Download: U.S. $16.99 Can. $23.95 U.K. £12.99 Games/Strategy/RPG ® Platform: Xbox® PRIMAOFFICIAL GAME GUIDE Visit us online at primagames.com DavidSJHodgson
U.S. $16.99 Can. $23.95 U.K. £12.99 Games/Strategy/RPG ® Platform: Xbox® PRIMAOFFICIAL GAME GUIDE Visit us online at primagames.com LucasArts and the LucasArts logo are registered trademarks of This game has received the Lucasfilm Ltd. © 2004 Lucasfilm Entertainment Company Ltd. or following rating from the ESRB Lucasfilm Ltd. & ® or ™ as indicated. All rights reserved. DavidSJHodgson www.KOTOR2.com The Official Star Wars Web Site: www.starwars.com James Hogwood primagames.com® The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other Prote...
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U.S. $16.99 Can. $23.95 U.K. £12.99 Games/Strategy/RPG ® Platform: Xbox® PRIMAOFFICIAL GAME GUIDE
Visit us online at primagames.com LucasArts and the LucasArts logo are registered trademarks of This game has received the Lucasfilm Ltd. © 2004 Lucasfilm Entertainment Company Ltd. or following rating from the ESRB Lucasfilm Ltd. & ® or ™ as indicated. All rights reserved.DavidSJHodgson
www.KOTOR2.com The Official Star Wars Web Site: www.starwars.com James Hogwood primagames.com® The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other Protected by copyright. Unauthorized or unlawful countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. copying or downloading expressly prohibited.STAR WARS® KNIGHTS OF THE OLD REPUBLIC® II—THE SITH LORDS™ PRIMA OFFICIAL GAME GUIDE DETAILED AREA MAPS
,PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON JAMES HOGWOOD
Prima Games A Division of Random House, Inc. 3000 Lava Ridge Court Roseville, CA 95661 1-800-733-3000 www.primagames.com The Prima Games logo is a registered trademark of Random All other trademarks are the property of their respective owners. House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" Inc., registered in the United States. Prima Games is a division of and "RP" are copyrighted works and certification marks owned by the Random House, Inc. Entertainment Software Association and the Entertainment Software Rating Board and may only be used with their permission and authority. Under no LucasArts and the LucasArts logo are registered trademarks of Lucasfilm Ltd. circumstances may the rating icons be self-applied or used in connection with ©2004 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. & ® or ™ as any product that has not been rated by the ESRB. For information regarding indicated. All rights reserved. whether a product has been rated by the ESRB, please call the ESRB at 1- 800-771-3772 or visit www.esrb.org. For information regarding licensing No part of this book may be reproduced or transmitted in any form or issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings by any means, electronic or mechanical, including photocopying, recording, or only apply to the content of the game itself and does NOT apply to the by any information storage or retrieval system without written permission of content of this book. LucasArts, a division of Lucasfilm Entertainment Company Ltd. Important: Product Manager: Mario De Govia Prima Games has made every effort to determine that the information Editorial Supervisor: Christy Seifert contained in this book is accurate. However, the publisher makes no Editor: Rebecca Chastain warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume Special Thanks: This guide would not have been possible without the help liability for damages, either incidental or consequential, that may result from and support of Mike