibroblade to an electrical impulse that shocks its target. 2d8 2.2 kg 1 - 2

Exotic Weapons

Item Availability Price Description Damage Weight Range
Atlatl Rare 50 Used most commonly by Gungans, this weapon is designed to throw energy balls farther than you could unaided.  In close combat the Atlatl acts as a club like weapon.  Add Strength modifier to range if thrown. 2d4 1.5 kg 1 , (Can throw energy balls 1-8)
Cesta Rare 100 Another of the Gungan energy throwing weapons, the Cesta is longer and acts like a staff in close combat.  Add Strength modifier to range if thrown. 2d4/2d4 1.8 kg 1 - 2, (Can throw energy balls 1-8)
Lightsaber (short) Very Rare 2500 Short Jedi often favor the short lightsaber as it fits their size better.  Additionally Jedi that regularly use 2 lightsabers to fight will often use a short lightsaber as their offhand weapon. 3d8 .5 kg 1
Lightsaber Very Rare 3000 The blade of the lightsaber is created by focusing energy through a special crystal.  This blade is incredibly powerful and can cut though almost all non powered materials.  Because it is so light (only weight is the hilt) it can be a difficult weapon to use.  It is the favored weapon of the Jedi and when used with someone with force training it becomes not only a powerful offensive weapon but a defensive one as well. 3d8 .5 kg 1
Double Lightsaber Very Rare 7000 Basically 2 lightsabers fused together to form a staff like weapon.  This weapon requires immense skill to use effectively.
You may have one or both ends ignited at a time.  (when only one end is ignited treat as a standard lightsaber)
3d8/3d8 1 kg 1

Simple Melee Weapons

Item Availability Price Description Damage Weight Range
Knife - 10 Common blade still used in kitchens everywhere.  Add Strength modifier to range if thrown. 1d4 .5 kg 1 , (thrown 2)
Club - 5 Any one handed type weapon from a table leg to a police baton. 1d6 1 kg 1
Stun Baton Licensed 15 Used by police forces and guards everywhere this powered club provides an electrical charge that stuns those it hits. 1d6 1 kg 1
Mace/sword - 20 Metal or alloy one handed weapon designed for fighting. 1d8 2 kg 1
Bayonet Restricted 25 When mounted on a rifle allows the rifle to be used as a melee weapon.  Requires 2 hands to use when mounted.  If it is not mounted then treat as a knife.  Mounting it gives it more damage as you wield it with 2 hands and have the weapon as leverage. 1d6 .5 kg 1
Staff - 20 A rod made of wood, metal or other solid material about 1 to 2 meters in length.  Can be used as a double weapon or a single.  It can not reach past 1 square when used as a double weapon. 1d6/1d6 1.5 kg 1 - 2
Spear - 20 A blade of some time placed on top of a staff of some type makes a spear.  Can be thrown.  Add Strength modifier to range if thrown. 1d8 1.5 kg 1 - 2 (thrown 3)

Unarmed

Item Availability Price Description Damage Weight Range
Unarmed Small Character - - Standard Damage from a small unarmed character striking someone. 1d3 - 1
Unarmed Medium Character - - Standard Damage from an unarmed character striking someone. 1d4 - 1
Combat Gloves - 150 Padded gloves with reinforcement near the knuckles to provide extra damage when in unarmed combat. +1 .5 kg 1

Ranged Weapons


Pistol

Item Availability Price Description Damage Weight Range Rate of Fire
Blaster Licensed 300 Blaster describes hundreds of different designs of a hand held weapon that fires a bolt of energy.  Regulations are supposed to keep this weapon out of the hands of known criminals but for the most part is completely ineffective. 3d6 1 kg 1-20 Single
Heavy Blaster Illegal 600 Modified Blaster that has the same power as a Blast Rifle. 3d8 .6kg 1-15 Single
Hold - out Blaster Illegal 400 Small Palm sized blaster, often hidden up a sleeve or other place with a mechanism that allows quick draw to quickly access. 3d4 .6kg 1-15 Single
Sporting Blaster Licensed 200 Smaller weapon that is used for hunting or personnel defense.  It usually comes with ornate designs and is considered more a fashion statement than a weapon. 3d4 1 kg 1-20 Single
Ion Blaster Licensed 200 Handheld weapon that fires a stream of Ion energy that disrupts electrical systems.  It is best used when the object of your attack is to shut down the electrical system of a device.  (Can be vehicle, droid or other system)   Creatures and other things that don't have cybernetics or other electrical systems take 1/2 damage.  If the damage pushes an electrical target to below 1 hp they are stunned and left at 0 hp no matter how much damage they took. 3d6 1 kg 1-20 Single
Slug Thrower Pistol Rare, Licensed 300 Ancient Weapon uses a solid projectile instead of energy bolts.  Requiring reloads each weapon is different using 6 to 12 ammo in each clip.  When buying ammo each is 2 credits each. 2d6 1 kg 1-15 Single

