I. Introduction
II. Version History
III. Weapons
a. Close-Range (Swords, lightsabers, etc)
b. Ranged (Blaster Pistols, Blaster Rifles)
c. Droid Special Weapons
IV. Armor
a. Body Armor
b. Implants
c. Head accessories
d. Gloves
e. Belts
f. Shields
V. Usable (Health packs, stimulants)
VI. Upgrade Components
VII. Miscellaneous
a. Grenades and Mines
b. Datapads
c. Other
VIII. Credits and Thanks
IX. Copyrights and Legal Stuff
Well, this is my first guide I've written so bear with me as I struggle to get
this done.
I doubt I'll ever be able to get all the items done because of the immense
details and randomness of it all, but I'm sure going to try. I'll try to list
everything I get in the game, but due to the overload of schoolwork I have,
this may prove a bit slow.
Maybe in the future, I'll accept submissions, but for now I need to list
everything I've found. I suppose I can accept questions and make a frequently
asked question section, but maybe later.
The basic layout I've used is as follows, but certain items or weapons and
what not may have other descriptions.
Name: This is the name of the item
Feats Required: This is the feat needed to use the item, if any.
Damage: The amount of damage it can do.
Critical Threat: The odds of you getting a critical and the bonus damage,
inflicted. If it says 20-20, x2 it means that when you roll a 20 or higher
with a modifier on the attack die, you'll do double damage.
Notes: This part is where I'll list bonus and other tidbits about the item.
Description: This is where I place the description of the item as is from the
in game text.
And a further note, most of these item listings are taken directly from in-game
text. Well, actually I may have correct some errors in the text for the purpose
of this guide, so any error are probably mine.
**NOTE**
Descriptions of items may contain spoilers!
Name: Arg'garok
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 3-36
Critical Threat: 20-20, x2
Notes: Not Upgradeable
Attack Modifier: -5
Bonus Feat: Power Attack, Improved Power Attack
On hit: Stun 25% chance, 6 seconds, DC18
Description:
The impressive Arg'garok is the most prized Gamorrean weapon. These huge axes
are designed to be wielded by thsoe with a low center of gravity and
tremendous strength, making them awkward for most non-Gamorreans to use.
Name: Double-Bladed Lightsaber
Feats Required: Weapon Proficiency - Lightsaber
Damage: Energy, 2-24
Critical Threat: 20-20, x2
Notes:
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: Double-Bladed Sword
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 20-20, x2
Notes: Upgradeable(Edge, grip)
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 it is also less precise -
than the single bladed variant. Using a two-bladed sword expertly requires
skill in Two-Weapon Fighting.
Name: Exchange Negotiator
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-1
Bonus Damage: +1-6 Physical
Critical Threat: 20-20, x2
Notes: Not Upgradeable
On hit: Stun 25% chance, 6 seconds, DC 18
Description:
A useful tool for espionage, this weapon is more effective than the standard
stun baton, but is still available on most worlds.
Name: Force Pike
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 20-20, x2
Notes: Not Upgradeable
On hit: Stun 25% chance, 6 seconds, DC 10
Description:
This weapon effectively functions as a long staff topped with a vibroblade.
Despite its name, it is not related to the Force mastered by Jedi, though it
is a powerful weapon in its own right.
Name: Freedon Nadd's Short Lightsaber
Feats Required: Weapon Proficiency - Lightsaber
Damage: Energy, 3-24
Critical Threat: 19-20, x2
Notes: Balanced, Not Upgradeable
Attack Modifier: +2
On hit: Knockdown DC 14
Description:
This short lightsaber once belonged to the powerful Sith Lord Freedon Nadd.
Freedon Nadd trained with (and later destroyed) Naga Sadow's spirit and
brought the power of the dark side to Onderon.
Name: Freyyr's Warblade
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 5-32
Critical Threat: 19-20, x2
Notes: Not Upgradeable
Attack Modifier: +1
Description:
Carved upon this mighty warblade is a symbol of the Wookiee chieftain Freyyr.
How this weapon found it sway off the Wookiee homeworld of Kashyyyk is
unknown.
Name: Gand Discharger
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-1
Damage Bonus: +2-16 Physical
Critical Threat: 20-20, x2
Notes: Not Upgradeable
Attack Modifier: +1
On hit: Stun, 50% change, 6 seconds, DC 22
Description:
The pinnacle of Gand technology, the discharger can both paralyze and slay
opponents with ease. These potent items are extremely rare as they are highly
coveted by the few Gand who have earned them.
Name: Gand Shockstaff
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 20-20, x2
Notes: Not Upgradeable
On hit: Stun, 50% change, 9 seconds, DC 14
Description:
This weapon was developed by Gand findsmen to help them herd their prey. Its
powerful stunning capabilities are backed up by the weapons' sharp tip.
Name: Gand Silencer
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-1
Damage Bonus: +1-8 Physical
Critical Threat: 20-20, x2
Notes: Not Upgradeable
Attack Modifier: +1
On hit: Stun, 25% change, 6 seconds, DC 22
Description:
It's unclear whether this weapon was designed by the Gand or to silence them.
Name: Handmaiden's Staff
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 20-20, x2
Notes: Mot Upgradeable
Attack Modifier: +2
Defense Bonus: +1
Usable by: Handmaiden
Description:
Handmaiden's Staff once belonged to her father, a powerful Echani general.
Name: Lightsaber
Feats Required: Weapon Proficiency - Lightsaber
Damage: Energy, 2-20
Critical Threat: 19-20, x2
Notes:
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.
Name: Long Sword
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-12
Critical Threat: 20-20, x2
Notes: Upgradeable (Edge, Grip)
Description:
Here is where the roots of the lightsaber begin with traditional swords still
wielded today in many primitive cultures. They are simple, but effective in
the right hands.
Name: Ludo Kressh's War Sword
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-16
Damage Bonus: +2 Dark Side
Critical Threat: 20-20, x2
Notes: Upgradeable (Edge, Grip)
Attack Modifier: +1
Description:
Though most favored lightsabers, some Sith prefer the more visceral feel of
metal cutting flesh. These blades are usually blended with cortois to protect
against lightsaber sparring damage. This particular war sword belonged to the
dark Jedi Ludo Kressh.
Name: Plasma Torch
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical 1-1
Damage Bonus: +1-6 Fire
Critical Threat: 20-20, x2
Notes:
Description:
Plasma torches are most common accessories in most construction facilities.
While a clumsy weapon in combat, it can cut through sealed doors and
containers easier than most blasters.
Name: Quarterstaff
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical 1-6
Critical Threat: 20-20, x2
Notes: Not Upgradeable
Description:
Usually just a smooth staff of wood or light alloys, this is a very simple
weapon of ancient design.
Name: Ryyk Blade
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 3-8
Damage Bonus: +3 Physical
Critical Threat: 20-20, x2
Notes: Balanced, Upgradeable (Edge, Grip)
Attack Modifier: +2
Description:
These short blades are typically used in pairs by Wookiees who prefer seeing
their victims up close before gutting them.
Name: Short Lightsaber
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Energy, 2-16
Critical Threat: 19-20, x2
Notes: Balanced
Description:
Lightsabers can come in shorter styles, often used in the off had during
two-weapon fighting. As in larger versions, different focusing crystals can
produce additional effects.
Name: Short Sword
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-6
Critical Threat: 20-20, x2
Notes: Balanced, Upgradeable (Edge, Grip)
Description:
Disregarded by most modern warriors, a good short sword can still serve well
in combat if the user is skilled.
Name: Shyarn
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 6-17
Critical Threat: 20-20, x2
Notes: Not upgradeable
Attack Modifier: +1
Bonus Feat: Flurry, Improved Flurry
Description:
The primitive looking weapon hails from the Cerean species, who employ it in
traditional honor duels. It is crafted with ancient techniques and rare
metals. Shyarn are magnetically attracted to each other, often locking
together during parries. This strange property results in duels that are
amazing and deadly dances of survival.
Name: Sith War Sword
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical 3-17
Critical Threat: 20-20, x2
Notes: Upgradeable (Edge, grip)
Attack Modifier: +1
Description:
Though most favored lightsabers, some Sith prefer the more visceral feel of
metal cutting flesh. These blades are usually blended with cortois to protect
against lightsaber sparring damage.
