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Comprehensive Holdout Blaster Guide

The document describes various types of small blaster weapons categorized as holdout blasters, light blaster pistols, and blaster pistols. Each listing provides details on the weapon's damage, range, rarity, restrictions, and any special properties. Many have notes about setback dice that can be applied to perception checks to find the concealed weapon or other unique qualities.
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100% found this document useful (1 vote)
385 views58 pages

Comprehensive Holdout Blaster Guide

The document describes various types of small blaster weapons categorized as holdout blasters, light blaster pistols, and blaster pistols. Each listing provides details on the weapon's damage, range, rarity, restrictions, and any special properties. Many have notes about setback dice that can be applied to perception checks to find the concealed weapon or other unique qualities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Blasters

Holdout Blaster
Skill: Ranged (Light) Price: 200
Damage: 5 Rarity: 4
Critical: 4 Restricted?: No
Range: Short Special: Stun Setting
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 1 Perception check when
attempting to find this weapon
on a person's body.

Holdout Blaster (Boonta Blaster)


Skill: Ranged (Light) Price: 1,000
Damage: 6 Rarity: 8
Critical: 3 Restricted?: No
Range: Short Special: Stun Setting
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 1 Perception check when
attempting to find this weapon
on a person's body. Remove 1
Setback Die from Deception
check to explain away the
weapon as ornamental.

Holdout Blaster (Czerka 411)


Skill: Ranged (Light) Price: 350
Damage: 4 Rarity: 5
Critical: 4 Restricted?: Yes
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes:
Hard Points: 1

Holdout Blaster (Czerka A95 Stingbeam)


Skill: Ranged (Light) Price: 400
Damage: 5 Rarity: 5
Critical: 3 Restricted?: No
Range: Engaged Special: Stun Setting
Encumbrance: 1 Notes: Add 2 Setback Die to
Hard Points: 0 Perception check when
attempting to find this weapon
on a person's body
Holdout Blaster (Fed-Dub Spukami Pocket Blaster)
Skill: Ranged (Light) Price: 200
Damage: 5 Rarity: 2
Critical: 3 Restricted?: No
Range: Short Special: Stun Setting
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 1 Perception check when
attempting to find this weapon
on a person's body. Gains
Inaccuarte quality at Short
Range (or beyond).

Holdout Blaster (Gee-Tech 12 Defender)


Skill: Ranged (Light) Price: 25
Damage: 5 Rarity: 4
Critical: 5 Restricted?: No
Range: Short Special: Inferior, Limited
Ammo 2
Encumbrance: 1 Notes: Add 2 Setback Die to
Hard Points: 0 Perception check when
attempting to find this weapon
on a person's body. Cannot be
reloaded.

Holdout Blaster (Merr-Sonn Model Q4 Quickfire)


Skill: Ranged (Light) Price: 250
Damage: 5 Rarity: 4
Critical: 3 Restricted?: No
Range: Short Special: Stun Setting
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 0 Perception check when
attempting to find a holdout
pistol on a person's body. Must
be charged, rather than
reloaded.
Holdout Blaster (Military Holdout Blaster)
Skill: Ranged (Light) Price: 500
Damage: 6 Rarity: 5
Critical: 3 Restricted?: No
Range: Short Special: Stun Setting
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 0 Perception check when
attempting to find this weapon
on a person's body. GM may
spend 3 Disadvantage to cause
weapon to run out of ammo.

Holdout Blaster (Variable Holdout)


Skill: Ranged (Light) Price: 400
Damage: 1 to 7 Rarity: 7
Critical: 4 Restricted?: No
Range: Short Special: Limited Ammo 12
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 0 Perception check when
attempting to find this weapon
on a person's body. Damage
selected at time of attack
determines amount of ammo
consumed.

Light Blaster Pistol


Skill: Ranged (Light) Price: 300
Damage: 5 Rarity: 4
Critical: 4 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes:
Hard Points: 2

Light Blaster Pistol (CDEF Blaster)


Skill: Ranged (Light) Price: 150
Damage: 5 Rarity: 4
Critical: 4 Restricted?: No
Range: Medium Special: Inferior, Stun Setting
Encumbrance: 1 Notes:
Hard Points: 1
Light Blaster Pistol (Coronet Arms HL-27)
Skill: Ranged (Light) Price: 450
Damage: 5 Rarity: 4
Critical: 3 Restricted?: No
Range: Medium Special: Accurate 1, Stun
Setting
Encumbrance: 1 Notes:
Hard Points: 2

Light Blaster Pistol (Liquidsilver L7)


Skill: Ranged (Light) Price: 425
Damage: 6 Rarity: 4
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes: Add 2 Setback Dice to
Hard Points: 1 Perception check to find this
weapon stashed aboard starship.

Light Blaster Pistol (Talus XL-2 Flashfire)


Skill: Ranged (Light) Price: 450
Damage: 5 Rarity: 5
Critical: 3 Restricted?: No
Range: Medium Special: Disorient 1, Stun
Setting
Encumbrance: 1 Notes:
Hard Points: 3

Blaster Pistol
Skill: Ranged (Light) Price: 400
Damage: 6 Rarity: 4
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes:
Hard Points: 3
Blaster Pistol (BlasTech DL-19C)
Skill: Ranged (Light) Price: 450
Damage: 5 Rarity: 4
Critical: 4 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes: When applying the Jury
Hard Points: 4 Rigged talent, may chose an
additional option from the list.

Blaster Pistol (Coronet Arms Dueling Pistol)


Skill: Ranged (Light) Price: 750
Damage: 9 Rarity: 5
Critical: 2 Restricted?: No
Range: Short Special: Accurate 1, Limited
Ammo 1, Pierce 1
Encumbrance: 2 Notes:
Hard Points: 2

Blaster Pistol (Coronet Arms H-7 Equalizer)


Skill: Ranged (Light) Price: 1,200
Damage: 7 Rarity: 8
Critical: 2 Restricted?: No
Range: Medium Special: Stun Setting, Superior
Encumbrance: 2 Notes:
Hard Points: 3

Blaster Pistol (DDC Defender)


Skill: Ranged (Light) Price: 650
Damage: 5 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Accurate 1, Stun
Setting
Encumbrance: 1 Notes:
Hard Points: 1
Blaster Pistol (Greff-Timms ATA Pulse-Wave)
Skill: Ranged (Light) Price: 750
Damage: 5 Rarity: 6
Critical: 3 Restricted?: Yes
Range: Short Special: Vicious 3
Encumbrance: 2 Notes:
Hard Points: 2

Blaster Pistol (Merr-Sonn DR-45 Dragoon)


Skill: Ranged (Light) Price: 1,900
Damage: 8 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Accurate 1, Stun
Setting
Encumbrance: 1 Notes: Use a maneuver to
Hard Points: 3 switch between pistol and
carbine. Use Ranged (Heavy)
skill to fire as a carbine.

Blaster Pistol (Merr-Sonn Model 44)


Skill: Ranged (Light) Price: 500
Damage: 6 Rarity: 4
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes:
Hard Points: 4

Blaster Pistol (Merr-Sonn Model 53 Quicktrigger)


Skill: Ranged (Light) Price: 450
Damage: 6 Rarity: 4
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes: Reduce the difficulty of
Hard Points: 4 Mechanics checks to repair or
modify this weapon by 1.
Blaster Pistol (Merr-Sonn Model 80)
Skill: Ranged (Light) Price: 550
Damage: 6 Rarity: 5
Critical: 2 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 2 Notes: Time taken to draw,
Hard Points: 3 holster, stow, or otherwise
access this weapon cannot be
reduced by talents, gear, or any
ther means.

Blaster Pistol (Merr-Sonn IR-5 Intimidator)


Skill: Ranged (Light) Price: 750
Damage: 5 Rarity: 6
Critical: 3 Restricted?: Yes
Range: Medium Special: Auto-fire, Inaccurate 1
Encumbrance: 2 Notes:
Hard Points: 2

Blaster Pistol (Raider Arms Model-1 Nova Viper)


Skill: Ranged (Light) Price: 4,500
Damage: 7 Rarity: 9
Critical: 3 Restricted?: No
Range: Medium Special: Accurate 2, Pierce 2,
Stun Setting
Encumbrance: 2 Notes: Increase the difficulty of
Hard Points: 2 Mechanics checks to repair or
modify this weeapon by1.

