Weapon and Armor Modifications

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RennaTorrihk
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Joined: Fri Aug 26, 2022 5:38 pm

Weapon and Armor Modifications

Post by RennaTorrihk »

Weapon and Armor Modifications
Weapons and armor typically have a number of Mod slots. Each slot may contain one of the following modifications. Each modification has a Type stat. Any given armor or weapon may only have one mod of a certain type. Sometimes a Type may be listed as Left/Right. In this case, one modification of that Type may be made for the Left, and one for the Right. For example, an armor suit may have two modification slots. The player may elect to install a Left Arm mod AND a Right Arm mod. Doing so uses both available slots for the suit.


Armor Modifications


Beskar
TypeTorso
EffectAdd 2 points of damage resistance per armor piece (helm, upper torso, lower torso). May only be applied to heavy armor.
NotesRaw Beskar must be forged into armor plates, before it can be fitted to a suit of heavy armor. This requires a metal working skill check with an Extreme Success to accomplish. NOTE: Only available as a starting item to Mandalorians of Rank 3 or higher
PriceBy mission reward only


Built-in Blaster/Firearm
TypeLeft/Right Arm
EffectAllows the Character to combine a blaster pistol or conventional firearm pistol with a vambrace piece and modify a mechanized pop-up port within the armor.
NotesWeapon is the same as described in the Ranged Weapons section.
Price2,250 Credits


Built-in Flame-thrower Attachment
TypeLeft/Right Arm
EffectAllows the character to combine a flamethrower with a vambrace piece and modify a mechanized pop-up port within the armor.
NotesWeapon is the same as described in the Ranged Weapons section.
Price2,250 Credits


Built-in Tech-pad
TypeLeft/Right Arm
EffectBuild in any ONE of the following items from the General Goods: Communications Jammer, Med Scanner, Sensor Tool, or Tech Scanner.
Price2,500 Credits


Built-in Vibro-knife
TypeLeft/Right Arm
EffectAllows the character to combine a Vibroknife with a vambrace piece and modify a mechanized pop-up port within the armor.
NotesVibro-knife is the same as described in the Melee Weapons section.
Price2,250 Credits


Built-in Wrist Launcher
TypeLeft/Right Arm
EffectAllows the character to combine a wrist launcher with a vambrace piece and modify ports mechanized pop-up ports within the armor.
NotesWeapon is the same as described in the Ranged Weapons section.
Price2,250 Credits


Flashlight
TypeHelmet, Left/Right Arm
EffectAllows the character to combine a flashlight to a vambrace piece/helmet and modify a mechanized pop-op port within the armor piece or attach it to a helmet.
Price250 Credits


Macrobinoculars
TypeHelmet
EffectAllows the character to combine a Macrobinocular visor to a helmet instead of taking up an inventory slot.
Price500 Credits


Night Vision or Thermal Vision
TypeHelmet
EffectAllows the character to equip their helmet with built in night vision/infrared capabilities that remove darkness effects.
NotesNight vision amplifies ambient light, and is therefore unusable in total darkness. Thermal vision makes shapes of the same ambient temperature difficult to discern. Users of thermal vision are -10 to Awareness Skill Checks versus any objects or creatures that are able to camouflage themselves thermally.
Price2,750 Credits


Parachute
TypeTorso
EffectAllows the character to pack a parachute within their chest piece. The parachute once activated will negate any fall damage if activated 30m or more above the ground.
NotesCannot be used in conjunction with a jet-pack or rocket-pack.
Price1,000 Credits


Rebreather
TypeHelmet
EffectInstalls a rebreather of either type (toxic, underwater, or atmospheric) in the helmet. Sensors on the helmet allow the device to kick in automatically, even if the wearer is unconcious.
Price750 Credits


Lightsaber Modifications


Note that for individuals Dual Wielding, BOTH sabers must have identical mods in order for the effect(s) to be granted.


