{
  "weapons": [
    {
      "name": "Lightsaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A blade of pure plasma held in a loop by a focusing crystal and a matrix of components no larger than a fist, the lightsaber is the signature arm of Jedi and Sith alike. The kyber crystal at its heart sings to its wielder, its color and resonance settled during construction, and it is that bond, not the hilt's machining, that makes the weapon so hard for the untrained to master. It shears through blast doors and blaster bolts with equal ease, yet weighs almost nothing, so it answers the wrist rather than the shoulder. Kenobi bloodied Grievous with one; Vader lit corridors of Tantive IV with another. In a duelist's hands its finesse rewards footwork and timing over brute force, and a single lapse of focus can cost the careless their own limb."
    },
    {
      "name": "Training Lightsaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Every younglings' first blade hums at a fraction of a war saber's intensity. The crystal is tuned to a low-power output that stings and singes rather than severs, letting Padawans learn Form basics, deflection drills, and the discipline of the ignition without the constant threat of losing a limb to a clumsy parry. Jedi archivists on Coruscant and instructors aboard training frigates kept racks of them for the Bear Clan and their like, and Ahsoka's earliest lessons in the Temple were fought with weapons much like these. The hilt is deliberately unremarkable, often heavier and cruder than a self-built saber, so that graduating to a personal blade feels like a rite. It cuts, but gently, and forgives the mistakes a real blade never would."
    },
    {
      "name": "Short Lightsaber",
      "category": "Lightsabers",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Barely longer than a dagger once ignited, the shoto trades reach for control. Its stubby blade sits low in the wielder's grip, the classic off-hand companion in Jar'Kai and the natural choice for smaller duelists who never fit a full-length hilt comfortably. Yoda famously favored one, as did generations of younglings and diminutive species who found the standard saber unwieldy. The abbreviated blade demands you close the distance, and a shoto-fighter learns to slip inside a taller opponent's guard where a longer weapon cannot follow. Some carry one purely to bind and trap an enemy blade while the main hand does the killing. Nothing about it is forgiving; the shorter arc means a mistimed cut leaves you exposed, and its finesse rewards precise footwork over raw strength."
    },
    {
      "name": "Double-Bladed Lightsaber",
      "category": "Lightsabers",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8/1d8",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Twin blades erupt from opposite ends of a single elongated hilt, turning the wielder into a whirling column of plasma that guards front and back at once. Zabrak duelist Darth Maul made the design infamous on Naboo, though its roots reach back to the ancient saberstaff traditions of the Old Republic, where certain Jedi and Sith favored the reach and spinning defense it offered against multiple foes. Both emitters draw from a shared power cell, and a master can collapse or ignite either end mid-flourish, making the weapon read as a quarterstaff one moment and a scythe the next. The tradeoff is unforgiving: the same sweeps that threaten every angle can carve the careless wielder, so the two-handed staff demands total spatial awareness. In skilled hands its relentless rhythm overwhelms single-blade defenders through sheer tempo."
    },
    {
      "name": "Lightfoil",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Slender where a standard lightsaber is broad, the lightfoil traces its lineage to the dueling salons of the Tapani sector, where the aristocratic Sith of the Mecrosa Order and their imitators prized elegance over brute force. Its emitter throws a thinner, more tightly focused plasma blade, and the hilt is built for a fencer's single-handed grip rather than a two-fisted guard. Nobles carried them the way a duelist once carried a rapier: to answer insults, settle honor debts, and remind rivals of their pedigree. The construction favors reach and precision, rewarding footwork and a quick wrist over hammering strength. In practiced hands it flickers between guard positions almost too fast to track, though it forgives clumsy technique far less than a heavier blade would."
    },
    {
      "name": "Archaic Lightfoil",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Before the Jedi standardized the lightsaber, duelists and dilettantes carried lightfoils, cheaper energy blades built around inferior synthetic or scavenged crystals. The archaic pattern is the crudest of these, its plasma edge flickering slightly and its containment field prone to hum and sputter. Tapani sector nobles once fenced with such weapons in honor duels, treating swordplay as pageantry rather than war, and less scrupulous armorers sold them to anyone with credits and delusions of Jedi grandeur. The blade cuts as keenly as any other while the crystal holds, and its light, finessed balance suits a quick wrist and a flourishing guard. But the old crystals degrade, colors shift toward muddy hues, and a hard parry can crack the focusing lens, leaving a fencer suddenly, fatally unarmed mid-bout."
    },
    {
      "name": "Archaic Lightsaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Before the elegant self-contained hilts of the High Republic, wielders bled power through a cable from a belt-mounted battery, the whole apparatus a compromise between ambition and available technology. These early designs, sometimes called protosabers, ran hot and drained fast, forcing a duelist to fight in short furious bursts before the pack sputtered. The Sith of the old wars favored such rigs, and relics of that era still surface in tombs and private collections, their crude power feeds a reminder of how far the art has come. In a modern hand the archaic saber feels ungainly, the tether snagging and the balance wrong, yet it carries a certain grim authenticity. It burns the same as any blade, and a mistake still costs you a hand."
    },
    {
      "name": "Crossguard Lightsaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 1.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "An archaic design revived by those who prize aggression over elegance. Two smaller vents split from the base of the hilt to project a pair of quillons, forming a blazing crossguard that catches and channels an opponent's blade away from the wielder's hands. The layout is a deliberate throwback to the Great Scourge of Malachor era, when unstable crystals forced engineers to bleed excess energy through side emitters. That instability never fully went away; the crossguard saber tends to spit and crackle, a weapon that looks as dangerous to its owner as to its target. Duelists who carry one lean into brute-force forms, trapping blades in the guard before muscling through a bind. It is heavier and less refined than a standard saber, but in a locked blade-clash the crossguard turns a stalemate into an execution."
    },
    {
      "name": "Dual-Phase Lightsaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A hidden second focusing crystal lets this hilt change the length of its blade on command, snapping from a compact guard length to a towering reach in the space of a heartbeat. The Jedi Exile and Sith Lord Darth Bane are among those tied to the design across the ages, prizing the ambush it enables: an opponent who has measured the distance to a short blade suddenly finds a meter of plasma extending past their guard. The dual crystals share a delicate alignment, and only a duelist confident in their own footwork tends to carry one, since a phase shift at the wrong instant leaves an opening. Light and finesse in the hand, it rewards timing over brute force, favoring fencers who win exchanges through deception and precise distance control rather than overwhelming pressure."
    },
    {
      "name": "Dueling Lightsaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 0.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A lightsaber tuned expressly for the ancient art of Form III combat, the dueling variant sacrifices the crushing sweep of a heavy blade for balance, control, and defensive economy. Padawans learning Soresu and Makashi often favor such a build: a lighter hilt, a slightly narrower emitter aperture, and internal weighting that keeps the plasma arc predictable through rapid parries and ripostes. It is the weapon of the salle rather than the battlefield charge, made for reading an opponent, closing the distance, and ending a bout in a single clean disarm. Consular-track Jedi and honorable Sith duelists alike have carried blades in this configuration, valuing the way it turns a fight into a contest of skill rather than raw power. The finesse it demands is also its reward."
    },
    {
      "name": "Great Lightsaber",
      "category": "Lightsabers",
      "size": "Large",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 2,
      "lore": "Some warriors want reach and shock more than elegance, and for them the blade is grown long and broad, gripped in both hands like a claymore of light. The Jedi called such heavy patterns great lightsabers or lightclubs, weapons that trade the standard blade's nimbleness for crushing sweeps that batter through a guard rather than slip past it. A larger emitter and a reinforced power cell feed the longer plasma arc, adding weight to the hilt and demanding a two-handed grip and real strength behind every stroke. Species of great size favored them, as did duelists who leaned on Form V's power over Form II's precision. The blade still cuts through nearly anything, but its momentum is a liability in close quarters, where a missed swing leaves the wielder wide open."
    },
    {
      "name": "Guard Shoto",
      "category": "Lightsabers",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Shorter than a standard blade, the shoto is the companion of the second hand, built for the tight defensive lattice of two-saber fighting. Jar'Kai practitioners paired the compact hilt with a full-length weapon, the shorter reach trading raw power for a blur of close deflections and quick ripostes. Ahsoka Tano's white shoto and Asajj Ventress's curved pair are the images most conjure, but the form is ancient, its logic rooted in the geometry of covering the angles a single blade leaves open. A guard shoto in particular is weighted toward parrying, its emitter shroud built to catch and turn incoming strikes. Alone it is a modest weapon; in a trained off hand it closes the gaps that would otherwise be fatal."
    },
    {
      "name": "Lightsaber Pike",
      "category": "Lightsabers",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A meter or more of durasteel-and-phrik haft capped with a plasma blade, the saberpike is built for sweeping reach rather than dueling finesse. The Jedi Temple Guard carried these during the twilight of the Order, their double-length weapons ideal for controlling crowds, holding doorways, and keeping a suspect at bay without lethal intent. The extended haft lets a trained wielder pivot the blade in wide, momentum-heavy arcs, striking from beyond a shorter saber's range and recovering into a defensive spin. Because the crystal sits at the tip of a long lever, the pike hits with committed, two-handed force. It is unwieldy in close quarters and slow to reset, so guardians train relentlessly in staff footwork, using distance itself as their first line of defense before the blade ever moves."
    },
    {
      "name": "Lightwhip",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Instead of a rigid plasma blade, this rare hilt projects a flexible tendril of contained energy that lashes and coils like a living cord of fire. Perfecting one is notoriously difficult; the flexible energy is harder to focus than a standard blade and can whip back on an unwary user, which is why so few outside the Sith and certain fallen Jedi ever mastered it. The Nightsister-trained Dark Jedi and duelists like Githany favored the weapon for the way it curls around a defender's blade or shield to strike the body behind. Its unpredictable arc makes it a nightmare to parry, since the strike point is never quite where the eye expects. Fast and finesse-driven, the lightwhip trades the reliable stopping power of a solid blade for reach, misdirection, and the sheer psychological menace of a weapon that seems to hunt around cover."
    },
    {
      "name": "Long-Handle Lightsaber",
      "category": "Lightsabers",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8+2",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Where a saber pike mounts its blade on a metal shaft, the long-handle lightsaber simply stretches the hilt itself, giving the wielder two full grips and a fighting reach closer to a quarterstaff than a sword. General Grievous never used one, but the Jedi Temple Guards' double-length designs and various Sentinel builds proved the concept: extra leverage for two-handed strikes, a wider defensive envelope, and the ability to shift hand position mid-kata to change the blade's arc. The trade is subtlety. A longer hilt is harder to conceal and slower to reverse than a compact grip. Warriors who master it treat the whole weapon as a lever, driving cuts with the momentum of the full body rather than the wrist, and using the naked pommel end to check or trip an overeager foe."
    },
    {
      "name": "Modern Lightfoil",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The modern lightfoil is what the old dueling blade became once serious crystalsmiths turned their attention to it: still not a true Jedi weapon, but a respectable one. Improved focusing optics steady the plasma edge, and better synthetic crystals hold their color and charge far longer than the archaic patterns they replaced. Fencing academies in the Tapani sector and beyond adopted them for sport and for the occasional real duel, and a few Force-blind swordmasters became genuinely dangerous with one. Light and finely balanced, it rewards the same quick, precise wristwork a lightsaber does, letting a skilled duelist thrust and riposte at speed. It lacks the deep bond a kyber crystal grants a Jedi, so it will never quite move like a living thing, but in trained hands the difference narrows to almost nothing."
    },
    {
      "name": "Retrosaber",
      "category": "Lightsabers",
      "size": "Medium",
      "weight_kg": 0.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Mount the emitter facing back along the forearm and the blade projects toward the elbow rather than the fist, a configuration that upends everything an opponent expects from a saber duel. The retrosaber, sometimes called a reverse-grip or shoto-back design, rewards the acrobatic, unorthodox styles of duelists who prefer to spin inside a guard and strike from angles no one drills against. It demands flawless spatial awareness, since a fumbled twirl points the plasma at the wielder's own body, but in the right hands it turns defense into offense in a single motion. Assassins and self-taught blade artists on the fringes of the galaxy favored the layout precisely because it broke the tidy assumptions of Temple-trained swordsmanship, making every exchange a puzzle the enemy has never seen."
    },
    {
      "name": "Devastator Vibroblade",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A brutally efficient piece of close-quarters engineering, this heavy vibroblade cranks its ultrasonic generator well past sporting tolerances. Where a standard vibroblade merely buzzes, the Devastator screams, its oscillating monomolecular edge chewing through armor plate and bone with equal indifference. Mercenary outfits and enforcer crews favor it precisely because it looks and sounds like a threat before it lands. The heavier core and reinforced spine let it take the punishment of parrying an armored foe, and its balance keeps it quick despite the weight, rewarding a fast, precise hand over a strong one. The trade is maintenance: the overtuned generator drinks power cells and wears its emitter fast, so anyone who lives by one learns to strip and rebuild it between jobs. It is not a subtle weapon, and it was never meant to be."
    },
    {
      "name": "Dire Vibroblade",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "An oversized, heavily reinforced cousin of the standard vibroblade, this brute of a fighting knife pairs an ultrasonic edge with a thickened, weighted spine built to bite through hide, plate, and bone alike. The vibrating monomolecular edge does the cutting while the added mass drives it deep, making it a favorite of frontier bounty hunters and heavy-worlder mercenaries who want a single sidearm that can settle a fight up close. Where a duelist's blade rewards finesse, the dire pattern rewards commitment: a well-placed strike shears through armor that would turn a lesser knife. It stays light enough to flick and feint despite its bulk, so it never fully abandons the speed that makes vibroblades so lethal in a knife-fighter's grip. It is the weapon of someone who expects the fight to get ugly and wants to end it fast."
    },
    {
      "name": "Double Vibroblade",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 4,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4/2d4",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Twin ultrasonic edges bracket a central grip, turning a single fighter into a whirling hedge of humming metal. The double vibroblade descends from the war-staffs of a dozen frontier cultures, refined into a mercenary's tool by the addition of vibro-generators that set each blade shivering thousands of times a second, letting it saw through armor plate that would blunt a static edge. Wielded like a bo staff with teeth, it favors sweeping, ambidextrous combinations that threaten enemies on both flanks and punish anyone who steps inside its arc. Zabrak duelists and pirate boarding crews have prized the design for close-quarters chaos, where its two striking surfaces let a skilled hand chain attacks without resetting stance. It is unforgiving of poor spacing, though. Swung carelessly in a tight corridor, both ends become a liability."
    },
    {
      "name": "Electropole",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 1.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d12",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Herders on Naboo carried electropoles to move the great placid kaadu and, when needed, to jolt a charging beast into retreat. The Gungans made them a weapon of war as well, a long haft capped with an energized tip that crackles on contact and drops a target with a numbing surge rather than a killing wound. Two hands span its length, giving reach that keeps a foe at bay, and its balance is light enough to spin and thrust with real speed. The current running through the head delivers a stunning shock, ideal for taking captives or breaking a charge without lethal intent. Gungan warriors paired them with cesta and shield in the ranks that met the Trade Federation's droid army at the Great Grass Plains, where the pole's stun proved as useful against machines as against flesh."
    },
    {
      "name": "Electrostaff",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The MagnaGuards of General Grievous swept these humming rods in disciplined arcs, and for good reason: an electrostaff's phrik alloy shaft shrugs off a lightsaber's edge, letting a mere droid or a determined mortal trade blows with a Jedi and live. Both ends crackle with an electromagnetic pulse fierce enough to stagger flesh or short a servo, so a glancing hit numbs and a solid one drops a target cold. Held in two hands, the staff is all sweeping reach and battering rhythm, better at controlling space and wearing an opponent down than delivering a clean kill. Palace guards, Separatist bodyguards, and countless mercenaries carried variants of it, prizing a weapon that could stand toe to toe with the galaxy's most feared blade."
    },
    {
      "name": "Double Electrostaff",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8/1d8",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Twin electromag-charged tips crown this two-ended combat staff, a design lineage stretching back to the phrik-alloy weapons the IG-100 MagnaGuards carried in defense of General Grievous. The alloy shrugs off a lightsaber's edge, which made the original models the rare melee arm that could genuinely trade blows with a Jedi. Each end delivers a bludgeoning crack laced with an electrical discharge tuned to overwhelm the nervous system, and a skilled staff-fighter flows between the two tips in an unbroken figure-eight, never presenting the same target twice. The stun charge means it can drop a living opponent without killing, a favorite trait among guards and bounty hunters who need their marks breathing. Its length demands two hands and open space, and in a corridor its greatest strength becomes its liability."
    },
    {
      "name": "Energy Lance",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Piercing",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A polearm crowned with a shaped energy emitter, the energy lance channels a charged tip that superheats and shocks whatever it punches through. Cavalry and mounted skirmishers across countless worlds have carried lances like this, and the energized variant answers the problem every spear faces against armor: the charged head sears past plating that would stop cold steel. Held two-handed for leverage, it delivers piercing thrusts backed by a burst of raw energy on contact, giving frontline fighters reach and stopping power in one shaft. Its length keeps aggressors at bay and lets a disciplined line hold a corridor or breach point, though the same length makes it clumsy in a press. Whether wielded by ceremonial guards, beast-riders, or shock troops, the energy lance rewards spacing and timing over the brawling speed of a shorter blade."
    },
    {
      "name": "Force Pike",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Piercing",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A polearm topped with a vibro-edged spearhead and a built-in energy discharge, the force pike was the crowd-control weapon of choice for the Emperor's Royal Guard, who bore crimson-shafted models beneath their scarlet robes. The name is a holdover; it channels no Force at all, only a stunning current run through the tip that can drop a target without lethal wounds or, dialed higher, punch clean through combat armor. Prison wardens, Imperial sentries, and Nikto enforcers all carried variants, valuing the reach that let them hold a mob at bay and the stun setting that made captives easier to take alive. Its two-handed shaft demands room to work, but from behind a shield wall or across a threshold, few infantry weapons match its blend of intimidation, reach, and non-lethal authority."
    },
    {
      "name": "Power Hammer",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 10,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "A power hammer looks like a smith's tool grown monstrous, and in truth many began as exactly that before someone bolted a percussive generator into the head. On impact the generator fires a concussive pulse, so the blow lands twice, once with the mass of the head and again with a shockwave that crumples plating and shatters bone beneath armor. Dock workers, droid wreckers, and demolition crews across the galaxy swing them to break machinery and clear debris, and the more warlike simply turned that force on other people. It is a brutal, two-handed weapon that demands strength and space to wind up, and it rewards neither finesse nor speed. But when it connects, few unarmored foes stay standing, and even hardened plate rings like a struck bell."
    },
    {
      "name": "Power Lance",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A long polearm capped with an energized head, the power lance channels a charged cell into its striking point so that each blow lands with a jolt on top of the impact. Ceremonial guards and shock troopers across a dozen worlds carried weapons in this family, drawn to the reach that keeps an enemy at spear's length and the crackle that turns a bruise into something worse. Two hands drive the shaft, and the length rewards a wielder who fights from a wide, mobile stance, sweeping and thrusting to hold a line rather than dueling in close. Without the finesse of a saber-catching guard staff, it relies instead on momentum and the authority of its charged tip, a soldier's weapon for keeping order and breaking a charge."
    },
    {
      "name": "San-Ni Staff",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 2.2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4/2d4",
      "damage_types": [
        "Energy",
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A triple-segmented combat staff whose sections lock rigid or hinge free at the wielder's command, the San-Ni was engineered for fighters who treat unpredictability as their primary weapon. Locked straight, it strikes like a heavy quarterstaff with energy-charged tips; released, its jointed segments whip around a guard like a three-part flail, arriving from angles a rigid weapon never could. Each end carries a controlled discharge that jolts as much as it bruises, letting a practitioner subdue rather than slaughter. Mastery is punishing: mishandle the transition and the loose segment answers to physics rather than the wielder, and more than one novice has knocked themselves senseless. Those who do master it become nearly impossible to read, flowing between rigid thrusts and looping snaps in the same breath. It rewards finesse and timing far more than muscle."
    },
    {
      "name": "Shock Whip",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 2.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A coiled length of flexible cabling threaded with electro-conductors, the shock whip cracks against a target and dumps a stunning jolt through the point of contact. Slavers, beast-tamers, and pit-fight handlers across the galaxy have long favored whips like this precisely because they hurt and cow without necessarily killing, herding creatures and captives through pain and the threat of it. The electrified variant adds a nasty bite: even a glancing lash can lock up muscles and stagger a foe. Light and quick in the hand, it rewards a wielder who reads rhythm and distance, snapping out to keep enemies at arm's length or wrapping a limb to yank someone off balance. It is not a weapon of raw killing power but of control, humiliation, and crowd management, equally at home in a Hutt's arena, a border checkpoint, or the belt of a hunter who prefers prey delivered alive."
    },
    {
      "name": "Shockstaff",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4/2d4",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Both ends of a shockstaff terminate in electro-charged strike heads, wrapping the shaft in an aura of snapping current that stuns as readily as it bruises. The design sits between the Gungan energy cesta and the Imperial electrostaff, favored by riot police, arena handlers, and security details who need to put a target down without killing them. Held like a quarterstaff, it lets a trained guard chain strikes from either tip, checking a charging assailant with one head while sweeping the legs with the other. The current does the work the blunt metal alone could not, overloading nerves and locking muscles on contact. It rewards fighters who keep the weapon moving, using its length to control range, and it excels in the kind of close, ugly, non-lethal brawl where lethal weapons would be a liability."
    },
    {
      "name": "Static Pike",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 1.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy",
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The static pike is a crowd-control weapon dressed as a polearm, a long shaft tipped with an electrified point that punches through and then floods the wound with a disabling charge. Security forces and prison guards favored them for exactly that reason: reach to keep a violent prisoner at arm's length, a piercing tip to deter a rush, and a stunning discharge to end the confrontation without a corpse to explain. Wielded in two hands, it is surprisingly quick for its length, and a trained guard can jab, sweep, and reset before an opponent closes the distance. The energized head delivers both the sting of the point and the shock of the current, so even a glancing touch can leave a target twitching and disoriented, which is usually all a guard needs."
    },
    {
      "name": "Stun Bayonet",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Fix a shock-tipped blade beneath a rifle's muzzle and a trooper never has to choose between shooting and stabbing. The stun bayonet is exactly that pragmatic marriage: a short energized spike that lets a soldier drop an enemy who has closed inside effective firing range, delivering a jolt meant to incapacitate rather than gut. Riot units, boarding parties, and garrison troops favor the attachment because a live prisoner is often worth more than a corpse, and a stunning strike ends a brawl without the mess. Wielded on the end of a long weapon it fights like a short spear, quick and punishing at contact range, though it lacks the raw cutting power of a dedicated melee blade. It is a tool of control as much as of combat."
