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--><div id="arkanian" class="spacer"><!-- | --><div id="arkanian" class="spacer"><!-- | ||
--><h4 class="headline">Arkanian Manufacture</h4><!-- | --><h4 class="headline">Arkanian Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=76}}<!-- | |||
--><p class="single nomargin">Developed on the frozen tundra world of [[Arkania (location)|Arkania]], weapons and armor of Arkanian manufacture are engineered to function in extremely cold environments. Arkanian weapons deal energy and [[Hazard:_Fire|fire damage]]: however, if an Arkanian weapon is used with an ability that consumes more than one shot in a round (such as [[Rapid Shot (feat)|Rapid Shot]] or [[Double Attack (feat)|Double Attack]]) the weapon overheats and cannot be fired for one round as it cools down.</p><!-- | --><p class="single nomargin">Developed on the frozen tundra world of [[Arkania (location)|Arkania]], weapons and armor of Arkanian manufacture are engineered to function in extremely cold environments. Arkanian weapons deal energy and [[Hazard:_Fire|fire damage]]: however, if an Arkanian weapon is used with an ability that consumes more than one shot in a round (such as [[Rapid Shot (feat)|Rapid Shot]] or [[Double Attack (feat)|Double Attack]]) the weapon overheats and cannot be fired for one round as it cools down.</p><!-- | ||
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--><div id="cinnagaran" class="spacer"><!-- | --><div id="cinnagaran" class="spacer"><!-- | ||
--><h4 class="headline">Cinnagaran Manufacture</h4><!-- | --><h4 class="headline">Cinnagaran Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=76}}<!-- | |||
--><p class="single nomargin">Cinnagaran items are manufactured on the sprawling metropolis world of Empress Teta, which has been at the center of galactic wars for over a thousand years. Cinnagaran armor and shields grant [[damage_reduction|DR]] 5 against weapons that deal sonic damage, but its Maximum Dexterity Bonus is reduced by 1.</p><!-- | --><p class="single nomargin">Cinnagaran items are manufactured on the sprawling metropolis world of Empress Teta, which has been at the center of galactic wars for over a thousand years. Cinnagaran armor and shields grant [[damage_reduction|DR]] 5 against weapons that deal sonic damage, but its Maximum Dexterity Bonus is reduced by 1.</p><!-- | ||
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--><div id="cortosis" class="spacer"><!-- | --><div id="cortosis" class="spacer"><!-- | ||
--><h4 class="headline">Cortosis Weave / Phrik Alloy</h4><!-- | --><h4 class="headline">Cortosis Weave / Phrik Alloy</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | |||
--><p class="single nomargin">Weapons and armor made of cortosis weave or phrik alloy share a special property that prevents lightsabers from slicing through them with great ease. A lightsaber does not ignore the DR of a weapon or suit of armor made of cortosis weave or phrik alloy. A piece of equipment with this template costs 20% more than the base item.</p><!-- | --><p class="single nomargin">Weapons and armor made of cortosis weave or phrik alloy share a special property that prevents lightsabers from slicing through them with great ease. A lightsaber does not ignore the DR of a weapon or suit of armor made of cortosis weave or phrik alloy. A piece of equipment with this template costs 20% more than the base item.</p><!-- | ||
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--><div id="echani" class="spacer"><!-- | --><div id="echani" class="spacer"><!-- | ||
--><h4 class="headline">Echani Manufacture</h4><!-- | --><h4 class="headline">Echani Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | |||
--><p class="single nomargin">Extremely rare, items of Echani manufacture are hand- crafted by the powerful and skilled Echani warriors, and each individual item is unique. Echani armor weighs half as much as ot her armor of its kind, and once per encounter the wearer can move at their normal speed (not the adjusted speed for wearing the armor) for one round, though the armor’s bonus to [[Reflex Defense]] is reduced by 1.</p><!-- | --><p class="single nomargin">Extremely rare, items of Echani manufacture are hand- crafted by the powerful and skilled Echani warriors, and each individual item is unique. Echani armor weighs half as much as ot her armor of its kind, and once per encounter the wearer can move at their normal speed (not the adjusted speed for wearing the armor) for one round, though the armor’s bonus to [[Reflex Defense]] is reduced by 1.</p><!-- | ||
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--><div id="genoharadan" class="spacer"><!-- | --><div id="genoharadan" class="spacer"><!-- | ||
--><h4 class="headline">GenoHaradan Manufacture</h4><!-- | --><h4 class="headline">GenoHaradan Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | |||
--><p class="single nomargin">A secretive guild of assassins and bounty hunters, the GenoHaradan have items specially crafted to suit their darker purposes. GenoHaradan armor provides a +2 equipment bonus on [[Stealth]] checks to sneak but reduces the equipment bonus to Fortitude Defense by one (minimum +0). GenoHaradan weapons grant a +2 equipment bonus to the attack roll of a contact poison applied to the weapon (for melee weapons), or a +1 equipment bonus on attack rolls with weapons set to stun (for ranged weapons). GenoHaradan weapons are somewhat fragile, and become disabled until repaired when the wielder rolls a natural 1 on an attack roll. GenoHaradan-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">A secretive guild of assassins and bounty hunters, the GenoHaradan have items specially crafted to suit their darker purposes. GenoHaradan armor provides a +2 equipment bonus on [[Stealth]] checks to sneak but reduces the equipment bonus to Fortitude Defense by one (minimum +0). GenoHaradan weapons grant a +2 equipment bonus to the attack roll of a contact poison applied to the weapon (for melee weapons), or a +1 equipment bonus on attack rolls with weapons set to stun (for ranged weapons). GenoHaradan weapons are somewhat fragile, and become disabled until repaired when the wielder rolls a natural 1 on an attack roll. GenoHaradan-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="iridonian" class="spacer"><!-- | --><div id="iridonian" class="spacer"><!-- | ||
--><h4 class="headline">Iridonian Manufacture</h4><!-- | --><h4 class="headline">Iridonian Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | |||
