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Saga Edition RPG Omnibus
Revision as of 03:30, 27 April 2024 by Tenor1411 (talk | contribs)

Sonic Damage

Sonic damage is considered to be energy damage in all ways. However, ranged weapons that deal sonic damage cannot be deflected with a lightsaber. If a weapon deals bonus sonic damage (such as those with certain gear templates) in addition to its normal damage and is not purely an energy attack, the attack can be deflected by a lifghtsaber, but the target still takes the sonic damage regardless (just not the weapon’s normal energy damage) if the attack would normally hit.

Weapon List

Concussion Rifle

Rifle

     Unknown Regions, page 37.

     Cost: 1,800   Weight: 2.3kg   Availability: Restricted, Rare

     Damage: 2d10   Stun: —   Type: Energy (sonic)  Mode(s) Single

A powerful if uncommon weapon, the concussion rifle operates by firing a concussive energy charge, creating a powerful shock wave that can knock down a full-grown Human. The technology required for these weapons is more complex than that used in blaster weapons, so few companies except Arakyd Industries and BlasTech produce them. In spite of their rarity, concussion rifles are popular with Trandoshan mercenaries and slavers and are used by several bounty hunters and some unconventional military units.
     A character using this weapon makes an attack roil against the target’s Fortitude Defense. If the attack is successful, the target is knocked prone in addition to the damage dealt by the weapon. A concussion rifle requires a power pack to operate. After 25 shots, the power pack must be replaced.

Heavy Sonic Pistol

Pistol

     Knights of the Old Republic, page 70.

     Cost: 1,250   Weight: 1kg   Availability: Licensed

     Damage: 2d8   Stun: —   Type: Sonic  Mode(s) Single

The heavy sonic pistol enhances the sonic pistol’s design, dealing greater damage. A heavy sonic pistol creates more intensely compressed bolts of sonic energy, which are far more devastating than those generated by a standard pistol. Unfortunately, this eis extra compression unravels quickly, and by the time the bolt has reached a great distance it dissipates ineffectively. Like all weapons that deal sonic damage, a heavy sonic pistol’ attacks cannot be negated using the Deflect talent (or any talents with Deflect as a prerequisite).
     A heavy sonic pistol requires a power pack to operate. After 50 shots, the power pack must be recharged.

Sonic Disruptor

Pistol

     Knights of the Old Republic, page 70.

     Cost: 1,000   Weight: 1kg   Availability: Illegal

     Damage: 2d6   Stun: —   Type: Energy (sonic)  Mode(s) Special

One of the most violent sonic weapons on the market, the sonic disruptor is outlawed by the Republic, even for use against the Sith. The sonic disruptor not only deals devastating sonic damage to a target, it also atomizes anything it harms, leaving fiew traces of a victim behind. Like all weapons that deal sonic damage, a sonic disruptor’s attack cannot be negated using the Deflect talent (or any talents with Deflect as a prerequisite).
     As a disruptor weapon, the sonic disruptor treats all targets as if their damage threshold was 5 lower than it is. If damage from the sonic disruptor kills a creature or destroys an object, vehicle, or droid, that target is disintegrated and ceases to exist. Because of the massive energy required to create a sonic disruptor beam, the sonic disruptor can only fire once every other round. You cannot use any feat, talent, or other special ability that consumes more than one shot from the weapon per round (such as Double Attack or Rapid Shot) with a sonic disruptor.
     A sonic disruptor requires a power pack to operate. After 10 shots, the power pack must be recharged.
     See also: Disintegrator Weapons.

Sonic Pistol

Pistol

     Knights of the Old Republic, page 70.

     Cost: 900   Weight: 1kg   Availability: Licensed

     Damage: 2d6   Stun: —   Type: Energy (sonic)  Mode(s) Single

Designed as the civilian response to Jedi and Sith using lightsabers to deflect their attacks, the sonic pistol fires compressed bolts of pure sound at its target. Though slightly less powerful than standard energy weapons such as blaster and pulse-wave weapoins, the sonic pistol is particularly effective against Jedi and Sith because the weapon’s sonic bolt bends around a lightsaber, striking the target despite the intervention of the lightsaber’s energy blade. Like all weapons that deal sonic damage, a sonic pistol’ attacks cannot be negated using the Deflect talent (or any talents with Deflect as a prerequisite).
     A sonic pistol requires a power pack to operate. After 100 shots, the power pack must be recharged.

Sonic Rifle

Rifle

     Knights of the Old Republic, page 70.

     Cost: 900   Weight: 5kg   Availability: Restricted

     Damage: 2d8   Stun: —   Type: Energy (sonic)  Mode(s) Single, Autofire

The sonic analogue to the blaster rifle, a sonic rifle is a larger weapon capable of striking targets from a greater range than the heavy sonic pistol while still maintaining the same damage. Like all weapons that deal sonic damage, a sonic rifle’ attacks cannot be negated using the Deflect talent (or any talents with Deflect as a prerequisite).
     A sonic rifle requires a power pack to operate. After 50 shots, the power pack must be recharged.

Sonic Stunner

Pistol

     Threats of the Galaxy, page 146.

     Cost: 450   Weight: 1kg   Availability: Illegal

     Damage: —   Stun: 3d6   Type: Energy (sonic)  Mode(s) Single

A sonic stunner creates waves of sonic energy that assault the aural receptors of anyone it targets. The weapon fires a concenrated burst of sonic energy (using technology similar to the sonic weapons used by Geonosians) that manipulates the minds of living beings, causing them great pain. Even deaf creatures can be harmed by a sonic stunner, because it creates high-frequency vibrations that penetrate the brain. However, unlike with most blaster weapons, only the target of the attack hears any noise, making the weapon otherwise silent.