Weapons

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Holdout Blasters Light Blaster Pistols Blaster Pistols Heavy Blaster Pistols
Blaster Carbines Blaster Rifles Heavy Blasters Blaster Turrets
Bows Disruptors Ion Blasters Slugthrower Pistols
Slugthrower Rifles Launchers Misc. Ranged Thrown Weapons
Brawling Weapons Melee Weapons Lightsabers Ammunition

 

Holdout Blasters

Standard Holdout Blaster (Merr-Sonn Q2 or Imperial Army Scout Trooper Pistol)
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 1
Price: 200 Rarity: 4 Restricted: No Special: Stun Setting
Notes: Add 1 Setback Die to Perception check when attempting to find this weapon on a person's body.
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Boonta Blaster
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 1
Price: 1,000 Rarity: 8 Restricted: No Special: Stun Setting
Notes: Add 1 Setback Die to 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.
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Czerka Arms 411 Holdout Blaster
Skill: Ranged (Light) Damage: 4 Critical: 4 Range: Medium Encumbrance: 1 Hard Points: 1
Price: 350 Rarity: 5 Restricted: Yes Special: Stun Setting
Notes:
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Czerka Arms A95 Stingbeam
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 400 Rarity: 5 Restricted: No Special: Stun Setting
Notes: Add 2 Setback Dice to Perception check when attempting to find this weapon on a person's body.
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Fed-Dub Protective Services Spukami Pocket Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 1
Price: 200 Rarity: 2 Restricted: No Special: Stun Setting
Notes: Add 1 Setback Die to Perception check when attempting to find this weapon on a person's body. Gains Inaccuarte quality at Short Range (or beyond).
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Gee-Tech 12 Defender
Skill: Ranged (Light) Damage: 5 Critical: 5 Range: Short Encumbrance: 1 Hard Points: 0
Price: 25 Rarity: 4 Restricted: No Special: Inferior, Limited Ammo 2
Notes: Add 2 Setback Dice to Perception check when attempting to find this weapon on a person's body. Cannot be reloaded.
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Merr-Sonn Model Q4 Quickfire Holdout Blaster
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 0
Price: 250 Rarity: 4 Restricted: No Special: Stun Setting
Notes: Add 1 Setback Die to Perception check when attempting to find this weapon on a person's body. Must be charged, rather than reloaded
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Military Holdout Blaster
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 0
Price: 500 Rarity: 5 Restricted: No Special: Stun Setting
Notes: Add 1 Setback Die to Perception check when attempting to find this weapon on a person's body. GM may spend 3 Threat to cause weapon to run out of ammo.
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Variable Holdout Blaster
Skill: Ranged (Light) Damage: 1 to 7 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 0
Price: 400 Rarity: 7 Restricted: No Special: Limited Ammo 12
Notes: Add 1 Setback Die to 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 Pistols

Standard Light Blaster Pistol (BlasTech DL-18 or Merr-Sonn Model 44)
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Medium Encumbrance: 1 Hard Points: 2
Price: 300 Rarity: 4 Restricted: No Special: Stun Setting
Notes:
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CDEF Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Medium Encumbrance: 1 Hard Points: 1
Price: 150 Rarity: 4 Restricted: No Special: Inferior, Stun Setting
Notes:
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Coronet Arms HL-27 Light Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 2
Price: 450 Rarity: 4 Restricted: No Special: Accurate 1, Stun Setting
Notes:
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LiquidSilver L7 Light Blaster Pistol
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 1
Price: 425 Rarity: 4 Restricted: No Special: Stun Setting
Notes: Add 2 Setback Dice to Perception check when attempting to find this weapon stashed aboard a starship.
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Talus Ironworks XL-2 "Flashfire" Light Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 3
Price: 450 Rarity: 5 Restricted: No Special: Disorient 1, Stun Setting
Notes:

 

Blaster Pistols

Standard Blaster Pistol (BlasTech DH-17 Blaster Pistol)
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 3
Price: 400 Rarity: 4 Restricted: No Special: Stun Setting
Notes:
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BlasTech DL-19C Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Medium Encumbrance: 1 Hard Points: 4
Price: 450 Rarity: 4 Restricted: No Special: Stun Setting
Notes: When applying the Jury Rigged talent, may chose an additional option from the list.
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BlasTech SE-14C Light Repeating Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 2
Price: 650 Rarity: 6 Restricted: No Special: Auto-fire, Stun Setting
Notes:
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BlasTech SE-14r Light Repeating Blaster Pistol
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 3
Price: 1,000 Rarity: 6 Restricted: Yes Special: Auto-fire, Stun Setting
Notes: GM may spend 3 Threat to force this weapon to run out of ammo.
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Coronet Arms Dueling Pistol
Skill: Ranged (Light) Damage: 9 Critical: 2 Range: Short Encumbrance: 2 Hard Points: 2
Price: 750 Rarity: 5 Restricted: No Special: Accurate 1, Limited Ammo 1, Pierce 1
Notes:
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Coronet Arms H-7 Equalizer
Skill: Ranged (Light) Damage: 7 Critical: 2 Range: Medium Encumbrance: 2 Hard Points: 3
Price: 1,200 Rarity: 8 Restricted: No Special: Stun Setting, Superior
Notes:
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DDC Defender Sporting Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 1
Price: 650 Rarity: 6 Restricted: No Special: Accurate 1, Stun Setting
Notes:
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Greff-Timms ATA Pulse-Wave Blaster
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Short Encumbrance: 2 Hard Points: 2
Price: 750 Rarity: 6 Restricted: Yes Special: Vicious 3
Notes:
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Merr-Sonn DR-45 "Dragoon" Cavalry Blaster
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 3
Price: 1,900 Rarity: 6 Restricted: No Special: Accurate 1, Stun Setting
Notes: Use a maneuver to switch between pistol and carbine. Use Ranged (Heavy) skill to fire as a carbine.
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Merr-Sonn Model 44 Blaster Pistol
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 4
Price: 500 Rarity: 4 Restricted: No Special: Stun Setting
Notes:
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Merr-Sonn Model 53 "Quicktrigger" Blaster Pistol
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 4
Price: 450 Rarity: 4 Restricted: No Special: Stun Setting
Notes: Reduce the difficulty of Mechanics checks to repair or modify this weapon by 1.
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Merr-sonn Model 80 Blaster Pistol
Skill: Ranged (Light) Damage: 6 Critical: 2 Range: Medium Encumbrance: 2 Hard Points: 3
Price: 550 Rarity: 5 Restricted: No Special: Stun Setting
Notes: Time taken to draw, holster, stow, or otherwise access this weapon cannot be reduced by talents, gear, or any ther means.
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Merr-Sonn IR-5 "Intimidator" Blaster Pistol
Skill: Ranged (Light) Damage: 5 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 2
Price: 750 Rarity: 6 Restricted: Yes Special: Auto-fire, Inaccurate 1
Notes:
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Raider Arms Model-1 "Nova Viper" Blaster Pistol
Skill: Ranged (Light) Damage: 7 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 2
Price: 4,500 Rarity: 9 Restricted: No Special: Accurate 2, Pierce 2, Stun Setting
Notes: Increase the difficulty of Mechanics checks to repair or modify this weapon by1.
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Site-145 Replica Blaster Pistol
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 0
Price: 1,750 Rarity: 8 Restricted: Yes Special: Stun Setting
Notes: Force-attuned resonator weapon attachment: user must have a Force Rating of 1 or higher and must have knowledge of how resonator works.
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SoroSuub ELG-3A "Diplomat's Blaster" Pistol
Skill: Ranged (Light) Damage: 6 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 0
Price: 400 Rarity: 4 Restricted: No Special: Stun Setting
Notes: Add 2 Setback Dice to Perception check when attempting to find this weapon on a person's body.
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SoroSuub X-30 Lancer Precision Blast Pistol
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Long Encumbrance: 1 Hard Points: 3
Price: 1,000 Rarity: 5 Restricted: No Special: Accurate 1, Pierce 2
Notes:

 

Heavy Blaster Pistols

Standard Heavy Blaster Pistol (BlasTech DL-44 or Merr-Sonn Model 434)
Skill: Ranged (Light) Damage: 7 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 3
Price: 700 Rarity: 6 Restricted: No Special: Stun Setting
Notes: GM may spend 3 Threat to force this weapon to run out of ammo.
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BlasTech BR-219 Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Short Encumbrance: 2 Hard Points: 2
Price: 625 Rarity: 7 Restricted: Yes Special: Stun Setting, Vicious 2
Notes: GM may spend 2 Threat to Sunder weapon by 1 step. GM may spend 1 Despair to cause weapon to explode, destroying weapon and dealing base damage to user.
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BlasTech DL-7H Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 2
Price: 850 Rarity: 6 Restricted: Yes Special:
Notes: GM may spend 2 Threat to force this weapon to run out of ammo.
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BlasTech HH-50 Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 7 Critical: 3 Range: Short Encumbrance: 3 Hard Points: 2
Price: 1,300 Rarity: 7 Restricted: No Special: Linked 1, Stun Setting, Vicious 1
Notes: GM may spend 2 Threat to force this weapon to run out of ammo. May also spend 3 Threat or 1 Despair to Sunder weapon by 1 step.
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Corellian Arms CR-2 Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 7 Critical: 4 Range: Medium Encumbrance: 2 Hard Points: 2
Price: 600 Rarity: 5 Restricted: No Special: Stun Setting
Notes:
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Czerka Arms C-10 "Dragoneye Reaper" Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 3
Price: 1,000 Rarity: 7 Restricted: No Special: Stun Setting
Notes: GM may spend 3 Threat to force this weapon to run out of ammo.
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Palandrix KO-2 Heavy Stun Pistol
Skill: Ranged (Light) Damage: 8 Critical: N/A Range: Short Encumbrance: 2 Hard Points: 3
Price: 650 Rarity: 5 Restricted: No Special: Stun Damage
Notes:
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SoroSuub "Renegade" Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 3
Price: 950 Rarity: 4 Restricted: No Special: Inaccurate 1, Stun Setting
Notes: As an action, may make an Average Ranged (Light) Check to secure grappling hook to an object within Medium range, and reel in the cord. If attempting to carry another character aloft with grappling hook, must make an Average Athletics Check to avoid losing grip.
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Theed Arms Security S-5 Heavy Blaster Pistol
Skill: Ranged (Light) Damage: 7 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 1
Price: 1,250 Rarity: 7 Restricted: No Special: Stun Setting
Notes: GM may spend 3 Threat to force this weapon to run out of ammo.

