War in Hapes
Weapons & Armor
Every character in the Star Wars RPG game system, heroic or nonheroic, will possess at least one Weapon Proficiency. A Weapon Proficiency is, simply put, the ability to wield a particular “type” of weapon normally. You can attempt to wield a weapon even without the proficiency, but you will generally do so with a -5 penalty to attack rolls. Certain talents and an item called a combat implant can partially or fully mitigate these penalties.
Armor follows a similar strain, only penalties are dependent on what type of armor you’re wearing (Light -2, Medium -5 or Heavy -10). Said penalties apply to attack rolls and certain physical skills. While wearing light armor despite being unproficient can still be worth it (for taking advantages of modifications and extra features, and a little extra damage absorption), anything heavier is generally a bad idea.
Weapons can be broken up into the following types: Simple Weapons, Pistols, Rifles, Sniper Rifles, Heavy Weapons, Advanced Melee Weapons, Lightsabers and Exotic Weapons.
Very basic and mundane or primitive weapons, like regular knives or swords, which aren’t overly powerful in Star Wars. Combat gloves and stun batons also come under this category, as do grenades, which come in multiple types:
Frag Grenades are stock-standard grenades, intended to explode and fire shrapnel within its area of effect. Good against clumped up enemy formations or confined spaces.
Concussion Grenades are similar in purpose to Frag Grenades, but are more powerful. Infrequently used anywhere that minimal structural/collateral damage is preferred, as such Frag Grenades are more common.
Stun Grenades are designed to incapacitate targets instead of kill them, and are largely used in riot suppression by security forces.
Flash Grenades can blind and deafen targets, and possess a larger area of effect than most grenades.
Gas Grenades are similar in function to Stun Grenades, but possess a very large area of effect. Effective against civilians or poorly-armed enemies, but useless against armored enemies with vacuum-seals or breath masks.
Smoke Grenades are used to create concealment, either for providing an escape or avoiding enemy fire. Users not also utilizing vacuum-sealed armor or breath masks may accidentally smoke themselves out, though.
Adhesive Grenades are deadly against enemies armed with melee weapons, since they cause a sticky substance to immobilize anyone caught in the blast radius. They do not harm their targets, however.
CryoBan Grenades are a more lethal version of Adhesive Grenades in function, slowing an enemy down by rapidly freezing them. While it does not always completely immobilize an enemy, it does harm them.
Ion Grenades are functionally identical to Stun Grenades, except for the fact that they are used to incapacitate droids without destroying them, rather than living beings.
As the name suggests, pistols and other light hand-held or wrist-mounted ranged weapons. The vast majority of classes and nonheroics will generally be able to use these. Many pistols come with a stun setting to incapacitate targets, but very few have automatic fire capability.
Blaster Pistols are the standard fare of Star Wars, and operate by firing small packets of energy, or “bolts”. They use power packs, which are a universal unit for power storage, and are otherwise widespread, cheap, and easy to use.
Hold-Out Blaster Pistols are very small blaster pistols for self-defense, and are easily concealed, low-power, and can only fire very few shots. Most work off the smaller power cell rather than power pack. In some places they are illegal thanks to also being effective in the hands of assassins.
Heavy Blaster Pistols are much like regular Blaster Pistols, only they are higher powered at the cost of having a lower ammunition count and shorter range. Even so, some are about as powerful as low-end Blaster Rifles
Slugthrower Pistols are pistols that fire solid rounds called “slugs”, similar to bullets of modern day. Slugthrowers are considered primitive in Star Wars and are not as sophisticated as modern day firearms due to the prevalence of blaster technology. Sometimes used even in more civilized society by virtue of the fact that they can be equipped with a silencer.
Wristblasters are generally used by bounty hunters and few others, but they do see extensive use among the Lorell in order to add some ranged capability to the otherwise melee-focused pirates.
Common ranged weapons intended to be used two-handed and otherwise pack more punch and have longer range than pistols. They also have room for accessories (like scopes and grenade launchers) and usually come with a stock. Soldiers and Scouts use Rifles.
Blaster Rifles are the standard, and most commonly used by your average military or paramilitary trooper. Most are capable of automatic fire and possess a stun setting, and usually have room for accessories and modifications.
