Battle Zone Technology: Personal Weaponry
When I first began the project of cataloging Battle Zone technology I
had point values assigned to each item on the page. Most personal weapons aren't worth assigning a cost to, so I have revised this.
If a weapon has a point cost, it will be noted in the weapon description. |

GRENADE EQUIVALENTS
The reason for having points spent for weapons was to keep everyone honest and
reasonable with what their characters pack with them. I didn't want to have a character
carrying three blaster rifles, a heavy repeating blaster, and fifteen thermal detonators,
because that just wouldn't be reasonable. Weapons will now have a new rating.....the
GRENADE EQUIVALENT (GE)!
The GE system basically means that each weapon is equivalent to "X" number
of grenades. For the sake of simplicity, each character will be able to carry the same
number of GE's as any other character (without the use of backpacks and such). This number
is in favor of weaker races, such as Ewoks and Jawas which shouldn't be able to carry as
much as a human, let alone a wookiee.
Each character, without the aid of a belt pouch, holster, backpack, or other such
device, will be able to carry six GE's worth of gear or weaponry. This number may only be
modified with the use of aforementioned belt pouches, holsters, and backpacks. The
absolute total number of GE's with the use of backpacks and holsters depends on the race
of the character (all apologies for getting too technical with this).
GRENADE EQUIVALENT MODIFIERS
- Belt Pouches: With a belt pouch, a character can carry one extra GE on his body.
- Holsters: A holster enables a character to carry the corresponding pistol sized
weapon without a GE penalty.
- Backpacks: Backpacks give a character an extra 10 GE's.
- Sheathes and Scabbards: Sheathes and scabbards work like holsters. They enable
the character to carry the corresponding melee weapon without a GE penalty.
- Rifle Straps: A rifle strap enables a character to carry the corresponding rifle
sized weapon without a GE penalty.
- Bandoleers: Whether used to carry grenades, knives, blaster power packs, or
whatever, these items give a character an extra 6 GE's!
GRENADE EQUIVALENT TOTALS according to race: Totals according to race are given with
the GE base, then the GE modification limit (ie; 6/6 would mean that whether they had a
backpack or just themself, they are only strong enough to carry 6 GE's).
- Humans: 6/15
- Ewoks: 6/8
- Mon Calamari: 6/12
- Twi'leks: 6/12
- Wookiees: 6/25
This whole GE thing may be a little confusing to some of you. For clarification,
please write to me.

Archaic Melee Weapons:
- Bayonet: Attached to the barrel of a rifle, giving this melee weapon extended
reach. Damage rating is the character's strength plus 10. 0 GE's
- Combat Knife:
The combat knife is a basic, practical weapon. It is rarely actually
used in combat, but is handy as a cutting tool. Infiltrators and other
SpecOps relying on stealth do find it useful as a weapon, and usually coat
the blade flat with a non-reflective blackening agent. Although it
requires very close use, it is fairly quiet, never runs out of ammunition
and requires no energy pack to operate. Damage is Strength+15 (maximum
of 60). 1 GE
- Multi-Weapon: Infiltrators share a common tendency among
troopers: they try to carry more weapons and gear than they reasonably can.
This weighs them down under excessive mass and makes finding any one piece
of equipment difficult in the clutter. A recent attempt by unit
armorers to cut down on this extra gear is a multi-weapon, combining an
ordinary baton, dagger and garrote in one housing. The tubular device
has a weighted club-end, a thin sliding dagger with a twist lock emerging
from the other, and a coiled garrote secured by a lanyard strap. Since
these are individually developed by unit armorers, other designs have
appeared according to individual requests, the most popular variation being
a slicewire in place of the garrote cord. Damage is Strength+17
(dagger), Strength+10 (baton), Strength+10 (garrote - maximum 60 damage). 1
GE
- Slicewire: Standard issue slicewire is a 1 meter long monofilament cord wrapped around carbonite handles on each end. The molecule-thin monofilament is able to cut through most materials, including flesh, bone, stone, duranium, or plasteel. It is only issued to qualified experts, most often Infiltrators, as errors with this weapon are crippling or fatal. The weapon can be used as a pseudo-garrote, or swung as a lash, using one handle as a Counterweight. The results are usually fairly messy. Some Infiltrators carry a few meters of slicewire to string
across Imperial base corridors, and convoy or patrol routes. Damage
rating is Strength+20. 0 GE's
Special Note: If damage is caused by collision, use colliding character's
Strength or the vehicle or starfighter's hull code+20 to figure damage.
