Weapon Item Information

Weapon items contain a large amount of important information about their function. The information is divided into multiple categories, which are listed below.

Weapon Vitals

Weapon Reflex Defense

A Weapon's Reflex Defense represents how hard the weapon is to hit when in the wielder's grasp. It is calculated by: (Weilder's Reflex Defense + 2 + add. Bonuses.)

Weapon Damage Resistance

A Weapon's Damage Resistance represents how much damage the weapon can shake off before it causes harm. It is calculated by: (Item Size DR Modifier + Weapon Type DR Modifier + Manufacturer DR Modifier + add. Bonuses.)

Weapon's Hit Points

A Weapon's Hit Points represent how much damage the weapon can take before it becomes unusable or, worse, permanently broken. It is calculated by: (Item Size HP Modifier + Weapon Type HP Modifier + Manufacturer HP Modifier + add. Bonuses.)

Weapon's Damage Threshold

A Weapon's Damage Threshold represents the weapon's resilience against massive amounts of Damage hitting it directly.

Weapon's Condition

A Weapon's Condition represents the current physical state of the weapon, from mint to destroyed; the lower the condition, the worse the item performs.

Weapon Qualities

Weapon Qualities are defined by their Categories, ranging from the broadest of Classifications to the most narrow of Models. The many qualities of a weapon define: how it works, 'where's the niche', why it excels, but most importantly (especially for the layman) what it is. In short, between a Weapon's Classification, Group, Type, and Model, you can learn everything you need to know about it.

Weapon Categorization

Weapon Classification

Melee Weapon Classifications

Traditional Weapons

Powered Weapons

Ranged Weapon Classifications

Blaster Weapons

Slugthrower Weapons

Weapon Groups

A weapon group separates the vast number of Weapons that populate the Galaxy into simple Archetypes: Assault Weapons, Heavy Weapons, Lightsabers, Melee Weapons, Sidearms, and Simple Weapons. Groups also correlate with the weapon proficiency feat you'll need to be considered proficient with that Group. If you don't have the appropriate Weapon Proficiency, your Attack Roll takes a -15 penalty on attacks made with the weapon. You also cannot add any bonuses based on your character's abilities.

Weapon Groups are as follows:

Melee Weapon Groups

Light Weapons

Lightsabers*

Reach Weapons

Versatile Weapons

Simple Melee Weapons

Ranged Weapon Groups

Assault Weapons

Heavy Weapons

Sidearms

Simple Ranged Weapons

Weapon Types

A weapon's type provides a general template of its uses while further diversifying the weapon from others in its group. Certain feats like Weapon Focus only target certain weapon types.

Melee Weapon Types
Light Melee Weapon Types

Bludgeoning Light Weapons

Edged Light Weapons

Flexible Light Weapons

Hand Weapons

Reach Melee Weapon Types

Bludgeoning Reach Weapons

Edged Reach Weapons

Flexible Reach Weapons

Polearms

Versatile Melee Weapon Types

Bludgeoning Versatile Weapons

Edged Versatile Weapons

Flexible Versatile Weapons

Combat Shields

Ranged Weapon Types
Assault Weapon, Blaster Weapon Types

Blaster Rifle

Carbine Repeater

Dispersion Blaster

Precision Rifle

Subrepeater

Assault Weapon, Slugthrower Weapon Types

Carbine Machine Gun

Marksmen Rifle

Scattergun

Slugthrower Rifle

Submachine Gun

Heavy Weapon, Blaster Weapon Types

Heavy Assault Repeater

Heavy Chain Repeater

Heavy Element Caster

Heavy Ordnance Cannon

Heavy Sniper Blaster

Heavy Weapon, Slugthrower Weapon Types

Heavy Element Thrower

Heavy Gatling Gun

Heavy Machine Gun

Heavy Ordnance Launcher

Heavy Slug Sniper

Sidearm Blaster Weapon Types

Blaster Pistol

Hold-out Blaster

Magnum Blaster

Micro-Repeater

Sidearm Slugthrower Weapon Types

Compact Slugthrower

Machine Pistol

Slugthrower Pistol

Slugthrower Revolver

Weapon Models

Melee Weapon Models
Blunt Light Weapon Models
  • Batons
  • Canes
  • Light Mace
Edged Light Weapon Models
  • Daggers & Combat Knives
  • Short Swords
  • Small Hand & Throwing Axes
Flexible Light Weapon Models
  • Combat Whips
  • Chain-Sickles
  • Light Chain weapons (Flying Claws & Chain Whips)
  • Slungshots
Hand Weapon Models
  • Fistblades
  • Knucklers
  • Wrist Blades
Reach Weapon Models
Blunt Reach Weapons
  • Quaterstaves
  • Warhammers
  • Mauls

