Star Wars: Newtech v2.0

Star Wars: Newtech v2.0

By Ed Stokes


Beam Weapons


As opposed to the plasma discharge weapons typical of “blasters”, laser weapons use a high-energy pulse of light. Lasers typically do less damage than blasters, but have significantly enhanced range and accuracy. Lasers also have no need for gas refills. Laser pistols have an inherent fire control of 1d beyond short range. Laser rifles have a inherent fire control of 1d+2 beyond short range.

Typical lasers

Damage Range Shots Cost
Holdout 2d 2-5/15/20 10 300
Pistol 3d 3-15/40/150 100 525
Hvy Pistol 4d 3/10/35/75 50 775
Carbine 4d 3-30/100/325 100 1000
Rifle 4d 3-40/125/375 100 1250
Lt Repeater 5d 3-60/150/375 30 2250
Hvy Repeater 7d 3-100/250/700 5500

Variable Frequency Lasers

The frequency in which these lasers fire can be adjusted as desired. This can be done to suit local environmental conditions, like underwater, or in vacuum.

VFLs can also be mounted with attachments that direct the frequency change. Some of these are detailed below. VF lasers typically cost 20% more than standard lasers

CBL-5 (Constant Beam Laser)

Damage Range Shots(turns) Cost
4d 3-30/130/350 6000

The CBL-5 uses a high power energy source to project a constant beam, rather than capacitor-driven pulses or bursts. It can affect all targets in a 60 degree arc, though a separate roll must be made for each target. This is a heavy weapon, similar in size and operation to an E-Web.

Ke-2100 Laser Sniper Rifle

Damage Range Shots Cost
5d 100-500/2km/3km 25 1500

The Ke-2100 is the standard laser-based sniper weapon used by various law enforcement agencies and military forces. It comes equipped with a synthetic-vision telescopic imager which integrates detail-enhancing image processing (+2d to search for finding targets), active/passive IR, and Low-light sensors into a composite picture. The imager has targeting systems that add to the laser’s accuracy to give a 2d+2 fire control.

PL-1 (Planar Laser)

Damage Range Shots Cost
4d 3-30/130/350 7000

The PL-1 is a constant beam laser combined with a occilating optics package to spread the beam into a 30-60 degree planar arc. All targets on roughly the same level and in the selected arc are affected equally by a single hit roll.

STAB(Single-use Tactical Assault Blaster)

Damage Range Shots Cost
8d 3-60/250/500 1 1000

A STAB is a one-shot heavy repeating blaster. It is roughly the size of a shoulder-fired rocket launcher, and is fired similarly. The weapon uses a high-velocity gas generator/MHD tunnel to generate a single powerful pulse of energy into the weapon. The entire unit is then discarded. Because of the unique powerplant, there is a backblast behind the weapon that does 5d physical damage in a 45degree arc, -1d per 2m.

Wartech Doppleganger FEW (Folding Energy Weapon)

A doppleganger is an energy weapon built to fold in half. All components are concealed by the stock while folded, making it appear to be a featureless 30cm x 8cm x 3cm alloy or plastic box.

The stock is spring loaded, so that with an easy DEX task, the gun can be unfolded and fired in a single turn.

Blaster (FEW-B) and Laser (FEW-L) versions are available. They have the stats of the appropriate carbine, and cost 25% more.

Melee weapons


Damage Cost
STR+1d in melee 100

This is a melee weapon using Steelcloth in the form of a glove. It is indistinguishable from a normal work glove, but when struck, it stiffens, becoming like an armored gauntlet, It also braces the wrist against impact.


Damage Range Shots Cost
Steelglove STR+1d+1 500
Stun grid +1d 20
Holdout Blaster 4d 2-3/6/10 10

(Original Concept by Wayne Delisle)

The electroglove is a combined-effects close assault weapon system. It was designed by WarTech for use in close urban environments against numerically superior but technologically inferior opposition, thinking that a soldier might be mobbed, disarmed, and killed.

