Star Wars: Knights of the Old Republic/Special weapons

Special weapons require the feats, which are only granted to s: two can be equipped, but only one can be used in each combat round, and only against a single target.

Special weapons that don't have Uses: unlimited all have Uses: 10/10. Using special weapons consumes one charge. They are automatically discarded after all available charges are consumed. Those that have charges do not stack in inventory (unless they have identical charges remaining).

Used special weapons sell for the same price regardless of how many charges remain, so there's normally no reason to avoid using them: simply use all but one charge, then sell them.

Stun rays
Stun rays inflict :, 100% for 9 seconds. A successful Will save negates this (as does Immunity: and : Stun). They have medium range.

Stun Ray

 * Feats Required: Class 1
 * , 100% for 9 seconds
 * Will Save: DC15 to negate stun
 * Range: Medium

Quellegh Industrial is becoming the standard in publicly traded non-lethal droid-mounted weapons. Company officials credit aggressive marketing towards any despot with credits.


 * Taris
 * Upper City North
 * 300
 * Infinite
 * Taris
 * Upper City North
 * T3-M4
 * 300
 * 1
 * Dantooine
 * Jedi Enclave
 * 300
 * Infinite
 * Tatooine
 * Droid Shop
 * Yuka Laka
 * 300
 * Infinite
 * Manaan
 * Ahto East
 * 300
 * 1
 * Manaan
 * Sith Base (Manaan)
 * Sith War Droid
 * 300
 * 1
 * Leviathan
 * Prison Block
 * Footlocker
 * 300
 * 1
 * }
 * 300
 * 1
 * Leviathan
 * Prison Block
 * Footlocker
 * 300
 * 1
 * }
 * }

Baragwin Stun Ray

 * Feats Required: Class 2
 * Uses: unlimited

While not the most powerful of weapons, the Baragwin have modified a normal to run at such efficiency that it can tap into the power supply of the droid mounting it, giving it unlimited charges.


 * Yavin Station
 * Suvam Tan
 * 3000
 * 1
 * Yavin Station
 * Suvam Tan
 * 3000
 * 1
 * }
 * 3000
 * 1
 * }

Advanced Stun Ray

 * Feats Required: Class 2
 * , 100% for 9 seconds
 * Will Save: DC20 to negate stun
 * Range: Medium

This product is a special order aftermarket modification of a Quellegh Industrial stun ray. Very expensive to produce, most are in the hands of government-sponsored elite troops.


 * Tatooine
 * Droid Shop
 * Yuka Laka
 * 900
 * Infinite
 * Tatooine
 * Sand People Enclave
 * Refuse Pile – Medium
 * 900
 * 1
 * Manaan
 * East Central
 * 900
 * 1
 * Leviathan
 * Prison Block
 * Droid Upgrades
 * 900
 * 1
 * }
 * Droid Upgrades
 * 900
 * 1
 * }

Shield disruptors
Shield disruptors inflict ion, which is doubled against and trebled against s. They have medium range.

Shield Disruptor

 * Feats Required: Class 1
 * Ion, 20 points
 * Range: Medium

Designed for Republic forces, these devices allow a droid to potentially devastate opponent droids or the personal shielding of an enemy, though the energy drain is quite large.


 * Taris
 * Upper City North
 * 300
 * Infinite
 * Taris
 * Upper City North
 * T3-M4
 * 300
 * 1
 * Taris
 * Sith Base (Taris)
 * Weapons Locker
 * 300
 * 1
 * Dantooine
 * Jedi Enclave
 * 300
 * Infinite
 * Manaan
 * Ahto East
 * 300
 * 1
 * Leviathan
 * Bridge
 * Parts
 * 300
 * 1
 * }
 * 1
 * Leviathan
 * Bridge
 * Parts
 * 300
 * 1
 * }
 * }

Baragwin Shield Disruptor

 * Feats Required: Class 2
 * Uses: unlimited

The Baragwin have tweaked and tuned a normal to be able to run off the mounting droid's power supply, giving it unlimited charges.


