In order to use a weapon upgrade, you must meet the minimum strength of the weapon being used.Â
Modification Upgrade Slots Cost
Bandolier 0 100
Bayonet ring 0 100% of weapon cost
Bipod, pistol 1 100
Bipod, rifle 0 100
Computerized interface scope 0 2,000
Durasteel bonding 1 2,000
Enhanced energy projector 1 3,000
Flash suppressor/silencer 0 400
Hair trigger 1 1,200
Holster, concealed 0 50
Holster, hip 0 25
Improved power pack 1 4,000
Ion charger 1 3,000
Missile load 1 250
Neutronium reinforcement 1 3,000
Overload switch 1 500
Pulse charger 1 2,000
Rangefinder 1 200
Rapid recycler 1 500
Retractable stock 0 50
Slinker 1 1,000
Sniper switch 0 500
Targeting scope, enhanced low-light 0 1,000
Targeting scope, standard 0 100
Tremor cell 1 1,000
Tripod 1 100
Since there are so many types of weapons, there are an equally large number of ammunition types. Depending upon the weapons the wearer carries, a bandolier may contain energy cells or power packs (for blasters), clips (for slugthrowers), quarrels (for bowcasters), grenades, daggers, or any number of other forms of ammunition.
A bandolier has 12 slots that can each hold a single Size -6 weapon (such as a grenade or a dagger) or a single piece of equipment weighing up to L bulk. Any item on the bandolier can be retrieved as a Free Action.
A bayonet ring is a simple upgrade added to a basic or one-handed melee weapon. Once upgraded, the weapon can be mounted on a specific type of ranged weapon. The type of ranged weapon must be chosen at the time you install the upgrade; the weapon must be of at least blaster size, and it cannot require a tripod or other mount for any normal operation (such as a heavy repeating blaster). The most common combination is placing a vibrodagger on a blaster rifle, but other combinations are possible as well (such as a stun baton mounted onto a grenade launcher, a combination preferred for riot control).
While the upgraded melee weapon is mounted on its ranged weapon, the combined weapon must be wielded in two hands. Both the melee weapon with the bayonet ring upgrade and the ranged weapon can be used separately; mounting or remounting the upgraded melee weapon requires an action.
A bipod is an attached two-legged stand that steadies the barrel of a rifle or heavy weapon when aiming or using autofire. Preparing a bipod for use is an action, and you cannot prepare a bipod unless you are either prone or adjacent to low objects (or other waist- or chest-high cover) that are between you and your target. If you move, you cannot use the bipod until you prepare it again.
A bipod counts as a mount for any weapon that requires it (such as a heavy repeating blaster), thus negating Recoil and Min Str penalties. For other weapons, a bipod makes aiming easier. If you have already aimed at or attacked a particular target, each subsequent aim action requires only a single action. This benefit is lost if you attack or aim at any other target.
This item is a small electrobinocular device, mounted onto a weapon, that projects a targeting image onto a monocle or helmet display worn by the wielder. Additionally, the computer image projected by the scope can be displayed on a datapad or transmitted by comlink to a remote location, allowing others to see what the wielder sees. By using a computerized interface scope, the wielder effectively reduces the range of the target by one category when aiming (to a minimum of short range). The device is otherwise mechanically identical to a targeting scope (standard) and does not stack with a targeting scope or with any other device that does not stack with a targeting scope.
The durasteel bonding accessory coats a melee weapon with a thin layer of durasteel, making it more resistant to damage and ensuring that it retains its keen edge over time. A weapon with durasteel bonding increases its own Toughness by 2 and gains an extra AP 2 on a Raise.
The enhanced energy projector accessory smoothes the flow of power to a powered melee weapon that requires an energy cell, making it less likely to produce unpredictable results. A weapon with an enhanced energy projector allows the wielder to reroll a Fighting roll once per encounter.
Fitting over the muzzle of a slugthrower, this device reduces both the sound and the muzzle flash when the weapon is fired. A flash suppressor/silencer imposes a -4 penalty to Notice checks to discern the sound or spot the flash of an equipped slugthrower. It reduces the maximum range of the weapon by two range increments.
A modification made only to ranged weapons that use a trigger mechanism to fire, the hair trigger accessory makes it easier to fire several shots in quick succession by reducing the amount of pressure that must be placed on the trigger. As a limited free action, the wielder of a weapon with a hair trigger may reroll the damage from an attack.
Holsters are generally available for most weapons (larger weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a hip holster). A holster for a melee weapon is usually called a sheath.
Hip holsters hold the weapon in an easily accessed, and easily seen, location.
A concealed holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacker, vest, or cloak). Most small weapons and single-bladed lightsabers can be carried in concealed waistband holsters (often placed inside the wearer's waistband in the small of the back), or in ankle, boot, or wrist holsters.
A modification made only to ranged weapons that require a power pack, the improved power pack accessory increases the efficiency of the energy flow between a power pack and the weapon's firing mechanism. A weapon with the improved power pack modification allows the wielder to reroll a Shooting roll as a limited free action.
An ion charger encases a melee weapon in a light ion field that flares to full strength anytime the weapon strikes something. This causes the melee weapon to deal ion damage in addition to its normal melee damage. Droids or other electronic devices must make a Vigor roll (at -2 with a Raise) or be Stunned.
