Some equipment
Weapons
Melee
`Type Damage Notes
See 7th Sea weapon Tables
Lightsaber 4k3 TR2 Doesn't add Brawn to damage. Ignores armor. Requires Lightsaber Training to use.
Vibro- +1k0
Force- +1k0, TR2
Ranged
Type Damage Range Range Modifiers Magazing/Reload Notes
Blaster Pistol 3k2 TR1 30yrds -10 to hit 50/1action Stun
Heavy Blaster Pistol 4k2 TR2 20yrds -15 to hit 20/1action
Stormtrooper Rifle 3k3 TR1 50yrds -10 to hit 30/1action Stun
Blaster Rifle 4k3 TR2 100yrds -10 to hit 30/1action Stun
Sniper Rifle 4k2 TR2 300yrds -10 to hit 20/2 actions Requires an action to aim or penalty of -5 to hit.
-5 at <20yrds Gains two free raises to attack roll used for damage or called shot only if aimed.
Light Repeating Blaster 3k3 TR2 100yrds -15 to hit 30/2 actions Rapid FIre
Heavy Repeating Blaster 5k3 TR2 100yrds -15 to hit 20/2 actions Heavy5.
Thermal Detonator 8k7 TR3 10 X Brawn -15 to hit N/A Blast40
Grenade 4k4 TR2 10 X Brawn -15 to hit N/A Blast5
Stun Grenade 3k3 10 X Brawn -15 to hit N/A Blast5, Stun Damage
Ion Pistol 2k2 20yrds -10 to hit 20/1 action Ion Damage
Ion Rifle 3k3 40yrs -10 to hit 30/1 action Ion Damage
Flamethrower 4k4 TR1 20yrds Max N/A 5/ 3 actions +10 to hit. Hits all adjacent targets. Flame
Rocket Launcher 4k3 TR3 150yrds -10 to hit 1/2* Blast10, Heavy 4
Missile Launcher 4k4 TR3 200yrds -10, Special 1/3* Target lock10, Heavy6, Blast10
E-web 4k3 TR3 200yrds -10 to hit ** Rapid Fire, HeavyX
Light Blaster Cannon 5k4 TR2 200yrds -10 to hit 6/3 Heavy3
Blaster Cannon 5k4 TR3 150yrds -10 to hit ** HeavyX
Bowcaster 5k3 TR2 80yrds -10 to hit 1/2 actions Quarrels
Mini-Rockets 3k2 TR3 100yrds -10 to hit 1/1 Target Lock5
TR1- On a failed wound check, an additional dramatic wound is taken for every 20 by which the TN was missed.
TR2- On a failed wound check, an additional dramatic wound is taken for every 10 by which the TN was missed.
TR3- On a failed wound check, an additional dramatic wound is taken for every 5 by which the TN was missed.
TR4- On a failed wound check, an additional dramatic wound is taken for every 5 by whick the TN was missed. Additionally, the number of dramatic wounds inflicted is doubled.
* A second person use their actions to assist you in loading.
** Requires power unit to use. This provides nearly unlimited ammo, but must be allowed to cool for one round after every 5 rounds of continued use
HeavyN- This weapon is too heavy to be used unless mounted. Characters with a Brawn equal to or greater than the number may use it as normal. An X means the weapon must be mounted.
Rapid fire- gains +5 to hit in short range. Roll 1d10 for ammo used or may attack additional opponet for two raises per opponent, without the +5. Make one attack roll and apply to all opponents. Roll 2d10 for ammo used.
Stun- When rolling for damage, roll 2k2 for pistol or 3k2 for rifle. TR is always 1. Inflict no flesh wounds, but if a dramatic wound is inflicted the target is knocked unconcious. Subtract their Brawn from 5. That is the number of rounds they will remain unconscious, to a minimum of one. Multiply the time by two for every dramatic wound suffered.
Ion- See Vehicle Combat
Flame Damage- Must make successfull Finnesse roll TN 15 or catch fire. Every round the damage is reduced by 1k1 until it reaches 0k0. May make further attempts to put it out at same TN. Ignores all but complete suits of heavy or Ultra-heavy armour.
Target Lock- This works like Missiles in Vehicle combat. The number is the increased difficulty if no target lock is gained.
BlastN- This weapon has a blast radius. The radius is N in yards
Quarrels- This weapon fires quarrels wrapped in energy. Different types of quarrels may be found with different effects.