The base of the system is a heavy-duty Steelglove gauntlet. The gauntlet extends almost to the elbow joint. It contracts when activated, making removal nearly impossible without destruction of the glove or limb.

Electrical grids are formed into the palm, inner fingers and knuckles. These grids are capable of delivering a charge of up to 300,000 Volts at up to 20 Amperes. The electrical discharge can be configured by hand controls on the glove surface.

A heavy holdout blaster is mounted into the forearm of each gauntlet.

Miscellaneous weapons

EMP gun

Damage Range Shots Cost
Spec 3-10/30/120 20 1250

This rifle-sized weapon is intended to disable electronics. All non-shielded electronic devices (including most energy weapons) are disabled for 1d turns on a d6 roll of 1-3.

Flash Gun

Damage Range Shots Cost
Spec 3-7/15/30 45 350

A flash gun is a hand weapon designed for non-lethal self-defense. It uses a miniature, high-power parabolic strobe unit to blind and paralyze the target. The strobe’s intensity overloads the optic nerve, causing not only temporary blindness, but also induces seizure.

A flash gun is only effective if the target is hit in the head, but the spread of the beam eliminates any penalty for called shots. If hit, the target rolls DEX as if it were STR, with each level of damage resulting in 1 turn of paralysis, and three turns of blindness. Sunglasses, welding goggles or the like will give a bonusof 1d to 3d to the DEX roll, depending on the quality of the item.


Airfoil grenades

These are normal grenade types shaped into aerodynamic shapes similar to frisbees. The aerodynamic qualities of the projectiles doubles throw range. Airfoil grenades cannot be fired from normal grenade launchers due to the unusual shape. Airfoil grenades are more accurate than normal grenades, giving a bonus of +1d to Thrown Weapons, once the user becomes familiar with the unusual throwing technique (by putting 1 pip into Thrown Weapons). Weight and cost of airfoil grenades are identical to standard models, though they are somewhat more difficult to find.

Also available are homing airfoil grenades. These have the same damage and range as a normal airfoil grenade, but have a fire control rating of 2d. These are extremely hard to find, and will usually cost at least 1000cr.

Homing Rocket Darts

A slightly modified launcher fires small guided projectiles. A small indicator near gunsight/scope indicates the round in the barrel has acquired a target. Damage is one die less than normal, but the guidance gives an additional die for the appropriate skill. Called shots cannot be made with homing ammo.

The gun modification costs 100cr (or 30cr and a weapon repair roll). Ammo costs 25cr per dart.

HV (Hyper Velocity) Rocket darts

These rounds have a hardened casing with the entire interior filled with extra propellant, instead of the typical explosive payload. This allows higher projectile speed and better accuracy. Range is increased by 50%, and hit probability is increased by +2 pips.
Ten HV rocket darts cost 200cr

AV (anti-vehicular) ammunition

These shaped-charge rounds will do damage equivalent to the next weapon scale up when used against a higher scale target. (ie. a character scale AV round does speeder-scale damage against anything of speeder scale or higher.) The round has a negligible area effect, if there was any to start with. These are available for any self propelled weapon, from rocket darts to Proton torpedoes. If these missiles are used in space combat, reduce fire control by 1d, since the round must directly impact the target.
Rocket darts cost 45cr each. Other munitions vary by type

Flamer ammo for Grenade launchers

This ammo has no projectile or propellant as such, but contains a small, highly modified rocket engine. The engine produces very little thrust, but does produce a two-second burst of flame, with a maximum range of roughly 15m. After the round is finished, a tiny ejection charge at the rear of the round blows the empty shell clear of the weapon

The damage dice may be spread between adjacent targets

Damage Range Shots Cost
7d 3-6/10/15 1 250

Flamer ammo for Rocket dart launchers

This is similar to the above, but since the round is smaller, range is 8m, and duration is 1/2 second.

