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Technicians have enough expertise to build their own weaponry, using their knowledge and personal quirks to shape a tool of destruction specially tailored to their style.

Crafting is simple and follows these steps: 

Step 1: Select Template, the PC chooses what kind of item to make.

Step 2: Acquire Materials, the PC acquires the supplies to build it.

Step 3: Construction, the PC actually assembles the item with the check. 

If the character succeeds, the item is fully functional and has the profile listed in its template. If the character fails on the check, the product that comes out of the attempt is unusable, and the materials are lost.

Every Success the character scores on the check beyond the first reduces this time by 2 hours (to a minimum of 1 hour). Other factors can also affect the time required, at the GM's discretion. 

Melee Templates[]

Fist Weapon[]

Price Rarity Check Time
10 0 Average (2 difficulty) Mechanics or Survival 4 hours
Skill Dam Crit Range Encum HP Special Hands
Brawl +1 4 Engaged 1 0 Disorient 3 One

Blunt Weapon[]

Price Rarity Check Time
5 0 Easy (1 difficulty) Mechanics or Survival 6 hours
Skill Dam Crit Range Encum HP Special Hands
Melee +2 5 Engaged 3 1 Disorient 2 One

Shield[]

Price Rarity Check Time
10 0 Average (2 difficulty) Mechanics or Survival 8 hours
Skill Dam Crit Range Encum HP Special Hands
Melee +0 5 Engaged 1 4 Defensive 1 One

Bladed Weapon[]

Price Rarity Check Time
10 0 Average (2 difficulty) Mechanics or Survival 16 hours
Skill Dam Crit Range Encum HP Special Hands
Melee +1 3 Engaged 2 1 - One

Vibro-Weapon[]

Price Rarity Check Time
200 3 Hard (3 difficulty) Mechanics 24 hours
Skill Dam Crit Range Encum HP Special Hands
Melee +1 2 Engaged 2 3 Pierce 2, Vicious 1 One

Powered Melee Weapon[]

Price Rarity Check Time
400 4 Daunting (4 difficulty) Mechanics 48 hours
Skill Dam Crit Range Encum HP Special Hands
Melee +2 3 Engaged 3 5 Stun 3 One

Melee Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despairs to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Knockdown Quality: Gain Knockdown Quality (Limit 1).
  • Lightweight: Reduce the weapons encumbrance by 1 (to a minimum of 1).
  • Two-Handed: Increase the weapon's damage by 1 and encumbrance by 2, requires two hands to wield (Limit 1).
  • Practice Makes Perfect: Gain a Boost Die on the next check they make with the same skill before the end of the session.

2 Advantages or 1 Triumph

  • Defensive Quality: Gain Defensive 1 quality (or increase quality by 1, to a maximum of 3).
  • Customizable: +1 Hard Point (Limit 1).
  • Pierce Quality: Gain Pierce 1 quality (or increase quality by 1).
  • Vicious Quality: Gain Vicious 1 quality (or increase quality by 1, to a maximum of 5).
  • Stun Quality: Gain Stun 1 quality (or increase quality by 1).
  • Lessons Learned: Reduce the difficulty of the Character's next crafting check by 1.

3 Advantages or 1 Triumph

  • Ensnare Quality: Gain Ensnare 1 quality (or increase quality by 1).
  • Deflection Quality: Gain Deflection 1 quality (or increase quality by 1, to a maximum of 3).
  • Destructive: Increase damage by 1 (Limit 1).
  • Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).

4 Advantages or 1 Triumph

  • Accurate Quality: Gain Accurate 1 quality (or increase quality by 1, to a maximum of 3).
  • Lethal: Reduce the Critical Rating by 1, to a minimum of 1 (Limit 1).
  • Sunder Quality: Gain Sunder quality (Limit 1).
  • Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple difficulty).

2 Triumphs

  • Concussive Quality: Gain Concussive 1 quality (Limit 1).
  • Integral Attachment: Add +1 Hard Point, then install one applicable attachment that requires 1 or fewer Hard Points. No check is required to obtain this attachment, and it costs 0 credits.

1 Threat or 1 Despair

  • Exhausting Effort: Upon completing Construction, the character suffers 3 strain.
  • Heavy: Increase the encumbrance by 1

2 Threats or 1 Despair

  • Cumbersome Quality: Gain Cumbersome 1 quality (or increase quality by 1).
  • Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.

3 Threats or 1 Despair

  • Wear and Tear: The tools the character was using to craft with are damaged one step (Undamaged to Minor, Minor to Moderate, etc).
  • Difficult to Repair: Increase the difficulty of checks to repair this item by 1.
  • Inaccurate Quality: Gain Inaccurate 1 quality (or increase quality by 1).

4 Threats or 1 Despair

  • Brittle: On a result of Despair from a combat check using the weapon, it becomes damaged one step.