Blaster Carbines are smaller variants of Rifles, most commonly used for being lighter and cheaper, and usually with a better rate of fire than a full-size Rifle, though this comes at the cost of shorter range, little to no room for accessories and modifications, and only room for one more fire setting (autofire or stun).
Heavy Blaster Rifles are the bigger cousins of the Blaster Rifle, packing more punch but usually sacrificing range and weight as a result. They also have to be carried in two hands at all times, making it far more difficult to use grenades or other thrown weapons.
Repeating Blaster Rifles are Blaster Rifles that are dedicated to automatic fire, and can usually be braced as well to mitigate the penalties to accuracy for using autofire. They burn through ammo fast, on the downside.
Slugthrower Rifles are the bigger cousins of the Slugthrower Pistol, and are used for similar purposes, only in larger scale.
Sporting Blaster Rifles are civilian-level Blaster Rifles that are lower power and used primarily for sport or hunting, but as a result of reduction in power more energy is focused towards beam compression so that they have better accuracy at long range compared to other Blaster Rifles.
Usually requiring proper training to effectively use at the ranges they’re designed for, Sniper Rifles are intended for engaging targets at extremely long distances and require precise aiming. Other than for their much lower ammunition count due to the major beam compression required, they’re about as powerful as a heavy blaster rifle. Soldiers and Scouts with military training sometimes use Sniper Rifles.
Blaster Sniper Rifles are the only widely-used type of Sniper Rifle, and use power packs like other blasters. Most are outfitted with a bipod and targeting scope as standard, but have few other frills.
Mass Driver Sniper Rifles are rare and have only recently been developed by T’lani Arms for use by the T’lani Military. They fire large-calibre solid rounds containing payloads, much like modern day sniper rifles. They can fire specialized rounds for specific targets and uses. Another type of Mass Driver is secretly used by one of the Assassin Guilds, though little is known about it.
Designed primarily for use against light vehicles or large numbers of infantry, though training in Heavy Weapons is also required for using field guns and weapons on both planetary vehicles and starships. Of the armaments that can be carried by a single person, Heavy Weapons tend to be the most deadly. Soldiers with military training sometimes use Heavy Weapons.
Light and Medium Repeaters are larger versions of Repeating Blaster Rifles, and almost always require a power generator to use effectively. Can cut down groups of infantry in swathes, or prove extremely deadly against a single target for characters with the Burst Fire feat. Can always be braced to reduce penalties to attack rolls due to autofire.
Blaster Cannons are either shoulder-mounted or underslung, and are generally fairly versatile in that they can be used to engage clumped-up enemy formations or fire more concentrated blasts against vehicles. Unlike Repeaters, they’re more economic in regards to power use. Lighter cannons can be used on the run, whereas heavy cannons need to be braced to be used at all.
Missile Launchers come in two types, anti-personnel or anti-vehicle, though some launchers can fire both types of missiles. Anti-personnel missiles have a larger blast radius/area of effect than any other ranged weapons, whereas anti-vehicle missiles by far deal the most damage against armour but are extremely inaccurate against infantry. The main drawback is that ammunition is depletable and can’t simply be recharged from another power source like a blaster, and is also not as widely available.
Flamethrowers and Flame Cannons are close-ranged weapons made for carving through large numbers of enemies, second only to anti-personnel missiles in terms of volume of fire. Usually shoot in a cone-shaped area of effect. Those that don’t die immediately are usually dropped seconds later by virtue of also being set on fire. Suffer from the same drawbacks as Missile Launchers – depletable and specific ammunition.
Advanced Melee Weapons
Hand-to-hand weapons that are powered, and require slightly more training to use than your average knife or baton either due to being slightly more unwieldy or requiring specific techniques. Melee weapons still see a great deal of use in parts of the galaxy, Hapes included by virtue of both tradition and the frequency of ship-to-ship close quarters combat.
Vibroweapons come in many shapes and sizes, from vibrodaggers, to vibroswords, vibroaxes, vibrolances, vibroglaives, and even vibroknucklers. They function by the blade or contact area of the respective weapon oscillating at extremely high speeds due to one or more vibration cells, which results in highly increased cutting power. Even minor contact from a vibroweapon can result in grievous wounds, though the downside is that vibration cells have a very unfortunate, though infrequent habit of overloading and violently exploding when coming into contact with another electrical source.