--><p class="single nomargin">The Iridonians are a mysterious species known for their savagery and aggressiveness. Iridonian armor and shields provide DR 2 against bludgeoning damage. Iridonian weapons gain a +2 equipment bonus to damage rolls when using either the [[Power Attack (feat)|Power Attack]] or [[Power Blast (feat)|Power Blast]] [[feat]]s. However, all Iridonian weapons are considered Illegal, and visibly displaying an Iridonian weapon or wearing Iridonian armor always imposes unfavorable circumstances on [[Deception]] or [[Persuasion]] checks against law enforcement officials and other authority figures. Iridonian-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">The Iridonians are a mysterious species known for their savagery and aggressiveness. Iridonian armor and shields provide DR 2 against bludgeoning damage. Iridonian weapons gain a +2 equipment bonus to damage rolls when using either the [[Power Attack (feat)|Power Attack]] or [[Power Blast (feat)|Power Blast]] [[feat]]s. However, all Iridonian weapons are considered Illegal, and visibly displaying an Iridonian weapon or wearing Iridonian armor always imposes unfavorable circumstances on [[Deception]] or [[Persuasion]] checks against law enforcement officials and other authority figures. Iridonian-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="krath" class="spacer"><!-- | --><div id="krath" class="spacer"><!-- | ||
--><h4 class="headline">Krath Manufacture</h4><!-- | --><h4 class="headline">Krath Manufacture</h4><!-- | ||
--> | -->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | ||
--><p class="single nomargin">{{indent}}Items created by the Krath typically have a cruel and dangerous twist. Krath armor and shields provide DR 2 against energy damage. If an attack roll with a Krath weapon equals or exceeds the target’s Fortitude Defense as well as Reflex Defense, the target takes 1d4 damage at the beginning of its next turn. Krath-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item. However, Krath weapons and armor hold the taint of the dark side within them, and any character wielding a Krath manufacture weapon or wearing Krath armor treat their [[Dark Side Score]] as one higher than it actually is for the purposes of being targeted by effects that only affect targets with a Dark Side Score.</p><!-- | --><p class="single nomargin">{{indent}}Items created by the Krath typically have a cruel and dangerous twist. Krath armor and shields provide DR 2 against energy damage. If an attack roll with a Krath weapon equals or exceeds the target’s Fortitude Defense as well as Reflex Defense, the target takes 1d4 damage at the beginning of its next turn. Krath-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item. However, Krath weapons and armor hold the taint of the dark side within them, and any character wielding a Krath manufacture weapon or wearing Krath armor treat their [[Dark Side Score]] as one higher than it actually is for the purposes of being targeted by effects that only affect targets with a Dark Side Score.</p><!-- | ||
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--><div id="mandalorian" class="spacer"><!-- | --><div id="mandalorian" class="spacer"><!-- | ||
--><h4 class="headline">Mandalorian Manufacture</h4><!-- | --><h4 class="headline">Mandalorian Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | |||
--><p class="single nomargin">A Mandalorian warrior is made great by his or her equipment, and each piece of Mandalorian equipment is unique in some way. Mandalorian items are made with customization in mind; any character making a [[Mechanics]] check to repair or modify a weapon or suit of armor of Mandalorian manufacture gains a +5 equipment bonus on the check. However, Mandalorian technology is often based on the designs of other cultures, causing some unusual interaction between technologies; if a Mandalorian item is disabled all of the modifications to that item are destroyed (and much be purchased anew, not merely repaired). Mandalorian-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">A Mandalorian warrior is made great by his or her equipment, and each piece of Mandalorian equipment is unique in some way. Mandalorian items are made with customization in mind; any character making a [[Mechanics]] check to repair or modify a weapon or suit of armor of Mandalorian manufacture gains a +5 equipment bonus on the check. However, Mandalorian technology is often based on the designs of other cultures, causing some unusual interaction between technologies; if a Mandalorian item is disabled all of the modifications to that item are destroyed (and much be purchased anew, not merely repaired). Mandalorian-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="massassi" class="spacer"><!-- | --><div id="massassi" class="spacer"><!-- | ||
--><h4 class="headline">Massassi Manufacture</h4><!-- | --><h4 class="headline">Massassi Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=77}}<!-- | |||
--><p class="single nomargin">Built by primitive creatures for use in the service of the Sith, Massassi items are designed to take advantage of the strength of their wielders. Massassi armor allows a critical hit against the wearer to be turned into a normal hit once per encounter as a reaction. However, if a character does not have a sufficient [[Strength]] score (13 for light armor, 15 for medium armor, or 17 for heavy armor) they take armor-check penalties even when proficient in | --><p class="single nomargin">Built by primitive creatures for use in the service of the Sith, Massassi items are designed to take advantage of the strength of their wielders. Massassi armor allows a critical hit against the wearer to be turned into a normal hit once per encounter as a reaction. However, if a character does not have a sufficient [[Strength]] score (13 for light armor, 15 for medium armor, or 17 for heavy armor) they take armor-check penalties even when proficient in | ||
the armor.</p><!-- | the armor.</p><!-- | ||
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--><div id="prototype" class="spacer"><!-- | --><div id="prototype" class="spacer"><!-- | ||
--><h4 class="headline">Prototype</h4><!-- | --><h4 class="headline">Prototype</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=78}}<!-- | |||
--><p class="single nomargin">Prototype items are unstable and not ready for release to the general public, but they might have properties that other items do not. A prototype item can have two modifications from the [[Tech Specialist (feat)|Tech Specialist]] feat instead of just one. However, a prototype weapon treats a natural roll of 1, 2, 3, or 4 as though it were a natural 1 (thus, automatically missing), and the weapon becomes disabled until repaired. A wearer of prototype armor takes 1 more die of damage from a critical hit (before multiplying); thus, a heavy blaster pistol that scores a critical hit against a target wearing prototype armor deals 4d8 damage base, which is then doubled.</p><!-- | --><p class="single nomargin">Prototype items are unstable and not ready for release to the general public, but they might have properties that other items do not. A prototype item can have two modifications from the [[Tech Specialist (feat)|Tech Specialist]] feat instead of just one. However, a prototype weapon treats a natural roll of 1, 2, 3, or 4 as though it were a natural 1 (thus, automatically missing), and the weapon becomes disabled until repaired. A wearer of prototype armor takes 1 more die of damage from a critical hit (before multiplying); thus, a heavy blaster pistol that scores a critical hit against a target wearing prototype armor deals 4d8 damage base, which is then doubled.</p><!-- | ||
