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Weapons


  • Some melee weapons have armor values. These values are in addition to any armor worn and are purely deflective.

  • All melee weapons have a +5% chance to hit and all ranged weapons receive a preemptive strike when firing on a character wielding a melee weapon (i.e. two strikes in the first round with a single weapon).

  • Characters lose preemptive strikes and +5% to hit bonuses if they use both a ranged and a melee weapon.

  • All characters receive -5% to hit with each weapon when attacking with two weapons total including one or more wrist blasters. A seperate attack roll is made for each weapon being used. IE 2 blasters = 2 ranged attack rolls.

  • All characters receive -10% to hit with each weapon when attacking with three weapons total including one or more wrist blasters. A seperate attack roll is made for each weapon being used. IE 3 blasters = 3 ranged attack rolls.

  • All weapons which require a perception check cannot be purchased in bulk. Only one at a time per week.

  • All grenades can affect up to 3 opponents at a time unless otherwise stated.

  • Stun: Weapons with a stun setting, if set to stun no damage is done. There is a cumulative 25% chance per attempt to stun someone. For every energy protection the target has reduces the chance by an equal ammount. 10 e = -10% chance to be stunned. Lightsabers cannot defelct these but force powers may.


Credits

Rifles

Perception Check
850 Flamethrower  
900

Battle Droid Blaster

 
1250 Blastech E-11 Blaster Rifle  
1250 Adventurer Rifle Moderate: 100
1250 Blasttech A280 Moderate: 100
1350

Bowcaster

Moderate: 100
1450 Sporting Blaster Rifle Moderate: 100
1500 FC-1 Flechette Rifle Moderate: 100
1650 Senate Guard Rifle Moderate: 100
1650 Merr-Sonn DEMP Moderate: 100
1650 Sonic Blaster Moderate: 100
1900 T-21 Light Repeating Blaster Rifle Moderate: 100
1950 DC-15 Clone Rifle Moderate: 100
2800 E-Web Moderate: 100

 


 

Credits

Pistols

Perception Check
400 Sporting Blaster Pistol  
500 Wrist Blaster  
1000 Wrist Dart Launcher  
600 Blasttech DL-18  
600 Merr-Sonn Model JI "Happy Surprise"
100
600 DC-15 Clone Blaster Pistol  
650 Hold Out Blaster Pistol  
750 KYD-21 Blaster Pistol  
850 Imperial Arms 22T4 blaster pistol 100
850 DH-17 Blaster Pistol  
1050 Dagger Combat Pistol  
650 ELG-3a Blaster Pistol Moderate: 100
800 Blastech DL-44 Heavy Blaster Pistol Moderate: 100
1350 Security S-5 Blaster Pistol Moderate: 100
1400 Westar 34 Blaster Pistol Difficult: 200

 


 

Credits

Melee Weapons

Perception Check
600

Vibro-Blade

 
700

Vibro-Knuckles

 
850

Vibro-Axe

 
1300

Gaffi Stick

Moderate: 100

1750 Force Pike Moderate: 100
1950 Blastsword Moderate: 100
2000 Ryyk Blade Difficult: 200
2500 Ryyk Kerarathorr Blade Difficult: 200

 


 

Credits

Grenades

Perception Check
1250 Concussion Grenade  
1650 Proton Grenade  
1250 Detonite Charge Moderate: 100
1250 G-20 Glop Grenade Moderate: 100
1250 Luma Grenade Moderate: 100
1350 Gas Grenade Moderate: 100
1500 Stun Grenade Moderate: 100
1500 Reverse-Polarity Pulse Grenade Moderate: 100
2150 Fragmentation Grenade Moderate: 100
3500 Thermal Detonator Difficult: 200

 


 

Credits

Weapon Upgrades

Perception Check
1125 Sniper Scope Moderate: 100
2000 Cortosis Weave Very Difficult: 250

 


 

Thermal Detonator

3500 Credits

Perception check: Difficult (200)

Thermal detonators are immensely powerful (and strictly regulated) explosive devices. The small metal ball looks like a common grenade, and the device's thermite casing contains the synthetic explosive known as baradium. When the detonator's sliding thumb trigger is pushed, warning lights and alarms are activated as the six-second timer counts down the detonator can be deactivated at any time by returning the trigger to its original position. The timer also may be reset manually to offer a maximum countdown of five minutes or the trigger's control pins can be programmed to act as a deadman's switch. in this setting, unless a tiny switch near the indicator light is flipped to the safety position, the detonator will explode instantly when the trigger's released.

When a detonator explodes, the baradium's fusion reaction creates a particle field that quickly expands outward, releasing enough energy and heat to virtually disintegrate anything caught in the blast sphere. Within a few seconds, the baradium core burns out and the particle field sphere collapses in on itself. Everything within the blast sphere is gone, while anything beyond the sphere's outer boundary is left unharmed.

Standard-issue Imperial detonators have a small baradium core end yield a blast radius of about five meters. The Class-A thermal detonator corned by Princess Leia would have resulted in a blast radius of twenty meters, Some criminals have custom-built detonators with enough baradium to create hundred-meter blast spheres.

Baradium is dangerously unstable, sometimes triggering a fusion reaction if the detonator is jarred by exposed to excessive heat. Detonators have been known to explode when dropped or thrown through the air or for no apparent reason. As a result, they we strictly military-issue and illegal for civilian possession, although their usefulness creates intense demand for them, pushing black market prices up to two thousand credits per detonator.

