MELEE WEAPONS
Advanced Melee Weapons
Advanced Cost Damage Stun Weight Type Availability Spec Réf.
Melee Damage (kg) (S,P,B,E)
Weapons
Tiny Vibrodagger1 200 2d4 - 1 S or P -
Small Vibroblade 250 2d6 - 1.8 S or P Licensed
Medium Vibrobayonet 350 2d6 - 1 P Licensed
Force Pike 500 2d8 Y 2 P/E Restricted
Large Electrostaff 3000 2d6/2d6 Y 2 B/E Restricted
Vibro-Ax 500 2d10 - 6 S Restricted
Vibrosword 450 2d8 - 3 S or P Licensed TFUCG
p.96
Exotic Weapons
Exotic Cost Damage Stun Weight Type Availability Spec Réf.
Weapons Damage (kg) (S,P,B,E)
Tiny Shyarn 40 3d4 - 1 S or P Rare A KORCG
(Cerean) p.66
Tehk’la Blade 8500 2d6 - 0.5 P/S Rare B LECG p.62
(Nagai)
Mediu Atlatl2 50 2d4 - 1.5 B Rare
m (Gungan)
Large Cesta2,3 100 2d4 - 1.8 B Rare
(Gungan)
Arg’garog 150 2d12 - 2 S Rare C KORCG
(Gamorrean) p.64
Lightsabers
Lightsabers Cost Damage Stun Weight Type Availability Spec Réf.
Damage (kg) (S,P,B,E)
Small Lightsaber, 2500 2d6 - 0.5 E/S Rare
short1
Medium Lightsaber1 3000 2d8 - 1 E/S Rare
Lightsaber, 4000 2d8 - 0.3 E/S Rare D JATM
duelling p.52
Lightsaber, 4000 2d8 - 0.7 E/S Rare E JATM
crossguard p.52
Large Lightsaber, 7000 2d8/2d8 - 2 E/S Rare
double
Long Handle 4500 2d8 - 2 E/S Rare F LECG
Lightsaber p.62
Simple Weapons
Simple Cost Damage Stun Weight Type Availability Spec Réf.
Weapons Damage (kg) (S,P,B,E)
Tiny Knife1 25 1d4 - 1 S or P -
Small Club/Baton 15 1d6 - 0.5 B -
Stun Baton 15 1d6 Y (2d6) 0.5 B -
Medium Mace 50 1d8 - 2.5 B -
Spear1 60 1d8 - 1.5 P -
Bayonet 50 1d8 - 1 P Licensed
War Sword 60 1d8 - 2 S or P - KORCG
p.64
Large Quarterstaff 65 1d6/1d6 - 1.8 B -
1
Can be thrown
2
Can be used to hurl energy balls
3
Reach weapon
A. Magnetically charged blade. No penalty to attack rolls when using the Rapid Strike feat
B. Leading edge is serrated, and vibration inducers cause it to oscillate at several thousand cycles per
minute. If the attack roll equals/exceeds both the target’s Ref Def and Fort Def, the target takes an
additional 1d6 points of damage from bleeding at the start of his next turn. Requires an energy cell
to operate
C. Looks like a huge axe. -5 penalty on attack rolls if STR 14 or below. Gamorreans treat the
Arg’garok as an advanced melee weapon instead of an exotic weapon
D. When you wield a duelling lightsaber one-handed, you gain a +1 equipment bonus on attack rolls
whenever you make an AO with the weapon
E. When using Block talent, each successive Use the Force check made to Block incoming attack
incurs only a cumulative -2 penalty. However, the wielder takes a -2 penalty on all Use the Force
checks to use the Deflect talent
F. Larger handle grip to allow the wielder to rotate the weapon around his body. Can choose to
forego doubling STR bonus to damage and instead increase the lightsaber’s base damage to 2d10
Melee weapon upgrades
Melee weapon Cost Slot cost Availability Description Réf
upgrades
Miniaturized 500 1 Common 1 SV p.41
Electrograpple 1000 1 2 SV p.41
handle
Extra power 200 1 Common 3 SV p.41
source
Neutronium 3000 1 Military 4 SV p.43
reinforcement
Durasteel bonding 2000 1 Common? 5 KORCG p.75
Enhanced energy 3000 1 Common? 6 KORCG p.75
projector
1. Weighs half as much, one size smaller. A melee weapon that is miniaturized has its damage dice
reduces by one step
2. Magnetized section of equipment designed to fly toward a specially attuned grapple gauntlet. Can
be retrieved by a character wearing the attuned grapple gauntlet as a move action out to a range of
6 sq
3. Any equipment that runs on energy cells or power packs can be modified to have two such power
sources, doubling the duration the device will function (or the number of shots a weapon can make
before being recharged)
4. Weapon gains +5 DR (max 15), 10 Hp and 100% weight. A slashing or piercing melee weapon
scores a critical hit on a natural roll of 19 and 20
5. Coats an advanced melee weapon, a melee exotic weapon, or a melee simple weapon with a thin
layer of durasteel. Increases its own DR by +5 and deals an extra die of damage on a critical hit
(this die of damage is added after damage is multiplied). Only placed on weapon that deals
slashing damage
6. Smooths the flow of power to an advanced melee weapon or a melee exotic weapon that requires a
power pack. Allows the wielder to reroll a natural 1 on any attack roll once per encounter, keeping
the second result