    },
    {
      "name": "Vibro-Axe",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Two heavy hands of ultrasonic murder, the vibro-axe pairs the raw momentum of a great axe with a monomolecular edge that shrieks as it bites. The oscillation does the work that mass alone never could, letting the head part armor plating and structural bulkheads that would blunt an ordinary blade. Weequay pirates, Gamorrean enforcers, and frontier raiders have all favored the design, drawn to a weapon that intimidates as much by sound as by size. It is slow to bring around and demands committed, full-body swings, so it punishes the impatient and rewards those who pick their moment. On the downside, the same weight that makes it devastating leaves the wielder exposed on a miss, and its ultrasonic generator is thirsty. But when it connects flush, few personal melee weapons hit harder."
    },
    {
      "name": "Vibroarbir Blade",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.6,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A long, elegant sword-blade humming with an ultrasonic edge, the vibro-arbir is built for the sweeping cut rather than the thrust, its curved profile carrying the vibrating monomolecular edge across a wide arc. Duelists and honor-bound warriors favor the pattern for the clean, decisive slashes it delivers, the sonic edge parting armor and flesh with far less effort than raw steel would demand. Balanced for finesse, it stays light and fast in the hand, letting a skilled swordfighter flow between guards and feints without sacrificing the shearing power of vibro-technology. It is a weapon of both function and status, the sort carried by those who take pride in the blade arts, whether frontier duelists settling scores or ceremonial guards who need their showpiece to actually cut. In a galaxy full of blasters, drawing an arbir signals a fighter who trusts their own hands."
    },
    {
      "name": "Vibrobayonet",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Some soldiers refuse to choose between rifle and blade, and the vibrobayonet is the compromise: a vibro-edged spike fixed to the muzzle of a longarm, turning a spent blaster into a thrusting spear when the powerpack runs dry or the enemy gets too close to shoot. The ultrasonic edge means it bites into armor a plain bayonet would only scratch, and the length of the rifle behind it gives the lunge real reach. Trench fighters, boarding parties, and beleaguered infantry across the eras have relied on it for the moment when a firefight collapses into a scrum. It is a finesse weapon in practice, driven by timing and footwork rather than muscle, and a soldier who has drilled the thrust can end a close encounter with a single precise stab before the foe closes the last meter."
    },
    {
      "name": "Vibroblade",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 1.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A vibroblade looks like an ordinary sword until it's switched on, when an ultrasonic generator in the hilt sets the edge shivering thousands of times a second. That vibration lets the blade saw through armor, hide, and bone that would blunt or turn a static edge, and it makes even a shallow cut ghastly. Mandalorians, bounty hunters, and back-alley duelists across every era carried them, from the Old Republic's soldiers to the scum of Nar Shaddaa, precisely because they were compact, reliable, and lethal. The generator gives the blade a faint whine and a slight tremor in the grip that a practiced hand learns to ignore. Light and finely balanced, it rewards speed and precision over brawn, and a skilled knife-fighter can open a throat before a slower opponent clears their holster."
    },
    {
      "name": "Vibrodagger",
      "category": "Melee (Advanced)",
      "size": "Tiny",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A generator in the hilt drives the short blade into a blur of ultrasonic oscillation, and that invisible motion is what makes it lethal, sawing through hide, cloth, and light plate that would blunt an ordinary knife. The vibrodagger is the assassin's and the desperate spacer's friend, small enough to conceal in a boot or sleeve and quick enough to end a fight before it starts. Its finesse comes from the wrist rather than the shoulder, rewarding speed and precision over brute force, and its dual edge lets it slash or punch a hole with equal ease. From Nar Shaddaa back alleys to the belt of many a bounty hunter, the little humming blade has settled countless quiet arguments where a blaster would have drawn too much attention."
    },
    {
      "name": "Vibrolance",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d12",
      "damage_types": [
        "Piercing",
        "Slashing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "A cavalry weapon reborn for an age of speeders and mounts, the vibrolance mates a long thrusting shaft to a vibro-tipped head that pierces armor on the charge. Its reach lets a rider or a dismounted skirmisher strike first and keep a heavier opponent at bay, the ultrasonic point driving deep where a plain spear would skip off plate. Frontier militias and beast-riding cultures across the Outer Rim have carried variations for generations, valuing a weapon that turns momentum into penetration. Balanced for finesse rather than brute force, it rewards the quick and precise, a single well-timed lunge doing more than a flurry of hacks. Its length is both gift and curse: unmatched in the open, awkward the instant an enemy slips inside its point, where a lancer without a backup blade is suddenly a spectator to his own defeat."
    },
    {
      "name": "Vibrorapier",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 1.4,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A slender thrusting sword given a vibrating edge, the vibrorapier marries an old dueling tradition to modern ultrasonic tech, prized on core worlds where fencing endures as both sport and lethal art. Its narrow blade is built to find gaps, sliding between plates and past guards to deliver a shearing point that the vibration drives home. Light and finesse-driven, it rewards footwork, timing, and the patient exchange of a true fencer over the brawler's committed swing. Aristocratic duelists, gentleman spacers, and academy-trained bodyguards carry them as much for the statement as the reach, since a rapier speaks of discipline and pedigree. Against armored foes the sonic edge keeps it relevant where an ordinary rapier would merely scratch, but its real strength is speed: the vibrorapier belongs to fighters who win by never being where the enemy's blade lands."
    },
    {
      "name": "Vibrosword",
      "category": "Melee (Advanced)",
      "size": "Large",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d12",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The vibrosword is what happens when a broadsword is dragged into the modern galaxy: a full-length blade threaded with an ultrasonic generator that sets the edge screaming at frequencies fine enough to shear durasteel. Where a vibroblade is a knife, this is the two-handed weapon of a heavy melee specialist, favored by Echani duelists, frontier mercenaries, and anyone who wants the reach and cutting power of a greatsword without the wasted mass of dead metal. The humming edge does the cutting, so the wielder supplies momentum and precision rather than pure crushing force, though it still rewards strength on the swing. Against lightly armored foes it is brutal; against a lightsaber it is outmatched but not helpless. It remains the mark of a fighter who trusts a blade over a blaster, and has the skill to back that trust."
    },
    {
      "name": "Shockboxing Gloves",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "On hit: Target must make a CON save (DC 8+PB+STR) or be Stunned for 1 round.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Shockboxing is a blood sport dressed up as a gentleman's contest, fought in cantina back rooms and licensed arenas from the Core to the Outer Rim. The gloves are padded enough to look sporting, but each knuckle houses a small capacitor that dumps a stunning jolt into whatever it strikes, so a solid hit doesn't just rock a fighter, it briefly scrambles their nervous system. Bettors love the sudden, dramatic knockouts; fighters love that a lucky punch can end a bad night early. Light and quick, the gloves reward footwork and a fast jab over raw power, letting a nimble brawler stagger a larger opponent with a well-timed shock. Outside the ring they turn a bare-fisted scuffle decisively lopsided, which is why more than a few smugglers keep a pair in their kit."
    },
    {
      "name": "Vibroknucklers",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "5",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Slip these over the fingers and a punch stops being a punch. Vibroknucklers wed the old brass-knuckle logic to modern ultrasonic tech, vibrating cutting edges built into the striking surface so a brawler's swing tears as it lands. Cantina toughs, pit fighters, and hand-to-hand specialists across the Outer Rim favor them because they turn an unarmed style into something that draws blood while still looking like a bar fight. Light and fast, they reward footwork and combination striking rather than a single heavy blow, and they conceal easily in a jacket pocket until the moment they are needed. They will never out-reach a blade or a blaster, but at grappling distance, where a bigger weapon becomes a liability, the humming edges do brutal, close work."
    },
    {
      "name": "Shockpulse Bracers",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Adds +1d4 Ion damage once per round vs. droids/electronics.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Worn as a matched pair over the forearms, these compact bracers turn empty-handed strikes into stinging electrical jolts. Each houses a low-output capacitor bank that discharges on impact, so a thrown punch or blocking forearm delivers a bite rather than a bruise. The real design intent shows against machinery: a dedicated ion circuit can be triggered once a round to overload a droid's servos or fry unshielded electronics, making the bracers a quiet insurance policy for infiltrators who expect to meet security automatons in the dark. They demand you get close and fight with your hands, which suits duelists, brawlers, and those who prefer to look unarmed. The charge is modest and the capacitors need moments to recover, but for a saboteur slipping past sentry droids, a well-placed jolt is worth more than a blaster bolt."
    },
    {
      "name": "Burnsteel Gauntlets",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "4",
      "damage_types": [
        "Heat"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "On a critical hit, deal +1d6 Heat damage.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Heavy armored gloves lined with heating elements, burnsteel gauntlets turn a fighter's fists into searing weapons, the plated knuckles glowing hot enough to brand on contact. Brawlers, enforcers, and unarmed-combat specialists favor them for the way they add real bite to a punch or grapple without the encumbrance of carrying a blade, keeping the hands free for grabbing, climbing, or drawing a sidearm. The heat builds with a solid connection, so a clean, telling blow lands with a burst of extra searing damage where a glancing tap only scorches. Light and quick, they let a wielder stay mobile and aggressive, closing distance and battering through a defense with a flurry the enemy cannot simply parry aside. They are the tool of someone who trusts their body as much as any weapon, whether a cantina bruiser, a pit fighter, or a hunter who likes to finish things with their hands."
    },
    {
      "name": "Electroshock Cestus",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.4,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "3",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "On hit: Target must make a STR save or be pushed 5 ft.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Strapped over the knuckles like a boxer's loaded glove, the electroshock cestus turns a bare-fisted brawler into a walking taser. The rigid casing adds weight and structure to a punch, while a compact capacitor dumps a jolt of current into the target on contact, enough to numb a limb, foul a nervous system, or knock a staggering opponent off their feet entirely. Pit fighters, cantina bouncers, and grifters who need a weapon that looks like empty hands have all favored the design, since it conceals easily and reads as unarmed until the first flash of blue arcs across a jaw. It rewards speed and timing over reach, and the shock does more real work than the modest impact. Land a clean hit and the follow-through can send a reeling foe stumbling back a full stride."
    },
    {
      "name": "Carbonite Knuckles",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "3",
      "damage_types": [
        "Cold"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Once per short rest, reduces target's speed by 10 ft for 1 turn.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Carbonite knuckles are a cruel piece of gutter engineering: a knuckle-duster wired to a compact cryo-cell that flash-chills the striking face to well below freezing. A punch lands with the usual crack of metal on bone, but the cold sinks in after, numbing muscle, stiffening joints, and stealing the speed from whoever took the hit. Smugglers and enforcers favor them for their intimidation as much as their effect, since watching an opponent slow and shiver breaks resolve faster than a bruise. The cell holds only so much charge before it needs to warm and reset, so the deep-freeze trick works only once in a while, but that single frost-bitten blow is often enough to slow a fleeing mark or a swinging brawler long enough to finish the job."
    },
    {
      "name": "Repulsor Fist Mod",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 1.6,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Once per turn: may shove target 10 ft (DC 13 STR save).",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A miniaturized repulsorlift coil built into a gauntlet or a droid's forearm, this modification delivers a concussive shove along with the punch, throwing an enemy back with a burst of the same anti-gravity field that lifts a speeder off the ground. The blow itself is more thump than tear, but the real value is the kinetic push, ideal for hurling a foe off a ledge, out of a doorway, or simply off balance long enough to close or flee. Security droids, battle androids, and gadget-minded mercenaries fit them for exactly this crowd-control utility. It is not a killing tool so much as a positioning one, letting the wielder dictate the geometry of a fight and clear space in a press, though a well-timed shove into a chasm has ended plenty of arguments permanently."
    },
    {
      "name": "Durasteel Talons",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 0.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "3",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Retractable. Can be concealed with Sleight of Hand.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Retractable durasteel claws that spring from a slim housing across the knuckles, these talons are the weapon of choice for those who prefer their killing edge hidden until the last instant. Sheathed, the mechanism reads as ordinary jewelry or an armored glove; a flick of tendon and intent snaps three hardened points into place, and a practiced hand can conceal or reveal them with sleight enough to fool a pat-down. Assassins, cat burglars, and pit fighters all favor the design for the same reason: it is silent, it is personal, and it is nearly impossible to disarm. The talons reward speed and precision over power, opening throats and severing lines with equal ease. What they never offer is reach or reassurance; the wielder must be close enough to feel their target's breath, which is exactly how those who carry them like it."
    },
    {
      "name": "Atlatl",
      "category": "Melee (Exotic)",
      "size": "Medium",
      "weight_kg": 1.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "One of the oldest weapons in any culture's arsenal, the atlatl is a throwing lever, a grooved shaft that cradles a dart or short spear and adds the leverage of an extra arm-length to the throw. Primitive worlds and low-tech tribes across the galaxy still rely on it, since it needs no power cell, no ammunition beyond sharpened shafts, and no maintenance a hunter cannot manage with a knife. In practiced hands it hurls a projectile with startling force, and up close the shaft itself serves as a striking bludgeon. Considered exotic by blaster-age standards, it demands real skill to wield well, the rhythm of the cast being as much art as strength. For scouts stranded without supplies, beast-hunters on backwater worlds, or warriors who cling to ancestral ways, the atlatl remains a quietly deadly reminder that lethality predates technology."
    },
    {
      "name": "Cesta",
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 1.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The Gungan cesta is a ceremonial-looking staff that hides a lethal jolt: a long haft tipped with an energy ball housing that can be swung as a blunt weapon or triggered to unleash a charge. Warriors of Otoh Gunga and the Gungan Grand Army carried them alongside their atlatl-launched boomas, and in melee the cesta's crackling head could stun a droid or crack a skull with equal ease. Its two-handed grip and the whipping momentum of the long shaft make it a reach weapon in the truest sense, letting a Gungan soldier keep a battle droid at bay while charging the strike head. The design is idiosyncratic, tied to a culture that fused organic craft with harnessed energy, and mastering its exotic balance takes practice most outsiders never bother to acquire, which is exactly why it remains a Gungan signature."
    },
    {
      "name": "Arg'garok",
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The arg'garok is a Gamorrean weapon, and it looks it: a heavy, hook-bladed axe forged for the thick-fisted warriors of Gamorr who prize strength above all cleverness. Legend among the offworlders who've faced them holds that only a Gamorrean can truly wield one, so brutal is its balance and so demanding its weight, and a full-grown boar wields it with an ease that belies its cruelty. The great curved blade is built to hook a shield aside and open the body behind it in the same swing, a slashing arc that ends most fights it lands in. Despite the mass, a skilled wielder swings it with unsettling quickness, the hook and heft working together. In the pig-guard warrens and the arenas of the Hutts, its silhouette alone was enough to still a crowd."
    },
    {
      "name": "Fira",
      "category": "Melee (Exotic)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A slim, dueling-style blade that lives and dies by the wielder's speed, the fira rewards the light, precise hand over the heavy arm. Its narrow profile is built to slash and thrust with equal ease, slipping through openings a broader weapon would never fit, and its balance sits forward toward the point for quick, darting attacks. Blades of this character appear among the elegant fencing traditions of several worlds, carried by duelists who treat swordwork as an art of angles and timing rather than power. In a fight it favors the patient tactician who waits for an opening and takes it in a single clean motion, though against heavily armored foes its light edge finds less purchase. It is a gentleperson's weapon and an assassin's alike, depending entirely on the intent behind the grip."
    },
    {
      "name": "Shyarn",
      "category": "Melee (Exotic)",
      "size": "Tiny",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A curved, single-edged blade native to warrior cultures that prize the duel above the ambush, the shyarn balances so far forward that it seems to fall into the cut on its own. The recurve concentrates force at the belly of the blade, turning a wrist's flick into a deep, drawing slash, and its point still answers for a thrust when a foe turns side-on. Traditionally these were passed between generations, each nick in the edge a settled score, and to be given one was to be named an adult and a fighter both. Its exotic geometry punishes the untrained, who fight it like a straight sword and pay for the assumption; in a schooled hand it flows through finesse-driven arcs that a blocky vibroblade could never trace. Light, fast, and unforgiving, it demands the same of anyone who would carry it well."
    },
    {
      "name": "Zhaboka",
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4/2d4",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A double-headed Nikto war-axe, the zhaboka is a heavy two-handed weapon with a broad cutting blade at each end of its haft, letting a warrior strike on the backswing as readily as the forward cut. The Nikto peoples of Kintan carried these into countless clan feuds and Hutt-sponsored brawls, and their reputation as fierce close-quarters fighters owes much to the weapon's relentless, sweeping momentum. Swung two-handed, the zhaboka builds terrifying force through its arc, each rotation chambering the next blow, so a skilled wielder becomes a spinning wall of edges that punishes anyone who steps inside. It rewards commitment and space over finesse, and in a cramped corridor it is as dangerous to allies as enemies. To Nikto tradition it is more than a tool; it is a mark of a warrior's standing, the kind of heirloom that carries the weight of generations of blood-debts."
    },
    {
      "name": "Felucian Skullblade",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Carved from the bleached bone and chitin of the megafauna that roam Felucia's fungal jungles, the skullblade is a primitive-looking weapon that punches far above its crude appearance. The native Felucians, and the Nightsister-influenced tribes who once fell under Dark Jedi sway there, ground these blades to a wicked edge and hardened them with resins drawn from the planet's toxic flora. Light and quick in the hand, a skullblade favors darting, opportunistic strikes rather than a stand-up duel, slipping through the gaps in an opponent's guard the way a hunter slips through the luminous undergrowth. Offworlders dismiss it as a savage's tool until they feel how fast it moves. In the hands of someone raised to it, the bone edge finds soft targets with unsettling ease, and its exotic shape confounds fighters trained only against conventional steel."
    },
    {
      "name": "Dowutin War-Lance",
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 8,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 10,
      "damage_dice": "1d12",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": "Requires STR 15+.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The Dowutin are a species built like living siege engines, horned giants whose warrior castes take pride in weapons no smaller being could lift. The war-lance is one such arm, a massive hafted spear whose reach lets a Dowutin skewer a foe before that foe can even close, driving the point through armor with the full weight of a two-meter frame behind it. The head is broad enough to both pierce and hew, so a thrust that misses the vitals still lays open flesh on the withdraw. It demands genuine strength to carry, let alone fight with, and against a smaller opponent that reach is nearly insurmountable. Dowutin mercenaries and enforcers carried them into service across the galaxy, where the sight of one lowered for a charge tended to end negotiations quickly."
    },
    {
      "name": "Ryyk Blade",
      "category": "Melee (Exotic)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The Wookiees forge these from the heartwood and metal of Kashyyyk into curved cleaving blades scaled for arms far longer and stronger than a human's. A ryyk blade, or ryyk katana in the old traditions, is a mark of honor as much as a weapon, often passed through a family and wielded in the ritual combat and hunts that structure Wookiee society. In a warrior's grip it is a devastating slasher, the long curved edge built to open a charging predator or a slaver's line with a single powerful stroke. Smaller species can wield one, but the balance fights them, the blade meant for the reach and raw might of a two-meter Wookiee. Chewbacca's people carried such weapons into the wars against the Trandoshans and the Empire, honor and edge inseparable."
    },
    {
      "name": "Kaleesh Warblade",
      "category": "Melee (Exotic)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The Kaleesh of Kalee forge these curved, wickedly hooked blades as extensions of the warrior himself, and their most infamous son, the being who became General Grievous, learned to kill with weapons like it long before he traded his body for durasteel. The classic warblade sweeps to a hooked point that catches flesh and armor alike, meant to be worn in pairs so a fighter can trap, tear, and finish in a single flowing exchange. Every blade is worked by hand and often marked with the kills and lineage of its bearer, a biography written in notches. It favors the swift and the precise, rewarding a finesse-driven style of feints and redirections over head-on power. To face a warblade-fighter is to face someone raised from childhood to treat the duel as a sacred art, and to lose it is a shame worse than death."
    },
    {
      "name": "Garrote",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Little more than a length of cord, wire, or fiber with a handle at each end, the garrote is the assassin's most intimate tool, a weapon that leaves no report, no muzzle flash, and no easy trace. Slipped over a target's throat from behind, it kills in silence, which is why infiltrators, spies, and hired killers across the galaxy keep one coiled somewhere on their person. It demands surprise and position above all; a garrote is useless in an open brawl and lethal only when the wielder has closed unseen. Light and easily concealed, it passes through weapon scans that would flag a blade or blaster, making it the choice for work that must look like an accident or never be discovered at all. In the hands of a patient professional it turns a moment of inattention into a certainty, and its very simplicity is what makes it so hard to defend against."
    },
    {
      "name": "Tehk'la Blade",
      "category": "Melee (Exotic)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Piercing",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A Nikto war-knife with a distinctive hooked spine, the tehk'la blade is the traditional close-combat weapon of the desert peoples of Kintan, carried by generations of Nikto mercenaries into service with the Hutts and countless crime syndicates. Compact and balanced for the reverse grip as readily as the forward, it can stab, slash, and hook in a single flowing motion, its curved profile designed to catch and tear rather than simply cut. Nikto enforcers value how quietly and quickly it works in the press of a boarding action or a back-alley ambush. The blade's exotic geometry rewards a wielder trained in its particular arcs; someone who tries to fight with it like an ordinary knife wastes half its design. To a Nikto, though, it is as familiar as a handshake, and just as capable of ending an argument."
    },
    {
      "name": "Darkstick",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 1.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Can be thrown (2d4 damage). If attack roll exceeds target's AC by 5 or more, weapon returns to attacker.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The Nightsisters of Dathomir are the best-known makers of the darkstick, a curved throwing blade that returns to the hand of the one who casts it well. Grown or carved from Dathomiri materials and steeped in the clan's traditions, it flies with an unnatural steadiness, cutting through the air toward a target and then wheeling back if the throw is true. In close quarters it serves as a light, quick slashing blade, but its real menace is at range, where a well-aimed cast can open a wound and be back in hand before an enemy recovers. The returning arc unsettles opponents who expect a thrown weapon to leave its wielder disarmed. Hunters and warriors beyond Dathomir have prized captured darksticks, though few ever master the throw that brings the blade home."
    },
    {
      "name": "Blastsword",
      "category": "Melee (Exotic)",
      "size": "Medium",
      "weight_kg": 2.1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "3d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 7,
      "lore": "The blastsword answers the eternal problem of the swordsman by wrapping the length of the blade in a lethal energy field, so that a parry does not merely stop an incoming strike but discharges into it. Drawn from the ancient dueling traditions of the Tapani sector's nobility, these weapons let a fencer fight a lightsaber-armed opponent with more than steel, the energized edge sparking and stinging on contact. A skilled duelist reads the weapon as an extension of a centuries-old code of honor, and matches were both combat and theater. It demands finesse rather than strength, timing and blade-craft over brute swings, and in unschooled hands the field is as likely to burn its owner as an enemy. Among the fringe it survives as a rare and dangerous heirloom for those who still remember how to use it."
    },
    {
      "name": "Vibro-Saw",
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 10,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Less a sword than a portable industrial nightmare, the vibro-saw runs a continuous toothed band or oscillating serrated blade at a pitch that turns cutting into carnage. It began life as a demolition and salvage tool for shipbreakers hacking through hull plating, and its combat use carries all the subtlety of that origin. Two hands are mandatory; the vibrating band fights the wielder as much as the target, and a firm, committed drive is the only way to keep it biting rather than skittering. What it lacks in grace it repays in sheer destructive throughput, chewing through armor, bulkheads, and creatures that would blunt lesser edges. Enforcers who want to be feared and scavengers who need to be practical both keep one close. The maintenance is relentless and the noise announces you from a corridor away, but nothing settles a doorway argument faster."
