ITEM DMG COST BULK MIN STR NOTES
Axe Str+d8 150 1 d8 -
Baton Str+d6 15 L d6 -
Bayonet Str+d8 50 1 d8 -
Combat gloves Special 150 L d4 Does not count as a weapon for Unarmed Defender
Dagger Str+d4 10 L d4 -
Spear Str+d6 50 1 d6 Reach 1, Parry +1 if used two-handed
Sword Str+d8 150 1 d8 -
ITEM DMG COST BULK MIN STR MODS NOTES
Amphistaff Str+d6 - L d4 - Yuuzhan Vong; Reach 1, Parry +1 if used two-handed, Posion
Atlatl Str+d4+2 50 1 d4 1 Gungan
Contact stunner Special 700 L d4 1 Stun
Datadagger Str+d4 50 L d4 1 -
Felucion skullblade Str+d6+2 1,500 L d6 1 Felucian
Force pike Str+d6+2 500 1 d6 1 Stun
Gaderffi Str+d6 60 1 d6 1 Tusken; Reach 1, Parry +1 if used two-handed
Garrote Special 50 - d4 1 -
Lightsaber Str+d6+8 1,000 L d4 1 AP 12
Lightsaber, crossguard Str+d6+8 4,000 L d4 1 AP 10, Parry +1, can’t be thrown
Lightsaber, dual phase Str+d6+8 3,000 L d6 1 AP 12, can’t be thrown
Lightsaber, guard Str+d6+4 1,500 L d4 1 AP 10, Parry +1, can’t be thrown
Lightsaber, shoto Str+d6+4 800 L d4 1 AP 10
Lightsaber claws Str+d6+4 1,000 L d4 1 AP 10
Lightwhip Str+d6+4 5,000 L d4 1 AP 10
Ryyk blade Str+d10+2 500 1 d10 1 Wookiee
Shockboxing gloves Special 100 L d4 1 Does not count for Unarmed Defender, Stun
Shock stick Str+d4 800 L d4 1 -
Shock whip Str+d4 100 1 d4 1 Reach 2
Stun baton Str+d6 15 L d6 1 Stun
Tehk’la blade Str+d6+2 8,500 L d6 1 Nagai; AP 2, can’t be thrown
Vibroblade Str+d6+2 500 1 d6 1 AP 4
Vibrodagger Str+d4+6 200 L d4 1 AP 2, can’t be thrown
Vibroknucklers Special 200 - d4 1 Does not count for Unarmed Defender
Vibrorapier Str+d4+2 500 1 d4 1 AP 2, Parry +1
ITEM DMG COST BULK MIN STR MODS NOTES
Arg’garok Str+d12+2 150 2 d12 1 Gamorrean
Cesta Str+d4+2 100 2 d4 1 Gungan
Double-bladed sword Str+d6 150 1 d6 1 Parry +1
Dynamic hammer Str+d8 700 1 d8 2 -
Double vibroblade Str+d6+2 700 1 d6 1 AP 4, Parry -1
Electrostaff Str+d4+2 3,000 1 d4 1 Stun
Lightsaber, double-bladed Str+d6+8 2,000 1 d6 1 AP 12
Lightsaber pike Str+d6+6 2,000 1 d6 1 AP 8, Reach 1, Parry +1
Power hammer Str+d12+2 1,500 2 d12 3 AP 2, Parry -1
Vibroaxe Str+d10+2 750 2 d10 3 AP 2, Parry -1
Vibrolance Str+d8+2 550 2 d8 2 AP 2, Reach 1
Vibrosword Str+d8+2 600 1 d8 2 AP 2
Zhaboka Str+d6+2 165 1 d6 2 Zabrak
Though this weapon is a smaller, unpowered version of the vibroaxe, many fringers find a blade on a haft to be indispensable in the wilds of untamed planets. An axe also has the advantage of being legal nearly everywhere, largely because no one thinks to outlaw such a simple tool. Modern versions made of advanced composite materials are common in many explorer's shops, and various species pressed into service by the Empire bring their own traditional axes with them when they are shipped across the galaxy.
