Weapons Equipment

Introduction to Weapons

A good craftsman uses the right tool for the job, and for your average hero, the right tool is the proper weapon. This chapter details the rich variety of weapons available in the galaxy, ranging from variants of common blasters and Slugthrowers to specialty weapons that deal new and strange forms of damage.

All these weapons have advantages and disadvantages. Some deliver more damage, others are better at longer ranges, and still others arc preferable when you want to bring in an opponent alive. For raw versatility and customization, the best weapons are still basic blaster rifles and pistols, the preferred choice of most individual combatants. The weapons presented here are broken down into five categories. First are the energy weapons- blaster weapons and those that use similar types of energy. Next are projectile weapons (slugthrowers and dart throwers), followed by thrown grenades and other explosives. Following these are Melee Weapons, ranging from common swords to vibro weapons, followed by a catch-all category for intriguing weapons that do not fall into any other category, including flamers and sonic weapons. At the end of the chapter is a short section on accessories and attachments for use with some of the weapons.

Each weapon is described by a number of attributes, as follows:

Weapon Type: The general type of weapon, slugthrower pistol or blaster rifle, for example.
Proficiency Group: The weapon proficiency feat required for use of this weapon. No new feats arc introduced here, but sometimes a particular Exotic Weapon Proficiency feat grants proficiency with more than one item. For example, Exotic Weapon Proficiency (flame projector) covers all flamers.
Cost: The normal cost of the weapon, in credits.
Damage: The normal damage dealt by the weapon.
Critical: The threat range for a possible critical hit.
Range increment: The base range of the weapon-the distance out to which an attack carries no penalty for range. Melee weapons have no range increment. Thrown weapons have a maximum range equal to five increments. All other ranged weapons have a maximum range equal to ten increments.
Weight: The weapon's weight.
Fort DC: Fortitude saving throw DC needed for special forms of attack.
Type: The type of damage dealt by the weapon-slashing, energy, or bludgeoning, for example
Multifire/Autofire: M indicates that the weapon can be multifired; A indicates that it can be fired on auto. lf neither option is listed, the weapon can only fire one shot per attack.
Size: The size of the weapon. This attribute may affect which species can use the weapon, or if the weapon requires one or two hands to wield properly.
Hardness: How well the weapon resists damage if it is attacked.
WP: The weapon's wound points.
Break DC: The DC needed to break the item with a Strength Check.
Availability: How available the item is. See Equipment Availability in the introduction for definitions of the various availability ratings.
Era: The eras of play in which the item is usually available.
Special: Any special rules for this weapon or weapon type.

Customizing and Personalizing Weapons

A Skilled individual can take a store-bought weapon and tinker with it, tuning its galvening coils, shaving off weight, and otherwise fiddling with its design to optimize its
performance. Such adjustments may improve the weapon considerably, depending on how much time and money the hero wishes to spend on it. Weapons can be customized or personalized. You can customize a weapon for others. You can personalize a weapon only for yourself.

Customized Weapons: A customized weapon has been tinkered with to increase its performance. Any user who picks up the weapon benefits from its improvements.

Personalized Weapons: A personalized weapon has been tailored to the specific needs of the owner. This process improves its performance- but only for that individual. For other users, the weapon's normal statistics apply, as if the weapon had not been modified at all. Because personalizing a weapon alters a number of attributes to strike a precise balance for a particular user, you cannot customize some features and personalize others- if any modification is a personalization, they all are.

Table 1-1: Weapon Modification Limits
Weapon Max Customized Mods Max Personalized Mods Skill Dc to Modify
Blaster pistol 2 3 15
Blaster rifle 1 2 15
Heavy weapons 1 Cannot be personalized 20
Vibro weapons 1 2 10
Slugthrowers 1 2 10
Simple 0 1 5
Simple (grenades) 0 0 -
Exotic 0 1 (with GM's permission) 20

What Can Be Modified

When you modify a weapon, you can change any of the following attributes. (Some attributes do not apply to certain types of weapons.) You may perform any of these modifications two or more times unless otherwise specified.