Since a single blast can disintegrate up to two meters of permacrete, military crews often use detonators for demolitions work and detonator booby traps sometimes are set to cover retreating soldiers.

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Two-Handed

Weapon Type: Explosive

Skill: Ranged

Damage: 25-100 (Random for every battle participant and structure)

 Inflicts damage on all participants in the battle and on structures.

A "hit" check is required. Those who are missed receive half damage.

 


 

E-Web

2800 Credits

Perception check: Moderate (100)

Among the most powerful heavy repeating blasters in the Imperial arsenal, the BlasTech E-Web has proved highly effective against vehicles and infantry units alike. The E-Web ('Emplacement Weapon, Heavy Blaster') has on optimum range of two hundred meters with a maximum range of half a kilometer and offers enough firepower to punch through a snowspeeder's armour plating.

For optimal effectiveness, the E-Web requires both a gunner and a second crew member who monitors and adjusts the Eksoon Class-4T3 power generator. Like many high-yield generators, the 4T3 is prone to overheating (and potentially explosive overload) despite its advanced Gk3 Cryocooler cooling unit. Power is fed into the E-Web via a three-meter-long conduit that connects to the base of the BlasTech TR-62 autocushion tripod. The E-Web's built-in long-range comlink includes an automatic encryption module for secured communications with other units. The computerised fire control and targeting system includes Starvision and IR (infrared) low-light enhancement modules for use in night combat.

Extended setup time is the E-Web's greatest limitation. It the 4T3 generator is 'cold,' it takes nearly fifteen minutes for personnel to deploy the weapon, calibrate the generators power flow, and configure the targeting software. Some Imperial crews precharged the generator for faster setups, but this makes it prone to power surges. Thus, the second crew member must carefully adjust power flow to prevent an overload.

A single soldier can operate an E-Web, but at greatly reduced efficiency. In such instances, a gunner chooses the power generator's "preset" mode, which dramatically reduces the rate of fire but keeps both the generator and the E-Web well within sate operating temperatures.

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Four-Handed

Weapon Type: Energy

Skill: Ranged (Uses the operator with the highest Ranged XP.)

Damage: 15-100

 Requires two people to operate.

 


 

Blastech E-11 Blaster Rifle

1250 Credits

Perception check: None

The BlasTech E-11 blaster rifle was declared the standard sidearm for Imperial stormtroopers because it offered the great range and heavy damage of a traditional long barrelled rifle in a compact, easy-to-wield weapon. The E-11 has a light well-balanced design that permits accurate fire, allowing soldiers to move unencumbered and use the weapon in close quarters almost as easily as one wields a pistol. This rifle has good long-range targeting because of the extendable sighting stock, the barrel's advanced galven circuitry, and the computer-enhanced scope, which filters out smoke and haze and enhances vision in low-light conditions.

The E-11 blaster rifle has a maximum range of three hundred meters and an optimum range at one hundred meters, nearly three times the reach of a blaster pistol. This range is achieved because the barrel runs almost the entire length of the weapon, producing a tightly focused and very powerful particle beam,

To accommodate this barrel design, only the actuating blaster module and the prismatic crystal housing are placed behind the barrel. Other components are mounted to the side or underneath the galven circuitry, while the gas chamber has an unique tubular design that wraps around the back of the barrel. These components are mounted on a single module that slides out of the back at the weapon for repair or replacement.

To prevent dangerous heat buildup, the E-11's cooling coils force-feed a liquid cooling agent called freelol through an intricate capillary system that carries heat away from vital components and into the forward vent capcitator.

The side-mounted power pack supplies enough energy for one hundred shots, The E-11 can be set for a variety of power levels, from stun to full blast. Because of its large quarter-centimeter bore, the E-11 is quite lethal at full power. Although both Imperial and New Republic soldiers normally use the semiautomatic setting in order to conserve ammunition and allow adequate cooling, the weapon has full automatic and pulse fire settings. Extended automatic fire may throw the barrel out of alignment.

While the E-11 was sold exclusively to the Empire during the Galactic Civil War, the Rebel Alliance managed to acquire thousands of these weapons through black market purchases and outright theft. The E-11 and its technological "clone" a Sarosuub-manufactured blaster rifle called the Stormtrooper One (later renamed the Freedom One), remained favourites of both Imperial and New Republic forces.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 10-40

Stun Setting

 


 

Blastech DL-44 Heavy Blaster Pistol

800 Credits

Perception check: Moderate (100)

A weapon made famous by the smuggler turned diplomat Han Solo, the BlastTech DL-44 heavy blaster pistol packs the formidable punch of a high-powered rifle into a small sidearm not much bigger than a standard pistol. Favoured by gunmen and smugglers (dangerous people with quick reflexes, keen peripheral vision, and a willingness to do whatever it takes to survive) it causes even The bravest to duck for cover when they find themselves staring down its barrel.

Designed for close-quarters combat this portable and very lethal blaster was often carried by Rebel soldiers because it reliably punched through stormtrooper armour.

