Made by Kevin Dole 1996
E-mail: dmerrill@plainfield.bypass.com
Since weapons were first invented, there has been a need for weapons
that can not be found and/or can be used with a minimal risk of
detection. Latter, the need for a compact weapon that was as powerful
as a larger one came to the fore. Today, with the current state of
open Rebellion against the Emperor, the proliferation of criminals
and gangsters, and the increasingly cold bloodedness of industry have
combined to make hidden weapons a major interest.
Today, these weapons may be found in the hands of couriers (govern-
mental, corporate and private), Intelligence agents (Imperial, Rebel
and corporate), secret police, terrorists, criminals and those citizens
who must have personal protection. There are several schools of thought
about covert weapons, ranging from weak cancelable weapons that can be
quickly found with detectors, to those that are very powerful and small
and have no sensor or firing signature. Many are blasters, but others
are little more unusual, including monomolecular daggers, slugthrowers
and vibroedged blades.
To even further confuse things, there is a wide assortment of cyber-
netic implants available that only the most determined sensor scans
can determine are not a normal replacement limb. Out of respect of
the manufactures' wishes (and thier strike teams), we will not explore
this topic today. Perhaps, at a latter date, we will do so, with full
approval and permission of the parties involved. Also, much of these
weapons are improvised by whatever agency is involved, and are used
once, as secret that is partially breached is like being only partially
pregnant.
RANGED WEAPONS
Many less advanced planets have manufactured a huge assortment of
sound suppressed slugthrowers. Only a very few of these will be
discussed, as the ammunition for slugthrowers is often a proprietary
chambering, making ammunition resupply a gold-plated problem once you
leave the planet of origin. After all, most of the universe uses energy
weapons, so there are very few standardized slugthrower chamberings.
BlasTech Last Resort
The Last Resort microblaster is a marvel of engineering. Designed
for those that must always be armed, but can not reveal that they are
armed, even to those security officials who run the check point, the
Last Resort is nearly undetectable to an active sensor search or frisk,
and invisible to passive sensors. A four shot, ultra short range
weapon, the Last Resort is common with couriers and corporate agents.
There is even a Kewokian Monkey-Lizard in the employ of the Rebellion
who uses an upgraded one as a sidearm (this a rumor only, and should
be taken with a grain of salt). To minimize size, the powercell is
internally mounted as a piece of the frame, and the gas chamber hold
just enough gas for four shots. After these are expended, it must be
refilled by the user, which costs around 60 credits from a certified
BlasTech dealer or service shop.
type: microblaster
skill: Blaster: micro
availability: 2 R,X
cost: 300
range: 1/2/5
ammo: 4
damage: 2D+1
notes: Very Difficult Search roll of characters or sensors to
locate through active measures, Heroic for passive
searches.
BlasTech Persuader
The Persuader is a compact, yet quite powerful blaster pistol designed
as a backup and concealed carry weapon for those who can not afford to
use a lesser weapon. Being only 16.8cm long, 2.3 cm wide and 10.2cm
high, this five shot powerhouse produces wound equal to the much larger
DL-18. It has been engineered to accept a wide variety of sighting
accessories, with integral mounting rails in fornt of the trigger guard.
As a BlasTech product, it has been designed with the utmost in reli-
ability, accuracy, and ease maintenance in mind. It is being evaluated
by several law enforcement agencies, including the Corellian Security
Force, and the Imperial Scouttrooper Legions.
type: Holdout Blaster
skill: Blaster: holdout
availability: 2 R,X
cost: 430 (25)
range: 2-4/5/10
ammo: 5
damage: 4D
BlasTech Stinger
Built on the same frame, and sharing many of the same parts, as the
Persuader, the Stinger is a popular, less lethal choice in many areas.
Firing a very weak beam that succeeds only in stinging the opponent, it
has become popular with citizens in areas were owning a weapon is for-
bidden, are faced with a daily criminal threat and cannot afford to go
around leaving bodies for police to find.