  • lncrease the range increment by half the base range increment (rounding down to the closest even number). For example, you could increase the range increment of a blaster rifle from 10 meters lo 14 meters.
  • Increase damage by+ 1. This modification incurs a - 1 penalty on all attack rolls.
  • Expand the weapon's threat range by 1 (for example, changing the threat range of a blaster pistol from 20 to 19- 20). This may be done only once per weapon.
  • Reduce the weapon's weight by half. This may be done only once per weapon.
  • lncrease the weapon's accuracy, giving it a + I attack bonus. This modification incurs a -1 penalty on all damage rolls.
  • Lessen the weapon's multifire penalty by I. This may be done only once per weapon.
  • Lessen the weapon's Rapid Shot feat penalty by 1. This may be done only once per weapon.
  • lncrease the weapon's Fortitude save DC by +2.
  • Make the weapon more durable, increasing its hardness by 2 and its wound points by 2.

Making the Modification

Success, and the time required to make the modification, are determined as for crafting an item, but either the Repair skill or the appropriate Craft skill may be used. lfyou have five or more ranks in both the Repair skill and the appropriate Craft skill, the GM may grant a +2 synergy bonus on your skill check. lf a tech specialist with the appropriate mastercraft ability is working on the modification, a +2 circumstance bonus applies. If you don't have the proper tools, you take a -5 penalty on the check.

To make the modification, follow these steps:

  1. Find the item's price, either from Chapter Seven of the Star Wars Roleplaying Game, from this volume, or from the GM. Do not multiply it by 10, as you would for a standard Craft check.
  2. Pay one-quarter of the item's price for raw materials.
  3. Determine the price of the modified item. A modified weapon's cost is increased by 50% of the weapon's base cost for each modification. For example, a blaster pistol costs 500 credits. A blaster pistol with one modification costs 750 credits, and a blaster pistol with two modifications costs 1,000 credits.
  4. Make an appropriate skill check to reflect one day's work, against the DC given on Table 1-1. lf the check succeeds, multiply the check result by your skill modifier (your appropriate skill ranks + your intelligence modifier + any appropriate miscellaneous modifiers). If that number equals or exceeds the modified item's price, you have completed the modification.

lf your check result x your skill modifier is lower than the modified item's price, then that number represents progress you have made this day toward completing the modified item. Subtract the amount of progress from the modified item's price and record the new reduced value. At the end of the next day of work, make another check. Each day, you make more progress until the day when your check result x your skill modifier equals or exceeds the modified item's remaining value. At that point, you have completed the modification. Upon completion of the modification, make a final skill check (again, using the DC from the table) to determine if the item functions as intended. lf the check fails, the modification does not work and all the time, money, and effort is wasted. lf the check fails by 5 or more, the item was broken in the process of modification, and it must be repaired (or jury-rigged) just to bring it back up to its basic functionality.

You may take 10 on skill checks for modifying a weapon. You may not take 20, regardless of the skill you use.

A mastercrafted weapon may be further customized or personalized, working from the base cost of the mastercrafted weapon. A weapon that has been customized may be
further customized or personalized, provided that the weapon has not reached its maximum number of customizations (see Table 1- 1 ).
While it is being modified, a weapon is useless, but it can be made operational by jury-rigging. A jury-rigged weapon has all the properties of the weapon before the modification was begun.

Here's an example of modifying a weapon: Vor'en Kum wants to increase the damage of his weapon, even though it will become more difficult for him to hit his target. The price
of a blaster pistol with one modification is 750 credits. The cost of materials for one modification is 125 credits (one/fourth of the weapon's normal cost). The skill check has a DC of 15 (as shown on Table 1- 1). Kum has a Repair skill modifier of+ 10 and the appropriate tools. By taking 10, he gets a result of 20 on his first day's Repair check. So, at the end of his first day he has made 200 credits' worth of progress (check result of 20 x skill modifier of+ 10) toward the modified blaster pistol's price. After taking 10 for three more days, he has exceeded the modified item's price and customized the pistol. He makes another Repair check to see if the modification holds (again, taking 10) and succeeds. His pistol now does + 1 damage, but he takes a - 1 penalty on attacks with it.

