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Weapons and Armor

A Preview of the Arms & Equipment Guide


Sure, Star Wars is about fast ships, exotic aliens, mysterious powers, and good versus evil. But it's also about the cool stuff that heroes and villains get to use, from weapons and vehicles to armor and droids to all the other kinds of equipment that makes life easier (and more fun). In October, Wizards of the Coast covers all that in the new Arms & Equipment Guide, and we've got the second in a series of sneak peeks at the goods!

Here's a look at just a handful of the hundreds of items covered in the book. The codes for "Era" are: [RI] for items available primarily in the Rise of the Empire era, [RE] for items availably primarily in the Rebellion era, and [NJ] for items available only in The New Jedi Order era or later.

If you like what you see, be sure to pick up the Arms & Equipment Guide next month for more, more, more!

Golan Arms FC1 Flechette Launcher

Weapon Type: Flechette launcher
Proficiency Group: Exotic (flechette launchers)
Cost: 2,000
Damage: 3d8 (antipersonnel); 6d8 (antivehicle)
Critical: 20
Weight: 20 kg
Range Increment: 20 m (4 m) (antipersonnel); 20 m (2 m) (antivehicle)
Type: Slashing
Size: Large
Hardness: 5
WP: 10
Break DC: 15
Availability: Common, illegal
Era: [RE] [NJ]
Special: This weapon fires 6 shots before needing to be reloaded. It is reloaded with flechette canisters (cost 200 per antipersonnel canister or 300 per antivehicle canister). It takes 1 full-round action to reload.

The FC1 is a barely portable, shoulder-fired weapon that expels canisters of razor-sharp microdarts. Each canister explodes at a predetermined distance from a selected target for maximum effect. The weapon can fire both antipersonnel canisters and antivehicle canisters, and has four barrels. An antipersonnel canister has a larger burst radius but does less damage than an antivehicle canister, which is more lethal but affects a smaller area. Both antipersonnel and antivehicle canisters may be loaded in a weapon at the same time and used as the need arises.

Golan Arms is not known for its innovative designs, and the FC1 reflects some earlier, more powerful fixed artillery pieces designed before the rise of the Empire. Golan Arms threw in with the Rebel Alliance (losing half of its factories to the Empire in the process) and provided the Rebels with these launchers.

Palandrix Personal Protection Stun Gauntlets

Weapon Type: Melee weapon
Proficiency Group: Simple weapons
Cost: 500
Damage: --
Critical: --
Weight: 1.8 kg
Fort DC: 12
Type: Bludgeoning
Size: Medium-size
Hardness: 5
WP: 5
Break DC: 14
Availability: Prevalent
Era: [RI] [RE] [NJ]

The fabric of these heavy gauntlets is interwoven with circuitry to deliver an electric shock when they hit. When they are powered, the gloves glow, and a noticeable electrical discharge is evident around them. The weapon requires two energy cells (one for each glove).

Palandrix makes its stun gauntlets to fit a variety of species, and any set of gloves is considered to be the same size weapon as the size of the species it is made for. The company primarily makes Medium-size gauntlets, though it will do special orders for Large or Small creatures (at ten times the list price).

An attacker wearing stun gauntlets cannot be disarmed. The gloves themselves, however, can be damaged.

Unpowered gauntlets function as normal gloves, providing no special benefit in combat.

Merr-Sonn G-20 Glop Grenade

Weapon Type: Grenade
Proficiency Group: Simple weapons
Cost: 600
Damage: --
Critical: --
Range Increment: 4 m (4 m)
Weight: 0.5 kg
Type: Special
Size: Tiny
Hardness: 2
WP: 2
Break DC: 15
Availability: Prevalent, restricted
Era: [RI] [RE] [NJ]
Special: This weapon has a timer that allows the grenade to go off in any round up to 3 rounds after being set. The timer can be deactivated with a Demolitions check against DC 15 (a full-round action).