Damage Range Shots Cost
4d 3-4/6/8 5kg 20

Flechette Ammo

The shell fires a small cluster of finned darts. Damage is half normal, but roll as if four shots were fired at the same target. In rocket weapons, each individual dart is a small rocket.
Cost is x2 normal

HVRA (Hyper-Velocity ring airfoil) grenade shell

This type of grenade launcher ammo consists of a hollow ring of dense alloy, with an hourglass shaped inner contour, making the round into a miniature ramjet engine. The rear hollow of the round is coated with a triple-layer fuel coating. The first layer is a standard rocket composition which accellerates the round to roughly 660 m/s. The ramjet ignites at this point, using the air-breathing second layer to reach approximately 2000m/s in less than a second. The third stage maintains the speed, after the booster burns out. Because of the speed and flat trajectory, using the round gives a +1d to Projectile Weapons.

The combination of the ramjet’s noise and it’s sonic crack have given the round nicknames like “Banshee”, or “Screamer”.

The round does not follow the standard rules for firing at smaller-scale targets. Against character-scale targets, treat the round as character scale.

Damage Range Cost
6d(speeder scale) 3-70/300/600 2500cr

HVRA Rocket Darts

Same as above, only smaller.

Damage Range Cost
4d(speeder scale) 3-40/200/400 250

Mono-molecular chainshot

Type Damage Range Area Cost
bullet 4d as normal 1 target 10x normal.
Rocket Dart 5d 1m radius 200
grenade shell 6d 4m raduis 2000

Four to eight strands of monomolecular-monofiliment, wound around a artificial diamond spool prove to be a most effective antipersonnel round. Small weights bonded to the ends of the mono-mono strands cause them to play out into a buzzsaw-like effect as the round spins.

Despite popular opinion, mono-mono line is not magic. To be sure, it has tremendous sharpness, but the structural strength of the strands is relatively low. Mono-mono weapons only have their “usual” effects (ie dramatic loss of limbs, etc) against unarmored, soft-bodied races. The round is greatly humbled against armor. Reduce STR by 75% (to a minimum of 1d) for defense, but double physical dice from armor.

The technology involved in creating the mono-monofiliment, the diamond core, and joining the two make the round very rare away from the core. They are made for almost all projectile weapons. The strands begin to decompose less than a minute after firing, so they won’t become a hazard to advancing enemy troops (although longer-lived varieties are available).



A gelsuit is a 2-layer self-sealing bodyglove containing a mixture of blood/body fluid coagulant and anesthetic. When pierced by an attack, it bathes the wound with it’s solution, then seals itself. This almost completely eliminates the effects of traumatic shock. It reduces any damage taken in combat by one catagory. There is enough mixture for 10 uses.


A memory plastic which is soft and pliable until kinetic energy is applied. The plastic then momentarily hardens to a degree proportional to the force of impact. Any armor made of Steelcloth has an additional 1d protection against physical attacks. This will increase the cost of the armor by 30%.


Imaging sonar sensor

This sensor detects objects by bouncing ultrasonic pulses off of them. Internal software assembles the pulses into a coherent picture. Detail is somewhat less than normal vision, and there is no color, but the sensor otherwise provides a perfectly usable image. The sensor can provide accurate ranging information, but can be detected by appropriate sensors. The ultrasonic frequency is outside the hearing parameters of most known races.

The sensor can also act in passive mode, simply detecting active sonar sources.
Imaging sonar costs 300cr and mass varies with device (scope,visor,etc.).

Screen Scanner

A weapon attachment for frequency-agile lasers that analyzes a shield, and tries to find a vulnerable frequency. Roll 1d6:

  • 1-3 shield has normal effect
  • 4-5 shield stops 1/2 damage
  • 6 shield stops NO damage

A screen scanner costs 800cr at character scale, x10 per additional scale. It has negligible weight.

Screen scrambler

This is a countermeasure for a screen scanner. It shifts screen composition at random intervals. Completely neutralizes effects of shield scanner.

It costs 500cr at character scale, x5 per additional scale, and has negligible weight.

