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Weapon Attachment Guide

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0% found this document useful (0 votes)
12 views20 pages

Weapon Attachment Guide

Uploaded by

Dan Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ATTACHMENTS

FACTORY ATTACHMENTS
Attachments may be added at the factory and thus pre-installed before purchase. These attachments thus increase the
base cost of the item while taking up Hard Points. A skilled owner can still further modify the attachments or fill up Hard
Points not yet used. Many factory-installed attachments may be removed, but the exact method varies by the
attachment (some can be easily removed, others would destroy the attachment and damage the item - see house rules).

ATTACHMENT REMOVAL

For when a player asks if he can remove an attachment from his favorite weapon to swap it out or make room for
others…

Yes means the attachment may be removed with an Average ( ) Mechanics check and the proper tools and time.
Not something to do during a battle. No means it is permanent. Removal requires an Easy ( ) Mechanics check which
destroys the attachment (always) and may damage the weapon or armor with a . Quick Release is a Modification
Option for some items that allows for removal or re-connection with only a Maneuver.

WEAPON ATTACHMENTS
Name Weapons HP Enc Cumb Price Rarity Index
Ranged
Ascension Dart Blaster,Slugthrower 1 0 0 300 6 House
Augmented Spin Barrel Blaster Carbine/Rifle (any) 2 0 0 1,750 4 A-CRB:200, E-CRB:188
Auto-fire Module Blaster,Slugthrower 2B/1S +1 * 500 7R House
Auto-fire Removal Auto-fire weapons 0 0 0 -500 3 House
Bayonet Lug Carbine, Rifle 1 0 0 50 2 House
Belt Feed Slug Rifle or Carbine 1 0 +2* 250 5 House
Bipod Mount Carbine, Rifle, Repeater 1 0 0 100 1 A-CRB:200, E-CRB:188
Blaster Actuating Module Blaster Pistol 1 0 0 500 4 A-CRB:200, E-CRB:188
Bowcaster Accelerator Bowcaster 1 0 0 250 4 E-CRB:189
Bowcaster Auto. Cocker Bowcaster 1 0 0 500 3 E-CRB:189
Concentrated Barrel Any Blaster Carb, Rifle, Rep. 2 0 0 1,000 4 FC:44
CQ Optics Any fired weapon 1 0 0 200 1 House
Double Barrel Slugthrower 2 +50% +1 300 4 House
Extended Barrel Slugthrower Rifle 1 +2 +1 500 4 House
Filed Front Sight Pistol 0 0 0 25 0 A-CRB:201, E-CRB:190
Focused Emitter Holdout Blaster 1 0 0 200 5R FC:43
Folding Stock (carbine) Carbine 1 -1* 0 200 or 0* 1 House
Folding Stock (pistol) Pistol not Hold-out 1 +1* 0 200 5 House
Folding Stock (rifle) Rifle 1 -1* 0 200 or 0* 1 House
Forearm Grip Carbine, Rifle (not heavy) 1 0 0 250 1 A-CRB:201, E-CRB:190
Gene-Lock Any 1 0 0 500 7 DC:51
Guidance - Smart Any missile 1 +1* 0 1,500 8 House
Guidance - User Any missile 1 +1* 0 1,500 8 House
Laser Sight Any Ranged non-blast 1 0 0 500 5 DC:52
Magnumization Slugthrower non-Silenced 1 0 +1 500 4 House
Marksman Barrel Blaster Rifle (any) 2 +2 +1* 1,200 4 A-CRB:202, E-CRB:190
Morphed Finish Any sensible 0 0 0 100 4 FC: 43
Multi-Optic Sight Ranged (any) 1 0 0 2,000 3 A-CRB:202, E-CRB:190
Power Cord Hvy Blaster or Repeater 1 0 0 250 6 House
Precision Blaster Barrel Bl. Pistol (any), Bl. Carbine 1 +1 0 250 3 House
Scattergun Slugthrower 2 0 +1 to +3* 100 4 House
Shortened Barrel Pistol 1 0 0 250 4 A-CRB:203, E-CRB:191
Silencer Slugthrow non-Magnum 1 0 0 250 6R House
Spread Barrel Blaster (any) 2 0 0 1,725 4R A-CRB:203, E-CRB:191
Sting Beam Conversion Blaster Damage 9- 0 0 0 - 1/2 4 House
Stun Pad Any sensible Enc. 3-7 1 0/+1* 0 500 4 House
Stun Setting Removal Stun weapons 0 0 0 -100* 4 House
Superior Customization Any 1 0 0 5,000 6 A-CRB:203, E-CRB:191
Telescopic Optical Sight Ranged (any sensible) 1 0 0 250 1 A-CRB:203, E-CRB:192
Tripod Mount Ranged (heavy) & Gunnery 2 0 0 50 3 A-CRB:204, E-CRB:193
Under-Barrel Mini-Miss. Laun. Carbine, Rifle, or Repeater 2 +2 +1 3,000 6R DC:52
Under-Barrel Flame Projector Carbine, Rifle, or Repeater 2 +1 +1 3,000 5R A-CRB:204, E-CRB:192
Under-Barrel Grenade Laun. Carbine, Rifle, or Repeater 2 +1 +1 2,000 5R A-CRB:205, E-CRB:191
Weapon Harness Ranged (heavy) & Gunnery 2 -2 -2 500 2 A-CRB:205, E-CRB:193
Weapon Sling Ranged (heavy) 1 0/-1* 0 100 0 A-CRB:205, E-CRB:193
Wrist Mount Ranged (light) 2 0 0 275 5 DC:52
Melee & Primitive
Balanced Knife, Spear 1 0 0 None 2 House
Balanced Hilt Bladed 2 0 0 1,500 5 A-CRB:200, E-CRB:188
Blade Breaker Bladed 1 0 0 200 5 FC:46
Bow Cams Bow 1 0 -1 200 4 House
Extended Limbs Bow 1 +1 +1 100 3 House
Flanges Staff, Baton 1 +1 0 50 2 House
Gene-Lock Any 1 0 0 500 7 DC:51
Knuckle Blades Brass Knuckles 1 +1 0 500 4 House
Laser Sight Any Ranged non-blast 1 0 0 500 5 DC:52
Long Arm Notch Any Shield, not Buckler 1 0 0 100 4 House
Mono-Molecular Edge Edged 1 0 0 1,000 5 A-CRB:202, E-CRB:190
Morphed Finish Any sensible 0 0 0 100 4 FC: 43
Poison Reservoir Any Brawn, Melee, Thrown 1 0 0 500 5R LN:105
Serrated Edge Edge 1 0 0 50 1 A-CRB:203, E-CRB:191
Shortened Limbs Bow 1 -1 -1 None 3 House
Sling Staff Sling 1 +2 0 20 3 House
Stun Pad Any sensible Enc. 3-7 1 0/+1* 0 750 4 House
Superior Customization Any 1 0? 0 0 5,000 6 A-CRB:203, E-CRB:191
Weighted Head Bludgeoning 2 +1 0 250 3 A-CRB:205, E-CRB:193
*See description for details.

