Monthly Archives: March 2013

Intended primarily for use by Corporate Sector elements, Merr-Sonn Munitions’ line of incendiary weapons can also be found in the hands of criminals and scum the galaxy over. Though lacking the range of blaster weapons, the primal fear inspired in most species at the sight of a gout of roaring flame often makes up for it.

Flame WeaponsFlame Weapons Chart

Model CR-22 Flame Carbine

The CR-22 is the smallest of Merr-Sonn’s incendiary line, but its size belies it devastating power at close range. The weapon is fed from a small canister worn by the user. In the case of a catastrophic failure (such as an unfortunate Despair result) these canisters have been known to detonate, engulfing their user in an inferno.

Model CR-24 Flame Rifle

Larger than the CR-22, the CR-24 provides a good compromise between range and portability. Its innocuous, tubular design hides its deadly nature until the trigger is pulled, releasing a torrent of scorching fire.

Model CR-28 Flame Cannon

Though technically considered a member of the CR incendiary line, the 28 is an entirely different animal. Intended for use as a vehicle or tripod mounted weapon, the CR-28 draws fuel from a large external supply and coats a huge area in searing flame. These weapons are often put to brutal use during crowd control exercises by unsavory governments.



Fringers are likely to encounter a host of terrifying monstrosities in their travels across the stars, creatures so baleful and predatory that most prefer not to even think of them. One of these creatures is the acklay.

Acklay [Nemesis]

The acklay is a large, crab-like creature from the planet Vendaxa. Standing several meters tall, the acklay is a large, howling mass of teeth and claws. Categorically carnivorous, even a single acklay can strip any biome it is introduced into of other edible creatures. Their aggressive nature makes them favored pets of crime lords and other unscrupulous beings who enjoy bloodsport.


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Perhaps most frighteningly, acklays are capable of employing stealth as well as mindless fury. It has been reported that an Imperial unit moving through acklay territory sent word that they felt they were being watched. The last of these communications ends with a shout of shock before a series of horrific shrieks and screams.

Brawn: 5 Cunning: 2 Presence: 1

Agility: 4 Intellect: 1 Willpower: 3

Skills: Brawl 2, Perception 3, Stealth 2, Survival 2, Vigilance 2

Talents: None

Soak/Defense: 8 / 0

Thresholds: 35 / 15

Abilities: Silhouette 3, Thresher attack (The acklay can spend a Triumph on a successful Brawl check to hit the target twice, dealing double damage)

Equipment: Claws and teeth (Brawl; Damage 15; Critical 3; Range [Short])

Image credits to Wookieepedia.

The terrifying, screaming sound of Imperial TIE Fighters descending on their targets is one of the few things Alliance pilots admit to fearing. Below are two of the unusual variants of the standard TIE craft that fringers might encounter.

TIE Oppressor

The TIE Oppressor is a new variant intended to serve as a multi-role spacecraft. The Oppressor is capable of being deployed as a dedicated ground assault asset rivaling the standard TIE Heavy Bomber as well as functioning as a deadly space superiority fighter. The Oppressor’s increased weapons and defensive systems complement is balanced by is comparatively slower handling and speed. Below is a TIE Oppressor fitted for anti-air missions.

Hull Type: Starfighter

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Hull Class: TIE series

Manufacturer: Sienar Fleet Systems

Hyperdrive: No

Navicomputer: No

Ship’s Complement: One Pilot

Passenger Capacity: None

Consumables: Two days

Cost: Unavailable for sale

Silhouette: 3 Speed: 3 Handling: +1

Defense: 1 Armor: 2 Hull Trauma Threshold: 8

System Strain Threshold: 8


Forward Mounted Laser Cannons (Range Close; Damage 6; Critical Hit 3; Linked 1)

Forward Mounted Triple Concussion Missile Launchers (Range Short; Damage 7; Critical Hit 3; Breach 4, Blast 4, Linked 2, Limited Ammo 8)

TIE Vanguard

The TIE Vanguard serves as an advance scout for Imperial fleets. It can be found snooping around anywhere an Imperial fleet is deployed or will shortly deploy to. The ship is lightly armed, but its speed, maneuverability, and rudimentary shields allow it to escape most scrapes unharmed.

Hull Type: Starfighter

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Hull Class: TIE series

Manufacturer: Sienar Fleet Systems

Hyperdrive: No

Navicomputer: No

Ship’s Complement: One Pilot

Passenger Capacity: None

Consumables: Two weeks

Cost: Unavailable for sale

Silhouette: 3 Speed: 6 Handling: +3

Defense: 1 Armor: 1 Hull Trauma Threshold: 5

System Strain Threshold: 6


Forward Mounted Laser Cannon (Range Close; Damage 6; Critical Hit 3)

Image credits to Wookieepedia.

Sometimes those on the fringe of the galaxy require weapons that can interdict targets at ranges longer than the average blaster weapon is capable of hitting. These weapons, broadly termed “sniper rifles,” include a swath of long-arms intended for striking targets before they even know they are in danger.

