Star wars D6
personal weapons
Subrepeating Blaster Pistol
Model: Czerka 5-18 Light Repeater
Type: Light repeating blaster
Scale: Character
Skill: Blaster: repeating blasters
Ammo: 100
Cost: 750
Availability: 2, X
Range: 3-30/100/250
Damage: 6D
Game notes: Retractable stock adds +lD when
aimed for one round.
High Powered Blaster Sniper Rifle
Model: Torvent 9-I6 Alpha
Type: Blaster sniper rifle
Scale: Character
Skill: Blaster: blaster rifles
Ammo: 100
Cost: 2000
Availability: 2, R or X
Fire Rate: l
Range: 1-25/100/250
Damage: 6D
Game Notes: When using the rifle’s targeting
scope, reduce all Long Range or precision shot
difficulty levels to Moderate.
Deck-Sweeper
Model: Merr-Sonn Deck Sweeper Stunning Blaster
Type: Stunner
Scale: Character
Skill: Blaster: deck-sweeper
Ammo: 5
Cost: 500 (power packs: 10)
Availability: 2, X
Fire Rate: 1/2
Range: 3/5/10
Damage: 6D stun
Game Notes: Everyone within a 45-degree arc of
the shooter’s front is hit with a successful use.
Characters within five meters of the blast cannot
attempt to dodge; characters six to ten meters
away may attempt to dodge, though all attempts
are at -lD penalty.
RGL-80 Electronet Grenade
Model: Golan Arms RGL-80 Electronet Grenade
Type: Antipersonnel wire-guided grenade
Scale: Character
Skill: Missile weapons: grenade launcher
Ammo: 5 (force-fed magazine with power
generator; attaches to grenade magazine holder)
Cost: 2,000 (magazine)
Availability: 2, F
Fire Rate: l/2 (power generator can only control one activated net at a time)
Range: 10-250/350/500
Damage: 1-10D (variable stun or normal damage)
Micro-Grenade Launcher
Model: Locris Syndicates Model MGL-l
Type: Micro-grenade launcher
Scale: Character
Skill: Missile weapons: grenade launcher
Ammo: 30 (magazine)
Cost: 2,500; 1,000 (micro-grenade magazine)
Availability: 3, F
Fire Rate: 1
Range: 3-25/100/200
Blast Radius: 0-2/4/6
Damage: 4D/3D/2D (fragmentation; other micro-
grenades are available)
Game Notes: This micro-grenade launcher has a
computerized fire control system. If the character
can make a Moderate Perception roll (this is a free
action and doesn’t count as a skill use, so there are
no penalties), the character can add +1D to hit
when the weapons is fires; if the character is fin'ng
at the same target repeatedly, the character
automatically gets the +lD for the second and
following shots.
Neural Inhibitor
Model: Mennotor DAS-430 Neural Inhibitor
Type: Portable rail gun
Scale: Character
Skill: Firearms: rail gun
Ammo: 240
Cost: 5,000 (rifle), 4,000 (pistol); 750 (ammo)
Availability: 4, R or X
Fire Rate: 4
Range: 3-20/50/150 (rifle), 3-10/25/50 (pistol)
Damage: 3D+l (from impact), 6D (stun damage
from neurotoxins)
Game Notes: lf the neurotoxin achieves an
unconscious result, the victim must make a
Difficult stamina rolls after five minutes to revive.
After another five minutes, the difficulty is reduced
to Moderate. After another two minutes, the
difficulty to revive is Easy. Targets weighing over
150 kilograms reduce the difficulty to revive by one
level (Difficult becomes Moderate) and make
stamina rolls at four minutes, three minutes and
one minute; targets over 300 kilograms reduce the
difficulty to revive by two levels (Difficult becomes
Easy) and make stamina rolls at two minutes, one
minute and one minute.
Pulse Rifle
Model: Corondexx VES-700 Pulse Rifle
Type: Pulse rifle
Scale: Character
Skill: Blaster: pulse rifle
Ammo: 15 (power pack), unlimited (power
generator), super-conducting filaments must be
replaced every 20 shots)
Cost: 5,000; 200 (power pack), 300 (super-
conducting filaments)
Availability: 4, X
Range: 1-10/20/30
Damage: 6D/5D/3D
Game Notes: Character selects a target: the target
and all beings in the cone of fire and within one
meter radius of the target take full damage. All
targets within 15° wither way of the target take 3D
damage. If filaments aren’t changed when
scheduled, roll 2D for the first shot after the
“change time", add +1 for each additional shot. On
a total of 7 or higher, the pulse rifle’s overload
circuits cut in and shut the weapon down, but the
overload has caused 250 credits of damage
(Moderate blaster repair total to fix). If the total is
100 or higher, the overload circuits have failed and
the weapon explodes in the user’s hands, causing
9D damage in a two meter blast radius.
GRS-I Snare Rifle
Model: Merr-Sonn Munitions GRS-l Snare Rifle
Type: Non-lethal hunting weapon
Scale: Character
Skill: Firearms: GRS-l snare rifle
Ammo: 12
Cost: 1,100
Availability: 2, F, R or X
Fire Rate: l
Range: 3-10/30/60
Damage: Special
Notes: A snare rifle fires a burst of shockstun mist, as well as a liquid spraynet. A character hit by this weapon is assumed to be effected by both attacks. The shockstun mist forces a character attempt a Difficult Strength roll. Failure indicates that the character is knocked unconscious for 5D minutes. ln addition, the liquid spraynet covers a target entangling him. A character thus ensnared suffers a -1D penalty to all attack rolls, a -2D penalty to his Dexterity score, and can only move at half of his Move score. The fibers of a spraynet are hard to break, and resist damage as if they have an effective Strength score of 4D+2.
Mandalorian Stunning Gauntlet
Model: Mandalorian Stunning Gauntlet
Type: Powered brawling weapon
Scale: Character
Skill: Brawling
Cost: 200-300/pair (depending on size)
Availability: 2, R
Difficulty: Easy
Damage: STR+1 stun damage
Short Sword
Model: Standard Short Sword
Type: Melee weapon
Scale: Character
Skill: Melee combat: sword
Cost: 40
Availability: 1
Difficulty: Easy
Damage: STR+1D+2 (maximum: 4D)
War Sword
Model: Generic Longsword/Broadsword
Type: Melee weapon
Scale: Character
Skill: Melee combat: longsword/broadsword
Cost: 150
Availability: 2, F or R
Difficulty: Moderate
Damage: STR+2D (maximum: 6D)
Double-bladed Sword
Model: Standard Double Sword
Type: Double-bladed sword
Scale: Character
Skill: Melee combat: double-bladed sword
Cost: 120
Availability: 2
Difficulty: Moderate
Damage: STR+2D (max: 5D)
Game Notes: Characters with the double-bladed sword specialization gain a +5 bonus to melee parry rolls.
Fira
Model: Order of Shasa Fira
Type: Traditional selkath curved blade
Scale: Character
Skill: Melee combat: swords
Cost: 100
Availability: 4
Difficulty: Easy
Damage: STR+2D+2 (maximum: 5D+2)
Game Notes: This weapon is made with a cortosis alloy and can parry lightsabers without taking damage.
Dire Sword
Model: Dire Longsword/Broadsword
Type: Melee weapon
Scale: Character
Skill: Melee combat: longsword/broadsword
Cost: 100
Availability: 2
Difficulty: Moderate
Damage: STR+2D+2 (maximum: 6D)
Mythosaur Axe
Scale: Character
Skill: Melee combat: axe
Cost: 1,000
Availability: 4, F
Difficulty: Easy
Damage: STR+2D (max: 5D)
Mandalore the Ultimate’s Mythosaur Axe
Scale: Character
Skill: Melee combat: axe
Cost: Not available for sale
Availability: 4, X
Difficulty: Moderate
Damage: STR+4D (max: 7D)
Arg’garok
Model: Gamorrean Warrior’s Arg’garok Axe
Type: Large Melee weapon
Scale: Character
Skill: Melee combat: Arg’garok
Cost: 1,000 (150-250 on Gamorr or Pzob)
Availability: 3, R
Difficulty: Moderate
Damage: STR+2D+2 (maximum: 7D+2)
Game Notes: Anyone with a strength less than 4D attempting to wield this weapon suffers a -2D penalty to their attack roll.
Zhaboka
Model: Iridonian Zhaboka Double-Bladed Fighting
Pike
Type: Double-bladed pike
Scale: Character
Skill: Melee combat: double-bladed pike
Cost: 750-1,000 (includes shoulder scabbard)
Availability: 3, R
Difficulty: Difficult
Damage: STR+2D (max: 6D)
Game Notes: Characters with the double-bladed pike specialization gain a +5 bonus to melee parry rolls Weapon can be unlocked at the grip and folded in half for ease of transport.
Dire Vibroblade
Model: Vlaxar two-handed 22B-1 Vibro
Type: Advanced Melee weapon
Scale: Character
Skill: Melee combat: vibroblade
Cost: 60
Availability: 2, F
Difficulty: Moderate
Damage: STR+3D+2 (maximum: 6D+2)
Double Vibroblade
Model: Czerka Double Vibroblade
Type: Double vibroblade
Scale: Character
Skill: Melee combat: double vibroblade
Cost: 550
Availability: 3, F
Difficulty: Difficult
Damage: STR+3D (max: 7D)
Game Notes: Characters with the double vibroblade specialization gain a +5 bonus to melee parry rolls.
Shockstaff
Model: Arkanian Mechanicals Shockstaff
Type: Electric staff
Scale: Character
Skill: Melee combat: shockstaff
Cost: 3,500
Availability: 3, R
Difficulty: Moderate
Damage: STR+3D (max: 6D), plus 3D stun damage
Game Notes: Characters with the shockstaff specialization gain a +5 bonus to melee parry rolls. This weapon can parry lightsabers without taking damage.
Shyarn
Model: Cerean Shyarn Blade
Type: Magnetically Charged Melee weapon
Scale: Character
Skill: Melee combat: Shyarn
Cost: 40
Availability: 4
Difficulty: Easy
Damage: STR+3D+2 (maximum: 6D+2)
Game Notes: Characters with the shryarn specialization gain an additional +2 to hit characters with armor, and a +2 to parry metal melee weapons.
Lightfoil
Type: Lightfoil
Scale: Character
Skill: Lightsaber
Cost: 4,500
Availability: 4, R
Damage: 5D
Game Notes: Lightfoils are more common in the Knights of the Old Republic era than in other eras, and are more reliable, and are likely to do as much damage as a lightsaber. However, gamemasters should be aware that these advantages are not available for characters desiring the weapon anytime outside the Knights of the Old Republic era, given that the art of making quality lightfoils is soon lost.
Massassi Lanvarok
Model: Massassi Lanvarok
Type: Disk launcher/polearm
Scale: Character
Skill: Melee weapons: Massassi Lanvarok / Thrown weapons: Massassi Lanvarok
Ammo: Enough for one burst
Cost: 250
Availability: 4, X
Range: 2-5/10/20
Difficulty: Moderate
Damage: STR+1D+2 (Max: 7D) / 3D+1 (discs)
Game Notes: Useable either as a ranged or melee weapon. When used as a ranged weapon, the disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.
Sith Lanvorok
Model: Sith Lanvarok
Type: Disk launcher
Scale: Character
Skill: Thrown weapons: Sith Lanvarok
Ammo: Enough for one burst
Cost: 4,000
Availability: 4, X
Range: 2-10/20/40
Damage: 3D+1
Game Notes: The Sith Lanvarok is useable only as a ranged weapon. The disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.
Blaster Assault Rifle
Model: Czerka L-21 Suppressor
Type: High accuracy assault rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,000
Availability: 3, X
Range: 3-50/200/450
Damage: 5D
Sith Blaster Rifle
Model: Czerka XKCD-311
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: Not available for sale
Availability: 3, X
Range: 3-30/100/300
Damage: 5D
Commando Special Rifle
Model: Gra’tl Industries 561 Special
Type: Specialized blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 25
Cost: 1,250 (85 ammo)
Availability: 3, X
Range: 3-25/50/75
Damage: 5D+2
Repeating Blaster Carbine
Type: Heavy repeating blaster
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 30
Cost: 2,000
Availability: 2, X
Range: 3-25/50/200
Damage: 6D+1
Sonic Disruptor Pistol
Model: Standard Sonic Disruptor Pistol
Type: Anti-personnel weapon
Scale: Character
Skill: Blaster: sonic disruptor
Ammo: 10
Cost: 1,000
Availability: 4, X
Fire Rate: 2
Range: 3-4/8/12
Damage: 5D+2
Game Notes: After 10 shots, the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Aurial Blaster
Model: Systech “Screamer” Aurial blaster
Type: Aurial blaster
Scale: Character
Skill: Blaster: aurial blaster pistol
Ammo: 50
Cost: 2,500 (power packs: 25)
Availability: 2, R
Range: 3-10/40/60
Damage: 3D+2
Game Notes: Any character taking damage from an aurial blaster suffers as -2D penalty on perception based rolls until the end of the attacker’s next turn.
Carbonite Rifle
Model: Kez’del Systems freeze rifle
Type: Specialized carbonite rifle
Scale: Character
Skill: Blaster: carbonite rifle
Ammo: 20
Cost: 1,200 (power packs: 50)
Availability: 2, F
Range: 3-5/10/20
Damage: 5D+2 (stun)
Game Notes: Calculating damage on a carbonite rifle is similar to that of calculating stun damage. However, instead of a target being rendered unconscious, the target is caught by the quickly freezing and hardening stream that the rifle emits, and is then rendered immobilized. An immobilized target cannot make any actions or use any skills that are based on movement.
Ion Carbine
Model: Czerka 58-X23 Ion Carbine
Type: Ionization gun
Scale: Character
Skill: Blaster: ion carbine
Ammo: 30 (power packs: 25)
Cost: 800
Availability: 2, F
Fire Rate: 1
Range: 3-25/50/80
Damage: 5D ionization damage
Game Notes: Ion guns fire streams of energy that wreak havoc on electrical systems, and they are usually employed against droids, light vehicles, and some types of equipment. When used normally, an ion gun fries a droid’s circuits and internal components, inflicting lethal damage. If set to “stun,” it works much the same as a blaster set on stun works against organic opponents. A droid stunned in such a way is out of commission for 2D minutes. An ion gun’s blast has no effect on organic targets, unless such targets have cybernetic replacements.