ASCENSION DART
A small magnetic/grappling dart that may be fired from a blaster or slugthrower with an instant-forming liquid cable to
allow quick ascension with an internal winch. The cable can hold up to 50 encumbrance. A reload costs 50 credits.
Weapon Limits: Any Blaster or Slugthrower.
Base Modifiers: One maneuver to convert weapon to be able to shoot a dart. The dart is both magnetic and can be shot
into a target up to Medium range. Either requires an attack action, but if a metal target is available, reduce the difficulty
by one . Very hard non-metal targets (stone) increase difficulty by one d. Silhouette of the target also applies (it’s easy
to hit a building). If used against a living target, treat damage as 2 points lower than the weapon’s base damage and add
the Ensnare 1 quality.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: 300 credits.
Rarity: 6.

AUTO-FIRE MODULE
Adding auto-fire parts to a blaster or slugthrower gives it the ability to auto-fire at an increase to weight and bulk.
Weapon Limits: Any Blaster or Slugthrower.
Base Modifiers: Gain Auto-fire quality, +1 Encumbrance.
Modification Options: None.
Hard Points Required: 2 for Blasters. 1 for Slugthrowers.
Removal: No.
Encumbrance: +1.
Cumbersome: None.
Price: 500 credits (restricted).
Rarity: 7.

AUTO-FIRE REMOVAL
This is only an “attachment” for rules simplification purposes. Weapons that normally come with an Auto-fire setting
may have their auto-fire modules removed to save on cost. This may be done to any weapon with an Auto-fire setting.
Weapon Limits: Any weapon with an Auto-fire setting.
Base Modifiers: Removal of Auto-fire.
Modification Options: None.
Hard Points Required: None.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: Reduces weapon cost by 500 credits.
Rarity: 3.

BALANCED
Lightening and balancing some thrown weapons makes them more accurate at a cost to its melee effectiveness. This
may be applied to the Vibroknife, Spear, or Combat Knife only.
Weapon Limits: Vibroknife, Spear, or Combat Knife.
Base Modifiers: Removes Inaccurate 1 quality. -1 Damage when used in Melee only.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: No cost.
Rarity: 2.

BAYONET LUG
Adds a lug for attachment of a Combat Knife or Vibroknife to any Carbine or Rifle. Note that this is only the hardware to
attach the weapon. The weapon itself must be purchased separately.
Weapon Limits: Any Carbine or Rifle.
Base Modifiers: It takes 1 Maneuver to attach the weapon. A character holding a Carbine or Rifle with a Combat Knife or
Vibroknife attached via a bayonet lug may switch to the melee weapon using only an Incidental. Also, the Combat Knife
or Vibroknife gains the Long Reach quality when attached thus.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: 50 credits.
Rarity: 2.

BELT FEED
Allows use of belt fed ammunition for slugthrower carbines and rifles. This keeps the weapon able to maintain sustained
fire longer, at the cost of weight and ability to easily move about.
Weapon Limits: Any Slugthrower Rifle or Slugthrower Carbine.
Base Modifiers: Allows use of Extra Reload (belt). Adds 2 Cumbersome to the weapon when a belt is attached. Requires
a Maneuver to be able to get ready to fire after moving to a new location. A dedicated “assistant gunner” adjacent to
the shooter helps guide the belt to remove the 2 Cumbersome penalty and may make the Action to reload [see Extra
Reload (belt) for its explanation and benefits].
Modification Options: Ammo Can addition reduces the added Cumbersome penalty to 1, reduces number of Maneuvers
to reload to one, and removes Maneuver requirement after moving.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: +2 with belt attached, but see above.
Price: 250 credits.
Rarity: 5.