Concealing Weapons

The galaxy can be a rough-and-tumble place, so many adventurers carry their weapons openly almost everywhere they go. Sometimes, however, an obvious weapon isn't really
appropriate-or a hero might want to conceal a backup weapon to supplement the blaster on her hip. lt's assumed that, when attempting to conceal a weapon, a character is wearing appropriate clothing- something moderately loose and bulky. Tighter or skimpier clothes make concealment harder, while larger clothes, such as cloaks or
long coats, make it easier.

Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it a bit more difficult.

To conceal a weapon, make a Sleight of Hand check. A character concealing a weapon before she heads out into public can usually take 10 unless she's rushed, trying to conceal it when others might see her, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.

A weapon's size imposes a modifier on an attempt to conceal it, as shown on the table below. The type of clothing worn by the user, and any attempt to make the weapon easier to draw, can also affect the check. Use all the modifiers that apply from the following table when making the Sleight of Hand check.

Table 1-2: Concealment Modifiers
Condition Sleight of Hand Modifier
Weapon is Tiny +4
Weapon is Small +0
Weapon is Medium-size -4
Weapon is Large -8
Clothing is tight or skimpy -4
Clothing is especially loose or bulky +2
Clothing is specifically modified for concealing weapon +6
Weapon can be drawn normally -2
Weapon can be drawn as free action with Quick Draw feat -4

Noticing a concealed weapon requires a Spot check. The DC varies: l f the target made a roll when concealing a weapon, the DC of a Spot check to notice the weapon is
the same as her check result (an opposed check, in other words). lf the target took 10 on her Sleight of Hand check, use this formula:

Spot DC = Target's Sleight of Hand skill modifier (including
modifiers from Table 1 - 2) + 10

Patting someone down to locate a hidden weapon requires a similar check. However, the skill employed is Search, and the searcher gets a +4 circumstance bonus for the hands-on act of patting the target down.

The size modifiers on the table above apply only to weapons. Weapon size categories do not use the same physical dimensions as size categories for other objects. (A chair,
for example, is a Small object, even though it's much bigger than many Large weapons.) When using these rules to conceal objects other than weapons, use the size modifier based on a comparably sized weapon, not on the object's size category.

Ranged Energy Weapons

Energy weapons are the most common types of ranged weapons in the galaxy, and have been dominant for centuries. They fire bolts of concentrated, coherent light that strike with a concussive impact. ln addition, most blasters can be tailored to stun an opponent.

The most common energy weapons are blaster pistols and blaster rines, which are commonly referred to as blasters.

Within a blaster, a gas with high energy potential is fed into a conversion enabler and excited by energy from a power source (usually a portable, built-in energy cell). The excited gas passes into the actuating blaster module, where it is compressed into a bundle of tightly packed energy particles. This bundle in turn passes through a prismatic crystal to focus it into a beam, which is further concentrated and shaped in the barrel by the galven circuitry. The final beam escapes from the emitter nozzle at the muzzle as a coherent blast of brilliant energy.

Blasters provide a great deal of punch for the investment. They vary from easily concealed hold-out pistols to huge repeating weapons and bunker-mounted cannons.

lon pistols and ion rifles comprise another type of energy weapon. They are similar in appearance to blasters, but they fire a broad beam of ionizing energy that does not
harm sentient beings but wreaks havoc on droids and cybernetic parts.

Disruptors, another type of energy weapon, function similarly to blasters, but instead of firing a blast of concentrated energy, they instead blast waves of broadband energy that
break down the bonds between molecules. Extremely deadly disruptors are illegal throughout the galaxy.