Edged Weapons

  • War Swords
  • War Axes
  • Scythe

Flexible Weapons

  • Ball and Chains
  • Meteor Hammers
  • Rope Darts

Polearm Weapons

  • Javelins, Lances, & Spears
  • Halberds
  • Military Forks & Scythes
Versatile Weapons

Blunt Weapons

  • Battle Hammers
  • Maces
  • War Clubs

Edged Weapons

  • Axes & Battle Axes
  • Short Javelins, Lances, & Spears
  • Swords & Long Swords

Flexible Weapons

  • Fails
  • War Whips

Vibro Weapons

  • Vibroaxe
  • Vibroblade
  • Vibrodagger
  • Vibrolance
  • Vibrospear
  • Vibrosword

Ranged Blaster Weapons

Assault Weapons

Blaster Rifle

Carbine Repeater

Dispersion Blaster

Precision Rifle

Subrepeater

Heavy Weapons

Heavy Assault Repeater

Heavy Chain Repeater

Heavy Element Caster

Heavy Ordnance Cannon

Heavy Sniper Blaster

Sidearms

Blaster Pistol

Hold-out Blaster

Magnum Blaster

Micro-Repeater

Ranged Slugthrower Weapons

Assault Weapons

Carbine Machine Gun

Marksmen Rifle

Scattergun

Slugthrower Rifle

Submachine Gun

Heavy Weapons

Heavy Element Thrower

Heavy Gatling Gun

Heavy Machine Gun

Heavy Ordnance Launcher

Heavy Slug Sniper

Sidearms

Compact Slugthrower

Machine Pistol

Slugthrower Pistol

Slugthrower Revolver

Simple Weapons

Simple Weapons (Melee)
Simple Weapons (Ranged)

Weapon Manufacturer

Most weapons in the Galaxy are made by one of the Galaxy's many interstellar corporations, each crafting its proprietary technology into its weapons.

Custom Made

  • Upgrade Slots Manufacturer Modifier: Determined by checks during construction.

Perk determined by checks during construction.

Beskar Oretorium

  • Upgrade Slots Manufacturer Modifier: No Upgrade Slots

Beskar Core/Edge/Slugs: These weapons don’t Multiply the damage roll of a Critical Hit. The weapons have reduced damage die by 1, compared to others in their same type, but deal Unstoppable Damage. When you roll a critical threat, you may roll Critical Damage the traditional way (roll your damage die a number of times equal to your multiplier, then add all the results together to get your damage.)

BlasTech Industries

  • Upgrade Slots Manufacturer Modifier: +2

Standardized Design: All BlasTech items are made with Galactic Standard Parts, giving them two extra Upgrade Slots. Also, the upgrades applied to BlasTech items don’t increase the cost or repair time.

Cor'Dnce

  • (Ordnance Only) Upgrade Slots Manufacturer Modifier: No Upgrade Slots

Volatile Force: They all deal Force Energy and have a high crit range that deals exclusively Prone & Disarm Effect, but no extra damage.

Czerka Corporation

  • Upgrade Slots Manufacturer Modifier: -2

Czerka Corporation//Dual-Mode Tech: All Czerka gear can switch between two different modes. Two slashes, ‘//’, separate the stats on each mode. (Make a separate Item Card for the dual mode as Dual-Mode

Fate Foundry

  • Upgrade Slots Manufacturer Modifier: -2

Forged in Fate: All weapons have an Elemental Damage to them. When you get a Critical Hit, you may spend a Force Point to halve your Critical Hit Damage and convert the damage type to Unstoppable.

Hartwell’s Product Family

  • Upgrade Slots Manufacturer Modifier: +1

Hartwell’s Quality Guarantee: All Hartwell products are cheap but sturdy. They’re never sold above the base price but guarantee a well-built product.

