******START OF DOCUMENT******
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FAQ Information
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+ _________ +
+ |FAQ TITLE|__________________________________________ +
+ | Star Wars | +
+ | Knights of the Old Republic Walkthrough | +
+ ____________________________________________________ +
+ ________ +
+ |PLATFORM|___________________________________________ +
+ | | +
+ | MICROSOFT XBOX | +
+ ____________________________________________________ +
+ +
+ __________ +
+ |WRITTEN BY|_________________________________________ +
+ | | +
+ | GameFaQs User - Virgil | +
+ ____________________________________________________ +
+ +
+ _________________________________________ +
+ |SITES WITH PERMISSION TO DISPLAY THIS FAQ|__________ +
+ | | +
+ | - http://www.gamefaqs.com | +
+ | - http://www.cheats.de | +
+ ____________________________________________________ +
+ +
+ _______________ +
+ |CURRENT VERSION|____________________________________ +
+ | | +
+ | 5.0 - 9/12/2003 | +
+ ____________________________________________________ +
+ +
+ _______ +
+ |CONTACT|____________________________________________ +
+ | | +
+ | bdustin84@hotmail.com | +
+ ____________________________________________________ +
+ +
+ _________ +
+ |COPYRIGHT|__________________________________________ +
+ | | +
+ | ©2003 by Dustin Antonio Belick | +
+ ____________________________________________________ +
+ +
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Spoiler Warning
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PLEASE NOTE THAT BECAUSE THIS FAQ IS A WALKTHROUGH, IT CONTAINS
MAJOR PLOT SPOILERS. YOU HAVE BEEN WARNED!!!!!
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Contents
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1. Version History
2. Introduction
3. Characters
4. Character Classes
5. Controls
6. Gameplay Tips
7. Combat Tips
8. Jedi Classes
9. Force Powers
10. Skills, Feats & Attributes
11. Items, Weapons & Armor
11a. - Items - Crystals
11b. - Items - Droid Upgrades
11c. - Items - Recovery
11d. - Items - Stimulants
11e. - Items - Utility
11f. - Items - Upgrades
11g. - Weapons - Grenades
11h. - Weapons - Lightsaber
11i. - Weapons - Melee
11j. - Weapons - Mines
11k. - Weapons - Ranged
11l. - Armor - Belt
11m. - Armor - Body
11n. - Armor - Hands
11o. - Armor - Head
11p. - Armor - Implant
11q. - Armor - Shields
12. Pazaak
13. Swoop Bike Racing
14. Side-quests
14a. - Taris Sidequests
14b. - Dantooine Side-quests
14c. - Tatooine Side-quests
14d. - Manaan Side-quests
14e. - Korriban Side-quests
14f. - Kashyyyk Side-quests
14g. - Ebon Hawk Side-quests
14h. - Unknown World Side-quests
15. Walkthrough
15a. - Endar Spire
15b. - Taris
15c. - Dantooine
15d. - Tatooine
15e. - Manaan
15f. - Korriban
15g. - Leviathan
15h. - Kashyyyk
15i. - Unknown World
15j. - Star Forge
16. E-mail & Contact Guidelines
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1. Version History
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Version 0.1
8/8/2003 - Endar Spire section complete.
Version 0.5
8/9/2003 - Taris Walkthrough & side-quests complete.
Version 1.0
8/10/2003 - Dantooine Walkthrough & side-quests complete.
Version 1.5
8/11/2003 - Tatooine Walkthrough & side-quests complete.
Version 2.0
8/12/2003 - All subsections complete except Items, Weapons & Armor.
- Manaan Walkthrough & side-quests complete.
Version 2.5
8/13/2003 - Character section added & complete.
- Korriban Walkthrough & Side-quests complete.
Version 3.0
8/15/2003 - Leviathan walkthrough section complete.
- Kashyyyk Walkthrough & Side-quests complete.
- Armor (body) section started & complete.
Version 3.5
8/17/2003 - Unknown World Walkthrough & Side-quests complete.
- Added a few body armors I missed in the last version.
Version 4.0
8/21/2003 - Star Forge section has been finished thus completing the
Walkthrough.
- Ebon Hawk Side-quests section complete.
- Changed the entire layout of the FAQ.
Version 4.5
8/26/2003 - Corrected a few minor errors within the FAQ
- The following has been added to the Item section:
Crystals, Recovery, Stimulants and Utility.
- The following has been added to the Armor section:
Shields, Upgrades, Belt, Body, Hands, Head and Implant.
Version 5.0
9/12/2003 - The following has been added to the Item section:
Droid Upgrades
- The following has been added to the Weapons section:
Grenades, Lightsaber, Melee, Mines and Ranged.
- Revised the E-mail & Contact Guidelines section a bit.
- Aside from very minor changes here and there, this FAQ is
basically done and will reach FINAL version status in the
next update.
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2. Introduction
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Kotor already has quite a few FAQs, but most are extremely vague. So,
I decided to write what I think is a 'Proper' Kotor Walkthrough FAQ.
The path you must follow in the game can often be confusing. I wrote
this FAQ on a step by step basis. Hopefully you'll have no problem
working your way through the game with the aid of this guide.
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3. Characters
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__________
\ Carth \
/_________/
Character Bio:
career soldier at 38, Carth has seen more than his fair share of war. A
skilled pilot and superior tactician, he has always faced his duty with
grim determination, believing that loyalty and dedication to the
Republic would see him through. He has come to discover, however, that
not everyone holds this opinion.
Hailed as a hero of the Mandalorian War, when the Sith began threatening
Republic space again, Carth thought that they could be fought like any
other enemy, but their influence extends far past simple starships and
blasters. Though he will not speak of it, a very personal betrayal has
affected him deeply. Duty called him to fight the Sith, but now outright
hatred threatens to replace it.
Class:
Soldier
Location:
Carth joins your party during the escape of the Endar Spire.
________________
\ Mission Vao \
/_______________/
Character Bio:
Surviving in the Lower City of Taris is no easy task, particularly or a
young Twi'Lek girl on her own. But Mission has not only survived in the
hard world of the swoop gangs, she's thrived. Nobody knows the hidden
alleys, backstreets and secret entrances in the Lower City like this
former street urchin, and she's even been known to explore the creature-
infested sewers of the Undercity itself.
Of course, such active curiosity is bound to create enemies, and there
are some - particularly the Black Vulkar swoop gang - who would like to
bring Mission's adventures to a permanent end. But despite the dangerous
situations she constantly finds herself in, this spirited young Twi'Lek
always manages to find a way out. And if her quick reflexes, quick
thinking and even quicker mouth can't save her, she always has one last
card she can play: her eight foot-tall Wookiee companion, Zaalbar.
The odd pair have been inseparable ever since Zaalbar arrived on Taris,
and despite the obvious contrasts between them, their friendship has
benefited them both. Zaalbar knows that Mission will always come up with
a plan to make sure they have food in their bellies and a safe place to
stay. And Mission knows hat whatever trouble her schemes might get them
into, Big Z will always be there to watch her back.
Class:
Scoundrel
Location:
Mission will join up with you in search of her missing friend Zaalbar.
____________
\ Zaalbar \
/___________/
Character Bio:
The city world of Taris is a strange place to find a Wookiee, but Zaalbar
has managed to create a life for himself there, far from the kilometer
high wroshyr trees of his homeworld. Zaalbar will say little about why he
left Kashyyyk, but it is obvious that the memories of his old life are
painful.
Yet even though the secret miseries of Kashyyyk have been left behind,
Taris brings its own brand of suffering. Aliens are never welcome on
Taris, and this is particularly true for eight-foot tall, hair-covered
giants capable of snapping one's neck with a single, casual swipe.
Zaalbar's beastly appearance and strange language lead many to believe
that he is nothing but an animal, barely capable of thought and useful
only for his great strength and legendary Wookiee temper.
With these prejudices working against him, Zaalbar seemed destined to end
up as an enforcer for one of the many swoop gangs on Taris. But a chance
meeting with a young Twi'Lek girl named Mission Vao saved him from a life
of senseless violence. Mission recognized Zaalbar was more than a
lumbering brute and the two quickly became the best of friends.
The strange pair are now a familiar site in Taris' Lower City, and
whenever the irrepressible young Twi'Lek gets into trouble, her Wookiee
companion is always close by to help get her out.
Class:
Scout
Location:
Once you rescue Zaalbar from Gamorrean slavers on Taris, he bestows the
most sacred of all Wookiee customs upon you, the Life Debt. Zaalbar will
follow you till your body draws breath no more.
_________________
\ Bastila Shan \
/________________/
Character Bio:
To most, the Jedi order is more than a vocation; it is a calling. To a
select few it is much more. Bastila Shan is the quintessential Jedi:
trained from a very young age and gifted with a natural ability with the
Force that has given her both renown and considerable pride. Despite her
youth, Bastila is skilled in the rare art of Battle Meditation... through
sheer force of will she an influence the course of a battle. One side is
given courage and strength while the other is sapped of their will. This
ability alone has put Bastila into the forefront of the Republic's plan
to defeat the Sith.
Bastila is brash and impulsive. She is overconfident and seems to walk
invincible through her world, though that is hardly the case. Bastila is
well aware of the responsibility that presses down on her shoulders. Her
Jedi masters urge her to be cautious, but Bastila turns every fiber of
her being towards defeating the Sith menace and proving herself to the
Jedi. No one doubts that she will one day be a great Jedi... but at what
cost? Bastila possesses all the qualities that separate those special
few destined to leave their mark on history, but her very youth and
determination may be what ultimately consumes her. She has much to learn,
and little time to earn it as the Sith menace continues to gather its
strength.
Even in the dark halls where the Sith Lords gather, young Bastila is
whispered to be a Jedi of note. Who knows the terrible cost of such dark
praise?
Class:
Jedi Sentinel
Location:
Bastila officially joins your party once your rescue her from the hands
of Brejik during the Taris Swoop Race.
__________
\ T3-M4 \
/_________/
Character Bio:
Utility droids of all makes and models are a common sight on every
planet throughout the galaxy. The versatility of these handy little
droids, combined with their reliable programming and affordability, has
made them popular for everything from light janitorial duties to complex
mechanical repairs and maintenance. Among the premier utility droids
currently available are those in the T3 series. Though more expensive
than most standard models, T3 droids contain the latest in advanced
circuitry and programming, and are easily fitted with a variety of
customized upgrades.
T3-M4, a prototype of the latest model in this prestigious line, was
created in a droid shop on Taris to serve as a personal security unit
for an anonymous buyer. Along with the standard functionality, T3-M4 was
equipped with light armor plating and upgradeable weapon functionality.
These combat capabilities, combined with the droid's innate computer
slicing and code breaking skills, have led many to speculate about the
identity of the droid's unknown buyer. Given the expense, abilities and
advanced technology of this little droid, most suspect that T3-M4 is
being fitted for something far more than a simple personal security
position.
Class:
Expert Droid
Location:
You'll need to purchase T3-M4 from the Droid Shop on Taris during your
mission to steal the Taris launch codes.