Blaster Pistols

Blaster pistols are small energy weapons wielded with one hand. They are the most common energy weapons in the galaxy. The blaster pistol is carried by law enforcement
agents, galactic merchants, and anyone with a need for basic firepower.
Unless otherwise noted, every blaster pistol uses a rechargeable standard power pack that has enough energy for 100 shots before needing to be replaced. A power pack
costs 25 credits and weighs 0.1 kg.

Heavy Blaster Pistols

The heavy blaster pistol is a class of energy weapon that seeks to combine the utility of the handgun-sized blaster pistol with the punch of a blaster rifle. The resulting weapon
is heavier than a standard blaster pistol, and has a shorter range, but it can deal out more damage on average than the lighter pistols.

Heavy blaster pistols are used primarily by law enforcement officers, bodyguards, and criminals. These weapons are restricted on most planets.

Every heavy blaster pistol uses a rechargeable standard power pack that has enough energy for 50 shots before needing to be replaced. A power pack costs 25 credits and
weighs 0.1 kilograms.

Houldout Blasters

Hold-out blasters, some types of which are also called palm blasters, disposable blasters, or throw-aways, are small, easily concealed energy weapons that can fit into a pocket, a satchel, or the folds of a robe with little difficulty. Because of their ease of concealment, hold-out blasters are restricted on many civilized worlds. However, laws against hold-out blasters are typically brought into play only after the possessor has gotten in trouble for greater crimes.

Hold-out blasters are used primarily by individuals who want protection but don't want others to know they are packing energy weapons. Diplomats, nobles, and gamblers
often own hold-out blasters. They are also useful in situations where the owner needs a backup in case his primary weapon is lost, damaged, or confiscated.

Because of their small size, hold-out blasters do not use power packs. Unless otherwise noted, they use energy cells, which provide sufficient power for 6 shots before they must be replaced. Some hold-out models have built-in energy cells, requiring the entire weapon to be recharged before it can be reused.

The multifire option is not available with a hold-out blaster pistol.

Sporting Blaster Pistols

Also called target blasters, sporting blasters fill the gap between hold-outs and standard blasters. They are common among both nobility and rural inhabitants throughout the
galaxy. Sporting blasters tend to be long-barreled and difficult to conceal, but they have a more graceful appearance than the standard blaster. Also, like common blaster pistols,
target blasters are free from the regulations that plague most heayy blaster weapons. This lack of regulation is chiefly due to the weapons' lack of firepower.

A sporting blaster uses a standard rechargeable power pack that has enough energy for 100 shots before needing to be replaced. A power pack costs 25 credits and weighs
0.1 kg.

Sporting blaster pistols do not have multifire or autofire capability.

Blaster Rifles and Carbines

The standard-issue weapon of armed forces throughout the galaxy, the blaster ritle is a long-barreled energy weapon with a heavy stock. lt is usually fired with two hands.
Primarily military weapons, blaster rifles are produced in such large runs that inevitably many of them find their way into the black and gray markets. Blaster rifles are sought not only by mercenaries and bounty hunters, but also by fringers living on barely tamed planets.
A blaster carbine is a kind of blaster rifle that saves weight with a shorter barrel and a smaller stock. These changes result in a lighter and less cumbersome weapon, at the
expense of range and stunning ability.

Both blaster rifles and blaster carbines may be used in multifire mode. Both types of weapon use standard rehcargeable power packs that have enough energy for 50
shots. A power pack costs 25 credits and weighs 0.1 kg.

Sporting Blaster Rifles

Sporting blaster rifles, also called hunting blasters, are lighter, less lethal versions of the standard blaster rifle. They are primarily intended for use on frontier worlds with high
wildlife populations, but they are just as commonly used to circumvent legal restrictions against heavier rifles. Sporting blaster rifles are often used by assassins, bounty hunters, and other gun-wielders who prefer this legal nicety.
Every sporting blaster rifle uses a standard rechargeable power pack that has enough energy for 50 shots before needing to be replaced. A power pack costs 25 credits and
weighs 0.1 kg. Sporting blasters cannot be used in multifire or autofire
mode.
Special Rule: When firing a single shot from a sporting blaster rifle as a full-round action, the user gains a + 1 bonus on attack rolls against targets within 80 meters. Sporting blaster rifles have tailor-made sights, and gain no benefit from improved weapon sights.