Rifles

Item Availability Price Description Damage Weight Range Rate of Fire
Blaster Rifle Restricted 800 Blaster rifle describes hundreds of different designs for a 2 handed weapon that fires a bolt of energy.  Rifle sized weapons of this type are usually restricted to guards, police and military type personnel. 3d8 3.5 kg 1-30 Single, Auto-fire
Carbine Blaster Restricted 900 A small sized Blast Rifle, with a short barrel and compact 2 hand grip.  Can come with a folding stock if desired 3d8 2 kg 1-20 Single, Auto-fire
Sporting Blaster Rifle Licensed 750 A hunting rifle favored by the rich and elite members of society who use hunting as a sport.  It can also be found on fringe worlds of people looking to hunt for a living. 3d6 3.5 kg 1-30 Single
Ion Rifle Restricted 800 Rifled sized weapon that fires a stream of Ion energy that disrupts electrical systems.  It is best used when the object of your attack is to shut down the electrical system of a device.  (Can be vehicle, droid or other system) Creatures and other things that don't have cybernetics or other electrical systems take 1/2 damage.  If the damage pushes an electrical target to below 1 hp they are stunned and left at 0 hp no matter how much damage they took. 3d8 3 kg 1-30 Single
Slugthrower Rifle Licensed (Rare) 400 Ancient Weapon uses a solid projectile instead of energy bolts.  Requiring reloads each weapon is different using 10 to 100 ammo in each clip.  When buying ammo each is 2 credits each. 2d8 3.5 kg 1-20 Single, Auto-fire
Light Repeating Blaster Military 1200 Largest Hand held weapon used.  Looking similar to a Gatling gun this weapon is Auto-fire only and is carried at the hip when firing. 3d10 6 kg 1-20 Auto-fire
Heavy Blaster Rifle Military 1800 Larger Blaster with stronger firepower than a standard Blast Rifle.  Because of its size it takes a -2 to hit.   In close quarter combat or in tight places it has a -5 to hit.   3d10 6 kg 1-20 Single, Auto-fire
Sniping Blaster Military 3000 Long Range Blaster with a longer barrel to allow the bolt to travel farther.  Because of its length it has -5 to hit in close quarter combat or in tight places. 3d8 5 kg 1-40 Single
Scope Restricted 300 A device that can be attached to any rifle type weapon as well as the Heavy Blaster.  This will add 10 square range to the device when aiming before firing.  (A special scope can be added to the sniper weapon that adds 20 square but is double the price of a standard scope) - 1kg + 1-10 -

