ITEM DMG COST RANGE AP ROF BULK MIN STR NOTES
Bow 2d6 125 12/24/48 - 1 1 d6 -
Dagger Str+d4 10 3/6/12 - 1 L d4 -
Razor bug 2d8 800 15/30/60 - 1 L d4 -
Sling Str+d4 5 4/8/16 - 1 L d4 -
Spear Str+d6 50 3/6/12 - 1 1 d6 -
Thud bug 2d8 800 5/10/20 - 1 L d4 Stun
ITEM DMG COST RANGE AREA BULK NOTES
Grenade, energy ball 2d8 20 5/10/20 SBT L Ion, Stun
Grenade, frag 3d6 200 5/10/20 MBT L -
Grenade, ion - 250 5/10/20 MBT L Ion
Grenade, smoke - 100 5/10/20 LBT L -
Grenade, stun - 250 5/10/20 MBT L Stun
Thermal detonator 3d10 2,000 5/10/20 SBT L -
ITEM DMG COST RANGE AP ROF BULK MIN STR MODS NOTES
Ascension gun 3d6 950 15/30/60 2 1 L d6 1 Stun
Blaster pistol 2d6 250 15/30/60 2 1 L d4 1 Stun
Blaster pistol, heavy 3d6 450 15/30/60 2 1 L d6 1 Stun
Blaster pistol, hold-out 2d4 250 5/10/20 2 1 L d4 1 -
DX-2 sonic disruptor 2d6 4,000 3/6/12 - 1 L d6 1 Reload 3
Ion pistol 2d6 350 5/10/20 - 1 L d4 1 Ion
Slugthrower pistol 2d6 250 10/20/40 - 1 L d6 1 -
Sonic pistol 2d4 900 3/6/12 - 1 L d6 1 Reload 1
Targeting laser - 50 30/60/120 - 1 L d4 1 -
ITEM DMG COST RANGE AP ROF BULK MIN STR MODS NOTES
Blaster carbine 3d6 700 30/60/120 2 3 1 d6 1 Stun
Blaster carbine, repeating 3d8 3,500 20/40/- 2 3 1 d8 2 Autofire
Blaster rifle 2d8 1,000 30/60/120 2 3 1 d6 1 -
Blaster rifle, assault 2d8 1,750 60/120/240 2 3 1 d6 1 Stun
Blaster rifle, heavy 2d8+2 1,500 30/60/120 2 3 1 d8 2 Stun
Blaster rifle, sniper 2d8 2,000 80/160/320 2 1 1 d4 1 Snapfire
Blaster rifle, sporting 2d6 800 40/80/160 2 3 1 d4 1 Snapfire, Stun
Bowcaster 3d10+2 1,200 24/48/96 2 1 1 d8 2 -
DXR-6 rifle 2d6 5,500 12/24/28 - 1 1 d6 1 Reload 3
Ion rifle 2d8 850 20/40/80 - 1 1 d6 1 Ion
Slugthrower rifle 2d4 300 15/30/60 - 1 1 d6 1 -
Snare rifle - 1,200 15/30/- - 1 1 d6 1 Entangled
Sonic rifle 2d4 1,200 12/24/48 - 1 1 d6 1 Reload 1
ITEM DMG COST RANGE AP ROF BULK MIN STR MODS NOTES
Blaster cannon 2d10+2 3,000 40/80/160 2 1 2 d10 3 HW, MBT, Reload 3
E-web repeating blaster 3d12 8,000 80/160/320 2 4 4 d12 3 Autofire, HW
Flame cannon 4d6 3,000 cone - 1 3 d10 3 HW, Reload 3
Grenade launcher Varies 1,000 24/48/96 - 1 1 d8 2 HW, Reload 3
Heavy repeating blaster 3d6+4 1,000 50/100/200 2 4 2 d8 2 Autofire, HW
Missile launcher 6d6 1,500 24/48/96 - 1 1 d6 1 HW, SBT, Reload 3
Power packs and energy cells are the most common forms of ammunition throughout the galaxy. However, other weapons require other forms of ammunition.
AMMUNITION COST BULK
Arrow (6) 3 L (6 arrows)
Bowcaster quarrel (10) 50 L
Clip (20) 20 L
Energy Cell 10 -
Fuel tank (20) 600 2
Missile pack (4) 200 1
Power pack 25 -
Snare cartridge (2) 25 L
Stone (20) 2 1 (20 stones)
The bow is a typical hunter's weapon on low-tech worlds, but it is also used for sport on high-tech planets. A primitive bow and its arrows are made of wood and augmented with metal or stone, while more advanced versions tend to be made from durable, lightweight composite materials.
A bow only holds a single arrow at a time, but can be reloaded as a Free Action.
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. The wielder's Strength applies to damage dealt when throwing a dagger.
