WEAPONS
Here is the reference as to damage done by weapons in the Star Wars game.
Note that there are limits to how much equipment you can carry. Unlike Matrix, this is not related to any semblance of realism, simply style. You may carry:
A. One Melee weapon. For a Jedi, this is always a Lightsabre! This could also be two lightsabres if you use two, or a double-ended one if you use that, but it always conceptually counts as a single weapon- so if you drop 'it' when using two, you drop both. You don't get spares unles the plot gives you one.
B. One rifle, or up to two pistols
C. Any Devices you carry
Larger weapons are more difficult to hide.
Note that there is no need to keep track of ammunition in Star Wars. Also note that the gun ethic in SW is very much encouraging you to use pistols, as the heroes/villains on film do.
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Assault Rifle- damage 11; Burst Fire
Assault rifles are the standard firearm type of the massed forces in the galaxy- including Stormtroopers and Battle Droids. Assault rifles are mass production models, and like many mass-produced types in the galaxy are of lower quality than heroes would like.
Assault rifles are designed to fire rapidly, and this they do well, but at the expense of power and accuracy. Battle Droids use the standard carbine model, but Clone Troopers are issued with a much longer full-rifle version, which increases the reange but is far more bulky. By the time of the Original Films, stormtroopers are using droid-like carbines again.
Assault rifles are only worth firing in burst mode. Their damage in this mode is 11. When fired in this mode, the multiple shots give you +2 your gun skill... but only up to a maximum of ten. If your gun skill is ten or more, you get no accuracy bonus- the gun is just too damn inaccurate for precision shooting! However, this bonus does make mooks more dangerous, especially in large numbers.
Blaster Pistol- damage 10, Double Fire
From the elegeant Naboo sidearms to Jango Fett's slim silvery pistols, in the Prequel era the ethic is very much towards light pistols. These pistols can be fired very rapidly but lack stopping power, in the vague terms of how 'damage' works in this system. Gun Tricks like Gunslinger or Both Guns Blazing can work very well with these, as Jango liked.
Heavy Pistol- damage 13*
By the time of the Original films, sleek is out and chunky is in, and people like Han Solo carried serious firearms. These guns take the standard three frames to fire but are the equivalent of modern day Magnums- a lot of stopping power! There is nothing to stop you taking Heavy guns in the Prequel era.
It's a tough call as to what is better out of Light or Heavy pistols
Heavy Assault Rifle- damage 13*
This is simply a Rifle with the power unit of a heavy pistol. Because it requires two hands to fire and is more bulky, most prefer the pistol variant- but the rifle does have a longer range and might find more use amongst mooks.
Bowcaster- damage 14*, one frame reloading, reduces range penalty
This two handed weapon, favoured by Wookies, is more likely to be used as a larger weapon by players than a rifle. Although it cannot be reasonably fired one handed, it is well known for its accuracy and power.
Nearly all weapon types can fit into these categories. A sonic blaster, for example, is a Heavy Pistol, that Lightsabre gets -2 as a dodge against, but with much shorter range.
Sniper Rifles- damage 13*, reduces range penalty, cannot be used at Melle rangfe
Certainly the realm of the specialist in Star Wars, guns like the Tenloss Disruptor Rifle are very efficient indeed at range, but far too awkward to use up close to your foe.
Heavy Weapons- damage 24**, Recoil, Heavy
From Rocket Launchers to Concussion Rifles, heavy gear likes this acts in mostly the same way; it hits hard but is slow to use.
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Melee Weapons
Unarmed attack- Strength +1 damage
Cudgel/knife- Strangth +2 damage
Sword/Vibroknife- Strength +3 damage
Vibrosword/vibroaxe- Strength +4* damage.
Note that using such weapons against Lightsabres is very unsafe.
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Lightsabres
Obviously, these weapons are pretty damn devastating, and that you have one is one of your main advantages. Because these are designed against people using ranged weapons, they HAVE to be amazing!
Damage: 30**. Ignores all armour.
Note that the damage of 20, unlike other melee weapons, is NOT increased by strength- Lightsabres have an amazing base damage regardless of the strength of the wielder, as they cut through without effort. The Killing Power of +2 makes it almost laughably easy to kill mooks, and Lightsabres are in hysterics against armoured opponents.
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Neurowhips
The signature weapon of the Osokan Hunting Guilds is of a technological sophistication similar to a Lightsabre, and is likewise constructed individually by each Hunter. The Neurowhip's purpose is to disable rather than to kill, with another weapon sued to kill once the target is rendered incapable. The energy strands of a Neurowhip hit opponents easily and soon disrupt their brain and nervous system to the point of permanent paralysis.
Damage: 18**. Causes Neurodamage
Note that like Lightsabres, Neurowhips are Energy weapons, and so do damage based on a fixed number, not the wielder's Strength. Also, energy weapons can fight Lightsabres in close combat without risk.
The ** is very high for a weapon of damage 18; this is to represent the whip's disabling properties against Mooks (who do not take neurodamage)
Neurodamage
Neurodamage is counted like normal damage. Unlike normal damage, however, hits from Neurodamage wepaons are all ACTUAL hits, not just glancing blows or near misses or diminishing luck. Neurodamage cuases little physical harm but is extremely painful and quickly disrupts a person's biorhythmns.
The proportion of your total damage that is Neurodamage is counted seperately. Every twenty points of neurodamage gives you one point of impairment. Also, as it is causing damage in general, you still suffer standard impairment at the normal times. Neurodamage tops out at 70, at which point the subject will be at -5 impairment and effectively paralyzed. Neurowhips do no more damage at this point and another weapon mut be used. If, due to damage from other sources, a hit from a neurowhip makes you require a death check, the difficulty of that check is halved.
Armour is very effective against Neurowhips, which need to make near contact with the body. Artificial armour counts its value doubled against Neurowhips. However, natural armour- given by Alien Tricks or Creature powers- only gets its standard allocation; Neurowhips were designed to hunt such creatures, after all.
And what do you know, we might just need Neurodamage in the new Campaign also!
Armour
A factor much more relevant in OT times than the Prequel era (Jango is an exception but his was a Device), some people choose to wear armour. Armour has an 'Armour factor'. This factor reduces all incoming damage by that amount, but also reduces your Speed and Agility by half that amount (the Agility loss also reduces relevant skills by that much, and that includes Lightsabre, which is why Jedi don't wear armour). Half the armour factor is also added on to the difficulty to hit a Mook, if the Mooks are wearing armour (like, obviously enough, Stormtroopers). This is because Mooks don't take damage, so armour just makes them harder to hit.
As a guide, an armoured jacket has a rating of two, whilst a full body suit has a rating of four.