Part One | Part Two | Part Three | Part Five | Part Six



Melee Weapons | Thrown Weapons | Archaic Weapons | Firearms | Missle Weapons | Missle Weapon Ammo | Stun Weapons | Blasters | Special Weapons/Tools | Accessories: Firearms | Accessories: Modern Weapons | Ammunition: Archaic Weapons | Amunnition: Firearms | Ammunition: Blasters

To be used during Character Creation and as a Reference afterward

MELEE WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. PALANDRIX PERSONAL PROTECTION GEAR POWER CANE
A. SELF PROTECTION CANE 2,F-X 400 1D-5D/STR+1D 2
Skill: Melee Combat: Power Cane. For complete information on this item see datasheet one at the end of this section.
2. CLUBS
A. STRD, WOOD 2 10 STR+1D 1
B. BONE 2 15 STR+1D .8
C. TRABINIUM 2 35 STR+1D+1 .6
Very light steel alloy.
3. TOGORIAN YIL TRIBE SCIMITAR
A. SCIMITAR 2,F(R) 8500 STR+2D/4D stun 3
Skill: Melee Combat: Togorian Scimitar. For complete information on this item see datasheet two at the end of this section.
4. STAFF
A. STRD, WOOD 2 10 STR+1D 1
B. BONE 2 15 STR+1D .8
C. TRABINIUM 2 40 STR+1D+1 .6
Very light steel alloy.
5. GADERFFII
A. STRD 2 50 STR+1D 2
6. SANCRETTI ARMS & MUNITIONS, INTERSTELLAR RODIAN CRYOGEN WHIP
A. CRYOGEN WHIP 2,F-X 350 STR+1D/4D stun 1.5
Skill: Melee Combat. For complete information on this item see datasheet three at the end of this section.
7. WHIPS
A. STRD 2 20 STR+1 1
B. STRD WITH SPIKED TIPS 2 30 STR+2 1.2
C. MONOFILAMENT 2,F 100 STR+1D+2 .8
Does not affect armor above Light Corellian.
8. HATCHETS
A. STRD 2 35 STR+1D 2
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 500. Can be sensor proofed for an extra 1500.
A. M-HATCHET 4,F 150 STR+2D "
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 700. Can be sensor proofed for an extra 2000.
9. AXES
A. STRD 2 75 STR+1D 3
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 500. Can be sensor proofed for an extra 1500.
B. RODIAN COMBAT BLADE 2 3000 STR+2D "
THRUSTING POINT IN TIP N/A N/A STR+1D N/A
Comes with a self-sharpening sheath. .2 meter secret area in handle, chronometer and compass can be added to the hilt for an extra 900. Can be sensor proofed for an extra 2500.
C. NORDIAN LASER LX 3,F 8000 STR+3D "
Comes with a self-sharpening sheath. Has a .2 meter secret area in handle, chronometer and compass can be added to the hilt for an extra 700/1400. Can be sensor proofed for an extra 3000/6000.
10. BAYONETS
A. STRD 2 75 STR+1D .1
Comes with a self-sharpening sheath.
B. BAYOFILL AZ-36 4,F 200 STR+2D+1 .1
Monofilament edge.
11. SWORDS
A. STRD 2 75 STR+1D 3
B. KATANA 2 100 STR+1D+1 "
C. SCIMITAR 2 150 STR+1D+2 3.5
D. FALCHION 2 200 STR+2D 3.8
E. BARAB FILAMENT 3,F 275 STR+2D+1 3
Monofilament edge.
12. VIBROAXES
A. STRD 2,R 500 STR+3D+1 2
B. VK-12 3,R 700 STR+3D+2 2.25
C. BARAB VANX 3,R 900 STR+4D 2.5
D. NORDIAN THRASHER 4,R 1100 STR+4D+1 2.75
13. VIBROBLADES
A. STRD 2,F 250 STR+3D 2
B. KL-347 2,F 300 STR+3D+1 2.2
C. BARAB ZZAHRIN 3,R 400 STR+3D+2 2.4
D. CORELLIAN EDGE 3,R 500 STR+4D 2.6
E. NORDIAN SLASHER 4,X 750 STR+4D+1 2.8
F. ZENTARIAN GORE-TKM 4,X 900 STR+4D+2 "
14. VIBROBAYONETS
A. STRD 2,F 300 STR+1D+2 .5
B. HINDER-6 2,F 350 STR+2D .6
C. CORELLIAN BITER 3,F 400 STR+2D+1 .7
D. ZENTARIAN DELLAC 12 3,R 500 STR+2D+2 "
E. NORDIAN BINDER 4,R 750 STR+3D .8
15. VIBRO-SHIVS
A. STRD 2,F 200 STR+1D .2
B. RODIAN KILTER 2,F 250 STR+1D+1 "
C. BARAB DART 2C 2,F 300 STR+1D+2 "
D. KASHYYYK FIRETOTE 2,F 350 STR+2D .4
E. CORELLIAN LFK 3,F 400 STR+2D+1 "
F. ZENTARIAN TR-219B 3,R 500 STR+2D+2 "
G. NORDIAN STINGER 4,R 750 STR+3D "
16. FORCE PIKES
A. STRD 3,R 500 STR+3D 3
B. VZ-TREXTER 3,R 700 STR+3D+1 "
C. BARAB KRAIELER 3,R 900 STR+3D+2 "
D. NORDIAN DISTER 4,R 1100 STR+4D 3.4
E. ZENTARIAN K-PIKE 4,X 1500 STR+4D+1 "
17. VIBROCLAWS
A. T1-X98 2,F(R) 500 STR+2D+1 .6
Skill: Melee Combat: Vibroclaws. Difficulty: 5. Length: .1 meters
18. VIBROGAUNTS
A. VBG-1X 2,F 200 STR+2D+2 1
Skill: Brawling, Difficulty: 10, Length: .1 meters, Notes: Adds +2D to climbing. May add a bonus to gripping an opponent or object, at the GM's discretion. Technically classified "Recreational Enhancement Equipment" these items just happen to work very well as offensive weapons. Gauntlets designed with servo enhancers to boost hand strength, and vibroblade talons on each finger, they were designed to assist in recreational climbing. Of course it's totally coincidental that they also assist in tearing someone's heart out of their chest. Very popular among the criminal element.
19. LUE-SANGS
A. STRD 3,R 350 STR+2 4
B. AK-26T CATCHER 3,R 400 STR+1D "
C. WENTAK 800 3,R 450 STR+1D+1 "
D. JERGIUR K490 3,R 500 STR+1D+2 "
E. BARAB JARKIRIE 3,R 600 STR+2D "
F. RODIAN BANDERKRIN 3,X 700 STR+2D+1 "
G. NORDIAN GAMBER WL-15 4,X 850 STR+2D+2 "
All versions can disarm an opponent on a Difficult or opposed Melee Combat roll.
20. NUN-CHUCKS
A. STRD 2 30 STR+2 .8
B. STUN-CHUCKS 2,F 100 STR+1D (Stun) 1
Stun damage only. Charge lasts for 2.5 hours of continuous use.
C. SHOCK-CHUCKS 2,F(R) 200 STR+2D 1.2
User must wear special gloves while using or will take more damage than the target. Gloves are included in the price.
21. SABRASHI Bio Chemical DETERRENTS, Inc., FSI-200
A. FEAR STICK 2,F 600 2D+ special .5
Skill: Melee Combat: Knife. Refills cost 50. For complete information on this item see datasheet four at the end of this section.
22. XANA EXOTIC ARMS MSW-9 MOLECULAR STILETTO
A. MOLECULAR STILETTO 2,R-X 400 STR+2D .5
Skill: Melee Combat. For complete information on this item see datasheet five at the end of this section.
23. YALANDROSS PowerMasters JENGARDIN MILLENNIAL WARRIOR DOUBLE-BLADED VIBROBLADE
A. DOUBLE VIBROBLADE 2,F-X 6000 STR+4D+1 2.5
Skill: Melee Combat: Vibroblade. For complete information on this item see datasheet six at the end of this section.
24. TALEX-DELCOR SKE/4 BALLISTIC KNIFE
A. BALLISTIC KNIFE 2,R 70 See Below 2
Skills: Melee Combat: Knife, Missile Weapons: Ballistic Knife, Thrown Weapons: Knife. Range (fired): 2-4/10/15 (thrown): 2-3/5/10. Difficulty (melee weapon): 5. Damage (melee): STR+2, (thrown): STR+2, (fired): 3D.
Notes: This is a standard, ceramic composite fighting/throwing dagger, with a twist. It may be used normally, but it may also be used as a silent ballistic weapon. By grasping the butt cap and twisting to the right 90 degrees, you unlock the blade retention spring and extend the trigger out from behind the cross guard. Just point and pull. When the spring breaks, it contains nearly 100kg of stored force, which all goes into hurling the knife blade.