Powered by the wielder's brute strength, batons break an opponent's bones, or worse.
When mounted in a rifle, a bayonet allows you to use the rifle as a melee weapon much like a spear. When wielding a rifle with a mounted bayonet, it requires two hands to use.
A bayonet cannot be used on a rifle with a folded stock. A bayonet detached from a rifle is treated as a dagger; a mounted bayonet deals more damage than the dagger because of the added leverage and bulk.
A pair of padded gloves provides extra hitting power thanks to their weight and the materials used to construct them. They provide a +1 bonus to damage with a successful Unarmed attack. Because of how they are worn, combat gloves can't be disarmed or dropped.
While many weapons rely on highly advanced technology, daggers still see wide use. A dagger is completely silent and serves well in close-combat skirmishes.
A common weapon used by hunters and warriors in primitive cultures, the spear is a long wooden pole with a sharp end fashioned from stone or metal. Members of more advanced cultures enjoy using spears for sport, though these weapons are usually constructed out of a durable metal alloy. Spears can be used as thrown weapons.
A weapon of ancient design, the sword is a simple weapon used to deflect incoming melee attacks.
An Amphistaff is a serpentine creature genetically engineered by the Yuuzhan Vong to serve as a weapon. It can become as rigid as stone or as flexible as rope, and it can contract the muscles around its head and tail to form razor-sharp edges. Its tail functions as a spear when rigid (see table). It also has a bite attack that does Str+d4 damage on the opposite end. With a successful bite attack that causes at least a Shaken result, the victim must succeed at a Vigor roll or suffer the effects of Mild Poison.
A Gungan weapon, the atlatl adds speed and power as an extension of a throwing arm, allowing the user to hurl energy ball grenades farther than with just an unaided toss, effectively doubling the range. If forced into close combat, the wielder can use the atlatl as a club-like melee weapon.
Frequently sold as a personal protection device, the contact stunner is a small, inconspicuous weapon, the forward end of which is covered with over a dozen contact disks, enabling it to deliver a concentrated and, therefore, effective discharge when it contacts a target. However, the weapon’s lack of mass makes it less useful for anything other than rendering a target unconscious.
Because of its slender and compact design it is difficult to detect it, providing a +1 bonus to Thievery rolls made to conceal it. A contact stunner requires an energy cell to operate.
A datadagger is an elaborate and decorative code cylinder that contains a hidden weapon. When the wielder twists the hilt, a needlelike blade extends from the socket. Since the blade is so well hidden within the code’s electronics, it is hard to detect, providing a +2 bonus to Thievery rolls made to conceal it.
Used in combat and ceremonies by Force-sensitive shamans on Felucia, skullblades are swordlike melee weapons made from the skulls of local animals. They are similar to crude weapons made by more primitive cultures throughout the galaxy, except for their ability to be imbued with Force energy and (when so imbued) block lightsaber strikes. This is possible because a few creatures on Felucia grow trace amounts of Force-reactive crystal in their bones. Similar to crystals used for the focusing of lightsaber blades, these trace amounts aren't large enough to be harvested for any other use, but do make the skullblades surprisingly effective weapons in the hands of trained Force-sensitive wielders.
Skullblades are considered items of great honor and importance. Although they can occasionally be found on the black market, they are normally available only to those who train with Force Adepts on Felucia.
Force pikes are 3-feet-long poles topped with power tips. A two-setting power dial located near the bottom of the pike allows the user to set the weapon to “lethal” or “stun”. Although primarily a vibro weapon, the force pike also delivers an electrical shock through its tip as a Stun weapon.
A force pike requires two energy cells to operate.
Primarily found in the hands of Tusken Raiders, the gaderffii (also called a gaffi stick) is a pole weapon made from scrap metal. It always features a spike or blade on one end and some kind of bludgeoning instrument on the other. Similar weapons are sometimes carried by the raiders and scavengers of many worlds, especially in places that include old battlegrounds or plenty of discarded junk.
