All melee weapons require the Weapon Proficiency – Melee Weapons feat.
Melee weapon | Damage | Critical Threat | Balanced | Attacks/round |
---|---|---|---|---|
Stun batons | Physical, 1-1 | 20-20,x2 | N/A | 1 |
Short swords | Physical, 1-6 | 20-20,x2 | Yes | 1 |
Vibroblades | Physical, 1-10 | 19-20,x2 | Yes | 1 |
Long swords | Physical, 1-12 | 20-20,x2 | No | 1 |
Gamorrean battleaxes | Physical, 1-12 | 20-20,x2 | No | 1 |
Vibroswords | Physical, 2-12 (2d6) | 19-20,x2 | No | 1 |
Quarterstaffs | Physical, 1-6 | 20-20,x2 | Yes | 2 |
Force pikes | Physical, 1-12 | 20-20,x2 | Yes | 2 |
Double-Bladed Sword | Physical, 2-12 (2d6) | 20-20,x2 | Yes | 2 |
Vibro double-blades | Physical, 2-16 (2d8) | 20-20,x2 | Yes | 2 |
The more advanced can have additional bonuses. Some melee weapons can be created using a Workbench with sufficient Repair rank and Components:
Melee weapon | Rank | Cost |
---|---|---|
Long Sword | 1 | 2 |
Vibrosword | 10 | 14 |
Vibro Double-Blade | 19 | 179 |
Ryyk Blade | 23 | 450 |
Some of the following may only be acquired using Cheats.
Stun batons
Plasma Torch
- Damage: Physical, 1-1
- Damage Bonus:+1-6 Fire
- Critical Threat: 20-20,x2
Plasma torches are common accessories in most construction facilities. While a clumsy weapon in combat, it can cut through sealed doors and containers easier than most blasters.
Energy Baton
- Damage: Physical, 1-1
- Damage Bonus: +1-3 Physical
- Critical Threat: 20-20,x2
- On Hit: Stun 25% chance, 12 seconds, DC 14
- Not Upgradeable
Energy Batons are commonly employed by police forces who prefer to incapacitate instead of kill their targets.
Exchange Negotiator
- Damage: Physical, 1-1
- Damage Bonus: +1-6 Physical
- Critical Threat: 20-20,x2
- On Hit: Stun 25% chance, 6 seconds, DC 18
- Not Upgradeable
A useful tool for espionage, this weapon is more effective than the standard stun baton, but is still available on most worlds.
Gand Silencer
- Damage: Physical, 1-1
- Damage Bonus: +1-8 Physical
- Critical Threat: 20-20,x2
- On Hit: Stun 25% chance, 6 seconds, DC 22
- Attack Modifier: +1
- Not Upgradeable
It's unclear whether this weapon was designed by the Gand or to silence them.
Gand Discharger
- Damage: Physical, 1-1
- Damage Bonus: +2-16 Physical
- Critical Threat: 20-20,x2
- On Hit: Stun 50% chance, 6 seconds, DC 22
- Attack Modifier: +1
- Not Upgradeable
The pinnacle of Gand technology, the discharger can both paralyze and slay opponents with ease. These potent items are extremely rare as they are highly coveted by the few Gand who have earned them.
Short swords
Short Sword
- Damage: Physical, 1-6 (1d6)
- Critical Threat: 20-20,x2
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Upgradeable (Edge, Grip)
Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled.
Rodian Blade
- Damage: Physical, 1-6 (1d6)
- Critical Threat: 20-20,x2
- On Hit: Attribute Damage Strength DC 14
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier: +1
- Not Upgradeable
This serrated weapon inflicts great pain upon its victims. Its design is unsuitable for weapon upgrades.
Rodian Death Blade
- Damage: Physical, 1-6 (1d6)
- Damage Bonus: +1 Physical
- Critical Threat: 20-20,x2
- On Hit: Attribute Damage Constitution DC 10
- On Hit: Attribute Damage Strength DC 14
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier: +1
- Not Upgradeable
A more advanced version of the Rodian blade, this savage weapon leaves its victim writhing in pain. Its design is unsuitable for weapon upgrades.
Ryyk Blade
- Skill Required to Create: Repair (23)
- Damage: Physical, 3-8 (1d6,+2)
- Damage Bonus: +3 Physical
- Critical Threat: 20-20,x2
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier: +2
- Upgradeable (Edge, Grip)
These short blades are typically used in pairs by Wookiees who prefer seeing their victims up close before gutting them.
