Ranged (Light)



See Skill: Ranged (Light)


Light Blasters

NameDmg.CritRangeEncum.Hard P.PriceRaritySpecial
p. 160
Holdout Blaster54Short112004Stun setting
Light Blaster Pistol54Medium123004Stun setting
Blaster Pistol63Medium134004Stun setting
Heavy Blaster Pistol73Medium237006Stun setting
C-FH p. 41
12 Defender Holdout Blaster55Short10254Inferior, Limited Ammo 2
Q4 Quickfire Holdout Blaster53Short102504Stun Setting
E-EtU p. 38
X-30 Lancer Precision Blaster Pistol54Long1310005Accurate 1, Pierce 2
HG-DC p. 42
Model 44 Blaster Pistol63Medium145004Stun setting
Model 80 Blaster Pistol62Medium235505Stun setting
IR-5 "Intimidator" Blaster Pistol53Medium22(R) 7506Auto-fire, Inaccurate 1
DL-7H Heavy Blaster Pistol83Medium22(R) 8506
SE-14r Light Repeating Blaster63Medium23(R) 10006Auto-fire, Stun setting
S-FC p. 42
A95 Stingbeam53Engaged104005Stun setting, Vicious 1
411 Holdout Blaster44Medium11(R) 3505Stun setting
L7 Light Blaster Pistol63Medium114254Stun setting
Model 53 “Quicktrigger" Blaster Pistol63Medium144504Stun setting
Model-1 "Nova Viper" Blaster Pistol73Medium2245009Accurate 2, Pierce 2, Stun setting
C-10 “Dragoneye Reaper" Heavy Blaster Pistol83Medium3310007Stun setting
T-SM p. 44
DL-19C Blaster Pistol54Medium144504Stun Setting

Stun Setting on Blasters

p. 160

Most blasters can be set to Stun. Stun beams may only be used at short range, no matter what the weapon's normal range is. Switching between "Stun" and "Kill" on such a weapon is relatively simple, and requires an incidental.

All pistols with Stun settings (except heavy blasters) can be purchased as stun-only blasters, with a cost equal to half the usual amount for the regular version.


Holdout Blaster

p. 161

Add to a character's Perception check when attempting to find a Holdout Blaster pistol on a person's body.


Light Blaster Pistol

p. 161

(see table)


Blaster Pistol

p. 161

(see table)


Heavy Blaster Pistol

p. 162

The GM may spend or to cause a heavy blaster pistol to run out of ammo (see page 207).


12 Defender Holdout Blaster

C-FH p. 40

Add to a character's Computers and Perception checks when attempting to find a 12 Defender on a person's body.

A 12 Defender may not be reloaded.


Q4 Quickfire Holdout Blaster

C-FH p. 40

Add to a character's Perception checks when attempting to find a Q4 Quickfire on a person's body.

The power pack must be recharged instead of easily replaced (a process that takes ten minutes). If this weapon runs out of ammo due to a result, it may not be reloaded by Extra Reloads, the Spare Clip talent, or other means.


X-30 Lancer

E-EtU p. 38

(see table)


Model 44 Blaster Pistol

HG-DC p. 41

(see table)


Model 80 Blaster Pistol

HG-DC p. 41

The time taken to draw, holster, stow, or otherwise access this weapon cannot be reduced by talents, gear, or any other means.


IR-5 "Intimidator" Blaster Pistol

HG-DC p. 41

(see table)


DL-7H Heavy Blaster Pistol

HG-DC p. 41

The GM may spend or to cause a DL-7H to run out of ammo (see page 207).


SE-14r Light Repeating Blaster

HG-DC p. 43

The GM may spend or to cause a SE-14r to run out of ammo (see page 207).


A95 Stingbeam

S-FC p. 42

Add to a character's Perception checks when attempting to find an A95 Stingbeam on a person's body.


411 Holdout Blaster

S-FC p. 43

(see table)


L7 Light Blaster Pistol

S-FC p. 43

Add to a character’s Perception checks to notice an L7 Light Blaster Pistol stashed aboard a starship.


Model 53 “Quicktrigger" Blaster Pistol

S-FC p. 43

Reduce the difficulty of Mechanics checks to repair a Model 53 or modify attachments on it by one.


Model-1 "Nova Viper" Blaster Pistol

S-FC p. 43

Increase the difficulty of Mechanics checks to repair a Nova Viper or modify attachments on it by one.


C-10 “Dragoneye Reaper" Heavy Blaster Pistol

S-FC p. 43

(see table)


DL-19C Blaster Pistol

T-SM p. 43

When a character applies the Jury Rigged talent to this weapon, they may select one additional option from the talent's list and apply it to the weapon. The character cannot select the same option twice.


Light Energy Firearms

NameDmg.CritRangeEncum.Hard P.PriceRaritySpecial
p. 160
Ionization Blaster10*5Short332503Disorient 5, Ion
Disruptor Pistol102Short22(R) 30006Vicious 4
S-FC p. 42
Droid Disabler12*3Short1110505Concussive 1, Ion, Limited Ammo 3
SSB-1 Static Pistol24Short218507Disorient 1, Stun 8, (fragile)

Ionization Blaster

p. 162

Ionization blasters work only on droids and cyborgs, and only deal strain damage as per their Ion quality. They have no effect on organic beings beyond a brief and painful sting.