Typically fashioned from a strand of spun durasteel, a garrote is designed to crush the target’s throat and prevent breathing. A garrote requires two hands to use, and any attack made with the garrote is treated as a Grapple attempt. On a Raise the garrote deals an additional Str+d4 damage instead of the normal 1d6.
The effects of a garrote are felt on the target’s turn. At the beginning of the target’s turn, before it can take any Actions, the target must make a successful Vigor roll or take a level of Fatigue.
On a Raise it also does Str+d4 damage.
The lightsaber, simple in design yet difficult to wield and master, features a handgrip hilt that projects a blade of pure energy. The traditional weapon of the Jedi, the lightsaber stands as a symbol of their skill, dedication, and authority.
The blade of a Lightsaber is generated by an energy cell and focused through crystals within the hilt. The saber can cut through most materials (except another lightsaber blade, an energy shield, or a few exotic materials), given enough time. Because only the handgrip has any weight, unskilled users have difficulty judging the position of the blade. The lightsaber’s true potential becomes apparent in the hands of a fully trained Jedi, who can defend and attack with the weapon, deflecting shots or striking opponents with the glowing blade.
A lightsaber requires a lightsaber energy cell to operate.
An extremely rare lightsaber variant that is usually only found in the hands of skilled lightsaber duelists, the crossguard lightsaber (sometimes referred to as a forked lightsaber) has a special hilt that emits two lightsaber blades. The first blade is the standard, full-length blade common to all lightsabers. The crossguard lightsaber also emits a secondary blade, less than a human handspan in length and narrower than the standard blade, at an angle away from both the hilt and the main blade. This secondary blade is used to protect the wielder’s hand from lightsaber attacks that slide down the blade. The crossguard lightsaber also enables the wielder to parry incoming lightsaber attacks between either of the two blades, making it easier to block lightsaber attacks.
The crossguard lightsaber provides a +1 bonus to Parry.
A crossguard lightsaber requires a lightsaber energy cell to operate.
A dual-phase lightsaber is a lightsaber variant that, at first glance, appears to be identical to a standard lightsaber, with a small handle emitting an energy blade about 4 feet long. However, dual-phase lightsabers include a complex array of multiple lightsaber crystals within the handle of the weapon, allowing the user to switch the blade’s length from the standard length out to a length of nearly 10 feet. Dual-phase lightsabers are extremely popular during the days of the Jedi Civil War and the surrounding time periods due to the large number of lightsaber-wielding opponents a Jedi is likely to face. The longer blade setting allows the wielder to keep an opponent at a distance during a duel, but lightsabers on this setting are also more unwieldy, making it difficult to defend against opponents that get up close to the wielder.
In its basic setting, a dual-phase lightsaber functions as a normal lightsaber. As a Limited Free Action, the wielder can switch to the extended blade setting. While on this setting, the lightsaber increases the wielder’s Reach by 1, but the wielder also takes a -2 penalty to their Parry.
A dual-phase lightsaber requires a lightsaber energy cell to operate.
A rare variant of the shoto lightsaber, the guard lightsaber has a second handle that sticks out from the main hilt at a 90-degree angle. It is possible to hold a guard lightsaber by either the main hilt, or the second handle. If it is held by the second handle, the lightsaber blade can be held parallel to the forearm, allowing it to easily be used for blocks.
Because the guard lightsaber is designed to primarily block other lightsabers, its handle is laced with a phrik alloy, meaning that a lightsaber is not able to cut through it easily (it does not ignore armor).
The guard lightsaber provides a +1 bonus to Parry. A guard lightsaber requires a lightsaber energy cell to operate.
Small (Size -1) Jedi favor the shoto lightsaber. Jedi skilled at two-weapon fighting often use the shoto lightsaber as their off-hand weapon of choice.
A shoto lightsaber requires a lightsaber energy cell to operate.
Similar to vibroknucklers, these fit on a hand, over the fingers. A number of openings, typically three, allows for small lightsaber blades to appear, similar to claws.