 

Blaster Carbines

Standar Blaster Carbine (BlasTech EE-3 or BlasTech DC-15S)
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 4
Price: 850 Rarity: 5 Restricted: No Special: Stun Setting
Notes:
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Arakyd ACP Repeater Gun
Skill: Ranged (Heavy) Damage: 7 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 1
Price: 1,000 Rarity: 6 Restricted: No Special: Auto-fire, Stun Setting
Notes:
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Baktoid Armor Workshop E-5 Blaster Carbine
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 4
Price: 550 Rarity: 3 Restricted: No Special: Inaccurate 1, Stun Setting
Notes: GM may spend 3 Threat or 1 Despair to Sunder the weapon by 1 step.
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BlasTech DH-17 Short Carbine
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Medium Encumbrance: 2 Hard Points: 3
Price: 900 Rarity: 6 Restricted: No Special: Auto-fire, Inaccurate 1, Stun Setting
Notes:
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BlasTech DLS-12 Heavy Blaster Carbine
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Medium Encumbrance: 4 Hard Points: 3
Price: 1,350 Rarity: 7 Restricted: No Special: Auto-fire, Cumbersome 2
Notes:
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Bola Carbine
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 3
Price: 1,600 Rarity: 6 Restricted: No Special: Accurate 1, Ensnare
Notes:
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Corellian Arms SKZ Sporting Blaster
Skill: Ranged (Heavy) Damage: 8 Critical: 4 Range: Long Encumbrance: 3 Hard Points: 4
Price: 600 Rarity: 4 Restricted: No Special: Stun Setting
Notes:
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SoroSuub OK-98 Blaster Carbine
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Medium Encumbrance: 4 Hard Points: 3
Price: 1,100 Rarity: 5 Restricted: No Special: Stun Setting
Notes: Ignore the first "out of 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 Rifles

Standard Blaster Rifle (BlasTech A280 or BlasTech E-11)
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Long Encumbrance: 4 Hard Points: 4
Price: 900 Rarity: 5 Restricted: No Special: Stun Setting
Notes:
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BlasTech E-11s Sniper Rifle
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Extreme Encumbrance: 6 Hard Points: 3
Price: 3,500 Rarity: 7 Restricted: Yes Special: Accurate 1, Cumbersome 3, Pierce 2, Slow Firing 1
Notes:
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BlasTech LBR-9 Stun Rifle
Skill: Ranged (Heavy) Damage: 10 Critical: N/A Range: Long Encumbrance: 6 Hard Points: 4
Price: 2,800 Rarity: 4 Restricted: No Special: Disorient 2, Stun Damage
Notes:
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BlasTech M-300 Hunting Blaster
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Extreme Encumbrance: 4 Hard Points: 1
Price: 1,600 Rarity: 6 Restricted: No Special: Accurate 1, Cumbersome 2, Pierce 2, Stun Damage
Notes: Reduce Difficulty by 1 at Long and Extreme range
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Cadregg Armory "Precision-X" Marksman Rifle
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Long Encumbrance: 5 Hard Points: 1
Price: 1,500 Rarity: 8 Restricted: No Special: Pierce 1, Stun Setting
Notes: The stun setting works up to Medium Range (instead of Short)
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Corellian Arms CR-8 Takedown Rifle
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Extreme Encumbrance: 4 Hard Points: 1
Price: 3,250 Rarity: 7 Restricted: Yes Special: Accurate 2, Prepare 2, Pierce 2, Slow-Firing 1
Notes: When this weapon is properly broken down, add 2 Setback Dice to Perception check to find it on a person's body.
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DDC MR-6 Modular Rifle
Skill: Ranged (Heavy) Damage: 7 Critical: 3 Range: Medium Encumbrance: 3 Hard Points: 6
Price: 1,000 Rarity: 6 Restricted: No Special: Stun Setting
Notes: May make an Average Mechanics check to add or remove an atttachment as an action.
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Herloss Hbt-4 Hunting Blaster
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Medium Encumbrance: 5 Hard Points: 2
Price: 900 Rarity: 6 Restricted: No Special: Cumbersome 2, Stun Setting
Notes:
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Merr-Sonn LD-1 Target Rifle
Skill: Ranged (Heavy) Damage: 9 Critical: 4 Range: Extreme Encumbrance: 6 Hard Points: 3
Price: 1,275 Rarity: 7 Restricted: No Special: Accurate 2, Cumbersome 3, Pierce 3, Slow-Firing 1
Notes: Easily breaks down to be stored in discreet carrying case.
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Mon Calamari Spear Blaster
Skill: Ranged (Heavy) / Melee Damage: 8 / +2 Critical: 3 / 3 Range: Long / Eng Encumbrance: 5 Hard Points: 3
Price: 1,350 Rarity: 5 Restricted: No Special: Stun Setting / Pierce 1
Notes: Blaster can function in an out of water. Stats listed as (Blaster) / (Spear).
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SoroSuub GLX Firelance
Skill: Ranged (Heavy) Damage: 7 Critical: 3 Range: Long Encumbrance: 3 Hard Points: 3
Price: 1,650 Rarity: 6 Restricted: No Special: Auto-fire, Disorient 2, Stun Setting
Notes:
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SoroSuub Mk II Paladin
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Long Encumbrance: 4 Hard Points: 2
Price: 3,250 Rarity: 8 Restricted: No Special: Auto-fire, Pierce 1, Stun Setting, Superior
Notes: Can be used as a melee weapon: +2 Damage, Crit 6, Disorient 2, Stun Damage
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Subduer-9 Riot Blaster
Skill: Ranged (Heavy) Damage: 10 Critical: 6 Range: Short Encumbrance: 6 Hard Points: 3
Price: 1,250 Rarity: 5 Restricted: No Special: Blast 6, Cumbersome 3, Stun Damage
Notes:
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Weequay Blaster Lance
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Extreme Encumbrance: 5 Hard Points: 2
Price: 850 Rarity: 6 Restricted: No Special: Accurate 1, Cumbersome 2
Notes:

 

Heavy Blaster Rifles / Portable Blaster Cannons

Standard Heavy Blaster Rifle (BlasTech DLT-19 or BlasTech RT-97C)
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Long Encumbrance: 6 Hard Points: 4
Price: 1,500 Rarity: 6 Restricted: No Special: Auto-fire, Cumbersome 3
Notes:
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Baktoid Armor Workshop J-10 Dual Blaster Cannon
Skill: Gunnery Damage: 13 Critical: 2 Range: Long Encumbrance: 8 Hard Points: 3
Price: 6,750 Rarity: 7 Restricted: Yes Special: Cumbersome 5, Inaccurate 1, Linked 1
Notes: GM may spend 1 Despair or 2 Threat to cause weapon to overheat. User suffers 2 strain and the weapon is Sundered by 1 step.
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BlasTech A280 C Heavy Blaster Rifle
Skill: Ranged (Heavy) Damage: 9 Critical: 4 Range: Long Encumbrance: 5 Hard Points: 2
Price: 1,800 Rarity: 7 Restricted: No Special: Accurate 1, Cumbersome 3, Stun Setting
Notes: Reduce difficulty of Mechanics checks to repair this weapon by 1.
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BlasTech DH-X Heavy Blaster Rifle
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Long Encumbrance: 7 Hard Points: 4
Price: 1,900 Rarity: 6 Restricted: No Special: Cumbersome 3, Pierce 2
Notes:
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BlasTech T-21 Light Repeating Blaster
Skill: Ranged (Heavy) Damage: 11 Critical: 3 Range: Long Encumbrance: 7 Hard Points: 4
Price: 2,250 Rarity: 7 Restricted: Yes Special: Auto-fire, Cumbersome 4, Pierce 1
Notes:
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Merr-Sonn Reciprocating Quad Blaster Cannon
Skill: Gunnery Damage: 10 Critical: 2 Range: Long Encumbrance: 8 Hard Points: 4
Price: 9,950 Rarity: 8 Restricted: Yes Special: Auto-fire Only, Breach 1, Cumbersome 4, Inaccurate 1, Prepare 2
Notes: Includes pneumatic harness. Portable fusion generator sold seperately. GM may spend 1 Despair or 4 Threat to cause user to suffer a Critical Injury, -50 to the roll (minimum of 1).
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Merr-Sonn Z-6 Rotary Blaster Cannon
Skill: Ranged (Heavy) Damage: 12 Critical: 4 Range: Long Encumbrance: 6 Hard Points: 3
Price: 3,000 Rarity: 7 Restricted: Yes Special: Auto-fire Only, Cumbersome 3, Prepare 1
Notes: GM may spend 1 Despair or 2 Threat to cause weapon to overheat. User suffers 2 strain and the weapon is Sundered by 1 step.
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SoroSuub VX "Sidewinder" Repeating Blaster
Skill: Gunnery Damage: 12 Critical: 3 Range: Long Encumbrance: 8 Hard Points: 4
Price: 3,350 Rarity: 7 Restricted: Yes Special: Auto-fire, Cumbersome 5, Pierce 1, Vicious 1
Notes: Includes optional bipod.

 

Blaster Turrets

Atgar SpaceDefense 1.8 FD Anti-Infantry Autoturret
Skill: Gunnery Damage: 17 Critical: 2 Range: Extreme Encumbrance: 25 Hard Points: 0
Price: 12,000 Rarity: 6 Restricted: Yes Special: Auto-fire, Slow-Firing 1, Limited Ammo 8
Notes: Takes a team to move. May be connected to a permanent power source with an Easy Mechanics Check and several minutes of work, to remove the Limited Ammo quality.
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BlasTech E-Web Heavy Repeating Blaster
Skill: Gunnery Damage: 15 Critical: 2 Range: Long Encumbrance: 9 Hard Points: 4
Price: 6,000 Rarity: 8 Restricted: Yes Special: Auto-fire, Cumbersome 5, Pierce 2, Vicious 1
Notes: Requires 2 person crew. Setting up the tripod takes 3 actions.
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SoroSuub HOB Heavy Repeating Blaster
Skill: Gunnery Damage: 15 Critical: 3 Range: Extreme Encumbrance: 10 Hard Points: 4
Price: 6,500 Rarity: 8 Restricted: Yes Special: Auto-fire, Cumbersome 6, Pierce 2, Vicious 1
Notes: Requires 2 person crew. Setting up the tripod takes 4 maneuvers. Add a Boost Die to Mechanics Checks to repair this weapon.