    },
    {
      "name": "Kyuzo Petar",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": "Can be thrown (1d6 damage, range 30 ft). If attack roll exceeds target's AC by 5 or more, the petar returns to attacker.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A distinctive throwing blade and hand weapon of the Kyuzo people, the petar is a flat, angular cutting tool that can be swung in close or hurled across a room with deadly accuracy. Bounty hunters like the towering Embo made the weapon's reputation, using its wide-brimmed cousin as a shield and the petar itself as a returning missile that arcs back to the thrower when the cast is true. The Kyuzo's famed agility and precision suit the weapon perfectly: a clean throw not only strikes hard but spins home for another attack. Balanced for finesse, it slashes and pierces in melee and rewards a fighter who can read angles and ricochets. Considered exotic beyond Phatrong, it takes real training to throw well, but a master petar-wielder can control a fight from any range, cutting close and reaching out in the same fluid motion."
    },
    {
      "name": "Bo-Rifle",
      "category": "Melee (Exotic)",
      "size": "Medium",
      "weight_kg": 8,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "Transforms between melee staff and energy rifle as a free action.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "forms": [
        {
          "name": "Melee Form",
          "category": "Melee (Exotic)",
          "attack_ability": [
            "STR"
          ],
          "range_ft": 5,
          "damage_dice": "1d10",
          "damage_types": [
            "Bludgeoning",
            "Energy"
          ],
          "damage_type_mode": "all",
          "has_stun": true
        },
        {
          "name": "Ranged Form",
          "category": "Ranged (Exotic)",
          "attack_ability": [
            "DEX"
          ],
          "range_ft": 50,
          "damage_dice": "2d6",
          "damage_types": [
            "Energy"
          ],
          "damage_type_mode": "all",
          "has_stun": true
        }
      ],
      "min_level": 3,
      "lore": "The Lasat Honor Guard's bo-rifle is two weapons welded into one philosophy: a proud electrostaff that, at the flick of a stud, folds and reconfigures into a long-range energy rifle. Zeb Orrelios carried the AB-75 model through the early rebellion, and its dual nature reflects the warrior culture of Lasan, where a guardian was expected to master both the disciplined reach of the staff and the disciplined aim of the gun. In staff mode the charged tips crackle with stunning force, ideal for holding a line or subduing a foe without killing; snapped into rifle form it reaches out to drop targets at distance. Switching between the two is instant, letting a skilled Lasat flow from a firefight into a melee and back without ever changing weapons. Few outsiders were ever trained in its use, making a working bo-rifle a genuine rarity."
    },
    {
      "name": "Wrruushi Gauntlets",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 2.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "3",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Requires STR 15+. Only usable with Martial Arts.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Wrruushi gauntlets are heavy, reinforced fist-plates built for a species with the mass and muscle to make them count. Fitted over the knuckles and forearms, they turn a punch into a bludgeoning strike that lands with the force of a small mace, and they let a martial artist trade blows that would break an unarmored hand. They demand real strength simply to move at fighting speed, and they reward the trained brawler who knows how to put their whole body behind a blow rather than the novice who merely swings. A grappler wearing them can pin, strike, and shatter a guard in the same exchange. Among the pit-fighting circuits and back-world dueling rings where unarmed combat is a respected art, the gauntlets mark a fighter who prefers to feel the fight end under their own hands."
    },
    {
      "name": "Teräs Käsi Bracers",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Ignores resistance to bludgeoning damage.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Teräs Käsi, the steel hand, is the martial art of empty-handed lethality, and these bracers are its physical adjunct, reinforced forearm guards that let a practitioner block a blade and answer with a bone-cracking strike. The discipline was refined by the Followers of Palawa and later sought out by those, like Boba Fett in Legends, who needed to face Force-users on even ground without a weapon of their own. The bracers concentrate a blow's force and shrug off the guard's give, letting a trained striker punch through defenses that would soak an ordinary fist. Light and quick, they turn the whole body into the weapon, rewarding the fighter who has drilled the forms until strike and breath are one. Against a padded or resistant foe, the disciplined blow still finds its mark."
    },
    {
      "name": "Zygerrian Duel Gauntlets",
      "category": "Melee (Exotic)",
      "size": "Small",
      "weight_kg": 0.9,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "3",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Once per turn: add CHA modifier to damage if it hits.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Bladed gauntlets forged by the slaver-nobles of Zygerria, these were as much status symbol as weapon in a culture that measured worth by dominance. Short piercing spikes ride the knuckles and back of the hand, letting a Zygerrian settle a matter of honor without ever drawing a proper blade, and the empire's fighting elite trained to duel bare-fisted in them as a display of contempt for their opponent. The gauntlets reward presence as much as skill: a wielder with genuine command and force of personality strikes with more conviction, driving a spike home once a turn with the full weight of their bearing behind it. Light and fast, they suit a fighter who wants their hands free and their intent close. In Zygerrian society, to defeat someone with the gauntlets was to humiliate them, which was always half the point."
    },
    {
      "name": "Bayonet",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A blade fixed to the muzzle of a rifle, the bayonet answers the oldest problem a soldier faces: what to do when the enemy is too close to shoot or the powerpack runs dry. Militaries and militias across the galaxy still mount them, because a rifle with a fixed blade becomes a short spear, and a line of them becomes a hedge of points no charge wants to meet. Wielded two-handed on the end of the weapon, it thrusts with the reach and leverage of the whole rifle behind it, and its finesse balance lets a trained trooper feint and lunge rather than merely stab. It turns a spent firearm into a lethal melee tool in an instant, keeping a soldier in the fight when the bolts stop flying. For frontier defenders and boarding parties working cramped corridors, the humble bayonet remains a brutally practical insurance policy."
    },
    {
      "name": "Club/Baton",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The oldest weapon in the galaxy is a heavy stick, and the club endures for the same reason it always has: anyone can pick one up and swing it. In its refined form the security baton is a length of shaped durasteel or hardened polymer, light enough to carry all day on a belt and quick enough to bring down on a wrist, knee, or skull before a target reacts. Station guards, dock enforcers, and back-alley toughs across every era have relied on it as a cheap, deniable, non-lethal answer to trouble. It asks nothing of the wielder but timing and nerve, and it forgives a great deal. A baton will never win a duel against a vibrosword, but in a crowded corridor or a bar-brawl it does exactly what it needs to: it hurts, it intimidates, and it never runs out of charge."
    },
    {
      "name": "Mace",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 2.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The mace is as old as violence itself, a weighted head on a sturdy haft, and it persists across the galaxy for the same reason it always has: it is simple, cheap, and it works. Where a blade can be turned by armor or dulled by hard use, a mace simply transfers its mass into whatever it hits, cracking plate and the body beneath without ever needing an edge. Guards, laborers turned militia, and frontier settlers who couldn't afford blasters kept one close, and even in an age of plasma and vibro-tech the humble bludgeon still ends arguments. It asks nothing of its wielder but the strength to swing it and the sense to aim for something vital. No finesse, no upkeep, no failure to fire, just the honest promise of a heavy blow."
    },
    {
      "name": "Quarterstaff",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 1.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The humblest of weapons and among the most versatile, a quarterstaff is a length of hardwood or durable alloy that anyone from a backworld farmer to a monastic order can wield. Both ends strike, the long shaft sweeps and blocks, and in trained hands the simple stick flows through a rhythm of thrusts, parries, and battering blows that keeps an armed opponent at bay. It costs nothing, breaks nothing, and draws no attention passing through a checkpoint, which is exactly why staff-fighting traditions endure on so many worlds where blasters are watched and blades are banned. Held in two hands it favors mobility and control over raw damage, rewarding footwork and timing. Many a duelist first learned the geometry of combat with a staff before ever igniting a blade."
    },
    {
      "name": "Spear",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 1.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The oldest answer to the oldest question, the spear persists across ten thousand worlds because it simply works. A hardened point on a long shaft gives a fighter reach, a thrust that finds gaps in armor, and a weapon that costs almost nothing to make from whatever a world provides, be it wood, bone, plasteel, or scavenged pipe. Frontier settlers, tribal hunters, and militia levies across the galaxy all fall back on it when blasters are scarce. Balanced for finesse, it rewards timing and distance over brute strength; the trick is never to let an enemy past the point, because the same length that keeps a foe at bay becomes dead weight the instant they close. Light enough to throw in a pinch, cheap enough to abandon, the spear is the weapon of people who cannot afford to lose."
    },
    {
      "name": "Stun Baton",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A rugged rod tipped with a shock emitter, the stun baton is the peacekeeper's standby, built to drop a target through pain and electrical shock rather than lethal force. Station security, riot police, corporate enforcers, and detention guards across the galaxy carry them because they subdue without killing, cracking against a limb or torso to lock up muscles and put a suspect on the ground. Light and quick, it favors control over carnage, letting a guard fend off a crowd or wrestle down a single troublemaker without drawing blood. The stun charge makes even a glancing blow punishing, and a solid hit can leave a grown fighter twitching and helpless. It is a weapon of order and containment, equally at home in a spaceport checkpoint, a prison block, or the belt of a bounty hunter who needs the bounty breathing when it is delivered."
    },
    {
      "name": "Datadagger",
      "category": "Melee (Simple)",
      "size": "Tiny",
      "weight_kg": 0.1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Half weapon, half spycraft tool, the datadagger hides a slicing spike behind an unremarkable knife profile. The narrow blade handles the wet work of a quiet kill, while a concealed data-spike in the hilt or pommel can be jacked into a terminal, a droid's access port, or a lock to pull data or crack security. Slicers, infiltration specialists, and intelligence operatives favor it precisely because it draws no attention: a blade is an ordinary thing to carry, and no one expects the same tool to be picking their computer's locks. In a fight it is a light, fast finesse weapon best suited to a sudden thrust rather than a prolonged duel, but its real value lies in versatility. An operative caught between a sentry and a sealed data vault appreciates a tool that solves both problems."
    },
    {
      "name": "Riot Shield",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 6,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A riot shield is a wall you can carry, a broad slab of transparisteel or armorplast that a security officer plants between themselves and a mob. Its primary job is defense, soaking thrown bottles, blows, and the occasional blaster bolt, but a shield in trained hands is also a weapon: a shoving edge, a battering face, a tool for driving a crowd back or slamming an aggressor to the ground. The stunning shove that comes with a well-braced push can drop a charging rioter and knock the fight out of them without a lethal blow, which is exactly what crowd-control doctrine wants. Line up a row of them and you have a moving barrier that herds and contains. Alone, it turns a single guard into a stubborn, immovable obstacle that a panicked crowd learns to flow around."
    },
    {
      "name": "Sith Sword",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Forged in the old ways of the Sith and quenched in dark intent, these blades were the weapons of the ancient order before the perfection of the lightsaber. Alchemically treated metal, worked through rituals now half-forgotten, made the Sith sword uncommonly durable, so that in later ages a few could even turn a lightsaber's edge. Ulic Qel-Droma and the Sith Lords of the old wars carried such swords, and the alchemy bound to them lent an air of menace that outlasted their makers. Held in two hands, it is a straightforward slasher and thruster, its power drawn from the metal and the will behind it rather than any generator. Relics of that era are prized and feared in equal measure, and the darkness worked into the steel is said to linger long after the smith is dust."
    },
    {
      "name": "Dire Sword",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 4,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A heavy two-handed blade meant for hewing rather than fencing, the dire sword answers to weight and momentum before it answers to skill. Its broad, thick blade combines slashing sweeps with a point solid enough to punch a thrust through a gap, and its sheer mass lets it batter through guards that a lighter weapon would merely bounce off. Frontier warriors, prison-forged brawlers, and those who never trained in a proper style all gravitate toward it because it forgives crudeness; a strong arm and bad intentions carry you a long way. The cost is speed and recovery. Every swing is a commitment, and a missed cut hangs the blade out where a quicker opponent can punish it. But in the hands of someone big enough to swing it freely, the dire sword ends fights in a single overhead blow."
    },
    {
      "name": "Double-Bladed Sword",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 4,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6/1d6",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A single haft with a blade at each end, the double-bladed sword is a melee weapon that spins and sweeps, threatening foes to the front and rear in the same fluid motion. Warrior cultures on many worlds have developed versions of it, drawn to the way a skilled wielder becomes a whirling barrier of edges that punishes anyone who tries to flank or crowd them. Held two-handed for control, it builds momentum through its rotation, each end chambering the next strike, so the weapon flows from cut to cut without pause. The reach and coverage come at a price: the same arcs that guard every angle can catch a careless wielder or a nearby ally, so it demands discipline and space. Simpler and cheaper than its energized cousins, it remains a favorite of duelists, tribal champions, and anyone who wants to fight surrounded and still hold ground."
    },
    {
      "name": "Mythosaur Axe",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 10,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Forged in homage to the great horned beasts of ancient Mandalore, the mythosaur axe is a heavy two-handed weapon whose broad head is often shaped to echo the mythosaur skull that serves as the Mandalorian crest. Beskar-bladed examples are treasured heirlooms, passed down through clans and swung in battle as much for the statement they make as the damage they deal. The weapon demands a strong grip and room to work, its momentum built through the full arc of a two-handed swing, and a solid hit can cleave armor and split shields alike. To a Mandalorian warrior it is more than a tool; it is a link to a martial heritage older than the Republic, carried into war with the understanding that the beast it honors was strong enough to be tamed only once, by the greatest hunters their people ever produced."
    },
    {
      "name": "Short Sword",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 1.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The short sword endures because it fits everywhere a longer blade doesn't, on a crowded deck, in a narrow corridor, at a belt beneath a coat. Short enough to draw and thrust in tight quarters yet long enough to keep a knife-fighter at bay, it has armed sailors, guards, and travelers across countless worlds and eras. The double-edged blade both cuts and pierces, so a wielder can slash across an opening or drive the point home as the moment demands. Light and quick, it rewards a nimble wrist and good footwork over brute strength, making it a natural companion weapon in the off hand. It carries none of the mystique of a vibroblade or an energy weapon, but a plain, well-kept short sword has quietly settled more disputes than either."
    },
    {
      "name": "War Sword",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A soldier's blade, plain and dependable, the war sword is the weapon that armies issue when a battle collapses to arm's length and blasters run dry. Balanced for the hand rather than sheer weight, it slashes and thrusts with a fencer's economy, favoring the disciplined wielder who fights with footwork and timing over the one who merely swings hard. Countless cultures across the galaxy field some version of it, from ceremonial guards to frontier militias, because a good sword never jams, never runs out of charge, and never needs a resupply. Its finesse rewards precision and speed, making it a fine companion for a duelist who values control. It lacks the reach of a polearm and the cutting fury of heavier blades, but as a reliable last argument it has few equals."
    },
    {
      "name": "Snap Baton",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A collapsible enforcement tool that telescopes from a palm-length grip into a rigid striking rod with a sharp flick of the wrist, the snap baton is built for the moment a peaceful situation turns. A stun circuit runs its length, so a solid rap delivers a numbing jolt on top of the impact, dropping a target without the lethality of a blade or blaster. Security details, station peacekeepers, and cautious travelers all carry one because it rides discreetly on a belt and deploys faster than an eye can track. The finesse-driven design rewards quick, precise strikes to nerve clusters and joints over wild swinging, and the collapsing action lets a wielder threaten, retract, and vanish the weapon in a heartbeat. It will not win a stand-up fight against armor, but for control, deterrence, and the messy space between words and killing, it is exactly right."
    },
    {
      "name": "Wan-Shen",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4/2d4",
      "damage_types": [
        "Slashing",
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A heavy polearm capping a broad, weighted blade on a long haft, the wan-shen is a two-handed weapon built to both cut and crush, the mass of its head lending bludgeoning force to every slashing sweep. Warrior traditions favor it for the way it combines a spear's reach with the shearing power of an axe, letting a disciplined fighter hold a doorway or carve a path through a press of bodies. Swung with the whole body behind it, the wan-shen builds punishing momentum, and its length keeps enemies at bay while the wielder controls the tempo of the exchange. Balanced for finesse despite its heft, it rewards footwork and timing rather than raw muscle alone, flowing between guards as the situation demands. It is the arm of a fighter who values reach and versatility, equally suited to formation combat and the single champion's duel."
    },
    {
      "name": "Axe",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A wedge of sharpened metal on a haft, the axe is a workhorse that never fully left the battlefield even in an age of blasters. Light enough here to swing one-handed and balanced for a quick, precise chop rather than a lumbering overhead blow, this is as much a survival tool as a weapon: splitting firewood, clearing brush, and breaching a jammed hatch as readily as it splits an enemy's guard. Frontier settlers, Wookiee foragers, and backworld raiders keep one within reach because it never jams, never needs a powerpack, and does grim work at close range. The finesse of a good axe lies in placing the edge exactly where it will bite deepest, letting the weight of the head do the cutting. Crude beside a vibrosword, it is nonetheless honest, reliable, and quietly lethal."
    },
    {
      "name": "Great-Axe",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The great-axe is a weapon of raw commitment, a broad heavy blade on a long haft that a warrior swings with the whole body and no thought of taking it back. There is no subtlety in it: the wielder chooses a target, winds up, and delivers a stroke that cleaves shields, splits helms, and ends smaller opponents outright. It takes two hands and real strength to control, and a missed swing leaves the axeman badly out of position, so it belongs to the brave or the reckless. Frontier warriors, arena fighters, and raiders across the galaxy's rougher worlds favored it for the terror it inspires as much as the damage it deals. Against an unarmored line it is devastating; against a nimble duelist it is a gamble that lives or dies on the first blow landing true."
    },
    {
      "name": "Gaderffii",
      "category": "Melee (Simple)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4/2d4",
      "damage_types": [
        "Bludgeoning",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The gaffi stick is the soul of the Tusken Raider, a brutal double-ended weapon hammered from scavenged metal, salvaged droid parts, and whatever the Dune Sea gives up. One end bludgeons, the other cuts, and the whole thing is often coated in poisons or filth to sicken any wound it opens. To the Sand People it is far more than a tool: a warrior's gaderffii is earned, personalized, and carried as a symbol of standing within the clan. Wielded in two hands it is all sweeping menace, meant to overwhelm through savage momentum rather than finesse, and its twin heads let a raider batter and slash in a single flowing assault. Anakin Skywalker learned its cruelty firsthand on Tatooine, and every moisture farmer knows the shape of it as a thing to fear."
    },
    {
      "name": "Entrenching Tool",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Slashing",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A folding shovel first and a weapon only when circumstances insist, the entrenching tool is standard-issue improvisation across countless armies and survivalist kits. Its short handle and sharpened, angled blade dig fighting positions, chop roots, pry crates, and, when a trooper is cornered without a better option, open an enemy from clavicle to sternum. Soldiers have prized the humble tool for exactly this dual nature: nothing about carrying it looks threatening, and yet in a trench or a boarding action it becomes a compact hatchet that finesse and desperation put to lethal use. It is light, quiet, and endlessly practical, the kind of thing a veteran keeps within reach long after they have a proper blade. No one chooses it for a duel, but in the mud where duels do not happen, it has ended more lives than its makers ever intended."
    },
    {
      "name": "Fire Blade",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Energy",
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A short sword whose edge is sheathed in a controlled ribbon of superheated energy, the fire blade cauterizes as it cuts, searing through flesh and lighter armor with a hiss of vaporized matter. It occupies a middle ground between a plain vibro-knife and a true plasma weapon, cheaper and cruder than a lightsaber but lethal in its own right, favored by duelists and enforcers who want the intimidation of a burning edge without the rarity of a saber crystal. Light and finesse-balanced, it rewards speed and precision, the heated edge meaning even a shallow cut carries a brutal bite. The glow gives it away in the dark, so it trades stealth for menace, but few opponents relish trading blows with a weapon that burns. In a knife-fighter's grip it is fast, frightening, and unforgiving of any lapse in an enemy's guard."
    },
    {
      "name": "Contact Stunner",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 1.1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A contact stunner is discretion in the shape of a small baton or prod: a short striking surface backed by a stun circuit that delivers a debilitating jolt on contact. Unlike a blaster set to stun, it makes no flash and no noise, only the sudden collapse of whoever it touches, which is exactly why undercover agents, slavers, and cautious travelers keep one tucked away. The modest bludgeon does little harm on its own; the current is the point, overloading a target's nervous system and dropping them where they stand. It rewards a wielder who can close the distance unnoticed and land a single clean touch, making it a tool of ambush and control rather than open combat. In a crowd, on a transport, or in any place where a drawn blaster would cause panic, its quiet efficiency is worth more than raw power."
    },
    {
      "name": "Survival Knife",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 1.4,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Every serious traveler in the galaxy's wild places carries a survival knife, because the blade that guts a fish, cuts a bandage, and pries open a ration tin is the same one that will save a life when something with teeth comes out of the dark. Compact and light, it is a tool first and a weapon second, but in a pinch it becomes a fast, close-in slashing blade that a steady hand can put to lethal use. Scouts, spacers, and frontier settlers keep one on the belt and another in the boot, valuing reliability over reach. It won't win a stand-up fight against an armed opponent, but its quickness and concealability make it deadly in an ambush or a grapple, where a single well-placed cut is worth more than any longer blade."
    },
    {
      "name": "Hook Blade",
      "category": "Melee (Simple)",
      "size": "Tiny",
      "weight_kg": 1,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A short curved blade with a wicked inward hook, this weapon is built less to run an enemy through than to catch, tear, and drag. Fishers, harvesters, and the desperate turn agricultural tools like it into close-quarters weapons, the hook snagging clothing, gear, or flesh to pull a foe off balance before a second strike lands. Light and quick, it favors the finesse of the wrist and the cunning of an ambusher over any brute swing, and it conceals easily beneath a cloak. Assassins and back-alley brawlers on a hundred worlds prize the way a hook blade fouls an opponent's guard, turning defense into an opening. It will never match a proper sword for reach or a blaster for range, but in a tangle of bodies where neither serves, the hook does ugly, effective work."
    },
    {
      "name": "Slaver Blade",
      "category": "Melee (Simple)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A heavy two-handed cleaver associated with the ugliest corners of the galaxy's flesh trade, the slaver blade is designed to intimidate as much as to cut. Its broad, weighted edge is built for a single decisive swing, the kind meant to be seen by a crowd of captives as much as felt by any one victim. Slavers, pit bosses, and gang enforcers carry it precisely because it reads as a threat before it ever moves, a promise of brute finality. There is no finesse in the design and none is expected; a strong wielder simply hauls it up and brings it down, letting mass and momentum do what skill would in a subtler weapon. It is slow, graceless, and cruel, and to see one drawn is to understand that whoever holds it does not intend a fair fight."
