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Name Price/Rarity Check Time

Brawl and Melee Weapon Templates


Fist Weapon 10 credits/0 Average Mechanics or Survival chec4 hours
Blunt Weapon 5 credits/0 Easy Mechanics or Survival check 6 hours
Shield 10 credits/0 Average Mechanics or Survival chec8 hours
Bladed Weapon 10 credits/0 Average Mechanics or Survival chec16 hours
Vibro-weapon 200 credits/3 Hard Mechanics check 1 day (24 hours)
Powered Melee
400 credits/4 Daunting Mechanics check 2 days (48 hours)
Weapon
Ranged Weapon Templates
Simple Projectile
10 credits/0 Average Mechanics or Survival chec4 hours
Weapon
Solid Projectile
50 credits/0 Average Mechanics check 8 hours
Pistol
Solid Projectile
125 credits/0 Hard Mechanics check 8 hours
Rifle
Energy Pistol 200 credits/3 Hard Mechanics check 12 hours
Energy Rifle 450 credits/4 Hard Mechanics check 16 hours
Heavy Energy
(R) 1,000 credits/6 Daunting Mechanics check 1 day (24 hours)
Rifle
Missile Launcher (R) 4,000 credits/7 Daunting Mechanics check 16 hours
Missile (R) 100 credits/3 Hard Mechanics check 4 hours
Grenade 35 credits/4 Hard Mechanics check 2 hours
Micro-Rocket (C) 75 credits/3 Hard Mechanics check 3 hours
Mine (R) 425 credits/5 Hard Mechanics check 4 hours
Examples
Brass knuckles,
punch dagger
Club, staff
Buckler, riot
shield
Axe, knife, sword
Vibro-ax,
vibroknife,
Electrostaff,
vibrosword
force pike
Bow, sling,
Slugthrower
blowgun, javelin
pistol, flechette
Slugthrower
pistol rifle,
rail gun
Blaster pistol
Blaster rifle
Heavy blaster
rifle,
Missiledisruptor rifle
launcher,
torpedo launcher
Missile, micro-
torpedo
Frag grenade,
Explosive
stun grenade micro-
rocket, ion micro-
Anti-personnel
rocket
mine, ion mine
Name Skill Dam Crit Range Encum HP
Brawl and Melee Weapon Template Profiles
Fist Weapon Brawl Br+1 4 Engaged 1 0
Blunt Weapon Melee Br+2 5 Engaged 3 1
Shield Melee Br+0 5 Engaged 1 4
Bladed Weapon Melee Br+1 3 Engaged 2 1
Vibro-weapon Melee Br+1 2 Engaged 2 3
Powered Melee Weapon Melee Br+2 3 Engaged 3 5
Ranged Weapon Template Profiles
Simple Projectile WeaponRanged (Light) 4 5 Short 3 0
Solid Projectile Pistol Ranged (Light) 4 5 Short 1 0
Solid Projectile Rifle Ranged (Heavy) 7 5 Medium 5 1
Energy Pistol Ranged (Light) 6 3 Medium 1 3
Energy Rifle Ranged (Heavy) 9 3 Long 4 4
Heavy Energy Rifle Gunnery 10 3 Long 6 4
Missile Launcher Gunnery - - - - -
Missile Gunnery 20 2 Extreme 7 4
Grenade Ranged (Light) 8 4 Short 1 0
Micro-Rocket (C) Ranged (Heavy) 7 2 Short 1 1
Mine Mechanics 12 3 Engaged 3 0
Special

Disorient 3, One-handed
Disorient 2, One-handed
Defensive 1, One-handed
One-handed
Pierce 2, Vicious 1, One-handed
Stun 3, One-handed

Limited Ammo 1

Cumbersome 2

Cumbersome 3
Uses 10,
Blast profile of loaded
Breach 1, missile.
Cumbersome 3, Guided 3,
Prepare 1, Limited
Blast 6, Limited AmmoAmmo
1 1
Blast 6, Limited Ammo 1
Blast 4, Limited Ammo 1
Name Price/Rarity Check Time
Droid Chassis Templates
Monotask Chassis 600 credits/2 Average Mechanics check 1 day (24 hours)
Labor Chassis 3,500 credits/3 Average Mechanics check 2 days (48 hours)
Combat Chassis (R) 3,250/4 Hard Mechanics check 2 days (48 hours)
Miniature Specialist Chassis (C 4,500/3 Daunting Mechanics check 3 days (56 hours)
Specialist Chassis 4,500/3 Daunting Mechanics check 3 days (56 hours)
Advanced Combat Chassis (R) 32,000/7 Formidable Mechanics check10 days (240 hours)
Droid Directive Templates
Labor Directives - Easy Computers check 8 hours
Combat Directives - Average Computers check 16 hours
Translation Directives - Hard Computers check 1 day (24 hours)
Thievery Directives (C) - Hard Computers check 1 day (24 hours)
Repair Directives - Hard Computers check 1 day (24 hours)
Navigation Directives - Hard Computers check 3 days (72 hours)
Sentry Directives - Hard Computers check 3 days (72 hours)
Healing Directives - Daunting Computers check 3 days (72 hours)
Elimination Directives - Formidable Computers check 7 days (168 hours)
(240 hours)
Name Class Sil Soak WT ST M/R Br Ag Int Cun Will Pr
Droid Chassis Templates
Monotask Chassis Minion 0 2 3 - 0 1 1 1 1 1 1
Labor Chassis Minion 1 4 7 - 0 3 1 2 1 1 1
Combat Chassis Minion 1 4 4 - 0 2 2 1 1 1 1
Miniature Specialist Chassis (CRival 0 2 5 - 0 1 1 2 2 2 2
Specialist Chassis Rival 1 3 11 - 0 1 1 2 2 2 2
Advanced Combat Chassis Nemesis 1 7 19 10 0/1 4 3 3 3 1 1
Name Skills Talents
Droid Directive Templates 2 ranks in any one General skill. If the droid is a
Labor Directives minion,
1 rank inadd thisdifferent
three skill to its group skills.
Combat skills instead.
If the -
Combat Directives droid
1 rank in three different Knowledge skills,skills
is a minion, add these to its group Body Guard 1
Convincing
Translation Directives instead.
Charm 1. If the
Skulduggery 2, droid
Stealth is 1.
a minion, add isthese
If the droid a Demeanor 1,
skills to its group skills instead. Convincing
Kill with Kindness 1
Thievery Directives minion,
minion, add
add these
these skills
skills to
to its
its group
group skills
skills Demeanor
Gearhead 1, 1
Repair Directives instead.
instead.
If the droid is a minion, add these skills to its Solid
Galaxy Repairs
Mapper 1 1,
Navigation Directives group skills instead. Technical Aptitude 1
Sentry Directives 2 ranks
droid is ainminion,
any oneaddCombat
theseskill,
skillsVigilance
to its group2. -
Healing Directives Bacta Specialist 1,
skills instead.
Cool 2, Knowledge (Xenology) 1. Mechanics 2, Surgeon
Adversary1 2,
Elimination Directives Stealth 2. Lethal Blows 3
d100 Positive Trait
Droid Personality Traits
Loyal: The droid puts its creator's needs above its own,
01-10 Resourceful: Some droids can adapt to problems quickly,
and always looks for ways to help--whether asked or not.
11-20 and do not get trapped in their own overly narrow
immortal as long as they receive proper maintenance.
21-30 programming.
Thus, a droid can
Enthusiastic: Thishave a has
droid capacity for patience
a boundless that even
capacity to see
31-40
opportunities, and it frequently points them out.
Compassionate: Some droids are very caring, and seek
41-50
to nurture the
Efficient: Thisbest
droidin abhors
those around
waste, them.
and it does everything
51-60 Well-Mannered: This droid always maintains perfect
in the most timely and precise manner it can muster.
61-70 etiquette, even when dealing with individuals it does not
Cheerful: A good attitude is the first step to success (or
71-80 particularly like.
so says this
Reliable: droid,
This droidanyway).
always comes through for its creator
81-90
or friends.
91-95 The GM invents or chooses one positive personality trait.
The player invents or chooses one positive personality trait
96-100 and then rolls again on this table.
Negative Trait
Cowardly: This droid sets survival as a top priority, and
shies
fail to away
grasp from any potential
the nuances danger.beyond its direct
of language
meaning.
intrinsicallyThis is onetoofmore
superior thosetemporary
droids. life-forms, this
droid has a high
Impulsive: This opinion
droid has of aitsboundless
own abilities.
capacity to see
opportunities, and it usually acts on them
as inefficient, but this droid destroys anything without
thatwarning.
gets in
its way.
droid isn't particularly interested in doing so if it can avoid
it.
frustrating. Whether it answers with sarcasm or not at all,
its
for words and and
this droid, actions are always
it expresses barbed.
this belief at every available
opportunity.
Unhinged: The only certainty with this droid is that its
decisions
The playercan't be predicted.
invents or chooses one negative personality
trait.
The GM invents or chooses one negative personality trait
and then rolls again on this table.
Name Price/Rarity Check Time
Gadget Templates
Simple Tool 50 credits/1 Easy Mechanics check 2 hours
Specialist Tool 400 credits/4 Average Mechanics check10 hours
Precision Instrument 150 credits/3 Hard Mechanics check 16 hours
Cybernetic Templates
Prosthetic Replacement 1,000 credits/3 Hard Mechanics check 12 hours
Cybernetic Appendage 5,000 credits/5 Daunting Mechanics check2 days (48 hours)
Cybernetic Implant 1,500 credits/6 Daunting Mechanics check2 days (48 hours)
Name Encum Effect
Gadget Template Profiles checks with the skill. At the GM's discretion, this tool counts as
Simple Tool 4 the right atool
Choose for theskill.
General job. Add 1 automatic success to checks with
Specialist Tool 8 that
Choost skill.a General skill. Remove 2 Setback from checks with that
Prescision Instrument 5 skill.
Cybernetic Template Profiles
Prosthetic Replacement - Replace
can only functionality
benefit from of a lost
1 arm limb or organ.
cybernetic or 1 leg cybernetic this
Cybernetic Appendage - way.
Choost one General skill. The cybernetic provides one rank in
Cybernetic Implant - that skill.
Examples
Climbing gear, datapad,
hand scanner, emergency
Bacta
medpac,tank, scanner
toolkit, slicerdish,
gear.
table saw, welding
Microscope, thermal gear
cloak,
scanner goggles

