Augments

Contents

Weapons

Weapon attachments slot into a hardpoint for the weapon when it makes sense (no underslung grenade launchers for vibroswords). Each attachment provides some kind of upgrade as well as several modification options. One of these options can be employed by making a Hard Mechanics roll and spending 100 credits. Employing further mods increases the cost by 100 credits and the difficulty of the roll.

Weapon Augment HP Req. Price/ Rarity
Arakyd 900 Gene-Lock 1 500/7
Augmented Spin Barrel 2 1750/4
Balanced Hilt 2 1500/5
Bipod Mount 1 100/1
Blaster Actuating Module 1 500/4
Blaster Energy Dampener 1 ®750/4
Blaster Suppressor 1 ®750/5
Bowcaster Accelerator Enhancement 1 250/4
Bowcaster Automatic Recocker 1 500/3
Custom Grip 1 500/6
Corellian Arms Model 2 Wrist Mount 2 275/5
Czerka H9 Pistol Grip 1 400/3
Electronic Sighting System 1 500/4
Energy Overclock Setting 3 500/5
Enhanced XCiter 2 ®1500/6
Environmental Adaptation Kit 1 100/2
Filed Front Sight 1 25/0
Force-Attuned Resonator 2 ® 1000/8
Forearm Grip 1 250/1
Gyrostabilizer 2 1000/6
Hair Trigger 1 450/4
Hunting Barrel 3 ®1200/4
Integrated Illuminator 1 200/4
Integrated Scanner 2 675/5
Magnetic Weapon Tether 1 250/2
Marksman Barrel 2 1200/4
Monomolecular Edge 1 1000/5
Motion Tracker 2 1000/6
Multi-Optic Sight 1 2000/3
Night-Vision Scope 1 500/3
Optimized Energy Cell 1 100/5
Overcharged Actuating Module 1 650/7
Overcharge Valve 2 ®1500/6
Paired Weapons 1 300/3
Poison Reservoir 1 ®400/5
Rapid Recharge XCiter 1 750/7
Removed Safety Features 0 ®250/2
Secondary Ion Blaster 2 400/6
Slugthrower Suppressor 1 ®100/4
Shield Discharge Pack 1 800/5
Sonic Scope 1 1500/8
Serrated Edge 1 50/1
Shadowheath 1 ®1500/5
Shortened Barrel 1 250/4
Sorosuub Bantha’s Eye Laser Sight 1 500/5
Sorosuub Final Word Secondary Missile System 3 3000/6
Spread Barrel 2 1725/4
Stripped Down 3 250/4
Stun Pulse 1 250/4
Superior Weapon Customization 1 5000/6
Suppressor 1 ®750/5
Telescopic Optical Sight 1 250/1
Tripod Mount 2 500/3
Underslung Flame Projector 2 ®3000/5
Underslung Grapnel Launcher 2 500/3
Underslung Grenade Launcher 2 ®2000/5
Underslung Scattercannon 3 ®750/5
Vibro-Bayonet 1 300/3
Weapon Harness 2 500/2
Weapon Signature Reduction 1 1000/6
Weapon Sling 1 100/0
Weighted Head 2 250/3

Armor

Armor attachments slot into a hardpoint for the armor when it makes sense (vests cannot be vacuum-sealed). Modification option rules are the same for armor as for weapons.

Armor Augment HP Req. Price/ Rarity
Amphibious Modification 1 500/4
Athakam Medtech Smartmed 2000 Integrated Med-Systems 2 2500/7
Biofeedback System 2 3300/5
Chedak Communications Multi-Band Comlink 0 200/1
Cryoncorp Omniscan 3 Integrated Scanner 1 1000/4
Custom Fit 1 400/3
Energy Dispersion System 1 500/4
Enhanced Optics Suite 1 1750/3
Heating System 1 1000/3
Industrial Automaton Accu-Strike Integrated Targeting Computer 1 3000/7
Integrated Ascension Gear 2 250/3
Integrated Slicer Gear 3 750/6
In-Helmet Scanner 1 750/4
Ion Shielding 1 2000/7
Merr-Sonn VX Hands-Free Weapon System 2 1000/6
Optical Camoflage System 2 5500/6
Passive Foliage Suit 1 75/2
Radiation Shielding 1 500/3
Reinforced Gauntlets 2 250/2
Self-Repair Systems 2 3000/6
Strength Enhancing System 2 2500/4
Superior Armor Customization 1 5000/6
TaggeCo MB-7 Ranger Range Finder 1 1500/6
Thermal Shielding System 1 1000/3
Threat Monitor 1 750/4
Vacuum Sealed 1 1000/3
Water Reclamation System 2 500/4

Cybernetics

A character may only have a number of cybernetics up to their Brawn rating. Droids automatically have access to the maximum amount of cybernetics (6). Ion damage delivered to a user with cybernetics can disable certain augments until the end of the encounter.