    },
    {
      "name": "Throwing Knife",
      "category": "Melee (Simple)",
      "size": "Tiny",
      "weight_kg": 0.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "1d4",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A small, balanced blade weighted for the throw, the throwing knife is a quiet, disposable killing tool as old as combat itself, carried in boot, sleeve, and belt by scouts, assassins, and spacers who like a backup that makes no noise. Its light frame and even balance let a trained hand bury it in a target across a room, and a fighter can carry several without weighing themselves down. It flies without a muzzle flash or the tell-tale whine of a blaster, making it ideal for taking out a sentry or buying a heartbeat's distraction. Up close it still serves as a fast slashing knife, but its real value is reach on the cheap, a lethal answer for anyone caught without a ranged weapon. Simple, silent, and endlessly replaceable, the throwing knife rewards precision and steady nerves over raw power."
    },
    {
      "name": "Spiked Gloves",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 0.7,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Little more than reinforced gloves studded with hardened points, spiked gloves turn a punch into a puncture and keep both hands free for climbing, grappling, or drawing a second weapon. Brawlers, pit fighters, and prisoners improvising in places where proper arms are forbidden favor them precisely because they read as clothing rather than weaponry. Each strike drives the spikes into flesh, adding a tearing bite to what would otherwise be a bare-knuckle blow, and a grappler wearing them can make every clinch and hold cost their opponent blood. They ask nothing but speed and aggression, rewarding a fighter who stays inside an enemy's reach where the short points can do their work. Modest in the damage they deal, they shine as a last-ditch or concealed option, the sort of thing that turns an unarmed search into a fatal underestimation."
    },
    {
      "name": "Combat Gloves",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 0.8,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Provides +1 to Grapple checks.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Combat gloves are the professional's answer to a bar brawl, reinforced knuckles and gripping palms that turn bare hands into reliable weapons without the cost or bulk of anything heavier. The padded, weighted striking surface lets a fighter throw and take punches that would split an ungloved fist, and the tacky palms bite into cloth and flesh for a surer hold. That grip is the real advantage: a wearer wrestling for a weapon or pinning an opponent finds their hands simply don't slip, giving a decisive edge in a grapple. Bouncers, soldiers, and hand-to-hand specialists wear them as everyday kit, since they draw no attention and never jam. Light and quick, they suit a fighter who works close and fast, closing the distance and ending things with hands rather than hardware."
    },
    {
      "name": "Flamethrower",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 7,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 20,
      "damage_dice": "2d4",
      "damage_types": [
        "Fire"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "There is no defense that reassures against a wall of fire, and that is the whole point. A flamethrower gouts ignited fuel or a plasma stream across a short distance, blanketing an area in flame that clings, spreads, and drives the enemy from cover whether it kills them or not. Clone flame troopers, Imperial incinerator units, and countless fringe operators strapped these tanks on for exactly that terror value, using them to clear bunkers, torch nests, and deny ground. Two hands manage the weapon and its bulky fuel supply, and the wielder trades range and precision for raw area denial, the roaring cone as much a psychological weapon as a physical one. The obvious hazard, of course, is the tank on your back, one lucky shot from turning the operator into a casualty of their own arsenal."
    },
    {
      "name": "Bowcaster",
      "category": "Ranged (Exotic)",
      "size": "Large",
      "weight_kg": 8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy",
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The signature weapon of the Wookiees of Kashyyyk, the bowcaster is a masterwork of hand-built engineering that outclasses factory blasters in both power and craftsmanship. Each is fitted to its owner over a lifetime, a curved frame and a quarrel guide launching a metal bolt wrapped in a plasma-energy envelope, so it strikes with the kinetic punch of a slug and the searing bite of a bolt at once. Cocking one demands a Wookiee's raw strength, which is much of why the weapon stayed rare beyond Kashyyyk; Chewbacca's, seen across the galaxy, could knock a stormtrooper clean off his feet. The two-handed frame is heavy and the reload deliberate, but the payoff is a single shot that hits like a small cannon. To carry a bowcaster well is to carry a piece of another warrior's life's work."
    },
    {
      "name": "Aurial Blaster",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d4",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Rather than searing bolts of energy, the aurial blaster fires focused blasts of concussive sound, a weaponized pulse of sonic force that ruptures the air and hammers a target with a wall of pressure. Sonic weapons see niche use across the galaxy against foes that shrug off energy fire, and in environments where a stray blaster bolt might puncture a hull or ignite fumes. The invisible pulse rattles bone, scrambles equilibrium, and can crack through certain shields and armor tuned to stop plasma rather than pressure waves. Compact enough to wield in one hand, it favors a shooter who wants a specialist's edge over a soldier's reliable killing power. Exotic and uncommon, it demands familiarity to aim and account for its spreading cone of effect. In the right hands the aurial blaster is a disorienting, armor-agnostic threat, turning sound itself into a weapon."
    },
    {
      "name": "Massassi Lanvarok",
      "category": "Ranged (Exotic)",
      "size": "Large",
      "weight_kg": 9.8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "An ancient Sith throwing weapon, the lanvarok was wielded by the brutish Massassi warriors bred by the Sith Lords of Korriban and Yavin 4 in the galaxy's dark antiquity. Worn on the forearm, it flings a spray of razor-edged metal discs or shards at a foe with a snap of the wrist and a mechanical release, letting a Massassi hunter rake an enemy from across a clearing before closing to finish the work by hand. Some variants launched a single heavier projectile; all shared the weapon's savage, scattering intent. It is a relic of a vanished era, its use nearly lost with the Massassi themselves, and the few examples that survive in tombs and collections are prized as much for their menace as their history. Mastering its exotic mechanism takes patience few possess, but in trained hands it strikes without warning."
    },
    {
      "name": "Sith Lanvarok",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 5.8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The lanvarok is an ancient Sith weapon, a relic of the old Sith species and their war-priests from an age long before lightsabers dominated. Worn strapped to the forearm, it uses a spinning mechanism to hurl a spray of metal discs or shards at a target, a scatter of shrapnel meant to shred flesh at a distance. In its oldest forms it was as much a ceremonial mark of a Sith warrior's rank as a practical arm, and the discs were sometimes edged with materials keyed to the dark side. By the eras most spacers know, genuine lanvaroks survive mostly as museum pieces and cult heirlooms, their mechanisms fragile and their ammunition rare. In use, it favors the ambush and the opening volley over sustained fire, a burst of ancient malice flung from the wrist."
    },
    {
      "name": "CR-Blast Cannon",
      "category": "Ranged (Exotic)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A shoulder-braced energy weapon built for punching power over rate of fire, the CR-blast cannon delivers a heavy bolt meant to crack armor, cripple hardware, and drop the toughest targets on a battlefield. Weapons in this class sit at the seam between infantry blaster and light artillery, too heavy to fire on the move without bracing yet devastating when the shooter has a moment to plant and aim. Mercenary heavy-weapons specialists and garrison defenders favor them for holding a chokepoint or breaking a charge, the sustained energy output carving through cover that lighter rifles merely scorch. Two hands and a steady footing are the price of that authority, and its slow, deliberate firing rhythm rewards the disciplined gunner who picks targets rather than sprays. In a firefight it is the answer to anything a pistol cannot solve."
    },
    {
      "name": "Neural Inhibitor",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "3",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A specialist's tool rather than a soldier's, the neural inhibitor fires a fine dart or focused pulse tuned to disrupt a target's nervous system rather than tear their flesh. The wound it leaves is small, a pinprick puncture, but the payload is the point: a jolt of scrambling energy that jangles reflexes and clouds coordination. Bounty hunters and covert operatives favor it for taking a mark alive and manageable, and interrogators keep one close for reasons better left undescribed. Light and quiet, it fits a hand and a pocket, and its unremarkable report draws none of the attention a blaster would. It will never drop a foe outright the way a rifle does, but that was never its purpose. The inhibitor exists for the moment you need someone stunned, staggered, and cooperative rather than dead."
    },
    {
      "name": "Pulse Rifle",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 2.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A long arm that fires discrete packets of energized plasma in tight, rhythmic bursts rather than a continuous stream of bolts, the pulse rifle trades raw volume for measured, punishing shots. Its two-handed frame and steadier firing cycle suit marksmen and disciplined troopers who value placement over spray, each pulse arriving with consistent force. The design turns up in security forces, private armies, and specialist units across the galaxy, its reliable action making it a workhorse where exotic ammunition or finicky maintenance would be a liability. The regulated discharge keeps the weapon controllable and its power cell efficient, letting a shooter maintain accuracy through a prolonged engagement. It is not a flashy weapon, but a dependable one, the kind of rifle a professional trusts to do its job shot after shot without drama, which is exactly the reputation that keeps it in service across so many worlds."
    },
    {
      "name": "Discblade",
      "category": "Ranged (Exotic)",
      "size": "Small",
      "weight_kg": 1.25,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A wickedly sharpened throwing disc, the discblade is the assassin's answer to a blaster: silent, unpowered, and impossible to trace by weapons-scan the way an energy weapon would be. Balanced to spin true across an open room, it can be hurled to slash a throat or bury itself in an exposed back, then, in the hands of a specialist, retrieved and thrown again. Bounty hunters, cultists, and killers who prize discretion have carried them for millennia, sometimes coated in poison or notched to catch and tear. Light and quick to draw, a discblade rewards a keen eye and a practiced wrist far more than raw strength, and its short effective range demands the thrower pick the moment carefully. It will never match a rifle for reach, but where noise means death, a blade that whispers across the air is worth its weight in credits."
    },
    {
      "name": "Siang Lance",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The siang lance blurs the line between polearm and blaster, a long two-handed weapon whose haft channels an energy discharge out through the tip in a directed bolt. Some patterns fire a stunning pulse, others a searing lance of plasma, but all let a warrior threaten at range while keeping the reach and presence of a spear in close. Warrior cultures that prized the look and reach of a traditional lance but wanted the reach of a blaster gravitated toward it, keeping the ceremony of the pole while gaining the range of energy. In the line it serves as both pike and rifle, jabbing at what comes near and blasting what stays back. The stunning variant makes it a favorite of those who need captives rather than corpses, delivering its shock from a safe distance."
    },
    {
      "name": "Magna Caster",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "This launcher hurls a magnetically accelerated projectile rather than a bolt of energy, driving a dense slug or spike downrange at velocity enough to punch clean through plate and bulkhead alike. Magnetic-acceleration weapons prize armor penetration above all, ignoring the deflector-screen tricks and energy resistances that blunt a conventional blaster, which makes them a favorite for gunners who expect to meet heavily protected foes. The magna caster is a two-handed piece, its coils and capacitors demanding a braced stance and a moment to cycle between shots, so it rewards the patient marksman over the volume shooter. Bounty hunters and specialist troopers carry them precisely for the jobs where a target's armor is the whole problem, trusting the piercing slug to solve what energy weapons cannot."
    },
    {
      "name": "Squib Tensor Rifle",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 7.2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The Squibs, that famously acquisitive species of scavenger-traders, are also improbably gifted with tensor-field technology, and this rifle is one of their stranger exports. Rather than firing a bolt, it projects a manipulated gravitic tensor field that seizes, crushes, and repels matter, letting a Squib salvager wrench a hull plate free or throw an intruder across a cargo bay. Turned on a living target, that same field batters with invisible force, an energy discharge that ignores the usual armor its makers were never designed to punch through. The technology is temperamental and poorly understood outside Squib hands, which keeps it rare and expensive on the open market. Two hands and a steady stance are required to manage the recoil-that-isn't, a strange shove-and-pull as the field engages. Odd, exotic, and unmistakably Squib, it is a weapon that treats the battlefield like a junkyard to be rearranged."
    },
    {
      "name": "Verpine Shattergun",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The insectoid Verpine of Roche are among the galaxy's finest engineers, and their shattergun is a masterwork of precision killing, using magnetic acceleration to fling a shard of shrapnel at velocities that shatter bone and tear through armor. Unlike a blaster it makes almost no sound and no muzzle flash, the projectile crossing the gap in eerie silence, which has made the weapon a prized tool of assassins and elite marksmen willing to pay Verpine prices. The magnetic drive means no chemical propellant and a smooth, recoilless launch, so a steady shooter can place shots with surgical accuracy. Light enough to wield one-handed, it rewards a patient, precise hand over a brawler's volume of fire. Rare and expensive, the shattergun is the mark of a shooter who values a quiet, devastating first shot above all else, a weapon built to end a fight before anyone knows it began."
    },
    {
      "name": "Blast Cannon",
      "category": "Ranged (Exotic)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The blast cannon is a shoulder-braced energy weapon that trades a rifle's rate of fire for a single, overwhelming discharge, hurling a fat bolt of destructive energy that scatters cover and staggers anything it hits. Cruder and heavier than a proper repeating blaster, these weapons crop up in the arsenals of pirates, frontier militias, and scavengers who have cobbled them together from mining charges, ship components, or salvaged emplacement guns. Two hands and a solid stance are mandatory; the recoil and bulk make it useless on the move. What it lacks in finesse it repays in shock value, punching through obstacles and armor that would shrug off a lighter weapon. It is the sort of gun a defender wedges into a doorway to hold a chokepoint, or a raider fires once to end a standoff before the smoke has cleared, then labors to bring back on target."
    },
    {
      "name": "Energy Bow",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The energy bow answers a simple question: what if a bow's silence and precision could throw a bolt of coherent energy instead of an arrow? The frame draws like a traditional bow, but where the string meets the rest it forms and launches a lance of energy that flies flat and fast to a hundred feet and beyond. Cultures that valued the archer's discipline and the quiet of a drawn shot adopted it, from ceremonial guards to hunters who wanted range without the crack of a blaster. It takes two hands and a practiced draw, rewarding patience and a steady aim over volume of fire. The energy quarrel needs no quiver to replenish, drawing instead on a cell in the frame, so a marksman's only limit is the charge and their own steadiness."
    },
    {
      "name": "Sniper Blaster Rifle",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 200,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "Long barrel, tight beam, and an optics package that turns a distant silhouette into a killing solution, the sniper blaster rifle is the specialist's answer to a target that must fall before it ever knows the shooter exists. A charged bolt crosses two hundred feet of open ground with brutal accuracy, punching through light cover and the seams of armor that a standard rifle would only scorch. Designated marksmen, assassins, and rebel sharpshooters carried variants across every era, prizing patience and a good hide over volume of fire. Two hands and a steady position are non-negotiable, and the weapon's whole logic is the first shot that counts, not the tenth. In the hands of a disciplined shooter it dictates a battlefield from beyond the enemy's reach, ending fights that never begin."
    },
    {
      "name": "DLT-19 Heavy Blaster Rifle",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 10,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "A mainstay of Imperial garrisons and battlefronts, the DLT-19 is what stormtroopers reach for when a standard-issue E-11 will not do. Built by BlasTech as a squad support weapon, its long barrel and heavy gas chamber pour out sustained fire that suppresses positions and shreds cover, trading portability for punch. The extended barrel gives it reach and accuracy well beyond a carbine, and its brutal per-shot power made it a favorite of sandtroopers and heavy-weapons specialists across the Empire's campaigns. It is decidedly a two-handed proposition, heavy enough to slow a trooper on the march and hungry enough for power to demand discipline in its use. A stun setting rounds out its options for when a target is wanted breathing. On the line, the DLT-19 is the difference between holding a position and being overrun."
    },
    {
      "name": "DLT-20A Longblaster",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 6.7,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "A long-barreled blaster rifle built for range and hitting power, the DLT-20A trades rate of fire for a heavy, accurate bolt that reaches out where lighter carbines fall short. Its extended barrel focuses each shot into a tight, punishing bolt, making it a favorite of frontier marksmen, mercenaries, and irregulars who needed to reach targets across open ground. The weapon saw service in the hands of criminals and rebels alike, its ruggedness and range making it a dependable choice where resupply was uncertain. Wielded two-handed and braced, it delivers stopping power that can drop an armored foe with a well-placed bolt, though its length and heft make it clumsy in close quarters. It is a rifle for those who want to control distance, striking from the edge of a firefight where the enemy's shorter arms cannot answer, a workhorse of the galaxy's rougher corners."
    },
    {
      "name": "Heavy Repeating Blaster",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 12,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "3d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 11,
      "lore": "When infantry need to make an entire corridor impassable, they bring up a heavy repeating blaster. This is the tripod-and-brace class of weapon, a belt-fed or drum-fed energy gun that lays down a torrent of bolts thick enough to pin an advancing squad and chew through cover. It is the descendant of a hundred emplacement guns, from Imperial garrison defenses to the crew-served pieces mercenary bands haul into fortified positions. The weight and appetite for power make it a poor choice for a fighter on the move; it does its best work fired from a fixed, braced position where its suppressive volume can dominate an approach. Anyone caught in the open before one learns quickly to find a wall. Handling it well is less about aim than about controlling the beast, walking its stream of fire across a target zone until nothing dares cross it."
    },
    {
      "name": "Blaster Cannon",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 18,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 13,
      "lore": "A blaster cannon is what happens when infantry weaponry stops pretending to be portable and commits to raw firepower. Heavy enough to strain even a strong soldier, it fires bolts with enough energy to punch through cover, light armor, and anyone crouched behind either, laying down fire that dominates a battlefield lane. It is a support weapon in the truest sense, hauled forward by the strongest trooper in a squad or mounted on a bipod to anchor a defensive line. Once it opens up, it forces everyone downrange to keep their heads down or lose them. The tradeoff is mobility: it is slow to bring to bear, punishing to carry any distance, and useless in a sudden knife-fight. But in the hands of a braced gunner covering an approach, few weapons short of a vehicle deliver more sustained menace."
    },
    {
      "name": "Missile Launcher",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 10,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 11,
      "lore": "When a target wears too much armor for any bolt to bother, you stop shooting at it and start throwing explosives. The missile launcher is a shoulder-fired tube that sends a self-propelled warhead across a hundred feet to detonate on impact, shredding vehicles, fortifications, and anything unlucky enough to be nearby. Heavy-weapons troopers and mercenary demolitionists carry them for the jobs where subtlety already failed, trading the launcher's weight and slow reload for the certainty that whatever it hits is finished. Two hands and a clear backblast area are required, and a good gunner treats each precious round like the decision it is. It is not a dueling weapon or a crowd-pleaser; it is the tool you bring when the plan is simply to remove something large from the battlefield entirely."
    },
    {
      "name": "E-Web Repeating Blaster",
      "category": "Ranged (Heavy)",
      "size": "Huge",
      "weight_kg": 38,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 13,
      "lore": "The heaviest man-portable weapon in the Imperial arsenal, the E-Web is a crew-served repeating blaster that turns a fixed position into a kill zone. It is famously a two-being job: one soldier hauls the tripod-mounted cannon while another wrestles the bulky generator that feeds its ravenous power draw, and setting one up under fire is a test of nerve. Once emplaced, it throws a torrent of heavy bolts at a rate that pins entire squads and cuts through light vehicles. Imperial forces deployed E-Webs to anchor defensive lines and choke off approaches, most memorably in the frozen trenches of Hoth's Echo Base assault. The setup time and the exposed crew are its great weaknesses; a fast enemy overruns it before it speaks. But once the generator spins up, few positions can be held against it."
    },
    {
      "name": "Light Concussion Missile Launcher",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 18,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 14,
      "lore": "A shoulder-fired launcher that lobs a self-propelled concussion missile, this heavy weapon exists to break what small arms cannot, turning cover, vehicles, and massed troops into scattered wreckage. The warhead detonates with a violent kinetic shockwave rather than a searing energy burst, collapsing walls and hurling bodies with brutal overpressure. Anti-vehicle and breaching specialists across the galaxy's militaries and mercenary bands carry versions of it, and even the lighter man-portable models pack enough punch to gut a light walker or blow open a fortified door. Wielded two-handed and requiring room for the backblast, it demands training and space to use safely, and its ammunition is bulky and precious. It is the answer a squad reaches for when the situation calls for demolition rather than marksmanship, a rare, high-level tool that reshapes a battlefield with a single well-aimed shot."
    },
    {
      "name": "E-Web Missile Launcher",
      "category": "Ranged (Heavy)",
      "size": "Huge",
      "weight_kg": 42,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "A heavier cousin of the infamous E-Web repeater, this launcher swaps sustained blaster fire for standoff explosive punch, lobbing self-propelled ordnance across a battlefield to crack armor and shatter fortifications. Imperial heavy-weapons teams and well-equipped mercenary outfits deploy such pieces to answer threats a rifle cannot touch: entrenched positions, light vehicles, and massed troops behind cover. The weapon is a two-hander in name only, since in practice it demands a solid brace or a mount, along with a gunner disciplined enough to account for its arcing trajectory and the deadly reach of its warheads. Setup is slow and the ammunition heavy, but few things concentrate a defender's mind like the whistle of an incoming round. In the right hands, at the right range, it turns a fixed emplacement into the anchor of an entire firing line, and a poorly sited one into a smoking crater."
    },
    {
      "name": "Heavy Blaster Cannon",
      "category": "Ranged (Heavy)",
      "size": "Huge",
      "weight_kg": 22,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 14,
      "lore": "The heavy blaster cannon is the blaster cannon taken to its logical, terrible conclusion, a crew-served-class weapon that a single exceptional soldier can just barely wield. Its bolts land with the force of light vehicle armament, gutting cover and shredding armor that would shrug off a lesser weapon. This is the gun a defending force plants at the mouth of a chokepoint when they mean for nothing to get through, and it earns its place by sheer overwhelming output. The mass that gives it that power also makes it a burden: no one carries a heavy blaster cannon and moves quickly, and bringing it to bear takes time an ambusher won't grant. But for holding ground, breaking a charge, or turning a fortified position into a killing field, there are precious few infantry weapons in its class."
    },
    {
      "name": "PLX-2M Portable Missile Launcher",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 48,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "4d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 15,
      "lore": "The PLX line took the guided-missile launcher and made it something a single soldier could carry, aim, and lock, and the 2M variant is the heavy end of that lineage. It fires a smart warhead that streaks across the battlefield and delivers a punishing energy detonation on target, enough to gut a walker or level a strongpoint. Rebel and mercenary heavy troopers valued the PLX family for exactly this: infantry-portable firepower that could threaten armor and hardened positions without a crew or a mounted platform. Two hands, a braced stance, and a moment to acquire the lock are the cost, and its ammunition is heavy and scarce, so each shot is a considered one. Against anything short of a capital hull, a well-placed round settles the matter with finality."
    },
    {
      "name": "Miniature Proton Torpedo Launcher",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "6d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 17,
      "lore": "Shrinking a starfighter's ordnance to shoulder-fired scale is the kind of engineering that gets people killed, and this launcher wears its danger openly. It cradles a compact proton torpedo, the same class of energized warhead that starfighters loose at capital ships, and delivers it in a devastating blast that flattens fortifications and armor alike. Firing one is a heavy, deliberate act; the launcher is bulky, the ammunition scarce and ruinously expensive, and the backblast unforgiving of the careless. Only the best-equipped mercenaries, elite commandos, and warlords with deep coffers ever field one. What it buys is the ability to end a threat that no rifle could touch, to open a bunker or gut a walker with a single reload. It is a weapon of last resort and grand statements, and it makes both with equal finality."
