Star Wars – EDF-WBL
Equipment Data File – Weapon – Blaster
Heavy Repeating Blaster
Restricted Item
An (R) next to the price means the item is restricted and cannot be bought on the open market, in which case the price listed is the closest average black market price.
Models Available:

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 repeating blasters are among the heaviest portable weapons deployed on the galaxy’s battlefield. They are massive, tripod-mounted, rapid-fire blaster cannons designed for heavy anti-personnel and light-to-medium anti-materiel work. These deadly support weapons consist of three components – the cannon itself, its tripod, and the heavy power pack that feeds it – and are carried into battle by a team of two-to-three infantrymen, each responsible for one or more of the weapon’s pieces. Heavy repeating blasters tend to be weighty and cumbersome, and are slow to set up and break down for moving, especially if the gun team is under fire. Once they are deployed, however, a well-entrenched gun team can deal an incredible amount of damage to enemy troops and armor or cover wide swaths of a battlefield with their high rate of fire and extremely potent bolts. Like their lighter cousins, heavy repeating blasters are restricted to military ownership only. Civilians caught in possession of one of these powerful cannons face a long stay in an Imperial prison.
Thanks to their size and weight, heavy repeating blasters are nearly impossible to use effectively without being mounted to a tripod. The weapon’s cost includes the cost of a tripod and power pack. Setting up a heavy repeater requires the gun crew to spend three actions.
From Edge of the Empire
These deadly weapons are designed to destroy light machinery, armored targets, or opponents in light cover. Heavy repeating blasters (such as the E-Web blaster favored by Imperial stormtroopers) are truly support weapons. They are set up on tripods and powered by portable generators. They require a two-man team, with one soldier serving as the gunner and the other handling the generator and power couplings. In military units, the second operator often monitors a communications array attached to the generator for selection of targets.
Heavy repeaters are far too unwieldy to fire effectively without a tripod, unless the bearer has truly remarkable strength. Setting up a tripod weapon requires the crew to spend three actions. The cost of the weapon includes a tripod, such as the Weapon Modifications Tripod Mount.
Fantasy Flight Rules – Heavy Repeating Blaster
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-176), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-162)
- Heavy Repeating Blaster – Skill: Gunnery, Damage: 15, Crit: 2, Range: Long, Encumbrance: 9, Hard Points: 4, Price: 6,000 credits (R), Rarity: 8, Special Qualities: Auto-fire, Cumbersome 5, Pierce 2, Vicious 1
- 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.
- Pierce (Passive) An attack made with this weapon ignores one point of soak for each rank of Pierce. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against a soak of 2 ignores 2 points of soak, but the extra “point” of Pierce has no further effect.
- Vicious (Passive) When this weapon scores a critical injury or hit, the character adds ten times the Vicious rating to the critical roll. With Vicious 3, for example, the victim adds +30 to his critical hit result.
- 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.
Content Updates
- 2022-03-24 – Updated with content from Age of Rebellion.
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)
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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