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{{Header Nav|game=Star Wars: Knights of the Old Republic}} | {{Header Nav|game=Star Wars: Knights of the Old Republic}} | ||
{{floatingtoc | {{floatingtoc}} | ||
Special weapons require the {{s|Feats|Droid Upgrade}} feats, which are only granted to {{s|Classes|Droid}}s: two can be equipped, but only one can be used in each [[../Combat|combat]] round, and only against a single target. | Special weapons require the {{s|Feats|Droid Upgrade}} feats, which are only granted to {{s|Classes|Droid}}s: two can be equipped, but only one can be used in each [[../Combat|combat]] round, and only against a single target. | ||
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===Stun Ray=== | ===Stun Ray=== | ||
{{KotOR/Description|Stun Ray| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 1 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 1 | ||
* {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Stun}}, 100% for 9 seconds | * {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Stun}}, 100% for 9 seconds | ||
* Will [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 to negate stun | * Will [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 to negate stun | ||
* Range: Medium | * 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.}} | |||
Quellegh Industrial is becoming the standard in publicly traded non-lethal droid-mounted weapons. Company officials credit aggressive marketing towards any despot with credits. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Baragwin Stun Ray=== | ===Baragwin Stun Ray=== | ||
{{KotOR/Description|Stun Ray| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* Uses: unlimited | * Uses: unlimited | ||
| While not the most powerful of weapons, the Baragwin have modified a normal {{s|Special weapons|Stun Ray}} to run at such efficiency that it can tap into the power supply of the droid mounting it, giving it unlimited charges.}} | |||
While not the most powerful of weapons, the Baragwin have modified a normal {{s|Special weapons|Stun Ray}} to run at such efficiency that it can tap into the power supply of the droid mounting it, giving it unlimited charges. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Advanced Stun Ray=== | ===Advanced Stun Ray=== | ||
{{KotOR/Description|Advanced Stun Ray| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Stun}}, 100% for 9 seconds | * {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Stun}}, 100% for 9 seconds | ||
* Will [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 to negate stun | * Will [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 to negate stun | ||
* Range: Medium | * 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.}} | |||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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==Shield disruptors== | ==Shield disruptors== | ||
Shield disruptors inflict ion | Shield disruptors inflict ion [[../Combat#Damage|damage]], which is doubled against [[../Combat#Shields|shields]]. They have medium range. | ||
===Shield Disruptor=== | ===Shield Disruptor=== | ||
{{KotOR/Description|Shield Disruptor| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 1 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 1 | ||
* {{s|Combat|Damage}}: Ion, 20 points | * {{s|Combat|Damage}}: Ion, 20 points | ||
* Range: Medium | * 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.}} | |||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Baragwin Shield Disruptor=== | ===Baragwin Shield Disruptor=== | ||
{{KotOR/Description|Shield Disruptor| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* Uses: unlimited | * Uses: unlimited | ||
| The Baragwin have tweaked and tuned a normal {{s|Special weapons|Shield Disruptor}} to be able to run off the mounting droid's power supply, giving it unlimited charges.}} | |||
The Baragwin have tweaked and tuned a normal {{s|Special weapons|Shield Disruptor}} to be able to run off the mounting droid's power supply, giving it unlimited charges. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Advanced Shield Disruptor=== | ===Advanced Shield Disruptor=== | ||
{{KotOR/Description|Advanced Shield Disruptor| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* {{s|Combat|Damage}}: Ion, 40 points | * {{s|Combat|Damage}}: Ion, 40 points | ||
* Range: Medium | * 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.}} | |||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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==Flame throwers== | ==Flame throwers== | ||
Flame throwers inflict heat [[../Combat#Damage|damage]] and {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, 100% for 3 seconds. A successful Reflex [[../Saves|save]] halves damage and a Fortitude save negates horror (as does Immunity: {{s|Saves|Mind-Affecting}} and {{s|Feats|Force Immunity}}: 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 throwers inflict heat [[../Combat#Damage|damage]], and {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, 100% for 3 seconds. A successful Reflex [[../Saves|save]] halves damage and a Fortitude save negates horror (as does Immunity: {{s|Saves|Mind-Affecting}} and {{s|Feats|Force Immunity}}: 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=== | ===Flame Thrower=== | ||
{| | {{KotOR/Description|Flame Thrower| | ||
| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* {{s|Combat|Damage}}: Heat, 30 points | * {{s|Combat|Damage}}: Heat, 30 points | ||
* {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, 100% for 3 seconds | * {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, 100% for 3 seconds | ||
* Special: Targets 7th level and up ignore horror effect | * <s>Special: Targets 7th level and up ignore horror effect</s> | ||
* Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 for half damage (Fortitude | * Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 for half damage (Fortitude Save: DC15 to negate horror) | ||