Razor bugs are small, disc-shaped insects engineered by the Yuuzhan Vong to serve as ranged weapons. Though they are thrown by hand, razor bugs are shaped in such a way that they fly with great speed, distance, and accuracy, making them an effective replacement for longer-ranged weapons.
A primitive weapon, the sling hurls metal bullets or stones. The wielder's Strength applies to damage dealt with a sling.
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. The wielder's Strength applies to damage dealt when throwing a spear.
Like Razor Bugs, thud bugs are insects engineered by the Yuuzhan Vong to serve as ranged weapons. The wielder can choose to deal stun damage instead of normal damage against a target within short range.
Grenades explode after mechanisms inside trigger the detonator—typically a delay of three to five seconds depending on make and model after the pin is pulled to initiate detonation.
Hot Potato: Because of the delay in the grenade’s detonation, one character (and one only) in the blast radius can attempt to pick up and throw the grenade before it goes off. This is an Athletics roll at -4 as a Free Action (or -2 if he was on Hold, but it consumes his held action). Failure means it goes off before he can throw it, causing damage as if thrown with a raise (if it wasn’t already).
Cooking: A character can “cook” a grenade by pulling its pin and counting off a few seconds so that it can’t be thrown back. To do so, the attacker first makes a Smarts roll as a Free Action. With success, he times the detonation correctly and it can’t be hurled back or Evaded. Failure means it can be thrown back or Evaded, and a Critical Failure on the Smarts roll means it detonates in the attacker’s hand! Roll damage as if thrown with a raise.
Covering Grenades: A character may also throw himself on a grenade. He takes double the normal dice of damage for his heroic act, but his total Toughness is subtracted from the damage inflicted on other characters in the blast radius.
Spherical, grenade-like weapons colored pink and purple that are used almost exclusively by Gungans. Inside each ball is a plasma-like substance that shorts out electronic equipment and droids and shocks organic beings in a Small Blast Template.
This functions as an Ion and Stun weapon as well.
The standard fragmentation grenade unleashes metal shrapnel with explosive force, slicing up anyone within the Medium Blast Template. It is designed to explode on contact after it is thrown, dealing damage in the same turn it is hurled.
The standard ion grenade unleashes a brief electrostatic pulse that disables droids, electronic devices, and vehicles within a Medium Blast Template. It is designed to explode on contact after it is thrown.
A smoke grenade produces a cloud of obscuring fog that blocks sight. Smoke grenades come in a variety of colors, making them useful as a signaling method to mark aerial attacks or call for evacuation. Smoke grenades fill a Large Blast Template with thick smoke that obscures vision (-4 penalty to Notice checks. This cloud lasts for 10 rounds, but can be dispersed by significant wind.
The standard stun grenade unleashes concussive energy that knocks out creatures within a Medium Blast Template. It is designed to explode on contact after it is thrown.
The thermal detonator is a fist-sized sphere containing baradium, a powerful explosive. Outlawed throughout known space except for highly regulated demolitions professionals, the thermal detonator produces a fusion reaction that generates a rapidly expanding field of searing heat and blast energy.
A thermal detonator's timer can be set to detonate for 1-3 rounds and can be reset if the timer hasn’t finished. The thermal detonator explodes in a Small Blast Template and may set targets on fire.
The ascension gun is a heavy blaster pistol with a special syntherope tether and a grappling-dart launcher attached. As an action, you can switch the weapon from blaster mode to ascension mode. When fired in ascension mode, the weapon shoots a grappling dart attached to the syntherope, tethering the weapon to the target. If the tether is projected vertically, the ascension gun can pull the wielder upward at a speed of 12” per round, with a maximum vertical lift capacity of roughly 1,000 lbs (100 bulk). An ascension gun can also be used to create a zipline to a target surface after the syntherope has been secured to a fixed object at the shooter’s location. The zipline allows the wielder to slide along the line at a speed of 12” per round if the destination has a lower elevation. In ascension mode, the gun has a maximum Range of 30”.
In blaster mode, an ascension gun functions like a normal heavy blaster pistol.
An ascension gun requires a power pack to operate. Additionally, the ascension gun carries only two lengths of syntherope; after two uses, the syntherope must be replaced.
“Blaster pistol” is a blanket term for literally thousands of different designs from hundreds of manufacturers, such as the popular BlasTech DL-18. Blasters are popular with urban police forces, traders, and anyone who needs to pack respectable firepower in an easily carried package.
A blaster pistol requires a power pack to operate.
Heavy blaster pistols were invented to provide the sort of firepower one expects from a blaster rifle, but in a compact and easily carried sidearm. The weapon produces additional “punch” by drawing heavily on its power pack, reducing the number of shots the power pack can provide (compared to a regular blaster pistol).
A heavy blaster pistol requires a power pack to operate.