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--><div id="verpine" class="spacer"><!-- | --><div id="verpine" class="spacer"><!-- | ||
--><h4 class="headline">Verpine Manufacture</h4><!-- | --><h4 class="headline">Verpine Manufacture</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=78}}<!-- | |||
--><p class="single nomargin">The insectoid Verpine are technological masters who can create items with exceptional characteristics. Verpine armor and shields provide DR 10 against ion damage. As a [[swift action]], a Verpine weapon can be switched to ion fire mode, changing the weapon to deal ion damage instead of normal damage (at the same damage dice). However, Verpine items are designed for their unique physiologies, and they require the owner to have a minimum Dexterity of 13+ to wear their armor effectively (otherwise the wearer takes armorcheck penalties) or a minimum Intelligence of 13+ to operate their weapons properly (otherwise the wielder takes a −2 penalty to attack rolls with that weapon). Verpine-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">The insectoid Verpine are technological masters who can create items with exceptional characteristics. Verpine armor and shields provide DR 10 against ion damage. As a [[swift action]], a Verpine weapon can be switched to ion fire mode, changing the weapon to deal ion damage instead of normal damage (at the same damage dice). However, Verpine items are designed for their unique physiologies, and they require the owner to have a minimum Dexterity of 13+ to wear their armor effectively (otherwise the wearer takes armorcheck penalties) or a minimum Intelligence of 13+ to operate their weapons properly (otherwise the wielder takes a −2 penalty to attack rolls with that weapon). Verpine-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="weapon" class="spacer2"><!-- | --><div id="weapon" class="spacer2"><!-- | ||
--><h3 class="headline"> | --><h3 class="headline">Weapon Templates</h3><!-- | ||
--><p class="single nomargin">The following templates function the same way as general templates, but can be applied only to weapons.</p></div><!-- | --><p class="single nomargin">The following templates function the same way as general templates, but can be applied only to weapons.</p></div><!-- | ||
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--><div id="baragwin" class="spacer"><!-- | --><div id="baragwin" class="spacer"><!-- | ||
--><h4 class="headline">Baragwin Weapon</h4><!-- | --><h4 class="headline">Baragwin Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=78}}<!-- | |||
--><p class="single nomargin">Weapons manufactured by the Baragwin can be nasty, because the species has perfected the creation of deadly weapons through centuries of serving as galactic arms dealers. On a successful critical hit, Baragwin weapons grant their wielders +1 die of damage (after multiplying for the critical hit). However, Baragwin weapons are considered illegal. Baragwin weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">Weapons manufactured by the Baragwin can be nasty, because the species has perfected the creation of deadly weapons through centuries of serving as galactic arms dealers. On a successful critical hit, Baragwin weapons grant their wielders +1 die of damage (after multiplying for the critical hit). However, Baragwin weapons are considered illegal. Baragwin weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="bothan" class="spacer"><!-- | --><div id="bothan" class="spacer"><!-- | ||
--><h4 class="headline">Bothan Weapon</h4><!-- | --><h4 class="headline">Bothan Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=78}}<!-- | |||
--><p class="single nomargin">Bothan society is well known for its penchant for espionage, and the Bothans have developed methods of subduing targets without killing them. Bothan weapons deal +1 die of damage when set to stun or when dealing ion damage, but deal −1 die of damage when not set to stun or dealing ion damage. Bothan weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">Bothan society is well known for its penchant for espionage, and the Bothans have developed methods of subduing targets without killing them. Bothan weapons deal +1 die of damage when set to stun or when dealing ion damage, but deal −1 die of damage when not set to stun or dealing ion damage. Bothan weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="dashade" class="spacer"><!-- | --><div id="dashade" class="spacer"><!-- | ||
--><h4 class="headline">Dashade Weapon</h4><!-- | --><h4 class="headline">Dashade Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=79}}<!-- | |||
--><p class="single nomargin">The Dashade species specializes in creating weapons capable of inflicting great pain—if not great damage—upon an opponent. A target moved down the [[condition track]] by an attack from a Dashade weapon can only spend 2 swift actions per turn to recover. This effect lasts until the target returns to its normal state (all conditions removed). Dashade weapons are considered Illegal, and take a −2 penalty to damage rolls. Dashade weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">The Dashade species specializes in creating weapons capable of inflicting great pain—if not great damage—upon an opponent. A target moved down the [[condition track]] by an attack from a Dashade weapon can only spend 2 swift actions per turn to recover. This effect lasts until the target returns to its normal state (all conditions removed). Dashade weapons are considered Illegal, and take a −2 penalty to damage rolls. Dashade weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="gand" class="spacer"><!-- | --><div id="gand" class="spacer"><!-- | ||
--><h4 class="headline">Gand Weapon</h4><!-- | --><h4 class="headline">Gand Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=79}}<!-- | |||
--><p class="single nomargin">The Gand species, peculiar and often incomprehensible, specializes in crafting weapons that immobilize opponents. If a Gand weapon moves a target down the condition track with its stun damage, that target has its speed halved until it returns to its normal state (all conditions removed); a target that is −4 steps down the condition track (at the −10 step) is immobilized instead. Gand weapons are sometimes difficult to operate, and all Gand weapons are considered exotic weapons for the purposes of proficiency (except to members of the Gand species). Gand weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">The Gand species, peculiar and often incomprehensible, specializes in crafting weapons that immobilize opponents. If a Gand weapon moves a target down the condition track with its stun damage, that target has its speed halved until it returns to its normal state (all conditions removed); a target that is −4 steps down the condition track (at the −10 step) is immobilized instead. Gand weapons are sometimes difficult to operate, and all Gand weapons are considered exotic weapons for the purposes of proficiency (except to members of the Gand species). Gand weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="quickdraw" class="spacer"><!-- | --><div id="quickdraw" class="spacer"><!-- | ||