* Range: Short | * 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.}} | ||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Baragwin Flame Thrower=== | ===Baragwin Flame Thrower=== | ||
{{KotOR/Description|Flame Thrower| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* Uses: unlimited | * Uses: unlimited | ||
| Using an innovative technique, the Baragwin have managed to modify a normal [[../Special weapons#Flame Thrower|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.}} | |||
Using an innovative technique, the Baragwin have managed to modify a normal [[../Special weapons#Flame Thrower|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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Advanced Flame Thrower=== | ===Advanced Flame Thrower=== | ||
{| | {{KotOR/Description|Advanced Flame Thrower| | ||
| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 3 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 3 | ||
* {{s|Combat|Damage}}: Heat, 60 points | * {{s|Combat|Damage}}: Heat, 60 points | ||
* {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, 100% for 3 seconds | * {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}, 100% for 3 seconds | ||
* Special: Targets 7th level and up ignore horror effect | * <s>Special: Targets 7th level and up ignore horror effect</s> | ||
* Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 for half damage (Fortitude | * Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 for half damage (Fortitude Save: DC15 to negate horror) | ||
* Range: Short | * 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.}} | ||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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==Carbonite projectors== | ==Carbonite projectors== | ||
Carbonite projectors inflict cold [[../Combat#Damage|damage]] and {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Paralyze}}, 100%. A successful Reflex [[../Saves|save]] halves damage and reduces (but does '''not''' negate) the length of paralysis (although {{s|Feats|Force Immunity}}: Paralysis prevents it entirely). They have medium range. | Carbonite projectors inflict cold [[../Combat#Damage|damage]], and {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Paralyze}}, 100%. A successful Reflex [[../Saves|save]] halves damage and reduces (but does '''not''' negate) the length of paralysis (although {{s|Feats|Force Immunity}}: 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 [[../Combat#Debilitated penalty|debilitated]]. | 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 [[../Combat#Debilitated penalty|debilitated]]. | ||
===Carbonite Projector=== | ===Carbonite Projector=== | ||
{| | {{KotOR/Description|Carbonite Projector| | ||
| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* {{s|Combat|Damage}}: Cold, 20 points | * {{s|Combat|Damage}}: Cold, 20 points | ||
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* Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 for half damage, paralyze reduced to 3 seconds | * Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 for half damage, paralyze reduced to 3 seconds | ||
* Range: Medium | * 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.}} | ||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Carbonite Projector Mark II=== | ===Carbonite Projector Mark II=== | ||
{| | {{KotOR/Description|Carbonite Projector Mark II| | ||
| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 3 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 3 | ||
* {{s|Combat|Damage}}: Cold, 40 points | * {{s|Combat|Damage}}: Cold, 40 points | ||
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* Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 for half damage, paralyze reduced to 9 seconds | * Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 for half damage, paralyze reduced to 9 seconds | ||
* Range: Medium | * 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.}} | ||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Gravity Generator=== | ===Gravity Generator=== | ||
{{KotOR/Description|Gravity Generator| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 2 | ||
* {{s|Combat|Damage}}: None | * {{s|Combat|Damage}}: None | ||
* {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Slowed}}, 75% for 9 seconds | * {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Slowed}}, 75% for 9 seconds | ||
* Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]15 to negate slow | * Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]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.}} | |||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} | ||
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===Advanced Gravity Generator=== | ===Advanced Gravity Generator=== | ||
{{KotOR/Description|Advanced Gravity Generator| | |||
* Feats Required: {{s|Feats|Droid Upgrade}} Class 3 | * Feats Required: {{s|Feats|Droid Upgrade}} Class 3 | ||
* {{s|Combat|Damage}}: None | * {{s|Combat|Damage}}: None | ||
* {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Slowed}}, 100% for 9 seconds | * {{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Slowed}}, 100% for 9 seconds | ||
* Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]20 to negate slow | * Reflex [[../Saves|Save]]: [[../Difficulty Classes|DC]]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.}} | |||
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. | |||
{{KotOR/Source}} | {{KotOR/Source}} |
Latest revision as of 22:53, 9 January 2024
Special weapons require the Droid Upgrade feats, which are only granted to Droids: 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[edit]
Stun rays inflict On Hit: Stun, 100% for 9 seconds. A successful Will save negates this (as does Immunity: Mind-Affecting and Force Immunity: Stun). They have medium range.