BLADE BREAKER
Attaching a catch prong to the side of a bladed weapon that is powered with an ultrasonic generator. The device is able
to catch Melee attacks (not Lightsabers) and possibly break the opponent’s weapon.
Weapon Limits: Any Bladed.
Base Modifiers: Defensive vs Blades (only), Sunder (versus any but Lightsabers).
Modification Options: None.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: None.
Cumbersome: None.
Price: 200 credits.
Rarity: 5.

BOW CAMS
Adding a modern cam and pulley system to a primitive bow makes it easier to control even with increased power.
Weapon Limits: Bow.
Base Modifiers: +1 Damage, -1 Cumbersome.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: -1.
Price: 200 credits.
Rarity: 4.
Lots of pistols and carbines
CQ OPTICS in Star Wars have scopes
A short-ranged targeting scope for precise targeting in “close quarters” mounted. The Core book’s
engagements. Close Quarters Optics may be installed on any non-thrown ranged Telescopic Optical Sight only
weapon (with the exception of one-use weapons like grenades or weapons like affected Long or Extreme
flame projectors that would not benefit from a sight), but is typically used on range, which is an
Pistols or Carbines. impossible range for
Weapon Limits: Any fired weapon that could benefit from a sight. standard Pistols or Carbines.
Base Modifiers: Innate Talent (Precise Aim 1) at Medium or closer ranges.
Modification Options: Innate Talent (Natural Marksman) Mod, Quick Release Mod.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: None.
Cumbersome: None.
Price: 200 credits.
Rarity: 1.

CONCENTRATED BARREL
A barrel that focuses and concentrates a blaster’s energy at a cost to range.
Weapon Limits: Any Blaster Carbine, Rifle, or Repeater.
Base Modifiers: +1 Damage, -1 Range Band.
Modification Options: None.
Hard Points Required: 2.
Encumbrance: None.
Cumbersome: None.
Price: 1,000 credits.
Rarity: 4.

DOUBLE BARREL
Adds a second barrel to any slugthrower at a cost to weight and ammo use.
Weapon Limits: Any Slugthrower.
Base Modifiers: Adds Link 1 quality. Encumbrance increased by 50%, rounding up. +1 Cumbersome. Add Ammo Hog
quality.
Modification Options: None.
Hard Points Required: 2.
Encumbrance: +50%, round up.
Cumbersome: +1.
Price: 300 credits.
Rarity: 4.
EXTENDED BARREL
A longer, heavier barrel available for slugthrower rifles only. Typically found on slugthrower sniper or support weapons.
Weapon Limits: Slugthrower Rifle only.
Base Modifiers: Increases weapon’s Range Band by one. Increase Encumbrance by 2. Cumbersome increased by 1.
Modification Options: 2 Weapon Quality (Accurate +1) Mods, 1 Innate Talent (Sniper Shot) Mod, Quick Release Mod
requiring 1 Hard Point.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: +2.
Cumbersome: +1.
Price: 500 credits.
Rarity: 4.

EXTENDED LIMBS
Increasing the limbs on a bow increases power while making the weapon more cumbersome.
Weapon Limits: Bow.
Base Modifiers: Range increased one band, +1 Damage, +1 Encumbrance, +1 Cumbersome.
Modification Options: Re-curved limbs remove the +1 Encumbrance penalty.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1.
Cumbersome: +1.
Price: 100 credits.
Rarity: 3.

FILED FRONT SIGHT change


Simply cutting or filing off the front sight a weapon makes it easier to quickly draw, but reduces accuracy.
Weapon Limits: Any Pistol.
Base Modifiers: Innate Talent (Quick Draw), Increase combat checks 1 at ranges beyond Short.
Modification Options: 1 Decreases the difficulty of checks to conceal the weapon by one Mod.
Hard Points Required: 0.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: 25 credits (free if done yourself).
Rarity: 1.

FLANGES
Addition of metal edges or spikes to blunt weapons to increase ferocity of a strike while adding a penalty of weight. A
Tusken Raider’s Gaffi Stick is an example of what can be done with a staff fully modded with this attachment.
Weapon Limits: Staff, Baton.
Base Modifiers: Reduces CR by 1, remove Blunt 1.
Modification Options: 1 Reduce CR by 1 Mod, 1 Pierce 1 Mod.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1.
Cumbersome: None.
Price: 50 credits.
Rarity: 2.

FOCUSED EMITTER
A focused muzzle emitter backed by a supercharged actuator for increased range developed for Imperial use in a scout
blaster, but now available on the black market. It is only fitted for a small holdout blaster.
Weapon Limits: Holdout Blaster
Base Modifiers: Increased Range to Medium, but reduce Damage by 1.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: 200 credits.
Rarity: 5R.

