The Star Wars Saga Edition RPG Databank

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Archive for the ‘Weapons, Ranged’ Category

Mass Driver

Friday, December 30th, 2011

Designed by Sacredphoenix and ShadoWarrior

Vehicle Weapon

They inflicted damage by hurling projectiles at high velocities, which imparted kinetic energy and force to the target upon impact. Damage was thus a result of the mass of the projectile and its velocity.

The velocity the projectile could achieve is limited by the method by which it is initially propelled. For a chemical explosion (how a conventional slugthrower works), the peak velocity was ~1.8 km/s. For a plasma driven round from an electrothermal cannon (an electrical arc vaporizes the propellant into a plasma to create the requisite pressure to propel the slug), the peak was ~2.5 km/s. For a gauss/coil gun (where the mass is accelerated by passing through sequenced electromagnetic fields) the limit was ~2 km/s due to the rate at which the fields can be created and collapse. These speeds are extremely small in comparison to light speed

For a rail gun (where the slug is accelerated by Lorentz forces and electromagnetism between two parallel rails) there was no real limit (except the speed of light), only a practical one based on rail erosion and, when in atmosphere, ablation of the projectile. Typically this speed was 6 km/s.

Damage 7d10×2
Points 2
Availability Military
Cost 9,000

Heavy Mass Driver*
Damage 6d10×5
Points 6
Availability Military
Cost 18,000
Range Pt. Blank: 0-2 Short: 3-4 Medium: 5-10 Long: 11-20

*Colossal (frigate) or larger starships only

Posted in Weapons, Ranged | No Comments »

Diamond Boron Missile

Friday, December 30th, 2011

Designed by Sacredphoenix and ShadoWarrior


The diamond boron missile was a weapon developed sometime during the Clone Wars, but only truly refined at the height of the Galactic Civil War. Diamond boron missiles were nearly impervious to starfighter-scale laser weapons and could be fired from most standard concussion missile launchers. They were equipped with powerful warheads capable of completely destroying everything within five-hundred meters from the point of detonation. Thus, the missile proved itself an effective weapon against fighters, since a single blast could easily take out several at a time.

Despite these advantages, the missile was prohibitively expensive, with each unit demanding an investment upwards of 20,000 credits. It therefore fell into disuse as newer and cheaper alternatives were developed.

Imperial Broadside-class cruisers were initially equipped with diamond boron missiles, as well as Marauder-class corvettes used by the Alliance. The freighter Suprosa used these missiles to destroy many Y-Wings piloted by Bothans. The Zann Consortium also often employed the missiles, which were fired from stationary space platforms.

Diamond Boron Missile 9d10×5 1-square splash (starship scale) Availibility: Military, Rare Cost 20000 credits (per missile)

Special: May be used in Heavy Concussion Missile Launchers only

Posted in Weapons, Ranged | No Comments »

RGL-80 Electronet Grenade

Sunday, December 25th, 2011

The RGL-80 Electronet Grenade was a model of electronet grenade designed by Golan Arms. It could be fired through any standard grenade launcher and, upon command, detonate and unravel the electronet webbing to 2 meters. It was harder to use than a normal stun grenade, and if the target pulled hard enough they could potentially disconnect the wiring from the control box, however the amount of electrical charge could be varied depending on the target, allowing for lethal or nonlethal applications.

Tiny, Simple

WEAPON COST DMG STUN ROF WT TYPE AVAIL
RGL-80 Electronet Grenade 750 3d6 Y S .5 kg Stun Rare

Special: If the target is hit, treat as an attack with a Net. A successfully grappled target takes full damage each round until free.

Posted in Equipment, Simple Ranged Weapon, Weapons, Ranged | No Comments »

Incendiary Grenade

Monday, March 21st, 2011

Designed by Shadowrunner.

Tiny, Simple Weapon

The incendiary grenade spreads flammable chemicals over a two square burst radius, burning anyone within.  It is designed to detonate on contact after it is thrown, dealing damage in the same round as it was hurled.  The chemicals will keep burning until to start of the attacker’s next round and anyone within or moves into the radius suffers a D20+5 attack against their Fortitude defense, taking  1D6 fire damage.  When you make an area attack with an incendiary grenade, you make a single attack roll and compare it to the Reflex defense of every target in the blast area.  Creatures you hit take full damage and take only half damage on a miss.  Creatures with Evasion take half damage on a successful attack and no damage on a miss.

WEAPON COST DMG STUN ROF WT TYPE AVAIL
Incendiary Grenade 400 4D6 N NA .75 kg Fire Military

Posted in Explosives, Weapons, Ranged | No Comments »

Qui-Gon Jinn

Sunday, March 22nd, 2009

Designed by Morco_Jocra and ShadoWarrior.

Qui-Gon Jinn was a revered, yet maverick and unconventional Jedi Master, Padawan to Count Dooku, and mentor to Obi-Wan Kenobi, Qui-Gon often placed himself in conflict with the Jedi Council. He was deeply attuned to the Living Force, which contributed to his frequent taking side trips to help seemingly “pathetic life-forms.” Despite his opposition to the council, he was regarded by many Jedi as sharp-witted and for possessing great wisdom.
Qui-Gon served the Galactic Republic and the Jedi Order his entire life, participating in actions against the Nebula Front and most famously during the Invasion of Naboo. It was Qui-Gon who discovered Anakin Skywalker, on Tatooine during this crisis and was largely responsible for championing his training. Even after his death at the hands of Darth Maul he played a vital role in the legacy of the Jedi Order, by learning and instructing Yoda & Obi-Wan Kenobi to become one with the force.

Qui-Gon Jinn CL 17

Meduim Human Jedi 7/Jedi Knight 5/Jedi Master 5
Destiny 3; Force 9
Init +15; Senses Perception +17
Languages Basic, Cerean, Gran, Shryiiwook

Defenses Ref 32 (flat-footed 30), Fort 30, Will 34; Block, Deflect, Shii-Cho
HP 137; Threshold 30
Immune fear effects

Speed 6 squares
Melee lightsaber +21 (2d8+11) or
Melee lightsaber +19 (3d8+11) w/Rapid Strike or
Melee lightsaber +16 (4d8+11) w/Improved Rapid Strike or
Melee lightsaber +21/+21 (2d8+11) w/Double Attack or
Melee lightsaber +19/+19 (3d8+11) w/Double Attack and Rapid Strike
Melee lightsaber +16/+16 (4d8+11) w/Double Attack and Improved Rapid Strike
Melee lightsaber +17/+17/+17 (2d8+11) w/Triple Attack or
Melee lightsaber +15/+15/+15 (3d8+11) w/Triple Attack and Rapid Strike
Melee lightsaber +12/+12/+12 (4d8+11) w/Triple Attack and Improved Rapid Strike
Ranged by weapon +19
Base Atk +17, Grp +19
Attack Options Double Attack, Improved Rapid Strike, Rapid Strike, Severing Strike, Triple Attack
Special Actions Redirect Shot, serenity
Force Powers Known (Use the Force +21): battle strike (2), farseeing, Force slam (2), mind trick (2), move object (2), negate energy, rebuke (2), surge (2), vital transfer
Force Secrets Extend Power, Multitarget Power, Quicken Power, Shaped Power
Force Techniques Force Point Recovery, Improved Sense Force

Abilities Str 13, Dex 15, Con 12, Int 16, Wis 18, Cha 17
Talents Ataru, Block, Deflect, Disciplined Strike, Multiattack Proficiency (lightsabers) x3, Redirect Shot, Severing Strike, Shii-Cho
Feats Double Attack, Force Sensitivity, Force Training (3), Improved Rapid Strike, Rapid Strike, Skill Focus (Use the Force), Triple Attack, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +15, Initiative +15, Knowledge (galactic lore) +16, Knowledge (tactics) +16, Perception +17, Use the Force +21
Possessions lightsaber (self-built), Jedi robes, utility belt (extra medpac), aquata breather, comlink (encrypted)

Posted in Characters, Jedi Order, Republic, Weapons, Ranged | 8 Comments »

Arakyd Industries ACP Heavy Repeater

Sunday, December 14th, 2008

Designed by Shadowrunner.

Large, Heavy

The ACP Heavy repeater was better suited to use as a vehicle mount or bunker emplacement.  It would often be used by elite Trandoshan slavers who were strong enough to wield its massive weight and absorb its tremendous recoil. 

If a character attempts to use it as a mobile weapon, they must possess 15 Str or suffer an additional -5 penalty to their attack rolls.  The ACP Repeater cuts through shields very easily; removing 5 points of shield strength on a successful attack.  However while devastating against shields, the ACP’s charged particle ammunition is less effective against droids; droids gain 5 points of damage reduction against such weapons.  The heavy repeater uses a 200 round ammo belt and can be reloaded as a full round action, it also holds a wicked looking spike on the barrel that functions as a bayonet.

WEAPON COST DMG STUN ROF WT TYPE AVAIL
LS-150 ACP Heavy Repeater 3000 3d10 N A 12.5 kg Energy/Piercing Restricted

Posted in Heavy, Weapons, Ranged | 6 Comments »

Snare Rifle*

Monday, November 24th, 2008


See Scum and Villainy (pg 51).

Posted in Rifles, Weapons, Ranged | No Comments »

Pulse Rifle*

Monday, November 24th, 2008


See Scum and Villainy (pg 50).

Posted in Exotic Ranged Weapon, Weapons, Ranged | No Comments »