Old Republic Weapons - stats and advice?

By Andreievitch, in Star Wars: Edge of the Empire RPG

In my upcoming game the PCs will come across a semi-primitive tribe that have found a crashed ship from the Old Republic era. The tribe have scavenged Old Republic weaponry from the ship and use them as weapons. They have managed to dury rig a low power generator to keep them charged.

I am wondering if there are stats out there for Old Republic blasters, or are they pretty much the same?

Also I am looking for advice on what you would you give the weapons to show their age. I was thinking Inaccurate and Inferior to show they haven't been maintained too well over the time.

I think the blaster's stats should be the same as the current balsters, technology doesn't seem to have improved much. Maybe reduce by one the damage to show they are less powerful than the common ones.

As for the age showing i would just add the inaccurate, which means they are poorly mantained, while inferior seems more accurate for badly constructed weapons. I would also always use the 3 threats/despair to have them run out of power, or jam.

Maybe even reduce it to two threats to account for old age.

Could maybe handle it similar to improvised weaponry, and have their use automatically generate a threat or two?

Pick an equivalent published weapon and have them be moderately damaged as per the chart on page 159 of the CRB. It adds one difficulty die when using it, but can be repaired with an average mechanics check and 500 credits.

Pick an equivalent published weapon and have them be moderately damaged as per the chart on page 159 of the CRB. It adds one difficulty die when using it, but can be repaired with an average mechanics check and 500 credits.

Perfect! I should have thought of that :) I will run with that.

You also have the pulse-wave blaster in Lords of Nal Hutta; that's a bona fide Old Republic weapon right there.