Weapons & Items Info Guide



Contents

[edit] I - Armor


Armored Flight Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity: +4
Special: Damage Resistance - 20 vs. Cold
Non-Upgradeable
Breakdown Component Value: 10
Description: This combat-ready flight suit provides additional protection against vacuum for limited periods. It's many models appeal to a wide range of users, from military pilots and mercenaries to fringe explorers and space pirates.

Atton's Ribbed Jacket-

Usable By: Atton
Defense Bonus: 4
Saves: All +2
(Not Upgradeable)
Description: Atton's durable jacket provides protection comparable to light armor.

Battle Armor-

Feat Required: Armor Proficiency - Heavy
Upgradable
Max Dexterity: +1
Defense Bonus: 8
Breakdown Component Value: 5
Description: Not the best heavy armor, mainly used for heavy militias. Although the armor isn't the strongest, it still has the protection to keep you alive during ranged combat.

Bonadan Alloy Heavy Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity: +4
Upgradeable
Breakdown Component Value: 85
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.

Bronzium Light Battle Armor-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 8
Max Dexterity: +2
Upgradable
Breakdown Component Value: 85
Description: This molded armor is made of better materials than standard military issue, but is still relatively cheap and easy to mass produce, making it ideal for light militias and the like.

Cinnagar War Suit-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +3
Damage Resistance: Resist 15/- vs. Sonic
Description: After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today.

Combat Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 4
Max Dexterity Bonus: +5
Special: None
Upgradeable
Breakdown Component Value: 3
Description: Even the most frugal of mercenaries know they need at least some protection from the rigors of combat, although suits of this type are recommened for light skirmishes only.

Corellian Powersuit-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 10
Max Dexterity Bonus: +1
Special: Strength +2
Upgradeable
Breakdown Component Value: 750
Description: Essentially an improved version of powered battle armor, the powersuit employs a sytem of servomotors to enhance the wearer's strenght.

Dancer's Outfit-

Usable By: Handmaiden, Mira, Player
Feat Required: None
Defense Bonus: None
Max Dexterity Bonus: None
Special: Gender Requirment - Female, Persuade +2
Non-Upgradeable
Breakdown Component Value: 1
Description: This dancer's outfit leaves little to the imagination.

Echani Battle Armor-

Feats Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +3
Description: This armor provides solid defense at the cost of some flexiblity, although it is still an Echani product and is therefore well suited to quick-moving combat.

Echani Heavy Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 10
Max Dexterity Bonus: +1
Special: None
Upgradeable
Breakdown Component Value: 25
Description: Echani heavy armor is comparable to the typical heavy armor in terms of protection, but it allows for slightly more mobility.

Echani Light Armor-

Feats Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +5
Damage Resistance: Resist 15/- vs. Fire
Description: Echani prefer elegant desgin to brute force. The Maktites learned this when their stores of thermal weapons were rendered ineffective by simple changes in the Echani light armor.

Echani Shield Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 7
Max Dexterity Bonus: +4
Special: Damge Immunity - 10% vs. Electrical, Energy
Upgradeable
Breakdown Component Value: 912
Description: The Echani combined their talents for energy shield designed with their armor-crafting skills to develop this innovative combat suit. It provides capable defense that is augmented with a low-strength energy shield.

Electromesh Armor-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +6
Special: Damage Resistance - Resist 10 vs. Energy
Upgradeable
Breakdown Component Value: 1,275
Description: This flexible armor is used by Nagai soldiers. It is highly resistant to blaster fire and is designed to allow the Nagai to fully capitialize on their naturally high dexterity.

Electromesh Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity Bonus: +7
Special: Damage Immunity - Resist 5 vs. Energy
Upgradeable
Breakdown Component Value: 250
Description: This lightcombat suit is used by Nagai operatives. It is highly resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their naturally high dexterity. It cannot be used with overlays.

Felenar Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 11
Max Dexterity Bonus: +4
Special: None
Upgradeable
Breakdown Component Value: 1,375
Description: This flexible armor is made of a variety of exotic minerals. Markings suggest that is was created by a species called the Felenar.

Flex Heavy Armor-

Fetas Required: Armor Proficiency - Heavy
Defense Bonus: 10
Max Dexterity Bonus: +3
Description: Flex Heavy Armor allows for greater mobility than even some medium armor. The primary alloy 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.

Heavy Battle Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 9
Max Dexterity Bonus: +0
Special: None
Upgradeable
Breakdown Component Value: 10
Description: More sturdy yet more restrictive than conventional battle armor, heavy battle armor is excellent in situations where mobility is of secondary concern.

Heavy Cinnagar War Suit-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +3
Special: None
Upgradeable
Breakdown Component Value: 925
Description: After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today. This heavier variety is still as flexible as medium armor, but is as protective as heavier combat suits.

Heavy Combat Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +4
Special: None
Upgradeable
Breakdown Component Value: 10
Description: This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many consider the tradeoffs worthwhile.

Jamoh Hogra's Battle Armor-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 11
Max Dexterity Bonus: +2
Special: Immunity - Critical Hits, Strenght +1
Upgradeable
Breakdown Component Value: 1,500
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.

(Khoonda Militia Armor)

Krath Heavy Armor-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +2
Special: None
Upgradeable
Breakdown Component Value: 235
Description: Typical of the early attempt at power-assisted armor. Dampening fields block the noise of servomoters, unintentionally shielding against external extremes in sonic frequencies as well.

Krath Holy Battle Suit-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 9
Max Dexterity Bonus: +2
Special: Damage Resistance - Resist 15 vs. Cold, Fire, Sonic
Upgradeable
Breakdown Component Value: 550
Description: Many Krath sought to be guards of their dark temples in armor of this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids.

Light Battle Armor-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +2
Special: None
Upgradeable
Breakdown Component Value: 5
Description: Providing solid protection for a minimal cost, this armor is excellent for entrenched troops or guards. A force on the move, however, many find it somewhat constricting.

