FFG Star Wars: Weapon Attachment Combos

I really like the attachment system that the current Star Wars RPG uses for weapons, armor, and vehicles. I know this isn’t the first RPG to use an attachment system, but something about Star Wars is making this a ton of fun for me. Digging through books, making lists, trying to find fun combination are all tasks I love to do with my games, and this system is hitting all the right notes for me. I’ll be posting some my favorite combinations here, and starting today with weapons.

A couple of these will not have specific weapons attached, but I will at least let you know what will work with the combo and which weapons I recommend the most. I also never recommend the Superior Weapon attachment, as it is good for any build but is very expensive. It can also be added with Tinkerer or by swapping out any of the 1 hard point attachments.

The Excessive Boomstick
This one uses the DDC MR6 Modular Rifle from Special Modifications, the only weapon with 6 hard points. This is for characters that have more ranks in Ranged [Light] than Ranged [Heavy]. For heavy weapon focused characters, swap the Pistol Grip attachment for the Custom Grip attachment. This will offset the Inaccurate quality that the Rapid-Recharge Xciter gives the weapon, and you can mod it to gain +1 Accurate quality.

  • Enhanced Xciter Attachment, 1,500 credits, 2 hard points (Special Modifications)
    • This decreases the critical rating by 1 (to a minimum of 1). The GM can spend two despair to cause the weapon to explode, destroying it and dealing a Critical Injury to the wielder.
    • Mod: 3 Weapon Quality (Pierce +1)
  • Pistol Grip Attachment, 400 credits, 1 hard point (Dangerous Covenant)
    • This changes the skill to Ranged [Light]. A single black die is added if the weapon is used with one hand, and the range is reduced to medium if it is long or extreme.
  • Rapid Recharge Xciter Attachment, 750 credits, 1 hard point (Special Modifications)
    • The weapon gains the Auto-Fire quality and the Inaccurate 3 quality.
    • Mod: 2 Decrease Inaccurate quality by 1.
  • Spread Barrel Attachment, 1,725 credits, 2 hard points (Core Rulebook)
    • Weapon gains Blast 4 quality, reduce range by one to minimum of engaged.
    • Mod: 2 Blast +1

The Excessive Boomstick is my version of the automatic sawed-off shotgun. The damage is only 7, but with auto-fire and blast qualities, and a low critical, the weapon is still deadly. Wielders with the Jury Rigged talent could lower critical to 1, making it even deadlier, while those with Tinkerer could give this the Custom Grip attachment from Special Modifications, or the Forearm Grip from the Core Rulebook if you have already swapped out Pistol Grip.

Paired Pistols
This pair of weapons could be any set of pistols that have 3 hard points. There are two ways to do this build. You can have a primary pistol that is given all of the attachments and a secondary one that is only given the Paired Weapons attachment. Alternatively you can add the same attachments to both weapons to make them identical in all ways. Personally, while it is more expensive, I like the second option the best. This makes for less book keeping, ensures that you have a backup for your main weapon, and thematically it looks cool. As a GM I might have this option grant a single blue die to certain skills, like Coercion or Negotiation. The first option can be good too, and those working on a budget can have the secondary pistol be the cheapest one they can find.

My best recommendation for pistols is the BlasTech DL-19C Blaster Pistol in Special Modifications. The benefit of being able to pick one more option for Jury Rigged weapons, and the extra hard point, mean you can do even more customization with it. The Merr-Sonn Model 53 “Quicktrigger” Blaster Pistol in Fly Casual is another great option. With 6 damage, 4 hard points, and lowered difficulty for modifying attachments you can’t go wrong with it. Those with tons of money to spend looking for a bit more damage could go for the Czerka Arms Model-10 “Dragoneye Reaper” Heavy Blaster Pistol in Flying Casual, which does 8 damage, but only has 3 hard points. My final recommendation is the Sorosuub X-30 Lancer Precision Blast Pistol, which gives this build a possibility of having Accurate 3.

Other decent options are SE-14r Light Repeating Blaster in Dangerous Covenants for the auto-fire setting, the XL-2 “Flashfire” Blaster Pistol and H-7 “Equalizer” Blaster Pistol in Sons of Fortune, and of course the regular Heavy Blaster Pistol. There are a few other options, but they are either lack luster or too expensive.