Stun Weapons include such things as Electropoles, Electrostaves, Force Pikes, Stun Bayonets and Shock Sticks. Each are weapons that generate an electromagnetic or stun pulse when brought into contact with a target, and can be used to either incapacitate or kill, assuming the weapon possesses a lethal setting.
Whips come in several different types – power lash, mono-cord whip, vibrowhip, cryogen whip and shock whip to list a few. Some are designed to incapacitate, but just as many are designed to kill. All possess the same advantage of giving a fighter extra reach and the ability to entangle an enemy, but generally do less damage than more conventional weapons.
With few exceptions, found only in the hands of Jedi, Sith, or Force-trained agents of the Empire. In short, they are weapons that project a beam of plasma/energy that can shear through most solid matter easily and deflect blaster bolts, and are otherwise extremely lightweight due to the absence of mass in the blade. They require an exceptional amount of training to use, given how easily it is for the careless to deal themselves a fatal blow as easily as they would an opponent.
Going up against an enemy with a lightsaber is a daunting task – ranged attacks can be deflected or even redirected, whereas melee weapons that are not constructed from one of few rare materials resistant to lightsabers are susceptible to being damaged or destroyed on contact.
The standard Lightsaber can be wielded in one or two hands, the blade can be of various colours depending on the crystal used in its construction, and only Force Adepts with the required training possess the ability to perform said construction.
Over the ages, several variants on the basic Lightsaber have been invented:
Double Lightsabers have longer hilts and can project not one but two blades, one coming from either end of the hilt. Such a weapon must be wielded two-handed, but possesses the advantage of being capable of delivering a string of attacks at rapid speed.
Short Lightsabers, also called Shotos are slightly smaller Lightsabers designed to be used by smaller species, but can also be used effectively in the off-hand for dual wielding.
Great Lightsabers are designed for larger species, but can also be used by medium-sized characters two-handed. They deal more damage than a regular Lightsaber by virtue of their longer, broader blade and larger hilt.
Dual-Phase Lightsabers are Lightsabers that can switch between two settings, each one being powered by a separate crystal with potentially different benefits and at different blade lengths.
Other Lightsaber types exist, but are either antiquated (such as the Lightfoil or Lightwhip) or used extremely exclusively by certain groups (such as the Lightsaber Pikes used by the Emperor’s Royal Guards).
These are not so much a “group” of weapons as they are a list of weapons that require a specific proficiency in order to wield properly. They are generally very rare, very powerful, or associated with a very specific group or species. To become proficient in the use of an Atlatl, for example, one would have to take the feat “Exotic Weapon Proficiency (Atlatl)”.
Certain species gain the ability to use certain “racial weapons” as if they were a different type. For example, Wookiees treat Bowcasters as Rifles instead of Exotic Weapons.
Cereans treat the Shyarn as an Advanced Melee Weapon
Gamorreans treat the Arg’garok as an Advanced Melee Weapon
Gungans treat the Atlatl and Cesta as Simple Weapons
Nagai treat the Tehk’la Blade as a Simple Weapon and the Swiftcut Foil and Nagaian Longsword as Advanced Melee Weapons
Selonians treat the Selonian Glaive as a Simple Weapon
Squibs treat the Squib Tensor Rifle as a Rifle
Verpine treat the Verpine Shatter Gun as a Pistol
Wookiees treat the Ryyk Blade and Wookie Heartlance as an Advanced Melee Weapon and the Bowcaster as a Rifle.
Zabrak treat the Zhaboka as an Advanced Melee Weapon
Unsurprisingly, Armor is intended to help keep you alive and well when under enemy fire. It comes in four types: Basic, Light, Medium and Heavy. Anybody of any class, including nonheroic NPC’s, can wear Basic Armor without penalties, but anything beyond that requires the respective Armor Proficiency. Soldiers start with Armor Proficiency (Light) and (Medium) at first level.
If you suffer damage while not wearing any Armor you will instead receive a substantially increased amount, so it’s worth investing even in some extremely cheap Basic Armor in order to avoid this situation.
