Weapon descriptions

It is the nature of many species in the galaxy that when all other options are exhausted, they will try to resolve an issue with physical violence. Most go for violence a lot sooner then that. With that in mind, weapons are handy things to have. Whether they enable more efficient force transferal at close range, or allow you to do another harm at long range, a weapon well-wielded can solve a great many problems. So choose your instrument of destruction and wreak havoc on the galaxy. Just remember that hokey religions and ancient weapons are no match for a good blaster at your side.

### Weapon classes and Proficiency

Weapons fall under five classes of proficiencies: primative, simple, martial, heavy, and exotic. Simple weapons are very basic in function, and most cultures across the galaxy have a rough understanding of how to use them. Martial weapons are usually only familiar to those that have spent a lot of time using weapons, and tend to be awkward in untrained hands. Heavy weapons are capable of great destruction and often large and clumsy, with special training needed to utilize them without damaging the user. Exotic weapons are extremely specialized, and often tied to a certain culture or unique anatomy. They require hours of training just to use, and often years to use to their full potential.

### Other Weapons

The galaxy is a big place, and there has been a lot of work put into finding ways to hurt people. While this list will be updated as I can, there will always be weapons not on it. In the end, your GM will determine what you can and cannot find in their galaxy, but if you are looking for something specific there are a couple things you can do. If the weapon is anything even vaguely fantasy possible, look through the list of Pathfinder Weapon Descriptions. Even magical weapons can be re-flavored to fit into the Star Wars setting(E.G. a flaming sword might just have super-heated plasma channels running through the blade, but only functions a certain number of rounds before needing a new power pack). Most mundane weapons can be ported straight over, though. Other things will have to be run by the GM, but will generally be considered exotic weapons.

## Melee Weapons

Add your STR bonus to damage when wielding one handed, STR and a half in two hands. Great for beating, stabbing, or slashing those people that get too close. Includes stun batons that force a Fort save vs. conditions.

* Unarmed: Weapons with this descriptor are counted as unarmed strikes, or with DM permission, can be applied to a natural attack. Unless mentioned in the weapon description, the character can choose whether to use the base damage die from the weapon or unarmed damage.
* Weapon Size: Weapons are grouped by how easy they are to wield for a medium creature. Light weapons are quick and agile, and characters can use their Dexterity to determine their attack bonus with light weapons but they cannot be wielded with 2 hands. 1 Hand weapons can be wielded in one hand or two. 2 Hand weapons require both hands to wield properly. Any weapon wielded with 2 hands adds 1-1/2 times the character's Strength modifier to damage.
* Stun: Weapons of this type may not deal damage, but on a successful hit the target must make a fortitude save or be rendered unconscious for 1d4 rounds. The fortitude save DC is determined by the weapon, and each consecutive successful stun attack until the beginning of the next round gains a +2 on the DC.
* Reach: Weapons with this property can be used to attack enemies up to two squares away.

##### Club

Clubs are among the most ancient weapons. While the materials used to manufactured them may have improved over the centuries, they still function the same way; powered by the wielder's brute strength, clubs break and opponent's bones, or worse.

##### Combat Gloves

A pair of padded gloves with reinforcement and hard studs to enhance striking power. They provide a +2 bonus to damage on a successful unarmed strike.

##### Force Pike

Force pikes are six-foot long poles topped with power tips. They're made of a flexible material that bends rather then breaks under pressure. A two-setting power dial located near the bottom of the pike allows the user to set the weapon to "Lethal" or "Stun".

Primarily a vibro weapon, the force pike can deliver an electrical shock through its tip. Even a glancing blow from one of these weapons has the potential to inflict serious harm on a target when the pike is set to lethal. Diplomatic honor guards often carry force pikes. Some system governments have adopted them for use in crowd-control situations where blaster fire may be appropriate. A force pike requires two energy cells to operate.

##### Gaderiffi(Gaffi stick)

The gaderiffi(colloquially known as a "gaffi stick") is the traditional weapon of the tusken raiders of Tatooine. They craft gaderiffi from scrap metal scavenged from wrecked or abandoned machinery in the Tatooine wastes. A combination spear and mace, the gaffi stick is equally suitable for thrusting or bludgeoning, as well as serving to parry opponent's blows.

A gaderiffi is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed and a light weapon.

##### Knife

While may weapons rely on highly advanced technology, knives still see wide use. Cheap to manufacture and easy to conceal, knives don't need power packs. The sharp blade cuts and slashes according to the wielder's own strength and skill. A knife is completely silent and serves well in close combat skirmishes. Characters get a +2 on Sleight of Hand checks to conceal a knife on their person.

