Equipment in the Star Wars Game
Fighting
Even in the modern Galaxy, where Blasters have dominated for thousands of years, melee weapons have remained an intrigal part of the battlefield.
Lightsaber
Lightsabers are the iconic weapon of the ancient order of Jedi Knights, but the Jedi are not the only group that makes use of them. The most obvious other group is the Sith, though they are nothing more than an offshoot of the Jedi. There are dozens of other such offshoots that have existed for hundreds if not thousands of years, in the remote places of the Galaxy. Regardless almost all are Force Users, as it takes an extraordinary amount of skill and reflex to wield the weapon safely.
- Specialty: Lightsaber
- Training: 3B
- Damage: Agility +1
- Qualities: Adaptable, Dangerous, Defensive +1, Energy and Piercing.
Saberstaff
While many people are familiar with the Lightsaber, the Saberstaff is a far more rare device. Origionally developed by the Sith, Saberstaves have seen increasing use among the Jedi in recent centuries. It consistis of a single haft with blade emitters at either end. Because of this it can be used as either a traditional Lightsaber or in its double bladed mode.
- Specialty: Lightsaber
- Training: 4B
- Damage: Agility +2
- Qualities: Energy, Dangerous, Defensive: +2, Piercing, and Powerful.
Electrostaves
Electrostaves are powerful hafted weapons that possess electrical emitters at either end. These weapons are common used by Riot and Assault Troops as well as Security Forces. It is one of the few weapons that was specifically designed to penetrate and disable Ray Shields. Because of the intense electrical field, these weapons are capable of parrying Lightsaber Blades if caught just right.
- Specialty: Spears
- Training:
- Damage: Athletics +1
- Qualities: Disruptive, Energy, Reach, Staggering and Stun
Force Pike
Force Pikes are a combination weapon used by Personal Guards throughout the galaxy. They have a long haft with a Vibro Blade at one end and a electro emitter at the other.
- Specialty: Spears
- Training: 1B
- Damage: Athletics +1
- Qualities: Disruptive, Energy, Powerful, Reach, Slow and Stun
Vibro Sword
One fo the most common Fighting weapons available, these have been around for thousands of years. Unlike thier predicessors, these weapons do not have a sharped edge, instead a small energy field is activated and the vibrations of the micro force field create an impossibly sharp cutting edge.
- Specialty: Longblades
- Training:
- Damage: Athletics +1
- Qualities:
Vibro Knife
A Smaller version of a Vibroblade, these smaller blades allow for easy concealment and are favorites of politicians and theives alike.
- Specialty: Shortblades
- Training:
- Damage: Agility -1
- Qualities: Fast
Dualing Blade
Among many nobles and aristocrates, especially in the Hapes Cluster, Dueling remains a common way to settle disputes, but it also serves as a favored sport among mercenaries and cutthroats in the Outer Rim. Masters of the Duel often employ specialty Vibro Weapons to increase their fighting potential.
- Specialty: Shortblades
- Training: 1B
- Damage: Agility -1
- Qualities: Fast, Off-hand +1, and Defensive +2
Marksmanship
Even in the technologically backward places of the galaxy, Blasters rule. These weapons have existed for tens of thousands of years, and predate the Republic. Unlike other weapons in the Chronicle System, Blasters do not rely on the users Abilities to determine their damage and instead have a flat damage assigned to it. Because of how common they are, Blasters of all kinds have reduced Training Requirements for thier Damage and Qualities.
Sporting Blaster
Sporting Blasters are the name give to small, light, well balanced Blaster Pistols - commonly used in competition shooting. When a mercenary uses two pistols they are normally Sporting Blasters
- Specialty: Blaster
- Training: - (1B if used off hand)
- Damage: 3
- Qualities: Close Range, Energy, Off-hand +1, Fast
Blaster
One of the most common objects in the Galaxy, the Blaster can be found in the hands of backwater primatives and the high rises of Coruscant.
