Archiv der Kategorie: Waffen

Datenbank über Handfeuerwaffen, Schwere Waffen und Schiffswaffen.

Waffen Im Gleiter Massstab

Gleiter Maßstab
Waffe Reichweite im Weltraum Reichweite in der Atmosp. Schaden Gewicht Kosten
Kurz Mittel Weit Kurz Mittel Weit Neu Gebraucht
Bemerkung:
Power Harpune       25-50m 100m 200m 3w oder Kabel 200kg 500 200
 
Ionisiernetz     höhe 0-1m 3m 5m 6w 50kg 630 210
weite 0-10m 20m 30m
 
Plasmadüse 2m 2m 8w 50kg 802 275
 
Leichte Blasterkanone       50-300m 500m 1000m 2w 30kg 1.200 300
 
Leichter Zwillingsblaster       50-300m 500m 1000m 3w 50kg 1.400475  
 
Blasterkanone       100-500m 1km 1,7km 3w 50kg 2.000 675
 
Zwillingsblaster       10-200m 1000m 2000m 4w 100kg 2.400 800
 
Mittelschwerer Blaster       50-200m 500m 1000m 4w+2 100kg 1.460 490
 
Schwere Blasterkanone       50-400m 800m 1200m 4w+2 150kg 1.660 575
 
Blaster Batterie (Anti Infanterie)       50-300m 500m 1000m 4w 1t 1.400 475
 
Medium Batterie (Anti Infantrie)       20-600m 3km 16km 4w 1t 16.400 5.475
 
Light Gun (Anti Vehicle)       10-500m 2km 10km 2w+2 1t 10.260 3.425
 
Heavy Gun (Anti Vehicle)       50-600m 5km 25km 7w-5m 5w+2-10m 3w+2-20m 1t 25.360 8.475
 
Heavy Bombardement Cannon       50-600m 5km 25km 9w (Ionisation) 5t 25.900 8.650
 
Leichter Laser       50-300m 500m 1000m 2w 25kg 1.200 400
 
Leichter Doppellaser       50-300m 500m 1000m 2w+2 50kg 1.260 425
 
Laserkanone       100-300m 1,2km 2,5km 2w+2 50kg 2.700 900
 
Doppellaser       100-300m 1,2km 2,5km 3w+2 100kg 2.900 975
 
Vierlingslaser       100-300m 1,2km 2,5km 4w+2 200kg 3.000 1.000
 
Schwere Laserkanone       50-500m 1500m 3000m 4w+2 100kg 3.400 1.150
 
Ionenkanone       100-300m 1,2km 2,5km 3w+1 50kg 2.860 955
 
Doppel Ionenkanone       100-300m 1,2km 2,5km 4w+1 100kg 2.900 975
 
Granatwerfer       100-300m 700m 1000m siehe Granaten 10kg 1.000 350
 
Raketenwerfer       50-300m 800m 1500m siehe Raketen 15kg 1.500 500
 
Feld Raketenwerfer       20-600m 2km 16km siehe Raketen 25kg 16.000 5.375
 
Markierer 1-3km 7km 10km 100-300m 700m 1km Markiert Ziele 25kg 46.00022000  
 
                     
 
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Waffen Im Raumjaeger Massstab

Raumjäger Maßstab
Waffe Reichweite im Weltraum Reichweite in der Atmosp. Schaden Gewicht Kosten
Kurz Mittel Weit Kurz Mittel Weit Neu Gebraucht
Bemerkung:
Elektrischer Strahler 1-3km 7km 10km 100-300m 700m 1km 5w 1t 5.500 1.850
 
Blaster 1-5km 10km 17km 100-500m 1km 1,7km 1w+2 0,2t 2.450 820
 
2-Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 2w 0,4t 2.850 950
 
3-Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 2w+1 0,6t 3.150 1.050
 
4-Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 2w+2 0,8t 3.450 1.150
 
5 Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 3w 1t 3.850 1.290
 
6 Fach Blaster 1-5km 10km 17km 100-500m 1km 1,7km 3w+1 1,2t 4.150 1.390
 
Leichter Laser 1-3km 10km 17km 100-500m 1km 1,7km 1w 0,25t 1.850 620
 
Laser 1-3km 10km 17km 100-300m 1km 1,7km 1w+1 0,5t 2.450 720
 
Doppellaser 1-3km 12km 25km 100-300m 1,2km 2,5km 2w+1 1t 3.550 1.190
 
3-Fach Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 3w+1 1,5t 4.550 1.52
 
4-Fach Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 4w+1 2t 5.250 1.750
 
5-Fach Laser 1-5km 15km 35km 100-500m 1,5km 3,5km 5w+1 2,2t 5.650 1.760
 
6-Fach Laser 1-5km 15km 35km 100-500m 1,5km 3,5km 6w+1 2,4t 6.280 2.000
 
Schwerer Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 4w+2 0,75t 5.850 1.950
 
Schwerer Doppellaser 1-3km 12km 25km 100-300m 1,2km 2,5km 5w+2 1,5t 6.850 2.290
 
Turbolaser 1-3km 12km 25km 100-300m 1,2km 2,5km 3w 1t 4.250 1.420
 
2-Fach Turbo Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 4w 2t 5.250 1.750
 
3-Fach Turbo Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 5w 3t 6.250 2.750
 
4-Fach Turbo Laser 1-3km 12km 25km 100-300m 1,2km 2,5km 6w 4t 7.250 3.750
 
Medium Laser Batterie       20-600m 3km 16km 5w 5t 13.000 4.350
 
Turbolaser Batterie       50-600m 5km 25km 6w 5t 18.500 6.200
 
Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 3w 0,5t 4.250 1.450
 
2-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 4w 1t 5.250 1.750
 
3-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 5w 1,5t 6.250 2.090
 
4-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 6w 2t 7.250 2.420
 
Schwere Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 6w 0,75t 7.250 2.450
 
Schwere Doppel Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 7w 1,5t 8.250 2.750
 
Schwere 3-Fach Ionenkanone 1-3km 12km 25km 100-300m 1,2km 2,5km 8w 2,25t 9.250 3.090
 
Traktorstrahler 1-2km 10km 20km 100-200m 1000m 2000m 2w 2t 10.000 4.000
 
Laserphalanx 1-3km 12km 25km 100-300m 1200m 2500m 4w+2 5t 20.000 10.000
Bei erolgreichem Wurf auf Sensoren Passt man die Waffenstrahlen auf die Schilde an (Schilde werden ohne abzüge passiert). Der Gegner verliert pro Runde 1w seines Rumpfes wenn der Waffenstrahl auf die selbe Stelle gerichtet Bleibt. (Auch Sternenschiffe
Störstrahler 1-2km 10km 20km 100-200m 1000m 2000m Speziell 2t 10.000 4.000
Stört Waffensysteme aber keine Raketen.
Raketenwerfer * * * * * * * 0,5t 5.000 1.750
* Siehe Raketen
Torpedowerfer * * * * * * * 0,7t 7.000 2.000
* Siehe Torpedos
Schwerer Raketen Werfer * * * * * * * 0,6t 5.500 1.800
* Siehe Schwere Raketen
Bomben Werfer * * * * * * * 0,8t 7.500 2.100
* Siehe Bomben Werfer
Multifunktionswerfer * * * * * * * 0,9t 12.000 5.000
* Siehe Raketen und Torpedos
                     
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Waffen Im Sternenschiff Massstab

Sternenschiff Maßstab
Waffe Reichweite im Weltraum Reichweite in der Atmosp. Schaden Gewicht Kosten
Kurz Mittel Weit Kurz Mittel Weit Neu Gebraucht
Bemerkung:
Laser 1-3km 12km 25km 2-6km 25km 50km 1w 50t 8.000 2.700
 
