Pew Pew Pew!
While arguably the most famous weapon in all of Star Wars, it could be argued Science Fiction/Fantasy as a whole, is the Lightsaber, there are a myriad of other cool and impressive weapons available for those without access to the Force. With the iconic sounds of blaster fire, the threat of a bounty hunter’s thermal detonator (looking at you Leia…I mean Boushh), or the glowing boomer orbs of the Gungans, the Star Wars universe has some impressive and awe-inspiring weaponry aside from our trusted glow-bats.
Navigating the skills needed, the appropriate feats, and the magnitude of weapons available to your characters can be a daunting challenge. In this exam, we will teach you everything you need to know to get off on the right foot. Let the deathmatches commence!
Weapons are a fairly easy resource to find in the Dark Brotherhood. Some weapons you earn simply by joining the club and moving up through the Novitiate and Journeyman Ranks. Others you can obtain by advancing in the different club societies through gaming, writing fiction, participating in art and graphics, role-playing, and even taking these Shadow Academy Courses. But the most prevalent way of obtaining weapons is by purchasing them from various stores with the credits you earn.
From the Resources menu on the site’s navigation bar, select Item Stores and look for Antei Armaments. Antei Armaments is a weapon shop that sells an expansive selection of weaponry that one can wield. This includes blasters, slugthrowers, explosive launchers, and a select exotic collection for ranged engagements as well as bladed and blunt weapons. This is the main shop in our system that sells a variety of weaponry. There are over 200 models of blaster, sword, or whatever weapons you can think of available for purchase in this store with prices ranging from 100 to over 60,000 credits.
If you’re looking for a particular type of weapon but haven’t settled on a specific model, you can filter store inventory by Item Category.
From the Resources menu on the site’s navigation bar, select Item Stores and look for Brotherhood Trading Company. Brotherhood Trading Company is an equipment shop that carries an extensive assortment of electronics, explosives, field tools, medical items, thrown weapons, and poisons that can be used by someone to carry out their business, legitimate or otherwise. For those basic weapons you cannot find in Antei Armaments, such as thrown blades and bombs, you can locate them here. Unlike the weapons in other shops, those found here are also considered equipment and do not use weapon slots on your character's loadout. They can be placed in the equipment section, or the backpack section.
There are four other shops in which weapons can be purchased. These weapons are either unique variations of versions available in Antei Armaments, customizable variants of the Society earned weapons, or just rare models only available for purchase at certain times per year. The first of these shops is Regent’s Rarities a shop where there are powerful, rare, and expensive models that can’t be found anywhere else. The second shop is The Vault, where certain models can be found, but only after their free versions have been unlocked, such as the case with the society-rewarded weapons. The third shop is a Mandalorian themed shop called The Mandalorian Forge. As the name suggests, this shop is stocked specifically with weapons used by your favorite Mandalorians. The final shop is the Celebration Store. This store is open only during certain holiday periods in our club, such as Life Day and May the 4th. A special note about the Celebration Store, the weapons purchased here can be sold back at full retail value, but you cannot buy them back until the store has reopened, so be careful with those choices.
Weapons with a sharpened edge inflicting mainly slashing, chopping, or slicing damage to your opponent would be considered a Bladed Weapon. These weapons can also be versatile tools, depending on the situation of their use. Bladed weapons are generally melee weapons, with the exception being thrown versions which are also inherently smaller and used for more piercing damage.
To successfully utilize a bladed weapon in the Dark Brotherhood, you must be trained in the use of them with the Bladed Weapon Skill. The Bladed Weapons Skill is defined as a fighter's ability to use a range of bladed melee weapons. Starting with an understanding of one type of weapon, as an individual progresses, he or she can expand on not just mastery over a single type of bladed weapon, but competency in others.
There are many weapons in our system that fall under the Bladed category. This includes Swords, Knives, Spears, Axes, and Vibroweapons of the same types. Below you will see a small list of possible weapons in our shops that fall under this type.
In our system, Feats generally exist to improve the skills we have on our character sheets. Most Feats apply to select skills. Some Feats that are associated directly with the use of Bladed weapons include Back Knife Block, Precise Slice, and Jar’Kai.
Weapons with a solid end or side to them used primarily to smash or crush their targets are considered Blunt weapons. Much like Bladed weapons, Blunt weapons can be used as tools as well as weapons. These weapons generally require a great amount of strength to utilize, making them far more effective in the hands of a larger-muscled individual than a smaller lankier user. The weapons get their power in the swing, and the built-up force and momentum cause the devastation of the blow. When you want to break your enemy, Blunt weapons are the way to go.
