SW Ships Weapons

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Sources: AoRCore (Age of Rebellion Core Book) • CaM (Cyphers and Masks) • DA (Desperate Allies) • DC (Dangerous Covenants) • DoH (Disciples of Harmony) • EoECore (Edge of Empire Core Book) • EtU (Enter the Unknown) • EV (Endless Vigil) • FaDCore (Force and Destiny Core Rulebook) • FC (Fly Casual) • FH (Far Horizons) • FiB (Forged in Battle) • FLT (Friends Like These) • FO (Fully Operational) • KtP (Keeping the Peace) • LbE (Lead by Example) • LoNH (Lords of Nal Hutta) • ND (No Disintegrations) • NoP (Nexus of Power) • SaS (Ships and Speeders) • SM (Special Modifications) • SoF (Suns of Fortune) • SoR (Strongholds of Resistance) • SoT (Stay on Target) • SS (Savage Spirits)

Upgraded Weapons Attachments: Upgrading weapons costs 0 Hard Points if replacing an existing system, 1 Hard Point if adding a new weapon system.

Weapon Range Damage Crit Qualities Price/Rarity Silhouette Sourcebook
Auto-Blaster Close 3 5 Auto-fire 3000cr/3 2-10 AoRCore240, EoECore230
Blaster Cannon (light) Close 4 4 4000cr/2 2-10 AoRCore240, EoECore230
Blaster Cannon (heavy) Close 5 4 5000cr/3 2-10 AoRCore240, EoECore230
Concussion Missile Launcher Short 6 3 Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1 7500cr/5 3-10 AoRCore240, EoECore230
Flak Cannon (light) Close 5 3 Blast 4, Slow-Firing 1, Vicious 3 6000cr/5 4-10 LbE53
Flak Cannon (medium) Short 5 3 Blast 4, Slow-Firing 1, Vicious 4 8000cr/6 5-10 LbE53
Flak Cannon (heavy) Short 6 3 Blast 5, Slow-Firing 2, Vicious 5 10,000cr/7 6-10 LbE53
Ion Cannon (light) Close 5 4 Ion 5000cr/5 3-10 AoRCore240, EoECore230
Ion Cannon (medium) Short 6 4 Ion 6000cr/6 5-10 AoRCore240, EoECore230
Ion Cannon (heavy) Medium 7 4 Ion, Slow-Firing 1 7500cr/7 6-10 AoRCore240, EoECore230
Ion Cannon (battleship) Medium 9 4 Breach 3, Ion, Slow-Firing 2 10,000cr/8 8-10 AoRCore240
Laser Cannon (light) Close 5 3 5500cr/4 3-10 AoRCore240, EoECore230
Laser Cannon (medium) Close 6 3 7000cr/4 3-10 AoRCore240, EoECore230
Laser Cannon (heavy) Short 6 3 7500cr/5 4-10 AoRCore240, EoECore230
Proton Torpedo Launcher Short 8 2 Blast 6, Breach 6, Guided 2, Limited Ammo 3, Slow-Firing 1 9000cr/7R 3-10 AoRCore240, EoECore230
Quad Laser Cannon Close 5 3 Accurate 1, Linked 3 8000cr/6 4-10 AoRCore240, EoECore230
Tractor Beam (light) Close Tractor 2 6000cr/4 4-10 AoRCore240, EoECore230
Tractor Beam (medium) Short Tractor 4 8000cr/5 5-10 AoRCore240, EoECore230
Tractor Beam (heavy) Short Tractor 6 10,000cr/6 5-10 AoRCore240, EoECore230
Turbolaser (light) Medium 9 3 Breach 2, Slow-Firing 1 12,000cr/7R 5-10 AoRCore240, EoECore230
Turbolaser (medium) Long 10 3 Breach 3, Slow-Firing 1 15,000cr/7R 6-10 AoRCore240, EoECore230
Turbolaser (heavy) Long 11 3 Breach 4, Slow-Firing 2 20,000cr/8R 6-10 AoRCore240, EoECore230
Missiles & Rockets
Decoy Short Slow-Firing 1; Computers (Difficulty-die.png) to fire; Upgrade Difficulty of Guided weapons, +1 Upgrade per Advantage-result.pngAdvantage-result.png; if Guided attack misses but scores Advantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png, decoy is destroyed 400cr/6 DC61
Jammer Short Guided 4, Slow-Firing 1; follows target for one round per Success-result.png, adds Setback-die.pngSetback-die.png to Gunnery, Piloting, Computers checks; self-destructs after 3 rounds; Silhouette 1 to shoot down 300cr/6 DC61
Unguided Rocket Short 5 3 Blast 3, Breach 3, Slow-Firing 1; Inaccurate 1 300cr/4 DC61
Mini-Missiles & Mini-Rockets
Concussion Mini-Missile Short 4 4 Blast 2, Breach 2, Guided 3, Slow-Firing 1 400cr/5 DC61
Jammer Mini-Missile Close Guided 4, Slow-Firing 1 400cr/6 DC61
Unguided Mini-Rocket Close 3 4 Blast 1, Breach 2, Slow-Firing 250cr/4 DC61
Space Mines
Mechanics: Mines activate when a ship moves within Close range, forcing the pilot to make a Piloting (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) to avoid. Inflicts damage equal to base for mine, plus 1 per Failure-result.png, with the mine setter spending Threat-result.png on that roll as though they were Advantage-result.png on an attack check.
Concussion Mine Short 12 3 Blast 8, Breach 4, Limited Ammo 1 500cr/5R ND64
Connor Net Short 20 4 Ion, Limited Ammo 1 1200cr/7R ND64
Firecracker Mine Short 1 Blast 8, Limited Ammo 1; Crew and occupants Disoriented for 3 rounds. 400cr/4R ND64
Gravity Mine Short 2 6 Limited Ammo 1; creates a gravitic mine out to Long range, which prevents ships from entering hyperspace within it until they leave it. 1000cr/7R ND64
Ion Mine Short 12 4 Blast 8, Ion, Limited Ammo 1 600cr/5R ND64
Seeker Mine Short 16 3 Blast 4, Breach 2, Vicious 2, Limited Ammo 1; if pilot avoids, mine may spend Threat-result.pngThreat-result.png to force pilot to make the check again, at -1 Difficulty at the beginning of his next turn. 1300cr/7R ND64


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