The following article breaks down weapons that can be listed in the Weapons Load Out on a Character Sheet.
Revisions are subject to change upon the introduction of the upcoming Possessions system coming Soon(TM) to the Dark Jedi Brotherhood.
Standard Weapons
The following is a collection of pre-approved weapons that can be listed on a Character Sheet’s Weapon Load Out section. Any missing weapons from this list can be added as long as they have some established grounding in the Star Wars Expanded universe (flexibility extends from Canon to Legends).
- Cosmetic details of how a weapon is worn is permitted, such as “boot-sheath knife”, “retractable wrist blade”, or “shoulder holsters”.
- Restricted materials include: phrik, cortosis, mandalorian iron, or anything treated with Sith Alchemy.
ACC Restrictions
Sets vs. Pairs
- A weapon “set” refers to a group or collection of weapons that fall into “bundles” that count as one (1) weapon. Weapon sets come in sub-quantities of five (5). This applies to weapons such as throwing knives (bladed) and any Miscellaneous Weapons such as needle sets, caltrops, durasteel ball bearings, dart Cartridges, etc.
- A weapon “pair” refers to two identical weapons that are being brandished at the same time. Each weapon in a pair counts as one (1) weapon.
Examples:
- A Blastech E-11 counts as one (1) weapon.
- A Vibroblade counts as one (1) weapon.
- A single grenade counts as one (1) weapon. (1x Flash Bang, 2x Glop Grenade, etc.)
- 2 Blastech E-11s count as two (2) weapons as a pair.
- 2 Vibroblades count as two (2) weapons as a pair.
- 1 set of Throwing Knives (5) counts as one (1) weapon set.
- 2 sets of Throwing Knives (10) counts as two (2) weapon sets.
Bladed Weapons
- Vibroswords, Vibroblades, Vibroshivs
- Vibroaxe
- Sword (Katana, Gladius, Scimitar, Rapier, etc.)
- Knife (Dagger, Dirk, Kris, Kukri, Kerambit, Kunai, etc.)
- Axe (Double-headed, Single-sided, etc.)
- Retractable Wrist Blade
- Fighting Pike
- Spear
- Polearm
- Throwing Knives
Blunt Weapons
- Vibrohammer
- Force pike
- Steel Hammer
- Quarterstaff
- Electrostaff
- Stun Batons
Miscellaneous
- Flamethrower
- Kamino Saberdart
- Whip (Standard)
- Electrowhip
- Firewhip
- Dart Gun
- Throwing Stars
- Caltrops
- Durasteel balls
Blasters
- Security S-5 Heavy Blaster Pistol
- Corellian Arms CR-2 Heavy Blaster Pistol
- BlasTech DL-44 Heavy Blaster Pistol
- BlasTech DC-17 Blaster Pistol
- BlasTech DH-17 Blaster Pistol
- BlasTech DL-21 Blaster Pistol
- BlasTech DL-18 Blaster Pistol
- BlasTech LL-30 Blaster Pistol
- BlasTech SE-14C Blaster Pistol
- Merr-Sonn Model 44 Blaster Pistol
- Merr-Sonn Model 57 Blaster Pistol
- Relby-k23 Blaster Pistol
- WESTAR-34 Blaster Pistol
- WESTAR-35 Blaster Pistol SoroSuub
- ELG-3A Blaster Pistol DX-13 Blaster Pistol
- KYD-21 Blaster Pistol
- Ion Blaster Pistol
- T-7 Ion Disruptor Rifle
- Z-6 Rotary Blaster Cannon
- DC-17m ICWS Sporting Blaster Rifle
- BAW E-5 Blaster Rifle
- BlasTech A280 Blaster Rifle
- BlasTech DC-15A Blaster Rifle
- BlasTech DC-15S Blaster Carbine
- BlasTech DLT-19 Heavy Blaster Rifle
- BlasTech DLT-20A Blaster Rifle
- BlasTech E-11 Blaster Rifle
- BlasTech E-11b Blaster Rifle
- BlasTech E-11s Sniper Rifle
- BlasTech EE-3 Carbine Rifle
- BlasTech RT-97C Heavy Blaster Rifle
- BlasTech T-21 Light Repeating Blaster
- WESTAR-M5 Blaster Rifle
Slugthrowers
- .48-caliber Enforcer pistol
- Tusken Cycler
Explosives
Grenades
- Merr-Sonn Stun Grenade
- Adhesive Grenade
- G-20 Glop Grenade
- Thermal Detonator
- Sonic Grenade
- Flashbang Grenade
- Glop Grenade
- Ion Grenade
Launchers
- Mortar Launcher
- RPS-6 Rocket Launcher
- PLX-1 Portable Missile Launcher
- MM9 Wrist Rocket
Martial Arts
- Vibroknuckles
- Knucklers
- Shockboxing Gloves
Poisons & Weapons
Members may add poisoned weapons to their Character Sheets, so long as they specify which poison type they are taking advantage of. In the ACC, Poisons have certain restrictions, but in Fiction, Run-On, Contracts, or other writing forms, you are not restricted to what is listed on your Character Sheet.