Small, palm-sized blasters see widespread use in weapon-restricted areas. Hold-out blasters are commonly found in the possession of undercover agents, gamblers, scoundrels, or nobles seeking to protect themselves. They are sometimes carried as a backup weapon for more lethal characters.
Because of its compact design, a hold-out blaster pistol grants a +2 bonus on Thievery checks made to conceal the weapon.
A hold-out blaster requires an energy cell to operate.
The DX-2 is illegal on most worlds and firmly outlawed by the ruling government (despite its use by some special forces). Designed to disintegrate what it hits, the DX-2 tears apart targets on a molecular level, leaving gaping wounds when it does not totally eliminate a target. Disruptor weapons remain a sign of cruelty and brutality not permitted in many societies, including some criminal organizations.
As a disruptor weapon, when damage from an attack would cause a Wild Card to become Incapacitated, they make a Vigor roll with a +2 bonus. On a success they remain Incapacitated as normal, on a failure they are killed instantly. When a DX-2 drops an Extra to Incapacitated or destroys an object, vehicle, or droid, that target is disintegrated and ceases to exist. Because of the massive energy required to create a disruptor beam, the DX-2 can fire only once every other round. You cannot use Edges or other abilities that would consume more than one shot in a round.
A DX-2 requires a power pack to operate.
An ion pistol fires a stream of energy that wreaks havoc on electrical systems, making it effective against droids, vehicles, electronic devices, and cybernetically enhanced creatures.
An ion pistol requires a power pack to operate.
A slugthrower pistol fires metal bullets, called "slugs", instead of energy bolts.
Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need power packs; instead, they employ clips.
Sonic pistols fire compressed bolts of pure sound. Though slightly less powerful than standard energy weapons such as blasters, the sonic pistol is particularly effective against Force users because the weapon’s sonic bolts strike the target despite the intervention of a lightsaber’s energy blade.
Parry bonuses granted by lightsabers are ignored. Additionally, attacks from a sonic pistol cannot be redirected.
A sonic pistol requires a power pack to operate.
This tiny laser is used to paint targets with a beam of light to guide missiles, bombardment attacks, or other incoming fire, but it otherwise deals no damage. The laser is tunable through a broad spectrum, allowing the attacker to home in on a specific targeting laser in the otherwise chaotic jumble of battlefield laser fire. It can be used by hand or mounted on a weapon.
To use a targeting laser, the wielder makes a Shooting roll, applying all appropriate penalties. As long as the wielder repeats the attack each round, any ally who knows the frequency of the targeting laser gains a +2 bonus to Shooting rolls when attacking the target with a missile launcher, grenade launcher, or vehicle weapon.
A targeting laser requires an energy cell to operate.
This small blaster rifle has a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Some blaster carbines, such as the E-5, have a retractable stock. A blaster carbine without a retractable stock costs 650 credits (Instead of 700 credits).
A blaster carbine requires a power pack to operate.
The repeating blaster carbine is an autofire weapon that functions best at Short Range. The repeating blaster carbine has difficulty hitting targets at longer ranges, and is ineffective against distant targets.
A repeating blaster carbine requires a power pack to operate.
The basic blaster rifle is standard issue to soldiers across the galaxy. Some blaster rifles, such as the BlasTech E-11, have a retractable stock. A blaster rifle without a retractable stock costs 950 credits (Instead of 1000 credits).
A precision weapon used by military units, the assault blaster rifle is one of the most precise weapons in existence.
An assault blaster rifle requires a power pack to operate.
The heavy blaster rifle is a larger, more powerful version of the blaster rifle often used by clone troopers, stormtroopers, and other troops during battles on open terrain. Because of its size, it is not well suited to close-quarters fighting.
A heavy blaster rifle requires a power pack to operate.
A favorite among assassins and military sharpshooters, the sniper blaster rifle is a powerful and accurate weapon ideal for eliminating targets at Long Range.
Unwieldy in anything other than a prepared firing position, the sniper blaster rifle is poorly suited for use in close combat. If the wielder moves in the same round as they make an attack with the weapon, they take a -2 Shooting penalty (snapfire).
Sniper blaster rifles often have a bipod and targeting scope mounted on them, but neither is included in the cost listed.
A sniper blaster rifle requires a power pack to operate.
Sporting blaster rifles are popular with the galactic elites as well as among “fringers” living in isolated colonies. Sporting blaster rifles are legal in most systems, but special permits must be obtained to carry them on many Core worlds.
If the wielder moves in the same round as they make an attack with the weapon, they take a -2 Shooting penalty (snapfire). Sporting blaster rifles often have a targeting scope mounted on them, but the scope is not included in the cost listed.
A sporting blaster rifle requires a power pack to operate.
The bowcaster is crafted exclusively by the Wookiees of Kashyyyk. A fusion of modern and ancient technologies, the weapon hurls an explosive energy quarrel at incredible speed, much like an archaic rail gun.