AutoFuser Rangefinder

This attachment uses a laser rangefinder to find the distance to a target, then computes the time for a round to travel that far. It then programs than time interval into the projectile’s time delay fuze. The circuit can also be commanded to add to or subtract from the actual range. This has no use with energy weapons, but when using exploding munitions, it allows attacks at enemies behind cover, by setting the round to explode above or beside them.

The rangefinder/programmer costs 1500cr. AutoFuser fuses cost 20cr each, plus the cost of the ammunition.


Smart-metal multi-tool

This is a computerized handle with a knob of “Smart Metal” on one end. The smart metal can be re-configured to any configuration stored in a toothpick-sized memory cell. Any configuration can be scaled up or down within reasonable limits. One of these can replace many, if not all tools in a toolkit.

One memory clip holds 50-100 tool designs, depending on complexity.
Cost 1000 (10 each for memory clips)

Conformal medkit rig

Instead of a standard backpack, A CMR consists of a pair of thigh packs and a tactical vest with small individual compartments for the medical gear. They hold the weight of the medkit closer to the body, making quick movements easier. For encumbrance purposes, it is considered to have 1/2 it’s actual mass. The rig also has quick-release tabs, making it a quick and simple action to get out of the rig if necessary. It is standard for Military medics, and is available at almost any military surplus store.
Cost- 100cr (empty)

Mil Spec medkit

This is a medkit specially designed for the rigors of combat. The Spray hypo and bulk drug containers is replaced with dermal patches and measured-dose styro-sprays (a styro-spray is a one-use disposible micro-hypospray.) All the electronics are in plasteel, shock-resistant housings, letting the kit as a whole take much more punishment before being damaged.
Cost 200cr

Steady-Gun mount.

This is a spring loaded arm mounted on a body harness. It is designed for carrying light ordinance-scale weapons. The weight of the weapon is borne by the torso, rather than the arms. The arm allows a weapon that normally requires a bipod to be fired with no penalty. If a counterweight (an ammo box or power pack, usually) is attached to the back of the harness, DEX is reduced by 1d for dodging, otherwise -2d. The arm also reduces the recoil of heavy weapons to a more managable level.

The rig has attachments on the back for counterbalancing weights, an ammo box, or a power cell.
Cost 500cr (for an extra 2000cr, microrepulsors can be installed in the mount, letting large weapons be carried with less effort.


This item contains a small supply of a gas in liquid form. When triggered, the belt shoots several streams of the liquid in all directions. The liquid evaporates in a fraction of a second, creating an instant 6m cloud of the selected gas. All gas types are available in liquid form, but smoke, and sleep types are by far the most common.

The belt can be triggered by one of many ways, among them methods as complex as neural link triggers, and as basic as simple pull-cords.

The main advantage of Gas-belts over the equivalent grenade type is that there is almost no warning of the belt’s activation.

Gas belts have one charge, but can easily be recharged from a pressurized tank.
Cost- 100cr (recharge 20cr)

Spider pack

A spider-pack is a climbing aid that consists of backpack with eight articulated arms,a pair of sensor sleeves for the user’s arms, and a pair of hand-held control units. It gives a +3d to Climbing skill.

The pack is used by pressing and holding a switch on the hand control (models vary, but usually trigger-type switches) to activate an arm. The selected arm will then copy all motion of the user’s arm, via the sensor sleeve. In this manner the user can climb almost any surface, provided enough hand-holds.

The arms are each two meters long, though on some models, the top arm on each side is three meters long. The end of each arm has high-traction polymer tip, and deluxe models have rock drills built into the top two arms. The Spiderpack can operate for three hours on its internal power supply.
Cost- 2500

Micro-tool accessory pack (MTAP)

The MTAP (“m-tap”) is a modular carrying system for a series of miniaturized, specialized tools for those who may need only selected features from full size tools, or have infrequent, but vital need of certain equipment.

Most MTAPs are in the form of a belt, and carry up to 20 modules. MTAPS are also availble in almost any other size and configuration, like tactical vests, or even pendants.

