Locker CardsWeapons
Locker CardsWeapons
Engaged
Short
Medium
Long Damage
Extreme
Ranges
A typical, common holdout blaster. A hold-out blaster of the Imperial Scout Troopers.
Cost: 1,100 Credits (restricted). Rarity: 6.
Cost: 200 Credits. Rarity: 4.
Hard Points: 1 remaining.
Encumbrance Critical Rating Hard Points: 1 remaining.
CQ Optical Sight: Innate Precise Aim 1.
Stun Setting: Incidental to switch to stun to cause Blaster Act. Mod. : +1 damage, to ranged .
Art and game stats are Lucasfilm or Fantasy
Strain damage instead. Short range. Focused Emitter: +1 range, -1 damage.
Flight Games property - except for the fan-
created crappy stuff. Not for sale or profit, Stun Setting: Incidental to switch to stun to cause
Pistol: Can’t benefit from 2 consecutive Aims.
purely for personal gaming goodness. Strain damage instead. Short range.
Pistol: Can’t benefit from 2 consecutive Aims.
DL-18 LIGHT BLASTER PISTOL DDC DEFENDER LIGHT BLASTER ELG-3A LIGHT
Pistol: Can’t BLASTER
benefit PISTOL Aims.
from 2 consecutive
Ranged (Light) PISTOL Ranged (Light) Ranged (Light)
An old blaster once considered average. It’s still A popular civilian sporting blaster. A stylish, well made, expensive light blaster pistol
prized for its price & customizability. favored by diplomat’s and nobles.
Cost: 225 Credits. Rarity: 4. Cost: 550 Credits. Rarity: 4. Cost: 5,300 Credits. Rarity: 6.
Hard Points: 2 remaining. Hard Points: 1 remaining. Hard Points: 1 remaining.
Aged: to all Mechanics maintenance checks.
Stun Setting: Incidental to switch to stun to cause Superior Weapon: added to all checks.
GM may spend to disable until repaired. Strain damage instead. Short range. Stun Setting: Incidental to switch to stun to cause
Stun Setting: Incidental to switch to stun to cause
Precision Blaster Barrel: to successful attacks. Strain damage instead. Short range.
Strain damage instead. Short range.
Pistol: Can’t benefit from 2 consecutive Aims. Pistol: Can’t benefit from 2 consecutive Aims.
Pistol: Can’t benefit from 2 consecutive Aims.
KDY-21 LIGHT BLASTER PISTOL SE-14 BLASTER PISTOL SE-14C REPEATER BLASTER PISTOL
Ranged (Light) Ranged (Light) Ranged (Light)
A blaster pistol with a spread barrel intended for A cheap blaster pistol for those who don’t mess Cost: 1,000 Credits (restricted). Rarity: 7.
dirty, up close work. with stun settings. Hard Points: None remaining.
Cost: 1,925 Credits (restricted). Rarity: 5. Cost: 300 Credits. Rarity: 4.
Hard Points: None remaining. Hard Points: 3 remaining. CQ Optical Sight: Innate Precise Aim 1.
Auto-fire: +2 allows each to apply
Spread Barrel: to apply Blast 2 to each
No Stun setting. another hit. If multiple targets, use highest
engaged with target. Only applies to target if
Defense. Incidental on/off. While on, Ammo Hog.
miss with primary attack. Non-stun only.
Pistol: Can’t benefit from 2 consecutive Aims.
No Stun setting. No Stun setting.
Pistol: Can’t benefit from 2 consecutive Aims. Pistol: Can’t benefit from 2 consecutive Aims.
REBLY K-23 BLASTER PISTOL DL-21 BLASTER PISTOL CUSTOM DL-21 BLASTER PISTOL
Ranged (Light) Ranged (Light) Ranged (Light)
A common choice of security and law enforcers. Cost: 2,325 Credits (restricted). Rarity: 5. Cost: 2,425 Credits (restricted). Rarity: Special.
Cost: 400 Credits. Rarity: 4. Hard Points: None remaining. Hard Points: None remaining.
Hard Points: 3 remaining. CQ Optical Sight: Innate Precise Aim 1. CQ Optical Sight (M): Innate Precise Aim 1.
Spread Barrel: to apply Blast 2 to each Natural Marksman.
Stun Setting: Incidental to switch to stun to cause engaged with target. Only applies to target if Spread Barrel: to apply Blast 2 to each
Strain damage instead. Short range. miss with primary attack. Non-stun only. engaged with target. Only applies to target if
Stun Setting: Incidental to switch to stun to cause miss with primary attack. Non-stun only.
Pistol: Can’t benefit from 2 consecutive Aims.