Weapon Augment Placement Price/ Rarity
Adrenal Implant Nervous System 2250/5
Appraiser’s Eye Eyes 700/7
Biofeedback Regulator Non-Droid Nervous System 3000/8
Cybernetic Arms Arms 10000/6
Cybernetic Brain Implant Head 10000/6
Cybernetic Cavity Body ®775/3
Cybernetic Eyes Eyes 7500/6
Cybernetic Legs Legs 10000/6
Cybernetic Reflexes Nervous System 2750/5
Cybernetic Respirator Lungs/Mouth 2000/4
Cybernetic Weapon Arm 4000/7
Cyberscanner Limb Hand 4000/7
Digital Lockpick Hand 2750/5
Escape Circuit Droid’s Body ®1000/6
Gank Comm Implant Head 250/7
Immune Implant Body 5000/6
Implant Armor Body 7500/6
Implanted Cyberjack Hand 3750/6
Network Slicing Uplink Any (Droid) ®1250/7
Neural Recorder Brain 250/8
Neuro-Saav Cyber Droid Interface 600/4
Neuromachine Interface Brain ®3500/6
Q-22 Retinal Tracker Eyes 2500/6
Repli-Limb Prosthetic (limb) Arms/Legs 2000/4
Repli-Limb Prosthetic (organ) Any 1000/4
Repulsor Fist Hand 4750/7
Surge Override Protector Nervous System 1000/6
Swift 78B Vessel Courier System Body 5000/6
TaggeCo CAAF-2 System Cybernetic Avionics Interface Hand 8000/6

Lightsaber Attachments

Lightsaber Mod Dam Crit Enc HP used quality Price/ Rarity
Basic Hilt 1 5 none 300/5
Barab Ingot 8 3 2 Breach 1, Burn 1, Sunder, Modded 2x burn, 2x vic ®9000/8
Cyclic Crystal Array 0 2 augment ® 1500/8
Curved Hilt 1 Auto Adv when vs 1, Modded def 1 1000/6
Dantari Crystal 7 2 2 Force recover, Modded -1crit rate, 2x dam +1 ®12000/9
Double-Bladed Hilt 1 Linked 1, Unwieldy 3 600/6
Dragite Gem 7 3 2 Breach 1, Disorient 1, Sunder, Modded 2x Disor +1, 2x Concuss +1, 1 Dam +1 ®14000/7
Dual-Phase Modification 2 incident short/lengthen 1/encount to ingore def 4500/6
Extended Hilt +1 1 Modded 1x Vicious 1 3800/7
Guard Shoto Hilt 1 3 Defensive 1, Deflection 2, Unwieldy 4 700/7
llum Crystal 6 2 2 Breach 1, Sunder, Modded 2x Vicious, 4x dam+1, -1 crit ®9000/10
Kimber Stone 9 2 Stun Damage, Modded: 2x Damage, 1x Concussive, 2x Disorient ®6500/8
Krayt Dragon Pearl 9 1 2 Breach 1, Sunder, Vicious 1, Modded 3x Vicious, 1x dam +1 ®15000/10
Lightsaber Pike Hilt 2 Cumbersome 3, Defensive 1, 600/7
Lorrdian Gemstone 7 2 2 Breach 1, Defensive 1, Sunder, Modded 2x Deflect, 1x def +1 ®9600/8
Mephite Crystal 8 2 2 Breach 1, Sunder, Special, Modded 3x dam +1, 1x -1 crit, 1x vicious ®10000/10
Nishalorite Stone 7 3 2 Breach 1, Sunder, Modded 1x Planet Mapper, 2x Disorient, 1x Vicious ®12500/8
Sapith Gem 7 2 2 Breach 1, Sunder, Modded 2x dam +1, 1x -1 crit, 1x Breach ®18000/10
Shoto Hilt 1 Accurate 1 300/6
Sorian Crystal 6 3 4 Breach 1, Sunder, Modded: 3x Damage, 1 Parry(talent), 1x Disorient ®16000/9
Superior Hilt Personalization +1 1 Auto Advan 5000/6
Temple Guard Lightsaber Pike Hilt 2 4 Defensive 1, Linked 1, Stun 4, Unwieldy 3 2,000/9
Training Lightsaber Emitter 1 Stun Damage 100/6
Varpeline Crystal 8 3 2 Breach 1, Sunder, Vicious 1 Modded 1x dam+1, 2x Vicious ®14000/9

Qualities/mod explanations

All passive weapons do not require any advantage to activate them, where as any that are Active, require 2 to activate the quality, dealing the set number on the weapons description of effect.

Quality Active/Passive Ranked
Accurate Passive Yes
Auto-Fire Active No
Blast Active Yes
Breach Passive Yes
Burn Active Yes
Concussive Active Yes
Cortosis Passive No
Cumbersome Passive Yes
Defensive Passive Yes
Deflection Passive Yes
Disorient Active Yes
Ensare Active Yes
Guided Active Yes
Inaccurate Passive Yes
Inferior Passive No
Ion Passive No
Knockdown Active No
Limited Ammo Passive Yes
Linked Active Yes
Pierce Passive Yes
Prepare Passive Yes
Slow-Firing Passive Yes
Stun Active Yes
Stun Damage Passive No
Stun Setting Passive No
Sunder Active No
Superior Passive No
Tractor Passive No
Unwieldy Passive Yes
Vicious Passive Yes

Augments

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