- Specialty: Blaster
- Training: -
- Damage: 4
- Qualities: Close Range, Energy
Heavy Blaster
Heavy Blasters pack the power of a Blaster Rifle in a much smaller weapon. Because of these they are banned in many parts of the civilized galaxy. They are much larger than the average Blaster, making them difficult to conceal, but balanced enough to allow for shooting one handed. Lacking the internal charge mechanisms of the large rifles, Heavy Blasters are slower to fire than other small arms.
- Specialty: Blaster
- Training: 1B
- Damage: 5
- Qualities: Close Range, Energy, Slow
Blaster Carbine
Bridging the gap between Blaster pistols and rifles, Carbines are medium sized weapons commonly found in the hands of security forces and military police. Thier smaller size limits their range, comparied to a Rifle, but provides additional room for fast rechargers, allowing for a much greater rate of fire. In addition, because their most often used by law enforcement, nearly all Carbines come with a Stun setting.
- Specialty: Blaster Rifle
- Training: 1B
- Damage: 4
- Qualities: Close Range, Energy, Fast, Stun
Blaster Rifle
Unlike Carbines, Blaster Rifles are large, powerful and designed for Military action. While it is true that there are sporting versions designed for civilian hunting, these are almost identical to their military counterparts.
- Specialty: Blaster Rifle
- Training: -
- Damage: 5
- Qualities: Long Range, Energy
Ion Gun
Ion guns are bulky weapons designed to short out Droids and other tech. Because of the complicated ion projects, thesee weapons must either be very long (longer than even Blaster Rifles) or very hefty. In any case, concealing them is impossible.
- Specialty: Blaster Rifle
- Training: -
- Damage: 2
- Qualities: Long Range, Energy, Ion
Blaster Repeater
Larger than your average Rifle, Repeaters are fully automatic Blasters used to lay down sustained fire at enemy positions. Since they are not as cumbersome as a fully mounted Heavy Repeater, these weapons can be used by a single person, though accuracy does tend to suffer. Still they are prized weapons on the battlefield for their ability to attack multiple targets quickly.
- Specialty: Blaster Rifle
- Training: 1D
- Damage: 4
- Qualities: Long Range, Energy, Fast
Heavy Repeater
Heavy Repeaters are the "machine guns" of the Galaxy. Because of their size, they require mounting on either a fixed position or on a base (usually a large tri-pod). Because of this, most Heavy Repeaters have a three man crew, one to carry the weapon, one the tripod, and one the large fusion power pack.
- Specialty: Gunnery
- Training: -
- Damage: 5
- Qualities: Long Range, Energy, Fast, Bulk 4, Unwieldly
Blaster Cannon
Blaster Cannons are massive pieces of equipment that barely qualify as a 'small arm.' These are not quite as large as full artillery but are capable of blasting through enemy fortifications in minutes, attacking Walkers and Tanks, or vaporizing an individual. They are normally crewed by six men, and require atleast 5 minutes to assemble and disassemble the weapon. The charging system takes a few seconds to ready the next shot, so these are not capable of rapid fire.
- Specialty: Gunnery
- Training: 1D
- Damage: 10
- Qualities: Long Range, Energy, Staggering, Bulk 6, Unwieldly, Slow, Vicious, Reload (Greater)
Disruptor
Outlawed in much of the Galaxy, Disruptors are terrifying weapons that disintegrate their targets, armor and all.
- Specialty: Blaster
- Training: 1B
- Damage: 4
- Qualities: Piercing, Vicious
Archaic Weapons
While Blasters have been available for thousands of years, there are some cultures and places where energy is unavailable, or simply beyond the technological capabilities of the area. In these places chemical propellents are used to shoot a solid object (called a Slug) at a target. Unlike Blasters which use energy cells very efficiently, slug throwers have ammunition that is expended with each shot. The weapon can be fired a number of times equal to its Ammo rating before it needs to be reloaded. (NOTE: in addition to the weapons listed here, the weapons from ASOIAF Core Rule Book can also be used and fall into the Archaic category)
Slug Thrower
While the term Slug Thrower may refer to any of the following guns, it most often applies to the pistol version.
- Specialty: Slug Thrower
- Training:
- Damage: 3
- Ammo: 10
- Qualities: Close Range, Reload (Lesser)
Musket
Muskets are a generic term for a slug throwing rifle.
