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Ranged (Heavy)
Ranged (Heavy)
See Skill: Ranged (Heavy)
Heavy Blasters
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
p. 160 | ||||||||
Blaster Carbine | 9 | 3 | Medium | 3 | 4 | 850 | 5 | Stun setting |
Blaster Rifle | 9 | 3 | Long | 4 | 4 | 900 | 5 | Stun setting |
Heavy Blaster Rifle | 10 | 3 | Long | 6 | 4 | 1500 | 6 | Auto-fire, Cumbersome 3 |
Light Repeating Blaster | 11 | 3 | Long | 7 | 4 | (R) 2250 | 7 | Auto-fire, Cumbersome 4, Pierce 1 |
BH-ND p. 44 | ||||||||
"Precision-X" Marksman Rifle | 9 | 3 | Long | 5 | 1 | 1500 | 8 | Pierce 1, Stun setting |
"Subduer-9" Riot Blaster | 10* | 6 | Short | 6 | 3 | 1250 | 5 | Blast 6, Cumbersome 3, Stun Damage |
E-EtU p. 38 | ||||||||
E-11s Sniper Rifle | 10 | 3 | Extreme | 6 | 3 | (R) 3500 | 7 | Accurate 1, Cumbersome 3, Pierce 2, Slow-Firing 1 |
LBR-9 Stun Rifle | 10* | - | Long | 6 | 4 | 2800 | 4 | Disorient 2, Stun Damage |
HG-DC p. 42 | ||||||||
ACP Array Gun | 6 | 3 | Short | 3 | 3 | 890 | 6 | Blast 5, Stun setting |
OK-98 Blaster Carbine | 9 | 3 | Medium | 4 | 3 | 1100 | 5 | Stun setting |
DH-X Heavy Blaster Rifle | 10 | 3 | Long | 7 | 4 | 1900 | 6 | Cumbersome 3, Pierce 2 |
S-FC p. 42 | ||||||||
HBt-4 Hunting Blaster | 10 | 3 | Medium | 5 | 2 | 900 | 6 | Cumbersome 2, Stun setting |
VES-700 Pulse Rifle | 8 | 3 | Medium | 4 | 3 | 950 | 6 | Blast 6, Stun setting |
T-SM p. 44 | ||||||||
DDC-MR6 Modular Rifle | 7 | 3 | Medium | 3 | 6 | 1000 | 6 | Stun Setting |
Stun Setting on Blasters
p. 160
Most blasters can be set to Stun. Stun beams may only be used at short range, no matter what the weapon's normal range is. Switching between "Stun" and "Kill" on such a weapon is relatively simple, and requires an incidental.
Blaster carbines can be purchased as stun-only blasters, with a cost equal to half the usual amount for the regular version.
Blaster Carbine
p. 162
(see table)
Blaster Rifle
p. 162
(see table)
Heavy Blaster Rifle
p. 162
(see table)
Light Repeating Blaster
p. 162
(see table)
"Precision-X" Marksman Rifle
BH-ND p. 44
When this weapon's Stun setting is used to deal Stun damage, its range changes to Medium instead of Short (and cannot be increased).
"Subduer-9" Riot Blaster
BH-ND p. 44
(see table)
E-11s Sniper Rifle
E-EtU p. 38
(see table)
LBR-9 Stun Rifle
E-EtU p. 39
(see table)
ACP Array Gun
HG-DC p. 42
(see table)
OK-98 Blaster Carbine
HG-DC p. 43
A character using an OK-98 can ignore the first "out of ammo" result during a combat, just as with an extra power pack, without expending a maneuver.
A modified OK-98, requiring an Easy () Mechanics check, increases weapon damage by 2, replacing the option to ignore the first "out of ammo" result.
The GM can spend to have a modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.
DH-X Heavy Blaster Rifle
HG-DC p. 43
(see table)
HBt-4 Hunting Blaster
S-FC p. 44
(see table)
VES-700 Pulse Rifle
S-FC p. 44
(see table)
DDC-MR6 Modular Rifle
T-SM p. 44
The MR6 comes with an electromagnetic rail system that enables the user to reconfigure the weapon quickly for different situations.
A character may make an Average () Mechanics check to add or remove an attachment to a DDC-MR6 as an action rather than spending the usual time required to remove an attachment.