It has, with extensive modification to the energizing system, had some
interest form couriers, as it has an incredible ammunition capacity for
such a small weapon.
type: low-power holdout blaster
skill: Blaster: holdout
availability: 2 F,R,X
cost: 250 (25)
range: 2-4/8/12
ammo: 12
damage: 2D+1
Budgetline 3.0/12
Like all Budgetline models, the 3.0/12 is a piece of crap. It has few
saving graces, except that it is common, cheap, sterile (untraceable),
disposable and safe (unlike some others). It has been found with
criminals, illegally armed and poor civilians, and covert operatives
that need disposable weapons or must find them cheaply just before the
operation. It is most popular with those poor souls, who for whatever
reason, must live in scumholes so scary that even Imperial Stormtroopers
afraid to go into in less than platoon strength- during the daytime
(at night, you're on your own). It has the drawbacks of poor sights,
horrible human engineering, cheap construction and a formidable trigger
pull. Still, in a firefight, you can't always be choosy.
type: cheap holdout blaster
skill: Blaster: holdout
availability: 2 R,X
cost: 250 (25)
range: 1-2/4/12 (+5 difficulty to hit past 8m)
ammo: 6
body: 1D+1
damage: 3D
Gee-Tech XL-34
The GT XL-34 dart shooter is typical of this class of weapon. Firing
a small (.25mm by 5mm) metal sliver coated with a toxin, via a high
tension spring. This allows for nearly silent firing, but the projec-
tile must hit exposed skin. By using a detachable magazines, an agent
may carry several sticks loaded with a variety of agents ranging from
near instant neurotoxins to long incubation bacteria to truth serums.
About the same size as a typical holdout blaster, and having no
electrical systems or powercells, it has a very small sensor signature.
It has one serious drawback: you must hit an unarmoured area. Even
light clothing, such as a spacer's vest, will stop the slivers fired
by a dart shooter.
type: microdart spring gun
skill: Missile Weapon: dart shooter
availability: 1 F
cost: 350 (30)
range: 2-4/8/10
ammo: 30
damage: varies by serum type
HK-3 "Hushpuppy" Silenced Slug Pistol
No one has ever taken credit for this pistol, but many feel that a
manufacturer friendly to the Rebellion Against the Emperor, if not
the criminal Rebellion itself. It is a typical, small caliber semi-
automatic pistol, that can be fitted with a sound/flash suppressor
muzzle can of a baffle design. For increase effectiveness, the supp-
ressor has be fitted with what has been described as an "inverted and
phased white noise generator" which negates all remaining noise from
the bullet's passage through the baffles. The slide release lever may
also be used with a slidelock notch to keep the pistol closed, meaning
that there is no noise from the nonmoving slide. In fact, the only
noise is the sound of the firing pin hitting, and only the shooter is
that close. The propellant is a near smokeless nitrocellulose compound,
and it does not even have a laser pointer or tritium sight inserts, to
give it zero energy signature. It has a totally synthetic construction,
meaning that simple magnometric sensors and x-ray diffusion sensing
systems have a great deal of difficulty in detecting it. To further
security in transit, it breaks down into about two dozen pieces
(including ammunition), which are enough unlike energy weapon parts
that most customs officials will not recognize them. (thanks for the
excellent design Mike)
type: covert slugthrower
skill: Firearms: pistol
availability: 4 X
cost: blackmarket, 5000+ (200+ for a box of 25 rounds)
range: 1-5/15/45
fire rate: 2, 1 if used with slide lock
ammunition: 12 +1 in the chamber
damage: 3D+2
notes: Slide Lock: if the slide lock is used, it is totally
quite, but chambering the next round is a manual, non-
rolled action.
Sound Suppressor: If the slide lock is not activated, there is
some mechanical noise. Make a PERC roll to
locate the noise, using the following
difficulties:
under 5m - Easy
5m - 10m - Moderate
10m-15m - Difficult
15m-30m - V. Difficult
30-50m - Heroic
Minas Cardsharp Deck
The Cardsharp Deck is a weapon that does not appear as a weapon, nor
does it function as one at all times. They appear as a slightly thicker
than average deck of Sabacc card-chips. They function as such, having
a full deck of 76 of totally functional cards with beveled, silvery
edges. These edges are actually vibroedged metal that is activated by
centrifugal force, much like a vibrostar. They come in a perfectly
normal looking box to assist in the illusion.
type: covert throwing blades
skill: Thrown Weapons: virbostar
availability: 3 R
cost: 1000 (for the full set)
range: 2-3/5/10
damage: STR+1D
Minas Mighty Pen
Another concealed weapon form the folks at Minas, the Mighty Pen is
a single shot, disposable laser. It is the size of a large barreled
stylus or laser pointer, which it is intended to look like.
