Star Wars RPG (FFG) Wiki

BRAWL AND MELEE WEAPON CRAFTING[1][]

Melee weapons might not be the battlefield mainstay that they once were in ancient days, but many species still carry them to war as symbols, as secondary weapons, or for the sheer menace they exude.

Brawl and Melee weapon crafting follows the normal steps for Crafting, using the tables provided here.

BRAWL AND MELEE WEAPON TEMPLATES[1][]

Name Material Price/Rarity Check Time Examples
Fist Weapon 10 credits/0 Average difficulty Mechanics or Survival check 4 hours Brass knuckles, punch dagger
Blunt Weapon 5 credit/0 Easy difficulty Mechanics or Survival check 6 hours Club, staff
Shield 10 credits/0 Average difficulty Mechanics or Survival check 8 hours Buckler, riot shield
Bladed Weapon 10 credits/0 Average difficulty Mechanics or Survival check 16 hours Axe, knife, sword
Vibro-weapon 200 credits/3 Hard difficulty Mechanics check 1 day (24 hours) Vibro ax, virboknife, vibrosword
Powered Melee Weapon 400 credits/4 Daunting difficulty Mechanics check 2 days (48 hours) Electrostaff, force pike

BRAWL AND MELEE WEAPON TEMPLATE PROFILES[2][]

Name Skill Dam Crit Range Encum HP Special Hands Required
Fist Weapon Brawl +1 4 Engaged 1 0 Disorient 3 One-handed
Blunt Weapon Melee +2 5 Engaged 3 1 Disorient 2 One-handed
Shield Melee +0 5 Engaged 1 4 Defensive 1 One-handed
Bladed Weapon Melee +1 3 Engaged 2 1 One-handed
Vibro-weapon Melee +1 2 Engaged 2 3 Pierce 2, Vicious 1 One-handed
Powered Melee Weapon Melee +2 3 Engaged 3 5 Stun 3 One-handed

SPENDING ADVANTAGE, TRIUMPH, THREAT, AND DESPAIR RESULTS ON BRAWL AND MELEE WEAPON CRAFTING[2][]

Symbols Effect
Advantage or Triumph Practice Makes Perfect: The character learns something valuable, and gains a boost die on the next check [they] make with the same skill before the end of the session.

Two-Handed: Increase the weapon's damage by 1 and encumbrance by 2, it becomes a weapon that requires two hands to wield (this can only be selected once).
Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1).
Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once).

Two advantages or one triumph Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.

Defensive Quality: The weapon gains the Defensive 1 quality (or increase its Defensive quality by 1, to a maximum of 3).
Customizable: Increase the weapon's hard points by 1 (this can only be selected once).
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1).
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5).
Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stun quality by 1).

Three advantages or one triumph Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process: the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once).

Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality by 1).
Deflection Quality: The weapon gains the Deflection 1 quality (or increase its Deflection quality by 1, to a maximum of 3).
Destructive: Increase the weapon's damage by 1 (this can only be selected once.

Four advantages or one triumph Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1, to a maximum of 3).

Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).
Sunder Quality: The weapon gains the Sunder quality (this can only be selected once).
Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [–]).

Two triumphs Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once).

Integral Attachment: Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs 0 credits.

Threat or Despair Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.

Heavy: Increase the weapon's encumbrance by 1.

Two threats or one despair Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1).

Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.

Three threats or one despair Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).

Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1).

Four threats or one despair Brittle: On a result of despair from a combat check using this weapon, it becomes damaged one level.
Two despairs Hidden Flaw: At some point in the future, the GM may flip a Destiny Point to have the weapon fracture or break. When the GM does so, the weapon counts as suffering major damage and thus becomes unusable. Once the weapon has been repaired, this flaw is removed and cannot be exploited again.

RANGED WEAPON CRAFTING[3][]

Most citizens of the Outer Rim know the value of a good blaster and a steady hand, for even the act of carrying a firearm has a considerable power on the outskirts of civilization.

Ranged weapon crafting follows the normal steps for Crafting, using the tables provided here. Any weapon with the Limited Ammo quality is crafted with a number of rounds equal to its Limited Ammo quality (so, a weapon with Limited Ammo 1 could be fired once before the wielder would need to go about either crafting or acquiring reloads for the weapon).

