CS Guide: Loadouts

From Wikipedia of the Dark Jedi Brotherhood, an online Star Wars Club
Real World Perspective.


The weapons, equipment, and add-ons your character utilizes for various scenarios or missions is now displayed through the Loadouts feature. Upon completing and activating an approved character sheet, your possessions Loadouts will be displayed alongside your character's Physical Description field. Any items that you have purchased can be slotted into one of these designated loadout.

You can find this feature in your Administration Panel under: Manage your possessions -> Loadouts.

For more information on creating loadouts, please read the Regent's Member Possessions article.

Weapon Slotting

  • Members are able to slot up to five (5) weapons per loadout.
  • Some single items may take up multiple slots.
  • Items of the same type do not stack (eg. 2x DL-44's takes up two slots).

Equipment Slotting

  • Members are able to slot up to five (5) equipment items per loadout.
  • Some single items may take up multiple slots.
  • Unless the item has a designated quantity (eg. 5x for Throwing knives), items such as grenades are not stackable.

Loadout details

When creating your Loadouts, there is a box on the side that allows you to add a short explanation to add extra information about your character's loadout. This was mostly created to explain how/where weapons are worn (left wrist, shoulder-holster, back sheath, etc.), but will also be the field used to designate things such as Preferred craft (Ace discipline), or the "There Are Many Like It..." feat.

Markdown has been enabled for this field, but image-embedding has been disabled for administrative and back-end purposes.


Armor provides variable protection from both the environment and potential aggressors. While this is of great benefit, it is not without its own trade-off. With more intensive protections comes greater encumbrance. The wearer must keep in mind this balance as they don armor that meets their specific needs.

Tier Description
Attire Items classified to this tier only provide the most superficial of protection. This item merely protects a wearer's modesty and stands against moderate weather conditions.
Encumbrance: N/A
Light Items classified to this tier provide base level protection. This item can withstand glancing cuts and blows, but will buckle against medium to heavy blunt force and direct strikes from bladed weapons. No protection from blasters and slugthrowers.
Encumbrance: N/A
Medium Items classified to this tier provide moderate protection. This item can withstand cuts and blows, but will buckle against heavy blunt force of 2-3 direct strikes from bladed weapons. Glancing hits from blasters and slugthrowers are mitigated.
Encumbrance: -1
Heavy Items classified to this tier provide top-level protection. This item can withstand cuts and blows, but will buckle under 4-6 repeated attacks. It also protects from small arms such as low-powered blasters and smaller caliber slugthrowers, though no protection from stronger or vehicle-based weaponry.
Encumbrance: -2

Encumbrance is defined as a point reduction applied to Athletics and Stamina that is considered to be in effect as long as the armor is worn. As standard skills cannot drop below +0, any reduction applied will not move past this value.

Lightsaber Resistance is applied only to specific possessions and they will be labelled as such either through an Item Aspect or the description itself.

When it comes to protection, the description of the Possession and any Item Aspects present are law. The specifics are left open to the creativity of the writer when it comes to applying these effects. Weapons with improved piercing, such as "Armor-Piercing Ammunition" on a slugthrower, will—in theory—penetrate armor easier than other conventional weapons. Anti-vehicle weaponry would be much the same. Environmental effects are influenced by the base description and Item Aspects as well, affording enclosed systems such as helmets to potentially protect from gas and other hazards.

Poisons & Weapons

Members may add different types of poisons to weapons that they own as possessions. This is done by selecting the type of poison in the items respective (Poison Weapon) Aspect slot.

Poison Types

[Type I] - Hallucinogenic

Hullucinogenics can distort a victims sense of reality by causing them to feel, taste, hear, smell, or see things that may not actually be present. The affects are triggered on contact with the skin or bloodstream, and vary based on the writers discretion.

[Type II] - Inhibiting

Inhibitors can interfere with the body’s motor functions by targeting the muscles and nervous system. The affects can vary from the numbing, paralysis, or slowing of limbs to halting breathing and inducing seizures or sleep. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.

[Type III] - Topical

Topical can manifest as anything from redness and irritation to puffy splotches, rashes, and itches. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.

[Type IV] - Debilitating

Debilitation can cause effects such as weakness, stomach pain, nausea vomiting, or diarrhea. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.

[Type V] - Herbicide

Herbicides specifically target and counteract photosynthesis and aim to cripple species that have chlorophyll instead of a regular blood stream. The poison triggers on contact with the "skin" or "bloodstream", with the most severe symptoms manifesting in the immediate area of the wound.

Custom Poisons

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 when outlining a Custom Item Aspect to describe how their poison functions.

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.
  • 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 with a high Medicine 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