Strain damage instead. Short range. No Stun setting.
Pistol: Can’t benefit from 2 consecutive Aims. Pistol: Can’t benefit from 2 consecutive Aims.
A basic civilian blaster pistol. A high quality pistoleer’s weapon. A less powerful version of the Power 5 with a
Cost: 400 Credits. Rarity: 4. Cost: 5,500 Credits. Rarity: 6. snub barrel.
Hard Points: 3 remaining. Hard Points: 2 remaining. Cost: 650 Credits. Rarity: 4.
Hard Points: 2 remaining.
Stun Setting: Incidental to switch to stun to cause Superior Weapon: added to all checks.
Strain damage instead. Short range. Shortened Barrel: -1 to checks to conceal.
Stun Setting: Incidental to switch to stun to cause
Strain damage instead. Short range. Stun Setting: Incidental to switch to stun to cause
Pistol: Can’t benefit from 2 consecutive Aims. Strain damage instead. Short range.
Pistol: Can’t benefit from 2 consecutive Aims.
Pistol: Can’t benefit from 2 consecutive Aims.
The most common military sidearm in the Galaxy. The most common military sidearm in the Galaxy. The most common military sidearm in the Galaxy.
Cost: 600 Credits. Rarity: 4. Cost: 600 Credits. Rarity: 4. Cost: 600 Credits. Rarity: 4.
Hard Points: 2 remaining. Hard Points: 2 remaining. Hard Points: 2 remaining.
CQ Optical Sight: Innate Precise Aim 1. CQ Optical Sight: Innate Precise Aim 1. CQ Optical Sight: Innate Precise Aim 1.
Stun Setting: Incidental to switch to stun to cause Stun Setting: Incidental to switch to stun to cause Stun Setting: Incidental to switch to stun to cause
Strain damage instead. Short range. Strain damage instead. Short range. Strain damage instead. Short range.
Pistol: Can’t benefit from 2 consecutive Aims. Pistol: Can’t benefit from 2 consecutive Aims. Pistol: Can’t benefit from 2 consecutive Aims.
POWER-5 HEAVY BLASTER PISTOL ALDERAANIAN HEAVY STINGER DX-13 HEAVY BLASTER PISTOL
Ranged (Light) PISTOL Ranged (Light) Ranged (Light)
Cumbersome 2
A near clone of the DL-44 made by Merr-Sonn. The latest of a long line of stun blasters. An aging pistol with a 2nd trigger for rapid fire.
Cost: 1,100 Credits (restricted). Rarity: 7.
Cost: 700 Credits. Rarity: 6. Cost: 600 Credits. Rarity: 7.
Hard Points: 1 remaining.
Hard Points: 3 remaining. Hard Points: 3 remaining.
Auto-fire: +2 allows each to apply
Stun Setting: Incidental to switch to stun to cause Stun-only: All damage is strain. another hit. If multiple targets, use highest
Strain damage instead. Short range. Ammo Hog 1: or out-of-ammo. Defense. Incidental on/off. While on, Ammo Hog.
Ammo Hog 1: or out-of-ammo. Aged: maintenance checks. to disable.
Pistol: Can’t benefit from 2 consecutive Aim
Ammo Hog 1: or out-of-ammo.
Pistol: Can’t benefit from 2 consecutive Aim maneuvers, only 1.
No Stun. Can’t benefit from 2 consecutive Aims.
maneuvers, only 1.
DT-12 HEAVY BLASTER PISTOL MODEL 434 HEAVY BLASTER SECURITY S-5 HEAVY BLASTER
Ranged (Light) PISTOL Ranged (Light) PISTOL Ranged (Light)
A short barreled heavy blaster favored by some The “Deathhammer” very heavy blaster pistol. Ah yes! Nabooian.
non-humans due to its wide trigger guard. Cost: 1,750 Credits. Rarity: 7.
Cost: 1,300 Credits. Rarity: 6.
Cost: 950 Credits. Rarity: 6. Hard Points: None remaining.
Hard Points: 1 remaining.
Hard Points: 2 remaining.
Blaster Actuating Module: +1 damage, to all Ascension Dart: Internal grappling device & rope.
Shortened Barrel: -1 to checks to conceal.
ranged attacks. CQ Optical Sight: Innate Precise Aim 1.
Maximum range Short.
CQ Optical Sight: Innate Precise Aim 1. Optics Tracker: When fired only, remove
Stun Setting: Incidental to switch to stun to cause
Ammo Hog: or out-of-ammo. from vision penalties. Can’t combine with CQ Op.
Strain damage instead. Short range.
No Stun setting. No Stun setting. Ammo Hog: or
Ammo Hog: or out-of-ammo.