FOLDING STOCK
A hinged stock that may be added to any Carbine, Pistol, or Rifle. The stock allows for a smaller, more easily
maneuverable or concealable weapon when needed. Note that this “attachment” may also represent permanent
removal of a stock or permanently adding a stock to a pistol. If so, the weapon hard point cost is still one.
Weapon Limits: Any Carbine, Pistol, or Carbine.
Base Modifiers: When folded, the weapon can’t benefit from two consecutive Aim maneuvers, only one (like a Pistol).
Encumbrance is reduced by 1 when the stock is folded. A Rifle or Carbine becomes Inaccurate 1 when the stock is folded
or removed, but d at Engaged is reduced by 1. A Pistol with a stock deployed may not be fired one-handed and thus uses
the Ranged (heavy) skill.
Modification Options: Innate Talent Mod (Quick Strike) when stock folded/removed, Quick Release Mod.
Hard Points Required: 1.
Removal: Yes (makes stockless).
Encumbrance: -1 when folded or removed.
Cumbersome: None.
Price: 200 credits. Free if permanently removed.
Rarity: 1.

FOREARM GRIP change


A grip below the barrel that adds stability when firing without a stock. Only benefits weapons with a folding stock or no
stock at all.
Weapon Limits: Any Ranged (heavy) weapon.
Base Modifiers: Removes Inaccurate 1 penalty when firing a stockless Carbine or Rifle.
Modification Options: 1 Innate Talent [Point Blank +1] Mod when stock folded/removed, Quick Release Mod.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: None.
Cumbersome: None.
Price: 250 credits.
Rarity: 1.
GUIDANCE (USER)
User remote control equipment and electronics for missile weapon systems. This grants the ability to fire Guided
missiles in User Guided mode.
Weapon Limits: Missile Tube (any).
Base Modifiers: Allows User Guided fire mode when firing Guided missiles only.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1. If weapon also includes the Guidance – Smart attachment, still only +1 from both.
Cumbersome: None.
Price: 1,500 credits.
Rarity: 8.

GUIDANCE (SMART)
Smart computer guided electronics for missile weapon systems. This grants the ability to fire Smart missiles to their full
affect (otherwise they are fired as Dumb missiles only).
Weapon Limits: Missile Tube (any).
Base Modifiers: Allows Smart Guided fire mode when firing Guided missiles only.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1. If weapon also includes the Guidance – Smart attachment, still only +1 from both.
Cumbersome: None.
Price: 1,500 credits.
Rarity: 8.

KNUCKLE BLADES
Short blades added to Brass Knuckles that offer better defense and wounds at the cost of weight.
Weapon Limits: Brass Knuckles.
Base Modifiers: -1 Critical Rating, Defensive 1.
Modification Options: None.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: +1.
Cumbersome: None.
Price: 500 credits.
Rarity: 4.

LASER SIGHT clarification


A small targeting laser that allows for quicker precision aiming.
Weapon Limits: Any Ranged or Gunnery weapon.
Base Modifiers: Gain automatic on successful combat checks with this weapon. Incidental to flip on or off. User
penalty of versus Perception or for wearer’s Stealth if recently used. Double penalty if within a misty, foggy, or
smoky environment.
Modification Options: Quick Release Mod.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: None.
Cumbersome: None.
Price: 500 credits.
Rarity: 5.

LONG ARM NOTCH


A notch for firing Ranged (heavy) weapons one-handed while supported by a shield.
Weapon Limits: Any Shield, not Buckler.
Base Modifiers: Allows firing Ranged (heavy) weapons of Encumbrance 5 or lower while also wielding the shield. This
unwieldy technique applies to any attack by the weapon or shield.
Modification Options: Mag-lock which latches the weapon to the shield with a Maneuver. Prevents use of shield as a
weapon while engaged, but reduces the penalty of the weapon use to .
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: 100 credits.
Rarity: 4.

MAGNUMIZATION
Adapting a slugthrower to use a much heavier and more powerful round. Can’t be added to weapons with the Silencer
attachment.
Weapon Limits: Any Slugthrower without the Silencer attachment.
Base Modifiers: Allows use of Magnum Ammunition. Adds to all Mechanics checks when performing maintenance on
this weapon. Magnum Ammunition: Cumbersome + 1 (if a Pistol, gains Cumbersome 1), +1 Damage.
Modification Options: 1 Weapon Quality (Pierce +1) Mod.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: +1.
Price: 500 credits.
Rarity: 4.

MARKSMAN BARREL change


The Marksman Barrel may be added to any blaster carbine, rifle, or repeating blaster, increasing its range but making it
unwieldy. Adding such a long barrel also increases Encumbrance by 2 and Cumbersome by 1.
Weapon Limits: Blaster Carbine, any Blaster Rifle, or any Repeating Blaster.
Base Modifiers: Increases Range by one Range Band. Blaster Rifles gain the Cumbersome 2 quality, others increase
Cumbersome by 1.
Modification Options: 2 Weapon Quality [Accurate +1] Mods, 1 Innate Talent [Sniper Shot] Mod, Quick Release Mod
costing 1 Hard Point.
Hard Points Required: 2.
Removal: Yes.
Encumbrance: +2.
Cumbersome: +1, or Cumbersome 2 for Blaster Rifles.
Price: 1,200 credits.
Rarity: 4.

MORPHED FINISH
Application of a molded, metallic-colored finish to any weapon that allows it some camouflage against the typical shade
of bulkheads and inner walls or floors common amongst stations and spaceships. When the finish is applied, new ridges
and lines may be molded on the outside of the weapon making it look less like what it really is.
Weapon Limits: Any sensible.
Base Modifiers: to Perception checks when the weapon is concealed in the appropriate environment.
may be used to cause the wielder to drop the weapon due to its unorthodox shape.
Modification Options: None.
Hard Points Required: 0.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: 100 credits.
Rarity: 4.