Needler
Model: Czerka Industries Penetrator
Type: Slug throwing pistol
Scale: Character
Skill: Firearms: slugthrower pistol
Ammo: 10
Cost: 650 (ammo clip 20)
Availability: 1, F
Range: 0-3/10/20
Damage: 3D+1
Game Notes: Needlers throw a sharpened slug at the target that is not stopped by personal energy shields of the Knights of the Old Republic Era. Further, many who carried Needler pistols laced the projectiles with toxins to further damage their targets.
Ripper
Model: Kal’na 321 “Eviscerater”
Type: Shrapnel throwing projectile weapon
Scale: Character
Skill: Firearms: ripper pistol
Ammo: 10
Cost: 750 (ammo clip 20)
Availability: 1, F
Range: 0-3/10/20
Damage: 3D+2
Game Notes: Ripper weapons bypass energy shields of the Knights of the Old Republic by throwing a variety of oddly shaped shrapnel in order to do physical damage (similar to flechette weapons of the Rebellion era).
Pulse Wave Pistol
Model: Czerka Pulse L-631
Type: Pulse-wave blaster
Scale: Character
Skill: Pulse-wave weapons: blaster
Ammo: 50
Cost: 600 (power packs: 35)
Availability: 1, F
Fire Rate: 1
Range: 3-8/20/100
Damage: 4D
Pulse Wave Rifle
Model: Czerka KC-71 Pulse Wave Rifle
Type: Pulse-wave rifle
Scale: Character
Skill: Pulse-wave weapons: rifle
Ammo: 50
Cost: 550 (power packs: 50)
Availability: 2, F
Fire Rate: 1
Range: 3-20/75/150
Damage: 5D
Sonic Pistol
Model: Tlas’Chel LD-18 Sonic Blaster Pistol
Type: Sonic blaster pistol
Scale: Character
Skill: Sonic Weapons: pistol
Ammo: 100
Cost: 900
Availability: 2, F
Fire Rate: 1
Range: 2-10/15/35
Damage: 3D+2
Game Notes: After 100 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Heavy Sonic Pistol
Model: Tlas’Chel LD-44 Sonic Blaster Pistol
Type: Sonic blaster pistol
Scale: Character
Skill: Sonic Weapons: pistol
Ammo: 50
Cost: 1,250
Availability: 2, F
Range: 2-7/10/20
Damage: 4D+2
Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Sonic Rifle
Model: Tlas’Chel LD-44 Sonic Blaster Pistol
Type: Sonic blaster pistol
Scale: Character
Skill: Sonic Weapons: pistol
Ammo: 50
Cost: 900
Availability: 2, F
Range: 3-10/30/60
Damage: 4D+2
Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Cryoban Grenade
Model: Irridonian C-46 Cryogenic Grenade
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 500
Availability: 1, R
Range: 2-6/20/40
Blast Radius: 0-2/4/6/10
Damage: 4D+1/3D+2/3D/2D+1
Game Notes: Cryoban grenades issue a blast of below freezing temperatures. It causes serious pain and immobility when it comes in contact with a target. Anyone taking damage from a Cryoban grenade has his or her movement reduced to 4 until the end of his or her next turn.
Adhesive Grenade
Model: Czerka GL-85-K Sticky Grenade
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 200
Availability: 1, R
Range: 3-7/20/40
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Game Notes: Adhesive grenades are intended to immobilize, rather than destroy a target. By issuing a splatter of a sticky solution, the grenade can effectively trap a target in place. Once hit by the glue, a character must roll his Strength to resist. If the grenade damage is higher, than instead of taking damage, the character remains trapped in place for 3 rounds. If the character succeeds in making the Strength roll, then he need not make any other rolls while moving through the blast radius. Source: Knights of the Old Republic Campaign Guide (pages 67-68)
Remote Grenade
Model: Gra’tl Industries F-21-Remote Fragmentation Grenade
Type: Explosive
Scale: Character
Skill: Demolitions
Cost: 300 (additional 100 for a detonator switch)
Availability: 3, X
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Game Notes: These grenades are programmed for remote detonation. After an Easy (Difficulty 10) demolitions roll to plant the explosive, the grenade is set. The explosives may be detonated by a remote switch (sold by the manufacturer) as long as the switch is within 100 meters of the grenades. Source: Knights of the Old Republic Campaign Guide (page 180)
Shock Whip
Model: Shock whip
Type: Charged whip
Scale: Character
Skill: Melee combat: whip
Cost: 1,200
Availability: 2, X
Difficulty: Moderate
Damage: STR+2D+2 (max: 6D)
Game Notes: Can be used to trip a target. Wielder gains a +1D attack bonus when trying to disarm an opponent. Whip has a 4-meter reach.
Tehk’la Blade
Model: Nagai Tehk’la Blade
Type: Vibrodagger
Scale: Character
Skill: Melee combat
Cost: 250
Availability: 4 (available only in Nagi)
Difficulty: Very Easy
Damage: STR+1D+2 (max: 5D)
Long-Handle Lightsaber
Type: Melee weapon
Scale: Character
Skill: Lightsaber: longhandle lightsaber
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D+2
Game Notes: A long-handle lightsaber has an exceptionally large handle, and allows the character to use a fighting style that takes advantage of leverage and body movement to increase the amount of damage done with the weapon, as long as he has the appropriate skill specialization. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Apply normal damage to the character wielding the lightsaber.
Snap Shot
Type: Hold-out blaster
Scale: Character
Skill: Blaster: hold-out blaster
Ammo: 1
Cost: 250 (power pack: 20)
Availability: 2, X
Range: 3-4/8/12
Damage: 4D
Game Notes: Grants a +2D bonus to hide to conceal the weapon.
Bluebolt
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 50
Cost: 850 credits
Availability: 3, X
Range: 3-10/30/120
Damage: 5D
Game Notes: When switched to stun setting, the Bluebolt uses twice as many shots of ammunition.
Double-Barreled Carbine
Model: Rawk Chopped Special
Type: Double-barreled carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 50
Cost: 1,200, 100 (power pack)
Availability: 3, F
Fire Rate: 2 (single shot), 1 (double shot)
Range: 3-20/60/180
Damage: 5D+1 (single shot), 6D (double shot)
Game Notes: Use of the dual barrel function utilizes twice as much ammunition as the singleshot setting.
Hunting Blaster Carbine
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 50
Cost: 1,000 credits
Availability: 2, F
Fire Rate: 1
Range: 3-15/50/150
Damage: 5D+1
Game Notes: Retractable stock adds +1D to blaster skill.
Sporting Blaster Carbine
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 100
Cost: 1,000 credits
Availability: 2, F
Range: 3-30/100/280
Damage: 5D
ARC-9965 Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 40
Cost: 1,400 (power packs: 25)
Availability: 1, R
Range: 3-50/150/430
Damage: 5D+1
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives and additional +1D to blaster.
Heavy Assault Blaster Rifle
Type: Heavy blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 3,000
Availability: 3, X
Range: 3-25/50/250
Damage: 6D
Heavy Blaster Cannon
Model: Merr-Sonn BB-23
Type: Heavy blaster cannon
Scale: Character
Skill: Blaster: blaster cannon
Ammo: 10
Cost: 4,200
Availability: 3, X
Fire Rate: 1
Range: 5-20/100/200
Damage: 7D+2
Game Notes: The heavy blaster cannon must be braced when a character fires it. Getting into position and bracing the weapon counts as an action that round.
Concealed Dart Launcher
Type: Personal toxin delivery system
Scale: Character
Skill: Missile weapons: dart shooter
Ammo: 6
Cost: 1,900 credits
Availability: 2, X
Fire Rate: 1
Range: 1-3/10/15
Damage: 5D+1 stun damage
Game Notes: The damage inflicted is solely because of a powerful stun toxin to render targets unconscious. Because of its small size, characters receive a +1D+2 to hide rolls to conceal it.
axe
Model: Standard Axe S
Type: Melee weapon
Scale: Character
Skill: Melee combat: axe
Cost: 35-100
Availability: 1
Difficulty: Easy
Damage: STR+2D (maximum: 5D)
Energy Lance
Model: Energy Lance
Type: Personal combination weapon
Scale: Character
Skill: Melee combat: energy lance / blaster: energy lance
Ammo: 100
Cost: 3,500 (power
packs: 25)
Availability: 3, R
Range: 2-15/40/100
Difficulty: Moderate
Damage: STR+2D+l .
(melee), 5D (plasma bolt)
Game Notes: Energy lances are combination weapons. They are essentially extended force pikes that can also discharge plasma from their tips to function like a blaster. When firing the energy lance, the character uses their blaster skill, when used as a melee weapon, the character uses the melee combat skill. The weapon is fully functional underwater.
Power Lance
Model: Power Lance
Type: Mounted combat weapon
Scale: Character
Skill: Melee combat: power lance
Cost: 2,500
Availability: 2, R
Difficulty: Moderate
Damage: STR+3D+2
Game Notes: Use of this weapon while not mounted incurs a -1 melee combat penalty.
Gaderffii (Gaffi Stick)
Type: Homemade melee weapon
Scale: Character
Skill: Melee combat: gaderffii stick
Cost: 60
Availability: 2, F
Difficulty: Easy
Damage: STR+ 1D
Concussion Grenade
Model: Merr-Sonn G-56a
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 400
Availability: 2, R
Range: 3-7/20/40
Blast Radius:
0-2/5/9/12
Damage:
6D/5D/4D/3D
Flechette Launcher
Model: Golan Arms FC1 Flechette Launcher
Type: Flechette launcher
Scale: Character
Skill: Missile weapons
Ammo: 6 shots per canister
Cost: 800, 100 (anti-personnel canister), 200 (anti-
vehicle canister)
Availability: 2, F, R or X
Fire Rate: 1
Range: 5-25/100/250
Blast Radius: 1/3/5
Damage: 6D/5D/3D (anti-personnel), 5D/4D/3D
(speeder scale, anti-vehicle)
Gas Grenade
Model: Czerka T-289 Gas Grenade
Type: Stun grenade
Scale: Character
Skill: Grenade
Cost: 250-325
Availability: 2, X
Range: 0-8/16/25
Blast Radius: 0-2/20/40
Damage: 4D/2D/1D (stun)
Game Notes: Weapon is ineffective against targets wearing breath masks or sealed suits. Source: Gundark’s Fantastic Technology (pages 41-42), Pirates & Privateers (page 44), Rebellion Era Campaign Guide (page 49)
PLX-2M Portable Missile Launcher
Model: Merr-Sonn PLX-2M “Plex-Twoem”
Type: Portable mini-vehicle missile launcher
Scale: Character
Skill: Missile weapons: Plex
Ammo: 6
Cost: 2,250 (missiles: 350)
Availability: 2, X
Range: 20-80/200/400 (“dumb" rocket mode)
Range: 10-200/500/1 km (heat seeking or gravity
activation mode)
Blast Radius: 0-1/2/3
Damage: 9D/7D/5D
Game Notes: lf the rocket is fired in heat-seeking or gravity activation mode, but misses the initial difticulty by less than 5, the missile continues tracking the target. The missile makes a “tracking” roll of 4D once each round until either the missile hits, the missile misses the difticulty by 10 or more, or until the missile extends beyond its range of 30 kilometers. Gravity activation mode grants a +2 tracking bonus against repulsorlift-equipped targets. Source: Rebellion Era Campaign Guide (page 49)
Mini-Proton Torpedo Launcher
Model: Arakyd Mini-Proton Torpedo Launcher
Type: Back-mounted torpedo launch rack
Scale: Character
Skill: Starship gunnery
Ammo:6
Cost: 1,500
Availability: 3, X
Range: 25-100/300/700 (space: l/3/7)
Damage: 6D
Source: Rules of Engagement — The Rebel SpecForce Handbook (page 100), Imperial Sourcebook (pages 47-48), Rebellion Era Campaign Guide (page 49)
Espo Riot Gun
Model: BlasTech 500 Riot Gun
Type: Riot Gun
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 300
Cost: 1,500
Availability: 2, R
Range: 3-30/l00/300
Damage: 5D + 1
Game Notes: On constant-fire mode, each “shot” fires five blasts; holding the trigger down will fire six “shots” per round. In game terms, once a shot hits in a round, all following shots at the same or immediately adjacent target (within one meter) are one difficulty level lower. With this type of firing mode, it is much easier to shoot down a row of stormtroopers or other targets. ource: Gundark’s Fantastic Technology (page 32),
SG-4 Blaster Rifle
Model: Imperial Department of Military Research SG-4 Blaster Rifle
Type: Combination blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50 (harpoon: l)
Cost: 400 (power packs: 25)
Availability: 3, X
Range: 3-30/ 100/300 (harpoon: 2-20/70/200)
Damage: 5D (mini-harpoon: 3D+2)
Game Notes: Because blasters used underwater have their difficulty increased by one level, range reduced by half and damage reduced by -2D, the SG-4 has a miniature harpoon launcher for underwater combat. Harpoons require an additional action to load after every shot and have their range halved if used out of water. If the retractable stock and scope are used for one round of aiming, the character receives an additional + 1 D to blaster. Source: Rebellion Era Campaign Guide (page 49)
Siang Lance
Model: Kilian Rangers Siang Lance
Type: Modified sporting blaster rifle
Scale: Character
Skill: Blaster: blaster rifle, or
Melee combat: Siang Lance
Ammo: 100
Cost: 2,000
Availability: 4, X
Difficulty: Easy (bayonet)
Fire Rate: I
Range: 3-40/l 20/350
Damage: 4D+1 (blaster), STR+lD (bayonet)
Game Notes: The sacred weapon of a Kilian Ranger, and his badge of office. The weapon incorporates both an ancient sporting blaster rifle with a bayonet built into the stock.
