Weapon Qualities

Weapon Qualities are the various stats that make each weapon unique and are explained in further detail below:

Weapon Group

A weapon's group tells you which Weapon Proficiency feat you need to be considered proficient with the weapon. If you don't have the appropriate Weapon Proficiency, you take a -5 penalty on attacks made with the weapon, and cannot add any bonuses provided by any abilities your character may possess. Weapon Groups are as follows:
  • Assault Weapons
  • Heavy Weapon
  • Lightsaber
  • Melee Weapon
  • Sidearm
  • Simple Weapon

Weapon Type

A weapon's type provides a general template of its qualities while further diversifying the weapon from others in its group. Certain feats like Weapon Focus only target certain weapon types. Weapon Types are as follows:
Melee Weapons
Advanced Melee Weapons
  • Any melee weapon made by a corporation.
Martial Melee Weapons
  • Force Pike
  • Military Longblade
  • Power Hammer
  • Stun Baton
Vibro-Weapons
  • Any Vibro-Weapon
Ranged Weapons
Assault Weapons
  • Blaster Rifle
  • Carbine Machine Gun
  • Carbine Repeater
  • Dispersion Blaster
  • Marksmen Rifle
  • Precision Rifle
  • Scattergun
  • Slugthrower Rifle
Heavy Weapons
  • Heavy Assault Repeater
  • Heavy Machine Gun
  • Heavy Ordnance Cannon
  • Heavy Ordnance Launcher
  • Heavy Slug Sniper
  • Heavy Sniper Blaster
Sidearms
  • Blaster Pistol
  • Magnum Blaster
  • Slugthrower Pistol
  • Slugthrower Revolver
  • Submachine Gun
  • Subrepeater
Simple Weapons
  • Simple Weapons (Melee)
  • Simple Weapons (Ranged)

Legendary Weapon Types

A character looking to gain Legendary Weapon proficiency must choose only weapon Legendary Weapon Type to become proficient in.
Legendary Melee Weapon Types
Classic Model Lightsabers
  • Crossguard Lightsaber
  • Curved Hilt Lightsaber
  • Double Bladed Lightsaber
  • Long Handle Lightsaber
  • Shoto Lightsaber
  • Standard Lightsaber
Dynamic Model Lightsabers
  • Blastsaber
  • Lightsaber Pike
  • Lightwhip
Unorthodox Model Lightsabers
  • Guard Shoto
  • Greatsaber
  • Lightfoil
  • Retrosaber
  • Sabercane
Cultural Melee Weapons
  • Any weapon tied to a particular species.
Energy Emitter Weapons
  • Energy Axe
  • Energy Hammer
  • Energy Lance
  • Energy Mace
  • Energy Staff
  • Energy Sword
Kinetic-Pulse Weapons
  • K-Pulse Hammer
  • K-Pulse Mace
  • K-Pulse Staff
Light-Particle Weapon System
  • L-Particle Axe
  • L-Particle Hammer
  • L-Particle Lance
  • L-Particle Mace
  • L-Particle Staff
  • L-Particle Sword
Rayzer Bladesteel Weapons
  • Rayzer Axe
  • Rayzer Lance
  • Rayzer Sword
Legendary Ranged Weapon Types
Neon Light Rifles
  • Neomachine Gun
  • Neorifle
  • Neon Linerifle
  • Neon Diffraction Gun
Phasers
  • Heavy Phaser
  • Light Phaser
  • Pulseshot Phaser
Plasma Blasters
  • Plasma Beam Charger
  • Plasma Cannon
  • Plasma Rifle
Railguns
  • Heavy Rail Condenser
  • Railrifle
Rayguns
  • Raycaster
  • Raygun
  • Rayrifle
Legendary Ordnance Types
Legendary Ordnances
  • Ballistic Ordnance
  • Cloud Ordnance
  • Cluster Ordnance
  • Hopper Ordnance
  • Kinetic Force Ordnance
  • Seeker Ordnance
  • Singularity Ordnance
  • Slip-Space Ordnance

Weapon Proportions

A weapon's proportions tell whether or not it is a One or Two-handed weapon.