Disruptor Pistol

p. 163

Whenever a victim is hit by a disruptor, any Critical Hit results in a "Crippled" effect unless the Critical Hit roll would result in an even more grievous injury.

Disruptors may never benefit from upgrades or attachments that improve their range or grant multiple shots.


Droid Disabler

S-FC p. 44

Droid disablers work only on droids and cyborgs, and only deal strain damage as per their Ion quality. They have no effect on organic beings beyond a brief and painful sting.


SSB-1 Static Pistol

S-FC p. 44

Fires a powerful bolt of electricity generated by high-energy piezoelectric crystals.

Due to the exceptionally low energy requirements to supercharge the crystals, energy packs in static pistols can power the weapon through thousands of firings. Hlowever, the internal alignment of the crystals is very exact, and the pistol can stop functioning if damaged or roughly handled.


Light Slugthrowers

NameDmg.CritRangeEncum.Hard P.PriceRaritySpecial
p. 160
Slugthrower Pistol45Short101003
HG-DC p. 42
Model C "Fiver" Pistol54Short212004Accurate 1, Limited Ammo 5
S-FC p. 42
FWG-5 Flechette Pistol63Short12(R) 8257Pierce 2, Guided 3, Limited Ammo 3

See also: Underslung Scattergun

About Slugthrowers

p. 164

While the slugthrower is loud and most emit smoke at the point of origin, they are still far more difficult to trace in darkness than the bright blazing bolts of blaster fire.


Slugthrower Pistol

p. 164

(see table)


Model C "Fiver" Pistol

HG-DC p. 45

(see table)


FWG-5 Flechette Pistol

S-FC p. 42

Firing a small canister or pellet filled with scores of tiny needle-like darts known as flechettes, the FWG-5 is a lethal and terrifying weapon. Effective even against armored targets, the pellets explode with tremendous energy upon hitting from their target, propelling the flechettes to tremendous speeds. Additionally, a laser-tracking system built into the weapon guides the pellets to their targets, allowing them to make minor adjustments in flight before showering their victims with a hail of deadly flechettes.


Light Projectors and Launchers

NameDmg.CritRangeEncum.Hard P.PriceRaritySpecial
BH-ND p. 44-45
Grapnel-Harpoon Launcher35Medium204505Ensnare 3, (tool)
"Firecaller" Light Flame Projector52Short41(R) 12007Blast 2, Burn 2, Pierce 2, Vicious 3
Micro-Rocket Launcher Pistol**Medium305007*
Micro-Rocket - Ranged (Heavy)variesvariesShort11variesvariesvaries
T-SM p. 45
Multi-Goo Gun2-Short212501Disorient 1, Ensnare 4, Knockdown, (tool)*
Multi-Goo Refill-----202
Rivet Gun43Engaged419001Ensnare 1, Inaccurate 2, Limited Ammo, (tool)*

See also: Under-Barrel Grapnel Launcher


Grapnel-Harpoon Launcher

BH-ND p. 45

In addition to the Grapnel-Harpoon Launcher's capabilities as a weapon, as an action, a character may make an Average () Ranged (Light) check to secure the grappling hook to an object within medium range. On success, as an action, they may reel in the cord, pulling temself to the object (or, if the object is unsecured and lighter than they are, pulling it to them).

A character may use the grappling hook to pull another character aloft with them; if they do, they must make an Average () Athletics check to avoid losing their grip on either their partner or the launcher.


"Firecaller" Light Flame Projector

BH-ND p. 45

(see table)


Micro-Rocket Launcher Pistol

BH-ND p. 47

Up to 3 Micro-Rockets can be loaded in the launcher. While a Micro-Rocket is loaded, it replaces the damage, critical rating, and item qualities of the launcher. Micro-Rockets loaded in the launcher do not count toward the character's Encumbrance value.


Multi-Goo Gun

T-SM p. 45

A character using this tool gains automatic on Mechanics checks to repair droids, vehicles, or starships.

The GM may spend or on a Mechanics or Combat check made using a Multi-Goo Gun to have all of its spray cartridges run out; it cannot be used at all until refilled.

Multi-Goo Refill

A pack that includes replacements for all three substances costs 20 credits and has a rarity of 2. Placing a refill pack in a Multi-Goo Gun requires an Action.

Multi-Goo Gun Custom Attachment
Pressurized Gas Cartridge:
  • Base Modifiers: Increase base damage to 5.
  • Modification Options: 2 Quality (Burn +1) Mods, 2 Quality (Disorient +1) Mods.
  • Hard Points Required: 1.
  • Price/Rarity: 100/2.
  • Encumbrance: 0.

Rivet Gun

T-SM p. 46

A rivet gun reduces the difficulty of Mechanics checks to repair Critical Hits on vehicles and starships by 1, to a minimum of Simple (—).