    },
    {
      "name": "Flame Cannon",
      "category": "Ranged (Heavy)",
      "size": "Huge",
      "weight_kg": 15,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Fire"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "A brutal weapon of area denial, the flame cannon spews a roaring stream of ignited fuel or superheated plasma across a wide arc, drowning everything in front of it in fire. It exists to clear trenches, tunnels, and packed rooms where precision matters less than saturation, and to terrorize an enemy who cannot simply duck a spreading wall of flame. Militaries, pirate crews, and enforcers alike deploy them for the sheer psychological weight they carry alongside the burning damage, since few threats break a formation faster than the sight of one turning their way. Wielded two-handed and fed from a bulky reservoir, it is short-ranged and hungry for fuel, but within its reach almost nothing survives comfortable. It rewards aggression and positioning over marksmanship, a frontline horror best suited to a heavy trooper willing to close the distance and let the fire do the rest."
    },
    {
      "name": "Rotary Blaster Cannon",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 16,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 13,
      "lore": "The rotary blaster cannon is raw suppression given form: a cluster of spinning barrels fed from a heavy powerpack, spitting bolts at a rate no single-barrel weapon can sustain without melting. The multiple barrels share the thermal load, letting the gunner pour fire into an area until the very air seems to hum. Heavy troopers, defense turrets, and the burliest of mercenaries wield the man-portable versions, though \"portable\" is generous; the thing is a monster of mass and power draw, best fired braced or from the hip in a fixed stance. What it buys is dominance. A rotary cannon does not aim so much as saturate, walking a wall of fire across an advance until the assault falters. Reloading and repositioning are its weaknesses, and a gunner who lets one run dry at the wrong moment is suddenly holding a very heavy, very useless piece of metal."
    },
    {
      "name": "HH-15 Projectile Launcher",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 12,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "3d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 13,
      "lore": "The HH-15 is a shoulder-fired launcher that trades energy bolts for guided projectiles, lobbing explosive rounds that detonate on or near the target rather than simply burning through it. Heavy-weapons troopers carry it against fortified positions, light vehicles, and clustered infantry, where the blast of a single round does work that a dozen blaster bolts could not. The launcher is a two-handed, deliberate weapon, hauled into position and aimed with care, its rounds too valuable and its recoil too stiff for spray-and-pray. In a firefight it changes the math the instant it speaks, turning entrenched cover into rubble and sending survivors scrambling. Its weight and slow cadence make it a poor choice for close, mobile fighting, but as the answer to a hardpoint or an armored threat, the HH-15 is exactly the tool a squad calls for."
    },
    {
      "name": "D-17 Longblaster",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 6.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 200,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "Built for reach, the D-17 stretches an infantry blaster's effective range out to two hundred feet, giving a marksman the standoff distance to work a battlefield from a ridge or a rooftop. Long-barreled rifles in this family favor the patient shooter, their beams staying tight and true across ground where a carbine's bolts would already be scattering. Frontier lawmen, planetary defense units, and skilled hunters carried longblasters for exactly this discipline of engagement, picking targets rather than trading volleys. It is a two-handed weapon that rewards a steady position and a cool head, its slower rhythm the trade for its accuracy at distance. In a straight brawl it gives ground to faster, closer weapons, but at range it belongs to whoever holds it, and it makes crossing open ground a lethal proposition for the enemy."
    },
    {
      "name": "Slug-47 Sniper Rifle",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 7.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 165,
      "damage_dice": "2d8",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "Where energy weapons flare and betray a shooter's position, the Slug-47 speaks once and stays quiet. A precision slugthrower firing a hardened projectile down a long, rifled barrel, it trades the bolt's flash for a hunter's discretion and a range that reaches well past most blasters. The kinetic slug punches through armor and body screens that shrug off energy fire, which is precisely why assassins, big-game hunters, and old-school snipers keep the design alive in an age of plasma. It demands patience and a bipod or steady rest; the recoil is real and the reload deliberate, so a marksman lives or dies by the first shot. There is no forgiving spray here, only the cold arithmetic of wind, distance, and breath. In the right hands, from the right ridgeline, it is death before the report ever arrives."
    },
    {
      "name": "Cycler Marksman Rifle",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 300,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "lore": "A precision long-range rifle built around a cycling chamber that feeds each shot with mechanical reliability, the cycler marksman rifle reaches across enormous distances to place a single devastating bolt on target. Its extraordinary range makes it the tool of snipers, scouts, and lone hunters who prefer to end a fight before the enemy knows one has begun, striking from cover far beyond the reach of ordinary blasters. The cycling action ensures a steady, dependable feed even in dust, cold, or the grime of a long stakeout, qualities prized on frontier worlds where a jam means death. Wielded two-handed and best fired from a braced, patient position, it rewards stillness and marksmanship over volume of fire. It is not a weapon for a running gunfight but for the deliberate kill, the arm of a shooter who trusts a single perfect shot over a storm of imperfect ones."
    },
    {
      "name": "Heavy Assault Blaster",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 7,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 9,
      "lore": "Bridging the gap between a soldier's rifle and a crew-served gun, the heavy assault blaster is the weapon a lone trooper carries when they expect to face armor, droids, or fortified positions. It fires oversized, high-energy bolts that hit far harder than a standard rifle round, at the cost of a bulkier frame, a hungrier powerpack, and recoil that demands a two-handed grip and a planted stance. Elite Imperial troopers, heavy-weapons mercenaries, and frontier defenders favor it as a versatile answer to targets that shrug off lighter fire. It lacks the sustained torrent of a repeating blaster, but each shot lands with authority, and its extended range lets a disciplined gunner reach out and break up an assault before it closes. In the hands of someone strong enough to control it, it turns a single infantryman into a serious threat against almost anything short of a walker."
    },
    {
      "name": "Blowtorch (Droid)",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Fire"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 1,
      "lore": "Not every weapon began as one, and the droid blowtorch is proof: a repair and cutting tool, mounted in a utility arm, that turns lethal the moment its bearer decides a stubborn problem needs solving with fire. Astromechs and labor droids carry them to weld hull breaches, cut through jammed hatches, and slice open fused conduits, and more than one such droid has used the same jet of flame to persuade a threat to back off. The range is short, barely arm's length, but at that distance the torch delivers a searing burst that scorches flesh and melts light plating alike. It is a weapon of desperation and opportunity rather than design, but a cornered droid with a live torch and no better option has surprised many an attacker who assumed the little machine was harmless."
    },
    {
      "name": "Bow",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Older than blasters, older than metal for some peoples, the bow endures because it needs no power cell and makes no noise a sentry can trace. A drawn string sends an arrow across fifty feet to punch into an unarmored target, and on worlds where technology is scarce, watched, or simply distrusted, the bow remains a hunter's and a warrior's steady friend. Wookiee bowcasters descend from this ancient logic, and countless primitive and low-tech cultures across the galaxy field bows of wood, bone, and sinew. Two hands draw and loose, and the weapon rewards a practiced eye and patient breathing over raw strength, each shot a deliberate act rather than a trigger pull. Silent and self-sufficient, it slips past technology's blind spots and reminds the galaxy that the oldest weapons still kill."
    },
    {
      "name": "Energy Ball",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.25,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A curious hybrid between grenade and gadget, the energy ball is a hand-thrown sphere that releases a burst of contained plasma energy on contact. Its makers packed a single-use or short-cycle discharge cell into a palm-sized casing, so a thrower can loft it into a doorway or a knot of enemies and let the released charge do the work. Lighter and simpler than a proper blaster, it rewards a good arm over marksmanship, and its modest range keeps it firmly a close-to-mid engagement tool. Scavengers, frontier fighters, and those who cannot get their hands on quality firearms all improvise with them, and no two batches are quite alike in reliability. It will never match a rifle's reach or a grenade's raw blast, but as an easily concealed, easily thrown surprise, the energy ball has settled more than a few ambushes."
    },
    {
      "name": "Sling",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 0.3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d4",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The humblest ranged weapon imaginable, a sling is little more than a pouch on two cords, yet in a practiced hand it hurls a stone or lead shot with startling velocity and range. Herders, hunters, and tribal warriors on countless low-tech worlds still carry them, valuing a weapon that costs nothing, needs no ammunition beyond what the ground provides, and never runs out of charge. A whirling sling builds terrific speed before release, and a well-flung shot can crack a skull or drop a beast at surprising distance. Light and silent, it draws no attention and passes any weapon scan, making it a quiet fallback for scavengers and stranded travelers who have lost everything but their wits. It demands genuine skill to aim, the timing of the release being everything, but for those raised to it the sling remains a deadly reminder that a weapon needs no power cell to kill."
    },
    {
      "name": "Saberdart Launcher",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d4",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A compact, concealable dart-thrower, the saberdart launcher fires small, aerodynamic projectiles designed for precision over power. The most infamous example, the Kamino saberdart that killed the bounty hunter Zam Wesell, carried a poison payload and a telltale design that let Obi-Wan Kenobi trace it to a hidden world. Assassins and hunters prize such launchers because the darts are small, quiet, and easily tipped with toxins, tranquilizers, or tracking beacons, turning a modest wound into a lethal or debilitating one. On its own the dart does little more than sting, so the payload is nearly always the point. Light enough to hide up a sleeve and quick to draw, the launcher rewards a killer who can pick their shot and let chemistry finish the job. A miss embarrasses; a hit, well-chosen, can end a target hours later, far from the scene."
    },
    {
      "name": "Razor Bug",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The razor bug is a Yuuzhan Vong bioweapon, a living creature bred and shaped for a single purpose: to be thrown. Roughly the size of a fist, it has a chitinous body honed to razor edges, and when a warrior hurls it, the bug spins through the air like a bladed disc, slashing whatever it strikes before it can be swatted away. The most disciplined Yuuzhan Vong could throw them so that they curved and returned, though even a straight cast is deadly at fifty feet. Because it is grown, not built, it slips past sensors keyed to metal and technology, a nasty surprise for defenders expecting conventional arms. Light and quick to loose, a handful of razor bugs turns a Vong warrior into a whirling hazard, each toss opening flesh with an edge no forge ever touched."
    },
    {
      "name": "Thud Bug",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A living weapon of the Yuuzhan Vong, the thud bug is a fist-sized biot that a warrior hurls like a stone, its carapace hardening in flight into a battering projectile that strikes with numbing force. Bred rather than built, it answers to the invaders' contempt for machines, part of an organic arsenal that so unnerved the galaxy during their war of conquest. On impact it delivers a stunning blow meant to break bone and drop a foe rather than open a wound, and a trained warrior can loose several in quick succession. The bugs return or die spent depending on the strain. To the New Republic's defenders they were a horror precisely because they defied every assumption about how a weapon should work, alive and thrown and hitting like a hammer from thirty feet away."
    },
    {
      "name": "Repeating Crossbow",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Blaster technology never reached every corner of the galaxy, and where it hasn't, weapons like the repeating crossbow fill the gap with mechanical ingenuity. A magazine of bolts feeds automatically as the wielder works the action, letting a shooter loose several piercing quarrels in the time a single-shot bow would manage one. It is quiet, it needs no power cell, and its ammunition can be scavenged, whittled, or forged by a village smith, which makes it the arm of choice for isolated worlds and resource-starved insurgencies. The light frame keeps it quick to bring on target, though the modest draw means each bolt bites more than it batters. Against unarmored foes and in the hands of a patient shooter it is deadly enough, and its silence keeps its user hidden long after a blaster would have drawn the whole garrison down."
    },
    {
      "name": "Darter",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A tiny, near-silent projector that fires slender needles or darts, the darter is a weapon of subtlety rather than force, its whisper-quiet discharge and negligible recoil making it a favorite of spies and assassins. The dart itself does little harm on impact, being little more than a pinprick, but that is entirely the point: the darter is built to deliver a payload, a coating of toxin, sedative, or tracking agent that does the real work once it breaks the skin. Small enough to palm or conceal in a sleeve, it slips past scans that would flag a blaster and lets an operative strike without ever revealing themselves. Light and easily hidden, it favors precision and patience, a single well-placed dart being worth more than a hail of louder fire. In the wrong hands it is a quiet path to a very public death, the weapon of choice for work meant never to be traced."
    },
    {
      "name": "Crossbow",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.8,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The crossbow persists on a thousand backworlds where powerpacks are scarce and a bolt can be carved from whatever the forest offers. Cocked and loaded, it delivers a punch out of all proportion to its primitive looks, driving a heavy quarrel through hide, plate, or an unwary sentry with a satisfying, silent thump. Hunters, poachers, and low-tech militias favor it for exactly that quiet: no muzzle flash, no energy signature, nothing for a scanner to catch. The reload is its penalty, slow enough that a crossbowman lives or dies by the placement of the first shot, but its range rivals many blasters and its ammunition costs almost nothing. Trandoshan trackers and frontier survivalists keep one for the same reasons their ancestors did. Against modern armies it is a curiosity; against a lone target in the dark, it remains as effective as it ever was."
    },
    {
      "name": "Pulley Bow",
      "category": "Ranged (Light)",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The pulley bow is a mechanical archer's weapon, a bow fitted with a system of pulleys or cams that store the draw's energy and let the shooter hold a full pull with far less strain. That mechanical advantage translates into a harder, flatter shot than a simple bow of the same size, and it lets even a modestly strong hunter loose accurate quarrels all day without tiring. Frontier hunters, poachers, and low-tech warriors favored them precisely because they need no power cell, make no telltale crack, and can be maintained with hand tools far from any repair depot. Light and quiet, the bow suits ambush and the patient stalk, putting a bolt through a target before it knows it's under threat. In a galaxy of blasters, its silence is often worth more than raw stopping power."
    },
    {
      "name": "Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The sidearm of the galaxy, so common that its absence draws more notice than its presence, the blaster pistol is compact, reliable, and dangerous in nearly any hand. A charged tibanna-gas cell drives bolts of energy across fifty feet, and a flick of the selector drops the output to a stun setting for taking a target alive. Han Solo's DL-44, a stormtrooper's SE-14, a smuggler's holdout, they all trace the same lineage of the pistol that everyone from a nervous merchant to a stone killer carries. Light and quick to draw, it rewards the fast hand and the first shot over sustained firepower, which is exactly the fight a pistol is meant to win. It will not out-range a rifle, but at cantina distance, where most of the galaxy's arguments are actually settled, it is more than enough."
    },
    {
      "name": "Heavy Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "When a standard sidearm lacks stopping power, the heavy blaster pistol is the answer that still fits a holster. It packs an oversized gas chamber and a beefed-up actuating module into a one-handed frame, trading rate of fire and shot count for a bolt that hits like a rifle round. Han Solo's modified DL-44 is the archetype: a smuggler's insurance policy that could drop an armored target with a single well-placed shot. The recoil is stiff and the power cell drains fast, so a shooter learns to make each bolt count rather than spray. A stun option gives it flexibility for jobs that need a body intact. Favored by bounty hunters, mercenaries, and anyone who expects trouble at close range, the heavy blaster pistol is the concealed heavyweight of the sidearm world, small enough to hide and mean enough to matter."
    },
    {
      "name": "Hold-Out Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Small enough to vanish in a palm, a sleeve, or a boot, the hold-out blaster is the galaxy's favorite insurance policy, a compact energy pistol carried by anyone who might be searched, disarmed, or caught in a bad spot. Gamblers, spacers, diplomats, and spies keep them tucked away precisely because a proper frisk often misses them and a determined captor rarely expects one. The tradeoff for that concealability is a smaller power cell and shorter effective reach, but at across-the-table range the little weapon hits with genuine authority. Light and instantly drawn, it turns a moment of false security into a lethal surprise, the reason so many cantina standoffs end with a shot from an unexpected hand. It is not the gun anyone chooses for a firefight, but it is very often the gun that saves a life when every other weapon has been taken away."
    },
    {
      "name": "Ion Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d4",
      "damage_types": [
        "Ion"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Where a blaster burns flesh, an ion pistol fries circuits. Its bolts carry an ionized charge tuned to overload electronics, scramble droid brains, and short out the systems of anything that runs on a powercell, all while leaving organic targets largely unharmed. That specialization makes it a favored sidearm for slicers, salvagers, and anyone who expects to face droids or wants to disable a vehicle or security system without destroying it. Against a living opponent it is nearly useless as a killing tool, but point it at a battle droid, a sentry turret, or a locked electronic door and it becomes precisely the right instrument. Compact and light enough to holster as a backup, the ion pistol rewards a wielder who reads a fight correctly and knows when the smarter play is to unplug the enemy rather than shoot them."
    },
    {
      "name": "Sporting Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The sporting blaster is the civilian's sidearm, a lightweight pistol tuned for target shooting, small game, and the comfort of knowing there's a weapon in the glovebox. Its output is modest by military standards, and it usually ships with a prominent stun setting, since its makers would rather it deter a mugger than kill a neighbor. Landspeeder drivers, shopkeepers, and hobby marksmen across the galaxy own one, and it's exactly the sort of weapon a droid or a bounty hunter frisks a mark for and dismisses. That said, a bolt from a sporting pistol still burns, and the stun option makes it genuinely useful for taking a target alive. Light and easy to conceal, it's the gun for people who aren't looking for a fight but would rather not lose one either."
    },
    {
      "name": "Slugthrower Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1.4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Before energy weapons and long after, the slugthrower endures on the strength of a simple truth: a chemically propelled bullet does not care about deflector screens, energy shielding, or the tricks that turn a blaster bolt aside. This pistol fires solid rounds that punch through flesh with old-fashioned lethality, favored on worlds where blaster tech is scarce and by professionals who want a weapon that works when the exotic countermeasures come out. It runs on ammunition rather than a power cell, so a shooter counts rounds instead of watching a charge gauge, and its report is loud where a blaster merely hisses. Light and fast, it suits the close, dirty work of the underworld. Many an assassin has trusted a slugthrower precisely because it kills the things that a bolt cannot touch."
    },
    {
      "name": "Heavy Sonic Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Sonic weapons occupy a strange niche in the galaxy's armories, and the heavy sonic pistol is their brutal one-handed champion. Instead of a bolt, it fires a concentrated concussive pulse of sound that hammers a target's body and inner ear, disorienting, deafening, and outright rupturing at close range. Because the wave ignores the energy-dispersing armor that stops blaster fire, it finds favor with hunters and enforcers who expect to face shielded or heavily plated foes. The Geonosians and various fringe outfits pioneered such technology, and the heavy variant cranks the output to punishing levels. It is loud in every sense, announcing itself with a bone-deep thrum, and its effect falls off sharply with distance. But up close, against an opponent who thought their armor would save them, the heavy sonic pistol delivers a very unpleasant surprise."
    },
    {
      "name": "Needler",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A projectile weapon that fires clusters of tiny, needle-thin slivers, the needler shreds soft targets with a spray of piercing shards rather than a single bolt. The slivers themselves are often the delivery system for something worse, hollowed or coated to carry toxins, sedatives, or corrosives deep into a wound, making the needler a favored tool of assassins and specialists who want more than a clean hole. It makes little noise and no muzzle flash, and its ammunition is compact enough to carry in quantity. Light and easily wielded, it rewards a shooter who understands that the weapon's real threat is not the impact but what the impact leaves behind. Against unarmored or lightly protected foes it is savage; against heavy plate its slivers struggle to bite. In the hands of a poisoner or a quiet professional, the needler is a whispered promise of a slow, ugly end."
    },
    {
      "name": "Pulse-Wave Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "An older technology than the standard blaster, the pulse-wave pistol hurls a concentrated burst of energized particles rather than a coherent bolt, giving it a distinctive spread and a heavy, hammering impact at short range. Frontier worlds and outer-rim holdouts kept these weapons in service long after core-world armorers moved on, valuing their rugged simplicity and the way a pulse-wave burst could stagger a target that a thin blaster bolt might only singe. The trade is refinement: the weapon lacks the pinpoint accuracy and range of a modern pistol, doing its best work when the enemy is close enough that spread hardly matters. Collectors and scavengers still turn them up in dusty caches, and in a pinch they fire as reliably as the day they were made. Light and easy to conceal, it remains a serviceable holdout for those who cannot afford better."
    },
    {
      "name": "Ripper",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The ripper is gutter engineering at its meanest, a crude ranged weapon that flings a spray of jagged metal fragments or spinning blades at a target rather than a clean bolt. Cheap to make and cheaper to arm, it's the sort of thing that turns up in the hands of gang enforcers, pit-world scavengers, and anyone who wants to hurt someone badly at short range without paying for a proper blaster. The shredding projectiles tear rather than burn, leaving ugly wounds and a mess that discourages the next person in line. It's light enough to draw fast and conceal under a coat, which is exactly how its owners like to use it, up close and by surprise. It lacks the range and reliability of an energy weapon, but as an instrument of intimidation and sudden brutality, the ripper does its ugly job well."
    },
    {
      "name": "Sonic Disruptor",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "This pistol fires no bolt and no slug, only a focused burst of destructive sound that hammers the target's body and, at close range, liquefies what it hits. Sonic weapons occupy a strange niche in the galaxy's arsenals, prized on worlds and stations where a stray energy bolt might breach a hull or ignite an atmosphere, and feared for the ugly, invisible violence they deliver. The disruptor's waves ignore the deflector tricks that turn energy aside, striking with a pressure that armor struggles to blunt. Light enough for one hand, it favors close and mid-range work where the beam stays coherent, losing its bite as the sound disperses. Miners, station security, and certain assassins carry them for exactly the situations where fire and plasma are too dangerous and a quiet, brutal alternative is worth its weight."
    },
    {
      "name": "Sonic Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A compact sidearm that kills with sound rather than light, the sonic pistol projects a focused blast of concussive vibration that shakes flesh, bone, and delicate machinery apart. It appeals to a specific kind of shooter: one who expects to meet blaster-resistant armor or reflective shielding that would scatter an energy bolt, since a pressure wave simply does not care what a target is wearing. The Geonosians and other insectoid artisans favored sonic technology, and knockoffs of their work circulate through the fringe. Lighter and less punishing than its heavy cousin, the standard sonic pistol still commands respect at close quarters while remaining easy to carry and conceal. Its weakness is reach; sound disperses, and beyond a short distance the pistol becomes little more than an intimidating hum. But in a cramped cantina or a boarding corridor, it is a very effective argument."
    },
    {
      "name": "Bryar Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A modified blaster pistol with a distinctive look and a reputation forged on the frontier, the Bryar pistol pairs reliable energy fire with the option of a charged shot for extra punch. Its most famous bearer, the mercenary-turned-hero Kyle Katarn, carried a Bryar through some of the galaxy's darkest fights, cementing the weapon's image as the sidearm of a capable loner. Compact and dependable, it favors a shooter who values a trustworthy tool over a flashy one, delivering solid stopping power from a light, one-handed frame. The design's frontier origins show in its ruggedness; it keeps working in dust, damp, and the rough handling of a hard life. Light enough to draw fast and hit hard, the Bryar is the kind of pistol a survivor comes to rely on, an honest weapon that does its job without pretense and asks little in return but a steady hand."
