Expanded Weapon and Armor Rules

WIP

Weapon and Weapon Modification Lists

Blasters and Other Ranged Weapons

Melee and Brawling Weapons

Explosives and Other Weapons

Lightsabers

Armor

Weapon Characteristics

Name
The general name of the weapon. This may be a broad label that applies to several closely related weapons.

Scale
The combat scale at which the weapon skill and damage rolls are unmodified.

Skill Used (Skill)
The skill used when attacking with this weapon.

Base Damage (Dam)
The base damage the weapon inflicts, before accounting for weapon modifications, hit location, or other variables.

Range
The ranges of the weapon. Ranges are listed as (X-X/X/X), with the first two numbers representing short range (Easy Difficulty), the second number representing the limit of medium range (Moderate Difficulty), and the third number representing the limit of long range (Difficult Difficulty, which sounds really stupid). Attacks from ranges less that short are considered point black range (Very Easy Difficulty) while attacks from beyond long range are considered extreme range (Very Difficult or harder).

Hard Points (HP)
Many items can be customized: the extent determined by the number of hard points they have. The vast majority of weapons have a limited number of hard points that determine what attachments can be mounted on them. This is covered in greater detail below.

Price
The price of the weapon on the open market. An® next to the price means the weapon is restricted and cannot be bought on the open market, in which case the price listed is the closest average black market price.

Rarity
The rarity of the item before modifiers (see below).

Special
These are the qualities or other special rules each weapon possesses. More in-depth descriptions of these qualities can be found below, while rules specific to a certain type of weapon are described in the weapon’s description.

Rarity

Some items are naturally more difficult to purchase than others based on where a character finds himself at the time. After all, the galaxy is a big place and the vagaries and intricacies of galactic trade mean that some items that are easy to find in certain locations are very difficult to find in others. Of course, some items are rare no mater where one goes and, likewise, some items are always common and inexpensive.

Rarity is a simple way of measuring how difficult an item can be to find on a scale of 1-6 with 1 being the easiest to track down and 6 being the hardest. Of course, whether or not an item is available for purchase should never solely be a matter of rolling dice. Instead, the needs of the plot make it at least partially the Game Master’s decision. However, for simple items, rarity provides an easy way for the GM to determine whether something is available and let the players easily track items down. Finding an item on a world requires a Bargain check (although the GM may allow the character to use an appropriate Scholar or Repair skill check instead).

Table 1 lists the rarities, the difficulty of the check to find items with those rarities, and example items with those rarities. Table 2 lists some general modifiers that can be applied to an item’s rarity, based on location and the technological status of the world where the item is being sought. Some worlds may impose individual modifiers as well. Modifiers can bring an item’s rarity above 6. At this point, the difficulty of the check remains Heroic, but the GM may upgrade the difficulty by 5 (or more) for every rarity beyond 6. Rarity can never be modified below 1.

Table 1: Rarity

Rarity Difficulty Examples
1 Very Easy (1-5) glow rod, long range comlink
2 Easy (6-10) medpac, scanner goggles
3 Moderate (11-15) blaster pistol, blaster rifle
4 Difficult (16-20) cybernetic limb, bowcaster
5 Very Difficult (21-30) thermal detonator, personal stealth field
6 Heroic (31+) package of lesai

Table 2: Rarity Modifiers

Rarity Modifier Circumstances
-2 Primary Core world such as Coruscant, Duro, or Corellia
-1 Other Core world
+0 Colony or Inner Rim world; Civilized world
+1 Mid Rim world; Recently settled world, out of the way
+2 Outer Rim world; Frontier world
+3 Wild Space world
+4 Uncivilized world

The Black Market

Not all goes are available on all planets. A city might outlaw weapons within its limits, and most planetary authorities forbid thermal detonators. Selling illegal goods is dangerous but lucrative for those with nerve. Finding them means dealing with greedy thugs and criminals.

Exactly what is illegal on each world is up to the Game Master or may be specified in that world’s description. Finding an illegal item typically requires a Streetwise check. The difficulty generally depends on the rarity of the item (See Table 1) but the difficulty can increase based on the world’s law enforcement capabilities (as determined by the GM).

