Professional Documents
Culture Documents
Weapon Tags: Slug Thrower Pistol
Weapon Tags: Slug Thrower Pistol
One Handed: you need at least one free hand to operate the weapon efficiently.
Two Handed: you need to use both hands to operate the weapon efficiently.
Primitive: primitive weapons cant cause much harm to armored targets. If your target has an AC of 16 or
more, succesful hits deal mínimum damage.
Dual Wield: this weapon can be paired with another one of the same type. Dual Wield gives you a -1 to hit
& a +2 to damage rolls with your chosen weapon.
Burst Fire: this weapon can deliver a rapid burst of shots to your target. Burst Fire gives you a +2 to hit & a
+2 to the damage roll. Using Burst Fire consumes 3 times the usual ammo.
Slow Reload: reloading this weapon takes both main & movement action or two main actions.
Shock Damage (ranged): this weapon can inflict minimum damage on missed attacks if your target has an
AC equal of lesser than the expresed in the description of your weapon. The enemy must be in optimal
range in order to apply shock damage.
Concealable: this weapon is small enough to be undetectable in a routin examination.
Set to Stun: this weapon can be switched to deal stuning damage to humanoids & beasts. To actívate this
mode, you must spend your movement action. Stuning damage works the same way as normal damage,
but droping to 0 hit points a target wont kill him. Instead, your target is knocked unconscious. Stuning
damage has no effect on targets using power armors.
Ion Disruptor: this weapon serves for dealing with droids & electric devices. Attaking a droid with an ion
weapon ignores a part of their AC, reflecting his vulneravility to this kind of weapon.
Area: this weapon affects a specific area expresed in a number of squares or a line, in wich everyone inside
suffer the same consequences of the attack.
Special: this weapon has an effect explained in the description of each weapon with the Special tag.
Range: express the effective range of the weapon. Shooting in green range is optimal, while in yellow and
red, the attack suffers a penalty of -1 & -2 respectively.
Blaster Pistol
(One Handed; Set to Stun; Dual Wield)
Blaster Carbine
(Two Handed; Set to Stun; Burst Fire)
Flame Thrower
(Two Handed; Area: Line; Shock Damage: 15; Special)
Effect: Inflict 3d6+1+Dex damage. Targets take 2
less point of damage for each point of AC above
15, otherwise, targets with AC 15 or lower cant
take main actions until they move aside from the
line of fire.
Range: 06/12 meters.
Mag: 10 rounds.
Cost: 1400 credits. (+100 per tank of fuel).
Rocket Launcher
(Two Handed; Area: 2x2; Special; Slow Reload)
Effect: Inflict 3d6+2 damage. Targets take 1 less
point of damage for each point of AC above 15.
Range: 20/100/300/500 meters.
Mag: 1 rounds.
Cost: 1800 (+50 per ammo).
Optimal range DC 6
Long range DC 8
Target is exposed -1 DC
Tricky environment +2 DC
Impact Grenade
(One Handed; Area: 2x2)
Effect: Inflict 2d6+3 damage. Targets take 1 less
point of damage for each point of AC above 15.
Range: 20/60 meters.
Cost: 100 credits.
Shock Grenade
(One Handed; Set to Stun; Area: 2x2)
Effect: Inflict 2d6+3 stun damage. Targets take 1
less point of damage for each point of AC above
15.
Range: 20/60 meters.
Cost: 100 credits.
Detonite Charge
(Area: 3x3; Special)
Effect: Inflict 5d4 damage. Targets take 1 less
point of damage for each point of AC above 15.
Must be placed before the detonation. Can
destroy vehicles and small ships with ease.
Cost: 300 credits.
Thermal Detonator
(One Handed; Area: 4x4)
Concussion Grenade
(One Handed; Area: 3x3; Special)
Dioxis Grenade
(One Handed; Area: 3x3; Special)
Bacta Grenade
(One Handed; Area: 2x2; Special)
Effect: target zone is occupied by a green mist of
bacta healing compound that heals 1d3 at the
start of the affected’s turn. The mist remains in
the battleflield for three rounds. The healing
provided by this source adds system strain to
the targets. A critically wounded target cant be
healed by this source.
Range: 20/60 meters.
Cost: 200 credits.