Light Combat Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 3
Max Dexterity Bonus: +5
Special: None
Upgradeable
Breakdown Component Value: 2
Description: The lightest form of armor available, the light combat suit is inexpensive and still notably superior to normal civilian grab.

Mandalore's Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 11
Max Dexterity Bonus: +0
Special: Damage Resistance - Resist 25 vs. Cold, Fire
Upgradeable
Breakdown Component Value: None
Description: Mandalore's personal suit of armor is traditional Mandalorian battle armor. Despite the numerous battles it has doubtless survived, it appears to be in exceptional condition. It is said that he will never voluntarily take it off, even while sleeping.

Mandalorian Assault Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 13
Max Dexterity Bonus: +0
Special: Damage Resistance - Resist 25 vs. Cold, Fire
Upgradeable
Breakdown Component Value: 637
Description: This was the armor of the Mandalorian elite frontline troops, a sight that Republic soldiers were all too fimiliar with during the war.

Mandalorian Battle Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 11
Max Dexterity Bonus: +0
Special: Damage Resistance - Resist 25 vs. Electrical
Upgradeable
Breakdown Component Value: 187
Description: Republic soldiers saw this armor all too often during the Mandalorian War. It's understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted.

Mandalorian Combat Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 3
Max Dexterity Bonus: +5
Special: Damage Immunity - 10% vs. Bludgeoning, Piercing, Slashing
Upgradeable
Breakdown Component Value: 42
Description: Even the basic Mandalorian combat attire provides a formidable defense. The mesh of this armor absorbs some of the impact of physical blows despite its light weight.

Massassi Ceremonial Armor-

Feat Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +6
Special: Damage Immunity - Resist 15 vs. Fire
Upgradeable
Breakdown Component Value: 150
Description: Long-term domination by the Sith has erased the memory of the Massassi rituals for which this armor was designed, but it retains its effectiveness on the battlefield.

Matrix Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 13
Max Dexterity Bonus: +0
Special: Damage Resistance - Resist 25 vs. Energy
Upgradeable
Breakdown Component Value: 1,500
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.

Military Suit-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 6
Max Dexterity Bonus: +3
Special: None
Upgradeable
Breakdown Component Value: 2
Description: This standard-issue suit provides good protection, but can be heavier and more restrictive than some of its counterparts. Even so, many mercenaries swear the tradeoffs are worth it.

Miner Uniform-

Feat Required: None
Defense Bonus: 1
Max Dexterity Bonus: None
Special: None
Upgradeable
Breakdown Component Value: 1
Description: This is a standard uniform worn by miners at the Peragus facility. It provides minimal protection but can be upgraded with some underlays.

Mira's Ballistic Mesh Jacket-

Usable By: Mira
Feat Required: None
Defense Bonus: 5
Max Dexterity Bonus: +4
Special: Damage Resistance - 5 vs. Bludgeoning, Piercing, Slashing
Non-Upgradeable
Breakdown Component Value: 1
Description: One of the first major purchases of a successful bounty hunter is often exceptional protection. Mira's mesh jacket is as medium armor but much less restrictive.

Powered Battle Armor-

Feat Required: Armor Proficiency - Heavy
Defense Bonus: 9
Max Dexterity Bonus: +1
Special: Strength +1
Upgradeable
Breakdown Component Value: 62
Description: The microhydraulics of this armor provide the operator with both protection and strength enhancement. It is rarely owned by anyone other than professional mercenaries and soldiers.

Powered Light Battle Armor-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 8
Max Dexterity Bonus: +2
Special: Damage Resistance - Resist 25 vs. Sonic, Strength +1
Upgradeable
Breakdown Component Value: 380
Description: This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well.

Reinforced Fiber Armor-

Feat Required: Armor Proficiency - Light
Defense Bonus: 7
Max Dexterity Bonus: +4
Special: None
Upgradeable
Breakdown Component Value: 1,087
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.

Sith Battle Suit-

Feat Required: Armor Proficiency - Medium
Defense Bonus: 7
Max Dexterity Bonus: +7
Special: None
Upgradeable
Breakdown Component Value: 65
Description: This battle armor is actually created by Aratech, who named it after the Sith to benefit from their fame(or infamy). This is still very flexible for medium armor.

Ubese Environmental Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity: +4
Special: Damage Resistance - 10 vs. Cold, Electrical, Energy, Fire
Non-Upgradeable
Breakdown Component Value: 737
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 attribute these advance environmental suits to the enigmatic species. Although less useful against conventional weapons, this suit is ideal against blasters, flames, and CryoBan grenades.

Zabrak Battle Armor-

Feat Required: Armor Proficiency - Light
Defense Bonus: 6
Max Dexterity: +4
Special: Damage Immunity - 20 vs. Cold
Upgradeable
Breakdown Component Value: 500
Description: On the far northern continent of the planet Iridonia, the Zabrack produce expensive armor that nonetheless has become very popular on the galactic markets due to excellent low-temperature defensive properties.

Zabrak Combat Suit-

Feat Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity: +5
Special: None
Upgradeable
Breakdown Component Value: 55
Description: A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important.

[edit] A - Jedi Robes/Armor


(Arca Jeth's Robe)

(Aleema Keto's Robe)

Baran Do Novice Robe-

Feat Required: Jedi Defense
Cannot Equip: Bao-Dur
Defense Bonus: 1
Damage Immunity: 10% vs. Dark Side, 10% vs. Light Side
Wisdom: +1
Description: Novices are those who have begun their training in the Baran Do philosophy, learning how to empty their minds and find tranquility in any situation. The Baran Do are forces sensitive member of the Kel Dor race. They seek inner peace and are very patient, consulting with the Force before making decisions.

