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.