Anti-Vehicle Laser Cannon
Model: Atgar 1.4 FD P-Tower
Type: Light anti-vehicle laser cannon
Scale: Speeder
Skill: Blaster artillery: anti-vehicle
Crew: 4, skeleton: 2/ + 10
Cost: 10,000 (new), 2,000 (used)
Availability: 2, R or X
Body: 2D
Fire Rate: 1/2
Fire Control: ID
Range: 10-500/2/10 km
Damage: 2D+2
Anti-Infantry Laser Battery
Model: Golan Arms DF .9
Type: Medium anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 15,000 (new), 9,500 (used)
Availability: 2, R or X
Body: 3D
Fire Rate: 2
Fire Control: 2D
Range: 20-600/3/ 16 km
Blast Radius: 8 meters
Damage: 4D
Garrote
Model: Standard-issue Garrote
Type: Single cord strangling weapon
Scale: Character
Skill: Melee combat: garrote
Cost: 50 credits
Availability: l
Difficulty: Moderate (from behind)
Damage: STR+ 1D
Game Notes: Target may attempt a brawlirzg parry to resist with a +10 difficulty modifier.
Snap Baton
Model: Merr-Sonn Snap Baton
Type: Modified personal defense baton
Scale: Character
Skill: Melee combat: baton
Cost: 200
Availability: 2
Difficulty: Moderate
Damage: STR+lD
Stun Gauntlets
Model: Palandrix Personal Protection Gear Stun
Gauntlets
Type: Hand-to-hand stun gauntlets
Skill: Brawling
Ammo: 10 charges
Cost: 200
Availability: 2
Difficulty: Easy
Damage: STR+2D stun
Vibroknuckler
Model: Czerka Vibroknuckler
Type: Melee weapon
Scale: Character
Skill: Melee combat: vibroknucler
Cost: 200
Availability: 2, R
Difficulty: Very Easy
Damage: STR+lD+l (STR+l if unpowered)
Duelist Vibrorapier
Model: LaserHone Duelist Vibrorapier
Type: Personal combat vibroblade
Skill: Melee combat -. ‘
Cost: 300
Availability: 2, R
Difficulty: Moderate
Damage: STR+3D (maximum: 7D)
Espo Riot Gun
Model: BlasTech 500 Riot Gun
Type: Riot Gun
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 300
Cost: 1,500
Availability: 2, R
Range: 3-30/100/300
Damage: 5D+l
Game Notes: On constant-fire mode, each “shot” fires five blasts; holding the trigger down will fire six “shots” per round. In game terms, once a shot hits in a round, all following shots at the same or immediately adjacent target (within one meter) are one difficulty level lower. With this type of firing mode, it is much easier to shoot down a row of stormtroopers or other targets.
BlasTech DH-23 "Outback"
Model: BlasTech DH-23 Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 500
Availability: 2, R
Body: 2D
Range: 3-10/20/80
Damage: 4D+1
BlasTech DLT-20A
Model: BlasTech DLT-20A Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,300
Availability: l, R
Range: 4-35/110/280
Damage: 5D+1
BlasTech DT-I2
Model: BlasTech DT-12 Heavy Blaster Pistol
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster:
heavy blaster pistol
Ammo: 25
Cost: 900
Availability: 1, R
Range: 2-5/20/35
Damage: 5D+1
Game Notes: lts large trigger makes it a preferred choice for those who lack hands like those of a human.
Czerka Adjudicator
Model: Czerka Adjudicator
Type: Slug throwing hold-out pistol
Scale: Character
Skill: Firearms
Ammo. 4
Cost: 300, 50 (wrist clamp magnetic holstering ‘lock), 10 (ammo)
Availability: 2, F or R
Fire Rate: 2
Range: 1-5/l0/25
Damage: 3D + l
Game Notes: If optional spring clamp is employed, user gains +lD to the character’s firearms skill to quickdraw against an opponent (for quickdraw rules, see Han Solo and the Corporate Sector Sourcebook, page 122)
Czerka Adventurer
Model: Czerka Adventurer
Type: Slugthrower rifle
Scale: Character
Skill: Firearms
Ammo: 15
Cost: 360 (ammo clip: 6)
Availability: 1, F
Range: 3-30/ 100/300
Damage: 4D
EMP Grenade
Type: lon grenade “droid popper”
Scale: Character
Skill: Grenade
Cost: 500
Availability: 2, R
Range: 3-5/ 15/30
Blast Radius: 0-2/4/6
Damage: 6D/5D/4D ionization
Micro Blaster
Model: Gee-Tech 12 Defender MicroBlaster
Type: Micro blaster
Scale: Character
Skill: Blaster: hold-out blaster
Ammo: 2
Cost: 400 (power pack: 10)
Availability: 2, R or X
Fire Rate: 1
Range: 1-5/no effect at further ranges
Damage: 2D+2
Game Notes: Very Difficult search skill roll required for characters and weapon detectors to find micro blaster. Weapon cannot be reloaded
Merr-Sonn Model 434 DeathHammer
Model: Merr-Sonn Model 434 “DeathHammer” Blaster Pistol
Type: Blaster pistol
Scale: Character
blaster pistol D
Ammo: 100 '
Cost: 850 Q
Availability: 1, F or R °
Range: 2-8/20/80 '
Damage: 5D+1
SoroSuub "Firelance”
Model: SoroSuub “Firelance" Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,200 (power packs: 25)
Availability: 2, R or X
Fire Rate: 1
Range: 3-30/ 1 00/ 300
Damage: 5D
Wrist Rocket System
Model: Kalvarek Consolidated Arms MM9 Rocket System
Type: Wrist-mounted rocket launcher
Scale: Character
Skill: Missile weapons: wrist weapons
Ammo: 1
Cost: 2,500
Availability: 2, R
Range: 2-6/20/80 (unless otherwise noted)
Damage: Varies with rocket type (see below)
Game Notes:
Locris Syndicated Securities Type-12A Explosive Antipersonnel Rocket
Blast Radius: 0-1/2/3/4
Damage: 5D/4D/3D/2D
Cost: 400
Availability: 2, X
Merr-Sonn K26 Explosive Antivehicle Rocket
Scale: Speeder
Range: 3-10/30/120
Blast Radius: 0-1/2
Damage: 5D/4D
Cost: 500
Availability: 2, X
Locris Syndicated Securities Type-12B Hollow-Tip Rocket with FGA-583 Nerve Toxin
Damage: 3D on impact; if the weapon does
damage, target must make a Difficult stamina roll
or suffer a -2D Strength penalty.
Cost: 600
Availability: 4, X
Locris Syndicated Securities Type-12B Hollow- Tip Rocket with Accudrop Stun Gas
Damage: 3D stun damage; the weapon fills the target area with a 2-meter-radius cloud of gas. The gas is as inhaled poison, victim must make a Difficult stamina roll or suffer a -ID Dexterity
penalty.
Cost: 400
Availability: 2, R
Locris Syndicated Securities Type-12B Hollow-Tip Empty Rocket
Damage: 3D
Cost: 200
Availability: 2
Merr-Sonn DEMP Ionization Blast Rocket
Blast Radius: 2 meters
Damage: 4D ionization
Cost: 400
Availability: 2, R
BlasTech Lumablast Rocket
Range: 3-10/30/ 120
Blast Radius: 4 meters
Damage: Every creature within the blast radius must make a Difficult stamina roll or be blinded for ID rounds.
Cost: 400
Availability: 2, R
Kelvarek “Dumb” Energy Quarrel
Damage: 3D
Cost: 450
Availability: 1, R
Sonic Cannon
Model: Gordarl Weaponsmiths LRlK Sonic
Antipersonnel Cannon
Type: Sonic artillery
Scale: Character
Skill: Blaster artillery: sonic turret
Crew: 2, skeleton: 1/+5
Ammo: Unlimited
Cost: Not available for sale
Availability: 4, R
Body: 4D
Fire Rate: 1
Fire Control: +2
Range: 20-400/ 1/ 3 km
Damage: 6D
Source: The Clone Wars Campaign Guide (page103)Felucian Skullblade
Model: Felucian Shaman Skullblade
Type: Force-imbued blade
Scale: Character
Skill: Melee combat
Cost: 1,500
Availability: 4
Difficulty: Moderate
Damage: STR+2D+2
Game Notes: Blades that are imbued with Force energy are able to block lightsaber strikes.
Guard Shoto Lightsaber
Model: Lightsaber Tonia
Type: Melee
weapon
Scale: Character
Skill: Lightsaber
Cost: 7,000
Availability: 4, X
Difficulty: Moderate
Damage: 4D
Game Notes: A character with the appropriate skill specialization gains a +5 bonus to all parry rolls made when wielding the shoto by its secondary handle. However, his attacks also suffer a -3 penalty unless the shoto is wielded by the primary handle. if an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber.
Lightsaber Pike
Model: Shadow Guard Lightsaber Pike
Type: Melee weapon
Scale: Character
Cost: 4,000
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Lightsaber pikes increase the reach of
the wielder by 2 meters but incur a -2 penalty on
lightsaber parries and blocks. If an attacking character
misses the difficulty number by more than 10 points
(the base difficulty; not their opponent’s parry total),
the character has injured himself with the lightsaber.
Source: The Force Unleashed Campaign
Guide (page 199)
Power Hammer
Type: Gravity generator hammer
Scale: Character
Skill: Melee combat: power hammer
Cost: 1,500
Availability: 2, R
Difficulty: Difficult
Damage: STR+3D+2
Game Notes: Character must make a Moderate
Strength roll after each attack or he’s unable to
perform his next action.
Ryyk Blade
Model: Ryyk Blade ‘-
Type: Melee , weapon
Scale: Character
Cost: 250-500
Availability: 3,R
Difficulty: Easy
Damage: STR+2D J
(maximum: 8D)
Game Notes: Ryyk blades are the traditional hand weapons
Wookiees.
Double Vibroblade
Model: Feeorin Double Vibroblade
Type: Double vibroblade
Scale: Character
Skill: Melee combat: double vibroblade
Cost: 750
Availability: 3, R
Difficulty: Difficult
Damage: STR+3D (max: 7D)
Game Notes: Characters with the double vibroblade
specialization gain a +5 bonus to melee pany rolls.
broadword
Model: Standard vibrosword
Type: Melee weapon
Scale: Character
Skill: Melee combat: vibrosword
Cost: 450
Availability: 2, F
Difficulty: Moderate
Damage: STR+3D+l (maximum: 7D)
Game Notes: The vibrosword must be wielded two-
handed.
Neuronic Whip
Model: TholCorp Neuronic
Whip
Scale: Character
Skill: Melee combat: neuronic
whip
Cost: 700
Availability: 4, X
Difficulty: Moderate
Damage: STR+lD or 5D (stun
or normal, two settings)
Game Notes: Power pack lasts
for three hours.
Bryar Pistol
Type: Sawed blaster rifle
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 1,000-1,350
Availability: 3, R
Range: 3-30/70/140
Damage: 3D
Game Notes: The Bryar pistol can be primed for a
built-up shot. The character must keep the blaster
primed for at least one full round before firing a built-
up shot that deals 4D damage. Keeping the blaster
primed for several rounds does not increase the
damage, but if the weapon is not fired in 8 rounds, it
overloads. Once the blaster is primed, it must be fired
to release the built-up energy. A built-up blast
consumes 5 shots.
Bryar Rifle
Model: Bryar Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,000
Availability: 3, R
Range: 2-20/80/280
Damage: 4D+2
Game Notes: The Bryar rifle can be primed for a built-
up shot. The character must keep the blaster primed
for at least one full round before firing a built-up shot
that deals 5D+2 damage. Keeping the blaster primed
for several rounds does not increase the damage, but
if the weapon is not fired in 8 rounds, it overloads.
Once the blaster is primed, it must be fired to release
the built-up energy. A built-up blast consumes 5 shots.
Tenloss DX-2 Disruptor Pistol
Model: Tenloss DX-2 Disruptor Pistol
Type: Disruptor pistol
Scale: Character
Skill: Blaster: disruptor
Ammo: 10
Cost: 2,250-3,000
Availability: 3, X
Fire Rate: 1/2
Range: 0-3/5/7
Damage: 4D+2
Tenloss DXR-6 Disruptor Rifle
Model: Tenloss DXR-6 Disruptor Rifle
Type: Disruptor rifle
Scale: Character
Skill: Blaster: disruptor
Ammo: 15
Cost: 3,500
Availability: 3, X
Fire Rate: 1/2
Range: 1-5/10/20
Damage: 5D+2
Incinerator Rifle
Type: Incinerator blaster
Scale: Character
Skill: Blaster: incinerator rifle
Ammo: 20
Cost: 3,500
Availability: 3, R
Range: 3-30/80/200
Damage: 4D
Game Notes: A creature or character killed by an
incinerator rifle (or a droid, object or vehicle
destroyed by one), is automatically disintegrated,
leaving no trace behind.
CR-I Blast Cannon
Model: Golan Arms CR-1 Blast Cannon
Type: Heavy blaster cannon
Scale: Character
Skill: Blaster: blast cannon
Ammo: 20
Cost: 2,000
Availability: 3, X
Fire Rate: 1
Range: 3-20/60/80
Damage: 7D (point-blank) or 5D on a 2-meter radius (other ranges)
Stokhli Spray Stick
Model: Stokhli Spray Stick
Type: Non-lethal restraint
Scale: Character
Skill: Blaster: Stokhli spray stick
Ammo: 10 charges (1 charge can generate up to 500
meters of spraynet)
Cost: 14,000
Availability: R
Range: 50/ 1 00/ 200
Damage: 6D stun damage.
Game Notes: Entangled characters must make opposed Strength roll to break free (6D Strength).