2-Fach Laser 1-3km 12km 25km 2-6km 25km 50km 2w 100t 11.000 4.000
 
3-Fach Laser 1-3km 12km 25km 2-6km 25km 50km 3w 150t 14.000 5.000
 
4-Fach Laser 1-3km 12km 25km 2-6km 25km 50km 4w 200t 17.000 6.000
 
Turbolaser 3-15km 35km 75km 6-30km 70km 150km 2w 250t 21.000 7.000
 
2-Fach Turbolaser 3-15km 35km 75km 6-30km 70km 150km 3w 500t 24.000 8.000
 
3-Fach Turbolaser 3-15km 35km 75km 6-30km 70km 150km 4w 750t 27.000 9.000
 
4-Fach Turbolaser 3-15km 35km 75km 6-30km 70km 150km 5w 1000t 30.000 10.000
 
Schwerer Turbolaser 3-15km 35km 75km 6-30km 70km 150km 3w 500t 24.000 8.000
 
Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 4w 750t 27.000 9.000
 
2-Fach Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 4w+2 1500t 29.000 10.000
 
3-Fach Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 5w+1 2250t 31.000 10.500
 
4-Fach Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 6w 3000t 33.000 11.000
 
Schwere Turbolaser Batterie 3-15km 35km 75km 6-30km 70km 150km 10w 5000t 45.000 15.000
 
Ionenkanone 1-10km 25km 50km 2-20km 50km 100km 3w 100t 19.000 6.500
 
Schwere Ionenkanone 1-10km 25km 50km 2-20km 50km 100km 4w 200t 22.000 7.500
 
Ionenkanonen Batterie 1-10km 25km 50km 2-20km 50km 100km 5w 500t 25.000 8.500
 
Schwere Ionenkanonen Batterie 1-10km 25km 50km 2-20km 50km 100km 6w 1000t 28.000 9.500
 
Schwerste Ionenkanone 1-10km 25km 50km 2-20km 50km 100km 12w 10000t 46.000 15.500
 
Traktorstrahler 1-5km 15km 30km 2-10km 30km 60km 4w 100t 18.000 6.000
 
Gravitationswellenprojektor     1000km       * 50000t 10 Mill 1 Mill
Verhindert Hypersprünge. Diese Projektoren benötigen unglaublich viel Energie und benötigen deshalb 3 Sternzestörer Reaktoren um ein genügend großes Feld zu erzeugen.
                     
 
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Datentabelle Nahkampfwaffen

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Bayonet? 2, F einfach 75           st+1w
 
Ekkar Arms coyn´skar´? 3 Normal (Klinge);

Sehr Schwierig (nur mit Haken)

400           st+2w (Klinge); st+2 (Haken)
 
Ekkar Arms sat´skar´? 3 Schwierig 700           st+3w+1
 
Ekkar Arms D´skar? 3 Normal 150           st+1w+1
 
Ekkar Arms argor? 3 Normal 175           st+1w+2
 
Gaderffi? 3 sehr Einfach 50           st+1w
 
Hatchet? 1 einfach 35           st+2
 
Knife? 1 sehr Einfach 25           st+1 bis st+1w
 
Rodian ceremonial dagger? 3 Einfach 160           st+1w+1
 
Sessian Armaments Concussion Stick Model 1-79? 3, F, R, X Detonation nach 15 Sekunden 100     0-1 2 4 5w/4w/2w/stun
 
Spear? 1 einfach 60     3 7 18 st+1w+1
 
Staff-club? 1 sehr Einfach 15           st+1w
 
Sword? 1 Normal 125           st+2w
 
Zexor – Diskus Klingen Diskus? 4, F, X einfach 50.000     2 5 12 st+1w+2
 
Bogen? 1 Sehr einfach 100 30 5 10 30 60 3w / 4w Spezial
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Datentabelle Nahkampfwaffen Energieunterstuetzt

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Vibro-axt 2, R Normal 500           St+2w bis st+3w+1
 
Vibroblade 2,F Normal 250           st+1w+2 bis st+3w
 
Vibrobayonet 2, F Einfach 300           st+1w+2
 
Vibro-shiv 2, F Einfach 200           st+1w
 
Force Pike 2, R Normal 500           st2+w
 
Powerstaff 2, F, R Einfach 300           st+1w+2
 
Buzz-knuck 2, R Schwierig 550           st+1w; 6w/stun
 
Neuronic Whip 2, R Normal 450           st+1w; 4w/stun
 
Power Sword 2, R Schwierig 600           st+3w
 
Stun Baton 2 F, R Normal 500           st+1w; 5w/stun
 
Koromondain PDS Model SVT-300 Stun Cloak 2 Normal 1.500           5w/stun
 
Charendohl Export, Limited Chestrashi Void Spear 4, F, R, X Normal 5.000 600 5       st+1w/spezial
 
Merr-Sonn Stun Baton R Schwierig 300           st+2w+2
 
Palandrix Power Cane 3, F, R, X Einfach(Stilette), Normal(E.Punkt) 400           st+1w, 1w-5w
 
Sancretti Rodian Cryogen Whip 3, F, R, X Normal 350           st+1w; 4w/stun
 
Sabrashi FSI-200 Fear Stick 4, F Normal 600           2w/stun
 
SoroSuub Controller FP Force Pike 2, R Normal 500           st+2w
 
Torgorian Yil Tribe Scimitar 4, F, R Normal 8.500           st+2w; 4w/stun
 
Yalandros Jengardin Vibroblade 4, F, R, X Schwierig 6.000           st+4w+1/ max 8w
 
Xana MSW-9 Molecular Stiletto 4, R, X Normal 400           st+2w
 
Laserschwert 4, F, R, X schwierig n.e           5w
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Datentabelle Blaster Schnell Ziehend

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Mini Blaster 2, R   300 25 6 3-4 8 12 3w
 
Hold-Out Blaster 2, R   300           3w+1
 
Palm Blaster 2   200           2w
 
BlasTech HSB-200 2, R   300           3w+1
 
Czerka 411 2, R   300 25 10 2-4 8 12 3w+1
 
Merr-Sonn Happy Surprise 2, R   325           3w+1
 
Merr-Sonn Munitions Q2 2, R, X   275           3w
 
Imperial Arms Model 22T4 X   375           3w+1
 
Soro-Suub Q-2 2, R, X   350           3w+2
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Datentabelle Blaster Sport

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Sporting Blaster 2, R   300 20 50 3-10 30 60 3w+1
 
Drearian Defense Conglomerate Defender 1, F   350           3w+1
 
Luxan Penetrator MB-450 4, F, R   600 50 100 5-20 40 60 5w
 
Merr-Sonn "Quick" 6 2, R   325 25 50 3-10 25 50 3w+2
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Datentabelle Blaster Pistolen

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Blaster Pistole 1,R   500 25 100 3-10 30 120 4w
 
Blas Tech DL-18 1,F,R,X   500 25 50 3-10 30 120 4w
 
Elmainin Armaments SBP-200 1,F   400           3w+2
 
Galinolo XiX 1,F,R   500           4w
 
Merr-Sonn Intimidator IR-5 3,X   1.250 25 50 3-7 25 50 3w
 
Merr-Sonn Modell 44 1,F,R   500           4w
 
Merr-Sonn Modell 434 DeathHammer 1,F,R   850           5w+1
 
Merr-Sonn Munitions DD6 1,F,R   550           4w+1
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Datentabelle Blaster Schwere

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Heavy Blaster Pistol 2,X   750 25 25 3-7 25 50 5w
 
Blas Tech DL-44 2,R,X   750 25 25 3-7 25 50 5w
 
BlasTech DY-225 2,R,X   750           5w
 
Merr-Sonn "Flash" 4 2,R,X   695 25 25 3-7 25 40 4w+2
 
SoroSuub Model Kylan-3 2,R,X   750           5w+1
 
Calban Model X 2,R,X   750           5w+1
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Datentabelle Blaster Karabiner