  • Custom Grip attachment (500 credits, 1 hard point)
    • Remove up to one black die while using this weapon.
    • Mod: +1 Accurate weapon quality.
  • Electronic Sighting System attachment (500 credits, 1 hard point)
    • Aim as an incidental once per round.
    • Mod: +1 Accurate weapon quality.
  • Paired Weapons attachment (300 credits for the pair, 1 hard point each weapon)
    • Lower the advantage cost for two-weapon fighting to 1 advantage.

You have many good options for additional attachments if you use a 4 hard point weapon and/or if you have the Tinkerer talent. If you want to hide your weapons you can use Shortened Barrel, which could also give you the Quick Draw talent with modding. If you want more damage and are looking for the Pierce weapon quality you could get the Blaster Actuating Module. Special Modifications has several great attachments as well, like the Rapid-Recharge Xciter, which gives the weapon the Auto-Fire quality. Ultimately it is up to you and your tastes.

The Crowd Control Nap Time Gun
Sometimes you want a weapon that helps you put down a group of foes quickly. Sometimes you don’t want to kill that group. This weapon is designed for close quarters to medium range combat against groups of foes, and uses the Corondexx VES-700 Pulse Rifle in Fly Casual as a base. The weapon comes with a Medium range, Blast 6, and a Stun Setting, making it a great base for what we want to do here.

  • Forearm Grip Attachment (250 Credits, 1 hard point)
    • Reduce the difficulty of firing while engaged to 1 additional die (instead of 2 additional dice).
    • Mod: 1 Point Blank Talent
    • Mod: 1 Weapon Quality Accurate
  •  Custom Grip Attachment (500 credits, 1 hard point)
    • Remove 1 black die from all combat checks made using this weapon. Other people gain 2 black dice on combat checks while using this weapon.
    • Mod: 1 Weapon Quality Accurate
  • Electronic Sighting System Attachment (500 credits, 1 hard point)
    • Aim as an incidental once a round. Because it puts up a glowing holo cross hairs, decrease the difficulty of Perception checks to notice the wielder in low light settings while this is activated.
    • Mod: 1 Weapon Quality Accurate

It is highly recommended that all three of the attachments be modded with the Accurate mod, giving the weapon Accurate 3. This allows the wielder to start with 3 blue dice, and because of the Electronic Sighting System they can aim three times in a round to gain another 3 blue dice. This makes this one of best crowd control blasters of the game.

Those with Tinkerer should consider the Multi-Optic Sight attachment to keep those pesky black dice out of their pool, or if the GM lets you use Auto-Fire and Blast together you could use the Rapid Recharge Xciter.

Omnipotence
This last weapon is all about being able to see and read your enemy. Behind a wall? Nah, you can see them and know what weapon they have just pulled out. Dark room with smoke? No problem.

This is a combination of attachments that only works on Ranged [Heavy] weapons, and you will need 4 hard points. Those without the Tinkerer talent are limited in their options, but I personally like the Heavy Blaster Rifle for this build. Those with the Tinkerer talent have more options. Once again, the Corondexx VES-700 Pulse Rifle is a great option, but you could also consider the BlasTech E-11s Sniper Rifle, or the less expensive BlasTech DLS-12 Heavy Blaster Carbine.

  • Integrated Scanner Attachment (675 credits, 2 HP)
    • Weapon has a general purpose scanner built into it. Wielder adds 2 advantage on initiative checks.
    • Mod: 2 Remove 1 black die from initiative checks.
  • Sonic Scope Attachment (1,500 credits, 1 HP)
    • Wielder can observe and target enemies who are completely hidden by solid objects that the weapon can penetrate.
    • Mod: 1 Skill (Cool)
    • Mod: 1 Skill (Vigilance)
    • Mod: 1 Precise Aim Talent
  • Multi-Optic Sight Attachment (2,000 credits, 1 HP)
    • Remove up to 2 black dice due to smoke, darkness, or other environmental conditions that obstruct vision.
    • Mod: 1 Skill (Perception)

One thought on “FFG Star Wars: Weapon Attachment Combos

  1. Thanks for this post! I’m currently playing a Saboteur / Mechanic and I’ve been having a blast the past 1.5ish years that I’ve been playing. Tweaking and trying to perfect my character’s arsenal is always fun to do and I love seeing how others go about it. (It’s also fun to see how I’ve had similar ideas to yours and that I’m not the only one wanting to dive deeper and make my DM’s life hard 😉 )

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