Defense Emitter
TypeHilt
EffectGrants +5 bonus to skill for defense Checks made against attacks from ranged weapons.
Notes
Price10,000 Credits


Fencing Hilt
TypeHilt
EffectGrants +5 bonus to skill for defense checks made against attacks from lightsabers.
Notes
Price10,000 Credits


Dueling Hilt
TypeHilt
EffectAdds +5 bonus to skill when attacking opponents armed with a melee weapon.
Notes
Price10,000 Credits


Discharge Energy Cell
TypeEnergy Cell
EffectAdds +1d6 damage on a Critical Success.
Notes
Price50,000 Credits


Overcharged Power Cell
TypeEnergy Cell
EffectAdds +2 energy damage.
Notes
Price50,000 Credits


Pontite Blade
TypeCrystal
EffectLightsaber inflicts +1 damage.
Notes
Price50,000 Credits


Melee Weapon Modifications


Contoured Grip
TypeHilt
EffectGrants +6 bonus to skill to attack rolls made against opponents in melee range when the round began
NotesAvailable for vibro-type weapons.
Price4,000 Credits


Cortosis Coating
TypeBlade
EffectAllows conventional melee weapons to parry lightsabers.
NotesAvailable for conventional melee weapons.
Price10,000 Credits


Nagai Grip
TypeHilt
EffectAdds the BRUTAL classification to the modified weapon.
NotesAvailable for vibro-type weapons and conventional melee weapons
Price4,000 Credits


Ostrine Edge
TypeBlade
EffectIncreases Critical Success range to 1, 2, and 69.
NotesAvailable for vibro-type weapons and conventional melee weapons
Price6,000 Credits (2,500 for knives/daggers)


Poison Coating
TypeBlade
EffectBy poison type.
NotesThe coating only works for a single attack and then must be reapplied to the blade. Reapplying the poison takes several minutes and typically cannot be done in combat. Available for weapons with a physical blade. Also available for arrows and crossbow bolts.
PriceBy poison type.


Ranged Weapon Modifications


Bipod Stand
TypeBarrel
Effect+5 to attacks made while prone.
NotesAvailable for conventional and blaster sniper rifles. Attacking while prone incurs a -5 penalty to Perception Skill and defenses rolls are made with a disadvantage penalty die.
Price250 Credits


Full Auto Capacitor
TypeBarrel
EffectAdds the BURST MODE and AUTO MODE properties to blaster rifles. Adds the BURST MODE property to blaster pistols.
NotesAvailable for blasters only.
Price1500 Credits


Ion Ammo
TypeAmmo
EffectAdds the ION CHARGE/IONIZED property to blasters
NotesAvailable for blasters. Requires retooling of blaster. Cannot be switched out in combat.
Price250 Credits


Laser Sight
TypeSight
Effect+5 bonus to attack FIREARMS Skill for attacks made at 10 meters or less.
NotesAvailable for blasters and conventional firearms.
Price250 Credits


Magnifying Scope
TypeSight
EffectAdds the [CAREFUL AIM] and [PRECISE AIM] properties to a weapon.
NotesAvailable for conventional and blaster rifles and sniper rifles.
Price600 Credits


Overcharged Barrel
TypeBarrel
EffectAdds 1d4 to weapon damage. Expands the weapon's malfunction range by 5% (e.g. if the weapon's normal malfunction range is 94-100, it now becomes 89-100)
NotesAvailable for blasters/blaster snipers only.
Price3500 Credits


Sound Supressor
TypeBarrel
EffectDramatically reduces weapon report. If the target is killed with a sneak attack, the shooter remains in sneak. If the body is seen falling, alarms still may be raised, but the location of the shooter will remain unknown.
NotesAvailable for conventional firearms excluding heavy machineguns.
Price1000 Credits


Tripod Stand
TypeBarrel
EffectNegates accuracy penalties of heavy weapons.
NotesAvailable for heavy blasters and heavy machineguns.
Price400 Credits


Thermal Scope
TypeSight
EffectAllows for aiming in complete darkness and negates the effects of smoke.
Price1200 Credits
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