Pistol: Can’t benefit from 2 consecutive Aims. Pistol: Can’t benefit from 2 consecutive Aims.
Pistol: Can’t benefit from 2 consecutive Aims.
DL-44 HEAVY BLASTER PISTOL DC-17 HEAVY BLASTER PISTOL CUSTOM DL-44
Ranged (Light) Ranged (Light) HEAVY BLASTER PISTOL
Ranged (Light)
Pierce 2
The most popular heavy blaster pistol in the Cost: XX Credits. Rarity: XX. Cost: 1,900 Credits. Rarity: Special.
Galaxy. Hard Points: XX remaining. Hard Points: None remaining.
Stun Setting: Incidental to switch to stun to cause CQ Optical Sight (M): Innate Precise Aim 1.
Cost: 700 Credits. Rarity: 6.
Strain damage instead. Short range. Natural Marksman. Ammo Hog: or
Hard Points: 3 remaining.
Superior: XXX Blaster Actuating Module (M): +1 damage, Pierce
Stun Setting: Incidental to switch to stun to cause Ammo Hog: or out-of-ammo. 2, to all ranged attacks.
Strain damage instead. Short range. Aged: to all Mechanics maintenance checks. Filed Front Sight: Quick Draw, +1 at Medium.
Ammo Hog 1: or out-of-ammo. GM may spend to disable until repaired. Stun Setting: Incidental to switch to stun to cause
Pistol: Can’t benefit from 2 consecutive Aim Pistol: Can’t benefit from 2 consecutive Aim Strain damage instead. Short range.
maneuvers, only 1. maneuvers, only 1. Can’t benefit from 2 consecutive Aims. Ammo Hog 1.
E-11 BLASTER CARBINE E-11 BLASTER CARBINE DC-15S BLASTER CARBINE
Ranged (Heavy) Ranged (Heavy) Ranged (Heavy)
Cost: 1,250 Credits. Rarity: 5. Cost: 1,250 Credits. Rarity: 5. Cost: 1,550 Credits (restricted). Rarity: 8.
Hard Points: 2 remaining. Hard Points: 2 remaining. Hard Points: 1 remaining.
Folding Stock: If folded -1 Encumbrance, can’t
Folding Stock: If folded -1 Encumbrance, can’t Folding Stock: If folded -1 Encumbrance, can’t
double Aim, penalty, but -1 at Engaged.
double Aim, penalty, but -1 at Engaged. double Aim, penalty, but -1 at Engaged.
Auto-fire: +2 allows each to apply
CQ Optical Sight: Innate Precise Aim 1. CQ Optical Sight: Innate Precise Aim 1.
another hit. Multiple targets, use highest
Stun Setting: Incidental to switch to stun to cause Stun Setting: Incidental to switch to stun to cause
Defense. Incidental on/off. While on, Ammo Hog.
Strain damage instead. Short range. Strain damage instead. Short range.
Aged: Mechanics maintenance checks.
may disable until repaired. No Stun setting.
E-5 BLASTER CARBINE CR-2 BLASTER CARBINE EE-3 HEAVY BLASTER CARBINE
Ranged (Heavy) Ranged (Heavy) Ranged (Heavy)
A cheap, but poor performing carbine sold as Cost: 1,150 Credits. Rarity: 5. The original, aging but powerful, EE-3.
used surplus from the Clone Wars. Hard Points: 1 remaining.
Cost: 2,500 Credits. Rarity: 6.
Cost: 625 Credits. Rarity: 5.
CQ Optical Sight: Innate Precise Aim 1. Hard Points: 2 remaining.
Hard Points: 3 remaining.
Stockless with Forearm Grip: -1 Encumbrance,
Stockless: -1 Encumbrance, can’t double Aim, Augmented Spin Barrel : +1 damage, to all
can’t double Aim, -1 at Engaged.
penalty, but -1 at Engaged. Mechanics maintenance checks.
Stun Setting: Incidental to switch to stun to cause
Inferior (inaccurate): to marksmanship rolls. Aged: to all Mechanics maintenance checks.
Strain damage instead. Short range.
Aging: to Mechanics checks. may disable. GM may spend to disable until repaired.
No Stun setting. No Stun setting.
STOCKLESS EE-3 HEAVY BLASTER Boba Fett’s Custom EE-3 CUSTOM EE-3 BLASTER
CARBINE Ranged (Heavy or Light*) CARBINE Ranged (Heavy)
I had fun making Boba Fett’s
weapon (to the right). It truly shows
what can be done with the
modification system in FFG’s Star Pierce 1
A newer model of the A280 with a folding stock. A common military blaster rifle. A common military blaster rifle.