___________________
\ Canderous Ordo \
/__________________/
Character Bio:
Canderous Ordo makes his living as a mercenary, selling his services to
the highest bidder. Most often this turns out to be an underworld figure
wanting to capitalize on his considerable skills as a combatant,
tactician, and outright thug. If his criminal clients knew where he
learned his trade, however, even they might have second thoughts about
hiring him.
Canderous is a Mandalorian, and as such, he was on the losing side of
the Mandalorian Wars with the Republic. He was no foot soldier, however,
and had an active hand in the planning and execution of many battles
that did not go in the Republic's favor. There is a lot of blood on his
hands, and he doubts that enough time has passed for people to view his
actions as he does, with the impersonal eye of a career soldier.
Likewise, he takes no insult from the defeat of his people. It was all
just business.
For now, Canderous spends his time employed by Davik, a crime lord with
influence throughout the Taris undercity. The traitorous actions of Revan
and Malak and the current aggression of the Sith have distracted the
citizens of the Republic to the point where they are no longer concerned
about defeated enemies, and he can go about his business in peace.
Working as a small-time enforcer is not how he pictured his career ending
up, however, and any offer for more interesting work would likely get
serious consideration.
Class:
Soldier
Location:
Canderous joins your party after you steal the launch codes necessary to
pass through the Sith blockade on Taris.
___________
\ Juhani \
/__________/
Character Bio:
Juhani, like most Cathar who choose to join the Jedi Order, is locked in
a never ending struggle to find a balance between her instincts and her
training. The feline Cathar are known throughout the galaxy for their
courage in battle, their fierce loyalty and their quick tempers; such
intense passions can make it difficult for one of this proud species to
follow the way of the light.
Yet Juhani has given herself fully to the Jedi, and she is determined to
master both her volatile emotions and her ability in the Force. She
strives to be a paragon of the Order; she has sworn to live her life
completely by the Jedi code. Because of this, she does not easily accept
failure in herself or in others.
Still, there are some among the Order who question whether this Cathar
can ever learn to control her burning passions. It remains to be seen
whether Juhani can live up to her own demanding standards, but even her
own Master fears her impossible quest for perfection will result in
frustration and despair... emotions that can lead to the dark side.
Class:
Jedi Guardian
Location:
Juhani will join your party ONLY if you turned her back to the Light
Side at the Tainted Grove. She will then accompany you after you get the
Star Map from the Ruins.
__________
\ HK-47 \
/_________/
Character Bio:
A self-sentient killing machine, it is obvious merely from its menacing
appearance that HK-47 is far more than an ordinary combat droid. With a
devastating arsenal of high-powered weaponry, a ruthless and single-
minded pursuit of its termination targets, and a pre-programmed
disregard for all organic life, this Hunter-Killer model is one of the
most dangerous assassins in the galaxy.
Rumored to have been created by Czerka Corp to eliminate the heads of
rival corporations, HK-47 is quite capable of laying waste to an entire
building in an effort to dispose of a single target, as it has
demonstrated on more than one occasion in the past. This wanton carnage,
combined with the tendency of the droid's previous owners to come to
rather gruesome ends, has led most civilized planets to issue explicit
bans on all HK-model assassin droids.
But on the dangerous worlds of the Outer Rim, having a merciless,
flame-throwing engine of destruction at your side can be quite useful...
until it decides you're the next target...
Class:
Combat Droid
Location:
To have HK-47 join your party, you must purchase him from the Droid Shop
on Tatooine.
________________
\ Jolee Bindo \
/_______________/
Character Bio:
A former smuggler, and skilled Jedi, who has chosen to retreat from
society and live out his days in seclusion and obscurity, Jolee Bindo
cloaks himself in indifference to hide his sorrow. He appears as a
cantankerous old man who readily dismisses the wide world and its
troubles with an impatient wave of his hand, but his care and wisdom
still shine through the many layers he has draped around his heart.
His story is unknown aside from rumors that he fought in the great war
of Exar Kun four decades ago, a time when Jedi turned against Jedi and
the dark side threatened to swallow the galaxy. What happened so long
ago that would push a man to leave the Jedi order, to leave civilization
itself and go into self-imposed exile in the deepest shadows of wild
Kashyyyk? Jolee himself is not forthcoming and scoffs at any suggestion
that he might be something more than what he appears: an old man.
One thing that is very clear; he is weary of this world and its endless,
pointless struggles. He insists that all he wants is peace, but Jolee
Bindo's eyes, the eyes of a fighter, the eyes of a Jedi - tell a
different story.
Class:
Jedi Consular
Location:
Jolee will join your party during your quest for the Star Map on
Kashyyyk.
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4. Character Classes
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______________
\ Scoundrel \
/_____________/
Description:
A skillful rogue that gets by on stealth and guile. Scoundrels survive
through wit and guile, traits that sometimes place them on the wrong
side of the law. Intelligence, Dexterity and Charisma are the trademarks
of a scoundrel.
Starting Stats:
***NOTE*** These stats are based off of the Quick Character creation
method.
Vitality - 6
Defence - 15
Strength - 10
Dexterity - 16
Constitution - 10
Intelligence - 14
Wisdom - 12
Charisma - 14
Fortitude - 0
Reflex - 5
Will - 1
Starting Feats:
- Armor Proficiency: Light
- Critical Strike
- Sniper Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Melee Weapons
- Sneak Attack 1
- Scoundrel's Luck
- Dueling
Basic Class Attributes:
- 6 Vitality / level
- Fast skill progression
- Slow feat progression
__________
\ Scout \
/_________/
An explorer most at home on the fringes of space. Scouts are explorers,
trained to understand their surroundings and how to survive in them.
Dexterity, Intelligence and Wisdom are the most important abilities of a
scout.
Starting Stats:
***NOTE*** These stats are based off of the Quick Character creation
method.
Vitality - 9
Defence - 13
Strength - 12
Dexterity - 16
Constitution - 12
Intelligence - 14
Wisdom - 12
Charisma - 10
Fortitude - 3
Reflex - 5
Will - 3
Starting Feats:
- Armor Proficiency: Light
- Armor Proficiency: Medium
- Critical Strike
- Flurry
- Implant Level 1
- Rapid Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Melee Weapons
Basic Class Attributes:
- 8 Vitality / level
- Average skill progression
- Average feat progression
____________
\ Soldier \
/___________/
A battle-ready fighter with no equal in combat. Soldiers are masters of
combat in all its forms, believing that the best way to survive a fight
is to win it. Dexterity, Constitution and Strength are key to an
effective soldier.
Starting Stats:
***NOTE*** These stats are based off of the Quick Character creation
method.
Vitality - 12
Defence - 12
Strength - 16
Dexterity - 14
Constitution - 14
Intelligence - 10
Wisdom - 12
Charisma - 10
Fortitude - 4
Reflex - 2
Will - 1
Starting Feats:
- Armor Proficiency: Light
- Armor Proficiency: Medium
- Armor Proficiency: Heavy
- Power Attack
- Power Blast
- Rapid Shot
- Weapon Proficiency: Blaster Pistol
- Weapon Proficiency: Blaster Rifle
- Weapon Proficiency: Heavy Weapons
- Weapon Proficiency: Melee Weapons
Basic Class Attributes:
- 10 Vitality / level
- Slow skill progression
- Fast feat progression
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5. Jedi Classes
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__________________
\ Jedi Guardian \
/_________________/
- Jedi Guardians train for battle and physical prowess.
- Jedi Guardians battle against the forces of evil and the dark side.
They focus on combat training and masterful use of the lightsaber.
- Basic Class Attributes:
10 Vitality per level
4 Force points per level
Slow skill progression
Fast feat progression
- Automatic Bonus Feat:
Force Jump (allows player to instantly close the distance and attack
an opponent within 10 metres)
__________________
\ Jedi Consular \
/_________________/
- Jedi Consulars seek to master the awesome power of the force.
- Jedi Consulars seek to bring balance to the universe. They focus less
on physical combat and more on mental disciplines in order to augment
their mastery of the Force.
- Basic Class Attributes:
6 Vitality per level
8 Force points per level
Slow skill progression
Slow feat progression
- Automatic Bonus Feat:
Force Focus (makes it harder for opponents to resist their Force
Powers)
__________________
\ Jedi Sentinel \
/_________________/
- Jedi Sentinels seek to find a balance between these two extremes.
- Jedi Sentinels ferret out deceit and injustice, bringing them to
light. They strike a balance between the physical and mental
disciplines of the Jedi Order.
- Basic Class Attributes:
8 Vitality per level
6 Force points per level
Average skill progression
Slow feat progression
- Automatic Bonus Feat:
Jedi Immunity (immune to fear)
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6. Controls
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____________________
\ Left Thumbstick \
/___________________/
- Controls movement of the selected character.
_____________________
\ Right Thumbstick \
/____________________/
- Camera control. Press LEFT or RIGHT to rotate the
camera. Click for free look. (FPS - First Person
Perspective)
____________________
\ Directional Pad \
/___________________/
- Use to cycle through the Action menu.
_____________
\ A Button \
/____________/
- Default action.
_____________
\ B Button \
/____________/
- Cancel
_____________
\ Y Button \
/____________/
- Delete action from the Action queue.
- Melee weapon animation.
_____________
\ X Button \
/____________/
- Add action to the Action queue.
_________________
\ Black Button \
/________________/
- Cycle through characters.
_________________
\ White Button \
/________________/
- Combat Pause
_________________
\ Start Button \
/________________/
- Access in-game menus.
________________
\ Back Button \
/_______________/
- Toggle Solo mode.
_________________
\ Left Trigger \
/________________/
- Cycle through the targets or cycle through menus.
__________________
\ Right Trigger \
/_________________/
- Cycle through targets or cycle through menus.
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7. Gameplay Tips
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- Kotor has many surprises and events. Save often and use multiple save
slots so you always have a rollback if make a mistake or forget to get
that important item or complete that particular quest.
- Areas are huge in Kotor, so use your map often. Important locations
within areas are automatically marked on your map so you can easily
find them.
- The Persuasion skill is one of the most used skills in the game. It
can net you extra quests, Light and Dark Side points, and double
credits for rewards.
- If you can't figure where to head next, speak with the many NPCs in
the area. They can often offer clues on where to head next.
- Many of the quests within the game come from the different NPCs found
within the game. Make sure to talk to any characters you see that have
an actual name over their head (Taris Citizen etc don't count).
- You can practice many of the mini-games found within Kotor before
actually participating in them. Pazaak with Mission on the Ebon Hawk,
Gun Turret battle by speaking with HK-47 on the Ebon Hawk, and
practice runs at the various swoop tracks throughout the galaxy.
- You can have various items made for you by talking to different party
members onboard the Ebon Hawk. Grenades from Zaalbar, Security Spikes
from Mission and T3-M4, MedPacs from Jolee, and Stimpacks from
Canderous.
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8. Combat Tips
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- Prepare for battle before engaging with an enemy. Load up on Stimpacks,
Energy Shield and force powers before heading into combat. Failing to
do this can often cost you important battles.