Heavy Energy Firearms
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
p. 160 | ||||||||
Bowcaster | 10 | 3 | Medium | 5 | 2 | 1250 | 7 | Cumbersome 3, Knockdown |
Disruptor Rifle | 10 | 2 | Long | 5 | 4 | (R) 5000 | 6 | Cumbersome 2, Vicious 5 |
BH-ND p. 44 | ||||||||
"Impact" Repulsor Cannon | 3 | 6 | Medium | 5 | 1 | 1000 | 7 | Blast 3, Concussive 1, Knockdown, Prepare 1, Slow-Firing 1 |
C-FH p. 41 | ||||||||
SWE/2 Sonic Rifle | 8* | 6 | Long | 4 | 3 | 1200 | 6 | Concussive 1, Slow-Firing 1, Stun Damage |
See also: Secondary Ion Blaster
Bowcaster
p. 163
The bowcaster presented here fires standard microexplosive quarrels, and does not have an automatic re-cocking mechanism. It requires the user to spend a maneuver cocking the weapon before each shot.
Bowcaster Custom Attachments
These attachments are only for use on Wookiee Bowcasters, and they cannot be purchased; they must be built either by the owner of the Bowcaster with an Average () Mechanics check or the weaponsmith who built the weapon for them.
Bowcaster Automatic Re-Cocker:
- Base Modifiers: Removes reloading maneuver requirement from Bowcaster.
- Modification Options: 1 Quality (Auto-fire) Mod.
- Hard Points Required: 1.
- Price/Rarity: Not available for sale, parts cost 500 credits.
- Encumbrance: 0
Bowcaster Accelerator Enhancement:
- Base Modifiers: Increase weapon damage by 1.
- Modification Options: 2 Damage +1 Mods, 2 Quality (Pierce +1) Mods
- Hard Points Required: 1.
- Price/Rarity: Not available for sale, parts cost 250 credits.
- Encumbrance: 0.
Disruptor Rifle
p. 163
Whenever a victim is hit by a disruptor, any Critical Hit results in a "Crippled" effect unless the Critical Hit roll would result in an even more grievous injury.
Disruptors may never benefit from upgrades or attachments that improve their range or grant multiple shots.
"Impact" Repulsor Cannon
BH-ND p. 45
The gravitic disruptions a Repulsor Cannon creates are capable of disabling a target from nearly any action if focused properly, but this disabling effect only lasts as long as the weapons remain focused on their targets.
SWE/2 Sonic Rifle
C-FH p. 40
The sonic blast generated by the SWE/2 cannot be parried or disrupted by a Lightsaber.
Heavy Slugthrowers
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
p. 160 | ||||||||
Slugthrower Rifle | 7 | 5 | Medium | 5 | 1 | 250 | 3 | Cumbersome 2 |
E-EtU p. 38 | ||||||||
Model 77 Air Rifle | 6* | - | Long | 3 | 3 | 1100 | 6 | Pierce 4, Stun Damage |
Model 77 - SmartTranq | - | - | - | 0 | - | 500 | 6 | (see below) |
Model 38 Sharpshooter's Rifle | 8 | 3 | Extreme | 5 | 4 | 3000 | 6 | Accurate 2, Pierce 3 |
Model 38 - Detonator Round | - | - | - | 0 | - | 450 (per box) | 7 | (see below) Blast 5, Knockdown |
KS-23 "Hammer" Scatter Gun | 8 | 4 | Short | 5 | 4 | 1500 | 5 | Blast 6, Knockdown |
HG-DC p. 42 | ||||||||
Assault Carbine | 6 | 5 | Short | 4 | 1 | 250 | 4 | Auto-fire, Inaccurate 1 |
S-FC p. 42 | ||||||||
8-Gauge Scatter Gun | 7 | 6 | Short | 3 | 2 | 550 | 4 | Blast 3, Knockdown |
See also: Underslung Scattergun
About Slugthrowers
p. 164
While the slugthrower is loud and most emit smoke at the point of origin, they are still far more difficult to trace in darkness than the bright blazing bolts of blaster fire.
Model 77 Air Rifle
E-EtU p. 39
The Model 77 Air Rifle fires tiny, spin-stabilized darts with laser-honed tips capable of piercing the thickest hide from a detachable clip that is quick and easy to reload. Each dart contains a dose of tranquilizer agent that induces unconsciousness.
Model 77 - SmartTranq
E-EtU p. 39
The Model 77's darts can be loaded with the heavy-duty "SmartTranq" tranquilizer with an active ingredient that adapts itself upon contact with the target's bloodstream to be as effective as possible no matter what the species.