Light Repeating Blasters

Light repeating blasters are primarily military weapons, only rarely seen in civilian use. Mercenary units may pick these up for large-scale operations, and Imperial doctrine requires troops wielding these weapons to provide covering fire for the installation of heavier artillery. light repeating blasters represent the upper end of personal equipment; heavier repeating blasters are primarily the domain of organized
military units. A light repeating blaster is usually-though not always- a long, heavy-barreled weapon with an attached tripod support.
A light repeating blaster uses a standard power pack that provides enough energy for 30 shots. Light repeating blasters fire only in multifire or autofire mode.

Ion Guns

lon guns are primarily antidroid weapons. A hil from an ion gun disrupts the actuator pathways within a droid, sending the equivalent of the "halt" function through the restraining bolt. When the weapon is set on full, this effect creates massive damage in the pathways and may destroy the droid. When the weapon is set on stun, it causes the droid to become inactive for I d4 rounds, similar to unconsciousness in a sentient being. While inactive, a droid is unaware of its surroundings (though hardwired recording devices separate from the droid's control systems may still operate).

lon guns do not have any effect on living beings (except, perhaps, when used as impromptu clubs). They do not have any effect on vehicles, except those that utilize droid mechanisms and actuators (walkers and droid-operated cabs, for example). They do not affect other electronic technology, such as electronic locks or tools, computers, or other deviceslacking actuator pathways.

lon guns do affect cybernetic devices, which contain droidlike actuator pathways. A cyborged individual takes damage from an ion gun, and, if stunned, loses the use of cybernetic limbs or body parts for I d4 rounds. This loss of functionality may lead to blindness, paralysis, loss of mental function, or death, depending on the individual's degree of cyborgization. The more powerful ion cannons that are mounted on
ships can affect electronic devices, such as starship systems, but they use a different attack matrix than ion pistols and ritles do, and they drain much more power.

lon guns cannot be used in multifire or autofire mode. Unless otherwise noted, every ion gun uses a standard power pack, which has enough energy for 30 shots.

Disruptor Weapons

A typical blaster's energy bolt is a packet of concentrated energy that deliver., a concussive force when it strikes. A disruptor wave, on the other hand, is a series of nonharmonic vibrations that excite the molecules of the target, causing them to lose cohesion and come apart. Where a blaster bolt leaves a dead body, a disruptor leaves a pile of smoking ash.

Basically, disruptors arc disintcgrators. They are effective against solid targets, vaporizing starship hulls and armor with equal ease. Individuals struck by disruptor bolts are often completely reduced to ash by a single hit.

Disruptors cannot be used in multi fire or autofire mode and cannot be set lo stun. They may be fired a maximum of once per round. A typical disruptor rifle gets 10 shots from a power pack, while a disruptor pistol gets 5 shots.

Disruptor weapons are universally reviled, and on the vast majority of worlds the mere possession of one merits the death penalty.

Special: All disruptor weapons have extremely slow recycle rates between shots. A disruptor weapon may only be fired once per round, regardless of the number of attacks the wielder is entitled to. A target hit by a disruptor beam must make a Reflex save (DC 10) to avoid a critical hit. A target reduced to O wound points by a disruptor is disintegrated.

Ranged Projectile Weapons

Unlike energy weapons, projectile weapons fire solid objects, usually metallic slugs, arrows, quarrels, or darts.

Projectile weapons arc generally less effective than blasters, dealing IC',s damage on average than an energy weapon of similar size. ln addition, they tend lo leave evidence of their use, such as expended ammunition, that may be tracked back to the original weapon.