(Dark Jedi Robe)

(Dark Jedi Knight Robe)

(Dark Jedi Master Robe)

(Dark Padawan Robe)

(Darth Malak's Armor)

(Exar Kun's Light Battle Suit)

(Gray Jedi Robe)

(Handmaiden's Robe)

(Iotran Braceman Armor)

(Jal Shey Advisor Armor)

(Jal Shey Mentor Armor)

(Jal Shey Neophyte Armor)

(Jedi Knight Robe)

(Jedi Master Robe)

(Jedi Robe)

(Jolee's Robe)

(Matukai Adept Robe)

(Matukai Apprentice Robe)

(Norris Robe)

(Padawan Robe)

(Sylvar's Robe)

(Thon's Robe)

(Ulic Qel Droma's Mesh Suit)

(Zeison Sha Initiate Armor)

(Zeison Sha Warrior Armor)


[edit] B - Upgrades



[edit] 1 - Underlays/Overlays

Armorweave Underlay Mark I-

Skill Required to Create: Security (4)
Damage Immunity: 10% vs. Energy
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Armorweave Underlay Mark II-

Skill Required to Create: Security (10)
Damage Immunity: 10% vs. Energy
Immunity: Attribute Damage
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Armorweave Underlay Mark III-

Skill Required to Create: Security (16)
Damage Immunity: 15% vs. Energy
Immunity: Attribute Damage
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Armorweave Underlay Mark IV-

Skill Required to Create: Security (22)
Damage Immunity: 20% vs. Energy
Immunity: Attribute Damage
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Armorweave Underlay Mark V-

Skill Required to Create: Security (28)
Damage Immunity: 30% vs. Energy
Immunity: Attribute Damage
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Biorestorative Underlay Mark I-

Skill Required to Create: Treat Injury (3)
Regeneration: 1
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Biorestorative Underlay Mark II-

Skill Required to Create: Treat Injury (9)
Regeneration: 2
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Biorestorative Underlay Mark III-

Skill Required to Create: Treat injury (15)
Regeneration: 3
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Biorestorative Underlay Mark IV-

Skill Required to Create: Treat Injury (21)
Constitution: +1
Regeneration: 3
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Biorestorative Underlay Mark V-

Skill Required to Create: Treat Injury (27)
Constitution: +3
Regeneration: 3
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Durasteel Underlay Mark I-

Skill Required to Create: Awareness (7)
+1 vs. Bludgeoning
+1 vs. Piercing
+1 vs. Slashing
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Durasteel Underlay Mark II-

Skill Required to Create: Awareness (13)
+2 vs. Bludgeoning
+2 vs. Piercing
+2 vs. Slashing
Dexterity: -1
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Durasteel Underlay Mark III-

Skill Required to Create: Awareness (19)
+3 vs. Bludgeoning
+3 vs. Piercing
+3 vs. Slashing
Dexterity: -2
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

(Durasteel Underlay Mark IV)

(Durasteel Underlay Mark V)

Environment Underlay Mark I-

Skill Required to Create: Demolitions (2)
Damage Immunity: 15% vs. Cold
Damage Immunity: 15% vs. Fire
Damage Resistance: Resist 5/- vs. Cold
Damage Resistance: Resist 5/- vs. Fire
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Environment Underlay Mark II-

Skill Required to Create: Demolitions (8)
Damage Immunity: 20% vs. Cold
Damage Immunity: 20% vs. Fire
Damage Resistance: Resist 5/- vs. Cold
Damage Resistance: Resist 5/- vs. Fire
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Environment Underlay Mark III-

Skill Required to Create: Demolitions (14)
Damage Immunity: 25% vs. Cold
Damage Immunity: 25% vs. Fire
Damage Resistance: Resist 5/- vs. Cold
Damage Resistance: Resist 5/- vs. Fire
Special: Upgrade Item, Armor and Robes
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Flexible Underlay Mark I-

Skill Required to Create: Stealth (6)
Max Dexterity Bonus: +1
Special: Upgrade Item, Heavy Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Flexible Underlay Mark II-

Skill Required to Create: Stealth (12)
Max Dexterity Bonus: +1
Dexterity: +1
Special: Upgrade Item, Heavy Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Flexible Underlay Mark III-

Skill Required to Create: Stealth (18)
Max Dexterity Bonus: +2
Dexterity: +1
Special: Upgrade Item, Heavy Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

(Flexible Underlay Mark IV)

(Flexible Underlay Mark V)

(Mesh Underlay)

Sound Dampening Overlay Mark I-

Skill Required to Create: Stealth (4)
Damage Immunity: 10% vs. Sonic
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Sound Dampening Overlay Mark II-

Skill Required to Create: Stealth (12)
Damage Immunity: 15% vs. Sonic
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Sound Dampening Overlay Mark III-

Skill Required to Create: Stealth (20)
Damage Immunity: 20% vs. Sonic
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Sound Dampening Overlay Mark IV)

Strengthening Underlay Mark I-

Skill Required to Create: Treat Injury (5)
Strength: +1
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Strengthening Underlay Mark II-

Skill Required to Create: Treat Injury (11)
Constitution: +1
Strength: +1
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Strengthening Underlay Mark III-

Skill Required to Create: Treat Injury (17)
Constitution: +1
Strength: +2
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Strengthening Underlay Mark IV-

Skill Required to Create: Treat Injury (23)
Constitution: +2
Strength: +2
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

Strengthening Underlay Mark V-

Skills Required to Create: Treat Injury (29)
Constitution: +3
Strength: +3
Special: Upgrade Item, Armor
Description: Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate tools and armor of high quailty marked as upgradeable.