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Blaster Carabiner 1,R   900 20 20 3-25 50 250 5w
 
BlasTech Sharpshooter V 2,X   1.200 20 100 3-30 80 350 4w+1
 
BlasTech StarSlasher 2,X   900 50 30 3-50 150 400 5w
 
SoroSuub Bi-Polar Blaster BMC-150 4,R,X   1.000 100 50 25-100 200 300 4w, 6w
 
SoroSuub QuickSnap 36T 2,F,R,X   900 20 100 3-25 75 250 5w
 
SoroSuub QickSnap 36T/I 2,R   900 20 100 4-40 120 350 4w+1
 
SoroSuub Stormtrooper Two – B 2,R,X   2.400 25 100 3-40 120 350 6w+2
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Datentabelle Repetier Blaster

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Repeating Blaster 2,X   2.000 25 30 3-40 120 350 6w
 
Medium Repeating Blaster 2,X   3.000 25 25 3-50 120 300 7w
 
Heavy Repeating Blaster 2,R   5.000 0 0 3-75 200 500 8w
 
Atgar B1/a 15 Picket Gun 2,R   5.000 50 100 3-50 75 100 6w
 
BlasTech T-21 2,X   2.000 25 25 3-50 120 300 6w
 
"E-Web" Heavy Repeating Blaster 2,X   5.000 0 0 3-75 200 500 8w
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Datentabelle Raketen Waffen

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Rocket Dart Launcher 3,R,X   2.000           6w
 
Concussion Grenade Launcher 3,R,X   2.200           6w
 
Dart Shooter 1,F   350           Variiert
 
Portable Rocket Launcher 3,X   2.600           6w
 
Aeramaxis Concussion Missile Launcher 2,F,R,X   2.000           7w
 
Blas Tech CSPL-12 "Caspel" 2,X   3.000 50 4 55-50 100 250 1w/2w/3w/5w/4w-stun
 
Golon Arms FC1 Flechette Launcher 2,F,R,X   800           Variiert
 
Locris Syn. MGL-1 Micro-Grenade Launcher 3,F   2.500           4w
 
Locris Syn. RDP-12 Rocket Launcher 3,F,R   1.500           4w oder 5w/stun
 
Loronar ABX-110 Tube-Launched ABC Scrambler 2,R,X   3.000           8w/Stun
 
Malaxan FWG-5 3,R,X   500 30 8 10-20 50 100 3w-5w
 
Merr-Sonn PLX2 "Plex" 2,X   4.000 4.000 4 25-500 1.000 2.000 6w
 
Merr-Sonn PLX-4 Raketenwerfer 2,X   6.000 4.000 4 100-500 3.000 10.000 6w
 
Mon Cal Defenses Mini-Torpedo Launcher 3,X   1.250           6w
 
Prax HB-4 Projektil Rifle 4,F,X   1.500 150 6 50-1000 4.000 8.000 5w
 
Prax Arms Protector PRP-500 Hold Out Dart Pistol 2,F,R   250 250 6 1-5 15 25 1w, 3w-5w
 
Saluis DF-D1 Flechette Rifle 3,R,X   1.000           5w
 
Soro-Suub Firestorm-1 Mini- Missile Launcher 3,R,X   1.500           5w
 
Zone Control Viper Grenade Launcher 3,2,R   500           Variabel
 
Tragbarer Raketenwerfer 3,R,X   6.000 4.000 4 100-500 3.000 10.000 6w
 
Arakyd – Miniprotonentorpedowerfer 3,R,X   6.000 4.000 4 100-500 3.000 10.000 9w
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Datentabelle Feuerwaffen

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Black-Powder Pistol 2,R   200 25 5 0-3 6 10 2w+2
 
Musket 2,R   250 25 5 1-5 25 50 3w
 
Slugthrower 2,R   275 25 5 1-5 7 10 3w
 
Rifle 2,R   300 25 5 1-20 50 100 3w+1
 
Submachinegun 2,R   600 25 5 1-40 80 150 4w
 
Slug Pistol 2,F,R   450 25 5 1-5 10 25 4w
 
Adostic Arms 8-guage shutgun 3,R   500           5w
 
Aeramaxis PDW-50 Ionic Tingler 3,F,R   300 25 5 0-3 6 10 2w, 1w-5w/stun
 
Czerka Adjukator 2,F,R   300 50 4 1-5 10 25 4w
 
Golon Arms Blister Blaster 3,F,R   300 20 8 5-20 40 60 4w, 3w/Feuerschaden
 
Kelvarlek Dissuader 3,F   400 30 6 50 75 100 3w, 3w/Feuerschaden
 
Oriolanis Blaster Buster 2,F,R   350 30 4 0-3 10 20 3w
 
Sevari Flashpistol 4   50-500           4w+2
 
Verpine Shatter Gun 4,F,R,X   30.000 100 1.000 50-400 900 1.500 6w
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Datentabelle Spezial Waffen

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Stun Pistol 1,F   200           3w/Stun
 
Riot Gun 2,R   750           8w/Stun
 
Disruptor Pistol 4,X   3.000           6w+2
 
Flame Projektor 4,R,X   2.500           5w
 
Bolzenschleuder 2   50.000 10 6 3-10 30 50 4w
 
Bacnor Hand Baton CPD-12 2,F,R,X   50 5 1 0-2 3 5 4w
 
BlasTech Firearc49 Speargun 3,X   300           5w, 4w
 
BlasTech Riot Gun 2,R   1.500           5w+1
 
BlasTech ST-90 Stun Pistol 1,F   200           6w/stun
 
Brisallon Bio-Tractant Repulsor 4 Normal, Schwierig 200 5 6 0-5     Speziell
 
Connor APNG3 Net Gun 2,R,X   750           5w, 5w/stun
 
Corondexx VES-700 Pulse Rifle 4,X   5.000           6w
 
Dnelex Neuro Pistol 3,X   500           4w/stun
 
Felebreck Droid Disabler 3   700 25 5 0-5 7 10 4w/Ionisation
 
Frohad Magna Caster-100 3,F   2.000 150 10 5-50 75 100 6w/5w/4w
 
Golon Arms RGL-80 Electronet 2,F   2.000           1-10W
 
Golon Arms Vac Attack Mk-127 Vac Blades 3,F   700 30 2 10-20 30 50 5w
 
Koromondian PDS Model RLW-77 Wrist Lasers 2,F   2.000           4w
 
Mennotor DAS-430 Neural Inhibitor 4,R,X   5.000           3w+1, 6w/stun
 
Merr-Sonn Anti-Riot Tangle Gun 7 3,X   300           4w
 
Merr-Sonn DEMP Gun, Hundgun 2,R   500         2w-4w  
 
Merr-Sonn DEMP Gun, Carabiner 2,R   750           3w-5w
 
Merr Sonn MSD-32 Disruptor 4,X   4.000 20 10 0-3 5 7 5w+2
 
Pacnorval SIL-50 Sleep Inducer 4,F   2.000 100 15 0-3 5 10 5w/stun
 
Prax Arms Model AXM-50 "Blast and Smash" 3,F,R   4.500           5w, 4w
 
Salus Tangler Elite 1 3   900           2w, 4w/stun
 
SoroSuub Equalizer Ion Cannon 2,X   5.000           3w Ionisation
 
Stokhli Spray Stick 3,F,R   800 20 5 11-50 100 200 6w/stun
 
Synnt-ovations Credit Cast Surprise 2 Sehr Einfach 0-3 m 75 0 1 6 9 12 5w/ 3w/ 2w/ 1w/stun
 
Thalaxxian Corodex Snare (Slaver Snare Gun) 3,F,X   1.200           2w/stun
 
Tibrin Kish´nol Ishi Tib Corl Scepter 4   1.200 10 5 2-10 20 30 3w+1
 
Xerithin BGA-900 Bio-Guard 3,F,R   100 10 1 0-2 3 5 variiert
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Datentabelle Schusswaffen