- Snap Baton: The snap baton is a commercially available
personal-defense weapon where street crime demands self-defense but local
codes forbid ranged weapons. Ordinarily, the baton is a
12-centimeter-long cylinder, but when released, extends to a meter-long club
suitable for combat. For such a simple device it is quite effective
and when coated with a thin layer of black sound-damper, makes a good, cheap
hand weapon for infiltrators. Damage rating is Strength+10. 1 GE
- Spear: A stick with a sharp point on one end. Not a technological high point.
Damage rating is the character's strength plus 15. 2 GE's
- Sword: I won't bother describing a sword. Damage rating is the character's
strength plus 20. 2 GE's
- Throwing knives: No description needed, IMO. Damage rating for a
throwing knife is the strength of the thrower plus 10. 1 GE
- Whip: Like a bullwhip. This is a very rare thing to see in the SW galaxy. 1
GE

Archaic Ranged Weapons:
- Bowcaster: The Wookiee range weapon. Damage done by these is set at
construction, but a Wookiee can modify it. I don't agree with the RPG damage code, so I'll
set the average damage for a bowcaster at 60. Bowcasters cannot ordinarily be purchased in
any market, but they do have a point cost. A bowcaster with a damage rating of 60 costs 15
points for a Wookiee to build (3 points at character start-up). 4 GE's.
- Shotgun: I can hardly believe I found stats for a shotgun in a Star Wars rule
book! Well, we all know what shotguns are. Damage rating is 50, but the range is very
short. Realistically a character should be within 10 meters of his target to hope to hit
it. 2 GE's.

Blasters: The damage done by a blaster can be modified, by your
character, by spending points. 2 points gives your blaster one more damage rating point.
- Blaster - pistol: Standard personal weapon. Damage rating of 40. 1
GE
- Blaster - Penetrator Mini-blaster: A marvel of modern
miniaturization, the Penetrator is a powerful and compact sporting blaster,
not much larger than a hold-out blaster. The penetrator is able to
deliver a massive punch-per-shot, due to its highly focused beam and
precision galven circuits, although its charge cycle is fairly long.
The little dynamo is somewhat fragile due to the precise alignment of the
internal lenses and their susceptibility to misalignment. The
Penetrator is generally considered a "spook weapon," though some
SpecOps use the weapon in the field. Damage is 50 (but the precise
aiming requirements penalize a character's blaster skill by 15 ranks).
1/2 GE
- Blaster - holdout: Small personal weapon. Low amount of shots available
(which I refuse to babysit people on, so be realistic). Damage rating of 30. 1/2
GE
- Blaster - sporting: Princess Leia shot a stormtrooper with one of these
at the beginning of ANH. Damage rating is 35 (Maybe hers was modified, because by the game
rules for SW: RPG, she probably wouldn't have been able to take him down. By the BZ
guidelines, maybe the players set the guidelines aside. Or maybe he was only stunned). 1
GE
- Blaster - Heavy pistol: Han Solo uses one of these. Inaccurate at long
range, but packs a Hell of a punch! Damage rating is 50. 1 GE
- Blaster - Carbine and Rifle: The carbine is a short-range version of
the rifle, essentially. Both have a damage rating of 50. 2 GE's
- Blaster - Heavy repeating blaster: You remember the big cannon that the
snowtroopers set up to shoot at the Falcon in ESB when the heroes were escaping from Hoth?
That was one of these! Damage rating of 80! The heavy repeating blaster costs 20 points
(10 points at start-up). This weapon is not governed by the GE rules, because it requires
two to carry its components. It is roughly 35 GE's, if you must know.

