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===Weapons=== '''ADVANCED MELEE WEAPONS'''</br> ''All Advanced melee weapons require a Power Cell (pc) to be activated. Last around an hour of continual use.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Electrostaff || 500 || 2d6 electric || 5 || Restricted. Staff when off. Can Parry lightsabers. Double weapon, reload, stun setting. |- | Force pike || 750 || 2d8 energy || 10 || Restricted. Pike when off. May parry lightsabers. Double weapon, heavy, reach, reload, 2-handed. |- | Power Maul || 400 || 4d6 bludgeoning || 10 || Restricted. Mail when off. Heavy, reload, 2-handed |- | Pain Stick || 400 || 1d62energy || 2 || Illegal. Touch attack. Targets require a CON save DC15 or gain the Reeling condition. Can recover as normal at the end of their round with the same DC15 but gain a +1 cumulative bonus to that save each round. |- | Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload |- | Vibroblade || 300 || 2d6 piercing || 2 || Licensed. Shortsword when off. Finesse, light, reload |- | Vibrobayonet || 350 || 2d8 piercing || 1 || Licensed. Spear when mounted on a rifle when off (otherwise treat as a dagger). Reload, 2-haned |- | Vibrosword || 450 || 2d8 slashing || 3 || Licensed. Longsword when off. Heavy, reload. |- | Vibroaxe || 550 || 2d10 slashing || 8 || Restricted. Halberd when off. Heavy, reload, 2-handed. |- |}</font size> '''EXOTIC MELEE WEAPONS'''</br> ''Power Whips require a standard Power Cell (pc) to be activated. Last around an hour of continual use.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Atlati || 50 || 2d6 bludgeoning || 3 || Rare. Loading, thrown (range 50/150). |- | Cesta || 100 || 2d6 bludgeoning || 5 || Rare. Heavy, loading, thrown (range 50/150), 2-handed. |- | Gaderffii stick || 50 || 1d8 piercing/1d6 bludgeoning || 6 || Rare. Double weapon, heavy, 2-handed. |- | Power whip || 600 || 2d8 energy || 2 || Restricted. Whip when ‘off’. Finesse, light, reach 3, reload, stun setting. Can make ranged grabs out to 15ft. When ‘grabbed’ attacker can inflicts base energy damage each round against target with advantage on its attack rolls. |- |} </font size> '''EXOTIC RANGED WEAPONS''' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Bowcaster pistol || 1,200* || 3d10 energy || 6 || Linced, Rare. Ammo (ranged 50/300), heavy, reload (clip 6). |- | Bowcaster rifle || 2,000* || 3d12 energy || 16 || Licensed, Rare. Ammo (range 200/1,200), heavy, reload (clip 6), 2-handed. |- | Flamethrower** || 1,500 || 3d8 fire || 14 || Military. Ammo (range 50ft for AOE 20x20ft sphere or range 0 w/ AOE 10x30ft line), reload (backpack tank pc 40), 2-handed. |- | Flamethrower, wrist-mounted** || 1,000 || 3d6 fire || 5 || Restricted. Ammo (range 50ft for AOE 10x10ft sphere or range 0 w/ AOE 5x30ft line), reload (pc 10) |} </font size> : * These weapons only costs ½ the listed price for Wookies. : ** A flamethrower can target with Range Weapon Attack or target an AOE. Targets in AOE require a Dexterity saving throw DC 15, success ½ damage. Also all targets require an Intelligence save with a DC equal to the damage they suffered or catch fire, suffering 2d8 fire damage at the start each round. To extinguish requires an Action and successful Dexterity save DC to the damage they suffered that round. Falling prone as your action and rolling on the ground grants advantage to this save. '''HEAVY WEAPONS'''</br> ''All heavy weapon ranges are 500/2,000 feet.''</br> ''All heavy weapons, except Grenade Launchers, when fired at non-vehicles or structures (like people), attack rolls are at Disadvantage (or Saves for Missile Launchers are at Advantage).'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Blaster cannon || 4,000 || 4d12 energy || 50 || Military. Ammo, fixed, heavy, heavy damage, reload (pc 10). |- | Blaster, E-Web repearter || 8,000 || 3d12 energy || 100 || Military. Ammo, heavy autofire, fixed/mounted only, reload (pc 200). |- | Grenade Launcher* || 500 || Special* || 10 || Military. Ammo, heavy, reload (6*), 2-handed. |- | Missile Launcher || 1,500 || 6d10 energy || 20 || Military. Ammo, area of affect (10x10ft foot sphere; Dex Save DC15 for half), heavy, heavy damage, reload (1 missile**), 2-handed. |- |} </font size> : * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types. '''LIGHTSABERS'''</br> ''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage. Lightsabers can of course parry another lightsaber.''</br> ''Lightsabers are not mass produces and general require Force Sensitive and some training to use properly. They are 'powered' by "kyber crystal" and generally don't run out or power and need recharge or replacement for years if ever. If they are removed the lightsaber does not function.