[edit] 2 - Plating

(Armor Reinforcement)

Ablative Plating Mark I-

Skill Required to Create: Repair (5)
Defense Bonus: 1
Damage Immunity: 10% vs. Energy
Dexterity: -1
Special: Upgrade Item, Medium or Heavy Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Ablative Plating Mark II-

Skill Required to Create: Repair (13)
Defense Bonus: 1
Damage Immunity: 25% vs. Energy
Dexterity: -1
Special: Upgrade Item, Medium or Heavy Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Ablative Plating Mark III)

(Ablative Plating Mark IV)

Armorply Plating Mark I-

Skill Required to Create: Repair (3)
Skills: Stealth +2
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Armorply Plating Mark II-

Skill Required to Create: Repair (11)
Saves: Reflex +1
Skills: Stealth +4
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Armorply Plating Mark III)

(Armorply Plating Mark IV)

Bonded Plates Mark I-

Skill Required to Create: Repair (8)
Defense Bonus: 1
Special: Upgrade Item, Medium or Heavy Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Bonded Plates Mark II)

(Bonded Plates Mark III)

(Bonded Plates Mark IV)

(Durasteel Bonding Alloy)

Heavy Bonded Plates Mark I-

Skill Required to Create: Repair (9)
Defense Bonus: 2
Dexterity: -2
Special: Upgrade Item, Heavy Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Heavy Bonded Plates Mark II)

(Heavy Bonded Plates Mark III)


[edit] 3- Shielding

Ballistic Shielding Mark I-

Skill Required to Create: Demolitions (7)
Damage Immunity: 10% vs. Bludgeoning
Damage Immunity: 10% vs. Piercing
Damage Immunity: 10% vs. Slashing
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Ballistic Shielding Mark II-

Skill Required to Create: Demolitions (15)
Damage Immunity: 15% vs. Bludgeoning
Damage Immunity: 15% vs. Piercing
Damage Immunity: 15% vs. Slashing
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Ballistic Shielding Mark III)

Heat Shielding Mark I-

Skill Required to Create: Repair (2)
Damage Immunity: 10% vs. Fire
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Energy Shielding Mark I-

Skill Required to Create: Demolitions (6)
Damage Immunity: 10% vs. Energy
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Energy Shielding Mark II-

Skill Required to Create: Demolitions (14)
Damage Immunity: 15% vs. Energy
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

Heat Shielding Mark II-

Skill Required to Create: Repair (10)
Damage Immunity: 15% vs. Fire
Special: Upgrade Item, Armor
Description: Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.

(Heat Shielding Mark III)

(Heat Shielding Mark IV)


[edit] C - Accesories



[edit] 1 - Headgear

(Absorption Visor)

(Arkanian Blinders)

(Bindo's Band)

Breath Mask-

Immunity: Poision
Restricted: Not usable by Wookiees
Description: This is standard issue gear for Republic forces and most professional soldiers, protecting against a variety of gas-based attacks.

(Circlet of Saresh)

(Das'skar Hunting Mask)

(Enhanced Shielding Visor)

(Force Focusing Visor)

(Force Mask)

Interface Band-

Damage Resistance: Resist 5/- vs. Sonic
Skills: Computer Use +2, Demolitions +2, Security +2
Restricted: Not usable by Wookiees
Description: This item provides a mentar interface to a store of information on electronic systems common to security, demolitions, and general computing functions.

(M'uhk'gfa)

(Matukai Meditation Band)

(Meditation Band)

Neural Band-

Saves: Will +2
Restricted: Not usable by Wookiees
Description: Developed after the Exar Kun war, this item bolsters the willpower of the user by electrically reinforcing established mental patterns. Republic troops called it "Little Shocky".

(Rakatan Band)

(Rebreather Mask)

(Regal Visor)

(Shielding Visor)

(Sith Mask)

(Sonic Nullifiers)

(Spacer's Sensor)

(Stabilizer Mask)

(Stealth Field Enhancer)

Stealth Field Generator-

Description: This device enables Stealth Mode, a camouflage field that hides the user. Opponents must make an Awareness check versus the Stealth skill of the user or remain unaware of them. the user must have paid point into the stealth skill to use Stealth Mode. Combat disrupts the field, but mundane tasks do not.

Survey Gear-

Damage Resistance: Resist 5/- vs. Sonic
Skills: Awareness +1
Description: When surveying new asteroid claims, this headgear is designed to help identify both pockets of Peragian gas and any placed thermal charges in the area. The small sonic generation and receiving gear within the helmet is designed to absorb any high decibel emissions from sonic charges (and sonic grenades).

(Target Assessor)

(Targeting Visor)

(Bothan Perception Visor)

(Bothan Sensory Visor)

(Combat Sensor)

(Consciousness Helm)


[edit] 2 - Belts

(Adrenaline Amplifier)

(Adrenaline Stimulator)

(Advanced Adrenaline Amplifier)

(Aratech Cardio-Regulator)

(Aratech Echo Belt)

(Aratech SD Belt)

(Cardio-Regulator)

(CNS Strength Enhancer)

(Czerka Utility Belt)

(Eriadu Stealth Unit)

(Eriadu Strength Amplifier)

(Frozian Scout Belt)

(GNS Strength Enhancer)

(Hyper Adrenaline Amplifier)

(Immortality Belt)

(Immunity Belt)

(Inertial Inhibitor)

(Multishield Generator)

(Qel-Droma Belt)

(Safety Harness)

(Stealth Field Generator)

(Systech Cardio-Regulator)

(Tech Specialist Belt)

(Thermal Shield Generator)


[edit] 3 - Gloves/Gauntlets

(Accuracy Gloves)

(Automation Gloves)

(Bothan Precision Gloves)

(Czerka Defensive Gauntlets)

(Dominator Gauntlets)

Exchange Casual Gloves-

Skills: Computer Use +1, Demolitions +2, Security +2
Description: Common attire for exchange operatives, these gloves assist with a number of surreptitious activities.