 

Bows

Bowcaster
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Medium Encumbrance: 5 Hard Points: 2
Price: 1,250 Rarity: 7 Restricted: No Special: Cumbersome 3, Knockdown
Notes: Must spend a maneuver cocking the weapon before each shot.
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Corellian Compound Bow
Skill: Ranged (Heavy) Damage: 5 Critical: 5 Range: Medium Encumbrance: 3 Hard Points: 1
Price: 200 Rarity: 5 Restricted: No Special: Cumbersome 3, Knockdown, Limited Ammo 1, Pierce 1
Notes: Broadhead arrows cost 1 credit each. Alternate arrow types provided separately.
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Field Sports FS19 Compound Bow
Skill: Ranged (Heavy) Damage: 5 Critical: 4 Range: Medium Encumbrance: 4 Hard Points: 2
Price: 500 Rarity: 7 Restricted: No Special: Cumbersome 3, Limited Ammo 1, Pierce 1, Vicious 2
Notes: Broadhead arrows cost 1 credit each. Alternate arrow types provided separately.
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Kyuzo Energy Bow
Skill: Ranged (Heavy) Damage: 9 Critical: 4 Range: Long Encumbrance: 6 Hard Points: 1
Price: 2,400 Rarity: 8 Restricted: No Special: Cumbersome 3, Knockdown, Pierce 5
Notes:
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Nightsister Energy Bow
Skill: Ranged (Heavy) Damage: 8 Critical: 2 Range: Medium Encumbrance: 4 Hard Points: 1
Price: 2,800 Rarity: 8 Restricted: Yes Special: Pierce 4, Unwieldy 3, Vicious 2
Notes:

 

Disruptors

T-7 Ion Disruptor Rifle
Skill: Ranged (Heavy) Damage: 12 Critical: 2 Range: Long Encumbrance: 6 Hard Points: 2
Price: 8,000 Rarity: 9 Restricted: Yes Special: Blast 6, Breach 2, Cumbersome 3, Slow-Firing 1, Vicious 6
Notes: All Critical Hits on living targets result in a "Crippled" effect unless a more grievous injury is rolled. All Critical Hits on vehicles and starships result in a "Component Hit" effect unless a more grievous injury is rolled.
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Tenloss DX-2 Disruptor Pistol
Skill: Ranged (Light) Damage: 10 Critical: 2 Range: Short Encumbrance: 2 Hard Points: 2
Price: 3,000 Rarity: 6 Restricted: Yes Special: Vicious 4
Notes: All Critical Hits on living targets result in a "Crippled" effect unless a more grievous injury is rolled.
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Tenloss DX-6 Disruptor Rifle
Skill: Ranged (Heavy) Damage: 10 Critical: 2 Range: Long Encumbrance: 5 Hard Points: 4
Price: 5,000 Rarity: 6 Restricted: Yes Special: Cumbersome 2, Vicious 5
Notes: All Critical Hits on living targets result in a "Crippled" effect unless a more grievous injury is rolled.

 

Ion Blasters

Standard Ionization Blaster (Jawa Scavenged Ion Blaster or Merr-Sonn DEMP 2)
Skill: Ranged (Light) Damage: 10 Critical: 5 Range: Short Encumbrance: 3 Hard Points: 3
Price: 250 Rarity: 3 Restricted: No Special: Disorient 5, Stun Damage (Droid Only)
Notes: No effect on organics, beyond a brief sting.
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Felebreck Droid Disabler
Skill: Ranged (Light) Damage: 12 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 1
Price: 1,050 Rarity: 5 Restricted: No Special: Concussive 1, Ion, Limited Ammo 3
Notes: No effect on organics, beyond a brief sting.
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Ion Thruster Gun
Skill: Ranged (Heavy) Damage: 5 Critical: 4 Range: Short Encumbrance: 8 Hard Points: 0
Price: 300 Rarity: 2 Restricted: No Special: Concussive 1, Cumbersome 5, Ion, Prepare 1
Notes:
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Verpine Droid Disruptor
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Short Encumbrance: 2 Hard Points: 1
Price: 800 Rarity: 7 Restricted: No Special: Vicious 3
Notes: Damage dealt to droids only. Organic creatures only suffer 2 Strain due to shock.

 

Slugthrower Pistols

Standard Slugthrower Pistol (Oriolanis Striker)
Skill: Ranged (Light) Damage: 4 Critical: 5 Range: Short Encumbrance: 1 Hard Points: 0
Price: 100 Rarity: 3 Restricted: No Special:
Notes:
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Czerka Arms SH-9 Silenced Pistol
Skill: Ranged (Light) Damage: 4 Critical: 5 Range: Short Encumbrance: 1 Hard Points: 0
Price: 250 Rarity: 4 Restricted: No Special: Limited Ammo 5, Pierce 2
Notes: Add 1 Setback Die to Perception or Vigilance Checks to locate the weapon on a person's body or locate a concealed shooter using the weapon.
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Kelvarek Consolidated Arms KD-30 "Dissuader" Pistol
Skill: Ranged (Light) Damage: 4 Critical: 5 Range: Short Encumbrance: 2 Hard Points: 0
Price: 350 Rarity: 6 Restricted: No Special: Pierce 2, Vicious 1
Notes: Hit target suffers 1 wound (regardless of soak) at beginning of its next 2 turns.
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Malaxan FWG-5 Flechette Pistol
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 2
Price: 825 Rarity: 7 Restricted: Yes Special: Guided 3, Limited Ammo 3
Notes:
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Talus Ironworks ASP-9 "Vrelt" Autopistol
Skill: Ranged (Light) Damage: 4 Critical: 5 Range: Short Encumbrance: 1 Hard Points: 0
Price: 150 Rarity: 4 Restricted: No Special: Auto-fire
Notes:
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Verpine Shatter Pistol
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 2
Price: 15,000 Rarity: 8 Restricted: No Special: Knockdown, Pierce 2
Notes: 2 Threat or 1 Despair will Sunder the weapon by 1 step.
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Xet Industries Model C "Fiver" Self-Defense Pistol
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Short Encumbrance: 2 Hard Points: 1
Price: 200 Rarity: 4 Restricted: No Special: Accurate 1, Limited Ammo 5
Notes:

 

Slugthrower Rifles / Carbines

Standard Slugthrower Rifle (Dresselian Rifle or Czerka Arms 6-2Aug2)
Skill: Ranged (Heavy) Damage: 7 Critical: 5 Range: Medium Encumbrance: 5 Hard Points: 1
Price: 250 Rarity: 3 Restricted: No Special: Cumbersome 2
Notes:
-
Adostic Arms 8-Gauge Scatter Gun
Skill: Ranged (Heavy) Damage: 7 Critical: 6 Range: Short Encumbrance: 3 Hard Points: 2
Price: 550 Rarity: 4 Restricted: No Special: Blast 3, Knockdown
Notes:
-
Berserker Rifle
Skill: Ranged (Heavy) Damage: 7 Critical: 4 Range: Medium Encumbrance: 4 Hard Points: 0
Price: 600 Rarity: 5 Restricted: Yes Special: Burn 1, Cumbersome 3, Disorient 1
Notes:
-
Coronet Arms Mark V "Sand Panther" Hunting Rifle
Skill: Ranged (Heavy) Damage: 7 Critical: 5 Range: Long Encumbrance: 5 Hard Points: 2
Price: 1,750 Rarity: 7 Restricted: No Special: Accurate 1, Cumbersome 2
Notes:
-
Czerka Arms KS-23 Hammer
Skill: Ranged (Heavy) Damage: 8 Critical: 4 Range: Short Encumbrance: 5 Hard Points: 4
Price: 1,500 Rarity: 5 Restricted: No Special: Blast 6, Knockdown
Notes:
-
Czerka Arms Model 38 Sharpshooter's Rifle
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Extreme Encumbrance: 5 Hard Points: 4
Price: 3,000 Rarity: 6 Restricted: No Special: Accurate 2, Pierce 3
Notes: If not custom-ordered, loses the Accurate 2 quality until modified with a Hard Mechanics check.
-
Czerka Arms Model 57 Homesteader
Skill: Ranged (Heavy) Damage: 7 Critical: 5 Range: Long Encumbrance: 5 Hard Points: 4
Price: 500 Rarity: 6 Restricted: No Special: Accurate 1, Cumbersome 2
Notes:
-
Field Sports Model 77 Air Rifle
Skill: Ranged (Heavy) Damage: 6 Critical: N/A Range: Long Encumbrance: 3 Hard Points: 3
Price: 1,100 Rarity: 6 Restricted: No Special: Pierce 4, Stun Damage
Notes: If loaded with SmartTranq rounds: Hit target makes an Average Resilience check to avoid 5 strain, plus 2 more strain per Threat. Despair causes target to make the check again at higher difficulty.
-
Glunok FYR Assault Carbine
Skill: Ranged (Heavy) Damage: 6 Critical: 5 Range: Short Encumbrance: 4 Hard Points: 1
Price: 250 Rarity: 4 Restricted: No Special: Auto-fire, Inaccurate 1
Notes: GM may spend 2 Threat to force this weapon to run out of ammo.
-
Imperial Heavy Repeater
Skill: Ranged (Heavy) Damage: 8 Critical: 4 Range: Medium Encumbrance: 3 Hard Points: 2
Price: 1,500 Rarity: 7 Restricted: Yes Special: Auto-fire, Cumbersome 4
Notes: As a Maneuver, may prepare the weapon to fire a heavier burst. Weapon loses Auto-fire, gains Blast 7 and Concussive 1 on its next attack, but immediately runs out of ammo.
-
Salus DF-D1 Duo-Flechette Rifle
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Short Encumbrance: 3 Hard Points: 3
Price: 1,000 Rarity: 5 Restricted: Yes Special: Blast 4, Limited Ammo 5, Linked 1, Vicious 2
Notes:
-
Selonian Shard Shooter
Skill: Ranged (Heavy) Damage: 5 Critical: 3 Range: Medium Encumbrance: 4 Hard Points: 2
Price: 1,500 Rarity: 7 Restricted: No Special: Auto-fire, Pierce 1
Notes: Ammo is difficult to find outside the Corellian System.
-
Verpine Heavy Shatter Rifle
Skill: Ranged (Heavy) Damage: 15 Critical: 2 Range: Extreme Encumbrance: 4 Hard Points: 4
Price: 45,000 Rarity: 8 Restricted: No Special: Accurate 2, Knockdown, Pierce 6
Notes: 2 Threat or 1 Despair will Sunder the weapon by 1 step.
-
Verpine Shatter Rifle
Skill: Ranged (Heavy) Damage: 12 Critical: 3 Range: Extreme Encumbrance: 3 Hard Points: 3
Price: 30,000 Rarity: 8 Restricted: No Special: Knockdown, Pierce 4
Notes: 2 Threat or 1 Despair will Sunder the weapon by 1 step.
-
Vodran Hunting Rifle
Skill: Ranged (Heavy) Damage: 7 Critical: 4 Range: Long Encumbrance: 4 Hard Points: 2
Price: 800 Rarity: 7 Restricted: No Special: Cumbersome 2
Notes:

