Monthly Archives: May 2013

Slugthrower weapons are often considered inferior when compared to the many modern blaster arms available on the market, but slugthrowers’ relatively low cost of production and maintenance has kept them in continued production. Regardless of their fiscal sensibility, slugthrowers do lack capability when matched against armored or mechanical targets, such as droids. The slug transducer was designed to eliminate this weakness.

Slug Transducer

Slug Transducer 100 1 4

Slug transducers work by using a transducer to convert hydrogen from the environment into energy which is then transferred to any projectiles leaving the weapon. Transducers use a tightly controlled fissile process to produce this energy, making them quite dangerous if they are poorly maintained or damaged, but many beings still make use them. The super-charged nature of the projectile makes them extremely dangerous to electrical and mechanical targets. This weapon can be attached to any slugthrower weapon.

Base Modifiers: The weapon gains the Ion 1 Quality

Modification Options: 0-2 Damage + 1 Mods, Weapon Quality (Ion +1) Mod

Hard Points Required: One

Cost: 100 credits


All kinds of weapons from a host of manufacturers and makers find their way to the vast black markets of the Outer Rim. One of the more unconventional, and therefore expensive, such illegal arms is the Geonosian sonic blaster.

Geonosian Sonic Blaster

Geonosian Sonic Blaster Ranged [Heavy] 9 2 Medium 4 3
900 (R) 7 Blast 2, Concussive 2, Disorient 2

Sound based technology has a long history on Geonosis, and the sonic blaster represents the pinnacle of such technology in its application as a being-portable infantry weapon. The mechanisms that actually produce the sonic projectile fired from the weapon are extremely complex and have not yet been replicated by any other species. Put simply, the cylindrical resonation chamber at the core of the weapon houses a matrix of perfectly aligned vibration engines. When these engines are activated, they produce an extraordinarily powerful sound bubble that is then fired from the weapon. On contact with a target, the bubble “bursts” and releases an incredibly loud, and deadly, shock wave affecting all nearby targets.

Targets struck directly by a sonic blaster are often shredded by the immense pressure of the sound waves. Those that survive the initial strike find themselves dazed and deafened by the piercing wail of the detonation.

The weapon’s gruesome nature makes sonic blasters decidedly hard to find, even in the lawless Outer Rim. However, those with a keen eye for less than above board arms dealers can probably get one for more than a bit of a markup.

Fortunate for fringers, not every creature they encounter is categorically deadly. Most of them just smell atrociously. Enter the useful but noxious tauntaun.

Tauntaun [Rival]

Though originally native to the ice world Hoth, tauntauns’ capacity as beasts of burden and mounts has seen them exported to cold worlds across the Outer Rim. The unique reptilio-mammalian physiology of tauntauns equips them to function in a number of environments, but they are most comfortable (and least irritable) in cold conditions similar to those of their homeworld. Though often temperamental and vociferous, a well trained tauntaun can still serve as a respectably fast and reliable form of transportation on worlds where technological means of locomotion are either scarce or undependable.

Tauntauns are not particularly dangerous foes and often flee rather than fight, but they can present a snarling, hissing menace when backed into a corner.

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Brawn: 4 Cunning: 2 Presence: 1

Agility: 3 Intellect: 1 Willpower: 1

Skills: Brawl 1, Perception 2

Talents: None

Soak / Defense: 1 / 0

Thresholds: Wound: 8

Abilities: Beast of Burden (Tauntauns outfitted with appropriate baggage can carry up to their Encumbrance in gear for the group), Heat Sink (Tauntauns maintain their internal body temperature for an unusually long time after death, and this could potentially be put to grisly use by the desperate)

Equipment: Claws and teeth (Brawl; Damage 6; Critical 5; Range[Engaged])

Image credit to Wookieepedia.

The E-11 blaster rifle is the mainline weapon of the Empire’s grunt infantry. The weapon’s reputation for reliability, portability, and ease of repair have made it a common sight across the galaxy, even in the Outer Rim. One of the darker positives of the E-11 is the ease with which it can be modified to be even more deadly. One such variant is the infamous E-11 Arc Caster used by the Empire’s dreaded Dark Troopers.

E-11 Arc Caster

E-11 Arc Caster Ranged [Heavy] 7 3 Medium 4 4
3000 (R) 7 Stun 5

The arc caster is built on the frame of a standard E-11, but most of its internal components, especially its energy cycling elements, are quite different from factory models. Trading a blast charging chamber for an incredibly high powered electromagnetic compressor, arc casters are able to spit a blast of electricity at a target.

The truly awe-inspiring feature of the arc caster variant is its projectile’s ability to “arc” from one target to another. The electrical charge emitted by the caster will jump from the original target to up to four targets within engaged or short range, including allies. The charge deals the same damage even after jumping. The electrical nature of the arc caster’s projectile is especially dangerous to unshielded electronics, especially droids. If a droid is struck by an arc caster, it takes 10 damage as opposed to the listed 7.

Well funded mercenary groups in the Outer Rim often equip themselves with not only the most advanced weaponry, but also the latest in communications gear. Chief among this equipment is the full spectrum uplink.

Full Spectrum Uplink

Full Spectrum Uplink 1750 1 3

This armor attachment may be installed on any armor and acts as a basic comlink in addition to its more advanced functions. A full spectrum uplink kit includes a comlink receiver and transmitter component, a mounted camera, and an advanced optical HUD. In general, the HUD component takes the form of an eyepiece worn over one or both (or some other configuration depending on species) eyes. All of these elements are linked to an advanced tactical processing unit near the back of the neck. The processing unit takes information fed from the camera and quickly scours the images for important information that it then feeds to the HUD. This includes threat highlighting and warnings.

A single individual with a full spectrum uplink presents an above average threat, but the real utility of this attachment comes when multiple individuals use them in tandem. Uplinks that are connected together are able to work as a group to sort threat information and display potential targets. The units triangulate their individual positions and use information from other vantages to show targets that might otherwise be out of line of sight.

Full spectrum uplinks are very often integrated into combat-grade helmets, but it is also possible to wear them without any kind of headgear.

Base Modifiers: Single: Removes up to one Setback die from any Perception, Surveillance, Vigilance, or combat checks due to target having cover. Linked: As single, and users are able to see all highlighted targets on the network, even those they do not have line of sight on.

Modification Options: None

Hard Points Required: One

Cost: 1,750 credits