Ranged Weapons: Missile weapons, Firearms, and specialty weapons.
- Missile Weapon - Flechette Launcher (Golan Arms FC1 Flechette
Launcher): Useful for taking out clustered groups
or improving hit odds on a single target, a flechette launcher has the
advantages of a grenade and the range of a rifle. The canisters hold
scores of micro-darts that shred everything in the blast area. Has two
types of ammo, anti-personnel and anti-vehicle. Damage is 60/40/30 for
the anti-personnel and 100/80/60 for the anti-vehicle (the damage listed as XX/XX/XX
means within 10 yards/within 20 yards/within 30 yards). Cost is 20 (5
at start-up); no points for anti-personnel ammo, 2 points/month for
anti-vehicle ammo. 2 GE's
- Missile Weapon - Flechette Smart Pistol (Malaxan Firepower Incorporated FWG-5):
A hand-held flechette pistol that combines superior sensor tracking with lightweight
lethality. The pistol utilizes a miniaturized laser tracker that "paints" a
target when the trigger is depressed. Each flechette cartiridge has micro sensors on the
outer casing to follow the laser signature and home-in on the target. The cartridge also
carries scores of flechette micro-darts, and just prior to impact, the cartridge ruptures
and unleashes the micro-darts. There are 8 cartridges in each clip. Damage is 50. 1
GE
- Missile Weapon - Micro-Grenade Launcher (Locris Syndicates Model MGL-1):
This weapon launches its micro-grenade cartridges with high accuracy up to 200 meters
away. The cartridges are propelled through the barrel of the weapon by electromagnetic
pulses. It holds 30 cartridges in its magazine. Damage is 40. 2 GE's
- Missile Weapon - Projectile Hunting Rifle (Prax Arms HB-4 Projectile Rifle):
This rifle uses a wire-guided sensor system to assist the user in making a clean, one-shot
attack. As the projectile is fired from the weapon, a mono-filament trace-wire trails out.
The HB-4 provides flight direction instruction to the mini-missile through the trace wire.
The key is to maintain a steady hand and direct line-of-sight on the target until impact.
Special bonus to Missile Weapons skill, 15 point increase when firing at ranges of
1 kilometer or more. There are 6 mini-missiles in each clip. Damage is 50. 2
GE's
- Missile Weapon - Prax Protector (Prax Arms Protector PRP-500 Hold-Out Dart Pistol):
A palm-sized personal defense weapon. fires a 3 centimeter long dart. The darts are
hollow, and contain a mixture of volatile gases that react violently upon exposure to the
atmosphere (in other words, upon impact). This weapon is largely ineffective in
non-oxygenated atmospheres. There are 6 darts in each clip. Damage is 10 from the dart.
Damage is 30-50, depending upon the gas mixture (which is up to the person holding the
weapon, when they load the clip). 1/2 GE
- Missile Weapon - Rocket Launcher (Locris Syndicates Model RDP-12 Rocket Launcher):
This rocket delivery system has two ammo types giving the discerning sportsman that
variety he craves. It can be loaded with explosive rocket capsules or stun-inducing nerve
agent capsules. It holds 4 capsules in its magazine and 20 in each clip. Damage is 40 for
the explosive capsules and 50 for the stun capsules. 3 GE's
- Missile Weapon - Vac Blades: Golan Arms produced this
silent Infiltrator weapon. Wrist-mounted vac blades fire three
circular blades at a target. The launchers are usually worn in pairs
(one per arm if the species has more than two) to keep the need for reloads
to a minimum. Damage is 50 (all three blades fired at one target) or
30 (individual blade at a target). Cost is 10 points (2 at
start-up). 0 GE
Of Special Note: Usually, all three shots are fired against one
opponent. Can be fired in arc, against separate opponents. If
fired this way, each blade shot penalizes the Missile Weapons skill
rank by 5 ranks.
- Firearm - Adjudicator (Czerka Adjudicator): A slug throwing hold-out
pistol. A small ammo capacity is made up for by the ease of concealment and the high
"stopping power" of the pistol. It holds 4 rounds in its magazine. Damage is 40.