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
M 56 Schnellfeuer Maschinengewehr 4 0 Wucht; 5 Expl./Stun;

Munition: 10mm*28mm; Schußrate: 1200 1/min; 1800 Schwenkbereich

2.000 500 2.000 100-500 1.000 1.500 Wucht: 4w+2 Explosiv: 5w+1 Stunner: 5w+1
 
M 41 Schnellfeuer Gewehr 4 0 Wucht; 5 Expl./Stun;

Munition: 10mm*28mm; Schußrate: 900 1/min

1.500 25 100 3-75 200 500 Wucht: 4w+2 Explosiv: 5w+1 Stunner: 5w+1
 
M 42 Scharfschützen Schnellfeuer Gewehr 4 0 Wucht; 5 Expl./Stun;

Munition:10mm*28mm; Schußrate: 900 1/min

3.500 25 100 10-200 1.500 3.800 Wucht: 4w+2 Explosiv: 5w+1 Stunner: 5w+1
 
M 4 Pistole 4 0 Wucht; 5 Expl./Stun;

Munition: 10mm*28mm; Schußrate: Einzelschuß

500 25 12 1-10 25 50 Wucht: 4w+2 Explosiv: 5w+1 Stunner: 5w+1
 
M5 Hand Granaten Werfer 4   1.000 50 1 200-500 1.000 2.000 8w
 
M 78 Plasma Infanterie Kanone 4   2.000 100 30 100-500 750 1.000 7w+1
 
M 83 SADAR 4   2.000 50 1 20-200 500 1.000 11w
 
M 112 HIMAT 4 150m Kabel mit Zielgerät 5.000 500 1 50-1000 3.500 7.000 12w+2
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Datentabelle Blaster Gewehre

Waffe Erhält- lichkeit Schwierigkeitsgrad Kosten Reichweite Schaden
Waffe Magazin Munition Kurz Mittel Weit
Bemerkung:
Blastersportgewehr 2,X   900 25 100 3-40 120 350 4w+1
 
Blaster Rifle 2,X   1.000 25 100 3-30 100 300 5w
 
Sport Rifle 2,X   2.000 25 100 3-30 100 300 6w
 
BlasTech A280 3,R,X   1.400 25 100 4-40 120 300 5w+2
 
BlasTech E-11 Military Issue Blaster Rifle 4,R,X   1.000 25 100 3-30 100 300 5w
 
BlasTech EKX-10 3,R,X   1.100 25 100 3-30 100 300 5w
 
Merr-Sonn G8 2,R,X   1.250 25 100 4-40 120 350 4w+1
 
SoroSuub "H.Tracker" 16 2,R,X   1.000 25 100 3-30 100 300 5w
 
SoroSuub Stormtrooper One 2,X   1.000 25 100 3-30 100 300 5w
 
SoroSuub Stormtrooper Two – A 2,X   1.600 25 100 3-40 120 350 5w+2
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Mini-Proton Torpedo Launcher

Mini-Proton Torpedo Launcher
Model: Arakyd Mini-Proton Torpedo Launcher
Type: Back-mounted torpedo launch rack
Scale: Character
Skill: Starship gunnery
Ammo: 6
Cost: Not available for sale
Availability: 3, X
Range: 25-100/300/700 (space: 1/3/7)
Damage: 6D
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 100), Imperial Sourcebook (pages 47-48)

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Explosive Slugs

Explosive Slugs
Model: Alliance Manufacture Explosive Slugs
Type: Explosive slugs
Scale: Character
Skill: Demolitions
Cost: 50 (micronite for 10 slugs), 25 (phospha for 10
casings)
Availability: 2, F or R (micronite), 1 (phospha)
Difficulty: Moderate
Damage: +1D to slug’s damage against hard armor
Game Notes: The slugs work on any hard armor, including
stormtrooper armor, adding +1D to the basic damage of the
weapon. Soft armor (armor that adds less than a full die of
protection) and ordinary tissue do not detonate the slugs,
and they do normal damage.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (pages 67-68)

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Merr-Sonn Silencer

Merr-Sonn Silencer
Model: Merr-Sonn NonSonic Silencer
Type: Firearm noise suppresor
Scale: Character
Skill: Blaster repair: modification
Cost: 1,200
Availability: 2, R
Game Notes: Absorbs the sound of a firearm, preventing
the need for a Perception check when fired.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 62), Arms and Equipment Guide (page 38)

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Blaster Power Pack

Blaster Power Pack
Model: Standard Blaster Power Pack
Scale: Character
Cost: 25
Availability: 1
Damage: Per weapon
Game Notes: May be used for
any blaster in its class: blaster
pistol packs fit most blaster
pistols, blaster rifle packs fit
most blaster rifles, etc.
Source: Rules of Engagement
– The Rebel SpecForce
Handbook (page 67)

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Portable Clip Recharger

Portable Clip Recharger
Model: BlasTech Ramtek
Type: Portable clip recharger
Cost: 750
Availability: 4, F or R
Game Notes: Recharges a standard power pack in 2
minutes; can charge 30 clips before it needs recharging
from a power generator (which takes three hours).
Source: Galladinium’s Fantastic Technology (page 79),
Arms and Equipment Guide (page 38)

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Electronic Blaster Sighting System

Electronic Blaster Sighting System
Model: SoroSuub True-Site System
Type: Electronic blaster sighting system
Skill: Blaster
Cost: 500
Availability: 2, R
Game Notes: Projected hologram crosshairs add +1D to
blaster for site.
Source: Gundark’s Fantastic Technology (page 88)

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Ultrasonic Sighting System

Ultrasonic Sighting System
Model: Novaless Soni-Optics Target Imager
Type: Sonic targeting system
Skill: Blaster
Cost: 800
Availability: 2
Game Notes: Device adds +1D+2 to blaster when firer takes
one round to aim (this is in addition to the normal aiming
bonus). Maximum effective range is 50 meters.
Source: Galladinium’s Fantastic Technology (pages 79-80),
Arms and Equipment Guide (page 38)

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Sighting Macroscope

Sighting Macroscope
Model: Merr-Sonn Targeter Ranging Scope
Type: Weapon-mounted image magnifier
Skill: Sensors
Cost: 750
Availability: 2
Game Notes: Adds +3D to medium- and long-range shots
from blaster and slugthrowing rifles and carbines. Requires
a Moderate sensors roll to sight-in a target.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 41), Arms and Equipment Guide (page 38),
Ultimate Adversaries (page 154)

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Blaster Target Board

Blaster Target Board
Model: Capris Technologies Blaster Target Board
Type: Personal target practice board
Cost: 450
Availability: 2
Game Notes: Blaster must be set for stun and have a
standard sighting coupling (50 credits) mounted on the end
of the barrel. While this device offers no immediate benefit,
gamemasters may choose to allow characters who take
target practice regularly to advance their blaster skill at a
reduced skill point cost.
Source: Galladinium’s Fantastic Technology (page 79)

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Blaster Repair Kit

Blaster Repair Kit
Model: BlasTech Blaster Repair Kit
Type: Deluxe blaster repair kit
Skill: Blaster repair
Cost: 500
Availability: 2
Game Notes: Each repair kit contains the following: pulse
adaptor module tester, collimator beam focuser, prismatic
crystal aligner, static pulse adaptor modules, energy
converter valve (Heter-Valve), multiple gas valve nozzles,
power pack recharger, universal power pack, power pack
cables, spare gas container, spare trigger cable and variable
pressure adjustor.
Source: Galladinium’s Fantastic Technology (page 79),
Arms and Equipment Guide (page 96)