Lightsaber claws require a lightsaber energy cell to operate.
A lightwhip is similar to a lightsaber in that it emits a beam of energy from its handgrip. The device differs though, in that the “blade” is long and flexible, giving it the properties of a whip. Although a lightwhip has a greater Reach, it lacks the power of a more traditional lightsaber.
On a Raise the Whip causes the target to become either Distracted or Vulnerable instead of doing extra damage.
A lightwhip requires a lightsaber energy cell to operate.
A ryyk blade is a traditional Wookiee blade used for hunting, clearing paths, and (if necessary) combat. The blade is always a broad, curved design, and the handle is wrapped in leather, but the exact style varies from Wookiee to Wookiee. For a non-Wookiee to use a ryyk without having earned the right is an insult to most Wookiees. In fact, Trandoshan slavers often carry ryyk blades from captured Wookiees just to mock them.
A ryyk blade provides a +2 bonus on Survival checks made for basic survival in forest or jungle wilderness.
These gloves are powered gauntlets worn during a shockboxing match. shockboxing gloves protect the wearer’s hands and also deal damage to any character hit by them. Shockboxing gloves have various settings, from lethal to a light shock, as well as a stun setting.
Shockboxing gloves provide a +1 bonus to damage with a successful Unarmed attack. They can be set to stun as a Free Action, acting as a Stun weapon instead of dealing damage. The way they are worn prevents them from being disarmed or from dropping them.
The shock stick is a melee weapon that delivers a stunning blow to the enemy’s senses. Using technology similar to that of a stun baton, a shock stick has the added benefit of delivering its stunning energy in a rapid, overwhelming burst that can completely disable less hardy beings. On a Raise the shock stick causes the target to become either Distracted or Vulnerable instead of doing extra damage.
A shock stick requires an energy cell to operate. Additionally, a shock stick can be mounted on a weapon as a bayonet.
A nasty weapon deemed by many to be unnecessarily painful, the shock whip has been used by warriors throughout the galaxy for generations. Fast and cruel, the shock whip consists of a metal grip from which extend long, thick wires woven together into a single strand. The metal grip houses an energy cell that can send a surge of energy through the shock whip’s cord, issuing an electric shock to the target. On a Raise the whip causes the target to become either Distracted or Vulnerable instead of doing extra damage.
A shock whip requires an energy cell to operate.
A short club with an energy cell in the handle, the stun baton can be activated to produce a stunning charge when it strikes a target, making it a Stun weapon.
A stun baton requires an energy cell to operate.
The tehk'la blade is a handheld weapon in common use throughout Nagai society. Similar in design to vibrodaggers, tehk'la blades are fashioned individually for, and often by, the owner of the weapon. The leading edge of a tehk'la blade is serrated, and vibration inducers cause it to oscillate at several thousand cycles per minute, enhancing its cutting power.
The Nagai fighting style that employs tehk'la blades relies on wounding an enemy, whittling him down until his lack of effectiveness permits a killing blow. The blades are designed to tear and rend as they are withdrawn from stab wounds, making them particularly fearsome in the hands of a trained combatant.
A tehk'la blade requires an energy cell to operate.
The vibroblade is a close-combat weapon favored by soldiers and mercenaries throughout the galaxy. It resembles a short sword with a high-tech look and feel. Vibroblades are Illegal in most urban areas.
A vibroblade requires an energy cell to operate.
Assassins and petty thugs favor the smallest of the vibro weapons, the vibrodagger. A number of civilians carry it for defense. It alone among vibro weapons is subject to very little regulation, since it is viewed as a common tool for crafters and explorers.
A vibrodagger requires an energy cell to operate.
Little more than a casing attached to a set of finger rings, vibroknucklers are favored by thugs and petty thieves, mainly because the weapon can be easily concealed or stored away. The weapon’s nasty surprise, a small microblade that extends slightly beyond the knuckles, is an added bonus. Because of how they are worn, vibroknucklers can’t be disarmed or dropped
Vibroknucklers provide a +2 bonus to damage with a successful Unarmed attack.
