Difference between revisions of "SW Weapon Attachments"

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'''Book Resources:''' AoRCore (Age of Rebellion Core Book) • DC (Dangerous Covenants) • EoECore (Edge of Empire Core Book) • FaDCore (Force & Destiny Core Book) • FC (Fly Casual) • FiB (Forged in Battle) • KtP (Keeping the Peace) • LNH (Lords of Nal Hutta) • SM (Special Modifications) • SoR (Strongholds of Resistance) • SS (Savage Spirits)
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'''Book Resources:''' AoRCore (Age of Rebellion Core Book) • DC (Dangerous Covenants) • EoECore (Edge of Empire Core Book) • EV (Endless Vigil) • FaDCore (Force & Destiny Core Book) • FC (Fly Casual) • FiB (Forged in Battle) • KtP (Keeping the Peace) • LNH (Lords of Nal Hutta) • SM (Special Modifications) • SoR (Strongholds of Resistance) • SS (Savage Spirits)
  
'''Not Added:''' EV (Endless Vigil) • ND (No Disintegrations)
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'''Not Added:''' ND (No Disintegrations)
 
==Melee Weapons==
 
==Melee Weapons==
 
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Revision as of 10:52, 1 March 2017

Book Resources: AoRCore (Age of Rebellion Core Book) • DC (Dangerous Covenants) • EoECore (Edge of Empire Core Book) • EV (Endless Vigil) • FaDCore (Force & Destiny Core Book) • FC (Fly Casual) • FiB (Forged in Battle) • KtP (Keeping the Peace) • LNH (Lords of Nal Hutta) • SM (Special Modifications) • SoR (Strongholds of Resistance) • SS (Savage Spirits)

Not Added: ND (No Disintegrations)

Melee Weapons

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
Balanced Hilt Bladed Weapons Accurate +1 Accurate +1 (x1); Encumbrance -1, min 1 (x1) 1500cr 2 AoRCore p200
Custom Grip Any weapon with a handle or grip -Setback-die.png to combat checks for wielder. Others gain +Setback-die.pngSetback-die.png when using it. Accurate +1 (x1) 500cr 1 SM p54
Energy Overclocking Setting Any vibroblade or other powered Melee or Brawl weapon (Maneuver) Overclock weapon to gain Vicious +3 until end of round; if gain Threat-result.pngThreat-result.pngThreat-result.png, weapon overheats and ceases to function +Advantage-result.png to combat checks (x1); Activate attachment as Incidental (x1) 500cr 3 KtP53
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
Monomolecular Edge Bladed weapons Crit -1 (min 1) Pierce +1 (x2) 1000cr 1 AoRCore p202
Optimized Energy Cell Any energy weapon Requires +Threat-result.png to cause weapon to run out of ammo None 100cr 1 SM p54
Paired Weapons Any one-handed weapon Applied to two weapons; reduce Advantage-result.png to hit with secondary weapon when two-weapon fighting None 300 (pair) 1 (each weapon) FC p51
Poison Reservoir Brawl and Melee weapons Store one dose of poison; (Maneuver) douse blade in poison to inflict poison on target with next successful attack Reservoir Dose +1 (x4) 500cr (R) 1 LNH p105
Serrated Edge Bladed weapons Vicious +1 None 50cr 1 AoRCore p203
Shadowsheath Weapon of Encumbrance 2 or less +Difficulty-die.pngDifficulty-die.png to detect sheathe or weapon it holds None 1500cr (R) 1 FaDCore p194
Shield Discharge Pack Any shield or buckler When struck by attack, target may spend Threat-result.pngThreat-result.png to inflict 3 Strain (ignore Soak) on attacker Disorient +1 (x2); Innate Talent (Defensive Stance) (x1) 800cr 1 KtP p54
Stun Pulse Any Melee or Brawl weapon Stun 2 Stun +1 (x3) 250cr 1 FaDCore p194
Superior Weapon Customization Any weapon Superior quality None 5000cr 1 AoRCore p203
Weapon Signature Reduction Any Encumbrance 3 or less +Difficulty-die.pngDifficulty-die.png to find weapon using scanners; +Setback-die.png to Mechanics checks on weapon None 1000cr 1 SoR p110
Weighted Head Bludgeoning Damage +1 Damage +1 (x1), Concussive +1 (x1) 250cr 2 AoRCore p205