THROWN WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SPEARS
A. STRD, WOOD 2 60 STR+1D+1 3
B. BONE 2 75 STR+1D+1 2.5
C. TRABINIUM (Very Light Steel) 2 100 STR+1D+1 "
May also be used as a melee weapon. Hollow area in handle .5 meters long. A vibro tip (Damage increases to +2D, Affects armor) can be added for an extra 200.
2. THROWING KNIVES
A. STRD 2 35 STR+1 .5
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 20.
A. STRD IMPROVED 2 70 STR+2 .6
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 20.
A. VIBRO THROWING KNIFE 2,F 150 STR+1D .8
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 50.
A. VIBRO THROWING KNIFE D3+ 2,F 150 STR+1D+1 1
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 50.
A. NORDIAN VIBRO THROW 2,R 275 STR+2D 1
Comes with a self-sharpening sheath. Secret area in handle, chronometer and compass can be added to the hilt for an extra 80.
3. BOLOS
A. STRD 3,R 50 2D+2 1
Entangles target on a Difficult Thrown Weapons roll. Difficult Strength roll to break free.
B. SPIKED 3,R 150 4D 1
Entangles target on a Difficult Thrown Weapons roll. Difficult Strength roll to break free.
C. EXPLODING 4,X 1500 5D (see below) 1
Entangles target on a Difficult Thrown Weapons roll. Difficult Strength roll to break free. If a called neck shot hits, it will blow off the beings head unless damage is extremely low. On a 1 on the Wild die they will explode in the hand of the thrower.
4. MOTURIAN ENERGY DISKS
A. STRD (5) 3,X 6000 5D (See below) 1
Moderate Thrown Weapons or opposed roll needed to hit. Pins target to nearest wall or object. Difficult Strength roll needed to escape. May be retrieved and used again (up to 10 times, in most cases).
B. KAYSON's ZIPPER-Z (5) 3,X 8000 5D+2 (See below) 1
Moderate Thrown Weapons or opposed roll needed to hit. Pins target to nearest wall or object. Difficult Strength roll needed to escape. May be retrieved and used again (up to 10 times, in most cases).
5. CHARENDOHL EXPORTS, LIMITED CHESTRASHI VOID SPEAR
A. BIOLOGICAL SPEAR 2,F-X 5000 STR+1D+special 3
Skill: Thrown Weapons. For complete information on this item see datasheet one at the end of this section.
6. RHESHALVA INTERSTELLAR ARMAMENTS REPULSOR RODIAN THROWING-RAZOR
A. REPULSOR BLADE 3,F-X 3000 (pair) STR+1D+2 1.5
Skill: Thrown Weapons: Rodian Throwing-Razor. For complete information on this item see datasheet two at the end of this section.

ARCHAIC WEAPONS AND FIREARMS

ARCHAIC WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. BLACK POWDER PISTOL
A. STRD 2 200 2D+2 2.5
2. MUSKET
A. STRD 2 250 3D 4.5

FIREARMS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SLUG THROWERS
A. STRD 2,R 275 3D 2
B. AV-10 2,R 325 3D+1 "
C. TANDOR 27F 2,R 400 3D+2 "
D. LUKKOZYAN VI 2,R 500 4D "
E. RODIAN YKUMANDER 2,R 600 4D+1 "
F. BARAB HUNTER 3,R 700 4D+2 "
G. ZENTARIAN TEGRIAN 12 3,R 850 5D "
NOTE: Clips for standard ammo can hold up to 50 rounds. Clips for special rounds (5D+ damage) can only hold 25 rounds.
2. AUTO SLUG THROWERS
A. STRD 2,R 350 3D+2 2.5
This weapon fires three-rnd bursts as well as two shot bursts (3D damage). Mode must be set.
B. BARAB JUSTICATOR 2,R 450 4D "
This weapon fires three-rnd bursts as well as two shot bursts (3D damage). Mode must be set.
C. RODIAN GRAXEN 12 2,R 550 4D+1 "
This weapon fires three-rnd bursts as well as two shot bursts (3D+1 damage). Mode must be set.
D. NORDIAN DXR-67 2,R 700 4D+2 "
This weapon fires three-rnd bursts as well as two shot bursts (3D+2 damage). Mode must be set.
3. RIFLES
A. STRD 2,R 300 3D+1 3
B. JINRIIR KAT3 2,R 350 3D+2 "
C. RODIAN FEKINAAL 2,R 450 4D "
D. BARAB HYVEX ZTC-56 2,R 550 4D+1 "
E. ZENTARIAN CALKOR W15 2,R 700 4D+2 "
F. KELEKIAN GH-34B 2,R 850 5D "
G. NORDIAN RANGER K12 2,X 1000 5D+1 "
4. SUBMACHINE GUNS
A. STRD 2,R 600 4D 3.5
This weapon can be set to Burst Fire which fires three rounds and does base Slug Thrower damage (3D)
B. BARAB DUNDOLLER 2,R 800 4D+1 "
This weapon can be set to Burst Fire which fires three rounds and does base Slug Thrower damage (3D).
C. RODIAN FHR-WE12 2,R 1000 4D+2 "
This weapon can be set to Burst Fire which fires three rounds and does base Slug Thrower damage (3D).
D. KELEKIAN WAX-8 2,R(X) 1200 5D "
This weapon can be set to Burst Fire which fires three rounds and does base Slug Thrower damage (3D+1).
E. ZENTARIAN DKL 1270 2,X 1400 5D+1 "
This weapon can be set to Burst Fire which fires three rounds and does base Slug Thrower damage (3D+2).
F. NORDIAN JUNN-6 2,X 1600 5D+2 "
This weapon can be set to Burst Fire which fires four rounds and does Auto Slug Thrower damage (4D).
5. ASSAULT CANNONS
A. STRD 2,R 1000 5D 6
B. RODIAN KNOCK DOWN 2,R(X) 1200 5D+1 "
C. BARAB GRAHZ 56T 2,X 1400 5D+2 "
D. NORDIAN TAKRHEN 12 2,X 1600 6D "
E. ZENTARIAN Q-BENDER 2,X 2000 6D+1 "
6. RAIL GUNS (slightly longer than a rifle)
A. STRD 2,X 2000 See # 7
Clip holds 50 rounds. Range: 3-100/200/400.
B. ZENTARIAN RAILER 3,X 3000 " 7.5
Clip holds 60 rounds. Ranges: 3-125/250/500.
*ALL FIREARMS DAMAGE LISTED ABOVE ARE WITH STANDARD AMMO. THE DAMAGE INCREASE IS DUE TO HIGHER MUZZLE VELOCITY AND/OR RATE-OF-FIRE. IF USING ANY OTHER AMMO, USE DAMAGE LISTED WITH THAT TYPE.*
7. CZERKA ADJUDICATOR
A. HOLD-OUT PISTOL 2,F-R 300 3D+1 1.5
Wrist clamp magnetic holstering lock costs 50. Ammo (4 rounds) costs 10. For complete information on this item see datasheet one at the end of this section.
8. KELVAREK CONSOLIDATED ARMS DISSUADER KD-30
A. ACID SLUG THROWER PISTOL 2,F 400 3D/3D 2
Ammo (6 rounds) costs 30. For complete information on this item see datasheet two at the end of this section.
9. GOLON ARMS BLISTER BLASTER
A. CHEMICAL SLUG THROWER 2,F-R 300 4D/3D+ 2.2
Ammo (8 rounds) costs 40. For complete information on this item see datasheet three at the end of this section.
10. ORIOLANIS DEFENSE SYSTEMS BLASTER BUSTER
A. ANTI-ENERGY WEAPON 2,F-R 350 3D 3
Ammo (4 rounds) costs 30. For complete information on this item see datasheet four at the end of this section.

