Name
|
Attachment Type
|
Benefit
|
Mod Options
|
Cost
|
Hardpoints
|
Sourcebook
|
Arakyd 900 Gene-Lock
|
Powered or energy weapon
|
Weapon functions only in hands of programmed owner
|
Self-Destruct, inflicting a Critical Injury (x1)
|
500cr
|
1
|
DC p51
|
Augmented Spin Barrel
|
Blaster Rifles (all)
|
Damage +1, + to Mechanics checks on weapon
|
Damage +1 (x2); Accurate +1 (x1); Pierce +1 (x1)
|
1750cr
|
2
|
AoRCore p200
|
Beam Splitter
|
Any blaster or Energy weapom
|
Grants weapon quality Blast with value equal to half of the weapon's Damage [round up]. ; Reduces weapon's range by one range band to a minimum of engaged.
|
Disorient +1 (x2)
|
1,250cr (R)
|
3
|
FiB p51
|
Bipod Mount
|
Rifles, carbines, lt repeating blasters
|
(Maneuver); Reduce Cumbersome by 2 when fired from prone or crouched position
|
None
|
100cr
|
1
|
AoRCore p200
|
Blaster Actuating Module
|
Blaster pistols
|
Damage +1; + to checks with weapon
|
Damage +1 (x2); Pierce +1 (x2)
|
500cr
|
1
|
AoRCore p200
|
Blaster Energy Dampener
|
Ranged (Light) or Ranged (Heavy)
|
Damage -1; + to detect weapon fire
|
+ to detect weapon fire (x1)
|
750cr (R)
|
1
|
FaDCore p194
|
Blaster Suppressor
|
Blaster pistols
|
Add to Perception or Vigilance to locate concealed shooter firing silenced blaster
|
None
|
750cr (R)
|
1
|
SoR p110, LNH p106
|
Bowcaster Automatic Recocker
|
Bowcasters
|
Removes reloading maneuver requirement from bowcaster
|
Autofire (x1)
|
500 cr and Mechanics ()
|
1
|
EoECore p189
|
Bowcaster Accelerator Enhancement
|
Bowcasters
|
Damage +1
|
Damage +1 (x2); Pierce +1 (x2)
|
250 cr and Mechanics ()
|
1
|
EoECore p189
|
Built-in Blaster Sight
|
Energy Ranged only
|
Remove added by the Called Shot use of the Aim maneuver from Ranged (Light) and Ranged (Heavy) checks.
|
None
|
150cr
|
1
|
FiB p51
|
Componentization
|
Any weapon of Encumbrance 2 or less
|
Weapon may be broken down into innocuous-looking pieces, seeming to be simple tools and accouterments that anyone might carry, including basic tools, comlinks, glow rods, datapad styluses, and the like (which the pieces do function as). Requires two Maneuvers to assemble weapon.
|
None
|
1150cr/5
|
2
|
CaM57
|
Corellian Arms Model 2 Wrist Mount
|
Ranged (Light)
|
Weapon is attached to wrist, freeing up hands
|
None
|
275cr
|
2
|
DC p51
|
Custom Grip
|
Any weapon with a handle or grip
|
- to combat checks for wielder. Others gain + when using it.
|
Accurate +1 (x1)
|
500cr
|
1
|
SM p54
|
Czerka H9 Pistol Grip
|
Ranged (Heavy) blaster rifle, blaster carbine, or slugthrower without Cumbersome
|
Weapon skill changes to Ranged (Light) and becomes one-handed, with + to checks while firing it; range reduced to Medium if longer.
|
None
|
400cr
|
1
|
DC p51
|
Droid Targeting System
|
Ranged weapon
|
Upgrade ability on Ranged combat checks once.