Rail Detonator Gun
Model: Jumptrooper Rail Gun
Type: Explosive charge gun
Scale: Character
Skill: Rail gun
Ammo: 10
Cost: 1,900 (50 per ammo magazine)
Availability: 3, X
Range: 3-25/100/250
Blast Radius: 2 meters
Damage: 5D
E-Web Missile Launcher
Model: Merr-Sonn E-Web Missile Launcher
Type: Tripod missile launcher
Scale: Character
Skill: Missile weapons: E-Web
Ammo: 1
Cost: 9,500 (75 per missile)
Availability: 2, X
Fire Rate: 1
Range: 25-100/300/700
Blast Radius: 2/ 3/4
Damage: 8D/7D/6D
Game Notes: The launcher must be reloaded after each shot.
Flechette Launcher
Model: Golan Arms FC1 Flechette Launcher
Type: Flechette launcher
Scale: Character
Skill: Missile weapons
Ammo: 6 shots per canister
Cost: 800, 100 (anti-personnel canister), 200 (anti-
vehicle canister)
Availability: 2, F, R or X
Fire Rate: 1
Range: 5-25/100/250
Blast Radius: 1/3/5
Damage: 6D/5D/3D (anti-personnel), 5D/4D/3D (speeder scale, anti-vehicle)
Mine
Model: Standard anti-vehicle mine
Type: Explosive
Scale: Speeder
Skill: Demolitions
Cost: 750
Availability: 2, X
Blast Radius: 0-2/4/6/ 10
Damage: 5D/4D/3D/2D
Flechette Mine
Type: Shrapnel mine
Scale: Character
Skill: Demolition
Cost: 1,200
Availability: 2, X
Blast Radius: 2/3/4
Damage: 8D/7D/6D
Landmine
Type: Pressure mine
Scale: Character
Skill: Demolition
Cost: 500
Availability: 2, X
Blast Radius: 1/2/3
Damage: 8D/7D/6D
Laser Trip Mine :-
Model: Merr-Sonn Laser Trip Mine
Type: Mine
Scale: Character
Skill: Demolitions: laser trip mine
Cost: 700
Availability: 2, X
Blast Radius: 1/3/5
Damage: 6D/5D/4D
Game Notes: Emits a thin laser beam that, when disrupted, activates the mine.
Proximity Mine
Model: Conner Ship Systems HX2 Antipersonnel Mine
Type: Proximity mine
Scale: Character
Skill: Demolitions
Cost: 750 - 1,500
Availability: 2, X
Blast Radius: 0-2/4/6/10
Damage: 6D/SD/4D/3D
Game Notes: The mine can be carefully emplaced or
simply dropped or thrown into place, attaching to any
surface with its powerful adhesive disc. lf it’s
emplaced, it arms itself at the end of the following
round and will d etonate if it detects a target within 2
meters. If the mine is dropped or throum, it will not
arm itself until it detects no targets within 2 meters.
This prevents premature detonations but makes it
useless as an improvised grenade.
Manual Trigger
Type: Explosives manual trigger
Skill: Demolitions
Cost: 100
Availability: 1, R
Game Notes: Detonates primed explosives at a distance of up to 100 meters.
Blastsword
Model: Adumari Blastsword
Type: Blaster blade
Scale: Character
Skill: Melee combat: blastsword
Cost: 600
Availability: 3, R
Difficulty: Moderate
Damage: STR+2D (max: 4D+ 1), plus 4D energy
Game Notes: Upon contact with a target, the blade
discharges a standard blaster bolt, dealing extra
damage.
Hand-Held Contact Stunner
Model: SoroSuub CS-12 Stun Master
Type: Contact stunner
Scale: Character
Skill: Melee combat: contact stunner
Ammo: 5
Cost: 575 (power cells: 15)
Availability: 2, R
Difficulty: Very Easy
Damage: 4D+2 stun
Game Notes: Small 15 cm long, 5 cm wide cylinder
with a flat disc with 13 contact studs protruding
from the forward end. Easy difficulty to hide (+2D
to hide against weapon detectors, +lD against
physical searches).
Electropole
Model: Otoh Gunga Defense League Electropole
Type: Melee weapon
Scale: Character
Cost: 1,500
Availability: 3, R
Difficulty: Moderate
Damage: STR+lD+l (stun or killing)
Game Notes: This staff can deliver both
bludgeoning (lethal) and electrical (stun) damage
at the wielder's whim. Before damage is rolled, the
wielder must decide what percentage of stun and
real damage he will inflict on the target.
Survival Knife
Model: Explorer’s knife
Type: Melee weapon
Scale: Character
Skill: Melee combat: knife
Cost: 100
Availability: 1
Difficulty: Very Easy
Damage: STR+lD (maximum: 6D)
Game Notes: With a built-in digital compass, the
handle is hollowed out to allow storage of very
small items, such as a fire rod, a short length of
binding wire, or an energy cell.
Vibro-Saw
Model: Greel Wood Logging Corporation
TreeFelling Vibroblade
Type: Vibro-saw
Scale: Character
Skill: Melee combat
Cost: 400
Availability: 1, R
Difficulty: 15
Damage: STR+2D+l
Yctor Arms Black Powder Pistol
Model: Yctor Arms Black Powder Pistol
Type: Black powder pistol
Skill: Archaic guns: black powder pistol
Ammo: l
Cost: 200
Availability: 4
Range: 3-10/25
Damage: 3D
W-90 Concussion Rifle
Model: BlasTech W-90 Concussion Rifle
Type: Blaster rifle
Scale: Character
Skill: Concussion weapons: rifle
Ammo: 25
Cost: 1,000
Availability: 2, X
Fire Rate: 1
Range: 3-50/150/450
Damage: 5D
Game Notes: A successful attack knocks the target prone, whether it deals damage or not.
Tasari Crossbow
Model: Tasari Crossbow
Type: Custom made projectile weapon
Scale: Character
Skill: Projectile weapons: crossbow
Ammo: l
Cost: 300, 20 per 10 bolts
Availability: 3
Fire Rate: l
Range: 10/20/40
Damage: 3D
Game Notes: Crossbows do only lD damage to targets wearing Space Age body armor (such as stonntrooper armor or blast vests). lt takes 10 rounds (one minute) to reload a crossbow. Crossbows will not set off weapons detectors, and can be fired silently.
Heavy Slugthrower Pistol
Model: Heavy Slugthrower Pistol
Type: Heavy slug-thrower
Scale: Character
Skill: F irearms: pistol
Ammo: 8
Cost: 400 (ammo 15)
Availability: 2, R
Range: l-5/ 15/30
Damage: 4D+2
Game Notes: When firing more than one shot per
round, each extra shot suffers a cumulative -lD
attack penalty.
Magna Caster
Model: Frohad’s Galactic Firearms Magna Caster 100
Type: Magnetically-enhanced missile weapon
Scale: Character
Skill: Missile weapons: magna caster
Ammo: 10
Cost: 2,000, 150 (quarrel clip)
Availability: 3, F
Body: 2D
Fire Rate: 2
Range: 5-50/ 75/ 1 00
Damage: 6D/5D/4D
Squib Tensor Rifle
Model: Amberlandrax Armaments Squib Tensor Rifle
Type: Tractor beam weapon
Scale: Character
Skill: Tensor rifle
Ammo: 15, 50 with replaceable power generator
Cost: 15,000
Availability: 4, F, R or X
Range: 25-75/150/250
Damage: 4D
Game Notes: The tensor rifle does 3D damage for
the first hit; subsequent hits to the same target
within 30 seconds cause increasing dame: 4D for
the second hit, 5D for the third, etc. Due to the
great difficulty of targeting and handling this rather
bizarre weapon, double the normal penalty for
multiple actions in a round (two action would be a
-2D penalty; three actions would be a -4D penalty,
four actions would be a -6D penalty, etc.)
Targeting Blaster Rifle
Type: Sporting blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,000
Availability: 2, F
Range: 3-30/100/S00
Damage: 4D+l (5D+l if aiming for a full round)
Game Notes: Targeting blaster rifles can be easily
disassembled for carrying and storage.
Disassembling or reassembling the rifle requires an
entire round during which no other actions can be
taken.
Verpine Shatter Gun
Model: Verpine Shatter Gun
Type: Magnetic accelerator weapon
Scale: Character
Skill: Firearms: Verpine shatter gun
Ammo: 100
Cost: 30,000, 1,000 (ammo)
Availability: 4, F, R or X
Body: ID
Range: 50-400/900/1.5 km
Damage: 6D
Game Notes: lf the shatter gun is jarred, dropped
or otherwise banged in any significant manner, roll
damage against the weapon’s body.
Model: Czerka 5-18 Light Repeater
Type: Light repeating blaster
Scale: Character
Skill: Blaster: repeating blasters
Ammo: 100
Cost: 750
Availability: 2, X
Range: 3-30/100/250
Damage: 6D
Game notes: Retractable stock adds +lD when
aimed for one round.
High Powered Blaster Sniper Rifle
Model: Torvent 9-I6 Alpha
Type: Blaster sniper rifle
Scale: Character
Skill: Blaster: blaster rifles
Ammo: 100
Cost: 2000
Availability: 2, R or X
Fire Rate: l
Range: 1-25/100/250
Damage: 6D
Game Notes: When using the rifle’s targeting
scope, reduce all Long Range or precision shot
difficulty levels to Moderate.
Deck-Sweeper
Model: Merr-Sonn Deck Sweeper Stunning Blaster
Type: Stunner
Scale: Character
Skill: Blaster: deck-sweeper
Ammo: 5
Cost: 500 (power packs: 10)
Availability: 2, X
Fire Rate: 1/2
Range: 3/5/10
Damage: 6D stun
Game Notes: Everyone within a 45-degree arc of
the shooter’s front is hit with a successful use.
Characters within five meters of the blast cannot
attempt to dodge; characters six to ten meters
away may attempt to dodge, though all attempts
are at -lD penalty.
RGL-80 Electronet Grenade
Model: Golan Arms RGL-80 Electronet Grenade
Type: Antipersonnel wire-guided grenade
Scale: Character
Skill: Missile weapons: grenade launcher
Ammo: 5 (force-fed magazine with power
generator; attaches to grenade magazine holder)
Cost: 2,000 (magazine)
Availability: 2, F
Fire Rate: l/2 (power generator can only control one activated net at a time)
Range: 10-250/350/500
Damage: 1-10D (variable stun or normal damage)
Micro-Grenade Launcher
Model: Locris Syndicates Model MGL-l
Type: Micro-grenade launcher
Scale: Character
Skill: Missile weapons: grenade launcher
Ammo: 30 (magazine)
Cost: 2,500; 1,000 (micro-grenade magazine)
Availability: 3, F
Fire Rate: 1
Range: 3-25/100/200
Blast Radius: 0-2/4/6
Damage: 4D/3D/2D (fragmentation; other micro-
grenades are available)
Game Notes: This micro-grenade launcher has a
computerized fire control system. If the character
can make a Moderate Perception roll (this is a free
action and doesn’t count as a skill use, so there are
no penalties), the character can add +1D to hit
when the weapons is fires; if the character is fin'ng
at the same target repeatedly, the character
automatically gets the +lD for the second and
following shots.
Neural Inhibitor
Model: Mennotor DAS-430 Neural Inhibitor
Type: Portable rail gun
Scale: Character
Skill: Firearms: rail gun
Ammo: 240
Cost: 5,000 (rifle), 4,000 (pistol); 750 (ammo)
Availability: 4, R or X
Fire Rate: 4
Range: 3-20/50/150 (rifle), 3-10/25/50 (pistol)
Damage: 3D+l (from impact), 6D (stun damage
from neurotoxins)
Game Notes: lf the neurotoxin achieves an
unconscious result, the victim must make a
Difficult stamina rolls after five minutes to revive.
After another five minutes, the difficulty is reduced
to Moderate. After another two minutes, the
difficulty to revive is Easy. Targets weighing over
150 kilograms reduce the difficulty to revive by one
level (Difficult becomes Moderate) and make
stamina rolls at four minutes, three minutes and
one minute; targets over 300 kilograms reduce the
difficulty to revive by two levels (Difficult becomes
Easy) and make stamina rolls at two minutes, one
minute and one minute.
Pulse Rifle
Model: Corondexx VES-700 Pulse Rifle
Type: Pulse rifle
Scale: Character
Skill: Blaster: pulse rifle
Ammo: 15 (power pack), unlimited (power
generator), super-conducting filaments must be
replaced every 20 shots)
Cost: 5,000; 200 (power pack), 300 (super-
conducting filaments)
Availability: 4, X
Range: 1-10/20/30
Damage: 6D/5D/3D
Game Notes: Character selects a target: the target
and all beings in the cone of fire and within one
meter radius of the target take full damage. All
targets within 15° wither way of the target take 3D
damage. If filaments aren’t changed when
scheduled, roll 2D for the first shot after the
“change time", add +1 for each additional shot. On
a total of 7 or higher, the pulse rifle’s overload
circuits cut in and shut the weapon down, but the
overload has caused 250 credits of damage
(Moderate blaster repair total to fix). If the total is
100 or higher, the overload circuits have failed and
the weapon explodes in the user’s hands, causing
9D damage in a two meter blast radius.
GRS-I Snare Rifle
Model: Merr-Sonn Munitions GRS-l Snare Rifle
Type: Non-lethal hunting weapon
Scale: Character
Skill: Firearms: GRS-l snare rifle
Ammo: 12
Cost: 1,100
Availability: 2, F, R or X
Fire Rate: l
Range: 3-10/30/60
Damage: Special
Notes: A snare rifle fires a burst of shockstun mist, as well as a liquid spraynet. A character hit by this weapon is assumed to be effected by both attacks. The shockstun mist forces a character attempt a Difficult Strength roll. Failure indicates that the character is knocked unconscious for 5D minutes. ln addition, the liquid spraynet covers a target entangling him. A character thus ensnared suffers a -1D penalty to all attack rolls, a -2D penalty to his Dexterity score, and can only move at half of his Move score. The fibers of a spraynet are hard to break, and resist damage as if they have an effective Strength score of 4D+2.