1/2 GE
- Firearm - Blaster Buster (Oriolanis Defense Systems Blaster Buster): This
weapon is designed for one Purpose -- disabling blasters. Combining a telescopic,
laser-guided sight and heat-seeking ammunition, the Buster will be able to disable most
hand-held blasters. The sighting unit "paints" the target (the attacker's
weapon) with a laser signature which seeks the particles of ionized gas that escape from a
blaster muzzle when it discharges. This signature is a path for the Buster's special
ammunition -- projectiles that home-in on the signature. The result of this process is a
ruined blaster and a very surprised assailant. It holds 4 rounds in its magazine. Damage
is 30 (designed for blasters, which generally have a strength of 10-20). 1
GE
- Firearm - Blister Blaster (Golan Arms Blister Blaster): This is not a
blaster, although in size and shape it resembles one. It is a high velocity slug thrower
that fires hollow rounds that contain a volatile petro-chemical reactant. When exposed to
oxygen (on impact), the mixture spreads over a 10 centimeter area and immediately ignites.
In addition to the kinetic damage, the target suffers from burning damage. It holds 8
rounds in its magazine. Damage is 40 from the impact and 60 from the burns ("Ouch!").
1 GE
- Firearm - Kelvarek Dissuader (Kelvarek Consolidated Arms Dissuader KD-30):
Another nasty one! This rifle has a laser guided sighting mechanism for targeting
purposes. The Dissuader fires metal-jacketed cartridges filled with borless acid. Upon
impact the cartridge releases the acid, which deters the assailant from harming you or
yours! The internal sighting system increases the user's Firearm skill by 10. It holds 6
rounds in its magazine. Damage is 30 from the impact and 50 from the acid. 2
GE's
- Specialty Weapon - Flame Carbine:
Czerka Flame carbines are rifle-shaped weapons that are connected to a fuel
cell via a reinforced transfer hose. The Czerka carbine model is a
weapon used by some SpaceOps and Pathfinder units, and is the preferred
weapon of Urban Combat Specialists during street-fighting operations.
Damage is 50 (total) during the first ten seconds, then 30 every ten seconds
for the next 30 seconds. Cost is 10 (5 at start-up). 2 GE's
- Specialty Weapon - Heavy Flamer: Czerka's vehicle-mounted
flame projector, almost always reserved for Heavy Weapons SpecOps.
This weapon is used to take out buildings and squads. It is less
popular than the more portable versions, but is highly effective. Damage
is 120 (total) during the first ten seconds, then 80 every ten seconds for
the next 50 seconds (unless it is extinguished). Cost is 50 (10 at
start-up). This weapon is not governed by the GE rules because it
must be mounted to a vehicle OR attached to a tripod.
- Specialty Weapon - Magna Caster: This pistol is a magnetically-enhanced
missile weapon and therefore uses the Missile Weapon skill. It launches a 15
centimeter long quarrel electomagnetically out the barrel. There are 10 quarrels in each
clip. Damage is 60. 2 GE's
- Specialty Weapon - Neural Inhibitor (Mennotor DAS-430 Neural Inhibitor): Looks
like a blaster, but it is another electro-magnetic projectile weapon, so it uses the Missile
Weapons skill. It shoots small (6 cm long, 2 mm diameter) hollow darts. Each dart
carries a small dose of a neural toxin which is injected into the target upon impact. This
results in a quick but temporary paralysis that lasts up to ten minutes. Special toxins
must be customized for the physiology of most alien-races, but that is only a minor
set-back to one who is prepared. It holds 240 darts in each clip. Damage is 35 from impact
and 60 (stun) from the toxin. 1 GE
- Specialty Weapon - Prax "Blast & Smash" Energy Rifle (Prax Arms
Model AXM-50 "Blast & Smash"): The traditional
"over-under" weapons combo. A Drearian rapid-fire blaster rifle, on top, is
mated with a Locris micro-grenade launcher, on the bottom. This gives the weapon a huge
variation of explosive power. Uses Blaster skill for the Rifle and Missile
Weapons skill for the grenade launcer. It holds 30 grenade cartridges in its magazine.