MISSILE WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. CROSSBOWS
A. LIGHT 2,F 100 4D 3
B. MEDIUM 2,F 300 5D 4.3
C. HEAVY 3,R 800 6D 7.2
2. BOWS
A. STRD 2 50 3D 2
B. LONG BOW 2,F 100 4D 3
C. COMPOUND 2,R 200 5D 4
3. DART GUN (pistol)
A. STRD (40) 3,R 300 See Ammo 2
B. RODIAN SILENT STRIKE 3,R 500 +1 2.1
Skill: Missile Weapons, Range: 2-10/20/40
C. ZENTARIAN NEEDLER 3,R 700 +2 "
Skill: Missile Weapons, Range: 2-12/24/48
4. AUTO DART GUN (pistol)
A. STRD (40) 3,X 500 +1D (see ammo) 3
Each pull of the trigger fires two darts. There is no separate roll for each dart to hit.
B. ZENTARIAN ADG SLAMMER (40) 3,X 900 +1D+1 3.2
Range: 2-9/18/36. Each pull of the trigger fires two darts. There is no separate roll for each dart to hit.
5. SYNTHEROPE LAUNCHERS
A. STRD 2,F 250 See Below 1.5
Ranges: 3-10/20/30. Wraps around target on a successful hit. Difficult Strength roll to break free. Holds 200 meters of syntherope.
6. NET GUN
A. STRD 2,F 100 See Ammo 3
Ranges: 3-10/25/50
7. MAGNETIC DISC LAUNCHER
A. STRD 4,X 700 See Ammo 2
Holds up to 10 discs. Can program discs to be attracted by certain magnetic signals (+2D to hit) that all beings possess, or just aim and shoot. Will most likely hit throat due to height of launch (for humans).
8. GRENADE LAUNCHERS
A. STRD (Holds 1) 3,X 500 As Grenade
B. A-280 VIPER (holds 2) 3,X 600 As Grenade 3
9. MINI-GRENADE LAUNCHERS
A. LOCRIS SYNDICATES MGL-1 3,F(R) 2500 4D/3D/2D 4
Skill: Missile Weapons; micro-grenade launcher, Ammo: 30 (magazine), Fire Rate: 1, Range: 5-25/100/200, Blast Radius: 0-2/4/6, Fire Control: 1D (requires a free Moderate Perception roll to use. If the character is firing at the same target repeatedly, the character automatically gets the +1D for the second and following shots).
B. LOCRIS SYNDICATES MGL-2 3,R 3000 4D/3D/2D 4
Skill: Missile Weapons; micro-grenade launcher, Ammo: 35 (magazine), Fire Rate: 2, Range: 5-25/100/200, Blast Radius: 0-2/4/6, Fire Control: 1D (requires a free Moderate Perception roll to use. If the character is firing at the same target repeatedly, the character automatically gets the +1D for the second and following shots).
10. ROCKET LAUNCHERS
A. LOCRIS SYNDICATES RDP-12 3,F(R) 1500 See Ammo 4
Skill: Missile Weapons: Rocket Launcher, Ammo: 4 (internal magazine, individually loaded), 20 (external clip), Fire Rate: 1, Range: 3-30/100/300, Blast Radius: 0-1, Damage: 4D (Type-12A); 5D (stun damage; Type-12B). In addition to the stun damage taken from the Type-12B capsule due to the kinetic energy on impact, the character must make a Difficult Stamina roll or be incapacitated by the FGA-583 nerve agent. A successful roll still results in -1D to all actions for the next six rounds (penalties are cumulative for multiple hits). Type-12A clip cost: 200/500/1000. Type-12B clip cost: 250/625/1250.
11. CONCUSSION MISSILE LAUNCHERS
A. STRD (1) 3,X 1000 See Ammo 4
Skill: Missile Weapons: Concussion Missile Launcher.
12. MINI PROTON TORPEDO LAUNCHER
A. STRD (6) 3,X 1400 See Ammo 2.5
Skill: Missile Weapons: Mini Proton Torpedo Launcher.
13. SHOULDER-LAUNCHED ION CANNON
A. STRD (4) 3,X 1200 4D/ionized/fused 4
14. PERSONAL PROJECTILE LAUNCHER
A. BLASTECH CSPL-12 "Caspel" (4) 3,R 1450 See Canisters 3
15. FLECHETTE LAUNCHER
A. GOLON ARMS FC1 2,R(X) 800 See Below and Ammo 5
Fire Rate: 1 maximum per round, Range: 5-25/100/250. Blast Radius for Anti-Personnel: 3-5/10/20. Blast Radius for Anti-Vehicle: target vehicle +5 meters or AP radius if used on personnel.
16. SNARE GUN
A. THALASSIAN CORODEX SNARE 2,F-X 1200 2D stun 4
Ammo: 6, Range: 5-10/25/50. Upon initial contact, the targeted individual must make an opposed Strength roll to avoid entanglement; the snare has a beginning Strength of 3D. Failure results in entanglement. The snare's Strength increases by +1D for each additional round as the filaments continue to constrict and harden. The filaments cause no physical damage. A special formulated dissolving agent degrades the filaments.
17. VAC BLADE LAUNCHERS
A. VAC ATTACK MK-127 2,F(R) 700 5D or 3D 2
Skill: Missile Weapon: Vac Blade Launcher. Blade clips cost 30. For complete information on this item see datasheet one at the end of this section.
18. FROHAD'S GALACTIC FIREARMS MAGNA CASTER-100
A. MAGNETIC MISSILE WEAPON 2,F(R) 2000 6D/5D/4D 4
Skill: Missile Weapons. Quarrel clips cost 150. For complete information on this item see datasheet two at the end of this section.
19. PRAX ARMS PROTECTOR PRP-500 HOLD OUT DART PISTOL
A. ANTI-PERSONNEL WEAPON 2,F-R 250 1D+3D-5D 1
Skill: Missile Weapon: Dart Pistol. Ammo clips cost 40. For complete information on this item see datasheet three at the end of this section.
20. MALAXAN FIREPOWER, Inc., FWG-5
A. FLECHETTE PISTOL 2,F-R 500 3D/5D/4D/3D 3
Skill: Missile Weapons. Ammo clips cost 30. For complete information on this item see datasheet four at the end of this section.
21. PRAX ARMS HB-4 PROJECTILE RIFLE
A. LONG RANGE HUNTING WPN 2,F-R 1500 5D 4.5
Skill: Missile Weapons. For complete information on this item see datasheet five at the end of this section.

MISSILE WEAPON AMMO

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. ARROW TIPS
A. EXPLODING TIPS 3,R 45/tip 4D .05
Blast Radius: 1/2/3
B. DETONITE TIPS 4,X 400/tip 5D+2 .04
Blast Radius: 1/2/4
C. MICRO-THERMAL 4,X 800/tip 6D+1 .06
Blast Radius: 2/3/6
2. DARTS FOR DART GUN AND AUTO DART GUN
A. STRD (40) 2,R 200 3D .03
B. ROCKET DARTS (30) 3,R 400 3D+2 .04
C. EXPLODING ROCKET DARTS (10) 3,X 600 4D .06
3. SYNTHEROPE (per ten meters)
A. STRD 2 20 N/A .2
Difficult Strength roll to break free. Holds 500 kg.
B. TRABINIUM LACED 2 40 " .3
Very Difficult Strength roll to break free. Holds 700 kg.
4. NETS FOR NET GUN
A. STRD 2 40 3D Stun .1
B. SPIKED 3,F 70 3D .2
C. SPIKED, ROCKET 3,R 120 4D .3
5. MAGNETIC DISCS
A. STRD (10) 4,X 350 5D+Special .2
Discs may be coated with almost any poison. Poison is useful for first two targets only. Special equipment required to place any substance on a disc. Coating equipment cost; 4000
6. CONCUSSION MISSILES
A. STRD 3,X 800 7D 2
Range: 5-75/150/400, Blast Radius: 1/3/5.
7. MINI PROTON TORPEDOES
A. STRD 3,X 600 6D 1
Range: 5-60/120/240, Blast Radius: 1/2/3.
8. VAC BLADES
A. STRD (10) 2,R 30 4D .1
B. Vibro-X (10) 2,R 75 5D "
9. PERSONAL PROJECTILE CANISTERS
A. DYE 2 70 N/A .5
Marks terrain in a 10 meter radius. Comes in green, purple, blue, red, yellow and orange.
B. SMOKE 2 100 " "
Marks terrain in a 10 meter radius for 5-10 rounds and obscures vision in a 10 x 10 meter area.
C. T-238 2,F 150 1D "
Causes nausea and incapacity for 5-10 rounds in a 30 meter radius if there is little or no wind.
D. CryoBan 2,F 200 2D "
Causes freeze damage and incapacity for 3-5 rounds in a 30 meter radius if there is little or no wind.
E. PLANK GAS 3,R 300 3D "
A Difficult Stamina roll is required to resist falling unconscious. Causes corrosion and incapacity in a 30 meter radius if there is little or no wind.
F. SPORE/B 3,R 450 4D (Stun) "
Bothan stun spores cause unconsciousness for 3-5 rounds in a 30 meter radius if there is little or no wind.
G. FEX-M3 3,X 650 5D "
A nerve gas that causes death for 1-3 rounds in a 30 meter radius if there is little or no wind.
10. FLECHETTE CANISTERS
A. Anti-Personnel 100 2,R 100 6D/5D/3D 1
B. Anti-Vehicle (Speeder Scale) 3,X 300 5D/4D/3D 1

STUN WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. STUN CLOAKS
A. K PDS, Inc. SVT-300 2,F 1500 5D 1
Skill: Melee Combat. Ammo: 3 before power cell is temporarily depleted; holds a total of 8 charges. Difficulty: Moderate (Easy if target is attacking). Does not work through armor. The stun cloak has a micro cell that recycles in three minutes after the initial three charges are used. The cell can be powered up from any external generator in two rounds. A target must make a Difficult Melee Parry roll or Brawling Parry roll to avoid contact with the cloak. The "K" above stands for Koromondian.
2. SHOCK GLOVES
A. STRD 2 50 3D .1
Can only be used three times before having to be recharged. Does not work through armor.
B. G-SHOCK A 2,F 100 4D .2
Can only be used five times before having to be recharged. Does not work through armor.
C. G-SHOCK B 3,F 200 4D+2 .3
Can only be used six times before having to be recharged. Does not work through armor.
3. SHOCK STICKS
A. AZ-350 FAZE BATON 2,F 200 STR+2D 1.5
If stun charge is off damage is STR+1D. Power pack lasts for three hours of continuous use.
B. MERR-SONN STUN BATON 3,R 300 STR+2D+2 2
If stun charge is off damage is STR+1D+1. Power pack lasts for three hours of continuous use.
4. STUN PISTOLS
A. BlasTech STUN PISTOL 2,F 200 3D 1.5
B. KELEKIAN QL-750 2,F 250 3D+1 "
C. GOLON ARMS L-10s 2,F 350 3D+2 "
D. NORDIAN AXEUM Q9 3,R 500 4D "
All versions do stun damage only. Clips hold 100 shots each.
5. RIOT GUNS, SMALL
A. Strd 2,R 1500 5D+1 4
B. MERR-SONN SR-12 2,R 2000 5D+2 "
C. NORDIAN TX-32 3,R 2500 6D "
D. GOLON ARMS JAX-8 3,X 4000 6D+1 "
All versions have two fire modes: Constant Fire and Full Auto. In Constant Fire mode, each shot fires four blasts. Full Auto fires five blasts. Roll for first shot only; if it hits all remaining shots are at one level of difficulty lower for all targets one meter or less away from first target. All models have a standard kill setting. Ammo: 100, Range: 3-30/60/120
6. RIOT GUNS, LARGE
A. STRD 3,R 1750 6D 40
B. KELEKIAN RE-948 A6 3,R 1900 6D+1 "
C. NORDIAN KLR-12DT 3,X 2100 6D+2 "
All versions have two fire modes: Constant Fire and Full Auto. In Constant Fire mode, each shot fires four blasts. Full Auto fires five blasts. Roll for first shot only, if it hits all remaining shots are at one level of difficulty lower for all targets one meter or less away from first target. All models have a standard (kill) setting. All large riot guns require at least two people to operate and come with a 1D Fire Control system. Ammo: 150. Range: 3-40/80/160.
7. NEURAL INHIBITORS
A. MENNOTOR DAS-430 PISTOL 3,R(X) 4000 3D+1(I)/6D stun 3
Fire Rate: 4, Skill: Firearms: Rail Gun, Ammo: 240 (cost per clip: 750), Range: 3-10/25/50. If neurotoxin achieves unconscious result, victim must make a Difficult Stamina roll after five minutes to revive. Five more minutes, difficulty reduced to Moderate. Two more minutes, difficulty is Easy. Targets 150-300 kg; Moderate Stamina-four minutes, three minutes (Easy) and one minute (Very Easy). Targets 300+ kg; Easy Stamina-two minutes, one minute (Very Easy) and one minute (Very Easy). Toxins must be tailored to each particular species.
B. MENNOTOR DAS-430 RIFLE 3,X 5000 3D+2(I)/6D stun 4
Fire Rate: 4, Skill: Firearms: Rail Gun, Ammo: 240 (cost per clip: 750), Range: 3-20/50/150. If neurotoxin achieves unconscious result, victim must make a Difficult Stamina roll after five minutes to revive. Five more minutes, difficulty reduced to Moderate. Two more minutes, difficulty is Easy. Targets 150-300 kg; Moderate Stamina-four minutes, three minutes (Easy) and one minute (Very Easy). Targets 300+ kg; Easy Stamina-two minutes, one minute (Very Easy) and one minute (Very Easy). Toxins must be tailored to each particular species.
8. ABC (Aural-Biological-Chemical) SCRAMBLERS
A. LORONAR ABX-110 3,R(X) 3000 8D/5D/3D stun 5
Skill: Missile Weapons: ABC scrambler, Ammo: 1 (per pod; each new pod must be attached to tube launcher. Pod cost: 350), Fire Control: 1D+2, Range: 50-200/350/500, Blast Radius: 10/20/30. The launch tube is 1.2 meters long. Each pod takes one minute to change; if the character wishes to rush the change process, he or she must make a Technical roll.
RollTime to Change Pod
Easy5 rounds
Moderate4 rounds
Difficult3 rounds
Very Difficult2 rounds
Heroic1 round
9. Sessian Amaments Concussion Stick Model 1-79
A. Chemical Explosive Weapon 3,F(X) 200 (pair) 5D/4D/2D stun 1
Skill: Melee Combat and Thrown Weapons. For complete information on this item see data sheet one at the end of this section.