Prosthetic limb or organ


Enhanced arm, leg, or other
limb
Brain implant, enhanced
senses
Symbols
Brawl and Melee Weapon Crafting

a or T

aa or T

aaa or T

aaaa or T

TT

t or D

tt or D

ttt or D

tttt or D
DD
Ranged Weapon Crafting

a or T

aa or T
aa or T

aaa or T

aaaa or T

TT

t or D

tt or D

ttt or D

tttt or D

DD
Gadget Crafting

a or T

aa or T

aaa or T

aaaa or T
TT

t or D

tt or D
tt or D

ttt or D
tttt or D
DD
Cybernetic Crafting
a or T

aa or T

aaa or T
aaaa or T
TT
t or D
tt or D
ttt or D
DD
Droid Chassis Crafting

a or T

aa or T

aaa or T

aaaa or T

TT

t or D

tt or D
ttt or D

tttt or D

DD
Droid Programming

a or T

aa or T
aaa or T

TT
t or D
tt or D

ttt or D

DD
Effect
Brawl and Melee Weapon
Practice MakesCrafting
Perfect: The character learns something valuable, and gains a Boost on the next check he makes
with the same skill
Two-Handed: Increase beforethe
theweapon's
end of the session.
damage by 1 and encumbrance by 2; it becomes a weapon that requires two
hands to wield (this can only be selected once).
Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1).
Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once).
Lessons Learned:
Defensive Quality: Reduce
The weaponthe difficulty
gains theof Defensive
the character's
1 qualitynext(orcrafting
increasecheck its by 1.
Defensive quality by 1, to a
maximum of 3).
Customizable: Increase the weapon's hard points by 1 (this can only be selected once)
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1).
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5).
Stun Quality:
Efficient The weapon
Construction: gainst the
A sizeable Stun 1
portion ofquality (or increase
the material is unusedits Stun
or canquality by 1). from the process; the
be reclaimed
character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once)
Ensnare Quality:
Deflection Quality: The
Theweapon
weapon gains
gainsthethe
Ensnare 1 quality
Deflection 1 quality(or increases
(or increases its Ensnare quality
its Deflection by 1).by 1 to a
quality
maximum of 3).
Destructive:
Accurate Increase
Quality: Thethe weapon's
weapon gainsdamage by 1 (this
the Accurate can only
1 quality be selected
(or increases itsonce).
Accurate quality by 1, to a maximum
of 3).
Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (this can only be selected once).
Sunder Quality:
Schematic: CreateThe weapon gains
a schematic thatthe Sunder quality
permanently reduces (thisthecan only beofselected
difficulty creatingonce).
weapons of this template by 1
(to a minimum of Simple).
Concussive
Integral Quality: The
Attachment: Add weapon
+1 hard gains
point tothethe
Concussive
weapon, then 1 quality
install(this
onecan only be weapon
applicable selectedattachment
once). that
requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs 0 credits.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the weapons encumbrance by 1.
Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increases its Cumbersome quality by 1).
Hard to
Wear andModify: Increase
Tear: The tools the
the difficulty
characterofwaschecks to to
using modify attachments
craft the weapon are to this
worn weapon
down or bydestroyed,
1. and are
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
Inaccurate
Brittle: On aquality:
result ofThe weapon
Despair fromgains the Inaccurate
a combat check using 1 quality (or increases
this weapon, it becomesits Inaccurate
damagedquality by 1).
one level (see page
159
of ofEdge
the the Edge of Empire
of the the EmpireCoreCore Rulebook).
Rulebook). Once this weapon has been repaired, this flaw is removed and cannot
be exploited again.
Ranged Weapon Crafting
Practice Makes Perfect: The character learns something valuable, and gains a Boost on the next check he makes
with the same skill before the end of the session.
Ion Quality: The weapon gains the Ion quality (this can only be selected once).
Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of one).
Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient quality by 1).
Expanded Magazine: If the weapon has the Limited Ammo quality, increase its Limited Ammo quality by 1.
Stun Damage: The weapon gains the Stun Damage quality (this can only be selected once).
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
Customizable:
Increased Increase
Range: the the
Increase weapon's
weapon'shard points
range byby 1 (this band,
1 range can onlyto abe selectedof
maximum once)
extreme (this can only be
selected once).
Knockdown Quality: The weapon gains the Knockdown quality (this can only be selected once).
Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5).
Stun Setting:
Efficient The weapon
Construction: gains theportion
A sizeable Stun setting quality (this
of the material can only
is unused or be
canselected once).from the process; the
be reclaimed
character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once)
Destructive: Increase the weapon's damage by 1 (this can only be selected once).
Ensnare Quality: The weapon gains the Ensnare 1 quality (or increases its Ensnare quality by 1).
Stun Quality: The weapon gainst the Stun 1 quality (or increase its Stun quality by 1).
Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1).
Auto-Fire Quality: The weapon gains the Auto-fire quality (this can only be selected once).
Burn Quality: The weapon gains the Burn 1 quality (or increases its Burn quality by 1).
Lethal: Reduce
Accurate theThe
Quality: weapon's
weapon critical
gainsrating by 1, to a
the Accurate 1 minimum
quality (orofincreases
1 (this can its only be selected
Accurate quality once).
by 1, to a maximum
of 3).
Schematic: Create a schematic that permanently reduces the difficulty of creatin weapons of this template by 1 (to
a minimum of Simple).
Blast Quality: The weapon gains the Blast 5 quality (or increase its Blast rating by 2).
Concussive
Integral Quality: The
Attachment: Add weapon
+1 hard gains
point to thethe
Concussive 1 quality
weapon, then install(this canapplicable
a one only be selected
weapononce).
attachment that
requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs 0 credits.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the weapons encumbrance by 1.
Cumbersome
becomes Quality:
damaged, the The
cost weapons
to repair the gains the Cumbersome
weapon is doubled (see 1 quality
page (or159increases
of the Edgeits Cumbersome
of the Empirequality
Core by 1).
Rulebook). (This can only be selected once).
Hard to Modify: Increase the difficulty of checks to modify attachments to this weapon by 1.
Difficult
Wear andtoTear:
Repair:
TheIncrease
tools thethe difficultywas
character of checks
using totocraft
repairthethis weapon
weapon areby 1. down or destroyed, and are
worn
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Prepare Quality:
spending 3 Threat;The
thisweapon gains to
is in addition thethe Prepare
standard1 quality (or increase
spending of Despair itsas
Prepare quality
discussed on by 1). 159 of the Edge of
page
the Empire Core Rulebook (this can only be selected once).
Inaccurate
Limited Ammoquality: The weapon
Quality: The weapon gainsgains
the Inaccurate
the Limited1 Ammo
quality,3orquality
increases its Inaccurate
(or decreases qualityAmmo
its Limited by 1). quality by
1 to a minimum of 1).
Slow-Firing
explode. TheQuality:
weapon The weapon gains
is destroyed, and the thecharacter
Slow-Firing 1 quality
holding (oreach
it and increase
engaged its Slow-Firing quality by
character suffers 10 1).
damage
(this can only be selected once).
Gadget Crafting
Lightweight:
Practice MakesReduce the The
Perfect: item's encumbrance
character learns by 1 (to a minimum