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Quickdraw Holster

Quickdraw Holster
Type: Typical quickdraw weapon holster
Scale: Character
Skill: Blaster
Cost: Varies
Availability: 2
Game Notes: Quickdraw holsters can add anything from
+1 to +2D or more to the character’s blaster skill when he
attempts to quickdraw.
Source: Han Solo and the Corporate Sector Sourcebook
(pages 121-122)

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Targeting Computer

Targeting Computer
Model: NeuroSaav 3K40 Targeting System
Type: Targeting computer
Cost: 5,000 (system), 3,000 (upgrade)
Availability: 2, R
Game Notes: Targeting computer can handle up to five
artillery weapons of any scale at once, assigning separate
targets for each weapon or linking the fire to utterly
annihilate the target. This system has a bonus of 1D to any
gunner’s skill. An upgrade is available that can raise this
to 2D.
Source: Hideouts & Strongholds (page 12)

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Turbolaser Blaster Gas Canister

Turbolaser Blaster Gas Canister
Model: Imperial Munitions Type II Blaster Gas Canister
Type: Shipboard munitions
Scale: Starfighter or Capital
Cost: 1,000
Availability: 2, R or X
Game Notes: Blaster gas canisters come in a variety
of shapes and sizes; the Nebulon-B requires Imperial
Munitions Type II blaster gas canisters – or compatible
knock-offs by SoroSuub or TaggeCo. Each canister can
provide enough blaster gas for 20 capital-scale or 40
starfighter scale turbolaser blasts.
Source: The Far Orbit Project (page 20)

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Vehicle Flamer

Vehicle Flamer
Model: Merr-Sonn CR-28 Vehicle Flamer
Type: Flame projector
Scale: Speeder
Skill: Flame-thrower
Ammo: 50
Cost: 2,000
Availability: 4, X
Fire Rate: 1/2
Range: 3-7/10/20
Damage: 5D+2 (first round, 4D for next 10 rounds unless
extinguished)
Source: Han Solo and the Corporate Sector Sourcebook
(page 118), Rules of Engagement – The Rebel SpecForce
Handbook (page 64), Arms and Equipment Guide (page 36)

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f-2 Light Ion Cannon

f-2 Light Ion Cannon
Model: Comar f-2 Light Ion Cannon
Type: Light ion cannon
Scale: Starfighter
Skill: Starship gunnery
Weight: 0.5 ton
Cost: 1,000
Availability: 2, F
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
Fire Control: 1D
Damage: 2D (ion damage)
Source: Galaxy Guide 6: Tramp Freighters (page 40), Pirates
& Privateers (page 46)

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f-4 Medium Ion Cannon

f-4 Medium Ion Cannon
Model: Comar f-4 Medium Ion Cannon
Type: Medium ion cannon
Scale: Starfighter
Skill: Starship gunnery
Weight: 1 ton
Cost: 1,500
Availability: F
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6 km
113
Fire Control: 2D
Damage: 3D (ion damage)
Source: Galaxy Guide 6: Tramp
Freighters (page 40), Pirates &
Privateers (page 46)

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f-9 Heavy Ion Cannon

f-9 Heavy Ion Cannon
Model: Comar f-9 Heavy Ion Cannon
Type: Heavy ion cannon
Scale: Starfighter
Skill: Starship gunnery
Weight: 2 tons
Cost: 3,000
Availability: F
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/
3.6 km
Fire Control: 4D
Damage: 4D (ion damage)
Source: Galaxy Guide 6: Tramp Freighters (page 40), Pirates
& Privateers (page 46)

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Heavy Ion Cannon

Heavy Ion Cannon
Model: GenaTech Weapons Zeta One Heavy Ion Cannon
Type: Heavy ion cannon
Scale: Capital
Skill: Capital ship gunnery: heavy ion cannon
Crew: 2
Cost: Not available for sale
Fire Control: 1D
Space Range: 1-5/15/35
Atmosphere Range: 2-10/30/75 km
Damage: 7D
Game Notes: There is a 2 in 6 chance per use of the cannon
that it will backfire and ionize all the system of the ship
that carries it. At this stage in its development, the cannon
requires a large amount of energy to fire and therefore can
be used only once per 50 standard hour period.
Source: Classic Adventures – Vol. 4 (page 48)

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Conner Web

Conner Web
Model: SoroSuub Type IV Ship Restraining Net
Type: Ship restraining unit
Scale: Starfighter
Skill: Starship gunnery
Cost: 5,000 per canister
Availability: 2, R
Space Range: 1/5/10
Atmosphere Range: 100/500 1 km
Blast Radius: Net is 50 meters in diameter
Fire Control: 2D
Damage: 5D (ionization)
Source: Lord of the Expanse – Sector Guide (page 47)

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Conner Net

Conner Net
Model: SoroSuub Systems Type I Restraining Net
Type: Ship restraining unit
Scale: Starfighter
Skill: Starship gunnery
Cost: 5,000 per canister
Availability: 3, R
Range: 5-25/50/100
Blast Radius: Net is 50 meters in diameter
Damage: 10D (ionization)
Game Notes: To successfully activate the Conner net
requires a Difficult starship gunnery roll. All ships (or other
targets) touched by the net suffer a +5D penalty when
using any electrical systems (including drive, weapons,
sensors and ship-integrated communications systems).
Any unprotected person who touches a charged Conner net
suffers 10D damage every round they are in contact with
the mesh.
Source: The Last Command Sourcebook (pages 124-125),
The Thrawn Trilogy Sourcebook (pages 192-193)

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Morne-3 Concussion Missile Launcher

Morne-3 Concussion Missile Launcher
Model: Arakyd Morne-3 Concussion Missile Launcher
Type: Concussion missile launcher
Scale: Starfighter
Skill: Missile weapons
Weight: 3 tons
Ammo: 10
Cost: 3,500, plus 500 per dumb missile, 1,500 per smart
missile, 3,000 per savant missile
Availability: 2, X
Fire Control: 1D
Damage: 8D
Game Notes: The basic Arakyd missiles are “dumb”, not
able to track a target. “Smart” missiles can track a target;
they have 4D of fire control and move 15 spacial units per
114
round, for up to 10 rounds. The smart missile’s simple droid
brain is clever enough to pick up on nearest target, should
the first target move out of range. “Savant” missiles behave
like dumb missiles, but activate if they miss their target
on the first round; that is, on the second round, savants
become smart missiles if they miss their target.
Source: Galaxy Guide 6: Tramp Freighters (page 40), Pirates
& Privateers (page 47)

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Hi-fex Proton Torpedo Launcher

Hi-fex Proton Torpedo Launcher
Model: Arakyd Hi-fex Proton Torpedo Launcher
Type: Proton torpedo launcher
Scale: Starfighter
Skill: Missile weapons
Weight: 2 tons
Ammo: 12
Cost: 2,500 (800 Replacement torpedo)
Availability: F
Fire Control: 2D
Damage: 9D
Source: Galaxy Guide 6: Tramp Freighters (page 40)

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TTT-54 “Thumper” Grenade Launcher

TTT-54 “Thumper” Grenade Launcher
Model: SoroSuub TTT-54 “Thumper”
Type: Grenade launcher
Scale: Character
Skill: Blaster artillery
Ammo: 5
Cost: 4,000
Availability: 2, X
Range: 5-50/200/500
Damage: By grenade type
Game Notes: Launcher must be lugged into place. Its
adjustable grenade housing can be programmed to
accommodate and fire any type of grenade, including
thermal detonators, with equal ease. The setting must be
recalibrated for each new grenade, and the launcher will
jam if different-sized grenades are in the same magazine.
Source: Arms and Equipment Guide (pages 34-35)