Blaster Pistol (SoroSuub ELG-3A Diplomat's Blaster)


Skill: Ranged (Light) Price: 400
Damage: 6 Rarity: 5
Critical: 4 Restricted?: No
Range: Short Special: Stun Setting
Encumbrance: 1 Notes: Add 2 Setback Dice to
Hard Points: 0 Perception check when
attempting to find this weapon
on a person's body.
Blaster Pistol (Sorosuub X-30 Lancer)
Skill: Ranged (Light) Price: 1,000
Damage: 5 Rarity: 5
Critical: 4 Restricted?: No
Range: Long Special: Accurate 1, Pierce 2
Encumbrance: 1 Notes:
Hard Points: 3

Light Repeating Blaster Pistol (BlasTech SE-14r)


Skill: Rangd (Light) Price: 1,000
Damage: 6 Rarity: 6
Critical: 3 Restricted?: Yes
Range: Medium Special: Auto-fire, Stun Setting
Encumbrance: 2 Notes: GM may spend 3
Hard Points: 3 Disadvantage to force this
weapon to run out of ammo.

Heavy Blaster Pistol


Skill: Ranged (Light) Price: 700
Damage: 7 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 2 Notes: GM may spend 3
Hard Points: 3 Disadvantage to force this
weapon to run out of ammo.

Heavy Blaster Pistol (BlasTech DL-7H)


Skill: Ranged (Light) Price: 850
Damage: 8 Rarity: 6
Critical: 3 Restricted?: Yes
Range: Medium Special:
Encumbrance: 2 Notes: GM may spend 2
Hard Points: 2 Disadvantage to force this
weapon to run out of ammo.
Heavy Blaster Pistol (BlasTech HH-50)
Skill: Ranged (Light) Price: 1,300
Damage: 7 Rarity: 7
Critical: 3 Restricted?: No
Range: Short Special: Linked 1, Stun Setting,
Vicious 1
Encumbrance: 3 Notes: GM may spend 2
Hard Points: 2 Disadvantage to force this
weapon to run out of ammo.
May also spend 3 Disadvantage
or 1 Despair to Sunder weapon
by 1 step

Heavy Blaster Pistol (Corellian Arms CR-2)


Skill: Ranged (Light) Price: 600
Damage: 7 Rarity: 5
Critical: 4 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 2 Notes:
Hard Points: 2

Heavy Blaster Pistol (Czerka C-10 Dragoneye Reaper)


Skill: Ranged (Light) Price: 1,000
Damage: 8 Rarity: 7
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 3 Notes: GM may spend 3
Hard Points: 3 Disadvantage to force this
weapon to run out of ammo.

Heavy Blaster Pistol (SoroSuub Renegade)


Skill: Ranged (Light) Price: 950
Damage: 8 Rarity: 4
Critical: 3 Restricted?: No
Range: Medium Special: Inaccurate 1, Stun
Setting
Encumbrance: 2 Notes:
Hard Points: 3
Blaster Carbine
Skill: Ranged (Heavy) Price: 850
Damage: 9 Rarity: 5
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 3 Notes:
Hard Points: 4

Blaster Carbine (Arakyd ACP Repeater)


Skill: Ranged (Heavy) Price: 1,000
Damage: 7 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Auto-fire, Stun Setting
Encumbrance: 3 Notes:
Hard Points: 1

Blaster Carbine (Baktoid E5)


Skill: Ranged (Heavy) Price: 550
Damage: 9 Rarity: 3
Critical: 3 Restricted?: No
Range: Medium Special: Inaccurate 1, Stun
Setting
Encumbrance: 3 Notes: GM may spend 3
Hard Points: 4 Disadvantage or 1 Despair to
Sunder the weapon by 1 step.

Blaster Carbine (Bola Carbine)


Skill: Ranged (Heavy) Price: 1,600
Damage: 8 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Accurate 1, Ensnare
Encumbrance: 3 Notes:
Hard Points: 3
Blaster Carbine (Corellian Arms SKZ Sporting Blaster)
Skill: Ranged (Heavy) Price: 600
Damage: 8 Rarity: 4
Critical: 4 Restricted?: No
Range: Long Special: Stun Setting
Encumbrance: 3 Notes:
Hard Points: 4

Blaster Carbine (SoroSuub OK-98)


Skill: Ranged (Heavy) Price: 1,100
Damage: 9 Rarity: 5
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 4 Notes: Ignore the first "out of
Hard Points: 3 ammo" Despair during combat.
Can be modified with an Easy
Mechanics check to increase
damage by 2 instead of ignoring
"out of ammo." GM can spend
Despair on modified version to
cause weapon to explode
(dealing damage to user).

Blaster Rifle
Skill: Ranged (Heavy) Price: 900
Damage: 9 Rarity: 5
Critical: 3 Restricted?: No
Range: Long Special: Stun Setting
Encumbrance: 4 Notes:
Hard Points: 4

Blaster Rifle (BlasTech M-300 Hunting Blaster)


Skill: Ranged (Heavy) Price: 1,600
Damage: 8 Rarity: 6
Critical: 3 Restricted?: No
Range: Extreme Special: Accurate 1,
Cumbersome 2, Pierce 2, Stun
Damage
Encumbrance: 4 Notes: Reduce Difficulty by 1
Hard Points: 1 step at Long and Extreme range
Blaster Rifle (Corellian Arms CR-8 Takedown Rifle)
Skill: Ranged (Heavy) Price: 3,250
Damage: 9 Rarity: 7
Critical: 3 Restricted?: Yes
Range: Extreme Special: Accurate 2, Prepare 2,
Pierce 2, Slow-Firing 1
Encumbrance: 4 Notes: When this weapon is
Hard Points: 1 properly broken down, add 2
Setback Dice to Perception
check to find it on a person's
body.

Blaster Rifle (DDC-MR6 Modular Rifle)


Skill: Ranged (Heavy) Price: 1,000
Damage: 7 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 3 Notes: May make an Average
Hard Points: 6 Mechanics check to add or
remove an atttachment as an
action.

Blaster Rifle (Herloss Hbt-4 Hunting Blaster)


Skill: Ranged (Heavy) Price: 900
Damage: 10 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Cumbersome 2, Stun
Setting
Encumbrance: 5 Notes:
Hard Points: 2

Blaster Rifle (Mon Calamari Spear Blaster)


Skill: Ranged (Heavy) / Melee Price: 1,350
Damage: 8 / +2 Rarity: 5
Critical: 3 / 3 Restricted?: No
Range: Long / Engaged Special: Stun Setting / Pierce 1
Encumbrance: 5 Notes: Blaster can function in
Hard Points: 3 an out of water. Stats listed as
(Blaster) / (Spear)
Blaster Rifle (Weequay Blaster Lance)
Skill: Ranged (Heavy) Price: 850
Damage: 8 Rarity: 6
Critical: 3 Restricted?: No
Range: Extreme Special: Accurate 1,
Cumbersome 2
Encumbrance: 5 Notes:
Hard Points: 2

Sniper Rifle (BlasTech E-11s)


Skill: Ranged (Heavy) Price: 3,500
Damage: 10 Rarity: 7
Critical: 3 Restricted?: Yes
Range: Extreme Special: Accurate 1,
Cumbersome 3, Pierce 2, Slow
Firing 1
Encumbrance: 6 Notes:
Hard Points: 3

Stun Rifle (BlasTech LBR-9)


Skill: Ranged (Heavy) Price: 2,800
Damage: 10 Rarity: 4
Critical: N/A Restricted?: No
Range: Long Special: Disorient 2, Stun
Damage
Encumbrance: 6 Notes:
Hard Points: 4

Heavy Blaster Rifle


Skill: Ranged (Heavy) Price: 1,500
Damage: 10 Rarity: 6
Critical: 3 Restricted?: No
Range: Long Special: Auto-fire,
Cumbersome 3
Encumbrance: 6 Notes:
Hard Points: 4
Heavy Blaster Rifle (BlasTech DH-X)
Skill: Ranged (Heavy) Price: 1,900
Damage: 10 Rarity: 6
Critical: 3 Restricted?: No
Range: Long Special: Cumbersome 3, Pierce
2
Encumbrance: 7 Notes:
Hard Points: 4

Light Repeating Blaster


Skill: Ranged (Heavy) Price: 2,250
Damage: 11 Rarity: 7
Critical: 3 Restricted?: Yes
Range: Long Special: Auto-fire,
Cumbersome 4, Pierce 1
Encumbrance: 7 Notes:
Hard Points: 4

Repeating Blaster (SoroSuub VX Sidewinder)


Skill: Gunnery Price: 3,350
Damage: 12 Rarity: 7
Critical: 3 Restricted?: Yes
Range: Long Special: Auto-fire,
Cumbersome 5, Pierce 1,
Vicious 1
Encumbrance: 8 Notes: Includes optional bipod.
Hard Points: 4

