Minor corporate licenses

Licenses that consistently apply to most worlds but are so small they rarely have there own store.

Prevalent items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
Air Pistol1 Slugthrower 2d6 4m 5 2 200 20 0.8kg piercing small 16

Specials:

  1. reload requires standard ammunition (20 shot clip costing 10 credits), has access to special ammunition

Prevalent,licensed items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
SBP-200 Blaster pistol blaster pistol 2d6 10m 14 M 3 2 300 20 1kg energy small 13
Defender blaster pistol 3d4 8m 12 5 2 300 20 1kg energy small 15
Striker projectile pistol1 Slugthrower 2d6 10m M 5 3 275 20 1.4kg piercing small 16
Projectile Rifle2 Slugthrower 2d8 20m M 5 5 300 20 4kg piercing medium 18

Specials:

  1. reload requires standard ammunition (8 shot clip costing 5 credits), must reload after 8 shots, has access to special ammunition
  2. reload requires standard ammunition (12 shot clip costing 5 credits), must reload after 12 shots, has access to special ammunition

Prevalent,restricted items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
Rodmark Model X blaster pistol 3d8+3 6m 18 M 4 5 975 20 1.7kg energy medium 13
12 Defender Micro Blaster1 blaster pistol 2d4 4m 10 5 2 400 20 0.25kg energy Tiny 14
“Light Sport” blaster rifle 3d6 40m 15 5 5 800 19-20 4kg energy medium 17
HBt-4 Hunting Blaster blaster rifle 3d6+2 30m 15 5 5 880 19-20 6kg energy medium 17
Heavy sonic pistol2 blaster pistol 2d8 8m 15 5 5 1250 20 1kg energy medium 17
sonic pistol2 blaster pistol 2d6 10m 15 5 5 900 20 2kg energy small 17

Special:

  1. Weapon may fire only 2 shots before it must be disposed of. has max range of 2 increments and grants +2 circumstance bonus on sleight of hand checks made to conceal it.
  2. This weapon uses sonic attacks, it is considered an energy weapon for all intents and purposes, except that these attacks may not be deflected or blocked by a lightsaber. ignores all lightsaber based defenses.

Prevalent, Military items. May not be purchased

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
E-5 Blaster Carbine blaster rifle 3d8 20m 15 M 4 4 900 19-20 2.2kg energy Medium 15
Repeating Blaster Carbine blaster rifle 3d10 20m 15 M/A 4 4 2000 19-20 6kg energy Large 15

Common items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
PRP-502 Hold-out shooter1 Slugthrower 1d4 4m 4 2 300 20 0.5kg piercing tiny 12
Stealth-2VX Palm Shooter2 Slugthrower 1d4-1 2m 4 2 360 20 0.5kg piercing tiny 12

Specials:

  1. reload requires standard dart ammunition ( 10 darts costing 5 credits), must reload after 4 shots, full round action to reload, weapon may be taken apart or put together as a full round action. has access to special ammunition
  2. reload requires standard dart ammunition ( 10 darts costing 5 credits), must reload after 3 shots, full round action to reload, weapon grants +4 bonus on sleight of hand checks to conceal it in ones hand. has access to special ammunition

Common,licensed items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
Droid Disabler1 blaster pistol 3d6+2 4m 17 5 2 250 20 2.2kg energy small 14
Homemade Ion Pistol2 blaster pistol 3d6-1 10m 20 3 2 300 20 2.7kg energy small 12
Dissuader KD-3D3 Slugthrower 1d10 10m 5 3 350 20 1.4kg piercing small 16
Blaster Buster4 Slugthrower 2d6 10m 4 3 700 20 1.4kg piercing small 14

Specials:

  1. This weapon fires 5 shots before the power pack needs replacing, damage affects droids and cybernetic systems only.
  2. damage affects droids and cybernetic systems only.
  3. reload requires special ammunition (10 shot clip costing 100 credits), must reload after 10 shots. This weapon makes a ranged touch attack to hit. deals 1d4 acid damage per round for 3 rounds or until washed off. acid damage also reduces armour DR by 1 per point of damage.
  4. reload requires standard ammunition (50 shots costing 5 credits) or special ammunition (10 shots costing 10 credits), must reload after 4 shots. full round action to reload.
    when firing special ammunition weapon gets +4 circumstance bonus to hit blaster that has fired within the last round, and damage against this weapon is doubled. has access to special ammunition.