The benefits and drawbacks of Armor differ across the different grades. The features of Armor include:
Armor Rating: Whenever you receive damage, it is reduced by this number. Furthermore, while you normally add your Character Level when calculating your Reflex Defense, you may substitute it for this number when wearing Basic or Light Armor. Medium or Heavy Armor will always substitute their Armor Rating for your Level unless you take the relevant Soldier talents. Basic Armor offers the least Armor Rating, whereas Heavy offers the greatest.
Fortitude Defense Bonus: Certain Armor will also give you a bonus to Fortitude Defense, though it varies per grade. Very few Basic Armors grant Fortitude bonuses, whereas most Heavy Armors do, and the number is substantially higher. Note that if you’re wearing Basic or Light Armor and you use your Level to calculate your Reflex Defense instead of Armor Rating, you also forego any Fortitude Defense Bonus.
Maximum Dexterity Bonus: The highest Dexterity modifier that can be applied when calculating your Reflex Defense and rolling checks for Dexterity-based Skills. Doesn’t affect attack rolls. The lighter the armor, the greater the Maximum Dexterity Bonus.
Modifications: Armor can be given modifications that provide further benefits, like mounted weapons or shield generators. Modifications are measured by slots, with very complex upgrades requiring multiple slots. Basic Armor has 0 slots, Light 1, Medium 2, and Heavy 3. Certain types of Armor may have extra slots, whereas others may come with some modifications already installed as standard.
Weight: How much the Armor weighs. If you plan on wearing Heavy Armor, make sure you boost up your Strength.
Speed: Normally your movement speed is 30ft. It remains the same when wearing Basic or Light Armor, but is lowered to 20ft when wearing Medium or Heavy Armor.
Availability: Unfortunately, not every type of Armor can be bought at your local general store. Most Basic Armors can be found anywhere, whereas Heavy Armor is almost always Military-only. By spending time and money, though, you can either gain the permits for the Armor you need, or obtain it from the Black Market. Or just loot it from your victims.
Faction: Some specific Armors are only available to certain organizations, or can only be bought either from that organization or while within their territory. You’ll have a hard time buying Imperial Trooper Armor while on a Hapan world, for example. Certain Armors are universal and possess an equivalent for all factions, but otherwise just about every faction possesses its own unique gear.
The full list of different types of Armor is extensive, given that several factions have close derivatives of similar items, as such only a few types are referenced below for example. Your choices for Armor are largely restricted by your backstory, how much money you have and where you’re buying it, as well as what is available at the time. Not every store sells every type of armour.
Spacer’s Leather – Thick leather or hide, available everywhere. Offers little protection, but better than nothing.
Armorweave Clothing – Fabric that can partially disperse the energy from a blaster bolt, while retaining the appearance of more mundane apparel
Merr-Sonn KZZ Riot Armor – Stolen from the Corporate Sector Authority by the Black Sun, now used by both them and DUSK. Essentially a jumpsuit with protective vest and helmet
Blast Jacket – A thick jacket that protects from shrapnel, bladed weapons and limited blaster fire
Corellian TX-3 Armored Flight Suit – A pilot’s flight suit, with additional armor plating
Stormtrooper Armor – Made from light, thin armorplast plates for greater mobility yet effective protection
Combat Jumpsuit – Very basic armor, essentially a loose jumpsuit with additional padding and thin armor plates
Light Battle Armor – Lighter variant of standard soldier’s armor used by scouts and commandos
Krail Model 210 Personal Armor – Designed for bounty hunter use, full body armor with jetpack and cable dispenser
Creshaldyne Camo Scout Armor – Mid-range battle armor with a shadowskin layer to absorb light
Dragoon Armor – Signature armor of House Isha’s Order of the Dragoons, comes complete with powered exoskeleton and vacuum seals
Battle Armor – Standard full body armor
Katarn-class Commando Armor – The Empire’s top of the line heavy armor, with 24 hour life support, an emergency bacta bath, and an integrated vibroblade
SoroSuub NLZ5-11 Dragon – Powered exoskeleton, targeting system, integrated defensive blaster, twin flamethrowers and mini-missile launcher.
GTU AV-1A Assault Armor – Imagine the Iron Man suit, except three times as bulky and can fly in space