RANGED WEAPON TEMPLATES[3][]

Name Material Price/Rarity Check Time Examples
Simple Projectile Weapon 10 credits/0 Average difficulty Mechanics or Survival check 4 hours Bow, sling, blowgun, javelin
Solid Projectile Pistol 50 credits/2 Average difficulty Mechanics check 8 hours Slugthrower pistol, flechette pistol
Solid Projectile Rifle 125 credits/2 Hard difficulty Mechanics check 8 hours Slugthrower rifle, rail gun
Energy Pistol 200 credits/3 Hard difficulty Mechanics check 12 hours Blaster pistol
Energy Rifle 450/4 Hard difficulty Mechanics check 16 hours Blaster rifle
Heavy Energy Rifle (R) 1,000/6 Daunting difficulty Mechanics check 1 day (24 hours) Heavy blaster rifle, disruptor rifle
Missile Launcher (R) 4,000/7 Daunting difficulty Mechanics check 16 hours Missile launcher, torpedo launcher
Missile (R) 100/3 Hard difficulty Mechanics check 4 hours Missile, micro-torpedo
Grenade 35/4 Hard difficulty Mechanics check 2 hours Frag grenade, stun grenade
Mine (R) 425/5 Hard difficulty Mechanics check 4 hours Anti-personnel mine, ion mine

RANGED WEAPON TEMPLATE PROFILES[3][]

Name Skill Dam Crit Range Encum HP Special
Simple Projectile Weapon Ranged (Light) 4 5 Short 3 0 Limited Ammo 1
Solid Projectile Pistol Ranged (Light) 4 5 Short 1 0
Solid Projectile Rifle Ranged (Heavy) 7 5 Medium 5 1 Cumbersome 2
Energy Pistol Ranged (Light) 6 3 Medium 1 3
Energy Rifle Ranged (Heavy) 9 3 Long 4 4
Heavy Energy Rifle Gunnery 10 3 Long 6 4 Cumbersome 3
Missile Launcher Gunnery Uses profile of loaded missile.
Missile Gunnery 20 2 Extreme 7 4 Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1
Grenade Ranged (Light) 8 4 Short 1 0 Blast 6, Limited Ammo 1
Mine Mechanics 12 3 Extreme 3 0 Blast 4, Limited Ammo 1

SPENDING ADVANTAGE, TRIUMPH, THREAT, AND DESPAIR RESULTS ON RANGED WEAPON CRAFTING[4][]

Symbols Effect
Advantage or Triumph Practice Makes Perfect: The character learns something valuable, and gains a boost die on the next check [they] make with the same skill before the end of the session.

Ion Quality: The weapon gains the Ion quality (this can only be selected once).
Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1).
Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient quality by 1).

Two advantages or one triumph Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.

Customizable: Increase the weapon's hard points by 1 (this can only be selected once).
Increased Range: Increase the weapon's range by 1 range band, to a maximum of extreme (this can only be selected once).
Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once).
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5).
Stun Setting: This weapon gains the Stun setting quality (this can only be selected once).

Three advantages or one triumph Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process: the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once).

Destructive: Increase the weapon's damage by 1 (this can only be selected once).
Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality by 1).
Stun Quality: The weapon gains the Stun 3 quality (or increase its Stun quality by 1).
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1).

Four advantages or one triumph Auto-Fire Quality: The weapon gains the Auto-fire quality (this can only be selected once).

Burn Quality: The weapon gains the Burn 1 quality (or increase its Burn quality by 1).
Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).
Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1, to a maximum of 3).
Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [–]).

Two triumphs Blast Quality: The weapon gains the Blast 5 quality (or increase its Blast quality by 2).

Concussive Quality: The weapon gains the Concussive 1 quality (this can only be selected once).
Integral Attachment: Add +1 hard point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs 0 credits.

Threat or Despair Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.

Heavy: Increase the weapon's encumbrance by 1.
Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1).

Two threats or one despair Expensive: The weapon has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the weapon is doubled. (This can only be selected once.)

Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.

Three threats or one despair Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).

Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1).
Ammunition-Inefficient: During combat, the Game Master may make this weapon run out of ammunition by spending three threat results; this is in addition to the standard spending of a despair result (this can only be selected once)
Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1).

Four threats or one despair Limited Ammo Quality: The weapon gains the Limited Ammo 3 quality (or decrease its Limited Ammo quality by 1, to a minimum of 1).

Slow-Firing Quality: The weapon gains the Slow-Firing 1 quality (or increase its Slow-Firing quality by 1).

Two despairs Dangerously Volatile: The GM may spend a despair result from any combat check made with this weapon to have it explode. The weapon is destroyed, and the character holding it and each engaged character suffers 10 damage (this can only be selected once).
  1. 1.0 1.1 Special Modifications: A Sourcebook for Technicians (Page 76)
  2. 2.0 2.1 Special Modifications: A Sourcebook for Technicians (Page 77)
  3. 3.0 3.1 3.2 Special Modifications: A Sourcebook for Technicians (Page 78)
  4. Special Modifications: A Sourcebook for Technicians (Page 79)