Cost: 1,350 Credits. Rarity: 5.
Cost: 1,150 Credits. Rarity: 5. Cost: 1,150 Credits. Rarity: 5.
Hard Points: 2 remaining.
Hard Points: 3 remaining. Hard Points: 3 remaining.
Folding Stock: If folded -1 Encumbrance, can’t
double Aim, penalty, but -1 at Engaged. Telescopic Optical Sight: -1 at Long or Extreme Telescopic Optical Sight: -1 at Long or Extreme
Telescopic Optical Sight: -1 at Long or Extreme range. range.
range. Stun Setting: Incidental to switch to stun to cause Stun Setting: Incidental to switch to stun to cause
Stun Setting: Incidental to switch to stun to cause Strain damage instead. Short range. Strain damage instead. Short range.
Strain damage instead. Short range.
A newer model of the A280 with a folding stock. A common, cheap civilian blaster rifle. A common, cheap civilian blaster rifle.
Cost: 1,350 Credits. Rarity: 5. Cost: 675 Credits. Rarity: 4. Cost: 675 Credits. Rarity: 4.
Hard Points: 2 remaining. Hard Points: 3 remaining. Hard Points: 3 remaining.
Folding Stock: If folded -1 Encumbrance, can’t Inferior (weak): -1 damage (already applied). Inferior (weak): -1 damage (already applied).
double Aim, penalty, but -1 at Engaged. Stun Setting: Incidental to switch to stun to cause Stun Setting: Incidental to switch to stun to cause
Telescopic Optical Sight: -1 at Long or Extreme Strain damage instead. Short range. Strain damage instead. Short range.
range.
Stun Setting: Incidental to switch to stun to cause
Strain damage instead. Short range.
.
84-U HUNTING HEAVY BLASTER CEREMONIAL HEAVY BLASTER RT-97C HEAVY BLASTER RIFLE
RIFLE Ranged (Heavy) RIFLE Ranged (Heavy) Ranged (Heavy)
A long-ranged hunting blaster. Looks cool, but not the best choice for combat. Cost: 4,125 Credits (restricted). Rarity: 7.
Hard Points: 1 remaining.
Cost: 2.450 Credits. Rarity: 7. Cost: 725 Credits. Rarity: 7.
Hard Points: 1 remaining. Hard Points: 3 remaining. Telescopic Optical Sight: -1 at Long or Extreme.
Auto-fire: +1 allows to apply another
Marksman Barrel: Increase weapon range by one Inferior (bulky): +1 Encumbrance. hit. If multiple targets, use highest Defense. AHog
band. Weapon Sling: 1 Man. stows with 1 hand free, 2 Stockless: -1 Encumbrance, can’t double Aim,
Telescopic Optical Sight: -1 at Long or Extreme. Man. stows with 2 hands free. -1 Enc stowed.
penalty, but -1 at Engaged.
Cumbersome 3: +1 per Brawn under 3. Cumbersome 3: +1 per Brawn under 3.
Multi-Optic Sight(M): Remove from vision
No Auto-fire capability. penalties. +1 Perception.
No Auto-fire capability.
Extra Reload (extended) included with price and Encumbrance.
DLT-19 HEAVY BLASTER RIFLE DLT-19 HEAVY BLASTER RIFLE DC-15A HEAVY BLASTER RIFLE
Ranged (Heavy) Ranged (Heavy) Ranged (Heavy)
Imperial heavy rifle and squad support weapon. Imperial heavy rifle and squad support weapon. This old workhorse of the Clone Wars can still be
found in use, even if not commonly.
Cost: 1,600 Credits. Rarity: 6. Cost: 1,600 Credits. Rarity: 6.
Cost: 1,500 Credits. Rarity: 7.
Hard Points: 3 remaining. Hard Points: 3 remaining.
Hard Points: 4 remaining.
Bipod Mount: Cumbersome reduced by 2 when Bipod Mount: Cumbersome reduced by 2 when
Auto-fire: +1 allows each to apply
able to use bipod. able to use bipod.
another hit. If multiple targets, use highest
Auto-fire: +1 allows each to apply Auto-fire: +1 allows each to apply Defense. Incidental on/off. While on, Ammo Hog.
another hit. If multiple targets, use highest another hit. If multiple targets, use highest Aged: to all Mechanics maintenance checks.
Defense. Incidental on/off. While on, Ammo Hog. Defense. Incidental on/off. While on, Ammo Hog.
GM may spend to disable until repaired.
Pierce 1
Cumbersome 3 Cumbersome 3
The DLT-19 adapted as a long-ranged rifle Cost: 2,400 Credits (restricted). Rarity: 7. Portable device for stabilizing large weapons.
instead of a squad support weapon. Hard Points: 1 remaining.