Stun Ray[edit]
| |
Quellegh Industrial is becoming the standard in publicly traded non-lethal droid-mounted weapons. Company officials credit aggressive marketing towards any despot with credits. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Taris | Upper City North | Droids by Janice | 300 | Infinite |
T3-M4 | 300 | 1 | ||
Dantooine | Jedi Enclave | Karal Kaar | 300 | Infinite |
Tatooine | Droid Shop | Yuka Laka | 300 | Infinite |
Manaan | Ahto East | General Shop | 300 | 1 |
Sith Base | Sith War Droid | 300 | 1 | |
Leviathan | Prison Block | Footlocker | 300 | 1 |
Baragwin Stun Ray[edit]
| |
While not the most powerful of weapons, the Baragwin have modified a normal Stun Ray to run at such efficiency that it can tap into the power supply of the droid mounting it, giving it unlimited charges. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Yavin | Yavin Station | Suvam Tan (Third Star Map) | 3000 | 1 |
Suvam Tan (Fifth Star Map) | 3000 | 1 |
Advanced Stun Ray[edit]
| |
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Tatooine | Droid Shop | Yuka Laka | 900 | Infinite |
Sand People Enclave | Refuse Pile – Medium | 900 | 1 | |
Manaan | East Central | Tyvark's Shop | 900 | 1 |
Leviathan | Prison Block | Droid Upgrades | 900 | 1 |
Shield disruptors[edit]
Shield disruptors inflict ion damage, which is doubled against shields. They have medium range.
Shield Disruptor[edit]
| |
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Taris | Upper City North | Droids by Janice | 300 | Infinite |
T3-M4 | 300 | 1 | ||
Sith Base | Weapons Locker | 300 | 1 | |
Dantooine | Jedi Enclave | Karal Kaar | 300 | Infinite |
Manaan | Ahto East | General Shop | 300 | 1 |
Leviathan | Bridge | Parts | 300 | 1 |
Baragwin Shield Disruptor[edit]
| |
The Baragwin have tweaked and tuned a normal Shield Disruptor to be able to run off the mounting droid's power supply, giving it unlimited charges. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Yavin | Yavin Station | Suvam Tan (Third Star Map) | 3000 | 1 |
Suvam Tan (Fifth Star Map) | 3000 | 1 |
Advanced Shield Disruptor[edit]
| |
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Korriban | Tomb of Marka Ragnos | Rogue Assassin Droid | 900 | 1 |
Flame throwers[edit]
Flame throwers inflict heat damage, and On Hit: Horror, 100% for 3 seconds. A successful Reflex save halves damage and a Fortitude save negates horror (as does Immunity: Mind-Affecting and Force Immunity: 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[edit]
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Taris | Sith Base | Weapons Locker | 300 | 1 |
Dantooine | Courtyard | Adum Larp | 300 | 2 |
Tatooine | Dune Sea | K-X12a Battle Droid | 300 | 1 |
Manaan | Ahto East | General Shop | 300 | 1 |
Leviathan | Prison Block | Footlocker | 300 | 1 |
Baragwin Flame Thrower[edit]
| |
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Yavin | Yavin Station | Suvam Tan (Third Star Map) | 3000 | 1 |
Suvam Tan (Fifth Star Map) | 3000 | 1 |
Advanced Flame Thrower[edit]
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Korriban | Tomb of Marka Ragnos | Rogue Assassin Droid | 900 | 1 |
Leviathan | Prison Block | Droid Upgrades | 900 | 1 |
Command Deck | Droid Upgrades | 900 | 1 |
Carbonite projectors[edit]
Carbonite projectors inflict cold damage, and On Hit: Paralyze, 100%. A successful Reflex save halves damage and reduces (but does not negate) the length of paralysis (although Force Immunity: 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[edit]
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Star Forge System | Rakatan Settlement | Storage Bin | 300 | 1 |
Carbonite Projector Mark II[edit]
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Korriban | Tomb of Marka Ragnos | Rogue Assassin Droid | 900 | 1 |
Gravity generators[edit]
Gravity generators inflict On Hit: Slowed for 9 seconds unless a successful Reflex save negates it.
Gravity Generator[edit]
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Manaan | Ahto East | General Shop | 500 | 1 |
Advanced Gravity Generator[edit]
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. |
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Manaan | Sith Base | Assault Droid Mark IV (2) | 1100 | 2 |