A bowcaster requires special quarrels to operate.
The DXR-6 is a disruptor rifle. It is a larger version of the DX-2 pistol, and it has the same legal and social issues associated with its use.
As a disruptor weapon, when damage from an attack would cause a Wild Card to become Incapacitated, they make a Vigor roll with a +2 bonus. On a success they remain Incapacitated as normal, on a failure they are killed instantly. When a DXR-6 drops an Extra to Incapacitated or destroys an object, vehicle, or droid, that target is disintegrated and ceases to exist. Because of the massive energy required to create a disruptor beam, the DXR-6 can fire only once every other round. You cannot use Edges or other abilities that would consume more than one shot in a round.
A DXR-6 requires a power pack to operate.
An ion rifle fires a stream of energy that wreaks havoc on electrical systems, making it effective against droids, vehicles, electronic devices, and cybernetically enhanced creatures.
An ion pistol requires a power pack to operate.
A slugthrower rifle fires metal bullets, called "slugs", instead of energy bolts.
Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need power packs; instead, they employ clips.
The snare rifle allows a target to be stopped (or at least slowed down) at longer range by shooting a weighted syntherope that wraps around the target. A snare rifle allows you to initiate a Grapple against an enemy at range. A successful hit means the target is Entangled. The syntherope has a Toughness 15.
A snare rifle uses a snare cartridge that holds two shots, and must be replaced after use.
The sonic analogue to the blaster rifle, a sonic rifle is a larger weapon capable of striking targets from a greater range than the sonic pistol while still maintaining the same damage. Like all weapons that deal sonic damage, it strikes its target despite the intervention of a lightsaber’s energy blade.
Parry bonuses granted by lightsabers are ignored. Additionally, attacks from a sonic pistol cannot be redirected.
A sonic rifle requires a power pack to operate.
Portable, shoulder-fired blaster cannons fire powerful bolts of energy. Often used as an anti vehicle weapon, the blaster cannon has the range and power to inflict devastation on troops and structures alike.
A blaster cannon is an area effect weapon that uses the Medium Blast Template, which can be Evaded.
A blaster cannon requires a power pack to operate.
The E-web repeating blaster can normally only be fired when mounted on a tripod. When mounted on a tripod, it is treated as one size smaller for purposes of being wielded (allowing a Size 0 character to operate it with two hands).
The E-web repeating blaster only operates in autofire mode, and requires a power generator to operate.
Normally, the E-web repeating blaster requires a second crewman to regulate the weapon’s power generator; this second crewman must spend an Action while adjacent to the weapon to regulate its power. After you regulate the E-web repeating blaster’s power, it will function normally until the beginning of your next turn. If the weapon’s power is not regulated, apply a -2 penalty on all Shooting rolls made with the weapon.
The flame cannon is mounted on ground vehicles or tripods, and is ideal for clearing out bunkers or as a weapon of shock and terror. When mounted on a tripod, the flame cannon is treated as one size smaller for purposes of being wielded, allowing a Size 0 character to operate it with two hands.
The flame cannon shoots a cone of burning chemicals, which is an area effect attack which can be Evaded. Armor protects normally, but flammable targets may catch fire.
If a target is hit, roll 1d6, on a 6 the target catches fire (very flammable targets catch fire on 4-6, volatile targets catch fire on 2-6). Targets that catch fire take an additional 3d6 damage. The fire continues to cause damage at the beginning of the victim’s turn. Immediately after, roll a d6, on a 1 the fire drops a die (to 2d6, then 1d6, then burns out), on a 6 the fire increases a die (maximum 3d6).
A character may make an Athletics roll to put the fire out as an action. Modifiers for intensity, tools, and flammability may occur.
Flame cannons use fuel tanks, which must be replaced after use.
Grenade launchers are military weapons that greatly improve the range of grenades. Grenades fired by grenade launchers always explode on impact, regardless of timers or other considerations. The type of grenade used determines the damage, type, and burst radius. Grenade launchers cannot be used to hurl thermal detonators because these devices are simply too big and heavy.
A grenade launcher holds four grenades. A grenade launcher can be mounted on a rifle (this takes 1 minute and requires a Repair roll) or used as a separate weapon.
The heavy repeating blaster is a fearsome weapon typically operated from a bunker emplacement or mounted on a combat Vehicle. The heavy repeating blaster operates only in autofire mode.
A heavy repeating blaster requires a power pack to operate. This weapon can also be attached to a power generator for longer use.
A missile launcher fires a high-speed projectile with an explosive warhead. The standard missile unleashes metal shrapnel with explosive force, shredding targets within a Small Blast Template. A missile launcher is an Area Effect weapon, which can be Evaded.
A missile launcher holds four missiles. Replacement missiles are bought in pre-loaded magazines that hold four missiles.