- If you're having problems defeating a certain enemy or group, try
placing mines on the ground before the encounter. When the battle
starts, lure the enemies into the mines to give you a starting edge.
- Droids are very weak to ion weapons. Use Ion Blasters and Grenades
when fighting them to have a much easier time.
- Ion blasters penetrate Energy Shields. When battling with an enemy
with a powerful Energy Shield, use one of these blasters to punch
through these shields and damage them easier.
- Use the appropriate Force Powers for each battle. Don't cast Force
Resistance while fighting non-Force characters, and don't cast Destroy
Droid on non-droid enemies.
- Don't go into battle with a half empty Force gauge. Wait for it to
recharge before engaging the next group of enemies (if possible). Not
doing so greatly decreases your chance at survival.
- If a particular party member is being hammered on hard by enemies,
take control of them and pull them out of the thick of battle. Heal
them, and have a character well armored block the enemy's path to the
injured character till they are ready to re-enter combat.
- Queue up on health replenishing items/powers. It can save you from
that unexpected critical hit.
- Use Stealth to sneak up on enemies and snag that first critical hit.
This is a great way to weaken strong groups of characters.
- If you have an ample supply of Grenades, start out a battle by
throwing one into a group of far-away enemies. Most times, enemies
won't see you until the Grenade has already done its damage.
- Use the Force Power Knight Speed or greater to retreat from battle and
heal yourself when things get too hot to handle.
- If you find an enemy is too strong to face, have the party member the
enemy is attacking run in circles. Then have the remaining party
members target this enemy. More times than not, he'll be too busy
pursuing the said character to be bothered to put up any resistance
against your attacks.
- Reactivate Energy Shields and support Force Powers as soon as they
wear off (if possible). Many battles can be lost because failure to do
so.
- Never go into battle without full health. This is practically suicide
as once a party member goes down, he won't be revived till after the
battle.
- Droid characters are invulnerable to many Force related powers. Keep
this is mind when battling those powerful Force-heavy enemies.
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9. Force Powers
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______________________
\ Core Force Powers \
/_____________________/
Throw Lightsaber:
- Using the Force, the Jedi guides the lightsaber to the target and
back. A successful attack confers damage based on level.
- A great power to use at the start of a battle. It helps to knock off a
small chunk of health before the enemy comes within attacking range.
Also useful to use on enemies distracted by other party members.
Burst of Speed:
- Allows a Jedi to press his or her body to it limit, gaining double
movement speed and +2 defence. Not useable with armor.
- Every Jedi, Light or Dark, should have this skill or its upgraded
versions. The double movement is great because it can give you the
speed to retreat from battle if things become too dangerous to
continue. The added defence bonus is great because you can't use high
defence armor while still being able to cast this power.
Knight Speed:
- Attuned with the Force, the Jedi briefly gains double movement speed,
+4 defence, and +1 attack per round. Not useable with armor.
- The same thing as above applies to this Force power. You get twice the
defence bonus making it that much more valuable. Great for any class
of Jedi.
Master Speed:
- Focusing the Force within, the Jedi briefly gains double movement
speed, +4 defence, and +2 attacks per round. Not useable with armor.
- Same defence as before, but 1 extra attack point than last time. Still
a good power, but it would be in your best interest to stick with
Knight Power and invest in a different Force Power. It just doesn't
offer anything too great that the previous one didn't.
Force Push:
- The Jedi lashed out with the Force. The target is pushed back and
knocked down, suffering damage modified by the Jedi's level. May also
stun target.
- Not very effective in its basic form, but the later stages of this
power are very effective in keeping large groups of enemies at bay.
Force: Whirlwind:
- The Jedi creates a maelstrom of dust. The target takes damage based on
the Jedi's level and is immobilized by a small pocket of air.
- Very effective on single enemies as they can't move for a certain
period of time. This leaves them largely open to ranged or melee
attacks. Once an opponent is trapped within the vortex, the battle is
quickly ended.
Force Wave:
- The Force pulses from the Jedi. Nearby enemies are thrown back and
knocked down, suffering damage modified by the Jedi's level. May also
stun the target.
- If you're going to invest in Force Push, upgrading it to this version
is an absolute must. Very effective when you find you're being
overwhelmed by many opponents. Great power to use to keep enemies at
bay while you power up on support force powers.
Force Resistance:
- Fortifies a Jedi against Force-based attacks, granting a good chance
of negating their effects. Duration 60 seconds.
- Great against Dark Jedi and apprentices, but against much stronger
force characters, you'll find it helps very little.
Force Immunity:
- Steels the Jedi against Force-based attacks, granting a superior
chance to negate their effects. Duration 60 seconds.
- The best possible protection against the Force powers of enemies. Even
with it's added protection, you still may have a hard time avoiding
the power of many Jedi Masters.
Affect Mind:
- Enables Force Persuade dialogue options that allow the main character
to manipulate the weak minded. Does not affect droids.
- With this power, you'll have extra options to respond with during
conversations. Be careful while using this power as it can lead to
many Dark Side Points if used incorrectly.
Dominate Mind:
- This reinforces the will of the Jedi. Force Persuade dialogue options
become very hard to resist. Does not affect droids.
- This won't add any extra options during conversations that Affect Mind
didn't, but you will have a much higher success rate while using it.
Keep in mind that there are some creatures with incredibly powerful
minds, and no amount of Force Persuasion will change their mind.
Force Suppression:
- Attacks the will of the target, cancelling all first and second tier
Force powers. This will individually affect each active Force power.
- A good power to use while fighting with the support of other party
members. Not a very practical power to use while fighting one on one
with another opponent as they can easily re-cast all lost Force
powers. You'll find yourself spending more far too much time having to
re-cast this power, than actually engaging the enemy. Best used when
you have a party member who can sit back and cast this while you
attack the enemy.
Force Breach:
- Shatters the target's concentration, cancelling ALL active Force
powers. This will individually affect each active Force power.
- Being that this power can remove all actively casted Force powers from
an opponent, make it a bit more useable than Force Suppression. A must
while fighting force heavy enemies. Still, this skill remains for non-
combat characters. Don't bother getting this skill if you're a Jedi
Guardian. Stick with Force Suppression instead.
____________________________
\ Light Side Force Powers \
/___________________________/
Stun:
- The Jedi uses the Force to overwhelm the mind of the target, stunning
them for 9 seconds. Does not affect droids.
- Because it can only target one opponent at a time, it's best used
while fighting one on one with another opponent. Great while fighting
with a group of opponents that has one really strong character that
you can immobilize and hammer on with all party members.
Stasis:
- The target is held in a paralytic stasis, unable to move or take any
action for 9 seconds. Does not affect droids.
- Pretty much the same thing as Stun, just a little more reliable in
terms of accuracy. If you can successfully cast this on an opponent,
he's as good as dead.
Stasis Field:
- This power can lull the senses of a group, placing all enemies near
the target into a catatonic stasis. Does not affect droids.
- If this power had a bit better accuracy, then it would be one of the
most powerful Force powers within the game. Most times it will only
affect 1 or 2 enemies out of a group of 5. Stick with Stasis as it's
much more reliable and costs less to cast.
Stun Droid:
- This power can send a surge of energy through the processor of a
droid, rendering them immobile for 12 seconds.
- Absolutely essential while playing as a Light Side character. There
are some crazily overpowered droids within Kotor, and you'll need this
in order to survive their attacks. Once successfully casted, have all
party members use their strongest attacks to hammer away at the droid
till it's destroyed.
Disable Droid:
- Temporary shuts down all droids within 5 metres of a target droid.
Affected droids remain disabled for 12 seconds.
- Even better than Stun Droid. With the capability to knock out several
at once, you should have no trouble taking out multiple droid enemies.
Having two characters with this power can greatly help to keep droid
enemies completely incapacitated for the entire battle until they're
destroyed.
Destroy Droid:
- All droids within 6 metres of a target droid take damage based on the
level of the attacker. May also stun target droid.
- A good choice while fighting weaker, less armored droids. Can often
destroy them with 1 or 2 blasts. For heavier, more powerful droids,
stick with Stun or Disable and then finish them will off with attacks.
Force Aura:
- Cloaked in the Force, the Jedi gains a temporary +2 bonus to defence
and all saving throws. Not useable with armor.
- Good while fighting without the aid of a party, but you'd be better
off using Force Valor as it affects all party members.
Force Shield:
- Drawing the Force into a protective barrier, the Jedi temporary gains
+4 to defence and all saving throws. Not useable with armor.
- The added +2 to defence is nice, but again, the valor series is a
better choice because it an entire party effect.
Force Armor:
- Becoming one with the Force, the Jedi temporarily gains +6 to defence
and all saving throws. Not useable with armor.
- Very solid defence to go into battle with. This power can make up for
the lack of light, medium and heavy battle armor.
Force Valor:
- The Jedi pulls the Force around the entire party. All physical
attributes and saving throws briefly gain +2. The Jedi cant't be
wearing armor.
- In my opinion, these series of powers are among the best of the Force
support Powers in the game. The effect of this power doesn't last
long, so don't cast until you're in the thick of battle.
Knight Valor:
- The Jedi further surrounds the party in the Force, granting poison
immunity and +3 to attributes and saving throws. The Jedi can't be
wearing armor.
- Another point added to defence, and the addition of poison immunity
give you no excuses to upgrade to the next version of the valor series.
Master Valor:
- The Jedi essentially encases the party in the Force, granting poison
immunity and +5 to attributes and saving throws. The Jedi can't be
wearing armor.
- The top of the line in the valor series. This power is essential to
surviving some of the tougher fights within the game. With + 5 to all
attributes, its like a giant Stimpack in one. Re-cast as it wears off
in battle. Combine with Energy Shields for an unbeatable combination.
Cure:
- The Jedi directs the Force to heal the entire party for 5 vitality
points +1 point for every Charisma and Wisdom modifier, and the level
of the Force user.
- The single most important Force Power you have at your disposal. Many
argue that it makes MedPacs obsolete, but I say use a MedPac rather
than use Cure/Heal. It's ability to cure all party members is the real
key. Wait till all party members have taken damage and then use.
Besides, you can only rely on this power until your Force Points are
depleted.
Heal:
- The Jedi directs the Force to cure poison and heal the entire party
for 10 vitality points +1 point for every Charisma and Wisdom
modifier, and the level of the Force user. This does not affect
droids.
- The upgraded version of Cure is even more versatile than its
predecessor. With the ability to cure poison, it cuts down on the
amount of Antidote Kits you'll need to carry. Because Heal can recover
a larger portion of health than Cure makes it even more valuable. Make
sure every Force user in your party has this upgraded version.
Nothing's stronger than having 3 party members with the ability to
constantly cure each other in battle. Queue up several of these with
each party member in dangerous/difficult battles.
___________________________
\ Dark Side Force Powers \
/__________________________/
Wound:
- The Jedi triggers spasms in a victim's lungs, stunning them and
inflicting damage that increases with level. Does not affect droids.