Armor
Max AP AP AP AP
Piece Quant Heavy Medium Light Ultra-light
Helmet, Full 1 3 2 2 1
head an Face
Helmet, Open 1 2 1 1 1
Face mask 1 1 1 1 0
Gauntlet 2 2 2 1 0
Arm Guard 2 2 2 1 0
Leg Guard 2 2 1 1 0
Boots 2 1 1 1 0
Breastplate 1 6 4 3 2
Note- Some creatures may be able to wear more than two arm or leg guards. The effects are still the same however, so they can only get credit for wearing 1 (or half protection) or 2 (or full protection).
Adding the armor value of the armor will give the following benefits:
Points TN modifier Damage reduction Penalties
1-6 0 free raise to wound check -1k0 athlete, stealth skill checks
TR1 (except throwing, lifting)(open to GM
interpretation), -1 to PD based on those knacks
7-12 0 -1k0 TR1 -1k1 to same. -2 to same
13-18 +5 -1k1 TR2 -2k1, -5
19-24 +5 -2k1 TR2 -3k2, -10
Ultra-heavy +15 -2k2 TR3 -3k3, -10
Ultra-Heavy armor can only be worn in suits. You may not mix and match
For additional armor penalties, see page 84 of the Cathay sourcebook.
Stormtrooper Armor is a complete set of Medium Armor, with Combat Sensors (no penalty to perception checks), and limited life support systems, providing an additional 1k1 bonus to resist toxic enviroments.
And some schools for non-Jedi
*Start with 3 knacks at rank 1, one at rank 2.
30pts Bounty Hunter School
Skills- Blasters, Hunter
Knacks*- Entangle, Ambush, Disarm, Exploit weakness (quarry), Underworld Lore
Techniques
Apprentice- You may designate someone to be your quarry, subject to GM approval. You gain a free 1pt Hunting Background for that person. You may use you Exploit weakness knack against them. You may only change the target once you have captured them or they are no longer available to hunt.
Journeyman- You may add your ranks in Tracking to your attack. You may add a number of kept dice equal to your Exploit Weakness knack (rounded up) to all attempt to locate your quarry (i.e. Socializing, Gossip, Research, Tracking, etc...).
Master- You may designate one opponent and apply your Exploit weakness knack to them as long as you don't switch opponents. You may do this a number of times per session equal to your wits. This has no effect on your Apprentice level quarry. In addition you may increase your rank in the Tracking Knack to 6.
30pts Assassin School
Skills-One Martial skill that has at least one attack knack, Spy
Knacks*- Ambush, Trick-Shooting (blasters) or Charge, Conceal, Exploit weakness
Techniques
Apprentice- When attacking an opponent who is surprised, you may make two or more raises, gaining an additional 0k1 to the damage roll for every two raises made.
Journeyman- You may make a special attack during combat, making two raises. If successful, instead of doing damage you may make an immediate opposed stealth check. If you succeed you are now considered hidden.
Master- You now do damage when using your Journeyman ability.
30pts Imperial Stormtrooper School.
Skills- Blasters, Heavy Ranged Weapons
Knacks-Trick-shooting (blasters), Fortitude, Charge, Exploit Weakness
Advantage- Free 2pts Commission (Imperial Army) advantage
Techniques
Apprentice- You gain the armor trained advantage for free, and start with a full suit of standard Stormtrooper armor and a standard Imperial blaster.
You gain an extra 1k1 per mastery level to resist the effects of fear.
Journeyman- At the beginning of every round of combat, you receive a bonus equal to your mastery level x10 that can be added to your Passive Defense any rolls you make. Every round this bonus goes down by 10. In addition, you gain a number of unkept dice equal to the number of allies fighting with you, to a maximum of your wits that can be added to either attack or damage rolls.
Master- When you knock out a henchman or hero, you may take another immediate action. In addition, you may move the specific penalties for your armor one further category to the right.
25pts Rebel Commando School
Skills- Blasters, Choose one (Commander, Pilot Planetary Vehicle, Heavy Ranged Weapons, Computers, or Explosives) hereafter referred to as your chosen Skill.
Knacks- Boarding, Charge, Trick-Shooting, Exploit Weakness (Rebel Commando School)
Techniques
Apprentice- You are trained to be flexible and able to operate independently. You may spend a drama die to gain a number of ranks in any one knack equal to your mastery level in this school. These ranks are kept for one scene.