MODERN BLASTER WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. HOLD-OUT BLASTERS
A. Merr-Sonn Munitions Q2 2,R 300 3D 1
B. SoroSuub Alpha-6 2,R 350 3D+1 "
C. Barab Grakinn 3,R 400 3D+2 "
D. Kelekian Bender M-10 3,R 450 4D "
E. Rodian Banazar 6 3,R 500 4D+1 "
F. Zentarian Fortex Q-34 3,R 600 4D+2 "
All of the above have a standard clip capacity of 6 shots. Range: 3-4/8/12.
2. SPORTING BLASTERS
A. Defender 2,R 300 3D+1 1.5
B. Merr-Sonn Quick 6 2,R 400 3D+2 "
C. Barab Morgrak 2,R 500 4D "
D. KELEKIAN DKO 2,R 600 4D+1 "
E. RODIAN OHTHWATII 3,R 700 4D+2 "
F. ZENTARIAN AVENGER 3,R 800 5D "
Range: 3-10/30/60.
3. BLASTER PISTOLS
A. BlasTech DL-18 2,R 500 4D 2
B. BlasTech DL-22 2,R 600 4D+1 "
C. MERR-SONN FLASH 4 2,R 700 4D+2 "
D. BARAB PQD-15Z 3,R 800 5D "
E. KELEKIAN TLTT 3,R 900 5D+1 "
F. NORDIAN DERMACEAN PUNCH 3,X 1000 5D+2 "
G. ZENTARIAN LIGHT-50 3,X 1200 6D "
Range: 3-10/30/120. Ammo: 100.
4. HEAVY BLASTER PISTOLS
A. BlasTech DL-44 3,X 750 5D 2.5
B. BlasTech DL-44A 3,X 900 5D+1 "
C. RODIAN HARKORI 3,X 1200 5D+2 "
D. BARAB LAW 36 3,X 1500 6D 2.7
E. ZENTARIAN JINZAC 12 3,X 2000 6D+1 "
F. NORDIAN SAHRFIN 3,X 2500 6D+2 "
G. KELEKIAN RTI-90 3,X 3000 7D "
Range: 3-7/25/50.
5. SPORTING BLASTER RIFLES (Hunting Blasters)
A. HUNTER 2,F 500 4D+1 3
B. TZ-550 2,F 600 4D+2 "
C. GAMMA 6 2,F 700 5D "
D. KELEKIAN JACKAL TK-12 3,R 850 5D+1 "
E. ZENTARIAN GH-TPT 3,R 1000 5D+2 "
Using the folding stock and scope while aiming for one round PC will get an additional +1D to blaster skill roll to hit. Range: 3-40/120/350.
6. BLASTER RIFLES
A. STORMTROOPER ONE 4,X 1000 5D 3
B. MERR-SONN G8 2,F 1200 5D+1 "
C. BlasTech A280 2,F 1400 5D+2 "
D. KINDER 7A 3,R 1600 6D "
E. KELEKIAN J-2000 3,R 2000 6D+1
F. ZENTARIAN KB TL20 3,R 2500 6D+2 "
Range (all): 3-30/100/300.
7. BLASTER CARBINES
A. BlasTech STARSLASHER 3,R(X) 900 5D 2.5
B. QUICKSNAP 36T 3,R(X) 900 5D "
C. KELEKIAN DEAD AIM 2 3,R(X) 1000 5D+1 "
D. RODIAN ZHAN SIX 3,R(X) 1200 5D+2 "
E. KINDER A-17 3,X 1500 6D "
F. BlasTech JX-15a 3,X 2000 6D+1 "
G. BARAB FR-118c 3,X 2500 6D+2 "
Range: 3-25/50/250. At long range, increase difficulty by +5. All models have options that may be added for extra credits: Scope (reduce long rng to medium), shoulder-sling, bipod (+1D to hit when aiming for more than one round), and folding bayonet (STR+1D+2).
8. LIGHT REPEATING BLASTERS
A. MERR-SONN REPEATER 3Z 3,X 2000 6D 10
B. BlasTech AR 56L 3,X 3000 6D+1 "
C. RODIAN GRIZEX S-12 3,X 4000 6D+2 "
D. BARAB KJ-30 3,X 5000 7D "
E. KELEKIAN ROMA 4,X 6000 7D+1 "
Range: 3-50/120/300. All LRB's can mount a Viper A-280 grenade launcher or similar weapon.
9. MEDIUM REPEATING BLASTERS
A. BlasTech MR 3,X 3000 7D 30
B. BARAB RU5L 4,X 4000 7D+1 "
C. RODIAN SARNAKI SEVEN 4,X 5000 7D+2 "
D. KELEKIAN F-DROP 4,X 7000 8D "
E. ZENTARIAN PTX 4,X 9000 8D+1 "
Two men minimum required to operate all of the above. Range: 3-60/175/400.
10. HEAVY REPEATING BLASTERS
A. E-WEB 3,X 5000 8D 40
B. F-WEB 3,X 6000 8D 41
Comes with a defensive energy shield that provides 6D (character-scale) protection.
C. SOROSUUB HR 15S 3,X 7000 8D+1 42
D. BARAB HLO Y90 3,X 8000 8D+2 "
E. RODIAN IGRASUTA 3,X 10,000 9D "
F. KELEKIAN DDT-550 4,X 12,000 9D+1 "
Two men minimum required to operate all of the above. Range: 3-75/200/500.
11. WOOKIEE BOWCASTERS
A. STRD 4,R 900 4D (See E.Q.) 3
12. PULSE RIFLES
A. CORONDEXX VES-700 3,X 5000 6D/5D/3D 4
Ammo: 15 (power pack), unlimited (power generator), super-conducting filaments must be replaced after every 20 shots. Range: 1-10/20/30. Character selects 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 degrees either way of the target take 5D damage; all targets within 30 degrees either way of the target take 3D damage. If the filaments aren't changed when scheduled, roll 2D for the first shot after the "charge 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 damage (Moderate Blaster Repair roll to fix). If the total is 11 or higher, the weapon explodes in the user's hands, causing 9D damage in a two meter radius. Power Packs cost 200 each. Super-conducting Filaments cost 300 each.
13. WRIST LASERS
A. KOROMONDIAN PDS, Inc. RLW-77 3,R 2000 4D 1
Ammo: 15, Range: 3-5/25/50. Use Armor Weapons skill. Can be set to overload (15 second build up) but is non-reversible. Damage: 8D/5D/3D. Blast Radius: 1-2/4/6. Power Pack cost: 100
B. CORONDEXX RLW-80 3,R 2500 4D+1 "
Ammo: 15, Range: 3-6/28/55. Use Armor Weapons skill. Can be set to overload (15 second build up) but is non-reversible. Damage: 8D/5D/3D. Blast Radius: 1-3/5/7. Power Pack cost: 100
C. ZENTARIAN JLQ 15a 3,X 3000 4D+2 "
Ammo: 15. Range: 3-7/30/60. Use Armor Weapons skill. Can be set to overload (15 second build up) but is non-reversible. Damage: 8D/5D/3D. Blast Radius: 1-3/6/8. Power Pack cost: 100
14. PRAX "BLAST AND SMASH" ENERGY RIFLES
A. PRAX ARMS AXM-50 3,F(R) 4500+ 5D//4D/3D/2D 4.5
Ammo: 250 (blaster), 30 (micro-grenade launcher). Fire Rate: 7 (blaster), 1 (grenade launcher). Range: 3-25/50/75 (blaster), 5-25/100/200 (grenade launcher). Blast Radius Grenade Launcher: 0-2/4/6. This blaster/micro-grenade launcher has a computerized fire control system. If the character can make a Moderate Perception roll (free action, no skill use, no penalties), the character can add +1D to hit when the weapon is fired; if the character is firing at the same target repeatedly, the character automatically gets the +1D for the second and following shots. Use of the bi-pod adds +1D to the blaster roll. Bi-pod cost: 250. Micro-grenade magazine cost: 1000. Power pack cost: 100. Backpack power generator (ammo increased to 1000) cost: 500.
B. PRAX ARMS AXM-70 3,R(X) 6000+ 5D+2//4D/3D/2D "
Ammo: 250 (blaster), 30 (micro-grenade launcher). Fire Rate: 7 (blaster), 1 (grenade launcher). Range: 3-25/50/75 (blaster), 5-25/100/200 (grenade launcher). Blast Radius Grenade Launcher: 0-2/4/6. This blaster/micro-grenade launcher has a computerized fire control system. If the character can make a Moderate Perception roll (free action, no skill use, no penalties), the character can add +1D to hit when the weapon is fired; if the character is firing at the same target repeatedly, the character automatically gets the +1D for the second and following shots. Use of the bi-pod adds +1D to the blaster roll. Bi-pod cost: 250. Micro-grenade magazine cost: 1000. Power pack cost: 100. Backpack power generator (ammo increased to 1000) cost: 500.
15. SoroSuub BI-POLAR BLASTER BMC-150
A. DUAL BLASTER CARBINE 2,R(X) 1000 4D or 6D 3
This weapon can mount a bi-pod. Power packs cost 100. For complete information on this item seedatasheet one at the end of this section.
16. MERR-SONN MUNITIONS "INTIMIDATOR" IR-5
A. RAPID-FIRE BLASTER PISTOL 3,X 1250 3D 2.3
Retractable stock costs 200. For complete information on this item see datasheet two at the end of this section.
17. LUXAN PERSONAL ARMAMENTS, Ltd. PENETRATOR MB-450
A. FOCUSED SPORTING BLASTER 2,F-R 600 5D 2.5
For complete information on this item see datasheet three at the end of this section.
18. ATGAR BI/a15 PICKET GUN
A. AUTO REPEAT BLASTER 3,R 5000 6D 15
Skill: Blaster. For complete information on this item see datasheet four at the end of this section.
19. CSA ESPO RIOT GUN
A. BlasTech RIOT GUN 2,R 1500 5D+1 4.5
B. MERR-SONN RG-12 2,R 2000 5D+2 "
C. NORDIAN T-45X 3,R 3000 6D "
D. GOLON ARMS PLT-15a 3,X 4000 6D+1 "
All versions have two fire modes: Constant Fire and Full Auto. In Constant Fire mode, each shot fires five blasts. Full Auto fires six blasts. Roll for first shot only; if it hits all remaining shots are at one level of difficulty lower for all targets one meter or less away from first target. Stack damage if all multiple shots go to one target (base model: three shots = 6D, four shots = 6D+1, etc). All models have a stun setting. Skill: Blaster: Riot Gun, Ammo: 300, Range: 3-30/100/300.
20. SALDORIAN ARMORY CRYSTAL BLASTER RIFLE
A. ANTIPERSONNEL BR CHG-4 3,F or R 2000 Special 3
Skill: Blaster: Blaster Rifle, Ammo: 25, (powerpack), unlimited (power backpack), Power pack cost: 100, Power Generator cost: 500, Fire Rate: 10, Range: 3-15/30/60, Blast Radius: 0-1/2/3, Damage: 2D*1D/1D+2*1D/1D*1D. Game Notes: When this rifle is fired, the blaster bolt goes through a special crystal that disperses the bolt into many tiny ones. These are sent out in a small cone. The target and anyone within a meter gets hit by 2D bolts, within 2 meters by 1D+2 bolts, within 3 meters by 1D bolts. Every bolt does 1D damage. The damage caused by each bolt is added together for a total Damage Number the target must resist.
21. WRIST MOUNTED PULSE BLASTER
A. PULSE BLASTER 4,X 15,000 6D + special 1.5
Skill: Blaster: Wrist Blaster, Range: 5/15/25, Ammo: 25, Ammo Consumption: 1/2/3 (by scale), Damage: 6D/6D/6D. Can do 6D damage at Character, Speeder, or Walker scale. Can be attached to a generator.
22. KAYSON FastShot
A. SELECT FIRE BLASTER PISTOL 3,X 900 3D+2 2
Skill: Blaster: FastShot. Range: 3-25/50/150, Modes: Semi-auto (2 shots) and burst (5 shots) with no penalty, Ammo: 100, Cost of Clip: 25.
NOTES: A compact piece of ordinance, the FastShot is designed to be used by those who need a LOT of firepower in a small package. Although it's bolt is a little under powered by most standards, a burst from this puppy will drop nearly anything at point blank range. As such, it has become popular with some bodyguard organizations and counter-terrorist/hostage rescue teams. Following the basic lines of the traditional blaster pistol, the FastShot differs from the traditional control placement, with the safety being located above the trigger itself, and has ambidextrous levers.