Heavy Repeating Blaster


Skill: Gunnery Price: 6,000
Damage: 15 Rarity: 8
Critical: 2 Restricted?: Yes
Range: Long Special: Auto-fire,
Cumbersome 5, Pierce 2,
Vicious 1
Encumbrance: 9 Notes: Requires 2 person crew.
Hard Points: 4 Setting up the tripod takes 3
actions.
Heavy Repeating Blaster (SoroSuub HOB)
Skill: Gunnery Price: 6,500
Damage: 15 Rarity: 8
Critical: 3 Restricted?: Yes
Range: Extreme Special: Auto-fire,
Cumbersome 6, Pierce 2,
Vicious 1
Encumbrance: 10 Notes: Requires 2 person crew.
Hard Points: 4 Setting up the tripod takes 4
maneuvers. Add a Boost Die to
Mechanics Checks to repair this
weapon.
Misc. Ranged Weapons
Accelerated Charged Particle (ACP) Array Gun
Skill: Ranged (Heavy) Price: 890
Damage: 6 Rarity: 6
Critical: 3 Restricted?: No
Range: Short Special: Blast5, Stun Setting
Encumbrance: 3 Notes:
Hard Points: 3

Acid Projector (Tenloss L70)


Skill: Ranged (Heavy) Price: 1,250
Damage: 6 Rarity: 7
Critical: 2 Restricted?: No
Range: Short Special: Blast 6, Burn 3,
Vicious 1
Encumbrance: 4 Notes: Burn quality may be
Hard Points: 1 applied multiple times, to a
different target hit by the attack
each time. GM can spend 2
Disadvantage or 1 Despair to
apply Burn to an ally hit by the
attack.

Bowcaster
Skill: Ranged (Heavy) Price: 1,250
Damage: 10 Rarity: 7
Critical: 3 Restricted?: No
Range: Medium Special: Cumbersome 3,
Knockdown
Encumbrance: 5 Notes: Must spend a maneuver
Hard Points: 2 cocking the weapon before each
shot.
Compound Bow w/Broadhead Arrows (Corellian Model)
Skill: Ranged (Heavy) Price: 200
Damage: 5 Rarity: 5
Critical: 5 Restricted?: No
Range: Medium Special: Cumbersome 3,
Knockdown, Limited Ammo 1,
Pierce 1
Encumbrance: 3 Notes: Broadhead arrows cost 1
Hard Points: 1 credit each. Alternate arrow
types provided separately.

Compound Bow w/Broadhead Arrows (Field Sports FS19)


Skill: Ranged (Heavy) Price: 500
Damage: 5 Rarity: 7
Critical: 4 Restricted?: No
Range: Medium Special: Cumbersome 3,
Limited Ammo 1, Pierce 1,
Vicious 2
Encumbrance: 4 Notes: Broadhead arrows cost 1
Hard Points: 2 credit each. Alternate arrow
types provided separately.

Explosive Tipped Arrows


Skill: Ranged (Heavy) Price: 50
Damage: 6 Rarity: 5
Critical: 3 Restricted?: No
Range: Medium Special: Blast 4, Limited
Ammo 1
Encumbrance: 0 Notes: Used with Compund
Hard Points: 0 Bow

Incendiary Arrows
Skill: Ranged (Heavy) Price: 60
Damage: 6 Rarity: 5
Critical: 5 Restricted?: No
Range: Medium Special: Burn 2, Limited
Ammo 1
Encumbrance: 0 Notes: Used with Compund
Hard Points: 0 Bow
Net Arrows
Skill: Ranged (Heavy) Price: 30
Damage: 2 Rarity: 5
Critical: N/A Restricted?: No
Range: Medium Special: Ensnare 2, Limited
Ammo 1
Encumbrance: 0 Notes: Used with Compund
Hard Points: 0 Bow

Stun Arrows
Skill: Ranged (Heavy) Price: 60
Damage: 6 Rarity: 6
Critical: N/A Restricted?: No
Range: Medium Special: Limited Ammo 1, Stun
Damage
Encumbrance: 0 Notes: Used with Compound
Hard Points: 0 Bow

CryoBan Projector
Skill: Ranged (Heavy) Price: 500
Damage: 6 Rarity: 4
Critical: 2 Restricted?: No
Range: Short Special: Blast 6, Cumbersome
3, Vicious 2
Encumbrance: 3 Notes: Add 1 Boost Die when
Hard Points: 0 attempting to ut out a fire.

Dart Gun (Prax Arms Stealth-2VX Palm Shooter)


Skill: Ranged (Light) Price: 300
Damage: 1 Rarity: 5
Critical: 5 Restricted?: No
Range: Short Special: Limited Ammo 3
Encumbrance: 0 Notes: Add 2 Setback Dice to
Hard Points: 0 Perception check to find this
weapon on a person's body.
Each dart may be loaded with a
dose of any poison.
Disruptor Pistol
Skill: Ranged (Light) Price: 3,000
Damage: 10 Rarity: 6
Critical: 2 Restricted?: Yes
Range: Short Special: Vicious 4
Encumbrance: 2 Notes: All Critical Hits from a
Hard Points: 2 disruptor result in a "Crippled"
effect unless a more grievous
injury is rolled.

Disruptor Rifle
Skill: Ranged (Heavy) Price: 5,000
Damage: 10 Rarity: 6
Critical: 2 Restricted?: Yes
Range: Long Special: Cumbersome 2,
Vicious 5
Encumbrance: 5 Notes: All Critical Hits from a
Hard Points: 4 disruptor result in a "Crippled"
effect unless a more grievous
injury is rolled.

Flame Projector
Skill: Ranged (Heavy) Price: 1,000
Damage: 8 Rarity: 6
Critical: 2 Restricted?: No
Range: Short Special: Burn 3, Blast 8
Encumbrance: 6 Notes: Burn qualitymay apply
Hard Points: 2 multiple times, to a different
target hit each time. GM can
spend 2 Disadvantage or 1
Despair to apply Burn to an ally
hit by the attack.

Flame Projector (Czerka CZ-28 Flamestrike)


Skill: Gunnery Price: 2,000
Damage: 9 Rarity: 8
Critical: 2 Restricted?: Yes
Range: Short Special: Burn 4, Blast 9,
Cumbersome 3, Vicious 2
Encumbrance: 8 Notes: Normally Vehicle-
Hard Points: 3 mounted.
Flechette Launcher (Golan Arms FC-1 w/Anti-Infantry Rounds)
Skill: Gunnery Price: 2,500
Damage: 8 Rarity: 6
Critical: 2 Restricted?: Yes
Range: Medium Special: Blast 8, Cumbersome
3, Limited Ammo 4, Pierce 6,
Prepare 1, Vicious 1
Encumbrance: 6 Notes: Can mix Anti-Infantry
Hard Points: 4 and Anti-Vehicle rounds

Flechette Launcher (Golan Arms FC-1 w/Anti-Vehicle Rounds)


Skill: Gunnery Price: 2,500
Damage: 10 Rarity: 6
Critical: 2 Restricted?: Yes
Range: Medium Special: Breach 2,
Cumbersome 3, Limited Ammo
4, Prepare 1, Vicious 3
Encumbrance: 6 Notes: When firing anti-vehicle
Hard Points: 4 cannisters on a target of
Silhouette 1 or lower, weapon
gains the Inaccurate 3 quality.

Flechette Rifle (Salus DF-D1 Duo-Flechette Rifle)


Skill: Ranged (Heavy) Price: 1,000
Damage: 9 Rarity: 5
Critical: 3 Restricted?: Yes
Range: Short Special: Blast 4, Limited
Ammo 5, Linked 1, Vicious 2
Encumbrance: 3 Notes:
Hard Points: 3

Flechette Pistol (Malaxan FWG-5)


Skill: Ranged (Light) Price: 825
Damage: 6 Rarity: 7
Critical: 3 Restricted?: Yes
Range: Short Special: Guided 3, Limited
Ammo 3
Encumbrance: 1 Notes:
Hard Points: 2
Grenade Launcher (Malaxan Z50)
Skill: Gunnery Price: 1,250
Damage: 8 Rarity: 4
Critical: 4 Restricted?: Yes
Range: Medium Special: Blast 6, Cumbersome
3, Limited Ammo 6
Encumbrance: 5 Notes: Ammo is priced same as
Hard Points: 3 thrown frag grenades. 50%
discount for buying a six-pack.

