Name
Skill Damage Crit Range Encum HP Price Rarity Special
Energy Weapons
Tensor Rifle
Ranged (Heavy)
7 2 Medium 4 0 1350 (R) 6
Ensnare, Vicious 2
Sonic Blaster Rifle
Ranged (Heavy)
5 5 Medium 4 0 3700 (R) 6
Cumbersome 3, Slow-Firing 1, Concussive 2, Blast 8, Knockdown
Stunpulse Cannon
Ranged (Heavy)
9 4 Medium 4 0 2600 (R) 6
Inaccurate, Stun Damage, Auto-Fire, Disorient 1, Vicious 1
Slugthowers
Jawamake Flechette Cannon
Ranged (Heavy)
6 3 Short 3 1 600 4 Blast 6
Jawamake Incendiary Target Pistol
Ranged (Light)
6 5 Long 2 2 1200 (R) 6
Burn 2, Vicious 1
Bladed Flashpistol (Pistol mode)
Ranged (Light)
7 3 Medium 2 1 1800 (R) 7
Prepare 1, Accurate
Explosives and Other Weapons
Wrist-mounted Concussion Mini-grenade Launcher
Ranged (Light)
* * * 2* 0 2250
(R) 7
Limited Ammo 3
Concussion Mini-grenade (1)
N/A 5 4 Medium 0 0 200 (R) 7
Blast 2, Concussive 1, Limited Ammo 1
Permacrete Detonator
Mechanics 10 4 N/A 2 0 600 (R) 6
Blast 6, Breach 1, Limited Ammo 1, Prepare 2
Flash Mine
Skulduggery N/A* N/A N/A 1
0 300 (R) 6
Blast 0*, Limited Ammo 1, Prepare 2, Ensnare, Disorient 1
Sonic Mine
Skulduggery 4 N/A N/A 1 0 400 (R) 6
Blast 1, Disorient 2, Pierce 5, Limited Ammo 1, Prepare 2
MM9 Rocket System
Ranged (Light)
* * * 3* 1 1900 (R) 5
Prepare 1, Guided 2, Limited Ammo 1
Type 12-A Rocket (1)
N/A
10 2 Medium 0 0 200 (R) 5
Blast 2, Breach 1
Type 12-B Rocket (1)
N/A 8 4 Long 0 0 200 (R) 5
Disorient 3, Pierce 6, Stun Damage
Whipcord Launcher
Ranged (Light)
5 5 Short 1 0 600 5
Ensnare 3, Stun Damage
Melee Weapons
Electroblade Training Sword
Lightsaber 5 4 Engaged 2 0 1000 10 Stun Damage, Defensive 1, Disorient 2, Pierce 5
Vibrowhip Melee +2 2 Short 3 1 950 7 Pierce 2, Vicious 1, Inaccurate
Bladed Flashpistol (Bayonet)
Melee +1 3 Engaged * * * * Pierce 1, Vicious 1


Energy Weapons

Tensor Rifle

Tensor weapons, like this one, are weapons that use the same tractor energy used in starship tractor beams, only on a personal scale. The result is a highly damaging weapon capable of painful damage to a target. This weapon model was likely salvaged from a Squib merchant vessel.

Sonic Blaster Rifle

Sonic weapons, by their very nature, are designed to overwhelm and overload the senses of affected beings, usually in groups. As such, they make superior crowd-control devices. While some sonic weapons are incredibly lethal, the sonic blaster rifle supports only the basic design philosophy of sonic weapons - incapacitation.

Stunpulse Cannon

While many pulse weapons are heavily restricted due to their destructive potential, this model represents the benefits (and disadvantages) of pulse blasters applied to a significantly less lethal crowd control weapon. While still a dangerous weapon due to its high rate of fire (and the great potential to mistake it for something far worse), the stunpulse cannon is a capable means of stunning multiple enemies.

Slugthrowers

Jawa-make Flechette Cannon

This awkward-looking flechette launcher has been cobbled together from various parts, most notably exhaust tubing of some unfortunate vehicle. Fortunately, the Jawas are expert mechanics, and this weapon should work without a hitch. Probably.

Jawa-make Incendiary Target Pistol

This is a tricky little weapon that the Jawas put together using the base of a standard DH-17 blaster. They rifled the barrel, modified it for slugthrower ammunition, and crafted special metallic slugs that ignite when fired.

Bladed Flashpistol

The bladed flashpistol is a weapon designed in response to a dusty, dangerous environment where a good, reliable tool goes a long way. The flashpistol is equipped with a small bayonet on its muzzle, allowing the gun to function as a reliable multitool and close-quarters defense.

Because of its hardy construction, this weapon is immune to Sunder effects.

Explosives and Other Weapons

Wrist-mounted Concussion Mini-grenade Launcher

Designed as a kind of fingerless gauntlet, this wrist-mounted device can shoot tiny concussion grenadelets with far greater power than they could be thrown unaided. Originally conceived as a crowd-control device, this weapon was quickly adopted as a favorite of bounty hunters, who use the concussive properties of the ordnance as very effective target management when on the hunt. Because the grenades are relatively weak compared to other explosive ordnance, they are ideal for targets that must be captured, but not killed.

When firing this weapon, use the damage, critical rating, and range value of the ammunition and add the special properties of the ammunition to the special properties of the launcher. When being worn, the Encumbrance of this weapon is reduced to 1.

Permacrete Detonator

This detonator is less of a weapon and more of a tool - while potentially deadly, these remote charges are, in actuality, designed for use on nonmoving fortifications or condemned buildings. The bulky detonator casing is self-adhesive onto most structures, and it can be detonated from anywhere up to Extreme range by way of its datapad-sized transmitter.

Any attack made with this weapon is made at Average difficulty.

Flash Mine

Flash mines are a type of proximity-detonated anti-personnel ordnance. These mines are designed to incapacitate anyone who walks within its trigger radius. The mines are deployed with a short "safety" timer that allows the user to place the mine and exit its radius, but once the mine is placed, it doesn't discriminate - any moving object that enters within Engaged range of the mine (a meter or so in any direction) will trigger its detonation.

They do no damage, and additional Success on a successful attack roll may be used as Advantage. Any attack made with this weapon is made at Average difficulty.

Sonic Mine

A more advanced version of the Flash Mine, sonic mines are also proximity mines designed to disable infantry. The chief difference between flash mines and sonic mines, however, lies in their potential lethality. Sonic mines fire rapid pulses of high-frequency, high-volume sound, and in addition to disorienting its targets, it can cause actual physical damage to them.

As with Flash Mines, the mine can be deployed safely, but shortly after its deployment, it will detonate on any moving object that enters within a meter in any direction (Engaged range). Any attack made with this weapon is made at Average difficulty.

MM9 Rocket System

Made by Kelvarex Consolidated Arms, this small, wrist-mounted device is capable of launching various projectiles at unlucky targets. A favorite of bounty hunters; how this weapon came into the hands of Jawas remains a mystery.

This weapon has an optional Prepare quality that may be used to give the fired projectile the Guided 2 property. Either Type 12-A or Type 12-B rockets may be fired from this weapon, each modifying the damage and special properties of the weapon. In either case, use the damage, critical rating, and range value of the ammunition and add the special properties of the ammunition to the special properties of the rocket system. When being worn, the Encumbrance of this weapon is reduced to 1.

Whipcord Launcher

A favorite of bounty hunters, the whipcord launcher stores up to 15 meters of tightly-wound fibercord which can be shot out rapidly to incapacitate a target. It sees widespread use in any field where non-lethal capture is a goal, as it carries fewer risks than most other non-lethal options.

Given its size, add one Setback to any Perception checks made to find a concealed whipcord launcher on a person's body.

Melee Weapons

Electroblade Training Sword

For thousands of years, the Jedi Order, as well as other Force traditions, have employed low-powered "training" versions of their emblematic lightsaber in order to familiarize learners with the dangerous tool. While the training lightsabers of the recently-fallen Order were simply less deadly versions of the iconic bladeless weapon, these training 'sabers have a full protrusion from the hilt. Not entirely a "blade," this protrusion is designed to channel a conduit of energy that simply wounds - rather than dismembers - its targets.

Vibrowhip

This rare, difficult-to-wield weapon is an inferior cousin to other vibroweapons in all but one quality - range. Whips give the melee combatant a crucial extra step in between themselves and their opponent, and sometimes that's the only difference between walking away safely and not walking away at all.