Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons

All melee weapons require the – Melee Weapons feat.

The more advanced can have additional bonuses. Some melee weapons can be created using a with sufficient  rank and Components:

Some of the following may only be acquired using ../Cheats/.

Plasma Torch

 * Physical, 1-1
 * Damage Bonus:+1-6 Fire
 * 20-20,x2

Plasma torches are common accessories in most construction facilities. While a clumsy weapon in combat, it can cut through sealed doors and containers easier than most blasters.

Energy Baton

 * Physical, 1-1
 * Damage Bonus: +1-3 Physical
 * 20-20,x2
 * 25% chance, 12 seconds, DC 14
 * Not Upgradeable

Energy Batons are commonly employed by police forces who prefer to incapacitate instead of kill their targets.

Exchange Negotiator

 * Physical, 1-1
 * Damage Bonus: +1-6 Physical
 * 20-20,x2
 * 25% chance, 6 seconds, DC 18
 * Not Upgradeable

A useful tool for espionage, this weapon is more effective than the standard stun baton, but is still available on most worlds.

Gand Silencer

 * Physical, 1-1
 * Damage Bonus: +1-8 Physical
 * 20-20,x2
 * 25% chance, 6 seconds, DC 22
 * Modifier: +1
 * Not Upgradeable

It's unclear whether this weapon was designed by the Gand or to silence them.

Gand Discharger

 * Physical, 1-1
 * Damage Bonus: +2-16 Physical
 * 20-20,x2
 * 50% chance, 6 seconds, DC 22
 * Modifier: +1
 * Not Upgradeable

The pinnacle of Gand technology, the discharger can both paralyze and slay opponents with ease. These potent items are extremely rare as they are highly coveted by the few Gand who have earned them.

Short Sword

 * Physical, 1-6 (1d6)
 * 20-20,x2
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Upgradeable (Edge, Grip)

Disregarded by most modern warriors, a good short sword can still serve well in combat if the user is skilled.

Rodian Blade

 * Physical, 1-6 (1d6)
 * 20-20,x2
 * DC 14
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Modifier: +1
 * Not Upgradeable

This serrated weapon inflicts great pain upon its victims. Its design is unsuitable for weapon upgrades.

Rodian Death Blade

 * Physical, 1-6 (1d6)
 * Damage Bonus: +1 Physical
 * 20-20,x2
 * DC 10
 * On Hit: Attribute Damage DC 14
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Modifier: +1
 * Not Upgradeable

A more advanced version of the Rodian blade, this savage weapon leaves its victim writhing in pain. Its design is unsuitable for weapon upgrades.

Ryyk Blade

 * Skill Required to Create: (23)
 * Physical, 3-8 (1d6,+2)
 * Damage Bonus: +3 Physical
 * 20-20,x2
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Modifier: +2
 * Upgradeable (Edge, Grip)

These short blades are typically used in pairs by Wookiees who prefer seeing their victims up close before gutting them.

Twi'lek Spinning Blade

 * Physical, 1-6 (1d6)
 * 20-20,x2
 * DC 18
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Modifier: +1
 * Not Upgradeable


 * Damage: Physical, 1-6 (1d6)
 * Damage Bonus: +2 Physical
 * Critical Threat: 20-20,x2
 * On Hit: Attribute Damage DC 18
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Not Upgradeable

The deadly Twi'lek Twin Suns each wielded one of these deadly blades. Their victims had the rare pleasure of witnessing their beautifully choreographed slaying.

Vibrocutter

 * Physical, 1-10 (1d10)
 * 19-20,x2
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

This vibrocutter is used for carving asteroid rock, and it can double as a melee weapon if necessary. Its small size makes it a good off-hand weapon.

Vibroblade

 * Physical, 1-10 (1d10)
 * 19-20,x2
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Fully Upgradeable

Small size makes this a good off-hand weapon. Echani vibroblades use a cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.