 * Yavin Station
 * Suvam Tan
 * 3000
 * 1
 * Yavin Station
 * Suvam Tan
 * 3000
 * 1
 * }
 * 3000
 * 1
 * }

Advanced Shield Disruptor

 * Feats Required: Class 2
 * Ion, 40 points
 * Range: Medium

Prototyped by Czerka Corporation, these extremely devastating droid and shield nullifiers have found their way to forces on both sides of the Sith/Republic conflict.


 * Korriban
 * Tomb of Marka Ragnos
 * Rogue Assassin Droid
 * 900
 * 1
 * }

Flame throwers
Flame throwers inflict heat damage and :, 100% for 3 seconds. A successful Reflex save halves damage and a Fortitude save negates horror (as does Immunity: and : Fear). Contrary to what's stated by their descriptions (and what might be expected), flame throwers only inflict damage on a single target, not over a broad area. They have short range.

Flame Thrower
This droid-mounted weapon can inflict damage over a broad area. The incendiary compounds within border on military quality, though the unit was initially designed for industrial purposes.


 * Taris
 * Sith Base (Taris)
 * Weapons Locker
 * 300
 * 1
 * Dantooine
 * Courtyard
 * 300
 * 2
 * Tatooine
 * Dune Sea
 * K-X12a Battle Droid
 * 300
 * 1
 * Manaan
 * Ahto East
 * 300
 * 1
 * Leviathan
 * Prison Block
 * Footlocker
 * 300
 * 1
 * }
 * Leviathan
 * Prison Block
 * Footlocker
 * 300
 * 1
 * }

Baragwin Flame Thrower

 * Feats Required: Class 2
 * Uses: unlimited

Using an innovative technique, the Baragwin have managed to modify a normal flame thrower to operate in such a fashion as to ignite the very atmosphere around a charged guidance beam. The result is a flame thrower that doesn't need an external fuel source and can be run virtually indefinitely.


 * Yavin Station
 * Suvam Tan
 * 3000
 * 1
 * Yavin Station
 * Suvam Tan
 * 3000
 * 1
 * }
 * 3000
 * 1
 * }

Advanced Flame Thrower
Intended as a combat upgrade and not generally available to the public, this droid-mounted weapon can inflict a great deal of damage over a broad area. It is widely used by Republic forces.


 * Korriban
 * Tomb of Marka Ragnos
 * Rogue Assassin Droid
 * 900
 * 1
 * Leviathan
 * Prison Block
 * Droid Upgrades
 * 900
 * 1
 * Leviathan
 * Command Deck
 * Droid Upgrades
 * 900
 * 1
 * }
 * 1
 * }

Carbonite projectors
Carbonite projectors inflict cold damage and :, 100%. A successful Reflex save halves damage and reduces (but does not negate) the length of paralysis (although : Paralysis prevents it entirely). They have medium range.

Only two carbonite projectors can ever be acquired (strangely, it's the less advanced one which only becomes available very late in the game), so they should be used sparingly against targets you definitely want debilitated.

Carbonite Projector
The inverse of a flamethrower, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target. This unconventional weapon has not yet seen widespread use.


 * Unknown World
 * Rakatan Settlement
 * Storage Bin
 * 300
 * 1
 * }

Carbonite Projector Mark II
Like the basic model, this weapon uses a carbonite freezing technique to super-cool synthetic compounds hurled at a target, though more efficient projectors make it far more effective.


 * Korriban
 * Tomb of Marka Ragnos
 * Rogue Assassin Droid
 * 900
 * 1
 * }

Gravity generators
Gravity generators inflict : for 9 seconds unless a successful Reflex save negates it.

Gravity Generator

 * Feats Required: Class 2
 * None
 * , 75% for 9 seconds
 * Reflex Save: DC15 to negate slow

These devices allow a droid to create localized gravity swells, the reverse effect of a repulsorlift engine. This can seemingly increase the weight of an enemy, slowing their movement.


 * Manaan
 * Ahto East
 * 500
 * 1
 * }
 * }

Advanced Gravity Generator

 * Feats Required: Class 3
 * None
 * , 100% for 9 seconds
 * Reflex Save: DC20 to negate slow

This device creates a more powerful gravity swell than the basic unit due to an unregulated energy governor. The use of such items is discouraged because of concern over environmental effects.


 * Manaan
 * Sith Base (Manaan)
 * Assault Droid Mark IV (2)
 * 1100
 * 2
 * }