Upon a successful hit with the Model 77, the target must immediately make an Average () Resilience check. If the target fails, they suffer 5 strain, plus 2 additional strain per generated on the check.
If the check generates , the GM can spend it to make the target check against the tranquilizer again during the next round. If the GM does so, increase the difficulty of the check by one.
Equipping the Model 77 with SmartTranq costs 500 credits. This does not change the weapon's profile — it simply adds the above special rule to the weapon. If the weapon ever runs out of ammo, the user must purchase a reload (also costing 500 credits) before using the SmartTranq again.
Model 38 Sharpshooter's Rifle
E-EtU p. 40
Each Model 38 is custom built to the customer's specifications. If purchased used, a Model 38 loses the Accurate 2 quality until the rifle can be modified to fit the new shooter, requiring a Hard () Mechanics check.
Model 38 - Detonator Round
E-EtU p. 41
When used with the Model 38, these rounds have the following effect on the weapon's stats: Remove the Pierce quality and add the Blast (5) quality and Knockdown quality.
Detonator Rounds cost 450 credits for a box of rounds, and have a rarity of 7. If the weapon ever runs out of ammo, a new box of rounds must be purchased to reload it.
Assault Carbine
HG-DC p. 45
The GM may spend to cause an Assault Carbine to run out of ammo.
8-Gauge Scatter Gun
S-FC p. 44
(see table)
Heavy Projectors and Launchers
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
p. 160 | ||||||||
Flame Projector | 8 | 2 | Short | 6 | 2 | 1000 | 6 | Burn 3, Blast 8 |
C-FH p. 41 | ||||||||
Spray Stick | 0 | - | Long | 4 | 0 | 2500 | 8 | Accurate 2, Ensnare 4, Slow-Firing 1, Stun 8, (stun pad) |
R-88 Suppressor Riot Rifle | 8* | - | Medium | 4 | 2 | 2000 | 5 | Blast 5, Disorient 3, Stun Damage |
Tangle Gun 7 | 1 | 4 | Short | 2 | 1 | 500 | 5 | Ensnare 3 |
E-EtU p. 38 | ||||||||
AO14 Net Gun | 3 | - | Short | 4 | 2 | 750 | 5 | Ensnare 5 |
S-FC p. 42 | ||||||||
CryoBan Projector | 6 | 2 | Short | 3 | 0 | 500 | 4 | Blast 6, Cumbersome 3, Vicious 2, (tool)* |
T-SM p. 45 | ||||||||
Ion Thruster Gun | 5* | 4 | Short | 8 | 0 | 300 | 2 | Concussive 1, Cumbersome 5, Ion*, Prepare 1 |
Repulsor Gun | 3 | 5 | Short | 5 | 0 | 200 | 4 | Knockdown |
Flame Projector
p. 165
When triggering the weapon's Burn quality, the user may choose to apply it to any one target hit by the attack; this quality may be triggered multiple times, affecting a different target each time. However, the GM can spend or to apply the weapon's Burn quality to an ally hit by the original attack.
R-88 Suppressor Riot Rifle
C-FH p. 40
Effective at short and medium ranges, the stun fluid deals its damage either through inhalation or skin contact and causes nausea, impaired vision, difficulty breathing, burning pain, and unconsciousness.
At the GM's discretion, characters wearing breathing gear or sealed armor may take no damage or suffer no effects from the Suppressor.
Spray Stick
C-FH p. 41
The Spray Stick is a meter long metal rod with a tightly focused spray nozzle at one end and a stun pad equipped buttstock at the other. Fired from the shoulder like a blaster rifle, these weapons shoot a highly concentrated spraynet mist. The mist condenses into a liquid, then into a solid web while in flight, enveloping and immobilizing its target. In addition, as the net envelops its target, it delivers a powerful electrical charge.
Spray Stick - Stun Pad
When using the stun pad on the butt-stock, the Spray Stick can be used as a melee weapon with the following profile:
(Skill (Melee); Damage +2*; Critical -; Range (Engaged); Inaccurate 1, Stun Damage)
Tangle Gun 7
C-FH p. 42
Encased in a shell that falls away once the pellet is fired, the pellet explosively expands into a broad, fast moving net upon contact with atmosphere. Once the net makes contact with a target, the being's body heat causes the net to quickly contract, immobilizing them completely.
