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Equipment Data File Roleplaying Star Wars

SW EDF-WBL Heavy Blaster Pistol

Star Wars – EDF-WBL

Equipment Data File – Weapon – Blaster

Heavy 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.

From Age of Rebellion

Heavy blaster pistols are pure combat weapons, designed from the ground up to pack as much firepower into as small a frame as possible. Nearly as powerful as most blaster rifles, heavy blaster pistols tend to be large and bulky, as well as nearly impossible to conceal. With the ability to kill most sentients in one or two shots, and to penetrate even the hard plastoid armor worn by Imperial stormtroopers, heavy blasters are favored by bounty hunters, mercenaries, and Rebels and insurgents throughout the galaxy. The trade-off for all of this power in such a small package is that heavy blaster pistols are slightly inefficient and use more power and gas per shot than lighter, more efficient models. In addition, thanks to their power and performance, the purchase and ownership of heavy blaster pistols is very heavily regulated by the Galactic Empire; possession of a heavy blaster pistol without the proper licenses and permissions carries both a heavy fine and, typically, a long stint in an Imperial prison.

From Edge of the Empire

Heavy blasters are for those spacers who definitely want everyone to know they’re packing. They’re very powerful, sacrificing range, subtlety, and concealment for intimidation and the ability to tear big holes in most anything short of a blast door. Heavy blaster pistols are intended to combine the strength of a blaster rifle with the compactness of a pistol. Though they do not quite succeed at either (being slightly weaker than a blaster rifle and bulkier than a pistol) they still provide an excellent and deadly compromise weapon. Their only major drawback is that they carry fewer shots than either, a trade-off for the increased power.

Fantasy Flight Rules – Heavy Blaster Pistol
  • Source: Age of Rebellion (sw-ffg-ar-cr-174), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-162)
  • Heavy Blaster Pistol Skill: Ranged – Light, Damage: 7, Crit: 3, Range: Medium, Encumbrance: 2, Hard Points: 3, Price: 700 credits, Rarity: 6, Special Qualities: Stun Setting
    • Game Masters have the option to spend three Threat (or Disadvantage) or one Despair to force a heavy blaster pistol to run out of ammo (see ee-cr page 207).
    • 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 ā€œStun.ā€ 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.

Content Updates

  • 2022-03-24 – Updated with content from Age of Rebellion.
  • 2021-12-24 – Added in reference for Age of Rebellion Core Rules.
SW Equipment
Armour

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)

Gear

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)

Weapons

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)

Thrown: Bola (2), Net (2)

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: Lightsaber (R10)

Modifications: Rubat Crystals (R10)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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