Mandalorian Stunning Gauntlet
Model: Mandalorian Stunning Gauntlet
Type: Powered brawling weapon
Scale: Character
Skill: Brawling
Cost: 200-300/pair (depending on size)
Availability: 2, R
Difficulty: Easy
Damage: STR+1 stun damage
Short Sword
Model: Standard Short Sword
Type: Melee weapon
Scale: Character
Skill: Melee combat: sword
Cost: 40
Availability: 1
Difficulty: Easy
Damage: STR+1D+2 (maximum: 4D)
War Sword
Model: Generic Longsword/Broadsword
Type: Melee weapon
Scale: Character
Skill: Melee combat: longsword/broadsword
Cost: 150
Availability: 2, F or R
Difficulty: Moderate
Damage: STR+2D (maximum: 6D)
Double-bladed Sword
Model: Standard Double Sword
Type: Double-bladed sword
Scale: Character
Skill: Melee combat: double-bladed sword
Cost: 120
Availability: 2
Difficulty: Moderate
Damage: STR+2D (max: 5D)
Game Notes: Characters with the double-bladed sword specialization gain a +5 bonus to melee parry rolls.
Fira
Model: Order of Shasa Fira
Type: Traditional selkath curved blade
Scale: Character
Skill: Melee combat: swords
Cost: 100
Availability: 4
Difficulty: Easy
Damage: STR+2D+2 (maximum: 5D+2)
Game Notes: This weapon is made with a cortosis alloy and can parry lightsabers without taking damage.
Dire Sword
Model: Dire Longsword/Broadsword
Type: Melee weapon
Scale: Character
Skill: Melee combat: longsword/broadsword
Cost: 100
Availability: 2
Difficulty: Moderate
Damage: STR+2D+2 (maximum: 6D)
Mythosaur Axe
Scale: Character
Skill: Melee combat: axe
Cost: 1,000
Availability: 4, F
Difficulty: Easy
Damage: STR+2D (max: 5D)
Mandalore the Ultimate’s Mythosaur Axe
Scale: Character
Skill: Melee combat: axe
Cost: Not available for sale
Availability: 4, X
Difficulty: Moderate
Damage: STR+4D (max: 7D)
Arg’garok
Model: Gamorrean Warrior’s Arg’garok Axe
Type: Large Melee weapon
Scale: Character
Skill: Melee combat: Arg’garok
Cost: 1,000 (150-250 on Gamorr or Pzob)
Availability: 3, R
Difficulty: Moderate
Damage: STR+2D+2 (maximum: 7D+2)
Game Notes: Anyone with a strength less than 4D attempting to wield this weapon suffers a -2D penalty to their attack roll.
Zhaboka
Model: Iridonian Zhaboka Double-Bladed Fighting
Pike
Type: Double-bladed pike
Scale: Character
Skill: Melee combat: double-bladed pike
Cost: 750-1,000 (includes shoulder scabbard)
Availability: 3, R
Difficulty: Difficult
Damage: STR+2D (max: 6D)
Game Notes: Characters with the double-bladed pike specialization gain a +5 bonus to melee parry rolls Weapon can be unlocked at the grip and folded in half for ease of transport.
Dire Vibroblade
Model: Vlaxar two-handed 22B-1 Vibro
Type: Advanced Melee weapon
Scale: Character
Skill: Melee combat: vibroblade
Cost: 60
Availability: 2, F
Difficulty: Moderate
Damage: STR+3D+2 (maximum: 6D+2)
Double Vibroblade
Model: Czerka Double Vibroblade
Type: Double vibroblade
Scale: Character
Skill: Melee combat: double vibroblade
Cost: 550
Availability: 3, F
Difficulty: Difficult
Damage: STR+3D (max: 7D)
Game Notes: Characters with the double vibroblade specialization gain a +5 bonus to melee parry rolls.
Shockstaff
Model: Arkanian Mechanicals Shockstaff
Type: Electric staff
Scale: Character
Skill: Melee combat: shockstaff
Cost: 3,500
Availability: 3, R
Difficulty: Moderate
Damage: STR+3D (max: 6D), plus 3D stun damage
Game Notes: Characters with the shockstaff specialization gain a +5 bonus to melee parry rolls. This weapon can parry lightsabers without taking damage.
Shyarn
Model: Cerean Shyarn Blade
Type: Magnetically Charged Melee weapon
Scale: Character
Skill: Melee combat: Shyarn
Cost: 40
Availability: 4
Difficulty: Easy
Damage: STR+3D+2 (maximum: 6D+2)
Game Notes: Characters with the shryarn specialization gain an additional +2 to hit characters with armor, and a +2 to parry metal melee weapons.
Lightfoil
Type: Lightfoil
Scale: Character
Skill: Lightsaber
Cost: 4,500
Availability: 4, R
Damage: 5D
Game Notes: Lightfoils are more common in the Knights of the Old Republic era than in other eras, and are more reliable, and are likely to do as much damage as a lightsaber. However, gamemasters should be aware that these advantages are not available for characters desiring the weapon anytime outside the Knights of the Old Republic era, given that the art of making quality lightfoils is soon lost.
Massassi Lanvarok
Model: Massassi Lanvarok
Type: Disk launcher/polearm
Scale: Character
Skill: Melee weapons: Massassi Lanvarok / Thrown weapons: Massassi Lanvarok
Ammo: Enough for one burst
Cost: 250
Availability: 4, X
Range: 2-5/10/20
Difficulty: Moderate
Damage: STR+1D+2 (Max: 7D) / 3D+1 (discs)
Game Notes: Useable either as a ranged or melee weapon. When used as a ranged weapon, the disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.
Sith Lanvorok
Model: Sith Lanvarok
Type: Disk launcher
Scale: Character
Skill: Thrown weapons: Sith Lanvarok
Ammo: Enough for one burst
Cost: 4,000
Availability: 4, X
Range: 2-10/20/40
Damage: 3D+1
Game Notes: The Sith Lanvarok is useable only as a ranged weapon. The disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.
Blaster Assault Rifle
Model: Czerka L-21 Suppressor
Type: High accuracy assault rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,000
Availability: 3, X
Range: 3-50/200/450
Damage: 5D
Sith Blaster Rifle
Model: Czerka XKCD-311
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: Not available for sale
Availability: 3, X
Range: 3-30/100/300
Damage: 5D
Commando Special Rifle
Model: Gra’tl Industries 561 Special
Type: Specialized blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 25
Cost: 1,250 (85 ammo)
Availability: 3, X
Range: 3-25/50/75
Damage: 5D+2
Repeating Blaster Carbine
Type: Heavy repeating blaster
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 30
Cost: 2,000
Availability: 2, X
Range: 3-25/50/200
Damage: 6D+1
Sonic Disruptor Pistol
Model: Standard Sonic Disruptor Pistol
Type: Anti-personnel weapon
Scale: Character
Skill: Blaster: sonic disruptor
Ammo: 10
Cost: 1,000
Availability: 4, X
Fire Rate: 2
Range: 3-4/8/12
Damage: 5D+2
Game Notes: After 10 shots, the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Aurial Blaster
Model: Systech “Screamer” Aurial blaster
Type: Aurial blaster
Scale: Character
Skill: Blaster: aurial blaster pistol
Ammo: 50
Cost: 2,500 (power packs: 25)
Availability: 2, R
Range: 3-10/40/60
Damage: 3D+2
Game Notes: Any character taking damage from an aurial blaster suffers as -2D penalty on perception based rolls until the end of the attacker’s next turn.
Carbonite Rifle
Model: Kez’del Systems freeze rifle
Type: Specialized carbonite rifle
Scale: Character
Skill: Blaster: carbonite rifle
Ammo: 20
Cost: 1,200 (power packs: 50)
Availability: 2, F
Range: 3-5/10/20
Damage: 5D+2 (stun)
Game Notes: Calculating damage on a carbonite rifle is similar to that of calculating stun damage. However, instead of a target being rendered unconscious, the target is caught by the quickly freezing and hardening stream that the rifle emits, and is then rendered immobilized. An immobilized target cannot make any actions or use any skills that are based on movement.
Ion Carbine
Model: Czerka 58-X23 Ion Carbine
Type: Ionization gun
Scale: Character
Skill: Blaster: ion carbine
Ammo: 30 (power packs: 25)
Cost: 800
Availability: 2, F
Fire Rate: 1
Range: 3-25/50/80
Damage: 5D ionization damage
Game Notes: Ion guns fire streams of energy that wreak havoc on electrical systems, and they are usually employed against droids, light vehicles, and some types of equipment. When used normally, an ion gun fries a droid’s circuits and internal components, inflicting lethal damage. If set to “stun,” it works much the same as a blaster set on stun works against organic opponents. A droid stunned in such a way is out of commission for 2D minutes. An ion gun’s blast has no effect on organic targets, unless such targets have cybernetic replacements.
Needler
Model: Czerka Industries Penetrator
Type: Slug throwing pistol
Scale: Character
Skill: Firearms: slugthrower pistol
Ammo: 10
Cost: 650 (ammo clip 20)
Availability: 1, F
Range: 0-3/10/20
Damage: 3D+1
Game Notes: Needlers throw a sharpened slug at the target that is not stopped by personal energy shields of the Knights of the Old Republic Era. Further, many who carried Needler pistols laced the projectiles with toxins to further damage their targets.
Ripper
Model: Kal’na 321 “Eviscerater”
Type: Shrapnel throwing projectile weapon
Scale: Character
Skill: Firearms: ripper pistol
Ammo: 10
Cost: 750 (ammo clip 20)
Availability: 1, F
Range: 0-3/10/20
Damage: 3D+2
Game Notes: Ripper weapons bypass energy shields of the Knights of the Old Republic by throwing a variety of oddly shaped shrapnel in order to do physical damage (similar to flechette weapons of the Rebellion era).
Pulse Wave Pistol
Model: Czerka Pulse L-631
Type: Pulse-wave blaster
Scale: Character
Skill: Pulse-wave weapons: blaster
Ammo: 50
Cost: 600 (power packs: 35)
Availability: 1, F
Fire Rate: 1
Range: 3-8/20/100
Damage: 4D
Pulse Wave Rifle
Model: Czerka KC-71 Pulse Wave Rifle
Type: Pulse-wave rifle
Scale: Character
Skill: Pulse-wave weapons: rifle
Ammo: 50
Cost: 550 (power packs: 50)
Availability: 2, F
Fire Rate: 1
Range: 3-20/75/150
Damage: 5D
Sonic Pistol
Model: Tlas’Chel LD-18 Sonic Blaster Pistol
Type: Sonic blaster pistol
Scale: Character
Skill: Sonic Weapons: pistol
Ammo: 100
Cost: 900
Availability: 2, F
Fire Rate: 1
Range: 2-10/15/35
Damage: 3D+2
Game Notes: After 100 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Heavy Sonic Pistol
Model: Tlas’Chel LD-44 Sonic Blaster Pistol
Type: Sonic blaster pistol
Scale: Character
Skill: Sonic Weapons: pistol
Ammo: 50
Cost: 1,250
Availability: 2, F
Range: 2-7/10/20
Damage: 4D+2
Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Sonic Rifle
Model: Tlas’Chel LD-44 Sonic Blaster Pistol
Type: Sonic blaster pistol
Scale: Character
Skill: Sonic Weapons: pistol
Ammo: 50
Cost: 900
Availability: 2, F
Range: 3-10/30/60
Damage: 4D+2
Game Notes: After 50 shots the power pack may be recharged in lieu of purchasing additional ammunition. Sonic weapons are considered energy weapons when calculating damage with shields and armor, however sonic weapons may not be deflected with a lightsaber.
Cryoban Grenade
Model: Irridonian C-46 Cryogenic Grenade
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 500
Availability: 1, R
Range: 2-6/20/40
Blast Radius: 0-2/4/6/10
Damage: 4D+1/3D+2/3D/2D+1
Game Notes: Cryoban grenades issue a blast of below freezing temperatures. It causes serious pain and immobility when it comes in contact with a target. Anyone taking damage from a Cryoban grenade has his or her movement reduced to 4 until the end of his or her next turn.
Adhesive Grenade
Model: Czerka GL-85-K Sticky Grenade
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 200
Availability: 1, R
Range: 3-7/20/40
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Game Notes: Adhesive grenades are intended to immobilize, rather than destroy a target. By issuing a splatter of a sticky solution, the grenade can effectively trap a target in place. Once hit by the glue, a character must roll his Strength to resist. If the grenade damage is higher, than instead of taking damage, the character remains trapped in place for 3 rounds. If the character succeeds in making the Strength roll, then he need not make any other rolls while moving through the blast radius. Source: Knights of the Old Republic Campaign Guide (pages 67-68)
Remote Grenade
Model: Gra’tl Industries F-21-Remote Fragmentation Grenade
Type: Explosive
Scale: Character
Skill: Demolitions
Cost: 300 (additional 100 for a detonator switch)
Availability: 3, X
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Game Notes: These grenades are programmed for remote detonation. After an Easy (Difficulty 10) demolitions roll to plant the explosive, the grenade is set. The explosives may be detonated by a remote switch (sold by the manufacturer) as long as the switch is within 100 meters of the grenades. Source: Knights of the Old Republic Campaign Guide (page 180)
Shock Whip
Model: Shock whip
Type: Charged whip
Scale: Character
Skill: Melee combat: whip
Cost: 1,200
Availability: 2, X
Difficulty: Moderate
Damage: STR+2D+2 (max: 6D)
Game Notes: Can be used to trip a target. Wielder gains a +1D attack bonus when trying to disarm an opponent. Whip has a 4-meter reach.
Tehk’la Blade
Model: Nagai Tehk’la Blade
Type: Vibrodagger
Scale: Character
Skill: Melee combat
Cost: 250
Availability: 4 (available only in Nagi)
Difficulty: Very Easy
Damage: STR+1D+2 (max: 5D)
Long-Handle Lightsaber
Type: Melee weapon
Scale: Character
Skill: Lightsaber: longhandle lightsaber
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D+2
Game Notes: A long-handle lightsaber has an exceptionally large handle, and allows the character to use a fighting style that takes advantage of leverage and body movement to increase the amount of damage done with the weapon, as long as he has the appropriate skill specialization. If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber. Apply normal damage to the character wielding the lightsaber.
