Comprehensive Holdout Blaster Guide
Comprehensive Holdout Blaster Guide
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.
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 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
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.
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.
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.
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.
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
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
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
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 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
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.
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)
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.
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
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
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 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
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
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).
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: