Crafting Ranged weapons

Ranged Weapon Templates
Name Material Price/Rarity
Check Time Examples
Simple Projectile Weapon
10cr/0 Average (dd) Mechanics or Survival
4 hours
Bow, Sling, Blowgun, Javelin
Solid Projectile Pistol
50cr/2 Average (dd) Mechanics check
8 hours
Slugthrower pistol, Flechette pistol
Solid Projectile Rifle
125cr/2 Average (dd) Mechanics check
8 hours
Slugthrower rifle, Railgun
Energy Pistol
200cr/3 Hard (ddd) Mechanics check
12 hours
Blaster pistol
Energy Rifle
450cr/4 Hard (ddd) Mechanics check
16 hours
Blaster rifle
Heavy Energy Rifle
® 1000cr/6
Daunting (dddd) Mechanics check
24 hours
Heavy blaster rifle, Disruptor rifle
Missile Launcher
® 4000cr/7
Daunting (dddd) Mechanics check
16 hours
Missile Launcher, Torpedo launcher
Missile ® 100cr/3
Hard (ddd) Mechanics check
4 hours
Missile, Micro torpedo
Grenade
35cr/4 Hard (ddd) Mechanics check
2 hours
Frag grenade, Stun grenade
Mine
® 425cr/5
Hard (ddd) Mechanics check
4 hours
Anti personnel mine, Ion mine
Ranged Weapon Template profiles
Name Skill Dam Crit Range Encum HP Special
Simple Projectile Weapon
Ranged (Lt)
4 5 Short 3 0 Limited Ammo 1
Solid Projectile Pistol
Ranged (Lt)
4 5 Short 1 0 -
Solid Projectile Rifle
Ranged (Hvy)
7 5 Med 5 1 Cumbersome 2
Energy Pistol
Ranged (Lt)
6 3 Med 1 3 -
Energy Rifle
Ranged (Hvy)
9 3 Long 4 4 -
Heavy Energy Rifle
Gunnery
10 3 Long 6 4 Cumbersome 3
Missile Launcher
Gunnery - - - - - Uses profile of loaded missile
Missile Gunnery
20 2 Extreme 7 4 Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare 1, Limited Ammo 1
Grenade Ranged (Lt)
8 4 Short 1 0 Blast 6, Limited Ammo 1
Mine Mechanics 12 3 Engaged 3 0 Blast 4, Limited Ammo 1
Spending Results on Ranged Weapon Crafting
Symbols Effect
A or Tri
Practice makes Perfect: The character learns something valuable, gaining a boost on the next check he makes with the same skill before the end of the session.
Ion: The weapon gains the Ion quality (can only be selected once).
Lightweight: Reduce the weapon’s Encumbrance by 1 (to a minimum of 1).
Disorient: The weapon gains the Disorient 1 quality (or increases its Disorient quality by 1).
Expanded magazine: If the weapon has the Limited Ammo quality, increase its Limited Ammo quality by 1.
AA or Tri
Lessons Learned: Reduce the difficulty of the character’s next crafting check by 1.
Customizeable: Increase the weapon’s Hard Points by (can only be selected once).
Increased Range: Increase the weapon’s range by 1 band, to a maximum of Extreme (can only be selected once).
Knockdown: The weapon gains the Knockdown quality (can only be selected once).
Vicious: The weapon gains the Vicious 1 quality (or increases its Vicious quality by 1, maximum 5).
Stun setting: The weapon gains the Stun Setting quality (can only be selected once).
AAA or Tri
Efficient Construction: The character retains supplies worth 50% of the Material Price needed to craft the item (can only be selected once).
Destructive: Increase the weapon’s Damage by 1 (can only be selected once)
Ensnare: The weapon gains the Ensnare 1 quality (or increases its Ensnare quality by 1).
Stun: The weapon gains the Stun 3 quality (or increases its Stun quality by 1).
Pierce: The weapon gains the Pierce 1 quality (or increases its Pierce quality by 1).
AAAA or Tri
Auto-Fire: The weapon gains the Auto-Fire quality (can only be selected once).
Burn: The weapon gains the Burn 1 quality (or increases its Burn quality by 1).
Lethal: Reduce the weapon’s Crit rating by 1, to a minimum of 1 (can only be selected once).
Accurate: The weapon gains the Accurate 1 quality (or increases its Accurate quality by 1, maximum 3).
Schematic: Permanently reduce the difficulty of creating weapons of this template by 1 (minimum of Simple [-]).
Tri Tri
Blast: The weapon gains the Blast 5 quality (or increases its Blast quality by 2).
Concussive: The weapon gains the Concussive 1 quality (can only be selected once).
Integral Attachment: Add +1 Hard Point to the weapon, then install 1 applicable weapon attachment that requires 1 or fewer Hard Points. No check is required to obtain this attachment, and it costs 0 credits.
Th or D
Exhausting Effort: Upon completion of the weapon, the character suffers 3 strain.
Heavy: Increase the Encumbrance of the weapon by 1.
Cumbersome: The weapon gains the Cumbersome 1 quality (or increases its Cumbersome quality by 1).
Th Th or D
Expensive: When the weapon becomes damaged, the cost to repair it is doubled [EotE core, p159] (Can only be selected once).
Hard to modify: Increase the difficulty of checks to modify attachments to this weapon by 1.
Difficult to repair: Increase the difficulty of checks to repair this weapon by 1.
Th Th Th or D
Wear and Tear: The tools the character was using to craft the weapon are damaged 1 step (Minor if undamaged, minor to Moderate, Moderate to Major).
Prepare: The weapon gains the Prepare 1 quality (increases its Prepare quality by 1).
Ammo inefficient: During combat, the GM may make this weapon run out of ammunition by spending Th Th Th or D (Can only be selected once).
Inaccurate: The weapon gains the Inaccurate 1 quality (or has it’s Inaccurate quality increased by 1).
Th Th Th Th or D
Limited Ammo: The weapon gains the Limited Ammo 3 quality (or has its Limited Ammo quality decreased by 1, minimum 1).
Slow-Firing: The weapon gains the Slow-Firing 1 quality (or increases its Slow-Firing quality by 1).
D D
Dangerously Volatile: The GM may spend D from any combat check made with the weapon to have it explode. The weapon is destroyed, and the character holding it and each engaged character suffers 10 damage (can only be selected once).

Crafting Ranged weapons

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