Exotic

Item Availability Price Description Damage Weight Range Rate of Fire
Flamethrower Military 1000 This weapon shoots a cone of flame at a target the cone shape is 4 squares in length.  While technically not an autofire weapon it is treated as such when dealing with AOE Damage.  However it does not suffer from the penalties if it is not braced.  Additionally if the ref save is not made the target will catch fire and will suffer 1d4 periodic damage until the fire is put out. 3d6 (Cone AOE 4x3) 7kg 1-4 Auto-fire
Bowcaster Rare, Licensed 1500 Wookie developed and almost exclusively used by them, this weapon is a fusion of antique and modern technology.  Firing an explosive bolt this weapon requires a reload after 10 shots.  Reloads are often carried in a bandoleer. 3d10 6kg 1-30 Single
Grenade Launcher Military 500 Military weapon used to fire a grenade much further than you could throw one.  The Launcher may fire any of the 4 different types of Grenades.  The grenades and either explode on impact or be set to explode on a timer depending upon the setting when fired.  The launcher can only hold 4 grenades at a time. Varies 2kg 1-15 Single
Repeating Blaster Military 4000 While this weapon can be carried by a soldier it can not be fired unless it is mounted.  Often a tripod will be used but it can be found on vehicles or in encampments as well.  In addition because of the heavy draw of energy the power pack is often carried by a second soldier and hooked up when ready to fire.  It is possible to do this in a 2 man team but usually a 3 man team is used to carry this weapon 3d12 12kg 1-20 Auto-fire
Blast Cannon Military 3000 Portable shoulder fired weapon fires a powerful bolt of energy.  Often used as an anti-vehicle weapon.  This weapon does some AOE damage, it does its full damage on the impact zone (a single target).  When checking on the AOE make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Hit creatures take 1/2 damage,  missed take 1/4 damage. 3d12 (AOE 2x2 1/2 damage) 18kg 1-20 Single
Missile Launcher Military 2500 Fires a high speed projectile with an explosive warhead.  The missile is an AOE device.  When exploding make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Creatures missed take 1/2 damage.  Missiles come in 2 varieties,  Standard and Ion. 6d6 AOE 3x3 10kg 1-30 Single

Simple Weapons

Item Availability Price Description Damage Weight Range Rate of Fire
Energy Ball Licensed (Rare) 50 Energy encased in a ball used primarily by Gungans.  Fairly stable it must be thrown to be an effective weapon.  Add Strength modifier to range if thrown. 2d8 .4 kg 1-3 Single
Grenade, Frag Military 100 Standard fragmenting grenade designed to send shrapnel with explosive force in an area.  The grenade can be set on a timer or to explode on impact.  When exploding make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Creatures missed take 1/2 damage.  Add Strength modifier to range if thrown. 3d6 AOE 2x2 .5 kg 1-3 Single
Grenade, Ion Restricted 125 When the object of your attack is to shut down the electrical system of a device.  (Can be vehicle, droid or other system)  Ion is used.  Creatures and other things that don't have cybernetics or other electrical systems take 1/2 damage.  The grenade can be set on a timer or to explode on impact.  When exploding make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Creatures missed take 1/2 damage.  If the damage pushes an electrical target to below 1 hp they are stunned and left at 0 hp no matter how much damage they took.  Add Strength modifier to range if thrown. 4d6 AOE 2x2 .5 kg 1-3 Single
Grenade, Concussive Restricted 125 A Stunning grenade, ineffective to droids and vehicles.  The grenade can be set on a timer or to explode on impact.  When exploding make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Creatures missed take 1/2 damage.  If the damage pushes them to below 1 hp they are stunned and left at 0 hp no matter how much damage they took.  Add Strength modifier to range if thrown. 4d6 AOE 2x2 .5 kg 1-3 Single
Grenade, Detonite Military 200 A more powerful energy grenade it pulses a charge in all directions when exploding.  The grenade can be set on a timer or to explode on impact.  When exploding make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Creatures missed take 1/2 damage.  Add Strength modifier to range if thrown. 5d6 AOE 2x2 .5 kg 1-3 Single
Thermal Detonator Illegal 1000 Looking similar to a grenade this device is hand held and can be thrown.  Because of the extreme unstable explosive power it is not used as a grenade except by the most desperate or despicable.  Once activated make a d20 roll. if 1 or 2 is rolled the device will go off early.  The device can be set on a timer or to explode on impact.  When exploding make a single attack roll and compare the results to the ref defense of every target in the grenade's burst radius.  Creatures missed take 1/2 damage.  Add Strength modifier to range if thrown. 8d6 AOE 3x3 .5 kg 1-3 Single
Bow Rare 100 Very primitive weapon usually made of wood and a string used to fling a projectile (called an arrow) long distances.  Sometimes Modern societies will use metals or allows to create a bow to use as competition or for nostalgic purposes.  Add Strength modifier to range.  Arrows normally are simple and cost 1 credit each, however it has been known for explosives to be added to them.  This requires the Mechanical - explosives skill and the price of the explosive to be added to an arrow. 1d6 1 kg 1-12 Single
Sling Rare 30 Extremely primitive method of throwing small objects at a target.  Add Strength modifier to range. 1d4 .2 kg 1-5 Single

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