- You can't be a Dark Side character and not have this attack. A great
way to shave off a portion of health at the beginning of the battle.
Choke:
- The Jedi uses the Force to throttle the target at range. This stuns,
inflicts damage and lowers attribute scores. Does not affect droids.
- Would Darth Vader have been as cool as he was without this power? No,
no he wouldn't. Again, a great power to start out battle with. Follow
this power up by quickly engaging the opponent in melee combat. If
executed properly, can easily destroy an enemy before the battle has
even begun.
Kill:
- A vile use if the Force. The target must succeed at a Fortitude save
or simply choke and die. Does not affect droids.
- One of the most deadly powers at a Dark Jedi's disposal. Quickly
target and cast this power on multiple opponents for maximum effect.
Slow:
- This power clouds the mind, inflicting penalties to defence, reflex
saves, melee attack and damage. Does not affect droids.
- Not very practical against weaker enemies, but essential in weakening
some of the stronger brutes within the game.
Affliction:
- Functions like a poison. The target is slowed and suffers attribute
penalties that get worse over time. Does not affect droids.
- Best casted at the start of the battle as to utilize its prolonged
affect.
Plague:
- Horribly debilitating, this power slows the target and inflicts
attribute penalties that get far worse over time. Does not affect
droids.
- Again, best used at the beginning of battle. Being that it's only
slightly stronger, might want to stick with Affliction unless you're a
heavy Force user.
Fear:
- Attacking the mind, this power causes temporary fear in the target,
prompting them to flee the Jedi. Does not affect droids.
- Two Jedi simultaneously casting this power can completely immobilize a
party long enough for you to wipe them out. Much more useful at
upgraded version.
Horror:
- Tapping the primal fears, this power inflicts a temporary catatonic
state in all enemies around the target. Does not affect droids.
- If you're going to use Fear, you may as well take it one step further
and upgrade to this version. With the ability to affect multiple
enemies, you'll be free to use your remaining party members to attack
the enemies full force without any worry of resistance.
Insanity:
- The Jedi temporarily inflames paranoia and doubt, rendering the target
horrified. Does not affect droids.
- A much stronger version of Fear. Best left to Force Heavy users to
utilize its full effects.
Shock:
- The Jedi uses the Force to pulse electricity through a target,
inflicting damage modified by level. Not useable with armor.
- This power is Dark Side all the way. At this stage it's not very
useful, but as you upgrade it to later stages, becomes a Dark Jedi's
most powerful Force Power.
Lightning:
- The Jedi sends bolts of electricity through all enemies around the
target, inflicting damage modified by level. Not useable with armor.
- It's here at this stage that we start to see the awesome potential of
this power. Quickly cast this power multiple times as the battle
begins to knock off a large portion of all surrounding enemies health.
Force Storm:
- An electrical attack on all enemies near the target, inflicting level-
based damage to both vitality and Force points totals. Not useable
with armor.
- If you cast this power multiple times on incoming enemies, you can
almost completely wipe them out before they can engage you in melee
battle. A must have for ALL Dark characters.
Drain Life:
- This vile power taps the target's life to heal the Jedi. Damage
drained and healed is modified by level. Does not affect droids.
- A dark side alternative to Cure/Heal. A great way to do a nice amount
of damage to the enemy and keep yourself healed. Also, very important
power to have for the final battle in the game...
Death Field:
- Truly dark, this power tears life from surrounding enemies and heals
the Jedi by the highest damage suffered. Does not affect droids.
- Even more useful than Drain Life, this power can keep you going in the
thick of battle. Try to use during the later stages of a battle to
finish off an opponent and heal yourself at the same time.
______________________________________________________________________
----------------------------------------------------------------------
======================================================================
10. Skills, Feats & Attributes
======================================================================
----------------------------------------------------------------------
___________
\ Skills \
/__________/
Computer Use:
- Related to Intelligence. Used with computer spikes to access computer
terminals. Harder tasks require more spikes. This skill reduces the
number of spikes needed by 1 for every 4 points total.
- A good skill to invest in when playing as Scouts and Scoundrels.
Because you don't have the vitality and strength of a Soldier, you
have to rely on alternative tactics. Being able to reprogram a gun
turret to fire on enemy soldiers or unlock a door without the need of
a passcard can save you from having to battle your way through many
areas.
Demolitions:
- Related to Intelligence. Used to set or disable mines of low (DC15 to
set), medium (DC20 to set), or high difficulty (DC25 to set).
Disarming adds +5 to the DC. Recovery adds +10. Cannot be used
untrained.
- Another alternative to heavy melee combat that all Scouts and
especially Scoundrels should utilize. Mines set by player characters,
can't be triggered by fellow party members so don't be afraid to place
them at your leisure. Luring enemies into trails of mines is the best
way to utilize them.
Stealth:
- Related to Dexterity. Enables the use of stealth field generators and
Stealth mode. Combat cancels Stealth mode. Cannot be used untrained.
- Striking the first hit in combat is often crucial to victory. Enabling
the Stealth skill before combat and sneaking up on an enemy will often
result in a critical hit. Use this to your advantage against some of
the stronger opponents within the game. As a Scoundrel, you should
utilize this skill for every battle you possibly can.
Awareness:
- Related to Wisdom. Helps spot hidden objects or enemies. This skill is
checked against an enemy's Stealth skill or DC of a mine. If
successful, the enemy or object becomes visible. Awareness is always
active, but running imparts a -5 penalty.
- Ever wonder why you were walking/running along and had an explosion go
off under your feet? Well, chances are if this happened, your
Awareness skill wasn't high enough. Not very important as a soldier
because of their high vitality, but something you might want to put
some points in while playing as a Scoundrel. Some of the stronger
mines will kill a Scoundrel in a single hit if your Awareness isn't
high enough to spot. Keep this in mind while levelling up your
Scoundrel.
Persuade:
- Related to Charisma. Persuade dialogue options use friendly coercion
to press for sensitive information or avoid conflict. Higher skill
allows for more extreme requests. Only available to the main player-
created character.
- Most important skill regardless of class. Start putting kill points
into Persuade as early as your first level. There are a ton of
opportunities both Dark and Light, where you can use Persuade to gain
double the reward for a quest, certain items and even avoid
potentially dangerous battles. Of course it works the other way as
well. You can Persuade your way into danger as well so be careful with
your choices.
Repair:
- Related to Intelligence. Used with disposable parts to fix disabled
droids. More difficult repair jobs require more parts. This skill
reduces the number of parts required by 1 for every 4 points total.
Also modifies vitality points recovered when used by party member
droids to repair combat damage.
- If you plan on using HK-47 or T3-M4 a lot during the game, then you
better invest a fair number of points into their Repair Skill.
Scoundrels need every advantage they can get in battle, so this is a
great skill for them to invest in so they can repair damaged droids to
help them in combat.
Security:
- Related to Wisdom. Used to open electronic locks. Appears as an option
on the targeted locked objects. Security spikes in Inventory will also
appear as a default option and add to the skill if selected. Only
available if the character has paid points into this skill. Cannot be
used untrained.
- Not very useful at the beginning of the game, but at later stages of
Kotor you'll come across a fair of bit doors that are incredibly hard
to unlock, even with a high Security Skill. Within some of these
locked doors contain incredibly powerful or useful items, so make sure
at least one character has a high Security rank. Also, having a high
Security skill can save you a lot of trouble in having to search for
passcards to unlock certain doors.
Treat Injury:
- Related to Wisdom. This skill is added to the vitality points healed
by MedPacs. Higher quality packs apply multipliers to further increase
the amount healed.
- Essential skill for players that see combat, and see it often.
Soldiers and Jedi Guardians should invest many skill points towards
this particular skill early.
__________
\ Feats \
/_________/
Armor Proficiency:
- Determines what type of armor a character can use.
Progression Tree:
Light > Medium > Heavy
Weapon Proficiency:
- Determines what type of weapon a character can use. A character cannot
use a weapon type if they do not have proficiency in it.
Weapon Type:
- Melee, Blaster, Blaster Rifle, Heavy Weapons, Lightsaber.
Progression Tree:
Weapon Focus > Weapon Specialization
Dueling:
- Improves attack bonus and Defence when using only one weapon.
Progression Tree:
Improved Dueling > Master Dueling
Two-Weapon Fighting:
- Reduces the penalty for fighting with a weapon in each hand and for
using double-bladed weapons.
Progression Tree:
Improved Two-Weapon Fighting > Master Two-Weapon Fighting
Conditioning:
- Character receives a bonus to all saving throws.
Progression Tree:
Improved Conditioning > Master Conditioning
Toughness:
- Character gains bonus vitality points each level.
Progression Tree:
Improved Toughness > Master Toughness
Critical Strike:
- Increases the chance of a critical hit on an opponent when using a
melee weapon.
Progression Tree:
Improved Critical Strike > Master Critical Strike
Flurry:
- The character gets an extra attack each round when using a melee
weapon.
Progression Tree:
Improved Flurry > Master Flurry
Power Attack:
- Increases damage of melee weapon attacks.
Progression Tree:
Improved Power Attack > Master Power Attack
Power Blast:
- Increases damage of missile and blaster weapon attacks.
Progression Tree:
Improved Power Blast > Master Power Blast
Rapid Shot:
- Increases the number of attacks when using blaster or missile weapons.
Progression Tree:
Improved Rapid Shot > Master Rapid Shot
Sniper Shot:
- Increases the chance of a critical hit on an opponent when using a
blaster or missile weapon.
Progression Tree:
Improved Sniper Shot > Master Sniper Shot
Caution:
- Bonus to Demolitions and Stealth skill checks.
Progression Tree:
Improved Caution > Master Caution
Empathy:
- Bonus to Persuade, Awareness and Treat Injury skill checks.
Progression Tree:
Improved Empathy > Master Empathy
Gear Head:
- Bonus to Repair, Security and Computer Use.
Progression Tree:
Improved Gear Head > Master Gear Head
_______________
\ Attributes \
/______________/
Strength:
- Represents physical power. A high Strength adds modifiers to melee
damage and chance to hit, which is important for characters who use
close-combat weapons (vibroblades, lightsabers).
Dexterity:
- Represents agility and reflexes. A high Dexterity adds modifiers to
ranged attack rolls (blasters) and increases a character's Defence
rating, making them harder to hit.
Constitution:
- Represents health and resiliency. A high Constitution adds modifiers
to the vitality points gained at each level up. This is important for
everyone, but essential for soldiers and Jedi guardians.
Wisdom:
- Represents knowledge and reasoning. A high Wisdom adds modifiers to
Jedi Force points and Force Power saving throws. The Force powers of a
Jedi with high Wisdom are also much harder to resist.
Intelligence:
- Represents knowledge and reasoning. A high intelligence adds modifiers
to the number of points a character has to spend on essential skills.
Charisma:
- Represents personality and the ability to lead. A high Charisma adds
modifiers to Force-related feats and powers that are very important to
all the Jedi classes. It is also central to any persuasive talker.