Cost: 2,950 Credits. Rarity: 6. Cost: 250 Credits. Rarity: 3.
Auto-fire: +1 allows each to apply
Hard Points: 1 remaining.
another hit. If multiple targets, use highest Requires a weapon with the Tripod Mount
Marksman Barrel: Increase weapon range by one
Defense. Incidental on/off. While on, Ammo Hog. attachment. 2 Maneuvers to attach or detach
band.
Weapon Sling: 1 Man. stows with 1 hand free, 2 from the weapon.
Telescopic Optical Sight: -1 at Long or Extreme
Man. stows with 2 hands free. -1 Enc stowed.
range. Tripod Mount: Attachment for mounting upon a Reduces Cumbersome by 3.
No Auto-fire capability. tripod Enc 5 reducing Cumbersome by 3.
E-WEB HEAVY REPEATER (full) M-S MARKII MEDIUM REPEATER FLASH SPEEDER MEDIUM
Gunnery Gunnery REPEATER Gunnery
Cumbersome 2/ 5
Vicious 1 Cumbersome 2/5
Pierce 2 Cumbersome 2/5
22 w/ added Pierce 2 Pierce 2
Gear. 21 w/ added
Gear.
Cost: 6,550 Credits (restricted). Rarity: 8. Cost: 5,050 Credits (restricted). Rarity: 8. An archaic repeater once considered “heavy”.
Hard Points: None remaining. Hard Points: None remaining. Cost: 3,375 Credits (restricted). Rarity: 8.
Hard Points: 4 remaining.
Auto-fire: +1 allows each to apply Auto-fire: +1 allows each to apply
another hit. If multiple targets, use highest another hit. If multiple targets, use highest Auto-fire: +1 allows each to apply
Defense. Incidental on/off. While on, Ammo Hog. Defense. Incidental on/off. While on, Ammo Hog. another hit. If multiple targets, use highest
Tripod Mount: Attachment for mounting upon a Tripod Mount: Attachment for mounting upon a Defense. Incidental on/off. While on, Ammo Hog.
tripod Enc 5 reducing Cumbersome by 3. tripod Enc 5 reducing Cumbersome by 3. Aged: to all Mechanics maintenance checks.
Power Cord: Allows Portable Generator (Enc. 8). Power Cord: Allows Portable Generator (Enc. 8). GM may spend to disable until repaired.
Vicious 1: +10 Crits. T. Opt.Sight: -1 at L or X. Telescopic Optical Sight: -1 at Long or Extreme. Cumbersome reduced by 3 mounted on vehicle.
GRS-1 SNARE RIFLE RELBY V-6 GRENADE LAUNCHER BOWCASTER
Ranged (heavy) Gunnery Ranged (heavy)
Cumbersome 3
Cumbersome 3
A chemical stun spray with a liquid spray net. An old, but popular single-shot grenade launcher. A typical Wookie bowcaster.
Cost: 2,500 Credits. Rarity: 8.
Cost: 1,250 Credits. Rarity: 7.
Hard Points: 2 remaining. Cost: 1,000 Credits (restricted). Rarity: 4.
Hard Points: 2 remaining.
Ensnare 4: makes target unable to perform Hard Points: 3.
Knockdown: plus one per target’s
Maneuvers for 4 rounds. Target may attempt Damage and Critical Rating by ammunition type. Silhouette to knock target Prone.
Hard ( ) Athletics action to beak effect.
Limited Ammo 1: Expend 1 Ammo per shot and Cumbersome 3: +1 per Brawn under 3.
Stun 8: 8 Stun Dam.
requires Maneuver to reload after 1 shot.
Ammo Hog 1: or out-of-ammo.
Cumbersome 3: +1 per Brawn under 3.
Accurate 2 Slow-Firing 1
My personal preference regarding the “T-21” being an Ion weapon dates back to
my campaigns before Episode VI was released. The only other personal sized
weapon in the original trilogy to have that fat barrel was the Jawa ion gun.
Cumbersome 2 Stormtroopers were already seen carrying a large rifle with a bipod that was built
from a German machinegun - they already had a repeating support weapon. Why
would the Stormtroopers be carrying around another variety of the same thing? It
Cost: 1,200 Credits. Rarity: 6. made sense to have an Ion weapon in a galaxy over-run with droids and vehicles. I
Hard Points: 3 remaining. could imagine the large squad support T-21 Ion Gun being capable of not only
Concussive 1: for target to be Staggered, taking out droids, but small vehicles. Modern infantry have anti-vehicle dedicated
unable to perform actions, for 1 round. weapons. Why shouldn’t Stormtroopers?
