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). |
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). |
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). |
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). |
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. |
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). |
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). |
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). |
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). |
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). |
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 | 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. |
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). |
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). |
- ↑ 1.0 1.1 Special Modifications: A Sourcebook for Technicians (Page 76)
- ↑ 2.0 2.1 Special Modifications: A Sourcebook for Technicians (Page 77)
- ↑ 3.0 3.1 3.2 Special Modifications: A Sourcebook for Technicians (Page 78)
- ↑ Special Modifications: A Sourcebook for Technicians (Page 79)