______________________________________________________________________
----------------------------------------------------------------------
======================================================================
11. Items, Weapons & Armor
======================================================================
----------------------------------------------------------------------
__________________________
\ 11a. Items - Crystals \
/_________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Blue
Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
faintly with an inner blue light.
Special:
- Upgrade Item, Lightsaber
Blade Color:
- Blue
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Bondar
Description:
- This crystal was mined on a far-orbit asteroid circling the Alderaan
system. It produces a volatile lightsaber beam that pulses on impact,
potentially stunning an opponent.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Stun, 25% for 6 sec (On Hit)
- DC10 to negate stun (Save)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Damind
Description:
- Found on the desert world of Daminia, this crystal can be used in
lightsaber construction to produce a clearly defined beam of subtly
wider width and length.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Attack +3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Firkrann
Description:
- This heavy crystal is collected by the natives of Rafa V. If used in
lightsaber construction it produces an electrically charged beam that
is devastating to droids.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- +2-12 damage to droids
- Attack +2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Green
Description:
- A facetted crystal used in the construction of a lightsaber. It glows
faintly with an inner green light.
Special:
- Upgrade Item, Lightsaber
Blade Color:
- Green
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Eralam
Description:
- Once mined on the third moon of Erai, ancient Sith bombardment
shattered much that remained. If they can be found, these crystals
produce a clear, superior lightsaber beam.
Special:
Upgrade Item, Lightsaber
Added Bonus:
- Attack +2
- Damage +2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Jenruax
Description:
- The refined form of Opila, this crystal has been cleansed of all
impurities. When used in lightsaber construction it produces a blade
of unerring quickness.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage +2
- Blaster Deflections +5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Luxum
Description:
- Ambria was a world in the grip of the dark side. Through years of
mental battle, strange Jedi Master Thon contained the evil to Lake
Natth. Long meditation can form this powerful crystal from the
tainted water.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage +1-6 vs. droids
- Attack +2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Nextor
Description:
- This crystal is mined in the mountains of planet M'haeli, and when
used in lightsaber construction it produces a volatile blade that can
cause surprising amounts of damage.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Attack +1
- Critical Threat Range x2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Opila
Description:
- Found in the asteroid fields of the Fyrth system, this crystal can
be used in lightsaber construction to produce an intense beam that
seems extraordinarily quick to the cut.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage +3
- +2-12 damage on critical hit
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Phond
Description:
- The strange byproduct of rare impurities bonding during the making of
certain alloys and some random external condition, this crystal
produces a fiercely burning lightsaber beam.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage Physical, 1-6
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Red
Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
faintly with an inner red light.
Special:
Upgrade Item, Lightsaber
Blade Color:
- Red
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Rubat
Description:
- Used in lightsaber construction, rubat crystal is mined on Phemis. It
produces a clearly defined blade that a Jedi can easily track, making
it easier to hit opponents.
Special:
- upgrade Item, Lightsaber
Added Bonus:
- Damage +1
- Attack +1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Sapith
Description:
- This crystallized material was excreted once every 11 years by the
ancient Volice worm of Lwhekk, now extinct. It produces a more
intense lightsaber beam, granting better control.
Special:
Upgrade Item, Lightsaber
Added Bonus:
- Damage +3
- Attack +2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
Crystal Sigil
Description:
- Mined in the Sigil System, this crystal is a costly but valued
addition to a lightsaber. It produces a fiercely bright beam that
sears on contact, inflicting great damage.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage Energy +1-6
- Attack 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Solari
Description:
- There are many famous lightsaber crystals spoken of in the history
of the Jedi Order, though none is as powerful as the legendary solari
Crystal. An artifact of true light side power, only those Jedi who
are pure in spirit can wield a lightsaber equipped with this gleaming
white gem. When the great Jedi Master Ood Bnar initiated his life-
cycle change after a thousand years of serving the Order, he
bequeathed the Solari Crystal to his most promising student, a young
female Jedi named Shaela Nuur. When Shaela disappeared shortly after
the time of the Great Hunt, the Solari Crystal vanished with her.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage +3
- +1-8 Physical Damage vs. Dark Side
- Attack +3
Limitation:
- Can only be used by a Light Jedi
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Upari
Description:
- Strangely, this crystal is usually encountered scattered in the orbit
of primarily forest worlds. It is brittle but versatile, and a Master
Jedi can get it to produce many effects.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage +1-8
- Attack +3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Violet
Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
faintly with an inner violet light.
Special:
- Upgrade Item, Lightsaber
Blade Color:
- Violet
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Crystal Yellow
Description:
- A facetted crystal used in the constructing of a lightsaber. It glows
faintly with an inner yellow light.
Special:
- Upgrade Item, Lightsaber
Blade Color:
- Yellow
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krayt Dragon Pearl
Description:
- Taken from the gullet of a krayt dragon, this crystalline "pearl"
appears to have refractory qualities that might allow it to function
as a lightsaber crystal once properly adapted.
Special:
- Upgrade Item, Lightsaber
Added Bonus:
- Damage +2
- Attack +3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
________________________________
\ 11b. Items - Droid Upgrades \
/_______________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Computer Tool
Description:
- Like the basic unit, this retractable probe allows droid access to
the higher programming functions of any computer terminal, though
better interface adapters make it more effective.
Skills:
- Computer Use +4
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Flame Thrower
Description:
- Intended as a combat upgrade and not generally available to the
public, this droid-mounted weapon can inflict a great deal of damage
over a broad area. It is widely used by Republic forces.
Damage:
- Heat, 60pts
- Horror 100% for 3sec
Special:
- Targets 7th level and up ignore horror effect
Save:
- DC20 for half damage
Range:
- Short
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- ADV. Gravity Generator
Description:
- This device creates a more powerful gravity swell than the basic unit
due to an unregulated energy governor. The use of such items is
discouraged because of concern over environmental effects.
Damage:
- Slowed On Hit, 100% for 9sec
Save:
- DC20 to negate slow
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Shield Disruptor
Description:
- Prototyped by Czerka Corporation, these extremely devastating droid
and shield nullifiers have found their way to forces on both sides of
the Sith/Republic conflict.
Damage:
- Ion, 40pts
Range:
- Medium
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Stun Ray
Description:
- This product is a special order aftermarket modification of a
Quellegh Industrial stun ray. Very expensive to produce, most are in
the hands of government-sponsored elite troops.
Damage:
- Stun On Hit, 100% for 9sec
Save:
- DC20 to negate stun
Range:
- Medium
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Targeting Computer
Description:
- Meant for droids that see regular combat, this targeting unit
improves on the basic model and greatly increases battlefield
performance.
Bonus Feats:
- Weapon Focus, Blaster Pistol
- Weapon Focus, Blaster Rifle
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Basic Targeting Computer
Description:
- Battle droids come factory-ready for combat, but it is still wise to
invest in targeting computer upgrades to optomize performance at
range. Cost rises with quality, as always.
Bonus Feats:
- Weapon Focus, Blaster Pistol
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Carbonite Projector Mark II
Description:
- Like the basic model, this weapon uses a carbonite freezing technique
to super-cool synthetic compounds hurled at a target, though more
efficient projectors make it far more effective.
Damage:
- Cold, 40pts
- Paralyze, 100% for 15sec
Save:
- DC20 for half damage, paralyze reduced to 9sec
Range:
- Medium
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Computer Probe
Description:
- This retractable probe allows droid access to the higher programming
functions of any computer terminal. Better quality probes provide
cleaner access, increasing functionality.
Skills:
- Computer Use +2
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Heavy Plating Type 1
Description:
- Originally used on starship hulls, durasteel is the best protection
available for droids. This particular variant of the alloy is the
standard for mass-production heavy combat droids.
Defence Bonus:
- 9
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Heavy Plating Type 2
Description:
- A specialized variant of heavy plating, this type of durasteel alloy
is not sold in mass quantities. More often, it is used to equip elite
troops where the initial cost of the battle droid warrants the
investment.
Defence Bonus:
- 10
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Heavy Plating Type 3
Description:
- The heaviest protection available, this type of plating is uncommon
due to the cost involved in production. It is best suited to
specialized assassin or assault droids, though such units are highly
regulated.
Defence Bonus:
- 11
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Light Plating Type 1
Description:
- A thin sheet of alloy plating is a relatively inexpensive way to
improve a droid's chance of surviving combat. This model is an
excellent option for light-duty droids.
Defence Bonus:
- 3
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Light Plating Type 2
Description:
- Though more for the factory floor, plating of this type is seeing
more general use. Light but effective, this upgrade can mean the
difference between repair and replacement if a droid comes to harm.
Defence Bonus:
- 4
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Light Plating Type 3
Description:
- The strongest of the light-grade plating, this is the best protection
most individuals consider purchasing for droids not actively in a
class intended for combat.
Defence Bonus:
- 5
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Medium Plating Type 1
Description:
- Developed by engineer Hoot Calin, this plating relies more on
deflecting angles than exotic alloys. Cost can be prohibitive, though
this is the most affordable model of the type.
Defence Bonus:
- 4
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Medium Plating Type 2
Description:
- This version of the Calin Industries plating system signaled a
company shift in production from construction droids to military
models. It now sees use on many different worlds.
Defence Bonus:
- 5
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Medium Plating Type 3
Description:
- To solidify its place in the market, Calin Industries introduced this
specialty variant of their medium plating system. Only heavy plating
protects better, though the cost is prohibitive for some.
Defence Bonus:
- 6
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Motion Sensors Type 1
Description:
- These devices allow a droid to better detect creatures hidden by
stealth fields. This basic model is the most inexpensive of the type,
and is commonly available on many worlds.
Skill:
- Awareness +2
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Motion Sensors Type 2
Description:
- This sensor package greatly enhances droid vision, increasing the
likelihood of detecting creatures hidden by stealth fields. This
model is marketed mainly to manufacturers of sentry and combat
droids.
Skills:
- Awareness +4
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Droid Motion Sensors Type 3
Description:
- Incorporating the most sophisticated sensors available, this model of
upgrade is usually purchased for special-duty droids guarding
sensitive materials or galactic heads of state.
Skills:
- Awareness +6
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Shield Level 1
Description:
- This is a basic model energy shield universally applicable to most
droids. The power drain is significant, however, and units like this
must be replaced regularly.
Deflection:
- Energy, 20pts
Uses:
- 10/10
Duration:
- 200 seconds, or max damage taken
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Shield Level 2
Description:
- Upgraded from the basic portable energy shield, these units are
marketed to companies and governments that keep large standing forces
of combat droids. The power drain is significant, however, and they
must be replaced regularly.
Deflection:
- Energy, 30pts
Duration:
- 200 seconds, or max damage taken
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Shield Level 3
Description:
- This sophisticated item is designed for top quality combat droids,
and produces superior protection for any droid with the necessary
software to install it. The power drain is significant, however, and
it must be replaced regularly.
Deflection:
- Energy, 50pts
Duration:
- 200 seconds, or max damage taken
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Environment Shield Level 1
Description:
- Initially designed to resist the harsh conditions of factory floors,
these shields provide a droid with basic protection against a broad
array of effects. The power drain is significant, however, and they
must be replaced regularly.