    },
    {
      "name": "Disruptor Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Disruptor technology is banned across most civilized space, and the pistol shows why: instead of burning a wound, its beam breaks matter apart at the molecular level, reducing flesh and bone to nothing in a gruesome shimmer. There is no wounding a target with a disruptor, only killing them utterly, which is why the weapons are outlawed almost everywhere and why the bounty hunters, assassins, and outlaws who carry them anyway do so knowing it marks them as beyond the pale. The compact pistol version conceals easily and asks little of the wielder beyond a steady hand, its horror lying in what it does rather than how hard it is to use. Powerpacks are finicky and the guns run hot, but a hit is a hit is a corpse. Few sights empty a cantina faster than a drawn disruptor."
    },
    {
      "name": "Subrepeating Blaster",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The subrepeating blaster splits the difference between a sidearm and a support weapon, a compact frame built to cycle bolts in quick succession without the bulk of a rifle. It fires fast enough to walk a stream of energy across a target or hose down a doorway, giving a lone operator far more volume than a standard pistol. Mercenaries, enforcers, and shipboard security favor them for close, cluttered fights, where the ability to put several bolts on target in a heartbeat matters more than reach or precision. Light enough to handle in one hand at a pinch, it rewards a shooter who understands that suppression and follow-up shots win rooms. The cost is a hungry power cell and a spray that punishes poor discipline, but for the trooper who wants a wall of bolts in a hurry, few compact weapons deliver more."
    },
    {
      "name": "Adjudicator Slugthrower",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d4",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A compact holdout slugthrower built for the moment of decision at arm's length, the Adjudicator is the sort of small, ugly pistol a magistrate, an enforcer, or a wary traveler keeps tucked away for the argument that turns violent. It fires a solid round, sidestepping the energy shielding and deflector tech that a blaster must contend with, and it asks nothing of a power cell, only that its chambers stay loaded. Light and easily concealed, it favors the fast draw and the point-blank shot over any pretense of range or volume. Its modest stopping power marks it as a last resort rather than a battlefield weapon, the piece that ends a standoff nobody expected. In the crowded, complicated places where the underworld and the law brush against each other, a hidden slug has settled countless quiet verdicts."
    },
    {
      "name": "Defender MicroBlaster",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.25,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "Small enough to vanish in a palm or ride hidden in a boot, the Defender MicroBlaster is a hold-out weapon for people who prefer their defenses unseen until needed. It sacrifices range, power, and ammunition capacity for pure concealability, offering a nobleman, a spy, or a nervous merchant a last resort that no casual search will find. The bolt it throws is modest, meant to buy a moment's escape rather than win a firefight, but at conversational distance a modest bolt is more than enough. Its light frame makes it quick to draw and easy to aim, and its unthreatening size means an enemy rarely sees it coming. Fashionable models come dressed as jewelry, styluses, or comlinks. No one carries a MicroBlaster expecting to win a battle; they carry it so that, when someone else thinks they've won, there is one more surprise to give."
    },
    {
      "name": "DH-23 Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A robust sidearm designed for security work and personal defense, the DH-23 pairs solid energy output with a built-in stun setting, letting its wielder choose between dropping a threat cold and killing it outright. That flexibility makes it a favorite of station guards, bodyguards, and enforcers who often need a captive alive but must be ready to escalate in an instant. The weapon hits harder than a typical hold-out or light pistol, its heavier bolt delivering real stopping power from a frame still light enough to draw and fire one-handed. The stun option adds a layer of control that a purely lethal weapon lacks, ideal for crowd management, arrests, or any situation where a corpse is a complication. Dependable and versatile, the DH-23 is the pistol of a professional who values options, a sidearm equally suited to a peacekeeper's belt and a bounty hunter's rig."
    },
    {
      "name": "DT-2 Heavy Blaster",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The DT-series heavy pistols pack a wallop into a one-handed frame, and the DT-2 is a hunter's tool through and through: an oversized powercell and a wide bore let it hurl a bolt with nearly rifle-grade punch from a sidearm you can draw and level in a heartbeat. It runs hot and drinks power fast, but that single heavy bolt drops targets a standard pistol would only annoy, and an integrated stun setting gives its wielder the option to take a mark alive. Bounty hunters and mercenaries favor the trade of ammunition capacity for stopping power, since their work often comes down to a single decisive exchange at close range. It demands a firm grip to master the recoil, but for a professional who values the first shot above the fifth, few holstered weapons hit harder or offer such a useful blend of lethal and non-lethal force."
    },
    {
      "name": "Model 434 DeathHammer",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The Model 434 is a hold-out heavy hitter, a compact blaster pistol tuned to punch far above its size class. Where most pistols in its frame settle for modest output, the 434 packs a high-yield cell and a reinforced barrel that let it throw bolts closer to a rifle's sting, and it keeps a stun option for work that calls for a live capture. Bounty hunters and enforcers who want serious stopping power without giving up the concealment of a pistol gravitate toward weapons of its type, trading a hungrier cell and stiffer kick for the surprise of a small gun that hits like a big one. Light and quick to bring up, it suits the operator who prefers to end a confrontation with the first shot. Beneath a coat it looks unremarkable, which is precisely the point."
    },
    {
      "name": "Bluebolt Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The distinctive azure bolt of this pistol marks a high-output design, a sidearm tuned to push more energy downrange than the common blaster and to punch harder for it. A refined gas chamber and heavier cell let the Bluebolt deliver a doubled bite while retaining the stun option that makes a pistol a tool of arrest as well as a weapon of last resort. Enforcers, well-funded operators, and those who can afford quality over quantity favor it, trusting the extra output to end a fight before a return volley lands. Light enough for a quick draw, it rewards the same first-shot aggression as any pistol, only with more authority behind the trigger. It costs more, runs its cell down faster, and draws the eye with that unmistakable blue flash, but few sidearms hit harder in the same frame."
    },
    {
      "name": "Snap-Shot Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Built around speed of engagement rather than raw punch, the snap-shot blaster pistol is tuned so its first bolt leaves the barrel the instant it clears leather. A lightened frame, a smooth draw, and a hair-fast actuating cycle make it the duelist's sidearm, the choice of gunslingers and cantina hotheads who know that the fight is often decided by who fires first. Its per-shot power runs a touch below a standard blaster, a deliberate trade to keep recoil flat and follow-up shots on target. Fringe worlds with a tradition of the quick-draw prize the design, and more than one reputation has been built on it. Against armor it underperforms, and a patient rifleman outreaches it easily. But in the ugly, sudden violence of close-range confrontation, the snap-shot rewards the fastest hand in the room, which is exactly the crowd it was made for."
    },
    {
      "name": "Ascension Gun",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Part weapon, part climbing tool, the ascension gun fires an energy bolt but hides a grappling line and ascension cable in its frame, letting its wielder scale sheer walls, cross chasms, or make a fast escape over a rooftop. Mandalorians and other operators who move vertically favor the design for the way it folds mobility and firepower into a single compact device, meaning one less piece of gear to fumble for in a crisis. As a blaster it delivers a respectable bolt with a stun option, enough to handle a threat before the wielder swings away. Light and one-handed, it rewards a fighter who treats the whole environment as their battlefield, striking from above and vanishing up a line before the enemy can react. It is the tool of the acrobatic, the infiltrator, and the escape artist, a weapon built as much for getting out as for the fight itself."
    },
    {
      "name": "Sidearm Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The workhorse holstered blaster, the sidearm pistol is the weapon everyone from a nervous spacer to a seasoned smuggler keeps within reach. Light, reliable, and quick to draw, it fires a standard energy bolt with enough punch to settle most trouble and an adjustable stun setting for the times a corpse would raise more questions than it answers. It will never out-range a rifle or out-punch a heavy blaster, but its virtues are the ones that matter day to day: it never gets in the way, it clears leather fast, and it works. Freighter captains tuck one under the console, mercenaries carry one as a backup to a backup, and travelers on rough worlds sleep easier with one on the nightstand. Undramatic and dependable, it is the blaster that has saved more lives than any celebrated weapon, simply by being there when it counts."
    },
    {
      "name": "Wrist Blaster",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The wrist blaster is the weapon you can't be disarmed of, a compact emitter mounted along the forearm and slaved to a trigger the wearer can fire with a flex or a tap. Bounty hunters and covert operatives prize it for exactly that: hands stay free, the weapon stays hidden under a sleeve or built into a gauntlet, and a captor who takes your holster leaves you still armed. Its output is modest and its range limited by the small cell it carries, but at close quarters that hardly matters when the bolt comes without warning. The stun setting makes it doubly useful for taking a mark alive or ending a scuffle without a body. Light and always ready, it's the ace up the sleeve of anyone who's learned that the most valuable weapon is the one an enemy doesn't know you have."
    },
    {
      "name": "Black-Powder Pistol",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1.4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d4",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A relic in the age of tibanna gas, the black-powder pistol persists on backwater worlds and in the hands of those who cherish the old, dirty ways of killing. It ignites a chemical charge to hurl a ball of metal, trailing smoke and thunder, and though it is slow to reload and modest in its reach, it needs no power cell and answers to nothing more sophisticated than a spark and a steady hand. Frontier settlers, ceremonial duelists, and the deliberately anachronistic carry them, some for want of anything better and some for the sheer character of the thing. The solid round it throws pays no mind to energy shielding, a quirk that occasionally makes an antique deadlier than its era suggests. It is a slow weapon for a patient shooter, and its bark still turns heads."
    },
    {
      "name": "Heavy Slugthrower Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 2.1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d8",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "In corners of the galaxy where power cells are scarce and blasters are luxuries, the heavy slugthrower pistol keeps doing what it has always done. It fires a solid metal round driven by a chemical charge, a technology so old and so simple that a competent gunsmith can maintain one with a workbench and scavenged parts. The heavy variant chambers a fat, punishing slug that hammers through light armor and drops a target with authority. It has no energy signature to trip sensors, no cell to run dry mid-fight, and ammunition that can be cast almost anywhere. Fringe worlders, primitive-planet holdouts, and traditionalists who distrust anything with a battery all swear by it. The report is loud and the recoil sharp, and it lacks a blaster's clean stun option. But for reliability at close range, few weapons ask so little and deliver so much."
    },
    {
      "name": "S-5 Heavy Blaster Pistol",
      "category": "Ranged (Light)",
      "size": "Medium",
      "weight_kg": 1.3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "A rugged, oversized sidearm, the S-5 packs more than one trick into its heavy frame, pairing a punishing energy bolt with an integrated projectile launcher capable of firing grappling lines, flares, or specialty rounds. Certain bounty hunters and specialists favored the design for its versatility, treating it as a whole toolkit condensed into a single pistol. The energy discharge hits with real authority, its bolt heavy enough to punch through light armor, and the secondary systems give a resourceful wielder options no ordinary pistol offers. It carries a stun setting for work that needs a live capture, and the mix of energy and kinetic threat makes it hard to defend against cleanly. Heavier than a standard light pistol but still one-handed, the S-5 rewards a fighter who prizes adaptability, a sidearm that can shoot, subdue, or line up an escape as the moment demands."
    },
    {
      "name": "Stun Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": null,
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "weapon_type": "grenades",
      "lore": "A stun grenade trades shrapnel for a concussive pulse and a blinding flash, sweeping a room with a wave of disorienting energy that drops the conscious and rattles the rest without leaving a body count. Security forces, boarding parties, and anyone who needs prisoners rather than casualties toss them through a hatch a beat before entering, counting on the burst to scramble everyone inside. The device does no lasting harm, which is exactly its purpose: it buys a few precious seconds of chaos in which a team can flood a space and seize control. Thrown short of a proper blast weapon's reach, it rewards good timing and good placement over raw power. Slavers, lawmen, and rescue teams alike keep them on their belts, since a fight that ends with everyone alive and stunned is often worth far more than one that ends with everyone dead."
    },
    {
      "name": "Frag Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "3d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "weapon_type": "grenades",
      "lore": "The fragmentation grenade is a soldier's oldest friend, a fist-sized casing packed with explosive and scored to burst into a hail of lethal shrapnel. Pull the arming stud, count, and throw, and a moment later everyone within the blast radius is caught in a cloud of razor fragments that shred flesh and drop a clustered squad in a single detonation. Infantry across every era and army carry them by the beltful, because nothing else so cheaply clears a room, breaks up a charge, or flushes an enemy from cover. It rewards good timing and a strong arm and punishes a short throw or a bad bounce, since the shrapnel doesn't care whose side threw it. In the confusion of close combat, a well-placed frag changes the situation faster than any volume of blaster fire."
    },
    {
      "name": "Ion Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "3d8",
      "damage_types": [
        "Ion"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "weapon_type": "grenades",
      "lore": "Pull the pin and lob it, and everything electronic within the blast radius simply stops. The ion grenade releases a burst of ionized energy that overwhelms circuits, fries servos, and drops droids and machinery without harming the flesh-and-blood beings caught alongside them. Rebel saboteurs, slicers, and anyone who has faced a wall of battle droids has reached for one, the compact charge a great equalizer against numerically superior automated foes. Against a squad of droids or a bank of security systems it is decisive; against organic enemies it is nearly useless, so the thrower must know exactly what problem they are solving. Light and easily carried, it is thrown a short distance and rewards good target selection over raw aggression. In the right moment, a single ion grenade unmakes an army of machines."
    },
    {
      "name": "Thermal Detonator",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 1,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "6d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 15,
      "weapon_type": "grenades",
      "lore": "Few objects in the galaxy clear a room faster than the sight of an armed thermal detonator. This baradium-charged sphere releases its energy in a self-contained fusion burst that vaporizes everything within its radius and leaves nothing to chance, a blast so total that Boushh, the bounty-hunter disguise, used a single primed detonator to hold Jabba's entire court hostage. A spin-primed trigger arms it; a moment later there is a flash, a shockwave, and a crater. Militaries and mercenaries alike treat them with grave respect, because the same blast that annihilates a target does not distinguish friend from thrower who lingered too long. They are heavy, expensive, and tightly controlled, the province of demolition specialists and the truly desperate. Thrown into a bunker, a hangar, or a massed enemy formation, a thermal detonator does not wound. It erases."
    },
    {
      "name": "CryoBan Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "3d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 7,
      "weapon_type": "grenades",
      "lore": "Instead of fire and shrapnel, the CryoBan grenade unleashes a burst of supercooled gas and cryogenic energy, flash-freezing everything in its radius in a spreading bloom of frost. The intense cold sears exposed flesh, seizes joints and mechanisms, and can leave a target locked in place, making the weapon as much a tool of control as of raw destruction. Specialists deploy them against machinery, sealed doors, and foes that shrug off conventional explosives, exploiting the way rapid cooling embrittles metal and fouls delicate systems. Thrown like any grenade, it turns a patch of ground into a hazard of biting frost and treacherous ice. It is a high-end, situational weapon, prized by saboteurs and hunters who understand that sometimes the surest way to stop something is not to blow it apart but to freeze it solid where it stands."
    },
    {
      "name": "Remote Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 1,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "weapon_type": "grenades",
      "lore": "The remote grenade removes the gamble of the timed fuse: armed and thrown, positioned, or stuck to a surface, it waits inert until its owner triggers it by transmitter, detonating at the exact instant of greatest advantage. Saboteurs, ambushers, and demolitions specialists love the control, seeding a corridor or a landing zone with charges and springing the trap only when the enemy has walked fully into the killbox. It can be rigged as a proximity mine, a delayed surprise, or a synchronized volley of several charges firing at once. The catch is discipline: a grenade that never gets the signal is just dead weight, and a compromised detonator can turn the whole scheme against its maker. Handled cleverly, though, few weapons let a single operative shape a battlefield so completely, choosing not just where the blast lands but the precise heartbeat in which it does."
    },
    {
      "name": "EMP Grenade",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "2d6",
      "damage_types": [
        "Ion"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "weapon_type": "grenades",
      "lore": "The EMP grenade fights machines instead of flesh, releasing a burst of ionizing energy that fries circuits, scrambles droid brains, and shorts out shields and electronics within its radius. Against organic troops it's nearly harmless; against a squad of battle droids, a security turret, or a sealed blast door's control panel, it's a scrambling, sparking catastrophe. Slicers, saboteurs, and anyone who expects to face droid armies or automated defenses carry them for the moments when a single toss can drop a wall of machines that blaster fire would take minutes to chew through. The ion pulse doesn't tear or burn, so a fleshy bystander walks away, but every droid, sensor, and powered device caught in the wash sputters and dies. In a galaxy that runs on droids and electronics, it's the great equalizer against the machine."
    },
    {
      "name": "Concussion Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "4d8",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 9,
      "weapon_type": "grenades",
      "lore": "Where a fragmentation charge kills with shrapnel, the concussion grenade kills with the blast itself, a brutal overpressure wave that ruptures organs, collapses lungs, and flattens everything in a tight radius. Boarding parties and demolition specialists favor it in enclosed spaces, where the shockwave rebounds off bulkheads and multiplies, turning a corridor into a death trap. It is a heavy charge, and its power is reflected in the punishing force it delivers to anything caught in the burst, though its short throwing range means the user must commit to closing with the target. Clean of shrapnel, it can be preferred aboard ships where flying metal risks a hull breach the blast alone will not cause. A well-placed concussion grenade clears a room in a single deafening instant, and the survivors, if any, are rarely fit to fight."
    },
    {
      "name": "Radiation Grenade",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 30,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 5,
      "weapon_type": "grenades",
      "lore": "A cruel and quiet cousin to the fragmentation grenade, the radiation grenade forgoes shrapnel and fire for an invisible pulse of hard radiation that scours everything in its radius. There is little spectacle to it, just a muffled crack and a swelling wave of energy that overwhelms living tissue and degrades unshielded systems. Its makers designed it to clear entrenched troops from cover that would shrug off a conventional blast, and to deny an area long after the throw. Because its effects linger and spread, it carries an ugly reputation even among hardened soldiers, and many outfits forbid its use outright. Those who deploy it tend to be the sort untroubled by the aftermath: warlords clearing bunkers, assassins ensuring no witnesses, purge units doing purge work. It is a weapon that keeps killing after the fight is over, which is precisely why it exists."
    },
    {
      "name": "Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 2.2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 60,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 6,
      "lore": "A compact, shortened rifle that splits the difference between a pistol's handiness and a rifle's power, the blaster carbine is the workhorse of soldiers, marines, and security forces who fight in the tight confines of corridors, vehicles, and boarding actions. Its trimmed barrel keeps it maneuverable in close quarters while a two-handed grip and stock deliver accuracy and stopping power well beyond any sidearm. A stun setting broadens its utility, letting a trooper take prisoners or quell a disturbance without lethal force. Versatile and reliable, the carbine turns up everywhere the fighting is likely to be up close and fast, from cramped ship interiors to crowded urban streets. It is not the longest-reaching arm on a battlefield, but within its band it is deadly, controllable, and quick to bring to bear, exactly the qualities a professional wants when the enemy is already too close for comfort."
    },
    {
      "name": "Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 80,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The blaster rifle is the standard-issue backbone of infantry from the Clone Wars to the Galactic Civil War and beyond, the weapon slung across the shoulder of every trooper, guard, and militia fighter in the galaxy. Two-handed and stocked for a stable, aimed shot, it out-ranges and out-hits any pistol while remaining light enough to carry through a long campaign. A stun setting lets its wielder take prisoners or de-escalate without switching weapons, adding flexibility to its already broad utility. It is not a specialist's tool but a generalist's, equally at home holding a perimeter, clearing a building, or trading fire across open ground. Reliable, rugged, and endlessly produced in a hundred marques, the blaster rifle asks only competence rather than mastery, and rewards it with the kind of dependable, all-around performance that has kept it the default longarm for generations of soldiers."
    },
    {
      "name": "Concussion Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "If the target is Large or smaller, it must succeed on a DC 12 STR saving throw or be knocked prone.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The concussion rifle doesn't burn a target so much as hammer it, firing a focused blast of sonic and kinetic force that arrives like an invisible fist. The shockwave rattles bone, ruptures the unlucky, and routinely lifts a struck opponent off their feet and slams them to the ground, which is half the reason anyone carries one. Boba Fett famously wore one across his back, and the weapon earned a fearsome reputation among bounty hunters and heavy troopers who wanted concussive stopping power over a clean bolt. Wielded in two hands, it's a deliberate weapon, its blast wide and brutal rather than precise. Against a lone target it's overkill; against a knot of enemies it scatters them like debris in a storm. The sound alone, a deep percussive thud, tends to end an argument before the second shot."
    },
    {
      "name": "Sporting Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d12",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Marketed to hunters and marksmen rather than soldiers, the sporting blaster rifle trades a military weapon's rugged volume of fire for accuracy, comfort, and a clean single-bolt discipline. Its long barrel and tuned optics deliver a precise shot out to a hundred feet, and the built-in stun setting suits a hunter who wants game alive or a citizen who wants an intruder dropped rather than killed. Civilians, gamekeepers, and those who cannot legally carry a war rifle field them across the galaxy, the sporting model the respectable face of the blaster family. Two hands steady the weapon, and its rhythm rewards the patient, aimed shot over the panic of full-auto. It is not built to win a pitched battle, but in capable hands it puts a bolt exactly where it is meant to go, which is often all that a fight requires."
    },
    {
      "name": "Ion Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3.1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d10",
      "damage_types": [
        "Ion"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Purpose-built to fight the droids and machines that fill the galaxy's battlefields, the ion rifle fires a charged ionized burst that fries circuitry, scrambles logic cores, and shorts out shielding without necessarily scratching the hull beneath. Against a battle droid or a hostile security automaton, a solid ion hit is a death sentence where a blaster might merely dent it, and Jawas famously carried ion weapons to disable droids for salvage rather than destroy them. Against living targets it is far less lethal, its charge jolting and stunning rather than searing, which suits crews who want a captured vehicle or an intact prisoner. The two-handed frame and heavier power draw are the price of that specialization. In a fight against organics it is a poor choice, but on any field crowded with machines, the ion rifle is worth its weight in credits."
    },
    {
      "name": "Slugthrower Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d8",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "A firearm in the oldest sense, the slugthrower rifle uses chemical propellant to hurl a solid metal projectile, a crude, loud, low-tech weapon that nonetheless refuses to die out. Its very primitiveness is its strength: slugs punch through energy shields tuned only to stop blaster bolts, and the weapon keeps firing in conditions of dust, damp, and interference that would foul more delicate arms. Hunters, frontier settlers, and irregulars across the galaxy carry them because ammunition can be handloaded, the mechanism is simple to repair, and a heavy slug hits with brutal, undeniable force. The tradeoffs are real, being noisy, kicking hard, and limited by the weight of physical ammunition, but against a shielded or armored foe who never saw it coming, the humble slugthrower delivers a nasty surprise. It endures as the weapon of those who distrust technology, or who know exactly when to exploit its blind spots."
    },
    {
      "name": "Light Repeating Blaster",
      "category": "Ranged (Medium)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 60,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 6,
      "lore": "Splitting the difference between a rifle and a full crew-served gun, the light repeating blaster gives a single trooper a weapon that spits bolts fast enough to suppress an enemy squad without needing a tripod to do it. It is heavier and hungrier than a standard rifle, and the two-handed frame demands a firm stance to keep the fire on target, but in exchange the wielder can lay down a stream of bolts that pins heads down and chews through cover. Mercenaries, heavy-weapons troopers, and defenders holding a chokepoint favor it as a mobile source of volume fire, the gun that lets a small unit punch above its numbers. It lacks the sheer torrent of an emplaced repeater, but its portability is the point: a fighter can advance behind their own suppressive fire, carrying the weight of a squad's firepower on a single set of shoulders."