Size

The weapon's size (see Item Sizes).

Cost

The weapon's cost in credits.

Damage

The damage the weapon deals with each hit.
  • Double Weapons have two damage entries separated by a slash; these represent the damage dealt by each end of the Double Weapon.

Damage Type

The type of damage a weapon deals. Some creatures and objects take more or less damage from weapons that deal certain types of damage. Some weapons deal more than one type of damage, depending on how the weapon is used:
  • And: The weapon deals both types of damage simultaneously.
  • Or: The weapon deals one type of damage or the other, chosen immediately before making the attack roll.
  • Double Weapons sometimes deal a different damage type depending on which end of the weapon is used: in this case the two damage types are separated by a slash.

Stun Setting

If the weapon has a Stun Setting, it is listed here. A weapon set to Stun does Stun damage equal to its normal damage. Ranged Weapons set to Stun have a maximum range of 6 squares unless noted otherwise.

Rate of Fire

Ranged weapons have either Autofire, Burstfire, or Single-Shot settings. Some weapons have a combination of the settings and can be set to any mode as a Swift Action. Only Ranged Weapons that hold multiple shots of ammunition can have an Autofire setting. A weapon can only be on one alternate setting other than its default setting (such as Autofire or Stun) at a time. Autofire-only weapons with Stun settings can deal Stun damage in Autofire mode, but still have a maximum range of 6 squares, unless noted otherwise.

Weight

The weapon's weight is measured in kilograms.

Availability

A weapon's availability determines what type of licensing a person needs to carry the weapon in question. The different availabilities are listed below:
  • Open
  • Licensed
  • Restricted
  • Military
  • Illegal

Rarity

A weapon's rarity determines how commonly it can be found across the Galaxy. The different rarities are listed below:
  • Common
  • Uncommon
  • Limited
  • Rare
  • Legendary
  • Exotic

Weapon Traits

Accurate

This weapon takes a double penalty when firing at targets at Short Range or closer (see Weapon Ranges).

Arc Munitions

Arc Munitions are rounds that are hurled into the air at a square, rather than flying straight at a target. These munitions cannot fire at squares at Point-Blank Range (see Weapon Ranges).  

Breaker

Weapons with this trait treat their target's Damage Threshold as if it were 5 points lower than its base value. If weapons with this trait make an attack against an object they may halve its Damage Threshold (or treat it as though it were 5 points lower, whichever is greater). Charge Rounds     Charge Rounds are rounds that may be charged longer inside their weapon for extra damage. The wielder may spend a Swift Action and/or three Free Actions to add one additional dice to the weapon's damage die.

Devastator

Weapons with this trait add an additional +10 to all Devastating Injury Rolls caused by this weapon. Weapons with, or those that gain this trait, can spend 1,000 credits to increase this bonus by another 1 (maximum +30).

Disunited

Weapons with this trait may be broken down into two, or more, smaller components and reassembled (using a Full-Round Action) to smuggle them into various areas.

Full-Auto

A weapon with this trait can only shoot in Autofire and has a -7 penalty to its Attack Roll.

Full-Burst

A weapon with this trait can only shoot in Burstfire and has a -4 penalty to its Attack Roll.

Heavy Recoil

This weapon imposes Disadvantage on all attacks.

Inaccurate

This weapon cannot fire at targets at Long Range (see Weapon Ranges).

Iron Sights

This weapon must be aimed before it's fired.

Lightsaber

This weapon has all the bonuses provided by Lightsaber Traits (see Lightsaber Traits).

Serrated

Weapons with this trait deal bonus damage equal to a quarter of the damage dealt to the target to the target's armor.

Slasher

Weapons with this trait deal 1d3 bleed damage each round -until healed- if your damage roll overcomes the target's Fortitude Defense.

Stun Setting

Blaster/Energy Weapons with this trait can switch between Lethal Fire and Stun Shots (with Simple Ranged Weapon Range) as a swift action.

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