Projectile weapons do have a number of basic advantages, however. They tend Lo be less loud and explosive than blaster weapons, so surreptitious attacks are more feasible. Even a slugthrower may have its noise silenced and its barrel flash suppressed by means of attachments. Unlike blasters, projectile weapons may be loaded with special ammunition that produces effects other than raw damage (see the Special Slugthrower Ammunition sidebar), and they do not require power packs. Finally, projectile weapons tend to be both more durable and more easily repaired than their blaster equivalents.

Projectile weapons are most common in less civilized parts of the galaxy. Legally they are usually treated as blaster weapons of a similar type. Some individual projectile
weapons have multifire or autofire capability, but not all do. Projectile weapons do not have stun settings, though they may be loaded with special ammunition that can incapacitate an opponent.

Slugthrower Pistols

The projectile weapon equivalent of the blaster pistol, a
slugthrower pistol depends on the rapid expansion of gas to
propel a metal bullet through the barrel. Slugthrower pistols
tend to be popular on outpost worlds where the capability
to repair blasters is limited. Slugthrower pistols are generally
small, and range from hold-outs to the equivalent of heayy
blaster pistols. Hold-outs and some special projectile pistols
lack multifire capability.

Slugthrowers cannot be set on stun.

Slugthrower Rifles

Slugthrower rifles share many benefits and problems with slug thrower pistols. They are popular both on low-tech worlds as well as with bounty hunters whose travels take
them to such far-flung locations.

Slugthrower rifles are often sold as "sport" or "target" weapons, allowing the owners to skate along the edge of planetary restrictions against their energy-based cousins.

Slugthrower Rifles may use multifire but not autofire mode. They cannot be set on stun.

Dart Pistols

Some projectile weapons use darts instead of metal slugs. Fired from spring-loaded launchers, these small and aerodynamic projectiles tend to have incredibly short ranges
and deal little damage by themselves. As a result, dart pistols are often loaded with special ammunition (see the Special Dart Ammunition sidebar). Standard dart ammunition for the two models described here costs 5 credits for 10 shots.

Although it's not a weapon to bring to a firefight, a dart pistol rivals the hold-out blaster for dominance of the concealable weapon niche. Most dart pistols may be broken down into smaller components, which may then be further disguised to prevent discovery. As a result, dart pistols are favored by secret a gen ts and assassins.

Most dart pistols are not illegal. However, some of the more esoteric payloads they carry may be tightly regulated, so care must be taken in their purchase and transportation.

Dart pistols cannot be used in multifire or autofire mode, and they cannot be set to stun.

Flechette Launchers

A Flechette Launcher fires a canister filled with razor-sharp needles. The canister explodes at a predetermined distance from the user (usually right in front of the target), filling the area with flying spikes for massive damage. A deadly weapon with high collateral damage, the Flechette Launcher is banned on many worlds and highly restricted on others, usually available only to local military operations.

A Flechette Launcher cannot be fired more than once per round, and it is usually programmed before it is fired (this may be done in the round it is fired as a move action). The weapon may be fired without programming; its damage is halved in this case. Unlike with grenades, the user cannot target an unoccupied location- the programming must be able to sense a physical target to function properly. The
target may make a Reflex save (DC 15) for half damage.

Misses are treated as grenade like weapons for purposes of determining where they land, except that they do not explode if they land in an unoccupied space.

Using a Flechette Launcher effectively requires the Exotic Weapon Proficiency (Flechette Launcher) feat. This feat allows the user to fire any Flechette Launcher.

Flechette Launchers cannot be used in multifire or autofire mode, and they cannot be set to stun.

Crossbows and Magna Casters

Also called autocasters because of their similarity to the Wookiee bowcaster, crossbows are ancient weapons used by some sport hunters and a few assassins. Versions of this weapon are found in museums and private collections throughout the galaxy, but the Drolan Corporation has maintained a small but loyal customer base for its designs for generations.