something valuable,ofand one).
gains a Boost on the next check he makes
with the same skill before the end of the session.
Compact: If the gadger is of encumbrance 3 or smaller, add a Setback to checks other characters make to find it
on the wearer's person (to a maximum of 3 Setback).
Lessons Construction:
Efficient Learned: Reduce the difficulty
A sizeable portion of the character's
of the material is next crafting
unused check
or can beby 1.
reclaimed from the process; the
character
Safety Features: Add 1 automatic Advantage to checks with the General skill chosen for thisonly
retains supplies worth 50% of the Material Price needed to craft the item (this can toolbe selected
(this once)
can only be
selected once).
Inbuilt Weapon: Choose a weapon of Encumbrance 2 or lower that the character possesses t build into the
gadget; add Setback to checks to determine that the gadget contains a weapon (this can only be selected once).
Supreme Craftsmanship: Choose a General skill; upgrade checks with that skill made with this tool once.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the item's encumbrance by 1.
Difficult to Repair: Increase the difficulty of checks to repair this item by 1.
(undamaged to Minor, Minor to Moderate, Moderate to Major, etc) (see page 159 of the Edge of the Empire Core
Rulebook). (This Decrease
Unpresentable: can only be selected
the once).
base price others are willing to pay for this item by 50% (this can only be selected
once).
Fragile: Whenever this item would be damaged one step, it is damaged two steps instead (see page 159 of the
Edge of the Empire Core Rulebook). (This can only be selected once).
Faulty: Whenever a character uses this tool for a check, upgrade the difficulty of the check once.
Cybernetic Crafting
Practice Makes Perfect: The character learns something valuable, and gains a Boost on the next check he makes
with the same
Integrated skillChoose
Tool: before the end of the
a General skill;session.
this cybernetic allows a character to make checks with the skill. At the
GM's discretion, this tool counts as the right tool for the job.
Unobtrusive: Add a Setback to checks to determine that the character has the cybernetic installed.
Tailored: If add
cybernetic; builtafor a specific
Setback being, to
to checks this cybernetic
determine does
that thenot require acontains
cybernetic check toa be installed
weapon (thisincan
thatonly
being.
be selected
once).
Ion Shielded: This cybernetic does not shut down as normal when affected by weapons with the Ion quality.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Difficult
Wear andtoTear:
Install:
TheIncrease
tools thethe difficultywas
character of any check
using to install
to craft this cybernetic
the cybernetic by 1.down or destroyed, and are
are worn
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Severe Feedback: When making a check using the cybernetic, the character implanted with it suffers 1 strain.
Droid Chassis CraftingMakes Perfect: The character learns something valuable, and gains a Boost on the next check he makes
Practice
with the same skill before the end of the session.
Reinforced Chassis:
Unobtrusive: Increase
The droid gains 1therankdroid's
of thewound threshold bytalent
Indistinguishable 1. (see page 137 of the Edge of the Empire Core
Rulebook) (this option can only be selected once).
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
Deflective Carapace: Increase droid's melee defense by 1 (to a maximum of 2).
Narrow Profile: Increase droid's ranged defense by 1 (to a maximum of 2).
Armor Plating:
Unusual Increaseorthe
Size: Increase droid's soak
decrease by 1 (this
the droid's option by
silhouette can1,only
to abe selectedofonce).
minimum 0 (this option can only be selected
once).
Modular Hardware: Choose one cybernetic implant. The droid is already installed with this cybernetic implant at no
additional cost (this can
Chassis Schematic: only be
Create selected once).
a schematic that permanently reduces the difficulty of creating droid chassis of this
template by 1 (to a minimum of 1).
Superior Hardware: Increase any 1 of the droid's characteristics by 1 (to a maximum of 6).
Doppelganger: Build 1 additional identical droid as part of the construction process.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Specialized Hardware: The droid suffers 1 Setback on checks for which it has no ranks in the applicable skill.
Difficult
Wear andtoTear:
Customize: Increase
The tools the difficulty
the character of checks
was using to the
to craft install cybernetics
weapon are wornin this
downdroid by 1.
or destroyed, and are
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
DelicatePower
Erratic Mechanisms: Increase
Core: Once the difficulty
per session, the GM of checks
may spendto repair this droid
a Despair fromby any1. check the droid makes to have it
shut down
Volatile until the
Power endWhenever
Core: of the encounter
this droid(this can only
suffers be selected
a Critical Injury, once).
add +50 to the result. If the Critical Injury Effect
kills the droid, it explodes, and each engaged character suffers 10 damage (this can only be selected once).
Droid Programming
Random Positive Quirk: Add one positive personality trait randomly selected from Droid Personality Traits to the
droid
Archival(thisFunctions:
can only beAddselected once).
one new Knowledge skill to the droid's list of skills at rank 1, if the droid is a minion, add
this skill to its group skills instead (this option can only be selected once).
Adaptive
Broad Programming:
Utility: Add one new Add 1 rank skill
General to any skilldroids
to the the droid possesses.
list of This1;cannot
skills at rank be applied
if the droid to minion
is a minion, add droids.
this skill to
its group skills instead (this can only be selected once).
Positive Quirk: Add one positive personality trait of the crafter's invention or choice from Droid Personality Traits
to the droid (this can only be selected once).
Defense Programming: Add one new Combat skill to the droid's list of skills at rank 1; if the droid is a minion, add
this skill to its group skills instead (this can only be selected once).
Behavioral
Program Optimization:
Pattern: Create aAdd 1 rankthat
program to any ranked talent
permanently the droid
reduces possesses
the difficulty (this can onlydroids
of programming be selected once).
with this
directive
"Eccentric:"by 1 Add
(to aone
minimum of Simple).
negative personality trait randomly selected from Droid Personality Traits to the droid (this
can only be selected once).
Poor Listening
Negative Quirk:Skills: Add
Add one 2 Setback
negative to checks
personality to of
trait give
thethis
GM'sdroid orders or
invention (this can only
choice frombe selected
Droid once). Traits
Personality
to the droid (this can only be selected once).
Limited Programming:
Unknown Flaw: Add oneThe droid
secret upgrades
negative the difficulty
personality traitof
ofskill
the checks for which
GM's invention oritchoice
has nofrom
ranks in thePersonality
Droid skill once.
Traits to the droid. The GM is responsible for how--if ever--this personality trait comes into play.
Name Class Works On Price/Rarity
Ranged Weapon Attachment Templates (C)
Forearm Grip Handling Rifles & Carbines 125 credits/0
Logical Ranged (Heavy)
Pistol Grip Handling 200 credits/2
(not Cumbersome)
Any Weapon With a
Custom Grip Handling 250 credits/0
Handle
Weapon Sling Handling Ranged (Heavy) 50 credits/0
Gyrostabilizer Handling Ranged (Heavy)/Gunnery 500 credits/4
Weapon Harness Handling Ranged (Heavy)/Gunnery 500 credits/2
Bipod Mount Handling Carbines, Rifles, LRBs 50 credits/0
