Ranged Weapon Crafting



Ranged Weapon Templates

NameMaterial Price/RarityCheckTimeExamples
Simple Projectile Weapon10 credits/0Average () Mechanics or Survival check4 hoursbow, sling, blowgun, javelin
Solid Projectile Pistol50 credits/2Average () Mechanics check8 hoursslugthrower pistol, flechette psitol
Solid Projectile Rifle125 credits/2Hard () Mechanics check8 hoursslugthrower rifle, rail gun
Energy Pistol200 credits/3Hard () Mechanics check12 hoursblaster pistol
Energy Rifle450 credits/4Hard () Mechanics check16 hoursblaster rifle
Heavy Energy Rifle(R) 1000 credits/6Daunting () Mechanics check24 hoursheavy blaster rifle, disruptor rifle
Missile Launcher(R) 4000 credits/7Daunting () Mechanics check16 hoursmissile launcher, torpedo launcher
Missile(R) 100 credits/3Hard () Mechanics check4 hoursmissile, micro-torpedo
Grenade35 credits/4Hard () Mechanics check2 hoursfrag grenade, stun grenade
Mine(R) 425 credits/5Hard () Mechanics check4 hoursanto-personnel mine, ion mine

Ranged Weapon Template Profiles

NameSkillDmg.Crit.RangeEncum.Hard P.Special
Simple Projectile WeaponRanged (Light)45Short30Limited Ammo 1
Solid Projectile PistolRanged (Light)45Short10-
Solid Projectile RifleRanged (Heavy)75Medium51Cumbersome 2
Energy PistolRanged (Light)63Medium13-
Energy RifleRanged (Heavy)93Long44-
Heavy Energy RifleGunnery103Long64Cumbersome 3
Missile LauncherGunnery-----Uses profile of loaded missile
MissileGunnery202Extreme74Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1
GrenadeRanged (Light)84Short10Blast 6, Limited Ammo 1
MineMechanics123Engaged30Blast 4, Limited Ammo 1

Spending , , , and on Ranged Weapon Crafting

SymbolsEffect
or Practice Makes Perfect: The character learns something valuable, and gains on the next check they make with the same skill before the end of the session.

Ion Quality: The weapon gains the Ion quality (this can only be selected once).

Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1).

Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient quality by 1).

Expanded Magazine: If the weapon has the Limited Ammo quality, increase its Limited Ammo quality by 1.
or Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.

Customizable: Increase the weapon's hard points by 1 (this can only be selected once).

Increased Range: Increase the weapon's range by 1 range band, to a maximum of extreme (this can only be selected once).

Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once).

Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5).

Stun Quality: This weapon gains the Stun setting quality (this can only be selected once).
or Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once).

Destructive: Increase the weapon's damage by 1 (this can only be selected once).

Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality by 1).

Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stun quality by 1).

Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1).
or Auto-Fire Quality: The weapon gains the Auto-fire quality (this can only be selected once).

Burn Quality: The weapon gains the Burn 1 quality (or increase its Burn quality by 1).

Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).

Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1, to a maximum of 3).

Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-]).
Blast Quality: The weapon gains the Blast 5 quality (or increase its Blast quality by 2).

Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once).

Integral Attachment: Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs 0 credits.
or Exhausting Effort: Upon completing Construction, the character suffers 3 strain.

Heavy: Increase the weapon's encumbrance by 1.

Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1).
or Expensive: The weapon has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the weapon is doubled (this can only be selected once).

Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.

Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
or Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (undamaged to Minor, Minor to Moderate, Moderate to Major).

Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1).

Ammunition-Inefficient: During combat, the GM may make this weapon run out of ammunition by spending ; this is in addition to the standard spending of (this can only be selected once).

Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1).
or Limited Ammo Quality: The weapon gains the Limited Ammo 3 quality (or decrease its Limited Ammo quality by 1, to a minimum or 1).

Slow-Firing Quality: The weapon gains the Slow-Firing 1 quality (or increase its Slow-Firing quality by 1).
Dangerously Volatile: The GM may spend from any combat check made with this weapon to have it explode. The weapon is destroyed, and the character holding it and each engaged character suffers 10 damage (this can only be selected once).