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Disruptor Weapons
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Akumakaji
Cadet
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Joined: 28 Nov 2019
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PostPosted: Wed Dec 04, 2019 9:15 am    Post subject: Disruptor Weapons Reply with quote

Hello everyone, today I want to talk about Disruptor weapons.

In the lore of Star Wars, on older technology predating the blaster, was the Disruptor. The Disuptor breaks the target down on a molecular level and leaves quite nasty wounds and an especially painful way to die. They also use much more blast gas and would have a much more reduced ammunition counter, rate of fire and range. The lore around them makes them somewhat more powerful and the preferred tool of assassins or brutal and though crime syndicate thugs, but mechanically speaking, not a lot of this translates into the actual game.

There are only a handful of Disruptor weapons in the game, and most of them deal +2 pip or +1D more damage then a comparable blaster and many have indeed a very small range and ammo counter, but not every one has a reduced RoF.

I would like to somewhat brainstorm rules for Disruptors and maybe device some rules that you could simply add on to a normal blaster, to make it into a Disruptor.

Something like "reduce Rate of Fire to 2, reduce range to 0-3/5/7, increase damage by +2".

I am toying with letting them ignore 1D of protection, or maybe damaging and reducing armor, as they would besically disolve it. It should be noted that the use of a Disruptor is illegal on nearly every world and looked down upon by everyone, so my aim isnt to min-max the damage, but to somehow make the appearance of a Disruptor in the story somewhat special and maybe even hated.

In something like DnD I would let them also inflict pain or maybe a fear effect, but in d6 we dont have this kind of added effects. Just toying with ideas, there could be a Willpower roll if someone on your team gets wounded or even dies by a Disruptor, to reflect the demoralizing effect (10 for a wound, 15 for incapacitated, 25 for being killed) or suffer -1D demoralization.
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CRMcNeill
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PostPosted: Wed Dec 04, 2019 1:52 pm    Post subject: Reply with quote

An Ignore Protection rule is best reserved for dedicated armor piercing weapons, as it will actually reduce effectiveness against unarmored targets. Personally, I’m okay with disrupters being powerful, short-ranged hand cannon with limited ammunition. Something like a personal anti-matter cannon.
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FVBonura
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PostPosted: Sun Nov 24, 2024 4:27 pm    Post subject: Reply with quote

We are discussing disruptor technology here: Phase Tech.
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CRMcNeill
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PostPosted: Thu May 08, 2025 1:16 pm    Post subject: Reply with quote

When I redid the stats, I invented a weapon called the Assault Turbolaser for things like the Alliance Assault Frigate and similar craft. It hit like a turbolaser, but with a shorter range and low fire rate. My thinking was that assault ships’ mission was to run in fast and hit targets at close range with a powerful energy weapons.

However, a recent conversation elsewhere got me thinking. Disrupters are already a thing in the SWU, so why not scale them up for use on capital ships and combat starships?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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pakman
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PostPosted: Thu May 08, 2025 4:33 pm    Post subject: Reply with quote

Don't need anything too crazy.

If target is incapacitated, they lose a limb and will need a cybernetic replacement. If they are killed - they are disintegrated.

I do like the demoralizing idea- in my game, I use fear checks (typically against willpower) and a competent opponent with a disruptor may qualify...hmmm.....nice.


As far as starship based - I would say too much power and too short of range makes them impractical.

There is already a proliferation of too many weapon types (blasters, laser cannons, auto blasters, turbo lasers etc. etc.) in my opinion. We don't need complexity for the sake of complexity.

However - everyone runs a different game - so to each their own.
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CRMcNeill
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PostPosted: Thu May 08, 2025 4:51 pm    Post subject: Reply with quote

Disruptor weapons already have a general premise in the SWU (see the Han Solo & The Corporate Sector SB): powerful for their size and short ranged. Starship-mounted versions would just be that, scaled up.
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FVBonura
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PostPosted: Fri May 09, 2025 10:03 am    Post subject: Reply with quote

I just read the Han Solo Adventures. In "Han Solo at Stars' End" the character Rekkon set his disruptor to overload then fired, and the weapon did so much damage it stopped a CSA hovervan (i.e. Speeder-scale damage). He burned his hand and the weapon was melted.

