Main Page
Feorri Sector
Heroes
Logs
Art
Aliens
Gear
Rules
Links
Weapons

The following is a list of new weapons for my Star Wars RPG campaign. Any page numbers listed refer to the core rulesbook. The original weapons list can be found on page 116 of the core rulesbook. Rules for items already listed in the Star Wars RPG rulesbook are deliberately omitted, as this is not meant to be a substitute for actually purchasing the basic rulesbook.

Weapon Cost Damage Critical Range Increment Weight Stun Damage /Fort DC Type Size Group
Blaster pistol, Palmer 1,500 3d8 20 5 meters 0.1 kg - Energy Small Blaster pistol
Blaster pistol, Stun 750 - - 10 meters 1 kg 1d6/DC 18 Energy Small Blaster pistol
Blaster rifle, Stormtrooper One 1,500 3d8 19-20 40 meters 4.5 kg 1d8/DC 20 Energy Medium Blaster rifles
Grenade, Smoke 50 - - 4 meters (4) 0.5 kg - See entry Tiny Simple
Grenade, Flash 100 - - 4 meters (4) 0.5 kg DC 15 Energy Tiny Simple
Grenade, Ion 200 4d6/2d6 - 4 meters (4) 0.5 kg - / DC 15 Energy Tiny Simple

Blaster Pistol, Palmer
This is a micronized blaster, stripped down to the bare essentials for the sake of easy concealability, more closely resembling a comlink than a weapon. It uses a special power pack (that costs just as much as regular power packs) that only powers the miniature weapon enough for two shots, but is greatly compressed, and uses nonstandard components in order to thwart many anti-weapon security systems. The weapon is easily concealed, giving the carrier a hefty +10 bonus to attempts to do so against opposing Search checks.

Reloading the blaster is tricky, as it doesn't use a standard magazine arrangement, but the case must actually be opened to install another set of "power coils". Reloading the blaster requires a Repair roll against a DC of 10, and approximately 3 rounds with the proper tools. (i.e., this is hardly practical in a firefight -- This weapon is meant purely to provide a surprise advantage.)

Due to the inherent inaccuracy of this weapon and lack of any integral scope or sights, it is not possible to Aim with it (if house rules for Aiming are used), and it is too small to attach a scope. Due to the small size of the weapon, it can be used in close combat.

Blaster Pistol, Stun - Narseti Peacekeeper
This is the official sidearm of Narseti police forces in Feorri Sector, designed as a completely nonlethal weapon to put down troublemakers without causing injury. In actual practice, experienced Narseti police typically carry a more conventional weapon purchased out of personal funds, but this basic design is still useful to those who want personal protection without carrying a lethal weapon about.

Blaster Rifle, Sorosuub Stormtrooper One
This is the standard blaster rifle used by Imperial Stormtroopers. It is special in that it actually has a stun setting, unlike most blaster rifles. The stun blast of a Stormtrooper One rifle emits a spray of "blue rings" of stun energy that widen and dissipate. While most weapons with stun settings can affect targets up to one Range Increment, the stun effect of a Stormtrooper One becomes negligible beyond 20 meters (roughly half the Range Increment).

This weapon is not available before the time of the Empire, and is heavily restricted during the use of the Empire. (It is distinctive in appearance, and possessing one without due cause is going to draw attention, if not fire. On the black market, the cost may be much larger than what is listed here.) In the New Republic era, these blaster rifles are found almost in abundance, but restricted to military personnel in the Core Systems and on many worlds, though the Rim worlds are usually far more relaxed on enforcement.

Grenade, Smoke
Once triggered, this grenade glows and lets off smoke, making it useful for marking targets for aerial bombardment, or else screening against enemy fire.

Characters caught within the smoke must make Fortitude saving throws (DC 15 + 1 per previous check) each round or spend that round choking and coughing. Heroes who choke for 2 consecutive rounds take 1d6 points of vitality damage. (When vitality is depleted, damage is applied to wounds.)

Smoke also obscures vision, giving one-half concealment (20% miss chance) to characters within it or being shot at through the screen of smoke. Darkvision and the special sensory gear of Stormtrooper helmets ignore this penalty.

Smoke grenades can be purchased with different colors, useful for signalling purposes as well.

Grenade, Flash
This grenade, when it detonates, causes an ionic discharge that disrupts sensory equipment and temporarily blinds those within the area of effect, and creates a flash visible at a distance.

Any character within the area of effect must make a Willpower (not Fortitude) check against a DC of 15 to avoid being blinded by the flash for 2d6 rounds. Characters wearing Flash Goggles get a +2 to their saving throw. Characters with Low-Light Vision have a -2 to their saving throw if the flash grenade is used in an otherwise dark room. Characters using Low-Light Goggles have no bonus or penalty, since the automatic light-adjustment cancels out this sensitivity, but not enough to provide any additional protection. Stormtrooper helmets include flash protection that gives a +4 against blinding from flash grenades. Other gear may provide special bonuses.

Blinded characters cannot see at all, and thus everything has full concealment to him. He has a 50% chance to miss in combat. He has an effective Dexterity of 3, along with a -4 penalty on the use of Strength- and Dexterity-based skills. This -4 penalty also applies to Search and any other skill check for which the GM deems sight to be important. He cannot make Spot checks or perform any other activity (such as reading) that requires vision.

Grenade, Ion
This is a grenade form of an ion-based weapon, causing an ionic discharge that scrambles delicate circuitry. It can be set to either cause damaging effects against electric circuitry (in which case it deals damage as listed), or else it can be used to "stun" droids (in which case any droids in the blast area must make a Fortitude check against a DC of 15 or be stunned for 2d6 rounds). This has no effect on organic targets, unless they have electronic components (such as cybernetic limbs).

Please note that the use of an ion grenade may have unforeseen side effects in highly technological environments, such as on board starships. (They tend to do nasty things to gravplates, and are generally not good to use around magnetic field generators and containment fields.)


Wizards of the Coast Star Wars

Star Wars and all characters and creations therein are copyright and trademark by Lucasfilm Ltd. The d20 System is copyright and trademark by Wizards of the Coast, Inc. The material on this web site, including all artwork save for logos of the aforementioned companies and products is (c) T. Jordan "Greywolf" Peacock, and any artwork inspired by the Star Wars setting, or articles intended for use with the d20 System do not constitute any sort of legal challenge to the ownership of those properties.