    },
    {
      "name": "Heavy Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 6,
      "lore": "The heavy blaster rifle is the workhorse turned brawler, a long arm built with a beefier power cell and a heavier barrel than a standard rifle so its bolts land with real authority. Squad automatic gunners and heavy troopers carry it to anchor a firefight, throwing bolts that punch through cover and light armor while a lighter rifle would only scorch it. It keeps a stun option for when doctrine calls for prisoners, but its reason for existing is raw output. Two hands and a braced stance tame its kick, and a disciplined gunner uses it to dominate a lane and keep the enemy's heads down. It costs mobility and a hungry cell for that firepower, but for the trooper whose job is to hit hard and hold ground, the heavy rifle is the natural step up from the standard-issue line."
    },
    {
      "name": "Assault Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 80,
      "damage_dice": "3d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 7,
      "lore": "The workhorse of any serious infantry line, the assault blaster rifle balances firepower, range, and rate of fire into a weapon a trained soldier can rely on through a long, ugly fight. Its energy bolts strike hard at eighty feet, and a stun setting gives the wielder the choice between lethal and non-lethal that garrison duty and prisoner-taking demand. From clone troopers to rebel line infantry to countless mercenary companies, this is the rifle that soldiers actually carry into the grind of open combat, prized for its versatility over any single specialized virtue. Two hands and a steady stance let a shooter deliver disciplined, aimed bursts, and the weapon punishes the enemy who lingers in the open. It is not the longest-ranged nor the hardest-hitting piece on the field, but it does the most jobs well."
    },
    {
      "name": "E-11D Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 80,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 6,
      "lore": "A hardened evolution of the ubiquitous E-11, the E-11D was the death trooper's rifle, an Imperial special-forces weapon built for elite hands rather than rank-and-file stormtroopers. It kept the compact, familiar profile of its predecessor while upgrading the internals for greater power and reliability, giving the Empire's shadow operatives a harder-hitting standard arm that still handled like the weapon they trained on. The two-handed design balances well for both ranged fire and the brutal expedient of a rifle-butt strike, and its stun setting preserves the option of a live capture. Seen in the hands of the black-armored troopers who guarded the Empire's darkest projects, the E-11D carried an air of menace its parent never quite managed. Rugged, potent, and unmistakably Imperial, it is the sort of rifle that tells you exactly who is coming for you."
    },
    {
      "name": "Commando Special Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3.3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 80,
      "damage_dice": "4d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 13,
      "lore": "A high-end battle rifle built for elite operators, the commando special rifle bundles superior range, punishing output, and rugged reliability into a weapon meant for those trained to make the most of it. Its rapid, tight groupings and heavy energy bolts let a skilled trooper dominate a firefight, reaching out to strike before lesser arms can answer. Special forces and elite mercenary units prize the design for the way it performs at the edge of a soldier's ability, a weapon that rewards the discipline and marksmanship of the best while overwhelming most opposition. Wielded two-handed and demanding real proficiency to run at its potential, it is not a rifle for raw recruits but for veterans who understand fire control and positioning. In the right hands it is a decisive tool, the kind of weapon that lets a small team of professionals punch far above their numbers on any battlefield."
    },
    {
      "name": "Ion Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 120,
      "damage_dice": "2d8",
      "damage_types": [
        "Ion"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 6,
      "lore": "A long-arm built to kill machines rather than men, the ion carbine reaches out with ionized bolts that overload droids, fry vehicle systems, and short out shields and electronics at ranges a pistol could never manage. Its extended reach makes it the choice for troopers who expect to face droid armies or armored vehicles, letting them disable a threat from cover before it closes. Against organic targets it is nearly harmless, so a wielder must read the battlefield and know when its specialized punch is worth carrying over a conventional rifle. In a galaxy where so much of the enemy is mechanical, from battle droids to security turrets to the systems that run a starship, that niche is a broad one. Braced and aimed, the ion carbine turns a squad's technical vulnerabilities into a weapon, unplugging the opposition one crackling blue bolt at a time."
    },
    {
      "name": "Pulse-Wave Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The pulse-wave rifle is an old technology, a weapon from an earlier age of blaster design that fires waves of energized particles rather than the tight coherent bolts of a modern blaster. On worlds cut off from Republic trade or clinging to antique arsenals, pulse-wave weapons soldiered on long after the wider galaxy moved past them, and they retain a rugged charm: simple, durable, and forgiving of hard living. The wave spreads a touch more than a modern bolt, trading pinpoint accuracy for a weapon that shrugs off dust, damp, and neglect. Two hands steady its longer barrel, and a frontier hunter or backwater militiaman can keep one running for decades with hand tools and stubbornness. It won't outshoot a current-issue rifle, but where parts are scarce and reliability is life, the old pulse-wave design still earns its keep."
    },
    {
      "name": "Repeating Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 30,
      "damage_dice": "2d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 7,
      "lore": "Built to drown a target in bolts rather than pick it off cleanly, the repeating blaster carbine cycles at a punishing rate, hosing a close arc with energy fire that few can weather. The short barrel keeps its effective range tight, but inside that bubble it is devastating, ideal for breaching, suppression, and the frantic close work of boarding actions and urban fighting. Heavy troopers and shock units favor the carbine for exactly this role, using its volume of fire to pin an enemy in cover and clear a doorway in seconds. Two hands and a braced grip manage the recoil and the greedy power draw, and a wise gunner watches the cell gauge, since the weapon empties fast. It trades reach and economy for raw close-range dominance, and at the ranges it was built for, little stands against it."
    },
    {
      "name": "Sonic Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d12",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Scaling sonic technology up to a rifle frame produces a weapon of unsettling battlefield presence. The sonic rifle projects a tight, long-range beam of concussive sound that pulps flesh and shatters brittle materials while sliding past the energy-dispersing armor that stops blaster bolts cold. The Geonosians engineered such weapons into their culture, and their static pikes and sonic blasters became the terror of anyone forced to fight in the hives. Because the effect is a pressure wave rather than a bolt, targets behind cover or clad in reflective plate find little comfort. The two-handed rifle throws its punch farther than any sonic pistol, though sound still weakens with distance and the weapon lacks the raw kill-per-shot of a heavy blaster. Against armored infantry, though, or in the echoing tunnels its makers preferred, the sonic rifle turns the very air into a weapon."
    },
    {
      "name": "Bryar Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The long-barreled cousin of the famous Bryar pistol, this rifle extends the same rugged, dependable design into a two-handed weapon built for range and heavier hitting power. Sharing the pistol's frontier heritage and its option for a charged shot, the Bryar rifle appeals to the same breed of capable loners and hardened survivors who valued a weapon that simply worked when everything else went wrong. The longer barrel focuses each bolt into a tighter, harder-hitting shot, letting a marksman reach across a firefight with the reliability the Bryar name promises. It is not an exotic or flashy arm, but an honest one, prized for consistency over spectacle. In the hands of a scout, a mercenary, or a resistance fighter making do with what they can find, the Bryar rifle is the kind of weapon that earns trust the hard way, one dependable shot at a time across a long and dangerous life."
    },
    {
      "name": "Disruptor Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The disruptor rifle takes the outlawed horror of molecular-disintegration technology and gives it range, letting a wielder unmake a target from across a battlefield in the same shimmering, bodiless death the pistol delivers up close. There is no cover from the terror it inspires and no wounding with it, only annihilation, which is why the weapon is banned in nearly every jurisdiction and why carrying one openly is an invitation to be shot on sight. Assassins, warlords, and the most notorious bounty hunters use them anyway, accepting the notoriety for the certainty. The rifles run hot, strain their powerpacks, and are miserably difficult to source or maintain, but a professional who lands a clean shot needs only one. Few weapons in the galaxy are more feared, and fewer still leave so little behind for anyone to identify."
    },
    {
      "name": "Incinerator Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The incinerator rifle is built to burn, throwing bolts or gouts of superheated energy that set targets and terrain alight rather than simply punching through them. Where a standard blaster leaves a scorched hole, the incinerator spreads fire, flushing enemies from cover, denying ground, and turning a defended position into an inferno no one wants to hold. Specialist troops and cruel enforcers carry them for that psychological weight as much as the damage, since few things break a defender's nerve like watching their cover catch fire. It's a two-handed weapon, deliberate and area-minded rather than precise. Against entrenched or clustered foes it excels, driving them into the open or the flames; against a nimble lone target it's often wasteful. But when the goal is to make a place uninhabitable, the incinerator rifle does exactly that."
    },
    {
      "name": "Rail Detonator Gun",
      "category": "Ranged (Medium)",
      "size": "Large",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d10",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A hybrid of gun and grenade launcher, the rail detonator fires a spiked projectile that embeds in a target before a delayed charge inside it detonates, so the round kills twice, first with penetration and then with the blast. Fringe gunsmiths and bounty hunters built weapons in this vein for hard targets, the piercing slug defeating armor before the explosive finishes the work. It is a two-handed piece with a deliberate, single-shot rhythm, rewarding the patient shooter who plants a round precisely and lets the mechanism do the rest. The threat of a detonator buried in one's chest plate carries its own grim persuasion, which is exactly the reputation such weapons cultivate. It is a specialist's tool for a specialist's problem, favored by those who hunt the sort of quarry an ordinary blaster only annoys."
    },
    {
      "name": "Adventurer Slugthrower",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d8",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The workhorse rifle of the galaxy's frontier, the adventurer slugthrower is exactly what its name promises: a rugged, dependable long arm for people far from any armory. It fires a chemical-propelled metal round through a long barrel, offering solid range and honest stopping power without ever needing a power cell to charge. Homesteaders use it against predators, guides carry it on big-game hunts, and prospectors keep one strapped across the pack for whatever the wilds send their way. Its ammunition is cheap, its mechanism forgiving of dust and neglect, and its lack of energy signature keeps its user off many sensors. It cannot match a blaster's rate of fire or clean stun option, and its recoil demands a steady shoulder. But on a backwater where the nearest repair shop is a system away, reliability outweighs everything, and the adventurer slugthrower delivers it."
    },
    {
      "name": "Firelance Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 2.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "Stun setting adds +2 to the save DC.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A specialist's rifle tuned for both lethal fire and superior suppression, the Firelance couples a solid energy bolt with an unusually potent stun setting that hits harder than most, making its non-lethal mode a genuine tool of control rather than a token feature. Security forces, riot units, and operators who often need targets alive favor it for exactly that reason, since its enhanced stun can drop a resisting foe who would shrug off a lesser weapon's charge. Wielded two-handed for accuracy at range, it lets a shooter switch fluidly between putting a threat down for good and putting it down for questioning. The design reflects a philosophy of options over pure firepower, a rifle for professionals who understand that the ability to choose the outcome is itself a weapon. It rewards a disciplined hand that knows when to kill and when a live capture is worth far more than a corpse."
    },
    {
      "name": "ARC-9965 Blaster",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "A rugged medium blaster suited to the hands of professionals who cannot afford a weapon that fails, the ARC-9965 offers dependable range, solid stopping power, and an integrated stun setting for taking marks alive. The designation evokes the Advanced Recon Commandos of the Clone Wars, and the weapon carries that ethos: no frills, just a durable frame, a reliable action, and enough punch to handle whatever a mission throws at it. Bounty hunters, security contractors, and elite troopers value it precisely because it does nothing flashy and everything well, holding zero across long deployments and shrugging off the dust and abuse of frontier work. Two-handed and stocked for accuracy, it rewards a shooter with discipline rather than one chasing spectacle. It is the sort of weapon a veteran chooses after they have lived long enough to prize consistency over novelty, and lived that long partly because of it."
    },
    {
      "name": "Double-Barreled Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 1.9,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 120,
      "damage_dice": "2d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 7,
      "lore": "Two barrels, two cells, and a single trigger philosophy: hit the target with everything at once. The double-barreled blaster carbine fires paired bolts that arrive together, doubling the punch of a standard carbine at the cost of a far hungrier appetite for energy. Mercenaries and heavy-hitting bounty hunters favor them for the sheer authority of that twinned shot, which can drop a tough opponent in a single pull where a lesser weapon would need a burst. It keeps a stun capacity for live captures, but its purpose is overwhelming force in a compact-enough frame to carry into close work. Two hands manage the recoil of both barrels firing as one. The tradeoff is obvious in a long fight, where the doubled draw empties a cell fast, but for the shooter who wants the first exchange to be the last, few carbines hit harder."
    },
    {
      "name": "Hunting Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 2.1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 150,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Longer-ranged than most carbines and lighter than a full rifle, the hunting blaster carbine is the tracker's compromise, a handy weapon that still reaches out to a hundred and fifty feet to drop game or quarry from a distance. Its tuned optics and clean single-bolt discipline suit the patient work of the hunt, and a stun setting lets a bounty hunter take a mark alive when the contract demands it. Trappers, big-game hunters, and manhunters across the frontier carry variants, valuing the reach and portability that let them work rough country without hauling a heavy rifle. Two hands steady it, and it rewards the aimed shot over volume, favoring the shooter who stalks and waits. It gives ground to dedicated snipers at extreme range and to assault weapons up close, but for the middle-distance hunt it is exactly the right tool."
    },
    {
      "name": "Sporting Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 2.6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 120,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Marketed to hunters and sport shooters rather than soldiers, the sporting blaster carbine is a civilian-legal long arm with better manners than a military rifle. Its extended barrel and refined optics give it genuine reach and accuracy, ideal for taking game at a distance or plinking targets on a range, and its lightweight two-handed frame handles easily in the field. Manufacturers tuned it for a clean, low-recoil shot and fitted a stun mode both for capturing live specimens and for satisfying the safety regulations of civilized worlds. That respectability makes it a favorite of a certain kind of traveler: someone who wants real firepower that still passes a customs inspection. It lacks the raw punch and rugged over-engineering of a combat carbine, and a soldier would find it wanting in a firefight. But for a well-heeled adventurer, it hits well above its unassuming reputation."
    },
    {
      "name": "ESPO 500 Riot Gun",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 2.2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Issued to the corporate and municipal police forces that keep order on crowded worlds, the ESPO 500 riot gun is a crowd-control weapon first and a killing tool second, built around a heavy stun capacity meant to break up disturbances without a bloodbath. Its stun setting can put a mob of troublemakers on the ground, while the lethal mode remains available when a riot turns into something worse. Bulky and two-handed, it projects the blunt authority of a security state, the sort of weapon whose mere appearance is meant to make a crowd think twice. Rank-and-file enforcers, private security contractors, and station peacekeepers carry them for the way they balance intimidation with restraint. It is not a soldier's rifle but an instrument of order, designed to dominate a street or a concourse and remind everyone present exactly who holds the monopoly on force."
    },
    {
      "name": "SG-4 Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy",
        "Piercing"
      ],
      "damage_type_mode": "choice",
      "has_stun": true,
      "notes": "When used underwater, fires miniature harpoon rounds dealing 1d6 Piercing damage instead.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The SG-4 is a specialist's rifle built for the one environment most blasters fear: water. On dry land it fires a conventional energy bolt like any longarm, but submerge it and the weapon shifts to launching miniature harpoon rounds that punch through liquid where a plasma bolt would fizzle and scatter. That amphibious versatility makes it the weapon of choice for aquatic troopers, salvage divers, and the coastal militias of ocean worlds, who need a single arm that works whether they are patrolling a beach or fighting through a flooded corridor. The trade for its dual nature is a slightly heavier, more complex mechanism, but for anyone whose battlefield includes the sea, that complexity buys survival. Braced and two-handed, it hands its wielder a rare guarantee: that when the fight goes underwater, their rifle goes with them, and keeps working."
    },
    {
      "name": "Scattergun",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Piercing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "The scattergun is the galaxy's answer to the shotgun, a solid-projectile weapon that flings a spreading cone of pellets or fléchettes instead of a single bolt. At close range it's devastating, the spread guaranteeing hits and shredding an unarmored target in one thunderous discharge, and its wide pattern makes it forgiving for a shooter who values stopping power over marksmanship. Because it throws physical shot rather than energy, it works where blasters falter, punching through certain shields and firing in conditions that scramble energy weapons. Shipboard security, frontier settlers, and close-quarters brawlers keep them for exactly that brutal reliability. Two hands steady the kick of a full load. Its weakness is distance, where the cone spreads too thin to matter, but inside a corridor or a doorway there are few weapons a person would less like to be standing in front of."
    },
    {
      "name": "Xerrol Nightstinger",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "The Xerrol Nightstinger is the assassin's rifle, its signature feature a bolt that fires nearly invisible, drawing on rare Xerrol gas to strip its energy discharge of the telltale flash that would betray the shooter's position. A sniper can work in near-total darkness, or in plain sight of a crowd, and put a bolt into a target from a hundred feet without a muzzle bloom to give the game away. Such weapons were exotic and expensive, the province of professional killers who valued anonymity above all, and a hit delivered by one often left investigators with no idea where the shot had come from. Two hands and a patient hide are the price. It trades some raw power for its silence and invisibility, but for the work it was built for, nothing matters more than the shot no one saw."
    },
    {
      "name": "Targeting Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 150,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Built around its optics rather than its barrel, the targeting blaster rifle mates a solid mid-power blaster to an integrated sighting and rangefinding system that flattens the guesswork out of long shots. A shooter looking through its scope gets range readouts, windage cues, and a stabilized reticle, turning a modest marksman into a reliable one and a good one into a genuine threat at distance. Designated marksmen, security overwatch teams, and bounty hunters who like to end things before the target knows they're there all favor the design. The two-handed frame is longer and heavier than a standard carbine, the price of that reach and precision, and a stun option keeps a live capture possible. It is not a room-clearing weapon, and in a scramble at close quarters its virtues become liabilities. But given a sightline and a moment to breathe, few rifles reward patience so well."
    },
    {
      "name": "Stealth Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": null,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 4,
      "lore": "Engineered for operators who need to shoot without giving themselves away, the stealth blaster carbine muffles the flash, sound, and thermal signature that would betray an ordinary blaster, letting an infiltrator fire from the shadows and stay there. Special forces, assassins, and covert teams prize the design for silent-kill work and for the way it lets a shooter engage without instantly revealing their position to everyone in earshot. Beneath the suppression tech it remains a capable two-handed carbine, delivering solid accuracy and stopping power at medium range. The tradeoffs come in complexity and cost, since the systems that dampen its signature demand careful maintenance, but for the missions it is built for there is no substitute. It is the weapon of the unseen professional, the tool that turns a firefight into a series of quiet, unexplained deaths, and it rewards patience, positioning, and the discipline to strike only when unseen."
    },
    {
      "name": "Charge Arm",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "Chassis-mounted electric prod. On hit, target makes a CON save (DC 10 + PB + STR/DEX) or is Stunned for 1 round.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": true,
      "min_level": 1,
      "lore": "A charge arm is a droid's built-in answer to anything that gets within reach: a chassis-mounted electric prod, wired directly into the frame and charged from the unit's own power core. Security droids, labor units pressed into guard duty, and combat automatons carry them as a close-range deterrent, a jolt of current delivered through a hardened contact tip that overloads a target's nervous system and can leave an organic foe rigid and helpless for precious seconds. Because it is part of the droid rather than a held weapon, it can never be dropped, disarmed, or fumbled, and it draws no attention until it discharges. It is a finesse tool, best used to incapacitate rather than destroy, and it pairs naturally with a droid's tireless patience. A sentry that never lowers its guard and always has a stunner at the ready is a difficult thing to slip past."
    },
    {
      "name": "Electro-Shock Prod",
      "category": "Melee (Simple)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d4",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "Astromech defensive prod. Non-lethal: damage cannot reduce a target below 1 HP. On hit, target makes a CON save (DC 10 + PB + DEX) or is Stunned for 1 round.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": true,
      "min_level": 1,
      "lore": "The electro-shock prod is a defensive tool, not a killing weapon, and it's usually found bolted to an astromech's frame rather than carried by a soldier. A short probe tipped with an electrical contact, it delivers a sharp, disabling jolt meant to fend off a curious animal, a meddling scavenger, or anyone who gets too close to a droid trying to do its job. The charge is calibrated to stun rather than kill, and by design it won't drop a target into unconsciousness's final edge, only leave them twitching and reconsidering their choices. Light and quick, it suits the darting, opportunistic strike of a small droid that wants to make space and disengage. R2 units and their kin have zapped more than one interloper with such a prod, buying the seconds needed to roll away or slam a hatch."
    },
    {
      "name": "Vibroclaw Mk I",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 0.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d6",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Retractable claw integrated into a droid limb.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": true,
      "min_level": 1,
      "lore": "Integrated into a droid limb rather than gripped in a hand, the Vibroclaw Mk I is a retractable blade that snaps free at the moment of need and hums with the ultrasonic edge that lets it shear through flesh and light plate. Assassin droids, security models, and modified labor units carry claws like it as a concealed last argument, the weapon hidden until an unsuspecting target is already within reach. Light and fast, it rewards the precision of a machine's servos, striking cleanly where a heavier weapon would be clumsy. Because it retracts flush into the chassis, a droid can pass inspection as harmless and then open a throat before anyone registers the threat. It lacks the reach and stopping power of a proper melee weapon, but at contact range, deployed by surprise, it does swift and lethal work."
    },
    {
      "name": "Vibroclaw Mk II",
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 0.3,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d10",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Reinforced retractable claw with vibro-edge.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": true,
      "min_level": 3,
      "lore": "A refined second-generation iteration of the retractable vibroclaw, the Mk II reinforces the housing and the blade spine so the weapon can parry and take punishment its fragile predecessors could not. When triggered, a monomolecular claw snaps from its sheath, its edge humming with the ultrasonic vibration that lets it shear armor and flesh with a single raking swipe. Retracted, it hides flush against a gauntlet or forearm, giving assassins and infiltrators a concealed killing edge that reads as ordinary hardware until it's buried in someone. The reinforced design trades a sliver of the original's featherweight speed for durability, but it remains a finesse weapon that rewards quick, precise strikes over brute force. Favored by professionals who need to look unarmed and strike without warning, the Mk II is the sort of upgrade that comes from someone learning, painfully, what the first model couldn't survive."
    },
    {
      "name": "Buzz Saw Arm",
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "2d4",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Industrial buzz saw arm. On hit, target takes 1 Slashing damage at the start of its next turn (bleed). B2 buzzsaw droid signature.",
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 3,
      "lore": "An integrated close-combat tool bolted where a hand or forearm should be, the buzz saw arm spins a toothed industrial blade at murderous speed, tearing into flesh and plating with a shriek of shredding metal. Best known as the signature of certain heavy battle droids, it turns a mechanical combatant into a walking hazard that need never draw a separate weapon. The whirling blade does not merely cut but rends, leaving ragged wounds that keep bleeding after the initial strike as torn tissue and severed lines refuse to close. Built for relentless forward pressure rather than finesse, it excels at grinding down an enemy who cannot break contact, each pass of the saw compounding the damage. It is a weapon of intimidation as much as attrition, the sort of arm that makes an opponent reconsider closing the distance, and a grim reminder of how casually the galaxy's factories arm their machines to kill."