I came up with a house rule such that an overload setting does the normal damage plus one pip of damage for each charge remaining in the weapon.

Example: the disruptor does 6D damage and has 6 shots. Setting to overload and firing does 6D + 6 pips or 8D damage and the weapon is destroyed.

This is based on 2nd Ed R&E combined fire rules so its easy to remember and implement in play.

Food for thought.

P.S. Disruptors are used a great deal by the late Brian Charles Daley in his trilogy. They may not be as illegal in the Corporate Sector and the Tion Hegemony as the rest of the galaxy at large.
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fogger1138
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PostPosted: Fri May 09, 2025 2:57 pm    Post subject: Reply with quote

I liked how Telsij handled disruptors with his write-up of the Amban pulse rifle:

Quote:
On any Mortally Wounded damage result or greater (13+ difference between damage roll and resistance), target is completely disintegrated.


Seems consistent with how they appear in the show.
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raithyn
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PostPosted: Sat May 10, 2025 2:43 pm    Post subject: Reply with quote

fogger1138 wrote:
I liked how Telsij handled disruptors with his write-up of the Amban pulse rifle:

Quote:
On any Mortally Wounded damage result or greater (13+ difference between damage roll and resistance), target is completely disintegrated.


Seems consistent with how they appear in the show.

I like the simplicity of this approach. I'd assume it's inspired by how D&D (most editions?) handles disintegration spells/rays.
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CRMcNeill
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PostPosted: Sat May 10, 2025 2:45 pm    Post subject: Reply with quote

I would suggest that the threshold for complete disintegration be moved above Killed, such as +10 or more.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
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PostPosted: Sat May 10, 2025 4:04 pm    Post subject: Reply with quote

I'd agree. Disintergrate should need a kill result.
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CRMcNeill
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PostPosted: Sat May 10, 2025 6:31 pm    Post subject: Reply with quote

FVBonura wrote:
I came up with a house rule such that an overload setting does the normal damage plus one pip of damage for each charge remaining in the weapon.

I've seen enough evidence to suggest that "overcharging" energy weapons is more of a general thing than specific to disruptors. I'm also moved to wonder if Rekkon's disruptor was specifically modified to allow for dangerous overload levels by removing safety lock-outs.

Quote:
Example: the disruptor does 6D damage and has 6 shots. Setting to overload and firing does 6D + 6 pips or 8D damage and the weapon is destroyed.

Two suggestions:
-Have each additional 1D of Damage count as a Wild. On 1 Wild, the weapon is dangerously overloaded and needs to cool down before it can be fired again. On 2 Wilds, the weapon is critically overloaded, and will explode in 1D rounds, inflicting 5D damage to the user, and 3D damage to anything in a 1 meter radius. On 3 Wilds, the weapon is catastrophically overloaded and explodes at the beginning of the next round (same damage as 2), although the character can dispose of the weapon on an Easy Dexterity check.

-Have "stock" disruptors only be capable of 1D of overcharge, due to built-in safety overrides, but the override can be removed or disabled with a Moderate Blaster Repair roll.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
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PostPosted: Sat May 10, 2025 6:39 pm    Post subject: Reply with quote

pakman wrote:
As far as starship based - I would say too much power and too short of range makes them impractical.

But again, the concept isn't that far removed from missiles and torpedoes, which starfighters and the like use by getting in very close range and inflicting damage out of proportion to their size.

It also is (presumably) a lot simpler to make the ammunition for a disruptor than it is to assemble a missile or torpedo, which will make it an attractive option. The real question is how to balance it so that it doesn't become more viable than ordnance.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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