Name: Twi'lek Spinning Blade
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-6
Damage Bonus: +2 Physical (Only if found on Nar Shadda, not Goto's ship)
Critical Threat: 20-20, x2
Notes: Balanced, Not upgradeable
On hit: Attribute Damage - Constitution DC18
Description:
The deadly Twi'lek Twin Suns each wielded one of these deadly blades. Their
victims had the rare please of witnessing their beautifully choreographed
slaying.
Name: Viroblade
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-10
Critical Threat: 19-20, x2
Notes: Balanced, Fully Upgradeable
Description:
Small size makes this a good off-hand weapon. Echani vibroblades use a
cortosis weave to prevent lightsaber sparring damage, allowing traditional
swordplay to continue in the time of Jedi and Sith.
Name: Virosword
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-12
Critical Threat: 19-20, x2
Notes: Fully Upgradeable
Description:
Ultrasonic generators power this Echani-developed weapon design. A cortosis
weave that protects against sparring damage ensures that traditional
swordplay will endure in the time of lightsabers.
Name: Viro Double-Blade
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 2-16
Critical Threat: 20-20, x2
Notes: Fully Upgradeable
Description:
Ultrasonic vibrations make this double-bladed sword exceptionally deadly. An
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 variant. Two-Weapon Fighting is required to use a double-bladed
sword with maximum effectiveness.
Name: Zabrak Viroblade
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 3-12
Critical Threat: 19-20, x2
Notes: Balanced, Fully Upgradeable
Bonus Feat: Finesse: Melee Weapons
Description:
Though believed to have been constructed by the Zabrak, this vibroblade is
rarely used by them. The Zabrak feel their combat skills sufficient to make
this weapon irrelevant.
Small size makes this a good off-hand weapon. Vibroblades use a rare cortosis
weave to prevent lightsaber sparring damage, allowing traditional swordplay
to continue in the time of Jedi and Sith.
Name: Zhaboka
Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 3-24
Critical Threat: 20-20, x2 +2-16
Notes: Upgradeable (Edge, Grip)
Description:
This variant of the double-bladed sword originated on Irdonia, the homeworld
of the Zabrak. A ceremonial weapon, the Zhaboka (double-headed fighting pike)
began as a simple wooden stick but has since been refined to be a formidable
weapon.
< < Ranged > >
Name: Advanced Mining Laser
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 1-12 (Some are 1-11)
Critical Threat: 19-20, x2
Range: 28m
Notes:
Description:
This advanced industrial mining laser can double as a makeshift blaster rifle.
Name: Argazdan Riot Buster
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Sonic, 1-10
Critical Threat: 20-20, x2
Range: 28m
Notes: Upgradeable (Scope)
On hit: Attribute Damage Dexterity DC 14
On hit: Stun 50% chance, 6 seconds, DC 10
Description:
During the Argazdan's subjugation of Lorrdians, non-lethal technology was a
profitable commodity. The Argazdan Riot Buster knocks its target to the ground
and stuns them.
Name: Arkanian Blaster Rifle
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 4-15
Critical Threat: 19-20, x2
Range: 28m
Notes: Upgradeable (Scope)
Attack Modifier: +1
Description:
The Arkanian Blaster Rifle's ancient design is still quite powerful by modern
standards. However, they cannot be outfitted with modern firing chambers
and power cells, limiting them to scopes for upgrade options.
Name: Arkanian Sonic Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Sonic, 4-12
Critical Threat: 20-20, x2
Range: 17m
Notes: Balanced, Not Upgradeable
Attack Modifier: +1
On Hit: Attribute Damage Dexterity DC18
Description:
This sonic pistol of Arkanian design is as potent as a normal blaster, but
with the many benefits of dealing sonic damage.
Sonic weapons can temporarily reduce an opponent's DEX. Additionally, many
types of shields and defenses are ineffective against sonic attacks.
Name: Blaster Pistol
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-8
Critical Threat: 19-20, x2
Range: 23m
Notes: Balanced, Not upgradeable
Description:
The most common ranged weapon in the galaxy is the basic blaster
pistol, firing a bolt of immense coherent light powered by a replaceable
power pack.
Name: Blaster Rifle
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 1-12
Critical Threat: 19-20, x2
Range: 23m
Notes: Fully Upgradeable
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. Unlike carbines, most rifles can be
fully upgraded.
Name: Bothan Droid Disruptor
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Ion, 2-11
Ion: +2-20 vs. Droid
Critical Threat: 20-20, x3
Range: 28m
Notes: Upgradeable(Scope, Chamber)
Attack Modifier: +1
Description:
Droids can be difficult for a spy, but these weapons take all the guesswork
out of dealing with them.
While ion weapons are generally less damaging against organic opponents they
are powerful against droids. Also, ion damage can penetrate some defenses
blaster fire cannot. Ion weapons cannot utilize most power pack upgrades.
Name: Bowcaster
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 2-11
Critical Threat: 19-20, x3
Range: 28m
Notes: Not Upgradeable
Description:
The bowcaster is an invention of the Wookies of Kashyyyk. Also called a laser
crossbow, it actually uses a magnetic accelerator to hurl an explosive energy
quarrel at its opponents.
Name: Ceremonial Bowcaster
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 4-13
Critical Threat: 17-20, x3
Range: 28m
Notes: Not Upgradeable
Attack Modifier: +3
Bonus Feat: Rapid Shot, Improved Rapid Shot
Description:
This specialized bowcaster was designed for use in ceremonial hunts. It is
capable of an impressive rate of fire even in unskilled hands. Though not
suitable for upgrading, few of the weapon's targets would argue that further
enhancement is necessary.
Name: Charric
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Unstoppable, 1-10
Critical Threat: 18-20, x2
Range: 28m
Notes: Fully Upgradeable
Attack Modifier: +4
On hit: Knockdown DC 14
Description:
The Charric is immensely powerful disruptor rifle. Exceedingly rare, its
origin is believed to be somewhere in the Unknown Regions, though what species
created it is unknown. The Charric employs maser beams and easily penetrates
most armor and shields. As it is such an exotic weapon, it is incompatible
with modern upgrades.
Name: Dashade Sonic Disruptor
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Sonic, 2-5
Bonus Damage: +1-10 Unstoppable
Critical Threat: 20-20, x3
Range: 17m
Notes: Balanced, Upgradeable (Scope)
Attack Modifier: +1
On Hit: Attribute Damage Dexterity DC 18
On Hit: Attribute Damage Constitution DC 22
Description:
The Dashade are a secretive and vicious species made infamous by their
renowned assassins. Their weapons of choice are best known for the extreme
pain they inflict. This improved model combines the best features of sonic and
disruptor pistols.
Sonic weapons can temporarily reduce an opponent's DEX. Additionally, many
types of shields and defenses are ineffective against sonic attacks.
Name: Disruptor Rifle
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Unstoppable, 1-10
Critical Threat: 18-20, x2
Range: 28m
Notes: Fully Upgradeable
Description:
This disruptor is even more destructive than its pistol counterpart, and is
outlawed on just as many worlds. Disruptors reduce solid mater to its
constituent molecules. Painfully. Unlike typical blasters, disruptors ignore
most types of personal energy shields. Unlike carbines, disruptor rifles can
be upgraded.
Name: Elite Watchman Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 2-14
Critical Threat: 19-20, x2 +2-12
Range: 23m
Notes: Balanced, Fully Upgradeable
On hit: Stun 25% change, 6 seconds, DC18
Description:
When fully upgraded, these survival pistols can match the best heavy blaster
in performance. Their stun capabilities make them an excellent off-hand
weapon.
Name: Field Survival Pistol
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-4
Critical Threat: 19-20, x2 +1-4
Range: 23m
Notes: Balanced, Fully Upgradeable
Description:
The Field Survival Pistol is a versatile back-up weapon. Though modest in
performance, it is fully upgradeable.
Name: Freedon Nadd's Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 3-12
Damage Bonus: +2-20 Dark Side
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Upgradeable(Scope)
Attack Modifier: +2
Restricted to: Dark Side, Sith Assassin, Sith Lord, Sith Marauder
Description:
A vile weapon that once belonged to Freedon Nadd, this blaster has killed more
Jedi than any lightsaber.
Name: Heavy Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-10
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Not upgradeable
Description:
These resemble regular blasters in the same way Quoorian marchsuckers resemble
mosquitoes. Sure, they both do damage, but the former definitely has the edge
in kill potential.
Name: Heavy Sonic Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Sonic, 3-11
Critical Threat: 20-20, x2
Range: 17m
Notes: Balanced, Upgradeable (Scope)
On Hit: Attribute Damage Dexterity DC 22
Description:
This incredibly debilitating weapon is of unknown origin. Unlike most lesser
models, it can be fitted with a targeting scope.
Sonic weapons can temporarily reduce an opponent's DEX. Additionally, many
types of shields and defenses are ineffective against sonic attacks.
Name: Ion Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Ion, 1-6
Ion: +1-12 vs. Droids
Critical Threat: 20-20, x3
Range: 17m
Notes: Balanced, Upgradeable (Scope, Chamber)
Description:
This standard Ion Blaster is commonly issued to Republic troops as a secondary
weapon.
Name: Ion Carbine
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Ion, 1-10
Bonus Damage: +1-10 vs. Droids
Critical Threat: 20-20, x3
Range: 28m
Notes: Not upgradeable
Description:
Ion Carbines are versatile, low-end rifles. They are sometimes given to combat
droids to provide an edge against other droid armies.
While ion weapons are generally less damaging against organic opponents, they
are powerful against droids. Also, ion damage can penetrate some defenses
blaster fire cannot.
Name: Mandalorian Assault Rifle
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 3-14
Critical Threat: 19-20, x2
Range: 28m
Notes: Fully Upgradeable
Attack Modifier: +2
On hit: Slow 25% chance, 6 seconds, DC14
Description:
These weapons are almost overpowered for their size, but the Mandalorians
prefer them that way. They do not make a habit of being subtle in their war
making.
Name: Mandalorian Disintegrator
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Unstoppable, 6-16
Critical Threat: 18-20, x2
Range: 23m
Notes: Balanced, Fully Upgradeable
Attack Modifier: +2
Description:
Not surprisingly, the most deadly disruptor pistol available is of Madalorian
design. Use of this ruthless weapon is a major violation of Republic code.
Name: Mandalorian Heavy Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 2-11
Critical Threat: 19-20, x2, +3-10
Range: 23m
Notes: Balanced, Fully Upgradeable
Attack Modifier: +1
On hit: Slow 25% chance, 6 seconds, DC14
Description:
Mandalorians improved upon the standard heavy blaster design, creating a
weapon that is both fully upgradeable and superior to the standard design.
Name: Micro-Pulse Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 4-18
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Fully Upgradeable
Attack Modifier: +2
Description:
Built of durable thoranium, this blaster is able to fire more intense pluses
of energy than lesser pistols are capable of. the result is the potency of
an advanced blaster rife in a one-handed weapon.
Name: Mining Laser
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-7 (There are some that are 1-8)
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Not upgradeable
Description:
This industrial hand-held laser can double as a makeshift blaster.
Name: Modified Hold Out Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-4
Critical Threat: 19-20, x2
Range: 23m
Notes: Balanced
On hit: Stun 25% chance, 6 seconds, DC 14
Attack Modifier: +1
Description:
This blaster was being carried by a masked thug. It shows signs of illegal
modification, which seems strange for the strictly policed Citadel Station.
Name: Onasi Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 4-11
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Fully Upgradeable
Attack Modifier: +2
Description:
This blaster bears the symbol of the Onasi family. It perhaps once belonged to
Carth Onasi, a former companion of Revan.
Name: Onderon Repeating Carbine
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 5-25
Critical Threat: 20-20, x2
Range: 28m
Notes: Not upgradeable
Attack Modifier: +1
Description:
These weapons were employed by the elite troops of Iziz during the Battle of
Onderon. The power of these carbines, combined with their high rate of fire,
was believed to play a considerable role in the rout of the Madalorian Forces.
Name: Plasma Projector
Feats Required: Weapon Proficiency - Blaster Rifle
Weapon Focus - Battle Rifle
Weapon Specialization - Battle Rifle
Damage: Energy, 2-24
Critical Threat: 17-20, x2
Range: 28m
Notes: Not Upgradeable
Attack Modifier: -1
Description:
This massive weapon fires a bolt of plasma energy at its target. Difficult to
wield except by highly trained marksmen, the plasma projector is also
unsuitable for further upgrades.
Name: Repeating Blaster Carbine
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 2-12
Critical Threat: 20-20, x2
Range: 28m
Notes: Not upgradeable
Description:
This weapon allows the user to fire more quickly than usual, increasing his
chances of survival without drastically changing the amount of equipment he
would normally carry.
Name: Repeating Blaster Rifle
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 2-12
Critical Threat: 20-20, x2
Range: 28m
Notes: Fully Upgradeable
Description:
This weapon allows the user to fire more quickly than usual, increasing his
chances of survival without drastically changing the amount of equipment he
would normally carry.
Name: Republic Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-8
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Fully Upgradeable
Description:
The Republic Blaster can be fully upgrade with firing chamber, targeting
scope, and power cell.
Name: Scout Enforcer
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-4
Critical Threat: 19-20, x2 +1-6
Range: 23m
Notes: Balanced, Fully Upgradeable
On Hit: Stun 25% chance, 6 seconds, DC10
Description:
An advanced survival pistol, the Scout Enforcer is an effective weapon for
desperate situations.
Name: Sonic Disruptor
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Sonic, 1-10
Damage Bonus: +1-10 Unstoppable
Critical Threat: 20-20, x2
Range: 28m
Notes: Upgradeable (Scope)
On Hit: Attribute Damage Dexterity DC 22
On Hit: Stun 25% chance, 6 seconds, DC 18
Description:
Combining both sonic and disruptor attacks, this rifle tears through enemy
defenses.
Name: Sonic Pistol
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Sonic, 1-4
Critical Threat: 20-20, x2
Range: 17m
Notes: Balanced, Not Upgradeable
On Hit: Attribute Damage Dexterity DC 14
Description:
Sometimes referred to as "squealers", these weapons deliver a high-frequency
jolt to the senses that can damage and potentially disorient an opponent.
Sonic weapons can temporarily reduce an opponent's DEX. Additionally, many
types of shields and defenses are ineffective against sonic attacks.
Unfortunately, sonic weapons generally cannot be upgraded.
Name: Sonic Rifle
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Sonic, 2-14
Critical Threat: 20-20, x2
Range: 28m
Notes: Upgradeable (Scope)
On Hit: Attribute Damage Dexterity DC 14
Description:
More powerful than the pistol, the sonic rifle fires a blast of sound that
causes a great deal of sensory overload in addition to damage, disorienting
the victim.
Name: Systech Aurial Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Sonic, 4-7
Critical Threat: 20-20, x2
Range: 17m
Notes: Balanced, Upgradeable (Scope)
Attack Modifier: +1
On hit: Attribute Damage Dexterity DC 18
Description:
Though inferior in damage to traditional blasters, this sonic blaster's
advanced design makes it a viable weapon, especially in long combats
when its deafening capabilities can accumulate.
Sonic weapons can temporarily reduce an opponent's DEX. Additionally, many
types of shields and defenses are ineffective against sonic attacks.
Name: Verpine Droid Disruptor
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Ion, 3-12
Ion: +2-20 vs. Droids
Critical Threat: 20-20, x3
Range: 28m
Notes: Upgradeable (Scope, Chamber)
Attack Modifier: +2
Description:
While they may have borrowed liberally from designs the Bothans initiated, the
Verpine say you can't argue with results. These weapons are simply devastating
against droids.
While ion weapons are generally less damaging against organic opponents, they
are powerful against droids. Also, ion damage can penetrate some defenses
blaster fire cannot. Ion weapons cannot utilize most power pack upgrades.
Name: Watchman Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 2-8
Critical Threat: 19-20, x2 + 1-8
Range: 23m
Notes: Balanced, Fully Upgradeable
On hit: Stun 25% change, 6 seconds, DC14
Description:
When fully upgraded, these survival pistols can match the best heavy blaster
in performance. Their stun capabilities make them an excellent off-hand
weapon.