(Exchange Work Gloves)

(Gamorrean Gauntlets)

(Gamorrean Power Gauntlets)

(Gamorrean Wargloves)

(Improved Automation Gloves)

(Infiltrator Gloves)

(Insulated Gloves)

(Jal Shey Meditation Gloves)

(Jal Shey Perception Gloves)

(Karakan Gauntlets)

(Kubaz Scoundrel Gloves)

(Lightning Gloves)

(Sith Power Gauntlets)

(Taris Survival Gloves)

(Unarmed Accuracy Gloves)

(Zeison Sha Gloves)


[edit] II - Weapons



[edit] A - Melee Weapons


Arg'garok-

Damage: Physical, 3-36,
Critical Threat: 20-20, x2
Capability: Not Upgradeable
Attack Modifier: -5
Extra 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 those with a low center of gravity and tremendous strength, making them awkward for most non-Gamorreans to use.

Double-Bladed Sword-

Damage: Physical, 2-12
Critical Threat: 20-20, x2
Capability: 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.

(Echani Vibrosword)

Force Pike-

Damage: Physical, 2-12
Critical Threat: 20-20, x2
Capability: 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.

Freyyr's Warblade-

Damage: Energy, 3-24
Critical Threat: 19-20, x2
Capability: Not Upgradeable
Attack Modifier: +1
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.

(Gamorrean Cleaver)

(Gamorrean War Axe)

Gand Discharger-

Damage: Physical, 1-1
Extra Damage: +2-16 Physical
Critical Threat: 20-20, x2
Capability: 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.

Gand Shockstaff-

Damage: Physical, 2-12
Critical Threat: 20-20, x2
Capability: 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.

Gand Silencer-

Damage: Physical, 1-1
Extra Damage: +1-8 Physical
Critical Threat: 20-20, x2
Capability: 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.

(Geonosian Electro-Staff)

Handmaiden's Staff-

Damage: Physical, 2-12
Critical Threat: 20-20, x2
Capability: Mot Upgradeable
Attack Modifier: +2
Defense Bonus: +1
Description: Handmaiden's Staff once belonged to her father, a powerful Echani general.

Long Sword-

Damage: Physical, 1-12
Critical Threat: 20-20, x2
Capability: 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.

Ludo Kressh's War Sword-

Damage: Physical, 2-16
Extra Damage: +2 Dark Side
Critical Threat: 20-20, x2
Capability: 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.

Plasma Torch-

Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-1
Damage Bonus: +1-6 Fire
Critical Threat: 20-20,x2
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.

Quarterstaff-

Damage: Physical 1-6
Critical Threat: 20-20, x2
Capability: Not Upgradeable
Description: Usually just a smooth staff of wood or light alloys, this is a very simple weapon of ancient design.

(Rodian Blade)

Rodian Death Blade-

Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-6
Damage Bonus: +1 Physical
Critical Threat: 20-20,x2
On Hit: Attribute Damage, Constitution DC 10
On Hit: Attribute Damage, Strength DC 14
Attack Modifier: +1
Not Upgradeable
Description: A more advanced version of the Rodian blade, this savage weapon leaves its victim writhing in pain.

Ryyk Blade-

Damage: Physical, 3-8
Bonus Damage: +3 Physical
Critical Threat: 20-20, x2
Capability: 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.

Short Sword-

Damage: Physical, 1-6
Critical Threat: 20-20, x2
Capability: 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.

Shyarn-

Damage: Physical, 6-17
Critical Threat: 20-20, x2
Capability: Not upgradeable
Attack Modifier: +1
Extra 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.

(Sith Tremor Sword)

Sith War Sword-

Damage: Physical 3-17
Critical Threat: 20-20, x2
Capability: 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.

(Tehk'la Blade)

(Trandoshan Double-Blade)

(Trandoshan Sword)

Twi'lek Spinning Blade-

Damage: Physical, 1-6
Critical Threat: 20-20, x2
Damage Bonus: +2 Physical
Capability: 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.

Vibroblade-

Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 1-10
Ion: +1-4 vs. Droid
Damage Bonus: +1 Ion vs. +1 Physical
Critical Threat: 19-20,x2
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.

Vibrosword-

Feats Required: Weapon Proficiency - Melee Weapons
Damage: Physical, 4-14
Critical Threat: 19-20,x2 +1-8
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.

Vibro Double-Blade-

Damage: Physical, 2-16
Critical Threat: 20-20, x2
Capability: 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.

Zabrak Vibroblade-

Damage: Physical, 3-12
Critical Threat: 19-20, x2
Capability: Balanced, Fully Upgradeable
Extra Feat: Finesse
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.

Zhaboka-

Damage: Physical, 3-24
Critical Threat: 20-20, x2 +2-16
Capability: 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.

[edit] 1 - Upgrades


[edit] a - Grips

(Advanced Basket Hilt)

(Advanced Agrinium Grip)

(Advanced Contoured Grip)

(Advanced Nagai Grip)

(Advanced Zabrak Grip)

(Agrinium Grip)

(Basket Hilt)

(Contoured Grip)

(Superior Agrinium Grip)

(Superior Basket Hilt)

(Superior Contoured Grip)

(Superior Nagai Grip)

(Superior Zabrak Grip)

(Zabrak Grip)


[edit] b - Edges/Blades

(Basic Ionite Edge)

(Basic Mullinine Edge)

(Basic Neutronium Edge)

(Deadly Devaronian Edge)

(Improved Ionite Edge)

(Improved Mullinine Edge)

(Improved Neutronium Edge)

(Moderate Devaronian Edge)

(Ostrine Edge)

(Quadranium Edge)

(Severe Devaronian Edge)

(Superior Ionite Edge)

(Superior Mullinine Edge)

(Superior Neutronium Edge)


[edit] c - Cells

(Advanced Rylith Power Cell)

(Ion Cell Mark I)

(Ion Cell Mark II)

(Ion Cell Mark III)

(Ion Cell Mark IV)

(Sonic Discharge Cell)

(Sonic Discharge Cell Mark II)

(Sonic Discharge Cell Mark III)

(Telgorn Jolt Cell Mark I)

(Telgorn Jolt Cell Mark II)

(Telgorn Jolt Cell Mark III)

(Vibration Cell Mark I)

(Vibration Cell Mark II)

(Vibration Cell Mark III)

(Vibration Cell Mark IV)


[edit] B - Blasters



[edit] 1 - Pistols

Blaster Pistol-

Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-8
Range: 23m
Critical Threat: 20-20,x2
Not Upgradeable, Balanced
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.