 

Launchers

Golan Arms FC-1 Flechette Launcher w/Anti-Infantry Rounds
Skill: Gunnery Damage: 8 Critical: 2 Range: Medium Encumbrance: 6 Hard Points: 4
Price: 2,500 Rarity: 6 Restricted: Yes Special: Blast 8, Cumbersome 3, Limited Ammo 4, Pierce 6, Prepare 1, Vicious 1
Notes: Can mix Anti-Infantry and Anti-Vehicle rounds
-
Golan Arms FC-1 Flechette Launcher w/Anti-Vehicle Rounds
Skill: Gunnery Damage: 10 Critical: 2 Range: Medium Encumbrance: 6 Hard Points: 4
Price: 2,500 Rarity: 6 Restricted: Yes Special: Breach 2, Cumbersome 3, Limited Ammo 4, Prepare 1, Vicious 3
Notes: When firing anti-vehicle cannisters on a target of Silhouette 1 or lower, weapon gains the Inaccurate 3 quality.
-
BlasTech CSPL-12 Grenade Launcher
Skill: Ranged (Light) Damage: 8 Critical: 4 Range: Medium Encumbrance: 2 Hard Points: 2
Price: 1,200 Rarity: 6 Restricted: Yes Special: Blast 6, Limited Ammo 3
Notes: Fires standard frag grenades. GM may spend 1 Despair to jam the weapon, causing the user and anyone at Engaged range to be hit by the grenade. Weapon becomes Sundered by 2 steps.
-
Malaxan Z50 Grenade Launcher w/Frag Grenades
Skill: Gunnery Damage: 8 Critical: 4 Range: Medium Encumbrance: 5 Hard Points: 3
Price: 1,250 Rarity: 4 Restricted: Yes Special: Blast 6, Cumbersome 3, Limited Ammo 6
Notes: Ammo is available in all grenade types and priced same as thrown grenades. 50% discount for buying a six-pack.
-
Merr-Sonn PLX-2M Missile Tube
Skill: Gunnery Damage: 20 Critical: 2 Range: Extreme Encumbrance: 7 Hard Points: 4
Price: 7,500 Rarity: 8 Restricted: Yes Special: Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo 6
Notes: Alternate Missile types are available.
-
Micro-Rocket Launcher Pistol
Skill: Ranged (Light) Damage: Per Rocket Critical: PR Range: Medium Encumbrance: 3 Hard Points: 0
Price: 500 Rarity: 7 Restricted: No Special: Limited Ammo 3, Per Rocket
Notes: The Damage, Critical, and Special properties are determined by the individual rocket.
-
Mon Calamari Mini-Torpedo Launcher w/Anti-Personnel Torpedoes
Skill: Ranged (Heavy) Damage: 8 Critical: 2 Range: Long Encumbrance: 4 Hard Points: 4
Price: 2,000 Rarity: 6 Restricted: No Special: Blast 6, Cumbersome 2, Limited Ammo 1
Notes: 100 credits per standard torpedo. Other Torpedoes listed separately.

 

Misc. Ranged Weapons

ACP Array Gun (Arakyd Accelerated Charged Particle Array Gun)
Skill: Ranged (Heavy) Damage: 6 Critical: 3 Range: Short Encumbrance: 3 Hard Points: 3
Price: 890 Rarity: 6 Restricted: No Special: Blast 5, Stun Setting
Notes:
-
Acid Projector (Tenloss L70 Acid Projector)
Skill: Ranged (Heavy) Damage: 6 Critical: 2 Range: Short Encumbrance: 4 Hard Points: 1
Price: 1,250 Rarity: 7 Restricted: No Special: Blast 6, Burn 3, Vicious 1
Notes: Burn quality may be applied multiple times, to a different target hit by the attack each time. GM can spend 2 Threat or 1 Despair to apply Burn to an ally hit by the attack.
-
Concussion Rifle (Arakyd LJ-50 Concussion Rifle)
Skill: Ranged (Heavy) Damage: 10 Critical: 2 Range: Medium Encumbrance: 6 Hard Points: 2
Price: 2,000 Rarity: 7 Restricted: Yes Special: Blast 4, Concussive 2, Cumbersome 3, Knockdown, Limited Ammo 4
Notes:
-
CryoBan Projector (TaggeCo CryoBan Projector)
Skill: Ranged (Heavy) Damage: 6 Critical: 2 Range: Short Encumbrance: 3 Hard Points: 0
Price: 500 Rarity: 4 Restricted: No Special: Blast 6, Cumbersome 3, Vicious 2
Notes: Add 1 Boost Die when attempting to put out a fire.
-
Dart Gun (Golan Arms NX-14 Needler)
Skill: Ranged (Light) Damage: 5 Critical: N/A Range: Short Encumbrance: 1 Hard Points: 1
Price: 650 Rarity: 7 Restricted: Yes Special: Pierce 3
Notes: Remove all Setback Dice added to attack roll by a personal deflector shield. Add 1 Setback Die to Perception rolls to find weapon on a person's body.
-
Dart Gun (Kamino Saberdart)
Skill: Ranged (Light) Damage: 1 Critical: N/A Range: Long Encumbrance: 3 Hard Points: 2
Price: 1,600 Rarity: 9 Restricted: No Special: Limited Ammo 1
Notes: Can be attached to any piece of worn or held equipment. Each dart can be loaded with 1 dose of synthetic neuroparalytic or any other poison aproved by GM. On a succesful hit, target suffers effects of poison, even if no damage is dealt.
-
Dart Gun (Prax Arms Stealth-2VX Palm Shooter)
Skill: Ranged (Light) Damage: 1 Critical: 5 Range: Short Encumbrance: 0 Hard Points: 0
Price: 300 Rarity: 5 Restricted: No Special: Limited Ammo3
Notes: Add 2 Setback Dice to Perception check to find this weapon on a person's body. Each dart may be loaded with a dose of any poison.
-
Electronet Launcher
Skill: Ranged (Heavy) Damage: 6 Critical: N/A Range: Short Encumbrance: 6 Hard Points: 3
Price: 2,000 Rarity: 7 Restricted: No Special: Ensnare 5, Stun Damage
Notes:
-
Flame Projector (Merr-Sonn C-22 or CR-24 Flame Projector)
Skill: Ranged (Heavy) Damage: 8 Critical: 2 Range: Short Encumbrance: 6 Hard Points: 2
Price: 1,000 Rarity: 6 Restricted: No Special: Burn 3, Blast 8
Notes: Burn quality may apply multiple times, to a different target hit each time. GM can spend 2 Threat or 1 Despair to apply Burn to an ally hit by the attack.
-
Flame Projector (Merr-Sonn "Firecaller" Light Flame Projector)
Skill: Ranged (Light) Damage: 5 Critical: 2 Range: Short Encumbrance: 4 Hard Points: 1
Price: 1,200 Rarity: 7 Restricted: Yes Special: Blast 2, Burn 2, Pierce 2, Vicious 3
Notes:
-
Flame Projector (Czerka CZ-28 Flamestrike)
Skill: Gunnery Damage: 9 Critical: 2 Range: Short Encumbrance: 8 Hard Points: 3
Price: 2,000 Rarity: 8 Restricted: Yes Special: Burn 4, Blast 9, Cumbersome 3, Vicious 2
Notes: Normally Vehicle-mounted.
-
Harpoon Gun (Grapnel-Harpoon Launcher)
Skill: Ranged (Light) Damage: 3 Critical: 5 Range: Medium Encumbrance: 2 Hard Points: 0
Price: 450 Rarity: 5 Restricted: No Special: Ensnare 3
Notes: May make an Average Ranged (Light) Check to secure grappling hook to an object within Medium Range. May use an Action to reel in cord, pulling an unsecured object closer or pulling user closer to a secured object. May pull another character aloft with user for an Average Athletics Check to avoid losing grip.
-
Harpoon Gun (Styanax Lance)
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Short Encumbrance: 8 Hard Points: 2
Price: 200 Rarity: 8 Restricted: No Special: Cumbersome 4, Limited Ammo 1, Pierce 3, Vicious 1
Notes: If loaded with SmartTranq rounds: Hit target makes an Average Resilience check to avoid 5 strain, plus 2 more strain per Threat. Despair causes target to make the check again at higher difficulty.
-
Mon Calamari Battle Baton
Skill: Ranged (Light) Damage: 5 Critical: 4 Range: Medium Encumbrance: 1 Hard Points: 1
Price: 250 Rarity: 6 Restricted: No Special: Stun Setting
Notes:
-
Multi-Goo Gun
Skill: Ranged (Light) Damage: 2 Critical: N/A Range: Short Encumbrance: 2 Hard Points: 1
Price: 250 Rarity: 1 Restricted: No Special: Disorient 1, Ensnare 4, Knockdown
Notes: Gain 1 Advantage on Mechanics checks to repair droids, vehicles, or starships. GM may use 2 Threat or 1 Despair to cause gun to run out of ammo.
-
Net Gun
Skill: Ranged (Heavy) Damage: 3 Critical: N/A Range: Short Encumbrance: 4 Hard Points: 2
Price: 750 Rarity: 5 Restricted: No Special: Ensnare 5, Limited Ammo 1
Notes:
-
Palandrix AO14 Aranea Net Gun
Skill: Ranged (Heavy) Damage: 3 Critical: N/A Range: Medium Encumbrance: 4 Hard Points: 2
Price: 775 Rarity: 5 Restricted: No Special: Ensnare 5, Limited Ammo 1
Notes:
-
Pulse Cannon
Skill: Ranged (Heavy) Damage: 9 Critical: 3 Range: Extreme Encumbrance: 5 Hard Points: 1
Price: 2,750 Rarity: 6 Restricted: Yes Special: Cumbersome 3, Pierce 2, Slow-Firing 1
Notes: As a maneuver, you may charge the weapon for a more powerful shot. The next shot from the weapon gains Breach 1 and Vicious 3 qualities, but the weapon runs out of ammo.
-
Pulse Rifle (Corondexx VES-700 Pulse Rifle)
Skill: Ranged (Heavy) Damage: 8 Critical: 3 Range: Medium Encumbrance: 4 Hard Points: 3
Price: 950 Rarity: 6 Restricted: No Special: Blast 6, Stun Setting
Notes:
-
Repulsor Cannon (Nova Design "Impact" Repulsor Cannon)
Skill: Ranged (Heavy) Damage: 3 Critical: 6 Range: Medium Encumbrance: 5 Hard Points: 0
Price: 1,000 Rarity: 7 Restricted: No Special: Blast 3, Concussive 1, Knockdown, Prepare 1, Slow-Firing 1
Notes:
-
Repulsor Gun
Skill: Ranged (Heavy) Damage: 3 Critical: 5 Range: Short Encumbrance: 5 Hard Points: 0
Price: 200 Rarity: 3 Restricted: No Special: Knockdown
Notes: On a Despair, user is knocked prone and is Disoriented for 2 rounds.
-
Repulsor Rifle (SakTek D-29 Repulsor Rifle)
Skill: Gunnery Damage: 8 Critical: 4 Range: Medium Encumbrance: 3 Hard Points: 3
Price: 1,550 Rarity: 7 Restricted: No Special: Disorient 3, Knockdown, Stun Damage
Notes:
-
Riot Gun (Merr-Sonn R-88 Suppressor Riot Rifle)
Skill: Ranged (Heavy) Damage: 8 Critical: N/A Range: Medium Encumbrance: 4 Hard Points: 2
Price: 2,000 Rarity: 5 Restricted: No Special: Blast 5, Disorient 3, Stun Damage
Notes: Stun fluid can be negated by wearing heavy clothing and a breath mask.
-
Rivet Gun
Skill: Ranged (Light) Damage: 4 Critical: 3 Range: Engaged Encumbrance: 4 Hard Points: 1
Price: 900 Rarity: 1 Restricted: No Special: Ensnare 1, Inaccurate 2, Limited Ammo 1
Notes: Reduces dificulty of repairing Critical Hits on vehicles and starships by 1.
-
Sonic Rifle (Telex-Delcor SWE/2 Sonic Rifle)
Skill: Ranged (Heavy) Damage: 8 Critical: 6 Range: Long Encumbrance: 4 Hard Points: 3
Price: 1,200 Rarity: 6 Restricted: No Special: Concussive 1, Slow-Firing 1, Stun Damage
Notes:
-
Static Pistol (SoroSuub SSB-1 Static Pistol)
Skill: Ranged (Light) Damage: 2 Critical: 4 Range: Short Encumbrance: 2 Hard Points: 1
Price: 850 Rarity: 7 Restricted: No Special: Disorient 1, Stun 8
Notes:
-
Stokhli Spray Stick
Skill: Ranged (Heavy) Damage: 0 Critical: N/A Range: Long Encumbrance: 4 Hard Points: 0
Price: 2,500 Rarity: 8 Restricted: No Special: Accurate 2, Ensnare 4, Slow Firing 1, Stun 8
Notes: Can be used as a melee weapon: Damage +2, Inaccurate 1, Stun Damage
-
Tangle Gun (Merr-Sonn Tangle Gun 7)
Skill: Ranged (Heavy) Damage: 1 Critical: 4 Range: Short Encumbrance: 2 Hard Points: 1
Price: 500 Rarity: 5 Restricted: No Special: Ensnare 3
Notes:

