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Saga Edition RPG Omnibus

Blaster Rifle: Difference between revisions

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{{weaponitem|name=Blaster Rifle, Variable|id=variable|group=Rifle|book=Galaxy at War|page=38|cost=1,300|size=Medium|weight=5kg|availability=Military|damage=3d4*|stun=Yes|type=Energy|modes=Single, Autofire|text=A variable blaster rifle, such as BlasTech’s DC-15S, allows a wielder to control the amount of tibana gas it uses, creating more-powerful shots with the potential to deal more damage to the target. During the [[Eras_of_Play#Rise_of_the_Empire_Era|Clone Wars]], when battles are fought far from Republic supply lines, clone troopers take advantage of the abilioty to dial their weapon’s power up or down depending on the enemies they face. When fighting B1-Series battle droids, for example, the clones conserve their ammunition by using lighter damage settings.{{newline}}A variable blaster rifles requires a power pack to operate. After 500 shots, the weapon’s power pack must be replaced.{{newline}}* As a swift action, you can adjust the weapon’s base damage to 3d6, but doing so causes the weapon to consume five times more shots per attack. Likewise, you can adjust the weapon&rquo;s base damage to 3d8, but doing so causes the weapon to consume ten times more shots per attack. For example, attacking with Rapid Shot normally consumes 2 shots from a blaster. On its weakest srtting, each Rapid Shot attack with a variable lbaster consumes 2 of the rifle’s 500 shots. If the rifle is set to 3d6 damage, each attack with Rapid Shot consumes 10 of the rifle’s 500 shots (2 × 5 = 10). If the rifle is set to 3d8 damage, each attack with Rapid Shot consumes 20 of the rifle’s 500 shots (2 × 10 = 20).}}
{{weaponitem|name=Blaster Rifle, Variable|id=variable|group=Rifle|book=Galaxy at War|page=38|cost=1,300|size=Medium|weight=5kg|availability=Military|damage=3d4*|stun=Yes|type=Energy|modes=Single, Autofire|text=A variable blaster rifle, such as BlasTech’s DC-15S, allows a wielder to control the amount of tibana gas it uses, creating more-powerful shots with the potential to deal more damage to the target. During the [[Eras_of_Play#Rise_of_the_Empire_Era|Clone Wars]], when battles are fought far from Republic supply lines, clone troopers take advantage of the abilioty to dial their weapon’s power up or down depending on the enemies they face. When fighting B1-Series battle droids, for example, the clones conserve their ammunition by using lighter damage settings.{{newline}}A variable blaster rifles requires a power pack to operate. After 500 shots, the weapon’s power pack must be replaced.{{newline}}* As a swift action, you can adjust the weapon’s base damage to 3d6, but doing so causes the weapon to consume five times more shots per attack. Likewise, you can adjust the weapon&rquo;s base damage to 3d8, but doing so causes the weapon to consume ten times more shots per attack. For example, attacking with Rapid Shot normally consumes 2 shots from a blaster. On its weakest srtting, each Rapid Shot attack with a variable lbaster consumes 2 of the rifle’s 500 shots. If the rifle is set to 3d6 damage, each attack with Rapid Shot consumes 10 of the rifle’s 500 shots (2 × 5 = 10). If the rifle is set to 3d8 damage, each attack with Rapid Shot consumes 20 of the rifle’s 500 shots (2 × 10 = 20).}}


{{weaponitem|name=Commando Special Rifle|id=variable|group=Rifle|book=Knights of the Old Republic|page=180|cost=1,250|size=Medium|weight=3.3kg|availability=Military|damage=3d10|stun=—|type=Energy|modes=Single, Autofire|text=The “Special” is a sawed-off rifle preferred by Republic commandos for its light weight and stopping power. Its portability and power are offset by its ammunition demands; power packs must be replaced after 25 shots.}}
{{weaponitem|name=Commando Special Rifle|id=commando|group=Rifle|book=Knights of the Old Republic|page=180|cost=1,250|size=Medium|weight=3.3kg|availability=Military|damage=3d10|stun=—|type=Energy|modes=Single, Autofire|text=The “Special” is a sawed-off rifle preferred by Republic commandos for its light weight and stopping power. Its portability and power are offset by its ammunition demands; power packs must be replaced after 25 shots.}}


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Revision as of 06:44, 18 May 2025

Generic Rifles

Blaster Rifle, Standard

Rifle (see text)

     Saga Edition Core Rulebook, page 127.