##### Lightsaber

The lightsaber, simple in design yet difficult to master, features a handgrip hilt that projects a blade of pure energy. This blade is generated by an energy cell and focused through crystals in the hilt. The saber can cut through most materials, except another lightsaber blade. Some tougher materials, such as a starship blast door, require time and effort to slice through. Because only the handgrip has any weight, unskilled users have difficulty judging the position of the blade. They are as likely to injure themselves as harm their opponents. The lightsaber's true potential becomes apparent in the hands of a fully trained jedi, who can defend and attack with the weapon, deflecting blaster bolts or striking opponents with the glowing blade.

A lightsaber requires a special energy cell to operate(the cost is ten times the cost of a normal energy cell). Lightsabers ignore the damage reduction and hardness of most objects.

##### Longsword

An antiquated weapon that isn't widely used, but a version of which has been developed by many cultures across the galaxy. Usually a blade of between two to four feet long, Straight or slightly curved. Some pirates and other people on the borders of civilization take up the longsword as a secondary weapon since it does not require an energy cell.

##### Mace, Light

A mace is a weapon made of metal, consisting head atop a handle.

##### Quarterstaff

A quarterstaff s made of wood, plasteel, or a metal alloy. A user can strike with either end of the quarterstaff, taking full advantage of any openings in an opponent's defenses. A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed and a light weapon.

##### Spear

A common weapon used by hunters and warriors in primitive cultures, the spear is a long pole with a sharp end. Members of more advanced cultures enjoy using spears for sport, though these weapons are usually constructed of a durable metal alloy. Some are even balanced for throwing.

##### Stun Baton

A short club with an energy cell in the handle, the stun baton can be activated to produce a stunning charge when it strikes a target. The stun baton requires an energy cell to operate.

##### Vibro-Ax

This powerful vibro weapon features an energy cell that causes the specially seated blade to vibrate rapidly when activated. This gives the weapon far greater cutting power than a standard axe, with minimal effort from the wielder. These weapons are illegal on most core worlds. A vibro-ax requires two energy cells to operate.

##### Vibroblade

The vibroblade is a close combat weapon favored by soldiers and mercenaries throughout the galaxy. It resembles a short sword with a high-tech look and feel. The energy cell powers the blade-edge vibrations that make this weapon so deadly. Vibroblades are illegal in most urban areas. A vibroblade requires an energy cell to operate.

##### Vibrodagger

Assassins and petty thugs favor the smallest of the vibro weapons, the vibrodagger. A number of civilians carry it for defense. It alone among vibro weapons is subject to very little regulation, since it is viewed as a common tool for crafters and explorers. As with other vibro weapons, an energy cell produces rapid vibrations along the specially seated blade edge, giving the vibrodagger extra cutting with relatively little effort on the part of the user. A vibrodagger requires an energy cell to operate. Characters get a +2 on Sleight of Hand checks to conceal a vibrodagger on their person.

### Melee Weapon mods

Add-ons or built ins to give you a little extra advantage.

* Capacitor upgrade: Bonus for stun weapons
* Collapsible: Stores at 1/2 size, but fragile.
* Lighter materials: Less weight, but fragile?
* Serrated: Deal bleed damage(on a crit?), slashing or piercing only.

## Ranged Weapons

Come in a lot of flavors. Each has a range increment. Can be fired up to a total of five range increments, incurring a -2 penalty on attacks for each one after the first. Thrown weapons add your STR bonus to damage. Blasters are the standard, and have long lasting battery packs. Slugthrowers, ion weapons, and disrupters are much rarer, and more specialized. Heavy weapons are large and cumbersome, but can also deal a lot of hurt. May have different firing modes(single, multifire, autofire). Unless stated in the weapon description, weapons can be reloaded as a move action.