Gallo, Jeff Sanders, Clay Norman, Chris Curry, Anne using the information in this book. The publisher cannot provide information Marie Hawkins, John Garrett, Tim Moore, LucasArts Test Staff, Corrine regarding game play, hints and strategies, or problems with hardware or Wong, Rachel Bryant, and everyone at LucasArts and Obsidian software. Questions should be directed to the support numbers provided by Entertainment. the game and device manufacturers in their documentation. Some game tricks David Hodgson Thanks: To my beautiful wife Melanie; Mum, Dad, Ian and require precise timing and may require repeated attempts before the desired Rowena; Bryn, Rachel and Samuel; my co-author for his games mastery; all at result is achieved. Prima for their help and extraordinary sanity; Bryan "KingHell" Stratton, Holly and Steve; and O for Olive, run through with an awl. For fans of DVDs: ISBN: 0-7615-4748-7 END GROWL. Library of Congress Catalog Card Number: 2004113239 James Hogwood Thanks: Huge thanks to Dave and Melanie for their kind hospitality; to Prima for Herculean effort and patience; to Mom, Dad, Mike, Rachel, and to the rest of my family: Andy, Jimmy, Jeff, Jeramie, Kat, Kevin, Lindsay, Melissa, Rachel, Thwomp, Toby, and Sarah. Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.,Jedi Companions ..2 Walkthrough
T3-M4: Expert Droid ..2 Introduction ..51 Kreia: Jedi Consular ..4 Atton Rand: Scoundrel Ebon Hawk : Prologue ..52 and Jedi Sentinel ..7 Main Quest Path ..53 Bao-Dur: Tech Specialist and Jedi Guardian ..10 Sidequests ..55 Handmaiden: Soldier and Jedi Guardian ..13 Peragus: Area Overview ..56 Mira: Scout and Jedi Guardian .16 Main Quest Path ..62 Hanharr: Wookie Scout ..18 G0-T0: Expert Droid ..20 Telos: Area Overview ..72 HK-47: Combat Droid ..22 Main Quest Path ..84 Mandalore: Soldier ..24 Sidequests ..97 Disciple: Soldier and Jedi Consular ..27 Visas Marr: Jedi Sentinel ..29 Ebon Hawk :Interlude ..102 Jedi Training ..33
The D20 Game System ..33 Nar Shaddaa:Area Overview ..104
Classes ..35 Main Quest Path ..113 Skills ..39 Sidequests ..129 Feats ..42 Force Powers ..45 Forms ..47 Equipment and Items ..48 II > PRIMA OFFICIAL GAME GUIDE,Table of contents
Dxun: Appendix I: Melee Area Overview ..132 Weapons and Upgrades ..210 Main Quest Path ..136 Appendix II: Lightsabers Onderon: and Upgrades ..217 Area Overview ..144 Main Quest Path ..149 Appendix III: Ranged Weapons and Upgrades ..226 Sidequests ..153 Appendix IV: Ranged Dantoonie: Ordnance—Explosives ..236 Area Overview ..156 Main Quest Path ..160 Appendix V: Body Armor . .240 Sidequests ..168 Appendix VI: Korriban: Character Equipment ..250 Area Overview ..172 Main Quest Path ..175 Appendix VII: Droid Parts Sidequests ..178 and Armaments ..261 Galactic Tour: Appendix VIII: Medical Area Overview ..180 Items, Stimulants, Main Quest Path ..184 and Miscellany ..267 Endgame: Appendix IX: Feats ..270 Area Overview ..191 Main Quest Path ..199 Appendix X: Jedi Powers ..281 Appendix XI: Force Forms . .288 Appendix XII: Party Members Path of Destiny ..289 PRIMAGAMES.COM < III,JEDI COMPANIONS
This section reveals the 12 party members available during your questing, 10 of whom can be brought into your fold during a single adventure across the galaxy. Each party member’s location, initial statistics, and their strengths and weaknesses are provided to give you an understanding of how best to utilize them. We have also taken each character through multiple experiences to gauge the sort of combat they are best suited to; the skills, feats, and powers they can learn; and the best equipment they can carry.T3-M4: EXPERT DROID SPOILER ALERT!
The following information reveals which party members can be trained in the ways of the Jedi. Read through this material only if you wish to learn this information. Character companion quests, conversations to try, and party member secrets are uncovered in Appendix XII at the back of this tome. Consult the “Training” section for exhaustive details on the many statistics of these party members. In addition, each party member you interact with can cause a gain or loss in Influence, depending on how agreeable your answers are with their mindset. To open new areas of dialog and secrets, treat your party member with praise (high influence) or contempt (low influence).BIOGRAPHY AND OVERVIEW
Built by Janice Nall, a Twi’lek droid mechanic on Taris, T3-M4 is a robust expert droid with impressive intelligence and ranged combat capabilities. T3-M4 is a technical asset, creating computer spikes and acting as a portable workbench for upgrading items. In fact, if your Intelligence, Repair, and Computer skills are proficient enough, and you have a strong influence with your droid, you can permanently increase certain attributes in addition to those normally gained. T3-M4 has excellent dexterity, so if you plan to take it into battle, place all subsequent points into this attribute. Early on, T3-M4 can equip the droid shock arm, a special damage- 2 PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS
inflicting weapon that acts like a weakened version of Force STARTING SKILLS Lightning. The shock arm inflicts damage based on T3-M4’s level, allowing the droid to keep pace with ever-stronger Skill Starting Rank Bonus enemies. Or, you can take advantage of T3’s Blaster Integration Computer Use 6 +4* feat and place two strong blasters (after upgrading them) into the droid’s casing. Also inspect the numerous flamethrowers, Demolitions 2 +4 ion strikers, stun charges, and disruptors–these expendable Stealth00weapons are amusing to employ, or you can save them for a Awareness20particular situation. Persuade00As a droid, T3-M4 is unaffected by healing powers. Offset this Repair 6 +4* disadvantage by stocking repair kits or installing a droid self- sustaining unit into T3’s chassis. Security 6 +4* Treat Injury00Enhance T3-M4’s protection with the droid renewable shield * = Prime Statistic (see the “Droid Retrieval” sidequest in the Nar Shaddaa walkthrough section). This allows T3 to shrug off most special damage types. T3-M4 is also immune to mental Force RECOMMENDED projection, making him an asset against those with psychic EXPERIENCE ROUTE mind tricks; but don’t let this droid trundle too close to the enemy–his melee skills are unimpressive, and his vitality is low.CHARACTER INFORMATION << (ranged) Recommended Attack Style: ranged Unique Abilities: Creates computer spikes Additional Advice: Equip unique items. Use to create and STARTING APPEARANCE DAMAGED APPEARANCE upgrade items. Use primarily for computer, security, and repair problems. Immune to psychic Force powers, so use Level: Expert Droid 3 against enemies with these attacks. STARTING EQUIPMENT Special Weapon: Droid Shock Arm Ranged Fighting Style: Put your attribute points into Right Weapon: Mining Laser Dexterity (you get these points every four levels). If you are primarily using T3-M4 as an item creator, place attribute points into Intelligence. STARTING STATISTICS Skills Allocation: Max out Repair first, then place remaining skills into Computer Use and Security.
Attribute Value Bonus Attribute Value Bonus Strength 10 0 Vitality 30 0 RECOMMENDED FEATS TO LEARN Dexterity 15 +2* Defense 14 0 Level Feats Constitution 14 +2 Fortitude301Weapon Proficiency: Blaster Pistol, Droid Upgrade Class 1, Blaster Integration, Logic Upgrade Intelligence 16 +3* Reflex502– Wisdom 10 0 Will103Gear Head Charisma 1004Recommended: Ranged Blaster Pistol Style * = Prime Statistic 5 Class Skill: Demolitions 6 Two-Weapon Fighting 7 – 8 – PRIMAGAMES.COM < 3, RECOMMENDED FEATS TO LEARN KREIA: JEDI CONSULAR
Level Feats 9 Rapid Shot 10 – 11 Improved Two-Weapon Fighting 12 Master Two-Weapon Fighting 13 – 14 – 15 Improved Rapid Shot 16 – 17 Master Rapid Shot 18 Weapon Focus: Blaster Pistol 19 – 20 – 21 Toughness 22 – 23 Improved Toughness 24 Master Toughness 25 – 26 – 27 Dual Strike 28 – BIOGRAPHY AND OVERVIEW When you locate her in the morgue on Peragus, the mysterious 29 Improved Dual Strike old woman plaguing your dreams and abducting you from your 30 Master Dual Strike ship reveals herself to be a powerful Jedi Consular named Kreia. She soon proves to be both a guide and a powerful ally: her strengths include her Mentor ability, which provides a bonus to PREFERRED EQUIPMENT CHART earned experience points whenever she is in the party.