     Cost: 1,000 (900)   Weight: 4.5kg   Availability: Restricted

     Damage: 3d8   Stun: Yes   Type: Energy  Mode(s) Single, Autofire

This basic blaster rifle is standard issue to soldiers across the galaxy. Some blaster rifles, such as the BlasTech E-511 (or its “clone,” the SoroSuub Stormtrooper One), have a retractable stock. A blaster rifle without a retractable stock costs 900 credits (instead of 1,000 credits).
     A blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.

Blaster Rifle, Assault

Rifle

     Knights of the Old Republic, page 67.

     Cost: 1,750   Weight: 5kg   Availability: Military

     Damage: 3d8   Stun: Yes   Type: Energy  Mode(s) Single, Autofire

A precision weapon used by military units, the assault rifle is one of the most precise weapons in existence. The original design of the assault blaster rifle comes from the Mandalorians, but is perfected by the Czerka Corporation.
     An assault blaster rifle requires a power pack. After 50 shots, the power pack must be replaced.

Blaster Rifle, Heavy

Rifle

     Saga Edition Core Rulebook, page 128.

     Cost: 2,000   Weight: 6kg   Availability: Military

     Damage: 3d10   Stun: Yes   Type: Energy  Mode(s) Single, Autofire

The light repeating blaster is a larger, more powerful version of the standard blaster rifle (see above) often used by clone troopers, stormtroopers, and other troops during battles on open terrain. Because of its size, it is not well suited to close-quarters fighting.
     A heavy blaster rifle requires a power pack to operate. After 30 shots, the power pack must be replaced.
     Inaccurate Weapon: This weapon cannot fire at targets at long range.

Blaster Rifle, Heavy Assault

Rifle

     Legacy Era Campaign Guide, page 65.

     Cost: 3,000   Weight: 7kg   Availability: Military

     Damage: 3d10   Stun: —   Type: Energy  Mode(s) Autofire

A large rifle designed to give a single person enough firepower to take out a whole squad of enemies, the heavy assault blaster rifle is restricted to military use under Imperial law. When a heavy assault blaster rifle scores a critical hit, its damage dice change from d10s to d12s.
     A heavy assault blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.
     Inaccurate Weapon: This weapon cannot fire at targets at long range.
     See also: Repeating Blaster Weapons.

Blaster Rifle, Heavy Variable

Rifle

     Galaxy at War, page 38.

     Cost: 2,250   Weight: 6.5kg   Availability: Military

     Damage: 3d6*   Stun: Yes   Type: Energy  Mode(s) Single

The heavy version of the variable blaster rifle functions almost identically to its smaller counterpart, but is capable of much higher damage and also includes the same technology used in the Ascension Gun to create synthrope tethers. The clone trooper’s favored blaster rifle, the BlasTech DC-15A, is an example of a heavy blaster rifle. As a swift action, you can switch the weapon from blaster mode to ascension mode. When fired in ascension mode, the weapon shoots a grappling dart attached to the synthrope, tethering the weapon to the target. If the tether is projected vertically, the ascension gun can pull the wielder upward at a speed of 12 squares per round, with a maximum vertical lift capacity of roughly 720kg. An ascension gun can also be used to create a zipline to a target surface after the synthrople has been secured to a fixed object at the shooter’s location. The zipline allows the wielder to slide the line at a speed of 12 squares per round if the destination has alower elevation. In ascension mode, the gun has a maximum range of 30 squares (45 meters).

Blaster Rifle, Light Repeating

Rifle

     Saga Edition Core Rulebook, page 128.

     Cost: 1,200   Weight: 6kg   Availability: Military

     Damage: 3d8   Stun: —   Type: Energy  Mode(s) Autofire

The light repeating blaster is the largest rifle-style weapon carried by military personnel. It is an autofire-only weapon.
     A heavy blaster rifle requires a power pack to operate. After 30 shots, the power pack must be replaced. This weapon can also be attached to a power generator for longer use.
     See also: Repeating Blaster Weapons.

