Weapons

BLASTER WEAPONS

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Blaster Pistols

Imperial A-44 Blaster Pistol
Imperial a 44 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 200 bolts
Range: 3m/9m/15m
Damage: 50 HP
Speed: 2
Notes: Preferred side-arm of Imperial Scouts. RESTRICTED USE.
Imperial A-45 Blaster Pistol
Imperial a 45 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 200 bolts
Range: 3m/9m/15m
Damage: 55 HP
Speed: 2
Notes: Modified Imperial Scout side-arm. RESTRICTED USE.
DE-10 Blaster Pistol
De 10 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 200 bolts
Range: 2m/8m/12m
Damage: 55 HP
Speed: 2
Notes: Found primarily in Outer Rim. NON-RESTRICTED USE.
DH-17 Blaster Pistol
Dh 17 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 250 bolts
Range: 4m/12m/16m
Damage: 55 HP
Speed: 3
Notes: Extremely common blaster side-arm. NON-RESTRICTED USE.
DX-13 Blaster Pistol
Dx 13 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 225 bolts
Range: 3m/10m/15m
Damage: 45 HP
Speed: 3
Notes: Average capacity side-arm. NON-RESTRICTED USE.
K3 Blaster Pistol
K3 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 200 bolts
Range: 3m/10m/15m
Damage: 50 HP
Speed: 3
Notes: Compact and concealable side-arm. NON-RESTRICTED USE.
DL-34 Blaster Pistol
M2 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 275 bolts
Range: 3m/4m/25m
Damage: 65 HP
Speed: 3
Notes: Less powerful cousin of the DL-44. NON-RESTRICTED USE.
M-434 Blaster Pistol
M 434 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 250 bolts
Range: 3m/5m/15m
Damage: 60 HP
Speed: 4
Notes: Cheap, somewhat unreliable weapon. NON-RESTRICTED USE.
SE-14c Blaster Pistol
Se 14 c blaster pistol
Weapon Type: Blaster Pistol
Capacity: 150 bolts
Range: 5m/8m/20m
Damage: 60 HP
Speed: 3
Notes: Less capacity, but accurate weapon. NON-RESTRICTED USE.
Westar Blaster Pistol
Westar 34 blaster pistol
Weapon Type: Blaster Pistol
Capacity: 100 bolts
Range: 5m/8m/20m
Damage: 50 HP
Speed: 2
Notes: Sleek, and elegant side-arm. NON-RESTRICTED USE.

Heavy Blaster Pistols

36T Heavy Blaster Pistol
36 t heavy blaster pistol
Weapon Type: Heavy Blaster Pistol
Capacity: 350 bolts
Range: 8m/20m/35m
Damage: 80 HP
Speed: 6
Notes: Near blaster rifle power, smugglers weapon. RESTRICTED USE
AR-5 Heavy Blaster Pistol
Ar 5 heavy blaster pistol
Weapon Type: Heavy Blaster Pistol
Capacity: 300 bolts
Range: 5m/17m/26m
Damage: 70 HP
Speed: 4
Notes: Semi-accurate, reliable weapon. NON-RESTRICTED USE
CR-2 Heavy Blaster Pistol
Cr 2 heavy blaster pistol
Weapon Type: Heavy Blaster Pistol
Capacity: 280 bolts
Range: 6m/20m/30m
Damage: 75 HP
Speed: 4
Notes: Poor energy tranfer, prone to misfire. NON-RESTRICTED USE
DL-44 Heavy Blaster Pistol
Dl 44 heavy blaster pistol
Weapon Type: Heavy Blaster Pistol
Capacity: 300 bolts
Range: 4m/16m/28m
Damage: 85 HP
Speed: 4
Notes: Powerful side-arm, dependable weapon. NON-RESTRICTED USE
T6 Heavy Blaster Pistol
T6 heavy blaster pistol
Weapon Type: Heavy Blaster Pistol
Capacity: 300 bolts
Range: 3m/15m/25m
Damage: 90 HP
Speed: 5
Notes: Powerful side-arm, unwieldy to most. NON-RESTRICTED USE