Mandalorian Heavy Blaster-

Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 2-11
Range: 23m
Critical Threat: 20-20x2
Fully Upgradeable, Balanced
Attack Modifier: +1
Description: Mandalorians improved upon the standard heavy blaster design, creating a weapon that is both fully upgradeable and superior to the standard design.

Modified Hold Out Blaster-

Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-4
Range: 23m
Critical Threat: 19-20,x2
On Hit: Stun 25%, for 6 seconds, DC 14
Balanced
Attack Modifier: +1
Description:

Heavy Blaster-

Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-10
Range: 23m
Critical Threat: 20-20,x2
Not Upgradeable, Balanced
Description:

Mining Laser-

Feats Required: Weapon Proficiency - Blaster Pistol
Damage: Energy, 1-8
Range: 23m
Critical Threat: 20-20,x2
Balanced
Description:

(Arkanian Heavy Pistol)

(Arkanian Sonic Blaster)

(Aratech Droid Oxidizer)

(Aratech Ionmaster)

(Bothan Droid Disruptor)

(Freedon Nadd's Blaster)

(Ion Blaster)

(Luxa's Disruptor)

(Onasi Blaster)

(Republic Blaster)

(Sith Disruptor)

(Sonic Pistol)

(Systech Aural Blaster)

(Systech Electric Blaster)

(Systech Static Blaster)

(Watchman Blaster)

(Zabrak Blaster Pistol)

(Zabrak Heavy Blaster)

(Dashade Sonic Blaster)

(Dashade Sonic Disruptor)

(Verpine Droid Disintegrator)

(Verpine Droid Disruptor)

(Field Survival Pistol)


[edit] 2 - Rifles

Repeating Blaster Rifle-

Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 3-13
Range: 28m
Critical Threat: 19-20,x2 +1-8
Fully Upgradeable
Description:

War Bowcaster-

Feats Required: Weapon Proficiency - Blaster Rifle
Damage: Energy, 2-11
Range: 28m
Critical Threat: 19-20,x3
Fully Upgradeable
Description:

(Argazdan Riot Buster)

(Arkanian Blaster Rifle)

(Blaster Carbine)

(Blaster Rifle)

(Bowcaster)

(Combat Enforcer)

(Disruptor Rifle)

(Ion Carbine)

(Ion Rifle)

(Plasma Projector)

(Repeating Blaster Carbine)

(Scout Enforcer)

(Slavemaster Stun Carbine)

(Sonic Carbine)

(Sonic Disruptor)

(Sonic Rifle)

(Zabrak Blaster Carbine)


[edit] 3 - Upgrades


[edit] a - Triggers

(Hair Trigger)


[edit] b - Scopes

Accuracy Scope Mark I-

Skill Required to Create: Awareness (6)
Attack Modifier: +1
Special: Upgrade Item, Ranged
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Accuracy Scope Mark II-

Skill Requried to Create: Awareness (14)
Attack Modifier: +2
Special: Upgrade Item, Ranged
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Accuracy Scope Mark III)

(Accuracy Scope Mark IV)

Crippling Scope Mark I-

Skill Required to Create: Stealth (10)
Special: Upgrade Item, Ranged
On Hit Properties: Stun DC 10 25% for 2 Rounds
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Crippling Scope Mark II-

Skill Required to Create: Stealth (18)
Special: Upgrade Item, Ranged
Damage Bonus: 1, Energy
On Hit Properties: Stun DC 14 25% for 2 Rounds
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Crippling Scope Mark III)

Pinpoint Scope Mark I-

Skill Required to Create: Awareness (4)
Special: Upgrade Item, Ranged
(Keen)
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Pinpoint Scope Mark II-

Skill Requried to Create: Awareness (12)
Special: Upgarde Item, Ranged
(Keen)
On Hit Properties: Slow DC 14 25% for 2 Rounds
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Pinpoint Scope Mark III)

(Pinpoint Scope Mark IV)

Targeting Scope Mark I-

Skill Requried to Create: Stealth (8)
Special: Upgrade Item, Ranged
On Hit Properties: Stun DC 14 25% for 2 Rounds
Description: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Targeting Scope Mark II-

Skill Required to Create: Stealth (16)
Special: Upgrade Item, Ranged
Damage Bonus: 1, Energy
On Hit Properties: Slow DC 14 25% for 3 Rounds
Dsecription: This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Targeting Scope Mark III)

(Targeting Scope Mark IV)


[edit] c - Chambers

(Amplifying Chamber Mark I)

(Amplifying Chamber Mark II)

(Amplifying Chamber Mark III)

(Beam Splitter)

Beam Splitter Mark I-

Special: Upgrade Item, Ranged
Damage Bonus: 1-3, Energy
Description: This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Beam Splitter Mark II)

(Beam Splitter Mark III)

(Broadened Chamber Mark I)

(Broadened Chamber Mark II)

(Broadening Chamber Mark III)

Ion Charger Mark I-

Skill Required to Create: Security (4)
Special: Upgrade Item, Ranged
Damage Bonus vs Droid: 1-4, Ion
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Ion Charger Mark II-

Skill Required to Create: Security (10)
Special: Upgrade Item, Ranged
Damage Bonus vs Droid: 1-6, Ion
Massive Criticals: 2
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Ion Charger Mark III-