Common, Military items. May not be purchased

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
S118 Heavy Carbine blaster rifle 3d8+1 20m 13 M 6 4 990 19-20 2.7kg energy Medium 16
Nightstinger1 blaster rifle 3d6 40m 15 5 5 1500 19-20 4kg energy Medium 14
Assault blaster Rifle blaster rifle 3d8 50m 13 M 6 4 1750 19-20 5kg energy large 16

Specials:

  1. This weapon fires 5 shots before the special gas canister needs replacing, costs 1000 credits. doesn’t use power packs.

Specialised, restricted items. doubles in price beyond certain systems

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
Model 22T41 2 blaster pistol 3d4+1 4m 8 5 2 360 20 0.5kg energy Tiny 16

Specials:

  1. Prevalent among Senators ambassadors and diplomats.
  2. reload requires energy cell, must reload after 6 shots.

Rare items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
Black Powder pistol1 Slugthrower 2d6-2 4m 5 3 200 20 1.4kg piercing small 16

Specials:

  1. reload requires standard ammunition (50 shots costing 5 credits), must reload after each shot. full round action to reload. has access to special ammunition

Rare,licensed items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
Penetrator MB-45D blaster pistol 3d4+3 6m 8 5 2 550 20 1kg energy small 13

Specials:

  1. -2 to each attack roll with this weapon in addition to any other penalties or bonuses.

Rare, Restricted items.

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
ATA Pulse-Wave Blaster blaster pistol 3d6 6m 5 2 600 20 1kg energy small 15
Pulse-blast Rifle1 blaster rifle 3d8+2 20m 3 3 2000 19-20 5kg energy Medium 15
Type A Pulse-Wave Rifle blaster rifle 3d8+3 10m 4 4 1200 19-20 7.7kg energy Medium 15
Enforcer pistol2 Slugthrower 2d6+4 10m M 5 3 400 20 2.1kg piercing medium 16

Specials:

  1. Reload Requires custom power pack costing 60 credits. penalty for range is -3 per increment, and provides a -2 penalty to move silently checks when loaded or being held or carried.
  2. reload requires standard ammunition (8 shot clip costing 5 credits), must reload after 8 shots, each shot after the first in a given round takes a cumulative -1 penalty to hit. has access to special ammunition

Rare, Military items. May not be purchased

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
StarAnvil Heavy Blaster Rifle blaster rifle 3d8 30m 5 10 2000 18-20 9kg energy large 20
Carbonite Rifle Heavy weapon 3d10 2m 5 10 1200 20 6kg energy large 20

Special:

  1. Any target hit by a carbonite rifle must make a reflex save (DC 15) or become entangled the target is also unable to move, having been anchored in position. A strength check (DC 15) must be achieved in order to get free, which can only be done as a standard action. he weapon requires a carbonite canister, costing 50 credits and weighing 1kg. after 20 shots, the weapon needs a new canister.

Rare items

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
0033X Grenade1 simple weapon 2d6 4m (2m) 2 2 400 0.5kg slashing tiny 15

Specials:

  1. DC15 reflex for half damage

Rare , Illegal items. May not be purchased

Name proficiency dam range Fort DC multi/auto hardness WP Cost crit weight type size break DC
DX-21 2 blaster pistol 2d8 2m 5 2 2250 special 2.5kg energy small 12
DXR-61 blaster rifle 2d10 2m 5 5 3500 special 3.5kg energy medium 14
sonic disruptor3 blaster pistol 2d6 8m 15 5 5 1000 20 1kg energy small 17

Specials:

  1. Disruptors can only be fired once per round. reflex save DC 10 to avoid a critical hit. . target reduced to -Con wound points is disintegrated. fires 5 shots before power pack needs replacing
  2. max range is three increments.
  3. This weapon uses sonic attacks, it is considered an energy weapon for all intents and purposes, except that these attacks may not be deflected or blocked by a lightsaber. ignores all lightsaber based defenses. target reduced to -Con wound points is disintegrated. the power drain on this weapon is so intense that it needs to recharge for 1 round after firing.

Minor corporate licenses

Artefacts of Old Shadowkage