Blaster Rifles

A-280 Blaster Rifle
A280 blaster rifle
Weapon Type: Blaster Rifle
Capacity: 1000 bolts
Range: 5m/15m/40m
Damage: 100 HP
Speed: 5
Notes: Standard issue weapon for most militaries. NON-RESTRICTED USE
ARC-99 Blaster Rifle
Arc 99 blaster rifle
Weapon Type: Blaster Rifle
Capacity: 1200 bolts
Range: 5m/15m/30m
Damage: 120 HP
Speed: 6
Notes: Ion-amplified discharge, powerful weapon. NON-RESTRICTED USE
Bowcaster
Bowcaster
Weapon Type: Blaster Rifle
Capacity: 900 bolts
Range: 6m/25m/60m
Damage: 180 HP
Speed: 7
Notes: Legendary weapon of the Wookie. NON-RESTRICTED USE
CK-3 Blaster Rifle
Ck 3 blaster rifle
Weapon Type: Blaster Rifle
Capacity: 1100 bolts
Range: 5m/10m/25m
Damage: 110 HP
Speed: 6
Notes: Short-range weapon, Techno-Union design. NON-RESTRICTED USE
Imperial E-11 Blaster Rifle
Imperial e 11 blaster rifle
Weapon Type: Blaster Rifle
Capacity: 1300 bolts
Range: 6m/12m/30m
Damage: 120 HP
Speed: 4
Notes: Standard issue Imperial Stormtrooper Rifle. RESTRICTED USE
KX-60 Blaster Rifle
Kx 60 blaster rifle
Weapon Type: Blaster Rifle
Capacity: 1300 bolts
Range: 6m/12m/30m
Damage: 130 HP
Speed: 6
Notes: Assault Blasting Rifle, preferred by Galactic Marines. NON-RESTRICTED USE
Rosso-10 Blaster Rifle
Rosso 10 blaster rifle crop
Weapon Type: Blaster Rifle
Capacity: 1200 bolts
Range: 6m/15m/35m
Damage: 110 HP
Speed: 6
Notes: Balance of accuracy and speed. NON-RESTRICTED USE
RX-10 Blaster Rifle
Rx 10 blaster rifle
Weapon Type: Blaster Rifle
Capacity: 1000 bolts
Range: 5m/10m/25m
Damage: 115 HP
Speed: 5
Notes: Standard issue for Imperial Covert Ops. RESTRICTED USE

Heavy & Repeating Blaster Rifles

Imperial DC-15a Repeating Blaster Rifle
Dc 15a blaster rifle
Weapon Type: Repeating Blaster Rifle
Capacity: 1200 bolts
Range: 8m/15m/40m
Damage: 120 HP
Speed: 7
Notes: Standard issue Imperial Rifle. RESTRICTED USE
Imperial DC-15x Sniper Heavy Blaster Rifle
Dc 15x sniper blaster rifle
Weapon Type: Heavy Blaster Rifle
Capacity: 1200 bolts
Range: 12m/30m/60m
Damage: 120 HP
Speed: 6
Notes: Modified long-barrel Imperial Rifle. RESTRICTED USE
Imperial DLT-19 Heavy Blaster Rifle
Dlt 19 heavy blaster rifle
Weapon Type: Heavy Blaster Rifle
Capacity: 1200 bolts
Range: 10m/25m/40m
Damage: 120 HP
Speed: 7
Notes: Standard issue Imperial Rifle. RESTRICTED USE
Imperial DLT-20a Heavy Blaster Rifle
Dlt 20 a repeating blaster rifle
Weapon Type: Heavy Blaster Rifle
Capacity: 1300 bolts
Range: 8m/20m/28m
Damage: 110 HP
Speed: 6
Notes: Commercial cousin of DLT-19, shorter barrel. NON-RESTRICTED USE
Imperial E-12 Repeating Blaster Rifle
Imperial e 12 repeating blaster rifle
Weapon Type: Repeating Blaster Rifle
Capacity: 1200 bolts
Range: 6m/15m/25m
Damage: 150 HP
Speed: 5
Notes: Standard issue Imperial Repeating Rifle. RESTRICTED USE