Ixrac Guild

  • Upgrade Slots Manufacturer Modifier: -1

Solar Capacitor: Weapons that can still fire when overheated. When overheated, they deal a stacking 1d4 Hot Damage each blast and an additional stacking 1d4 unstoppable to the weapon wielder.

Intergalactic Hunting Bureau

  • Upgrade Slots Manufacturer Modifier: -3

Masterwork Qualities: All weapons have high critical threat ranges, deal devastating injuries, and deal critical damage (that may be added to the devastating injury result roll)

Imperial Armaments

  • Upgrade Slots Manufacturer Modifier: None

Imperial Engineering, Aim Assist: When you aim your Attack, you gain Advantage on your attack.

Kaiburn Mineral Works

  • Upgrade Slots Manufacturer Modifier: None

KaiSteel: Weapons forged with KaiSteel have greatly increased Crit Ranges, but cannot inflict Devastating Injuries and have reduced Critical Hit Damage

Lancasters Organization

  • Upgrade Slots Manufacturer Modifier: -1

Lancasters Firing Chamber: Lancasters’ patented Slugthrower Firing Chamber accelerates the mass of each slug fired through the weapon. Each weapon has an increased Critical Damage Multiplier; the slug pierces through targets in a 3 square line on a Critical Hit.

Phantom Manufacturing

  • Upgrade Slots Manufacturer Modifier: +1

Darklight Energizer: All Panther Weapons fire Darklight Energy Bolts; this tech allows the user to maintain concealment after attacking.

Raze

  • Upgrade Slots Manufacturer Modifier: No Upgrade Slot

Increased Energy Ordnance Damage Die by 2 Steps, range reduced by 1.

Republic Research & Development

  • Upgrade Slots Manufacturer Modifier: +1

Weapons: Special Fire Aim Assist

  • Single Shot: When you Aim your shot, you gain Advantage on your Attack Roll.
  • Auto & Burstfire: You can Aim an Auto/Burstfire Attack made from these weapons.

Shatter Star

  • Upgrade Slots Manufacturer Modifier: No Upgrade Slots

Nova Powder: Critical Damage Ordnances

StarLight Dynamics

  • Upgrade Slots Manufacturer Modifier: None

Stardust Dynamo Chamber: StarLight Dynamics Weapons use new-age elements to bypass damage resistance.

The Mand'alor Trading Company

  • Upgrade Slots Manufacturer Modifier: -1

Ancient Armaments: Ability Attacks, Multi-Attacks, & Special Attacks only have half of their attack roll penalty.

The Retali Company

  • Upgrade Slots Manufacturer Modifier: -2

Charge Tech: Charging your Item before shooting gains an augmented or alternate effect. Charge time depends on the Item.

The Star Forge

  • Upgrade Slots Manufacturer Modifier: +1

DreadSteel Weapons: Weapons are Star-Formed to accommodate any Weapon Upgrade.

Weapon Trait

Accurate

This weapon takes a double penalty when firing at targets at Short Range or closer (see Weapon Ranges).

Arc Munitions

Arc Munitions are rounds that are hurled into the air at a square, rather than flying straight at a target. These munitions cannot fire at squares at Point-Blank Range (see Weapon Ranges).

Breaker

Weapons with this trait treat their target's Damage Threshold as if it were 5 points lower than its base value. If weapons with this trait attack an object, they may halve its Damage Threshold (or treat it as though it were 5 points lower, whichever is greater).

Charge Rounds

Charge Rounds are rounds that may be charged longer inside their weapon for extra damage. The wielder may spend a Swift Action and/or three Free Actions to add one additional dice to the weapon's damage die.

Devastator

Weapons with this trait add an additional +10 to all Devastating Injury Rolls caused by this weapon. Weapons with, or those that gain this trait, can spend 1,000 credits to increase this bonus by another 1 (maximum +30).

Disunited

Weapons with this trait may be broken down into two, or more, smaller components and reassembled (using a Full-Round Action) to smuggle them into various areas.

Finesse

Melee Weapons with this trait allow the wielder to use their Dexterity Modifier on their Attack rolls instead of their Strength modifier for Attack Rolls.

Full-Auto

A weapon with this trait can only shoot in Autofire and has a -7 penalty to its Attack Roll.

