Archiv der Kategorie: Nahkampfwaffen – Energieunterstützt

Double-Bladed Lightsaber

Double-Bladed Lightsaber
Type: Exotic melee weapon
Scale: Character
Skill: Lightsaber: double-bladed lightsaber
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
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Game Notes: Proper use of a double-bladed lightsaber
requires the specialization “Lightsaber: Double-Bladed
Lightsaber.” Without the proper specialization, the difficulty
to use a double-bladed lightsaber is one grade higher than
normal (ie, Very Difficult), and none of the special benefits
of the double-bladed lightsaber may be used. If used with
only a single blade projected, a double-bladed lightsaber is
treated as if it were a normal lightsaber. If properly trained,
a Jedi wielding a double-bladed lightsaber gains a +5 bonus
to all parry rolls made when both lightsaber blades are
extended. If an attacking character misses the difficulty
number by more than 10 points (the base difficulty; not
their opponent’s parry total), the character has injured
himself with the lightsaber. Apply normal damage to the
character wielding the lightsaber.
Source: d20 Core Rulebook (page 134), The Dark Side
Sourcebook (pages 58-59)

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Dual-Phase Lightsaber

Dual-Phase Lightsaber
Model: Dual-Phase Lightsaber
Type: Melee weapon
Scale: Character
Cost: 6,000
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: A dual-phase lightsaber has an adjustable
blade length. They can be set for either standard length
(130 cm) or more than double the normal length (300 cm).
This doesn’t increase damage, but it does increase the reach
of the wielder to 4 meters. If an attacking character misses
the difficulty number by more than 10 points (the base
difficulty; not their opponent’s parry total), the character
has injured himself with the lightsaber. Creating a dualphase
lightsaber adds +5 to the difficulty of the lightsaber
repair roll made to construct it.
Source: Power of the Jedi Sourcebook (page 55)

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Great Lightsaber

Great Lightsaber
Model: Great Lightsaber
Type: Melee weapon
Scale: Character
Cost: 5,200
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Great lightsabers have blades that reach up
to 300 centimeters long. While the longer blade doesn’t
increase the weapon’s damage, it does increase the reach
of the wielder by 4 meters. If an attacking character misses
the difficulty number by more than 10 points (the base
difficulty; not their opponent’s parry total), the character
has injured himself with the lightsaber.
Source: Power of the Jedi Sourcebook (pages 54-55)

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Lightsaber

Lightsaber
Type: Melee weapon
Scale: Character
Skill: Lightsaber
Cost: Unavailable for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: If an attacking character misses the difficulty
number by more than 10 points (the base difficulty; not
their opponent’s parry total), the character has injured
himself with the lightsaber. Apply normal damage to the
character wielding the lightsaber.
Source: Rulebook (page 228), Heir to the Empire Sourcebook
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(pages 107-109), Star Wars Trilogy Sourcebook SE (pages
151-152), Tales of the Jedi Companion (page 125), The Star
Wars Sourcebook (pages 102-103)

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Archaic Lightsaber

Archaic Lightsaber
Model: Primitive Lightsaber
Type: Melee weapon
Scale: Character
Cost: 1,600
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Archaic lightsabers are attached to a beltworn
power pack by a cable, and weight about 3 kilograms.
They are unwieldy and cumbersome compared to modern
lightsabers, and the difficulty of all Lightsaber skill rolls
made to parry with them are increased by +5. If an attacking
character misses the difficulty number by more than 10
points (the base difficulty; not their opponent’s parry total),
the character has injured himself with the lightsaber.
Source: Power of the Jedi Sourcebook (page 62)

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Short Lightsaber

Short Lightsaber
Type: Melee weapon
Scale: Character
Skill: Lightsaber
Cost: Unavailable for sale
Availability: 4, X
Difficulty: Moderate
Damage: 4D
Game Notes: If an attacking character misses the difficulty
number by more than 10 points (the base difficulty; not
their opponent’s parry total), the character has injured
himself with the lightsaber. Apply normal damage to the
character wielding the lightsaber.
Source: Gamer Magazine