Zabrak Vibroblade

 * Physical, 3-12 (1d10,+2)
 * 19-20,x2
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Bonus Feat: : Melee Weapons
 * Fully Upgradeable

Though believed to have been constructed by the Zabrak, this vibroblade is rarely used by them. The Zabrak feel their combat skills sufficient to make this weapon's fine balance irrelevant.

Small size makes this a good off-hand weapon. Vibroblades use a rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.

Tehk'la Blade

 * Physical, 1-10 (1d10)
 * Damage Bonus: +5 Physical
 * 19-20,x2
 * Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
 * Modifier: +1
 * Bonus Feat: (Improved)
 * Not Upgradeable

This weapon is favored by the Nagai, a species of slender humanoids who appear more dead than alive. Known for their honor and combat skill, the Nagai use these serrated weapons to cripple their opponents.

Small size makes this a good off hand weapon. Vibroblades use a cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay to continue in the time of Jedi and Sith.

Long Sword

 * Skill Required to Create: (1)
 * Physical, 1-12 (1d12)
 * 20-20,x2
 * Upgradeable (Edge, Grip)

Here is where the roots of the lightsaber begin, with traditional swords still wielded today in many primitive cultures. They are simple, but effective in the right hands.

Trandoshan Sword

 * Physical, 5-16 (1d12,+4)
 * 20-20,x2 +4-4
 * Modifier: +1
 * Not Upgradeable

While most cultures abandoned the primitive sword in favor of vibroblades or other weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is made of the rare ore Chalon, and is sharper and heavier than the typical blade. They are not suitable for weapon upgrades, however.

Shyarn

 * Physical, 6-17 (1d12,+5)
 * 20-20,x2
 * Modifier: +1
 * Bonus Feat: (Improved)
 * Not Upgradeable

This primitive looking weapon hails from the Cerean species, who employ it in traditional honor duels. It is crafted with ancient techniques and rare metals. Shyarn are magnetically attracted to each other, often locking together during parries. This strange property results in duels that are amazing and deadly dances of survival.

Vibrosword

 * Skill Required to Create: (10)
 * Physical, 2-12 (2d6)
 * 19-20,x2
 * Fully Upgradeable

Ultrasonic generators power this Echani-developed weapon design. A cortosis weave that protects against sparring damage ensures that traditional swordplay will endure in the time of lightsabers.

Echani Vibrosword

 * Physical, 4-14 (2d6,+2)
 * Damage Bonus: +2 Cold
 * 19-20,x2
 * Modifier: +2
 * Fully Upgradeable

In addition to a cortosis weave that deflects lightsaber sparring damage, some Echani vibroswords are supercooled to keep them in alignment, giving them an icy sting.

Sith Tremor Sword

 * Physical, 4-14 (2d6,+2)
 * Damage Bonus: +3 Sonic
 * 19-20,x2
 * Modifier: +2
 * Fully Upgradeable

Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-laced weapons were given to "masterblades" who survived no less than ten lightsaber-wielding warriors in combat.

Gamorrean War Axe

 * Physical, 2-20 (1d12+1d8)
 * 20-20,x2
 * Not Upgradeable

Gamorrean war axes, much like their namesake species, are heavy, unsubtle, and generally a very damaging influence in almost any situation.

Gamorrean Cleaver

 * Physical, 2-24 (2d12)
 * 20-20,x2
 * 25% chance, 6 seconds, DC 14
 * Modifier: -2
 * Not Upgradeable

Though a most unwieldy weapon, the target of a Gamorrean Cleaver gets few opportunities to make mistakes.

Arg'garok

 * Physical, 3-36 (3d12)
 * 20-20,x2
 * 25% chance, 6 seconds, DC 18
 * Modifier: -5
 * Bonus Feat: (Improved)
 * Not Upgradeable

The impressive Arg'garok is the most prized Gamorrean weapon. These huge axes are designed to be wielded by those with a low center of gravity and tremendous strength, making them awkward for most non-Gamorreans to use.