Name: Zabrak Blaster Carbine
Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 5-27
Critical Threat: 19-20, x2
Range: 25m
Notes: Balanced, Not Upgradeable
Description:
This design of the Zabrak Blaster Carbine is too complicated to allow further
upgrading. Fortunately, it has little need for additional enhancement.
Name: Zabrak Blaster Pistol
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 4-11
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Not Upgradeable
Attack Modifier: +3
On hit: Stun 25% change, 6 seconds, DC10
Description:
This blaster is the staple of the Zabrak mercenary, known for deadly accuracy
and exception damage.
Name: Zabrak Heavy Blaster
Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 5-14
Critical Threat: 20-20, x2
Range: 23m
Notes: Balanced, Fully Upgradeable
Attack Modifier: +2
On hit: Stun 25% change, 6 seconds, DC18
Description:
A more cumbersome, but also more damaging, blaster of Zabrak design.
< < Droid Special Weapons > >
Name: Droid Bio-Assault Spray
Feats Required: Droid Upgrade Class 3
Uses: 10
Damage: None
Range:
Notes:
On hit: Poison, Virulent
Save: DC22 to negate slow
Description:
Illegal in most civilized societies, the Bio-Assault Spray upgrade essentially
breaks the target down at the molecular level, often leaving behind nothing
more then a grey ooze.
Name: Droid Flame Thrower
Feats Required: Droid Upgrade Class 1
Uses: 10
Damage: Heat, 30pts
Range: Short
Notes:
On hit: Horror, 100% for 3 sec
Special: Targets 7th level and up ignore horror effect
Save: DC15 for half damage
Description:
Designed for extermination and pest control, these devices can also be used on
larger beings.
Name: Droid Ion Blast Mark I
Feats Required: Droid Upgrade Class 1
Uses: 10
Damage: Ion, 15pts
Range: Short
Notes:
On hit: Stun, 100% for 12 sec
Save: DC10 to ignore stun
Description:
The "Scrambler" was developed by Aratech and marketed towards customers who
were face with massive droid armies. Sending a pulse of highly-charged ions,
this weapon destroys the electronics of enemy droids.
Name: Droid Ion Blast Mark III
Feats Required: Droid Upgrade Class 3
Uses: 5
Damage: Ion, 30pts
Range: Medium
Notes:
On hit: Stun, 100% for 12 sec
Save: DC18 to ignore stun
Description:
The Mark III is the most feared weapon by droid army commanders. There is a
drawback in the unit's power consumption. The interal circuitry can only
withstand a few shots before it destroys itself. This version is also
equipped with a beam-splitter to allow the beam to be directed at multiple
targets simultaneously.
Name: Droid Ion Striker
Feats Required: Droid Upgrade Class 1
Uses: 10
Damage: Ion, 20pts
Range: Medium
Notes:
Description:
The Ion Striker is used by security droids to disable and destroy other
droids, whether they be assassins or simply malfunctioning.
Name: Droid Neural Pacifier
Feats Required: Droid Upgrade Class 1
Uses: 10
Damage: None
Range: Medium
Notes:
On hit: Stun, 100% for 9 sec
Save: DC15 to negate Stun
Description:
This device fires a beam that is disruptive to the neural pathways of
biological creatures.
Name: Droid Neural Scrambler
Feats Required: Droid Upgrade Class 2
Uses: 10
Damage: None
Range: Medium
Notes:
On hit: Stun, 100% for 9 sec
Save: DC20 to negate Stun
Description:
More powerful than the Pacifier, the Neural Scrambler is used to overload
the victim's neural pathways to the point of loss of consciousness.
Name: Droid Replusor
Feats Required: Droid Upgrade Class 1
Uses: 10
Damage: None
Range: Medium
Notes:
On hit: Slowed, 75% for 9 seconds
Save: DC15 to negate slow
Description:
This technology is borrowed from the units that power repulsor-lifts and
creates an artificial gravity wake around the droid, essentially randomizing
the axis of the gravity surrounding its enemies and slowing them to a crawl.
Name: Droid Shock Arm
Feats Required: Droid Upgrade Class 1
Uses: Unlimited
Damage: Special, Electricity.
Range: Medium
Notes:
Usable by: T3-M4
Description:
This unit is a popular upgrade for utility droids that is well hidden among
the droid's other tools and delivers quite a jolt to the unsuspecting
victim. The victim suffers 1-6 points of damage for each of the attack droid's
levels, to a maximum of 10 levels (10-60 points). A successful Fortitude save
by the target at a DC of 5 + the attacking character's level reduces damage by
half.
Name: Droid Toxin Emitter
Feats Required: Droid Upgrade Class 2
Uses: 10
Damage: None
Range:
Notes:
On hit: Paralyzed, 25% for 6 sec, Poisoned, Mild weakness
Save: DC10 to negate each
Description:
This small canister fits under a droids plating and when activated, releases
a small cloud of toxic gas.
Name: Atton's Ribbed Jacket
Defense Bonus: 4
Dexterity Bonus:
Notes: Not upgradeable
Saves: All +2
Usable by: Atton
Description:
Atton's durable jacket provides protection comparable to light armor.
Name: Baran Do Sage Robe
Feats Required: Jedi Defense
Defense Bonus: 2
Notes:
Damage Immunity: 20% vs. Dark Side, Light Side
Wisdom: +4
Cannot Equip: Bao-Dur
Description:
Baran Do Sages are the most elite of their order, able to see into the future,
the past, and across the galaxy.
The Baran Do are force sensitive members of the Kel Dor race. They seek inner
peace and are very patient, consulting with the Force before making decisions.
Name: Bonadan Alloy Heavy Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 6
Dexterity Bonus: +4
Notes:
Description:
Bonadan is an emerging industrial society financing their exploration of the
galaxy through production of small arms and armor. They favor heavy materials
offering solid defense.
Name: Clothing
Description:
These are simple garments that protect little more than the modesty of the
wearer.
Name: Corellian Powersuit
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 10
Dexterity Bonus: +1
Notes:
Strength: +2
Description:
Essentially an improved version of powered battle armor, the powersuit employs
a system of servomotors to enhance the wearer's strength.
Name: Dancer's Outfit
Gender Required: Female
Notes:
Skills: Persuade +2
Usable by: Handmaiden, Mira, <Exile>
Description:
This dancer's outfit leaves little to the imagination.
Name: Dark Jedi Knight Robe
Feats Required: Jedi Defense
Defense Bonus: 2
Notes:
Regenerate Force Points: 1
Cannot Equip: Bao-Dur
Description:
Designed for those who relish personal combat, and know that power comes to
those who take it, these robes offer good protection with no hindrance to
movement.
These robes can be upraged with some underlays.
Name: Dark Jedi Master Robe
Feats Required: Jedi Defense
Defense Bonus: 3
Notes:
Regenerate Force Points: 1
Cannot Equip: Bao-Dur
Description:
These robes offer superior protection wihile still allowing full freedom of
movement. They are the robes of the true masters, those who will and
authority go unopposed.
These robes can be upgrade with some underlays.
Name: Echani Heavy Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 10
Dexterity Bonus: +1
Notes:
Description:
Echani Heavy Armor is comparable to typical heavy battle armor in terms of
protection, but allows for slightly more mobility.
Name: Echani Shield Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 7
Dexterity Bonus: +4
Notes:
Damage Immunity: 10% vs. Electrical, Energy
Description:
The Echani combined their talents for energy shield design with their
armorcrafting skills to develop this innovative combat suit. It provides
capable defense that is augmented with a low strength energy shield.
Name: Felenar Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 11
Dexterity Bonus: +4
Notes:
Description:
This flexible armor is made of a variety of exotic minerals. Markings suggest
that it was created by a species called the Felenar.
Name: Flex Heavy Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 10
Dexterity Bonus: +3
Notes:
Description:
Flex Heavy Armor allows for greater mobility than even some medium armor. The
primary alooy is still durasteel, but it is treated in methods that are poorly
understood by most in the Republic. In fact, it is unclear who manufactures
these rare suits of armor.
Name: Iotran Braceman Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 11
Dexterity Bonus: +1
Notes:
Bonus Feat: Precise Shot I, Targeting I
Description:
The Iotran are a militaristic species from the industrial planet of Iotra on
the Outer Rim. Their versatile armor is a favorite among experienced bounty
hunters.