It actually IS a laser pointer, which is activated by pressing down
on a side switch. The other end is blunt stylus of the kind used on
pressure sensitive screens and datapads. When the tip is twisted in
the right manner, it arms a separate subcircuit, which fires the laser
at lethal force when the side switch is pressed. When it has been
fired, the focusing crystal and power source are fused, rendering it
unusable hunk of scrap. This is popular with couriers, as it has
totally innocent appearance. Should the power source and focus system
be noticed by scanners, it is explainable as a laser pointer and stylus,
which can be proven.
type: single shot laser pen
skill: Blaster: laser pen
availability: 3 X
cost: 1000
range: .5-1/2/4
damage: 3D
SoroSuub Q-2 and Q-2-H Heavy Holdout Blasters
The Q-2 is among the best, and most widely copied, holdouts in the
galaxy. Even the powerhouse of Merr-Sonn makes an INFERIOR copy.
The Q-2 has approximately 90% of the throughput of the larger Blas-
Tech DL-18 and Merr-Sonn M-44 blaster pistols, in a package small
enough to conceal in a pocket. It has a six shot capacity and a
thoroughly acceptable twelve meter range, making it a serious weapon
for all but open combat. It is a compact, reliable package that is
readily customizable. This ease of customizability has lead to a
special variant designated the Q-2-H Heavy for their executives, body-
guards and couriers. The Q-2-H has the power of a Stormtrooper 1
blaster rifle, but this extra power draw restricts it to a three shot
capacity. This is still suitable for it's intended bodygaurd duties
(one shot for the attacker, one for the primary and one for yourself).
(stats for the Q-2-H are in parenthesis)
type: holdout blaster
skill: Blaster: holdout
availability: 2 R,X (4 X)
cost: 350 (25) (950 [25])
range: 2-3/8/12 (2-3/8/14)
ammo: 6 (3)
damage: 3D+2 (5D)
SoroSuub Q-3 and Q-3-S High-Capacity Holdout Blaster
The Q-3 Hi-Capacity is based on the Q-2, but has a port for a standard
powercell on the bottom of the grip, making it a little less cancelable
than it's parent, but has an incredible supply of firepower. Many well
known carriers of the Q-3 have taken to carrying it with the powercell
detached, and attaching it quickly when drawn. In addition to the
regular sized powercell, the Q-3-S is further enhanced by the addition
of a selective fire blaster, being capable of either single shot or
fully automatic fire. Due to the size, it has an incredibly high cyclic
rate of approximately 200r/m. This weapon is being examined by the
Imperial Security Bereau, as it has the firepower of a squad of Storm-
troopers is a shoulder holster. (stats for the Q-3-S are in parenthesis)
type: selective fire, high capacity holdout blaster
skill: Blaster: auto holdout (Blaster: auto holdout; see the
briefing on Automatic Blasters for these rules)
availability: 3 R,X (4 X)
cost: 420 (25) (1020 [25])
range: 2-3/8/12
(modes: semi-auto and full auto [50 shot/long burst])
ammunition: 150
damage: 3D+2
SurvivaTec Crossbow
This weapon is popular with special operations troops who rely on
stealth to accomplish their missions. A repeating crossbow, the
SurvivaTec Crossbow feeds from a 10 shot detachable box and has a
horizontal pump forearm to recock the bow (which is quite noisy, so
most users take the time to recock the bow manually without the lever).
For transport, the arms and stock fold down along the body of the bow,
and are locked into firing position via several screws. There are
several types of bolts available, including the typical "target" point
(which has wonderful armour penetration), broadheads and "bird" or
stun tips. It is fitted with a low magnification red-dot scope, carry
case (with room for two magazines) and sling swivels as a standard
issue, and many popular models of aiming device are adaptable to it.
type: combat crossbow
skills: Bows: crossbows
availability: 2 F
cost: 200 (10)
range: 3-10/30/100
ammo: 10
fire rate: 2 (1/2 for truly quite operation)
damage: * 'target" points 3D (+1D against rigid armour, like
stormtrooper kit)
* broadheads 3D+2, must make a Difficult Stamina roll
every minute, or suffer 3D damage from blood loss.