Quarterstaff

 * Physical, 1-6 (1d6)
 * 20-20,x2
 * Not Upgradeable

Usually just a smooth staff of wood or light alloys, this is a very simple weapon of ancient design.

Geonosian Electro-Staff

 * Physical, 1-6 (1d6)
 * Damage Bonus: +3-18 Electrical
 * 20-20,x2
 * Not Upgradeable

Geonosians are winged bipeds covered with protective bony plates. They are highly competitive and generally look down upon other species. Their electro-staves therefore only rarely find their way off of their homeworld of Geonosis.

Handmaiden's Staff

 * Useable By:
 * Physical, 2-12 (2d6)
 * 20-20,x2
 * Modifier: +2
 * Bonus: 1
 * Not Upgradeable

Handmaiden's staff once belonged to her father, a powerful Echani general.

Force Pike

 * Physical, 2-12 (2d6)
 * 20-20,x2
 * 25% chance, 6 seconds, DC 10
 * Not Upgradeable

This weapon effectively functions as a long staff topped with a vibroblade. Despite its name, it is not related to the Force mastered by Jedi, though it is a powerful weapon in its own right.

Gand Shockstaff

 * Physical, 2-12 (2d6)
 * 20-20,x2
 * 50% chance, 9 seconds, DC 14
 * Not Upgradeable

This weapon was developed by Gand findsmen to help them herd their prey. Its powerful stunning capabilities are backed up by the weapon's sharp tip.

Double-Bladed Sword

 * Physical, 2-12 (2d6)
 * 20-20,x2
 * Upgradeable (Edge, Grip)

A difficult weapon to master, the double-bladed sword has a grip in the center with two long blades emerging from either end. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the single-bladed variant. Using a two-bladed sword expertly requires skill in Two-Weapon Fighting.

Sith War Sword

 * Physical, 3-17 (2d8,+1)
 * 20-20,x2
 * Modifier: +1
 * Upgradeable (Edge, Grip)

Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. These blades are usually blended with cortosis to protect against lightsaber sparring damage.

Vibro Double-Blade

 * Skill Required to Create: (19)
 * Physical, 2-16 (2d8)
 * 20-20,x2
 * Fully Upgradeable

Ultrasonic vibrations make this double-bladed sword exceptionally deadly. An Echani cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even against Jedi and Sith. The double-bladed sword is capable of inflicting more damage - but is also less precise - than the single-bladed variant. Two-Weapon Fighting is required to use a double-bladed sword with maximum effectiveness.

Trandoshan Double-Blade

 * Physical, 6-20 (2d8,+4)
 * 20-20,x2 +1-8
 * Modifier: +2
 * Not Upgradeable

While most cultures abandoned the primitive sword in favor of vibroblades or other weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is made of the rare ore Chalon, and is sharper and heavier than the typical blade. They are not suitable for weapon upgrades, however.

Zhaboka

 * Physical, 3-24 (3d8)
 * 20-20,x2 +2-16
 * Upgradeable (Edge, Grip)

This variant of the double-bladed sword originated on Iridonia, the homeworld of the Zabrak. A ceremonial weapon, the Zhaboka (double-headed fighting pike) began as a simple wooden stick but has since been refined to be a formidable weapon.

Ludo Kressh's War Sword

 * Physical, 2-12 (2d6)
 * Damage Bonus: +2 Dark Side
 * 20-20,x2
 * Modifier: +1
 * Upgradeable (Edge, Grip)

Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. These blades are usually blended with cortosis to protect against lightsaber sparring damage. This particular war sword once belonged to the dark Jedi Ludo Kressh.

Freyyr's Warblade

 * Physical, 5-32 (3d10,+2)
 * 19-20,x2
 * Modifier: +1
 * Not Upgradeable

Carved upon this mighty warblade is a symbol of the Wookiee chieftain Freyyr. How this weapon found its way off of the Wookiee homeworld of Kashyyyk is unknown.