[Note:
content on this page is under construction.]
New Equipment
Double-Bladed
Vibrostaff
Cost: Not Available for Sale
Damage: 3d6/3d6
Critical: 19-20
Range Increment: -
Weight: 3 kg
Stun Damage/Fort DC: -
Type: Slashing
Size: Medium
Group: Vibro
Notes: A double-bladed vibrostaff is a double weapon.
You can fight with it as if fighting with two weapons, but if you do
you incur all the normal attack penalties associated with fighting with
two weapons as if you were using a one-handed weapon and a light weapon.
The double-bladed vibrostaff must be wielded in two hands.
Lightsaber
Disruption Field Generator
Cost: 8,000 when new; current black market prices exceed
100,000
Weight: 3.5 kg
Notes: This device emits a field with a 10-foot radius
which interrupts the flow of energy between the crystals within a lightsaber.
At the edge of the field, the lightsaber will become much less reliable,
flickering in and out as the energy flow is partially disrupted, reducing
damage to 1d6 base. Within the field lightsabers will not work at all;
it is as if the crystals which produce the blade were not there at all.
Sith
Trooper armor
Cost: 8,000
Damage Reduction: 4
Maximum Dex Bonus: +2
Armor Check Penalty: -3
Speed: 8 m (4 m)
Weight: 15 kg
Notes: Functionally, the armor of the Sith trooper
is just as protective as most Republic equipment, but it has also been
carefully designed to inspire dread. The armor's plating is presented
more obviously, making it appear more imposing, and the features of
the wearer are completely obscured. In spite of this design, the suit
remains flexible and light, and those who value agility consider it
the leading edge of armor technology.
Sith Trooper armor is only available through the Sith army, though it
can be found on the black market at the given price. Any unauthorized
individual caught wearing this armor will become a targeted enemy for
the Sith Troopers.
Weapon Modification Equipment
Sith
Red Lightsaber Crystal
Cost: Not Available for Sale
Damage: 3d6
Bladelength: 1.5 meters
Critical: 19-20
This crystal is a synthesized crystal made by a Sith warrior. It has
been optimized for power and a longer blade length, but in return it
is slightly more unstable than a typical lightsaber crystal. There is
a 10% chance of a lightsaber malfunction when first igniting the saber,
causing the saber to fail in turning on.
Lightsaber
Power Crystal
See Power crystal list for effects.
Scope
10x
Cost: 50 credits
Weight: 1 kg
Increases the weapon’s range increment by half the base range, rounded
down to the closest even number. For example, a blaster with a range
of 10m would have a range of 14m.
Scope
25x
Cost: 85 credits
Weight: 1 kg
Increases ranged weapons accuracy. Adds a +1 to the weapon’s attack
bonus. This modification incurs a –1 penalty on damage rolls.
Scope
50x
Cost: 750 credits (rarely available for sale)
Weight: 2 kg
Adds +2 to Ranged attack bonus, increases range 25 m
Scope
100x
Cost: 1500 credits (almost never available for sale)
Weight: 3 kg
Adds +4 to Ranged attack bonus, increases range 50 m
Infrared
Scope attachment
Cost: 800 credits
Weight: .5 kg
Adds +1 to Initiative
Grants user Surprise attack
Starlight
Scope
Cost: 1000 credits
Weight: 2 kg
Operates in extremely low light.
Any gun utilizing a starlight scope increases its range by 75%. For
example, a blaster pistol with a range of 10 meters will have a range
of a range of 17.5 meters after a starlight scope is installed.
Improved
Energy Cell Mod
Cost: 250 credits
Weight: .25 kg
Modification for ranged and melee weapons. Weapons modified with this
item gain +1 to damage. The weapon incurs a –1 penalty on attack rolls.
Vibration
Cell
Cost: 100 credits
Weight: .25 credits
Modification for vibro weapons only. Adds +1 to overall damage. The
weapon incurs a –1 penalty on attack rolls.
Beam
Splitter
Cost: 100 credits
Weight: .25 kg
Modification for blasters and similar energy weapons. Increases critical
threat level by 1.
Durasteel
Bonding Alloy
Cost: 200 credits
Weight: .25 kg
Modification for both ranged and melee weapons. Choose one: increase
weapon hardness by 2 and weapon WP by 2, or increase the weapon Fortitude
save DC by 2. May be done twice to achieve both effects.
Hair
Trigger
Cost: 200 credits
Weight: n/a
Choose one: Reduce Rapid shot penalty by 1, or reduce multifire penalty
by 1. Can only be applied once per weapon.
Weight
Mod Kit
Cost: 200 credits
Weight: n/a
Modification for both ranged and melee weapons. Reduces a weapon’s weight
by half.
Ocular
Enhancer
Cost: 750 credits
This special visor gives those using melee weapons a +1 to the weapon’s
attack bonus. This modification incurs a –1 penalty on damage rolls.
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