Harpoon Gun (Styanax Lance)


Skill: Ranged (Heavy) Price: 200
Damage: 8 Rarity: 8
Critical: 3 Restricted?: No
Range: Short Special: Cumbersome 4,
Limited Ammo 1, Pierce 3,
Vicious 1
Encumbrance: 8 Notes:
Hard Points: 2

Ionization Blaster
Skill: Ranged (Light) Price: 250
Damage: 10 Rarity: 3
Critical: 5 Restricted?: No
Range: Short Special: Disorient 5, Stun
Damage (Droid only)
Encumbrance: 3 Notes: No effect on organics,
Hard Points: 3 beyond a brief sting.

Ionization Blaster (Droid Disruptor)


Skill: Ranged (Light) Price: 800
Damage: 6 Rarity: 7
Critical: 3 Restricted?: No
Range: Short Special: Vicious 3
Encumbrance: 2 Notes: Damage dealt to droids
Hard Points: 1 only. Organic creatures only
suffer 2 Strain due to shock.
Ionization Blaster (Felebreck Droid Disabler)
Skill: Ranged (Light) Price: 1,050
Damage: 12 Rarity: 5
Critical: 3 Restricted?: No
Range: Short Special: Concussive 1, Ion,
Limited Ammo 3
Encumbrance: 1 Notes: No effect on organics,
Hard Points: 1 beyond a brief sting.

Ion Thruster Gun


Skill: Ranged (Heavy) Price: 300
Damage: 5 Rarity: 2
Critical: 4 Restricted?: No
Range: Short Special: Concussive 1,
Cumbersome 5, Ion, Prepare 1
Encumbrance: 8 Notes:
Hard Points: 0

Missile Tube
Skill: Gunnery Price: 7,500
Damage: 20 Rarity: 8
Critical: 2 Restricted?: Yes
Range: Extreme Special: Blast 10, Cumbersome
3, Guided 3, Breach 1, Prepare
1, Limited Ammo 6
Encumbrance: 7 Notes:
Hard Points: 4

Concussion Missile
Skill: Gunnery Price: 200
Damage: 14 Rarity: 8
Critical: 4 Restricted?: No
Range: Extreme Special: Blast 10, Concussive
3, Disorient 5, Guided 2
Encumbrance: N/A Notes: If Disorient is activated,
Hard Points: N/A it affects all characters at short
range of the target. If
Concussive is activated, it
affects all characters engaged
with the target.
Fragmentation Missile
Skill: Gunnery Price: 75
Damage: 12 Rarity: 7
Critical: 4 Restricted?: No
Range: Extreme Special: Blast 12, Guided 3
Encumbrance: N/A Notes:
Hard Points: N/A

Plasma Missile
Skill: Gunnery Price: 160
Damage: 16 Rarity: 8
Critical: 3 Restricted?: Yes
Range: Medium Special: Blast 14, Cumbersome
3, Inaccurate 1, Pierce 2
Encumbrance: N/A Notes:
Hard Points: N/A

Incendiary Missile
Skill: Gunnery Price: 145
Damage: 10 Rarity: 7
Critical: 3 Restricted?: Yes
Range: Extreme Special: Blast 10, Burn 3,
Guided 2
Encumbrance: N/A Notes:
Hard Points: N/A

Mon Calamari Battle Baton


Skill: Ranged (Light) Price: 250
Damage: 5 Rarity: 6
Critical: 4 Restricted?: No
Range: Medium Special: Stun Setting
Encumbrance: 1 Notes:
Hard Points: 1
Mon Calamari Mini-Torpedo Launcher (w/ Ant-Personnel Torpedoes)
Skill: Ranged (Heavy) Price: 2,000
Damage: 8 Rarity: 6
Critical: 2 Restricted?: No
Range: Long Special: Blast 6, Cumbersome
2, Limited Ammo 2
Encumbrance: 4 Notes: 100 credits per standard
Hard Points: 4 torpedo. Other Torpedoes listed
separately.

Armor Piercing Mini-Torpedo


Skill: Ranged (Heavy) Price: 150
Damage: 12 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Blast 2, Limited
Ammo 1, Pierce 4
Encumbrance: 1 Notes:
Hard Points: 0

Ink Mini-Torpedo
Skill: Ranged (Heavy) Price: 50
Damage: 0 Rarity: 5
Critical: N/A Restricted?: No
Range: Long Special: Blast 0, Disorient 4,
Limited Ammo 1
Encumbrance: 1 Notes: Usually lasts 4 rounds.
Hard Points: 0 May last longer in still water.

Ion Mini-Torpedo
Skill: Ranged (Heavy) Price: 150
Damage: 10 Rarity: 6
Critical: 2 Restricted?: No
Range: Long Special: Blast 8, Ion, Limited
Ammo 1
Encumbrance: 1 Notes:
Hard Points: 0
Net Mini-Torpedo
Skill: Ranged (Heavy) Price: 100
Damage: 0 Rarity: 5
Critical: N/A Restricted?: No
Range: Medium Special: Blast 0, Ensnare 6,
Limited Ammo 1
Encumbrance: 1 Notes:
Hard Points: 0

Stun Mini-Torpedo
Skill: Ranged (Heavy) Price: 300
Damage: 8 Rarity: 5
Critical: 2 Restricted?: No
Range: Long Special: Blast 4, Concussive 2,
Limited Ammo 1, Stun Damage
Encumbrance: 1 Notes:
Hard Points: 0

Multi-Goo Gun
Skill: Ranged (Light) Price: 250
Damage: 2 Rarity: 1
Critical: N/A Restricted?: No
Range: Short Special: Disorient 1, Ensnare 4,
Knockdown
Encumbrance: 2 Notes: Gain 1 Advantage on
Hard Points: 1 Mechanics checks to repair
droids, vehicles, or starships.
GM may use 2 Disadvantage or
1 Despair to cause gun to run
out of ammo.

Net Gun
Skill: Ranged (Heavy) Price: 750
Damage: 3 Rarity: 5
Critical: N/A Restricted?: No
Range: Short Special: Ensnare 5, Limited
Ammo 1
Encumbrance: 4 Notes:
Hard Points: 2
Net Gun (Palandrix AO14 Aranea)
Skill: Ranged (Heavy) Price: 775
Damage: 3 Rarity: 5
Critical: N/A Restricted?: No
Range: Medium Special: Ensnare 5, Limited
Ammo 1
Encumbrance: 4 Notes:
Hard Points: 2

Nightsister Energy Bow


Skill: Ranged (Heavy) Price: 2,800
Damage: 8 Rarity: 8
Critical: 2 Restricted?: Yes
Range: Medium Special: Pierce 4, Unwieldy 3,
Vicious 2
Encumbrance: 4 Notes:
Hard Points: 2

Pulse Rifle (Corondexx VES-700)


Skill: Ranged (Heavy) Price: 950
Damage: 8 Rarity: 6
Critical: 3 Restricted?: No
Range: Medium Special: Blast 6, Stun Setting
Encumbrance: 4 Notes:
Hard Points: 3

Repulsor Gun
Skill: Gunnery Price: 200
Damage: 3 Rarity: 3
Critical: 5 Restricted?: No
Range: Short Special: Knockdown
Encumbrance: 5 Notes: On a Despair, user is
Hard Points: 0 knocked prone and is
Disoriented for 2 rounds.
Repulsor Rifle (SakTek D-29)
Skill: Gunnery Price: 1,550
Damage: 8 Rarity: 7
Critical: 4 Restricted?: No
Range: Medium Special: Disorient 3,
Knockdown, Stun Damage
Encumbrance: 3 Notes:
Hard Points: 3

Riot Rifle (Merr-Sonn R-88 Suppressor)


Skill: Ranged (Heavy) Price: 2,000
Damage: 8 Rarity: 5
Critical: N/A Restricted?: No
Range: Medium Special: Blast 5, Disorient 3,
Stun Damage
Encumbrance: 4 Notes: Stun fluid can be
Hard Points: 2 negated by wearing heavy
clothing and a breath mask.

Rivet Gun
Skill: Ranged (Light) Price: 900
Damage: 4 Rarity: 1
Critical: 3 Restricted?: No
Range: Engaged Special: Ensnare 1, Inaccurate
2, Limited Ammo 1
Encumbrance: 4 Notes: Reduces dificulty of
Hard Points: 1 repairing Critical Hits on
vehicles and starships by 1.

Slugthrower Pistol
Skill: Ranged (Light) Price: 100
Damage: 4 Rarity: 3
Critical: 5 Restricted?: No
Range: Short Special:
Encumbrance: 1 Notes:
Hard Points: 0
Slugthrower Pistol (Kelvarek KD-30 Dissuader)
Skill: Ranged (Light) Price: 350
Damage: 4 Rarity: 6
Critical: 5 Restricted?: No
Range: Short Special: Pierce 2, Vicious 1
Encumbrance: 2 Notes: Hit target suffers 1
Hard Points: 0 wound (regardless of soak) at
beginning of its next 2 turns.