SPECIAL WEAPONS/TOOLS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. LASER CUTTERS
A. STRD 2,R 200 3D+2 1
Maximum cut depth of 18 cm.
B. MERR-SONN KL-167F 2,R 250 4D "
Maximum cut depth of 19 cm.
C. T KRAKK-10 3,R 300 4D+1 "
Maximum cut depth of 20 cm.
D. KELEKIAN RML-A2 3,R 350 4D+2 "
Maximum cut depth of 21 cm.
E. NORDIAN ZYPEX-22Q 3,R 450 5D 1.2
Maximum cut depth of 22 cm.
F. ZENTARIAN JT-7 4,X 550 5D+2 "
Maximum cut depth of 23 cm.
NOTE: The power pack lasts for 2 hours of continuous use (7 hours for normal usage) on all of the above. Recharge rate is 10 minutes. All of the above come with an extra power pack.
2. STOKHLI SPRAY STICK
A. STRD 3,R 2200 6D Stun 3
Ammo: 12, Web canister cost: 500, Range: 2-10/50/100/200. Entangled characters must make an opposed Strength roll to break free (web has a STR of 6D).
3. JAWA IONIZATION GUNS
A. STRD 3,F 600 3D 3
B. MEDIUM 3,F 750 4D 3
C. HEAVY 3,R 925 5D 4
None of the above weapons do permanent damage to droids.
4. M-S ANTI-RIOT TANGLE GUN 7
A. STRD 3,X 300 4D Stun 4
These weapons are similar to Stokhli Spray Sticks. Ammo: 10, Web canister cost: 300, Range: 3-8/30/80/160. Entangled characters must make an opposed Strength roll to break free (web has a STR of 5D).
5. DEMP GUNS (Anti-Droid Electromagnetic Pulse Weapon)
A. MERR-SONN DEMP PISTOL 4,X 1000 3D 2
Ammo: 25, Range: 3-10/30/120
B. MERR-SONN DEMP CARBINE 4,X 1250 4D 2.5
Ammo: 40, Range: 3-25/60/250
C. MERR-SONN DEMP RIFLE 4,X 1400 5D 3
Ammo: 50, Range: 3-30/75/300
Each version, except for the pistol, has three settings. Each setting is 1D/2D less than the maximum.
6. CUTTING BLASTER
A. BLASTECH DL-68 2,F 200 5D 3
Due to the inaccuracy of this weapon, shooter receives a -1D to hit. This weapon takes three hours to recharge if using the Standard Commercial Charger or four if using the Scout Universal Recharger. Blast lasts for 1.5 seconds which allows it to be used as a tree and shrub clearer as well as a weapon.
7. FLAME PROJECTORS
A. FLAME CARBINE 3,R 500 5D+special 2.5
Skill: Flamethrower, Ammo: 10, Range: 3-4/5/7, Fire Rate: 1/2, Damage: 5D (1st rnd, 3D for next five rounds unless extinguished)
B. FLAME RIFLE 3,R 700 5D+1+special 4
Skill: Flamethrower, Ammo: 25, Range: 3-5/7/10, Fire Rate: 1/2, Damage: 5D+1 (1st rnd, 3D for next five rounds unless extinguished)
C. VEHICLE FLAMER 3,R(X) 2000 5D+2+special 6
Skill: Flamethrower, Scale: Speeder, Ammo: 50, Range: 3-7/10/20, Fire Rate: 1/2, Damage: 5D+2 (1st rnd, 4D for next ten rounds unless extinguished)
8. DRIOD RESTRAINING BOLT BLASTERS
A. STRD 2,F 550 +1D/Droid Per. 1.5
One shot from any of the above lasts for 24 rounds.
9. DROID DISABLERS
A. F.E.D.S. DROID IONIZER 2 700 4D stun 3
F.E.D.S. stands for Felebreck Electrical Defense Systems. For complete information on this item see datasheet one at the end of this section.
B. MANDROXAN EDWX-843 2 6D stun "
Ammo: 10, Range: 5-10/30/50, +1D added to the damage for each hit after the first. When hit -1D from all skill and attribute rolls for the next three rounds if the target is stunned; otherwise, the droid is rendered unconscious. A diagnostic overhaul and power-up are required to reactivate the droid.
10. TRI-LASER ENGRAVER
A. OPIRUS PL MODEL KL-543 2,F or R 4000 See Below 1.2
This device is used for engraving personal items but is also perfect for Forgery. Long-term close-up use of this device without proper protective eyewear can lead to temporary visual distress and permanent injury. Causes 3D damage if used as a weapon. Range: 0-.5 meters.
11. FEGEGRISH HEAVY BATTERING RAM
A. STRUCTURAL WEAKENER 2 3500 6D to wall 5
For complete information on this item see datasheet two at the end of this section.
12. AMBERLANDRAX ARMAMENTS SQUIB TENSOR RIFLE
A. TRACTOR BEAM RIFLE 3,F-X 15,000 4D+ 3.5
Skill: Tensor Weapons: Rifle. For complete information on this item see datasheet three at the end of this section.
13. AERAMAXIS PDW-50 IONIC TINGLER
A. CHARGED FIREARM 2,F or R 300 2D + 1D-5D stun .5
Skill: Firearms. Cost of power pack 25. Cost of ammo clip 20. For complete information on this item see datasheet four at the end of this section.
14. ZONE CONTROL REPULSOR GRAPPLING GUNS
A. REPULSOR GRAPPLING PISTOL 2 1000 N/A 1.5
Skill: Firearms. Fits on wrist. For complete information on this item see datasheet five at the end of this section.
B. REPULSOR GRAPPLING RIFLE 2 1200 N/A 3.5
Skill: Firearms: Repulsor Rifle. For complete information on this item see datasheet five at the end of this section.
15. VERPINE SHATTER GUN
A. MAGNETIC ACCELERATOR 3,F-X 30,000 6D 2
Skill: Firearms: Verpine Shatter Gun. Ammo cost is 1000. For complete information on this item see datasheet six at the end of this section.
16. BRISALLON CHEMICAL CONSOLIDATED BIO-TRACTANT REPULSOR
A. ANTI-PERSONNEL WEAPON 2 200 Special 2
Skill: Firearms. Ammo cost for one dose is 5. For complete information on this item see datasheet seven at the end of this section.
17. XERITHIN CHEMICAL COMBINATIONS BGA-900 BIO-GUARD
A. PERSONAL DEFENSE 2,F or R 100 Special 1.2
Skill: Missile Weapons. Ammo cost is 10. For complete information on this item see datasheet eight at the end of this section.
18. PACNORVAL DEFENSE SYSTEMS, Ltd. SIL-50
A. SLEEP INDUCING STUNNER 2,F 2000 5D stun 2.5
Skill: Blaster. Chip cost is 100. For complete information on this item see datasheet ten at the end of this section.
19. TIBRIN KISH'NOL (Exotic Armaments) ISHI TIB CORAL SCEPTER
A. ANTI-PERSONNEL WEAPON 3 1200 3D+1 + Special 4.5
Skill: Archaic Weapons. For complete information on this item see datasheet eleven at the end of this section.
20. BACNOR ARMAMENTS HAND BATON CPD-12
A. ANTI-PERSONNEL DEFENSE 3,F-X 50 4D 1.2
Skill: Blaster. For complete information on this item see datasheet twelve at the end of this section.
21. ZEMPHYR DEFENDERS, Inc. PASSIVE DEFENDER PD-0943
A. BLASTER DISPERSION 3,F or R 600 Special 1
Skill: Missile Weapons. For complete information on this item see datasheet thirteen at the end of this section.
22. IMPERIAL MUNITIONS HEAVY BLASTER/LAUNCHER
A. PROTOTYPE BLASTER/LNCHR 3,X 4600 Special 4.5
Skills: Blaster, Missile Weapons. Range: 3-30/100/300. Damage: 7D (plasma), 4D-8D (grenades), 10D-12D (thermal detonators). Ammo: 25 (plasma), 10 (grenades), 5 (thermal detonators). Only a few of these were ever made.