A weapon favouring brute force over finesse, the DL-44 delivers tremendous damage, yet is small enough to be fired one-handed; its range is twenty-five meters with a maximum of fifty meters, however The DL-44's XCiter consumes energy at four times the rate of a blaster pistol, draining a power pack after only twenty-five shots, The user must carefully target shots instead of filling the air with energy (indiscriminately firing in the general direction of a target). Because of The excessive power consumption, the DL-44's grip has a vibrating 'cautionary pulser' that silently alerts the user when the pack is down to five shots or less. A quick release lever and the power pack's convenient location (immediately in front of the trigger) allow very quick replacement of drained packs. Soldiers bringing heavy blaster pistols into battle normally carry at least a dozen power packs.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 10-30

 

 


 

Westar 34 Blaster Pistol

1400 Credits

Perception check: Difficult (200)

Favoring agility and precision over high capacity. Jango Fett had made the WESTAR-34 his custom weapon. The weapon is designed for intensive surprise attacks at close range. They are constructed of an expensive dallorian alloy, which can withstand sustained-fire heating that would melt an ordinary gun.

It has a gas and power cell cartridge at the back of the gun. On the tip of the weapon an overload flash dissipator makes sure that fire from the gun is dispersed.

Boba Fett did not use his fathers guns because, Jango lost one of his guns in the battle with Obi-Wan on the landing platform on Kamino, and the other was destroyed in the Geonosian Execution Arena by Mace Windu.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 15-30

Stun Setting

 


 

Vibro-Axe

850 Credits

Perception check: None

Vibro-axes vary widely in quality and power output, although all of them have the some basic function: A power cell supplies energy to an ultrasonic vibration generator, which propels the cutting blade through thousands of microscopic vibrations per second. The result is a hand weapon that is significantly more dangerous than its unpowered counterparts.

Despite the availability of better weapons, Jabba's nine Gamorreon guards stubbornly insisted on carrying crude vibro-axes built by Snogrutt, a master weapon maker from their home clan at Groogrun. Led by a bruttsh fellow by the name of Ortugg, the Gamorreans patrolled the palace's dungeons, searching for spies who were plottingagainst Jabba's best interests and keeping a close eye on any "suspicious" visitors, The Gamorreans' favourite duty was guarding prisoners, since Jabba made it quite clear that they could use their axes on any internee foolish enough to try to escape.

The vibro-ax's wooden shaft holds a hollow ax head that contains both the ultrasonic generator and the power cell. A tremendous amount of vibration is transferred down the wooden handle, and Gamorreans are among the few creatures with enough strength to handle these difficult devices. The Gamorreans often chose to use their weapons in unpowered mode to demonstrate their great strength. Although most of Jabba's guests believed the simple creatures tended to forget to power up their weapons, caught up in the excitement of battle.

abba's other guards, including a number of Weequay and Nikto warriors were considerably more practical, favouring modern weapons such as the SoroSuub DB-1 Cutter vibro-ax. This weapon has a hollow durasteel shaft with internal dampeners that absorb vibrations form the ax blade. The high-powered ax head can slice through armour plating as if it were rotting cloth, while the quick-release switch allows the user to replace a damaged ax blade in seconds. Six power cells permit up to eight hours of continuous use, while the intensity switch gives the wielder the ability to determine precisely how much damage the blade will cause. These weapons are sturdy enough to take rough handling, with superior weight distribution to no them easy to handle in combat.

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Two-Handed

Weapon Type: Physical

Skill: Melee

Damage: 10-45

Armor Strength:

5 vs. physical

 


 

T-21 Light Repeating Blaster Rifle

1900 Credits

Perception check: Moderate (100)

Significantly more powerful than the standard blaster rifle, the BlasTech T-21 light repeating blaster is the most deadly Imperial blaster that can be transported and fired by one soldier. The T-21 proved a common support weapon for army and stormtrooper squads. Imperial artillery sections normally include at least one soldier with a T-21 who will provide cover for other crewmen while they are setting up artillery pieces and heavy repeating blasters such as the E-Web. Because of its portability, the T-21 also proved to be a popular weapon among Rebel squads during the Civil War and is still issued to some New Republic units.

While medium and heavy repeating blasters provide significantly more firepower than does the T-21, they are also bulkier and require crews of two to three soldiers. They take several minutes to set up or break down, and far too often military units don't have the luxury of waiting around for heavy support weapons.

By contrast the T-21 package is designed for use by a soldier on the move. The weapon, its belt-carried tripod, and the twenty-kilogram backpack generator can be set up and made operational in less than thirty seconds. While the blaster can be fired two-handed by a moving soldier, the light tripod offers improved accuracy. The tripod can be fully extended for instances when the T-21 is to be used as a weapon emplacement but a partially extended position is superb for sniper attacks, allowing the gunner to take advantage of the T-21's maximum range of three hundred meters. Rebel squads often used the T-21, which has an optimum range of one hundred and fifty meters, to eliminate Imperial weapon emplacements and cover advancing Alliance infantry.

While the T-21's standard power packs supply only enough energy for twenty-five shots, its separate continuous-feed power generator gives the weapon potentially unlimited fire capability, although the generator's low cooling capacity in turn limits the fire rate to once per second.

This weapon is devastating against infantry, wielding enough power output to slice easily through personal armor suits or break down force fields. The T-21 also can cut through the armor plating used on many light combat vehicles, such as armored landspeeders. In the hands of a skilled operator the T-21 can eliminate on entire enemy squad in a matter of seconds.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 20-50

The T-21 takes one round to aim but may fire in the following 2 rounds with a +10% chance to hit.

 


 

Force Pike

1750 Credits

Perception check: Moderate (100)

Force Pikes are generally used by Senate Guard and Imperial Royal Guard. The two meter long pike is used to keep any person away from important figures. But most of all it is a status weapon that in practice is hardly used.