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ESPO Grenade Mortar

ESPO Grenade Mortar
Model: Espo Grenade Mortar
Crew: 1
Skill: Blaster artillery
Ammo: 100
Cost: 3,500
Availability: 3 (2, F, R or X in Corporate Sector)
Body: 4D
Fire Rate: 5
Fire Control: 1D
Range: 25-100/500/1 km
Damage: Varies by grenade type
Source: Gundark’s Fantastic Technology (page 36), Han
Solo and the Corporate Sector Sourcebook (page 119), Rules
of Engagement – The Rebel SpecForce Handbook (page 65)

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MobileMortar-3

MobileMortar-3
Model: MerrSonn MobileMortar-3
Type: Grenade launcher
Scale: Character
Skill: Blaster artillery
Ammo: 12
Cost: 4,000
Availability: 2, X
Range: 10-100/400/1 km
Damage: By grenade type
Game Notes: MobileMortar has a small repulsorliftequipped
tripod to reduce its weight. It’s designed to fire
C-22 frag grenades, though it can fire other types as well.
Source: Arms and Equipment Guide (page 34)

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Concussion Grenade Launcher

Concussion Grenade Launcher
Model: Bryn & Gweith Mounted CGL 55ci
Type: Grenade launcher
Scale: Character
Skill: Missile weapons: grenade launcher
Crew: 1 (or automated fire)
Ammo: 25
Cost: 8,000 (new), 5,000 (used)
Availability: R or X
Body: 4D
Fire Rate: 1
Fire Control: 2D (-1D automated fire mode)
Range: 10-50/100/200
Blast Radius: 0-2/5/9/12
Damage: 6D/5D/4D/3D
Source: Hideouts & Strongholds (page 78)

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Anti-Infantry Missile Launcher

Anti-Infantry Missile Launcher
Model: Merr-Sonn LX-80
Type: Anti-infantry missile emplacement
Scale: Character
Skill: Missile weapons: missiles
Ammo: 80 (permanent missile rack)
Cost: 75,000 (launcher, new), 20,000 (launcher, used), 200
(“dumb” rocket), 600 (“smart” GAM rocket), 1,000 (“savant”
rocket)
Availability: R
Body: 3D
Range: 100-500/3/10 km
Damage: 6D
Source: Hideouts & Strongholds (page 9)

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Anti-Vehicle Missile Launcher

Anti-Vehicle Missile Launcher
Model: Merr-Sonn MX-10
Type: Anti-vehicle missile emplacement
Scale: Speeder
Skill: Missile weapons: missiles
Ammo: 10 (permanent missile rack)
Cost: 20,000 (launcher, new), 8,000 (launcher, used),
500 (“dumb” rocket), 1,000 (“smart” GAM rocket), 2,000
(“savant” rocket)
Availability: R, X
Body: 3D
Range: 100-500/3/10 km
Damage: 6D
Source: Hideouts & Strongholds (page 10, 36)

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Guided Missile Launcher

Guided Missile Launcher
Model: Bryn & Gweith Mounted GML 32i
Type: Anti-vehicle missile launcher
Scale: Speeder
Skill: Missile weapons: anti-vehicle
Crew: 1 (or automated fire)
Ammo: 5
Cost: 8,000 (new), 5,000 (used)
Availability: R or X
Body: 2D
Fire Rate: 1/4
Fire Control: 4D (-2D without sensor data, -1D automated
fire mode)
Range: 50/200/1/2 km
Damage: 6D
Source: Hideouts & Strongholds (page 78)

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Field Missile Launcher

Field Missile Launcher
Model: Bryn & Gweigth Leveler I
Type: Medium concussion missile launcher
Scale: Speeder
Skill: Missile weapons: concussion missile launcher
Crew: 6
Cover: 1/4
Ammo: 28
Cost: 55,000 (new), 25,000 (used)
Availability: 2, R or X
Body: 2D
Fire Rate: Up to 28
Fire Control: 2D
Range: 20-600/3/16 km
Damage: 7D
Source: Imperial Sourcebook (page 119)

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Golan M102 Fire Arc

Golan M102 Fire Arc
Model: Golan Arms M102 Fire Arc Artillery Piece
Type: Surface-to-surface shell launcher
Scale: Walker
Skill: Artillery
Crew: 4
Cover: 1/4
Ammo: 20
Cost: 25,000 (new)
Availability: 3, X
Body: 2D
Fire Rate: 1
Fire Control: 2D (3D against targets at short range)
Range: 1-5/10/20 km
Blast Radius: 20 meters
Damage: 5D
Game Notes: Shells in transit can be shot by laser weapons
(this is Very Difficult). Shells remain in the air for one round
110
for every range band it crosses; 1 round for short range, 2
rounds for medium range, 3 rounds for long range. Shellds
are not especially durable (they’re intended to break up) and
have a Body Strength of only 1D.
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 66)

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Torpedo Launcher

Torpedo Launcher
Model: Czerka S-4 Underwater Torpedo Launcher
Type: Anti-submersible weapon system
Scale: Walker
Skill: Missile weapons: Czerka S-4
Crew: 1
Cover: 1/2
Ammo: 1
Cost: 10,000
Availability: 2, X
Body: 2D
Fire Rate: 1
Fire Control: 2D
Range: 50-100/250/500
Blast Radius: 20 meters
Damage: 7D
Source: Hideouts & Strongholds (page 42)

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Missile Bank

Missile Bank
Model: Bryn & Gweith Multi-Purpose Missile Bank XVI
Type: Multipurpose missile launcher
Scale: Starfighter
Skill: Missile weapons
Crew: 6, skeleton: 3/+10
Ammo: 42
Cost: 18,000 (new), 9,000 (used)
Availability: R or X
Body: 7D
Fire rate: 6/4
Fire Control: 3D (5D when linked to external sensor
systems, may target ships, vehicles or attacking troops)
Range: 1-30/100 km/Low orbit
Damage: 9D
Source: Hideouts & Strongholds (page 64)

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Ground-to-Orbit Proton Torpedo Launcher

Ground-to-Orbit Proton Torpedo Launcher
Model: Arakyd PY-6 Proton Torpedo Site
Type: Anti-orbital proton torpedo site
Scale: Capital
Skill: Blaster artillery
Crew: 3
Ammo: 4
Cost: 200,000 (new), 75,000 (used)
Availability: 3, R
Fire Rate: 1
Fire Control: 2D
Range: Atmosphere/Low Orbit (*1)/High Orbit (*3)
Damage: 9D
* This refers to the number of “units” from planet if
conducting a space battle.
Source: Hideouts & Strongholds (page 12)

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Repulsor-Assisted Groundto-Orbit Missile Launcher(RAGOC)

Repulsor-Assisted Groundto-Orbit Missile Launcher(RAGOC)
Model: Oryn Engineering RAX-1
Type: Concussion missile emplacement
Scale: Capital
Skill: Missile weapons: missiles
Crew: 6 (13 for a used system)
Ammo: 4
Cost: 200,000 (launcher, new), 50,000 (launcher, used),
2,000 (“smart” rocket), 5,000 (“hound” rocket)
Availability: 4
Body: 1D
Fire Rate: 1/3
Range: Low Orbit (*1)/High Orbit (*3)
Damage: 10D
* This refers to the number of “units” from the planet if
conducing a space battle.
Source: Hideouts & Strongholds (pages 10-11)

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Shoulder-Launched Ion Cannon

Shoulder-Launched Ion Cannon
Model: SoroSuub Equalizer
Type: Personal, disposable ion cannon
Scale: Speeder
Skill: Blaster artillery: Equalizer
Ammo: 4
Cost: 5,000
Availability: 2, X
Range: 3-50/120/300
Damage: 3D (ionization damage)
Source: Imperial Sourcebook (page 121), The Far Orbit
Project (page 144)