Sniper Rifles

C-M “Reaper” Sniper Rifle Ranged [Heavy] 15 3 Long  5000 Limited Ammo 3, Pierce 3
E-11s Sniper Ranged [Heavy] 12 3 Long  2000 Limited Ammo 6
E-11x Ranged [Heavy] 16 3 Extreme  10000 Limited Ammo 1, Pierce 4

C-M “Reaper” Sniper Rifle

The “Reaper,” manufactured by the Caelli-Merced Syndicate, is a relative rarity among long range weapons. Its light weight and advanced long-range optics make it a favorite among freelancers who have the credits to spend on high quality weaponry. The weapon’s high powered bolts allow it only three shots before reloading, but, for most marksmen, this is enough.

E-11s Sniper

The E-11s Sniper is a variant of the standard BlasTech Industries E-11s fitted with a higher powered chamber and better optics. It is most commonly found in the hands of Imperial scout troopers. The weapon lacks the punch of some other long range arms, but its durability in the extreme conditions has led many scout troopers to affectionately call it “the double” referring to the “11” in its technical name.


Seeing the popularity of the E-11s Sniper variant (and with some heavy prodding on the part of the Empire), BlasTech Industries began experimenting with a dedicated sniper platform. The result of these experiments is the devastating E-11x. Trading firing rate for punch, the E-11x can fire only one, powerful shot before requiring a reload. It takes two maneuvers to fully recharge the E-11x.

Hey Everyone,

I just wanted to let everyone know that the content I’m building right now is intended for usage with the Star Wars: Edge of the Empire Beginner Game rather than the more complex Beta Game. There isn’t a lot of difference between the two, but the Beta Game includes several more statistics for equipment such as Hard Points, Encumbrance, and Rarity.

My plan is to continue releasing content in line with the simplified rules put forth in the Beginner Game until we see the release of the Core Rulebook in late April. At that point, I’ll go back edit the content to fit the new rules and statistics. So don’t worry, this stuff’ll still be useful going forward!

Also, I’ve put up several links to homebrew content for EotE in the right-hand column. Take a look, and come back later today for more content here!

Though the galaxy is filled with incredibly advanced weaponry, sometimes the best tool for the job is the old-fashioned, conventional projectile shotgun. “Shotgun” can refer to a broad range of weapons using a multitude of different munitions and mechanics, but they all share the trait of firing multiple projectiles. In general, shotguns are most useful at close range against unarmored targets where they pack a devastatingly powerful punch.


C-M Frag Storm Heavy Shotgun Ranged [Heavy] 10 3 Short 7000 Cumbersome 4, Scatter 4, Limited Ammo 6
Blast Cannon Ranged [Heavy] 9 4 Short 1500 Scatter 2
Flechette Launcher Ranged [Heavy] 10 3 Short 6000 Cumbersome 3, Limited Ammo 4, Pierce 1, Scatter 2
Hand Flechette Ranged [Light] 7 3 Short 1250 Scatter 1, Limited Ammo 8
TriShot Ranged [Light] 5 3 Short 600 Scatter 1

C-M Frag Storm Heavy Shotgun

The Frag Storm, manufactured by the Caelli-Merced Syndicate, is a powerful shotgun designed for use during ship boarding actions. The weapon fires conventional cartridges which are loaded via a port on the bottom of the weapon. Though heavy and often unwieldy, many marines swear by its punishing stopping power and dependable, sturdy design.

Blast Cannon

The blast cannon is the most common scatter firing weapon found in the galaxy. Primarily designed as a personal defense weapon for Imperial engineers who found themselves in trouble behind the frontlines, the weapon does not have exceptional stopping power. However, it more than makes up for this with efficient energy recycling systems allowing for continuous use during a sustained engagement.

Flechette Launcher

Some military minds consider the flechette launcher an archaic weapon unsuited for more modern galactic warfare, but many frontline soldiers who have made use of the weapon or, unfortunately, been on the receiving end of a flechette volley, claim the weapon still has its place on the battleground. The flechette launcher is a simple-looking, boxy weapon which is loaded with flechette canisters. When the weapon is fired, it ejects dozens of razor-sharp flechettes. These flechettes, capable of punching through durasteel, can be dangerous to even heavily armored targets.

Hand Flechette

The hand flechette is similar in size to a standard blaster pistol, but more similar in mechanics to a flechette launcher. The weapon fires small slug projectiles from a magazine in the weapon’s grip. When the projectile is close to its target, it explodes into a shower of small darts. This weapon is tremendously effective against unarmored targets, but the high-tech components of its ammunition make it very expensive to use.


The TriShot is a single-handed blaster weapon firing three blaster bolts per trigger pull. Effective at close range, the weapon first saw significant use during the Clone War.

New Weapon Qualities

Scatter (Active)

Scatter weapons have a chance to strike a target multiple times due to their nature as multi-projectile weapons. Scatter can be activated with two Advantage. When Scatter is activated, the weapon counts as having hit the target again, so the target takes the weapon’s base damage plus Successes. Scatter can only be activated as many time as the weapon’s Scatter rating. For example, a Scatter 2 weapon can only activate Scatter two times even if the attack skill check results in enough Advantage for additional Scatter hits.