The tip of the pole is a vibro-edged head that can kock a full-grown Wookiee unconscious and when set to maximun can rip through seel bulkheads and easily dismember most organic beings. The control settings and power generator are located at the Pike's grip. While most prominently displayed by the Emperor's Royal Guard, force pickes are employed by a wide variety of planetary militias and police forces. They are excellent for crowd control. Force pikes are often employed during boarding actions because they allow attackers to slice through bulkheads and airlocks and can be operated in small hallway's.

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Two-Handed

Weapon Type: Physical

Skill: Melee

Damage: 10-35

Armor Strength:

5 vs. physical

 

Stun Setting

 


 

Bowcaster

1350 Credits

 Perception check: Moderate (100)

A curious combination at modern and ancient technologies, the bowcaster, or 'laser crossbow,' is the traditional weapon of the wookiees of Kashyyyk. While anachronistic to those accustomed to using blasters, a bowcaster is quite deadly in the hands of a skilled wookiee warrior.

The bowcaster is essentially a magnetic accelerator with twin polarizers that use alternating polarity pulses to accelerate a highly tensile metal bowstring and propel an explosive quarrel at extremely high speed. The fired quarrel has the appearance of an elongated blaster bolt because it is wrapped in an energy envelope that channels the quarrel's explosive force into the target. The result is a weapon that's considerably less advanced than a blaster pistol yet delivers an equivalent amount of damage.

Tremendous strength is needed to cock the weapon, which notches the bowstring and loads a quarrel from the ammo cartridge. This primitive arming system limits the bowcaster's rate of fire and places great emphasis on the Wookiee's patience and marksmanship, since it may take several seconds for the warrior to get off another shot. Some Wookiee's have modified their bowcaster's by adding multiple bowstrings, dual bows or an automatic recocking system. During the Imperial occupation of Kashyyyk Wookiees often bolted blaster rifles to their bowcaster's for added firepower.

Bowcasters are designed for use in Kashyyyk's dense jungles, with good stopping power (for taking out the most dangerous predators) but are short-range weapons with an optimum range of thirty meters and a maximum range of only fifty meters. The weapon can be disassembled and carried in an utility pouch; it can be put bock together in less than a minute. Wookiees use bandoliers to carry power packs, canisters of blaster gas, and spare ammunition cartridges that hold six quarrels each.

A bowcaster can be fired manually by moving the reserve spring into position and fashioning a bowstring from a meter-long length of kthysh vine (Many warriors carry a treated kthysh vine in their utility pouches for emergencies.) Used in this fashion, the bowcaster's range is cut to thirty meters, but it can fire standard explosive quarrels or simple crossbow bolts carved from wood.

Hand-built by the master weapon crafters at Kashyyyk, bowcaster's are bestowed to young Wookiees as they are completing adulthood rites of passage. This tradition has endured for thousands of years, and a warrior's bowcaster is considered a visible symbol of his or her courage and honor. These highly prized possessions are often engraved with clan markings and pictographs depicting a warrior's greatest accomplishments.

Imperial troops enslaved many of the great crafters during the occupation, but thanks to Kashyyyk's admittance to the New Republic, the great weapon builders are again free to continue making these magnificent weapons while diligently training new apprentices to carry on the proud tradition of bowcaster craftsmanship.

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Two-Handed

Weapon Type: Physical

Skill: Ranged

Damage: 15-40

 


 

Gaffi Stick

1300 Credits

Perception check: Moderate (100)

Gaffi sticks are hand-fashioned weapons used almost exclusively by the Tusken Raiders. The Sand People build the weapons after collecting metal from wrecked or abandoned spaceships and vehicles they stumble across while wandering the Tatooine wastes. A typical gaffi stick sports a double-edged ax blade attached to one end of a hollow, durasteel shaft. The Ax is often topped by a sharp spearing blade. The other end of the gaffi stick sports a heavy ball with a stabbing blade. Tuskens use the ax to cleave open opponents, slash predators, or stab prey, the weighted club can be employed to knock victims unconscious or break apart droids, vehicles, vaporators and other objects.

Tusken Raiders often use their gaffi sticks to intimidate one another during loud quarrels that determine social standing within the clan. The weapons are also used as tools.

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Two-Handed

Weapon Type: Physical

Skill: Melee

Damage: 10-30

Armor Strength

5 vs. physical

 


 

Vibro-Blade

600 Credits

Perception check: None

This sword does not have a blade as such, but is more of a polymer club with a super lightweight generator attached to the hilt it is heavy and requires two hands to use, the generator has a heavy duty handle fitted and this weapon is wielded like a chainsaw. When the generator is turned on it causes rod to vibrate at such a rate that it is able to saw through armor, flesh and bone.

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One-Handed

Weapon Type: Physical

Skill: Melee

Damage: 5-35

Armor Strength

5 vs. physical

 


 

Wrist Blaster

1000 Credits for a pair

500 credits for a single blaster

Perception check: None

These wrist lasers are used in close combat situations where reaching for a weapon of choice is difficult and they can be just as deadly as a standard blaster pistol too. The weapons are solar powered and also rechargable and when very tight situations arise they can be set to overload to create devasting damage.

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No-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-20

 

 


 

Hold-Out Blaster Pistol

650 Credits

Perception check: None

The PN-2 holdout is a very simple design, which is unusual for Adelphi. It is small and lightweight so even young women might use it for defense with ease. It has a straight forward design, function over all. it manages to suck a full 10 shots of considerable stopping power out of a fifty credit power pack.