BALLISTIC FIREARM WEAPONS

With the advent of blaster weapons, ballistic firearms are generally considered primative by modern standards. The military establishment universally prefers the accuracy and lethality of energy-based weapons, making blasters the standard issue weapon throughout the Galaxy. However, ballistic firearms convey a number of advantages: they can be silenced, can be used to overwhelm an oppponent (such as a Jedi), due to lack of energy trail they disorient the target, and firearms are generally easier to produce and maintain than blaster weapons. The basic materials and fabrication processes of modern personal armor deflects damage from ballistic firearms. However, due to the prevelance of blaster weapons, which renders such armor ineffective, less people wear armor that would protect them against ballistic attacks.

Pistols

PX-54 Pistol
Px 54
Capacity: 25 rounds
Range: 3m/8m/15m
Damage: 30 HP
Speed: 2
Notes: Common side-arm. NON-RESTRICTED USE
TK-560 Pistol
Tk 560 pistol
Capacity: 25 rounds
Range: 2m/6m/12m
Damage: 30 HP
Speed: 2
Notes: Common side-arm. NON-RESTRICTED USE

Sub-Machine Guns

HR-5 Sub-Machine Gun
Hr 5
Weapon Type: Sub-Machine Gun
Capacity: 500 rounds
Range: 4m/12m/18m
Damage: 75 HP
Speed: 4
Notes: Uncommon assault firearm, accepts larger caliper ammo. RESTRICTED USE
KV Sub-Machine Gun
Firearm k vector
Weapon Type: Sub-Machine Gun
Capacity: 500 rounds
Range: 6m/15m/20m
Damage: 50 HP
Speed: 3
Notes: Premier tactical firearm. RESTRICTED USE
KV S(uppressed) Sub-Machine Gun
Firearm k vector suppressed crop
Weapon Type: Sub-Machine Gun
Capacity: 500 rounds
Range: 4m/10m/18m
Damage: 50 HP
Speed: 4
Notes: Silenced version of the popular original. RESTRICTED USE

Assault Rifles

HS-11 Assault Rifle
Hs 11
Weapon Type: Assault Rifle
Capacity: 750 rounds
Range: 6m/12m/20m
Damage: 50 HP
Speed: 5
Notes: Standard firearm in general use. NON-RESTRICTED USE
KG-series Assault Rifle
Firearm kg series
Weapon Type: Assault Rifle
Capacity: 750 rounds
Range: 6m/12m/20m
Damage: 45 HP
Speed: 5
Notes: Standard firearm in general use. NON-RESTRICTED USE
RMD-5 Assault Sniper Rifle
Rmd 5
Weapon Type: Assault Sniper Rifle
Capacity: 500 rounds
Range:45m/100m/400m
Damage: 75 HP
Speed: 6
Notes: Experimental ballistic sniper rifle. RESTRICTED USE

Shotguns

HR-68 Shotgun
Hr 68 shotgun
Weapon Type: Shotgun
Capacity: 200 rounds
Range: 2m/6m/12m
Damage: 75 HP
Speed: 5
Notes: Spray-type dispersal, multiple target damage. NON-RESTRICTED USE
OF 235 Shotgun
Of 235 shotgun crop
Weapon Type: Shotgun
Capacity: 300 rounds
Range: 2m/6m/12m
Damage: 75 HP
Speed: 5
Notes: Spray-type dispersal, multiple target damage. NON-RESTRICTED USE