To successfully use a Blunt weapon in combat, you need to be trained in the Blunt Weapons Skill. The Blunt Weapon skill is defined as a character's ability to use a range of blunted melee weapons in combat. Starting with an understanding of one type of weapon, as an individual progresses, he or she can expand on not just mastery over a single type of blunt weapon, but competency in others.
There are many kinds of Blunt weapons in our system. This includes Quarterstaffs, Electrostaffs, Hammers, and any kind of bludgeoning weapon like a cudgel or baton. Below you will see a small list of weapons that are possible to buy falling under this type.
Some Feats that are available in our character sheet system that apply mainly to the Blunt Weapons skill are A Big Stick, and Kneecapper.
Next to Lightsabers, Blasters are easily the most important and well-known weapon group in the Star Wars universe. Blasters are a type of firearm that instead of a physical solid projectile, fires a gas-powered plasma bolt of energy. These weaponized bolts of high-powered energy can be used to burn and kill their targets, or to stun them. Blasters, of course, are not unlimited in their firing capacity. They need power packs to reload their firing power. While they are a powerful weapon they do have a specific downside to them in that lightsabers can redirect blaster bolts, sometimes back at the shooter.
To successfully use a Blaster in combat, you need to be trained in the Blaster Skill. This skill covers any energy-based firearm from hold-out pistols to Repeating and Sniper Rifles. It measures your character’s proficiency in using them as a weapon as well as your understanding of the different blaster types and how they function. With more skill comes the ability to adapt to a wider range of blaster types.
There are a few different types of Blaster Weapons which include pistols, rifles, sniper rifles, and repeating blasters. Below you will see a small list of weapons in our stores that fall under this type.
Some available Feats in our system that affect the Blaster skill are Down Scope, Pistol-Cuffs, and Trick Shots. These Feats will also work on Slugthowers.
Slugthrowers are more akin to real-life firearms than Blasters. These are firearms that launch a solid projectile, known as slugs, at fast speeds to inflict severe damage on their targets. While their ammo supply would be smaller than a Blaster, Slugthrowers were remarkably effective against Force Users who wielded Lightsabers. As they don't fire energy-based bolts, their ammunition cannot be redirected. A lightsaber would melt the slug, which could splatter molten metal or shrapnel into the target's face or bare hands.
To successfully utilize Slugthrowers in combat, you need to have the Slugthrower Skill. This skill covers the understanding and technical applications of firearms that use an explosive chemical to launch a solid projectile (a "slug") at high velocity.
While there are different types of Slugthrowers, such as pistols, rifles, sniper rifles, and scatter guns(similar to a shotgun), in our possessions system there is a significantly smaller pool of choices when it comes to purchasing Slugthrowers, than Blasters. Below, you will see a small selection of available choices you can find in our stores.
Some available Feats that affect the Slugthrower skill are Run And Gun, No Scope. These Feats will also work on Blasters.
When a normal blaster just won't cut it and you need a bit more firepower for your buck, you will be happy to find Explosives in our weapon stores. Whether it is a thrown grenade, a pre-set mine, or a launched canister, Explosives cover a small but powerful sect of armaments. Lightsabers are ineffective against such a weapon, though some shields can protect the wearer from harm. Explosives are definitely among the most deadly forms of weaponry, especially given that they can host serious area-of-effect damage instead of just harming a singular target.
Due to their high level of danger, they really should only be utilized by someone with training in the Explosives skill. This skill signifies that your character has an understanding of explosive devices such as bombs, grenades, missiles, and anything else that goes "boom". They possess the knowledge of their chemical compositions, components, and most importantly, their effects on the world around them. Without said skill, you are just as likely to blow yourself up as you are at successfully setting off a detonation.
When it comes to Explosives, you generally find them used as either grenades, mines, or launcher-based weapons(i.e. Missiles, Cannisters, and some Grenades). Explosive launchers can be purchased primarily in Antei Armaments, while single-use explosive devices can be purchased in the Brotherhood Trading Company. Some examples of the different types of explosives can be found below.
Some feats that can be selected that effect the Explosive’s skill are Demolitions Expert, Digital Diffusal, and I Made A Pipe Bomb.