Damage is 50 from the blaster and 40 from the grenade launcher. 2 GE's
- Specialty Weapon - Sleep Inducer (Pacnorval Defense Systems, Limited SIL-50): Though
limited in range, this stun-blaster is soundless and fast acting. The receipient rarely
knows what hit them. The Inducer uses the Blaster skill. Damage is 50 (and is only
stun damage). 1 GE
- Specialty Weapon - Wrist Lasers (Koromondain PDS, Inc. Model RLW-77): Just
as the name says, these are laser blasters that fit on your wrist! Uses the Blaster
skill. Damage is 40. 0 GE's

Explosives: Essentially, grenades and thermal detonators. However,
other things such as demolition devices, anti-personnel mines, and vehicle mines would fit
in here too.
- Grenades: You do know what these are, don't you? If not, ask! Damage
rating is 50. 1 GE (natch!)
- Thermal Detonator: A highly explosive device. Very destructive! Damage
rating is 100. I won't assign a cost to these, but use of them will be observed with
strict scrutiny. If things get out of hand, I'll get nasty! 1 GE (there's a
surprise!)

Powered Melee Weapons: knives, axes, swords, lightsabers, blah, blah,
blah.........
- Cryogen Whip: This weapon appears to be an ordinary coiled whip with an outer
coating of flexible metal panels. The core of the whip circulates super-cooled chemicals
that chill the outer panels. As the tip of the lash strikes an object, the extreme cold of
the metal panels causes a near-explosive chemical reaction, which generates a stunning
blast and a loud crack. Damage is the character's strength plus 10, plus 40 points of Stun
damage due to extreme cold. 1 GE
- Double-Bladed Vibroblade: This is a two handed weapon. Attempting to use this
weapon with one hand penalizes the character's melee skill by 25 points. Damage is the
character's strength plus 45, for a maximum damage rating of 85. 4 GE's
- Force Pike: These hand-held weapons are poles topped with enhanced vibroblades
and a power tip that can shock, stun, or kill anything it touches. Made of very strong
spun graphite, the rigid poles retain some flexibility: if put under stress they will bend
rather than break. These weapons are used by ceremonial and shipboard guards where heavier
weapons would appear undiplomatic or actually endanger the ship if fired. Damage is the
character's strength plus 20. 2 GE's
- Lightsaber: The weapon of a Jedi Knight. If you haven't seen Star Wars
you won't know what these are and you're in the wrong interactive RPG site! Damage rating
is 50 (but if the user has the Jedi skill "Lightsaber Combat" then their
"Control" attribute rating is added to the damage of the weapon. (Example: Jedi
"X" has a Control rating of 25. With Lightsaber Combat, his damage rating with
the weapon is 75!)! A lightsaber costs 20 points for a Jedi to build (10 points at
start-up). 1 GE
- Molecular Stiletto: A rigid monofilament weapon housed in a carbonite casing fashioned to resemble a datapad stylus, this deadly little weapon cuts through armor, flesh, bone, and plasteel with little difficulty. The main limit on the weapon's damage potential is the extremely fine cuts it makes - unless the cut is fairly large, the damage can be minor. Stabbing with the micron-thin stiletto is pointless, unless followed by a slicing maneuver. Although safer than slicewire, it is rarer due to the high price and secret manufacturing process used by Xana
Arms Company. Damage rating is Strength+20 and costs 10 points (0 at
start-up). 0 GE
- Vibroaxe: Vibro-weapons are common in the SW universe. The blade of
such weapons vibrates and gives added cutting ability to the user. Damage rating for a
vibroaxe is the user's strength rating plus 35. 2 GE's
- Vibroblade: A long, vibrating knife. Damage is the user's strength
rating plus 30. 2 GE's
- Vibro-shiv: A small version of the vibroblade. Damage is the character's strength
plus 10. 1 GE

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