Magna casters are a distant relative to the Wookiee bowcaster, though most lack the distinctive crossarm design of both crossbows and bowcasters. A magna caster uses a
portable magnetic field generator to accelerate its arrowlike quarrels to a high velocity in a very short distance. This technology produces a weapon with great firepower, but which is very quiet-an advantage to both hunters and assassins.

Crossbow quarrels (and normal arrows) may be custom made in the same fashion as darts, with a variety of deadly payloads (see the Special Dart Ammunition sidebar).
Crossbows and magna casters cannot be used in autofire mode and cannot be set on stun.

Wrist Weapons

Wrist weapons represent a variety of different projectile types- crossbowlike casters, self-propelled rockets, and metal blade launchers. ln each case, however, the weapon
is worn and used in a similar fashion-strapped across the back of the wrist or forearm and fired over the back of the hand.

The advantage of wrist weapons is that they may be easily concealed beneath robes or even bulky sleeves. ln addition, as with combat gloves, the user of a wrist weapon cannot lose his weapon or be disarmed- though the weapon can, of course, still be destroyed.

Using wrist weapons effectively requires the Exotic Weapon Proficiency (wrist weapons) feat. An individual with this feat may use any wrist weapon.

A wrist weapon may be worn on either wrist or both. As a general rule, it cannot be used in multifire or auto-fire mode, and it cannot be set on stun.

Wrist Rocket Ammunition

Numerous types of rockets are available for the Kelvarex Consolidated Arms MM9 Rocket System. Just a few are detailed here In addition to the wide variety of rockets described here, creative bounty hunters often concoct their own specialized ammo. Further, truly paranoid user may hook up an additional weapon system to his rocket system control pack. Boba Felt, famous for his many kills, was known to have ii small flamer mounted on his wrist rocket launcher, in addition to his other weapons.

Melee Weapons

ln many situations, a blaster just won't do the trick-particularly when your opponent is right on top of you. At this point, blades are drawn, punches are thrown, and melee
weapons are of supreme importance.
Melee weapons fall into three categories. Standard melee weapons include typical weapons found throughout the galaxy (clubs and swords, for example) as well as exotic weapons utilized by particular species-the Gaderffii used by the Tuskan Raiders on Tatooine, for example, or the Rykk blade favored by Wookiees.

Standard Melee Weapons

Many standard melec weapons have the advantage of being relatively easy to use and not requiring power packs or energy cells to function. They include simple weapons such
as clubs and spears, as well as more ornate and specialized manufactured goods and weapons that have a special place within the heritage of a particular planet or species.

Vibro Weapons

Vibro weapons are powered weapons, requiring energy cells to function. They generally have metallic blades that are sheathed in an ultrasonic field, causing the blades to
vibrate very quickly. An unpowered vibro weapon functions as a standard melee weapon of the same general type (treat such a weapon as a club if no conventional equivalent
exists).

The wide variety of vibro weapons includes the vibrodagger; the large, swordlike vibroblade; and several models of vibro-ax, as well as the other types described here. A similar weapon is the force pike, which, unlike other vibro weapons, is designed to release a stun charge instead of ultrasonic damage. Merr-Sonn, SoroSuub, and Czerka all make standard vibro weapons.

Unless otherwise noted, vibro weapons emit an audible, high-pitched sound when they are powered-individuals gain a +2 circumstance bonus on Listen checks when attempting to hear a target carrying a powered vibro weapon.

Melee Stun Weapons

Not all weapons are designed with bloodshed as their chief purpose. Many weapons are intended to incapacitate opponents rather than kill them. The bulk of these stun their
targets by means of an energy charge. Melee stun weapons are particularly preferred by local police units and corporate security forces, as well as by slavers who do not wish to
permanently damage their merchandise.

Melee stun weapons are considered to be always set on stun. lf a character is hit and fails a Fortitude save, he is knocked unconscious for I d4+ 1 rounds. If the character
succeeds at the Fortitude save, he is stunned for I round.

Melee stun weapons cannot normally affect targets in powered, medium, or heavy armor, or creatures with a natural armor bonus of +3 or higher.

