- Damage: This number is the base damage the
weapon inflicts with a successful attack. For everygenerated during the attack, the attacker adds
+ 1 damage to the base damage.
- Critical Hit Rating: This number is the amount of
O required to trigger Critical Hits with the weapon.
If enough O is generated and a Critical Hit is trig-
gered, the character firing the weapon rolls IdlOO
on Table 7-9: Critical Hit Result on page 244
to determine the Critical Hit's effect on the target.
Some weapons and talents modify this Critical Hit
roll, potentially making it more or less effective. In
addition, a character can only generate one Critical
Hit per hit on a target. However, if the roll generates
enough O to result in multiple Critical Hits, the char-
acter can choose to add an additional + 10 per ad-
ditional Critical Hit to the roll result. - Fire Arc: The direction or directions a weapon
can be fired, based on its mounting. Fire arcs are
discussed in further detail below. - Special Qualities: Many weapons, such as ion
cannons, tractor beams, and repeating blast-
ers, have additional special qualities that affect
their performance. Descriptions of these special
effects are found on page 154 of Chapter V:
Gear and Equipment
BLASTER CANNONS
Known colloquially as "flash cannons," blaster cannons
are heavy, crew-served versions of the common personal
blaster. Although they are less powerful than laser can-
nons, blaster cannons are highly effective against infan-
try and light vehicles and are typically found mounted
to atmospheric vehicles or smaller spaceships. Blaster
cannons come in several versions of varying power.
AUTO BLASTER
Auto blasters are rapid-fire variants of common blast-
er cannons. Advanced XCiter technology and highly
specialized actuating modules means these weapons
achieve high cyclical rates of fire, spraying hails of
shots with a single pull of a trigger or push of a button.
ION WEAPONS
Ion weapons are anti-ship and anti-vehicle weapons
designed to disable rather than destroy their targets.
They use ion turbine generators to create masses
of negatively charged particles which are fused with
plasma and released as blasts or pulses. The nega-
tively charged particles interfere with a target's elec-
trical systems, shorting circuits, corrupting computers,
and forcing system shutdowns in an effort to subdue a
target or make it easier to destroy via more traditional
means. Although designed to do little-to-no physical
damage to targets, collateral damage such as fried cir-
cuits, fused joints, and even fires may occur due to the
intense energy surges.
LASER WEAPONS
These weapons use focused light beams combined
with charged particles to produce long-range, accu-
rate, and incredibly damaging blasts of energy. The
number one choice for anti-vehicle and anti-personnel
work, laser weapons make a fine complement to the
lower yield blaster.
LASER CANNON
The standard anti-ship weapon mounted to starships,
laser cannons are found on nearly every class of ship
from the smallest starfighter to the mightiest capital
ship. Preferred over blaster cannons for their damage
and accuracy, laser cannons can be paired in batteries
or mounted separately. Light and medium laser can-
nons are often found on starfighters and freighters.
Heavy laser cannons are mounted to capital ships as
secondary weapons to deal with smaller ships. Lasers
are also often mounted to military ground vehicles.
FIRE ARCS
E
very ship and vehicle has four fire arcs: forward,
aft, port, and starboard. Each fire arc covers an
area of the ship in a ninety degree arc extending
from the center point of the ship. Depending on
where on a ship's hull a weapon is located, and the
manner in which it is mounted, a weapon can cov-
er one or multiple fire arcs. Fixed weapons cover
only one fire arc. For example, the laser cannons
mounted in the nose of the BTL Y-Wing are fixed
forward and can only hit enemies in the forward
fire arc. Turret-mounted weapons, such as the tur-
bolasers mounted to the CR90 corvette, can tra-
verse to cover any fire arc required, which is listed
as "Fire Arc All" in the weapon's description.
Some ships also have Dorsal (top) and Ventral
(bottom) fire arcs. Weapons mounted on a ship's
dorsal surface cannot hit ventral targets, and
ventral-mounted weapons cannot engage threats
approaching from the ship's dorsal side. For ex-
ample, the ventral-mounted laser cannon on a YT
1 300 medium freighter has a ventral fire arc of All,
which means it can engage any threat approach-
ing from below the ship, but must reposition itself
to engage enemies coming in from above.