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Equipment Data File Roleplaying Star Wars

SW EDF-WBL Heavy Blaster Rifle

Star Wars – EDF-WBL

Equipment Data File – Weapon – Blaster

Heavy Blaster Rifle

sw-ffg-ee-cr Core EotE
sw-ffg-ee-cr Core Edge of the Empire

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, long ranged, and incredibly powerful, heavy blaster rifles are among the deadliest weapons in the galaxy. Favored by military snipers and big game hunters alike, heavy blaster rifles can be up to two meters long and typically feature particularly powerful accelerant gases, advanced XCiter technologies, upgraded galven circuitry, and precision-ground focusing crystals. With their upgraded, heavy duty internals, heavy blaster rifles throw a powerful bolt over long distances with pinpoint accuracy, are capable of easily piercing plastoid and heavy combat armor, and can even pose a serious threat to lightly armored groundspeeders and airspeeders.

From Edge of the Empire

Hunters and snipers often carry blaster rifles loaded with particularly powerful accelerant gas, advanced XCiter technology, large focusing crystals, or some combination of all three. They’re designed to fire extremely powerful bolts at large or heavily armored targets and can fire rapid bursts of shots. Heavy blaster rifles are also excellent for sniping humanoid targets. The massive damage they cause sends a powerful message to the victim’s associates.

Fantasy Flight Rules – Heavy Blaster Rifle
  • Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-176), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-162)
  • Heavy Blaster Rifle Skill: Ranged – Heavy, Damage: 10, Crit: 3, Range: Long, Encumbrance: 6, Hard Points: 4, Price: 1,500 credits, Rarity: 6, Special Qualities: Auto-fire, Cumbersome 3
    • Auto-Fire (Active) A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the chance to hit multiple targets or hit a single target multiple times.
      • Attacking with a weapon on Auto-fire is generally less accurate and the attacker must increase the difficulty of the attack check by (one difficulty dice) The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.
      • If the attack hits, the attacker can trigger Auto-fire by spending (two advantages). Auto-fire can be triggered multiple times. Each time the attacker triggers auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled (successes) on the check.
      • These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is his initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets.
      • Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit.
    • 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.

Content Updates

  • 2022-03-24 – Updated with content from Age of Rebellion.
  • 2021-12-28 – Fixed spelling issues and linked in content from Age of Rebellion Core Rulebook.
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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Campaign: NPCs, Side Stories, Timeline

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Character Builds: Bounty Hunter (Karlid – Assassin, Vanna – Gadgeteer, Kyanna – Martial Artist, Jed – Operator, Theya – Skip Tracer, Cadkia – Survivalist), Smuggler (Ebaya – Gambler), Technician (B1-337 – Droid Tech)

References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Mandalorians, Rebels, Sith)

Creating a Campaign:
(1) Rules and Setting,
(2) Characters and Timeline,
(3) Fringes Storyline,
(4) Rebels Storyline,
(5) Force Storyline,
(6) Mandalorian Storyline

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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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