Twi'lek Spinning Blade
- Damage: Physical, 1-6 (1d6)
- Critical Threat: 20-20,x2
- On Hit: Attribute Damage Strength DC 18
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier: +1
- Not Upgradeable
- Damage: Physical, 1-6 (1d6)
- Damage Bonus: +2 Physical
- Critical Threat: 20-20,x2
- On Hit: Attribute Damage Constitution DC 18
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Not Upgradeable
The deadly Twi'lek Twin Suns each wielded one of these deadly blades. Their victims had the rare pleasure of witnessing their beautifully choreographed slaying.
Vibroblades
Vibrocutter
- Damage: Physical, 1-10 (1d10)
- Critical Threat: 19-20,x2
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
This vibrocutter is used for carving asteroid rock, and it can double as a melee weapon if necessary. Its small size makes it a good off-hand weapon.
Vibroblade
- Damage: Physical, 1-10 (1d10)
- Critical Threat: 19-20,x2
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Fully Upgradeable
Small size makes this a good off-hand weapon. Echani vibroblades use a cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.
Zabrak Vibroblade
- Damage: Physical, 3-12 (1d10,+2)
- Critical Threat: 19-20,x2
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Bonus Feat: Finesse: Melee Weapons
- Fully Upgradeable
Though believed to have been constructed by the Zabrak, this vibroblade is rarely used by them. The Zabrak feel their combat skills sufficient to make this weapon's fine balance irrelevant.
Small size makes this a good off-hand weapon. Vibroblades use a rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.
Tehk'la Blade
- Damage: Physical, 1-10 (1d10)
- Damage Bonus: +5 Physical
- Critical Threat: 19-20,x2
- Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier: +1
- Bonus Feat: (Improved) Critical Strike
- Not Upgradeable
This weapon is favored by the Nagai, a species of slender humanoids who appear more dead than alive. Known for their honor and combat skill, the Nagai use these serrated weapons to cripple their opponents.
Small size makes this a good off hand weapon. Vibroblades use a cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.
Long swords
Long Sword
- Skill Required to Create: Repair (1)
- Damage: Physical, 1-12 (1d12)
- Critical Threat: 20-20,x2
- Upgradeable (Edge, Grip)
Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but effective in the right hands.
Trandoshan Sword
- Damage: Physical, 5-16 (1d12,+4)
- Critical Threat: 20-20,x2 +4-4
- Attack Modifier: +1
- Not Upgradeable
While most cultures abandoned the primitive sword in favor of vibroblades or other weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is made of the rare ore Chalon, and is sharper and heavier than the typical blade. They are not suitable for weapon upgrades, however.
Shyarn
- Damage: Physical, 6-17 (1d12,+5)
- Critical Threat: 20-20,x2
- Attack Modifier: +1
- Bonus Feat: (Improved) Flurry
- Not Upgradeable
This primitive looking weapon hails from the Cerean species, who employ it in traditional honor duels. It is crafted with ancient techniques and rare metals. Shyarn are magnetically attracted to each other, often locking together during parries. This strange property results in duels that are amazing and deadly dances of survival.
Vibroswords
Vibrosword
- Skill Required to Create: Repair (10)
- Damage: Physical, 2-12 (2d6)
- Critical Threat: 19-20,x2
- Fully Upgradeable
Ultrasonic generators power this Echani-developed weapon design. A cortosis weave that protects against sparring damage ensures that traditional swordplay will endure in the time of lightsabers.
Echani Vibrosword
- Damage: Physical, 4-14 (2d6,+2)
- Damage Bonus: +2 Cold
- Critical Threat: 19-20,x2
- Attack Modifier: +2
- Fully Upgradeable
In addition to a cortosis weave that deflects lightsaber sparring damage, some Echani vibroswords are supercooled to keep them in alignment, giving them an icy sting.
Sith Tremor Sword
- Damage: Physical, 4-14 (2d6,+2)
- Damage Bonus: +3 Sonic
- Critical Threat: 19-20,x2
- Attack Modifier: +2
- Fully Upgradeable
Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-laced weapons were given to "masterblades" who survived no less than ten lightsaber-wielding warriors in combat.
Gamorrean battleaxes
Gamorrean War Axe
- Damage: Physical, 2-20 (1d12+1d8)
- Critical Threat: 20-20,x2
- Not Upgradeable
Gamorrean war axes, much like their namesake species, are heavy, unsubtle, and generally a very damaging influence in almost any situation.
Gamorrean Cleaver
- Damage: Physical, 2-24 (2d12)
- Critical Threat: 20-20,x2
- On Hit: Stun 25% chance, 6 seconds, DC 14
- Attack Modifier: -2
- Not Upgradeable
Though a most unwieldy weapon, the target of a Gamorrean Cleaver gets few opportunities to make mistakes.