Poison Types
Poisons and Toxins are broken down into the following types: I, II, III, IV. Members are free to creatively name the specific kinds of Poison or Toxins (relative to the Star Wars universe: eg. "Vornskr-Tail or Rancor-Shade") but would use the category type for the purpose of declaring weapons used.
TYPE I - Hallucinogens: Poisons that affect the victim’s senses. Hallucinogens cause the victim to hear/smell/see things that aren’t there or otherwise distort a character’s perception.
TYPE II - Debilitating: Poisons that interfere with the body’s motor functions. Generally these interfere with muscle and nerves, with effects most severe in the local area of the wound.
TYPE III - Neurotoxins: Poisons which primarily cause pain by altering neural receptors in the brain.
TYPE IV - Herbicide - Poisons that specifically target and counteract photosynthesis and aim to cripple species that have chloroform instead of a regular blood stream.
Character Sheets: Weapons Load Out
Example formats for listing poison weapons on a Character Sheet:
20:13, 12 November 2015 (UTC)
- 1x Vial of poison [Type II]
- 1x Vial of poison [Type III]
- 1x Kamino Saberdart [Type I Cartridges]
- 1x set of (5) Poisoned Needles
- 1x bag of (10) Poisoned caltrops [Type IV]
- 2x Poison coated Daggers [Type I, Type III]
20:13, 12 November 2015 (UTC)
Poison & The ACC
Members may make use of poisons in the ACC, but must declare what specific poison-types they are bringing to the fight so that it is clearly stated in the Match Details. The following bullet points detail how poisons are treated in the ACC.
- Members must have the Poison Weapons Feat to use poisons in the ACC. This is done for mechanical and balancing reasons for the purpose of the ACC.
- Poison Weapons in the ACC covers the coating of a given weapon for a single type of Poison. To effectively use a poisoned weapon in the ACC, a member must have the "Poison Weapons" Feat.
- A poisoned weapon may only be coated with one type of poison.
- A member may utilize poison in the form of a vial or contact method, but must specify that they have the poison with them in the match's weapon details. Contact poison locations should be clearly indicated in the details as well, such as the lips or the gloves.
- Members who carry a poison, or use poisoned weapons are assumed to have both the poison and its antidote at their disposal.
- For a poison to affect an opponent, the weapon must make contact with the bloodstream. Simply holding a poisoned weapon in your hand will not have an effect, but giving yourself a small cut with the weapon would.
- Different species react to poisons differently. If a member does not have a bloodstream, they are not going to suffer effects from that type of poison. These specifications can be found on each Species DJB-Wiki entry.
- A member must define the poison type or a specific poison in Match Details of the challenge.
- A member with a high *Medecine* or *Survival* skill may be able to utilize the environment to create a partial antidote to a poison they are afflicted with. This would require time and concentration, however, which tends to break up the realistic pacing of an ACC Battle and could work against your score. The venue would also have to provide appropriate natural or chemical resources.
- Similarly, Force **Healing** will allow a Force User to treat the effects of poison, assuming they have time to concentrate on the specific task, which will often be difficult during combat.
- Higher levels of **Control Self** will allow a Force User to alter their bodies to better cope with the effects of a poison, but would not actually treat the actual symptoms of the poison.
- Poisons do not act immediately, they take time to incapacitate or kill, depending on the volume applied/injected and method of doing so. The amount on a coated blade would be less than a dart or other projectile designed to inject the poison on impact like the Kamino Saberdart.
Poison Related Feats
"La Résistance" - Allows the character’s body to naturally resist the effects of toxins and poisons introduced into the bloodstream through conditioning. They can do this without **Control Self**, which allows them to fight through the effects of poisons applied in the ACC.
"Poison Weapons" - Allows a character to use poisoned weapons effectively without accidentally poisoning themselves in the process.
Suggested Lore Topic
- Poisons and Toxins of the Galaxy
Award and Society Weapons
Sacramental Weapons
Golden Lightsaber
Type: Primary/Secondary Lightsaber
A cosmetically gold lightsaber, able to have the blade color of gold, meant as the ultimate status symbol for a member of the Brotherhood.
Silver Sash
Skill Type: None
A length of argent sash fabric woven with shaved flakes of mandalorian iron and treated with Sith Alchemy to resist the repeated bite of a lightsaber blade. Typically worn as either a scarf, waist-sash, or arm guard.
= Diamond Sword
Skill Type: Bladed Weapons
Forged from mandalorian iron and treated with Sith Alchemy, the diamond-crafted blade is not only lightsaber resistant, but lightweight and able to deflect blaster bolts.