Journeyman- Your flexibility is a true asset to the Rebellion. You may spend two drama die to gain the Apprentice ability of any school for a number of rounds equal to your mastery level. You may train one knack in your chosen skill up to 6.
Master- Fortune favors the bold, and some of the missions you have been on certainly count. Once per session you may automatically pass one check you are required to make. In addition, when you use your Journeyman ability, you gain one rank (if you did not already have at least one) in each knack in the school.
30pts Smuggler
Skills-Pilot Starship, Fence
Knacks-Forging, Bribery, Exploit Weakness, Jury-rig
Advantage- Gain 2 points that can be spent on a vehicle
Techniques
Apprentice- Gain a 5 point discount on the cost of a vehicle. Gain 2 free raises to the use of the concealment knack.
Journeyman- Smugglers always shoot first. Before initiatives are rolled, the smuggler may make a raw Panache roll, TN the highest wits in the opposing force X 5. If successful, the smuggler may make an immediate action.
Master- Your dice are always able to explode, even when they would not be otherwise able to (untrained checks...). You may now increase your Panache to 6 (or 7 if you have legendary trait advantage).
25pts Gambler
Skills- Criminal, Spy
Knacks*-Conceal, Quick-draw, Poker-Face (may be added in unkept dice to attempts to resist fear, intimidation, etc...), Exploit Weakness.
Techniques
Apprentice- You may substitute you ranks in Gambling for Gossip, Socializing, Diplomacy, Sincerity, Seduction, or Mooch.
Journeyman- Once per session you may now wager any number of your character's drama die with the GM. Make an ante of 1 drama die then both you and the GM will secretly roll 5 die. After looking at your die rolls you may now wager more drama die if you so choose. Both the player and GM may now elect to re-roll up to 2 die from their set of five in attempt to improve their "hand". After this roll is made both the player and GM reveal their rolls. If the player has the better hand he gains a number of drama die equal to the amount he wagered. If the GM wins he takes the wagered drama dice. The ranks of the hands are as follows.
1. Pair
2. Two Pair
3. 3 of a Kind
4. Full House (3 of one kind, and 2 of another kind)
5. Straight (A set of 5 sequential numbers)
6. 4 of a Kind
7. 5 of a Kind
If there is a tie, higher die rolls win.
Master- You may elect to nominate any additional number (1-9) as exploding before any roll. For example if you choose 3's before a roll any 3's that come up from that roll explode exactly as 10's would. 10's still explode normally. You may not elect a number for your roll if the roll is not eligible to explode.
30pts Mercenary
Skills-Blasters, Heavy Ranged Weapons,
Knacks*-Fortitude, Trick-shooting (blasters), Pommel-strike, Exploit Weakness (Mercenary)
Technique
Apprentice- Mercenaries are among the most resourceful of troops, able to scrounge and make the use of limited equipment and supplies when on the field. Mercenaries may make repair checks on weapons and armor without tools or components. Blasters wielded by mercenaries do not expend ammunition.
Journeyman- Explosions and devastation are the hallmarks of the mercenary warrior. Most mercs don't consider the job done until they walk from the scorched battlefield with ash on their faces and singed spots on their armor. Mercenaries may add twice their wits score to attack and damage rolls done with TR3 weapons. A mercenary may spend a drama die to ignore all damage taken from an explosive device used either by himself or an ally.
Master- The veteran Mercenary is an extremely rare sight, as most of their profession live extremely short lives. However those that do reach the highest levels of skill are almost unstoppable, able to wade through the most brutal of killing fields with ease. Mercenaries may add their current number of flesh wounds to their current TN to be hit.
30pts Politician
Skills-Courtier, Politician
Knacks- (Bribery, Forgery, Haggling), (Cold Read, Conceal, Cryptography), (Incitation, Leadership), Law – you may choose one out of each set of parentheses
Apprentice: The first thing a formal diplomat is taught in his initial training is how to pick up the most subtle cues and gestures during social interaction. Upon encountering a stranger the diplomat may make a socializing roll TN is 5 x the stranger’s resolve. If successful, the diplomat learns of any schools that character knows, his mastery level, his brute/hench/hero/villain status, and his lowest trait number. If the person has multiple low traits at the same rank, the GM chooses one to reveal. If the person the diplomat is analyzing has some reason to hide his abilities the diplomat must make 2 raises on this roll.