Ion chargers are common on vibroblades and are often referred to as an "ionite edge".
A grenade's charge can be converted into a missile warhead. Once turned into a missile, the device cannot be thrown as a grenade. The primary advantages of missile loads are their greater range when fired from a missile launcher (the standard missile is essentially a missile load for a frag grenade, so only ion grenades and stun grenades can be fitted as missile loads).
Neutronium is a heavy, neutron-rich metallic alloy used to make armor and reinforce starships. It can also be used to harden and sharpen the striking or cutting surface of a melee weapon other than a lightsaber. Any equipment given neutronium reinforcement doubles its hardness and weight, and adds +2 AP.
An overload switch allows any energy weapon to build a feedback loop that causes it to explode. When activated as a free action, the weapon explodes in a Small Blast Template at the end of your turn. You may throw the weapon as an improvised weapon (-2 penalty on attack rolls). Heavy weapons cannot be thrown, so they will instead detonate at the end of your turn.
The overloaded weapon deals energy damage equal to double its normal damage dice; for example, an overloaded blaster pistol deals 4d6 damage. Once the override switch is used, the weapon is destroyed. This modification cannot be added to energy balls, grenades, thermal detonators, or other normally explosive devices.
Any blaster weapon can be fitted with a pulse charger. A pulse charger forces more power into the blast chamber, producing more powerful shots at the expense of lost accuracy. This upgrade causes a -1 penalty on all attack rolls with the weapon, but the weapon deals +1 point of damage per die. Thus, a heavy blaster pistol with a pulse charger imposes a -1 penalty on attack rolls and deals 3d6 +3 damage on a hit. A blaster with a pulse charger has only one-half the normal number of shots from a power pack.
Any ranged weapon can have a rangefinder built into it. Such a weapon takes no penalty when used to attack a target at short range. Thus, a blaster pistol with a rangefinder upgrade takes no range penalty on attacks against targets up to 15 squares away.
This is essentially an improved version of a targeting scope, and thus its benefits do not stack with those of targeting scopes (however, a weapon can have both a rangefinder and a targeting scope, using the latter only when aiming at targets at medium or long range).
A rapid recycler allows a blaster weapon that normally fires only in single shot mode to act in autofire mode (this upgrade is not available for weapons that have burst radius or splash radius, or weapons that specifically prohibit it). Switching between the two modes is a free action.
Any rifle or pistol can have a retractable stock added. This upgrade requires 1 upgrade slot for a pistol, but 0 upgrade slots for a rifle (a rifle has a stock, which can be replaced with the retractable stock). Extended and folding a stock is an action.
Certain weapons come with a retractable stock as a standard feature, as detailed in their descriptions. No upgrade slots are spent in this case.
When the stock is extended you negate the Recoil penalty. However, if used in one hand, you take a -2 penalty to Shooting rolls.
Only slugthrowers and missile weapons can be upgraded as slinkers. Once a weapon is made a slinker, it can no longer fire normal ammunition (and slinker ammunition costs twice the normal price). Slinkers are equipped with simple sensors and battle computers, and programmed to fly around obstacles or even around corners to strike a target.
If a slinker is fired at a target with cover (except Total Cover), the attack does not get the normal cover penalties. If an attacker wants to fire a slinker at a target with total cover (where the attacker cannot see, such as around a corner), the attacker selects a specific target square outside his line of sight and makes an attack with a -4 penalty against anything in that square (this tactic is effective with area attacks, which can strike close enough to do damage even when poorly aimed). The path from the attacker to the target square cannot have more than a single turn (maximum 90 degrees).
A sniper switch allows a weapon that can normally be fired only in autofire mode (such as an E-Web repeating blaster) to be used in single-fire mode.
A targeting scope is a sighting device that makes it easier to hit distant targets. However, it affords a very limited field of view, making it difficult to use. Installing a targeting scope on a rifle or pistol requires 10 minutes, and a successful Repair check.
A standard targeting scope reduces the range by one category (for example, from Medium to Short range). However, you must Aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target.
An enhanced low-light targeting scope functions as a standard targeting scope in normal light. However, after Aiming at a target, it allows the wielder to ignore penalties for Dim or Dark illumination (but not Pitch Darkness) when attacking that target.
An advanced melee weapon that requires an energy cell can be augmented by a tremor cell accessory, allowing the wielder to subdue rather than kill an opponent by stunning it. A weapon with a tremor cell can be set to Stun as an action, forcing the target to make a Vigor roll (at -2 with a Raise) or be Stunned. This can only be used to Stun living creatures.
A tripod is an attached three-legged stand that steadies the barrel of a rifle or heavy weapon when aiming or using autofire. Preparing a tripod for use is an action. If you move, you cannot use the tripod until you prepare it again.
A tripod counts as a mount for any weapon that requires it (such as a heavy repeating blaster), thus negating Recoil and Min Str penalties. For other weapons, a tripod makes aiming easier. If you have already aimed at or attacked a particular target, each subsequent aim action requires only a single action. This benefit is lost if you attack or aim at any other target.