Slugthrower Pistol (Talus ASP-9 Vrelt Autopistol)


Skill: Ranged (Light) Price: 150
Damage: 4 Rarity: 4
Critical: 5 Restricted?: No
Range: Short Special: Auto-fire
Encumbrance: 1 Notes:
Hard Points: 0

Slugthrower Pistol (Xet Model C Fiver)


Skill: Ranged (Light) Price: 200
Damage: 5 Rarity: 4
Critical: 4 Restricted?: No
Range: Short Special: Accurate 1, Limited
Ammo 5
Encumbrance: 2 Notes:
Hard Points: 1

Slugthrower Rifle
Skill: Ranged (Heavy) Price: 250
Damage: 7 Rarity: 3
Critical: 5 Restricted?: No
Range: Medium Special: Cumbersome 2
Encumbrance: 5 Notes:
Hard Points: 1
Slugthrower Rifle (Adostic Arms 8-Gauge Scatter Gun)
Skill: Ranged (Heavy) Price: 550
Damage: 7 Rarity: 4
Critical: 6 Restricted?: No
Range: Short Special: Blast 3, Knockdown
Encumbrance: 3 Notes:
Hard Points: 2

Slugthrower Rifle (Coronet Arms Mark V Sand Panther Hunting Rifle)


Skill: Ranged (Heavy) Price: 1,750
Damage: 7 Rarity: 7
Critical: 5 Restricted?: No
Range: Long Special: Accurate 1,
Cumbersome 2
Encumbrance: 5 Notes:
Hard Points: 2

Slugthrower Rifle (Czerka KS-23 Hammer)


Skill: Ranged (Heavy) Price: 1,500
Damage: 8 Rarity: 5
Critical: 4 Restricted?: No
Range: Short Special: Blast 6, Knockdown
Encumbrance: 5 Notes:
Hard Points: 4

Slugthrower Rifle (Czerka Model 38 Sharpshooter)


Skill: Ranged (Heavy) Price: 3,000
Damage: 8 Rarity: 6
Critical: 3 Restricted?: No
Range: Extreme Special: Accurate 2, Pierce 3
Encumbrance: 5 Notes: If not custom-ordered,
Hard Points: 4 loses the Accurate 2 quality
until modified with a Hard
Mechanics check.
Slugthrower Rifle (Czerka Model 57 Homesteader)
Skill: Ranged (Heavy) Price: 500
Damage: 7 Rarity: 6
Critical: 5 Restricted?: No
Range: Long Special: Accurate 1,
Cumbersome 2
Encumbrance: 5 Notes:
Hard Points: 4

Slugthrower Rifle (Field Sports Model 77 Air Rifle)


Skill: Ranged (Heavy) Price: 1,100
Damage: 6 Rarity: 6
Critical: N/A Restricted?: No
Range: Long Special: Pierce 4, Stun Damage
Encumbrance: 3 Notes: If loaded with
Hard Points: 3 SmartTranq rounds: Hit target
makes an Average Resilience
check to avoid 5 strain, plus 2
more strain per Disadvantage.
Despair causes target to make
the check again at higher
difficulty.

Slugthrower Rifle (Selonian Shard Shooter)


Skill: Ranged (Heavy) Price: 1,500
Damage: 5 Rarity: 7
Critical: 3 Restricted?: No
Range: Medium Special: Auto-fire, Pierce 1
Encumbrance: 4 Notes: Ammo is dificult to find
Hard Points: 2 outside the Corellian System.

Slugthrower Rifle (Vodran Hunting Rifle)


Skill: Ranged (Heavy) Price: 800
Damage: 7 Rarity: 7
Critical: 4 Restricted?: No
Range: Long Special: Cumbersome 2
Encumbrance: 4 Notes:
Hard Points: 2
Slugthrower Assault Carbine
Skill: Ranged (Heavy) Price: 250
Damage: 6 Rarity: 4
Critical: 5 Restricted?: No
Range: Short Special: Auto-fire, Inaccurate 1
Encumbrance: 4 Notes: GM has the option to
Hard Points: 1 spend 2 Disadvantage to force
this weapon to run out of
ammo.

Sonic Rifle (Telex-Delcor SWE/2)


Skill: Ranged (Heavy) Price: 1,200
Damage: 8 Rarity: 6
Critical: 6 Restricted?: No
Range: Long Special: Concussive 1, Slow-
Firing 1, Stun Damage
Encumbrance: 4 Notes:
Hard Points: 3

Static Pistol (SoroSuub SSB-1)


Skill: Ranged (Light) Price: 850
Damage: 2 Rarity: 7
Critical: 4 Restricted?: No
Range: Short Special: Disorient 1, Stun 8
Encumbrance: 2 Notes:
Hard Points: 1

Stokhli Spray Stick


Skill: Ranged (Heavy) Price: 2,500
Damage: 0 Rarity: 8
Critical: N/A Restricted?: No
Range: Long Special: Accurate 2, Ensnare 4,
Slow Firing 1, Stun 8
Encumbrance: 4 Notes: Can be used as a melee
Hard Points: 0 weapon: Damage +2,
Inaccurate 1, Stun Damage
Tangle Gun
Skill: Ranged (Heavy) Price: 500
Damage: 1 Rarity: 5
Critical: 4 Restricted?: No
Range: Short Special: Ensnare 3
Encumbrance: 2 Notes:
Hard Points: 1

Verpine Shatter Gun (Pistol)


Skill: Ranged (Light) Price: 15,000
Damage: 8 Rarity: 8
Critical: 3 Restricted?: No
Range: Medium Special: Knockdown, Pierce 2
Encumbrance: 1 Notes: 2 Disadvantage or 1
Hard Points: 2 Despair will Sunder the weapon
by 1 step.

Verpine Shatter Gun (Rifle)


Skill: Ranged (Heavy) Price: 30,000
Damage: 12 Rarity: 8
Critical: 3 Restricted?: No
Range: Extreme Special: Knockdown, Pierce 4
Encumbrance: 3 Notes: 2 Disadvantage or 1
Hard Points: 3 Despair will Sunder the weapon
by 1 step.

Verpine Shatter Gun (Heavy Rifle)


Skill: Gunnery Price: 45,000
Damage: 15 Rarity: 8
Critical: 2 Restricted?: No
Range: Extreme Special: Accurate 2,
Knockdown, Pierce 6
Encumbrance: 4 Notes: 2 Disadvantage or 1
Hard Points: 4 Despair will Sunder the weapon
by 1 step.
Thrown Weapons & Explosives
Bola / Net
Skill: Ranged (Light) Price: 20
Damage: 2 Rarity: 2
Critical: N/A Restricted?: No
Range: Short Special: Ensnare 3,
Knockdown, Limited Ammo 1
Encumbrance: 1 / 3 Notes: Triumph to ensure target
Hard Points: 2 is so entangled that they may
not make any maneuvers, and
their only action is a
Formidable Athletics check to
get free.

Throwing Dagger (Ascian)


Skill: Ranged (Light) Price: 65
Damage: +1 Rarity: 7
Critical: 2 Restricted?: No
Range: Short Special: Pierce 2, Limited
Ammo 1
Encumbrance: 1 Notes: No penalty for being
Hard Points: 0 Engaged. Add Brawn to
weapon damage.

Frag Grenade
Skill: Ranged (Light) Price: 50
Damage: 8 Rarity: 5
Critical: 4 Restricted?: No
Range: Short Special: Blast 6, Limited
Ammo 1
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.
Armor-Piercing Grenade
Skill: Ranged (Light) Price: 100
Damage: 13 Rarity: 6
Critical: 3 Restricted?: No
Range: Short Special: Blast 4, Limited
Ammo 1, Pierce 3
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.

Concussion Grenade
Skill: Ranged (Light) Price: 100
Damage: 10 Rarity: 5
Critical: 5 Restricted?: Yes
Range: Short Special: Blast 8, Concussie 2,
Disorient 5, Limited Ammo 1
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.
If Disorient quality is activated,
all characters within short range
are affected.