Name: Jal Shey Advisor Armor
Feats Required: Armor Proficiency - Light
Defense Bonus: 3
Dexterity Bonus: +4
Notes:
Skills: Persuade +1
Charisma: +2
Wisdom: +1
Cannot Equip: Bao-Dur
Does not restrict use of Force Powers
Description:
Jal Shey advisors possess a strong understanding of the Force and are widely
respected for their wisdom.
The Jal Shey concentrate on intellectual study of the Force, seeking to
understand it at a mental level, rather than a spiritual one. Jal Shey are
typically exceptional diplomats, but are less successful in physical pursuits.
Name: Jamoh Hogra's Battle Armor
Feats Required: Armor Proficiency - Medium
Defense Bonus: 11
Dexterity Bonus: +2
Notes:
Immunity: Critical Hits
Strength: +1
Description:
Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a
Sith dreadnaught. He spent a fortune on his personal armor, only to be killed
while in the bath.
Name: Jedi Knight Robe
Feats Required: Jedi Defense
Defense Bonus: 2
Notes:
Regenerate Force Points: 1
Cannot Equip: Bao-Dur
Description:
Members of the Order typically wear plain or unassuming garments, but this
variant offers the additional protection needed by Jedi influencing important
events.
These robes can be upgrade with some underlays.
Name: Krath Heavy Armor
Feats Required: Armor Proficiency - Medium
Defense Bonus: 9
Dexterity Bonus: +2
Notes:
Description:
Typical of the old Krath military elite, these suits were worn during slave
raids on neighboring systems. Slaving is profitable but risky, so little cost
is spared in equpiment.
Name: Light Battle Armor
Feats Required: Armor Proficiency - Medium
Defense Bonus: 7
Dexterity Bonus: +2
Notes:
Description:
Providing solid protection for a minimal cost, this armor is excellent for
entrenched troops or guards. A force on the move, however, may find it
somewhat constricting.
Name: Light Combat Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 3
Dexterity Bonus: +5
Notes:
Description:
The lightest form of armor available, the light combat suit is very
inexpensive and still notably superior to normal civilian garb.
Name: Mandalorian Assault Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 13
Dexterity Bonus: +0
Notes:
Damage Resistance: Resist 25/- vs. Cold, Fire
Description:
This was the armor of the Mandalorian elite frontline troops, a sight Republic
soldiers were all too familiar with during the war.
Name: Mandalorian Combat Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 3
Dexterity Bonus: +5
Notes:
Damage Immunity: 10% vs. Bludgeoning, Piercing, Slashing
Description:
Even the basic combat attire of the Mandalorians provides a formidable
defense. The mesh of this armor absorbs some of the impact of physical blows
despite its light weight.
Name: Mandalorian Heavy Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 12
Dexterity Bonus: +0
Notes:
Immunity: Stun, Fear, Horror
Description:
This armor is reserved for respected veteran Mandalorians. Immensely sturdy,
stabilizers diffuse energy throughout the frame, shielding the wearer from
disorienting impacts.
Name: Mandalorian Heavy Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Dexterity Bonus: +5
Notes:
Damage Immunity: 10% vs. Bludgeoning, Piercing, Slashing
Description:
This heavier Mandalorian combat suit is most commonly used by elite scouts.
Besides its strong defense and ability to absorb physical damage, the armor
can also be outfitted with upgrades normally restricted to medium armor.
Name: Matrix Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 13
Dexterity Bonus: +0
Notes:
Damage Resistance: 5/- vs. Energy
Description:
Matrix armor is typically used for starship plating. Adapting it to personal
use is expensive and technologically difficult. The armor is particularly
resistant to blaster fire.
Name: Matukai Apprentice Robe
Feats Required: Jedi Defense
Defense Bonus: 0
Dexterity Bonus: 0
Notes:
Constitution: +1
Dexterity: +1
Strength: +1
Description:
Matukai apprentices master physical meditation by practicing martial arts
techniques. Their robes are designed to help them achieve harmony between the
mind and body.
The Matukai are a group of Force sensitivies who use their physical body to
channel the Froce. The balance of the physical and spiritual is a cornerstone
of their philosophy.
Name: Miner Uniform
Feats Required:
Defense Bonus: 1
Notes:
Description:
This is a standard uniform worn by miners at the Peragus facility. It provides
minimal protection, but can be upgraded with some underlays.
Name: M'uhk'gfa
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 8
Dexterity Bonus: +1
Notes:
Damage Resistance: Resist 10/- vs. Bludgeoning, Piercing, Slashing
Damage Resistance: Resist 5/- vs. Energy
Description:
Cumbersome, but powerful armor, M'uhk'gfa is the battle plate used by elite
Gammorean warriors. Traditionally, each Gammorean warrior would fashion his
own battle plate from metal fragments on the battlefields of their victories.
Name: Powered Battle Armor
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 9
Dexterity Bonus: +1
Notes:
Strength: +1
Description:
The micro-hydraulics of this armor provides the operator with both protection
and strength enhancement. It is rarely owned by anyone other than
professional mercenaries and soldiers.
Name: Powered Light Battle Armor
Feats Required: Armor Proficiency - Medium
Defense Bonus: 8
Dexterity Bonus: +2
Notes:
Damage Resistance: Resist 25/- vs. Sonic
Strength: +1
Description:
This is an early attempt at power-assisted armor. Dampening field block the
noise of servomotors, unintentionally shielding against external extremes in
sonic frequencies as well.
Name: Reinforced Fiber Armor
Feats Required: Armor Proficiency - Light
Defense Bonus: 7
Dexterity Bonus: +4
Notes:
Description:
Inspired by craftsmen on worlds where metal is in short supply, this type of
light armor consists of jung-ju tree fibers bound with synthetics, offering
good, flexible protection.
Name: Ubese Environmental Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Dexterity Bonus: +4
Notes:
Damage Resistance: Resist 10/- vs. Cold, Electrical, Energy, Fire
Cannot Equip: Bao-Dur
Description:
Ubese is the name given to a species believed to exist in the Mid Rim. The
very few who actually claim to have encountered the Ubese atrribute these
advanced environmental suits to the enigmatic species. Though less useful
against conventional weapons, this suit is ideal defense against blasters,
flames, and cryoban grenades.
Name: Ulic Qel Droma's Mesh Suit
Feats Required: Armor Proficiency - Light
Defense Bonus: 8
Dexterity Bonus: +4
Notes:
Damage Resistance: Resist 20/- vs. Cold, Fire
Description:
After killing his brother during the Exar Kun war, Ulic Qel Droma abandoned
this armor and all the trappings of his service to the dark side. It's a
powerful, if tainted, item.
Name: Verpine Fiber Ultramesh
Feats Required: Armor Proficiency - Medium
Defense Bonus: 10
Dexterity Bonus: +3
Notes:
Description:
This Verpine combat suit is the most protective standard medium armor
available, surpassing the defensive capabilities of most heavy armor.
Name: Verpine Zal Alloy Mesh
Feats Required: Armor Proficiency - Heavy
Defense Bonus: 12
Dexterity Bonus: +1
Notes:
Damage Resistance: Resist 25/- vs. Cold, Fire, Sonic
Description:
Using the highly expensive Zal alloy, the Verpine have developed a suit
without peer. The only thing greater than the protective capabilities of this
armor is the price.
Name: Zabrak Battle Armor
Feats Required: Armor Proficiency - Light
Defense Bonus: 6
Dexterity Bonus: +4
Notes:
Damage Resistance: Resist 20/- vs. Cold
Description:
On the far northern continent of the planet Iridonia, the Zabrak produce
expensive armor that nonetheless has become very popular on the galactic
markets, due to excellent low-temperature defensive properties.
Name: Zabrak Field Armor
Feats Required: Armor Proficiency - Light
Defense Bonus: 7
Dexterity Bonus: +4
Notes:
Damage Resistance: Resist 30/- vs. Cold
Description:
This is a higher-quality version of the basic armor produced by the Zabrak.
These were often reserved for field commanders, and meant to be easily
identified on the battlefield.
Name: Zeison Sha Warrior Armor
Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Dexterity Bonus: +4
Notes:
Saves: Fortitude +1
Cannot Equip: Bao-Dur
Does not restrict the use of Force Powers
Description:
Zeison Sha Warriors are powerful combatants who are particularly skilled in
telekenetic Force Powers. Their fortified garments are somewhat restrictive,
but do not interfere with their use of the Force. They can be upgraded with
some underlays.