Grenades and Other Explosives

Explosives are thrown al or placed near their targets, and they can create a diverse number of effects. Also, unlike most weapons, grenades and explosives are expended when they are used (though some special grenades may be salvaged and later reused).
While grenades and other explosives are sold primarily to military organizations, their large manufacturing runs and small size ensure that a sizable number of them end up on the black market.

Grenades

Grenades are small thrown weapons that explode to affect a large area. The most common grenades are fragmentation (frag) grenades and stun grenades.

Grenades are usually thrown, but their range may be drastically increased by the use of a grenade launcher (see the following section). Grenade launchers are usually found only in the possession of military organizations, but sometimes work their way into the hands of paramilitary and criminal groups.

Unless otherwise noted, grenades explode on contact.

Grenade Launchers

Grenade launchers are military weapons that radically improve the range of grenades. Those that are light enough to be carried by a single soldier fall into the blaster rifles proficiency group, while those large enough to require a tripod fall under the heavy weapons proficiency group. ln addition to being carried by soldiers, heavy grenade launchers may be easily mounted on vehicles.

Other Weapons and Weapon Systems

Some weapons in the Star Wars universe do not fit into neat categories. They utilize special forms of energy, or require special rules, or represent unique, experimental, or
uncommon weapon technology. This section covers these weapons and their special requirements.

Flame Projectors

Flame projectors, also called flamers, shoot a jet of ignited liquid that has a short range but deals a large amount of damage-and may set targets aflame. The leading manufacturer of flame projectors is Merr-Sonn. and its designs have been licensed to Czerka. which produces almost identical models. Czerka also produces a wrist-mounted flamer.

A flame projector affects all the space between the weapon and the farthest extent of the flaming shot, which may be out to the maximum range of the weapon. Every 2-
meter square along this line is affected. meaning that a flamer can harm multiple targets with a single shot. Any creature struck by a flamer may make a Reflex saving throw (DC varies by weapon) to take half damage.

Targets that are flammable may be set on fire, as per the rules for catching on fire in the Star Wars Rolcplaying Game. Effectively using a portable flame projector requires the Exotic Weapon Proficiency (flame projectors) feat. Heavier models are covered by Weapon Group Proficiency (heavy weapons). A character proficient with Exotic Weapons (flame projectors) can use any flamer that's based on this feat.

Flamers fire once per round and cannot be used in autofire or multifire mode.

Flame projectors have a weakness because they employ volatile. flammable chemicals under pressure. If the weapon is reduced to O wound points, it explodes, dealing 4d6
points of damage to anything within a 4-meter burst radius.

Sonic Weapons

Sonic weapons have become increasingly common, particularly among security forces and local law authorities that prefer capturing opponents unharmed rather than injuring or killing them. Sonic weapons make use of a high-intensity sound to damage or daze their opponents. Most have both normal damage and daze settings; the latter reduces an aggressive opponent's effectiveness.

A target hit by a sonic weapon set on daze must make a fortitude saving throw (DC varies by weapon) or be dazed for ld4+ 1 rounds. A successful save indicates no damage or other ill effects.

Using sonic weapons effectively requires the Exotic Weapon Proficiency (sonic weapons) feat. However, once an individual has this proficiency, he or she may use any
sonic weapon.

Sonic weapons cannot be used in multifire or autofire mode.

Species-Specific Ranged Weapons

Some ranged weapons are manu factured by or preferred by members of specific species, owing to their species· natural evolution or design philosophies. The weapons described below are connected with specific species; they may occasionally
be made available to members of other species.

Weapon Attachments and Accessories

Many individuals with a flair for handcrafting modify their own weapons, but a number of off-the-shelf accessories can enhance a weapon's performance on the battlefield without requiring true modification.

These devices are limited in the types of weapons they benefit. ln general, they do not require skill checks to install, and their benefits add to those provided by customized and personalized modifications. Accessories of the same type may not be used with one another-for instance, you cannot gain the benefit of two different types of improved weapon sights al the same time.

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