Skill Required to Create: Security (16)
Special: Upgrade Item, Ranged
Damage Bonus vs Droid: 1-8, Ion
Massive Criticals: 4
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Ion Charger Mark IV-

Skill Required to Create: Security (22)
Special: Upgrade Item, Ranged
Damage Bonus: 1-6, Ion
Damage Bonus vs Droid: 1-6, Ion
Massive Criticals: 5
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Ion Charger Mark V-

Skill Required to Create: Security (28)
Special: Upgrade Item, Ranged
Damage Bonus: 1-8, Ion
Damage Bonus vs Droid: 2-12, Ion
Massive Criticals: 2-16
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Mandalorian Chamber Mark I)

(Mandalorian Chamber Mark II)

Precision Chamber Mark I-

Attack Modifier: +1
Special: Upgrade Item, Ranged
Massive Criticals: 1
Description: This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Precision Chamber Mark II)

(Precision Chamber Mark III)

Power Pulsator Mark I-

Skill Required to Create: Computer Use (6)
Special: Upgrade Item, Ranged
Massive Criticals: 1-4
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Power Pulsator Mark II-

Skill Required to Create: Computer Use (12)
Special: Upgrade Item, Ranged
Massive Criticals: 1-8
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Power Pulsator Mark III-

Skill Required to Create: Computer Use (18)
Special: Upgrade Item, Ranged
Damage Bonus: 2, Energy
Massive Criticals: 1-10
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

Power Pulsator Mark IV-

Skill Required to Create: Computer Use (24)
Special: Upgrade Item, Ranged
Damage Bonus: Energy 4
Massive Criticals: 2-16
Description: This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Power Pulsator Mark V)


[edit] d - Power Cells

Advanced Rylith Power Cell-

Skill Required to Create: Security (20)
Special: Upgrade Item, Ranged
Damage Bonus: 1-6, Energy
Description: The rylith crystal is capable of collecting solar energy and is employed in the design of so advanced weapon power supplies. This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.

(Basic Rylith Power Cell)

(Standard Rylith Power Cell)

(Superior Rylith Power Cell)


[edit] e - Lightsabers

(Lightsaber)

(Double-Bladed Lightsaber)

(Freedon Nadd's Short Lightsaber)

(Short Lightsaber)


[edit] 1 - Upgrades


[edit] a - Crystals

Crystal, Blue-

Special: Upgrade Item, Lightsaber
Blade Color: Blue

Crystal, Bronze-

Special: Upgrade Item, Lightsaber
Blade Color: Bronze

Crystal, Cyan-

Special: Upgrade Item, Lightsaber
Blade Color: Cyan

Crystal, Green-

Special: Upgrade Item, Lightsaber
Blade Color: Green

Crystal, Orange-

Special: Upgrade Item, Lightsaber
Blade Color: Orange

Crystal, Red-

Special: Upgrade Item, Lightsaber
Blade Color: Red
Description: A facetted crystal used in the constructing of a lightsaber. It glows faintly with an inner red light.

Crystal, Silver-

Special: Upgrade Item, Lightsaber
Blade Color: Silver

Crystal, Violet-

Special: Upgrade Item, Lightsaber
Blade Color: Violet

Crystal, Viridian-

Special: Upgrade Item, Lightsaber
Blade Color: Viridian

Crystal, Yellow-

Special: Upgrade Item, Lightsaber
Blade Color: Yellow

(Crystal, Adegan)

(Crystal, Bondar)

(Crystal, Damind)

(Crystal, Dragite)

(Crystal, Opila)

(Crystal, Eralam)

(Crystal, Firkrann)

(Crystal, Hurrikaine)

(Crystal, Jenruax)

(Crystal, Kaiburr)

(Crystal, Kasha)

(Crystal, Nextor)

(Crystal, Opila)

(Crystal, Phond)

(Crystal, Pontite)

(Crystal, Qixoni)

(Crystal, Rubat)

(Crystal, Ruusan)

(Crystal, Sapith)

(Crystal, Sigil)

(Crystal, Solari)

(Crystal, Stygium)

(Crystal, Upari)

(Crystal, Velmorite)


[edit] b - Emitters

Crude Phobium Emitter-

Skill Required to Create: Repair (9)
Defense Bonus: -3
Special: Upgrade Item, Lightsaber
On Hit Properties: Slow DC 14 25% for 2 Rounds
Description: Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.

Deflection Emitter-

Skill Required to Create: Repair (5)
Blaster Bolt Deflection: +1
Special: Upgrade Item, Lightsaber
Description: Deflection emitters are optimzied for use against blaster fire. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.

Disrupting Emitter-

Skill Required to Create: Repair (7)
Defense Bonus: -1
Special: Upgrade Item, Lightsaber
On Hit Properties: Slow DC 10, 25% for 2 Rounds
Description: Disrupting emitters create an unsteady beam which can wreck havoc on a victim's nervous system. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.

Fencing Emitter-

Skill Required to Create: Repair (11)
Defense Bonus: 1
Blaster Bolt Deflection: -2
Special: Upgrade Item, Lightsaber
Damage Bonus: 1, Energy
Description: Fencing emitters are most suitable for parrying hand-to-hand attacks. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.

Improved Deflection Emitter-

Skill Required to Create: Repair (13)
Defense Bonus: 1
Blaster Bolt Deflection: +2
Special: Upgrade Item, Lightsaber
Description: Deflection emitters are optimzied for use against blaster fire. The modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable.

(Lightsaber Emitter Fixture) Reqired part to build your lightsaber.


[edit] c - Energy Cells

Diatium Energy Cell-

Skill Require to Create: Computer Use (7)
Special: Upgrade Item, Lightsaber
Damage Bonus: 1, Energy
Description: This power cell modifies the energy output of lightsabers, 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.

Discharge Energy Cell-

Skill Required to Create: Demolitions (5)
Special: Upgrade Item, Lightsaber
Massive Criticals: 1-3
Description: This power cell modifies the energy output of lightsabers, 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.