|
Add to one Ranged combat check per encounter (x1) Suffer 3 strain to remove from Ranged combat check (x1)
|
3200cr/5
|
3
|
LO52
|
Electronic Sighting System
|
Ranged weapon
|
Aim as Incidental 1/round at Short range; In low light, - to locate shooter in low light conditions
|
Accurate +1 (x1)
|
500cr
|
1
|
SoR p110
|
Enhanced XCiter
|
Any blaster
|
Crit -1; GM may spend to cause it to explode, inflicting automatic Critical Injury
|
Pierce +1 (x2)
|
1500cr (R)
|
2
|
SM p54
|
Environmental Adaptation Kit
|
Any ranged weapon
|
Prevents weapon from breaking down due to hostile specific environment
|
None
|
100cr
|
1
|
SS p50
|
Filed Front Sight
|
Pistol sized weapons
|
Innate Talent (Quick Draw); + to checks at longer than Short range
|
Decrease Difficulty to conceal weapon by 1 (x1)
|
25cr or Mechanics () test
|
1
|
AoRCore p201
|
Force-Attuned Resonator
|
Any Ranged (Light) or Ranged (Heavy) with a trigger
|
Operator must have Force Rating 1+ to operate
|
Innate Talent (Prescient Shot) (x1)
|
1000cr (R)
|
1
|
KtP p54
|
Forearm Grip
|
Rifles (non-heavy) and carbines
|
Decrease additional Difficulty of checks while Engaged by 1 (to )
|
Innate Talent (Point Blank +1) (x1); Accurate +1 (x1)
|
250cr
|
1
|
AoRCore p201
|
Galven Pattern Resequencing
|
Blaster pistols and Heavy blaster pistols
|
Increases weapon damage by 1. Adds automatic to all combat checks made using this weapon.
|
Damage +1 (x2); Pierce +1 (x2)
|
1000cr
|
2
|
FiB p51
|
Gyrostabilizer
|
Any Ranged (Heavy) or Gunnery
|
Cumbersome -1
|
Cumbersome -1 (x3), Innate Talent (Barrage) (x1)
|
1000cr
|
2
|
SM p54
|
Hunting Barrel
|
Any blaster rifle
|
Range +1 band; Cumbersome +2; Encumbrance +1
|
Accurate +1 (x2); Innate Talent (Lethal Blow) (x1)
|
1200cr (R)
|
3
|
SS p50
|
Integrated Illuminator
|
Any ranged weapon
|
- to checks to use weapon in Short range due to darkness.
|
Increase spotlight range to Medium (x1); Disorient +1 (x2)
|
200cr
|
1
|
KtP p54
|
Integrated Scanner
|
Any Ranged (Heavy) or Gunnery
|
Weapon incorporates a general purpose scanner. Add to Initiative checks when drawn.
|
- to Initiative (x2)
|
675cr
|
2
|
SM p54
|
Lightweight Frame
|
Any weapon
|
Reduce weapon Encumbrance by 1, to a minimum of 1.
|
Reduce weapon Encumbrance by 1, to a minimum of 1 (x1)
|
650cr/3
|
1
|
CaM57
|
Magnetic Weapon Tether
|
Any one-handed weapon
|
(Incidental) Recover weapon that is out of hand with Engaged range
|
Innate Talent (Quick Draw) (x1)
|
250cr
|
1
|
KtP p54
|
Marked-Target Firing Lock
|
Any ranged weapon without Blast or Auto-fire
|
As an incidental during the Aim maneuver declare a target. All combat checks with weapon against target negate one after have been used to cancel . Only one target at a time, requires a maneuver to disengage lock.
|
Cancel one additional
|
900cr
|
1
|
ND p51
|
Marksman Barrel
|
Blaster rifles
|
Increase weapon range by one Band; Cumbersome 2
|
Accurate +1 (x2); Innate Talent (Sniper Shot) (x1)
|
1200cr
|
2
|
AoR p202
|
Motion Tracker
|
Any Ranged (Heavy)
|
- from moving target or use of Guarded Stance maneuver
|
Innate Talent (Precise Aim) (x1)
|
1000cr
|
2
|
SS p50
|
Multioptic Sight
|
Ranged weapon
|
Remove due to environmental vision obstruction
|
Skill (Perception) +1 (x2)
|
2000cr
|
1
|
AoRCore p202, SS p51
|
Night Vision Scope
|
Ranged weapons
|
- to checks to use weapon due to darkness.
