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Rifles

Item Name Perception Check Cost
Flame Thrower   850
Battle Droid Blaster   900
Blastech E-11   1250
Adventurer Rifle Moderate: 100 1250
Blastech A280 Moderate: 100 1250
Bowcaster Moderate: 100 1350
Sporting Blaster Rifle Moderate: 100 1450
FC-1 Flechette Rifle Moderate: 100 1500
Senate Guard Rifle Moderate: 100 1650
Merr-Sonn DEMP Moderate: 100 1650
Sonic Blaster Moderate: 100 1650
T-21 Light Repeating Blaster Moderate: 100 1900
DC-15 Clone Rifle Moderate: 100 1950
E-Web Moderate: 100 2800

Flame Thrower
850 Credits
Perception Check: None

A flamethrower or flame projector was a weapon which fired a burning stream of liquid or gas. They were useful in close-quarters combat and attacks against caves and bunkers. They were also effective in boarding operations.

Two Handed Weapon Type: Heat
Damage: 5-25 Special: After a successful hit, target receives additional 10 damage in the next round. 
Note: Damage cannot be blocked unless by specific armour
Battle Droid Blaster
900 Credits
Perception Check: None

The blaster rifle, a more powerful version of the standard blaster, is among the most common military and security weapons in the galaxy. These weapons are preferred by soldiers and other combat personnel because they are more lethal then the standard blasters, yet compact and easy to use. The most efficient blaster rifles have an optimum range of 100 meters and a maximum range of 300 meters, nearly three times the rage of a blaster pistol. Such weapons use power packs with enough energy for 100 rounds. They also have numerous power settings, and can alternate between semi-automatic and fully automatic fire.

Two Handed Weapon Type: Energy
Damage: 10-35  
Blastech E-11 Blaster Rifle
1250 Credits
Perception Check: None
The E-11 blaster rifle has a maximum range of three hundred meters and an optimum range at one hundred meters, nearly three times the reach of a blaster pistol. This range is achieved because the barrel runs almost the entire length of the weapon, producing a tightly focused and very powerful particle beam,
Two Handed Weapon Type: Energy
Damage: 10-40 Special: Stun Setting
Aventurer Rifle
1250 Credits
Perception Check: Moderate (100)
This long-barreled slugthrower was produced by Czerka Arms during the last decades of the Old Republic. Easily broken down for transport or concealment, the Adventurer found a niche among bounty hunters such as Aurra Sing. It had excellent aim over long distances, and used a rich oxidizer to propel darts and slugs.
Two Handed Weapon Type: Physical
Damage: 20-35  
Blastech A280 Longblaster
1250 Credits
Perception Check: Moderate (100)
One of the best armor-piercing blasters produced during the Galactic Civil War, the Blastech A280 rifle is reputed to be able to cut a fully-armored stormtrooper in half. This weapon is standard issue to most New Republic infantry and Spec Ops units.
Two Handed Weapon Type: Energy
Damage: 20-40  
Bowcaster
1350 Credits
Perception Check: Moderate (100)
The bowcaster is essentially a magnetic accelerator with twin polarizers that use alternating polarity pulses to accelerate a highly tensile metal bowstring and propel an explosive quarrel at extremely high speed. The fired quarrel has the appearance of an elongated blaster bolt because it is wrapped in an energy envelope that channels the quarrel's explosive force into the target. The result is a weapon that's considerably less advanced than a blaster pistol yet delivers an equivalent amount of damage.
Two Handed Weapon Type: Energy
Damage: 15-40  
Sporting Blaster Rifle
1450 Credits
Perception Check: Moderate (100)
Two Handed Weapon Type: Energy
Damage: 10-25 Special: 10% chance of inflicting severe wounds for each successful hit.
Special: If one round is used to aim, may fire in the next round for +15 to hit
FC-1 Flechette Rifle
1500 Credits
Perception Check: Moderate (100)
The FC-1 fires shards of metal in a shotgun-like spread, capable of hitting multiple targets in close proximity. The primary fire discharges like a shotgun, while secondary fire launches two mines that ricochet, then explode after a few seconds or when someone comes within a certain proximity. Great care must be taken to ensure that ricochets do not end up hitting the attacker.
Two Handed Weapon Type: Physical
Damage: 5-45  
Senate Guard Rifle
1650 Credits
Perception Check: Moderate (100)
This weapon has a very short range even as it is a rifle. The weapons is able to stun or kill at very close distance. The rifle has a rapid fire mode.
Two Handed Weapon Type: Energy
Damage: 10-35 Special: 10% chance of inflicting severe wounds for each successful hit.
Special: Stun Setting
Merr-Sonn DEMP Ion Gun
1650 Credits
Perception Check: Moderate (100)
Manufactured by Merr-Sonn for the Empire, the anti-Droid ElectroMagnetic Pulse gun is used to disable droids. The pulse is modified to penetrate a droid's shielded circuitry and "stun" it. The pulse had little or no effect on most life forms.
Two Handed Weapon Type: Energy
Damage: None Special: 50% to stun droids on hit
Sonic Blaster Rifle
1650 Credits
Perception Check: Moderate (100)
It uses oscillators to produce a devastating sonic ball. A tiny plasma containment-charge is added upon firing to stabilize the sonic affect until it impacts upon its target, causing great destruction. A disadvantage of the weapon is that the sonic blasts travels very slow and can be avoided if you are fast enough. The energy is enveloped in a plasma containment sphere shaped by emitter cowls that channel the sonic beam.
Two Handed Weapon Type: Sonic
Damage: 5-40 Special: When opponent is hit, inflicts -5 chance to hit for the rest of the battle
Special: Stun Setting
T-21 Light Repeating Blaster Rifle
1900 Credits
Perception Check: Moderate (100)

