SW Weapon Attachments

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Sources: AoRCore (Age of Rebellion Core Book) • CaM (Cyphers and Masks) • DA (Desperate Allies) • DC (Dangerous Covenants) • DoH (Disciples of Harmony) • EoECore (Edge of Empire Core Book) • EtU (Enter the Unknown) • EV (Endless Vigil) • FaDCore (Force and Destiny Core Rulebook) • FC (Fly Casual) • FH (Far Horizons) • FiB (Forged in Battle) • FLT (Friends Like These) • FO (Fully Operational) • KtP (Keeping the Peace) • LbE (Lead by Example) • LoNH (Lords of Nal Hutta) • ND (No Disintegrations) • NoP (Nexus of Power) • SaS (Ships and Speeders) • SM (Special Modifications) • SoF (Suns of Fortune) • SoR (Strongholds of Resistance) • SoT (Stay on Target) • SS (Savage Spirits)


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
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
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
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
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
Pommel Cap Brawl and Melee weapons Weapon gains Stun 2 quality; may also hide a small (Enc 0) item in hollow cap Stun +1 (x2) 3000cr/2 1 DoH p51
Scanner-Proof Hardware Any weapon Weapon cannot be detected by standard weapon scanning technologies. Advanced scanners require a Computers (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) to find. Physical searches find the weapon as normal. During combat, Threat-result.pngThreat-result.png orDespair-result.png renders the weapon inoperable, requiring Major maintenance. Reduce weapon Encumbrance by 1, to a minimum of 1 (x1) 1000cr/6R 2 CaM57
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
Shock Pulse Emitter Any Melee or Brawl weapon Stun +2 Stun +1 (x2); Disorient +1 (x1) 1500cr 1 ND 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
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 -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
Droid Targeting System Ranged weapon Upgrade ability on Ranged combat checks once. Add Boost-die.png to one Ranged combat check per encounter (x1)
Suffer 3 strain to remove Despair-result.png 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, -Difficulty-die.png to locate shooter in low light conditions Accurate +1 (x1) 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
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 Threat-result.png after Threat-result.png have been used to cancel Advantage-result.png. Only one target at a time, requires a maneuver to disengage lock. Cancel one additional Threat-result.png 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) -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
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 (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) to find. Physical searches find the weapon as normal. During combat, Threat-result.pngThreat-result.png orDespair-result.png 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) +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
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; +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
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 Setback-die.png 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 ( 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
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, Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png causes weapon to explode, dealing full weapon damage to shooter. None 1100cr/7R 2 CaM57

Explosives

Name Attachment Type Benefit Mod Options Cost Hardpoints Sourcebook
Droid Brain Detonator Explosive that uses a detonator Droid brain can trigger detonation under predetermined circumstances dictated by owner. None 1000cr 0 LO52
Grenade Cling Grenade Adds electromagnetic or chemical adhesive patch to grenade, allowing it to adhere to targets. Immediately adheres, requiring Athletics (Difficulty-die.pngDifficulty-die.png) check to remove it. Damage +1 to stuck target (x2), +1 Difficulty to remove (x2) 70cr/2 0 LO52
Ordnance Impeller Grenade or detonite charge Explosive is granted its own movement, allowing it to move at roughly the pace of a character on foot. Includes holocam and remote control unit, allowing for operation from up to extreme range. Any skill checks to operate the mobile explosive use Computers or Piloting (Planetary). Add +10 meter altitude (x1) 500cr/4 0 LO52
Proximity Detonator Grenade May set grenade to explode when it detects a creature of at least Silhouette 1 within short or engaged range. None 120cr/3 0 LO52


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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