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Saga Edition RPG Omnibus

Powered Blunt Weapons

Powered Melee Weapons are generally more lethal than their unpowered cousins and some require more advanced training to use properly, otherwise they are similar in most respects.

     Powered Melee Weapons require a power pack or energy cell to operate.

Electropole

Advanced Melee Weapon

     Unknown Regions, page 36.

     Cost: 1,500   Weight: 1.3kg   Availability: Licensed

     Damage: 2d8   Stun: Yes   Type: Bludgeoning, Energy

Similar to the more common electrostaff, the electropole or static pike is an electrified melee weapon used primarily by the Gungans of Naboo and the picadors on Geonosis. Both cultures use the weapon for herding beasts as well as in battle. Unlike the standard electrostaff and the force pike, the electropole can be thrown like a javelin. Experienced users often keep two or three electropoles within reach when expecting trouble, one for close combat and the rest to be trhown at the enemy.

     Gungans are considered proficient with the electropole if they have the Weapon Proficiency (simple weapons) feat. An electropole requires two energy cells to operate.

Electrostaff

Advanced Melee Weapon

     Saga Edition Core Rulebook, page 121.

     Cost: 3,000   Weight: 2kg   Availability: Restricted

     Damage: 2d6/2d6   Stun: Yes/Yes   Type: Bludgeoning, Energy

An electrostaff is a double weapon: Each end has an electromagnetic pulse generator that discharges on impact, allowing it to deal blunt-force wounds. If desired, either electromagnetic pulse can be set to stun its target instead. The staff is made of a resilient phrik alloy that gives it DR 20; this damage reduction applies even against lightsaber attacks.

     Electrostaffs are not common except during the Clone Wars. The IG-100 Series MagnaGuard droid typically carries an electrostaff.

     An electrostaff requires two energy cells to operate.

Power Hammer

Advanced Melee Weapon

     Force Unleashed Campaign Guide, page 97.

     Cost: 1,500   Weight: 10kg   Availability: Restricted

     Damage: 2d12   Stun: —   Type: Bludgeoning

A power hammer is a durasteel bludgeoning weapon with a small gravity generator located in the head. The user triggers the gravity generator on the downward end of a swing, causing the hammer to hit with more power than the muscles of the wielder can impart to it (though it’s difficult for the wielder to swiftly recover from a blow). This results in a weapon that can smash through armored plates or solid rock. Power hammers were originally used by asteroid miners. They became popular melee weapons after a few conflicts early in the history of the Empire when mining companies found their possessions claimed by the Empire, and their miners fought back.

     Extra damage from the use of the Power Attack feat can be added to damage dealt to an object or a vehicle with a power hammer. If you use the Double Attack, Triple Attack, or Rapid Strike feats with a power hammer, you take an additional −2 penalty on attack rolls.

     A power hammer requires two energy cells to operate.

Power Lance

Advanced Melee Weapon

     Rebellion Era Campaign Guide, page 48.

     Cost: 2,500   Weight: 5kg   Availability: Licensed

     Damage: 2d8   Stun: —   Type: Bludbeoning, Energy

Power lances are energy lances that lack the ability to fire bolts of plasma. These weapons are significantly cheaper and are mass-produced as secondary weapons for scouts on speeder bikes and for calvary. Though a power lance is a Large weapon, it is balanced in such a way that a Medium creture trained in the Ride skill can wield it in one hand when mounted. If an power lance is wielded by a Medium creature that is not mounted, attacks with the weapon take a −1 penalty.

     A power lance requires two energy cells to operate. Its melee attack functions underwater.

San-ni Staff

Advanced Melee Weapon

     Jedi Academy Training Manual, page 53.

     Cost: 4,500   Weight: 2.2kg   Availability: Rare

     Damage: 2d6/2d6   Stun: Yes/Yes   Type: Bludgeoning, Energy

The san-ni staff is favored by martial artists throughout the galaxy, including Jedi weapon masters looking for more variety than the lightsabr offers. Consisting of three metal rods held together by power couplings, the san-ni staff is a flexible weapon that can be whipped around the wielder’s body in combat, both for leverage and to confuse an opponent. Moreover, a san-ni staff’s power couplings are made of pure energy that are impervious to lightsaber damage (much as lightsaber blades are).

     The San-ni staff is a double weapon. You can attack with bothe neds of a san-ni staff as a full-round action, but both attack rolls take a −10 penalty; certain feats and talents can reduce these penalties. Additionally, the san-ni staff can be used in conjunction with the Block talent as though it were a lightsaber. Also, the wielder of a san-ni staff can designate (at the time the attack is made) that they are stiking the opponent with the power couplings, dealing stun damage instead of normal, lethal damage.

      A san-ni requires two energy cells to operate.

Shock Stick

Advanced Melee Weapon

     Galaxy at War, page 37.

     Cost: 450   Weight: 1.4kg   Availability: Licensed

     Damage: —   Stun: 3d6   Type: Energy

The shock stick is a melee weapon that delivers a sunning blow to the enemy’s senses. Using tehcnology similer to that of a stun baton, a shock stick has the added benefit of delivering its stunning enery in a rapid, overwhelming burst that can completely disable less hardy beings.

     A shock stick always deals stun damage. When a target susceptible to stun damage is hit by a shock stick, compare the damage (before halving) to the target’s current hit point total. If the damage equals or exceeds the target’s hit point total, the target moves −5 steps on the condition track and is knocked unconscious. Otherwise, compare the result to the target’s damage threshold and resolve the attack as normal.

     A shocl stick requires an energy cell to operate. Additionally, a shock stick can be mounted on a weapon as a bayonet. Whan a shock stick is mounted on a rifle as a bayonet, the wielder takes no penalty to attacks with the shock stick for not having the Weapon Proficieny (advanced melee weapons) feat, if the wielder is proficient in the rifle’s use.

Shockstaff

Simple Weapon

     Knights of the Old Republic, page 65.

     Cost: 200   Weight: 3kg   Availability: Restricted

     Damage: 2d6/2d6   Stun: Yesy   Type: Bludgeoning, Energy

The Old Republic equivelent of the electrostaff, this weapon is laced with phrik alloy, so lightsabers do not ignore the shockstaff’s damage reduction. the shockstaff does stun damage equal to its normal damage, and can be set to stun as a swift action.

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

     A shcokstaff requires two energy cells to operate.