Slow-Firing 1: Must wait 1 round after firing in
order to fire again.
If you agree, below is a T-21 as a large Ion Gun to replace the T-21 blaster on the
Stun-only: All damage is strain.
Cumbersome 2: +1 per Brawn under 2. previous page.
Cumbersome 3
Cumbersome 3
A very high quality bowcaster further modified by A common anti-droid weapon. Cost: 1,650 Credits (restricted). Rarity: 7.
the Wookie Chewbacca. Hard Points: 2 remaining.
Cost: 250 Credits. Rarity: 3.
Cost: 8,350 Credits. Rarity: Special. Hard Points: 3 remaining. Disorient 7: Spend for droid to be
Hard Points: None remaining. Disoriented ( to checks) for 7 rounds.
Disorient 5: Spend to cause droid to be
Ion: Strain damage to vehicles or droids only.
Knockdown: plus one per target’s Disoriented ( to all checks) for 5 rounds.
Weapon Sling: 1 Man. stows with 1 hand free, 2
Silhouette to knock target Prone. Ion: Causes Strain damage to vehicles or droids
Man. stows with 2 hands free. -1 Enc stowed.
Multi-Optic Sight(M): Remove from vision only.
Tripod Mount: Attachment for mounting upon a
penalties. +1 Perception.
tripod reducing Cumbersome by 3.
Superior: Automatically generate each use.
SLUGTHROWER RIFLE KISTEER 1284 SLUGTHROWER SLUGTHROWER SCATTERGUN
Ranged (Heavy) RIFLE Ranged (Heavy) Ranged (Heavy)
Vicious 1
Cumbersome 2 Cumbersome 4 Cumbersome 3
While long obsolete, slugthrower rifles can still be A slugthrower rifle for sniping or long-ranged Often used for hunting small game, but also
found on backwater worlds or in the hands of hunting. effective in short ranged combat.
those unable to afford a blaster.
Cost: 1,500 Credits. Rarity: 4. Cost: 350 Credits. Rarity: 4.
Hard Points: 1 remaining. Hard Points: 2 remaining.
Cost: 250 Credits. Rarity: 3.
Hard Points: 4 remaining. Extended Barrel (M): +1 Range, +2 Enc., +1 Scattergun: Range -1, Vicious 1, Accurate 2,
Cumbersome, Accurate 1 Mod. Cumbersome +1.
Telescopic Optical Sight: -1 at Long or Extreme. Cumbersome 3: +1 per Brawn under 3.
Manumization: +1 damage, +1 Cumbersome, Vicious 1: +10 to Critical Hits.
Extra Reloads cost double, Mechanics checks.
Cost: 1,550 Credits (restricted). Rarity: 7. Cost: 1,150 Credits (restricted). Rarity: 7. A smaller, more compact, slugthrower rifle with a
Hard Points: None remaining. Hard Points: 1 remaining. lighter round.
Auto-fire: +1 allows each to apply
Auto-fire: +1 allows each to apply
another hit. If multiple targets, use highest Cost: 200 Credits. Rarity: 3.
another hit. If multiple targets, use highest
Defense. Incidental on/off. While on, Ammo Hog. Hard Points: 4 remaining.
Defense. Incidental on/off. While on, Ammo Hog.
Belt Feed: Allows Extra Reload (belt). With belt,
Folding Stock: If folded -1 Encumbrance, can’t
+2 Cumbersome without dedicated assistant.
double Aim, penalty, but -1 at Engaged.
Bipod Mount: Cumbersome -2 when deployed.
Forearm Grip: Allows 2 Aims when stock folded.
Magnumization: +1 damage, +1 Cumbersome.
Often uses Extra Reload (Extended).
A common, basic slug pistol. A heavy repeating slugthrower pistol, or “ripper”. Silenced version of the Adjudicator pistol
Cost: 1,100 Credits (restricted). Rarity: 7.
Cost: 100 Credits. Rarity: 3. Cost: 350 Credits (restricted). Rarity: 6.
Hard Points: 1 remaining.
Hard Points: 3 remaining. Hard Points: 2 remaining.
Auto-fire: +1 allows to apply another
hit. If multiple targets, use highest Defense. Silencer: -1 damage, shooter location not obvious
or to run out of ammo. as with other weapons.
Magnumization: +1 damage, +1 Cumbersome,
Extra Reloads cost double, Mechanics checks.
Burn 3
Cumbersome 3 Cumbersome 3
For when you just gotta burn some Ewoks. Heavy flame thrower typically mounted on a Stick um and keep um.
vehicle or tripod. Cost: 1,500 Credits. Rarity: 7.
