Star Wars – EDF-WSL
Equipment Data File – Weapon – Slugthrower
Models Available: Can be made by native species such as the Dresselian and Bothans.
- Dresselian Projectile Rifle
- Czerka Arms 6-2Aug2 Hunting Rifle
- Czerka Arms Adventure
- Czerka Arms KiSteer 1284
Slugthrowers – Referred to by some historians as the weapon that humankind took to the stars, slugthrowers are an ancient weapon technology developed well before most sentient beings left their worlds to explore the galaxy. Considered crude and inefficient by most weapons experts and military scholars, and possessing a reputation as the weapon of provincials from exceedingly poor or isolated backwater planets, slugthrowers are among the most basic, easy to produce, and easy to maintain weapons in the galaxy.
At their most basic, slugthrowers use a chemical reaction to propel a solid projectile over great distances. Some are simple muzzle-loading weapons that use loosely packed gunpowder to fire lead or steel balls over short distances, while others use sealed metallic cartridges or even caseless ammunition containing primer, accelerant, and projectile in one small, self-consuming package.
From Age of Rebellion
Slugthrower rifles are highly accurate, long ranged slugthrowers occasionally used by professional killers, bounty hunters, and sportsmen. Rugged and reliable, slugthrower rifles are produced as either single-shot bolt-action weapons or magazine-fed semi-automatic weapons. While not as sophisticated or as potentially destructive as a blaster rifle, they are still lethal weapons with a long reach that can, depending on their caliber and the properties of their ammunition, pierce even the heavy plastoid armor of Imperial stormtroopers
From Edge of the Empire
A larger version of the slugthrower pistol, the slugthrower rifle also uses chemical reactions to fire a solid projectile “slug” at high velocities towards a target. Slugthrower rifles sport much longer and larger barrels than pistols, and can fire larger slugs over longer distances. However, they still suffer from poor accuracy and penetration, not to mention requiring uncommon ammunition that may either be hand-made and unreliable or prohibitively expensive.
However, many primitive and nomadic cultures use slugthrower rifles, often of some homemade variant. One such example are the Tusken Raiders of Tatooine. The primitive and violent nomads have little access to the kind of gas used by blasters and even less to XCiter technology. They are able to occasionally capture ammunition in raids on the planet’s moisture farms, however, and use the rounds in their crude, long-range sniper rifles. These weapons are quite effective against the lone settlers, diminutive Jawas, and womp rats that share their harsh desert.
Fantasy Flight Rules – Slugthrower Rifle
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-177), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-164)
- Slugthrower Rifle – Skill: Ranged – Heavy, Damage: 7, Crit: 5, Range: Medium, Encumbrance: 5, Hard Points: 1, Price: 250 credits, Rarity: 3, Special Quality: Cumbersome 2
- Cumbersome (Passive) A Cumbersome weapon is large, unwieldy, awkward, or heavy. To wield a Cumbersome weapon properly, the character needs a Brawn characteristic equal to or greater than the weapon’s Cumbersome rating. For each point of Brawn the character is deficient, he must increase the difficulty of all checks made while using the weapon by one.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-28 – Added in Age of Rebellion Core Rulebook.
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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