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. |
|
| Roll | Time to Change Pod |
| Easy | 5 rounds |
| Moderate | 4 rounds |
| Difficult | 3 rounds |
| Very Difficult | 2 rounds |
| Heroic | 1 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 CLIPS | CAPACITY |
| 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 |
|