Blaster Rifle, SG-4

Rifle

     Rebellion Era Campaign Guide, page 50.

     Cost: 400   Weight: 5kg   Availability: Military

     Damage: 3d8 / 2d6 harpoon   Stun: Yes(2d8) / No   Type: Energy / Piercing  Mode(s) Single, Autofire / Single

Because the range of a blaster is reduced in water, the Imperial Department of Military Research has developed the SG-4 blaster rifle, a combination weapon that fires normal blaster bolts out of water and miniature harpoon rounds underwater. Firing the weapon in blaster made underwater—or firing the harpoon out of water—reduces its range by half.
     The SG-4 blaster rifle uses a standard 50-shot power pack for blaster fire. In harpoon mode, it must be reloaded between each shot as a swift action.

Blaster Rifle, Sniper

Rifle

     Scum and Villainy, page 50.

     Cost: 2,000   Weight: 8kg   Availability: Military

     Damage: 3d10   Stun: —   Type: Energy  Mode(s) Single

A favorite among assassins and military sharpshooters, the sniper blaster rifle is a powerful and accurate weapon ideal for eliminating targets at long range.
     Unwieldly in anything other than a prepared firing position, the sniper blaster rifle is poorly suited for use in close combat. If you do not aim at your target immediately before making an attack with a sniper blaster rifle, you take a −5 penalty on your attack roll.
     Sniper blaster rifles often have a bipod and targeting scope mounted on them, but neither is included in the cost. A sniper blaster rifle cannot benefit from the rapid recycler upgrade.
     A sniper blaster rifle requires a power pack to operate. After 10 shots, the power pack must be replaced.
     Accurate Weapon: This weapon takes no penalty when firing at targets at short range.

Blaster Rifle, Sporting

Rifle

     Saga Edition Core Rulebook, page 128.

     Cost: 800 (900)   Weight: 4kg   Availability: Licensed

     Damage: 3d6   Stun: Yes   Type: Energy  Mode(s) Single

Sporting blaster rifles are popular with the galactic elite as well as among “fringers” living in isolated colonies. Sporting blaster rifles are legal in most systems, and special permits must be obtained to carry them on many Core worlds. Luke Skywalker kept a sporting blaster rifle in his landspeedrer on Tatooine.
     Sporting blaster rifles often have a targeting scope mounted on them, but the scope is not included in the listed cost.
     A sporting blaster rifle requires a power pack to operate. After 100 shots, the power pack must be replaced.
     Accurate Weapon: This weapon takes no penalty when firing at targets at short range.

Blaster Rifle, Targeting

Rifle

     Unknown Regions, page 39.

     Cost: 1,000   Weight: 4kg   Availability: Restricted

     Damage: 3d6   Stun: Yes   Type: Energy  Mode(s) Single

Although technically a sporting blaster, the targeting blaster rifle generates nearly as much firepower as a military-grade blaster rifle. Considered a cynical attempt by blaster manufacturers to circumvent restrictions on military grade rifles, this weapon retains the legal status of a sporting blaster rifle and relies on overfocusing the blaster beam to significantly increase its punch. However, to gain the full benefit of the overfocused beam, the shooter must be precise. Targeting blaster rifles can be quickly disassembled for ease of storage and just as quickly reassembled when the weapon is needed. Assembling or disassembling the weapon requires a full-round action. Although the weapon is ostensibly designed for the sport hunter who wants something with a bit more kick, the targeting blaster rifle is popular with assassins, and only extensive lobbying by the manufacturers has prevented these weaponsfrom being recategorized as military-grade hardware.
     If you aim prior to making an attack roll, the targeting blaster rifle’s damage dice change from d6s to d8s. A targeting blaster rifle does not have a folding stock.
     A targeting blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.
     Accurate Weapon: This weapon takes no penalty when firing at targets at short range.

Blaster Rifle, Variable

Rifle

     Galaxy at War, page 38.