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Training Lightsaber

Training Lightsaber
Model: Training Lightsaber
Type: Melee weapon
Scale: Character
Cost: 1,500
Availability: 4, X
Difficulty: Difficult
Damage: 5D (see notes)
Game Notes: A training lightsaber is in
most respects like a standard lightsaber,
with a few exceptions. Firstly, while the
blade can be used to block blaster bolts
(with the Lightsaber Combat Force power),
these bolts cannot be deflected at targets.
It is also much less lethal than a standard
lightsaber, and can only inflict a maximum
damage result of “Wounded” to any target
struck (any result greater than “Wounded”
is treated as a Wounded result). Last of
all, training lightsabers do not focus their
power strongly enough to cut through
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objects. When used against inanimate objects, the damage
of a training lightsaber is reduced to 2D. If an attacking
character misses the difficulty number by more than 10
points (the base difficulty; not their opponent’s parry total),
the character has injured himself with the lightsaber.
Source: Power of the Jedi Sourcebook (page 54)

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Lightfoil

Lightfoil
Type: Lightfoil
Scale: Character
Skill: Lightsaber
Cost: 10,000
Availability: 4, X
Damage: 3D to 4D damage depending on the method of
construction.
Game Notes: On a roll of 1 on the wild die, the beam flickers
and fades. Repairing the weapon takes two hours and a
Moderate lightsaber repair roll.
Source: Lord of the Expanse – Sector Guide (page 47)

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Lightwhip

Lightwhip
Model: Lightwhip
Type: Custom melee weapon
Scale: Character
Skill: Lightwhip
Cost: Not available for sale
Availability: 4, X
Difficulty: Moderate
Damage: STR+3D+2 (maximum: 7D)
Game Notes: Lightwhip is armed with lacerating tentacles
formed from a Kaiburr crystal shard and Mandalorian iron.
In addition to its use as a weapon, the whip grants its user
a +1D bonus to rolls when attempting to trip or disarm
opponents.
Source: Gamer Magazine

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Shock Whip

Shock Whip
Model: Shock whip
Type: Charged whip
Scale: Character
Skill: Melee combat: whip
Cost: 1,200
Availability: 2, X
Difficulty: Moderate
Damage: STR+2D+2 (max: 6D)
Game Notes: Can be used to trip a target. Wielder gains a
+1D attack bonus when trying to disarm an opponent. Whip
has a 4-meter reach.
Source: Hero’s Guide (page 123)

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Confessor’s Whip

Confessor’s Whip
Model: Geonosian Confessor’s Whip
Type: Poisoned whip
Scale: Character
Skill: Melee combat: whip
Cost: 750
Availability: 3
Difficulty: Moderate
Damage: STR+1D plus poison
Game Notes: A creature struck by the whip must succeed
on a Difficult stamina roll or suffer a temporary -1D penalty
to Dexterity. Whip has a 6-meter reach.
Source: Geonosis and the Outer Rim Worlds (page 60)

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Electrostaff

Electrostaff
Model: Holowan mechanicals Electrostaff
Type: Double electric staff
Scale: Character
Skill: Melee combat: electrostaff
Cost: 5,750
Availability: 3
Difficulty: Difficult
Damage: STR+3D (max: 6D)
Game Notes: Characters with the electrostaff specialization
gain a +5 bonus to melee parry rolls. This weapon can parry
lightsabers without taking damage.
Source: Wizards Website

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Geonosian Electro-Staff

Geonosian Electro-Staff
Model: Geonosian Electro-Staff
Type: Electric staff
Scale: Character
Skill: Melee combat: electro-staff
Ammo: 20 charges
Cost: 1,500
Availability: 4 (available only on Geonosis)
Difficulty: Easy
Damage: STR+1D (max: 4D), plus 2D+2 electrical damage
Game Notes: Characters without the electro-staff
specialization suffer a -1D attack penalty.
Source: Ultimate Alien Anthology (page 31)

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Power Cane

Power Cane
Model: Palandrix Personal Protection Gear Power Cane
Type: Energized cane
Scale: Character
Skill: Melee combat: power cane
Cost: 400
Availability: 3, F, R or X
Difficulty: Easy (stiletto blade), Moderate (power point)
Damage: 1D-5D (variable setting; not based on Strength),
STR+1D (stiletto)
Game Notes: The power cane has a 30-centimeter long
stiletto blade housed in a concealed, spring-activated
compartment. The ornamental top is a disguised power
point capable of providing a nasty shock.
Source: Galladinium’s Fantastic Technologies (page 69-70)

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Adumari Blastsword

Adumari Blastsword
Model: Adumari Blastswrod
Type: Blaster blade
Scale: Character
Skill: Melee combat: vibroblade
Cost: 600
Availability: 3, R
Difficulty: Moderate
Damage: STR+2D (max: 4D+1), plus 4D energy
Game Notes: Upon contact with a target, the blade
discharges a standard blaster bolt, dealing extra damage.
Source: Hero’s Guide (page 122)

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