Significantly more powerful than the standard blaster rifle, the BlasTech T-21 light repeating blaster is the most deadly Imperial blaster that can be transported and fired by one soldier. While the T-21's standard power packs supply only enough energy for twenty-five shots, its separate continuous-feed power generator gives the weapon potentially unlimited fire capability, although the generator's low cooling capacity in turn limits the fire rate to once per second. The weapon, its belt-carried tripod, and the twenty-kilogram backpack generator can be set up and made operational in less than thirty seconds. While the blaster can be fired two-handed by a moving soldier, the light tripod offers improved accuracy. The tripod can be fully extended for instances when the T-21 is to be used as a weapon emplacement but a partially extended position is superb for sniper attacks, allowing the gunner to take advantage of the T-21's maximum range of three hundred meters.

Two Handed Weapon Type: Energy
Damage: 20-50 Special: Player may take one round to fire, but gain a +10 chance to hit in the following two rounds 
DC-15 Clone Rifle
1950 Credits
Perception Check: Moderate (100)
This large rifle is carried in two hands and is very heavy. A clone trooper is trained to hold this rifle and carry it around. To prevent dangerous heat buildup, the DC-15's cooling coils force-feed a liquid cooling agent called freelol through an intricate capillary system that carries heat away from vital components and into the forward vent capcitator. The range and damage of the rifle depends on the settings. But it can take out a Trade Federation Droideka or Super Battle Droid with one shot. The sniper scope is mounted on the bottom of the rifle and doubles as handhold. It can also be mounted on top of the gun and also on top of the DC-15 Blaster.
Two Handed Weapon Type: Energy
Damage: 15-24 Special: Player may take one round to fire, but gain a +15 chance to hit in the following round
E-Web
2800 Credits
Perception Check: Moderate (100)
The E-Web ('Emplacement Weapon, Heavy Blaster') has on optimum range of two hundred meters with a maximum range of half a kilometer and offers enough firepower to punch through a snowspeeder's armour plating.
Four Handed Weapon Type: Energy
Damage: 15-100 Note: Requires two people to operate
Note: Uses the Ranged XP of highest operator

 

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