* Blasters: Firing bursts of concentrated plasma, blasters have become the standard weapon across the galaxy. A few large companies make the majority of blasters, but the technology is well known and tested so that small start-ups can stamp out blasters if they're determined, and their customers are desperate.
	+ *Power packs:* Most blasters run off power packs, which are standardized to be interchangeable for blasters of certain types(Pistol packs fit pistols and heavy pistols, rifle packs fit rifles and carbines, etc.). Most power packs allow for quite a few shots before running out, with numbers given under each weapon description. If you don't feel like keeping track of that, assume a character needs to reload if they roll a 1 on an attack roll.
	+ *Stun:* Many blasters come with a stun setting that is designed to disrupt the nervous systems of most organic beings. Unless the weapon description says otherwise, stun can only be used in the first range increment of the blaster, and cannot be used with multifire/autofire. The blaster's damage is treated as non-lethal, and on a hit, the target must make a fortitude save with the DC dictated by the blaster or be unconscious for 1d4 rounds. Every consecutive stun attempt within one round gains a stacking +2 on the DC.
* Ion weapons: Ion weapons are made to disrupt electronics, and only give a slightly painful shock to organics. Droids hit by ion weapons must make a fortitude save of be rendered unconscious for 1d4 rounds. As with stun weapons, the DC is dictated by the weapon and multiple hits within the same round gain a stacking +2 to the DC. Computer systems and other electronics can be disrupted by an ion blast, with systems that are larger or more well designed being more resilient.
* Disrupters: Highly restricted weapons that fire beams of energy that disrupt molecular cohesion and leave their targets as smoking piles of ash.
* Slugthrowers: This category covers any weapon that fires a small, usually metallic projectile. Some use chemical propellants, magnetic propulsion, or other means, but the goal is always to fire a small piece of something fast enough to do damage. Many cultures have made many different versions, but some of the most efficient were developed by the Mandalorians during their long war against the Old Republic and jedi.
	+ *Low-tech projectile weapons:* Some weapons fire projectiles but don't fit nicely under slugthrowers. Things like bows, spear-guns, and others tend to fire a larger, slower projectile using simpler technology. Usually these weapons have cultural significance or are used by specialists. Projectiles usually have to be individually crafted for the weapon, and loading times can be slow.
	+ *Launchers:* While the goal of a slugthrower is for the projectile and its speed to cause damage, some weapon systems were put together with the goal of firing ordinance further and more accurately than they can be thrown. The projectiles are usually designed specifically for the weapon, and often individually expensive.
* Thrown: When you want to hit something far away and you don't have a blaster. Thrown weapons are muscle powered, and so add the character's strength bonus to damage.
* Firing modes: Single shot weapons are used as normal, with the number of attacks per round dictated by the character's base attack bonus. Weapons with the rapid fire setting can be used as part of a normal attack or full-round attack, to gain one make one extra attack while taking a -4 penalty on all attacks with that weapon until the beginning of the next round. Autofire weapons function similarly, gaining 2 extra attacks while imposing a -6 penalty.

##### Blaster Carbine

This smaller than normal blaster rifle has a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Carbines can be used in one hand, but suffer a -4 penalty on attack rolls.

##### Blaster Cannon

Portable blaster cannons(about the size of real world rocket launchers) fire powerful bolts of energy. Often used as an anti-vehicle weapon, the blaster cannon has the range and power to inflict devastation on troops and structures alike. A blaster cannon requires a power pack to operate. After 6 shots, the power pack must be replaced.

##### Blaster, E-Web Repeating

The E-Web repeating blaster can only be fired when it is mounted on a tripod. It provides good fire support for infantry, but requires a three-man crew to operate. E-Web blasters are strictly regulated for military use. The E-Web repeating blaster only operates in multifire or autofire mode. An E-Web repeating blaster requires a power generator to operate. The power generator provides nearly unlimited firepower, though it must be allowed to cool down for 1d4 rounds after 500 shots or so.

##### Blaster, Heavy Repeating

A heavy repeating blaster is a fearsome weapon typically operated from a bunker emplacement or mounted on a combat vehicle. The heavy repeating blaster only operates in multifire and autofire mode. If a medium character uses the weapon without a tripod or other mount, the multifire and autofire penalties are increased(to -6 and -8 respectively). A heavy repeating blaster requires a power pack to operate. After 20 shots, the power pack must be replaced. This weapon can also be attached to a power generator for longer use.

##### Blaster, Light Repeating

The light repeating blaster is the largest rifle-style weapon carried by military personnel. The weapon is highly restricted and only operates in multifire or autofire mode. A light repeating blaster requires a power pack to operate. After 30 shots the power pack must be replaced. This weapon can be attached to a power generator for longer use.

##### Blaster Pistol, Heavy

Heavy blaster pistols were invented to provide the sort of firepower one expects from a blaster rifle, but in a compact, more easily carried handgun. Its range is shorter then a normal blaster pistol. The weapon produces additional extra "punch" by drawing heavily on its power pack, reducing the number of shots the power pack can provide(compared to a regular blaster pistol). The heavy blaster pistol is illegal or heavily restricted in most systems. Han Solo uses a heavy blaster pistol, the Blastech DL-44. A heavy blaster pistol requires a power pack to operate. After 50 shots, the power pack must be replaced.

##### Blaster pistol, holdout

Small, palm-sized blasters see widespread use in weapon-restricted areas. Most aren't large enough to use regular power packs. Hold-out blasters are commonly found in the possession of undercover agents, gamblers and other scoundrels, or nobles seeking to protect themselves. They are sometimes carried by more lethal characters for backup firepower. A hold-out blaster requires an energy cell to operate. After 6 shots, the energy cell must be replaced. Characters get a +2 on Sleight of Hand checks to conceal a holdout blaster on their person.

