******START OF DOCUMENT****** ---------------------------------------------------------------------- ====================================================================== FAQ Information ====================================================================== ---------------------------------------------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + _________ + + |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.computerunderground.com | + + ____________________________________________________ + + + + _______________ + + |CURRENT VERSION|____________________________________ + + | | + + | 5.0 - 9/12/2003 | + + ____________________________________________________ + + + + _______ + + |CONTACT|____________________________________________ + + | | + + | bdustin84@hotmail.com | + + ____________________________________________________ + + + + _________ + + |COPYRIGHT|__________________________________________ + + | | + + | ©2003 by Dustin Antonio Belick | + + ____________________________________________________ + + + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== Spoiler Warning ====================================================================== ---------------------------------------------------------------------- PLEASE NOTE THAT BECAUSE THIS FAQ IS A WALKTHROUGH, IT CONTAINS MAJOR PLOT SPOILERS. YOU HAVE BEEN WARNED!!!!! ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== Contents ====================================================================== ---------------------------------------------------------------------- 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 ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 1. Version History ====================================================================== ---------------------------------------------------------------------- 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. ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 2. Introduction ====================================================================== ---------------------------------------------------------------------- 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. ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 3. Characters ====================================================================== ---------------------------------------------------------------------- __________ \ 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. ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 4. Character Classes ====================================================================== ---------------------------------------------------------------------- ______________ \ 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 ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 5. Jedi Classes ====================================================================== ---------------------------------------------------------------------- __________________ \ 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) ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 6. Controls ====================================================================== ---------------------------------------------------------------------- ____________________ \ 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. ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 7. Gameplay Tips ====================================================================== ---------------------------------------------------------------------- - 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. ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 8. Combat Tips ====================================================================== ---------------------------------------------------------------------- - 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. ______________________________________________________________________ ---------------------------------------------------------------------- ====================================================================== 9. Force Powers ====================================================================== ---------------------------------------------------------------------- ______________________ \ 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 - Critical Threat 20-20, 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 +3 Special: - Upgradeable, Ranged Range: - 23m Requirements: - Blaster Pistol Weapon Proficiency +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Name: - Chuundar's Bowcaster Description: - Chuundar's personal weapon is a bowcaster with some unusual Czerka modifications. Most Wookiees would likely not appreciate such outside influence. Weapon Properties: - Damage Energy, 3-12 - Damage Bonus +4 Physical - Critical Threat 19-20, x2 - Attack Modifier +2 Range: - 28m Requirements: - Blaster Rifle Weapon Proficiency +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Name: - Cinnagaran Carbine Description: - This blaster rifle variant is one of the many fine weapons produced by the factories of Cinnagar in their continued militarizing after the Great Hyperspace War a thousand years ago. Weapon Properties: - Damage Energy, 3-10 - Damage Bonus +1 Physical - Critical Threat 19-20, x2 - Attack Modifier +2 Range: - 25m Requirements: - Blaster Rifle Weapon Proficiency +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Name: - Disruptor Rifle Description: - This disruptor is even more destructive than its pistol counterpart, and is outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields. Weapon Properties: - Damage Physical, 1-6 - Critical Threat 20-20, x2 Range: - 28m Requirements: - Blaster Rifle Weapon Proficiency +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Name: - Heavy Blaster Description: - These resemble regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill-potential. Weapon Properties: - Damage Energy, 1-8 - 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: - Heavy Repeating Blaster Description: - This weapon again increases the firepower available to the foot soldier or mercenary, but it is not for the lightly armored who wish to be quick on their feet. Weapon Properties: - Damage Energy, 1-10 - Critical Threat 20-20, x2 - Attack Modifier +1 Range: - 28m Requirements: - Heavy Weapons Proficiency +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Name: - Hold Out Blaster Description: - Sometimes called a "sleeper," the hold out blaster in the preferred method of temporarily incapacitating an enemy. Weapon Properties: - Damage Energy, 1-4 - 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 Range: - 23m Requirements: - Blaster Pistol Weapon Proficiency +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Name: - Ion Blaster Description: - Unlike a typical blaster, this weapon fires a st