Equipment in the Star Wars Game

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Fighting

Even in the modern Galaxy, where Blasters have dominated for thousands of years, melee weapons have remained an intrigal part of the battlefield.

Lightsaber

Lightsabers are the iconic weapon of the ancient order of Jedi Knights, but the Jedi are not the only group that makes use of them. The most obvious other group is the Sith, though they are nothing more than an offshoot of the Jedi. There are dozens of other such offshoots that have existed for hundreds if not thousands of years, in the remote places of the Galaxy. Regardless almost all are Force Users, as it takes an extraordinary amount of skill and reflex to wield the weapon safely.

  • Specialty: Lightsaber
  • Training: 3B
  • Damage: Agility +1
  • Qualities: Dangerous, Defensive(+1),Energy, Piercing and Versatile.

Lightsaber Variants

Throughout the long history of the Jedi, there have been numerous variations to the traditional Lightsaber. Many of these have been developed by the enemies of the Jedi, but these weapons often end up being adopted by Jedi Knights. Each has a specific purpose, often designed to work within a specific Lightsaber Form or technique.

Saberstaff

While many people are familiar with the Lightsaber, the Saberstaff is far more rare. Originally developed by the Sith, Saberstaves have seen increasing use among the Jedi in recent centuries. It consists of a single extended haft with blade emitters at either end. Because of this it can be used as either a Long Hilt Saber (using the stats of that weapon) or in its double bladed mode (with the stats given below).

  • Specialty: Lightsaber
  • Training: 4B
  • Damage: Athletics +2
  • Qualities: Two-Handed, Dangerous, Defensive (+2), Energy, Piercing, Slow
  • Special Rules/Design Note: Saberstaves have the Slow Quality to represent the difficulty in quickly striking with the weapon, due mostly because the weapon has to be spun around the body to bring it to bear down on opponents.

Short Saber

Short Sabers, or Shoto Sabers, are small one handed sabers, often used in the off hand while duel wielding, that provide the duelists with increased versatility in combat. These small sabers are often used by Duelists of small stature, and occasionally are paired together in a manner similar to a knife fighter. These weapons are most often found in the employ of Form 6: Niman Duelists, though occasionally more defensive minded Ataru Masters will make use of them as well.

  • Specialty: Lightsaber
  • Training: 3B
  • Damage: Agility -1
  • Qualities: Defensive (+2), Offhand (+1), Fast, Dangerous, Piercing, Energy

Curved Hilt Saber

Curved Hilt Sabers, or Dueling Sabers were specifically designed with Form 2: Makashi in mind – though they were later adapted for use with Ataru as well. The Curved Hilt is designed to fit the curvature of the palm and provides better control. These weapon are designed to be used one-handed, but can be used in a two-hand grip when required.

  • Specialty: Lightsaber
  • Training: 2B
  • Damage: Agility
  • Qualities: Adaptable, Dangerous, Defensive (+1), Energy, and Piercing

Long Hilt Saber

These weapons function like traditional Lightsabers, however they are designed with an extended hilt – often made from some form of lightsaber resistant material. The extended hilt makes the weapon more difficult to employ with traditional Lightsaber Form Maneuvers but provides additional leverage for more powerful blows, making it a favored weapon among Djem So practicioners.

  • Specialty: Lightsaber
  • Training: 4B
  • Damage: Athletics +1
  • Qualities: Energy, Dangerous, Defensive: +1, Piercing, Powerful, Two-handed

Lightlance

The Lightlance or Light-Pike is a reach weapon that attaches a Lightsaber emitter assemblying to a long staff or spear haft. This provides the user with an increased amount of reach, but effectively makes the weapon impossible to use with traditional sword-based Lightsaber Forms. In many instances, the haft is made from some Lightsaber resistant material, but this is not always the cause. Because of the size of the weapon, it is extremely difficult to parry Blaster bolts with it.

  • Specialty: Lightsaber
  • Training: 3B
  • Damage: Athletics +2
  • Qualities: Energy, Dangerous, Piercing, Powerful, Reach, Two-handed.
  • Special Rule: Whenever you employ a Lightsaber Form Maneuver, you suffer a -1D Penalty.