Area Slot Item Kreia forms a unique psychic bond between herself and you–a Utility Droid Systems Upgrade feat known as Force Chain. This allows any Force powers she uses, such as Force Resistance or Force Immunity, to mutually Sensor Droid Battle Upgrade affect both of you. You can reciprocate, granting her any Force Utility Droid Motivator power bonuses you give to yourself. Special Weapon Droid Shock Arm Under certain circumstances, many of your party members can Plating Droid Energized Armor Mark III be trained by you, under her guidance, to embrace the path of Special Weapon Droid Multi-spectral Emitter the Jedi…or the Sith. When your character reaches Level 15, Kreia offers to teach you her deepest secrets, allowing you to Shield Droid Renewable Shield branch out into the Prestige classes. Right Weapon Mandalorian Disintegrator Left Weapon Zabrak Heavy Blaster In terms of combat ability, Kreia’s defense is low, so keep her at range; she cannot wear armor and her melee skills are lacking. ITEM UPGRADES Utilize her large reservoir of Force points (thanks in part to her Pistol: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Force Channel power) and her other destiny-changing powers. Splitter Mark III, Pure Rylith Power Cell For light-side Kreia, focus on Stun, Force Valor, Heal, Force Pistol: Left Weapon Upgrades–Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell Shield, Battle Meditation, and Force Whirlwind, and then master these powers. For dark-side Kreia, learn Scream, Shock, 4 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS
Wound, Heal, Battle Meditation, and Choke, and then improve RECOMMENDED these powers. EXPERIENCE ROUTE On the rare occasion where she isn’t channeling the Force, equip Kreia with a blaster pistol. For feats, choose the Dueling, Toughness, and Rapid Shot aptitudes. For skills, maximize your Repair, Treat Injury, and Stealth (in that order). As she is a Consular, place all the additional attribute points you accrue into Wisdom. CHARACTER INFORMATION Recommended ultimate Recommended ultimate
appearance (melee) appearance (ranged) STARTING APPEARANCE WOUNDED APPEARANCE Level: Jedi Consular 3 STARTING EQUIPMENT Body: Clothing Recommended ultimate Recommended ultimate appearance (light side) appearance (dark side) STARTING STATISTICS Recommended Attack Style: Ranged, Jedi powers
Unique Abilities: Force Sensitive, Mentor, Force Chain Attribute Value Bonus Attribute Value Bonus Additional Advice: Although able to brandish a lightsaber Strength 10 0 Vitality 36 0 or even a blaster, Kreia’s Force powers and exceptional Force points mean her talents with offensive Force powers are Dexterity 16 +3* Force 49* 0 arguably unmatched. Ignore Two-Weapon Fighting, as Kreia Constitution 16 +3* Defense 16 0 loses her left hand early in the adventure. The feats chart here does not include Armor Proficiency Medium or Heavy; Intelligence 14 +2 Fortitude60this isn’t recommended as Force powers cannot be used. Wisdom 16 +3* Reflex50Overall Fighting Style: Always put your attribute points Charisma 12 +1 Will60into Wisdom (you gain these every four levels). Skills Allocation: Place skill points into Repair, Treat Injury, * = Prime Statistic and Stealth. STARTING SKILLS
Skill Starting Rank Bonus Computer Use 0 +2 Demolitions00Stealth 5 +3* Awareness 6 +3* Persuade 5 +1 Repair 0 +2 Security00Treat Injury 6 +3* * = Prime Statistic PRIMAGAMES.COM < 5, RECOMMENDED FEATS TO LEARN RECOMMENDED POWERS TO LEARN
