Table of contents
Ranged Weapons
All ranged weapons have a Usage Die. You roll this die after every ranged attack. If it's depleted, the weapon's Blaster Pack has run out. You must use an Action to swap out the drained blaster pack for a new one, resetting your Usage Die back to the weapon's maximum. You can also reload blaster packs that are not yet fully drained. However, blasters do not accept non-fully charged blaster packs. This means you cannot insert a non-fully charged blaster pack, either from your own supplies or looted from an enemy's weapon.
If you're not proficient with a weapon, you make Attack Tests at Disadvantage.
Ranged weapons can be categorized as follows:
- Pistol - A simple blaster.
- No damage bonus, Nearby range, Weight: 1
- Class proficiencies: All classes
- Special rules: Dual Wield
- Heavy Pistol - A heavy-hitting blaster.
- +1 damage, Faraway range, Weight: 2
- Class proficiencies:
- Special rules: Dual Wield
- Rifle - A semi-automatic assault blaster.
- No damage bonus, Faraway range, Weight: 3
- Class proficiencies:
- Special rules: none
- Carbine - A shorter, automatic blaster.
- No damage bonus, Nearby range, Weight: 2
- Class proficiencies:
- Special rules: Spray & Pray
- Heavy Rifles - Powerful blasters, usually with special rules.
- +1 damage, Faraway range, Weight: 4
- Class proficiencies:
- Special rules: Dependent on the weapon
Special Rules for Ranged Weapons
Careful Aim
This weapon's scope allows you to take careful aim. Skip the next two Turns to take aim. On the third turn make a DEX Test. If you succeed, you instantly kill the target. If you fail, roll damage as usual.
Dual Wielding
Wielding two blasters is flashy, but not very effective. When dual-wielding blasters, you add the Weight of your off-hand weapon to your DEX Test (as a +Weight modifier). If you hit, you add the Weight in damage.
- Dual-wielding Pistols: You make a normal DEX Test with a +1 modifier and +1 damage.
- Dual-wielding a Heavy Pistol and a Pistol: You make a DEX Test with a +1 modifier (the weight of the Pistol) and +2 damage (the Heavy Pistol damage bonus and the Pistol's Weight)
- Dual-wielding Heavy Pistols: You make a DEX test with a +2 modifier (the weight of the Heavy Pistol) and +3 damage (The Heavy Pistol damage bonus and the Heavy Pistol's Weight)
Spray & Pray
Unleash a barrage of blaster bolts, bypassing the DEX Test and hitting automatically. Roll your Usage Die and your Damage with Disadvantage after the attack.
Weapon Emplacement
This weapon needs to be placed down in order to be fired effectively. You may take an Action to deploy the weapon at your current position. Firing this weapon when Deployed allows you to make your attack DEX Test at Advantage. Firing the weapon while it's not deployed makes you roll with Disadvantage. Packing the weapon up in order to move it also takes an Action. You can move away from the weapon while it is deployed, leaving it behind.
Melee Weapons
Melee weapons deal Class Damage when used to Attack enemies that are Close. When you're not proficient in a Melee Weapon, you make Melee Attack Tests and Melee Defense Tests at Disadvantage. Melee Weapons use STR for attack and defense unless stated otherwise.
Melee Weapon Types & Effects
- Light - Can use DEX or STR to attack with. Subtract -1 from your damage roll to a minimum of 1 total damage. Can be dual-wielded.
- Medium - No special properties. Can be dual-wielded.
- Heavy - Add a +2 modifier to your attack roll and +2 to your damage roll. They do more damage but are harder to wield.
- Dual-wielding - When dual-wielding melee weapons, you add the Weight of your off-hand weapon to your STR or DEX Test (as a +Weight modifier). If you hit, you add the Weight in damage.
- Thrown - Can attack enemies Nearby, but must retrieve the weapon afterward.
- Reach - Make an extra attack at Disadvantage when an enemy moves from Nearby to Close.
- Vibroweapon - Uses ultrasonic vibrations to increase cutting effectiveness. It also allows you to engage in duels with enemies using vibroweapons or lightsabers.
- Lightweapon - Lightweapons allow you to roll your damage die with Advantage. They also allow you to make attack rolls using STR or DEX. Non-Force sensitives use this weapon with Disadvantage. Can be dual-wielded.