Deflection:
- Energy, Sonic, Cold, Heat, 20pts total
Duration:
- 200 seconds, or max damage taken
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Environment Shield Level 3
Description:
- This variant of environmental shielding is designed for frontline
combat droids. It provides broad protection against many effects, but
the power drain is significant and it must be replaced regularly.
Deflection:
- Energy, Sonic, Cold, Heat, 50pts total
Duration:
- 200 seconds, or max damage taken
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Flame Thrower
Description:
- This droid-mounted weapon can inflict damage over a broad area. The
incendiary compounds within border on military quality, though the
unit was initially desinged for industrial purposes.
Damage:
- Heat, 30pts
- Horror On Hit, 100% for 3sec
Special:
- Targets 7th level and up ignore horror effect
Save:
- DC15 for half damage
Range:
- Short
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Gravity Generator
Description:
- These devices allow a droid to create localized gravity swells, the
reverse effect of a repulsorlift engine. This can seemingly increase
the weight of an enemy, slowing their movement.
Damage:
- Slowed On Hit, 75% for 9sec
Save:
- DC15 to negate slow
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Decryption Interface
Description:
- This model of security breaker is no longer in production. It was an
effective option before the factories of Toshan Gant took over the
market. A droid must have basic Security software (paid points into
the skill) to benefit from this item.
Skills:
- Security +4
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Domination Interface
Description:
- Modified on the aftermarket, this Toshan Gant security breaker is the
best available. A droid must have basic Security software (paid
points into the skill) to benefit from this item.
Skill:
- Security +6
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Interface Tool
Description:
- Pioneered by Toshan Gant, this is the basic droid security breaker
in use across the galaxy. Gant did most of his research for the
Republic military after private efforts led to his imprisonment. A
droid must have basic Security software (paid points inot the skill)
to benefit from this item.
Skills:
- Security +2
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sensor Probe
Description:
- This basic probe improves a droid's demolitions capabilities allowing
for more sensitive adjustments of volatile sibstances. A droid must
have basic Demolitions software (paid points into the skill) to
benefit from this item.
Skills:
- Demolitions +2
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Shield Disruptor
Description:
- Designed for Republic forces, these devices allow a droid to
potentially devastate opponent droids or the personal shielding of an
enemy, though the energy drain is quite large.
Damage:
- Ion, 20pts
Range:
- Medium
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Stun Ray
Description:
- Quellegh Industrial is becoming the standard in publicly traded non-
lethal droid-mounted weapons. Company officials credit aggressive
marketing towards any despot with credits.
Damage:
- Stun On Hit, 100% for 9sec
Save:
- DC15 to negate stun
Range:
- Medium
Uses:
- 10/10
Requirements:
- Droid Upgrade Class 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Superior Targeting Computer
Description:
- Reserved for the highest quality battle droids, targeting units of
this type are rarely seen outside of military operations.
Bonus Feats:
- Weapon Focus, Blaster Pistol
- Weapon Focus, Blaster Rifle
- Weapon Specialization, Blaster Pistol
- Weapon Specialization, Blaster Rifle
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Universal Computer Interface
Description:
- The best and most expensive of its type available, this retractable
probe allows droid access to the higher programming functions of
any computer terminal.
Skills:
- Computer Use +6
Requirements:
- Droid Upgrade Class 3
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Verpine Demolitions Probe
Description:
- Wartime contracts over the last forty years saw a great deal of money
poured into Verpine droid modifications, particularly in the area of
demolitions. A droid must have basic Demolitions software (paid
points into the skill) to benefit from this item.
Skills:
- Demolitions +4
Requirements:
- Droid Upgrade Class 2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
__________________________
\ 11c. Items - Recovery \
/_________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced MedPac
Description:
- An advanced medpac contains an improved array of equipment for the
treatment of wounds. They cannot be used by droids. Advanced medpacs
heal 20 vitality points + WIS modifier + (2 x user's skill in Treat
Injury).
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Advanced Repair Kit
Description:
- Included are the improved assortment of tools and parts needed for
a droid to repair itself after being damaged in combat. This kit
can't be used by living beings. Advanced kits repair 25 vitality
points + INT modifier + (2 x user's skill in Repair).
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Antidote Kit
Description:
- This Kit contains wide-spectrum antidote hypospray injectors designed
to neutralize all known poisons. Lowered attribute scores are
returned to normal and physical damage is halted. Damage already
suffered must still be healed by other means.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Construction Kit
Description:
- This kit contains all the necessary parts for a droid to repair
itself after being damaged in combat, including electrical regulators
designed to isolate malfunctions. This kit can't be used by living
beings. Construction kit repairs 35 vitality points + INT modifier
+ (3 x user's skill in Repair).
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Life Support Pack
Description:
- A life support pack contains dermal regenerators and other equipment
for the treatment of wounds. They cannot be used by droids. Life
support packs heal 30 vitality points + WIS modifier + (3 x user's
skill in Treat Injury).
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- MedPac
Description:
- A medpac contains essential equipment for the treatment of wounds.
They cannot be used by droids. Basic medpacs heal 10 vitality points
+ WIS modifier + user's skill in Treat Injury.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Repair Kit
Description:
- Included are the basic tools needed for a droid to repair itself
after being damaged in combat. This kit can't be used by living
beings. Basic kits repair 15 vitality points + INT modifier + user's
skill in Repair.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
____________________________
\ 11d. Items - Stimulants \
/___________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adrenal Alacrity
Description:
- A shot of this enhancer provides a temporary boost in the dexterity
of the user. The effect wears off after a short time, and side
effects are considered minimal. Stim bonuses that affect the same
statistic do not stack.
Attribute Bonus:
- Dexterity +4
- Speed Movement +20%
Duration:
- 120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adrenal Stamina
Description:
- A shot of this enhancer provides a temporary boost in the
constitution of the user. The effect wears off after a short times,
and side effects are considered minimal. Stim bonuses that affect
the same statistic do not stack.
Attribute Bonus:
- Constitution +4
Duration:
- 120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adrenal Strength
Description:
- A shot of this enhancer provides a temporary boost in the strength of
the user. The effect wears off after a short time, and side effects
are considered minimal. Stim bonuses that affect the same statistic
do not stack.
Attribute Bonus:
- Strength +4
Duration:
- 120 sec
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Battle Stimulant
Description:
- This stimulant enables the user to better absorb damage and focuses
the mind on the fight, improving the ability to hit. The effect wears
off after a short time. Stim bonuses that affect the same statistic
do not stack.
Attribute Bonus:
- Vitality max +8pts
- Attack +1
- Damage +1
Duration:
120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Battle Stimulant
Description:
- This stimulant produces a chemical cocktail that sends a boost of
adrenaline through the body, focusing the mind and bolstering the
user's tolerance for damage. Stim bonuses that affect the same
statistic do not stack.
Attribute Bonus:
- Vitality max +25pts
- Attack +3
- Damage +3
Duration:
120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Adrenal Alacrity
Description:
- This model of alacrity stim uses a very powerful mixture of chemicals
to produce an incredible increase in the dexterity of the user. Stim
bonuses that affect the same statistic do not stack.
Attribute Bonus:
- Dexterity +6
- Speed Movement +30%
Duration:
-120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Adrenal Stamina
Description:
- Steeling the user against pain, the stim provides a very large boost
in constitution. Stim bonuses that affect the same statistic do not
stack.
Attribute Bonus:
- Constitution +6
Duration:
- 120 sec
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Adrenal Strength
Description:
- More effective than the basic model, this stim uses a risky cocktail
of chemicals to boost the strength of the user. Stim bonuses that
affect the same statistic do not stack.
Attribute Bonus:
- Strength +6
Duration:
- 120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hyper-Battle Stimulant
Description:
- This stim removes all distractions, allowing the user to focus purely
on the battle. The user is almost oblivious to damage suffered. Stim
bonuses that affect the same statistic do not stack.
Attribute Bonus:
- Vitality max +16pts
- Attack +2
- Damage +2
Duration:
120 secs
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
_________________________
\ 11e. Items - Utility \
/________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Computer Spike
Description:
- These items allow a user to slice computer programs, assaulting
systems with garbage data to overwhelm security measures. They are
one-use items. A high Computer Use skill reduces the number of spikes
required for any given task.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Parts
Description:
- This is a disposable package of universally adaptable parts, designed
for characters using the Repair skill in machines. Each pack is a
one-use item. A high Repair skill reduces the number of parts
required for any given task.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Spike
Description:
- This one-use item improves the user's ability to bypass security
measures, creating electronic interference in the locking mechanisms
of doors and containers.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Security Spike Tunneler
Description:
- This one-use item employs anti-encryption software and electronic
interference to improve the user's ability to bypass locking
mechanisms on doors and containers.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
__________________________
\ 11f. Items - Upgrades \
/_________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Armor Reinforcement
Description:
- Durasteel reinforcement is a complicated armor application that
increases protective qualities. The modifications require a workbench
with adequate tools and armor of high quality marked as upgradeable.
Special:
- Upgrade Item, Armor
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Beam Splitter
Description:
- This item can broaden the beam of certain blaster types, increasing
damage or possibly granting other effects. The modifications require
a workbench with adequate tools and a weapon of high quality marked
as upgradeable.
Special:
- Upgrade Item, Ranged
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Durasteel Bonding Alloy
Description:
- Application of this alloy can strengthen a melee weapon, increasing
damage and possibly resistance to damage. The modifications require
a workbench with adequate tools and a weapon of high quality marked
as upgradeable.
Special:
- Upgrade Item, Melee
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Energy Projector
Description:
- This modular projector can cause a melee weapon to do additional
energy-based damage. The modifications require a workbench with
adequate tools and a weapon of high quality marked as upgradeable.
Special:
- Upgrade Item, Melee
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Hair Trigger
Description:
- This unit regulates the firing mechanism of certain blaster types,
improving the ability of a skilled user to fire rapidly. The
modifications require a workbench with adequate tools and a weapon of
high quality marked as upgradeable.
Special:
Upgrade Item, Ranged
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Improved Energy Cell
Description:
- This cell increases the energy output of certain blaster types,
allowing skilled users to better deliver powerful attacks. The
modifications require a workbench with adequate tools and a weapon
of high quality marked as upgradeable.
Special:
- Upgrade Item, Ranged
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Mesh Underlay
Description:
- Mesh underlay can have a variety of effects, depending on the nature
of the armor it is applied to. The modifications require a workbench
with adequate tools and armor of high quality marked as upgradeable.
Special:
- Upgrade Item, Armor
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Scope
Description:
- This scope increases the accuracy of certain blaster types,
increasing the user's effectiveness with sniper attacks. The
modifications require a workbench with adequate tools and a weapon of
high quality marked as upgradeable.
Special:
- Upgrade Item, Ranged
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- vibration Cell
Description:
- A cell like this can stabilize a melee weapon allowing it to hit and
damage better, and possibly gain other effects. The modifications
require a workbench with adequate tools and a weapon of high quality
marked as upgradeable.