Vibroknucklers require an energy cell to operate.
A vibrorapier is designed to have a longer, thinner blade than the standard vibroblade. It is well-balanced and completely silent due to a specialized design that diminishes the ultrasonic pitch that other vibro weapons normally create. Many professional fighters consider the vibrorapier an excellent Weapon and prefer it over a blaster or other melee weapons when stealth is necessary.
A vibrorapier requires two energy cells to operate.
The arg'garok is a rarely seen weapon created by the Gamorrean species and prized by their greatest warriors. The arg'garok resembles nothing more than a huge axe, balanced so that only the strongest and best-trained warriors can use it effectively.
A Gungan weapon, the cesta is a flexible pole used to hurl energy ball grenades, effectively doubling the range. It can also be used as a staff-like melee weapon.
This two-bladed version of the sword allows those proficient in the use of two weapons to take advantage of their skills while wielding only one weapon. Typically the two blades are connected in the middle by a short length of metal, providing a safe place for the wielder to grip the weapon.
The dynamic hammer is intended to be used as a battering ram for breaking down doors, but can be used as a devastating weapon. By using ultrasonic vibration similar to that of a vibroblade, the dynamic hammer pounds a door open by brute force. When used on physical barriers, a dynamic hammer treats the target’s Toughness as 5 points lower than normal.
The double vibroblade is essentially two curved vibroblades attached to a central, twisted hilt. Though difficult to control, when used properly it is an effective close-combat weapon.
A double vibroblade requires two energy cells to operate.
An electrostaff has an electromagnetic pulse generator that discharges upon impact on each end, allowing it to deal blunt-force wounds. If desired, either electromagnetic pulse can be set to stun its target instead. The staff is made of a resilient phrik alloy. Meaning that a lightsaber is not able to cut through it easily (it does not ignore armor).
An electrostaff requires two energy cells to operate.
The double-bladed lightsaber consists of two lightsabers fused at their hilts. These weapons are rare and require even greater skill to wield than single-bladed lightsabers. One or both blades can be ignited at once.
A double-bladed lightsaber requires two lightsaber energy cells to operate.
The lightsaber pike resembles a conventional polearm in many respects. The long handle of the weapon is made of a phrik alloy, meaning that a lightsaber is not able to cut through it easily (it does not ignore armor). At the end of the handle is a slightly shorter and thicker lightsaber blade, which can be activated as a Free Action using a switch farther down the weapon’s haft. A lightsaber pike increases the wielder’s Parry and Reach by 1.
A lightsaber pike requires a lightsaber energy cell to operate.
A power hammer is a durasteel bludgeoning weapon with a small gravity generator located in the head. The user triggers the gravity generator on the downward end of a swing, causing the hammer to hit with more power than the muscles of the wielder can impart to it (though it is difficult for the wielder to swiftly recover from a blow). This results in a weapon that can smash through armored plates or solid rock. Power hammers were originally used by asteroid miners.
A power hammer requires two energy cells to operate.
This powerful vibro weapon features an energy cell that causes the blade to vibrate rapidly when activated. This gives the weapon far greater power than a standard axe, with minimal effort from the wielder.
A vibroaxe requires two energy cells to operate.
The vibrolance is a large, spear-like weapon commonly employed by guards and sentries. The weapon deals a massive amount of damage. Gamorreans particularly enjoy brandishing vibrolances, using them to prod slaves or spear prisoners. A vibrolance is too large and unwieldy to be Thrown effectively.
A vibrolance requires an energy cell to operate.
The vibrosword is an oversized vibroblade. The weapon resembles many standard swords used by primitive societies, though the signs of technological enhancements can be found in both the handle and the blade.
A vibrosword requires an energy cell to operate.
A ceremonial weapon of the Zabrak, the zhaboka is a long wooden pike with a sharpened blade on each end. The blades of a zhaboka are smaller and lighter than those on a double-bladed sword, allowing the wielder to swing the weapon with increased speed, generating more momentum for each attack.