--><h4 class="headline">Quick Draw Weapon</h4><!-- | --><h4 class="headline">Quick Draw Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=79}}<!-- | |||
--><p class="single nomargin">These weapons are specially designed to be pulled quickly, whether by modification to the blaster or to its holster. A quick draw weapon wielder that possesses the [[Quick Draw (feat)|Quick Draw]] feat can draw or holster the weapon once per round as a [[free action]]. A quick draw weapon costs 10% more than the cost of the base weapon.</p><!-- | --><p class="single nomargin">These weapons are specially designed to be pulled quickly, whether by modification to the blaster or to its holster. A quick draw weapon wielder that possesses the [[Quick Draw (feat)|Quick Draw]] feat can draw or holster the weapon once per round as a [[free action]]. A quick draw weapon costs 10% more than the cost of the base weapon.</p><!-- | ||
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--><div id="rakatan" class="spacer"><!-- | --><div id="rakatan" class="spacer"><!-- | ||
--><h4 class="headline">Rakatan Weapon</h4><!-- | --><h4 class="headline">Rakatan Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=79}}<!-- | |||
--><p class="single nomargin">Crafted by an ancient and extremely advanced species known as the Rakata, weapons with this template are powerful and extremely alien to modern species. Rakatan weapons increase their die type by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to a maximum of d12) and grant the wielder a +1 equipment bonus on attack rolls. Rakatan weapons are considered exotic weapons, except to Rakatan characters (who treat them as weapons of their normal weapon group). Rakatan weapons cost 30% or 3,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">Crafted by an ancient and extremely advanced species known as the Rakata, weapons with this template are powerful and extremely alien to modern species. Rakatan weapons increase their die type by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to a maximum of d12) and grant the wielder a +1 equipment bonus on attack rolls. Rakatan weapons are considered exotic weapons, except to Rakatan characters (who treat them as weapons of their normal weapon group). Rakatan weapons cost 30% or 3,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="refitted" class="spacer"><!-- | --><div id="refitted" class="spacer"><!-- | ||
--><h4 class="headline">Refitted Weapon</h4><!-- | --><h4 class="headline">Refitted Weapon</h4><!-- | ||
-->{{referencetag|book=Legacy Era Campaign Guide|page=100}}<!-- | |||
--><p class="single nomargin">When a character refits a weapon, he or she upgrades its interchangeable parts with components that use the latest advances in weapon technology. Refitted weapons have the following changes to their statistics.</p><!-- | --><p class="single nomargin">When a character refits a weapon, he or she upgrades its interchangeable parts with components that use the latest advances in weapon technology. Refitted weapons have the following changes to their statistics.</p><!-- | ||
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--><div id="sith" class="spacer"><!-- | --><div id="sith" class="spacer"><!-- | ||
--><h4 class="headline">Sith Alchemical Weapon</h4><!-- | --><h4 class="headline">Sith Alchemical Weapon</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=79}}<!-- | |||
--><p class="single nomargin">Sith alchemical weapons are items that have undergone an arcane enhancement process using ancient [[Sith (force tradition)|Sith]] techniques. Favored by the Sith in the days prior to the spread of lightsabers, Sith alchemical weapons are not only resistant to damage but also channel the dark side through them. Ancient Sith Lords used alchemy to fundamentally alter the chemical makeup of their weapons, resulting in something far more dangerous than the typical sword or lanvarok.</p><!-- | --><p class="single nomargin">Sith alchemical weapons are items that have undergone an arcane enhancement process using ancient [[Sith (force tradition)|Sith]] techniques. Favored by the Sith in the days prior to the spread of lightsabers, Sith alchemical weapons are not only resistant to damage but also channel the dark side through them. Ancient Sith Lords used alchemy to fundamentally alter the chemical makeup of their weapons, resulting in something far more dangerous than the typical sword or lanvarok.</p><!-- | ||
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--><div id="bonadan" class="spacer"><!-- | --><div id="bonadan" class="spacer"><!-- | ||
--><h4 class="headline">Bonadan-Alloy Armor</h4><!-- | --><h4 class="headline">Bonadan-Alloy Armor</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=80}}<!-- | |||
--><p class="single nomargin">Although weapons are illegal on the crowded world of Bonadan, armor crafted from a unique alloy created on that planet is second to none. Bonadan-alloy armor provides DR 2 against slashing damage, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Bonadan-alloy armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">Although weapons are illegal on the crowded world of Bonadan, armor crafted from a unique alloy created on that planet is second to none. Bonadan-alloy armor provides DR 2 against slashing damage, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Bonadan-alloy armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="bronzium" class="spacer"><!-- | --><div id="bronzium" class="spacer"><!-- | ||
--><h4 class="headline">Bronzium Cast Armor</h4><!-- | --><h4 class="headline">Bronzium Cast Armor</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=80}}<!-- | |||
--><p class="single nomargin">An extremely solid and durable metal, bronzium can be used in the production of armor that can protect the wearer from suffering great harm. Once per encounter, the wearer of bronzium cast armor can redirect the damage from a successful incoming attack to the armor; the armor takes the damage from the attack (armor has the same DR, hit points, damage threshold, and break DC as a weapon of the same size category as the wearer). If the armor is disabled or destroyed, it no longer provides any bonuses to the wearer. A suit of armor pushed down the condition track imposes its condition penalties to the wearer’s Reflex Defense only. Bronzium cast armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">An extremely solid and durable metal, bronzium can be used in the production of armor that can protect the wearer from suffering great harm. Once per encounter, the wearer of bronzium cast armor can redirect the damage from a successful incoming attack to the armor; the armor takes the damage from the attack (armor has the same DR, hit points, damage threshold, and break DC as a weapon of the same size category as the wearer). If the armor is disabled or destroyed, it no longer provides any bonuses to the wearer. A suit of armor pushed down the condition track imposes its condition penalties to the wearer’s Reflex Defense only. Bronzium cast armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="durasteel" class="spacer"><!-- | --><div id="durasteel" class="spacer"><!-- | ||