|
None
|
500cr
|
1
|
FaDCore p194
|
Optimized Energy Cell
|
Any energy weapon
|
Requires + to cause weapon to run out of ammo
|
None
|
100cr
|
1
|
SM p54
|
Overcharge Valve
|
Any blaster or energy weapon
|
(Incidental) Gain Prepare 1 and Damage +4 for next attack; after firing, weapon runs out of ammo
|
None
|
1500cr (R)
|
2
|
FC p51
|
Overcharged Actuating Module
|
Blaster pistol, carbine
|
Damage +1; GM may spend to damage weapon by one step.
|
Damage +1 (x1)
|
650cr
|
1
|
SM p55
|
Paired Weapons
|
Any one-handed weapon
|
Applied to two weapons; reduce to hit with secondary weapon when two-weapon fighting
|
None
|
300 (pair)
|
1 (each weapon)
|
FC p51
|
Rapid-Recharge XCiter
|
Any blaster
|
Auto-Fire; Inaccurate 3
|
Inaccurate -1 (x2)
|
750cr
|
1
|
SM p55
|
Removed Safety Features
|
Any ranged
|
+ to first combat check; GM may spend to cause weapon to misfire (runs out of ammo and inflicts 4 Strain to user)
|
None
|
250cr (R)
|
0
|
SM p55
|
Rocket Guidance System
|
Micro-Rockets only
|
Guided 2
|
Guided +1 (x2), Accurate +1 (x2)
|
50cr/4
|
1
|
ND47
|
Scanner-Proof Hardware
|
Any weapon
|
Weapon cannot be detected by standard weapon scanning technologies. Advanced scanners require a Computers () to find. Physical searches find the weapon as normal. During combat, or renders the weapon inoperable, requiring Major maintenance.
|
Reduce weapon Encumbrance by 1, to a minimum of 1 (x1)
|
1000cr/6R
|
2
|
CaM57
|
Secondary Ion Blaster
|
Any Ranged (Heavy)
|
Cumbersome +1; Encumbrance +1; May use the following stats: Ranged Heavy • Dam 10 • Crit 5 • Range Short • Disorient 5, Ion
|
Ion Damage +1 (x2)
|
400cr
|
2
|
SM p56
|
Set Trigger
|
Ranged (Light), Ranged (Heavy)
|
+ to first combat check in each encounter
|
+ (x1)
|
450cr
|
1
|
FC p51
|
Shadowsheath
|
Weapon of Encumbrance 2 or less
|
+ to detect sheathe or weapon it holds
|
None
|
1500cr (R)
|
1
|
FaDCore p194
|
Shortened Barrel
|
Ranged (Light) pistols
|
Decrease Difficulty to conceal weapon by 1; reduce range Band by 1 (min Short) or add if already Short)
|
Innate Talent (Quick Draw) (x1)
|
250cr
|
1
|
AoRCore p203
|
Slugthrower Suppressor
|
Any Ranged (Light) or Ranged (Heavy) slugthrower weapons
|
+ to Perception or Vigilance checks to detect shots from weapon
|
None
|
100cr (R)
|
1
|
SS p51
|
Sonic Scope
|
Any Ranged (Heavy)
|
Observe and target enemies behind solid objects that the weapon can penetrate
|
Skill (Cool) +1 (x); Skill (Vigilance) +1 (x1); Talent (Precise Aim) (x2)
|
1500cr
|
1
|
SM p56
|
SoroSuub "Bantha's Eye" Laser Sight
|
Ranged (Light) or Ranged (Heavy) without Blast
|
+ on combat checks with weapon
|
None
|
500cr
|
1
|
DC p51
|
SoroSuub "Final Word" Secondary Missile System
|
Ranged (Heavy) rifle
|
Cumbersome +2; Encumbrance +3; Allows use of missile profile but with Gunnery to fire, Limited Ammo 1.