Electrostaves

Electrostaves are powerful hafted weapons that possess electrical emitters at either end. These weapons are common used by Riot and Assault Troops as well as Security Forces. It is one of the few weapons that was specifically designed to penetrate and disable Ray Shields. Because of the intense electrical field, these weapons are capable of parrying Lightsaber Blades if caught just right.

  • Specialty: Spears
  • Training:
  • Damage: Athletics +1
  • Qualities: Disruptive, Energy, Reach, Staggering and Stun

Force Pike

Force Pikes are a combination weapon used by Personal Guards throughout the galaxy. They have a long haft with a Vibro Blade at one end and a electro emitter at the other.

  • Specialty: Spears
  • Training: 1B
  • Damage: Athletics +1
  • Qualities: Disruptive, Energy, Powerful, Reach, Slow and Stun

Vibro Sword

One fo the most common Fighting weapons available, these have been around for thousands of years. Unlike thier predicessors, these weapons do not have a sharped edge, instead a small energy field is activated and the vibrations of the micro force field create an impossibly sharp cutting edge.

  • Specialty: Longblades
  • Training:
  • Damage: Athletics +1
  • Qualities:

Vibro Knife

A Smaller version of a Vibroblade, these smaller blades allow for easy concealment and are favorites of politicians and theives alike.

  • Specialty: Shortblades
  • Training:
  • Damage: Agility -1
  • Qualities: Fast

Dualing Blade

Among many nobles and aristocrates, especially in the Hapes Cluster, Dueling remains a common way to settle disputes, but it also serves as a favored sport among mercenaries and cutthroats in the Outer Rim. Masters of the Duel often employ specialty Vibro Weapons to increase their fighting potential.

  • Specialty: Shortblades
  • Training: 1B
  • Damage: Agility -1
  • Qualities: Fast, Off-hand +1, and Defensive +2

Marksmanship

Even in the technologically backward places of the galaxy, Blasters rule. These weapons have existed for tens of thousands of years, and predate the Republic. Unlike other weapons in the Chronicle System, Blasters do not rely on the users Abilities to determine their damage and instead have a flat damage assigned to it. Because of how common they are, Blasters of all kinds have reduced Training Requirements for thier Damage and Qualities.

Sporting Blaster

Sporting Blasters are the name give to small, light, well balanced Blaster Pistols - commonly used in competition shooting. When a mercenary uses two pistols they are normally Sporting Blasters

  • Specialty: Blaster
  • Training: - (1B if used off hand)
  • Damage: 3
  • Qualities: Close Range, Energy, Off-hand +1, Fast

Blaster

One of the most common objects in the Galaxy, the Blaster can be found in the hands of backwater primatives and the high rises of Coruscant.

  • Specialty: Blaster
  • Training: -
  • Damage: 4
  • Qualities: Close Range, Energy

Heavy Blaster

Heavy Blasters pack the power of a Blaster Rifle in a much smaller weapon. Because of these they are banned in many parts of the civilized galaxy. They are much larger than the average Blaster, making them difficult to conceal, but balanced enough to allow for shooting one handed. Lacking the internal charge mechanisms of the large rifles, Heavy Blasters are slower to fire than other small arms.

  • Specialty: Blaster
  • Training: 1B
  • Damage: 5
  • Qualities: Close Range, Energy, Slow

Blaster Carbine

Bridging the gap between Blaster pistols and rifles, Carbines are medium sized weapons commonly found in the hands of security forces and military police. Thier smaller size limits their range, comparied to a Rifle, but provides additional room for fast rechargers, allowing for a much greater rate of fire. In addition, because their most often used by law enforcement, nearly all Carbines come with a Stun setting.

  • Specialty: Blaster Rifle
  • Training: 1B
  • Damage: 4
  • Qualities: Close Range, Energy, Fast, Stun

Blaster Rifle

Unlike Carbines, Blaster Rifles are large, powerful and designed for Military action. While it is true that there are sporting versions designed for civilian hunting, these are almost identical to their military counterparts.

  • Specialty: Blaster Rifle
  • Training: -
  • Damage: 5
  • Qualities: Long Range, Energy

Ion Gun

Ion guns are bulky weapons designed to short out Droids and other tech. Because of the complicated ion projects, thesee weapons must either be very long (longer than even Blaster Rifles) or very hefty. In any case, concealing them is impossible.