 

Thrown Weapons & Explosives

Bola or Net
Skill: Ranged (Light) Damage: 2 Critical: N/A Range: Short Encumbrance: 1 or 3 Hard Points: 2
Price: 20 Rarity: 2 Restricted: No Special: Ensnare 3, Knockdown, Limited Ammo 1
Notes: Triumph to ensure target is so entangled that they may not make any maneuvers, and their only action is a Formidable Athletics check to get free.
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Throwing Dagger (Ascian)
Skill: Ranged (Light) Damage: +1 Critical: 2 Range: Short Encumbrance: 1 Hard Points: 0
Price: 65 Rarity: 7 Restricted: No Special: Pierce 2, Limited Ammo 1
Notes: No penalty for being Engaged. Add Brawn to weapon damage.
-
Frag Grenade
Skill: Ranged (Light) Damage: 8 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 0
Price: 50 Rarity: 5 Restricted: No Special: Blast 6, Limited Ammo 1
Notes: Can be set to detonate on impact, set a timer (up to 3 rounds), or dead man's switch.
-
Armor-Piercing Grenade
Skill: Ranged (Light) Damage: 13 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 0
Price: 100 Rarity: 6 Restricted: No Special: Blast 4, Limited Ammo 1, Pierce 3
Notes: Can be set to detonate on impact, set a timer (up to 3 rounds), or dead man's switch.
-
Concussion Grenade
Skill: Ranged (Light) Damage: 10 Critical: 5 Range: Short Encumbrance: 1 Hard Points: 0
Price: 100 Rarity: 5 Restricted: Yes Special: Blast 8, Concussive 2, Disorient 5, Limited Ammo 1
Notes: Can be set to detonate 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.
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Data-Purge Grenade
Skill: Ranged (Light) Damage: N/A Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 100 Rarity: 7 Restricted: No Special: Limited Ammo 1
Notes: Any data storage device 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 Threat or 1 Despair to cause droid to lose memory.
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Glop Grenade
Skill: Ragned (Light) Damage: N/A Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 100 Rarity: 6 Restricted: Yes Special: Blast 0, Ensnare 3
Notes: Ensnare quality triggers automatically without spending Advantage. When target is hit, make Easy Coordination check to keep foam out of lungs.
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Heavy Frag Grenade
Skill: Ranged (Light) Damage: 9 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 0
Price: 75 Rarity: 5 Restricted: Yes Special: Blast 7, Limited Ammo 1, Cumbersome 2
Notes: Can be set to detonate on impact, set a timer (up to 3 rounds), or dead man's switch.
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Inferno Grenade
Skill: Ranged (Light) Damage: 8 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 0
Price: 75 Rarity: 5 Restricted: Yes Special: Blast 5, Burn 2, Limited Ammo 1
Notes: Can be set to detonate on impact, set a timer (up to 3 rounds), or dead man's switch.
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Ion Grenade
Skill: Ranged (Light) Damage: 10 Critical: 5 Range: Short Encumbrance: 1 Hard Points: 0
Price: 65 Rarity: 4 Restricted: No Special: Blast 7, Disorient 5, Stun Damage (Droid Only), Limited Ammo 1
Notes: Can be set to detonate on impact, set a timer (up to 3 rounds), or dead man's switch.
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Knockout Grenade
Skill: Ranged (Light) Damage: 12 Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 120 Rarity: 5 Restricted: No Special: Blast 10, Stun Damage, Limited Ammo 1
Notes: Has no effect on Targets wearing breath masks or without respiratory systems.
-
Mercy Grenade
Skill: Ranged (Light) Damage: 5 Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 175 Rarity: 8 Restricted: No Special: Blast 5, Limited Ammo 1, Stun Damage
Notes: Anybody hit makes a Hard Resilience check, or will have incomplete memory of the encounter, and is disoriented for 1 round per Threat. Has no effect on Targets wearing breath masks or without respiratory systems.
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Plasma Grenade
Skill: Ranged (Light) Damage: 12 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 0
Price: 125 Rarity: 6 Restricted: No Special: Blast 10, Limited Ammo 1
Notes: Can be set to detonate on impact, set a timer (up to 3 rounds), or dead man's switch.
-
Poison Gas Grenade
Skill: Ranged (Light) Damage: N/A Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 50 Rarity: 5 Restricted: No Special: Blast 2, Limited Ammo 1
Notes: Has no effect on Targets wearing breath masks or without respiratory systems. Can be filled with any deadly gas, purchased separately.
-
Shaped Thermal Grenade
Skill: Ranged (Light) Damage: 20 Critical: 2 Range: Short Encumbrance: 1 Hard Points: 0
Price: 3,500 Rarity: 8 Restricted: Yes Special: Breach 2, Limited Ammo 1, Vicious 5
Notes:
-
Stun Grenade (Standard)
Skill: Ranged (Light) Damage: 8 Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 75 Rarity: 4 Restricted: No Special: Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
Notes: Can be set to detonate on impact, or set a timer (up to 3 rounds)
-
Stun Grenade (Spore/B Variant)
Skill: Ranged (Light) Damage: 6 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 0
Price: 400 Rarity: 5 Restricted: No Special: Blast 6, Concussive 2, Limited Ammo 1, Stun Damage
Notes: The first time a target is 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.
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Thermal Detonator
Skill: Ranged (Light) Damage: 20 Critical: 2 Range: Short Encumbrance: 1 Hard Points: 0
Price: 2,000 Rarity: 8 Restricted: Yes Special: Blast 15, Breach 1, Vicious 4, Limited Ammo 1
Notes: Any Despair results in 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.
-
Anti-Personnel Mine
Skill: Mechanics Damage: 12 Critical: 3 Range: Engaged Encumbrance: 3 Hard Points: 0
Price: 850 Rarity: 6 Restricted: Yes Special: Blast 4, Vicious 4, Limited Ammo 1
Notes:
-
Anti-Vehicle Mine
Skill: Mechanics Damage: 25 Critical: 2 Range: Engaged Encumbrance: 4 Hard Points: 0
Price: 1,400 Rarity: 6 Restricted: Yes Special: Blast 2, Breach 4, Limited Ammo 1
Notes: Has pressure switch and repulsor field sensor.
-
Knockout Mine
Skill: Mechanics Damage: 6 Critical: N/A Range: Short Encumbrance: 1 Hard Points: 0
Price: 200 Rarity: 6 Restricted: No Special: Stun Damage, Limited Ammo 1
Notes: Anyone hit makes a Hard Resilience check or becomes immobilized until the end of the encounter. Has no effect on Targets wearing breath masks or without respiratory systems.