Level Feats (Melee or Ranged) Level Powers (Light Side or Dark Side) 1 Blaster Pistol, Melee Weapons, Jedi Defense, Force Focus, 1 Burst of Speed Jedi Sense, Dueling, Force Sensitive, Mentor, Force Chain; 2 Fear Weapon Focus: Lightsaber 3 Force Push 2 Finesse: Melee Weapons Level Powers (Light Side) Powers (Dark Side) 3 Class skill: Stealth 4 Stun Force Scream Level Feats (Melee) Feats (Ranged) 5 Force Valor Force Shock 4 – – 6 Heal, Force Aura Horror, Wound 5 – – 7 Force Shield Heal 6 Improved Dueling Improved Dueling 8 Battle Meditation Battle Meditation 7 – – 9 Force Whirlwind, Improved Force Scream, 8 – – Revitalize Force Lightning 9 Master Dueling Master Dueling 10 Stasis Force Whirlwind 10 – – 11 Knight Valor Choke 11 – – 12 Improved Heal, Kill, Force Armor Insanity 12 Toughness Toughness 13 Knight Speed Drain Life 13 – – 14 Improved Battle Meditation Revitalize 14 – – 15 Improved Revitalize, Master Force Scream, 15 Improved Toughness Improved Toughness Stasis Field Force Wave 16 – – 16 Force Wave Improved Heal 17 – – 17 Master Valor Improved Revitalize 18 Master Toughness Master Toughness 18 Master Heal, Force Storm, 19 – – Master Speed Death Field 20 – – 19 Master Battle Meditation Master Heal 21 Conditioning Rapid Shot 20 Force Resistance Improved Battle Meditation 22 – – 21 Master Revitalize, Master Revitalize, Force Immunity Master Battle Meditation 23 – – 22 Force Suppression Force Valor 24 Improved Conditioning Improved Rapid Shot 23 Force Breach Knight Valor 25 – – 24 Energy Resistance, Master Valor, 26 – – Improved Energy Resistance Force Aura 27 Master Conditioning Master Rapid Shot 25 Master Energy Resistance Force Shield 28 – – 26 Force Barrier Force Armor 29 – – 27 Improved Force Barrier, Knight Speed, 30 Regenerate Force Points Regenerate Force Points* Master Force Barrier Master Speed * Substitute Armor Proficiency: Learn armor proficiency light early 28 Stun Droid Force Suppression if you want the most protection while using Force powers. 29 Disable Droid Force Breach 30 Destroy Droid, Force Resistance, Force Deflection Force Immunity 6 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS PREFERRED EQUIPMENT CHART ATTON RAND:
Area Slot Item (Melee) Item (Ranged) SCOUNDREL AND JEDI SENTINEL Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Zeison Sha Warrior Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon – – Area Slot Item (Jedi Powers) Implant Mental Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield Armor Jal Shey Mentor Armor Right Arm Verpine Prototype Shield Belt Jal Shey Mentor Belt Right Weapon Lightsaber Left Weapon – ITEM UPGRADES BIOGRAPHY AND OVERVIEW Armor Upgrades: Melee Style–Armorply Plating Mark IV, Tumbling through disaster after disaster ever since he was five Strengthening Underlay Mark V and counting on his incredible luck to pull him through each Armor Upgrades: Ranged Style–Armorply Plating Mark IV, Biorestorative Underlay Mark V time, Atton “Jaq” Rand was once an elite pilot but has always Armor Upgrades: Jedi Power Style–Armorply Plating Mark III, been a scoundrel. This entitles him to a number of unique feats, Biorestorative Underlay Mark V such as Survival, which makes him tougher the more damage he Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration sustains; try healing him at the very last moment and only to Cell Mark IV, Ostrine Edge half his regular health so he takes more damage, thus making Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam him tougher. He also comes with Spirit, which allows him to Splitter Mark III, Pure Rylith Power Cell return to combat after he reaches zero vitality points. Send Lightsaber: Lorrdian Gemstone, Jenruax Crystal, Ossus Dueling Atton into the fray, hang back, and wait for him to continuously Lens, Expert Deflection Emitter, Ultimate Diatium Energy Cell stagger back to his feet after an otherwise deadly enemy blow. Being a scoundrel, Atton has natural and increasing defense bonuses, thanks to Scoundrel’s Luck. At Level 19, he can follow the Sneak Attack feat to 10; this, coupled with his Stealth Run ability, allows him to eliminate single targets with incredible ease. However, his average strength negates melee potential. Instead, focus on ranged combat, pumping up his dexterity and learning Two-Weapon Fighting and Rapid Shot to give inspiring cover fire. The bonuses he receives for his Stealth Attack ability allow you to equip him with weapons that stun (such as sonic weapons). Watch that damage bonus climb. PRIMAGAMES.COM < 7