    },
    {
      "name": "Wrist Blaster Mk II",
      "category": "Ranged (Light)",
      "size": "Tiny",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "Improved chassis-mounted wrist blaster.",
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 3,
      "lore": "The improved chassis-mounted wrist blaster folds a genuine ranged threat into a droid's forearm, a compact energy emitter that fires without ever occupying a manipulator or hand. The Mk II designation marks a refined powercell and a tighter emitter over earlier models, giving it a harder-hitting bolt and a built-in stun option while keeping the low profile that makes such weapons so useful. Combat droids, bodyguard units, and modified security frames favor the integration for the same reason a gunslinger favors a fast draw: the weapon is always ready, always aimed roughly where the arm points, and impossible to knock loose. A droid so equipped can carry tools or a second weapon in its hands while still bringing fire to bear, and an opponent who assumes an unarmed-looking chassis is harmless tends to discover the wrist blaster at the worst possible moment."
    },
    {
      "name": "Sonic Stunner Mk I",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 30,
      "damage_dice": "1d8",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "5-ft cone area attack at 30 ft range. Targets in cone make a CON save (DC 10 + PB + DEX) or take full damage and are Stunned until the end of their next turn. Save halves damage and negates Stun.",
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 1,
      "lore": "The Sonic Stunner Mk I projects a cone of concentrated sound tuned to overwhelm the inner ear and nervous system, dropping everyone caught in its spread into disoriented helplessness. Rather than a single bolt, it washes a wedge of space in front of the shooter with punishing acoustic force, making it ideal for clearing a doorway, subduing a crowd, or taking a cluster of targets alive. Security teams, slavers, and non-lethal specialists favor sonic weapons precisely because a stunned captive is a valuable one, and the Mk I designation marks it as an early, workmanlike pattern of a line meant to be refined. Light enough to handle easily, it rewards positioning over marksmanship, since the cone finds anyone standing in it. A hardened target may shake off the worst of it, but most simply crumple, ears ringing, before they understand what hit them."
    },
    {
      "name": "Sonic Stunner Mk II",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 30,
      "damage_dice": "1d12",
      "damage_types": [
        "Sonic"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "10-ft cone area attack at 30 ft range. Same CON save as Mk I.",
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 4,
      "lore": "The Mk II widens the sonic stunner into an area weapon, projecting a punishing cone of concussive sound that sweeps a ten-foot arc and rattles everything within it. Where a single-target stunner drops one foe, this model is built for crowds, breaking up a rush, pacifying a mob, or scattering a boarding party with a wall of disorienting force. Security forces and crowd-control units favor the non-lethal reputation, though the pressure it delivers is anything but gentle, and a stout constitution is the only real defense against being staggered senseless. Light enough for one hand, it favors the operator who reads the geometry of a room and catches several targets in a single sweep. Its sound-based punch ignores the tricks that turn energy aside, making it a reliable tool where a blaster would be either overkill or a hull-breaching hazard."
    },
    {
      "name": "Integrated Flamethrower",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 20,
      "damage_dice": "2d6",
      "damage_types": [
        "Fire"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "10-ft cone area attack at 20 ft range. Targets in cone make a DEX save (DC 10 + PB + DEX) for half damage. Limited ammo: 4 charges, recharge after a Short Rest.",
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 4,
      "lore": "Mounted flush into a gauntlet or a suit's forearm assembly, this integrated flamethrower is the quiet promise of every heavily armored hunter that the fight will not go your way. It projects a spreading cone of ignited fuel that engulfs everything before it, ideal for flushing entrenched targets, clearing swarms, and denying an enemy their cover in a single roaring gout. Mandalorians and elite bounty hunters have built such systems into their armor for generations, valuing a weapon that needs no aiming finesse and terrifies as much as it burns. The fuel reservoir is small and unforgiving; a wielder gets only a handful of bursts before the system runs dry and needs time to recycle and repressurize. But those few charges arrive when they matter most, turning a cornered fighter into a wall of flame and buying the seconds that decide a fight."
    },
    {
      "name": "Mini Grenade Launcher",
      "category": "Ranged (Heavy)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 20,
      "damage_dice": "2d6",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Fires energy concussion grenades. 10-ft (2x2) blast radius. DEX save halves. Limited ammo: 3 charges, recharge after a Short Rest.",
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 5,
      "weapon_type": "grenades",
      "lore": "A compact launcher built to lob small energy concussion grenades in a short, punishing arc, the mini grenade launcher gives a single trooper the ability to clear a room or scatter a cluster of foes with a burst of area damage. Its shells detonate in a tight blast that hammers everyone caught in the radius, rewarding the crafty use of angles and cover to catch enemies grouped together. Limited to a handful of charges before it needs to cycle and recharge, it demands the discipline to spend each shot where it counts rather than firing blindly. Integrated into heavier armor rigs and battle droids alike, it turns a frontline combatant into a source of indirect firepower, able to strike targets tucked behind obstacles that direct fire cannot reach. It is a specialist's answer to entrenched or clustered opposition, a small package that briefly turns one fighter into a source of shattering explosive force."
    },
    {
      "name": "Grenade Launcher",
      "category": "Ranged (Heavy)",
      "size": "Medium",
      "weight_kg": 4,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "3d6",
      "damage_types": [
        "Bludgeoning",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Fires energy concussion grenades. 20-ft (4x4) blast radius. DEX save halves. Limited ammo: 5 charges, recharge after a Short Rest.",
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 7,
      "weapon_type": "grenades",
      "lore": "The grenade launcher lets a single soldier reach out and drop an explosion into a room, a trench, or the middle of a massed advance without ever exposing themselves to return fire. Loading energy concussion rounds, it lobs its ordnance in an arc to burst over cover and saturate an area with a blast wide enough to catch several targets at once, punishing anyone clustered too tightly. Heavy-weapons troopers, siege specialists, and defenders holding a fixed line rely on it as their answer to entrenched enemies and tight formations. Its ammunition is limited and precious, so a disciplined gunner picks targets carefully rather than firing at every silhouette, and the weapon rewards patience over spray. Well-placed, a single round can break an attack before it develops; wasted, it leaves the wielder holding a heavy tube and waiting on a recharge while the enemy closes."
    },
    {
      "name": "Wrist Rocket Launcher",
      "category": "Ranged (Heavy)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 80,
      "damage_dice": "3d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Single rocket per shot. 10-ft blast radius. DEX save halves. Limited ammo: 2 charges, recharge after a Short Rest.",
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 11,
      "lore": "A wrist rocket launcher is a bounty hunter's signature flourish, a miniaturized launcher built into a gauntlet that fires a self-propelled explosive round from the back of the hand. Jango and Boba Fett made the concept famous, using integrated launchers to blast open doors, drop pursuers, and turn a cornered moment into a sudden reversal. The rocket flies fast to its target and detonates in a blast that catches anyone nearby, a devastating surprise from a weapon most opponents don't even register until it fires. Compact and hands-free, it carries only a couple of rounds before the gauntlet's mechanism needs to reset, so it's a weapon of decisive moments rather than sustained fire. For the hunter who plans three steps ahead, a single well-timed rocket ends a fight, or an escape, before anyone can react."
    },
    {
      "name": "Ion Projector",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "2d8",
      "damage_types": [
        "Ion"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Anti-droid weapon. Adds +2d6 Ion damage vs droids and electronics. Ion damage to droids functions like Stun damage to organics.",
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 6,
      "lore": "Purpose-built to unmake machines, the ion projector floods its target with ionized energy that overwhelms circuits and seizes servos, dropping droids and disabling electronics the way a stun bolt fells the living. Against a battle droid or a security system its extra ion payload is decisive, the discharge functioning much as a stunning blow does against flesh, scrambling the machine until it locks up or falls. Techs, saboteurs, and anyone who expects to face automated foes carry weapons in this family for exactly that specialty. It is a poor choice against organic enemies, who shrug off ionized bolts that would cripple a droid, so the wielder must know the fight they are walking into. In a galaxy that fields entire armies of machines, a dedicated anti-droid weapon like this one earns its place in the loadout many times over."
    },
    {
      "name": "Heavy Repeating Wrist Cannon",
      "category": "Ranged (Heavy)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 60,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "IG-series chassis-mounted heavy repeater. Autofire option: instead of a single attack, target a 10-ft square; all creatures in it take 2d8 Energy damage (DEX save halves).",
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": true,
      "min_level": 8,
      "lore": "A chassis-mounted heavy repeater in the tradition of the IG-series assassin droids, this wrist cannon exists to deliver overwhelming, sustained fire from a mount no organic arm could steady. Bolted to a droid's forearm or a powered exoframe, it feeds from an internal magazine and cycles fast enough to saturate an area, either concentrating on a single target or sweeping a full autofire spray across a square to catch anyone unlucky enough to be standing in it. The IG-88s and their kin turned such weapons into legend, their multiple arms letting them lay down fire from angles that pinned entire teams. The cannon's power draw and recoil demand a mechanical mount, so it is effectively the province of combat droids and heavily augmented fighters. Where it appears, cover becomes suggestion, and standing still becomes fatal."
    },
    {
      "name": "Nightsister War Pike",
      "magick_damage": true,
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 3,
      "attack_ability": [
        "STR"
      ],
      "range_ft": 10,
      "damage_dice": "1d12",
      "damage_types": [
        "Piercing",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Rare. A Dathomiri war pike infused with dark-side ichor. Reach weapon (10 ft). Its ichor edge ignores resistance and immunity to Kinetic damage, shearing through armor, hide, and droid plating alike. Ichor-forged: a wielder who channels Dathomir's magick may use their Wisdom (magick) modifier in place of Strength for this weapon's damage.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 5,
      "lore": "Forged in the mists of Dathomir and steeped in the dark-side ichor the Nightsisters draw from their world, this war pike is far more than a sharpened haft. Its ichor-touched edge shears through armor, hide, and droid plating with contemptuous ease, ignoring the toughness that would blunt an ordinary blade, as though the weapon simply refuses to acknowledge that anything should stop it. The Nightsister covens wielded such pikes in their battles across Dathomir and beyond, the reach of the long weapon keeping enemies at bay while its edge did work no mundane spear could. A witch who channels the Dathomiri magick can pour her will through the shaft, letting her spirit rather than her muscle drive the killing blow. Rare and feared, the war pike is a physical extension of Nightsister power, a battlefield relic that carries the menace of Dathomir's ancient traditions into every strike."
    },
    {
      "name": "Ichor Goad",
      "magick_damage": true,
      "category": "Melee (Exotic)",
      "size": "Large",
      "weight_kg": 2,
      "attack_ability": [
        "STR",
        "DEX"
      ],
      "range_ft": 10,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "notes": "Rare. A Nightsister Beastwarden's reach-staff crackling with ichor, used to drive and cow Dathomirian beasts. Reach weapon (10 ft); can be set to stun. Ichor-forged: a wielder who channels Dathomir's magick may use their Wisdom (magick) modifier in place of Strength for this weapon's damage.",
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 5,
      "lore": "A Nightsister Beastwarden's ichor goad is a long reach-staff wreathed in the crackling green energies drawn up from Dathomir's own dark wellspring, forged not merely from metal but tempered with the ichor that saturates the swamp-world's soil and stone. The Beastwardens who carry it use its length and its stunning discharge to drive, herd, and cow the monstrous fauna of Dathomir, from rancors to the packs of predators the clans keep as war-beasts. Ichor-forged, the weapon answers to the magick of its wielder as readily as to muscle, letting a witch pour her will through it and strike with the force of her spirit rather than her strength. Its reach keeps a raging beast at arm's length while the current bends it to obedience. Rare beyond the boundaries of Dathomir, the goad is as much an instrument of the clan's mastery over the wild as it is a weapon of war."
    },
    {
      "name": "Ichor Blade",
      "magick_damage": true,
      "category": "Melee (Advanced)",
      "size": "Small",
      "weight_kg": 0.5,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 5,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing",
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Uncommon. The enchanted blade every Nightsister is raised to carry — a simple blade whose ichor-infused edge deals both Slashing and Energy damage, letting it bite through whichever resistance a foe lacks. Ichor-forged: a wielder who channels Dathomir's magick may use their Wisdom (magick) modifier in place of Strength for this weapon's damage.",
      "two_handed": false,
      "light": true,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "The enchanted blade every Nightsister is raised to carry, the ichor blade is a simple knife made deadly by what runs through its edge. Dathomiri artisans infuse the metal with ichor, the potent essence of their clan's magick, so the blade bites with both a physical edge and a searing energy that finds whatever weakness a foe's defenses leave open. To a Nightsister trained in the old rites, the weapon is an extension of will as much as arm: one who channels Dathomir's magick may guide its cut with focused intent rather than mere muscle, letting the ichor do the work brute strength cannot. Light and quick, it rewards the swift, precise strike of a witch who has grown up with a blade in hand. Beyond the clans it's a coveted, unsettling prize, an edge that seems to hunger."
    },
    {
      "name": "Nightsister Chain Sickle",
      "magick_damage": true,
      "category": "Melee (Advanced)",
      "size": "Medium",
      "weight_kg": 2,
      "attack_ability": [
        "DEX",
        "STR"
      ],
      "range_ft": 10,
      "damage_dice": "1d8",
      "damage_types": [
        "Slashing"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Uncommon. A curved blade on a weighted chain. Reach weapon (10 ft); on a hit you may pull the target up to 5 ft toward you. Ichor-forged: a wielder who channels Dathomir's magick may use their Wisdom (magick) modifier in place of Strength for this weapon's damage.",
      "two_handed": false,
      "light": false,
      "finesse": true,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "A curved blade riding a weighted chain, the Nightsister chain sickle is a weapon of reach and cruelty, swung in whistling arcs to catch a foe at a distance before the chain hauls them into killing range. The witches of Dathomir forged these in their own bloody traditions, and an ichor-worked blade answers to a wielder who channels the planet's magick, drawing on will and spirit where another warrior relies on brute strength. In practiced hands the sickle is both snare and edge, controlling the space of a fight and dragging an enemy off balance before the curved blade finishes the work. It rewards finesse and cunning over raw power, the chain an extension of intent as much as of the arm. To face one is to fight the witch's whole art, edge and spirit alike, from farther away than any sword should reach."
    },
    {
      "name": "Nightsister Poison Dart",
      "category": "Ranged (Exotic)",
      "size": "Tiny",
      "weight_kg": 0.1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 30,
      "damage_dice": "1d6",
      "damage_types": [
        "Chem-Toxic"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Uncommon. A thrown dart coated in Dathomiri toxins. On a hit, the target must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Dexterity modifier) or be Poisoned for 1 minute. Thrown weapon (range 30 ft).",
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "lore": "Among the many quiet cruelties the Nightsisters of Dathomir perfected, the poison dart is one of the simplest and most feared. A slim thrown needle, tipped with a toxin brewed from the swamp world's venomous flora and fauna and refined by generations of witch-lore, it need barely break skin to do its work. The wound is trivial; the venom is not. A struck target feels the poison spread within moments, sapping strength and clouding sense as the Dathomiri chemistry takes hold. The sisters used them to soften prey before a hunt or to settle scores without the spectacle of a spell, letting an enemy's own body finish the job. Light and easily hidden, the darts suit an ambusher's patience and a poisoner's malice alike. To be pricked by one on Dathomir was rarely an accident, and never a good sign."
    },
    {
      "name": "Bolas",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 30,
      "damage_dice": "1d4",
      "damage_types": [
        "Bludgeoning"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "notes": "Uncommon. Weighted cords thrown to entangle the legs. On a hit against a Large or smaller creature, the target must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Dexterity modifier) or be Restrained until it or an ally uses an action to break free. Thrown weapon (range 30 ft).",
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 1,
      "lore": "An ancient hunting tool of elegant simplicity, the bolas is a set of weighted cords flung to wrap and tangle a target's legs, bringing down prey or a fleeing foe without a killing blow. Hunters, herders, and trackers across countless worlds carry them for the way they take a runner alive, the spinning weights wrapping tight the moment they strike and locking the legs together. Thrown with a whirling cast, a well-flung bolas can drop a charging beast or a sprinting quarry in an instant, leaving them thrashing and helpless until they or an ally can work free. Light and easily carried, it rewards timing and a good eye over raw power, a weapon of capture rather than carnage. Bounty hunters especially prize it, since a target entangled on the ground is a target delivered breathing, and the bolas remains one of the surest ways to end a chase without ending a life."
    },
    {
      "name": "DC-15A Blaster Rifle",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 4.5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 5,
      "notes": "Uncommon. The long-barreled standard rifle of the Grand Army of the Republic — hard-hitting and long-ranged, the iconic weapon of the clone trooper.",
      "lore": "The long-barreled DC-15A was the signature rifle of the Grand Army of the Republic, slung across the white-armored shoulders of clone troopers on every front of the Clone Wars. Manufactured on Kamino for the clones bred there, it fired a hard-hitting bolt down a distinctive extended barrel that gave it range and accuracy few contemporary rifles could match, along with a stun setting for the occasions the Republic wanted captives rather than corpses. Troopers carried it from the sands of Geonosis to the forests of Kashyyyk, and its silhouette became inseparable from the image of the clone army itself. Powerful and long-ranged but heavier than the compact DC-15S carbine, it favored aimed fire from a stable position over close-quarters work. To collectors and veterans alike, an intact DC-15A is a tangible piece of a war that reshaped the galaxy, and a genuinely formidable weapon in its own right."
    },
    {
      "name": "DC-15S Blaster Carbine",
      "category": "Ranged (Medium)",
      "size": "Medium",
      "weight_kg": 3,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 70,
      "damage_dice": "2d6",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "two_handed": false,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "notes": "Common. The compact, collapsible carbine variant of the clone rifle — lighter and handier than the DC-15A, favored for boarding actions and close quarters.",
      "lore": "The DC-15S is the compact, collapsing cousin of the clone trooper's DC-15A rifle, a carbine trimmed down for close work and tight spaces. Its folding stock and shorter frame make it handier in a boarding action, a gunship's cramped bay, or the corridors of a captured cruiser, where a full-length rifle only gets in the way. Clone troopers carried them by the thousands across the Clone Wars, favoring the S for urban fighting and shipboard assaults while the A anchored open-field firefights. It trades some of the rifle's reach and punch for speed and maneuverability, and it keeps a stun setting for taking prisoners or subduing without a kill. Reliable, lightweight, and instantly recognizable to anyone who lived through the war, the DC-15S is the weapon of a trooper who expects the fighting to get close and personal."
    },
    {
      "name": "DC-15x Sniper Rifle",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 6,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 600,
      "damage_dice": "2d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "notes": "Rare. A precision long-range clone rifle issued to designated marksmen — a charged shot can punch through armor at extreme range.",
      "lore": "The long-range sibling of the clone trooper's standard rifle, the DC-15x was issued to designated marksmen of the Grand Army of the Republic who needed to reach out and drop a target at extreme distance. A charged shot from its lengthened barrel could punch through armor at ranges where lesser weapons only scorched, and its precision optics turned a distant Separatist commander into a solved equation. Clone snipers carried it through the Clone Wars, holding ridgelines and covering advances from beyond the enemy's effective reach. Two hands and a steady, prepared position are the cost of that authority, and its whole logic rewards the patient first shot over volume of fire. In the hands of a disciplined marksman it dominated a battlefield's open ground, ending threats that never saw the shot coming from six hundred feet away."
    },
    {
      "name": "DC-17 Hand Blaster",
      "category": "Ranged (Light)",
      "size": "Small",
      "weight_kg": 1.2,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 50,
      "damage_dice": "1d10",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "two_handed": false,
      "light": true,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 3,
      "notes": "Uncommon. The elite clone sidearm — a powerful hold-out blaster issued to officers, pilots, and ARC troopers, who famously wield a matched pair.",
      "lore": "The elite sidearm of the Grand Army of the Republic, the DC-17 hand blaster was no ordinary hold-out weapon. Compact enough to holster on the hip yet punching well above its size, it was issued to clone officers, pilots, and the ARC troopers who wielded a matched pair with dual-pistol flair. Captain Rex famously carried two, spinning them into their holsters with a gunslinger's ease. The little blaster's power belied its frame, letting a clone drop a battle droid with a single well-aimed bolt and its stun setting handle a target that needed to survive the encounter. Precise, reliable, and unmistakably Republic in its clean lines, it became a symbol of the clones' professionalism as much as a tool of it. To see a trooper draw a matched pair was to know you faced one of the army's best."
    },
    {
      "name": "DC-17m Interchangeable Weapon System",
      "category": "Ranged (Exotic)",
      "size": "Medium",
      "weight_kg": 5,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 100,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": true,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "notes": "Rare. The clone commando's modular weapon — reconfigures on the fly between blaster, sniper, and anti-armor attachments. Requires commando training (Exotic proficiency).",
      "lore": "The signature weapon of the Republic's clone commandos, the DC-17m is not one gun but three, a modular firearm that reconfigures on the fly between a standard blaster rifle, a long-range sniper attachment, and an anti-armor grenade launcher. Squads like Delta and Omega carried them through the Clone Wars' deadliest operations, a single trooper able to swap roles mid-battle as the situation demanded without ever putting the weapon down. That versatility is precisely why it demands commando-grade training; the system's reconfiguration and the discipline to use each mode well are beyond a line trooper's remit. In its base form it delivers punishing blaster fire with a stun option, and the ability to become a sniper rifle or a demolition tool makes its wielder a self-contained fire team. Rare and prized, the DC-17m embodies the elite adaptability that made the commandos the Republic's sharpest instrument of war."
    },
    {
      "name": "Z-6 Rotary Blaster Cannon",
      "category": "Ranged (Heavy)",
      "size": "Large",
      "weight_kg": 12,
      "attack_ability": [
        "DEX"
      ],
      "range_ft": 60,
      "damage_dice": "2d8",
      "damage_types": [
        "Energy"
      ],
      "damage_type_mode": "all",
      "has_stun": false,
      "two_handed": true,
      "light": false,
      "finesse": false,
      "droid_integrated": false,
      "min_level": 8,
      "notes": "Rare. A man-portable six-barrel rotary cannon for suppression — devastating volume of fire, but heavy, hungry, and best fired from a braced stance.",
      "lore": "The Z-6 rotary blaster cannon put a spinning six-barrel storm of fire into the hands of a single clone trooper, and the heavy gunners who hauled it became a fixture of Republic assaults across the Clone Wars. Its rotating barrels shared the punishing thermal load of sustained fire, letting the weapon vomit a devastating volume of bolts to suppress enemy positions and shred advancing droids. That firepower came at a steep price in weight and appetite: the Z-6 was a burden to carry, hungry for power, and most accurate when its wielder planted their feet and braced against the recoil rather than firing on the move. A gunner who found a good position could dominate an entire approach with it, walking a wall of fire across the battlefield. One caught in the open, reloading or repositioning, was suddenly the most vulnerable soldier on the field."
    }
  ]
}