--><h4 class="headline">Durasteel Cast Armor</h4><!-- | --><h4 class="headline">Durasteel Cast Armor</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=80}}<!-- | |||
--><p class="single nomargin">A thin and lightweight metal, durasteel is used in the construction of armor when extra protection is needed. Durasteel cast armor grants DR 1 to the wearer, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Durasteel cast armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">A thin and lightweight metal, durasteel is used in the construction of armor when extra protection is needed. Durasteel cast armor grants DR 1 to the wearer, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Durasteel cast armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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--><div id="environmental" class="spacer"><!-- | --><div id="environmental" class="spacer"><!-- | ||
--><h4 class="headline">Environmental Bastion Armor</h4><!-- | --><h4 class="headline">Environmental Bastion Armor</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=80}}<!-- | |||
--><p class="single nomargin">Environmental bastion armors are designed to protect the wearer from harsh environments— including vacuum—and provide a comfortable environment for whatever species they are made for (for example, Ubese wear environmental bastion armor that produces atmosphere similar to their homeworld’s). Environmental bastion armor acts as a sealed environment suit, providing a number of hours of breathable air to the wearer equal to the armor’s equipment bonus to Fortitude Defense. Environmental bastion armor costs 10% more than the base item.</p><!-- | --><p class="single nomargin">Environmental bastion armors are designed to protect the wearer from harsh environments— including vacuum—and provide a comfortable environment for whatever species they are made for (for example, Ubese wear environmental bastion armor that produces atmosphere similar to their homeworld’s). Environmental bastion armor acts as a sealed environment suit, providing a number of hours of breathable air to the wearer equal to the armor’s equipment bonus to Fortitude Defense. Environmental bastion armor costs 10% more than the base item.</p><!-- | ||
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--><div id="eriadun" class="spacer"><!-- | --><div id="eriadun" class="spacer"><!-- | ||
--><h4 class="headline">Eriadun Armor</h4><!-- | --><h4 class="headline">Eriadun Armor</h4><!-- | ||
-->{{referencetag|book=Knights of the Old Republic|page=80}}<!-- | |||
--><p class="single nomargin">Crafted on the Human-dominated world of Eriadu, Eriadun armor helps soldiers avoid being taken prisoner and interrogated by enemy forces. A suit of Eriadun armor or an Eriadun energy shield provides DR 5 against stun damage, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Eriadun armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | --><p class="single nomargin">Crafted on the Human-dominated world of Eriadu, Eriadun armor helps soldiers avoid being taken prisoner and interrogated by enemy forces. A suit of Eriadun armor or an Eriadun energy shield provides DR 5 against stun damage, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Eriadun armor costs 10% or 1,000 credits (whichever is higher) more than the base item.</p><!-- | ||
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[[Category:Game Templates]] | [[Category:Game Templates]] | ||
[[Category:Knights of the Old Republic]] | [[Category:Knights of the Old Republic]] | ||
[[Category:Legacy Era Campaign Guide]] |
Latest revision as of 22:41, 24 September 2024
In a Knights of the Old Republic campaign, a hero might have access to a wide variety of exotic gear with special properties not found in more common types of equipment. Rather than list individual pieces of equipment from dozens of worlds in the galaxy—such as a Bothan heavy blaster pistol or a suit of Arkanian battle armor—this section presents several gear templates that can be applied to normal equipment statistics to produce an unusual version of an item.
To create an item using a-gear template, choose a basic piece of equipment (such as a blaster rifle). then choose one of the templates from the sections below. Apply the changes to the equipment’s statistics and effect as described in the template. Some templates have restrictions, either because of the template type (for example, weapon templates can be applied only to weapons) or because of specific prerequisites (for example, only weapons that deal stun damage can have the Bothan Weapon template applied). Gamemasters might rule that some weapons cannot be altered due to cultural or logical prerequisites; for example, since a bowcaster is a weapon unique to Wookiee culture, it makes little sense for there to be an Echani bowcaster.
Introducing gear templates into your campaign takes a major step away from the simplicity of equipment design, purchase, and use that the Saga Edition rules provide. The gear templates presented in this section balance out the benefit of the templates with drawbacks, so heroes still have a reason to pick up a standard heavy blaster pistol rather than an Iridonian heavy blaster pistol. Items that have had a gear template applied represent rare samples that are found only once in a great while. All templated items have the Rare tag applied to their Availability, since they are found only on one planet or in the possession of one particular group.
Gamemasters should be cautious when introducing gear templates into the game. Items with templates applied should not be included in the list of items a character can buy; rather, they must be found or earned. Items with gear templates applied make great rewards for completing missions or defeating important villains, but if they can be found in every shop or purchased off of a computer shopping network then they are no longer special. Even when these items are available for purchase, such as buying a suit of Eriadun flex armor on Eriadu, only one such item will be available, since they are above and beyond the weapons and armor found commonly throughout the galaxy. Unlike the heroes in the Knights of the Old Republic video games, your heroes probably should not walk around with unique items on every part of their bodies. Instead, treat these special weapons as exceptional rewards or prized finds.