Black market items always require a Streetwise check to find, and may cost far more than the list price depending on their scarcity on a particular world. This varies from place to place, so the Game Master must determine if an item is restricted or not, to what degree and what the difficulty is to track it down. Some items are marked with an® in their price, which means they are restricted and always count as black market items.

Item Qualities

Some equipment features special qualities that add variety and depth to the vast array of armaments in the Star Wars univierse. Some special qualities are inherent to certain items, while others are general qualities that can be applied by the Game Master to specifically tailor a item to the story.

Special qualities are generally either passive or active. Passive qualities are always “on” and require no activation on the part of the user. Active qualities require an action to “turn on”, possibly incurring multiple action penalties.

Accurate X (Passive)
Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds +1 to his skill rolls while using this weapon.

Auto-Fire (Active)
A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the change to hit multiple targets or hit a single target multiple times.

Attacking with a weapon on Auto-fire is generally less accurate and the attacker must decrease their attack dice pool by 2D (before multiple action penalties and other modifiers) for each additional shot they intend to hit with beyond the first (so -2D for two shots, -4D for three shots, etc.). The user must use an action to switch his weapon between standard and Auto-fire.

If the attacker hits a single target, the attacker can increase their weapons damage dice by 2D for each additional shot beyond the first (so a 5D rifle set to auto-fire would deal 7D with two shots, 9D with three shots, etc.). The target gets -1D to any dodge roll per shot fired beyond the first.

If the attack hits multiple targets, each target must be within range of the weapon and the attacks base difficulty number is that of the most difficult target to hit. Each target rolls dodge separately. A hit on a target deals normal weapon damage.

Weapons set to auto-fire are also capable of performing Suppression Fire (Star Wars d6 REUP, pg 98).

Blast X (Active)
The weapon has a large spread, an explosive blast, or similar area of effect, like the detonation of a grenade or warhead fired from a missile launcher. If the attack is successful, each character (friend or foe) adjacent to the original target suffers damage equal to the weapon’s Blast rating (assuming an unsuccessful dodge check). Some blasts are concussive (see below).

Breach X (Passive)
Weapons with Breach burn through the toughest armor and are often heavy weapons or starship weapons.

Breach weapons ignore 1D of Armor for every rating of Breach (of their respective damage type; physical or energy).

Burn X (Passive)
Weapons with Burn inflict damage over time. If the attack is successful, the target continues to suffer the weapon’s base damage for a number of rounds equal to the weapon’s Burn rating. Damage is applied at the start of each of the target’s actions.

A victim might be able to stop the damage by rolling around on the ground and making a Dexterity check as an action. This is a Moderate (11-15) check on hard surfaces such as the hall of a spaceship, or an Easy (6-10) check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do.

Concussive X (Active)
The weapon’s attack can leave the target shell-shocked from mighty blows or punishing shockwaves, unable to perform any but the most basic actions. The target is knocked prone and stunned for a number of rounds equal to the weapon’s Concussive rating.

Cortosis (Passive)
Cortosis is an ore found primarily in the Outer Rim. It is extremely rare and valuable, and was used primarily during the Clone Wars against Jedi knights. There are two varieties of Cortosis ore. The rarest versions can actually short out a lightsaber’s blade, causing it to fail temporarily. The far more common Cortosis ore is still a miraculous substance because when molded into armor, if forms and interlocking molecular bond that is extremely resistant to energy weapons.

Weapons with the Cortosis quality are immune to the Sunder quality. Melee weapons with the Cortosis quality can be used to parry a lightsaber. Armor with the Cortosis quality are immune to the Pierce and Breach qualities.

Cumbersome X (Passive)
A Cumbersome weapon is large, unwieldy, awkward, or heavy. To wield a Cumbersome weapon properly, the character needs a Strength or lifting skill equal to or greater than the weapon’s Cumbersome rating. For each point of Strength of lifting the character is deficient, he takes a -1D penalty for all checks made to use the weapon.

Expanded Weapon and Armor Rules

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