, After you unlock Atton’s innate Jedi Sentinel abilities (see STARTING SKILLS Appendix XII), continue on the path you chose for him, keeping him at range. Learn light side powers to aid your team or dark Skill Starting Rank Bonus side ones to Choke, Shock, and ravage your enemy. Continually Computer Use30increase his Wisdom and have him learn Weapon Finesse: Lightsaber to unleash his full potential. Build a dual-bladed Demolitions 4 0* lightsaber for violent, close-quarter scrapes. Stealth 4 +3* Awareness 5 0* CHARACTER INFORMATION Persuade 0 +1
Repair00Security50Treat Injury00* = Prime Statistic RECOMMENDED
STARTING APPEARANCE WOUNDED APPEARANCE EXPERIENCE ROUTE Atton when neutral or light side; Atton shifting toward the dark side; and Atton pure dark side. Recommended ultimate Recommended ultimate Level: Scoundrel 3 appearance (melee) appearance (ranged) STARTING EQUIPMENT Body: Atton’s Ribbed Jacket STARTING STATISTICS
Attribute Value Bonus Attribute Value Bonus Strength 12 +1 Vitality 24 0 Dexterity 16 +3* Force00Constitution 14 +2 Defense 19 0 Recommended ultimate Recommended ultimate appearance (light side) appearance (dark side) Intelligence 10 0 Fortitude50Wisdom 10 0 Reflex80Recommended Attack Style: Ranged. If Light Jedi, enhance Charisma 12 +1 Will30the party during battle. If Dark Jedi, use offensive powers. Unique Abilities: Scoundrel’s Luck, Survival, Spirit. * = Prime Statistic Becoming a Jedi is detailed in Appendix XII. Additional Advice: Send him into combat alone to soften up enemies, then heal him. Later have him concentrate on providing covering fire. Overall Fighting Style: When melee, put your attribute points into Strength. When ranged, put your attribute points into Dexterity (gained every four levels). Skills Allocation: Always put as many points as possible into Security and put the remaining into Stealth, Demolitions, and Awareness. 8 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS RECOMMENDED FEATS TO LEARN RECOMMENDED POWERS TO LEARN
Level Feats (Melee or Ranged) Level Powers (Light Side) Powers (Dark Side) 1 Armor Proficiency: Light, Armor Proficiency: Medium, 12 Burst of Speed Shock Critical Strike, Sniper Shot, Sneak Attack I, Weapon 13 Force Valor Force Lightning Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, Weapon Proficiency: Melee, Scoundrel’s Luck, 14 Stun Wound Survival, Spirit 15 Knight Speed Choke 2 Weapon Focus: Blaster Pistol 16 Knight Valor Kill 3 – 17 Stasis Force Scream Level Feats (Melee) Feats (Ranged) 18 Master Speed Force Storm 4 – – 19 Master Valor Improved Force Scream 5 Armor Proficiency: Heavy Armor Proficiency: Heavy 20 Stasis Field Master Force Scream 6 – – 21 Force Push Drain Life 7 – – 22 Force Whirlwind Death Field 8 Two-Weapon Fighting Two-Weapon Fighting 23 Force Wave Fear 9 – – 24 Battle Meditation Horror 10 – – 25 Improved Battle Meditation Insanity 11 Flurry Rapid Shot 26 Master Battle Meditation Force Push 12 – – 27 Heal Force Whirlwind 13 – – 28 Improved Heal Force Wave 14 Improved Two-Weapon Fighting Improved Two-Weapon Fighting 29 Master Heal Battle Meditation 15 – – 30 Revitalize Improved Battle Meditation 16 – – 17 Improved Flurry Improved Rapid Shot PREFERRED EQUIPMENT CHART 18 – – Area Slot Item (Melee) Item (Ranged) 19 – – Implant Physical Boost Implant Physical Boost Implant 20 Master Two-Weapon Fighting Master Two-Weapon Fighting Head Enhanced Shielding Visor Target Assessor 21 – – Hands Dominator Gauntlets Automation Gloves 22 – – Left Arm Mandalorian Power Shield Mandalorian Power Shield 23 Master Flurry Master Rapid Shot Armor Mandalorian Assault Armor Flex Heavy Armor 24 – – Right Arm Verpine Prototype Shield Verpine Prototype Shield 25 – – Belt GNS Strength Enhancer Aratech Echo Belt 26 Toughness Toughness Right Weapon Echani Vibrosword Mandalorian Disintegrator 27 – – Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 28 – – 29 Improved Toughness Improved Toughness 30 – – PRIMAGAMES.COM < 9