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Ion Cannon Turret

Ion Cannon Turret
Model: BlasTech Mounted Ion Cannon MICI
Type: Mounted ion cannon
Scale: Speeder
Skill: Vehicle blasters: ion cannon
Crew: 1 (or automated fire)
Ammo: Unlimited (power generator)
Cost: 8,000 (new), 5,000 (used)
Availability: R or X
Body: 3D
Fire Control: 2D (-1D automated fire mode)
Range: 3-50/120/300
Damage: 3D (ionization damage)
Source: Hideouts & Strongholds (page 78)

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Light Ion Cannon

Light Ion Cannon
Model: KDY v-35 Spoiler
Type: Medium surface-to-air cannon
Scale: Starfighter
Skill: Blaster artillery: surface-to-air
Crew: 4
Cover: Full
Ammo: Unlimited (power generator)
Cost: 25,000 (new), 4,000 (used)
Availability: 2, X
Body: 2D
Fire Rate: 2
Fire Control: 1D
Range: 100-1,000/2.5/5 km
Damage: 4D (ionization)
Source: Hideouts & Strongholds (page 11)

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Medium Ion Cannon

Medium Ion Cannon
Model: KDY v-90 Protector
Type: Medium surface-to-air cannon
Scale: Capital
Skill: Blaster artillery: surface-to-space
Crew: 10, skeleton: 4/+10
Cover: Full
Ammo: Unlimited (power generator)
Cost: 100,000 (new), 30,000 (used)
Availability: 3, X
Body: 2D
Fire Rate: 1
Fire Control: 3D
Range: 3-20 km/Atmosphere/Low Orbit (1*)
Damage: 6D (ionization)
* This refers to the number of “units” from the planet if
conducting a space battle.
Source: Hideouts & Strongholds (page 11)

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Speizoc “Grandfather Gun”

Speizoc “Grandfather Gun”
Model: Speizoc C-136
Type: Heavy surface-to-surface bombardment cannon
Scale: Capital
Skill: Blaster artillery: surface-to-surface
Crew: 7
Cover: Full
Ammo: 40 (power generator)
Cost: 100,000 (used only)
108
Availability: 4, X
Body: 3D
Fire Rate: 1/10
Fire Control: 3D
Range: 50-600/5/25 km
Blast Radius: 100 meters
Damage: 9D (ionization damage)
Source: Hideouts & Strongholds (page 117)

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Anti-Orbital Ion Cannon

Anti-Orbital Ion Cannon
Model: KDY v-150 Planet Defender
Type: Heavy ion surface-to-space cannon
Scale: Capital
Skill: Blaster artillery: surface-to-space
Crew: 27, skeleton: 12/+10
Cover: Full
Ammo: Unlimited (power generator)
Cost: 500,000 (new), 100,000 (used)
Availability: 3, X
Body: 5D
Fire Rate: 1
Fire Control: 5D
Range: Atmosphere/Low Orbit (1*)/High Orbit (3*)
Damage: 12D (ionization)
* This refers to the number of “units” from the planet of
conducting a space battle.
Source: Rulebook (page 233), Dark Force Rising Sourcebook
(page 109), Galaxy Guide 3: The Empire Strikes Back (page
34), Hideouts & Strongholds (page 11), Imperial Sourcebook
(pages 117-118), Rebel Alliance Sourcebook (pages 103-
104), Star Wars Trilogy Sourcebook SE (page 155)

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Ion Defense Grid

Ion Defense Grid
Model: EXVR-1 Guardian Grid
Type: Ion generation field
Scale: Capital
Skill: Blaster artillery: IDG
Crew: 1
Ammo: Unlimited (power generators)
Fire Control: 6D
Range: 0-50
Damage: 2D-16D (ionization damage; power output set
can be adjusted by gunner to account for perceived threat
level)
Source: Wretched Hives of Scum and Villainy (page 21)

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Anti-Vehicle Laser Cannon

Anti-Vehicle Laser Cannon
Model: Atgar 1.4 FD P-Tower
Type: Light anti-vehicle laser cannon
Scale: Speeder
Skill: Blaster artillery: anti-vehicle
Crew: 4, skeleton: 2/+10
Cost: 10,000 (new), 2,000 (used)
Availability: 2, R or X
Body: 2D
Fire Rate: 1/2
Fire Control: 1D
Range: 10-500/2/10 km
Damage: 2D+2
Source: Rulebook (page 233), Galaxy Guide 3: The Empire
Strikes Back (page 34), Hideouts & Strongholds (page 9),
Imperial Sourcebook (115), Rebel Alliance Sourcebook (page
103), Star Wars Trilogy Sourcebook SE (page 154)

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Anti-Infantry C/AF Laser Battery

Anti-Infantry C/AF Laser Battery
Model: Golan Arms C/AF .9
Type: Medium anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 7,500 (used only)
Availability: 2, R or X
Body: 3D
Fire Rate: 1
Fire Control: 2D
Range: 20-600/3/6 km
Blast Radius: 5 meters
Damage: 3D
Source: Imperial Sourcebook (page 119)

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Jakan Arms 222 Anti-Vehicle Blaster

Jakan Arms 222 Anti-Vehicle Blaster
Model: Jakan Arms 222 Anti-Vehicle Blaster Cannon
Type: Medium anti-vehicle laser cannon
Scale: Speeder
Skill: Blaster artillery: anti-vehicle
Crew: 4, skeleton: 2/+10
Cover Full
Ammo: Unlimited (fed directly from power generator)
Cost: 12,500 (new), 7,500 (used)
Availability: 2, R or X
Body: 2D+2
Fire Rate: 1/2
Fire Control: 2D
Range: 100-750/3/12 km
Damage: 3D+1
Source: Goroth, Slave of the Empire (page 71)

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Repeating Blaster Turret

Repeating Blaster Turret
Model: BlasTech Mounted Repeating Blaster CVI
Type: Mounted repeating blaster
Scale: Character
Skill: Vehicle blasters: repeating
Crew: 1 (or automated fire)
Ammo: Unlimited (power generator)
Cost: 8,000 (new), 5,000 (used)
Availability: R or X
Body: 4D
Fire Control: 2D (-1D automated fire mode)
Range: 3-50/120/300
Damage: 6D
Source: Hideouts & Strongholds (page 78)

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Viper Ground Defense Weapon

Viper Ground Defense Weapon
Model: Kurtough Galax Viper Volley Gun
Type: Anti air vehicle weapon
Scale: Speeder
Skill: Blaster artillery
Crew: 2
Ammo: 80, unlimited with generator power supply
Cost: 2,500-4,000
Availability: 2, X
Body: 2D+2
Fire Rate: 4
Fire Control: 2D
Range: 0-50/250/1,000
Damage: 4D (fire separately)
Source: Adventure Journal 3 (page 189)

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Medium Anti-Vehicle Laser Cannon

Medium Anti-Vehicle Laser Cannon
Model: Atgar 2.2 FD V-Tower
Type: Anti-vehicle laser cannon
Scale: Speeder
Skill: Blaster artillery: anti-vehicle
Crew: 4, skeleton: 2/+10
Ammo: Unlimited (power generator)
Cost: 15,000 (new), 8,000 (used)
Availability: 2, R or X
Body: 3D+1
Fire Rate: 1
Fire Control: 2D
Range: 10-500/2/10 km
Damage: 4D
Source: Hideouts & Strongholds (page 63)

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Anti-Infantry Laser Battery

Anti-Infantry Laser Battery
Model: Golan Arms DF .9
Type: Medium anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 15,000 (new), 9,500 (used)
Availability: 2, R or X
Body: 3D
Fire Rate: 2
Fire Control: 2D
Range: 20-600/3/16 km
Blast Radius: 8 meters
Damage: 4D
Source: Dark Force Rising Sourcebook (pages 108-109),
Hideouts & Strongholds (page 8), Imperial Sourcebook (page
118), Rebel Alliance Sourcebook (pages 102-103), Star Wars
Trilogy Sourcebook SE (page 155)

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Anti-Infantry Twin Laser Battery