POWER CORD
Allows use of a portable generator for Heavy Blaster Rifles or any Blaster Repeater. This keeps the weapon able to
maintain indefinite sustained fire, at the cost of being able to easily move about.
Weapon Limits: Heavy Blaster Rifle or any Blaster Repeater.
Base Modifiers: Allows use of a Portable Generator. Can’t move while the Portable Generator is attached. Requires a
Maneuver to attach or disconnect the Power Cord from the Portable Generator. The Portable Generator is often carried
by an assistant. See Portable Generator for its benefits and details.
Modification Options: Backpack straps added to the Portable Generator. If carried by the shooter, allows movement
while the Power Cord is attached, but gives +1 Cumbersome.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Cumbersome: See above.
Price: 250 credits.
Rarity: 6.

PRECISION BLASTER BARREL


An elongated, focused barrel for blaster pistols and carbines. While the extended barrel does not lengthen the range of
these blasters, it improves accuracy at the offset of wound severity and a more cumbersome barrel.
Weapon Limits: Blaster Pistol (any), Blaster Carbine.
Base Modifiers: +1 Critical Rating, automatic granted to all successful attacks.
Modification Options: 2 Weapon Quality (Accurate +1) Mods.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1.
Cumbersome: None.
Price: 250 credits.
Rarity: 3.

SCATTERGUN
Converts a slugthrower to use “shot” ammunition which creates a large pattern. This makes it a vicious close up weapon.
Extra Reloads may not be used in non-Scattergun weapons.
Weapon Limits: Any Slugthrower.
Base Modifiers: Accurate 2, Range -1, Vicious 1, Cumbersome +1 for a Slugthrower Rifle, +2 for a Carbine, +3 for a Pistol.
Modification Options: Choke – Remove Accurate 2 and Range -1.
Hard Points Required: 2.
Removal: No.
Encumbrance: None.
Cumbersome: +1 for Rifle, +2 for Carbine, +3 for Pistol.
Price: 100 credits.
Rarity: 4.

SHORTENED LIMBS
Shortening limbs on a bow makes it more manageable at a cost to strength. Common amongst small game bows.
Weapon Limits: Bow.
Base Modifiers: -1 Damage, -1 Cumbersome, -1 Encumbrance.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: -1.
Cumbersome: -1.
Price: No cost.
Rarity: 3.

SILENCER
A sound suppressor added to the barrel of slugthrowers (only). The silencer helps quiet the loud discharge of
slugthrowers. May not be applied to a weapon with the Magnumization attachment.
Weapon Limits: Any Slugthrower without the Magnumization attachment.
Base Modifiers: -1 damage. If the shooter of such a weapon is somehow concealed, his location will not be obvious.
Modification Options: Quick Release Mod.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: None.
Cumbersome: None.
Price: 250 credits. Restricted.
Rarity: 6.

SLING STAFF
Adding a wooden pole to a sling increases the power of the user’s throw. This also gives an added benefit of making the
sling into a rudimentary melee staff when needed.
Weapon Limits: Sling.
Base Modifiers: +1 Damage as Sling. Encumbrance increased to 3. Gains abilities of an improvised Staff with , Quick
Release Mod.
Modification Options: None.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: +2.
Cumbersome: None.
Price: 20 credits.
Rarity: 3.

STING BEAM CONVERSION


Disables any blaster’s normal beam converting the weapon to a cheaper stun-only blaster. Weapons with a Base
Damage of 10+ are incapable of stun damage, so disabling normal damage would completely disable the weapon.
Weapon Limits: Any Blaster with a Base Damage under 10.
Base Modifiers: Disabling of non-Stun damage.
Modification Options: None.
Hard Points Required: None.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: Reduces weapon cost by ½.
Rarity: 4.

STUN PAD
Addition of an electrical stun pad to the pommel end of a melee weapon or buttstock of a fired weapon. If attached to a
weapon with an energy source, the stun pad may share its power source and thus any out-of-ammo results affect each
other, but saves on weight. If not, the pad must have its own power source which adds 1 Encumbrance to the weapon.
Weapon Limits: Any sensible of Encumbrance 3 to 7.
Base Modifiers: Adds a secondary attack option (Incidental to switch to it) of Melee, Dam +0, CR 5, Engaged, Disorient 3,
Stun 3. Also, either adds +1 Encumbrance or adds Ammo Hog quality to the weapon.
Modification Options: None.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: +1 if not powered by weapon.
Cumbersome: None.
Price: 750 credits.
Rarity: 4.

STUN SETTING REMOVAL


This is only an “attachment” for rules simplification purposes. Blasters that normally come with a Stun setting may be
built without such an option saving on cost.
Weapon Limits: Any weapon with a Stun setting.
Base Modifiers: Removal of Stun setting.
Modification Options: None.
Hard Points Required: None.
Removal: No.
Encumbrance: None.
Cumbersome: None.
Price: Reduces weapon cost by 100 credits, unless a Holdout Blaster, in which case reduces cost by 50 credits.
Rarity: 4.