 

Brawling Weapons

Blast Knuckles
Skill: Brawl Damage: +4 Critical: 4 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 500 Rarity: 6 Restricted: Yes Special: Inaccurate 1
Notes: Each succesful hit deals 1 Strain to the user. Cannot deal Strain to the target.
-
Brass Knuckles
Skill: Brawl Damage: +1 Critical: 4 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 25 Rarity: 0 Restricted: No Special: Disorient 3
Notes: Add 1 Setback Die to Perception Check to find brass knuckles on a person's body.
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Cortosis Gauntlets (Refined Cortosis)
Skill: Brawl Damage: +1 Critical: 4 Range: Engaged Encumbrance: 3 Hard Points: 2
Price: 1,000 Rarity: 7 Restricted: No Special: Cortosis
Notes: When attacked by a lightsaber, may spend 3 Threat 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.
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Needle Gloves
Skill: Brawl Damage: +0 Critical: 5 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 750 Rarity: 8 Restricted: Yes Special:
Notes: May be loaded with 1 dose of any poison, purchased separately. 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.
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Shield Gauntlet
Skill: Brawl Damage: +1 Critical: 5 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 1,500 Rarity: 8 Restricted: No Special: Deflection 2, Stun Damage
Notes: Counts as a lightsaber for the purposes of the Reflect talent.
-
Shock Boots
Skill: Brawl Damage: +0 Critical: 5 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 1,250 Rarity: 5 Restricted: No Special: Disorient 3, Stun 3
Notes: Add 1 Setback Die to Perception check to notice that boots are a weapon.
-
Shock Gloves (Standard)
Skill: Brawl Damage: +0 Critical: 5 Range: Engaged Encumbrance: 0 Hard Points: 1
Price: 300 Rarity: 2 Restricted: No Special: Stun 3
Notes:
-
Shock Gloves (Backhand Variant)
Skill: Brawl Damage: +1 Critical: 3 Range: Engaged Encumbrance: 0 Hard Points: 2
Price: 2,000 Rarity: 4 Restricted: No Special: Concussive 1, Stun Damage, Slow-Firing 1
Notes:May make an unarmed attack while waiting for the weapon to recharge.
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Stun Cloak
Skill: Brawl Damage: 7 Critical: 3 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 1,500 Rarity: 4 Restricted: No Special: Limited Ammo 3, Stun Damage
Notes: If the user is hit by a brawl or melee attack while cloak is activated, it imediately inflicts a hit on the attacker.
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Vamblade
Skill: Brawl Damage: +1 Critical: 3 Range: Engaged Encumbrance: 2 Hard Points: 1
Price: 500 Rarity: 4 Restricted: No Special: Defensive 1
Notes: When worn as a pair, gains Sunder and Accurate 1. Cannot deal Strain.
-
Vibroknucklers
Skill: Brawl Damage: +1 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 350 Rarity: 4 Restricted: No Special: Pierce 1, Vicious 1
Notes: Add 1 Setback Die to Perception Check to find vibroknucklers on a person's body. Cannot deal Strain.

 

