Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus
Revision as of 22:30, 10 August 2025 by Tenor1411 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

A vibro weapon is very distinct from its unpowered counterpart in that the blade will vibrate very rapidly when activated. The rapid oscillations give the weapon a considerable boost in power, allowing it to cause more damage. Like all powered weapons, a vibro weapon requires one or more energy cells to operate.

Vibroblade

Advanced Melee Weapon

     Saga Edition Core Rulebook, page 124.

     Cost: 250   Weight: 1.8kg   Availability: Licensed

     Damage: 2d6   Stun: —   Type: Slashing/Piercing

The vibroblade is a close-combat weapon favorde by soldiers and mercenaries throughout the galaxy. It resembles a short sword with a high-tech look and feel. Vibroblades are illegal in most urban areas.

     A vibroblade requires an energy cell to operate.

Dire Vibroblade

Advanced Melee Weapon

     Knights of the Old Republic, page 65.

     Cost: 60   Weight: 2kg   Availability: Licensed

     Damage: 2d6   Stun: —   Type: Slashing/Piercing

A larger version of the vibroblade that first came into service during the Great Sith War, the dire vibroblade is merely a vibroblade with a larger hi;t, making it easier to wield in two hands (and thus allowing Medium cahracters to gain double their Strength bonus to damage with the weapon).

     A dire vibroblade requires an energy cell to operate.

Double Vibroblade

Advanced Melee Weapon

     Knights of the Old Republic, page 65.

     Cost: 550   Weight: 4kg   Availability: Licensed

     Damage: 2d6/2d6   Stun: —   Type: Slashing

The double vibroblade is essentially two curved vibroblades (desing exclusively for slashing attacks) attached to a central, twisted hilt. Though difficult to control, when used poperly it is an effective close-combat weapon.

     A double vibroblade is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a −10 penalty (although certain feats and talents can reduce these penalties).

     A double vibroblade requires to energy cells to operate.

Vibro-Ax

Advanced Melee Weapon

     Saga Edition Core Rulebook, page 124.

     Cost: 500   Weight: 6kg   Availability: Restricted

     Damage: 2d10   Stun: —   Type: Slashing

This powerful vibro weapon features an energy cell that causes the blade to vibrate rapidly when activated. This gives the weapon far greater power than a standard axe, with minimal effort from the wielder.

     A Vibro-ax requires two energy cells to operate.

Vibrobayonet

Advanced Melee Weapon

     Saga Edition Core Rulebook, page 124.

     Cost: 350   Weight: 1kg   Availability: Licensed

     Damage: 2d6   Stun: —   Type: Slashing/Piercing

When mounted on a rifle, a vibrobayonet allows you to use a rifle as a potent melee weapon. Even if you used the rifle to make a ranged attack on your last turn, you still threaten squares within your reach as long as your rifle has a mounted vibrobayonet, and you can use it to make attacks of opportunity. A vibrobayonet requires two hands to use when mounted on a rifle.

     A vibrobayonet cannot be used when mounted on a rifle with a folded stock. A vibrobayonet detached from a rifle functions as a vibrodagger; a mounted vibrobayonet deals more damage than the vibrodagger because of the added leverage and bulk.

     A vibrobayonet requirs an energy cell to operate. (Its power does not drain energy from the rifle’s power pack.)

Vibrodagger

Advanced Melee Weapon

     Saga Edition Core Rulebook, page 124.

     Cost: 200   Weight: 1kg   Availability: —

     Damage: 2d4   Stun: —   Type: Slashing/Piercing

Assassins and petty thugs favor the smallest of the vibro weapons, the vibrodagger. A number of civilians carry it for defense. It alone among the vibro weapons is subject to very littl regulation, since it is view as a common tool for crafters and explorers.

     A vibrodagger requires an energy cell top operate.

     Can be thrown.

Vibroknucklers

Advanced Melee Weapon

     Clone Wars Campaign Guide, page 60.

     Cost: 200   Weight: 0.5kg   Availability: Restricted

     Damage: +3   Stun: —   Type: Slashing

Little more than a casing attached to a set of finger rings, vibroknucklers are a tiny weapon favored by thugs and petty thieves, mainly because the weapon can be easily concealed or stored away. The weapon’s nasty surprise—a small microblade that extends slightly beyond the knuckles—is an added bonus.

     A character wearing vibroknucklers deals +3 points of damage on a successful unarmed attack.

     Like combat gloves, vibroknucklers are two sizes smaller that their wearer (for example, vibroknucklers designed for a Human are Tiny). Because of how they are worm, vibroknucklers can’t be disarmed or dropped. Additionally, while wearing vibroknucklers, your unarmed attacks are considered to be both a normal unarmed attack (treated as a simple weapon) as well as an attack with an advanced melle weapon.

     Vibroknucklers require an energy cell to operate, which is stored within the casing.

Vibroknucklers

Advanced Melee Weapon

     Galaxy at War, page 37.

     Cost: 500   Weight: 2kg   Availability: Licensed

     Damage: 2d10   Stun: —   Type: Slashing/Piercing

The vibrolance is a large, spearlike weapon commonly employed by guards and sentries. Teh weapon deals a massive amount of damage. Gammoreans particularly enjoy brandishing vibrolances, using them to prod slaves or separ prisoners.

     The large vibroblade on the end of the weapon can deal either piercing or slashing damage. A vibrolance is too large and unwieldly to be thrown effectively.

     A vibrolance requires an energy cell to operate.

Vibrorapier

Advanced Melee Weapon

     Clone Wars Campaign Guide, page 60.

     Cost: 500   Weight: 1.4kg   Availability: Restricted

     Damage: 2d6   Stun: —   Type: Slashing

A vibrorapier is designed to have a longer, thinner blade than the standared bibroblade. It is well-balanced and completely silent due to a specialized design that diminishes the ultrsonic pitch that other vibro weapons normally create. Many professional fighters consider the vibrorapier an excellent weapon and prefer it over a blaster or other melee weapons when stealth is necessary.

     A vibrorapier requires two energy cells to operate.

Vibro-Saw

Exotic Weapon

     Unknown Regions, page 36.

     Cost: 400   Weight: 10kg   Availability: Licensed

     Damage: 2d10   Stun: —   Type: Slashing

A large and cumbersom variation of the vibro-ax, a vibro-saw is typically used to cut down large vegetation such as trees and exceptionally thick vine clusters. However, its impressive cutting power has led the vibro-saw to be used to cut through bulkheads in boarding actions by military units and pirates alike. The vibro-saw also has the distinct advantage of being legal in areas where the possesion of any other type of vibro weapon is a criminal offense.

     A vibro-saw ignores a target’s Damage Reduction. A vibro-saw requires two energy cells to operate.

Vibrosword

Advanced Melee Weapon

     Force Unleashed Campaign Guide, page 98.

     Cost: 450   Weight: 3kg   Availability: Licensed

     Damage: 2d8   Stun: —   Type: Slashing/Piercing

The vibrosword is essentially an oversized vibroblade designed to be used in both hands. the weapon resembles many larger swords used by primitive societies, though the signs of technological enhancements can be found in both the handle and the blade.

     A vibrosword requires an energy cell to operate.