Data-Purge Grenade
Skill: Ranged (Light) Price: 100
Damage: N/A Rarity: 7
Critical: N/A Restricted?: No
Range: Short Special: Limited Ammo 1
Encumbrance: 1 Notes: Any data storage device
Hard Points: 0 hit loses all programming,
memory, and data. Any droid
hit makes a Hard Resilience
check or suffer 1 strain, plus 1
more strain per Failure. GM
may spend 3 Disadvantage or 1
Despair to cause droid to lose
memory.
Glop Grenade
Skill: Ranged (Light) Price: 100
Damage: N/A Rarity: 6
Critical: N/A Restricted?: No
Range: Short Special: Blast -, Ensnare 3
Encumbrance: 1 Notes: Ensnare quality triggers
Hard Points: 0 automatically without spending
Advantage. When target is hit,
make Easy Coordination check
to keep foam out of lungs.

Heavy Frag Grenade


Skill: Ranged (Light) Price: 75
Damage: 9 Rarity: 5
Critical: 4 Restricted?: Yes
Range: Short Special: Blast 7, Limited
Ammo 1, Cumbersome 2
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.

Inferno Grenade
Skill: Ranged (Light) Price: 75
Damage: 8 Rarity: 5
Critical: 3 Restricted?: Yes
Range: Short Special: Blast 5, Burn 2,
Limited Ammo 1
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.

Ion Grenade
Skill: Ranged (Light) Price: 65
Damage: 10 Rarity: 4
Critical: 5 Restricted?: No
Range: Short Special:Blast 7, Disorient 5,
Stun Damage (Droid Only),
Limited Ammo 1
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.
Knockout Grenade
Skill: Ranged (Light) Price: 120
Damage: 12 Rarity: 5
Critical: N/A Restricted?: No
Range: Short Special: Blast 10, Stun
Damage, Limited Ammo 1
Encumbrance: 1 Notes: Has no effect on Targets
Hard Points: 0 wearing breath masks or
without respiratory systems.

Mercy Grenade
Skill: Ranged (Light) Price: 175
Damage: 5 Rarity: 8
Critical: N/A Restricted?: No
Range: Short Special: Blast 5, Limited
Ammo 1, Stun Damage
Encumbrance: 1 Notes: Anybody hit makes a
Hard Points: 0 Hard Resilience check, or will
have incomplete memory of the
encounter, and is disoriented for
1 round per Disadvantage. Can't
affect targets who don't breathe.

Noise Grenade
Skill: Ranged (Light) Price: 150
Damage: 4 Rarity: 5
Critical: 6 Restricted?: No
Range: Short Special: Blast 4, Stun Damage,
Concussive 1, Limited Ammo 1
Encumbrance: 1 Notes:
Hard Points: 0

Plasma Grenade
Skill: Ranged (Light) Price: 125
Damage: 12 Rarity: 6
Critical: 3 Restricted?: No
Range: Short Special: Blast 10, Limited
Ammo 1
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, set a timer (up to 3
rounds), or dead man's switch.
Poison Gas Grenade
Skill: Ranged (Light) Price: 50
Damage: N/A Rarity: 5
Critical: N/A Restricted?: No
Range: Short Special: Blast 2, Limited
Ammo 1
Encumbrance: 1 Notes: Has no effect on Targets
Hard Points: 0 wearing breath masks or
without respiratory systems.
Can be filled with any deadly
gas.

Stun Grenade
Skill: Ranged (Light) Price: 75
Damage: 8 Rarity: 4
Critical: N/A Restricted?: No
Range: Short Special: Disorient 3, Stun
Damage, Blast 8, Limited
Ammo 1
Encumbrance: 1 Notes: Can be set to detonate
Hard Points: 0 on impact, or set a timer (up to
3 rounds)

Stun Grenade (Spore/B)


Skill: Ranged (Light) Price: 400
Damage: 6 Rarity: 5
Critical: 3 Restricted?: No
Range: Short Special: Blast 6, Concussive 2,
limited Ammo 1, Stun Damage
Encumbrance: 1 Notes: The first time a target is
Hard Points: 0 hit by this weapon, roll 1
Chanllenge Die. On a Despair,
target suffers 6 Strain and
begins to suffocate. Hard
Medicine check is required to
stop suffocation.
Anti-Personnel Mine
Skill: Mechanics Price: 850
Damage: 12 Rarity: 6
Critical: 3 Restricted?: Yes
Range: Engaged Special: Blast 4, Vicious 4,
Limited Ammo 1
Encumbrance: 3 Notes:
Hard Points: 0

Anti-Vehicle Mine
Skill: Mechanics Price: 1,400
Damage: 25 Rarity: 6
Critical: 2 Restricted?: Yes
Range: Engaged Special: Blast 2, Breach 4,
Limited Ammo 1
Encumbrance: 4 Notes: Has pressure switch and
Hard Points: 0 repulsor field sensor.

Knockout Mine
Skill: Mechanics Price: 200
Damage: 6 Rarity: 6
Critical: N/A Restricted?: No
Range: Short Special: Stun Damage, Limited
Ammo 1
Encumbrance: 1 Notes: Anyone hit makes a
Hard Points: 0 Hard Resilience check or
becomes immobilized until the
end of the encounter. Does not
affect targets that don't breathe.
Thermal Detonator
Skill: Ranged (Light) Price: 2,000
Damage: 20 Rarity: 8
Critical: 2 Restricted?: Yes
Range: Short Special: Blast 15, Breach 1,
Vicious 4, Limited Ammo 1
Encumbrance: 1 Notes: Any Despair results in
Hard Points: 0 early detonation, with user
taking full damage (Blast
damage only if user can spend a
maneuver to get clear). Can be
set to detonate on impact, set a
timer (up to 3 rounds), or dead
man's switch.
Brawl Weapons
Blast Knuckles
Skill: Brawl Price: 500
Damage: +4 Rarity: 6
Critical: 4 Restricted?: Yes
Range: Engaged Special: Inaccurate 1
Encumbrance: 2 Notes: Each succesful hit deals
Hard Points: 0 1 Strain to the user. Cannot deal
Strain to the target.

Brass Knuckles
Skill: Brawl Price: 25
Damage: +1 Rarity: 0
Critical: 4 Restricted?: No
Range: Engaged Special: Disorient 3
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 0 Perception Check to find brass
knuckles on a person's body.

Cortosis Gauntlets (Refined)


Skill: Brawl Price: 1,000
Damage: +1 Rarity: 7
Critical: 4 Restricted?: No
Range: Engaged Special: Cortosis
Encumbrance: 3 Notes: When attacked by a
Hard Points: 2 lightsaber, may spend 3
Disadvantage or 1 Despair to
deactivate lightsaber after
combat check is resolved.
When attacking a character
with a lightsaber, may do the
same thing with 3 Advantage or
1 Triumph.
Needle Gloves
Skill: Brawl Price: 750
Damage: +0 Rarity: 8
Critical: 5 Restricted?: Yes
Range: Engaged Special:
Encumbrance: 1 Notes: May be loaded with 1
Hard Points: 0 dose of any poison. Any
successful hit delivers the
poison, even if no damage is
dealt. Add 3 Setback Dice to
Perception check to notice that
gloves are a weapon.

Shock Boots
Skill: Brawl Price: 1,250
Damage: +0 Rarity: 5
Critical: 5 Restricted?: No
Range: Engaged Special: Disorient 3, Stun 3
Encumbrance: 2 Notes: Add 1 Setback Die to
Hard Points: 0 Perception check to notice that
boots are a weapon.

Shock Gloves
Skill: Brawl Price: 300
Damage: +0 Rarity: 2
Critical: 5 Restricted?: No
Range: Engaged Special: Stun 3
Encumbrance: 0 Notes:
Hard Points: 1

Shock Gloves (Backhand)


Skill: Brawl Price: 2,000
Damage: +1 Rarity: 4
Critical: 3 Restricted?: No
Range: Engaged Special: Concussive 1, Stun
Damage, Slow-Firing 1
Encumbrance: 0 Notes: May make an unarmed
Hard Points: 2 attack while waiting for the
weapon to recharge.
Stun Cloak
Skill: Brawl Price: 1,500
Damage: 7 Rarity: 4
Critical: 3 Restricted?: No
Range: Engaged Special: Limited Ammo 3, Stun
Damage
Encumbrance: 2 Notes: If the user is hit by a
Hard Points: 0 brawl or melee attack while
cloak is activated, it imediately
inflicts a hit on the attacker.

Vamblade
Skill: Brawl Price: 500
Damage: +1 Rarity: 4
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1
Encumbrance: 2 Notes: When worn as a pair,
Hard Points: 1 gains Sunder and Accurate 1.
Cannot deal Strain.

