Star Wars – EDF-WBL
Equipment Data File – Weapon – Blaster
Light Blaster Pistol
Blasters – The most common type of weapon in the galaxy is the blaster. Blasters come in a seemingly infinite array of shapes and sizes, from small holdout pieces that can be hidden in a sleeve or pocket to heavy repeaters used to mow down whole squads of infantry and destroy light vehicles. All blasters use some sort of highly pressurized volatile combustible gas, such as Tibanna gas, as their propellant. When the weapon is fired, the gas is pushed through a second chamber that “excites” the gas. The next compartment converts the gas into energy particles, which are then focused through a crystal of some sort. The end result is a dense packet of charged particles that can tear through everything from flesh to duracrete to armor alloys.
Most blasters can be set to Stun, a non-lethal, low-powered setting that overloads a target’s nervous system and renders him temporarily paralyzed (see the Stun Damage quality). Blasters with this ability have it noted in their special qualities, listed as “Stun Setting.” Stun 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.
Blasters that deal only Stun damage, and no conventional damage, are known as stingbeams or simply stun blasters. Blaster carbines and all pistols, save for heavy blasters, can be purchased as stun blasters, at a cost equal to half the usual amount for the regular, full-powered version.
Also known as Sporting Blasters.
From Age of Rebellion
Combining the concealability of a holdout blaster with the performance of a standard blaster pistol, light blaster pistols are an excellent compromise between size and stopping power. Larger than holdout blasters, they are still easily concealed in a bag or about one’s person and tend to be carried by those who need a blaster but wish to be discreet about the fact. They are also quite easy to obtain, thanks to lighter regulations imposed on them and to their somewhat dubious distinction as “sporting blasters” as opposed to combat weapons. Light blaster pistols are quite popular among the wealthy and powerful elite of the galaxy, especially those ornate and highly accurate weapons classified as sporting blasters. These weapons have also found a loyal following among espionage agents and individuals involved in clandestine or criminal activities. In addition, many species that are small in stature tend to carry light pistols because they are easier to carry and handle relative to the individual’s size.
From Edge of the Empire
A good compromise between concealment and power, light blasters are favored by those who often need a firearm – but just as often need to pretend they don’t. Smugglers, spies, and rogues who don’t want to advertise their shadier side are all likely to carry light blasters. Smaller-framed species tend to favor light blasters as well, simply for their weight and convenience relative to their own body mass.
Fantasy Flight Rules – Light Blaster Pistol
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-174), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-161)
- Light Blaster Pistol – Skill: Ranged – Light, Damage: 5, Crit: 4, Range: Medium, Encumbrance: 1, Hard Points: 2, Price: 300 credits, Rarity: 4, Special Qualities: Stun Setting
- Stun Damage (Passive) Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak.
- A variant of this is a Stun setting. As a free action, the wielder can choose to switch the setting of his weapon to “Stun.” In this case, it does stun damage as described above. When weapons with a stun setting are used to deal stun damage, their range changes to short and cannot be increased.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-04-19 – Fixing the weapon category.
Armour: Adverse Environment Gear (1), Clothing (Armoured (6), Heavy (0)), Heavy Battle (R7), Laminate (3), Padded (1), Personal Deflector Shield (8)
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Communications: Comlink (Handheld (0), Long-range (1)), Holo Messenger (4)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Detection Devices: Electrobinoculars (1), General Purpose Scanner (3), Hand Scanner (2), Macrobinoculars (2), Scanner Goggles (3), Surveillance Tagger (R4)
Medical: Bacta (1), Bacta Tank (1), Emergency Medpac (1), Medpac (2), Stimpack (1), Synthskin (1)
Poison: Synthetic Anesthetic (4), Synthetic Neuroparaytic (R6), Synthetic Neurotoxin (R6)
Recreation: Chance Cube (0), Dejarik Table (4), Sabacc (0)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Survival: Breath Mask (1), Crash Survival Kit (2), Ration Pack (0), Space Suit (1), Tent (1), Thermal Cloak (1)
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Unique Illegal: Data Breaker (R6), Flesh Camouflage Set (R7), Personal Stealth Field (R9)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Explosive+: Flame Projector (6), Grenades (Armour Piercing (6), Frag (5), Stun (4)), Mine (Anti-Personnel (6), Anti-Vehicle (6)), Missile Tube (R8), Thermal Detonator (R8)
Brawling: Brass Knuckles (0), Shock Gloves (2)
Melee: Combat Knife (1), Force Pike (4), Gaffi Stick (2), Truncheon (1), Vibro-Ax (5), Vibroknife (3), Vibrosword (5)
Slugthrower: Pistol (3), Rifle (3)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
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