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One-Handed Weapon Type: Energy
Skill: Ranged Damage: 5-15
Stun Setting

 


 

Flamethrower

850 Credits

Perception check: None

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Two-Handed

Weapon Type: Heat

Skill: Ranged

Damage: 5-25

The round after a successful hit 10 damage is automatically inflicted on the opponent in addition to any damage done by further hits.

 Flamethrower damage cannot be blocked except by specific armors.

 


 

Blastsword

1950 Credits

Perception check: Moderate (100)

While found chiefly on the rim world of Adumar, the Blastsword has begun to appear around the galaxy as a collector's item. A unique blending of a sword and blaster, the Blastsword is the pinnacle of Adumari upper class combat. Shaped like an average length sword, the Blastsword has a guarded hilt to protect the wielder's hand. At the 'tip' of the blastsword, a small nozzel protrudes outward. When the Blastsword is powered up and comes into contact with a physical object, the nozzel at the tip emits a small, high powered blaster bolt. The sword is capable of rapid fire emission if the physical contact continues for a long period of time.

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One-Handed

Weapon Type: Physical

Skill: Melee

Damage: 10-40

Armor Strength:

5 vs. physical

 


 

FC-1 Flechette Rifle

1500 Credits

Perception check: Moderate (100)

Often used by the Corporate Sector Authority's police squads, the FC-1 fires shards of metal in a shotgun-like spread, capable of hitting multiple targets in close proximity. The primary fire discharges like a shotgun, while secondary fire launches two mines that ricochet, then explode after a few seconds or when someone comes within a certain proximity. Great care must be taken to ensure that ricochets do not end up hitting the attacker.

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Two-Handed

Weapon Type: Physical

Skill: Ranged

Damage: 5-45

 

 


 

KYD-21 Blaster Pistol

750 Credits

Perception check: None

The KYD-21 Blaster is a very small and compact weapon. It has as guard less trigger for rapped fire and is made of Hadrium alloy. Its power cell and gas capsule is located in the handle.

Zam Wesell used two KYD-21 Blasters to defend her self. Though she carries a projectile rifle at Jango's insistence. She finds she can hide KYD-21 more easily when she needs to disguise herself as a non-threatening presence in order to close in on her mark.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-20

Stun Setting

 


 

Sporting Blaster Pistol

400 Credits

Perception check: None

Sporting blasters are marketed to the civilian population, and because of their low-power blasts, they are often legal on worlds with otherwise stringent weapons control laws The two top-selling models are the Defender and MerrSam's "QuIck 6." As a result of their relatively nonlethal nature sporting blasters are the preferred weapons for the archaic 'honor duels' that are still prevalent in some cultures. Considered something of an aristocratic weapon and widely regarded as more ceremonial than practical, sporting blasters are socially acceptable sidearms for nobles, diplomats, and ambassadors.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-20

 

 


 

DH-17 Blaster Pistol

850 Credits

Perception check: None

The BlasTech DH-17 blaster pistol is a standard-issue military sidearm used by both Imperial Navy and Rebel soldiers. With its sturdy and reliable design, it remains a popular weapon with New Republic personnel. The DH-17 is designed for short-range combat with an optimum range of 3O meters and a maximum range of 120 meters. Its blasts can pierce stormtrooper armour or penetrate a low-level force field but won't puncture the hull of a starship. It is a perfect weapon for shipboard troopers, and on the low-power 'stun' setting a blast can knock a human unconscious for up to ten minutes.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-25

Stun Setting

 


 

Dagger Combat Pistol

1050 Credits

Perception check: None

   
This was a slugthrower produced by Coruschal WeaponWorks during the Galactic Civil War.

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One-Handed

Weapon Type: Physical

Skill: Ranged

Damage: 15-25

 

 


 

Adventurer Rifle

1250 Credits

Perception check: Moderate (100)

   
This long-barreled slugthrower was produced by Czerka Arms during the last decades of the Old Republic. Easily broken down for transport or concealment, the Adventurer found a niche among bounty hunters such as Aurra Sing. It had excellent aim over long distances, and used a rich oxidizer to propel darts and slugs.

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Two-Handed

Weapon Type: Physical

Skill: Ranged

Damage: 20-35

 

 


 

Proton Grenade

1650 Credits

Come in packs of three

Perception check: None

   
A concussion bomb which is thrown and scatters energy when detonated.

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Two-Handed (Can throw only the grenade the round it is used.)

Weapon Type: Energy

Skill: Ranged

Damage: 15-55 (Random for each opponent)

Must "hit" each opponent.

Missed opponents receive half damage only and do not count for XP.

Damage is affected by armors with energy deflection or absorption.

 


 

Luma Grenade

1250 Credits

Come in packs of three

Perception check: Moderate (100)

   
This unusual grenade, produced during the last decades of the Old Republic, ejected a mass of intense light particles when it exploded. This served to blind the eyes of soldiers in its vicinity, giving an attacking force a moment of surprise. The effects of luma grenades were multiplied greatly when used at night, especially if the target troops were wearing night-vision goggles.

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Must "hit" each opponent.

Missed opponents receive half the penalty only and do not count for XP.

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: Inflicts a -5 to -20 penalty to hit (Random for each opponent)

 

 


 

Fragmentation Grenade

2150 Credits

Come in packs of three

Perception check: Moderate (100)

   
A form of grenade that exploded into a wide pattern of sharp edged fragments when detonated.

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Must "hit" each opponent.

Missed opponents receive half damage only and do not count for XP.

Damage is affected by armors with physical deflection or absorption.