Vibroknucklers
Skill: Brawl Price: 350
Damage: +1 Rarity: 4
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 1, Vicious 1
Encumbrance: 1 Notes: Add 1 Setback Die to
Hard Points: 0 Perception Check to find
vibroknucklers on a person's
body. Cannot deal Strain.
Melee Weapons
Ancient Sword
Skill: Lightsaber Price: 350
Damage: +2 Rarity: 8
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1
Encumbrance: 3 Notes:
Hard Points: 1

Arg'garok
Skill: Melee Price: 1,000
Damage: +5 Rarity: 7
Critical: 3 Restricted?: No
Range: Engaged Special: Cumbersome 5,
Inferior 1, Pierce 1, Sunder
Encumbrance: 5 Notes: Requires 2 hands.
Hard Points: 3

Beam Drill (Corellia Mining J-7b)


Skill: Melee Price: 3,000
Damage: 9 Rarity: 5
Critical: 2 Restricted?: No
Range: Engaged Special: Breach 1,
Cumbersome 4, Inaccurate 2,
Sunder
Encumbrance: 6 Notes:
Hard Points: 0

Blade-Breaker
Skill: Melee Price: 250
Damage: +0 Rarity: 5
Critical: 4 Restricted?: No
Range: Engaged Special: Defensive 2, Pierce 1,
Sunder
Encumbrance: 1 Notes:
Hard Points: 1
Ceremonial Blade
Skill: Melee Price: 650
Damage: +2 Rarity: 7
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1
Encumbrance: 2 Notes: Add 1 Boost Die when
Hard Points: 3 attempting to convince others to
allow you to keep weapon.

Combat Knife
Skill: Melee Price: 25
Damage: +1 Rarity: 1
Critical: 3 Restricted?: No
Range: Engaged Special:
Encumbrance: 1 Notes:
Hard Points: 0

Corellian Cutlass
Skill: Melee Price: 300
Damage: +2 Rarity: 3
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1, Vicious 1
Encumbrance: 2 Notes:
Hard Points: 1

Cortosis Shield
Skill: Melee Price: 900
Damage: +0 Rarity: 7
Critical: 6 Restricted?: No
Range: Engaged Special: Cortosis, Cumbersome
3, Defensive 2, Deflection 2
Encumbrance: 4 Notes:
Hard Points: 0
Cortosis Staff (Refined)
Skill: Melee Price: 2,500
Damage: +3 Rarity: 7
Critical: 5 Restricted?: No
Range: Engaged Special: Cortosis
Encumbrance: 4 Notes: When attacked by a
Hard Points: 2 lightsaber, may spend 3
Disadvantage or 1 Despair to
deactivate lightsaber after
combat check is resolved.
When attacking a character
with a lightsaber, may do the
same thing with 3 Advantage or
1 Triumph. Requires 2 hands.

Cortosis Staff (Morgukai)


Skill: Melee Price: 9,000
Damage: 8 Rarity: 10
Critical: 1 Restricted?: Yes
Range: Engaged Special: Breach 1, Cortosis,
Defensive 1
Encumbrance: 3 Notes: Requires 2 hands.
Hard Points: 0

Cortosis Sword
Skill: Melee Price: 1,350
Damage: +2 Rarity: 7
Critical: 3 Restricted?: No
Range: Engaged Special: Cortosis, Defensive 1
Encumbrance: 3 Notes:
Hard Points: 2

Drall Flashstick
Skill: Melee Price: 375
Damage: +2 Rarity: 4
Critical: N/A Restricted?: No
Range: Engaged Special: Disorient 3, Stun
Damage
Encumbrance: 2 Notes: Special Qualities don't
Hard Points: 2 activate on targets who can't
see.
Electromag-Pulse Disruptor
Skill: Melee Price: 180
Damage: 5 Rarity: 5
Critical: 4 Restricted?: No
Range: Engaged Special: Disorient 1, Ion
Encumbrance: 1 Notes:
Hard Points: 0

Electrostaff
Skill: Melee Price: 4,500
Damage: +4 Rarity: 6
Critical: 3 Restricted?: No
Range: Engaged Special: Cortosis, Cumbersome
3, Linked 1, Stun Setting,
Unwieldy 3
Encumbrance: 4 Notes: Requires 2 hands.
Hard Points: 3

Explorer's Knife
Skill: Melee Price: 100
Damage: +1 Rarity: 3
Critical: 3 Restricted?: No
Range: Engaged Special: Vicious 1
Encumbrance: 2 Notes: Gain 1 Boost Die on all
Hard Points: 0 Survival Checks.

Gaffi Stick
Skill: Melee Price: 100
Damage: +2 Rarity: 2
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1, Disorient
3
Encumbrance: 3 Notes:
Hard Points: 0
Hand Grinder
Skill: Melee Price: 500
Damage: +2 Rarity: 3
Critical: 4 Restricted?: No
Range: Engaged Special: Cumbersome 3,
Prepare 1, Vicious 4
Encumbrance: 5 Notes: Add 1 Advantage
Hard Points: 4

Force Pike
Skill: Melee Price: 500
Damage: +3 Rarity: 4
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 2, Stun Setting
Encumbrance: 3 Notes: When using Stun
Hard Points: 3 Setting, Pierce does not apply.
Requires 2 hands.

Longeing Whip
Skill: Melee Price: 600
Damage: +1 Rarity: 4
Critical: 5 Restricted?: No
Range: Short Special: Ensnare 2, Stun
Damage
Encumbrance: 3 Notes: Can make a melee
Hard Points: 1 attack at Short Range.

Molecular Stiletto
Skill: Melee Price: 500
Damage: +0 Rarity: 5
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 5, Vicious 1
Encumbrance: 1 Notes: 2 Disadvantage or 1
Hard Points: 1 Despair on attack roll wll
Sunder the weapon by 1 step.
Add 1 Setback Die to
Perception check when
attempting to find a holdout
pistol on a person's body.
Mon Calamari Coral Pike
Skill: Melee Price: 1,000
Damage: +3 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Defensive 1, Pierce 2
Encumbrance: 3 Notes:
Hard Points: 3

Mon Calamari Energy Lance


Skill: Melee Price: 1,500
Damage: +3 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Cumbersome 3, Pierce
3
Encumbrance: 4 Notes: May use mount's Brawn
Hard Points: 2 rating for damage, and
Cumbersome quality does not
apply while riding a mount.

NanoDagger
Skill: Melee Price: 700
Damage: +1 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 5, Vicious 1
Encumbrance: 1 Notes: GM may use 3
Hard Points: 0 Disadvantage or 1 Despair to
Sunder weapon by 1 step.

Neuronic Whip
Skill: Melee Price: 750
Damage: +1 Rarity: 6
Critical: 4 Restricted?: No
Range: Short Special: Disorient 4, Ensnare 1,
Stun Damage
Encumbrance: 1 Notes: Can make a melee
Hard Points: 1 attack at Short Range.
Poleaxe
Skill: Melee Price: 610
Damage: +3 Rarity: 4
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1, Pierce 2,
Unwieldy 2
Encumbrance: 5 Notes: Requires 2 hands.
Hard Points: 1

Pulse Drill
Skill: Melee Price: 1,100
Damage: 5 Rarity: 4
Critical: 4 Restricted?: No
Range: Engaged Special: Breach 1,
Cumbersome 3, Inaccurate 2
Encumbrance: 5 Notes:
Hard Points: 2

Punch Dagger
Skill: Melee Price: 75
Damage: +1 Rarity: 4
Critical: 3 Restricted?: No
Range: Engaged Special: Pierce 1
Encumbrance: 1 Notes: Add 2 Setback Dice to
Hard Points: 1 Perception check to find this
weapon on a person's body.

Riot Shield
Skill: Melee Price: 300
Damage: +0 Rarity: 4
Critical: 6 Restricted?: No
Range: Engaged Special: Cumbersome 3,
Defensive 2, Deflection 2,
Disorient 1
Encumbrance: 5 Notes:
Hard Points: 1
Riot Shield w/ Rifle Slot
Skill: Melee Price: 400
Damage: +0 Rarity: 4
Critical: 6 Restricted?: No
Range: Engaged Special: Cumbersome 3,
Defensive 2, Deflection 2,
Disorient 1
Encumbrance: 5 Notes: Rifles may be fired
Hard Points: 0 with 1 hand while holding
shield in the other hand. Add 1
Setback die to rifle's attack
rolls.

Ryyk Blade
Skill: Melee Price: 400
Damage: +2 Rarity: 8
Critical: 2 Restricted?: No
Range: Engaged Special: Cumbersome 3,
Defensive 1, Superior
Encumbrance: 3 Notes: Damage from the
Hard Points: 3 Superior quality is reflected in
stat block.