Heavy Ordinance Weapons

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Melee Weapons

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Explosives

Basic explosive devices and detonators are descirbed below. Character must have basic proficiency in the Explosives skill (Explosives +0) to operate or deactivate such devices. General difficulty number for disarming an armed explosive device ranges from 10 to 15, depending on the type of explosive involved.
Detonite Charge and Detonite Tape
Detonite is one of the most stable explosives available in the galaxy in its ideal state, as impact or even fire will not set it off — Only an electrical charge sent through it will detonate the explosives. Detonite tape consists of a roll of small detonite packets on a strip of adhesive tape, allowing it to be quickly put up for precision work in demolitions. (The adhesive will even work under water.) Each roll of 5 meters comes with an electrical detonator which can be set to a timer, or triggered by remote. (It’s also fairly easy to use this for sabotage, putting the detonite tape in a place where an electrical surge going through it — such as powering on a piece of equipment — will set off the detonite.) Detonite tape can be fixed in place typically with a Demolitions check against a DC of 15. Failure means either that the charge wasn’t properly fixed up, and the tape does not go off when intended, or else that it wasn’t properly affixed to the target, and only the blast radius damage of 1d8 is inflicted. Detonite tape is not especially powerful, and is generally meant to be used as a reliable charge to commit acts of sabotage, create (expensive) distractions, or to set off secondary explosions. Disarming detonite tape is as simple as cutting the tape so that a charge can’t complete a circuit through it.
It should be noted that detonite has a shelf life of approximately 10 years, after which it quickly becomes incredibly unstable — unstable detonite can be set off by sparks, static electricity, extreme heat or open flame, ionic discharges, or rough handling. If any character carrying unstable detonite tape is hit by an attack or falls, roll 1d6: on a 1, any detonite tape carried by the character detonates. It is also set off by a Demolitions check failed by 5 points or more
Det-Charges
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Baradium and Baradium Nitrate
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Plasticene Thermite Gel
This is a very specialized type of explosive that generates considerable heat, typically used to burn through metal. It is a white, putty-like material that can be spread over a surface, then ignited. An entire 1 kg block is capable of dealing up to 10d6 damage, ignoring up to 10 Hardness points, burning for three rounds. (Smaller amounts do correspondingly less damage, at 1d6 per round per 100 grams.) Please note that this is localized damage, and that thermite gel does not “explode” as such. A block of thermite gel won’t destroy the target object outright, unless it is fairly small — Rather, this damage is used to calculate its ability to burn through an obstacle (such as a reinforced door), and create an opening. An entire block of thermite gel is capable of covering up to 20 square centimeters (generally sufficient coverage to provide a new “door”, if used to outline the portal to be made). Properly applying and using thermite gel requires a Demolitions check against a DC of 20 — Failure to do so will still inflict noticeable damage to the door, but (at the GM’s discretion) will likely not be focused enough to have the intended effect.
Chepatite Impact Explosive
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Alpha-Plus Charge
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Thorium Charges
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Thermex Charges
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Sapper Charge
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Thermal Well
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Imperial Atmospheric Explosive
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Nergon-14
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T-44 Power Shunt
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Ytterbium
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Permacrete Detonator
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Anti-Gravity Mine
The most commonly found variation on this basic type of anti-vehicular mine is the Sorosuub XG Anti-Gravity Field Mine, originally used by the Empire as part of a routine procedure whenever Rebel activity was suspected in an area with repulsor technology: They would simply round up all registered repulsorlift vehicles and quarantine them, and then assume that any repulsor vehicles still operating in the area belonged to rebels.