The templates presented in this chapter are meant to represent the unique products of various societies and cultures. Stacking one temp late on top of another will inevitably produce weapons and armor far superior to other weapons, possibly creating confusing results (what is a suit of Massassi Eriadun armor?). Therefore, with the exception of the prototype template, the quick-draw weapon template, and the cortosis-weave/phrik-a lloy template, no items should have more than one template added. Gamemasters might remove this restriction for special items, but this can quickly affect the way mundane equipment is perceived in your campaign.
Additionally, when determining the costs for items with multiple templates, apply each template one at a time, starting with the most expensive template and adding new ones after determining the new price for the item based on the previous template.
General Templates
Templates denoting a particular place or method of manufacturing might cover both weapons and armor. The following general templates can be applied to suits of armor or weapons, using the rules described in the template’s entry.
Arkanian Manufacture
Knights of the Old Republic, page 76.
Developed on the frozen tundra world of Arkania, weapons and armor of Arkanian manufacture are engineered to function in extremely cold environments. Arkanian weapons deal energy and fire damage: however, if an Arkanian weapon is used with an ability that consumes more than one shot in a round (such as Rapid Shot or Double Attack) the weapon overheats and cannot be fired for one round as it cools down.
Arkanian armor doubles its equipment bonus to Fortitude Defense against cold weather hazards, but has no equipment bonus to Fortitude Defense against heat-based hazards. Arkanian items cost 10% or 1,000 credits (whichever is higher) more than other items of their kind.
Restrictions: This template can be applied only to armor or to ranged energy weapons.
Cinnagaran Manufacture
Knights of the Old Republic, page 76.
Cinnagaran items are manufactured on the sprawling metropolis world of Empress Teta, which has been at the center of galactic wars for over a thousand years. Cinnagaran armor and shields grant DR 5 against weapons that deal sonic damage, but its Maximum Dexterity Bonus is reduced by 1.
Cinnagaran weapons deal energy and bludgeoning damage. Cinnagaran items cost 10% or 1,000 credits (whichever is higher) more than other items of their kind.
Restrictions: This template can be applied only to armor or to ranged energy weapons.
Cortosis Weave / Phrik Alloy
Knights of the Old Republic, page 77.
Weapons and armor made of cortosis weave or phrik alloy share a special property that prevents lightsabers from slicing through them with great ease. A lightsaber does not ignore the DR of a weapon or suit of armor made of cortosis weave or phrik alloy. A piece of equipment with this template costs 20% more than the base item.
During this time, almost all melee weapons are coated with a cortosis weave due not only to an abundance of the material but also the presence of large numbers of lightsaber-wielding combatants; as a result, they are not given the Rare availability tag during this era. During other eras, however, these materials are far more difficult to find, and are given the Rare tag as normal.
Restrictions: None.
Echani Manufacture
Knights of the Old Republic, page 77.
Extremely rare, items of Echani manufacture are hand- crafted by the powerful and skilled Echani warriors, and each individual item is unique. Echani armor weighs half as much as ot her armor of its kind, and once per encounter the wearer can move at their normal speed (not the adjusted speed for wearing the armor) for one round, though the armor’s bonus to Reflex Defense is reduced by 1.
Once per encounter the wielder of an Echani weapon can declare that the critical range of his weapon is increased by one (thus scoring a critical on a 19 or a 20 on most weapons). However, any roll other than a natural 20 is not considered an automatic hit, and if you still miss the target you do not score a critical hit. The use of this ability can be declared after the attack roll is made, but before the attack is resolved. However, Echani weapons have half as many hit points as other weapons of their kind. Echani-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base it em.
Restrictions: This template can be applied only to armor or to weapons that deal slashing or piercing damage (no lightsabers).
GenoHaradan Manufacture
Knights of the Old Republic, page 77.
A secretive guild of assassins and bounty hunters, the GenoHaradan have items specially crafted to suit their darker purposes. GenoHaradan armor provides a +2 equipment bonus on Stealth checks to sneak but reduces the equipment bonus to Fortitude Defense by one (minimum +0). GenoHaradan weapons grant a +2 equipment bonus to the attack roll of a contact poison applied to the weapon (for melee weapons), or a +1 equipment bonus on attack rolls with weapons set to stun (for ranged weapons). GenoHaradan weapons are somewhat fragile, and become disabled until repaired when the wielder rolls a natural 1 on an attack roll. GenoHaradan-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template cannot be applied to melee weapons that deal energy damage or to ranged weapons without a stun setting. This template can be applied only to a suit of armor that provides an equipment bonus to Fortitude Defense.
Iridonian Manufacture
Knights of the Old Republic, page 77.
The Iridonians are a mysterious species known for their savagery and aggressiveness. Iridonian armor and shields provide DR 2 against bludgeoning damage. Iridonian weapons gain a +2 equipment bonus to damage rolls when using either the Power Attack or Power Blast feats. However, all Iridonian weapons are considered Illegal, and visibly displaying an Iridonian weapon or wearing Iridonian armor always imposes unfavorable circumstances on Deception or Persuasion checks against law enforcement officials and other authority figures. Iridonian-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: None.
Krath Manufacture
Knights of the Old Republic, page 77.
Items created by the Krath typically have a cruel and dangerous twist. Krath armor and shields provide DR 2 against energy damage. If an attack roll with a Krath weapon equals or exceeds the target’s Fortitude Defense as well as Reflex Defense, the target takes 1d4 damage at the beginning of its next turn. Krath-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item. However, Krath weapons and armor hold the taint of the dark side within them, and any character wielding a Krath manufacture weapon or wearing Krath armor treat their Dark Side Score as one higher than it actually is for the purposes of being targeted by effects that only affect targets with a Dark Side Score.