TELESPCOPIC OPTICAL SIGHT change


A telescopic sight allowing for more accurate shooting at longer ranges.
Weapon Limits: Ranged (any sensible).
Base Modifiers: Reduces difficulty of Long and Extreme attacks by 1 . Add at Short Range.
Modification Options: Quick Release Mod, Canted Mount (Incidental to switch to normal, no telescopic sight), Low Light
(remove b penalty from low light).
Hard Points Required: 1.
Removal: Yes.
Encumbrance: +0.
Cumbersome: +0.
Price: 250 credits.
Rarity: 1.

TRIPOD MOUNT clarification


The “Tripod Mount” attachment allows the weapon to be mounted upon a Tripod which is a piece of gear. The Tripod’s
encumbrance is separate from the weapon’s encumbrance and thus may be disassembled and carried by different
persons. See Tripod under Gear for details.
Weapon Limits: Any Ranged (Heavy) or Gunnery weapon.
Base Modifiers: Allows use of a Tripod.
Modification Options: 2 Weapon Quality (Cumbersome -1) Mods. Tripod still required.
Hard Points Required: 2.
Removal: Yes.
Encumbrance: +0.
Cumbersome: +0.
Price: 50 credits.
Rarity: 3.

WEAPON HARNESS change


Weapon Limits: Any Ranged (Heavy) or Gunnery weapon with a base Encumbrance of 5 or more.
Base Modifiers: Decrease Cumbersome & Encumbrance by 2.
Modification Options: 1 Innate Talent (Brace) Mod.
Hard Points Required: 2.
Removal: Yes.
Encumbrance: -2.
Cumbersome: -2.
Price: 500 credits.
Rarity: 2.

WEAPON SLING change


The basic weapon sling is made to go over the shoulder. It requires a Maneuver to ready from the shoulder position and
one hand to keep it in place when stowed. Alternatively, the weapon can be cross-slung so no hands are needed to
keep it stowed, but this requires 2 Maneuvers to stow or ready. Modifying the sling makes it more useable and ready for
combat, such as with a single-point sling. -1 Encumbrance while stowed, but can’t fire it from this position.
Weapon Limits: Any Carbine, any Rifle, or a Light Repeating Blaster.
Base Modifiers: Allows weapon to be stowed (not carried in hands). 1 Maneuver to stow/ready on shoulder requiring 1
hand to keep in place. 2 Maneuvers to stow/ready across back requiring no hands to keep in place.
Modification Options: Single-point Incidental to ready or stow with no hands needed and retains -1 Encumbrance
always, 1 Innate Talent (Quick Draw) Mod, Quick Release Mod.
Hard Points Required: 1.
Removal: Yes.
Encumbrance: +0/-1
Cumbersome: +0.
Price: 100 credits.
Rarity: 0.

ARMOR ATTACHMENTS
Name Armor HP Enc Price Rarity Index
Official
Beastly Accruements Any 1 0 50 2 House.
Biomonitor Any 1 0 500 3 House.
Blast Visor Requires Helmet (any) 0 0 100 1 House.
Camouflage Any 0 or 1* 0/+1* None or 250* 1 House.
Cooling System Laminate, HBA, Space Suit (any) 1 0 250 2 House.
Cortosis Weave Laminate, Heavy Battle 2 0 10,000 8 A-CRB:205, E-CRB:194
Down-Armored AC, Ancient, HBA, Laminate 0 -1 100 1 House.
Enhanced Optics Suite Requires Helmet 1 0 1,750 3 A-CRB:206, E-CRB:194
Environment Seal Vacuum Sealed 1 +1 500 3 House.
Flame Resistant Not Blast Vest 1 0 500 2 House.
Hands-Free Weapon System Any 2 0 1,000 6 DC:53
Heating System Laminate, HBA, Space Suit (any) 1 0 1,000 3 A-CRB:206, E-CRB:194
Hidden Pouches AC, AEG, BM, HC, SpSuit (any) 1 +1 500 5 FC: 47
Impact Resistant Any 1 0/+1* 250 or 500* 2 House.
Insulation Not Blast Vest 0 or 1* 0/+1* 250 or 500* 0 House.
Integrated Comlink Any 0 0 200 1 DC:53
Integrated Med-Systems Not Heavy Clothing or Blast Vest 2 1 2,500 7 DC:53
Integrated Respirator Not Heavy Clothing 1 0 100 2 House.
Integrated Scanner Requires Helmet 1 0 1,000 4 DC:54
Integrated Target. Computer Requires Helmet 1 0 3,000 7 DC:54
Magboots Any 0 0 250 4 House.
Mimetic Covering Ballistic Mesh or Armored Cloth. 1 0 7,000 7R FC: 47
Optical Camouflage Not Lam., HBA, Space Suit (med.) 2 0 5,500 7R A-CRB:206, E-CRB:195
Range Finder Requires Helmet 1 0 1,500 6 DC:54
Reflective Coating Laminate, Heavy Battle 1 0 2,000 6 House.
Shock Boots Any 0 0 1,250 5 FC:45.
Strength Enhancement Laminate, Heavy Battle 2 0 5,500 4 A-CRB:206, E-CRB:194
Superior Customization Any 1 0 5,000 6 A-CRB:206, E-CRB:195
Thermal Shielding System Laminate, HBA, Space Suit (any) 1 0 1,000 3 A-CRB:207, E-CRB:194
Threat Monitor Any 1 0 750 4 LN: 106
Vac Thrusters Vacuum Sealed 2 +1/ +2* 2,000 6 House.
Vacuum Sealed Laminate, HBA, included w/SS 1 0/+1* 500 or 1,000 3 A-CRB:207, E-CRB:195
*See description for details.