|
None
|
3000cr
|
3
|
DC p51
|
Spread Barrel
|
Blaster rifles, carbines
|
Blast 4; reduce range Band by one (min Engaged)
|
Blast +1 (x2)
|
1725cr
|
2
|
AoRCore p203
|
Staged Rocket Booster
|
Micro-Rockets only
|
Increase range by one band; Inaccurate 2
|
Range Band +1 (x1), Inaccurate -1 (x2)
|
25cr/2
|
1
|
ND47
|
Stripped Down
|
Any Ranged (Light) or Ranged (Heavy)
|
Encumbrance -1; + to find weapon when hidden
|
Encumbrance -1 (x2)
|
250cr
|
3
|
SM p56
|
Superior Weapon Customization
|
Any weapon
|
Superior quality
|
None
|
5000cr
|
1
|
AoRCore p203
|
Telescopic Optical Sight
|
Ranged weapons
|
- at Long and Extreme range
|
None
|
250cr
|
1
|
AoRCore p203
|
Tripod Mount
|
Ranged (Heavy) or Gunnery weapons
|
(Maneuver x2); Cumbersome -3; may not move weapon once tripod is set up.
|
Cumbersome -2 (x2)
|
250cr
|
2
|
AoRCore p204
|
Under-Barrel Micro-Rocket Rack
|
Any ranged
|
Enables weapon to fire 1 loaded micro-rocket; Adds Cumbersome (+1) and increases Encumbrance by 3; Micro-Rocket has Limited Ammo 1
|
Mount 1 additional micro-rocket (x2); Remove from checks to fire micro-rockets (x2)
|
1,200cr (R)
|
3
|
ND p54
|
Underbarrel Flame Projector
|
Rifle-sized weapons
|
Cumbersome +1; Weapon gains secondary stats: (Ranged Heavy) • Dam 10 • Crit 2 • Range Short • Burn 5, Blast 2
|
None
|
3000 cr (R)
|
2
|
AoRCore p204
|
Underbarrel Grapnel Launcher
|
Any Ranged (Light) or Ranged (Heavy)
|
Encumbrance +2; (Action) Ranged Light ( ) to secure line to target within Medium range; (Action) Reel in cord, pulling himself to object or object to him; may pull another character aloft, but must make Athletics ( ) to avoid losing grip on gun or other character.
|
None
|
500cr
|
2
|
SM p56
|
Underbarrel Grenade Launcher
|
Rifle-sized Ranged (Heavy) weapons
|
Cumbersome +1; Encumbrance +2; Allows use of grenade profile but with Ranged (Heavy) to fire, Medium range, Limited Ammo 1.
|
Limited Ammo +1 (x5)
|
2000cr (R)
|
2
|
AoRCore p205
|
Underslung Scattergun
|
Pistols, rifles
|
Cumbersome +1; Weapon gains secondary stats: (Ranged Heavy) • Dam 6 • Crit 3 • Range Short • Blast 5, Knockdown, Limited Ammo 1
|
None
|
750cr (R)
|
3
|
FC p51
|
Vibro-Bayonet
|
Any Ranged (Heavy)
|
May use additional weapon profile: Melee • Damage +1 • Crit 2 • Engaged Range • Pierce 2, Inaccurate 1, Vicious 1
|
Melee Damage +1 (x2)
|
300cr
|
1
|
SM p56
|
Weapon Harness
|
Ranged (Heavy), Gunnery weapons
|
Cumbersome -2
|
Innate Talent (Brace) (x1)
|
500cr
|
2
|
AoRCore p205
|
Weapon Signature Reduction
|
Any Encumbrance 3 or less
|
+ to find weapon using scanners; + to Mechanics checks on weapon
|
None
|
1000cr
|
1
|
SoR p110
|
Weapon Sling
|
Ranged (Heavy)
|
Cumbersome -1
|
Innate Talent (Quick Draw) (x1)
|
100cr
|
1
|
AoRCore p205
|
XCiter Overcharge
|
Any personal blaster weapon
|
As an Incidental, may over-charge weapon, giving it Prepare 1 and +4 to Damage on next attack. When fired, weapon runs out of ammo. On an overcharged shot, or causes weapon to explode, dealing full weapon damage to shooter.
|
None
|
1100cr/7R
|
2
|
CaM57
|