Emerald Dagger
Skill Type: Bladed Weapons
Fashioned after the asymmetrical blade of a “kris”, the emerald’s blade is able to blunt any non-lightsaber or alchemy treated weapon while able to shatter any non-lightsaber/blades treated with Sith Alchemy/sacramentals.
Ruby Scepter
Skill Type: Blunt Weapons
An excellent instrument for inflicting blunt trauma, the staff of the scepter itself is impervious to any non-lightsaber/alchemical treated weapon.
Amethyst Kukri
Skill Type: Bladed Weapons
The Kukri is designed for chopping and hacking rather than slashing or stabbing. The blade itself is able to deflect blasters and disruptors, but will break against a lightsaber.
Sapphire Blade
Skill Type: Bladed Weapons
Fashioned in the style of a gladius short sword, the Sapphire Blade is versatile as a bladed melee weapon and falls between a full longsword and a dagger or knife. The azure colored blade is incredibly durable, and can dissipate blaster bolts.
GMRG Weapons
Sith Helm
Voice-Grand Master: Pravus
A Sith Helm of chrome plating painted with the red accents of the Sith Order and carry the status of having earned the Grand Masters trust.
Sith Amulet
Voice-DGM: Mav
A ruby amulet wired into a gauntlet that can deliver a charged shock.
Geo-Rangefinder
MAA: Aabs
Provides portable transmitter that can call down an Orbital bombardment.*
(Not Applicable for the ACC)
Personal Energy Shield
Seneschal: James
A metallic bracer with the unique ability to generate a thin disk of energy the size of a buckler. This energy shield can stand up against a single clip of blaster bolts or slugs, but will phase out and need at least half a day to fully recharge. Perfect for making a quick escape from a sticky situation.
Hunter Killer Training Remote
Headmaster: Dacien
A small droid used for training, that will track down a user and fire harmless, bug zapper-like energy blasts.
Dart Shooter
Voice: Evant
Skill Type: Miscellaneous Weapons
A compressed air, wrist mounted weapon loaded with five darts, that fires a single dart up to fifty meters. Poison cartridges subject to Poison Weapons Policy.
Hidden Blade Bracer
FIST: Valhavoc
Skill Type: Bladed Weapons
Easily concealed within a simple looking bracer, the retractable, double-pronged ‘blades’ can produce an electric shock on par with a police taser.
Shield
JST: Jac
A very shiney, chrome, and ornately decorated durasteel shield.
( Previous Dark Councilor Accessories )
The Lion’s Claw
Grand Master: Muz Ashen
A finely craft gauntlet with a trio of purple “Claw” marks on each side to honor the Lion of Tarthos. The gauntlet features a unique set of retractable, sharp steel claws.
Herald’s Datapad
Herald: Socorra
A high end datapad with more than standard processing power, and a compartment for cigars.
Galactic Map Holo Projector
MAA: Kalen
A holo map of the known galaxy that’s the size of a bread box.
Combat Hammer
DGM: Raken
Skill Type: Blunt Weapons
A large warhammer with a thick red shaft that can release a small shockwave on impact from the power cells stowed within.
Prisoner’s Stun Cuffs
JST: Taig
A pair of Durasteel binders that go on a person’s wrists to restrain them. Has the ability to exude a powerful electric shock upon the wearer to aid in restraint.
Personal Sensor Jammer
Voice: Shad
A wrist worn device that makes the user invisible on active and passive sensors when activated, but interferes with these sensors and devices highlighting the anomaly.
Shadow Academy
Sith Sword
Styled after a conventional broadsword, this double-edged blade is imbued with Sith alchemy that makes the blade lighter than a typical steel sword while giving it the strength to withstand hits from a lightsaber or to deflect blaster bolts.
Lanvarok
A polearm weapon and projectile disk launcher combination. A standard polearm weapon, that fires standard disks.
Inquisitorius
Sith Dagger
Skill Type: Bladed Weapons
A weapon that is crafted specifically for Grand Inquisitors, the slightly curved blade almost resembles a knife. The cobalt-blue blade is made of metallurgical alloys that make it light as a feather, and with alchemical alterations has the ability to withstand hits from a lightsaber and even deflect blaster bolts.
Inquisitorius Stiletto
Skill Type: Bladed Weapons
An accessory weapon that is a variation of the Molecular Stiletto appearing to be nothing more than a typical, slender dagger. Upon thumbing a small activator stub on the hilt, however, a sharp and nearly invisible monomolecular blade springs from the tip. This makes the stiletto perfect for penetrating armor in weak points and is deadly as a stabbing weapon in its own right. The blade itself is incredibly brittle, however, and will buckle under impact against even a basic vibroblade. Perfect for a quick and quiet kill, but not as useful in a fight.