Tripod Mount Handling Ranged (Heavy)/Gunnery 125 credits/1
Clone Firing Key Personalization Any Personal Blaster 125 credits/4
Gene-Lock Personalization Any Hand-Held Weapon 250 credits/4
Filed Front Sight Reduction Pistols 0 credits/0
Removed Safety Features Reduction Logically Suitable Weapon (R) 0 credits/0
Lightweight Frame Reduction Any Weapon 325 credits/1
Stripped Down Reduction Ranged (Light/Heavy) 0 credits/0
Componentization Reduction Encumbrance 2 or less 600 credits/3
Hair Trigger Action Pistols (not Auto-fire) 125 credits/1
Shortened Barrel Reduction Ranged (Light) 125 credits/3
Insulated Firing Mechanisms Action Any Personal Blaster 500 credits/4
Weapon Signature Reduction Reduction Encumbrance 3 or less 500 credits/3
Scanner-Proof Hardware Reduction Any Weapon (R) 500 credits/4
Blaster Suppressor Action All Blaster Pistols Types (R?) 375 credits/3
Built-in Blaster Sight Sight Energy Ranged Weapons 75 credits/3
Ranged (Light/Heavy)
Laser Sight Sight 250 credits/3
(not Blast)
SoroSuub True-Site System Sight Any Ranged Weapon 250 credits/3
Multi-Optic Sight Sight Any Ranged Weapon 1,000 credits/2
Sonic Scope Sight Ranged (Heavy) 750 credits/5
Telescopic Optical Sight Sight Any Ranged Weapon 125 credits/0
Any Ranged Weapon (not
Marked-Target Firing Lock Sight 450 credits/3
Blast/Auto-fire)
Integrated Scanner Sight Ranged (Heavy) 350 credits/3
Wrist Mount Handling Ranged (Light) 150 credits/4
Droid Targeting System Sight Personal Ranged Weapon 1,600 credits/4
Optimized Energy Cell Internal Any Energy Weapon 50 credits/0
Blaster Actuating Module Internal All Blaster Pistol Types 250 credits/3
Overcharged Actuating Module Internal Blaster Pistols/Carbines 325 credits/5
Galven Pattern Resequencing Internal Blaster Pistols/Heavy BPs 500 credits/3
Enhanced XCiter Internal Any Personal Blaster (R) 750 credits/4
Rapid-Recharge XCiter Internal Any Personal Blaster 375 credits/4
Mandalorian Chamber Internal Blasters 125 credits/3
Ionizing Focusing Coils Internal Any Personal Blaster 400 credits/4
Marksman Barrel Internal Blaster Rifles 600 credits/3
Augmented Spin Barrel Internal Blaster Rifles/Heavy BRs 875 credits/3
Amplifying Chamber Internal Blasters 175 credits/3
Beam Splitter Internal Blasters w/out "Blast" (R) 625 credits/4
Spread Barrel Internal Blaster Rifles & Carbines 850 credits/3
Ascension Gun Under-Barrel Personal Ranged Weapon 250 credits/2
Bayonet Under-Barrel Rifle- and Carbine-Size 25 credits/1
Vibro-Bayonet Under-Barrel Logical Ranged (Heavy) 250 credits/3
Logical Ranged
Under-Barrel Grapnel Launcher Under-Barrel 250 credits/2
(Light/Heavy)
Secondary Ion Blaster Under-Barrel Ranged (Heavy) 200 credits/4
Under-Barrel Flame Projector Under-Barrel Rifle-Sized Weapons (R) 1,500 credits/4
Under-Barrel Grenade Launcher Under-Barrel Rifle-Sized Weapons (R) 1,000 credits/4
Under-Barrel Micro-Rocket RackUnder-Barrel Any Ranged Weapon (R) 600 credits/4
Under-Barrel Missile System Under-Barrel Ranged (Heavy) 1,500 credits/4
Bowcaster Automatic Re-CockerAction Bowcasters 500 credits/3
Bowcaster Accelerator
Internal Bowcasters 250 credits/4
Enhancement
Combat Tested Personalization Any Weapon (per the GM) 50 credits/3
Superior Weapon Customization Personalization Any Weapon 2,500 credits/varies
Grenade/Micro-Rocket Attachment Templates (C)
Due to the lack of variety and granularity, I am not adding profiles or expenditures for Advantage, Triumph, Threat,
including them here was to add check difficulties and times and to make the list complete.
Grenade Cling Grenades Grenades 35 credits/0
Proximity Detonator Grenades Grenades 60 credits/2
Ordnance Impeller Grenades Grenades 250 credits/3
Droid Brain Detonator Grenades Grenades 500 credits/3
Rocket Guidance System Micro-Rockets Micro-Rockets 50 credits/4
Staged Rocket Booster Micro-Rockets Micro-Rockets 25 credits/2
Melee and Brawl Weapon Attachments Templates (C)
Balanced Hilt Handling Melee Weapons 750 credits/3
Augmented Vibro-motor External Any Vibro Weapon 250 credits/3
Weighted Head External Bludgeoning Weapons 125 credits/2
Shock Pulse Emitter External Any Melee or Brawl 750 credits/4
Serrated Edge External Weapons W/ Cutting Edge 0 credits/0
Mono-Molecular Edge External Weapons W/ Cutting Edge 500 credits/3
Cortosis Forging Personalization Melee Weapons 6,000 credits/7
Superior Weapon Customization Personalization Any Weapon 2,500 credits/varies
Lightsaber
Due Attachments
to the lack of varietyTemplates (C) I am not adding profiles or expenditures for Advantage, Triumph, Threat,
and granularity,
including them here was to add check difficulties and times and to make the list complete.
Ionizing Emitter Matrix Lightsabers Lightsabers 2,000 credits/5
Fusion Shunt Lightsabers Lightsabers 1,000 credits/5
Armor
Due theAttachments Templatesand
amount of specificity (C)the complexity of the modifiers provided by the attachments, I am not going to list
tables. The purpose of adding this is to provide check and time and to make the list complete.
Ceremonial Adornment Personalization Armor 1,250 credits/2
Repulsor Pack Action Armor 1,250 credits/3
Integrated Holsters Toting Armor 150 credits/2
Repulsor-Assisted Lifting Toting Full-Body Hard Armor 500 credits/1
Utility Arm Action Armor 1,000 credits/2
Weapon Mount Action Armor 500 credits/4
Automated Weapon Mounting Action Armor (R) 1,500 credits/4
Reinforced Gauntlets Weapon Soak 2 or Higher 125 credits/0
Whipcord Thrower Weapon Armor 300 credits/0
Micro-Rocket Armor Mounting Weapon Armor (R) 400 credits/4
Retractable Wrist Blades Weapon Armor 75 credits/0
Personal Vibrosaw Weapon Armor 450 credits/0
Portable Plasma Shield Weapon Armor 1,250 credits/3
Integrated Ascension Gear Action Armor 225 credits/1
Integrated Slicer Gear Action Armor 500 credits/4
Droid Brain Defense System Enhancement Armor 2,500 credits/4
Optical Camouflage System Enhancement Armor 2,750 credits/4
Clone Polarized ElectrobinocularHelmet Armor 250 credits/0
Comlink Helmet Armor 200 credits/1
Squad Tactical Systems Helmet Armor 1,000 credits/3
Tracking System Helmet Armor 500 credits/5
Range Finder Helmet Armor 750 credits/4
Targeting System Helmet Armor 1,500 credits/5
Enhanced Optics Suite Helmet Armor 875 credits/2
Integrated Scanner Helmet Armor 500 credits/2
Bio-Support Dispenser Action Full-Body Hard Armor 2,000 credits/5
Integrated Med-Systems Action Logical Full-Body Armor 1,250 credits/5
Physiological Support System Enhancement Full-Body Hard Armor 3,000 credits/5
Strength Enhancing System Enhancement Full-Body Hard Armor 2,750 credits/3
Amphibious Modification Environmental Logical Armor 250 credits/3
Vacuum Sealed Environmental Full-Body Hard Armor 500 credits/2
Heating System Environmental Sealable Full-Body Armor 500 credits/2
Thermal Shielding System Environmental Sealable Full-Body Armor 500 credits/2
Radiation Shielding Environmental Sealable Full-Body Armor 250 credits/2
Ion Shielding Environmental Soak 2 or Higher 1,000 credits/5
Self-Repair Systems Action Defense 1 or Higher 1,500 credits/5
Cortosis Weave Personalization Armor 8,000 credits/7
Custom Fit Personalization Armor 200 credits/0
Superior Armor Customization Personalization Armor 2,500 credits/varies
Generic Ranged Weapon Attachment Templates (C)
Handling Handling Ranged (Heavy)/Gunnery 400 credits/1
Sight Sight Any Ranged Weapon 200 credits/1
Internal Internal Any Personal Blaster 250 credits/3
Generic Armor Attachment Templates (C)
Helmet Helmet Armor 750 credits/4
Environmental Environmental Sealable Full-Body Armor 500 credits/2
Enhancement Enhancement Full-Body Hard Armor 3,000 credits/4
Check Time