On the flip side, members of the Rebel Alliance also used these weapons to good tactical advantage: Rebels equipped with wheeled, walker or hovercraft (non-repulsor) vehicles would make a hit-and-run attack on motorized Imperial forces, then flee through a field of anti-gravity mines. When the Imperials pursued through the field, they discovered too late that they’d run into another trap. The standard “anti-gravity” mine is triggered by any repulsor field active within 3 meters. It is possible for troopers and conventional vehicles to move over this mine without setting it off, so long as they don’t employ any active repulsor technology. Anti-gravity mines still have anti-tampering measures, and it requires a Demolitions check against a DC of 15 to successfully disarm a mine. Failure sets off the mine.
Proximity Mine
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Smoke Grenade
Once triggered, this grenade glows and lets off smoke, making it useful for marking targets for aerial bombardment, or else screening against enemy fire.
Characters caught within the smoke must make Fortitude saving throws (DC 15 + 1 per previous check) each round or spend that round choking and coughing. Heroes who choke for 2 consecutive rounds take 1d6 points of vitality damage. (When vitality is depleted, damage is applied to wounds.) Smoke also obscures vision, giving one-half concealment (20% miss chance) to characters within it or being shot at through the screen of smoke. Darkvision and the special sensory gear of Stormtrooper helmets ignore this penalty.
Smoke grenades can be purchased with different colors, useful for signalling purposes as well.
Flash Grenade
This grenade, when it detonates, causes an ionic discharge that disrupts sensory equipment and temporarily blinds those within the area of effect, and creates a flash visible at a distance. Any character within the area of effect must make a Willpower (not Fortitude) check against a DC of 15 to avoid being blinded by the flash for 2d6 rounds. Characters wearing Flash Goggles get a +2 to their saving throw. Characters with Low-Light Vision have a 2 to their saving throw if the flash grenade is used in an otherwise dark room. Characters using Low-Light Goggles have no bonus or penalty, since the automatic light-adjustment cancels out this sensitivity, but not enough to provide any additional protection. Stormtrooper helmets include flash protection that gives a +4 against blinding from flash grenades. Other gear may provide special bonuses. Blinded characters cannot see at all, and thus everything has full concealment to him. He has a 50% chance to miss in combat. He has an effective Dexterity of 3, along with a – 4 penalty on the use of Strength and Dexterity-based skills. This – 4 penalty also applies to Search and any other skill check for which the GM deems sight to be important. He cannot make Spot checks or perform any other activity (such as reading) that requires vision.
Ion Grenade
This is a grenade form of an ion-based weapon, causing an ionic discharge that scrambles delicate circuitry. It can be set to either cause damaging effects against electric circuitry (in which case it deals damage as listed), or else it can be used to “stun” droids (in which case any droids in the blast area must make a Fortitude check against a DC of 15 or be stunned for 2d6 rounds). This has no effect on organic targets, unless they have electronic components (such as cybernetic limbs). Please note that the use of an ion grenade may have unforeseen side effects in highly technological environments, such as on board starships. (They tend to do nasty things to gravplates, and are generally not good to use around magnetic field generators and containment fields.)
Fragmentation (Frag) Grenade
Grenade explodes sending shrapnel at high velocities to affect a greater radius.
Electronet Grenade
This grenade is the same as a net rocket grenade, except that it includes miniaturized power packs and stun filaments. In addition to entangling targets within its range, it can deliver a stun charge to anyone caught in the net (target must make a Fortitude check against DC 12 or be stunned for 2d6 rounds). A setting on the grenade allows it to be set to stun on impact, or else to be triggered by a remote-control device. The remote-control device has a range of 40 meters, and can be attached to the grenade launcher, allowing the mode of the grenade to be changed without having to manually access the grenade itself.
Net Grenade
This grenade explodes upon impact, shooting out cords of liquid cable rather than shrapnel, quickly forming a net that entangles the target. The damage listed is Bludgeoning damage suffered by the target upon a direct impact. Any character within the burst radius must make a Reflex save against a DC of 15 to avoid being entangled. (Any character actually hit directly by the grenade has no chance to dive out of the way, as that issue has already been settled.) An entangled character suffers a -2 penalty on attack rolls, a -4 penalty to effective Dexterity, and can move only at half speed (and cannot run or charge).
Neutrino Grenade
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Stun Grenade
This device does not detonate, but sets-up on tiny leg stabilizers and emits a stunning effect on at a radius of 5 m.
Grathometer
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Weapons

The Darkness of Dawn quercus