- Specialty: Slug Thrower
- Training:
- Damage: 5
- Ammo: 15
- Qualities: Long Range, Reload (Lesser)
Scatter Gun
Scatter guns refer to any slug throwing weapon that fires a spray of projectiles.
- Specialty: Slug Thrower
- Training:
- Damage: 8
- Ammo: 6
- Qualities: Close Range, Reload (Lesser)
New Weapons and Armor Qualities
Adaptable
These rules replace those found in ASOIAF Core Rule Book
This weapon is designed with great flexibility. On your turn you may decide to use the Weapon either one-handed or two-handed. When using the weapon one-handed, the Weapon Gains the Fast Quality. If used two-handed, the Weapon increases its Base Damage by 1 but it gains the Slow Quality.
Dangerous
Some weapons are so fearsome that opponents are loath to attack those that wield them. Characters who wield these weapons may add the Weapons Base Damage to their AR. Opponents may choose to Deny you this AR during their attack, but automatically suffer the Weapons Base Damage in the process of their attack (this Damage counts as though the target successfully attacked). However, these weapons are nearly as likely to inflict injury on the wielder as their opponents. When attacking with this weapon, if you fail your attack Test by 5 or more, you suffer the Weapons Base Damage instead.
Energy
Energy based weapons dominate combat in the Galaxy, and thus are assumed to be the standard. Therefore this Quality, in and of itself, provides no mechanical benefits, but interactions with many other rules in the game are determined by the presence of this Qualty. There is, however, a downside to these weapons. Whenever you Critically Fail when using these weapons, the power supply has become depleted and must be changed. This requires a Reload (Lesser) Action.
Stun
Some Weapons can be set to Stun. A weapon set to stun resolves any Attack Test at -1D. Any Damage inflicted however cannot be reduced using INjuries or Wounds, and the the Consequence of the encounter cannot be the characters Death.
Ion
Ion weapons were designed to knock out technological devices and Droids. When attacking Droids or other forms of technology, in addition to the weapons Damage, you inflict a -1D to all tests for each Degree of Success you score. If these Penalties exceed the devices Endurance rating it is defeated.
Resilient
Some materials are capable of withstanding the damage inflicted by Lightsabers and other weapons capable of burning through armor. Madalorian Iron (also called beskar), Cortosis and phrik are some known examples. Items with these materials negate the Peircing Quality.
Long Range
This Quality replaces the Long Range Quality from ASOIAF Core Rule book. When attacking at Close Range, you take a -1D Penalty to your Marksmanship Test. In addition, for every 25yrds past the first 100yrds you suffer a -1D Penalty to your Marksmanship Test.
Peircing
This Quality replaces the Peircing Quality from the ASOIAF Core Rule Book. Instead of having Ratings a weapon with this Quality simply ignores Armor Rating. Because of the advanced nature of common materials in the Galaxy, archaic weapons (Swords, Crossbows and the like) lose any Peircing they may have possessed.
Shielded
Beyond energy shields and common force fields are a class of defensive and protective technology common known as "Ray Shields." These devices are extremely powerful and are capable of resisting nearly all known small arms weapons. Due to the massive energy energy requirements, these devices are only found in Military and Government Facilities or in the posession of extremely wealthy individuals. Devices with this Quality simply ignore all forms of incoming Damage. They are not, however, immune to the effects of Ion weapons. Instead of inflicting a -1D Penalty, Ion Weapons disable a Ray Shield for a number of Turns equal to the Degrees of Success scored.
Disruptive
Some weapons are specially designed to Penetrate the nearly invulnerable barriers created by Ray Shields. Items with this Quality ignore the Shielded Quality and disable Ray Shields for a number of Turns equal to the Degree of Success scored on the Fighting or Marksmanship Test.
Unwieldly
This Quality replaces the Unwieldly Quality from ASOIAF Core Rule Book. Weapons with this qualty are very large, normally requiring a stand or base to be mounted on, and usually require multiple crew to man them. They always include Bulk, but as the weapon can be disassembled that Bulk can be distributed between different individuals. Attempting to fire the weapon without the proper mounting incures a -2D Penalty.