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

s can equip two special weapons, but only one can be used in each combat round, and only against a single target. Some of the following may only be acquired using ../Cheats/.

Special weapons normally 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.

Class 1
These special weapons have Feats Required: Class 1, which is only granted to s.

Droid Shock Arm

 * Feats Required: Class 1
 * Useable By:
 * Uses: unlimited
 * Special, Electricity.

This unit is a popular upgrade for utility droids in that it is well hidden among the droid's other tools and delivers quite a jolt to the unsuspecting victim. The victim suffers 1-6 points of damage for each of the attacking droid's levels, to a maximum of 10 levels (10-60 points). A successful Fortitude save by the target at a DC of 5 + the attacking character's level reduces damage by half.

Blowtorch

 * Feats Required: Class 1
 * Uses: 10/10
 * Heat, 6pts
 * Save: DC15 for half damage
 * Range: Short

This droid-mounted acetylene blowtorch can be used as an improvised weapon, inflicting minor heat damage over an area.

Advanced Blowtorch

 * Feats Required: Class 1
 * Uses: 10/10
 * Heat, 12pts
 * Save: DC15 for half damage
 * Range: Short

This droid-mounted advanced blowtorch can be used as an improvised weapon, inflicting heat damage over an area. While an industrial tool, its advanced hydrocarbon fuel is closer to military-grade incendiaries than the more common acetylene.

Droid Flame Thrower

 * Feats Required: Class 1
 * Uses: 10/10
 * Heat, 30pts
 * , 100% for 3sec
 * Special: Targets 7th level and up ignore horror effect
 * Save: DC15 for half damage
 * Range: Short

Designed for extermination and pest control, these devices can also be used on larger beings.

Droid Ion Blast Mark I

 * Feats Required: Class 1
 * Uses: 10/10
 * Ion, 15pts
 * , 100% for 12sec
 * Save: DC10 to ignore stun
 * Range: Short

The "Scrambler" was developed by Aratech and marketed towards customers who were faced with massive droid armies. Sending a pulse of highly-charged ions, this weapon destroys the electronics of enemy droids.

Droid Ion Striker

 * Feats Required: Class 1
 * Uses: 10/10
 * Ion, 20pts
 * Range: Medium

The Ion Striker is used by security droids to disable and destroy other droids, whether they be assassins or simply malfunctioning.

Droid Neural Pacifier

 * Feats Required: Class 1
 * Uses: 10/10
 * None
 * , 100% for 9sec
 * Save: DC 15 to negate stun
 * Range: Medium

This device fires a beam that is disruptive to the neural pathways of biological creatures.

Droid Repulsor

 * Feats Required: Class 1
 * Uses: 10/10
 * None
 * , 75% for 9sec
 * Save: DC15 to negate slow

This technology is borrowed from the units that power repulsor-lifts and creates an artificial gravity wake around the droid, essentially randomizing the axis of the gravity surrounding its enemies and slowing them to a crawl.

Fire Suppression System

 * Feats Required: Class 1
 * Uses: 10/10
 * Cold, 10pts
 * , 25% for 6sec
 * Save: DC15 for half damage and ignore paralyze effect
 * Range: Short

This item uses a high-pressure agent to douse flames and cool critically overheating systems. The agent is comprised of two naturally occurring gasses and a synthetic compound similar to those used in carbonite freezing, producing a chemical stream cold enough to be used as an improvised weapon.

Class 2
These special weapons have Feats Required: Class 2, which is normally only granted to level > 6 s.

Droid Carbonite Projector

 * Feats Required: Class 2
 * Uses: 10/10
 * Cold, 20pts
 * , 100% for 9sec
 * Save: DC15 for half damage, paralyze reduced to 3sec
 * Range: Medium

Typically used for long-term storage of perishable goods, these tools can be turned on human targets with reasonable certainty of the outcome.

Droid Ion Blast Mark II

 * Feats Required: Class 2
 * Uses: 10/10
 * Ion, 15pts
 * , 100% for 12sec
 * Save: DC14 to ignore stun
 * Range: Short

This version is equipped with a beam-splitter to allow the beam to be directed at multiple targets simultaneously.

Droid Molten Cannon

 * Feats Required: Class 2
 * Uses: 10/10
 * Fire, 60pts
 * , 100% for 3sec
 * Special: Targets 7th level and up ignore horror effect
 * Save: DC20 for half damage
 * Range: Short

An upgrade of the standard flame thrower, this device actually shoots wide streams of liquid fire. There are few practical applications requiring such devices but they are sought after by military powers for their devastating effect on morale.

Droid Neural Scrambler

 * Feats Required: Class 2
 * Uses: 10/10
 * None
 * , 100% for 9sec
 * Save: DC20 to negate stun
 * Range: Medium

More powerful than the Pacifier, the Neural Scrambler is used to overload the victim's neural pathways to the point of loss of consciousness.

Droid Toxin Emitter

 * Feats Required: Class 2
 * Uses: 10/10
 * None
 * , 25% for 6sec,, Mild Weakness
 * Save: DC10 to negate each

This small canister fits under a droid's plating and when activated, releases a small cloud of toxic gas.

Class 3
These special weapons have Feats Required: Class 3, which is normally only granted to level > 12 s.

Droid Bio-Assault Spray

 * Feats Required: Class 3
 * Uses: 10/10
 * None
 * , Virulent
 * Save: DC22 to negate slow

Illegal in most civilized societies, the Bio-Assault Spray upgrade essentially breaks the target down at the molecular level, often leaving behind nothing more then a grey ooze.

Droid Carbonite Emitter

 * Feats Required: Class 3
 * Uses: 10/10
 * Cold, 40pts
 * , 100% for 15sec
 * Save: DC20 for half damage, paralyze reduced to 9sec
 * Range: Medium

Typically used for long-term storage of perishable goods, these tools can be turned on human targets with reasonable certainty of the outcome. This advanced model uses a more efficient projector that can freeze greater volumes more rapidly.

Droid Ion Blast Mark III

 * Feats Required: Class 3
 * Uses: 5/5
 * Ion, 30pts
 * , 100% for 12sec
 * Save: DC18 to ignore stun
 * Range: Medium

The Mark III is the most feared weapon by droid army commanders. There is a drawback in the unit's power consumption. The internal circuitry can only withstand a few shots before it destroys itself. This version is also equipped with a beam-splitter to allow the beam to be directed at multiple targets simultaneously.

Droid Multi-spectral Emitter

 * Feats Required: Class 3
 * Uses: 2/2
 * 100, Energy.
 * DC= 24+Level of target for half-damage.

These highly destructive beams are typically mounted on heavily armored tanks and are used to counter an opposing army's vehicles. The beam produces so much output that it actually blows out the emitters in a few shots.

Droid Plasma Thrower

 * Feats Required: Class 3
 * Uses: 10/10
 * Fire, Ion 60pts
 * Save: DC20 for half damage
 * Range: Short

Ionized gas is pumped through this upgrade and burns through most known metals in seconds. Designed for rescue droids who sometimes need to make holes in starships' heavily armored hulls.