##### Blaster Pistol

The common blaster pistol doesn't exist. The word "blaster" is a blanket term for literally thousands of different designs from hundreds of manufacturers, such as the popular Blastech DL-18. Blasters are popular with urban police forces, traders, and anyone who needs to pack respectable firepower in an easily carried package. Ownership of blaster pistols is regulated in many systems. Visitors may be required to leave their weapons aboard their ship or to secure special carrying permits while on a planet with such restrictions and regulations(such as Coruscant). A blaster pistol requires a power pack to operate. After 100 shots, the power pack must be replaced.

##### Blaster Pistol, Sporting

This short, compact blaster is used for small game hunting or personal defense. A sporting blaster requires a power pack to operate. Princess Leia Organa was armed with a sporting blaster when she first appeared in *A New Hope*. After 100 shots, the power pack must be replaced.

##### Blaster Rifle

The basic blaster rifle is standard issue to soldiers across the galaxy. It features a retractable stock and is illegal for civilians to own in most planetary systems. During the Rebellion era, the Empire's typical Stormtrooper carried a blaster rifle. A blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.

##### Blaster Rifle, Sporting

Sporting blaster rifles are popular with the galactic elite, as well as among inhabitants in isolated colonies. Sporting blaster rifles are legal in most systems, although special permits must be obtained to carry them on many Core worlds. Luke used a sporting blaster rifle to "bullseye womp rats in his T-16" on Tatooine. A sporting blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.

##### Bow

The bow is a typical hunter's weapon on low-tech worlds and is also used for sport on high tech planets. A primitive bow and arrows are made of wood with metal or stone augmentations, while more advanced versions tend to be made from durable, lightweight composite materials. The wielder's Strength modifier applies to damage dealt with a bow.

##### Bowcaster

The bowcaster, or "laser crossbow", is crafted exclusively by the Wookiees of Kashyyk. Made of a fusion of modern and ancient technologies, it appears to fire blaster bolts. Actually, the weapon hurls an explosive energy quarrel at incredible speed, much like an archaic rail gun. The power pack on a bowcaster is essentially unlimited, as it only provides energy to propel the quarrels. The quarrels are themselves tricky bits of engineering, and are extremely expensive to buy. However those with knowledge of the weapon(Exotic weapon proficiency) can build them for 1/10 the cost. A bowcaster can fit 5 quarrels in the magazine, reloading the magazine is a standard action.

##### Ion Gun

The personal ion gun comes in two forms, a pistol and a rifle. the weapon fires a stream of energy that wreaks havoc on electrical systems, making it effective against droids. Normally, an ion gun deals damage that fries a droid's circuits and destroys its internal components. When set to stun, the ionization effect works like any other stun weapon but is only effective against droids. The blast from an ion gun has no effect on organic opponents unless those opponents have some amount of cybernetic equipment, such as a cybernetic limb. An ion gun requires a power pack to operate. After 30 shots, the power pack must be replaced.

##### Net and Electro-net

Nets are used for hunting and fishing in primitive cultures and for nonlethal crowd control in more advanced ones. Electro-nets are equipped with several miaturized power packs and stun filaments. They can be set to deliver a powerful stun on impact or in response to a signal transmitted from a remote-control device. The remote has a range of 100 feet. An electro-net can deliver one stun before its power pack becomes depleted and must be replaced. A character hit with a net is considered entangled. An entangled character suffers a -2 penalty on attack rolls, a -4 penalty to effective Dexterity, and can only move at half speed(and cannot run or charge). If the net is anchored to an immobile object, the target cannot move at all until free of the net. A character in an electro-net subjected to the stun charge must make a Fortitude saving throw(DC 12) as described in the stun settings above.

### Ranged Weapon mods

These mods can be added to ranged weapons, those some can only be applied to certain types of weapons. Many can be added or removed with basic tools, others are more permanent.

* Bipod: Bonuses when crouching/prone.
* Folding stock: Use two hands on a weapon, reduce multifire penalties by 1. Only for pistols.
* Extended barrel: Increase range increment by 50%.
* Telescopic sight: Greatly increase range increment, but only when Aiming.
* Reflex sights: +1 attack within first range increment
* Stabilizers: Reduce multifire/autofire penalties, but only against 1 target. Increase weight.
* Strong bow: Add Strength bonus when using the bow.
* Wrist brace: This device clamps a pistol or carbine to the user's forearm, steadying the weapon. When in place, it reduces the penalties for two-weapon fighting or using a carbine in one hand by 1. The lack of flexibility means that you cannot use the weapon in melee without incurring an attack of opportunity, however. Requires a standard action to engage or disengage.

## *Grenades*

These are not your standard thrown weapons. Thrown or launched, these have an area-of-effect and can affect more then a single target with effects detailed by the individual grenade.

* Other: Its a big galaxy, and organics have been trying to kill/incapacitate each other for a long time, so some things don't fit into nice neat categories.

#### Frag grenade

Basic explosive grenades that scatter bits to kill people.