Melee Weapons

Ancient Sword
Skill: Lightsaber Damage: +2 Critical: 3 Range: Engaged Encumbrance: 3 Hard Points: 1
Price: 350 Rarity: 8 Restricted: No Special: Defensive 1
Notes:
-
Beam Drill
Skill: Melee Damage: 9 Critical: 2 Range: Engaged Encumbrance: 6 Hard Points: 0
Price: 3,000 Rarity: 5 Restricted: No Special: Breach 1, Cumbersome 4, Inaccurate 2, Sunder
Notes: When attacked by a lightsaber, may spend 3 Threat 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.
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Blade-Breaker
Skill: Melee Damage: +0 Critical: 4 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 250 Rarity: 5 Restricted: No Special: Defensive 2, Pierce 1, Sunder
Notes:
-
Ceremonial Blade
Skill: Melee Damage: +2 Critical: 3 Range: Engaged Encumbrance: 2 Hard Points: 3
Price: 650 Rarity: 7 Restricted: No Special: Defensive 1
Notes: Add 1 Boost Die when attempting to convince others that the weapon is decorational and to allow you to carry the weapon where it would not normally be allowed.
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Combat Knife
Skill: Melee Damage: +1 Critical: 3 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 25 Rarity: 1 Restricted: No Special:
Notes:
-
Corellian Cutlass
Skill: Melee Damage: +2 Critical: 5 Range: Engaged Encumbrance: 2 Hard Points: 1
Price: 300 Rarity: 3 Restricted: No Special: Defensive 1, Vicious 1
Notes:
-
Cortosis Shield
Skill: Melee Damage: +0 Critical: 6 Range: Engaged Encumbrance: 4 Hard Points: 0
Price: 900 Rarity: 4 Restricted: No Special: Cortosis, Cumbersome 3, Defensive 2, Deflection 2
Notes:
-
Cortosis Staff (Refined Cortosis)
Skill: Melee Damage: +3 Critical: 5 Range: Engaged Encumbrance: 4 Hard Points: 2
Price: 2,500 Rarity: 7 Restricted: No Special: Cortosis
Notes: When attacked by a lightsaber, may spend 3 Threat 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.
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Cortosis Staff (Morgukai)
Skill: Melee Damage: 8 Critical: 1 Range: Engaged Encumbrance: 3 Hard Points: 0
Price: 9,000 Rarity: 10 Restricted: Yes Special: Breach 1, Cortosis, Defensive 1
Notes: Requires 2 hands.
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Cortosis Sword
Skill: Melee Damage: +2 Critical: 3 Range: Engaged Encumbrance: 3 Hard Points: 2
Price: 1,350 Rarity: 7 Restricted: No Special: Cortosis, Defensive 1
Notes: Add 1 Setback Die to Perception Check to find vibroknucklers on a person's body. Cannot deal Strain.
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Drall Flashstick
Skill: Melee Damage: +2 Critical: N/A Range: Engaged Encumbrance: 2 Hard Points: 2
Price: 375 Rarity: 4 Restricted: No Special: Disorient 3, Stun Damage
Notes: Special Qualities don't activate on targets who can't see.
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Electromag-Pulse Disruptor
Skill: Melee Damage: 5 Critical: 4 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 180 Rarity: 5 Restricted: No Special: Disorient 1, Ion
Notes:
-
Electronet
Skill: Melee Damage: 6 Critical: 6 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 350 Rarity: 6 Restricted: No Special: Ensnare 5, Knockdown, Limited Ammo 1, Stun Damage
Notes: May be loaded into a net gun.
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Electrostaff
Skill: Melee Damage: +4 Critical: 3 Range: Engaged Encumbrance: 4 Hard Points: 3
Price: 4,500 Rarity: 6 Restricted: No Special: Cortosis, Cumbersome 3, Linked 1, Stun Setting, Unwieldy 3
Notes: Requires 2 hands.
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Energy Buckler
Skill: Melee Damage: +0 Critical: 5 Range: Engaged Encumbrance: 2 Hard Points: 1
Price: 1,000 Rarity: 7 Restricted: No Special: Concussive 1, Defensive 1, Deflection 1
Notes: GM may spend Despair to cause the buckler to run out of power.
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Explorer's Knife
Skill: Melee Damage: +1 Critical: 3 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 100 Rarity: 3 Restricted: No Special: Vicious 1
Notes: Gain 1 Boost Die on all Survival Checks.
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Force Pike
Skill: Melee Damage: +3 Critical: 2 Range: Engaged Encumbrance: 3 Hard Points: 3
Price: 500 Rarity: 4 Restricted: No Special: Pierce 2, Stun Setting
Notes: When using Stun Setting, Pierce does not apply. Requires 2 hands.
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Gaffi Stick
Skill: Melee Damage: +2 Critical: 3 Range: Engaged Encumbrance: 3 Hard Points: 0
Price: 100 Rarity: 2 Restricted: No Special: Defensive 1, Disorient 3
Notes:
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Hand Grinder
Skill: Melee Damage: +2 Critical: 4 Range: Engaged Encumbrance: 5 Hard Points: 4
Price: 500 Rarity: 3 Restricted: No Special: Cumbersome 3, Prepare 1, Vicious 4
Notes: Add 1 Advantage to Crafting Checks that involve shaping large peices of hardened material. Requires 2 hands.
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Ion Pike
Skill: Melee Damage: 10 Critical: 4 Range: Engaged Encumbrance: 3 Hard Points: 1
Price: 750 Rarity: 6 Restricted: No Special: Inaccurate 1, Ion, Pierce 4
Notes:
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Kyuzo War Shield
Skill: Melee Damage: +1 Critical: 4 Range: Engaged Encumbrance: 3 Hard Points: 0
Price: 740 Rarity: 8 Restricted: No Special: Cumbersome 3, Defensive 1, Deflection 2, Disorient 1
Notes: May be thrown: Ranged (Light), Short Range, may spend 3 Advantage to cause weapon to return to hand.
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Longeing Whip
Skill: Melee Damage: +1 Critical: 5 Range: Short Encumbrance: 3 Hard Points: 1
Price: 600 Rarity: 4 Restricted: No Special: Ensnare 2, Stun Damage
Notes: Can make a melee attack at Short Range.
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Molecular Stiletto
Skill: Melee Damage: +0 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 500 Rarity: 5 Restricted: No Special: Pierce 5, Vicious 1
Notes: 2 Threat or 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.
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Mon Calamari Coral Pike
Skill: Melee Damage: +3 Critical: 2 Range: Engaged Encumbrance: 3 Hard Points: 3
Price: 1,000 Rarity: 6 Restricted: No Special: Defensive 1, Pierce 2
Notes:
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Mon Calamari Energy Lance
Skill: Melee Damage: +3 Critical: 2 Range: Engaged Encumbrance: 4 Hard Points: 2
Price: 1,500 Rarity: 6 Restricted: No Special: Cumbersome 3, Pierce 3
Notes: May use mount's Brawn rating for damage, and Cumbersome quality does not apply while riding a mount.
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NanoDagger
Skill: Melee Damage: +1 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 700 Rarity: 6 Restricted: No Special: Pierce 5, Vicious 1
Notes: GM may use 3 Threat or 1 Despair to Sunder weapon by 1 step.
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Neronic Whip
Skill: Melee Damage: +1 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 1
Price: 750 Rarity: 6 Restricted: No Special: Disorient 4, Ensnare 1, Stun Damage
Notes: Can make a melee attack at Short Range.
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Parrying Dagger
Skill: Melee Damage: +1 Critical: 3 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 150 Rarity: 5 Restricted: No Special: Defensive 1
Notes:
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Poleaxe
Skill: Melee Damage: +3 Critical: 3 Range: Engaged Encumbrance: 5 Hard Points: 1
Price: 610 Rarity: 4 Restricted: No Special: Defensive 1, Pierce 2, Unwieldy 2
Notes: Requires 2 hands.
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Pulse Drill
Skill: Melee Damage: +5 Critical: 4 Range: Engaged Encumbrance: 5 Hard Points: 2
Price: 1,000 Rarity: 4 Restricted: No Special: Breach 1, Cumbersome 3, Inaccurate 2
Notes:
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Punch Dagger
Skill: Melee Damage: +1 Critical: 3 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 75 Rarity: 4 Restricted: No Special: Pierce 1
Notes: Add 2 Setback Dice to Perception check to find this weapon on a person's body.
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Riot Shield
Skill: Melee Damage: +0 Critical: 6 Range: Engaged Encumbrance: 5 Hard Points: 1
Price: 300 Rarity: 4 Restricted: No Special: Cumbersome 3, Defensive 2, Deflection 2, Disorient 1
Notes: Increase Price by 100 to add optional Rifle Slot. Adds the following ability: Rifles may be fired with 1 hand while holding shield in the other hand. Add 1 Setback die to rifle's attack rolls.
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Rodian Cryogen Whip
Skill: Melee Damage: +2 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 1
Price: 1,550 Rarity: 7 Restricted: No Special: Ensnare 1, Vicious 2, Unwieldy 3
Notes: Can make a melee attack at Short Range.
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Ryyk Blade
Skill: Melee Damage: +2 Critical: 2 Range: Engaged Encumbrance: 3 Hard Points: 3
Price: 400 Rarity: 8 Restricted: No Special: Cumbersome 3, Defensive 1, Superior
Notes: Damage from the Superior quality is reflected in stat block.
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Selonian Glaive
Skill: Melee Damage: +3 Critical: 3 Range: Engaged Encumbrance: 5 Hard Points: 3
Price: 1,200 Rarity: 7 Restricted: No Special: Defensive 1, Pierce 3
Notes:
-
Shock Prod (Standard)
Skill: Melee Damage: 5 Critical: 3 Range: Engaged Encumbrance: 2 Hard Points: 2
Price: 875 Rarity: 6 Restricted: No Special: Concussive 1, Stun Damage
Notes:
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Shock Prod (SoroSuub Persuader)
Skill: Melee Damage: +2 Critical: 4 Range: Engaged Encumbrance: 4 Hard Points: 2
Price: 1,000 Rarity: 4 Restricted: No Special: Concussive 1, Slow Firing 1, Stun Setting
Notes: Inbetween firing, you may use this weapon as an improvised weapon. See Rules.
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Shock Whip
Skill: Melee Damage: 4 Critical: 4 Range: Short Encumbrance: 3 Hard Points: 2
Price: 600 Rarity: 8 Restricted: No Special: Ensnare 3, Stun Damage
Notes: Target takes damage each round they remain ensnared.
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Sith Shield
Skill: Melee Damage: +1 Critical: 4 Range: Engaged Encumbrance: 3 Hard Points: 2
Price: 10,000 Rarity: 10 Restricted: Yes Special: Cortosis, Defensive 1, Deflection 2, Vicious 1
Notes: Each time user is hit, may commit 1 Force Die. As an action, user may uncommit all Force Dice, gaining Conflict equal to the number of Force Dice used. Then make a Force Check using those dice, and spend each Force Point generated to deal 1 Wound and 1 Strain (ignoring Soak) to each character within Short range.
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Snap Baton
Skill: Melee Damage: +1 Critical: 4 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 50 Rarity: 4 Restricted: No Special: Disorient 2
Notes:
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Staff of Office
Skill: Melee Damage: +2 Critical: 4 Range: Engaged Encumbrance: 3 Hard Points: 2
Price: 350 Rarity: 6 Restricted: No Special: Defensive 1, Disorient 2
Notes: Requires 2 hands. Add 2 Boost Dice when attempting to convince others that the weapon is decorational and to allow you to carry the weapon where it would not normally be allowed.
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Stun Baton
Skill: Melee Damage: +2 Critical: 6 Range: Engaged Encumbrance: 2 Hard Points: 2
Price: 200 Rarity: 4 Restricted: No Special: Disorient 2, Stun Damage
Notes:
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Stun Baton (Czerka Peacekeeper)
Skill: Melee Damage: +2 Critical: 4 Range: Engaged Encumbrance: 3 Hard Points: 2
Price: 500 Rarity: 3 Restricted: No Special: Cumbersome 3, Disorient 2, Stun 3
Notes:
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Stun Master
Skill: Melee Damage: 6 Critical: 3 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 575 Rarity: 3 Restricted: No Special: Disorient 2, Stun Damage
Notes:
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Sword Cane
Skill: Melee Damage: +2 Critical: 3 Range: Engaged Encumbrance: 2 Hard Points: 1
Price: 475 Rarity: 6 Restricted: No Special: Defensive 1
Notes: Add 1 Setback Die to Perception check to notice the cane is a weapon.
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Therm-Ax
Skill: Melee Damage: +2 Critical: 3 Range: Engaged Encumbrance: 4 Hard Points: 3
Price: 850 Rarity: 5 Restricted: Yes Special: Burn 2, Sunder, Vicious 1
Notes: Requires 2 hands.
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Truncheon
Skill: Melee Damage: +2 Critical: 5 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 15 Rarity: 1 Restricted: No Special: Disorient 2
Notes:
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Tuskbeast Pike
Skill: Melee Damage: +4 Critical: 3 Range: Engaged Encumbrance: 3 Hard Points: 1
Price: 1,050 Rarity: 8 Restricted: No Special: Defensive 1, Knockdown
Notes: Requires 2 hands.
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Vibro-Ax (Standard)
Skill: Melee Damage: +3 Critical: 2 Range: Engaged Encumbrance: 4 Hard Points: 3
Price: 750 Rarity: 5 Restricted: No Special: Pierce 2, Sunder, Vicious 3
Notes: Requires 2 hands.
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Vibro-Ax (Gamorrean Arg'garok)
Skill: Melee Damage: +5 Critical: 3 Range: Engaged Encumbrance: 5 Hard Points: 3
Price: 1,000 Rarity: 7 Restricted: No Special: Cumbersome 5, Inferior 1, Pierce 1, Sunder
Notes: Requires 2 hands.
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Vibroblade (Parrying Vibroblade)
Skill: Melee Damage: +1 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 2
Price: 400 Rarity: 6 Restricted: No Special: Defensive 1, Pierce 2, Vicious 1
Notes:
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Vibroblade (Shistavanen Utility Vibroblade)
Skill: Melee Damage: +1 Critical: 2 Range: Engaged Encumbrance: 2 Hard Points: 0
Price: 600 Rarity: 7 Restricted: No Special: Pierce 2, Vicious 1
Notes: May be used as a toolkit for Mechanics Checks to repair devices and heal droids, but adds 1 Setback Die. Adds 1 Boost Die to Survival Checks.
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Vibrodagger
Skill: Melee Damage: +1 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 550 Rarity: 5 Restricted: No Special: Pierce 3, Vicious 1
Notes:
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Vibro-Glaive (Beastmaster's Vibro-Glaive)
Skill: Melee Damage: +2 Critical: 2 Range: Engaged Encumbrance: 3 Hard Points: 3
Price: 975 Rarity: 6 Restricted: No Special: Defensive 2, Pierce 3
Notes: Requires 2 hands.
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Vibro-Greatsword
Skill: Melee Damage: +3 Critical: 2 Range: Engaged Encumbrance: 4 Hard Points: 3
Price: 900 Rarity: 6 Restricted: No Special: Defensive 1, Pierce 2, Vicious 2
Notes: Requires 2 hands.
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Vibroknife (Standard)
Skill: Melee Damage: +1 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 2
Price: 250 Rarity: 3 Restricted: No Special: Pierce 2, Vicious 1
Notes:
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Vibroknife (Stealth Variant)
Skill: Melee Damage: +1 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 350 Rarity: 6 Restricted: No Special: Pierce 1, Vicious 1
Notes: Add 2 Setback Dice to Perception check to find weapon on a person's body.
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Vibro-Machete
Skill: Melee Damage: +2 Critical: 2 Range: Engaged Encumbrance: 2 Hard Points: 1
Price: 550 Rarity: 4 Restricted: No Special: Pierce 1, Sunder, Vicious 1
Notes:
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Vibrorapier
Skill: Melee Damage: +2 Critical: 2 Range: Engaged Encumbrance: 2 Hard Points: 2
Price: 1,200 Rarity: 7 Restricted: No Special: Defensive 1, Pierce 5
Notes: Weapon is silent compared to other vibroweapons.
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Vibrosaw
Skill: Melee Damage: +4 Critical: 2 Range: Engaged Encumbrance: 6 Hard Points: 3
Price: 1,500 Rarity: 5 Restricted: No Special: Cumbersome 5, Pierce 2, Sunder, Vicious 2
Notes: Generating Despair on an attack roll means you hit yourself instead of your target. Requires 2 hands.
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Vibrospear (Standard)
Skill: Melee Damage: +3 Critical: 3 Range: Engaged Encumbrance: 4 Hard Points: 2
Price: 950 Rarity: 6 Restricted: No Special: Pierce 2, Vicious 2
Notes: Requires 2 hands.
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Vibrospear (Merr-Sonn Model 14 Stalker)
Skill: Melee Damage: +2 Critical: 2 Range: Engaged Encumbrance: 4 Hard Points: 2
Price: 490 Rarity: 6 Restricted: No Special: Defensive 1, Pierce 2, Vicious 2
Notes: Requires 2 hands. GM may use 2 Threat 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 in the same area.
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Vibrosword
Skill: Melee Damage: +2 Critical: 2 Range: Engaged Encumbrance: 3 Hard Points: 3
Price: 750 Rarity: 5 Restricted: No Special: Pierce 2, Vicious 1, Defensive 1
Notes:
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Welding Rod
Skill: Melee Damage: 3 Critical: 2 Range: Engaged Encumbrance: 4 Hard Points: 0
Price: 1,750 Rarity: 5 Restricted: No Special: Breach 1, Inaccurate 2
Notes: Adds 1 Success to Mechanics checks to repair droids, vehicles, and starships. GM may spend 1 Despair to inflict a Critical Injury on the user

