Star Wars: Knights of the Old Republic/Special weapons

Special weapons require the feats, which are only granted to : two can be equipped, but only one can be used in each  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 negates this (as does Immunity:  and : Stun). They have medium range.

Stun Ray

 * Feats Required: Class 1
 * , 100% for 9 seconds
 * Will : 15 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
 * 300
 * 1
 * Dantooine
 * Jedi Enclave
 * 300
 * Infinite
 * Tatooine
 * Droid Shop
 * 300
 * Infinite
 * Manaan
 * Ahto East
 * 300
 * 1
 * Manaan
 * Sith Base (Manaan)
 * 300
 * 1
 * Leviathan
 * Prison Block
 * 300
 * 1
 * }
 * Manaan
 * Sith Base (Manaan)
 * 300
 * 1
 * Leviathan
 * Prison Block
 * 300
 * 1
 * }
 * 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 : 20 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
 * 900
 * Infinite
 * Tatooine
 * Sand People Enclave
 * 900
 * 1
 * Manaan
 * East Central
 * 900
 * 1
 * Leviathan
 * Prison Block
 * 900
 * 1
 * }
 * Leviathan
 * Prison Block
 * 900
 * 1
 * }
 * 1
 * }

Shield disruptors
Shield disruptors inflict ion, which is doubled against and trebled against. 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
 * 300
 * 1
 * Taris
 * Sith Base (Taris)
 * 300
 * 1
 * Dantooine
 * Jedi Enclave
 * 300
 * Infinite
 * Manaan
 * Ahto East
 * 300
 * 1
 * Leviathan
 * Bridge
 * 300
 * 1
 * }
 * Ahto East
 * 300
 * 1
 * Leviathan
 * Bridge
 * 300
 * 1
 * }
 * 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
 * 900
 * 1
 * }
 * }

Flame throwers
Flame throwers inflict heat and :, 100% for 3 seconds. A successful Reflex 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.

actually inflict energy damage so s can potentially inflict the most heat or fire damage in the game, although enemy droids that use them against you are extremely rare:

That's it! They can be prevented from using them by debilitating them first using a power; otherwise, any combination of a high Reflex save,, (Improved)  and  can significantly reduce or even negate damage entirely (Reflex > 13 and (Improved) Energy Resistance alone guarantee this for normal s).

Flame Thrower

 * Feats Required: Class 2
 * Heat, 30 points
 * , 100% for 3 seconds
 * Special: Targets 7th level and up ignore horror effect
 * Reflex : 15 for half damage (Fortitude save to negate horror)
 * Range: Short

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)
 * 300
 * 1
 * Dantooine
 * Courtyard
 * 300
 * 2
 * Tatooine
 * Dune Sea
 * 300
 * 1
 * Manaan
 * Ahto East
 * 300
 * 1
 * Leviathan
 * Prison Block
 * 300
 * 1
 * }
 * 300
 * 1
 * Leviathan
 * Prison Block
 * 300
 * 1
 * }
 * 1
 * }

Baragwin Flame Thrower

 * Feats Required: Class 2
 * Uses: unlimited

Using an innovative technique, the Baragwin have managed to modify a normal 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

 * Feats Required: Class 3
 * Heat, 60 points
 * , 100% for 3 seconds
 * Special: Targets 7th level and up ignore horror effect
 * Reflex : 20 for half damage (Fortitude save to negate horror)
 * Range: Short

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
 * 900
 * 1
 * Leviathan
 * Prison Block
 * 900
 * 1
 * Leviathan
 * Command Deck
 * 900
 * 1
 * }
 * Command Deck
 * 900
 * 1
 * }
 * }

Carbonite projectors
Carbonite projectors inflict cold and :, 100%. A successful Reflex 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. Enemy droids using carbonite projectors against you are also extremely rare:

That's it! They can be prevented from using them by debilitating them first using a power; otherwise, any combination of a high Reflex save,, (Improved)  and  can significantly reduce or even negate damage, ensuring being paralyzed is annoying rather than dangerous.

Carbonite Projector

 * Feats Required: Class 2
 * Cold, 20 points
 * , 100% for 9 seconds
 * Reflex : 15 for half damage, paralyze reduced to 3 seconds
 * Range: Medium

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
 * 300
 * 1
 * }
 * }

Carbonite Projector Mark II

 * Feats Required: Class 3
 * Cold, 40 points
 * , 100% for 15 seconds
 * Reflex : 20 for half damage, paralyze reduced to 9 seconds
 * Range: Medium

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
 * 900
 * 1
 * }
 * }

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

Gravity Generator

 * Feats Required: Class 2
 * None
 * , 75% for 9 seconds
 * Reflex : 15 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 : 20 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)
 * (2)
 * 1100
 * 2
 * }