Snap Shot
Type: Hold-out blaster
Scale: Character
Skill: Blaster: hold-out blaster
Ammo: 1
Cost: 250 (power pack: 20)
Availability: 2, X
Range: 3-4/8/12
Damage: 4D
Game Notes: Grants a +2D bonus to hide to conceal the weapon.
Bluebolt
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 50
Cost: 850 credits
Availability: 3, X
Range: 3-10/30/120
Damage: 5D
Game Notes: When switched to stun setting, the Bluebolt uses twice as many shots of ammunition.
Double-Barreled Carbine
Model: Rawk Chopped Special
Type: Double-barreled carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 50
Cost: 1,200, 100 (power pack)
Availability: 3, F
Fire Rate: 2 (single shot), 1 (double shot)
Range: 3-20/60/180
Damage: 5D+1 (single shot), 6D (double shot)
Game Notes: Use of the dual barrel function utilizes twice as much ammunition as the singleshot setting.
Hunting Blaster Carbine
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 50
Cost: 1,000 credits
Availability: 2, F
Fire Rate: 1
Range: 3-15/50/150
Damage: 5D+1
Game Notes: Retractable stock adds +1D to blaster skill.
Sporting Blaster Carbine
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 100
Cost: 1,000 credits
Availability: 2, F
Range: 3-30/100/280
Damage: 5D
ARC-9965 Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 40
Cost: 1,400 (power packs: 25)
Availability: 1, R
Range: 3-50/150/430
Damage: 5D+1
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives and additional +1D to blaster.
Heavy Assault Blaster Rifle
Type: Heavy blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 3,000
Availability: 3, X
Range: 3-25/50/250
Damage: 6D
Heavy Blaster Cannon
Model: Merr-Sonn BB-23
Type: Heavy blaster cannon
Scale: Character
Skill: Blaster: blaster cannon
Ammo: 10
Cost: 4,200
Availability: 3, X
Fire Rate: 1
Range: 5-20/100/200
Damage: 7D+2
Game Notes: The heavy blaster cannon must be braced when a character fires it. Getting into position and bracing the weapon counts as an action that round.
Concealed Dart Launcher
Type: Personal toxin delivery system
Scale: Character
Skill: Missile weapons: dart shooter
Ammo: 6
Cost: 1,900 credits
Availability: 2, X
Fire Rate: 1
Range: 1-3/10/15
Damage: 5D+1 stun damage
Game Notes: The damage inflicted is solely because of a powerful stun toxin to render targets unconscious. Because of its small size, characters receive a +1D+2 to hide rolls to conceal it.
axe
Model: Standard Axe S
Type: Melee weapon
Scale: Character
Skill: Melee combat: axe
Cost: 35-100
Availability: 1
Difficulty: Easy
Damage: STR+2D (maximum: 5D)
Energy Lance
Model: Energy Lance
Type: Personal combination weapon
Scale: Character
Skill: Melee combat: energy lance / blaster: energy lance
Ammo: 100
Cost: 3,500 (power
packs: 25)
Availability: 3, R
Range: 2-15/40/100
Difficulty: Moderate
Damage: STR+2D+l .
(melee), 5D (plasma bolt)
Game Notes: Energy lances are combination weapons. They are essentially extended force pikes that can also discharge plasma from their tips to function like a blaster. When firing the energy lance, the character uses their blaster skill, when used as a melee weapon, the character uses the melee combat skill. The weapon is fully functional underwater.
Power Lance
Model: Power Lance
Type: Mounted combat weapon
Scale: Character
Skill: Melee combat: power lance
Cost: 2,500
Availability: 2, R
Difficulty: Moderate
Damage: STR+3D+2
Game Notes: Use of this weapon while not mounted incurs a -1 melee combat penalty.
Gaderffii (Gaffi Stick)
Type: Homemade melee weapon
Scale: Character
Skill: Melee combat: gaderffii stick
Cost: 60
Availability: 2, F
Difficulty: Easy
Damage: STR+ 1D
Concussion Grenade
Model: Merr-Sonn G-56a
Type: Explosive
Scale: Character
Skill: Grenade
Cost: 400
Availability: 2, R
Range: 3-7/20/40
Blast Radius:
0-2/5/9/12
Damage:
6D/5D/4D/3D
Flechette Launcher
Model: Golan Arms FC1 Flechette Launcher
Type: Flechette launcher
Scale: Character
Skill: Missile weapons
Ammo: 6 shots per canister
Cost: 800, 100 (anti-personnel canister), 200 (anti-
vehicle canister)
Availability: 2, F, R or X
Fire Rate: 1
Range: 5-25/100/250
Blast Radius: 1/3/5
Damage: 6D/5D/3D (anti-personnel), 5D/4D/3D
(speeder scale, anti-vehicle)
Gas Grenade
Model: Czerka T-289 Gas Grenade
Type: Stun grenade
Scale: Character
Skill: Grenade
Cost: 250-325
Availability: 2, X
Range: 0-8/16/25
Blast Radius: 0-2/20/40
Damage: 4D/2D/1D (stun)
Game Notes: Weapon is ineffective against targets wearing breath masks or sealed suits. Source: Gundark’s Fantastic Technology (pages 41-42), Pirates & Privateers (page 44), Rebellion Era Campaign Guide (page 49)
PLX-2M Portable Missile Launcher
Model: Merr-Sonn PLX-2M “Plex-Twoem”
Type: Portable mini-vehicle missile launcher
Scale: Character
Skill: Missile weapons: Plex
Ammo: 6
Cost: 2,250 (missiles: 350)
Availability: 2, X
Range: 20-80/200/400 (“dumb" rocket mode)
Range: 10-200/500/1 km (heat seeking or gravity
activation mode)
Blast Radius: 0-1/2/3
Damage: 9D/7D/5D
Game Notes: lf the rocket is fired in heat-seeking or gravity activation mode, but misses the initial difticulty by less than 5, the missile continues tracking the target. The missile makes a “tracking” roll of 4D once each round until either the missile hits, the missile misses the difticulty by 10 or more, or until the missile extends beyond its range of 30 kilometers. Gravity activation mode grants a +2 tracking bonus against repulsorlift-equipped targets. Source: Rebellion Era Campaign Guide (page 49)
Mini-Proton Torpedo Launcher
Model: Arakyd Mini-Proton Torpedo Launcher
Type: Back-mounted torpedo launch rack
Scale: Character
Skill: Starship gunnery
Ammo:6
Cost: 1,500
Availability: 3, X
Range: 25-100/300/700 (space: l/3/7)
Damage: 6D
Source: Rules of Engagement — The Rebel SpecForce Handbook (page 100), Imperial Sourcebook (pages 47-48), Rebellion Era Campaign Guide (page 49)
Espo Riot Gun
Model: BlasTech 500 Riot Gun
Type: Riot Gun
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 300
Cost: 1,500
Availability: 2, R
Range: 3-30/l00/300
Damage: 5D + 1
Game Notes: On constant-fire mode, each “shot” fires five blasts; holding the trigger down will fire six “shots” per round. In game terms, once a shot hits in a round, all following shots at the same or immediately adjacent target (within one meter) are one difficulty level lower. With this type of firing mode, it is much easier to shoot down a row of stormtroopers or other targets. ource: Gundark’s Fantastic Technology (page 32),
SG-4 Blaster Rifle
Model: Imperial Department of Military Research SG-4 Blaster Rifle
Type: Combination blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50 (harpoon: l)
Cost: 400 (power packs: 25)
Availability: 3, X
Range: 3-30/ 100/300 (harpoon: 2-20/70/200)
Damage: 5D (mini-harpoon: 3D+2)
Game Notes: Because blasters used underwater have their difficulty increased by one level, range reduced by half and damage reduced by -2D, the SG-4 has a miniature harpoon launcher for underwater combat. Harpoons require an additional action to load after every shot and have their range halved if used out of water. If the retractable stock and scope are used for one round of aiming, the character receives an additional + 1 D to blaster. Source: Rebellion Era Campaign Guide (page 49)
Siang Lance
Model: Kilian Rangers Siang Lance
Type: Modified sporting blaster rifle
Scale: Character
Skill: Blaster: blaster rifle, or
Melee combat: Siang Lance
Ammo: 100
Cost: 2,000
Availability: 4, X
Difficulty: Easy (bayonet)
Fire Rate: I
Range: 3-40/l 20/350
Damage: 4D+1 (blaster), STR+lD (bayonet)
Game Notes: The sacred weapon of a Kilian Ranger, and his badge of office. The weapon incorporates both an ancient sporting blaster rifle with a bayonet built into the stock.
Anti-Vehicle Laser Cannon
Model: Atgar 1.4 FD P-Tower
Type: Light anti-vehicle laser cannon
Scale: Speeder
Skill: Blaster artillery: anti-vehicle
Crew: 4, skeleton: 2/ + 10
Cost: 10,000 (new), 2,000 (used)
Availability: 2, R or X
Body: 2D
Fire Rate: 1/2
Fire Control: ID
Range: 10-500/2/10 km
Damage: 2D+2
Anti-Infantry Laser Battery
Model: Golan Arms DF .9
Type: Medium anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 15,000 (new), 9,500 (used)
Availability: 2, R or X
Body: 3D
Fire Rate: 2
Fire Control: 2D
Range: 20-600/3/ 16 km
Blast Radius: 8 meters
Damage: 4D
Garrote
Model: Standard-issue Garrote
Type: Single cord strangling weapon
Scale: Character
Skill: Melee combat: garrote
Cost: 50 credits
Availability: l
Difficulty: Moderate (from behind)
Damage: STR+ 1D
Game Notes: Target may attempt a brawlirzg parry to resist with a +10 difficulty modifier.
Snap Baton
Model: Merr-Sonn Snap Baton
Type: Modified personal defense baton
Scale: Character
Skill: Melee combat: baton
Cost: 200
Availability: 2
Difficulty: Moderate
Damage: STR+lD
Stun Gauntlets
Model: Palandrix Personal Protection Gear Stun
Gauntlets
Type: Hand-to-hand stun gauntlets
Skill: Brawling
Ammo: 10 charges
Cost: 200
Availability: 2
Difficulty: Easy
Damage: STR+2D stun
Vibroknuckler
Model: Czerka Vibroknuckler
Type: Melee weapon
Scale: Character
Skill: Melee combat: vibroknucler
Cost: 200
Availability: 2, R
Difficulty: Very Easy
Damage: STR+lD+l (STR+l if unpowered)
Duelist Vibrorapier
Model: LaserHone Duelist Vibrorapier
Type: Personal combat vibroblade
Skill: Melee combat -. ‘
Cost: 300
Availability: 2, R
Difficulty: Moderate
Damage: STR+3D (maximum: 7D)
Espo Riot Gun
Model: BlasTech 500 Riot Gun
Type: Riot Gun
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 300
Cost: 1,500
Availability: 2, R
Range: 3-30/100/300
Damage: 5D+l
Game Notes: On constant-fire mode, each “shot” fires five blasts; holding the trigger down will fire six “shots” per round. In game terms, once a shot hits in a round, all following shots at the same or immediately adjacent target (within one meter) are one difficulty level lower. With this type of firing mode, it is much easier to shoot down a row of stormtroopers or other targets.
BlasTech DH-23 "Outback"
Model: BlasTech DH-23 Blaster Pistol
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 500
Availability: 2, R
Body: 2D
Range: 3-10/20/80
Damage: 4D+1
BlasTech DLT-20A
Model: BlasTech DLT-20A Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,300
Availability: l, R
Range: 4-35/110/280
Damage: 5D+1
BlasTech DT-I2
Model: BlasTech DT-12 Heavy Blaster Pistol
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster:
heavy blaster pistol
Ammo: 25
Cost: 900
Availability: 1, R
Range: 2-5/20/35
Damage: 5D+1
Game Notes: lts large trigger makes it a preferred choice for those who lack hands like those of a human.
Czerka Adjudicator
Model: Czerka Adjudicator
Type: Slug throwing hold-out pistol
Scale: Character
Skill: Firearms
Ammo. 4
Cost: 300, 50 (wrist clamp magnetic holstering ‘lock), 10 (ammo)
Availability: 2, F or R
Fire Rate: 2
Range: 1-5/l0/25
Damage: 3D + l
Game Notes: If optional spring clamp is employed, user gains +lD to the character’s firearms skill to quickdraw against an opponent (for quickdraw rules, see Han Solo and the Corporate Sector Sourcebook, page 122)
Czerka Adventurer
Model: Czerka Adventurer
Type: Slugthrower rifle
Scale: Character
Skill: Firearms
Ammo: 15
Cost: 360 (ammo clip: 6)
Availability: 1, F
Range: 3-30/ 100/300
Damage: 4D
EMP Grenade
Type: lon grenade “droid popper”
Scale: Character
Skill: Grenade
Cost: 500
Availability: 2, R
Range: 3-5/ 15/30
Blast Radius: 0-2/4/6
Damage: 6D/5D/4D ionization
Micro Blaster
Model: Gee-Tech 12 Defender MicroBlaster
Type: Micro blaster
Scale: Character
Skill: Blaster: hold-out blaster
Ammo: 2
Cost: 400 (power pack: 10)
Availability: 2, R or X
Fire Rate: 1
Range: 1-5/no effect at further ranges
Damage: 2D+2
Game Notes: Very Difficult search skill roll required for characters and weapon detectors to find micro blaster. Weapon cannot be reloaded
Merr-Sonn Model 434 DeathHammer
Model: Merr-Sonn Model 434 “DeathHammer” Blaster Pistol
Type: Blaster pistol
Scale: Character
blaster pistol D
Ammo: 100 '
Cost: 850 Q
Availability: 1, F or R °
Range: 2-8/20/80 '
Damage: 5D+1
SoroSuub "Firelance”
Model: SoroSuub “Firelance" Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,200 (power packs: 25)
Availability: 2, R or X
Fire Rate: 1
Range: 3-30/ 1 00/ 300
Damage: 5D
Wrist Rocket System
Model: Kalvarek Consolidated Arms MM9 Rocket System
Type: Wrist-mounted rocket launcher
Scale: Character
Skill: Missile weapons: wrist weapons
Ammo: 1
Cost: 2,500
Availability: 2, R
Range: 2-6/20/80 (unless otherwise noted)
Damage: Varies with rocket type (see below)
Game Notes:
Locris Syndicated Securities Type-12A Explosive Antipersonnel Rocket
Blast Radius: 0-1/2/3/4
Damage: 5D/4D/3D/2D
Cost: 400
Availability: 2, X
Merr-Sonn K26 Explosive Antivehicle Rocket
Scale: Speeder
Range: 3-10/30/120
Blast Radius: 0-1/2
Damage: 5D/4D
Cost: 500
Availability: 2, X
Locris Syndicated Securities Type-12B Hollow-Tip Rocket with FGA-583 Nerve Toxin
Damage: 3D on impact; if the weapon does
damage, target must make a Difficult stamina roll
or suffer a -2D Strength penalty.
