Slugthrower Weapon

Below are lists of different Slugthrowers and Ammunition.

Weapons

Mennotor DAS-430 Electromagnetic Projectile Launcher
The DAS-430 is similar in appearance to a standard blaster rifle, but it actually fires small dartlike projectiles. The most common ammunition is a dart filled with a neural inhibiting toxin.

Mennotor DAS-430 Electromagnetic Projectile Launcher
Weapon Type: Dart shooter
Proficiency Group: Weapon Group Proficiency (Slugthrower) Cost: 1,200
Damage: 1d6 Critical: 20
Range Increment: 8 meters Weight: 3.5 kg
Fort DC: Type: Piercing
Multifire/Autofire: Size: Medium
Hardness: 4 Wound Points: 5 Break DC: 17
Availability: Rare Eras: All
Special: The weapon holds eight shots before needing to be reloaded as a full round action

Source: Wizards of the Coast movies bounty hunter stats posting on their website

Ammunition

Darts
Below is a list of basic darts for dart guns. This ammunition is made with the Craft (Slugthrower) skill as a Medium Complexity Item in sets of 10 (poisons and toxins are done separately).

Acid Dart
Damage: By Weapon + Special Range Increment: By Weapon
Type: Piercing Cost: 10 per dart
Availability: Common, Restricted
Special: Deals 1d4 points of acid damage on impact and for 3 rounds unless washed off.

Source: Arms & Equipment Guide page 25

Basic Dart
Damage: By Weapon Range Increment: By Weapon
Type: Piercing Cost: 2 per dart
Availability: Common

Source: Arms & Equipment Guide

Knock Out Dart
Damage: By Weapon + Special Range Increment: By Weapon
Type: Piercing Cost: 10 per dart
Availability: Common, Restricted
Special: A concentrated dose of the painkiller Symoxin is a common knock out dart poison. It is an injury poison (DC 18) with initial damage 1d6 Dex and secondary damage Unconsciousness. Wound damage must be dealt for the poison to affect the target.

Source: Arms & Equipment Guide page 25

Neural Inhibitor Dart
Damage: By Weapon + Special Range Increment: By Weapon
Type: Piercing Cost: 10 per dart
Availability: Rare, Restricted
Special: On a successful hit, the target is injected with a neurotoxin. This is an injury poison (DC 15) with initial damage 1d6 Dex and secondary damage Paralysis. Wound damage must be dealt for the poison to affect the target.

Source: Wizards of the Coast movies bounty hunter stats posting on their website

Toxin Dart
Damage: By Weapon + Special Range Increment: By Weapon
Type: Piercing Cost: 100 per dart
Availability: Rare, Illegal
Special: Malkite Themfar and Fex-M3 nerve toxins are both deadly poisons. When used in darts they are both injury poisons (DC 18) with initial damage 2d6 Con and secondary damage 1d6 Con. Other types of poisons may be used instead. Wound damage must be dealt for the toxin to affect the target.

Source: Arms & Equipment Guide page 25

Tracer Dart
Damage: Special Range Increment: By Weapon
Type: Piercing Cost: 20 per dart
Availability: Common, Military
Special: Instead of doing damage the dart contains a small tracking device that functions as a tracer link. With proper tracking technology, the device may be located with a successful Search check (DC 12). A ranged touch attack is used when firing a tracer dart.

Source: Arms & Equipment Guide page 25

Slugs
There are a variety of types of slug rounds and manufactures, below is some of the basic types. This ammunition is made with the Craft (Slugthrower) skill as a Medium Complexity Item in sets of 10.

Basic Slug Rounds
Damage: By Weapon Range Increment: By Weapon
Type: Piercing Cost: 1 per 10 rounds
Availability: Common

Source: Arms & Equipment Guide

Cortosis Slug Rounds
Damage: By Weapon Range Increment: By Weapon
Type: Piercing Cost: 100 per round
Availability: Common
Special: When this type of ammunition misses a target with the Deflect (Attack) ability that attempts to redirect the attack or Deflect (Defense) by the deflection bonus the lightsaber shuts down negating the benefits of these abilities and the character must use a free action on their turn to reactivate the weapon.

Source: Jedi Counseling 18

Explosive Slug Rounds
Damage: By Weapon + Special Range Increment: By Weapon
Type: Piercing and Energy Cost: 1 per round
Availability: Common
Special: Targets hit by this type of ammunition must make a Reflex save (DC 15) or take an additional 1d8 points of damage from the explosive charge.

Source: Arms & Equipment Guide page 22

Mercy Slug Rounds
Damage: Special Range Increment: By Weapon
Type: Piercing Cost: 1 per 2 rounds
Availability: Common
Special: These soft gel bullets are intended to stun opponents. Damage is reduced by half of normal for the weapon, but the target must make a Fortitude Save (DC 15) or be knocked unconsious for 1d4+1 rounds. Individuals in heavy armor or powered armor do not need to make Fortitude Saves and cannot be knocked unconscious by mercy rounds.

Source: Arms & Equipment Guide page 22

Pyro Slug Rounds
Damage: By Weapon + Special Range Increment: By Weapon
Type: Piercing & Fire Cost: 1 per 2 rounds
Availability: Common
Special: The target must make a Reflex Save (DC 15) or take an additional 1d6 points of additional fire damage and risk catching on fire.

Source: Arms & Equipment Guide page 22

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