Cost: 1,000 Credits. Rarity: 6. Hard Points: 2.
Cost: 2,000 Credits (restricted). Rarity: 8.
Hard Points: 2.
Hard Points: 3. Ensnare 4: no Maneuver for 4 rounds.
Ammo Hog: or out-of-ammo. Knockdown: +/- per Silh.
Ammo Hog: or out-of-ammo.
Blast 9S: w/Success or without. Difference to knock Prone.
Blast 8E: w/Success or without.
Burn 4: causes 9 damage for 4 rounds. Limited Ammo 1: Expend 1 Ammo per shot and
Burn 3: causes 8 damage for 3 rounds.
Vicious 2: Add 20 to any Critical rolls. requires Maneuver to reload after 1 shot.
Inaccurate 1: to attacks.
Cumbersome 2/ 5
Cumbersome 3
Large harpoon gun mounted on tripods or craft. An advanced launcher able to fire both smart and Simple one-shot grenade launcher.
Cost: 3,050 Credits. Rarity: 7. user guided missiles.
Hard Points: None remaining. Cost: 8,000 Credits (restricted). Rarity: 8. Cost: 1,000 Credits (restricted). Rarity: 4.
Hard Points: 2 remaining. Hard Points: 3.
Tripod Mount: Attachment that allows mounting
Damage and Critical Rating by ammunition type.
upon a Tripod to reduce Cumbersome by 3.
May fire smart, user guided, or dumb missiles. Damage and Critical Rating by ammunition type.
Ensnare 4: no Maneuver for 4 rounds.
Guided 3
Knockdown: +/- per Silh.
Limited Ammo 1: Expend 1 Ammo per shot and Limited Ammo 1: Expend 1 Ammo per shot and
Difference to knock Prone.
requires Maneuver to reload after 1 shot. requires Maneuver to reload after 1 shot.
Limited Ammo 3 Inaccurate 1: to attacks.
Prepare 1: 1 Maneuver required before attack.
Cumbersome 3 Cumbersome 3
Rotary barreled grenade launcher. A basic missile launcher without any sort of User-guided mini-missile launcher.
guidance system.
Cost: 3,000 Credits (restricted). Rarity: 8.
Cost: 2,500 Credits (restricted). Rarity: 6. Cost: 5,000 Credits (restricted). Rarity: 8.
Hard Points: 3 remaining.
Hard Points: 3. Hard Points: 4.
Damage and Critical Rating by ammunition type.
Damage and Critical Rating by ammunition type.
Damage and Critical Rating by ammunition type. May fire in dumb or smart modes.
Fires any missile only in “Dumb” mode.
Guided 3
Inaccurate 1: to attacks.
Limited Ammo 6: Expend 1 Ammo per shot and Limited Ammo 2: Expend 1 Ammo per shot and
Limited Ammo 1: Expend 1 Ammo per shot and
requires Maneuver to reload after 6 shots. requires Maneuver to reload after 2 shots.
requires Maneuver to reload after 1 shot.
Cumbersome 3: +1 per Brawn under 3. Prepare 1: 1 Maneuver required before attack.
Prepare 1: 1 Maneuver required before attack.
MULTI MINI-MISSILE TUBE FLECHETTE LAUNCHER FLECHETTE GUN
(DUMB) Gunnery Gunnery Ranged (Heavy)
Cumbersome 3
Cumbersome 3
6-shot non-guided mini-missile launcher. A 4-shot flechette gun. An advanced “shotgun” which blasts several
large, aerodynamic spiked “flechettes”.
Cost: 3,000 Credits (restricted). Rarity: 7. Cost: 2,500 Credits (restricted). Rarity: 6.
Hard Points: 3. Hard Points: 4. Cost: 1,500 Credits (restricted). Rarity: 6.
Hard Points: 3.
Inaccurate 1: to attacks. Accurate 2: to attacks.
Accurate 2: to attacks.
Limited Ammo 6: Expend 1 Ammo per shot and Limited Ammo 4: Expend 1 Ammo per shot and
Limited Ammo 1: Expend 1 Ammo per shot and
requires Maneuver to reload after 6 shots. requires Maneuver to reload after 4 shots.
requires Maneuver to reload after 1 shot.
Prepare 1: 1 Maneuver required before attack. Prepare 1: 1 Maneuver required before attack.
Round up Round up
A flechette launcher is a small, single-shot Designed to kill enemy troops and useable in any Explosive tipped flechettes able to penetrate light
handgun. flechette weapon. armor. Useable in any flechette weapon.
