Weapons

Blaster Pistol

Type
imp
stun
Dmg
1d+2
HT-2
SS
9
9
Acc
7
7
1/2D
200
--
Max
500
100
Wt
2
RoF
3~
1
Shots
20/C
10/C
ST
--
Rcl
-1
-1
Cost
1000
stun setting: HT-2 roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

Heavy Blaster Pistol

Type
imp
stun
Dmg
2d-1
HT-3
SS
9
9
Acc
8
8
1/2D
300
--
Max
800
150
Wt
3
RoF
3~
1
Shots
20/C
10/C
ST
--
Rcl
-1
-1
Cost
1500
stun setting: HT-3 roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

Sporting Blaster Pistol

Type
imp
stun
Dmg
1d
HT-1
SS
13
13
Acc
12
12
1/2D
150
--
Max
300
75
Wt
4
RoF
3~
1
Shots
50/C
10/C
ST
--
Rcl
-1
-1
Cost
2500
stun setting: HT-1 roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

Holdout Blaster Pistol

Type
imp
stun
Dmg
1d-1
HT
SS
10
10
Acc
4
4
1/2D
50
--
Max
100
50
Wt
.5
RoF
1
1
Shots
5/B
1/B
ST
--
Rcl
0
0
Cost
500
stun setting: HT roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

Due to their small size, holdout blasters give +2 to Holdout skill.

Blaster Rifle

Type
imp
stun
Dmg
2d+1
HT-3
SS
15
15
Acc
13
13
1/2D
450
--
Max
1200
200
Wt
7
RoF
3~
1
Shots
12/C
6/C
ST
--
Rcl
-1
-1
Cost
2000
stun setting: HT-3 roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

Light Repeating Blaster Rifle

Type
imp
stun
Dmg
2d+1
HT-3
SS
15
15
Acc
15
15
1/2D
500
--
Max
2000
400
Wt
9
RoF
8
1
Shots
140/D
30/D
ST
--
Rcl
-1
-1
Cost
4000
stun setting: HT-3 roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

E-Web Repeating Blaster

Type
imp
stun
Dmg
20d
HT-5
SS
10
10
Acc
20
20
1/2D
4000
--
Max
12,000
1000
Wt
75
RoF
4
1
Shots
150/E
40/E
ST
--
Rcl
0
0
Cost
20,000
stun setting: HT-5 roll or victim is stunned for 20-HT minutes. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.

Bowcaster

Type
imp
Dmg
2d
SS
14
Acc
13
1/2D
--
Max
800
Wt
10
RoF
2~
Shots
12/C
ST
14
Rcl
-2
Cost
--
Rcl = -4 if below Min ST. Quarel explodes for 2d damage in target hex and 1d damage in 1-hex radius. Not sold to non-Wookies.

Grenade

Type
cr
Dmg
6dx3
SS
12
Acc
0
1/2D
--
Max
ST x 3.5
Wt
1
RoF
--
Shots
--
ST
--
Rcl
--
Cost
200
Damage applies to the hex and all adjacent hexes in which it lands. Damage is quartered in the next two hexes of radius, quartered again in the next two, etc.

Thermal Detonator

Type
cr
Dmg
6dx50
SS
12
Acc
0
1/2D
--
Max
ST x 3.5
Wt
1
RoF
--
Shots
--
ST
--
Rcl
--
Cost
10,000
Damage applies to the hex in which it lands and all adjacent hexes in a 3-hex radius. Damage is quartered in every 4yds. from the center of the explosion. The explosion also produces an electromagnetic pulse that shorts out all unshielded electronics within 500 yards.

Hand Weapons

 
Force Pike Type
imp
stun
Dmg
(thr+2)+1d
HT-3
Range
1,2
Wt
6
ST
9
Cost
1000
Notes
2-handed. Roll vs. HT-3 or be stunned for 20-HT seconds. Critical miss on HT roll means victim is stunned for 20-HT hours. 5 or more DR gives a +1 to HT roll.
Gaderffi Stick Type
cut
cr
imp
Dmg
sw+2
sw+2
sw+1
Range
1
Wt
4
ST
12
Cost
40
Notes
1 turn to ready.
Lightsaber Type
cut
imp
Dmg
8d
4d
Range
1
Wt
2
ST
--
Cost
--
Notes
Cannot be bought.
Vibroaxe Type
cut
Dmg
(sw+3)+1d
Range
1,2
Wt
8
ST
13
Cost
500
Notes
1 turn to ready. Powered by a C cell for up to 2 hours.
Vibroknife Type
cut
imp
Dmg
(sw-3)+1d
(th-1)+1d
Range
C,1
Wt
.5
ST
--
Cost
250
Notes
Powered by a B cell for up to 2 hours.
Blaster Pistol
Heavy Blaster
Sporting Blaster
Holdout Blaster
Blaster Rifle
Repeating Rifle
E-Web
Bowcaster
Grenade
Thermal Detonator
Hand Weapons