Restrictions: This template can be applied only to armor or to melee weapons that deal slashing or piercing damage, and cannot be applied to lightsabers.
Mandalorian Manufacture
Knights of the Old Republic, page 77.
A Mandalorian warrior is made great by his or her equipment, and each piece of Mandalorian equipment is unique in some way. Mandalorian items are made with customization in mind; any character making a Mechanics check to repair or modify a weapon or suit of armor of Mandalorian manufacture gains a +5 equipment bonus on the check. However, Mandalorian technology is often based on the designs of other cultures, causing some unusual interaction between technologies; if a Mandalorian item is disabled all of the modifications to that item are destroyed (and much be purchased anew, not merely repaired). Mandalorian-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: None.
Massassi Manufacture
Knights of the Old Republic, page 77.
Built by primitive creatures for use in the service of the Sith, Massassi items are designed to take advantage of the strength of their wielders. Massassi armor allows a critical hit against the wearer to be turned into a normal hit once per encounter as a reaction. However, if a character does not have a sufficient Strength score (13 for light armor, 15 for medium armor, or 17 for heavy armor) they take armor-check penalties even when proficient in the armor.
When a character scores a critical hit with a Massassi weapon held in two hands, that character triples his Strength bonus to damage (before multiplying for the critical hit); like armor, if a character does not have a sufficient Strength score (15 for Medium weapons, 17 for Large weapons, or 19 for Huge and bigger weapons) then he takes a −2 penalty to attack rolls with that weapon, even if proficient. Massassi-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to armor or to melee simple weapons.
Prototype
Knights of the Old Republic, page 78.
Prototype items are unstable and not ready for release to the general public, but they might have properties that other items do not. A prototype item can have two modifications from the Tech Specialist feat instead of just one. However, a prototype weapon treats a natural roll of 1, 2, 3, or 4 as though it were a natural 1 (thus, automatically missing), and the weapon becomes disabled until repaired. A wearer of prototype armor takes 1 more die of damage from a critical hit (before multiplying); thus, a heavy blaster pistol that scores a critical hit against a target wearing prototype armor deals 4d8 damage base, which is then doubled.
Restrictions: None.
Verpine Manufacture
Knights of the Old Republic, page 78.
The insectoid Verpine are technological masters who can create items with exceptional characteristics. Verpine armor and shields provide DR 10 against ion damage. As a swift action, a Verpine weapon can be switched to ion fire mode, changing the weapon to deal ion damage instead of normal damage (at the same damage dice). However, Verpine items are designed for their unique physiologies, and they require the owner to have a minimum Dexterity of 13+ to wear their armor effectively (otherwise the wearer takes armorcheck penalties) or a minimum Intelligence of 13+ to operate their weapons properly (otherwise the wielder takes a −2 penalty to attack rolls with that weapon). Verpine-manufactured items cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to armor or to ranged weapons that deal energy damage.
Weapon Templates
The following templates function the same way as general templates, but can be applied only to weapons.
Antiquated Weapon
Legacy Era Campaign Guide, page 100.
This weapon template can be applied to any weapon that doesn’t appear in the Saga Edition core rulebook and represents pre-Legacy era technology. Most antiquated weapons are still fully functional but do not take advantage of the latest technological advancements. See Legacy Era Campaigns for a more in depth description.
Cost: Antiquated weapons have their prices increased by 10% due to rarity.
Availability: All antiquated weapons gain the Rare availability, if they do not already have it.
Energy Cells and Power Packs: Energy cells and power packs for antiquated weapons cost 50% more than a standard energy cell or power pack. Unless otherwise specified, an antiquated weapon cannot use standard energy cells or power packs, only antiquated energy cells or power packs.
Repairs: Antiquated weapons do not use modern technology and are likely to be unfamiliar to most weaponsmiths. An antiquated weapon increases the base DC of any Mechanics checks made to build or repair the weapon by +5.
Refitting: An antiquated weapon can be refitted (see the Mechanics skill). Apply the refitted template to the base weapon instead of the antiquated template.
Baragwin Weapon
Knights of the Old Republic, page 78.
Weapons manufactured by the Baragwin can be nasty, because the species has perfected the creation of deadly weapons through centuries of serving as galactic arms dealers. On a successful critical hit, Baragwin weapons grant their wielders +1 die of damage (after multiplying for the critical hit). However, Baragwin weapons are considered illegal. Baragwin weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: None.
Bothan Weapon
Knights of the Old Republic, page 78.
Bothan society is well known for its penchant for espionage, and the Bothans have developed methods of subduing targets without killing them. Bothan weapons deal +1 die of damage when set to stun or when dealing ion damage, but deal −1 die of damage when not set to stun or dealing ion damage. Bothan weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to weapons that deal stun damage or ion damage.
Dashade Weapon
Knights of the Old Republic, page 79.
The Dashade species specializes in creating weapons capable of inflicting great pain—if not great damage—upon an opponent. A target moved down the condition track by an attack from a Dashade weapon can only spend 2 swift actions per turn to recover. This effect lasts until the target returns to its normal state (all conditions removed). Dashade weapons are considered Illegal, and take a −2 penalty to damage rolls. Dashade weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: None.
Gand Weapon
Knights of the Old Republic, page 79.
The Gand species, peculiar and often incomprehensible, specializes in crafting weapons that immobilize opponents. If a Gand weapon moves a target down the condition track with its stun damage, that target has its speed halved until it returns to its normal state (all conditions removed); a target that is −4 steps down the condition track (at the −10 step) is immobilized instead. Gand weapons are sometimes difficult to operate, and all Gand weapons are considered exotic weapons for the purposes of proficiency (except to members of the Gand species). Gand weapons cost 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to weapons that deal stun damage.