A spherical grenade, the G-20 sprays its burst radius with an adhesive foam that slows or completely imprisons its targets. It may explode on contact or as many as 3 rounds later and may be recharged (cost 100 to recharge, given proper facilities). Glop grenades do not produce injuries, and as such are advantageous in situations when no collateral damage is desired. They are used extensively in the Corporate Sector.

Those caught within the burst radius of a glop grenade must make a Reflex save (DC 15) or be held immobile by the glop; those who succeed move at half speed until the glop is removed from their bodies. Regardless of the saving throw, those within the area of the glop are entangled (-2 penalty on attack rolls and -4 to Dexterity).

Stuck characters may break free with a Strength check (DC 27) or by dealing 18 points of energy damage to the glop. Freed characters still suffer attack and Dexterity penalties and move at half speed until the glop dries or is removed.

Glop becomes naturally brittle after 5 minutes. It may also be removed by glop dissolver, which frees a stuck character in 1 round and removes glop entirely in 1 round more. Glop dissolver is sold in aerosol packs of four applications for 50 credits. Each application is sufficient to clean up one individual.

Creshaldyne Industries Camo Scout Armor

Armor Type: Medium armor Proficiency Group: Medium Cost: 6,000 Damage Reduction: 4 Maximum Dex Bonus: +3 Armor Check Penalty: -3 Speed: 8 m/4 m Weight: 6 kg Availability: Specialized Era: [RI] [RE] [NJ]

Camo scout armor is designed to protect the wearer from both attack and discovery. It consists of a series of hard plates over a fabric body suit. Embedded within the armor are miniature photoreactive fibers that allow the armor to absorb light and change color to match its surroundings. As a result, the armor provides a +10 circumstance bonus on Hide checks, regardless of terrain.

GTU AV-1C Combat Armor

Armor Type: Powered armor Proficiency Group: Powered Cost: 25,000 Damage Reduction: 6 Maximum Dex Bonus: +0 Armor Check Penalty: -6 Speed: 8 m/4 m, fly 10 m (average) Weight: 25 kg Availability: Rare, military Era: [RI] [RE] [NJ]

The AV-1C is designed for combat and is popular with well-funded military units for use in front-line infantry actions. It is a fully enclosed suit of armor made of interlocking hard plates that provide complete coverage of the operator's body. It is powered by an extensive set of servomotors.

The armor can operate for 24 hours on a set of four standard power packs, after which time it ceases all function; the operator suffers penalties as if he lacked the Armor Proficiency (powered) feat. It takes 10 minutes to get into this suit of armor and 6 full rounds to get out.

The AV-1C has the following features.

Strength Augmentation: The powered servos give the operator a +4 equipment bonus to Strength. If the operator does not have the Armor Proficiency (powered) feat, not only does this bonus not apply, but the operator suffers a -4 penalty to Strength and Dexterity while in the armor.

Life Support: The suit provides full life support for 24 hours, with an internal air supply and protection against the most extreme environments, including vacuum.

Computerized Targeting: The suit has mounts to carry up to two ranged weapons of size Large or smaller, as built-in parts of the armor. These weapons receive a +2 equipment bonus on all attack rolls. Additional weapons may be carried and used by the suit's wearer, but are not attached to the computer targeting system and do not gain the attack bonus. The wearer may use only one suit-mounted weapon per round.

Repulsorlift: The AV-1C is equipped with a repulsorlift, giving it the ability to fly at a speed of 10 meters with average maneuverability. The repulsorlift has an operational altitude of low (about 1,000 meters).

Sensors: The suit grants its operator low-light vision and darkvision out to 20 meters and provides the benefit of a pair of electrobinoculars, reducing the wearer's penalty on Spot checks to -1 for every 20 meters.

Comlink: The armor's built-in comlink has a range of 50 kilometers and can send and receive encrypted messages.

Powerlamp: The armor includes a powerful lamp able to create a beam of light up to 100 meters long and 50 meters wide.

While you're waiting for the Arms & Equipment Guide, check out other equipment we've featured on this website, including the Trade Federation droid starfighter, the WEDOO-88 repair droid, the Jedi's Great Holocron, and the freighter Sea Killer!





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