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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