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Physical

Skill: Ranged

Damage: 15-55

 20% chance of destroying a weapon. (Damage and weapon destruction are random for each opponent)

 

 


 

G-20 Glop Grenade

1250 Credits

Come in packs of three

Perception check: Moderate (100)

   
Manufactured by Merr-Sonn, these detonation devices release a chemical foam when triggered. The foam has incredible adhesive properties, and clings to everything it touches. When lobbed into a mob or battle phalanxe, glop grenades can quickly immobilize attackers. It required a special "glop dissolver" agent, often in aerosol form, to remove the glop.

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Must "hit" each opponent.

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: Immobilizes each opponent in which case they may only use ranged weapons and at a -20% to hit penalty.

 

 


 

Reverse-Polarity Pulse Grenade

1500 Credits

Come in packs of three

Perception check: Moderate (100)

   
Developed for use by the Army of the Republic, this highly-charged explosive didn't cause physical damage. Instead, it released an intense electromagnetic pulse that overloaded the electrical systems of droids and sensors within the blast radius. This weapon proved effective against the battle droids of the separatists.

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Must "hit" each opponent.

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: Stuns each droid in a battle including droid characters.

 

 


 

Stun Grenade

1500 Credits

Come in packs of three

Perception check: Moderate (100)

   
An explosive device which uses shock waves, instead of shrapnel, to cause damage.

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Must "hit" each opponent.

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: Stuns each opponent.

 

 


 

Concussion Grenade

1250 Credits

Come in packs of three

Perception check: None

   
An explosive device which uses shock waves, instead of shrapnel, to cause damage.

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Inflicts effects on up to three opponents

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: 10-40 for each opponent

 

 


 

Gas Grenade

1350 Credits

Come in packs of three

Perception check: Moderate (100)

   
A gas grenade does not produce shrapnel when it explodes. Instead, it releases stored chemical or biological gases into the enemy's breathing space.

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Must "hit" each opponent.

The only armors that block the gas are boarding armors, Mandalorian armor, and exploratory armor.

Two-Handed (Can  throw only the grenade the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: 5 the first round, 10 the second round, 15 the third round

 

 


 

Detonite Charge

1250 Credits

Perception check: Moderate (100)

   
 Produced in moldable, fist-sized cubes a shaped detonite charge is attached to the detonation device, and then must be thrown or placed and detonated.

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Two-Handed (Can only throw the charge the round it is used.)

Weapon Type: Explosive

Skill: Ranged

Damage: 50-150 to structures

 

 


 

Senate Guard Rifle

1650 Credits

Perception check: Moderate (100)

This Rifle is used exclusively by the Senate Guard, protecting the Senate building and Senators during away missions. This weapon is more a symbolic weapon than one that is used in actual combat.

This weapon has a very short range even as it is a rifle. The weapons is able to stun or kill at very close distance. The rifle has a rapid fire mode.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 10-35

10% chance of inflicting severe wounds each successful hit if not on Stun Setting.

 

Stun Stun Setting

 


 

Battle Droid Blaster

900 Credits

Perception check: None

   
 The blaster rifle, a more powerful version of the standard blaster, is among the most common military and security weapons in the galaxy. These weapons are preferred by soldiers and other combat personnel because they are more lethal then the standard blasters, yet compact and easy to use. The most efficient blaster rifles have an optimum range of 100 meters and a maximum range of 300 meters, nearly three times the rage of a blaster pistol. Such weapons use power packs with enough energy for 100 rounds. They also have numerous power settings, and can alternate between semi-automatic and fully automatic fire. The Battle droid blaster rifle is specially made for the Trade Federations battle droid. It is mounted on the back of the Battle droid and has a large trigger for the large fingers of the battle droid.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 10-35

 

 


 

Sonic Blaster

1650 Credits

Perception check: Moderate (100)

   
 The standard sidearm of Geonosian soldiers. It uses oscillators to produce a devastating sonic ball. A tiny plasma containment-charge is added upon firing to stabilize the sonic affect until it impacts upon its target, causing great destruction. A disadvantage of the weapon is that the sonic blasts travels very slow and can be avoided if you are fast enough. The standard sidearm of the Geonosian soldier uses oscillators to produce a devastating sonic blast. The energy is enveloped in a plasma containment sphere shaped by emitter cowls that channel the sonic beam.

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Two-Handed

Weapon Type: Sonic

Skill: Ranged

Damage: 5-40

Causes temporary deafness on successful hits imparting a -5% chance for opponent to hit for remainder of battle.

 

Stun Setting

 


 

DC-15 Clone Rifle

1950 Credits

Perception check: Moderate (100)

This Rifle has been made to in order of the Clone Factories on Kamino. There are two types the Blaster and the rifle, these guns create a charged plasma bolt using small amounts of Tibanna gas. This frees the Clone Trooper from caring projectile ammunition. But plasma bolts cause instability when shot. The Tibanna gas replaceable cartridge has about 500 shots depending on the weapons setting. Power charge magazines supply the gun with energy to hyper-ionize the gas into charged plasma in an igniter chamber. The resulting bolts are accelerated out of the gun electro magnetically.

This large rifle is carried in two hands and is very heavy. A clone trooper is trained to hold this rifle and carry it around. To prevent dangerous heat buildup, the DC-15's cooling coils force-feed a liquid cooling agent called freelol through an intricate capillary system that carries heat away from vital components and into the forward vent capcitator.