Rivet Gun Custom Attachments
Top-Loading Magazine:
  • Base Modifiers: Removes the Limited Ammo 1 Quality.
  • Modification Options: None
  • Hard Points Required: 1.
  • Price/Rarity: 50/1.
  • Encumbrance: 0.
Balanced Barrel:
  • Base Modifiers: Increase range to Short.
  • Modification Options: 2 Decrease Inaccurate Quality by 1 Mods.
  • Hard Points Required: 1.
  • Price/Rarity: 150/3.
  • Encumbrance: 1.

Throwing Weapons

NameDmg.CritRangeEncum.Hard P.PriceRaritySpecial
p. 160
Bola / Net2-Short1/32202Ensnare 3, Knockdown, Limited Ammo 1
S-FC p. 42
Ascian Throwing Dagger+12Short10657Pierce 2, Limited Ammo 1

Bola / Net

p. 164

The user may spend a to ensure the victim is so entangled that they may not make any maneuvers, and their only action each turn is a Formidable () Athletics check to free themself.


Ascian Throwing Dagger

S-FC p. 45

When making an attack with a Ascian throwing dagger, a character does not increase the difficulty of the check for being engaged with their target as normal.

The user adds their Brawn to the listed value (+1) to determine the damage dealt with this weapon.


Hand Grenades

NameDmg.CritRangeEncum.Hard P.PriceRaritySpecial
p. 160
Stun Grenade8*-Short10754Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
Frag Grenade84Short10505Blast 6, Limited Ammo 1
Thermal Detonator202Short10(R) 20008Blast 15, Breach 1, Vicious 4, Limited Ammo 1
E-EtU p. 38
G-20 Glop Grenade--Short101006Blast -, Ensnare 3
Glop Grenade Refill--n/a--106
HG-DC p. 46
Nova40 Plasma Grenade123Short101256Blast 10, Limited Ammo 1
Mk.4 Heavy Frag Grenade94Short10(R) 755Blast 7, Cumbersome 2, Limited Ammo 1
D-24 Inferno Grenade83Short10(R) 755Blast 5, Burn 2, Limited Ammo 1
G2 Concussion Grenade105Short10(R) 1005Blast 8, Concussive 2, Disorient 5*, Limited Ammo 1
Lightning 22 Ion Grenade10*5Short10654Blast 7, Disorient 5, Ion, Limited Ammo 1
S-FC p. 42
Knockout Grenade12*-Short101205Blast 10, Stun Damage, Limited Ammo 1

About Grenades

Grenades can be set to detonate on impact or set with a timer to detonate up to 3 rounds after being activated at the beginning of the attacker's action. Some frag grenades and thermal detonators have a pressure switch that, once pressed, detonates immediately upon release.

See also: Cartridge Grenades, Z50 Grenade Launcher - Gunnery,


Stun Grenade

p. 165

(see table)


Frag Grenade

p. 165

(see table)


Thermal Detonator

p. 165

When using a thermal detonator, any result on the check means the detonator explodes prematurely. The wielder takes full damage from the weapon unless they can perform an additional maneuver to try to get clear; in this case, they only suffer the Blast damage.

Thermal Detonators are so potent that their Blast quality affects everyone within short range of the original target.


G-20 Glop Grenade

E-EtU p. 42

Inside the sphere is a refillable reservoir that holds a semiliquid foam that instantly hardens upon contact with oxygen. The hardened foam is only good for around five minutes, after which it begins to break down and becomes brittle and easy to shatter.

A glop grenade's Ensnare quality triggers automatically on any targets the weapon hits, with no need to spend .

Whenever a target is hit with a glop grenade, they must make an Easy () Coordination check to keep the foam from filling their breathing passages. Failure on the skill check indicates that the foam has cut off the target's air, and they immediately suffer the effects of suffocation (p. 214).

Glop Grenade Refill

Glop grenades that are recovered after use can be refilled with special pressurized hypoinjectors that transfer the foam from a sealed container into the grenade's reservoir without exposing it to the atmosphere. This requires an Easy () Ranged (Light) check to complete.

Failure on the check indicates that the foam has been ruined, and any net gained on a failed skill check means that some mishap with the filling system occurs and the user is engulfed in quickly hardening goo. This doesn't require an attack roll, but it does require the user to make an Easy () Coordination check to avoid getting the goo in their nose or mouth per the rules above.

Purchase of a Glop Grenade includes the hypoinjector and five refill canisters. Additional refill canisters can be purchased for 10 credits apiece and have a rarity of 6.


Nova40 Plasma Grenade

HG-DC p. 47

(see table)


Mk.4 Heavy Frag Grenade

HG-DC p. 47

(see table)


D-24 Inferno Grenade

HG-DC p. 46

(see table)


G2 Concussion Grenade

HG-DC p. 46

If the user activates a Concussion Grenade's Disorient quality, the Disorient quality affects all characters at short range from the target (even if they are not damaged by the weapon).


Lightning 22 Ion Grenade

HG-DC p. 46

Ion Grenades work only on unshielded equipment, droids and cyborgs, and only deal strain damage as per their Ion quality. They have no effect on organic beings beyond a brief and painful sting.


Knockout Grenade

S-FC p. 45

Knockout grenades have no effect on targets wearing breath masks or without respiratory systems.