Star Wars – EDF-WEX
Equipment Data File – Weapon – Explosive and Others
Explosives and Ordnance – While a blaster is the answer to most problems encountered on the battlefield, not even the ubiquitous E-11 can handle every tactical situation. There are cases when heavier, more destructive firepower is needed, as when dealing with a heavily entrenched enemy or a platoon of armored walkers. For situations such as these, most military and paramilitary forces issue a variety of heavy support weapons and hand grenades to their troopers so as to better deal with the constantly shifting tactical realities of the battlefield.
From Age of Rebellion
Terrifying anti-personnel weapons, flame projectors rank with disruptor weapons as some of the most reviled small arms in the galaxy. Used to clear bunkers and frightfully effective against massed, unarmored infantry, flame projectors use a number of volatile fuels to spray a searing cone of viscous flaming gel over short distances. Not only do they do massive damage on contact, but they continue burning through armor, clothing, and flesh for minutes, as the thick gel sticks to everything and is nearly impossible to remove.
Thanks to their broad reach, flame projectors can easily catch multiple targets in a single blast. When triggering a flame projector’s Bum quality, the user may choose to apply it to any one target hit by the attack; this quality may be triggered multiple times, affecting a different target each time. The downside to this weapon’s volatility and indiscriminate area of effect is that allies can easily be caught in its flames.
From Edge of the Empire
Flame-producing devices are primarily used to destroy material such as structures or crops, rather than as anti-personnel weapons. Of course, they excel at scorching flesh and bone as well.
Flame projectors are popular partially because of their wide and indiscriminate cone of fire, able to catch several individuals in a gout of flame.
Fantasy Flight Rules – Flame Projector
- Source: Age of Rebellion (sw-ffg-ar-cr-178), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-165)
- Flame Projector – Skill: Ranged – Heavy, Damage: 2, Crit: 4, Range: Short, Encumbrance: 6, Hard Points: 2, Price: 1,000 credits, Rarity: 6, Special Qualities: Burn 3, Blast 8
- When triggering the weapon’s Burn quality, the user may choose to apply it to any one target hit by the attack; this quality may be triggered multiple times, affecting a different target each time. However, the GM can spend two Threat (Disadvantage) or a Despair to apply the weapon’s Burn quality to an ally hit by the original attack.
- Burn (Active) Weapons with Burn inflict damage over time. If the attack is successful, the target continues to suffer the weapon’s base damage for a number of rounds equal to the weapon’s Burn rating. Damage is applied at the start of each of the target’s actions.
- A victim might be able to stop the damage by rolling around on the ground and making an Agility check as an action. This is an Average (two dice) Coordination check on hard surfaces such as the hall of a spaceship, or an Easy (one dice) Coordination check on grass or soft ground.
- Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do.
- Blast (Active) The weapon has a large spread, an explosive blast, or similar area of effect, like the detonation of a grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) Engaged with the original target suffers wounds equal to the weapon’s Blast rating (plus an additional wound per Success as usual).
- In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.
- If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses, by spending (three advantages). In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-28 – Added in Age of Rebellion material.
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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