Cost: 600
Availability: 4, X
Locris Syndicated Securities Type-12B Hollow- Tip Rocket with Accudrop Stun Gas
Damage: 3D stun damage; the weapon fills the target area with a 2-meter-radius cloud of gas. The gas is as inhaled poison, victim must make a Difficult stamina roll or suffer a -ID Dexterity
penalty.
Cost: 400
Availability: 2, R
Locris Syndicated Securities Type-12B Hollow-Tip Empty Rocket
Damage: 3D
Cost: 200
Availability: 2
Merr-Sonn DEMP Ionization Blast Rocket
Blast Radius: 2 meters
Damage: 4D ionization
Cost: 400
Availability: 2, R
BlasTech Lumablast Rocket
Range: 3-10/30/ 120
Blast Radius: 4 meters
Damage: Every creature within the blast radius must make a Difficult stamina roll or be blinded for ID rounds.
Cost: 400
Availability: 2, R
Kelvarek “Dumb” Energy Quarrel
Damage: 3D
Cost: 450
Availability: 1, R
Sonic Cannon
Model: Gordarl Weaponsmiths LRlK Sonic
Antipersonnel Cannon
Type: Sonic artillery
Scale: Character
Skill: Blaster artillery: sonic turret
Crew: 2, skeleton: 1/+5
Ammo: Unlimited
Cost: Not available for sale
Availability: 4, R
Body: 4D
Fire Rate: 1
Fire Control: +2
Range: 20-400/ 1/ 3 km
Damage: 6D
Source: The Clone Wars Campaign Guide (page103)Felucian Skullblade
Model: Felucian Shaman Skullblade
Type: Force-imbued blade
Scale: Character
Skill: Melee combat
Cost: 1,500
Availability: 4
Difficulty: Moderate
Damage: STR+2D+2
Game Notes: Blades that are imbued with Force energy are able to block lightsaber strikes.
Guard Shoto Lightsaber
Model: Lightsaber Tonia
Type: Melee
weapon
Scale: Character
Skill: Lightsaber
Cost: 7,000
Availability: 4, X
Difficulty: Moderate
Damage: 4D
Game Notes: A character with the appropriate skill specialization gains a +5 bonus to all parry rolls made when wielding the shoto by its secondary handle. However, his attacks also suffer a -3 penalty unless the shoto is wielded by the primary handle. if an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent’s parry total), the character has injured himself with the lightsaber.
Lightsaber Pike
Model: Shadow Guard Lightsaber Pike
Type: Melee weapon
Scale: Character
Cost: 4,000
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Lightsaber pikes increase the reach of
the wielder by 2 meters but incur a -2 penalty on
lightsaber parries and blocks. If an attacking character
misses the difficulty number by more than 10 points
(the base difficulty; not their opponent’s parry total),
the character has injured himself with the lightsaber.
Source: The Force Unleashed Campaign
Guide (page 199)
Power Hammer
Type: Gravity generator hammer
Scale: Character
Skill: Melee combat: power hammer
Cost: 1,500
Availability: 2, R
Difficulty: Difficult
Damage: STR+3D+2
Game Notes: Character must make a Moderate
Strength roll after each attack or he’s unable to
perform his next action.
Ryyk Blade
Model: Ryyk Blade ‘-
Type: Melee , weapon
Scale: Character
Cost: 250-500
Availability: 3,R
Difficulty: Easy
Damage: STR+2D J
(maximum: 8D)
Game Notes: Ryyk blades are the traditional hand weapons
Wookiees.
Double Vibroblade
Model: Feeorin Double Vibroblade
Type: Double vibroblade
Scale: Character
Skill: Melee combat: double vibroblade
Cost: 750
Availability: 3, R
Difficulty: Difficult
Damage: STR+3D (max: 7D)
Game Notes: Characters with the double vibroblade
specialization gain a +5 bonus to melee pany rolls.
broadword
Model: Standard vibrosword
Type: Melee weapon
Scale: Character
Skill: Melee combat: vibrosword
Cost: 450
Availability: 2, F
Difficulty: Moderate
Damage: STR+3D+l (maximum: 7D)
Game Notes: The vibrosword must be wielded two-
handed.
Neuronic Whip
Model: TholCorp Neuronic
Whip
Scale: Character
Skill: Melee combat: neuronic
whip
Cost: 700
Availability: 4, X
Difficulty: Moderate
Damage: STR+lD or 5D (stun
or normal, two settings)
Game Notes: Power pack lasts
for three hours.
Bryar Pistol
Type: Sawed blaster rifle
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 1,000-1,350
Availability: 3, R
Range: 3-30/70/140
Damage: 3D
Game Notes: The Bryar pistol can be primed for a
built-up shot. The character must keep the blaster
primed for at least one full round before firing a built-
up shot that deals 4D damage. Keeping the blaster
primed for several rounds does not increase the
damage, but if the weapon is not fired in 8 rounds, it
overloads. Once the blaster is primed, it must be fired
to release the built-up energy. A built-up blast
consumes 5 shots.
Bryar Rifle
Model: Bryar Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,000
Availability: 3, R
Range: 2-20/80/280
Damage: 4D+2
Game Notes: The Bryar rifle can be primed for a built-
up shot. The character must keep the blaster primed
for at least one full round before firing a built-up shot
that deals 5D+2 damage. Keeping the blaster primed
for several rounds does not increase the damage, but
if the weapon is not fired in 8 rounds, it overloads.
Once the blaster is primed, it must be fired to release
the built-up energy. A built-up blast consumes 5 shots.
Tenloss DX-2 Disruptor Pistol
Model: Tenloss DX-2 Disruptor Pistol
Type: Disruptor pistol
Scale: Character
Skill: Blaster: disruptor
Ammo: 10
Cost: 2,250-3,000
Availability: 3, X
Fire Rate: 1/2
Range: 0-3/5/7
Damage: 4D+2
Tenloss DXR-6 Disruptor Rifle
Model: Tenloss DXR-6 Disruptor Rifle
Type: Disruptor rifle
Scale: Character
Skill: Blaster: disruptor
Ammo: 15
Cost: 3,500
Availability: 3, X
Fire Rate: 1/2
Range: 1-5/10/20
Damage: 5D+2
Incinerator Rifle
Type: Incinerator blaster
Scale: Character
Skill: Blaster: incinerator rifle
Ammo: 20
Cost: 3,500
Availability: 3, R
Range: 3-30/80/200
Damage: 4D
Game Notes: A creature or character killed by an
incinerator rifle (or a droid, object or vehicle
destroyed by one), is automatically disintegrated,
leaving no trace behind.
CR-I Blast Cannon
Model: Golan Arms CR-1 Blast Cannon
Type: Heavy blaster cannon
Scale: Character
Skill: Blaster: blast cannon
Ammo: 20
Cost: 2,000
Availability: 3, X
Fire Rate: 1
Range: 3-20/60/80
Damage: 7D (point-blank) or 5D on a 2-meter radius (other ranges)
Stokhli Spray Stick
Model: Stokhli Spray Stick
Type: Non-lethal restraint
Scale: Character
Skill: Blaster: Stokhli spray stick
Ammo: 10 charges (1 charge can generate up to 500
meters of spraynet)
Cost: 14,000
Availability: R
Range: 50/ 1 00/ 200
Damage: 6D stun damage.
Game Notes: Entangled characters must make opposed Strength roll to break free (6D Strength).
Rail Detonator Gun
Model: Jumptrooper Rail Gun
Type: Explosive charge gun
Scale: Character
Skill: Rail gun
Ammo: 10
Cost: 1,900 (50 per ammo magazine)
Availability: 3, X
Range: 3-25/100/250
Blast Radius: 2 meters
Damage: 5D
E-Web Missile Launcher
Model: Merr-Sonn E-Web Missile Launcher
Type: Tripod missile launcher
Scale: Character
Skill: Missile weapons: E-Web
Ammo: 1
Cost: 9,500 (75 per missile)
Availability: 2, X
Fire Rate: 1
Range: 25-100/300/700
Blast Radius: 2/ 3/4
Damage: 8D/7D/6D
Game Notes: The launcher must be reloaded after each shot.
Flechette Launcher
Model: Golan Arms FC1 Flechette Launcher
Type: Flechette launcher
Scale: Character
Skill: Missile weapons
Ammo: 6 shots per canister
Cost: 800, 100 (anti-personnel canister), 200 (anti-
vehicle canister)
Availability: 2, F, R or X
Fire Rate: 1
Range: 5-25/100/250
Blast Radius: 1/3/5
Damage: 6D/5D/3D (anti-personnel), 5D/4D/3D (speeder scale, anti-vehicle)
Mine
Model: Standard anti-vehicle mine
Type: Explosive
Scale: Speeder
Skill: Demolitions
Cost: 750
Availability: 2, X
Blast Radius: 0-2/4/6/ 10
Damage: 5D/4D/3D/2D
Flechette Mine
Type: Shrapnel mine
Scale: Character
Skill: Demolition
Cost: 1,200
Availability: 2, X
Blast Radius: 2/3/4
Damage: 8D/7D/6D
Landmine
Type: Pressure mine
Scale: Character
Skill: Demolition
Cost: 500
Availability: 2, X
Blast Radius: 1/2/3
Damage: 8D/7D/6D
Laser Trip Mine :-
Model: Merr-Sonn Laser Trip Mine
Type: Mine
Scale: Character
Skill: Demolitions: laser trip mine
Cost: 700
Availability: 2, X
Blast Radius: 1/3/5
Damage: 6D/5D/4D
Game Notes: Emits a thin laser beam that, when disrupted, activates the mine.
Proximity Mine
Model: Conner Ship Systems HX2 Antipersonnel Mine
Type: Proximity mine
Scale: Character
Skill: Demolitions
Cost: 750 - 1,500
Availability: 2, X
Blast Radius: 0-2/4/6/10
Damage: 6D/SD/4D/3D
Game Notes: The mine can be carefully emplaced or
simply dropped or thrown into place, attaching to any
surface with its powerful adhesive disc. lf it’s
emplaced, it arms itself at the end of the following
round and will d etonate if it detects a target within 2
meters. If the mine is dropped or throum, it will not
arm itself until it detects no targets within 2 meters.
This prevents premature detonations but makes it
useless as an improvised grenade.
Manual Trigger
Type: Explosives manual trigger
Skill: Demolitions
Cost: 100
Availability: 1, R
Game Notes: Detonates primed explosives at a distance of up to 100 meters.
Blastsword
Model: Adumari Blastsword
Type: Blaster blade
Scale: Character
Skill: Melee combat: blastsword
Cost: 600
Availability: 3, R
Difficulty: Moderate
Damage: STR+2D (max: 4D+ 1), plus 4D energy
Game Notes: Upon contact with a target, the blade
discharges a standard blaster bolt, dealing extra
damage.
Hand-Held Contact Stunner
Model: SoroSuub CS-12 Stun Master
Type: Contact stunner
Scale: Character
Skill: Melee combat: contact stunner
Ammo: 5
Cost: 575 (power cells: 15)
Availability: 2, R
Difficulty: Very Easy
Damage: 4D+2 stun
Game Notes: Small 15 cm long, 5 cm wide cylinder
with a flat disc with 13 contact studs protruding
from the forward end. Easy difficulty to hide (+2D
to hide against weapon detectors, +lD against
physical searches).
Electropole
Model: Otoh Gunga Defense League Electropole
Type: Melee weapon
Scale: Character
Cost: 1,500
Availability: 3, R
Difficulty: Moderate
Damage: STR+lD+l (stun or killing)
Game Notes: This staff can deliver both
bludgeoning (lethal) and electrical (stun) damage
at the wielder's whim. Before damage is rolled, the
wielder must decide what percentage of stun and
real damage he will inflict on the target.
Survival Knife
Model: Explorer’s knife
Type: Melee weapon
Scale: Character
Skill: Melee combat: knife
Cost: 100
Availability: 1
Difficulty: Very Easy
Damage: STR+lD (maximum: 6D)
Game Notes: With a built-in digital compass, the
handle is hollowed out to allow storage of very
small items, such as a fire rod, a short length of
binding wire, or an energy cell.
Vibro-Saw
Model: Greel Wood Logging Corporation
TreeFelling Vibroblade
Type: Vibro-saw
Scale: Character
Skill: Melee combat
Cost: 400
Availability: 1, R
Difficulty: 15
Damage: STR+2D+l
Yctor Arms Black Powder Pistol
Model: Yctor Arms Black Powder Pistol
Type: Black powder pistol
Skill: Archaic guns: black powder pistol
Ammo: l
Cost: 200
Availability: 4
Range: 3-10/25
Damage: 3D
W-90 Concussion Rifle
Model: BlasTech W-90 Concussion Rifle
Type: Blaster rifle
Scale: Character
Skill: Concussion weapons: rifle
Ammo: 25
Cost: 1,000
Availability: 2, X
Fire Rate: 1
Range: 3-50/150/450
Damage: 5D
Game Notes: A successful attack knocks the target prone, whether it deals damage or not.