Selonian Glaive
Skill: Melee Price: 1,200
Damage: +3 Rarity: 7
Critical: 3 Restricted?: No
Range: Engaged Special:
Encumbrance: 5 Notes: Defensive 1, Pierce 3
Hard Points: 3

Shock Prod
Skill: Melee Price: 875
Damage: 5 Rarity: 6
Critical: 3 Restricted?: No
Range: Engaged Special: Concussive 1, Stun
Damage
Encumbrance: 2 Notes:
Hard Points: 2
Shock Prod (SoroSuub Persuader)
Skill: Melee Price: 1,000
Damage: +2 Rarity: 4
Critical: 4 Restricted?: No
Range: Engaged Special: Concussive 1, Slow
Firing 1, Stun Setting
Encumbrance: 4 Notes: Inbetween firing, you
Hard Points: 2 may use this weapon as an
improvised weapon. See Rules.

Staff of Office
Skill: Melee Price: 350
Damage: +2 Rarity: 6
Critical: 4 Restricted?: No
Range: Engaged Special: Defensive 1, Disorient
2
Encumbrance: 3 Notes: Requires 2 hands. Add 2
Hard Points: 2 Boost Dice when attempting to
convince others to allow you to
keep weapon.

Stun Baton
Skill: Melee Price: 200
Damage: +2 Rarity: 4
Critical: 6 Restricted?: No
Range: Engaged Special: Disorient 2, Stun
Damage
Encumbrance: 2 Notes:
Hard Points: 2

Stun Master
Skill: Melee Price: 575
Damage: 6 Rarity: 3
Critical: 3 Restricted?: No
Range: Engaged Special: Disorient 2, Stun
Damage
Encumbrance: 1 Notes:
Hard Points: 0
Sword Cane
Skill: Melee Price: 475
Damage: +2 Rarity: 6
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1
Encumbrance: 2 Notes: Add 1 Setback Die to
Hard Points: 1 Perception check to notice the
cane is a weapon.

Therm-Ax
Skill: Melee Price: 850
Damage: +2 Rarity: 5
Critical: 3 Restricted?: Yes
Range: Engaged Special: Burn 2, Sunder,
Vicious 1
Encumbrance: 4 Notes: Requires 2 hands.
Hard Points: 3

Truncheon
Skill: Melee Price: 15
Damage: +2 Rarity: 1
Critical: 5 Restricted?: No
Range: Engaged Special: Disorient 2
Encumbrance: 2 Notes:
Hard Points: 0

Tuskbeast Pike
Skill: Melee Price: 1,050
Damage: +4 Rarity: 8
Critical: 3 Restricted?: No
Range: Engaged Special: Defensive 1,
Knockdown
Encumbrance: 3 Notes: Requires 2 hands.
Hard Points: 1
Vibro-Ax
Skill: Melee Price: 750
Damage: +3 Rarity: 5
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 2, Sunder,
Vicious 3
Encumbrance: 4 Notes: Requires 2 hands to
Hard Points: 3 wield.

Vibro-Glaive (Beastmaster's)
Skill: Melee Price: 975
Damage: +2 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Defensive 2, Pierce 3
Encumbrance: 3 Notes: Requires 2 hands to
Hard Points: 3 wield.

Vibro-Greatsword
Skill: Melee Price: 900
Damage: +3 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Defensive 1, Pierce 2,
Vicious 2
Encumbrance: 4 Notes: Requires 2 hands.
Hard Points: 3

Vibroknife
Skill: Melee Price: 250
Damage: +1 Rarity: 3
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 2, Vicious 1
Encumbrance: 1 Notes:
Hard Points: 2
Vibroknife (Stealth)
Skill: Melee Price: 350
Damage: +1 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 1, Vicious 1
Encumbrance: 1 Notes: Add 2 Setback Dice to
Hard Points: 1 Perception check t find weapon
on a person's body.

Vibro-Machete
Skill: Melee Price: 550
Damage: +2 Rarity: 4
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 1, Sunder,
Vicious 1
Encumbrance: 2 Notes:
Hard Points: 1

Vibrorapier
Skill: Melee Price: 1,200
Damage: +2 Rarity: 7
Critical: 2 Restricted?: No
Range: Engaged Special: Defensive 1, Pierce 5
Encumbrance: 2 Notes: Weapon is silent
Hard Points: 2 compared to other
vibroweapons.

Vibrosaw
Skill: Melee Price: 1,500
Damage: +4 Rarity: 5
Critical: 2 Restricted?: No
Range: Engaged Special: Cumbersome 5, Pierce
2, Sunder, Vicious 2
Encumbrance: 6 Notes: Generating Despair on
Hard Points: 3 an attack roll means you hit
yourself instead of your target.
Requires 2 hands.
Vibrospear
Skill: Melee Price: 950
Damage: +3 Rarity: 6
Critical: 3 Restricted?: No
Range: Engaged Special: Pierce 2, Vicious 2
Encumbrance: 4 Notes: Requires 2 hands.
Hard Points: 2

Vibrospear (Merr-Sonn Model 14 Stalker)


Skill: Melee Price: 490
Damage: +2 Rarity: 6
Critical: 2 Restricted?: No
Range: Engaged Special: Defensive 1, Pierce 2,
Vicious 2
Encumbrance: 4 Notes: Requires 2 hands. GM
Hard Points: 2 may use 2 Disadvantage to have
weapon produce a loud noise,
spooking nearby animals,
alerting foes, and adding 2
Setback Dice to next Survival
check to hunt or track prey.

Vibrosword
Skill: Melee Price: 750
Damage: +2 Rarity: 5
Critical: 2 Restricted?: No
Range: Engaged Special: Pierce 2, Vicious 1,
Defensive 1
Encumbrance: 3 Notes:
Hard Points: 3

Welding Rod
Skill: Melee Price: 1,750
Damage: 3 Rarity: 5
Critical: 2 Restricted?: No
Range: Engaged Special: Breach 1, Inaccurate 2
Encumbrance: 4 Notes: Adds 1 Success to
Hard Points: 0 Mechanics checks to repair
droids, vehicles, and starships.
GM may spend 1 Despair to
inflict a Critical Injury on the
user
Lightsabers
Lightsaber (Fully Upgraded Ilum Crystal)
Skill: Lightsaber Price: 10,000
Damage: 10 Rarity: 10
Critical: 1 Restricted?: Yes
Range: Engaged Special: Breach 1, Sunder,
Vicious 2
Encumbrance: 1 Notes: Cannot be sundered.
Hard Points: 0 Must be used untrained unless
character has at least 1
specialization from Force and
Destiny that includes
Lightsaber proficiency.

Basic Lightsaber
Skill: Lightsaber Price: 9,300
Damage: 6 Rarity: 10
Critical: 2 Restricted?: Yes
Range: Engaged Special: Breach 1, Sunder
Encumbrance: 1 Notes: Contains an unmodded
Hard Points: 5 Ilum crystal (occupies 2 hard
points).

Double-Bladed Lightsaber
Skill: Lightsaber Price: 18,600
Damage: 6 Rarity: 10
Critical: 2 Restricted?: Yes
Range: Engaged Special: Breach 1, Linked 1,
Sunder, Unwieldy 3
Encumbrance: 2 Notes: Contains an unmodded
Hard Points: 4 Ilum crystal (occupies 2 hard
points). All upgrade costs are
doubled.
Lightsaber Pike
Skill: Lightsaber Price: 9,600
Damage: 6 Rarity: 10
Critical: 2 Restricted?: Yes
Range: Engaged Special: Breach 1,
Cumbersome 3, Defensive 1,
Sunder
Encumbrance: 3 Notes: Contains an unmodded
Hard Points: 3 Ilum crystal (occupies 2 hard
points).

Shoto (Short Lightsaber)


Skill: Lightsaber Price: 9,300
Damage: 5 Rarity: 10
Critical: 2 Restricted?: Yes
Range: Engaged Special: Accurate 1, Beach 1,
Sunder
Encumbrance: 1 Notes: Contains an unmodded
Hard Points: 3 Ilum crystal (occupies 2 hard
points). When modding, always
reduce crystal's damage rating
by 1.

Training Lightsaber
Skill: Lightsaber Price: 400
Damage: 6 Rarity: 6
Critical: N/A Restricted?: No
Range: Engaged Special: Stun Damage
Encumbrance: 1 Notes: Contains an unmodded
Hard Points: 5 training lightsaber emitter
(occupies 2 hard points).
Template
Weapon Name
Skill: Price:
Damage: Rarity:
Critical: Restricted?:
Range: Special:
Encumbrance: Notes:
Hard Points:

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