Arg'garok
- Damage: Physical, 3-36 (3d12)
- Critical Threat: 20-20,x2
- On Hit: Stun 25% chance, 6 seconds, DC 18
- Attack Modifier: -5
- Bonus Feat: (Improved) Power Attack
- Not Upgradeable
The impressive Arg'garok is the most prized Gamorrean weapon. These huge axes are designed to be wielded by those with a low center of gravity and tremendous strength, making them awkward for most non-Gamorreans to use.
Quarterstaffs
Quarterstaff
- Damage: Physical, 1-6 (1d6)
- Critical Threat: 20-20,x2
- Not Upgradeable
Usually just a smooth staff of wood or light alloys, this is a very simple weapon of ancient design.
Geonosian Electro-Staff
- Damage: Physical, 1-6 (1d6)
- Damage Bonus: +3-18 Electrical
- Critical Threat: 20-20,x2
- Not Upgradeable
Geonosians are winged bipeds covered with protective bony plates. They are highly competitive and generally look down upon other species. Their electro-staves therefore only rarely find their way off of their homeworld of Geonosis.
Handmaiden's Staff
- Useable By: Handmaiden
- Damage: Physical, 2-12 (2d6)
- Critical Threat: 20-20,x2
- Attack Modifier: +2
- Defense Bonus: 1
- Not Upgradeable
Handmaiden's staff once belonged to her father, a powerful Echani general.
Force pikes
Force Pike
- Damage: Physical, 2-12 (2d6)
- Critical Threat: 20-20,x2
- On Hit: Stun 25% chance, 6 seconds, DC 10
- Not Upgradeable
This weapon effectively functions as a long staff topped with a vibroblade. Despite its name, it is not related to the Force mastered by Jedi, though it is a powerful weapon in its own right.
Gand Shockstaff
- Damage: Physical, 2-12 (2d6)
- Critical Threat: 20-20,x2
- On Hit: Stun 50% chance, 9 seconds, DC 14
- Not Upgradeable
This weapon was developed by Gand findsmen to help them herd their prey. Its powerful stunning capabilities are backed up by the weapon's sharp tip.
Double-Bladed Sword
- Damage: Physical, 2-12 (2d6)
- Critical Threat: 20-20,x2
- Upgradeable (Edge, Grip)
A difficult weapon to master, the double-bladed sword has a grip in the center with two long blades emerging from either end. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the single-bladed variant. Using a two-bladed sword expertly requires skill in Two-Weapon Fighting.
Vibro double-blades
Sith War Sword
- Damage: Physical, 3-17 (2d8,+1)
- Critical Threat: 20-20,x2
- Attack Modifier: +1
- Upgradeable (Edge, Grip)
Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. These blades are usually blended with cortosis to protect against lightsaber sparring damage.
Vibro Double-Blade
- Skill Required to Create: Repair (19)
- Damage: Physical, 2-16 (2d8)
- Critical Threat: 20-20,x2
- Fully Upgradeable
Ultrasonic vibrations make this double-bladed sword exceptionally deadly. An Echani cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even against Jedi and Sith. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the single-bladed variant. Two-Weapon Fighting is required to use a double-bladed sword with maximum effectiveness.
Trandoshan Double-Blade
- Damage: Physical, 6-20 (2d8,+4)
- Critical Threat: 20-20,x2 +1-8
- Attack Modifier: +2
- Not Upgradeable
While most cultures abandoned the primitive sword in favor of vibroblades or other weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is made of the rare ore Chalon, and is sharper and heavier than the typical blade. They are not suitable for weapon upgrades, however.
Zhaboka
- Damage: Physical, 3-24 (3d8)
- Critical Threat: 20-20,x2 +2-16
- Upgradeable (Edge, Grip)
This variant of the double-bladed sword originated on Iridonia, the homeworld of the Zabrak. A ceremonial weapon, the Zhaboka (double-headed fighting pike) began as a simple wooden stick but has since been refined to be a formidable weapon.
Ludo Kressh's War Sword
- Damage: Physical, 2-12 (2d6)
- Damage Bonus: +2 Dark Side
- Critical Threat: 20-20,x2
- Attack Modifier: +1
- Upgradeable (Edge, Grip)
Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. These blades are usually blended with cortosis to protect against lightsaber sparring damage. This particular war sword once belonged to the dark Jedi Ludo Kressh.
Freyyr's Warblade
- Damage: Physical, 5-32 (3d10,+2)
- Critical Threat: 19-20,x2
- Attack Modifier: +1
- Not Upgradeable
Carved upon this mighty warblade is a symbol of the Wookiee chieftain Freyyr. How this weapon found its way off of the Wookiee homeworld of Kashyyyk is unknown.