Name: Adrenal Alacrity
Attribute Bonus: Dexterity +4
Speed: Movement +20%
Duration: 120 secs
Notes: Single Use
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.
Name: Adrenal Stamina
Attribute Bonus: Constitution +4
Duration: 120 secs
Notes: Single Use
Description:
A shot of this enhancer provides a temporary boost in the constitution 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.
Name: Adrenal Strength
Attribute Bonus: Strength +4
Duration: 120 secs
Notes: Single Use
Description:
A shot of this enhancer provides a temporary boost in the strength of the</pre><pre id="faqspan-2">
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.
Name: Advanced Medpac
Note: Single Use
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
Note: Single Use
Description:
Included are an improved assortment of tools and parts needed to repair a
droid that has been damaged in combat. Advanced kits repair 25 vitality
points + INT modifier + (2 x user's skill in Repair).
Name: Antidote Kit
Note: Single Use
Description:
This kit contains wide-spectrum antidote hypospray injectors designed to
neutralize all known poisons. Lowered attribute scores are returned to normal
and physicla damage is halted. Damage already suffered must still be healed
by other means.
Name: Battle Stimulant
Bonus: Vitality max +8 pts
Attack: +1
Damage: +1
Duration: 120 secs
Notes: Single Use
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.
Name: Construction Kit
Note: Single Use
Description:
Included are electrical regulators designed to isolate malfunctions and all
the parts needed to repair a damaged droid. Construction kits repair 35
vitality points + INT modifier + (3 x user's skill in Repair).
Name: Hyper-Adrenal Alacrity
Attribute Bonus: Dexterity +6
Speed: Movement +30%
Duration: 120 secs
Notes: Single Use
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.
Name: Hyper-Adrenal Stamina
Attribute Bonus: Constitution +6
Duration: 120 secs
Notes: Single Use
Description:
Steeling the user against pain, this stim provides a very large boost in
constitution. Stim bonuses that affect the same statistic do not stack.
Name: Hyper-Adrenal Strength
Attribute Bonus: Strength +6
Duration: 120 secs
Notes: Single Use
Description:
More effect 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.
Name: Hyper-Battle Stimulant
Bonus: Vitality max +16 pts
Attack: +2
Damage: +2
Duration: 120 secs
Notes: Single Use
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.
Name: Life Support Pack
Note: Single Use
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
Note: Quest Item
Description:
Medical supplies taken from the medical unit in Residential Module 082 West.
Name: Medpac
Note: Single Use
Description:
A medpac contains essential equipment for the treatment of wounds. They cannot
be used by droids. Advanced medpacs heal 10 vitality points + WIS modifier +
user's skill in treat injury.
Name: Repair Kit
Note: Single Use
Description:
Included are the basic tools needed to repair a droid that has been damaged in
combat. Basic kits repair 15 vitality points + INT modifier + user's skill
in repair.
Name: Adhesive Grenade
Damage: None
Secondary: Entangle for 15 sec
Area of Effect: 4m
Range: Long
Save:
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.
Name: Average Flash Mine
Damage: None
Secondary: Stun for 9 sec
Area of Effect: 3.3m radius
Save: DC25 to negate stun
Description:
This Variant of the stun mine is an improvement on the basic model. Larger
power cells increase its effectiveness a considerable amount.
Name: Average Frag Mine
Damage: Piercing, 42 pts
Area of Effect: 3.3m radius
Save: DC25 for half damage
Description:
Like all frag mines, this item sends a blast of shrapnel through any nearby
enemies.
Name: Average Gas mine
Damage: -1 to all attributes every 6 secs
Secondary: Poison, 4pts every 6 secs
Duration: 36 sec
Area of Effect: 3.3m radius
Save: DC25 for no effect
Description:
When tripped, gas mines release toxic and inherently corrosive chemicals into
the air.
Name: Average Sonic Mine
Damage: 30
Secondary: DEX -2 for 30 sec
Area of Effect: 3.3m radius
Save: DC20 for half damage and to negate DEX loss
Description:
Sonic mines both inflict damage and can mildly stun their target, leaving them
off-balance for many seconds.
Name: Blinding Flash Mine
Damage: None
Secondary: Stun for 9 sec
Area of Effect: 3.3m radius
Save: DC35 to negate stun
Description:
This variant of the stun mine uses a large-capacity capacitor to get a strong
discharge.
Name: Concussion grenade
Damage: None
Secondary: Stun for 9 sec
Area of Effect: 4m
Range: Long
Save: (Will) DC15 for no effect
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.
Name: CryoBan grenade
Damage: Cold, 20pts
Secondary: Paralyzation for 6 sec
Area of Effect: 4m
Range: Long
Save: (Reflex) DC 15 for half damage, negates paralyzation
Description:
A CyroBan grenade releases a supercooled liquid that freezes on contact,
causing intense pain and damage to victims caught in the effect.
Name: Deadly Frag Mine
Damage: Piercing, 66 pts
Area of Effect: 3.3m radius
Save: DC35 for half damage
Description:
Like all frag mines, this item sends a blast of shrapnel through any nearby
enemies.
Name: Deadly Gas mine
Damage: -1 to all attributes every 6 secs
Secondary: Poison, 5pts every 6 secs
Duration: 72 sec
Area of Effect: 3.3m radius
Save: DC100 for no effect
Description:
When tripped, gas mines release toxic and inherently corrosive chemicals into
the air.
Name: Deadly Plasma Mine
Damage: Heat, 96 pts
Area of Effect: 3.3m radius
Save: DC35 for half damage
Description:
An extremely volatile mixture of incendiary chemicals make all plasma mines
a danger to all to trigger them.
Name: Deadly Sonic Mine
Damage: 54
Secondary: DEX -4 for 30 sec
Area of Effect: 3.3m radius
Save: DC30 for half damage and to negate DEX loss
Description:
Sonic mines both inflict damage and can mildly stun their target, leaving them
off-balance for many seconds.
Name: Frag grenade
Damage: Piercing, 20 pts
Area of Effect: 4 meters
Range: Long
Save: (Reflex) DC15 for half damage
Description:
Fragmentation grenades are very basic. They explode when thrown, showering
the enemy in shrapnel. It's not elegant, but it's definitely effective.
Name: Ion grenade
Damage: Ion, 15 pts (45 pts vs. Droids)
Area of Effect: 4m
Range: Long
Save: (Reflex) DC 15 for half damage
Description:
These grenades emit an extremely strong burst of energy devastating to any
droids or personal shields caught in the effect.
Name: Minor Frag Mine
Damage: Piercing, 18 pts
Area of Effect: 3.3m radius
Save: DC15 for half damage
Description:
Frag mines send blasts of shrapnel through any nearby enemies. This is the
basic model.
Name: Minor Sonic Detonator
Damage: Sonic 6 pts
Secondary: -2 Dexterity for 30 seconds
Area of Effect: 4m
Range: Long
Save: (Will) DC 15 for half damage, negates dexterity penalty
Description:
Sonic detonators are used when environmental conditions make more conventional
explosives too dangerous. These detonators, while small, can still cause
significant physical damage and disorient those near the explosion.
Name: Minor Sonic Mine
Damage: 18
Secondary: DEX -2 for 30 sec
Area of Effect: 3.3m radius
Save: DC15 for half damage and to negate DEX loss
Description:
Sonic mines both inflict damage and can mildly stun their target, leaving them
off-balance for many seconds.
Name: Plasma grenade
Damage: Heat 36 pts
Area of Effect: 4m
Range: Long
Save: (Reflex) DC15 for half damage
Description:
These grenades release a quick burst of an incendiary agent that ignites
immediately, damaging all enemies within the area of effect.
Name: Poison Grenade
Damage: Special
Secondary: Poison, 4 pts every 3 sec
Duration: 30 sec
Area of Effect: 4m
Range: Long
Save: (Reflex) DC25 for no effect
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.
Name: Sonic Grenade
Damage: Sonic, 20 pts
Secondary: -6 Dexterity for 30 seconds
Area of Effect: 4m
Range: Long
Save: (Will) DC 15 for half damage, negates dexterity penalty
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.