Cost: 100 Credits each. Rarity: 6. Cost: 200 Credits each. Rarity: 6.
Cost: 800 Credits (restricted). Rarity: 7. Ammunition for flechette weapons.
Hard Points: 2. Ammunition for flechette weapons. Blast: Primary target 10 Damage on Success.
Full Blast: Engaged to primary target 8 Damage on Success or on Failure gives 5
Accurate 2: to attacks. on Success. on Success or on damage to all Engaged to primary target.
Limited Ammo 1: Expend 1 Ammo per shot and Failure gives 8 damage to all Engaged to target. Breach 2: Ignore up to 2 points of vehicle Soak.
requires Maneuver to reload after 1 shot. Pierce 3: Ignore up to 3 points of armor Soak. Vicious 3: Add 30 to any Critical roll.
Vicious 1: Add 10 to any Critical roll. This card can track up to 4 uses.
Round up
Shoots a large weighted net for capturing game. A dangerous highly modified staff used by the Explodes and throws metallic fragments.
Tusken Raiders upon Tatooine. Cost: 50 Credits, 75 launched. Rarity: 5.
Cost: 750 Credits. Rarity: 5. Cost: 270 Credits. Rarity: 2. Hard Points: None.
Hard Points: 2. Hard Points: None remaining. Limited Ammo 1: Expend 1 Ammo per shot and
requires Maneuver to grab another.
Flanges (M): -2 CR, Pierce 1 (Ignore 1 Soak).
Blunt 2: If target armored, +2 Soak. Blast: Engaged to primary target 8 Damage on
Defensive 1: to wielder’s Defense.
Ensnare 5: target no Maneuvers for 5 Success. on Success or on
Disorient 2: to Disorient 2 rounds ( ).
rounds. Hard ( ) Athletics to break free. Failure gives 4 damage to all Short to primary
Long Reach: If attacked by opponent without
Limited Ammo 1: Expend 1 Ammo per shot and target.
requires Maneuver to reload after 1 shot. Long Reach, attacker suffers automatic .
This card can track up to 6 uses.
THERMAL DETONATOR CHARGE ANTI-VEHICLE MINE ANTI-PERSONNEL MINE
Mechanics Mechanics Mechanics
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Round up
Round up
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
A handful of extra reloads for weapons the A handful of extra reloads for weapons the A handful of extra reloads for weapons the
character carries that don’t use limited ammo. character carries that don’t use limited ammo. character carries that don’t use limited ammo.
Ignore one out-of-ammo result by using a Ignore one out-of-ammo result by using a Ignore one out-of-ammo result by using a
Maneuver to reload. May purchase a refresh of Maneuver to reload. May purchase a refresh of Maneuver to reload. May purchase a refresh of
this item for 10 Credits. this item for 10 Credits. this item for 10 Credits.
A handful of extra reloads in extended size A handful of extra reloads in extended size A large belt of ammo for slugthrowers with the
magazines for weapons the character carries that magazines for weapons the character carries that Belt Feeder attachment.
don’t use limited ammo. don’t use limited ammo.
Cost: 100 Credits. Rarity: 5.
Cost: 75 Credits. Rarity: 2. Cost: 75 Credits. Rarity: 2.
Requires the Belt Feeder attachment. Ignore the
Ignore one out-of-ammo result without using a Ignore one out-of-ammo result without using a first three out-of-ammo results by using 2
Maneuver to reload. May purchase a refresh of Maneuver to reload. May purchase a refresh of Maneuvers to reload (1 if Belt Feeder has been
this item for 20 Credits. this item for 20 Credits. modified). This item is used up after its three
uses and must be replaced.
EXTRA RELOADS (MAGNUM) EXTRA RELOADS (EXPANDING) EXTRA RELOADS (ARMOR PIERCING)
Magnum ammunition useable in some Ammunition that expands upon contact with a Ammunition designed to penetrate armor,
slughthrowers. target, useable in slugthrowers. useable in slugthrowers.
+1 Damage and +1 Cumbersome when used. +1 damage, but automatic if target armored. Ignore 1 Soak of Armor only, due to increased
recoil.
Requires the Magnumization attachment to use. Ignore one out-of-ammo result by using a
Ignore one out-of-ammo result by using a Maneuver to reload. May purchase a refresh of Ignore one out-of-ammo result by using a
Maneuver to reload. May purchase a refresh of this item for 20 Credits. Maneuver to reload. May purchase a refresh of
this item for 20 Credits. this item for 20 Credits.
XXXXX XXXXX XXXXX
XXXX XXXX XXXX
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.
Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX. Cost: XXX Credits. Rarity: XX.
Hard Points: XX. Hard Points: XX. Hard Points: XX.