Weapon | Damage | Str. | Range | Reload | Cost |
Repeaters (Accuracy) | |||||
Repeating blaster | 1d6+1 | — | S | Minor (5, P) | Illegal |
Repeating carbine | 1d6+3 | — | M | Minor (5, P) | Illegal |
Repeating rifle | 2d6+1 | 2 | M | Major (5, P) | Illegal |
Brawling (Accuracy) | |||||
Shock gloves | 1d6-1 ion | — | Melee | — | 250 |
Stun baton | 1d6+2 ion | 1 | Melee | — | 450 |
REPEATERS
Repeaters are heavily modified versions of more commonly found blasters and rifles, often overriding the safety features so that the power cell overheats in exchange for a more rapid rate of fire. All repeaters can make an extra Attack as a minor action. This extra attack does not add your Perception to damage and does not generate stunt points.
Repeating Blaster: The repeating blaster is a favorite of thugs and enforcers who favor a ‘spray and pray’ approach. It requires one power cell to operate.
Repeating Carbine: The repeating carbine combines the range of a rifle with the lightweight and ease of use of a blaster. It requires two power cells to operate.
Repeating Rifle: The repeating rifle is a has the best balance of heavy damage and rapid fire, but the cost of being very demanding on power cells. It requires four power cells to operate.
BRAWLING
Shock Gloves: Reinforced with electrodes, shock gloves deliver a violent jolt with each strike. It requires two power cells to operate.
Stun Baton: Stun batons are short cudgels that are favored by Imperial Riot Troopers.
WEAPONS MODIFICATIONS
Finesse (Melee only): Weapons with the Finesse mod have the option of exchanging Dexterity for Strength on damage. Cost: 800 credits.
Knockback (Ranged only): Weapons with the Knockback mod can move a target 2 extra spaces when using the Skirmish stunt. Cost: 1,500 credits.
Heavy: Weapons with the Heavy mod take –1 to attack rolls, but gain a +1 to damage rolls. Note, that this penalty can be offset by Precision mods. Cost: 600 credits for +1/–1, 1,200 credits for +2/–2, and 3,000 credits for +3/–3.
Piercing: Weapons with the Piercing mod ignore 2 points of AR. Cost: 2,000 credits for 2 AR, 5,000 credits for 3 AR, 8,000 credits for 4 AR.
Precision: Weapons with the Precision mod always gain a +1 bonus to attack. Cost: 1,000 credits for +1, 3,000 credits for +2, and 5,000 credits for +3.
Versatile: Weapons with the Versatile mod can make one-handed weapons so that it can also be used two-handed. When used as a two-handed weapon, the damage is increased by +2. This can not be modified by the Heavy trait. Cost: 500 credits.