Name: Strong Frag Mine
Damage: Piercing, 42 pts
Area of Effect: 3.3m radius
Save: DC25 for half damage
Description:
Like all frag mines, this item sends a blast of shrapnel through any nearby
enemies.
Name: Strong Plasma Mine
Damage: Heat, 60 pts
Area of Effect: 3.3m radius
Save: DC25 for half damage
Description:
An extremely volatile mixture of incendiary chemicals make all plasma mines
a danger to all to trigger them.
Name: Strong Sonic Mine
Damage: 54
Secondary: DEX -4 for 30 sec
Area of Effect: 3.3m radius
Save: DC25 for half damage and to negate DEX loss
Description:
Sonic mines both inflict damage and can mildly stun their target, leaving them
off-balance for many seconds.
Name: Thermal Detonator
Damage: Energy, 60 pts
Secondary: Knockdown
Area of Effect: 4m
Range: Long
Save: (Reflex) DC 15 for half damage
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.
< < Datapads > >
Name: <Name> Datapad
Description:
<Name>, you are requested to report to the Harbinger Medical Bay for routine
examination. The routine is automated: simply insert this datapad into the
medical computer to receive your injections.
Name: Access Code - Containment Cells
Description:
This code will allow unrestricted access to the containment system through the
Goto Command Console.
Use the computer console to run software on the containment system.
Name: Access Code - Droid Controller
Description:
This code will allow unrestricted access to the droid control system through
the M4-78 Central Computer.
Use the computer console to run software on the droid control system.
Name: Access Code - Minefield
Description:
This code will allow unrestricted access to the minefield through the Goto
Command Console.
Use the computer console to run software on the minefield system.
Name: Access Code - Power Distribution
Description:
This code will allow unrestricted access to the power distribution system
through the Goto Command Console.
Use the computer console to run software on the power distribution system.
Name: Access Code - Turret Defense
Description:
This code will allow unrestricted access to the defense turrets through the
Goto Command Console
Use the computer console to run software on the turret system.
Name: Azkul's Orders
Description:
This datapad contains orders from Azkul, the leader of the mercenaries on
Dantooine: "Vrook has wandered into the Enclave alone. You will take a full
squad and capture the Jedi alive. Bring him to our nook in the kinrath caves
to await transport to Nar Shaddaa. He will fetch a fine bounty."
Name: Bith Scientist's Quarters
Description:
"Found signal. Droid attacked me. It's deleting all my data. Will try to get
awa...(log interrupted)"
Name: Blown Out Datapad
Description:
This datapad is blown out and inoperable. However, its final message remains
burnt into the display: "The others were confident they could sneak past
the shyrak breeding grounds. I was ordered to lock the door and await their
return. I hope they can find us a way out of this tomb. These visions threaten
to break through all the discipline I've gained in my training."
Name: C9-T9 Access Codes
Description:
These codes will allow you to access Lupo's racing droid, C9-T9, at the swoop
viewing gallery on Nar Shaddaa.
Name: Datapad
Description:
This datapad contains the ignition code for the orbital shuttle in the
underground hangar.
Name: Dead Republic Pilot
Description:
"...Revan says we must take Dxun. Our wing of military droid carriers are to
fly in low and drop our payload onto the jungle moon. Once the droids hit
dirtside, they'll seek out the Mandalorian base and pave the way for our
ground troops - and the Jedi. We're expecting heavy resistance, and if the
droids can't take out the anti-air turrets, this is going to be one short
mission."
"But we cannot fail... if we do, the Republic is lost."
Name: Dock Office Log
Description:
DOCK OFFICE LOG
This holo log looks like it needs to be plugged into a holo reader in order
to playback the contents.
Name: Droid Foreman Orders
Description:
This is a series of binary instructions that you found on a Droid Foreman.
These droids, under remote guidance of the droid foreman, were ordered to
build the caches on Dxun, set traps to protect them and then seal themselves
within this cache and deactivate.
Name: Droid Maintenance Datapad
Description:
Droid Maintenance Log: I don't know whether this new HK-50 droid is a gift
or a curse. After the destruction of the previous protocol droid when it
accidentally activated that frag mine, the HK has stepped into its place
without a hitch.
The problem is, it doesn't take commands very well. And most oft he time,
I have no idea where it's been. There's been reports it's been sighted in
the crew quarters, with the admiral, in maintenance, and even in medlab, of
all places.
And when I ask the droid about it, it gives me a smartmouth response about
facilitating communication. I don't know who commissioned these HK models,
but I don't like them.
Name: Feraa's Datapad
Description:
This may be my last entry...I tried to navigate the vents beneath the docks
to meet up with Suyin, but the map's showing static, and I can't get a fix
on my position. The vent doors keep sealing behind me, the gas mask's running
out of air, and there's only a few charges left in my plasma torch. I'm not
going to last much longer if I don't find an exit port.
Name: Head Technician
Description:
This is the workpad of Dergar Chester, the late Head Technician of the Jedi
Enclave. There is a personal note written here: It's been a couple weeks
and no one has come for me. I can only assume the Enclave was destroyed
topside and now I'm buried alive in here. I've tried using the equipment in
this storage room to hack, force, weld, or blow that flaming security door
open, but nothing I've tried works, and now I'm running out of food...
Name: Lonna Vash
Description:
This is the journal of Master Lonna Vash: "I found the Sith that I came to
Korriban looking for. I am no fool, but I fell neatly into their trap. Their
leader, Darth Sion, is a perversion of the dark side such as I have not seen
before. Though he was cunning enough to capture me, he seems otherwise to be a
volatile brute, and therefore should be easily coerced.
If i keep my wits about me I have no doubt I will escape this situation. Before
I was captured I managed to create a system account under my name on the
console in the room here. That will allow me to open the door back to the
Valley.
Name: Mercenary Orders
Description:
This datapad contains orders from Azkul to senior mercenary officers. The
mercenaries have recently made a secret alliance with the Exchange and are
planning an imminent attack on Khoonda. With Administrator Adare dead then
the Exchange would be able to use Dantooine for their illicit activities,
completely undetected by the Republic. All preparations for the mercenary
attack have been made, and they could attack Khoonda at any moment.
Name: Mess Hall Log
Description:
"...I swear they're never going to get around to fixing the ventilation
systems - and if the food processor back up again, then next time the fumes
start flooding the mess hall, I'll be dead rather than just nauseous. I'll
keep the breath mask here just in case we have a repeat incident."
Name: Mine Administrator Log
Description:
MINE ADMINISTRATOR LOG
This holo log looks like it needs to be plugged into a holo reader in order
to playback the contents.
Name: Mine Foreman Log
Description:
MINE FOREMAN LOG
This holo log looks like it needs to be plugged into a holo reader in order
to playback the contents.
Name: Miner Log
Description:
MINER LOG
This holo log looks like it needs to be plugged into a holo reader in order
to playback the contents.
Name: Miner Log
Description:
"...got 'another' lecture about contraband today. Security hasn't started
doing spot checks of our quarters yet, so my cache i the lower bunk in my
room in the eastern dormitory should be safe; you won't even know it's there
unless you know to look for it."
"Coorta came around again, asking if I had any 'special' cargo to sell, but
I was getting a bad feeling about how he was asking, so I stayed quiet about
my stash. I'm going to keep that blaster I smuggled from Telos and a few
grenades there just in case things here get rough."
"Only benefit to having a room the farthest from the door is that it should
buy me enough time to dump the contraband if security does a surprise
inspection."
Name: Nebelish's Datapad
Description:
This is the journal of the Jedi Nebelish. Most of the data has been
purposefully deleted. One entry remains: "The visions. The visions! They
thought to trick me by taking the form of my fellow Jedi, but my disipline is
so strong - I tricked them back. One fell to the shyrak, and the others fell
to my lightsaber.
Name: New Recruits
Description:
NOTE TO NEW STUDENTS:
In the absence of many Sith Masters, basic training has been automated. To
begin using the training system, access the nearest student terminal and
enter "New_Recruit" to create a new User ID.
If you encounter any difficulties, solve them yourself. Students who are too
weak to be self-reliant will soon fail here.
Name: Peragus Depot Survey
Description:
..purged the fuel lines, and I found three sonic charges attached "inside."
