(Created page with "{{weaponmenu}} <div style="padding-top: 1.5em;"> <h2 class="headline">'''Generic Launchers'''</h2></div> {{weaponitem|name=Miniature Proton Torpedo|id=torpedo|group=Heavy Weapon|book=Rebellion Era Campaign Guide|page=49|cost=1,500|size=Large|weight=8kg|availability=Military|damage=6d10|stun=—|type=Energy|modes=Single|text=Designed for use with zero-gravity stormtrooper armor, miniature proton torpedoes can rip through starship hulls. The launcher mounts into the z...") |
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--><h2 class="headline">'''Generic Launchers'''</h2><!-- | |||
-->{{weaponitem|name=Miniature Proton Torpedo|id=torpedo|group=Heavy Weapon|book=Rebellion Era Campaign Guide|page=49|cost=1,500|size=Large|weight=8kg|availability=Military|damage=6d10|stun=—|type=Energy|modes=Single|text=<p class="single nomargin">Designed for use with zero-gravity stormtrooper armor, miniature proton torpedoes can rip through starship hulls. The launcher mounts into the zero-g stormtrooper armor’s left gauntlet, but enterprising Rebel engineers have adapted the weapon as a shoulder-mounted launcher. After launhing a miniature proton torpedo, the wielder must spend a [[standard action]] to reset the launcher, which holds 4 torpedoes.</p><!-- | |||
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{{ | --><p class="single nomargin">{{indent}}The miniature proton torpedo launcher is an area-effect weapon. When you make an area a ttack, you make a single attack roll; if your modified attack roll result is equal to 10 or higher, compare the result to the [[Reflex Defense]] of every target in the 2-square blast radius. Creatures that are hit take full damage; creatures that are missed take half damage. A natural 20 on an area attack roll automatically hits all targets within the affected area, but an area attack does not deal double damage on a critical hit. A target that has the [[Survivor_(talent_tree)#evasion|Evasion]] [[Class_Talent_Trees|talent]] takes half damage from a successful attack and no damage if the attack misses.</p><!-- | ||
<div | --><p class="single nomargin">{{indent}}Alternatively, the weapon can be fired at a single target, acting as a focuesd weapon designed to take out starfighters and heavy vehicles. As a [[swift action]], you can set the miniature proton torpedo launcher to single-target mode. In this mode, the weapon no longer functions as an area attack weapon, deals 6d10×2 damage, and applies a −10 penalty on attack rolls against targets smaller than Huge size.</p>}}<!-- | ||
-->{{weaponitem|name=Light Concussion Missile Launcher|id=lightconlauncher|group=Heavy Weapon|book=Threats of the Galaxy|page=134|cost=4,000|size=Large|weight=18kg|availability=Military|damage=see below|stun=—|type=see below|modes=Single|text=<p class="single nomargin">The light concussion missile launcher is an antivehicle weapon used by military units on battlefields where starfighters and heavy artillery are often present. A light concussion missile launcher fires a songle missile at a target on each attack, and the Rapid Shot feat cannot be used in conjunction with a light concussion missile launcher. The missile has a 2-square splash, and attacks with a light concussion missile launcher on targets smaller than Huge take a −10 penalty to their attack rolls.</p>}}<!-- | |||
-->{{weaponitem|name=Light Concussion Missile|id=lightconmissile|group=Heavy Weapon (ammunition)|book=Threats of the Galaxy|page=143|cost=800|damage=4d10×2|stun=—|weight=10kg|type=Slashing|availability=Military|text=<p class="single nomargin">This is the standard ammunition for the Light Concussion Missile Launcher (above).</p>}}<!-- | |||
-->{{weaponitem|name=Missle Launcher|id=missle|group=Heavy Weapon|book=Saga Edition Core Rulebook|page=130|cost=1,500|size=Large|weight=10kg|availability=Military|damage=6d6|stun=—|type=Slashing|modes=Single|text=<p class="single nomargin">A missile launcher fires a high-speed projectile with an explosive warhead. The standard missle unleashes metal shrapnel with explosive force, shreding targets within a 2-square radius.</p><!-- | |||
--><p class="single nomargin">{{indent}}A missle launcher is an area effect weapon. Make a single attack roll and compare it ot hte Reflex Defense of every target within the blast radius. A successful attack deals full damage to the target; if the attack misses, the target takes half damage instead. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.</p><!-- | |||
--><p class="single nomargin">{{indent}}A missle launcher holds four missiles and can be reloaded as a [[full-round action]]. Replacement missiles are bought in pre-loaded magazines that hold four missiles. Magazines cost 200 credits and weigh 5kg.</p>}}<!-- | |||
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-->{{weaponitem|name=Merr-Sonn PLX-2M Portable Missile Launcher|id=plx2m|group=Pistol|book=Rebellion Era Campaign Guide|page=49|cost=2,250|size=Large|weight=48kg|availability=Military|damage=8d6|stun=—|type=Energy|modes=Single|text=<p class="single nomargin">The shoulder-mounted PLX-2M is derived from Mer-Sonn’s Clone Wars-era PLX-1 portable missile launcher. Designed to punch holes through heavy armor, the “Plex-Twoem” is also a particularly effective antipersonnel weapon. The PLX-2M can be fired in direct mode, or it can be fired in heat-seeking mode or gravity-activated mode (providing a −2 penalty to the Reflex Defense of all targets of a particular type: character, droid, vehicle, or artillery). The miniature proton warheads in the PLX-2M’s Arakyd 3t3 missiles detonate on contact, damagin all targets within a 3-square burst radius.</p><!-- | |||
--><p class="single nomargin">{{indent}}The PLX-2M is an area-effect weapon. When you make an area a ttack, you make a single attack roll; if your modified attack roll result is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area. Creatures that are hit take full damage; creatures that are missed take half damage. A natural 20 on an area attack roll automatically hits all targets within the affected area, but an area attack does not deal double damage on a critical hit. A target that has the Evasion talent takes half damage from a successful attack and no damage if the attack misses.</p><!-- | |||
--><p class="single nomargin">{{indent}}The PLX-2M portable missile launcher holds six Arakyd 3t3 missiles and can be reloaded as a full-round action. Replacement missiles are available in packs of six, costing 350 credits and weighing 8kg. the PLX-2M weighs 48kg, but because of the launcher’s built-in microrepulsorlift, the weapon does not count against [[encumbrance]] when it is carried as a character’s active, drawn weapon.</p>}}<!-- | |||
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[[Category:Galaxy at War]] | [[Category:Galaxy at War]] |
Latest revision as of 23:04, 10 August 2025
Generic Launchers
Miniature Proton Torpedo
Heavy Weapon
Rebellion Era Campaign Guide, page 49.