All other weapons that haven’t yet been discussed will fall under the umbrella term Miscellaneous Weapons. This includes, but is not limited to, bows, whips, and flamethrowers. There is a small selection of weapons in our system that fall in this category, but the range of possible weapons you could use is impressive and can certainly add a unique flair to your character.
The skill required to use these weapons is simply called Miscellaneous Weapons and is described as a character's ability to make use of and utilize weapons that do not fall into a conventional category or school of training.
As stated above, Miscellaneous weapons can include various bows, whips, incendiary devices and more. Below you will find a selection of the weapons in our stores that fall under this category.
Some Feats associated with the Miscellaneous Weapons skill are Shockboxing, Walk Like An Ewok, and Whip It Good
While there are no weapons that specifically fall under the category of Dual Wielding, this is still an important Skill available in our system to discuss. If you want your character to be able to effectively fight utilizing weapons in both hands, you must have training in this skill, otherwise utilizing both hands with separate weapons could be your downfall. Any weapon that can be wielded effectively with 1 hand can in theory be utilized with the Dual Wielding skill. It is a powerful tool to have in one's repertoire.
Some Feats associated with the Dual Wielding Skill are Familiar Steel, and Guns Akimbo
As with most of the items covered by our possession system, Weapons can be customized to their owner's preferences. In this section, we will go over the different types of available upgrades and modifications.
Most weapons come with a Cosmetic Aspect slot. These aspects do not change anything about the weapon's functionality, and they do not alter their capabilities. They simply represent the physical and outward appearance of your weapon.
There are, of course, pre-written aspects that you can use to describe the way your weapon looks. These cover popular archetypes like Black As Night, Functional Disrepair, or even Silver And Gold. You also have the option for writing up Custom Aspects. For more details on this, see the Item Aspect Approval Policy.
Hilt/Handle Upgrades focus on improving the hilt/handle of the weapon your are using. This can include blades, bludgeons, and some miscellaneous weapons. Some examples of this weapon upgrade are:
Tier 1: Advanced Energy Cells, Comfort Grip, and Breakdown
Tier 2: Ion Cell, Sensor Signature Reduction(Basic), and Experimental Energy Cell
Tier 3: Arakyd 900 Gene-Lock + Trapped Handle, and Sensor Signature Reduction (Advanced)
Weapon Upgrades cover a broad category as most weapon groups have different upgrades available to them. These are alterations to existing functionality that greatly improve your basic stock weapons and attachments giving extra usage. A list of examples are:
Tier 1: Added Stock, Actuating Module, and Underslung Grappling Hook Launcher
Tier 2: Beam Splitter, Dual Fire Mode, and Tibanna Jack
Tier 3: Underslung Mini-Missile Launcher, XCiter Overcharge, and Underslung Mini-Missile Launcher
Tier 4: Trandoshan Tripler
Weapon Enhancements are aspects that empower your weapon. They give different types of extended benefits than upgrades such as trigger modifications. A list of examples are:
Tier 1: Foregrip, Balanced Blade, and Durasteel Bonding
Tier 2: Energy Dampener, Basic Mullinine Edge, and Magnetic Tether
Tier 3: Hollow Core, Waterproof + Bifurcating Cyclical-Ignition Pulse, and Weapon-to-Armor Motion Tracker
Nearly any ranged weapon has the ability to be modified with a targeting weapon upgrade. These modifications alter the weapon's functionality with how effectively it can hone in on a specific target. Some examples of this modification are:
Tier 1: Laser Sight and Sonic Scope
Tier 2: Holo-Scope and Infrared Scope
Tier 3: Droid Targeting System and XAD Omnisight
Ammunition upgrades are utilized by Explosive Launchers primarily. These special modifications take the normal weapon firing function and swap it with a different type of ammo. This is a specific modification that almost certainly changes the effectiveness of the weapon, depending on exactly what the user wishes to use it for. Some examples of ammunition are:
Tier 1: Dioxis Explosives, Smoke Explosives, and EMP Explosives
Tier 2:High Explosives and Grav Activated Explosives
Tier 3: Droid Brain Detonator + Ordinance Impeller
Now that you have completed this course you should have the full knowledge necessary to successfully navigate purchasing and modifying any non-Lightsaber weapon in the Brotherhood. There are so many possibilities in front of you! Go and enjoy yourself to the fullest!
Reiden's Blaster by Malfearak Asvraal for Reiden.
Bow by Vailhanz (Bruno Zachi) commissioned by Lektra Kendis.
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