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Weapons

[What's This?]
Armor
[CMC-300/400 Powered Combat Suit] [Protoss Battle Armor]
Arms
[Accelerated Charged Particle Repeater Gun] [ACP Array Gun] [C-14 "Impaler" Gauss Rifle] [Concussion Blast Rifle] [Electrostaff] [Elite Beam Weapon] [Geonosian Sonic Blaster] [Geonosian Sonic Cannon] ["High Guard" Force Lance] [Imperial Heavy Repeater] [Imperial Light Repeater] [LJ-50 Concussion Rifle] [LS-150 Heavy ACP Repeater Gun] [Mortar Gun] [Plasma Cutlass] [Psi-Blade] [R-12 "Big Bore" Heavy Blaster] [Rail Detonator]
[Republic Hardware]




WHAT'S THIS?

    This page serves as a showcase for the different weapons I have created for Star Wars. For each Weapon, I give a description, game stats, and any sketch/illustration I may have. I also have included a page that gives optional rules and guidelines for creating unique Lightsabers.



ARMOR

TerDef CMC-300/400 Powered Combat Suit
CMC-300 Powered Combat Suit
Armor Type: Powered armor Proficiency Group: Powered
Cost: 25,000/27,000 Damage Reduction: 6/7
Maximum Dex Bonus: +0 Armor Check Penalty: -6
Speed: 8m Weight: 25kg
Availability: Rare, military Era:
    The CMC-300 was originally designed for combat on the frontlines in hostile environments (including vacuum) and was mostly used on frontier worlds. Since its original inception, the CMC-300 and its upgrade, the CMC-400, have found favour with well-funded mercenary and planetary defense units. Both the CMC-300 and CMC-400 are fully enclosed suits of armor made of interlocking hard plates that provide complete coverage of the operator’s body. It is powered by an extensive set of servomotors.
    The armor can operate for 24 hours on a set of four standard power packs, after which time it ceases all function; the operator suffers penalties as if he lacked the Armor Proficiency (powered) feat. It takes 10 minutes to get into this suit of armor and 6 full rounds to get out.
    The CMC-300 and CMC-400 have the following features:
    Strength Augmentation: The powered servos give the operator a +4 equipment bonus to Strength. If the operator does not have the Armor Proficiency (powered) feat, not only does this bonus not apply, but the operator suffers a -4 penalty to Strength and Dexterity while in armor.
    Life Support: The suit provides full life support for 24 hours, with an internal air supply and protection against most extreme environments, including vacuum.
    Computerized Targeting: The suit has mounts to carry up to two ranged weapons of size Large or smaller, as built-in parts of the armor. These weapons receive a +2 equipment bonus on all attack rolls. Additional weapons may be carried and used by the suit’s wearer, but are not attached to the computer targeting system and do not gain the attack bonus. The wearer may use only one suit-mounted weapon per round.
    Sensors: The suit grants its operator low-light vision and darkvision out to 20 meters and provides the benefit of a pair of electrobinoculars, reducing the wearer’s penalty on Spot checks to -1 for every 20 meters.
    Medpac (CMC-400 only): The suit includes all the needed chemicals and materials to act as an onboard medpac for its wearer. The medpac can be triggered by the suit’s operator as a move action or attack action, and it activates automatically if the operator falls unconscious as a result of injury. The medpac device is a one-shot function, and the materials used must be replaced after use (cost 200).
    Comlink: The armor’s built-in comlink has a range of 100 kilometers and can send and receive encrypted messages.
    Powerlamp: The armor includes a pair of powerful lamps able to create a beam of light up to 100 meters long and 50 meters wide.


Protoss Battle Armor
Protoss Battle Armor
Armor Type: Medium battle armor Proficiency Group: Medium
Cost: 10,000 Damage Reduction: 4 (3 Shields)
Maximum Dex Bonus: +2 Armor Check Penalty: -3
Speed: 8m Weight: 16kg
Availability: Rare Era:
Game Notes: The Protoss Battle Armor is specially adapted to Protoss physiology and cannot be worn by beings other than Protoss.
    Combining both a hard durasteel harness with a built in personal shield projector, Protoss Battle Armor is among the most effective types of personal armor in the galaxy. Most armor is also outfitted with paired psi-blades on the gauntlets.






ARMS

Arakyd Industries Accelerated Charged Particle Repeater Gun
Accelerated Charged Particle Repeater Gun Weapon Type: Light repeating blaster
Proficiency Group: Blaster pistol Cost: 750
Damage: 2d8 Critical: 20
Range Increment: 8m Weight: 2.5kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A Size: Medium
Hardness: 5      WP: 4 Break DC: 15
Availability: Common, restricted Era:
    Specially manufactured by Arakyd Industries, the ACP Repeater Gun is the standard weapon of the Trandoshan Mercenary group. Used for medium to short distance engagements, it can cut through personal shields, but is not especially effective against droids.
    The ACP Repeater Gun requires a power pack to operate. After 40 shots, the power pack must be replaced.


Arakyd Industries ACP Array Gun
ACP Array Gun Weapon Type: Blaster carbine
Proficiency Group: Blaster rifle Cost: 1,000
Damage: 2d8 (1d8) Critical: 20
Range Increment: 4m Weight: 3.5kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 5 Break DC: 15
Availability: Common, restricted Era:
    The ACP Array Gun is a close-quarters weapon, used when range is not an issue but extreme blast force is non-negotiable. With a robust blast spread, each particle charge in each shell is equivalent to a single bolt from the ACP Repeater Gun.
    The ACP Array Gun has a spread effect on each blast. For every one range increment the blast travels, it covers an additional 2m width. Anything caught in this cone suffers 1d8 damage. The maximum effective range of the ACP Array Gun is 10m.
    The ACP Array Gun requires a power pack to operate. After 8 shots, the power pack must be replaced.


TerDef C-14 "Impaler" Gauss Rifle
C-14 Impaler Gauss Rifle Weapon Type: Magnetic accelerator weapon
Proficiency Group: Exotic (magnetic accelerator weapon) Cost: 5,000
Damage: 3d8+3 Critical: 19-20
Range Increment: 20m Weight: 6kg
Fort DC: N/A Type: Piercing
Multifire/Autofire: M only Size: Large
Hardness: 5      WP: 8 Break DC: 18
Availability: Rare, illegal Era:
    The Gauss Rifle is an improvement on slugthrower technology along the same lines as the Verpine Shatter Gun. Like the Shatter Gun, it uses electromagnetic forces to accelerate a “shell” (8mm metal spikes) instead of a chemical reaction. Unlike the Shatter Gun, the “shells” are fired at hypersonic speed. To preserve both ammo usage and minimize power requirements, the rifle uses a capacitor system to fire in short, controlled bursts.
    The Gauss Rifle requires a magazine of specially made shells (100 shots) and an energy cell to operate.


Stouker Armaments Concussion Blast Rifle
Concussion Blast Rifle Weapon Type: Concussion rifle
Proficiency Group: Heavy weapon Cost: 2,000
Damage: 3d10 (3d8)/2d8 Critical: 19-20/20
Range Increment: 30m (4m)/8m Weight: 6.3kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 8 Break DC: 15
Availability: Rare, restricted Era:
    The Stouker Concussion Rifle fires blasts of compressed air that explode on impact. Unlike previous concussion rifles, the Stouker comes with two settings; the standard explosive blast and a new shotgun-like blast for closer combat.
    In its primary setting, on impact with its target, the blast explodes outward in a 4m radius inflicting 3d8 damage to everything in the blast radius. Targets within the blast radius may make a Reflex saving throw (DC 15) for half damage. Its secondary mode, fires a short range blast that inflicts significantly less damage, but is safer at close range.
    The Concussion Rifle requires a power pack to operate. After 5 shots in its primary setting or 50 shots in its secondary setting, the power pack must be replaced.


Baktoid Armor Workshop Electrostaff
Electrostaff Weapon Type: Powered Polearm
Proficiency Group: Exotic (electrostaff) Cost: 1,000
Damage: 2d6/2d6 Critical: 20
Range Increment: - Weight: 3.5kg
Fort DC: 15 Type: Bludgeoning
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 5 Break DC: 18
Availability: Uncommon, military Era:
Game Notes: An electrostaff ignores the DR of personal shields. A lightsaber does NOT ignore hardness when attacking an electrostaff.
    Built by Baktoid Armor Workshop, these electrostaffs are constructed of costly phrik alloy and equipped with electromagnetic pulse-generating tips. Certain types of staff are capable of neutralizing ray shields, but the standard staff serves primarily as a melee weapon, meting out fatal blunt-force injuries in the hands of its powerful wielders.


Gordarl Weaponsmithing Elite Beam Weapon
Elite Beam Weapon Weapon Type: Beam weapon
Proficiency Group: Exotic (beam weapon) Cost: 2,000
Damage: 2d8 Critical: 20
Range Increment: 20m Weight: 4.5kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 5 Break DC: 17
Availability: Rare, military Era:
    The Elite Beam weapon is unique in that it sucks ammunition from the internal fluids of the Geonosian Elites. The weapon harnesses these internal fluids and converts them into a highly focused, extremely lethal energy beam.
    The Elite Beam Weapon draws on the Vitality Points of the character using it. Each shot costs 4 VP. The character can also choose to fire a sustained beam that does 3 + the number of attacks the character has d8 (so a 6th level Soldier would do 4d8 damage), this counts as a full attack. A sustained beam cannot be deflected by a lightsaber, but it costs 4x the number of attacks in VP. The Elite Beam Weapon cannot be fired if the character wielding it has no VP or is otherwise unable to pay the VP cost. You cannot use WP in place of VP.


Gordarl Weaponsmithing Sonic Blaster
Geonosian Sonic Blaster Weapon Type: Sonic weapon
Proficiency Group: Exotic (Geonosian sonic weapon) Cost: 1,000
Damage: 3d8 Critical: 20
Range Increment: 10m (4m) Weight: 4.5kg
Fort DC: 18 (daze)* Type: Special (sonic)*
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 5 Break DC: 17
Availability: Rare, restricted Era:
*See the Arms and Equipment Guide page 36 for details.
    The standard sidearm of the Geonosian soldier uses oscillators to produce a devastating sonic blast. The energy is enveloped in a plasma containment sphere shaped by emitter cowls that channel the sonic beam. This stabilizes the sonic effect until it impacts against its target, resulting in a powerful omnidirectional blast.
    Unlike other sonic weapons, the Geonosian-made Sonic Blaster operates similar to a grenade launcher. It must target a character, but on hitting the character the plasma sphere explodes doing damage to a 4m radius.
    The Sonic Blaster requires a power pack to operate. After 20 shots, the power pack must be replaced.


Gordarl Weaponsmithing Sonic Cannon
Geonosian Sonic Cannon Weapon Type: Sonic weapon
Proficiency Group: Exotic (Geonosian sonic weapon) Cost: 10,000
Damage: 5d8 Critical: 19-20
Range Increment: 40m (6m) Weight: 230kg
Fort DC: 18 (daze)* Type: Special (sonic)*
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 10 Break DC: 20
Availability: Rare, military Era:
*See the Arms and Equipment Guide page 36 for details.
    Based on the same technology as the personal Sonic Blasters, the Sonic Cannons are used as heavy anti-infantry or anti-vehicle weapons.
    Large-scale Geonosian sonic cannons can be deployed as platforms, wherein the two or more Geonosian gunners allow the advanced targeting computers of the cannons to do most of the work.
    The Sonic Cannon requires a power generator to operate. The power generator provides nearly unlimited firepower.


"High Guard" Force Lance
High Guard Force Lance Weapon Type: Force lance
Proficiency Group: Exotic (force lance) Cost: 10,000
Damage: 2d6/2d6 /3d8 Critical: 20 /19-20
Range Increment: - /20m Weight: 2kg
Fort DC: 15 Type: Bludgeoning/Energy
Multifire/Autofire: - Size: Large/Medium
Hardness: 5      WP: 10 Break DC: 20
Availability: Rare, military Era:
Special: As a move action, you can release “effectors” that will intercept ranged attacks targeting you. You gain a +1 equipment bonus to Defense for one full round (until your turn comes up again).
    Also called the F-Lance, the Force Lance looks like a harmless metallic tube approximately 1/3 meter in length. However, it can be extended into a quarterstaff almost two meters long. When used in a melee, the F-Lance can be charged with an electrical current, shocking anyone it hits into unconsciousness. It can also fire a plasma beam, in both the extended and retracted position, which can be used in ranged combat, or as a cutting tool or light source.
    The F-Lance can also launch a number of self-guided tiny attack drones (called "effectors") that both target opponents and intercept incoming bullets and missiles.
    The Force Lance requires two energy cells to operate as a melee weapon. It also requires a specially made power pack to fire at range. After 50 shots, the power pack must be replaced.


Imperial Heavy Repeater w/ Underslung Concussion Launcher
Imperial Heavy Repeater Weapon Type: Light repeating blaster
Proficiency Group: Blaster rifle Cost: 2,500
Damage: 3d8/3d10 (3d8) Critical: 19-20/19-20
Range Increment: 30m/30m (4m) Weight: 5.8kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A only/- Size: Medium
Hardness: 5      WP: 8 Break DC: 18
Availability: Rare, military Era:
    Combining the rapid-fire capability of the Light Repeater and the destructive potential of a concussion rifle, the Imperial Heavy Repeater is a fearsome weapon. The Repeater fires a stream of charge particles in rapid succession while the underslung concussion launcher fires a single blast of energy that implodes on impact, affecting a 4m-blast radius.
    The Imperial Heavy Repeater requires a power pack to operate. After 100 shots from the Repeater or 5 shots from the Concussion Launcher, the power pack must be replaced.


Imperial Light Repeater
Imperial Light Repeater Weapon Type: Light repeating blaster
Proficiency Group: Blaster rifle Cost: 1,000
Damage: 2d8 Critical: 19-20
Range Increment: 10m Weight: 2.4kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A Size: Medium
Hardness: 5      WP: 6 Break DC: 16
Availability: Common, military Era:
    The Imperial Light Repeater is a light-weight weapon that is favored by ranking stormtroopers. It fires a steady stream of charged particles in rapid succession. Although the Repeater is less accurate at range and less powerful than other repeating blasters, its light weight has guaranteed its longevity with Imperial forces.
    The Imperial Light Repeater requires a power pack to operate. After 100 shots, the power pack must be replaced.


BlasTech LJ-50 Concussion Rifle
LJ-50 Concussion Rifle Weapon Type: Concussion rifle
Proficiency Group: Heavy weapon Cost: 2,000
Damage: 3d10 (3d8) Critical: 19-20
Range Increment: 30m (4m) Weight: 5.7kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Large
Hardness: 5      WP: 8 Break DC: 15
Availability: Common, restricted Era:
    The ferocious BlasTech LJ-50 Concussion Rifle is a heavy field weapon used in medium to long distance engagements. It utilizes a concussive energy charge that implodes on impact and creates an area of destruction in a 4m radius.
    The LJ-50 acts as both a blaster and a grenade. On impact with its target, the blast explodes outward in a 4m radius inflicting 3d8 damage to everything in the blast radius. Targets within the blast radius may make a Reflex saving throw (DC 15) for half damage.
    The Concussion Rifle requires a power pack to operate. After 5 shots, the power pack must be replaced.


Arakyd Industries LS-150 Heavy ACP Repeater Gun
LS-150 Heavy ACP Repeater Gun Weapon Type: Heavy repeating blaster
Proficiency Group: Heavy weapon Cost: 3,500
Damage: 4d8-2 Critical: 19-20
Range Increment: 30m Weight: 15kg
Fort DC: N/A Type: Energy
Multifire/Autofire: M/A only Size: Large
Hardness: 5      WP: 10 Break DC: 15
Availability: Rare, restricted Era:
    The Araykd LS-150 Heavy ACP Repeater Gun is a large, air-cooled repeater, with disintegrating plasma case cartridges. Only slightly more portable than a starship turret, the Heavy Repeater is used by special mercenary units, either defensively to hold a perimeter; or offensively, to annihilate enemy positions. Although the weapon can be carried and used without a tripod mount, it is heavy and cumbersome and gives a penalty to multifire and autofire of –6 and –8 respectively.
    The LS-150 requires two power packs to operate. After 200 shots, the power packs must be replaced. This weapon can also be attached to a power generator for longer use.


Packered Mortar Gun
Mortar Gun Weapon Type: Grenade launcher
Proficiency Group: Heavy weapon Cost: 2,000
Damage: 4d6 Critical: 20
Range Increment: 20m (4m) Weight: 4.2kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 8 Break DC: 15
Availability: Common, military Era:
    The Packered Mortar Gun fires explosive mortar rounds. It lacks both accuracy and range, but it is still a powerful anti-personnel weapon.
    Targets within the blast radius may make a Reflex saving throw (DC 15) for half damage.
    The Mortar Gun fires individual mortar shells and can hold up to 5.


Plasma Cutlass
Weapon Type: Static Field Plasma Cutlass
Proficiency Group: Exotic (plasma cutlass) Cost: Not available for sale
Damage: 1d8 or 2d6+4 Critical: 19-20
Range Increment: N/A Weight: 1.5kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 5 Break DC: 17
Availability: Rare Era:
Game Notes: The plasma cutlass can only remain active for 5 minutes before draining its energy cell. The plasma cutlass ignores the DR or hardness of an object in the same way a lightsaber would.
    The Plasma Cutlass looks like a normal vibroblade when not active. It's about 70 cm long from pommel to blade tip and weighs 1.5 kg. Within the grip of the cutlass is a specially designed energy cell that produces a blade of pure plasma that envelopes the exiting blade and extends 1 m from the hilt. In order to control this raw plasma and prevent it from damaging the weapon itself, the hilt uses a small energy cell of its own to generate a static force-field around the blade. This holds the plasma in a blade shape while keeping it off the weapon. Due to its static field, the plasma cutlass is able to block lightsabers, while it's plasma core allows it to inflict a great amount of damage. The static field also enables the cutlass to deflect blaster bolts if wielded by an individual capable of doing so.


Protoss Psi-Blade
Protoss Psi-Blade Weapon Type: Energy "Psi"-Blade
Proficiency Group: Exotic (psi-blade) Cost: 1,000
Damage: 2d6 Critical: 19-20
Range Increment: N/A Weight: 1kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Small
Hardness: 5      WP: 5 Break DC: 17
Availability: Rare Era:
Game Notes: The psi-blade ignores the DR or hardness of an object in the same way a lightsaber would.
    Similar to the lightsaber of the Jedi, the psi-blade is the weapon of choice of the Protoss. Typically, they are short blades housed in gauntlets. However, there are cases of longer, sword versions. Like the lightsaber, the psi-blade uses a crystal to focus its energies. In the case of a psi-blade, the crystal used is a fragment of the Khaydarin Crystals.


Rebly R-12 “Big Bore” Heavy Blaster Pistol
R-12 Big Bore Heavy Blaster Weapon Type: Heavy blaster
Proficiency Group: Blaster pistol Cost: 980
Damage: 3d8+3 Critical: 20
Range Increment: 6m Weight: 3kg
Fort DC: 18 Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 5 Break DC: 17
Availability: Common, restricted Era:
Special: While wielding the R-12, a character gains a +2 to Intimidate checks.
    A popular frontier weapon, the R-12 “Big Bore” (named for its large, intimidating barrel) is a rugged and powerful weapon. The R-12 has an expanded actuating chamber that allows for the power buildup that gives the weapon its extra punch. Its sleek design makes it easy to draw quickly, making it a favorite of blasterslingers and others who need to be fast on the draw. The other reason for the Big Bore’s popularity is the fact that most sentients find it rather difficult to think straight while staring down such a hefty barrel.
    The R-12 requires a power pack to operate. After 25 shots, the power pack must be replaced.


Rail Detonator
Rail Detonator Weapon Type: Missile launcher
Proficiency Group: Heavy weapon Cost: 2,000
Damage: 6d6 Critical: 20
Range Increment: 20m (4m) Weight: 3.4kg
Fort DC: N/A Type: Energy
Multifire/Autofire: - Size: Medium
Hardness: 5      WP: 5 Break DC: 16
Availability: Common, military Era:
    The Rail Detonator is a compact missile launcher that fires specially designed three canister explosives. The fact that it is so light weight and can be reloaded easily has made it a favorite among Imperial troopers and mercenaries alike.
    The Rail Detonator fires a single missile at a time.