     Cost: 1,300   Weight: 5kg   Availability: Military

     Damage: 3d4*   Stun: Yes   Type: Energy  Mode(s) Single, Autofire

A variable blaster rifle, such as BlasTech’s DC-15S, allows a wielder to control the amount of tibana gas it uses, creating more-powerful shots with the potential to deal more damage to the target. During the Clone Wars, when battles are fought far from Republic supply lines, clone troopers take advantage of the abilioty to dial their weapon’s power up or down depending on the enemies they face. When fighting B1-Series battle droids, for example, the clones conserve their ammunition by using lighter damage settings.
     A variable blaster rifles requires a power pack to operate. After 500 shots, the weapon’s power pack must be replaced.
     * As a swift action, you can adjust the weapon’s base damage to 3d6, but doing so causes the weapon to consume five times more shots per attack. Likewise, you can adjust the weapon&rquo;s base damage to 3d8, but doing so causes the weapon to consume ten times more shots per attack. For example, attacking with Rapid Shot normally consumes 2 shots from a blaster. On its weakest srtting, each Rapid Shot attack with a variable lbaster consumes 2 of the rifle’s 500 shots. If the rifle is set to 3d6 damage, each attack with Rapid Shot consumes 10 of the rifle’s 500 shots (2 × 5 = 10). If the rifle is set to 3d8 damage, each attack with Rapid Shot consumes 20 of the rifle’s 500 shots (2 × 10 = 20).

Commando Special Rifle

Rifle

     Knights of the Old Republic, page 180.

     Cost: 1,250   Weight: 3.3kg   Availability: Military

     Damage: 3d10   Stun: —   Type: Energy  Mode(s) Single, Autofire

The “Special” is a sawed-off rifle preferred by Republic commandos for its light weight and stopping power. Its portability and power are offset by its ammunition demands; power packs must be replaced after 25 shots.

Name Brand Rifles

BlasTech ARC-9965

Rifle

     Legacy Era Campaign Guide, page 182.

     Cost: 1,400   Weight: 5kg   Availability: Military

     Damage: 3d8   Stun: Yes   Type: Energy  Mode(s) Single, Autofire

The chosen weapon of the Imperial stormtooper corps, the ARC-9965 blaster rifle from BlasTech is a significant upgrade over the E-11 blaster rifles used by stormtroopers during the Galactic Civil War. It is designed with accuracy in mind, with input from some of the galaxy’s best sharpshooters.
     The ARC-9965 is not without its flaws. the higher-accuracy blaster bolts consume more energy than a standard blaster rifle, lowering its ammunition capacity. Additionally, since the weapon is designed for more accuracy than sprays of fire, each autofire attack made with the weapon consumes 10 shots.
     The ARC-9965 blaster rifle requires a power pack to operate. After 40 shots, the power pack must be replaced. The ARC-9965 blaster rifles also has a retractable stock.
     Accurate Weapon: This weapon takes no penalty when firing at targets at short range.

BlasTech DLT-20A “Longbarrel”

Rifle

     Clone Wars Campaign Guide, page 62.

     Cost: 1,300   Weight: 6.7kg   Availability: Military

     Damage: 3d10   Stun: —   Type: Energy  Mode(s) Single, Autofire

The DLT-20A sees use primarily by mounted troops, especially Republic recon patrols that use local planetary wildlife as their mounts. The rifle comes standard with a top-mounted rangefinder and electronic sight that acts as a stadnard targeting scope. It also incorporates a new concept in weapon technology called a magnatomic adhesion grip, which improves the user’s hold on the rifle, granting a +1 equipment bonus to his Reflex Defense when he is the target of a disarm attack.

SoroSuub Firelance

Rifle

     Clone Wars Campaign Guide, page 63.

     Cost: 1,200   Weight: 2.5kg   Availability: Restricted

     Damage: 3d8   Stun: Yes (4d6)   Type: Energy  Mode(s) Single, Autofire

The Firelance stands out among other blaster rifles soley because of its highly effective stun setting. When sales to bounty hunters skyrocket, SoroSuub markets the rifle as “the most effective weapon available for freelance law enforcement officials.” Although the rifle’s owners come from different walks of life, most are bounty hunters who use the firearm to bring back their targets alive. In addition to its stum capability, the Firelance is also lighter than other blaster rifles in its class, weighing as little as a carbine and making it a good choice for those law enforcement agents who need to travel long distances to track their quarry.