Improved Diatium Energy Cell-

Skill Required to Create: Computer Use (15)
Special: Upgrade Item, Lightsaber
Damage Bonus: 2, Energy
Description: This power cell modifies the energy output of lightsabers, 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.

Imporved Discharge Energy Cell-

Skill Required to Create: Demolitions (13)
Special: Upgrade Item, Lightsaber
Massive Criticals: 1-6
Description: This power cell modifies the energy output of lightsabers, 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.

Improved Ion Energy Cell-

Skill Required to Create: Security (17)
Special: Upgrade Item, Lightsaber
Damage Bonus: 1, Ion
Damage Bonus vs Droid: 1-8, Ion
Massive Criticals: 1-3
Description: This power cell modifies the energy output of lightsabers, 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.

Ion Energy Cell-

Skill Required to Create: Security (9)
Special: Upgrade Item, Lightsaber
Massive Criticals: 1-4
Damage Bonus vs Droid: 1-4, Ion
Description: This power cell modifies the energy output of lightsabers, 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.

(Lightsaber Energy Cell Fixture) Required part to build your lightsaber.

Superior Diatium Energy Cell-

Skill Required to Create: Computer Use (23)
Special: Upgrade Item, Lightsaber
Damage Bonus: 4, Energy
Description: This power cell modifies the energy output of lightsabers, 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.

Superior Ion Energy Cell-

Skill Required to Create: Security (25)
Special: Upgrade Item, Lightsaber
Damage Bonus: 2, Ion
Damage Bonus vs Droid: 1-12, Ion
Massive Criticals: 1-6
Description: This power cell modifies the energy output of lightsabers, 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.

Telgorn Jolt Cell Mark I-

Skill Required to Create: Demolitions (11)
Special: Upgrade Item, Lightsaber
Damage Bonus: 1-3, Electrical
Description: This power cell modifies the energy output of lightsabers, 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.

[edit] d - Lenses

Lightsaber Focusing Lens Fixture Required part to build your lihgtsaber.


[edit] III - Usable Items



[edit] A - Medpacs/Repair Kits


(Advanced MedPac)

(Advanced Repair Kit)

(Antidote Kit)

(Life Support Pack)

(MedPac)

(Repair Kit)


[edit] B - Grenades


(Frag Grenade) Damage: Piercing, 20pts Area of Effect: 4m Range: Long Save (Reflex): DC 15 for half damge

(Ion Grenade)

(Adhesive Grenade)

(Minor Sonic Detonator)

(Sonic Detonator)

(Sonic Grenade)


[edit] C - Mines


Needed Content


[edit] D - Stimulants


(Adrenal Alacrity)

(Adrenal Stamina)

(Adrenal Strenght)


[edit] E - Shields/Armbands


Needed Content


[edit] IV - Retinal Implants


Needed Content


[edit] V - Pazaak Cards


(Pazaak Deck) Required to play the Pazaak card game.

(Pazaak Side Deck) Required to play the Pazaak card game.

(Pazaak Card +/- 1/2)

(Pazaak Card +/-1)

(Pazaak Card +/-2)

(Pazaak Card +/-3)

(Pazaak Card +/-4)

(Pazaak Card +/-5)

(Pazaak Card +/-6)

(Pazaak Card +1)

(Pazaak Card +2)

(Pazaak Card +3)

(Pazaak Card +4)

(Pazaak Card +5)

(Pazaak Card +6)

(Pazaak Card -1)

(Pazaak Card -2)

(Pazaak Card -3)

(Pazaak Card -4)

(Pazaak Card -5)

(Pazaak Card -6)

(Pazaak Card Double)

(Pazaak Card Flip 2&4)

(Pazaak Card Flip 3&6)

(Pazaak Card Tie Breaker)


[edit] VI - Droid Parts



[edit] A - Plating

(Droid Impact Armor Mark I)

Droid Impact Armor Mark II-

Feats Required: Droid Upgrade Class 2
Defense Bonus: 4

(Droid Impact Armor Mark III)

(Droid Desh Plating)

(Droid Diatium Plating)

(Droid Dura Plating Mark I)

(Droid Dura Plating Mark II)


[edit] B - Utilities


Droid Lockout Bypass-

Feats Required: Droid Upgrade Class 1
Skills: Computer Use +3, Security +3

Droid Self-Sustaining Unit-

Useable By: T3-M4
Bonus Feat: Regenerate Vitality Points
Regeneration: 3

[edit] C - Sensors


Sonic Imprint Sensor-

Description: Intended as a prototype droid component, this small sonic reciever

allows sounds and voices to be recorded, spliced, and then played back. To record a voice, you must have the sensor in your possession and then speak to the subject you wish to record.


[edit] D - Special Weapons


Droid Ion Striker-

Feats Required: Droid Upgrade Class 1
Uses: 10/10
Damage: Ion, 20pts
Range: Medium

(Droid Ion Blast Mark I)

(Droid Ion Blast Mark II)

(Droid Ion Blast Mark III)

Droid Shock Arm-

Feats Required: Droid Upgrade Class 1
Useable By: T3-M4
Uses: Unlimited
Damage: Electric, 1-6 per level (up to 10 levels)

[edit] E - Droid Shields


Droid Energy Collector-

Feats Required: Droid Upgrade Class 1
Uses: 10/10
Absorbs: Energy, Sonic, Cold, Heat, Ion 80 pts total
Duration: 200 seconds or max damage

[edit] VII - Other Items/Currently Unknown


Clothing-

Description: All it does is keep the character clothed, so that they aren't

walking around in their underwear.

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.

Ithorian Credentials-

Description: These documents were drafted by Chodo Habat to allow the bearer access

to the Ithorian's bay in Dock Module 126.

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.

Last edited by Arcanium on 23 December 2008 at 21:47
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