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Equipment Data File Roleplaying Star Wars

SW SV-MSV Weapon Upgrade Ion Cannon Heavy

Star Wars – EDF-MSV

Equipment Data File – Modification for Starships or Vehicles

Weapon Upgrade Ion Cannon Heavy

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.

Ion weapons are anti-ship and anti-vehicle weapons designed to disable rather than destroy their targets. They use ion turbine generators to create masses of negatively charged particles which are fused with plasma and released as blasts or pulses. The negatively charged particles interfere with a target’s electrical systems, shorting circuits, corrupting computers, and forcing system shutdowns in an effort to subdue a target or make it easier to destroy via more traditional means. Although designed to do little-to-no physical damage to targets, collateral damage such as fried circuits, fused joints, and even fires may occur due to the intense energy surges.

Fantasy Flight Rules – Weapon Upgrade Ion Cannon Heavy
  • Source: Age of Rebellion Core Rules (sw-ffg-ar-cr-288), Edge of the Empire Core Rulebook (sw-ffg-ee-cr271)
  • Weapon Upgrade Ion Cannon HeavyPrice: 7,500 cr + 3,750 cr per additional weapon, Rarity: 7, Hard Points Required: 0 if replacing existing weapon, otherwise 1. Adding an additional weapon costs 1 per weapon.
  • Silhouette Size that can mount it: 6-10
    • Base Modifiers: Damage 7, Critical 4, Range Medium, Ion, Slow-Firing 1
    • Modification Options: None
  • Ion (Passive) Ion weapons are designed to affect electrical systems as opposed to dealing raw damage. They are fitted to ships to knock out opponents’ shields, sensors, and engines. They are shorter range than laser weapons, and deal larger amounts of damage, but their damage is dealt to the target as system strain (usually on vehicles). It is still reduced by armor and soak. Droids are affected by ion weapons, taking damage to their strain threshold.
  • 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.

Content Updates

  • 2022-03-24 – Updated the descriptive text.
  • 2022-01-22 – Added in Age of Rebellion Core Rules.
SW Vehicles

VEHICLES

Airspeeders: Civilian (3), T-16 Skyhopper (2), T-47 Airspeeder (3)

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)

Walkers: AT-AT (R5), AT-EST (5), AT-PT (7), AT-ST (R5)

STARSHIPS

Battlecruiser: Imperial I (R7), Liberty (7), Praetor II (R9), Victory (R6)

Corvette: CR90 (5), Marauder (R5), Vigil (R5)

Cruiser: Consular (5), Dreadnought (6), Interdictor (R8), Vindicator (R8)

Freighters: Citadel (6), Starwind (6), Wayfarer (5), YT-1300 (4), YT-2400 (5)

Frigates: DP20 Gunship (6), Lancer (R7), Nebulon-B (R7)

Patrol Boats: Firespray (4), Imperial LPS (4), JumpMaster (5), Skipray Blastboat (6)

Shuttles: Lambda (R6), Sentinel (R6)

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)

Transports: Action VI (5), Gozanti (6), GR-75 (4), Space Master (4), Star Galleon (R7), YV-929 (6)

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)))

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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:
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