2 Despair

  • 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 Templates[]

Simple Projectile Weapon[]

Price Rarity Check Time
10 0 Average (2 difficulty) Mechanics or Survival 4 hours
Skill Dam Crit Range Encum HP Special
Ranged - Light 4 5 Short 3 0 Limited Ammo 1

Solid Projectile Pistol[]

Price Rarity Check Time
50 2 Average (2 difficulty) Mechanics 8 hours
Skill Dam Crit Range Encum HP Special
Ranged - Light 4 5 Short 1 0 -

Solid Projectile Rifle[]

Price Rarity Check Time
125 2 Hard (3 difficulty) Mechanics 8 hours
Skill Dam Crit Range Encum HP Special
Ranged - Heavy 7 5 Medium 5 1 Cumbersome 2

Energy Pistol[]

Price Rarity Check Time
200 3 Hard (3 difficulty) Mechanics 12 hours
Skill Dam Crit Range Encum HP Special
Ranged - Light 6 3 Medium 1 3 -

Energy Rifle[]

Price Rarity Check Time
450 4 Hard (3 difficulty) Mechanics 16 hours
Skill Dam Crit Range Encum HP Special
Ranged - Heavy 9 3 Long 4 4 -

Heavy Energy Rifle[]

Price Rarity Check Time
(R) 1000 6 Daunting (4 difficulty) Mechanics 24 hours
Skill Dam Crit Range Encum HP Special
Gunnery 10 3 Long 6 4 Cumbersome 3

Missile Launcher[]

Price Rarity Check Time
(R) 4000 7 Daunting (4 difficulty) Mechanics 16 hours
Skill Dam Crit Range Encum HP Special
Gunnery - - - - - Uses profile of loaded missile.

Missile[]

Price Rarity Check Time
(R) 100 3 Hard (3 difficulty) Mechanics 4 hours
Skill Dam Crit Range Encum HP Special
Gunnery 20 2 Extreme 7 4 Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1

Grenade[]

Price Rarity Check Time
35 4 Hard (3 difficulty) Mechanics 2 hours
Skill Dam Crit Range Encum HP Special
Ranged - Light 8 4 Short 1 0 Blast 6, Limited Ammo 1

Mine[]

Price Rarity Check Time
(R) 425 5 Hard (3 difficulty) Mechanics 4 hours
Skill Dam Crit Range Encum HP Special
Mechanics 12 3 Engaged 3 0 Blast 4, Limited Ammo 1

Ranged Integration[]

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despairs to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

1 Advantage or 1 Triumph

  • Disorient Quality: Gain Disorient 1 quality (or increase quality by 1).
  • Expanded Magazine: If the weapon has the Limited Ammo Quality, increase its quality by 1.
  • Ion Quality: Gain the Ion Quality (Limit 1).
  • Lightweight: Reduce the weapons encumbrance by 1 (to a minimum of 1).
  • Practice Makes Perfect: Gain a Boost Die on the next check they make with the same skill before the end of the session.

2 Advantages or 1 Triumph

  • Customizable: +1 Hard Point (Limit 1).
  • Increased Range: Increase the weapon's range by 1 range band, to a maximum of Extreme (Limit 1).
  • Knockdown Quality: Gain Knockdown Quality (Limit 1).
  • Vicious Quality: Gain Vicious 1 quality (or increase quality by 1, to a maximum of 5).
  • Stun Setting: Gain Stun Setting quality (Limit 1).
  • Lessons Learned: Reduce the difficulty of the Character's next crafting check by 1.

3 Advantages or 1 Triumph

  • Destructive: Increase damage by 1 (Limit 1).
  • Ensnare Quality: Gain Ensnare 1 quality (or increase quality by 1).
  • Pierce Quality: Gain Pierce 1 quality (or increase quality by 1).
  • Stun Quality: Gain Stun 3 quality (or increase quality by 1).
  • Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).

4 Advantages or 1 Triumph

  • Accurate Quality: Gain Accurate 1 quality (or increase quality by 1, to a maximum of 3).
  • Auto-Fire Quality: Gain Auto-Fire Quality (Limit 1).
  • Burn Quality: Gain Burn 1 quality (or increase quality by 1).
  • Lethal: Reduce the Critical Rating by 1, to a minimum of 1 (Limit 1).
  • Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple difficulty).

2 Triumphs

  • Blast Quality: Gain Blast 5 quality (or increase quality by 2).
  • Concussive Quality: Gain Concussive 1 quality (Limit 1).
  • Integral Attachment: Add +1 Hard Point, then install one applicable attachment that requires 1 or fewer Hard Points. No check is required to obtain this attachment, and it costs 0 credits.

1 Threat or 1 Despair

  • Exhausting Effort: Upon completing Construction, the character suffers 3 strain.
  • Cumbersome Quality: Gain Cumbersome 1 quality (or increase quality by 1).
  • Heavy: Increase the encumbrance by 1.

2 Threats or 1 Despair

  • Difficult to Repair: Increase the difficulty of checks to repair this item by 1.
  • Expensive: Whenever it becomes damaged, the cost to repair is doubled (Limit 1)
  • Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.

3 Threats or 1 Despair

  • Wear and Tear: The tools the character was using to craft with are damaged one step (Undamaged to Minor, Minor to Moderate, etc).
  • Prepare Quality: Gain Prepare 1 quality (or increase quality by 1).
  • Ammunition-Inefficient: GM may spend 3 Threats to have the weapon run out of ammo.
  • Inaccurate Quality: Gain Inaccurate 1 quality (or increase quality by 1).

4 Threats or 1 Despair

  • Limited Ammo Quality: Gain Limited Ammo 3 quality (or decrease quality by 1, to a minimum of 1).
  • Slow-Firing Quality: Gain Slow-Firing 1 quality (or increase quality by 1).

2 Despair

  • Dangerously Volatile: The GM may spend a Despair from any combat check made with the weapon to have it explode. The weapon is destroyed, and the character holding it and each engaged character suffers 10 damage (Limit 1)
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