 

Lightsabers

Advanced Lightsaber (Basic Hilt with Fully Upgraded Crystal)
Skill: Lightsaber Damage: 10 Critical: 1 Range: Engaged Encumbrance: 1 Hard Points: 0
Price: 10,000 Rarity: 10 Restricted: Yes Special: Breach 1, Sunder, Vicious 2
Notes: Contains a fully upgraded Ilum crystal. Cannot be sundered.
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Basic Lightsaber
Skill: Lightsaber Damage: 6 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 5
Price: 9,300 Rarity: 10 Restricted: Yes Special: Breach 1, Sunder
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points). Cannot be sundered.
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Crossguard Lightsaber
Skill: Lightsaber Damage: 6 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 4
Price: 9,700 Rarity: 10 Restricted: Yes Special: Breach 1, Defensive 1, Sunder
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points). When being attacked with any Melee or Lightsaber weapon, the user may spend 1 Despair or 3 Threat on the opponent's roll to disarm opponent.
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Double-Bladed Lightsaber
Skill: Lightsaber Damage: 6 Critical: 2 Range: Engaged Encumbrance: 2 Hard Points: 4
Price: 18,600 Rarity: 10 Restricted: Yes Special: Breach 1, Linked 1, Sunder, Unwieldy 3
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points). All upgrade costs are doubled.
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Guard Shoto
Skill: Lightsaber Damage: 5 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 3
Price: 9,700 Rarity: 10 Restricted: Yes Special: Breach 1, Defensive 1, Deflection 2, Sunder, Unwieldy 4
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points). When modding, always reduce crystal's damage rating by 1.
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Lightsaber Pike (Standard)
Skill: Lightsaber Damage: 6 Critical: 2 Range: Engaged Encumbrance: 3 Hard Points: 3
Price: 9,600 Rarity: 10 Restricted: Yes Special: Breach 1, Cumbersome 3, Defensive 1, Sunder
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points).
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Lightsaber Pike (Temple Guard Variant)
Skill: Lightsaber Damage: 6 Critical: 2 Range: Engaged Encumbrance: 2 Hard Points: 4
Price: 20,000 Rarity: 10 Restricted: Yes Special: Breach 1, Defensive 1, Linked 1, Sunder, Stun 4, Unwieldy 3
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points). All upgrade costs are doubled.
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Lightwhip
Skill: Lightsaber Damage: 4 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 1
Price: 11,400 Rarity: 10 Restricted: Yes Special: Ensnare 1, Pierce 5, Unwieldy 4
Notes: Cannot be sundered. Lightsaber crystal may not be modified or replaced. May not be used to Parry or Reflect. May spend 2 Advantage or 1 Triumph to prevent opponent from using Parry to reduce damage.
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Philaxian Phase-Knife
Skill: Lightsaber Damage: +1 Critical: 3 Range: Engaged Encumbrance: 1 Hard Points: 1
Price: 1,500 Rarity: 8 Restricted: No Special: Pierce 4, Vicious 1
Notes: Lightsaber crystals may not be used with this weapon. When used with Saber Throw Talent, may spend 2 Advantage or 1 Triumph (instead of Force Points) to have weapon return to hand. Add 1 Setback Die to Perception checks to find weapon on a person's body.
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Shoto
Skill: Lightsaber Damage: 5 Critical: 2 Range: Engaged Encumbrance: 1 Hard Points: 3
Price: 9,300 Rarity: 10 Restricted: Yes Special: Accurate 1, Breach 1, Sunder
Notes: Contains an unmodded Ilum crystal (occupies 2 hard points). When modding, always reduce crystal's damage rating by 1.
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Training Lightsaber
Skill: Light Damage: 6 Critical: N/A Range: Engaged Encumbrance: 1 Hard Points: 5
Price: 400 Rarity: 6 Restricted: No Special: Stun Damage
Notes: Contains an unmodded training lightsaber emitter (occupies 2 hard points).

 

Ammunition Variants (Arrows, Missiles, Torpedoes)

Explosive-Tipped Arrow
Skill: Ranged (Heavy) Damage: 6 Critical: 3 Range: Medium Encumbrance: 0 Hard Points: 0
Price: 50 Rarity: 5 Restricted: No Special: Blast 4, Limited Ammo 1
Notes: Used with Compund Bows
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Incendiary Arrow
Skill: Ranged (Heavy) Damage: 6 Critical: 5 Range: Medium Encumbrance: 0 Hard Points: 0
Price: 60 Rarity: 5 Restricted: No Special: Burn 2, Limited Ammo 1
Notes: Used with Compund Bows
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Net Arrow
Skill: Ranged (Heavy) Damage: 2 Critical: N/A Range: Medium Encumbrance: 0 Hard Points: 0
Price: 30 Rarity: 5 Restricted: No Special: Ensnare 2, Limited Ammo 1
Notes: Used with Compund Bows
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Stun Arrow
Skill: Ranged (Heavy) Damage: 6 Critical: N/A Range: Medium Encumbrance: 0 Hard Points: 0
Price: 60 Rarity: 6 Restricted: No Special: Limited Ammo 1, Stun Damage
Notes: Used with Compund Bows
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Anti-Armor Micro-Rocket
Skill: Ranged (Heavy) Damage: 8 Critical: 4 Range: Short Encumbrance: 1 Hard Points: 1
Price: 300 Rarity: 5 Restricted: No Special: Breach 1, Limited Ammo 1
Notes:
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Explosive Micro-Rocket
Skill: Ranged (Heavy) Damage: 7 Critical: 2 Range: Short Encumbrance: 1 Hard Points: 1
Price: 150 Rarity: 4 Restricted: No Special: Blast 6, Limited Ammo 1
Notes:
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Flechette Micro-Rocket
Skill: Ranged (Heavy) Damage: 6 Critical: 2 Range: Short Encumbrance: 1 Hard Points: 1
Price: 175 Rarity: 5 Restricted: No Special: Blast 5, Vicious 2, Limited Ammo 1
Notes:
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Incendiary Micro-Rocket
Skill: Ranged (Heavy) Damage: 6 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 1
Price: 175 Rarity: 5 Restricted: No Special: Blast 6, Burn 2, Limited Ammo 1
Notes:
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Ion Micro-Rocket
Skill: Ranged (Heavy) Damage: 10 Critical: 3 Range: Short Encumbrance: 1 Hard Points: 1
Price: 100 Rarity: 6 Restricted: No Special: Ion, Sunder, Limited Ammo 1
Notes: Sunder quality can only damage powered equipment.
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Concussion Missile
Skill: Gunnery Damage: 14 Critical: 4 Range: Extreme Encumbrance: 1 Hard Points: 0
Price: 200 Rarity: 8 Restricted: No Special: Blast 10, Concussive 3, Disorient 5, Guided 2
Notes: If Disorient is activated, it affects all characters at short range of the target. If Concussive is activated, it affects all characters engaged with the target.
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Fragmentation Missile
Skill: Gunnery Damage: 12 Critical: 4 Range: Extreme Encumbrance: 1 Hard Points: 0
Price: 75 Rarity: 7 Restricted: No Special: Blast 12, Guided 3
Notes:
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Incendiary Missile
Skill: Gunnery Damage: 10 Critical: 3 Range: Extreme Encumbrance: 1 Hard Points: 0
Price: 145 Rarity: 7 Restricted: Yes Special: Blast 10, Burn 3, Guided 2
Notes:
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Plasma Missile
Skill: Gunnery Damage: 16 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 0
Price: 160 Rarity: 8 Restricted: Yes Special: Blast 14, Cumbersome 3, Inaccurate 1, Pierce 2
Notes:
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Armor Piercing Mini-Torpedo
Skill: Ranged (Heavy) Damage: 12 Critical: 3 Range: Medium Encumbrance: 1 Hard Points: 0
Price: 150 Rarity: 6 Restricted: No Special: Blast 2, Limited Ammo 1, Pierce 4
Notes:
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Ink Mini-Torpedo
Skill: Ranged (Heavy) Damage: 0 Critical: N/A Range: Long Encumbrance: 1 Hard Points: 0
Price: 50 Rarity: 5 Restricted: No Special: Blast 0, Disorient 4, Limited Ammo 1
Notes: Ink usually lasts 4 rounds. May last longer in still water.
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Ion Mini-Torpedo
Skill: Ranged (Heavy) Damage: 10 Critical: 2 Range: Long Encumbrance: 1 Hard Points: 0
Price: 150 Rarity: 6 Restricted: No Special: Blast 8, Ion, Limited Ammo 1
Notes:
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Net Mini-Torpedo
Skill: Ranged (Heavy) Damage: 0 Critical: N/A Range: Medium Encumbrance: 1 Hard Points: 0
Price: 100 Rarity: 5 Restricted: No Special: Blast 0, Ensnare 6, Limited Ammo 1
Notes:
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Stun Mini-Torpedo
Skill: Ranged (Heavy) Damage: 8 Critical: 2 Range: Long Encumbrance: 1 Hard Points: 0
Price: 300 Rarity: 5 Restricted: No Special: Blast 4, Concussive 2, Limited Ammo 1, Stun Damage
Notes: