Special Weapons
Weapons with special rules are described below.
Flechette Cannon
The flechette cannon does not make attack rolls. Rather than traditional power cells, the flechette cannon uses specialized projector tanks, which, when fired, spray an area with the contents of the tank. Projector tanks require your target to make a saving throw to resist the tank’s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you’re using as you fire it (no action required). If you don’t meet the flechette cannon’s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.
Grenade Launcher
Rather than traditional power cells, the grenade launcher fires grenades. When firing a grenade at long range, or if you don’t meet the grenade launcher’s strength requirement, creatures within the radius of the grenade’s explosion have advantage on the saving throw. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.
Rocket Launcher
Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don’t meet the rocket launcher’s strength requirement, creatures within the radius of the rocket’s explosion have advantage on the saving throw.
Shoulder Blaster
Mounted by the shoulder slot, a shoulder blaster does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.
Shoulder Cannon
Mounted by the shoulder slot, a shoulder cannon does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.
Vapor Projector
The vapor projector does not make attack rolls. Rather than traditional power cells, the vapor projector uses specialized projector tanks, which, when fired, spray an area with the contents of the tank.
Projector tanks require your target to make a saving throw to resist the tank’s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you’re using as you fire it (no action required). If you don’t meet the vapor projector’s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the vapor projector, you must roll the damage dice twice and take the lesser total.
Blasters
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Blasters | ||||
| Cryo carbine | 1,250 cr | 1d6 cold | 6.00 lb | Power cell (range 45/180), reload 12, two-handed, vicious 1 |
| Cryo pistol | 750 cr | 1d4 cold | 2.00 lb | Power cell (range 30/120), reload 8, vicious 1 |
| Disruptor carbine | 1,450 cr | 1d8 acid | 8.50 lb | Disintegrate 13, power cell (range 60/240), reload 8, strength 11, two-handed |
| Disruptor pistol | 750 cr | 1d6 acid | 4.50 lb | Disintegrate 13, power cell (range 45/180), reload 12, strength 11 |
| Incinerator carbine | 1,650 cr | 1d6 fire | 7.50 lb | Dire 1, disintegrate 13, power cell (range 60/240), reload 12, strength 11, two-handed |
| Incinerator pistol | 1,250 cr | 1d4 fire | 3.50 lb | Dire 1, disintegrate 13, power cell (range 40/160), reload 16, strength 11 |
| Martial Blasters | ||||
| BKG | 2,750 cr | 3d4 energy | 19.00 lb | Auto, burst 2, disintegrate 13, power cell (range 120/480), reload 2, strength 19, two-handed, vicious 1 |
| Chaingun | 1,325 cr | 2d4 kinetic | 10.50 lb | Auto, rapid 2, reload 8, slug cartridge (range 80/320), strength 13, two-handed, vicious 1 |
| Cryo cannon | 3,300 cr | 2d4 cold | 12.50 lb | Auto, burst 2, power cell (range 75/300), reload 4, strength 13, two-handed, vicious 1 |
| Cryo rifle | 2,400 cr | 2d4 cold | 10.50 lb | Power cell (range 50/200), reload 4, strength 11, two-handed, vicious 1 |
| Disruptor rifle | 2,900 cr | 1d10 acid | 13.50 lb | Disintegrate 13, power cell (range 60/240), reload 4, strength 13, two-handed |
| Disruptor sniper | 3,300 cr | 1d12 acid | 15.00 lb | Disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed |
| Flechette cannon | 2,300 cr | — | 13.00 lb | Reload 6, special (range special), strength 13, two-handed |
| Grenade launcher | 1,800 cr | — | 11.50 lb | Reload 1, special (range 90/360), strength 11, two-handed |
| Hand BKG | 1,550 cr | 1d10 energy | 10 lb | Brutal 1, disintegrate 13, keen 1, power cell (range 50/200), reload 4, strength 15 |
| Hand blaster | 500 cr | 1d4 energy | .50 lb | Keen 1, light, power cell (range 40/160), reload 8 |
| Hand cannon | 1,300 cr | 1d10 kinetic | 10.50 lb | Brutal 1, slug cartridge (range 25/100), reload 8, strength 11, two-handed |
| Incinerator rifle | 1,950 cr | 1d8 fire | 9.50 lb | Dire 1, disintegrate 13, power cell (range 80/320), reload 8, strength 11, two-handed |
| Incinerator sniper | 3,300 cr | 1d10 fire | 14.50 lb | Dire 1, disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed |
| Lightbow | 1,800 cr | 2d6 energy | 14.00 lb | Piercing 1, power cell (range 60/240), reload 2, strength 15, two-handed |
| Railgun | 1,900 cr | 2d6 kinetic | 16.00 lb | Piercing 1, reload 2, slug cartridge (range 150/600), strength 17, two-handed |
| Rocket launcher | 2,250 cr | — | 14.00 lb | Reload 1, special (range 150/600), strength 13, two-handed |
| Shoulder blaster | 1,275 cr | 1d6 energy | 3.00 lb | Power cell (range 40/160), rapid 4, reload 16, smart (15/+2), special |
| Shoulder cannon | 1,625 cr | 1d8 energy | 8.50 lb | Auto, burst 8, power cell (range 60/240), reload 8, smart (15/+2), special, strength 11 |
| Smart cannon | 2,250 cr | 1d10 kinetic | 13.50 lb | Auto, burst 2, rapid 2, reload 4, slug cartridge (range 75/300), smart (15/+2), strength 15, two-handed |
| Smart pistol | 1,075 cr | 1d6 kinetic | 4.00 lb | Piercing 1, rapid 2, reload 16, slug cartridge (range 40/160), smart (15/+2), strength 11 |
| Vapor projector | 2,300 cr | — | 13.00 lb | Reload 6, special (range special), strength 13, two-handed |
Lightweapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Lightweapons | ||||
| Sabermace | 950 cr | 1d8 energy | 2.75 lb | Brutal 1, dexterity 13, hidden, luminous, versatile (1d10) |
| Sicklesaber | 700 cr | 1d6 energy | 1.00 lb | Dexterity 11, dire 1, hidden, light, luminous |
| Martial Lightweapons | ||||
| Bitesaber | 1,800 cr | 1d6 acid | 2.50 lb | Biting 13, hidden, luminous, versatile (2d4) |
| Blightsaber | 1,800 cr | 1d6 necrotic | 2.50 lb | Corruption 13, hidden, versatile (2d4) |
| Brightsaber | 1,800 cr | 1d6 fire | 2.50 lb | Bright 13, hidden, luminous, versatile (2d4) |
| Broadsaber | 1,000 cr | 2d4 energy | 2.75 lb | Dexterity 13, dire 1, luminous, versatile (1d8) |
| Bustersaber | 2,900 cr | 1d12 energy | 7.25 lb | Brutal 1, dexterity 19, heavy, keen 1, luminous, reach, two-handed |
| Crossguard saber | 725 cr | 1d8 energy | 3.25 lb | Defensive 1, dexterity 13, heavy, luminous, versatile (1d10) |
| Dual-phase saber | 1,250 cr | 2d4 energy | 3.00 lb | Dexterity 13, hidden, luminous, versatile (1d12), vicious 1 |
| Guard shoto | 375 cr | 1d4 energy | 1.25 lb | Defensive 1, finesse, hidden, light luminous |
| Lightglaive | 2,050 cr | 1d10 energy | 5.75 lb | Brutal 1, dexterity 13, luminous, reach, two-handed |
| Lightkatana | 925 cr | 1d8 energy | 2.75 lb | Dexterity 11, hidden, luminous, piercing 1, versatile (1d10) |
| Lightnodachi | 3,050 cr | 3d4 energy | 4.50 lb | Dexterity 17, luminous, piercing 1, two-handed, vicious 1 |
| Sith saber | 925 cr | 2d4 energy | 2.75 lb | Dexterity 11, hidden, keen 1, versatile (1d10) |
| Warsaber | 2,175 cr | 2d6 energy | 4.25 lb | Dexterity 15, reckless 1, two-handed, vicious 1 |
Vibroweapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Vibroweapons | ||||
| Diresword | 300 cr | 1d6 kinetic | 3.75 lb | Dexterity 11, dire 1, heavy |
| Nervebaton | 375 cr | 1d4 kinetic | 2.00 lb | Disruptive, neuralizing 13 |
| Vibrosabre | 300 cr | 1d6 kinetic | 1.75 lb | Dexterity 11, keen 1, light |
| Martial Vibroweapons | ||||
| Dire vibroblade | 550 cr | 1d8 kinetic | 7.00 lb | Dexterity 13, dire 1, versatile (1d10) |
| Echostaff | 600 cr | 1d6 kinetic | 5.00 lb | Double (1d6 kinetic), finesse, sonorous 13 |
| Electrobaton | 275 cr | 1d4 kinetic | 1.00 lb | Finesse, light, shocking 13 |
| Electrohammer | 950 cr | 1d10 kinetic | 8.75 lb | Dexterity 11, Heavy, shocking 13, two-handed |
| Electrostaff | 600 cr | 1d6 kinetic | 5.00 lb | Double (1d6 kinetic), finesse, shocking 13 |
| Vibrobattleaxe | 1,200 cr | 1d12 kinetic | 10.00 lb | Brutal 1, dexterity 13, heavy, two-handed |
| Vibrobuster | 1,850 cr | 1d12 kinetic | 13.25 lb | Brutal 1, dexterity 19, heavy, keen 1, reach, two-handed |
| Vibroflail | 500 cr | 2d4 kinetic | 4.75 lb | Dexterity 11, reckless 1 |
| Vibroglaive | 1,200 cr | 1d10 kinetic | 10.00 lb | Brutal 1, dexterity 13, reach, two-handed |
| Vibrohammer | 600 cr | 2d4 kinetic | 7.50 lb | Heavy, two-handed, vicious 1 |
| Vibrokatana | 450 cr | 1d8 kinetic | 5.75 lb | Dexterity 11, piercing 1, versatile (1d10) |
| Vibroknife | 225 cr | 1d4 kinetic | 1.00 lb | Finesse, light, piercing 1 |
| Vibronodachi | 2,200 cr | 3d4 kinetic | 12.00 lb | Dexterity 17, piercing 1, two-handed, vicious 1 |
| Vibroshield | 325 cr | 1d8 kinetic | 3.75 lb | Defensive 1, fixed |
| Vibrostiletto | 250 cr | 1d4 kinetic | 1.00 lb | Finesse, keen 1, light, thrown (range 30/90) |
| Vibrotonfa | 225 cr | 1d4 kinetic | 1.00 lb | Defensive 1, finesse, light |
| War hat | 350 cr | 1d6 kinetic | 3.25 lb | Defensive 1, disguised, returning, thrown (range 30/90) |
| Warsword | 1,650 cr | 2d6 kinetic | 10.75 lb | Dexterity 15, reckless 1, two-handed, vicious 1 |