Attachment Price Encumbrance HP Required
Rarity
Weapon Attachments
Dueling Hilt
1500 - 2 5
Hair Trigger
1000 - 1 4
Energy Cell
750 - 1 4
Grappling Hook Launcher
400 - 1 2
Suicide Switch
300 - 1 3
Compact Electro-Rangefinder
1600 - 1 5
Power Pulsator
1000 - 2 4
Shock Netting
950 - 2 3
Armor Attachments
Biorestorative Underlay
2000 - 2 5
Ballistic Shielding
1800 - 2 5
Survival Overmesh
1100 - 1 4


Weapon Attachments

Dueling Hilt

This attachment can be fitted onto any sword-type melee weapon (e.g. Vibrosword, Lightsaber). It exchanges the base hilt of the weapon with a curved hilt, a design that allows for greater control and precision in melee combat.

Base Modifiers: Grants the weapon Defensive +2
Modification Options: 1 Decrease encumbrance by 1 (Min 1), 1 Innate Talent (Defensive Stance Rank +1) Mod
Hard Points Required: 2
Price: 1500 credits

Hair Trigger

This attachment is a modification to the trigger mechanism of any ranged weapon. It modifies the pressure sensitivity of the trigger, allowing the weapon to fire off a volley of shots much more rapidly than normal.

Base Modifiers: Grants the weapon Auto-Fire, adds 1 Setback when firing
Modification Options: 1 Weapon Quality (Accurate +1) mod, 1 Innate Talent (Quick Draw) Mod
Hard Points Required: 1
Price: 1000 credits

Energy Cell

This attachment can be grafted into the hilt of any melee weapon. It turns the business end(s) of the weapon into conduits for large amounts of energy, which renders the target of the weapon somewhat stunned.

Base Modifiers: Grants the weapon Disorient +2, Damage +1
Modification Options: 1 Damage +1 Mod, 1 Weapon Quality (Pierce +1) Mod
Hard Points Required: 1
Price: 750 credits

Grappling Hook Launcher

This attachment to any blaster weapon allows for a fibercord rope to be accurately fired and attached to anything within medium range.

Base Modifiers: May make a Medium-range attack with 0 base damage and Ensnare 2.
Modification Options: 1 Skill (Athletics) Mod
Hard Points Required: 1
Price: 400 credits

Suicide Switch

This attaches a basic timing and overload mechanism to any blaster weapon. As a last-ditch effort, the weapon may be overloaded to work as an explosive.

Base Modifiers: May use the weapon to make a Ranged (Light) attack at Short range with 10 damage, Pierce 6, Vicious 2, Blast 5, and Limited Ammo 1. The weapon is destroyed on use. Upgrade the difficulty of the attack roll once when this is used.
Modification Options: None
Hard Points Required: 1
Price: 300 credits

Compact Electro-Rangefinder

This pistol attachment is used as both a scouting tool as well as a combat aid. The rangefinder operates as a miniature version of electrobinoculars to give the pistol increased rangefinding and targeting capabilities.

Base Modifiers: A pistol weapon gains an at-will Prepare 1 quality. When a maneuver is used to Prepare the weapon, the attack is upgraded once and it can be fired one range band farther than normal.
Modification Options: 2 Weapon Quality (Accurate +1) Mods, 1 Innate Talent (Nightvision - remove one Setback due to darkness or range) Mod
Hard Points Required: 1
Price: 1600 credits

Power Pulsator

This is an attachment designed to overcharge the energy cells of blaster pistols. By using this, the base damage output of blaster pistols can be drastically increased.

Base Modifiers: Increases damage of blaster pistols by 2, upgrades the difficulty of the attack once.
Modification Options: 2 Damage +1 Mods, 2 Skill (Coerce) Mods
Hard Points Required: 2
Price: 1000 credits

Shock Netting

This is a flexible mesh wrap designed to fit around the business ends of melee weapons. A small power source runs an electrical current through the net when it makes contact with a target.

Base Modifiers: Adds the Stun 2 property to a melee weapon.
Modification Options: 2 Disorient +1 Mod, 1 Stun Setting Mod (weapon may deal damage as strain instead of wounds)
Hard Points Required: 2
Price: 950 credits

Armor Attachments

Biorestorative Underlay

This armor underlay is designed not only to provide protection to key vital areas of the body, it is designed with a semi-organic mesh that seals over wounds, similar to synthskin. This underlay enables the wearer to heal faster as well as be more resilient to damage in the first place.

Base Modifiers: Grants a Boost die to any Medicine checks made on the wearer, Wearer removes 1 Wound at the end of every combat encounter.
Modification Options: 2 Innate Talent (Second Wind Rank +1) Mods
Hard Points Required: 2
Price: 2000 credits

Ballistic Shielding

These are a set of small plates that interlock and fit under a piece of clothing's outer layer. They help to distribute the force of impacts, especially blunt impacts, evenly across the wearer's body to minimize injury.

Base Modifiers: Adds +2 Defense to non-ranged attacks or damage rolls that involve a physical impact (like falling).
Modification Options: 1 Soak +1 Mod
Hard Points Required: 2
Price: 1800 credits

Survival Overmesh

This is a light weave that fits overtop a piece of clothing. Its strong, flexible weave mitigates the ability of most cutting tools to damage or destroy the clothing or armor underneath. It also may allow the wearer greater flexibility in ordinarily bulky combat gear.

Base Modifiers: The Sunder property does not affect this piece of armor.
Modification Options: 2 Skill (Coordination) Mods, 1 Innate Talent (Durable) Mod
Hard Points Required: 1
Price: 1100 credits