WEAPON ACCESSORIES AND AMMUNITION

ACCESSORIES

FIREARMS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. BIPOD (for rifle and larger weapon only)
A. STRD 2 50 N/A .5
2. CONCEALABLE HOLSTER
A. STRD 2 20-75 " .2
Adds +3 to target number to notice hidden weapon. For pistol, auto pistol and SMG only.
3. GAS VENT RECOIL SYSTEMS
A. STRD 2,F 50 See below .2
Gives a -1 to the Target # for the first shot only.
B. RODIAN QUEHL TIX 3,F 100 See below .2
Gives a -2 to the Target # for the first shot only.
C. NORDIAN TRANZER-8 3,R 200 See below .3
Gives a -1D to the Target # for the first shot only.
For pistol, auto pistol and SMG only.
4. SILENCER
A. STRD 2,F 100 See below .2
Can only be used on pistols and rifles. Difficult Perception roll to hear at long range. Reduce the difficulty by one level for medium range and by two levels for short range.
5. SOUND SUPPRESSER
A. STRD 2,F 200 See below .5
Can only be used on automatic weapons and must be replaced after every 300 shots. Moderate Perception roll to hear.
6. EXTENDED CLIPSCAPACITY
A. Pistol/SMG/Assault Cannon 2 15/25/40 +5/+10/+15 .05-.15
B. Pistol/SMG/Assault Cannon 2,F 30/40/80 +10/+20/+30 .1-.3
C. Pistol/SMG/Assault Cannon 2,F 50/90/120 +15/+30/+45 .15-.25