MTAP belt

Cost- 100cr

MTAP attachments

Most MTAP modules are approximately the same size as a pack of cigarettes. They weigh between 50 and 300 grams each. A filled belt will only weigh a few Kg.

  • Mini-light- This finger-sized light can project a beam of light clearly for about 10m. It attaches directly to the MTAP. Cost: 20 cr
  • Micro-cam- This 10cm by 30cm by 20cm unit can record 1000 still frames at up to 10 frames per second. The imaging cell is aimed by a simple peep-hole. The images cannot be retrieved by the unit; it must be plugged into some other device. Cost: 50cr
  • Micro-audio- This is a sound recorder similar in size to the Micro-cam. It can record an hour of sound. The recorder has an integral microphone/speaker, but can have various external mikes, bugs, speakers, etc attached to a multipurpouse jack. Cost: 25cr
  • Mini-bomb dispenser- This is a dispenser for various miniature munitions. It can hold up to ten bombs in a dual column rack. The munitions are dispensed one at a time by a push button arrangement. The mini-bombs are dispensed in the same order as loaded, and cannot be changed without emptying and reloading the device. The munitions are usually scaled-down versions of normal grenades. Smoke and gas minis have an effective radius of 1 meter. Fragmentation or concussion mini-bombs do 4d damage, and have an effect radius of 2m. Up to three mini-bombs can be thrown as a volley. Roll to hit for each bomb. Cost: 30cr (empty)
  • Oxy-tank- This is a small tank of compressed air. It has a self-contained regulator, letting it be used as a scuba tank. It has enough air for 10 minutes of normal activity, 5 minutes of heavy exertion, or up to 20 minutes if motionless or unconscious. The Oxy-tank attaches to the MTAP by means of a small carrying case. Cost: 20cr
  • Monocular- This is a small (80mm by 30mm) model of any standard optic. The main difference between this and most visors is that it must be held to the eye to use. Cost: 50cr (plus optics)
  • Line reel- This is an enclosed reel of 20m of moderate weight (125kg working limit. The reel has no winching ability, but it does have a friction brake that’ll safely bring the user to a stop from freefall. The reel is spring-loaded to take up any slack in the line. Cost: 50cr
  • Ascender motor- This is an accessory to the line reel that allows the reel to lift up to its safe workload. Cost: 75cr
  • Gaspatch dispenser- this dispenser contains 5 chemical patches with touch-sensitive adhesive edges. A gaspatch is used by simply sticking it to the mouth/nose area. A gaspatch is not quite as effective as a standard gasmask, but it is effective enough to defeat most gases. Cost: 30cr (10 for refill)
  • Mini-Medkit- A minimedkit is larger than most modules, but holds the bare essentials for in-field first aid. It contains 3 local anesthetic patches, 3 tranq patches, 3 stimulant patches, A small package of wound closure patches, and a small can of antiseptic/ hyper-coagulant spray. Cost: 40cr
  • Cargo- This is simply an empty box with small doors on the top and bottom. Cost: 10cr


Forcefield Aero Speedshell (FAS)

This device projects a forcefield in the form of an aerodynamic airfoil around a vehice. The field is almost completely transparent to most EM frequencies (including light). It provides only enough physical protection to fend off wind. Any person with a strength of 2d or greater can pass through a FAS with negligible (but noticible) effort.

The Aeroshell lowers drag to the extent that speed and range are extended by 50%. The field does, however, effectively double the length of the vehicle while activated for purposes of maneuvering in traffic.

Forcefield Impact Restraint System (FIRS)

A FIRS unit is a safety unit for vehicles than uses a high-resolution forcefield projector to completely restrain the user in case of an accident. The field activates a few microeconds before impact, and stays activated a few microseconds after impact. It also protects from flying debris. (Think of it as a bulletproof forcefield airbag.) FIRS doubles STR for resisting damage in crashes. It is usable once before needing recharge.
Cost 750
Recharge- 50