Once entangled, the target must be cut from the webbing.
While the Tangle Gun 7 is advertised as non-lethal, occasionally the net tightens so quickly and with such force that it causes lasting harm.
AO14 Net Gun
E-EtU p. 38
Officially classified as a grenade launcher, the A014 is a single-shot, break-action, breach-loading weapon that fires entangling munitions as opposed to slugs or blaster bolts. Upon firing, the 40mm shells fired by this weapon burst open at a preset range and release the net, the spin of the round causing the net to unfurl and the weights spreading it to its maximum width.
CryoBan Projector
S-FC p. 45
CryoBan projectors can be used to fight fires. A character armed with a CryoBan Projector adds to attempts to put out a fire. Assisted checks to extinguish the flames add one additional for each assisting character equipped with a CryoBan Projector.
Ion Thruster Gun
T-SM p. 45
Ion Thruster Guns damage only unshielded equipment, droids and cyborgs, and only deal strain damage as per their Ion quality.
Ion Thrusters can still push non-electronic objects around due to the Concussion quality.
Ion Thruster Gun Custom Attachment
Shaped Nozzle:
- Base Modifiers: Removes the Ion quality.
- Modification Options: 5 Quality (Pierce +1) Mods.
- Hard Points Required: 0.
- Price/Rarity: 75/1.
- Encumbrance: 0.
Repulsor gun
T-SM p. 46
On a result, the Repulsor Gun backfires; the user is knocked prone and suffers the Disoriented condition for 2 rounds.
Micro-Rockets
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
BH-ND p. 46 | ||||||||
Anti-Armor | 8 | 4 | Short | 1 | 1 | 300 | 5 | Breach 1, Limited Ammo 1 |
Explosive | 7 | 2 | Short | 1 | 1 | 150 | 4 | Blast 6, Limited Ammo 1 |
Flechette | 6 | 2 | Short | 1 | 1 | 175 | 5 | Blast 5, Pierce 1, Vicious 2, Limited Ammo 1 |
Incendiary | 6 | 3 | Short | 1 | 1 | 175 | 5 | Blast 6, Burn 2, Limited Ammo 1 |
Ion | 10* | 3 | Short | 1 | 1 | 100 | 6 | Ion, Sunder, Limited Ammo 1 |
About Micro-Rockets
BH-ND p. 46
Generally, Micro-Rockets are fired using a specialized launching system, such as the Micro-Rocket Armor Mounting attachment (BH-ND p. 52).
See also: Micro-Rocket Launcher Pistol, Under-Barrel Micro-Rocket Rack
In a pinch, a Micro-Rocket can be jury-rigged to launch without any sort of firing system, though not without risk of losing fingers (or worse). If a character attempts to fire a Micro-Rocket without any sort of launcher or mounting, they use the Mechanics skill for the combat check instead of Ranged (Heavy), and the difficulty of the check is upgraded once.
Micro-rockets can only be modified with the Custom Attachments specifically designed for them.
Micro-Rocket Custom Attachments
BH-ND p. 47
These attachments can be installed on any Micro-Rocket.
Rocket Guidance System:
- Base Modifiers: Grants the weapon the Guided (+2) Quality.
- Modification Options: 3 Quality (Guided +1) Mods, 2 Quality (Accurate + 1) Mods.
- Hard Points Required: 1.
- Price/Rarity: 50/4.
- Encumbrance: 0.
Staged Rocket Booster:
- Base Modifiers: Increases the weapon's range by one range band. Adds the Inaccurate (+2) Quality to the weapon.
- Modification Options: 1 Increase weapon's range by one additional range band Mod, 2 reduce the weapon's Inaccurate Quality by 1 Mods
- Hard Points Required: 1.
- Price/Rarity: 25/2.
- Encumbrance: 0.
Anti-Armor
BH-ND p. 46
(see table)
Explosive
BH-ND p. 46
(see table)
Flechette
BH-ND p. 46
(see table)
Incendiary
BH-ND p. 46
(see table)
Ion
BH-ND p. 47
The Sunder quality of an Ion Micro-Rocket can only be activated to damage powered equipment, such as sensors, blasters, or vibro-blades. It cannot be used to damage items that operate without power, as they have no circuitry to disrupt.
Ion Micro-Rockets work only on unshielded equipment, droids and cyborgs, and only deal strain damage as per their Ion quality. They have no effect on organic beings beyond a brief and painful sting.