MODERN WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. BIPODS (for rifle or larger weapon only)
A. STRD 2 50 N/A .5
2. CONCEALABLE HOLSTER
A. STRD 2 30 " .2
Adds +1D to Perception/Search roll to notice hidden weapon. For Hold-out Blasters, Blasters, Heavy Blasters and Blaster Carbines only.
3. QUICKDRAW HOLSTERS
A. CUSTOM FIT 2 200+ " .3
All holsters are custom made to the owners weapon. Each holster can add from +1 to +2D to a quickdraw depending on the size and shape of the weapon.
4. SILENCERS
A. STRD 2,F 100 See Below .5
Can only be used on blaster pistols and heavy blasters. Must be replaced after every 10 clips. Range of Sound: 3-10/20/30. Difficult Perception roll to hear at long range, Moderate at medium range, Easy at short range, Very Easy at point-blank range. Reduces blaster damage by -1D.
5. SCOPES
A. NOVALESS SONI-OPTICS TARGET IMAGER SONIC TARGETING SCOPE 2 800 N/A 1
For complete information on this item see datasheet one at the end of this section.
B. 1D SCOPE, STRD 2,R 2000 " "
C. 2D SCOPE, STRD 2,R 3000 " "
D. 1D DOT SCOPE 3,X 3000 " "
E. 2D DOT SCOPE 3,X 4000 " "
Scopes cannot be used with Targeting Sensors. All features are extra.
6. TARGETING SENSORS
A. STRD 3,R 200 +1D to Skill .1
B. Draymak TS-X1 4,X 300 +1D+1 to Skill .12
Targeting Sensors cannot be used with Scopes, Silencers or Blast Suppression Systems.
7. BLAST SUPPRESSION SYSTEMS
A. STRD 2,F 200 See below .4
Can only be used on blaster carbines and blaster rifles, and must be replaced after every 10 clips. Range of sound: 3-10/20/40. Lowers weapon damage by -1D+1. Very Difficult Perception roll to hear shot beyond long range, Difficult at long range, Moderate at medium range, Easy at short range, Very Easy at point-blank range.
B. RODIAN SNEAKER 12 3,F(R) 250 See below "
Can only be used on blaster carbines and blaster rifles, and must be replaced after every 15 clips. Range of sound: 3-10/15/30. Lowers weapon damage by -1D. Very Difficult Perception roll to hear shot beyond long range, Difficult at long range, Moderate at medium range, Easy at short range, Very Easy at point-blank range.
8. AMMO BANDOLEERS
A. STRD 2 10 N/A .5
Holds 10 clips for any weapon up to SMG (includes all blasters).
B. TSICREHL TF 2 15 "
Holds 8 clips for any weapon from SMG to Assault Cannon (includes all blasters).
C. ZENTARIAN Q-3 HOLDER 2 25 "
Holds 12 clips for any weapon up to Assault Cannon (includes all blasters).
9. BlasTech RAMTEK
A. PORTABLE CLIP RECHARGER 2,F 750 N/A 2.5
For complete information on this item see datasheet two at the end of this section.
10. CAPRIS TECHNOLOGIES BLASTER TARGET BOARD
A. TARGET PRACTICE BOARD 2 450 " 8
For complete information on this item see datasheet three at the end of this section.
BlasTech BLASTER REPAIR KIT
A. DELUXE BLASTER REPAIR KIT 2 500 " 1.5
Skill: Blaster Repair. For complete information on this item see datasheet four at the end of this section.

AMMUNITION

ARCHAIC WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. SLUGS
A. BLACK POWDER PISTOL (20) 2 40 2D+2 1.5
B. MUSKET (20) 2 45 3D 2
None of the above affect armor of any type except skins.
2. EXPLOSIVE SLUGS
A. BLACK POWDER PISTOL (10) 2,F 75 4D .75
B. MUSKET (10) 2,F 100 4D+1 1
3. ARMOR EFFECTIVE SLUGS
A. BLACK POWDER PISTOL (10) 2,F 120 4D 1.5
B. MUSKET (10) 2,F 150 4D+2 2
None of the above affect armor of any type except light and below.

FIREARMS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. EXPLOSIVE SLUGS
A. A. STRD (10) 3,F 50 5D .5
2. ARMOR EFFECTIVE SLUGS
A. STRD (10) 3,F(R) 100 4D .75
B. H-111 (10) 3,R 150 4D+1 "
C. ATL-57B (10) 3,R 200 4D+2 "
D. RODIAN XE-15K (10) 3,R(X) 250 5D 1
E. ARGOR T50 (10) 4,R(X) 300 5D+1 "
F. ZOR ATROS 1210 (10) 4,R(X) 400 5D+2 "
3. ARMOR PIERCING SLUGS
A. STRD (10) 3,R(X) 200 4D 1
B. DX 1250 (10) 3,R(X) 300 4D+1 "
C. LZ 710 (10) 3,X 400 4D+2 "
D. DET 12 (10) 4,X 500 5D 1.1
None of the above will pierce Zero-G armor, Royal Imperial Guard armor or Storm Commando armor, but is affective against it at -2D. Called Shots will add the damage back if the target number is reached.
E. Blaster X (10) 4,X 600 5D+1 "
F. Poodoo 9 (10) 4,X 750 5D+2 "
4. RAIL GUN AMMO
A. STRD (50) 3,R 400 6D+2 1.5
B. EXPLODING (30) 3,R 600 7D+2 1.8
C. ARMOR PIERCING (20) 3,X 750 5D+1 2
Works on all types of armor.
D. DETONITE TIPPED (20) 3,X 900 5D "
Works on all types of armor. Does Speeder scale damage.
E. PLASMA ENCASED (20) 4,X 1200 7D 1.5
Works on all types of armor. Does Speeder scale damage.
F. MICRO-THERMAL (20) 4,X 1500 7D 1.5
Works on all types of armor. Does Walker scale damage.

MODERN BLASTER WEAPONS

ITEM TYPE LEGAL
CODE
STRD COST DAMAGE (if applicable) WT
1. STANDARD AND EXPANDED BLASTER CLIPS
A. HOLD-OUT BLASTER 2,F 25 6 Shots # .05
B. STRD//SPORTING, PISTOL, HEAVY, CARBINE, RIFLE, HUNTING, LT. REPEATER 2,F 30 100 Shots # .1
# Gun clip fits all indicated weapons and is interchangeable with all others except Hold-Out Blasters. The 100 shot value listed for number 1 is for standard blaster pistols. The number of shots is variable according to what weapon is being used. If Spin-Sealed Tibanna gas is used in a weapon, it will double the normal clip capacity.
2. WOOKIEE BOWCASTER ENERGY QUARRELS
A. STRD 4,R 75 4D/6 Shots .1


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