Star Wars – EDF-MSV
Equipment Data File – Modification for Starships or Vehicles
Weapon Upgrade Concussion Missile Launcher
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.
SW Starship Companies – Arakyd, ArMek, Chedak, Corellian Engineering Corporation, Curich Engineering, Cygnus Spaceworks, Fabritech, Gallofree Yards, Incom, Koensayr, Kuat Drive Yards, Kuat System Engineering, Miradyne, OutlawTech, Phoah-Kingsmeyer, Republic Sienar Systems, Rendili StarDrive, Santhe/Sienar Technologies, Sienar Fleet Systems, Slayn & Korpil, SoroSuub, Subpro, Taim & Bak, TransGalMeg
Generic items available to all Starship companies – Emergency Repair Patch and Enhanced Carbon-Durasteel Armour, Retrofitted Hanger Bay, Smuggling Compartments, Tool Kit, Weapon Upgrade (Auto-Blaster, Blaster Cannon (Light, Heavy), Concussion Missile Launcher, Ion Cannon (Light, Medium, Heavy, Battleship), Laser Cannon (Light, Medium, Heavy, Quad), Proton Torpedo Launcher, Tractor Beam (Light, Medium, Heavy), Turbolaser (Light, Medium, Heavy))
- Generic Only
From Age of Rebellion
This upgrade reflects the simple act of mounting more or heavier weapons on a starship or vehicle. When replacing an existing weapon on the ship, the new weapon has the same firing arc as the original. When adding a weapon to a new location on the ship, the GM must decide what firing arc makes the most sense
From Edge of the Empire
This is the simple act of mounting more or heavier weapons on a starship or vehicle. The combinations of weapon load-outs are nearly endless thanks to the diversity of weapon systems in the galaxy. May be installed on any ship or vehicle.
Ordnance – Ordnance provides vehicles and starships with a powerful one-use weapon that can punch through armor or even lock on to opponents and track them. These projectiles are propelled by small sublight drives and carry high-yield warheads designed to give small ships a heavier punch against large ships or to take out enemy starfighters or airspeeders before the opponent can close to engage. Most ordnance contains a sophisticated guidance system and vectored thrusters that allow it to track its target and even come around for another pass if it misses the first time.
The more common and less powerful of the two types of shipboard ordnance, concussion missiles are found on all manner of spacecraft, from tiny starfighters to capital ships. Roughly a meter long, a concussion missile employs special warheads, combining a hardened durasteel penetrator that uses kinetic force to pierce through a ship’s armor and a shaped high-explosive charge that causes damage through both explosive force and concussive shock. Concussion missiles are primarily anti-fighter weapons, used to quickly deal crippling damage to starfighters and patrol boats, although they perform well against larger targets as well.
Concussion grenades are primarily a personal scale weapon, although many military ground vehicles mount concussion grenade launchers that fire larger anti-infantry or anti-armor versions. Concussion grenade launchers are typically relatively short range ballistic weapons, and thus are useless in space combat.
Additional concussion missiles cost 500 credits each and are Restricted.
Limited Ammo and Starfighters
Sometimes starfighters or other small ships have weapons such as proton torpedoes or concussion missile launchers that have the Limited Ammo Quality. Although normally Limited Ammo weapons can be reloaded with a maneuver once exhausted, starfighters generally carry only one payload of torpedoes or missiles, and must be reloaded back at a base or carrier starship. They cannot be reloaded in mid-flight, and especially not in mid-combat!
Fantasy Flight Rules – Weapon Upgrade Concussion Missile Launcher
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-288), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-271)
- Weapon Upgrade Concussion Missile Launcher – Price: R 7,500 cr + 3,750 cr per additional weapon, Rarity: 5, Hard Points Required: 0 if replacing existing weapon, otherwise 1. Adding an additional weapon costs 1 per weapon.
- Silhouette Size that can mount it: 3-10
- Base Modifiers: Concussion Missile, Costs R 500 cr per missile, Damage 6, Critical 3, Range Short, Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1
- Modification Options: None
- 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.
- Breach (Passive) Weapons with Breach burn through the toughest armor, and are often heavy weapons or starship weapons.
- Breach weapons ignore one point of Armor for every rating of Breach (meaning they also ignore 10 points of soak for every rating of Breach).
- Guided (Active) Certain types of projectiles may benefit from course alterations after being fired – such as guided missiles. If a character misses while firing a Guided weapon and if Guided activates, he may make an attack check at the end of the round. The difficulty of the check is calculated by comparing the weapon’s silhouette of 0 to the silhouette of the target (see page 235), and the check’s Ability dice equal the weapon’s Guided rating. If the test is successful, the weapon strikes the target
- and damage is dealt normally.
- Guided requires (three advantages) to activate, unless otherwise specified in the weapon’s description. Remember, the Guided effect can activate on its subsequent attacks, representing the projectile continuing to track the target.
- “Spoofing” is a countermeasure designed to work against the particular projectile – such as flares designed to draw off an infrared missile. Spoofing directly increases the defense of the target against attacks with the Guided quality.
- Limited Ammo (Passive) Some weapons fire particularly large or complex projectiles that cost significant amounts of credits, or are themselves a complete weapon that once launched is expended. A weapon with the Limited Ammo quality may be used to make a number of attacks equal to its Limited Ammo rating before it must be reloaded with a maneuver. In addition, each shot expends one of a limited number of rounds of ammo, which must be purchased or otherwise obtained before the weapon can be used. This also applies to grenades and other “one use” weapons which have the Limited Ammo 1 quality (here, the user is not “reloading” the grenade, but drawing another to use – but mechanically they are equivalent).
- Linked (Active) Some weapons, like the laser cannons fitted to the Z-95 Headhunter, are designed to fire together at the same target. This increases the possibility of a hit as well as the damage dealt. When firing a linked weapon, on a successful attack, the weapon deals one hit. The wielder may spend (two advantages) to gain an additional hit, and may do so a number of times equal to the weapon’s linked rating. Additional hits from linked weapons may only be applied against the original target. Each hit deals the weapon’s base damage plus total (successes) scored on the check.
- Slow-Firing (Passive) Slow-Firing weapons tend to be large, heavy, emplacement-mounted weapons like the turbolasers found on capital ships, or planetary defense ion cannons. While they deal incredible damage, they need time to recharge or cool down between shots. A weapon’s Slow-Firing rating dictates how quickly the weapon can be fired after an attack. For example, a heavy turbolaser with Slow-Firing 2 must wait two Rounds after being fired before it can be fired again.
- 2022-03-24 – Updated the descriptive text.
- 2022-01-22 – Added in Age of Rebellion Core Rulebook.
Cloud Car: Storm IV (5)
Groundcar: Personnel Carrier (2)
Landspeeders: X-34 (2)
Mobile Refinery: Digger Crawler (7)
Speeder Bike: 74-Z Military (4)
Speeder Truck: A-A5 (2)
Swoop: Flare-S (3)
Starfighters: A/SF-01 B-Wing (6), BTL-A4 Y-Wing (4), BTL-S3 Y-Wing (4), CloakShape (4), RZ-1 A-Wing (6), T-65B X-Wing (5), TIE (BR (R5), D (R8), IN (R5), LN (R4), SA (R5), SH (R5)), Z-95-AF4 Headhunter (4)
Yacht: Luxury 3000 (6)
Modifications: Advanced Targeting Array (4), Electronic Countermeasures Suite (6), Enhances Carbon-Durasteel Armour (3), High-Output Ion Turbine (5), Hydraulic Control Circuits (7), Hyperdrive Generator (4), Hyperdrive Sled, Reinforced Shield Generator (5), Retrofitted Hanger Bay (2), Smuggling Compartments (R1), Stabilizer Conversion Kit (4), Upgraded Comms Array (6), Upgraded Weapons (Auto-Blaster (3), Blaster Cannon (Light (2), Heavy (3)), Concussion Missile Launcher (R5), Ion Cannon (Light (5), Medium (6), Heavy (7), Battleship (8)), Laser Cannon (Light (4), Medium (4), Heavy (5), Quad (5)), Proton Torpedo Launcher (R7), Tractor Beam (Light (4), Medium (5), Heavy (6)), Turbolaser (Light (R7), Medium (R7), Heavy (R8)))
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
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, Rebels, Sith)
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