The range and damage of the rifle depends on the settings. But it can take out a Trade Federation Droideka or Super Battle Droid with one shot. The sniper scope is mounted on the bottom of the rifle and doubles as handhold. It can also be mounted on top of the gun and also on top of the DC-15 Blaster.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 15-45

If one round used to aim may fire in the following round with +15% to hit bonus.

 


 

Sporting Blaster Rifle

1450 Credits

Perception check: Moderate (100)

 

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10% chance of inflicting severe wounds for each successful hit.

If one round used to aim may fire in the following round with +15% chance to hit bonus.

Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 10-25

 

 


 

Security S-5 Blaster Pistol

1350 Credits

Perception check: Moderate (100)

 

A Naboo Security S-5 Blaster carried by members of the Royal Security Forces. A small grappling hook can be attached to the pistol, converting it into an ascension gun. The hook's claws embed into almost any surface, and when the pistol's built-in cable retracts, the blaster is capable of hoisting its wielder. In addition, the security blaster can fire blaster bolts, rapid fire for a few seconds, sting charges and anaesthetic micro darts. Queen Amidala, Captain Panaka, and their troops use ascension guns to gain entry into the Theed palace after it was captured by the Trade Federation.

 

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-25

Can fire Sting charges and Anaesthetic micro-darts instead of blaster bolts when equipped with them.

Anaesthetic Micro-Dart

350 Credits for 3 darts

70% percent chance of stunning an opponent on a successful hit or else inflicts -10% penalty on opponent's ability to hit for remainder of battle

Sting Charge

 

Miniature explosive which detonates after penetration

250 Credits for 3 darts Damage: 20-25

 


 

ELG-3a Blaster Pistol

650 Credits

Perception check: Moderate (100)

The ELG-3a Naboo Royal Blaster is the predecessor of the Sporting Blaster. They are short-range pistols often used for personal defense only. The Naboo civilian population and the royal figures use them.

They are also standard issue on Naboo Royal Cruisers and Starships. They are of a small size and can be hidden in small spaces, like the throne of the Queen in the royal throne room. It is a very simple but elegant weapon. This smooth weapon is a puls firing weapon that is considered light next to the Security S-5 Blaster used by the Security staff. But a direct hit at the right place could be fatal.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-15

10% chance of inflicting severe wounds for each successful hit.

 


 

DC-15 Clone Blaster Pistol

600 Credits

Perception check: None

This gun has been made to in order of the Clone Factories on Kamino. There are two types the Blaster and the Rifle, these guns create a charged plasma bolt using small amounts of Tibanna gas. This frees the Clone Trooper from caring projectile ammunition. But plasma bolts cause instability when shot. The Tibanna gas replaceable cartridge has about 500 shots depending on the weapons setting. Power charge magazines supply the gun with energy to hyper-ionize the gas into charged plasma in an igniter chamber. The resulting bolts are accelerated out of the gun electro magnetically.

This hand pistol is used with one hand. To prevent dangerous heat buildup, the DC-15's cooling coils force-feed a liquid cooling agent called freelol through an intricate capillary system that carries heat away from vital components and into the forward vent capcitator.

The clone trooper uses the pistol in case his rifle is jammed or broken and is used in close combat situation.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-25

 

 


 

Cortosis Weave

2000 Credits

Perception check: Very Difficult (250)


Weaving cortosis metal into a melee weapon makes it resistant to the energies of lightsabers.

 

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Upgraded weapon cannot be destroyed with a lightsaber.

 


 

Sniper Scope

1125 Credits

Perception check: Moderate (100)


Using a scope often adds accuracy to one's shot.

 

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The Sniper Scope upgrades rifles only.

When using a weapon upgraded with a sniper scope the character receives +10% to hit his opponent after a round spent aiming.

 


 

Ryyk Blade

2000 Credits

Perception check: Difficult (200)

Ryyk blades are the traditional hand weapons carried by the Wookiees of Kashyyyk. Essentially long machetes, they consist of sharpened blades with hide-wrapped grips. Specific blade and handgrip designs vary from clan to clan, and each warrior often etches personal markings into his or her blade.


A Wookiee's ryyk blade is a prized possession and, like a bowcaster, is believed to be something akin to an extension of his or her being, representing the warrior's courage, strength, and honor. Any Wookiee who manages a successful hunt using only a ryyk blade is regarded great respect by his or her clan mates.


Although ryyk blades weigh at least fifteen kilograms, Wookiees can use them to make slashing attacks at blinding speed. Wookiee combat styles emphasize brute strength over finesse, but warriors wield these weapons with great precision, wasting no strength or motion: They are deadly opponents in combat.


The ryyk blades were first developed when the Wookiees were still technologically primative. The Wookiee clans lived in the uppermost branches of Kashyyyk's trees, but hunting parties often ventured to the dangerous lower levels of the jungles, using their ryyk blades to carve paths and create intricate networks of vines for swinging from tree to tree. Before the development of bowcasters, hunting parties relied solely on spears and ryyk blades to feed their clans and protect their villages.

 

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One-Handed for Wookies
Two handed for everybody else

Weapon Type: Physical

Skill: Melee

Damage: 15-40

20-40 if melee XP is over 250

Armor Strength

5 vs. physical

 


 

Ryyk Kerarathorr Blade

2500 Credits

Perception check: Difficult (200)

This was a modified form of the ryyyk knife used by the Wookiee race. Instead of having the blade mounted inline with the handle, the ryyyk kerarthorr had its handle mounted at a ninety-degree angle to the blade. In this way, a Wookiee warrior could wield a pair of these blades held close to his or her body.