Journeyman: Star faring adventurers will almost invariably run into trouble with the authorities whether intentionally or inadvertent. Whenever the diplomat or one of his party members gets into trouble with local authorities, the diplomat may attempt to smooth things over. The diplomat makes a diplomacy roll, if successful, the offended party is still angry but lets the offender off the hook. If one raise is made on this roll, the party is no longer angry and is instead very understanding of the situation. If two raises are made, not only is the offended party understanding but they blame themselves for the problem and offer to make it up to the party. If 3 raises are made, all blame is taken off of the offender, and the diplomat may instead direct all blame to a 3rd party of his choosing. If the diplomat fails this roll the offended party is not convinced. If the diplomat fails by 10 or more, not only is the offended party not convinced, they actually are incited to take more severe action than they normally would have. For example if they were going to levy the party with a fine, the diplomat and his friends may now be facing a stint in jail. This is a free roll for any local authority; if the diplomat desires to use this ability on Imperial authorities he must spend a drama die. The TN is subject to GM decision, however the following guidelines may be used as examples. The GM is the final arbiter of this ability and it must be used within
TN 15: Minor Larceny
TN 20: Party member caught being overly "intimate" with the local governor’s daughter
TN 25: Severe breach of etiquette in the royal court of an alien warlord.
TN 30: Major Larceny
TN 35: He didn’t let the Wookiee win
TN 40: Aggravated Assault
TN 45: Party member kills an Imperial Garrison Officer in plain sight in the middle of the space station’s promenade.
Master: Diplomats hone their minds to be as sharp as their tongues. You may now train your wits to 6.
Rogue Squadron School
Skills- Pilot Starship, Commander
Knacks- Trick Shooting (Gunnery; starship), Spray (as Whirl, but only usable in Starship), Feint, Exploit Weakness (Rogue Squadron)
Apprentice:
You gain one free raise if you have a designated wingman in battle with you. This raise may be used on either attack or damage rolls. At the beginning of combat gain a number of free drama die that can only be spent in this battle equal to your mastery level. (1 at apprentice; 2 at journeyman; 3 at master)
Journeyman:
The Rogue squadron member is a master of hitting hard where it counts. Whenever you inflict a dramatic wound on a vehicle of larger class than your own vehicle, you may spend a drama die to inflict an additional dramatic wound on the vehicle. You may spend as many drama die as you wish in this manner on a single instance of damage.
Master:
Rogue squadron members have learned to fight against impossible odds at every turn. For every 4 enemies that your opponents outnumber your squadron in a battle, you may add an additional 1k1 to all attack, damage, and defensive rolls.
Imperial TIE Academy
Skills- Pilot Starship, Starship Crew
Knacks- Juke and Fake (as Bob-n-Weave, but in a starship), Charge (Starship),
Apprentice:
TIE aces learn to overwhelm their foes with a fusillade of precision coordinated laser blasts. For every 3 allied fighters/squads that accompany you in battle you may add an additional 1k1 to damage rolls you make. You may add a number equal to your ranks in maneuver to your TN to be hit.
Journeyman:
Flying the fragile TIE into battle teaches the pilot to have the ultimate in steel nerves.
You may now add twice your rank in maneuver to your target number to be hit. Your maneuver knack may now be trained up to 6.
Master:
It is almost impossible for pilots who fight against a fully trained TIE fighter squadron to pick out an individual target to engage. When you are hit by an enemy attack you may now elect to instead declare that the attack hits an adjacent ally or allied brute squad of the same size category or smaller if in a vehicle, instead. You may use this ability a number of times per session equal to your panache.
Fighter Jock
Skill- Pilot Starship, Streetwise
Knacks- Reflection, Tagging (starship), Riposte (starship), Exploit weakness (Fighter Jock)
Apprentice:
Independent fighter pilots live by the skin of their teeth and are the masters of their own destinies. You may reroll drama die, but you must take the second result.
Journeyman:
Fighter Jocks can push the safe limits of their craft, often to their own demise, but usually to spectacular effect as well. Before you make a damage roll you may elect to take a number of flesh wounds upon your own craft equal to or lower than 10 times your craft’s resolve. This number becomes a bonus to your damage roll.
Master:
Your erratic and freewheeling piloting style is almost impossible to pin down. Attacks made against you with point defense batteries or turrets automatically fail. The GM or opposing player may spend a drama die to negate this ability. You may spend drama to reinstate this ability if lost in that manner.