BEASTLY ACCRUEMENTS
Ferocious looking beastly attachments such as furs, claws, and teeth more common on primitive worlds with a warrior
culture. These beastly accruements give the wearer a savage appearance which can be advantageous or
disadvantageous depending on the situation.
Armor Limits: Any.
Base Modifiers: Gives automatic on Coercion checks, but automatic on Charm checks, depending on the
setting.
Modification Options: None.
Removal: Yes.
Encumbrance: None.
Hard Points Required: 1.
Price: 50 credits.
Rarity: 2.

BIOMONITOR
Medical sensors are installed inside the armor while a panel on the outside is used to check vitals of the wearer. The
biomonitor provides assistance with medical checks on the wearer only.
Armor Limits: All.
Base Modifiers: Allows Medicine checks on the wearer without penalty. Reduces the Medicine check penalty by the
wearer on the wearer itself to + (instead of + ),
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Price: 500 credits.
Rarity: 3.

BLAST VISOR
Most helmets, if they have a visor at all, only have one that protects the wear’s face from dust, wind, and glare. A blast
visor is made of thin transparisteel able to withstand indirect hits while still allowing a viewer to see. A blast visor also
has an instant reacting shading layer to lessen sudden glare such as from blaster fire.
Armor Limits: Must have a Helmet.
Base Modifiers: Ignore caused by bright glares. Blinded critical injury results are reduced to Scattered Senses
instead.
Modification Options: None.
Hard Points Required: 0.
Removal: Yes if Open Helmet. Otherwise, No.
Encumbrance: None.
Price: 100 credits.
Rarity: 1.

CAMOUFLAGE
Adding materials and/or coloring to clothing or armor to match a specified environment. Camouflage makes it more
difficult to be spotted in the appropriate terrain.
Armor Limits: Any.
Base Modifiers: Choose a specific environment (Forested, Desert, Arctic). Provides automatic to all checks made to
detect wearer.
Modification Options: Netting. Provides automatic to all checks made to detect wearer, but costs 1 Hard Point
and gives +1 Encumbrance.
Hard Points Required: 0 or 1 with Netting.
Removal: Yes.
Encumbrance: None or +1 with Netting.
Price: 250 credits. If purchased with an appropriate Adverse Environment Gear (Forested/Jungle, Desert, or Arctic), cost
is free.
Rarity: 1.

COOLING SYSTEM
A simple cooling system which may be added to any armor capable of being sealed. A cheap alternative to the Thermal
Shielding System, the basic Cooling System only cools the wearer and thus does not provide much benefit against
extreme heats.
Armor Limits: Any sealable.
Base Modifiers: Ignore 1 imposed by a hot environment.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Price: 250 credits.
Rarity: 2.

DOWN-ARMORED
Removing armor plates that cover less essential areas. While this exposes the wearer, it lightens the overall weight of
the armor and makes it more maneuverable.
Armor Limits: Armored Clothing, Ancient (any), Heavy Battle Armor, and Laminate only.
Base Modifiers: -1 Encumbrance, receives Exposed quality, can’t be Vacuum Sealed.
Modification Options: Upgrade body suit to allow Vacuum Sealed. Not possible with Ancient.
Hard Points Required: 0.
Removal: Yes.
Encumbrance: -1.
Price: 100 credits.
Rarity: 1.

ENVIRONMENT SEAL
Layers of varying types of protective material which allows the user to survive within extreme chemical, radiological,
biological, or high pressure environments. This may only be applied to Heavy Battle Armor, Laminate Armor, or a Space
Suit (Medium). Adding several such layers makes the suit quite bulky.
Armor Limits: Any Armor with Vacuum Sealed attachment or innate capability.
Base Modifiers: Allows wearer to ignore affects of extremes of heat, cold, chemicals, biologicals, radiologicals, and
pressure. Adds Bulky 1 or increases Bulky rating by 1. Encumbrance increased by 1.
Modification Options: None.
Removal: No.
Encumbrance: +1.
Hard Points Required: 1.
Price: 500 credits.
Rarity: 3.

FLAME RESISTANT
Addition of a flame retardant layer to the armor. Depending on the armor, this may be a new surface “painted” on, a
thin cloth layer, or even replacing a large portion of the armor’s material with something less flammable. Note that this
makes the armor flame resistant, not impervious to fire. It provides no benefit to surviving in a hot weather
environment.
Armor Limits: Any.
Base Modifiers: Provides 1 extra Soak versus fire damage only.
Modification Options: An additional 1 Soak versus fire damage only.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Price: 500 credits.
Rarity: 2.

HIDDEN POUCHES
An addition of several complex hidden pouches and pockets painstakingly concealed throughout the armor or clothing
by extra layers. The extra weight can confound a search of the person.
Armor Limits: AEG (any), Armored Clothing, Heavy Clothing, Space Suit (any).
Base Modifiers: Allows Skulduggery of wearer to oppose any searching for up to 2 Encumbrance of items.
Modification Options: None.
Removal: Yes.
Encumbrance: +1.
Hard Points Required: 1.
Price: 500 credits.
Rarity: 5.