Quick Draw Weapon
Knights of the Old Republic, page 79.
These weapons are specially designed to be pulled quickly, whether by modification to the blaster or to its holster. A quick draw weapon wielder that possesses the Quick Draw feat can draw or holster the weapon once per round as a free action. A quick draw weapon costs 10% more than the cost of the base weapon.
Restrictions: None.
Rakatan Weapon
Knights of the Old Republic, page 79.
Crafted by an ancient and extremely advanced species known as the Rakata, weapons with this template are powerful and extremely alien to modern species. Rakatan weapons increase their die type by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to a maximum of d12) and grant the wielder a +1 equipment bonus on attack rolls. Rakatan weapons are considered exotic weapons, except to Rakatan characters (who treat them as weapons of their normal weapon group). Rakatan weapons cost 30% or 3,000 credits (whichever is higher) more than the base item.
Restrictions: None.
Refitted Weapon
Legacy Era Campaign Guide, page 100.
When a character refits a weapon, he or she upgrades its interchangeable parts with components that use the latest advances in weapon technology. Refitted weapons have the following changes to their statistics.
Cost: Refitted weapons have their prices increased by 20% due to rarity and the innate cost of refitting the weapon.
Availability: All refitted weapons gain the Rare availability, if they do not already have it.
Energy Cell: A refitted weapon can use standard energy cells and power packs. Additionally, weapons that use power packs to provide ammunition have their number of shots that can be fired before the power pack must be replaced increased by 10%.
Repairs: Since refitted weapons combine antiquated technology with modern components, sometimes the weapon must be treated gently and repairs can be challenging. A refitted weapon increases the base DC of any Mechanics checks made to repair the weapon by +5.
Maintenance: Unlike normal weapons, refitted weapons require extra maintenance to ensure that they continue to function as expected. Once per week the weapon must receive regular maintenance, which requires 1 hour of work (no Mechanics check required, though a tool kit is necessary to perform the maintenance). Failure to perform this maintenance moves the weapon −1 persistent step down the condition track for each day it does not receive maintenance after one week.
Sith Alchemical Weapon
Knights of the Old Republic, page 79.
Sith alchemical weapons are items that have undergone an arcane enhancement process using ancient Sith techniques. Favored by the Sith in the days prior to the spread of lightsabers, Sith alchemical weapons are not only resistant to damage but also channel the dark side through them. Ancient Sith Lords used alchemy to fundamentally alter the chemical makeup of their weapons, resulting in something far more dangerous than the typical sword or lanvarok.
A lightsaber does not ignore a Sith alchemical weapon’s DR, and characters who are proficient with the Sith alchemical weapon can treat it as a lightsaber for the purpose of using the block|Block, Deflect, and [[Redirect Shot talents (and any talents that have those Jedi talents as a prerequisite).
Additionally, a Sith alchemical weapon becomes more powerful in the hands of a character who is steeped in the dark side of the Force. A character proficient in Sith alchemical weapon use can spend a Force point as a swift action to gain a bonus to damage rolls with the Sith alchemical weapon equal to his or her Dark Side Score. This bonus to damage applies to the next attack made with the weapon before the end of the encounter, and activating this ability increases the wielder’s Dark Side Score by 1.
Sith alchemical weapons cost 20% or 2,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to advanced melee weapons and simple melee weapons.
Armor Templates
The following templates function the same way as general templates, but can be applied only to armor.
Bonadan-Alloy Armor
Knights of the Old Republic, page 80.
Although weapons are illegal on the crowded world of Bonadan, armor crafted from a unique alloy created on that planet is second to none. Bonadan-alloy armor provides DR 2 against slashing damage, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Bonadan-alloy armor costs 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to a suit of armor that provides an equipment bonus to Fortitude Defense.
Bronzium Cast Armor
Knights of the Old Republic, page 80.
An extremely solid and durable metal, bronzium can be used in the production of armor that can protect the wearer from suffering great harm. Once per encounter, the wearer of bronzium cast armor can redirect the damage from a successful incoming attack to the armor; the armor takes the damage from the attack (armor has the same DR, hit points, damage threshold, and break DC as a weapon of the same size category as the wearer). If the armor is disabled or destroyed, it no longer provides any bonuses to the wearer. A suit of armor pushed down the condition track imposes its condition penalties to the wearer’s Reflex Defense only. Bronzium cast armor costs 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: None.
Durasteel Cast Armor
Knights of the Old Republic, page 80.
A thin and lightweight metal, durasteel is used in the construction of armor when extra protection is needed. Durasteel cast armor grants DR 1 to the wearer, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Durasteel cast armor costs 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to a suit of armor that provides an equipment bonus to Fortitude Defense.
Environmental Bastion Armor
Knights of the Old Republic, page 80.
Environmental bastion armors are designed to protect the wearer from harsh environments— including vacuum—and provide a comfortable environment for whatever species they are made for (for example, Ubese wear environmental bastion armor that produces atmosphere similar to their homeworld’s). Environmental bastion armor acts as a sealed environment suit, providing a number of hours of breathable air to the wearer equal to the armor’s equipment bonus to Fortitude Defense. Environmental bastion armor costs 10% more than the base item.
Restrictions: This template can be applied only to a suit of armor that provides an equipment bonus to Fortitude Defense.
Eriadun Armor
Knights of the Old Republic, page 80.
Crafted on the Human-dominated world of Eriadu, Eriadun armor helps soldiers avoid being taken prisoner and interrogated by enemy forces. A suit of Eriadun armor or an Eriadun energy shield provides DR 5 against stun damage, but any equipment bonus to Fortitude Defense provided by the armor is reduced by one (to a minimum of +0). Eriadun armor costs 10% or 1,000 credits (whichever is higher) more than the base item.
Restrictions: This template can be applied only to a suit of armor that provides an equipment bonus to Fortitude Defense.