  • Specialty: Blaster Rifle
  • Training: -
  • Damage: 2
  • Qualities: Long Range, Energy, Ion

Blaster Repeater

Larger than your average Rifle, Repeaters are fully automatic Blasters used to lay down sustained fire at enemy positions. Since they are not as cumbersome as a fully mounted Heavy Repeater, these weapons can be used by a single person, though accuracy does tend to suffer. Still they are prized weapons on the battlefield for their ability to attack multiple targets quickly.

  • Specialty: Blaster Rifle
  • Training: 1D
  • Damage: 4
  • Qualities: Long Range, Energy, Fast

Heavy Repeater

Heavy Repeaters are the "machine guns" of the Galaxy. Because of their size, they require mounting on either a fixed position or on a base (usually a large tri-pod). Because of this, most Heavy Repeaters have a three man crew, one to carry the weapon, one the tripod, and one the large fusion power pack.

  • Specialty: Gunnery
  • Training: -
  • Damage: 5
  • Qualities: Long Range, Energy, Fast, Bulk 4, Unwieldly

Blaster Cannon

Blaster Cannons are massive pieces of equipment that barely qualify as a 'small arm.' These are not quite as large as full artillery but are capable of blasting through enemy fortifications in minutes, attacking Walkers and Tanks, or vaporizing an individual. They are normally crewed by six men, and require atleast 5 minutes to assemble and disassemble the weapon. The charging system takes a few seconds to ready the next shot, so these are not capable of rapid fire.

  • Specialty: Gunnery
  • Training: 1D
  • Damage: 10
  • Qualities: Long Range, Energy, Staggering, Bulk 6, Unwieldly, Slow, Vicious, Reload (Greater)

Disruptor

Outlawed in much of the Galaxy, Disruptors are terrifying weapons that disintegrate their targets, armor and all.

  • Specialty: Blaster
  • Training: 1B
  • Damage: 4
  • Qualities: Piercing, Vicious

Archaic Weapons

While Blasters have been available for thousands of years, there are some cultures and places where energy is unavailable, or simply beyond the technological capabilities of the area. In these places chemical propellents are used to shoot a solid object (called a Slug) at a target. Unlike Blasters which use energy cells very efficiently, slug throwers have ammunition that is expended with each shot. The weapon can be fired a number of times equal to its Ammo rating before it needs to be reloaded. (NOTE: in addition to the weapons listed here, the weapons from ASOIAF Core Rule Book can also be used and fall into the Archaic category)

Slug Thrower

While the term Slug Thrower may refer to any of the following guns, it most often applies to the pistol version.

  • Specialty: Slug Thrower
  • Training:
  • Damage: 3
  • Ammo: 10
  • Qualities: Close Range, Reload (Lesser)

Musket

Muskets are a generic term for a slug throwing rifle.

  • Specialty: Slug Thrower
  • Training:
  • Damage: 5
  • Ammo: 15
  • Qualities: Long Range, Reload (Lesser)

Scatter Gun

Scatter guns refer to any slug throwing weapon that fires a spray of projectiles.

  • Specialty: Slug Thrower
  • Training:
  • Damage: 8
  • Ammo: 6
  • Qualities: Close Range, Reload (Lesser)

New Weapons and Armor Qualities

Dangerous

Some weapons are so fearsome that opponents are loath to attack those that wield them. Characters who wield these weapons may add the Weapons Base Damage to their AR. Opponents may choose to Deny you this AR during their attack, but automatically suffer the Weapons Base Damage in the process of their attack (this Damage counts as though the target successfully attacked). However, these weapons are nearly as likely to inflict injury on the wielder as their opponents. When attacking with this weapon, if you Critically Fail, you suffer the Weapons Base Damage instead. If your wield more than one weapon with this Quality, you apply the largest value, then add +1 for each additional weapon.

Defensive

This Quality updates the Defensive Quality in the ASOIAF Core Rule book
In addition to the standard effect of this Quality, when wielding weapons with this Quality one-handed, if your Passive Athletics (Strength) is less than your opponent's when you are attacked, you lose all Defensive Quality bonuses to your Combat Defense until the start of your next Combat Turn.