Full-Burst

A weapon with this trait can only shoot in Burstfire and has a -4 penalty to its Attack Roll.

Heavy Recoil

This weapon imposes Disadvantage on all attacks.

Inaccurate

This weapon cannot fire at targets at Long Range (see Weapon Ranges).

Lightsaber

This weapon has all the bonuses provided by Lightsaber Traits (see Lightsaber Traits).

Reach

Melee weapons with this trait may reach additional squares from those adjacent to the wielder.

Serrated

Weapons with this trait deal bonus damage equal to a quarter of the damage dealt to the target's armor.

Slasher

Weapons with this trait deal 1d3 bleed damage each round -until healed- if your damage roll overcomes the target's Fortitude Defense.

Stun Setting

Blaster/Energy Weapons with this trait can switch between Lethal Fire and Stun Shots (with Simple Ranged Weapon Range) as a swift action.

Unsighted

This weapon must be aimed before it's fired.

Versatile

Melee weapons with this trait may benefit from Double / Half Grip Damage benefits.

Weapon Item Size

Fine

Many weapons, let alone items overall, are not of fine size. The few that are will be listed on a section all their own on the Items page

Diminutive

Diminutive-sized weapons are small enough to be hidden easily, even in tight clothing. The most common examples are things like brass knuckles and explosive darts.

Tiny

Tiny-sized weapons are any weapon that can fit into a medium-sized creature's palm or hidden in a pocket. Only Ranged Weapons benefit from a double grip on a Tiny weapon. Tiny Weapons mostly include Hold-out Blasters, Compact Slugthrowers, grenades, & daggers.

Small

Small-sized weapons are any weapons that can be operated comfortably by one hand or adequately fit into a pocket. A second hand will not add any benefit for small melee weapons, whereas a small ranged weapon is further stabilized with a second hand. Most Light Weapons, Sidearms, and certain modified Assualt Weapons are considered Small Weapons, as well as all Mines & Rocket ordnances.

Medium

Medium-sized weapons are typically two-handed and designed for traditional martial warfare. They include the largest Sidearms, larger Variable weapons, and most assault weapons, as well as the smallest Heavy Weapons, Polearms, and Great weapons.

Large

Large-sized weapons are two-handed heavy impact weapons for anti-material / anti-personnel use. They include most Heavy Weapons, Polearms, and Great Weapons.

Gargantuan

Gargantuan-sized weapons are typically mounted, super heavy weaponry that uses its immobile design to fire heavier rounds and better defend positions. These types of weapons can also be planted on air/land speeders or smaller starships.

Colossal

Colossal-sized weapons are starship-mounted weapons.

Weapon Proportions

A weapon's proportions tell whether or not it is a One or Two-handed weapon.

Weapon Availability

A weapon's availability determines what type of licensing a person needs to carry the weapon in question. The different availabilities are listed below:

Open

Weapons with an Open availability are free to carry and are only restricted in weapon-free zones.

License

Weapons with a License availability require a license of legal ownership to keep them if stopped by authorities.

Restricted

Weapons with Restricted availability require a special exemption to prove legal ownership, due to their military-only or illegal status.

Military

Weapons with a Military availability require a military license with a high enough clearance to show their exemption from the illegal status of the weapon.

Illegal

Weapons with Illegal availability cannot be held by any person at any time. They will always be confiscated when found by the authorities, no matter who you are.

Weapon Rarity

A weapon's rarity determines how commonly it can be found across the Galaxy. The different rarities are listed below:

Common

53% 1-52

Uncommon

27% 53-80

Limited

13% 81-94

Rare

5% 95-99

Legendary

1.5% 100*

Unique

.49% 100* + 51-99

Exotic

.01% 100* + 100

*Special Note*

When the d100 lands on a 100 during a loot roll, you reroll to see if you get a Unique or Exotic drop. Consult their d100 result in the section above to see what the second results must be.

Weapon Weight

The weapon's weight is measured in kilograms.

Weapon Reach/Range

Whether it is a melee weapon or a ranged weapon, each weapon has its own effective range. That reach or range is marked here.

Weapon Cost

The weapon's cost in credits.

Weapon Combat Stats

Weapon Attack Roll

The roll you need to make to attack with this weapon: 1d20 + your Melee/Ranged Attack Bonus + add. Weapon Attack Bonuses - Attack Penalties.