Average Mechanics check 2 hours


Average Mechanics check 2 hours
Hard Mechanics check 4 hours
Easy Mechanics or Survival chec 1 hour
Hard Mechanics check 6 hours
Hard Mechanics check 3 hours
Easy Mechanics check 2 hours
Average Mechanics check 4 hours
Average Mechanics check 3 hours
Average Mechanics check 3 hours
Average Mechanics check 1 hour
Easy Mechanics check 2 hours
Easy Mechanics check 3 hours
Average Mechanics check 4 hours
Hard Mechanics check 6 hours
Easy Mechanics check 1 hour
Average Mechanics check 1 hour
Average Mechanics check 3 hours
Hard Mechanics check 4 hours
Daunting Mechanics check 6 hours
Average Mechanics check 4 hours
Average Mechanics check 3 hours
Average Mechanics check 2 hours
Average Mechanics check 4 hours
Hard Mechanics check 6 hours
Hard Mechanics check 5 hours
Average Mechanics check 2 hours
Hard Mechanics check 5 hours
Average Mechanics check 3 hours
Average Mechanics check 3 hours
Hard Mechanics check 12 hours
Average Mechanics check 3 hours
Hard Mechanics check 6 hours
Hard Mechanics check 5 hours
Hard Mechanics check 8 hours
Hard Mechanics check 10 hours
Daunting Mechanics check 12 hours
Hard Mechanics check 8 hours
Hard Mechanics check 10 hours
Hard Mechanics check 10 hours
Hard Mechanics check 8 hours
Hard Mechanics check 8 hours
Hard Mechanics check 6 hours
Hard Mechanics check 7 hours
Average Mechanics check 4 hours
Easy Mechanics check 1 hour
Average Mechanics check 1 hour
Average Mechanics check 5 hours
Hard Mechanics check 8 hours
Daunting Mechanics check 12 hours
Daunting Mechanics check 12 hours
Daunting Mechanics check 10 hours
Daunting Mechanics check 12 hours
Average Mechanics check 3 hours
Average Mechanics check 6 hours
Largely narrative. No check -
Weapon crafting difficulty -1 6 hours

r Advantage, Triumph, Threat, or Despair. The purpose of


plete.
Easy Mechanics check 1 hour
Average Mechanics check 2 hours
Hard Mechanics check 3 hours
Hard Mechanics check 3 hours
Average Mechanics check 1 hour
Average Mechanics check 1 hour

Hard Mechanics check 4 hours


Hard Mechanics check 5 hours
Average Mechanics check 2 hours
Average Mechanics check 3 hours
Average Mechanics check 1 hour
Hard Mechanics check 6 hours
Hard Mechanics check 6 hours
Weapon crafting difficulty -1 5 hours
r Advantage, Triumph, Threat, or Despair. The purpose of
plete.
Daunting Mechanics check 8 hours
Daunting Mechanics check 10 hours
achments, I am not going to list profiles or expenditure
complete.
Average Mechanics check 5 hours
Average Mechanics check 8 hours
Average Mechanics check 6 hours
Average Mechanics check 6 hours
Hard Mechanics check 8 hours
Hard Mechanics check 10 hours
Hard Mechanics check 12 hours
Easy Mechanics check 3 hours
Average Mechanics check 6 hours
Hard Mechanics check 10 hours
Average Mechanics check 16 hours
Daunting Mechanics check 18 hours
Hard Mechanics check 14 hours
Average Mechanics check 3 hours
Hard Mechanics check 4 hours
Hard Mechanics check 14 hours
Daunting Mechanics check 10 hours
Easy Mechanics check 3 hours
Easy Mechanics check 1 hour
Average Mechanics check 5 hours
Hard Mechanics check 10 hours
Easy Mechanics check 2 hours
Hard Mechanics check 5 hours
Average Mechanics check 7 hours
Average Mechanics check 6 hours
Hard Mechanics check 12 hours
Hard Mechanics check 12 hours
Hard Mechanics check 8 hours
Hard Mechanics check 10 hours
Average Mechanics check 8 hours
Hard Mechanics check 8 hours
Average Mechanics check 6 hours
Average Mechanics check 6 hours
Average Mechanics check 6 hours
Hard Mechanics check 8 hours
Hard Mechanics check 12 hours
Hard Mechanics check 12 hours
Hard Mechanics check 10 hours
Armor crafting difficulty -1 10 hours