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Lightsaber* || 5,000 || 2d10 energy || 1 || Very Rare. Finesse, light, reload. |- | Lightsaber, double* || 8,000 || 2d10 energy || 2 || Very Rare. Double weapon, finesse, light, reload, 2-handed. |- | Lightsaber, short || 5,000 || 2d8 energy || 1 || Very Rare. Finesse, light, reload. |- |} </font size> : * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.'' [[File:SWD5.blaster.jpg | 350px | left]] '''PISTOLS'''</br> ''All Pistols have a range of 50/300 feet''</br> ''Special – For pistols with the Heavy property (and Bowcaster pistols and Blaster carbines with their folding-stock folded) used by small creatures, if the creature wields the weapon in two-hands its attacks are not at disadvantage.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Blaster pistol || 500 || 3d6 energy || 2 || Restricted. Ammo, light, reload (pc 50), stun setting. |- | Blaster pistol, heavy || 750 || 3d8 energy || 5 || Military. Ammo, heavy, reload (pc 25), stun setting. |- | Blaster pistol, holdout || 350 || 3d4 energy || 1 || Illegal. Ammo, light, reload (pc 6) |- | Blaster pistol, sport || 300 || 3d4 energy || 2 || Ammo, light, reload (pc 25), stun setting. |- | Ion pistol || 250 || 3d6 ion || 2 || Ammo, light, reload (pc 50) |- | Stun Pistol || 200 || 3d6 energy || 2 || Ammo, light, reload (pc 50), stun only |- |} </font size>'' '''RIFLES'''</br> ''All rifle ranges are 200/1,200 feet (a blaster carbine with a folding-stock that is 'folded' uses pistol range of 50/300 feet gains the weapon propertt of heavy while losing 2-handed)'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Blaster carbine || 900 || 3d8 energy || 7 || Restricted. Ammo, autofire, folding-stock, reload (pc 50), stun setting, 2-handed. |- | Blaster, light repearting || 1,500 || 3d8 energy || 18 || Military. Ammo, heavy, heavy autofire, reload (pc 200), 2-handed. |- | Blaster rifle || 1,000 || 3d8 energy || 10 || Restricted. Ammo, autofire, heavy, reload (pc 100), stun setting, 2-handed. |- | Blaster rifle, heavy || 2,000 || 3d10 energy || 13 || Military. Ammo, autofire, heavy, reload (pc 30), stun setting, 2-handed. |- | Blaster rifle, sniper || 1,500 || 3d10 energy || 12 || Military. Ammo, heavy, reload (pc 30), scope*, stun setting, 2-handed. |- | Blaster rifle, sport || 800 || 3d6 energy || 8 || Licensed. Ammo, reload (pc 50), stun setting, 2-handed. |- | Ion rifle || 800 || 3d8 ion || 8 || Ammo, heavy, reload (pc 100), 2-handed. |- | Distrupter (Disintegrator) rifle || 3,000 || 3d12 necrotic || 15 || Illegal. Ammo (cost 5 times normal pc cost), ½ base range (100/600), heavy, reload (pc 10), 2-handed. |- |} </font size> : * ''An electronic sniper scope is mounted onto the sniper blaster rifle. With an "aim" maneuver shots out to 1,200 feet are not at disadvantage and the weapon's range is extends to 2,400 feet (these attacks are at disadvantage).'' '''SIMPLE MELEE WEAPONS'''</br> ''Power gloves and stun batons require a Power Cell (pc) to be activated. Last around an hour of continual use.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Combat gloves || 50 || 1d4 bludgeoning || ½ || Finesse, light. |- | Power gloves || 200 || Unarmed +1d8 energy || ½ || Finesse, light, reload (pc), stun setting. |- | Stun baton || 75 || 3d8 energy || 2 || Finesse, light, reload (pc), stun setting only, touch (deals no ability mod damage, +2 to melee attack roll). |- | Survival knife || 50 || 1d6 piercing || 1 || Finesse, light; adds +1 insight to Survival checks. |- |} </font size> '''SIMPLE RANGED WEAPONS'''</br> ''All Simple Range weapons are one-use weapons. All with the thrown property have a range of 30/100 feet. Grenades do not add attribute modifiers to damage only ½ heroic levels. Dex save is for ½ Damage (see Area Effect houserules).'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Save DC''' || '''Wt.''' || '''Properties''' |- | Energy ball || 50 || 2d8 energy* || Dex 14 || 3 || Licensed, Rare. Light, thrown*** |- | Grenade, frag || 200 || 4d6 blast* || Dex 15 || 1 || Military. Area of effect (20ftx20ft sphere), light, thrown. |- | Grenade, ion || 200 || 4d6 ion* || Dex 14 || 1 || Restricted. Area of effect (15ftx15ft sphere), light, thrown. |- | Grenade, smoke || 50 || none** || n/a || 2 || Area of effect (30ftx30ft sphere), light, thrown. |- | Grenade, stun || 150 || 4d8 energy* || Dex 15 || 1 || Restricted. Area of effect (15ftx15ft sphere), light, stun damage only, thrown. |- | Thermal detonator || 2,000 || 8d6 blast & energy* || Dex 18 || 6 || Illegal. Area of effect (30ftx30ft sphere), heavy damage, thrown |- |} </font size> : * ''If the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.'' : ** ''Heavy obscure for 1 minute (10 rounds) in the area. Light obscure twice the area of affect (60x60 feet).'' : *** ''Can be loaded with the ranges of the Atlati or Cesta, but then gains the loading property and loses the throwing property.''
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