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[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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