Special:
- Upgrade Item, Melee
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
____________________________
\ 11g. Weapons - Grenades \
/___________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Adhesive Grenade
Description:
- These grenades cover the target area in a gooey bio-adhesive that
traps anyone caught within the effect. It quickly degrades, allowing
allies to soon pass unhindered.
Damage:
- None
Secondary:
- Entangle for 15sec
Area of Effect:
- 4m
Range:
- Long
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Concussion Grenade
Description:
- This type of grenade explodes in a concussive wave of force that
disrupts the senses of both organic and inorganic targets in the area
of effect.
Damage:
- None
Secondary:
- Stun for 9sec
Area of Effect:
- 4m
Range:
- Long
Save:
- DC15 for no effect
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Cryoban Grenade
Description:
- A Cryoban grenade releases a supercooled liquid that freezes on
contact, causing intense pain and damage to victims caught in the
effect.
Damage:
- Cold, 20pts
Secondary:
- Paralyzation for 6sec
Area of Effect:
- 4m
Range:
- Long
Save:
- DC15 for half damage, negates paralyzation
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Frag Grenade
Description:
- Fragmentation grenades are very basic. They explode when thrown,
showering the enemy in shrapnel. It's not elegant, but it's
definitely effective.
Damage:
- Piercing, 20pts
Area of Effect:
- 4 meters
Range:
- Long
Save:
- DC15 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Ion Grenade
Description:
- These grenades emit an extremely strong burst of energy devastating
to any droids or personal shields caught in the effect.
Damage:
- Ion, 15pts (45pts vs. droids)
Area of Effect:
- 4m
Range:
- Long
Save:
- DC15 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Plasma Grenade
Description:
- These grenades release a quick burst of an incendiary agent that
ignites immediately, damaging all enemies within the area of effect.
Damage:
- Heat, 36pts
Area of Effect:
- 4m
Range:
- Long
Save:
- DC15 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Poison Grenade
Description:
- This grenade unleashes a blast of poison gas that affects the nervous
system, lingering in the air to ensure that the effect is not escaped
easily
Damage:
- Special
Secondary:
- Poison, 4 pts every 3 sec
Duration:
- 30sec
Area of Effect:
- 4m
Range:
- Long
Save:
- DC25 for no effect
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sonic Grenade:
Description:
- These grenades explode loudly, but the majority of their effect is
delivered in disorienting frequencies the ear can barely perceive,
even as it is damaged.
Damage:
- Sonic, 20pts
Secondary:
- -6 Dexterity for 30 seconds
Area of Effect:
- 4m
Range:
- Long
Save:
- DC15 for half damage, negates dexterity penalty
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Thermal Detonator
Description:
- This Republic device contains a baradium compound that produces a
small fusion energy explosion of great force. Civilian possession of
these items is outlawed almost everywhere.
Damage:
- Energy, 60pts
Secondary:
- Knockdown
Area of Effect:
- 4m
Range:
- Long
Save:
- DC15 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
______________________________
\ 11h. Weapons - Lightsaber \
/_____________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Double-Bladed Lightsaber
Description:
- These exotic weapons are rare, and most often associated with Jedi
attracted to the dark side of the Force, for whom reckless aggression
is sometimes considered an asset. The double-bladed lightsaber is
capable of inflicting more damage - but is also less precise - than
the single-bladed variant.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Lightsaber
Description:
- Traditionally associated with the Jedi, the lightsaber is a
devastating weapon difficult to master. Properties can vary with the
type of focusing crystal used in construction.
Weapon Properties:
- Energy Damage, 2-16
- Critical Threat 19-20, x2
Requirements:
- Lightsaber Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Short Lightsaber
Description:
- Lightsabers can come in shorter styles, often used in the off hand
during two-weapon fighting. As in larger versions, different focusing
crystals can produce additional effects.
Weapon Properties:
- Energy Damage, 2-12
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
Requirements:
- Lightsaber Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sith Lightsaber
Description:
- This lightsaber is quite intricate in its design, the hilt covered in
delicate runes and inlaid with black markings. No doubt the purpose
of the weapon is primarily ceremonial, though it certainly seems to
perform as a lightsaber should.
Weapon Properties:
- Energy Damage, 2-16
- Critical Threat 19-20, x2
Requirements:
- Lightsaber Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
_________________________
\ 11i. Weapons - Melee \
/________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Ajunta Pall's Blade
Description:
- Held by the Dark Jedi even before he fell to the dark side, this may
be one of the few truly personal items owned by Ajunta Pall, and
remains as thoroughly corrupted as he.
Weapon Properties:
- Physical Damage, 5-15
- Damage Bonus +2 Fire
- Critical Threat 20-20, x2
- Attack Modifier +5
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bacca's Ceremonial Blade
Description:
- The great Bacca was hunting the Shadowlands ages ago when an alien
ship crashed through the forest. He saw that first contact as a
warning of the destruction outsiders could bring. Made from the
debris, this sword is a reminder for his people that trust must be
given cautiously, and only to those who have earned it.
Weapon Properties:
- Physical Damage, 4-14
- +4 Energy
- Critical Threat 19-20, x2
- Attack Modifier +2
Special:
- Upgradeable, Melee
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Chuka
Description:
- A very effective device used by Bothan elite. Some systems consider
simple possession of one as grounds for execution as a spy. High-
density discharge cells make this item unwieldy and unusable in the
off-hand.
Weapon Properties:
- Physical Damage, 3-3
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
- Attack Modifier +2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Stun Stick
Description:
- A useful tool for espionage, this weapon is more effective than the
standard stun baton, but is still available on most worlds. High-
density discharge cells make this item unwieldy and unusable in the
off-hand.
Weapon Properties:
- Physical Damage, 2-2
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
- Attack Modifier +1
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Double-Bladed Sword
Description:
- A difficult weapon to master, the double bladed sword has a grip in
the center with two long blades emerging from either end. The double-
bladed sword is capable of inflicting more damage - but is also less
precise - than the single-bladed variant.
Weapon Properties:
- Physical Damage, 2-12
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Foil
Description:
- These swords were crafted to honor Raskta Fenni, the best Echani
duelist of her time. Many were sold, but imperfections in the
difficult lightsaber-deflecting cortosis weave caused few to survive.
Weapon Properties:
- Physical Damage, 5-15
- Critical Threat 17-20, x2
- Attack Modifier +3
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Ritual Brand
Description:
- Echani Firedancers use the double bladed Ritual Brand in a dodging
and slicing pattern so graceful it looks more like a dance than
combat.
Weapon Properties:
- Physical Damage, 3-13
- Critical Threat 20-20, x2
- Attack Modifier +1
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Echani Vibroblade
Description:
- These blades are typically used in the off hand. In addition to a
cortosis weave that deflects lightsaber sparring damage, some Echani
vibroblades are supercooled to keep them in alignment, giving them an
icy sting.
Weapon Properties:
- Physical Damage, 3-12
- Damage Bonus +2 Cold
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Gaffi Stick
Description:
- The gaffi stick, or gaderffii, is the traditional melee weapon of the
San People. Crafted out of whatever salvage is at hand, they can be
very effective in close combat.
Weapon Properties:
- Physical Damage, 1-8
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath Blood Blade
Description:
- Twisted by the dark side, this Krath weapon is as deadly as a modern
vibroblade. It was meant for assassinations, and a cortosis weave
that prevents lightsaber sparring damage ensured that even Jedi must
respect it.
Weapon Properties:
- Physical Damage, 2-11
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath Dire Sword
Description:
- This was a weapon of distinction in the time of the Krath. Protected
against lightsaber sparring damage, Sith would grant these cortosis-
laced blades to only the most loyal underlings.
Weapon Properties:
- Physical Damage, 3-13
- Critical Threat 19-20, x2
- Attack Modifier +1
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath Double Sword:
Description:
- Twisted by the dark side, the Krath favored weapons of fearsome
appearance requiring brute strength to wield, and the blades of this
weapon are certainly effective, if not elegant.
Weapon Properties:
- Physical Damage, 4-14
- Damage Bonus +1 Cold
- Critical Threat 20-20, x2
- Attack Modifier +2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Krath War Blade
Description:
- Twisted by the dark side, the Krath tempered swords with the power of
the Force perhaps even before lightsabers became the weapon of the
Jedi, both dark and light.
Weapon Properties:
- Physical Damage, 2-13
- Critical Threat 20-20, x2
- Attack Modifier +1
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Long Sword
Description:
- Here is where the roots of the lightsaber begin, with traditional
swords still wielded today in many primitive cultures. They are
simple, but still effective in the right hands.
Weapon Properties:
- Physical Damage, 1-12
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Mission's Vibroblade
Description:
Working with few resources, Mission Vao turned this basic vibroblade
into an exceptional weapon almost as adaptable as she is.
Weapon Properties:
- Physical Damage 1-10
- Damage Bonus +1 Physical
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1
Special:
- Upgradeable, Melee
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Naga Sadow's Poison Blade
Description:
- The mere presence of Dark Lord Naga Sadow would come to imbue his
personal weapons with the taint he carried, poisoned as him spirit
was.
Weapon Properties:
- Physical Damage, 4-15
- Critical Threat 20-20, x2
- Poison On Hit, Average Damage DC 25
- Attack Modifier +3
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Prototype Vibroblade
Description:
- This is a very adaptable model of vibroblade, made for the user on a
budget that will be purchasing upgrades as resources or finances
become available.
Weapon Properties:
- Physical Damage. 1-10
- Damage Bonus +3 Physical
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two weapon penalty if used in the off hand
- Attack Modifier +1
Special:
- Upgradeable, Melee
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Quarterstaff
Description:
- Usually just a smooth staff of wood or light alloys, this is a very
simple weapon of ancient design.
Weapon Properties:
- Physical Damage, 1-6
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Rakatan Battle Wand
Description:
- Weighted to fit a Rakatan grip, this item is most like a stun baton.
It seems more adaptable than one of Republic issue, though similar
high-density cells make it unwieldy and unusable with weapons in the
off-hand.
Weapon Properties:
- Physical Damage, 3-3
- Critical Threat 20-20, x2
- Stun On Hit 50% chance, 6 seconds, DC 14
- Attack Modifier +2
Special:
- Upgradeable, Melee
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sanasiki's Blade
Description:
- Sanasiki used this weapon to kill Nelinik, a Zabrak who assassinated
the Echani High Protector with battle droids. Cortosis protects the
blade against lightsaber sparring damage while energy cells disrupt
droid opponents.
Weapon Properties:
- Physical Damage. 3-12
- Ion +3 vs. Droid
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
Special:
- Upgradeable, Melee
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Short Sword
Description:
- Disregarded by most modern warriors, a good short sword can still
serve well in combat if the user is skilled.
Weapon Properties:
- Physical Damage. 1-6
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two weapon penalty if used in the off hand
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Silver Lined Sword
Description:
- This blade is long and straight and sparkles with a silver glow that
becomes brighter as the hilt is touched. It is quite warm, and it
almost appears that the blade becomes white-hot once it is equipped.