Anti-Infantry Twin Laser Battery
Model: Golan Arms Twin DF .9
Type: Medium anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 18,000 (new), 12,000 (used)
Availability: 3, X
Body: 4D
Fire Rate: 6
Fire Control: 2D
Range: 20-600/3/16 km
Blast Radius: 5 meters
Damage: 4D
Source: Imperial Sourcebook (page 119)

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Anti-Infantry Mobile Laser Battery

Anti-Infantry Mobile Laser Battery
Model: Golan Arms SP .9
Type: Medium anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 1, gunners: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 20,000 (new), 15,000 (used)
Availability: 3, X
Body: 3D
Move: 21; 60 kmh
Fire Rate: 6
Fire Control: 2D
Fire Arc: Turret: front, left, right
Range: 20-600/3/16 km
Blast Radius: 5 meters
Damage: 4D
Source: Imperial Sourcebook (page 119), Rules of
Engagement – The Rebel SpecForce Handbook (pages 66-
67)

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Anti-Infantry Laser Cannon

Anti-Infantry Laser Cannon
Model: Golan Arms DFA 998
Type: Anti-infantry battery
Scale: Speeder
Skill: Blaster artillery: anti-infantry
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 20,000 (new), 10,000 (used)
Availability: R or X
Body: 3D+1
Fire Rate: 3
Fire Control: 2D+1
Range: 20-600/3/16 km
Blast Radius: 0-10 m
Damage: 4D
Source: Hideouts & Strongholds (page 64)

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Heavy Anti-Vehicle Gun

Heavy Anti-Vehicle Gun
Model: Speizoc v-188 Penetrator
Type: Heavy anti-vehicle gun
Scale: Speeder
Skill: Blaster artillery: anti-vehicle gun
Crew: 8
Cover: Full
Ammo: 6 (energy cells), 50 (power trailer), unlimited (power
generator)
Cost: 120,000 (new), 60,000 (used)
Availability: 3, X
Body: 3D+1
Fire Rate: 1/3
Fire Control: 1D
Range: 50-600/5/25 km
Blast Radius: 20 meters
Damage: 7D (short range), 5D+2 (medium range), 3D+2
(long range)
Source: Imperial Sourcebook (page 119), Dark Force Rising
Sourcebook (page 109)

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Alliance Heavy Anti-Vehicle Artillery Piece

Alliance Heavy Anti-Vehicle Artillery Piece
Model: Alliance-modified Speizoc v-188 Penetrator
Type: Modified anti-vehicle gun
Scale: Speeder
Skill: Blaster artillery: anti-vehicle gun
Crew: 1, gunners: 8
Cover: Full
Ammo: Unlimited
Cost: 70,000 (as modified)
Availability: 3, X
Body: 3D+1
Move: 35; 100 kmh
Fire Rate: 1/2
Fire Control: 1D+1
Fire Arc: Turret: front, left, right
Range: 50-600/5/25 km
Blast Radius: 20 meters
Damage: 7D/5D+2/3D+2
Source: Rules of Engagement – The Rebel SpecForce
Handbook (page 67)

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Storm Cannon

Storm Cannon
Craft: Hawkeye Anti-Starfighter Gun
Type: Mobile Weapons platform
Scale: Speeder
Length: 8-10 meters
Skill: Ground vehicle operation
Crew: 2-4
Cover: Full
Cost: Not available for sale
Maneuverability: 0D
Move: 14, 40 kmh
Body Strength: 3D
Weapons:
Twin Blaster Cannon
Fire Arc: Turret
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Range: 20-500/1km/1.7km
Damage: 4D
Source: Adventure Journal 2 (page 269)

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CoMar Tri-Tracker

CoMar Tri-Tracker
Model: CoMar G-003 Tri-Tracker
Type: Medium surface-to-air defense, anti-atmospheric gun
Scale: Starfighter
Skill: Blaster artillery: Comar-G-003
Crew: 2, skeleton: 1/+10
Cover: Full
Ammo: 40 (battery)
Cost: 50,000 (new), 25,000 (used)
Availability: 3, X
Body: 1D
Fire Rate: 1/3
Fire Control: 4D
Range: 20-600/3/16 km
Blast Radius: 10 meters
Damage: 5D
Source: Imperial Sourcebook (pages 115-117)

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Turbolaser II

Turbolaser II
Model: Golan Arms Turbolaser II
Type: Anti-aircraft battery
Scale: Starfighter
Skill: Blaster artillery: turbolaser
Crew: 3
Cover: Full
Ammo: Unlimited (power generator)
Cost: 50,000 (new), 30,000 (used)
Availability: 3,R or X
Body: 3D
Fire Control: 2D
Range: 6-30/70/140 km
Damage: 5D
Source: Hideouts & Strongholds (page 58)

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Anti-Vehicle Double Laser Cannon

Anti-Vehicle Double Laser Cannon
Model: Atgar Heavy 44.h
Type: Heavy anti-vehicle laser cannon
Scale: Walker
Skill: Blaster artillery: anti-vehicle
Crew: 4, skeleton: 2/+10
Ammo: Unlimited (power generator)
Cost: 35,000 (new), 18,000 (used)
Availability: R or X
Body: 5D or see mounting location
Fire Rate: 1
Fire Control: 2D+2
Range: 10-800/3/10 km
Damage: 8D+1
Source: Hideouts & Strongholds (page 62)

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Turbolaser Battery

Turbolaser Battery
Model: Loronar Turbolaser System 1
Type: Heavy fixed turbolaser emplacement
Scale: Starfighter
Skill: Blaster artillery
Crew: 5
Cover: Full
Ammo: Unlimited (power generator)
Cost: 250,000 (new), 125,000 (used)
Availability: 3, X
Body: 4D
Fire Rate: 2
Fire Control: 1D
Range: 50-600/5/25 km
Blast Radius: 10 meters
Damage: 6D
Game Notes: If the gun is fired for more than five rounds
consecutively, there is a chance it may overheat. At the end
of five rounds of consecutive fire, roll 1D each round; if the
roll is 3 or higher, the gun overheats and shuts down. At
the end of nine rounds, if the roll is 2 or higher, the gun
overheats and shuts down. At the end of 15 rounds, the
weapon automatically overheats. When the gun overheats,
roll 1D; if the roll is 1-3, the gun simply needs repairs; a
Difficulty blaster repair and one hour of work is needed to
repair damaged system. If the roll is 4-6, the gun is damaged
beyond repair and must be completely replaced.
Source: Hideouts & Strongholds (page 11), Imperial
Sourcebooks (pages 119-120)

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Hex Heavy Turbolaser Battery

Hex Heavy Turbolaser Battery
Model: Golan Arms HX.6
Type: Heavy surface-to-space turbolaser battery
Scale: Capital
Skill: Blaster artillery: HX.6 turbolaser battery
Crew: 21, skeleton: 9/+10
Ammo: Unlimited (power generator)
Cost: 300,000 (new), 75,000 (used)
Availability: 3, X
Body: 4D
Fire Rate: 1
Fire Control: 3D
Damage: 8D
Source: Lord of the Expanse – Sector Guide (pages 46-47)

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Heavy Turbolaser Cannon

Heavy Turbolaser Cannon
Model: Loronar Planetary Defense cannon
Type: Heavy turbolaser surface-to-space cannon
Scale: Capital
Skill: Blaster artillery: surface-to-space
Crew: 46, skeleton: 21/+12
Ammo: Unlimited (reactor)
Cost: 13,000,000 (new), 6,000,000 (used)
Availability: 4, X
Body: 7D
Fire Rate: 1/2
Fire Control: 1D
Range: Atmosphere/Low Orbit (1*)/High Orbit (3*)
Damage: 15D
* This refers to the number of “units” from planet if
conducting a space battle.
Source: Hideouts & Strongholds (pages 11-12)

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