Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1
AMMO

T


he weapons in Star Wars are primarily en-
ergy-based. That, coupled with the action-
packed and narrative-based gameplay in EDGE
OF THE EMPIRE, means that players do not need
to track ammunition for their characters' weap-
ons. They are always assumed to have enough
power packs or clips to handle whatever fire-
fights they encounter. This carries over to prim-
itive weapons such as slugthrowers.
There are a few exceptions to this, of course, the
primary one being weapons with the Limited
Ammo Quality. This Quality is used to represent
weapons with deliberately limited clips such as
missile tubes and proton torpedoes, as well as
one-use weapons such as grenades or nets.
Another exception is when weapons do run out of
ammo, such as when a combat check generates
a Despair symbol that the GM spends to make
the character's ammo run out. In these cases, the
weapon is out until the end of the encounter, un-
less the character thought ahead and brought
along extra reloads (see page 181).

rely on programming, circuitry, or electronics (such
as a laser turret or missile launcher) can also be re-
paired with the Computers skill, or the correspond-
ing weapon skill (although Mechanics can always be
used to repair a weapon).


Weapon repairs are generally classified as Minor, Mod-
erate, or Major. The magnitude of the required repairs in-
dicates two things—the severity of any penalties applied
to the user when trying to operate the defective weapon,
and the difficulty rating of the necessary repairs. Repair-


Weapon Descriptions

TABLE 5-4: REPAIRING GEAR
Repair Required Difficulty Rating Penalty for Use

Minor • One additional Setback die.


Moderate One additional Difficulty die.

Major Unusable

ing a weapon requires adequate time and tools, gener-
ally one to two hours per difficulty level. If a character
attempts repairs in less time, he increases the difficulty by
one. Likewise, if the character lacks the proper tools, he
increases the difficulty by one. These factors are cumula-
tive, so when repairing a blaster without the proper tools
and in less time, the difficulty is increased by two.

The cost of the repairs is equal to a percentage of
the weapon's base cost, 25% if it's a minor repair,
50% if it's a moderate repair, and 100% if it requires
major work. Reduce the total by 10% for each Advan-
tage received on the Repair roll if the character is do-
ing it himself. (A Non-Player Character weaponsmith
won't reduce his price for his skill.)
This does mean it's sometimes easier to buy a new
weapon than fix an existing one, but that isn't always
possible. It also doesn't include the price of any modi-
fications that have been made, which aren't figured
into the repair cost.

EXAMPLE REPAIRS

Pash's fancy pistol has suffered a major malfunc-
tion. The base cost of the pistol is 1000 credits, so it
costs him 250 credits to make a minor repair, 500 to
make a moderate repair, and 1000 to make a major
repair. Unfortunately, he's far away from his contacts
in the Black Sun criminal organization—where he
originally purchased this weapon—so he ventures
into the local town for 1000 credits worth of parts.

T


he galaxy is filled with strange and wondrous
devices. A large number of them are designed
to blast, obliterate, or at the very least intimidate
their wielder's foes. Below are the weapons most
common to those who take up life on the fringe
and the adversaries they are likely to encounter.


BLASTERS


The most common type of weapons in the galaxy
are blasters. They come in a seemingly infinite array
of shapes and sizes, from small "holdout" pieces to


heavy repeaters. All use a gas chamber filled with
some sort of combustible vapor (such as Tibanna gas
from Bespin) as their propellant. When the weapon
is fired, the gas is pushed through a second chamber
that "excites" the gas. The next compartment con-
verts the gas into particles, which are then focused
through a crystal of some sort. The end result is a
particle stream that can tear through everything from
flesh to light metal.
Blaster technology is ubiquitous and easy for those
with even a little skill with devices to manufacture,
mod, and repair.

GEAR AND EQUIPMENT
EDGE OF THE EMPIRE
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