Such a fiery weapon would be devastating against an unarmored
opponent. A small insignia of a flame is impressed upon the hilt.
Weapon Properties:
- Physical Damage, 1-12
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Sith Tremor Sword
Description:
- Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery,
these cortosis-laced weapons were given to "masterblades" who
survived no less than ten lightsaber-wielding warriors in combat.
Weapon Properties:
- Physical Damage, 4-14
- Damage Bonus +2 Sonic
- Critical Threat 19-20, x2
- Attack Modifier +2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Stun Baton
Description:
- A common weapon, stun batons do minimal damage but can incapacitate a
target. The high-density cells needed for repeated discharge are
unwieldy, making it unusable in the off-hand.
Weapon Properties:
- Physical Damage. 1-1
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibro Double-Blade
Description:
- Ultrasonic vibrations make this double-bladed sword exceptionally
deadly. A rare Echani cortosis weave protects it against lightsaber
sparring damage, ensuring effectiveness even against Jedi and Sith.
The double-bladed sword is capable of inflicting more damage - but is
also less precise - than the single-bladed.
Weapon Properties:
- Physical Damage, 2-16
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibroblade
Description:
- Small size makes this a good off hand weapon. Echani vibroblades use
a rare cortosis weave to prevent lightsaber sparring damage, allowing
traditional swordplay to continue in the time of Jedi and Sith.
Weapon Properties:
- Physical Damage, 1-10
- Critical Threat 19-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibrosword
Description:
- Like most vibro blades, this weapon left off a dim humming sound once
activated. Its length shimmers with a deep blue-colored force field,
and its hilt is the black of charcoal. A single insignia upon the
hilt shows that of a red, baleful eye.
Weapon Properties:
- Physical Damage, 2-12
- Critical Threat 19-20, x2
Requirements:
- Melee weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vibrosword
Description:
- Like most vibro blades, this weapon left off a dim humming sound once
activated. Its length shimmers with a deep blue-colored force field,
and its hilt is the black of charcoal. A single insignia upon the
hilt shows that of a red, baleful eye.
Weapon Properties:
- Physical Damage, 7-17
- Critical Threat 19-20, x2
- Attack Modifier +5
Requirements:
- Melee weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Vulkar Shock Stick
Description:
- A favorite weapon of the Vulkars, this modified stun baton is
designed more for the purpose of inflicting pain than actually
incapacitating an opponent. The high-density cells needed for
repeated discharge are unwieldy, making it unusable in the off hand.
Weapon Properties:
- Physical Damage, 2-5
- Critical Threat 20-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Wookiee Warblade
Description:
- Though initially they might seem cumbersome, Wookiee Warblades are
actually a very efficient design. Kept in continual motion, they can
cut a swath through almost anything.
Weapon Properties:
- Physical Damage, 1-20
- Critical Threat 20-20, x2
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Yusanis's Brand
Description:
- Yusanis was the most famous of Echani warriors, fighting against
oppression and villainy until encountering Darth Revan. Discovering
that Revan had killed an Echani senator, Yusanis attempted to tell
authorities but fell to the powers of the Sith Lord despite his own
impressive abilities and the cortosis weave inherent in all Echani
vibroblades.
Weapon Properties:
- Physical Damage, 4-18
- Ion +5 vs. Droid
- Critical Threat 20-20, x2
- Attack Modifier +2
Special:
- Upgradeable, Melee
Requirements:
- Melee Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
_________________________
\ 11j. Weapons - Mines \
/________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Flash Mine
Description:
- This variant of the stun mine is an improvement on the basic model.
Larger power cells increase its effectiveness a considerable amount.
Damage:
- None
Secondary:
- Stun for 9sec
Area of Effect:
- 3.3m radius
Save:
- DC20 to negate stun
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Frag Mine
Description:
- Like all frag mines, this item sends a blast of shrapnel through any
nearby enemies. This variant is much more powerful than the basic
model.
Damage:
- Piercing, 30pts
Area of Effect:
- 3.3m radius
Save:
- DC20 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Gas Mine
Description:
- This item emits a far more toxic cloud of gas than the basic model
mine of this type.
Damage:
- Special
Secondary:
- Poison, 4 pts every 3 sec
Duration: 30sec
Area of Effect:
- 3.3m radius
Save:
- DC20 for no effect
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Average Plasma Mine
Description:
- An extremely volatile mixture of incendiary chemicals makes this
plasma mine much more powerful than the basic model.
Damage:
- Heat, 42pts
Area of Effect:
- 3.3m radius
Save:
- DC20 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Deadly Plasma Mine
Description:
- The most damaging plasma mine available, this item throws intense
heat over a wide radius.
Damage:
- Heat, 72pts
Area of Effect:
- 3.3m radius
Save:
- DC25 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Minor Flash Mine
Description:
- Carefully set flash mines can stun any enemies unfortunate enough to
step on them. This is the basic model.
Damage:
- None
Secondary:
- Stun for 9sec
Area of Effect:
- 3.3m radius
Save:
- DC15 to negate stun
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Minor Frag Mine
Description:
- Frag mines send blasts of shrapnel through any nearby enemies. This
is the basic model.
Damage:
- Piercing, 18pts
Area of Effect:
- 3.3m radius
Save:
- DC15 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Mine Gas Mine
Description:
- When stepped on, gas mines saturate the immediate area with poisonous
gas. This is the basic model.
Damage:
- Special
Secondary:
- Poison, 3 pts every 3 sec
Duration:
- 30sec
Area of Effect:
- 3.3m radius
Save:
- DC15 for no effect
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Minor Plasma Mine
Description:
- When stepped on, plasma mines emit a short burst of intense heat,
searing all enemies nearby. This is the basic model.
Damage:
- Heat, 24pts
Area of Effect:
- 3.3m radius
Save:
- DC15 for half damage
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Permacrete Detonator
Description:
- This powerful detonator is extremely complicated. Only someone
trained in its use could set and activate it.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
__________________________
\ 11k. Weapons - Ranged \
/_________________________/
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Arkanian Heavy Pistol
Description:
- Arkanian designs of this kind predated mass acceptance of heavier
pistols, but 2000 years later they are still superior performers.
Weapon Properties:
- Damage Energy, 2-9
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier
Range:
- 23m
Requirements:
- Blaster Pistol
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Arkanian Pistol
Description:
- This is a versatile blaster variant, possibly of ancient Arkanian
origin. The Arkanians are very proud that such early efforts continue
to be prized among collectors and soldiers.
Weapon Properties:
- Damage Energy, 3-8
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2
Range:
- 23m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bendak's Blaster
Description:
- This blaster belonged to Bendak Starkiller, a duelist legendary on
Taris. It is a highly adaptable weapon, and is definitely of better
quality than any standard issue pistol.
Weapon Properties:
- Damage Energy, 2-7
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1
Special:
- Upgradeable, Ranged
Range:
- 23m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Cannon
Description:
- The blaster cannon is a favorite among captains wealthy enough to
hire experienced, dangerous crews and who might need a way to take
them out quick if things go bad.
Weapon Properties:
- Damage Energy, 3-10
- Critical Threat 20-20, x2
- Attack Modifier +2
Range:
- 28m
Requirements:
- Heavy Weapons Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Carbine
Description:
- Created initially by Gungis X Weapons, blaster carbine rifles have
become very popular in recent years, helped by falling prices due to
competition from other companies.
Weapon Properties:
- Damage Energy, 1-8
- Critical Threat 19-20, x2
Range:
- 25m
Requirements:
- Blaster Rifle Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Pistol
Description:
- The most common ranged weapon in the galaxy is the basic blaster
pistol, firing a bolt of intense coherent light powered by a
replacement power pack.
Weapon Properties:
- Damage Energy, 1-6
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
Range:
- 23m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Blaster Rifle
Description:
- More powerful than the commonly available pistol, the blaster rifle
is favored by soldiers throughout the galaxy. Civilian ownership of
these weapons is not generally encouraged.
Weapon Properties:
- Damage Energy, 1-8
- Critical Threat 19-20, x2
Range:
- 28m
Requirements:
- Blaster Rifle Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Discord Gun
Description:
- This was conceived as a "last resort" weapon should espionage fail
and a quick retreat be called for. It is effective, but the Bothans
would prefer that it not be needed.
Weapon Properties:
- Damage Sonic, 2-7
- Critical Threat 20-20, x2
- On Hit Attribute Damage Dexterity DC 14
- Attack Modifier +1
Range:
- 28m
Requirements:
- Blaster Rifle Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Droid Disruptor
Description:
- Droids can be difficult obstacles for a spy, but these weapons take
all the guesswork out of dealing with them.
Weapon Properties:
- Damage Ion, 2-7
- Ion +2-12 vs. Droid
- Critical Threat 20-20, x2
- Attack Modifier +1
Range:
- 28m
Requirements:
- Blaster Rifle Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Needler
Description:
- For serious espionage, this is the weapon of choice. Simple ownership
can get you arrested in some systems, or invited to dine with
royalty, depending on what it helped you learn.
Weapon Properties:
- Damage Energy, 3-6
- Critical Threat 19-20, x2
- Stun On hit 25%, chance, 6 seconds, DC 10
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2
Range:
- 23m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Quick Draw
Description:
- An unconscious opponent is a quiet opponent. This weapon is a Bothan
favorite, designed to "create opportunities."
Weapon Properties:
- Damage Energy, 2-5
- Critical Threat 19-20, x2
- Stun On Hit 25% chance, 6 seconds, DC 10
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1
Range:
- 23m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bothan Shrieker
Description:
- This is an improvement over the standard sonic pistol design that
must seem doubly shrill to the large ears of the Bothans.
Weapon Properties:
- Damage Sonic, 2-5
- Critical Threat 20-20, x2
- On Hit Attribute Damage Dexterity DC 14
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +1
Range:
- 17m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Bowcaster
Description:
- The bowcaster is an invention of the Wookiees of Kashyyyk. Also
called a laser crossbow, it actually uses a magnetic accelerator to
hurl an explosive energy quarrel at its target.
Weapon Properties:
- Damage Energy, 1-10
- Damage Bonus +2 Physical
- Critical Threat 19-20, x2
Range:
- 28m
Requirements:
- Blaster Rifle Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Carth's Blaster
Description:
- Carth's personal blaster is based on an old Arkanian design, but he
has adapted it to incorporate all of the latest modular technology
available to the Republic.
Weapon Properties:
- Damage Energy, 4-9
- Critical Threat 20-20, x2
- Balanced +2/+0 vs. two-weapon penalty if used in the off hand
- Attack Modifier +2
Special:
- Upgradeable, Ranged
Range:
- 23m
Requirements:
- Blaster Pistol Weapon Proficiency
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name:
- Cassus Fett's Heavy Pistol
Description:
- Cassus Fett was rarely seen without this adaptable blaster. Famous
for killing the captain of a flagship Republic frigate at the Battle
of Jaga's Cluster, he is presumed dead.
Weapon Properties:
- Damage Energy, 4-11