GENERAL NOTE:

All improvements require the appropriate repair skill. The difficulty will be determined in accordance with Star Wars: the Roleplaying Game (Second Edition Revised and Expanded).

Personal Weapons

Special Order Weapons: range, damage, cost, and availability

RANGE IN METERS

WEAPON(ammo)

DAM.

S

M

L

COST

AVAIL.*

Grenade Launcher

**

250

350

500

500cr

R

Tangle Gun (15)

4D/5De

3-10

19

25

300cr

R

Stun Grenade

4D-6D

3-7

20

40

200-400cr

X

Sonic Grenade

7Di

3-7

20

40

300cr

X

Smoke Screamer

6Dis

3-7

20

40

500cr

X

Heavy Blaster Rifle

6D

3-25

60

250

4000cr

X

Flame Thrower

***

Special

1000cr

X

*Availability Codes:

R - must have Imperial permit to buy, sell or use.

X - only available through the Black Market. Possession is illegal on all Imperial planets and facilities.

Other planets may allow with purchase of local permits. Cost through Black Market will be at 5x the base cost.

**Damage Notes:

e - entagle of Strength noted. Must make opposed STR roll of twice the entangle in order to get free.

i - incapacitates with sonic attack. Must make an opposed Stamina roll. Success means all Attributes are lowered by 1D. Failure means unable to act. Sonic effect lasts for 2 rounds. A sound suppression system or earplugs will negate the effect.

s - thick smoke is produced. The smoke covers a 10 meter area and persists for 3 rounds. All actions within the area of smoke are +10 to the difficulty. Strong winds may reduce the effect to only 1 or 2 rounds. Thermographic vision enhancements will allow characters to function normally.

***Damage and Range of a Flame Thrower:

When fired, a flame thrower places sticky, burning fuel on its target. A 1 meter radius around the target is also effected. If the firer misses, determine scatter like a grenade, but use only 1 die for distance regardless of range. A flame thrower will do 4D damage to its target and 2D to all others in its area of effect. The target will take 4D damage for two rounds, even if moved out of the area of effect. On the third round, the target will take 2D damage and then the flames will die out. Flammable items within the target area will continue to burn, however, and the flames are subject to spreading. The range of a flame thrower is: 2-3m/4m/6m. The fuel is concentrated into a small tank worn on the hip or slung over the shoulder. Enough fuel is in one tank for 10 shots. The cost of an extra fuel dank is 100cr.

Imperial permits may be obtained for most weapons and armor. Requires a moderate Bureaucracy roll plus a fee of 100cr per weapon. This includes a background check.

A sight, laser or otherwise, may be purchased for a personal weapon. A sight grants a bonus of +1, +2 or +1D for a cost of 500cr., 750cr., or 1000cr., respectively. If dropped, the sight has a chance of being damaged or becoming misaligned.

Sight Damage Table

Roll

Result

1

Damaged.  No longer functional until repaired at a cost of 50% of purchase price.  This result again means "destroyed".

2-5

No effect.

6

Misaligned.  Lose one pip of bonus until readjusted.  This result a second time means "damaged."  Readjustment requires a moderate Blaster Repair roll and 1-3 hours.