Cost: 1,500 Weight: 8kg Availability: Military
Damage: 6d10 Stun: — Type: Energy Mode(s) Single
Designed for use with zero-gravity stormtrooper armor, miniature proton torpedoes can rip through starship hulls. The launcher mounts into the zero-g stormtrooper armor’s left gauntlet, but enterprising Rebel engineers have adapted the weapon as a shoulder-mounted launcher. After launhing a miniature proton torpedo, the wielder must spend a standard action to reset the launcher, which holds 4 torpedoes.
The miniature proton torpedo launcher is an area-effect weapon. When you make an area a ttack, you make a single attack roll; if your modified attack roll result is equal to 10 or higher, compare the result to the Reflex Defense of every target in the 2-square blast radius. Creatures that are hit take full damage; creatures that are missed take half damage. A natural 20 on an area attack roll automatically hits all targets within the affected area, but an area attack does not deal double damage on a critical hit. A target that has the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
Alternatively, the weapon can be fired at a single target, acting as a focuesd weapon designed to take out starfighters and heavy vehicles. As a swift action, you can set the miniature proton torpedo launcher to single-target mode. In this mode, the weapon no longer functions as an area attack weapon, deals 6d10×2 damage, and applies a −10 penalty on attack rolls against targets smaller than Huge size.
Light Concussion Missile Launcher
Heavy Weapon
Threats of the Galaxy, page 134.
Cost: 4,000 Weight: 18kg Availability: Military
Damage: see below Stun: — Type: see below Mode(s) Single
The light concussion missile launcher is an antivehicle weapon used by military units on battlefields where starfighters and heavy artillery are often present. A light concussion missile launcher fires a songle missile at a target on each attack, and the Rapid Shot feat cannot be used in conjunction with a light concussion missile launcher. The missile has a 2-square splash, and attacks with a light concussion missile launcher on targets smaller than Huge take a −10 penalty to their attack rolls.
Light Concussion Missile
Heavy Weapon (ammunition)
Threats of the Galaxy, page 143.
Cost: 800 Weight: 10kg Availability: Military
Damage: 4d10×2 Stun: — Type: Slashing
This is the standard ammunition for the Light Concussion Missile Launcher (above).
Missle Launcher
Heavy Weapon
Saga Edition Core Rulebook, page 130.
Cost: 1,500 Weight: 10kg Availability: Military
Damage: 6d6 Stun: — Type: Slashing Mode(s) Single
A missile launcher fires a high-speed projectile with an explosive warhead. The standard missle unleashes metal shrapnel with explosive force, shreding targets within a 2-square radius.
A missle launcher is an area effect weapon. Make a single attack roll and compare it ot hte Reflex Defense of every target within the blast radius. A successful attack deals full damage to the target; if the attack misses, the target takes half damage instead. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
A missle launcher holds four missiles and can be reloaded as a full-round action. Replacement missiles are bought in pre-loaded magazines that hold four missiles. Magazines cost 200 credits and weigh 5kg.
Name Brand Launchers
Merr-Sonn PLX-2M Portable Missile Launcher
Pistol
Rebellion Era Campaign Guide, page 49.
Cost: 2,250 Weight: 48kg Availability: Military
Damage: 8d6 Stun: — Type: Energy Mode(s) Single
The shoulder-mounted PLX-2M is derived from Mer-Sonn’s Clone Wars-era PLX-1 portable missile launcher. Designed to punch holes through heavy armor, the “Plex-Twoem” is also a particularly effective antipersonnel weapon. The PLX-2M can be fired in direct mode, or it can be fired in heat-seeking mode or gravity-activated mode (providing a −2 penalty to the Reflex Defense of all targets of a particular type: character, droid, vehicle, or artillery). The miniature proton warheads in the PLX-2M’s Arakyd 3t3 missiles detonate on contact, damagin all targets within a 3-square burst radius.
The PLX-2M is an area-effect weapon. When you make an area a ttack, you make a single attack roll; if your modified attack roll result is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area. Creatures that are hit take full damage; creatures that are missed take half damage. A natural 20 on an area attack roll automatically hits all targets within the affected area, but an area attack does not deal double damage on a critical hit. A target that has the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
The PLX-2M portable missile launcher holds six Arakyd 3t3 missiles and can be reloaded as a full-round action. Replacement missiles are available in packs of six, costing 350 credits and weighing 8kg. the PLX-2M weighs 48kg, but because of the launcher’s built-in microrepulsorlift, the weapon does not count against encumbrance when it is carried as a character’s active, drawn weapon.