Weapon Damage Roll

The roll you make to deal damage with the weapon: Weapon + Damage Roll Bonus + add. Weapon Damage Bonus - Damage Penalties.

  • Double Weapons have two damage entries separated by a slash; these represent the damage dealt by each end of the Double Weapon.

Damage Type

The type of damage a weapon deals. Some creatures and objects take more or less damage from weapons that deal certain types of damage. Some weapons deal more than one type of damage, depending on how the weapon is used:

  • &: The weapon deals both types of damage simultaneously.
  • Or: The weapon deals one type of damage or the other, chosen immediately before making the attack roll.
  • Double Weapons sometimes deal a different damage type depending on which end of the weapon is used; in this case, the two damage types are separated by a slash.

Weapon Critical Threat Range & Critical Damage Multiplier

The weapon's critical threat range is the number range the d20 needs to land on to get a Critical Hit. The Critical Damage Multiplier is the number you multiply your damage roll result by to determine your damage on a critical hit.

Weapon Devastating Critical Injury Rate

Some weapons don't have a Critical Damage Multiplier; instead, they deal Devastating Critical Injuries when the die lands in its Critical Threat Range. The Weapon will determine the Devastating Injury Die.

Stun Setting

If the weapon has a Stun Setting, it is listed here. A weapon set to Stun does Stun damage equal to its normal damage.

Ranged Weapons set to Stun have a maximum range of 6 squares unless noted otherwise.

Rate of Fire

Ranged weapons have either Autofire, Burstfire, or Single-Shot settings. Some weapons have a combination of the settings and can be set to any mode as a Swift Action. Only Ranged Weapons that hold multiple shots of ammunition can have an Autofire setting.

A weapon can only be on one alternate setting other than its default setting (such as Autofire or Stun) at a time. Autofire-only weapons with Stun settings can deal Stun damage in Autofire mode, but still have a maximum range of 6 squares, unless noted otherwise.

Ranged Weapon Shot Counter & Limit

For Ranged Weapons only, the weapon will note its Shot Limit, which is a Magazine that the user subtracts from in Slugthrower-type weapons, and a Capacitor that the user adds to in Blaster-type weapons. When either the Magazine is empty or the Capacitor is full, the Weapon can no longer fire until it is Reloaded.

Weapon Upgrade Slots

Many weapons in the Galaxy can be further personalized. Those who can afford it, or those who have mechanical aptitude, may add additional bonuses, abilities, or functionalities to their weapons. These new bonuses, abilities, and functionalities are part of Weapon Upgrades. Not every weapon in the Galaxy can be upgraded.

Melee Weapons

Light Weapons
  • Blunt Weapons. 3 Upgrade Slots
  • Edged Weapons. 2 Upgrade Slots
  • Flexible Weapons. 0 Upgrade Slots
  • Hand Weapons. 1 Upgrade Slot
Reach Weapons
  • Blunt Weapons. 5 Upgrade Slots
  • Edged Weapons. 4 Upgrade Slots
  • Flexible Weapons. 3 Upgrade Slots
  • Great Weapons. 2 Upgrade Slots
  • Polearm Weapons. 3 Upgrades Slots
Versatile Weapons
  • Blunt Weapons. 4 Upgrade Slots
  • Edged Weapons. 3 Upgrade Slots
  • Flexible Weapons. 2 Upgrade Slots
  • Vibro Weapons. 3 Upgrade Slots

Ranged Blaster Weapons

Assault Weapons
  • Blaster Rifle. 4 Upgrade Slots
  • Carbine Repeater. 5 Upgrade Slots
  • Dispersion Blaster. 2 Upgrade Slots
  • Precision Rifle. 3 Upgrade Slots
  • Subrepeater. 3 Upgrade Slots
Heavy Weapons
  • Heavy Assault Repeater. 1 Upgrade Slot
  • Heavy Chain Repeater. 1 Upgrade Slot
  • Heavy Element Caster. 0 Upgrade Slots
  • Heavy Ordnance Cannon. 0 Upgrade Slots
  • Heavy Sniper Blaster. 2 Upgrade Slots
Sidearms
  • Blaster Pistol. 2 Upgrade Slots
  • Hold-out Blaster. 3 Upgrade Slots
  • Magnum Blaster. 1 Upgrade Slot
  • Micro Repeater. 2 Upgrade Slots