Disruptive

Some weapons are specially designed to Penetrate the nearly invulnerable barriers created by Ray Shields. Items with this Quality ignore the Shielded Quality and disable Ray Shields for a number of Turns equal to the Degree of Success scored on the Fighting or Marksmanship Test.

Energy

Energy based weapons dominate combat in the Galaxy, and thus are assumed to be the standard. Therefore this Quality, in and of itself, provides no mechanical benefits, but interactions with many other rules in the game are determined by the presence of this Qualty. There is, however, a downside to these weapons. Whenever you Critically Fail when using these weapons, the power supply has become depleted and must be changed. This requires a Reload (Lesser) Action.

Ion

Ion weapons were designed to knock out technological devices and Droids. When attacking Droids or other forms of technology, in addition to the weapons Damage, you inflict a -1D to all tests for each Degree of Success you score. If these Penalties exceed the devices Endurance rating it is defeated.

Long Range

This Quality replaces the Long Range Quality from ASOIAF Core Rule book. When attacking at Close Range, you take a -1D Penalty to your Marksmanship Test. In addition, for every 25yrds past the first 100yrds you suffer a -1D Penalty to your Marksmanship Test.

Peircing

This Quality replaces the Peircing Quality from the ASOIAF Core Rule Book. Instead of having Ratings a weapon with this Quality simply ignores Armor Rating. Because of the advanced nature of common materials in the Galaxy, archaic weapons (Swords, Crossbows and the like) lose any Peircing they may have possessed.

Powerful

This Quality updates the Powerful Quality in the ASOIAF Core Rule book
In addition to the standard effect of this Quality, additional instances of the Powerful Quality on any weapon increase its Base Damage by +1.

Reach

This Quality replaces the Reach Quality found in ASOIAF Core rulebook.
The weapon provides increased reach allowing you to strike opponents without them being adjacent to you. The Reach Quality includes a numerical value, like Reach(1). This value represents the Range, in Yards, that you may strike opponents. If fighitng inside this Range, you suffer a -1D to all Attacks made. In addition, because of the increased distance you may strike, when taking the Counterattack Action, your counterattack is made BEFORE your opponents attack, instead of simultaneous to it.

Resilient

Some materials are capable of withstanding the damage inflicted by Lightsabers and other weapons capable of burning through armor. Madalorian Iron (also called beskar), Cortosis and phrik are some known examples. Items with these materials negate the Peircing Quality.

Shielded

Beyond energy shields and common force fields are a class of defensive and protective technology common known as "Ray Shields." These devices are extremely powerful and are capable of resisting nearly all known small arms weapons. Due to the massive energy energy requirements, these devices are only found in Military and Government Facilities or in the posession of extremely wealthy individuals. Devices with this Quality simply ignore all forms of incoming Damage. They are not, however, immune to the effects of Ion weapons. Instead of inflicting a -1D Penalty, Ion Weapons disable a Ray Shield for a number of Turns equal to the Degrees of Success scored.

Stun

Some Weapons can be set to Stun. A weapon set to stun resolves any Attack Test at -1D. Any Damage inflicted however cannot be reduced using Injuries or Wounds, and the the Consequence of the encounter cannot be the characters Death.

Unwieldly

This Quality replaces the Unwieldly Quality from ASOIAF Core Rule Book. Weapons with this qualty are very large, normally requiring a stand or base to be mounted on, and usually require multiple crew to man them. They always include Bulk, but as the weapon can be disassembled that Bulk can be distributed between different individuals. Attempting to fire the weapon without the proper mounting incures a -2D Penalty.

Versatile

While the Chronicle System rules provides for the Adaptable Quality (using a 1-Hand weapon 2-handed) these rules provide for using a 2-Hand weapon, one handed)
You may use a two-handed weapon with this quality one-handed, increasing its attack speed, and allowing you to make use of your other hand. This versatility does come at a price, however, as you are unable to use your full strength to attack or defend, allowing physically powerful opponents to simply smash through your parries and blocks.
At the Start of your Combat Turn, you may decide to use the Weapon one-handed instead of two-handed. When using the weapon one-handed, You reduce the Weapons Base Damage by 1, and the Weapon gains the Fast and Offhand(+1) Qualities.