IMPACT RESISTANT
Addition of impact absorbing inserts designed to mitigate shocks to the body. Ballistic Mesh, by its nature, is somewhat
impact resistant so less material must be added to gain this benefit.
Armor Limits: Any.
Base Modifiers: Any Strain caused by sudden impact (blunt trauma in combat, falling, sudden impacts, etc.) is reduced
by 1 point. +1 Endurance unless Ballistic Mesh.
Modification Options: Gel impact inserts. Impact, Staggered, or Disoriented effects reduced by 1 round to min. of 1.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1 unless Ballistic Mesh.
Price: 500 credits. 250 credits if Ballistic Mesh.
Rarity: 2.

INSULATION
Addition of layers of insulation to armor to provide warmth in frigid environments. Due to the padding within Ballistic
Mesh, applying insulation is cheaper and easier.
Armor Limits: Any.
Base Modifiers: Ignore one imposed by a cold environment. +1 Encumbrance unless Ballistic Mesh.
Modification Options: None.
Hard Points Required: 1. None if Ballistic Mesh.
Removal: No.
Encumbrance: +1 unless Ballistic Mesh.
Price: 500 credits. 250 credits if Ballistic Mesh.
Rarity: 0.

INTEGRATED RESPIRATOR
Addition of plugs and filters to the helmet of the armor to give it the benefits of a respirator to filter toxins and airborne
pathogens. Note that the respirator only filters and does not have nor require an air supply.
Armor Limits: Not Heavy Clothing.
Base Modifiers: Filters toxins and airborne pathogens when turned “on”, which requires an Incidental.
Modification Options: None.
Removal: No.
Encumbrance: None.
Hard Points Required: 1.
Price: 100 credits.
Rarity: 2.

MAGBOOTS
Addition of magnetic layer to soles of boots to allow walking on metallic surfaces within zero-gravity.
Armor Limits: Any.
Base Modifiers: Magnetic boot layering. Strong enough to adhere to metallic surfaces within zero or very low gravity
only.
Modification Options: Increased magnetism. Able to adhere to metallic surfaces up to normal gravity.
Hard Points Required: 0.
Removal: Yes.
Encumbrance: None.
Price: 250 credits.
Rarity: 4.

MIMETIC COVERING
A combination of light bending technology, electromagnetic & heat shielding, and sound dampeners, mimetic covering is
a second option that is less encumbering, but only applicable to certain armors. Power packs are usually only good for
about an hour. The GM may spend or on any Stealth check to cause the power pack to run dry.
Armor Limits: Ballistic Mesh or Armored Clothing.
Base Modifiers: Upgrades Stealth checks twice.
Modification Options: None.
Removal: No.
Encumbrance: None.
Hard Points Required: 1.
Price: 7,000 credits.
Rarity: 7 R

REFLECTIVE COATING
An external coating applied to hardened armors that helps to partially reflect blaster or laser hits. The coating is white,
silver, or chrome in color. It may only be applied to Laminate or Heavy Battle Armor. Imposes a penalty of for an
adversary’s Perception or when using Stealth.
Armor Limits: Laminate or Heavy Battle Armor.
Base Modifiers: Adds 1 Defense versus Blaster and Laser attacks only.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: None.
Price: 2,000 credits.
Rarity: 6.

SHOCK BOOTS
Adding an electrical shock pad in the soles of boots that is activated with a solid kick. Shock boots do not require hands
to wield and add to Perception checks to notice them as a weapon.
Armor Limits: Any.
Base Modifiers: Adds Brawl attack of Dam +0, CR 5, Engaged, Disorient 3, Stun 3.
Modification Options: None
Hard Points Required: 0.
Removal: Yes.
Encumbrance: None.
Price: 1,250 credits.
Rarity: 5.

VAC THRUSTERS
Small thrusters useable only in 0G. The basic model only allows small corrections and slow movement. Duration of use
can be longer lasting if only small corrections or very slow straight-line movements are used taking advantage of inertia.
Armor Limits: Any Armor with Vacuum Sealed attachment or innate capability.
Base Modifiers: Size 1, Speed 1, Handling -1. Ten course corrections. Encumbrance +1.
Modification Options: Speed increase to 2, Handling 0, Twenty course corrections. Encumbrance +2.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1 or +2.
Price: 2,000 credits.
Rarity: 6.

VACUUM SEALED change


Sealing up a suit to allow it to contain an internal air supply while adding protective layers for the depths of space. While
this only allows for 10 minutes of air, it includes attachments for both Small and Large Air Packs to extend the duration.
A suit must also have either a Full Helmet or Bubble Helmet to complete it’s seal.
Armor Limits: Granted for free to Space Suits (any). Laminate, Heavy Battle Armor, Armored Clothing, and Ballistic
Mesh.
Base Modifiers: Seals the suit, gives 10 minutes of air supply, adds attachments for air packs.
Modification Options: None.
Hard Points Required: 1.
Removal: No.
Encumbrance: +1 for Armored Clothing and Ballistic Mesh only (requires added body suit).
Price: 500 credits. 1,000 for Armored Clothing and Ballistic Mesh.
Rarity: 3.

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