Ranged Weapons

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, +Setback-die.png 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; +Setback-die.png to checks with weapon Damage +1 (x2); Pierce +1 (x2) 500cr 1 AoRCore p200
Blaster Energy Dampener Ranged (Light) or Ranged (Heavy) Damage -1; +Difficulty-die.png to detect weapon fire +Setback-die.png to detect weapon fire (x1) 750cr (R) 1 FaDCore p194
Blaster Suppressor Blaster pistols Add Setback-die.pngSetback-die.png 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 (Difficulty-die.pngDifficulty-die.png) 1 EoECore p189
Bowcaster Accelerator Enhancement Bowcasters Damage +1 Damage +1 (x2); Pierce +1 (x2) 250 cr and Mechanics (Difficulty-die.pngDifficulty-die.png) 1 EoECore p189
Built-in Blaster Sight Energy Ranged only Remove Setback-die.png added by the Called Shot use of the Aim maneuver from Ranged (Light) and Ranged (Heavy) checks. None 150cr 1 FiB p51
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 -Setback-die.png to combat checks for wielder. Others gain +Setback-die.pngSetback-die.png 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 +Setback-die.png to checks while firing it; range reduced to Medium if longer. None 400cr 1 DC p51
Electronic Sighting System Ranged weapon Aim as Incidental 1/round at Short range; In low light, -Difficulty-die.png to locate shooter in low light conditions Accurate +1 (x) 500cr 1 SoR p110
Enhanced XCiter Any blaster Crit -1; GM may spend Despair-result.pngDespair-result.png 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); +Difficulty-die.png to checks at longer than Short range Decrease Difficulty to conceal weapon by 1 (x1) 25cr or Mechanics (Difficulty-die.pngDifficulty-die.png) 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 Difficulty-die.png) 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 Threat-result.pngThreat-result.png 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 -Setback-die.pngSetback-die.png 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 Advantage-result.pngAdvantage-result.png to Initiative checks when drawn. -Setback-die.png to Initiative (x2) 675cr 2 SM p54
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
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) -Setback-die.png from moving target or use of Guarded Stance maneuver Innate Talent (Precise Aim) (x1) 1000cr 2 SS p50
Multioptic Sight Ranged weapon Remove Setback-die.pngSetback-die.png due to environmental vision obstruction Skill (Perception) +1 (x2) 2000cr 1 AoRCore p202, SS p51
Night Vision Scope Ranged weapons -Setback-die.pngSetback-die.png to checks to use weapon due to darkness. None 500cr 1 FaDCore p194
Optimized Energy Cell Any energy weapon Requires +Threat-result.png 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 Threat-result.pngThreat-result.png to damage weapon by one step. Damage +1 (x1) 650cr 1 SM p55
Paired Weapons Any one-handed weapon Applied to two weapons; reduce Advantage-result.png 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 +Boost-die.png to first combat check; GM may spend Threat-result.pngThreat-result.png to cause weapon to misfire (runs out of ammo and inflicts 4 Strain to user) None 250cr (R) 0 SM p55
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) +Success-result.pngThreat-result.png to first combat check in each encounter +Success-result.png (x1) 450cr 1 FC p51
Shadowsheath Weapon of Encumbrance 2 or less +Difficulty-die.pngDifficulty-die.png 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 Setback-die.png if already Short) Innate Talent (Quick Draw) (x1) 250cr 1 AoRCore p203
Slugthrower Suppressor Any Ranged (Light) or Ranged (Heavy) slugthrower weapons +Setback-die.pngSetback-die.png 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 +Advantage-result.png 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
Stripped Down Any Ranged (Light) or Ranged (Heavy) Encumbrance -1; +Setback-die.png 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 -Difficulty-die.png 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
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 ( Difficulty-die.png Difficulty-die.png) 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 ( Difficulty-die.png Difficulty-die.png) 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 +Difficulty-die.pngDifficulty-die.png to find weapon using scanners; +Setback-die.png 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

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Dice

Setback: Setback-die.png Difficulty: Difficulty-die.png Challenge: Challenge-die.png

Boost: Boost-die.png Ability: Ability-die.png Proficiency: Proficiency-die.png

Force: Force-die.png

Results

Success: Success-result.png Advantage: Advantage-result.png Triumph: Triumph-result.png

Failure: Failure-result.png Threat: Threat-result.png Despair: Despair-result.png