Easy Mechanics check 3 hours


Easy Mechanics check 5 hours
Average Mechanics check 8 hours

Average Mechanics check 6 hours


Average Mechanics check 7 hours
Hard Mechanics check 10 hours
Name Encum HP Used
Ranged Weapon Attachments (C)
Forearm Grip - 1
Pistol Grip - 1
Custom Grip - 2
Weapon Sling - 1
Gyrostabilizer - 2
Weapon Harness - 2
Bipod Mount 1 1
Tripod Mount 3 2
Clone Firing Key - 1
Gene-Lock - 1
Filed Front Sight - 1
Removed Safety Features - 0
Lightweight Frame -1 1
Stripped Down -1 3
Componentization - 2
Hair Trigger - 1
Shortened Barrel - 1
Insulated Firing Mechanisms - 1
Weapon Signature Reduction 0 1
Scanner-Proof Hardware - 2
Blaster Suppressor - 1
Built-in Blaster Sight - 1
Laser Sight - 1
SoroSuub True-Site System 0 1
Multi-Optic Sight - 1
Sonic Scope - 1
Telescopic Optical Sight - 1
Marked-Target Firing Lock - 1
Integrated Scanner - 2
Wrist Mount - 2
Droid Targeting System - 3
Optimized Energy Cell - 1
Blaster Actuating Module - 1
Overcharged Actuating Module - 1
Galven Pattern Resequencing - 2
Enhanced XCiter - 2
Rapid-Recharge XCiter - 1
Mandalorian Chamber - 1
Ionizing Focusing Coils - 2
Marksman Barrel - 2
Augmented Spin Barrel - 2
Amplifying Chamber - 1
Beam Splitter - 3
Spread Barrel - 2
Ascension Gun 1 1
Bayonet 1 1
Vibro-Bayonet - 1
Under-Barrel Grapnel Launcher 2 2
Secondary Ion Blaster Encum+1 2
Under-Barrel Flame Projector - 2
Under-Barrel Grenade Launcher Encum+2 2
Under-Barrel Micro-Rocket Rack Encum+3 3
Under-Barrel Missile System Encum+3 3
Bowcaster Automatic Re-Cocker - 1
Bowcaster Accelerator
- 1
Enhancement
Combat Tested - 0
Superior Weapon Customization - 1
Grenade/Micro-Rocket Attachments (C)
Melee and Brawl Weapon Attachments (C)
Balanced Hilt - 2
Augmented Vibro-Motor - 2
Weighted Head - 2
Shock Pulse Emitter - 2
Serrated Edge - 1
Mono-Molecular Edge - 1
Cortosis Forging - 1
Superior Weapon Customization - 1
Lightsaber Attachments (C)
Armor Attachments (C)
Generic Ranged Weapon Attachments (C)
Handling - 2
Sight - 2
Internal - 3
Generic Armor Attachments (C)
Helmet - 2
Environmental - 2
Enhancement - 3
Base Modifiers Modification Options
Ranged (Heavy) attacks with this weapon while 1 Innate Talent (Point Blank +1)
engaged
add to onetoadditional
a Setback any combat Difficulty
check(rather than
made while Mod.
weapon's owner makes using this None.
firing the weapon one-handed. Theweapon.
weapon's
Anyone other than the weapon's owner instead -
adds 2 Setback to all
Decreases Cumbersome rating by 1. combat checks made using 1
1 Innate
DecreaseTalent (Quick Draw)
Cumbersome Mod.
rating by
Decreases Cumbersome rating by 1. 1 Mod, 1 Innate Talent (Barrage)
Decreases weapon's
Cumbersome rating by 2.rating by 2 Mod.
1 Innate Talent (Brace) Mod.
Decreases Cumbersome
when firing weapon's
Decreases from a prone or crouched
Cumbersome by 3(or None.
position
rating
can otherwise brace the bipod). 1 Weapon Quality (Cumbersome -1)
when set up. May not more weapon (except to 1 reprogram authorized user
The Mod.
pivot)weapon functions
once tripod is setonlyup. in the hands of a genetic sequence (choose one non-
clone. detonates if an unauthorized user
The weapon functions only in the hands of its clone character) Mod.
Innate Talent
authorized user.(Quick Draw). Increases difficulty of tries to fire it, inflicting one Critical
1 Decreases
Injury the difficulty
on the user. of checks
The weapon is
combat
the weaponchecks duringto hitantargets
encounter,at ranges
The GM beyond
may to conceal the weapon by 1 Mod.
short
spendrange
2 Threatby 1, or a Despair from any combat None.
Decrease
check to havethe weapon's
the weapon encumbrance
misfire; it runs by 1out(toofa
-
minimum
minimum of of 1).
1). Add a Setback to a character's 1 Decrease encumbrance by 1 (to a
Perception
disguised as other items. A character must make minimum of 1) Mod.
checks to find the weapon when it is
None.
a Formidable
Grants the pistol Mechanics
the Linked or Skulduggery
1 and Inaccurate check 2 to
-
weapon
this weaponqualities.
by 1. Reduces range by one range
1 Innate Talent (Quick Draw) Mod.
band to a minimum
or 1 Threat (as applicable).of short.The If already
weapon short,
gains addthea
-
Prepare
search for 1 quality,
this weapon or increases
by 2. Add itsaexisting
Setback Prepare
to all
None.
Mechanics
check to find checks when performing
the weapon. Physical body maintenance
searches None.
Adds 2 Setback
can still locate the to anyweaponPerception or Vigilance
as usual. GMs may
checks
Remove a Setback added by the Called Shotfiring
made to locate a concealed shooter use ofthe None.
silenced blaster.
the Aim maneuver from Ranged (Light) and Ranged None.
Gain an automatic
(Heavy) checks. Advantage on successful combat None.
checks with
round at short this weapon.
range. Decrease the difficulty of
Removes
Perception checks toSetback
up to two locateron theany checks
shooter into uselight -
low
this weapon duehidden
are completely to smoke, darkness,
by solid objectsorthat
other
the 1 Skill (Perception) Mod.
environmental conditions that obstruct vision. 1 Innate Talent (Precise Aim) Mod, 1
weapon can penetrate. At the GM's discretion, the
Reduces the difficulty
target might of rangeddefense
receive additional combator checks
even at Skill (Cool) Mod.
soak None.
long and extreme range by one.
target. All combat checks made with the weapon to -
attack
that thethe designated
wielder can use target
whilecancel one additional
the weapon is drawn. 1 Remove a Setback from Initiative
The
The wielder
weapon adds can be automatic
worn on 2the Advantage to
user's wrist, checks Mod.
None.
allowing him to on
Upgrade ability useRanged
his hands without
combat interference.
checks made 1 Suffer 3 strain to remove Despair
with this weapon once.
cause the weapon to run out of ammunition, it from Ranged combat check Mod.
None.
requires
Increasesan additional
weapon damage Threatby 1.to Adds
have that effectto 1 Damage +1 Mod, 1 Weapon Quality
a Setback
2
allThreat
checksfrom
made anywhencombat usingcheck made with this
this weapon. (Pierce +1) Mod.
weapon to have it become damaged one step; from -
Increases weapon damage by 1. Adds an automatic 1 Damage +1 Mod, 1 Weapon Quality
undamaged
two Threat toallMinor, Minor to Moderate, or this
The GM maytospend combat
2 Despair checksfrommade
anyusing
combat (Pierce +1) Mod.
weapon.
check using the weapon to cause the blaster to 1 Weapon Quality (Pierce +1) Mod.
The weapon
explode, gains the
destroying Auto-Fire
it and quality
inclicting and the
an automatic 1 Decrease Inaccurate quality by 1
Grants the weapon the Stun 3 weapon quality and 1
Inaccurate 3 quality. Weapon Quality (Disorient +1)
Mod.
Mod, 1 Weapon Quality (Stun +1)
reduces
Opponents its range
may spend by one range band.
2 Threat or a Despair on decrease weapon's critical rating
Mod.
combat checks using the weapon to damage the versus droids by 1 to a minimum of 1
Increases weapon's range by one range band. The 1 Weapon Quality (Accurate +1) Mod,
Increases
weapon gainsweapon damage by 1. 2Adds
the Cumbersome a Setback to 1 Innate Talent (Quick Draw) Mod.
quality. 1 Damage +1 Mod, 1 Weapon Quality
all
AddsMechanics
the Blastchecks when
4 weapon performing
quality. Adds amaintenance
Setback to (Pierce +1) Mod.
on this weapon.
all Mechanics checks to maintain or repair this 3 Weapon Quality (Blast +1) Mods.
half of the weapon's damage (rounded up). Reduce 1 Damage +1 Mod, 1 Weapon Quality
weapon.
weapon's rangequality
Grants weapon by one Blast
range(4).
band to a minimum
Reduces weapon's of (Pierce +1) Mod.
1 Weapon Quality (Blast +1) Mod.
range by one
discretion, rangefor
aiming band to a minimum
a precise placement of engaged.
or 1 Increase ascencion speed by 1
Enables
attachingthe weapontotocertain
a grapnel be usedsurfaces
in melee combat
might add range bandQuality
Mod. (Defensive +1)
1 Weapon
with the following profile at the user's choice: Mod.
with theDam
(Melee; following profile
+1; Crit at the
3; Range user's choice:
[Engaged]). 1 Increase the Melee weapon's
(Melee; Dam +1; Crit 2; Range [Engaged]; Pierce 2,
object (or, if the object is unsecured and lighter than None. damage by 1 Mod.
he
theis, pulling
user's it to him).
choice: (RangedA character
[Heavy]; mayDamuse10; the
Crit 5; 1 Increase ion blaster's damage by +1
Range [Short]; Disorient 5, Ion. Adds Cumbersome
the user's choice: (Ranged [Heavy]; Dam 10; Crit 2; None. Mod.
Range [Short];
to fire and Burn 5, Blast
has Medium range.2).Adds
AddsCumbersome
Cumbersome 2 Weapon Quality (Limited Ammo
(+1) to weaponbyand
Encumbrance increases
3. As encumbrance
micro-rockets by 2.
are Limited +1)
Mod,Mods.
1 Remove a Setback from
Ammo
quality to the weapon, and increase encumbrance by None. to fire micro-rockets from this
1 weapons, the launcher has the Limited checks
+3. As missiles
Removes are Limited
reloading maneuver Ammo 1 weapons,
requirement the
from 1 Weapon Quality (Auto-Fire) Mod.
bowcaster. 1 Damage +1 Mod, Weapon Quality
Increase weapon damage by 1 point. (Pierce
Owner adds a Boost to Discipline checks. 1 Add a +1) Mod.
Boost to checks to resist Fear
Mod.
Grants weapon the Superior quality. None.