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One-Handed

Weapon Type: Physical

Skill: Melee

Damage: 15-35

No -5% to hit penalty if two are used.

 

Armor Strength

5 vs. physical

 


Blastech DL-18 blaster pistol

600 Credits

A sleek, hand-held blaster built by Blastech. They were quite plentiful during the later years of the Empire, and often found their way into the hands of the Alliance. One of the many places that saw a flood of DL-18s was the planet Tatooine where the weapon earned the nickname "Mos Eisley Special."

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-25

 


Imperial Arms 22T4 blaster pistol

850 Credits

Perception check: 100

A An Imperial Arms hold-out blaster, the 22T4 was rigorously tested before being supplied to Imperial Security Bureau agents and Scout Troopers as a personal sidearm. No civilian models of the 22T4 were built, and every blaster produced had a specially-coded serial number placed on the actuating module to prevent tampering.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-25

 


 

Merr-Sonn DEMP ion gun

1650 Credits

Perception check: 100

Manufactured by Merr-Sonn for the Empire, the anti-Droid ElectroMagnetic Pulse gun is used to disable droids. The pulse is modified to penetrate a droid's shielded circuitry and "stun" it. The pulse had little or no effect on most life forms.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 50% chance to stun a droid

 


 

Czerka Vibroknucklers

700 Credits

Vibroknuckelers are similar to the more primitive brass, and spiked fist enhancements. They power pack connected to a set of rings that slip on the wearers fingers is concealed inside the palm of the hand. A blade connected to the rings vibrates incredibly fast and and can then cause more damage than just a normal punch.

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Two-Handed

Weapon Type: Phyical

Skill: Melee

Damage: +5 fist damage

Special: Lightsabers cannot strike this weapon without hitting the wearer so all attempts to strike the weapon strike the wearers instead.
If being used, cannot use any other weapon save 0 handed ones. Other bonuses such as Dark Sider + 10 melee applies.


 

Merr-Sonn Model JI "Happy Surprise"

600 Credits

Perception check: 100

This blaster is concealed inside a human sized hand. The blaster is completely held within a closed fist. The trigger is near the inside of the thumb and when pressed emits the bolt from between the index and middle finger. It is small and fragile and the emition shows this. It is commonly used as weapon for assasinations of important figures or for retribution after a bad game of sabaac. This weapon is almost useless against armored foes however and doesn't see much use in the military.

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One-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 5-15

Cannot be noticed in an RP without a successful PER check of 100. If the character who failed to notice it is attacked with the Merr-Sonn Model J1 "Happy Surprise: Palm Blaster than he/she takes +5 Damage in the first round.


Blastech A280 longblaster

1250 Credits

Perception Check: 100

One of the best armor-piercing blasters produced during the Galactic Civil War, the Blastech A280 rifle is reputed to be able to cut a fully-armored stormtrooper in half. This weapon is standard issue to most New Republic infantry and Spec Ops units.

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Two-Handed

Weapon Type: Energy

Skill: Ranged

Damage: 20-40

 

 


Wrist Dart Launcher

1000 Credits

 

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Zero-Handed

Weapon Type: Energy

Skill: Ranged

Can fire 1 dart per round

Darts: Poison Darts, please read this.

Anaesthetic Micro-Dart

350 Credits for 3 darts

70% percent chance of stunning an opponent on a successful hit or else inflicts -10% penalty on opponent's ability to hit for remainder of battle.

Sting Charge

 

Miniature explosive which detonates after penetration

250 Credits for 3 darts Damage: 10-15

Poison Micro-Dart, Level 1 Poison

 

The most common dart on the market. It is mostly used by those who wish to have the target suffer a fair bit but still survive. There is a small chance of an allergic reaction to the poison which may result in death.

500 Credits for 1 dart Damage: 5-10 per round

-5% to all actions if hit
5% to deal severe wounds on impact

Devaronian Blood-poison Micro-Dart, Level 2 Poison

 

A poison made by a rare and unusual gemstone. The gems are ground up into a solution which is coated onto the darts. These darts will cause a lingering pain for weeks if not treated immediately.

800 Credits for 1 dart, 150 perception check Damage: 15-20 per round
-10% to all actions if hit
10% to deal severe wounds on impact

Poison Micro-Dart, Level 3 Poison

 

A basic dart coated in a common but deadly poison of choice by the user.

1400 Credits for 1 dart, 250 perception check Damage: 25-35 per round
-15% to all actions if hit
30% chance to deal severe wounds on impact.

Saber Micro-Dart, Level 4 Poison

 

These darts are created by the Kaminoans. They are perhaps the most efficient of all known darts in releasing their toxin/poison into the blood stream of the target. The poisons used with these darts are focused on killing the target rapidly, preferabily on impact, instead of a slow suffering death.

3000 Credits for 1 dart, 350 perception check Damage: 25-50
-15% to all actions if hit
50% chance to deal severe wounds on impact
30% chance to deal Near-Death wounds on impact

 

Optional Chart and Dart Info

The attacker may use a poison that offers the target a chance to 'overcome' the poison without medical treatment. If this is not used, the poison may be cured by an Antidote Kit for that level or higher, bacta tank, or by a Jedi. All damage and penalties remain till a cure is administured. As a side effect of the x% to deal X wounds on impact, if this is successful, then no per round wounds will occur!

Level 1 Poison: 100 melee check

Level 2 Poison: 150 melee check

Level 3 Poison: 200 melee check

Level 4 Poison: 250 melee check

Level 5 Poison: 300 melee check