Ranged Slugthrower Weapons

Assault Weapons
  • Carbine Machine Gun. 5 Upgrade Slots
  • Marksmen Rifle. 3 Upgrade Slots
  • Scattergun. 2 Upgrade Slots
  • Slugthrower Rifle. 4 Upgrade Slots
  • Submachine Gun. 3 Upgrade Slots
Heavy Weapons
  • Heavy Element Thrower. 0 Upgrade Slots
  • Heavy Gatling Gun. 1 Upgrade Slot
  • Heavy Machine Gun. 1 Upgrade Slot
  • Heavy Ordnance Launcher. 0 Upgrade Slots
  • Heavy Slug Sniper. 2 Upgrade Slots
Sidearms
  • Compact Slugthrower. 3 Upgrade Slots
  • Machine Pistol. 2 Upgrade Slots
  • Slugthrower Pistol. 2 Upgrade Slots
  • Slugthrower Revolver. 1 Upgrade Slots

Weapon Abilities

Some weapons come manufactured with, or may eventually gain, perks. These perks add additional abilities or bonuses to the weapon.

Weapon Perks

The listed perks of the weapon will be in a category all to themselves here.

Weapon Rarity Perks

Weapons that are Unique and above have special perks connected to their rarity. They will be listed in this category all to themselves.

Weapon Special Notes

This section will be utilized for all unorganized notes about the weapon left.

Legendary Weapons

A character looking to gain Legendary Weapon proficiency must choose only weapon Legendary Weapon Type to become proficient in.

Legendary Melee Weapon Types

Classic Model Lightsabers

  • Crossguard Lightsaber
  • Curved Hilt Lightsaber
  • Double Bladed Lightsaber
  • Long Handle Lightsaber
  • Shoto Lightsaber
  • Standard Lightsaber

Dynamic Model Lightsabers

  • Blastsaber
  • Lightsaber Pike
  • Lightwhip

Unorthodox Model Lightsabers

  • Guard Shoto
  • Greatsaber
  • Lightfoil
  • Retrosaber
  • Sabercane

Cultural Melee Weapons

Any weapon tied to a particular species.

Composite Shatter Beam Weapons (Energy Weapons)

  • Composite Beam Axe
  • Composite Beam Hammer
  • Composite Beam Lance
  • Composite Beam Mace
  • Composite Beam Staff
  • Composite Beam Sword

Dire-Vibro Weapons

  • Dire-Vibroaxe
  • Dire-Vibrosword
  • Dire-Vibrospear

Great Weapons

  • Great Axe
  • Great Hammer
  • Great Staff
  • Great Sword

Kinetic-Pulse Weapons

  • K-Pulse Hammer
  • K-Pulse Mace
  • K-Pulse Staff

Energy-Matter Weapon System (Formerly Light-Particle Weapon System)

  • L-Particle Axe
  • L-Particle Hammer
  • L-Particle Lance
  • L-Particle Mace
  • L-Particle Staff
  • L-Particle Sword

Rayzer Bladesteel Weapons

  • Rayzer Axe
  • Rayzer Lance
  • Rayzer Sword

Legendary Ranged Weapon Types

Neon Light Rifles

  • Neomachine Gun
  • Neorifle
  • Neon Linerifle
  • Neon Diffraction Gun

Phasers

  • Heavy Phaser
  • Light Phaser
  • Pulseshot Phaser

Plasma Blasters

  • Plasma Beam Charger
  • Plasma Cannon
  • Plasma Rifle

Railguns

  • Heavy Rail Condenser
  • Railrifle

Rayguns

  • Raycaster
  • Raygun
  • Rayrifle

Legendary Ordnance Types

Legendary Ordnances

  • Ballistic Ordnance
  • Cloud Ordnance
  • Cluster Ordnance
  • Hopper Ordnance
  • Kinetic Force Ordnance
  • Seeker Ordnance
  • Singularity Ordnance
  • Slip-Space Ordnance

Exotic Weapons

Exotic weapons fit into the mold of normal weapon Groups & Types, unlike Legendary weapons that are in a category all to themselves.


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