Tasari Crossbow
Model: Tasari Crossbow
Type: Custom made projectile weapon
Scale: Character
Skill: Projectile weapons: crossbow
Ammo: l
Cost: 300, 20 per 10 bolts
Availability: 3
Fire Rate: l
Range: 10/20/40
Damage: 3D
Game Notes: Crossbows do only lD damage to targets wearing Space Age body armor (such as stonntrooper armor or blast vests). lt takes 10 rounds (one minute) to reload a crossbow. Crossbows will not set off weapons detectors, and can be fired silently.
Heavy Slugthrower Pistol
Model: Heavy Slugthrower Pistol
Type: Heavy slug-thrower
Scale: Character
Skill: F irearms: pistol
Ammo: 8
Cost: 400 (ammo 15)
Availability: 2, R
Range: l-5/ 15/30
Damage: 4D+2
Game Notes: When firing more than one shot per
round, each extra shot suffers a cumulative -lD
attack penalty.
Magna Caster
Model: Frohad’s Galactic Firearms Magna Caster 100
Type: Magnetically-enhanced missile weapon
Scale: Character
Skill: Missile weapons: magna caster
Ammo: 10
Cost: 2,000, 150 (quarrel clip)
Availability: 3, F
Body: 2D
Fire Rate: 2
Range: 5-50/ 75/ 1 00
Damage: 6D/5D/4D
Squib Tensor Rifle
Model: Amberlandrax Armaments Squib Tensor Rifle
Type: Tractor beam weapon
Scale: Character
Skill: Tensor rifle
Ammo: 15, 50 with replaceable power generator
Cost: 15,000
Availability: 4, F, R or X
Range: 25-75/150/250
Damage: 4D
Game Notes: The tensor rifle does 3D damage for
the first hit; subsequent hits to the same target
within 30 seconds cause increasing dame: 4D for
the second hit, 5D for the third, etc. Due to the
great difficulty of targeting and handling this rather
bizarre weapon, double the normal penalty for
multiple actions in a round (two action would be a
-2D penalty; three actions would be a -4D penalty,
four actions would be a -6D penalty, etc.)
Targeting Blaster Rifle
Type: Sporting blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,000
Availability: 2, F
Range: 3-30/100/S00
Damage: 4D+l (5D+l if aiming for a full round)
Game Notes: Targeting blaster rifles can be easily
disassembled for carrying and storage.
Disassembling or reassembling the rifle requires an
entire round during which no other actions can be
taken.
Verpine Shatter Gun
Model: Verpine Shatter Gun
Type: Magnetic accelerator weapon
Scale: Character
Skill: Firearms: Verpine shatter gun
Ammo: 100
Cost: 30,000, 1,000 (ammo)
Availability: 4, F, R or X
Body: ID
Range: 50-400/900/1.5 km
Damage: 6D
Game Notes: lf the shatter gun is jarred, dropped
or otherwise banged in any significant manner, roll
damage against the weapon’s body.
Weapon Upgrades
Bayonet Ring
Skill: appropriate weapon repair roll (to install)
Difficulty: to install: Easy
Cost: 100% of weapon cost
Availability: l
Upgrade slot cost: 0
Game Notes: A bayonet ring is a simple ring attached to a small melee weapon (such as a vibrodagger or knife). The weapon cannot have a bipod or required to have any sort of mount while in use. The most common combination is to use a vibrodagger on a balster rifle, however it is possible to have combinations such as s stun baton on a grenade launcher. The melee weapon’s damage increases by +2 when used as a bayonet. Mounting or removing the melee weapon counts as an action.
Bipod
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 100
Availability: 2
Upgrade slot cost: 0
Game Notes: A bipod is a two-legged attachment that allows the barrel to be steadied while firing. Preparing the bipod for use counts as an action. Should a character move once the bipod has been readied, then the bipod must be readied for use again after the move. lf the bipod is used for one round of aiming, the character receives and additional + l D to blaster.
Double Trigger
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 800
Availability: 2
Upgrade slot cost: 0
Game Notes: A weapon with a double trigger may treat one trigger as a safety, with the second trigger being a hair-trigger that fires with the minutest pressure. Weapons with a double trigger gain an additional +2 when aimed.
Ion Charger
Skill: melee weapon repair (to install)
Difficulty: to install: Moderate
Cost: 3,000
Availability: 2, F
Upgrade slot cost: 1
Game Notes: An ion charger encases a melee weapon with an ion field that flares in strength when the weapon strikes a target. This causes the weapon to deal 3D of ion damage in addition to its physical damage.
Missile Load
Skill: demolitions (to install)
Difficulty: to install: Moderate
Cost: 3,000
Availability: 2, X
Upgrade slot cost: l
Game Notes: A missile load involves dismantling a standard thrown grenade and converting it into an explosive that can be launched from a missile launcher. This allows the grenade to keep its normal blast radius, but increases its damage by 50%. A converted grenade may not be thrown after this modification.
Neutronium Reinforcement
Skill: melee weapon repair (to install)
Difficulty: to install: Moderate
Cost: 250
Availability: 2, F
Upgrade slot cost: 1
Game Notes: Neutronium is a heavy alloy that is most often used to make armor and to reinforce starship hulls. However, it can be used to harden a cutting surface of a melee weapon. Any melee weapon that receives a neutronium reinforcement gains an additional +2 damage as well as +lD to its body strength.
Overload Switch
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 3,000
Availability: 2, X
Upgrade slot cost: l
Game Notes: An overload switch allows an energy weapon to build a feedback loop that causes it to explode. \lVhen activated (as an action), the weapon becomes an improvised grenade. Calculate the damage of the blast based on the damage code of the weapon. (Let X represent the damage of the weapon, and calculate from that as a base.)
Damage: X+ 1 D/X/X-l D/X-2D
Blast Radius: 02/4/6/10
Example: lf a character puts an overload switch on a heavy blaster pistol with a damage of 5D, then the damage would be 6D/5D/4D/3D.
Pulse Charger
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 2,000
Availability: 3, X
Upgrade slot cost: l
Game Notes: A pulse charger forces more blaster gas and power through a blaster‘s blast chamber on any given shot. When a blaster has this upgrade it gains a +1 for every D the blaster has in its Damage code. Example: a blaster with 5D damage would then roll 5D damage, and then add +5 to the roll. The additional damage comes at a cost. First, the blaster is no longer as accurate, and incurs a -1 penalty to the character’s blaster roll for every 2D of damage, rounded up (i.e., a 5D blaster would incur a -3 penalty). Second, the blaster uses its ammunition twice as fast as before.
Rangefinder
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 2, F
Upgrade slot cost: 1
Game Notes: All ranged weapons with a rangefinder installed may decrease the difficulty of firing at medium and long range. All shots made at a target at medium range has a standard difficulty of Easy, and all targets at long range have a difficulty of Moderate when the weapon is aimed for one round.
Rapid Recycler
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2, F
Upgrade slot cost: 1
Game Notes: A blaster with a rapid recycler allows the blaster to fire a three-shot burst with each trigger squeeze. For each successful blaster roll, instead of rolling damage once, the rapid recycler allows a character to make three damage rolls. The initial damage follows the weapon’s standard damage roll. The additional two damage rolls have a standard damage of 3D+2.
Retractable Stock
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 500
Availability: 2
Upgrade slot cost: 0
Game Notes: When a retractable stock is in use, the character gains a +lD bonus to his or her blaster roll when aiming for one round. (lf the retractable stock is used to upgrade a blaster pistol, the pistol then requires l upgrade slot and is Moderate to install.)
Slinker
Skill: firearm repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2, F
Upgrade slot cost: 1
Game Notes: Slinkers may only be installed on a slugthrower or other projectile weapon. Once a weapon has a slinker installed, it no longer fires normal ammunition, and slinker ammunition doubles the ammo cost. Slinkers are equipped with simple sensors and targeting computers. Sliniker ammunition is programmed to fly around obstacles to strike targets. In game terms, any target that has cover does not receive a bonus for being under cover to avoid an attack. However, this does not apply to targets that have total cover.
Targeting Scope
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 100
Availability: 1
Upgrade slot cost: 0
Game Notes: A character receives a +lD bonus for aiming for a full round when using a targeting scope.
Low Light Targeting Scope
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 1000
Availability: 2
Upgrade slot cost: 0
Game Notes: A character receives a +lD bonus for aiming for a full round when using a targeting scope. A low light scope ignores all penalties from darkness.
Bayonet Ring
Skill: appropriate weapon repair roll (to install)
Difficulty: to install: Easy
Cost: 100% of weapon cost
Availability: l
Upgrade slot cost: 0
Game Notes: A bayonet ring is a simple ring attached to a small melee weapon (such as a vibrodagger or knife). The weapon cannot have a bipod or required to have any sort of mount while in use. The most common combination is to use a vibrodagger on a balster rifle, however it is possible to have combinations such as s stun baton on a grenade launcher. The melee weapon’s damage increases by +2 when used as a bayonet. Mounting or removing the melee weapon counts as an action.
Bipod
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 100
Availability: 2
Upgrade slot cost: 0
Game Notes: A bipod is a two-legged attachment that allows the barrel to be steadied while firing. Preparing the bipod for use counts as an action. Should a character move once the bipod has been readied, then the bipod must be readied for use again after the move. lf the bipod is used for one round of aiming, the character receives and additional + l D to blaster.
Double Trigger
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 800
Availability: 2
Upgrade slot cost: 0
Game Notes: A weapon with a double trigger may treat one trigger as a safety, with the second trigger being a hair-trigger that fires with the minutest pressure. Weapons with a double trigger gain an additional +2 when aimed.
Ion Charger
Skill: melee weapon repair (to install)
Difficulty: to install: Moderate
Cost: 3,000
Availability: 2, F
Upgrade slot cost: 1
Game Notes: An ion charger encases a melee weapon with an ion field that flares in strength when the weapon strikes a target. This causes the weapon to deal 3D of ion damage in addition to its physical damage.
Missile Load
Skill: demolitions (to install)
Difficulty: to install: Moderate
Cost: 3,000
Availability: 2, X
Upgrade slot cost: l
Game Notes: A missile load involves dismantling a standard thrown grenade and converting it into an explosive that can be launched from a missile launcher. This allows the grenade to keep its normal blast radius, but increases its damage by 50%. A converted grenade may not be thrown after this modification.
Neutronium Reinforcement
Skill: melee weapon repair (to install)
Difficulty: to install: Moderate
Cost: 250
Availability: 2, F
Upgrade slot cost: 1
Game Notes: Neutronium is a heavy alloy that is most often used to make armor and to reinforce starship hulls. However, it can be used to harden a cutting surface of a melee weapon. Any melee weapon that receives a neutronium reinforcement gains an additional +2 damage as well as +lD to its body strength.
Overload Switch
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 3,000
Availability: 2, X
Upgrade slot cost: l
Game Notes: An overload switch allows an energy weapon to build a feedback loop that causes it to explode. \lVhen activated (as an action), the weapon becomes an improvised grenade. Calculate the damage of the blast based on the damage code of the weapon. (Let X represent the damage of the weapon, and calculate from that as a base.)
Damage: X+ 1 D/X/X-l D/X-2D
Blast Radius: 02/4/6/10
Example: lf a character puts an overload switch on a heavy blaster pistol with a damage of 5D, then the damage would be 6D/5D/4D/3D.
Pulse Charger
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 2,000
Availability: 3, X
Upgrade slot cost: l
Game Notes: A pulse charger forces more blaster gas and power through a blaster‘s blast chamber on any given shot. When a blaster has this upgrade it gains a +1 for every D the blaster has in its Damage code. Example: a blaster with 5D damage would then roll 5D damage, and then add +5 to the roll. The additional damage comes at a cost. First, the blaster is no longer as accurate, and incurs a -1 penalty to the character’s blaster roll for every 2D of damage, rounded up (i.e., a 5D blaster would incur a -3 penalty). Second, the blaster uses its ammunition twice as fast as before.
Rangefinder
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 200
Availability: 2, F
Upgrade slot cost: 1
Game Notes: All ranged weapons with a rangefinder installed may decrease the difficulty of firing at medium and long range. All shots made at a target at medium range has a standard difficulty of Easy, and all targets at long range have a difficulty of Moderate when the weapon is aimed for one round.
Rapid Recycler
Skill: blaster repair (to install)
Difficulty: to install: Moderate
Cost: 500
Availability: 2, F
Upgrade slot cost: 1
Game Notes: A blaster with a rapid recycler allows the blaster to fire a three-shot burst with each trigger squeeze. For each successful blaster roll, instead of rolling damage once, the rapid recycler allows a character to make three damage rolls. The initial damage follows the weapon’s standard damage roll. The additional two damage rolls have a standard damage of 3D+2.
Retractable Stock
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 500
Availability: 2
Upgrade slot cost: 0
Game Notes: When a retractable stock is in use, the character gains a +lD bonus to his or her blaster roll when aiming for one round. (lf the retractable stock is used to upgrade a blaster pistol, the pistol then requires l upgrade slot and is Moderate to install.)
Slinker
Skill: firearm repair (to install)
Difficulty: to install: Moderate
Cost: 1000
Availability: 2, F
Upgrade slot cost: 1
Game Notes: Slinkers may only be installed on a slugthrower or other projectile weapon. Once a weapon has a slinker installed, it no longer fires normal ammunition, and slinker ammunition doubles the ammo cost. Slinkers are equipped with simple sensors and targeting computers. Sliniker ammunition is programmed to fly around obstacles to strike targets. In game terms, any target that has cover does not receive a bonus for being under cover to avoid an attack. However, this does not apply to targets that have total cover.
Targeting Scope
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 100
Availability: 1
Upgrade slot cost: 0
Game Notes: A character receives a +lD bonus for aiming for a full round when using a targeting scope.
Low Light Targeting Scope
Skill: blaster repair (to install)
Difficulty: to install: Easy
Cost: 1000
Availability: 2
Upgrade slot cost: 0
Game Notes: A character receives a +lD bonus for aiming for a full round when using a targeting scope. A low light scope ignores all penalties from darkness.