Stun Blasters

* **Game Notes:** Everyone within a 45-degree arc of the shooter’s front is hit with a successful use. Characters within five meters of the blast cannot attempt to *dodge*; characters six to ten meters away may attempt to *dodge*, though all attempts are at -1D penalty.
* **Source:** Gundark’s Fantastic Technology (pg. 31), Pirates & Privateers (pg. 42-43), Arms and Equipment Guide (pg. 17)

### Hapan Gun of Command

* **Type:** Neural-effect blaster
* **Model:** Charubah Industries Gun of Command
* **Scale:** Character
* **Skill:** Blaster: gun of command
* **Ammo:** 6
* **Cost:** 17,500cr
* **Availability:** 4, R or X
* **Fire Rate:** 1
* **Range:** 3-7/25/50
* **Damage:** 5D, Special (See below)
* **Game Notes:** A successful hit with the Hapan Gun of Command lowers the target’s ability to resist a *command* from the assailant. The target uses their *willpower* skill against the Gun of Command’s damage dice instead of *Strength*. Use the chart below to determine the Gun of Command’s effects:

* **Damage Roll > Willpower Roll : Target Suffer**
* 0-3 : -1D to *willpower* for 1 round
* 4-8 : -1D to *willpower for* 1D round
* 9-12 : -2D to *willpower for* 2D minutes
* 13-15 : -2D to *willpower for* 2D hours
* 16+: -3D to *willpower for* 3D hours

* If the target’s *willpower* falls to 0D or below, the character will automatically accept any *command* from the assailant, within reason. If the assailant’s command puts the target into direct harm (like walking off a balcony), the target will “snap out” of the trance, voiding the effects of the Gun of Command completely.
* **Source:** Cracken’s Threat Dossier (pg. 54)

### Ion Paddle Beamer

* **Type:** Ssi-ruuvi hand weapon
* **Model:** Ion Paddle Beamer
* **Scale:** Character
* **Skill:** Blaster: ion beamer
* **Ammo:** 25
* **Cost:** Not available for sale
* **Availability:** 4
* **Range:** 3-4/8/12
* **Damage:** 4D+2/5D/4D/2D (4D+2 damage for point-blank range is normal damage; all others are stun damage; see game notes)
* **Game Notes:** Any character struck by the beam for stun damage must make an opposed *Strength* check. If the result is stunned, the character is stunned (as per normal “stun damage” rules). If the damage roll beats the character’s *Strength* roll by 4 or more points, the portion of the body struck is stunned for 1-3 hours (1D/2) (roll on hit location chart on the Rulebook). If the head or torso is struck, the target is completely immobile (although still conscious); if a limb is struck, that limb is disabled. Since the weapon was designed for the odd hand structure of the Ssi-ruuk, humans find the weapon extremely difficult to handle. All human users add +2D to the difficulty to fire the weapon. Humans with *blaster: ion beamer* specialization only add +1D to the difficulty to fire the weapon.
* **Source:** The Truce at Bakura Sourcebook (pg. 140-141)

### Sleep Inducer

* **Type:** Sleep inducing stun weapon
* **Model:** Pacnorval Defense Systems, Limited SIL-50
* **Scale:** Character
* **Skill:** Blaster
* **Ammo:** 15
* **Cost:** 2,000cr, 100cr (additional chips)
* **Availability:** 4, F
* **Fire Rate:** 1/2 (due to time needed for power charge)
* **Range:** 0-3/5/10
* **Damage:** 5D (stun)
* **Game Notes:** Damage is rolled against the target’s *stamina*; if the target is stunned or worse, the recipient must make a Moderate *stamina* roll not to pass out due to the sleep inducing frequencies. Sleep lasts 1D hours. Frequency chips will only work against one specific species; changing a chip requires an Easy *blaster repair* roll and 3 minutes.
* **Source:** Galladinium’s Fantastic Technology (pg. 76)

### Stingbeam

* **Type:** Stingbeam
* **Model:** Generic Stingbeam
* **Scale:** Character
* **Skill:** Blaster: stingbeam
* **Ammo:** 5
* **Cost:** 400cr
* **Availability:** 2, F, R or X
* **Range:** 1-2/4/6
* **Damage:** 4D (stun)
* **Game Notes:** A stunning weapon that is smaller than a hold-out blaster. Increase the listed price to 1,500cr for a model that adds +5 to the difficulty of any *search* or *sensors* roll made to detect it.
* **Source:** Gamer Magazine

### Stokhli Spray Stick

* **Type:** Non-lethal restraint
* **Model:** Stokhli Spray Stick
* **Scale:** Character
* **Skill:** Blaster: Stokhli spray stick
* **Ammo:** 10 charges (1 charge can generate up to 500m of spraynet)
* **Cost:** 14,000cr
* **Availability:** R
* **Range:** 50/100/200
* **Damage:** 6D (stun)
* **Game Notes:** Entangled characters must make opposed *Strength* roll to break free (6D *Strength*).
* **Source:** Gundark’s Fantastic Technology (pg. 73), Heir to the Empire Sourcebook (pg. 110-112), The Thrawn Trilogy Sourcebook (pg. 194-195)

### Suppressor Riot Rifle

* **Type:** Riot rifle
* **Model:** Merr-Sonn R-88 Suppressor Riot Rifle
* **Scale:** Character
* **Skill:** Blaster: R-88
* **Ammo:** 50 (stunning blasts)/10 (stun field)
* **Cost:** 2,000cr
* **Availability:** 2, X
* **Fire Rate:** 1
* **Range:** 3-20/50/100
* **Damage:** 5D (stun)
* **Game Notes:** Not only is this a powerful riot rifle, but it incorporates an underbarrel chemical sprayer that delivers Brix-C stun fluid onto targets up to 100 meters away. All characters within 4 meters of a spray’s impact point much attempt a *dodge* roll to avoid Brix-C droplets. Characters who fail must attempt a Very Difficult *Strength* check, or be knocked unconscious for 2D minutes. The chemical cloud extends 8 meters from the point of impact (with this likely being modified by local wind and weather conditions). Any characters in the aerosol cloud (including any who have already resisted contact with any droplets) must make a Moderate *Strength* check upon inhaling the mist. Those who fail are knocked unconscious for 2D-1 minutes. Breath masks or full-body armor can protect characters from the effects of Brix-C, and characters wearing both types of protection are immune.
* **Source:** Coruscant and the Core Worlds (pg. 19)