Grants thethe
Increases weapon the Accurate
weapon's (+1) by
base damage quality.
1. Grants -
1 Decrease the weapon's
the weapon the Cumbersome 3 quality or increases
its existingweapon's
Cumbersome rating by 1. Cumbersome rating
1 Weapon Quality by 1 Mod. +1)
(Concussive
Increases damage by 1. Mod.
Grants weapon the Stun (+2) quality. 1 Weapon Quality (Disorient +1)
Mod.
Grants the weapon the Vicious (+1) quality. None.
Decrease the weapon's critical rating by 1 to a
minimum of 1. 1 Weapon Quality (Pierce +1) Mod.
Grants weapon the Cortosis quality. -
Grants weapon the Superior quality. None.

Decreases Weapon's Cumbersome Quality by 1. -


Reduces the difficulty of ranged combat checks at -
long and extreme range by one.
Increases weapon damage by 1. -

Adds a comlink to the helmet. Removes 1 Setback -


raditation). This attachment
due to environmental effectsreduces the difficulty
that obscure vision. of
Resilience checks made to resist the effects of the -
Wearer
selectedadds a Boost to all
environmental Athletics
effect andremoves 1 -
by 1, and
Coordination checks, Innate Talent (Brace).
Symbols
Ranged Weapon Attachment Crafting (C)

a or T

aa or T

aaa or T

aaaa or T

TT

t or D

tt or D

ttt or D

tttt or D

DD
Melee and Brawl Attachment Crafting (C)

a or T

aa or T

aaa or T
aaa or T

aaaa or T

TT

t or D

tt or D

ttt or D

tttt or D
DD
Generic Ranged Weapon Attachment Crafting (C)