I checked the work logs, and only droids have been in the area. I tried to
contact security as soon as I found the explosives, but I can't seem to get
a signal through.
I've removed the remote detonators, and I'll keep the explosives on me until
I can put them in a secure hold in the hangar.
Name: Program - Overload
Description:
This program will overload a system in an effort to maximize its performance.
If you upload this program into the Goto Command Console, you will be able to
run it on any systems you have unlocked.
Name: Program - Reset
Description:
This program will reset a system, causing it to restart with its default
settings.
If you upload this program into the Goto Command Console, you will be able to
run it on any systems you have unlocked.
Name: Program - Shut Down
Description:
This program will attempt to shut down a system.
If you upload this program into the Goto Command Console, you will be able to
run it on any systems you have unlocked.
Name: Salvager's Will
Description:
This datapad has the will of dead salvager. It is badly misspelled and
indicates that if he dies, his possessions should go to the other salvager
that ventured into the sublevels with him.
Name: Sonic Imprint Sensor
Description:
With the protocol droid's help, I've finished work on the sonic imprint
sensors. I've installed them in the mining droids, but I'm locking up the
original here to prevent the other miners from using its ability to record
and playback voices to override the droid's voiceprint protocols.
Name: Storage Log
Description:
".. now the fire suppression systems have gone active, and I can't even make
it to the dormitory section - I watched the turrets turn their carbonite
freeze rays on Maban before he even got halfway across the room. Fortunately,
their range doesn't seem to go beyond the room itself, so I was able to
remain safe in the corridor... but I didn't have any ranged weapons to take
them out from a distance, and I didn't have a stealth field generator to
sneak across the room, either.
I tried unlocking the storage room door to see if there were any cold
resistant items or grenades I could use, but the door was sealed from the
lockdown. I don't know enough about security systems to open it...and I
didn't have a sonic charge to blow the door open.
Still, as long as the droids don't make it into this section, I should be
all right."
Name: Storage Room
Description:
This journal was found near the gnawed-clean skeleton of a salvager. The last
entry is of interest: "I have made it farther than any other salvager. I've
discovered an untouched storage room. The computer in the Power Relay Station
should allow me to open the security door. Once I figure out how sneak past the
laigreks that have made a nest there, I will leave Dantooine rich!"
Name: Suyin's Datapad
Description:
First the map goes static, then I hit a frag charge, tearing my leg to hell.
Who placed charges down here? Feraa must have set me up... or somebody else
is protecting something down here. If I could still walk, I could gather the
frag mines, use their beacons to leave a trail out, but there's not much
chance of that. Looks like Vogga isn't going to get his spice after all...
they'll break down into their chemical components in an hour in these fumes.
Name: Thorium Charges
Description:
Contractors, READ THIS FIRST! Use the Thorium charges in this locker only as
a last resort to clear a blocked door. This structure is very old and unstable
and cave-ins could damage or destroy the artifacts we were sent here to
collect.
Name: Tuk'ata
Description:
These Tuk'ata are getting to be a major obstacle in our hunt for Sith
holocrons. We've been trying to use our Stealth Generators to sneak past
them, but them some fool bumped into one of them wandering around and got
himself eaten. Now the taste of fresh blood has driven the damned beasts wild!
Name: Tuk'ata and Shyrak
Description:
This datapad appears to have belonged to a Sith Tuk'ata trainer: "I have
released several of my best trained Tuk'ata into the caves to finally eradicate
the Shyrak infestation. So far so good. My only concern is the eagerness the
beasts have for the hunt. I must apply extra punishment to the Tuk'ata that
ignore their masters, before they revert back to their predatory nature."
Name: Twi'lek Treasure Hunter
Description:
This is the work log of a Twi'lek treasure hunter. Of interest is the last
entry: "Ayjae thinks I'm wasting my time, but I will make it past this damned
door, even if I have to blow it to bits with the Thorium charges! We were sent
here for the holocrons, and I refuse to be the only one to return empty
handed."
< < Other > >
Name: <Name>'s Starport Visa
Description:
This is your Starport Visa for the city of Iziz. If you lose this you won't
be able to leave the city.
Name: Administrative ID Card
Description:
This ID card looks like it is designed to be inserted into some sort of
terminal
Name: Airspeeder Navigation Interface
Description:
This navigation control interface is intended to be compatible with most
current airspeed models.
Name: Apartment C1 Passkey
Description:
This appears to be a typical passkey. It's marked "C1."
Name: Beast Tender Keycard
Description:
This keycard looks like it was intended to open the arena door in the event
of an emergency. The beast tender never had a chance to use it before Visquis
had him fed to his own hounds.
Name: Broken Item
Description:
This might once have been used as components or chemicals, but now is almost
worthless. (Bashing containers can sometimes damage fragile contents).
Name: Comlink
Description:
Comlinks are a standard, short range communication device. (Party members
can use it to contact you to provide information or warn you of danger.)
Name: Credentials
Description:
Opo Chano's droid technician credentials will allow you to convince B-4D4 -
the Czerka protocol droid - to accompany you back to Chodo Habat at the
Ithorian compound.
Name: Cryogenic Power Cell
Description:
These cryogenic power cells are intended to be used in large construction
droids.
Name: Dead Salvager
Description:
This is the body of a dead salvager. The beasts have left very few remains.
Some tattered clothing is all that's left of him.
Name: Hangar 25 Control Conduit
Description:
This conduit looks like it was surgically removed from a critical door
control circuit and dumped down in the fuel lines along with T3. Without
it, it would be almost impossible to open the door it is normally
connected to during an emergency lockdown.
Name: HK Control Cluster
Description:
This control cluster looks like it was singed by blaster fire, but it looks
lie the durasteel shell surrounding kept it intact despite the damage.
Name: HK Droid Processor
Description:
This item looks like a digitally encoded processor for an HK unit.
Name: HK Protocol Pacifist Package
Description:
This upgrade looks like it is designed to be downloaded into a droid's
behavior core.
Name: HK Vocabulator
Description:
This device looks like an HK vocabulator unit that allows a droid to speak
and communicate with others.
Name: Ithorian Credentials
Description:
These documents were drafted by Chodo Habat to allow the bearer access to
the Ilthorian's bay in Dock Module 126.
Name: Ithorian Passkey
Description:
This passkey will unlock the door leading to Chodo Habat's room in the
Ithorian Compound of Residential Module 082 West on Citadel Station.
Name: Khoonda Security Card Key
Description:
This card key opens all of the security doors in Khoonda.
Name: Lightsaber Emitter Fixture
Description:
The emitter is one of three components needed to construct a lightsaber. This
basic fixture can later be enhanced with an emitter upgrade.
Name: Lightsaber Energy Cell Fixture
Description:
The energy cell is one of three components need to construct a lightsaber.
This basic fixture can later be enhanced with an energy cell upgrade.
Name: Lightsaber Focusing Lens Fixture
Description:
The focusing lens is one of three components needed to construct a lightsaber.
This basic fixture can later be enhanced with a lens upgrade.
Name: Maneuvering Flaps
Description:
These heavily reinforced maneuvering flaps are designed for use with military
airspeeders.
Name: Pazaak Side Deck
Description:
Pazaak requires both a main deck and a side deck. You can store all your side
deck cards here and bring them out when you start a game.
Name: Remnants of S-0D3
Description:
You have a collection of parts of Bahima's serving droid S0D3. The head is in
pretty good shape.
Name: Sonic Imprint Sensor
Description:
Intended as a prototype droid component, this small sonic receiver allows
sound and voices to be recorded, spliced, and the played back. To record a
voice, you must have the sensor in your possession and then speak to the
subject you wish to record.
Name: Space Suit
Description:
This is a standard model space suit used to protect its wearer from the cold
vacuum of space. Because of its design, anyone wearing the suit will have to
unequip their weapons.
Copyright 2004 LucasArts and Obsidian Entertainment Inc. All rights reserved.
Copyright (c) 2005 Andrew Ngo. All Rights Reserved.
This document may not be reproduced under any circumstances except for
personal, or private use. This document may not be placed on any web site or
otherwise distributed publicly without expressed written consent of its
respective owner. Use of this FAQ on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This author is in no way, shape, or form affiliated with any of the Lucas
brands, Obsidian Entertainment Inc, or anyone on the Star Wars: KOTOR II
development team.