Weapon and Armor Modifications
Posted: Sat Aug 10, 2024 10:10 pm
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
Built-in Blaster/Firearm
Built-in Flame-thrower Attachment
Built-in Tech-pad
Built-in Vibro-knife
Built-in Wrist Launcher
Flashlight
Macrobinoculars
Night Vision or Thermal Vision
Parachute
Rebreather
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
Fencing Hilt
Dueling Hilt
Discharge Energy Cell
Overcharged Power Cell
Pontite Blade
Melee Weapon Modifications
Contoured Grip
Cortosis Coating
Nagai Grip
Ostrine Edge
Poison Coating
Ranged Weapon Modifications
Bipod Stand
Full Auto Capacitor
Ion Ammo
Laser Sight
Magnifying Scope
Overcharged Barrel
Sound Supressor
Tripod Stand
Thermal Scope
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
Type | Torso |
Effect | Add 2 points of damage resistance per armor piece (helm, upper torso, lower torso). May only be applied to heavy armor. |
Notes | Raw 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 |
Price | By mission reward only |
Built-in Blaster/Firearm
Type | Left/Right Arm |
Effect | Allows 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. |
Notes | Weapon is the same as described in the Ranged Weapons section. |
Price | 2,250 Credits |
Built-in Flame-thrower Attachment
Type | Left/Right Arm |
Effect | Allows the character to combine a flamethrower with a vambrace piece and modify a mechanized pop-up port within the armor. |
Notes | Weapon is the same as described in the Ranged Weapons section. |
Price | 2,250 Credits |
Built-in Tech-pad
Type | Left/Right Arm |
Effect | Build in any ONE of the following items from the General Goods: Communications Jammer, Med Scanner, Sensor Tool, or Tech Scanner. |
Price | 2,500 Credits |
Built-in Vibro-knife
Type | Left/Right Arm |
Effect | Allows the character to combine a Vibroknife with a vambrace piece and modify a mechanized pop-up port within the armor. |
Notes | Vibro-knife is the same as described in the Melee Weapons section. |
Price | 2,250 Credits |
Built-in Wrist Launcher
Type | Left/Right Arm |
Effect | Allows the character to combine a wrist launcher with a vambrace piece and modify ports mechanized pop-up ports within the armor. |
Notes | Weapon is the same as described in the Ranged Weapons section. |
Price | 2,250 Credits |
Flashlight
Type | Helmet, Left/Right Arm |
Effect | Allows 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. |
Price | 250 Credits |
Macrobinoculars
Type | Helmet |
Effect | Allows the character to combine a Macrobinocular visor to a helmet instead of taking up an inventory slot. |
Price | 500 Credits |
Night Vision or Thermal Vision
Type | Helmet |
Effect | Allows the character to equip their helmet with built in night vision/infrared capabilities that remove darkness effects. |
Notes | Night 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. |
Price | 2,750 Credits |
Parachute
Type | Torso |
Effect | Allows 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. |
Notes | Cannot be used in conjunction with a jet-pack or rocket-pack. |
Price | 1,000 Credits |
Rebreather
Type | Helmet |
Effect | Installs 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. |
Price | 750 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
Type | Hilt |
Effect | Grants +5 bonus to skill for defense Checks made against attacks from ranged weapons. |
Notes | |
Price | 10,000 Credits |
Fencing Hilt
Type | Hilt |
Effect | Grants +5 bonus to skill for defense checks made against attacks from lightsabers. |
Notes | |
Price | 10,000 Credits |
Dueling Hilt
Type | Hilt |
Effect | Adds +5 bonus to skill when attacking opponents armed with a melee weapon. |
Notes | |
Price | 10,000 Credits |
Discharge Energy Cell
Type | Energy Cell |
Effect | Adds +1d6 damage on a Critical Success. |
Notes | |
Price | 50,000 Credits |
Overcharged Power Cell
Type | Energy Cell |
Effect | Adds +2 energy damage. |
Notes | |
Price | 50,000 Credits |
Pontite Blade
Type | Crystal |
Effect | Lightsaber inflicts +1 damage. |
Notes | |
Price | 50,000 Credits |
Melee Weapon Modifications
Contoured Grip
Type | Hilt |
Effect | Grants +6 bonus to skill to attack rolls made against opponents in melee range when the round began |
Notes | Available for vibro-type weapons. |
Price | 4,000 Credits |
Cortosis Coating
Type | Blade |
Effect | Allows conventional melee weapons to parry lightsabers. |
Notes | Available for conventional melee weapons. |
Price | 10,000 Credits |
Nagai Grip
Type | Hilt |
Effect | Adds the BRUTAL classification to the modified weapon. |
Notes | Available for vibro-type weapons and conventional melee weapons |
Price | 4,000 Credits |
Ostrine Edge
Type | Blade |
Effect | Increases Critical Success range to 1, 2, and 69. |
Notes | Available for vibro-type weapons and conventional melee weapons |
Price | 6,000 Credits (2,500 for knives/daggers) |
Poison Coating
Type | Blade |
Effect | By poison type. |
Notes | The 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. |
Price | By poison type. |
Ranged Weapon Modifications
Bipod Stand
Type | Barrel |
Effect | +5 to attacks made while prone. |
Notes | Available 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. |
Price | 250 Credits |
Full Auto Capacitor
Type | Barrel |
Effect | Adds the BURST MODE and AUTO MODE properties to blaster rifles. Adds the BURST MODE property to blaster pistols. |
Notes | Available for blasters only. |
Price | 1500 Credits |
Ion Ammo
Type | Ammo |
Effect | Adds the ION CHARGE/IONIZED property to blasters |
Notes | Available for blasters. Requires retooling of blaster. Cannot be switched out in combat. |
Price | 250 Credits |
Laser Sight
Type | Sight |
Effect | +5 bonus to attack FIREARMS Skill for attacks made at 10 meters or less. |
Notes | Available for blasters and conventional firearms. |
Price | 250 Credits |
Magnifying Scope
Type | Sight |
Effect | Adds the [CAREFUL AIM] and [PRECISE AIM] properties to a weapon. |
Notes | Available for conventional and blaster rifles and sniper rifles. |
Price | 600 Credits |
Overcharged Barrel
Type | Barrel |
Effect | Adds 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) |
Notes | Available for blasters/blaster snipers only. |
Price | 3500 Credits |
Sound Supressor
Type | Barrel |
Effect | Dramatically 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. |
Notes | Available for conventional firearms excluding heavy machineguns. |
Price | 1000 Credits |
Tripod Stand
Type | Barrel |
Effect | Negates accuracy penalties of heavy weapons. |
Notes | Available for heavy blasters and heavy machineguns. |
Price | 400 Credits |
Thermal Scope
Type | Sight |
Effect | Allows for aiming in complete darkness and negates the effects of smoke. |
Price | 1200 Credits |