*stun heads 2D Stun
note: Scope: +1D to hit if used for 1 round of aiming.
typical Suicide Special
These are made by many underground manufactures, but they all have
basic capabilities. They are, simply put, trash that posses nearly
as much danger to the user as the target. They are, however, popular
due to their disposable nature and total intractability. The fact
that they are single shot weapon is not a problem to most couriers,
who really only need one shot (destroy the package). The fact that
they are such pieces of trash means that if it must be ditched, there
really is no money lost. Their cheapness is also a big consideration
to the destitute, indigent and poor, along with criminals.
type: one-shot holdout blaster
skill: Blaster: holdout
availability: 2 X
cost: 100
range: 2-4/6/10
ammo: 1, non-reloadable
damage: 4D
note: if Wild Die rolls "1", weapon explodes, doing 5D damage
to the shooter
CLOSE COMBAT WEAPONS
It should be noted that most nonpowered melee weapons (axes, knives,
etc.) can and are made out of nonmetallic polymers and ceramics.
These should be remembered, along with the collection of more
specialized weapons below.
Locris Syndicates Mono-3
The Locris Mono-3 is a typical specimen of molecular stiletto. Having
a blade constructed of single, extremely large molecule, molecular
stilettos are incredibly strong and compact. Having a blade only a
few millimeters wide and about ten centimeters long, it can be easy
to concealed in a boot or sleeve, or the hilt decorated and used for
a hair or lapel pin. This particular model is composed of a carbon/
silicon compound that is nearly indestructible, but other models use
different compositions. They are hard to craft, expensive and rare,
but they have no passive sensing signature, and never jam or run out
of ammunition or energy, and produce minimal noise.
type: monomolecular stiletto
skill: Melee Combat: molecular stiletto
availability: 3 R,X
cost: 450
body: 10D (due to monomolecular construction)
difficulty: Moderate
damage: STR+1D+2 (max 5D+2)
Talex-Delcor SKE/4 Ballistic Knife
This is a standard, ceramic composite fighting/throwing dagger, with
a twist. It may be used normally, but it may also be used a silent
ballistic weapon. By grasping the butt cap and twisting to the right
90 degrees, you unlock the blade retention spring and extend the
trigger from out behind the cross guard. Just point and pull.
When the spring breaks, it contains nearly 100kg of stored force, which
all go into hurling the knife blade forward. For a really interesting
effect, fire it into the opponent's forehead and leave. His comrades
will be wondering three things;
1) where is the rest of the knife,
2) who is strong enough to shove a knife through a person's
skull, and
3) is that person still around?
type: ballistic knife
skill: Melee Combat: knife
Missile Weapons: ballistic knife
Thrown Weapons: knife
availability: 2 R
cost: 70
range: (if fired) 2-4/10/15
(if thrown) 2-3/5/10
difficulty: (if used as a melee weapon) Very Easy
damage: (melee) STR+2 (max 6D)
(thrown) STR+2 (max 5D)
(fired) 3D
typical Garrote
A garrote is simply a piece of line or (better) wire attached to two
toggles or wrapped around your hands (not advisable with wire). To
use, you approach your target from he rear an lower the garrote over
his head and around his neck. Quickly spread or close your arms
(depending on how you work), causing the wire to dig into your target's
neck like a blade, and either pull him back and off balance, or slam
your knee into it's back. Hold it for as long as it takes. The garrote
is nice, as it can be improvised under almost any circumstances and
can be concealed almost anywhere or in anything.
type: wire garrote
skill: Melee Weapons: garrote
availability: 1
cost: about 5-10 credits to improvise
difficulty: Moderate
damage: STR+1D+2, STR for each additional round. (max 5D first
round, 4D each additional round)
notes: must make opposed Sneak roll to approach your target.
typical Vibroshiv
The vibroshiv is the smallest vibroblade that is large enough to be
used in combat. They consist of a 5 to 7.3cm long vibroblade with a
punch dagger configuration. They contain a miniature powercell to
activate the microserrations on he blade, and is usually tuned to a
frequency well above the human hearing range. They are small enough
to conceal as part of a belt buckle, in a boot heel, or up a sleeve.
type: vibroshiv
skill: Melee Combat: vibroshiv
availability: 2 R,X
cost: 150 (varies by quality and damage)
difficulty: Easy
damage: STR+1D (range: STR+1 to STR+2D; max 6D)