a or T

aa or T

aaa or T

aaaa or T

TT

t or D

tt or D

ttt or D
ttt or D

tttt or D
DD
Generic Armor Attachment Crafting (C)
a or T

aa or T

aaa or T

aaaa or T

TT

t or D

tt or D

ttt or D

tttt or D
DD
Effect
Ranged Weapon Attachment
Practice Crafting (C)
Makes Perfect: The character learns something valuable, and gains a Boost on the next check he makes
with the same skill before the
Lightweight Mod: The attachment end ofgains
the session.
1 Reduce weapon's encumbrance by 1 (to a minimum of 1) mod.
(Handling and Reduction)
Weapon Quality Mods: Increase the number of mods of an existing Weapon Quality Mod by 1 (this excludes
Concussive and Breach).
Lessons
Pierce Learned:
Quality Mod: Reduce the difficulty
The attachment of the
gains character's
1 Weapon next(Pierce
Quality crafting+1)
checkMod, byif 1.
it doesn't have one already.
(Internal)
Stun Quality Mod: The attachment gains 1 Weapon Quality (Stun +1) Mod, if it doesn't have one already.
(Internal)
Vicious Quality Mod: The attachment gains 1 Weapon Quality (Vicious +1) Mod, if it doesn't have one already.
(Internal)
InnateMods:
Other TalentIncrease
Mods: Increase
the numberthe number
of modsofofmods of an existing
an existing mod optionInnate
thatTalent
is not Mod by 1 (to
a Weapon a maximum
Quality Mod, an of Innate
2).
Talent Mod,
Efficient or a Skill Mod.
Construction: This is upportion
A sizeable to GMofdescrition
the materialas to
is what
unusedqualifies
or can(this option canfrom
be reclaimed onlythe
be process;
selected theonce).
character retains
attachment removessupplies
Setbackworthor 50%
Threat,of the Material
remove one Price needed
additional to craft
Setback or the item(this
Threat (thisoption
can only
canbe selected
only once)
be selected
once).
Accurate Quality Mod: The attachment gains 1 Weapon Quality (Accurate +1/Inaccurate -1) Mod, if it doesn't
have on already. (Internal, Sight, Under-Barrel, Handling)
Damage Mod: The attachment gains 1 Damage +1 Mod, if it doesn't have one already. (Internal)
Skill Mod:
Hard PointThe
Cost:attachment
Reduce the gains
Hard1 Skill
Point(Perception, Cool, or Vigilance)
cost of the attachment by 1, toMod. (Sight) of 1 (this can only be selected
a minimum
once).
Critical Rating Mod: The attachment gains 1 Reduce Critical Rating by 1 (to a minimum of 1) Mod. (Internal)
Integrated Mod: Install one available mod. No check is required to install this mod, and it costs 0 credits.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase
Cumbersome the weapon's
Quality: encumbrance
The attachment givesby the1.weapon the Cumbersome (+1) quality, or increase the amount
added to the Cumbersome rating by 1.
Hard to
Wear andModify: Increase
Tear: The tools the
the difficulty
characterofwaschecks
using to to
modify this weapon
craft the attachmentare by
worn1. down or destroyed, and are
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
Inaccurate
Fragile: quality:the
Whenever Theweapon
weaponthis gains the Inaccurate
attachment 1 quality
is installed (or increases
in would be damaged its Inaccurate
one step orquality
more,by 1).damaged
it is
one additional step. (This can only be selected once).
Complex: Increase
Dangerously the Hard
Delicate: The GM Pointmaycost of thea attachment
spend Despair resultby 1on(this can only
a combat be selected
check to have theonce).
attachment
malfunction, destroying the attachment and damaging the weapon in the same manner as the Sunder quality.
Melee and Brawl Attachment
Practice Crafting (C)
Makes Perfect: The character learns something valuable, and gains a Boost on the next check he makes
with the same skill before the end of the session.
Lightweight:
Weapon Reduce
Quality Mods: weapon's
Increaseencumbrance
the number of bymods
1. (Handling)
of an existing Weapon Quality Mod by 1 (this excludes
Concussive and Breach).
Lessons
Pierce Learned:
Quality Mod: Reduce the difficulty
The attachment of the
gains character's
1 Weapon next(Pierce
Quality crafting+1)
checkMod, byif 1.
it doesn't have one already.
(External)
Stun Quality Mod: The attachment gains 1 Weapon Quality (Stun +1) Mod, if it doesn't have one already.
(External)
Vicious Quality Mod: The attachment gains 1 Weapon Quality (Vicious +1) Mod, if it doesn't have one already.
(External)
InnateMods:
Other TalentIncrease
Mods: Increase
the numberthe number
of modsofofmods of an existing
an existing mod optionInnate
thatTalent
is not Mod by 1 (to
a Weapon a maximum
Quality Mod, an of Innate
2).
Talent Mod,
Efficient or a Skill Mod.
Construction: This is upportion
A sizeable to GMofdescrition
the materialas to
is what
unusedqualifies
or can(this option canfrom
be reclaimed onlythe
be process;
selected theonce).
character
attachmentretains
removessupplies
Setbackworthor 50%
Threat,of the Material
remove one Price needed
additional to craft
Setback or the item(this
Threat (thisoption
can only
canbe selected
only once)
be selected
once).
Accurate Quality Mod: The attachment gains 1 Weapon Quality (Accurate +1/Inaccurate -1) Mod, if it doesn't
have on already. (External, Handling)
Damage Mod: The attachment gains 1 Damage +1 Mod, if it doesn't have one already. (External)
Hard Point Cost: Reduce the Hard Point cost of the attachment by 1, to a minimum of 1.
Critical Rating Mod: The attachment gains 1 Reduce Critical Rating by 1 (to a minimum of 1) Mod. (External)
Integrated Mod: Install one available mod. No check is required to install this mod, and it costs 0 credits.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase
Cumbersome the weapon's
Quality: encumbrance
The attachment givesby the1.weapon the Cumbersome (+1) quality, or increase the amount
added to the Cumbersome rating by 1.
Hard to
Wear andModify: Increase
Tear: The tools the
the difficulty
characterofwas checks
using to to
modify this weapon
craft the attachmentare by
worn1. down or destroyed, and are
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
Inaccurate
Fragile: quality:the
Whenever Theweapon
weaponthis gains the Inaccurate
attachment 1 quality
is installed (or increases
in would be damaged its Inaccurate
one step orquality
more,by 1).damaged
it is
one additional
When step (this
the GM does canweapon
so, the only becounts
selected asonce).
suffering moderate damage, but the Attachment is destroyed. Once
this weapon has been repaired, this flaw is removed and cannot be exploited again.
Generic Ranged Weapon
Practice MakesAttachment
Perfect: Crafting (C) learns something valuable, and gains a Boost on the next check he makes
The character
with the same skill before the end of the session.
Lightweight:
Weapon Reduce
Quality Mods: weapon's
Increaseencumbrance
the number of bymods
1 (to of
a minimum
an existingof Weapon
1). (Handling)
Quality Mod by 1 (this excludes
Concussive and Breach).
Lessons
Pierce Learned:
Quality Mod: Reduce the difficulty
The attachment of the
gains character's
1 Weapon next(Pierce
Quality crafting+1)
check
Mod, byif 1.
it doesn't have one already.
(Internal)
Stun Quality Mod: The attachment gains 1 Weapon Quality (Stun +1) Mod, if it doesn't have one already.
(Internal)
Vicious Quality Mod: The attachment gains 1 Weapon Quality (Vicious +1) Mod, if it doesn't have one already.
(Internal)
Decrease Cumbersome Quality Mod: The attachment gains 1 Decrease Cumbersome Quality by 1 Mod.
(Handling)
Innate Talent Quick Draw Mod: The attachment gains 1 Innate Talent (Quick Draw) Mod. (Handling)
Innate
Aim asTalent Mods: Increase
an Incidental Mod: The the number ofgains
attachment mods1ofAim an once
existing
perInnate
round Talent
at shortMod rangeby 1as(to
anaincidental
maximumMod of 2).
(this
can only be selected once). (Sight)
Decrease Engaged Range Modifier: The attachment gains 1 Decrease the additional difficulty of making Ranged
(Heavy)
Other checks
Mods: while engaged
Increase the number withofanmods
opponent
of an by 1 Modmod
existing (thisoption
can only
thatbeis selected
not a Weapon once).Quality
(Handling)
Mod, an Innate
Talent Mod,
Efficient or a Skill Mod.
Construction: This is upportion
A sizeable to GMofdescrition
the materialas to
is what
unusedqualifies
or can(this option canfrom
be reclaimed onlythe
be process;
selected theonce).
character
Remove Setback Mod: The attachment gains 1 Remove 1 Setback on checks made to use this weapon dueonce)
retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected to
smoke, darkness, or other environmental effects that obstruct vision Mod. (Sight)
Accurate Quality Mod: The attachment gains 1 Weapon Quality (Accurate +1/Inaccurate -1) Mod, if it doesn't
have on already. (Internal, Sight, Handling)
Damage Mod: The attachment gains 1 Damage +1 Mod, if it doesn't have one already. (Internal)
Skill Mod:
Hard PointThe
Cost:attachment
Reduce the gains
Hard1 Skill
Point(Perception, Cool, or Vigilance)
cost of the attachment by 1, toMod. (Sight) of 1 (this can only be selected
a minimum
once).
Critical Rating Mod: The attachment gains 1 Reduce Critical Rating by 1 (to a minimum of 1) Mod. (Internal)
Integrated Mod: Install one available mod. No check is required to install this mod, and it costs 0 credits.
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase
Cumbersome the weapon's
Quality: encumbrance
The attachment givesby the1.weapon the Cumbersome (+1) quality, or increase the amount
added to the Cumbersome rating by 1.
Hard to
Wear andModify: Increase
Tear: The tools the
the difficulty
characterofwas checks
using to to
modify this weapon
craft the attachmentare by
worn1. down or destroyed, and are
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
Inaccurate
Fragile: quality:the
Whenever Theweapon
weaponthis gains the Inaccurate
attachment 1 quality
is installed (or increases
in would be damaged its Inaccurate
one step orquality
more,by 1).damaged
it is
one additional Delicate:
Dangerously step (this The
can only
GM maybe selected
spend aonce).
Despair result on a combat check to have the attachment
malfunction, destroying the attachment and damaging the weapon in the same manner as the Sunder quality.
Generic Armor Attachment
Practice Makes Crafting
Perfect:(C)The character learns something valuable, and gains a Boost on the next check he makes
with the same skill before the end of the session.
Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.
Innate Talent Conditioned Mod: The attachment gains 1 Innate Talent (Conditioned) Mod. (Enhancement)
InnateMods:
Other TalentIncrease
Mods: Increase
the numberthe number
of modsofofmods of an existing
an existing mod option Innate
thatTalent
is not Mod by 1 (to
a Weapon a maximum
Quality Mod, an of Innate
2).
Talent Mod,
Efficient or a Skill Mod.
Construction: This is upportion
A sizeable to GMofdescrition as to
the material is what
unused qualifies
or can(this option canfrom
be reclaimed onlythe
be process;
selected theonce).
character
attachmentretains
removessupplies worth
Setback or 50% of the
Threat, Material
remove one Price needed
additional to craft
Setback or the item(this
Threat (thisoption
can only
canbe selected
only once)
be selected
once).
Comfortable: Whenever the character suffers strain involuntarily, reduce the strain suffered by 1 (to a minimum of
one) (this option can only be selected once). (Enhancement)
Skill Mod: The attachment gains 1 Skill (Perception, Cool, or Vigilance) Mod. (Helmet)
Skill Mod: The attachment gains 1 Skill (Athletics, Coordination, or Stealth) Mod. (Enhancement)
Additional
Hard Point Environment:
Cost: Reduce the TheHard
attachment gains
Point cost 1 Select
of the an additional
Attachment by 1, toenvironment
a minimum Mod. (Environmental)
of 1 (this can only be selected
once).
Integrated Mod: Install one available mod. No check is required to install this mod, and it costs 0 credits.
Defense: Increase the armor's Defense by 1 (this can only be selected once). (Enhancement)
Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain.
Heavy: Increase the
Uncomfortable: armor'sthe
Whenever encumbrance by 1. strain involuntarily, increase the strain suffered by 1 (this option
character suffers
can only be selected once).
Hard to
Wear Modify:
and Increase
Tear: The tools the
the difficulty
characterofwas
checks
usingto to
modify this weapon
craft the attachment are by
worn1. down or destroyed, and are
damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).
Difficult to Repair:
Cumbersome: This Increase
armor adds theadifficulty
Setbacktotorepair this armor
all Brawn once.
and Agility-based skill checks (except Resilience).
(Environmental)
Fragile: Whenever the armor this attachment is installed in would be damaged one step or more, it is damaged one
additional stepDelicate:
Dangerously (this can only
The GMbe selected
may spendonce).
a Despair result on a combat check to have the attachment
malfunction, destroying the attachment and damaging the armor in the same manner as the Sunder quality.

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