, PREFERRED EQUIPMENT CHART BAO-DUR:
Area Slot Item (Jedi Powers) TECH SPECIALIST AND JEDI GUARDIAN Implant Mental Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Belt Jal Shey Mentor Belt Right Weapon Double-Bladed Lightsaber Left Weapon – ITEM UPGRADES Armor Upgrades: Melee Style–Bonded Plates Mark IV, Strengthening Underlay Mark V Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Flexible Underlay Mark V Armor Upgrades: Jedi Power Style–Armorply Plating Mark III, Biorestorative Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell Lightsaber: Dual Bladed–Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell BIOGRAPHY AND OVERVIEW Mark III Bao-Dur is a Zabrak tech specialist and refugee from a colony world in the Mid Rim that was bombed out of commission by Malak. Bao-Dur has impressive technical expertise; he has Improved Gear Head and is an asset when you want to create upgraded items, including your own lightsaber. His main strengths lie in his close-combat potential, as he begins with two unique abilities. The first is Shield Breaker, which allows him to disintegrate a target’s energy shields. This can be applied to energy walls or personal enemy protection, but Bao-Dur must be close to punch the energy source. He also possesses Repulsor Strike, causing impressive extra electrical damage with each successful hit. Combined with the additional damage he causes with his Unarmed specialist feat series, Bao-Dur is more than capable of handling himself in a fight. He is followed by a small remote droid. Aggressively attack your target to have the remote back you up. Bao-Dur’s main drawback is his lack of willingness to wear most types of armor; equip him with the Krath holy battle suit to avoid defense penalties. Add extra attribute points to strength and improve his Flurry, Two-Weapon, and Toughness feats, and Toughness as you progress. If you want to learn the robust and devastating potential of unarmed combat, choose Bao-Dur. 10 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS
Also check his droid service duties aboard the Ebon Hawk after STARTING SKILLS you collect an assortment of mechanical companions, such as G0-T0 and HK-47. He can also provide you with a variety of Skill Starting Rank Bonus shields at any time, which can be used or sold. Computer Use 9 +4* Should you learn Bao-Dur’s path to Jedi destiny (consult Demolitions 9 +2* Appendix XII), have light-side Bao-Dur enhance the party with Stealth10Valor prior to combat, then learn Stun. For dark side, learn Awareness 8 +2* Shock, Lightning, Wound, Choke, and then descend into darkness from there. Persuade00Repair 9 +4* CHARACTER INFORMATION Security 9 +4*
Treat Injury 4 +2 * = Prime Statistic RECOMMENDED EXPERIENCE ROUTE
STARTING APPEARANCE WOUNDED APPEARANCE Recommended ultimate Recommended ultimate Bao-Dur when neutral or light side; Bao-Dur shifting toward appearance (melee) appearance (ranged) the dark side; and Bao-Dur pure dark side. Note the change in tattoos. Level: Tech Specialist 6 STARTING EQUIPMENT Companion: Bao-Dur’s Remote STARTING STATISTICS Recommended ultimate Recommended ultimate
Attribute Value Bonus Attribute Value Bonus appearance (light side) appearance (dark side) Strength 14 +2* Vitality 48 0 Recommended Attack Style: Melee. If Light Jedi, enhance Dexterity 10 0 Force – 0 the party during battle. If Dark Jedi, use offensive powers. Constitution 14 +2* Defense 10 0 Unique Abilities: Shield Breaker, allowing Bao-Dur to punch through enemy and doorway shields. Becoming a Jedi Intelligence 15 +2* Fortitude50is detailed in Appendix XII at the back of this guide. Wisdom 14 +2 Reflex40Additional Advice: Build up Bao-Dur’s melee combat Charisma 10 0 Will60prowess due to his Shield Breaker and reasonable Strength, plus his Repulsor Strike at Level 7 and 13. He is a prime * = Prime Statistic candidate for upgrading your equipment and creating new items. He can create shields for you and your team at any time. He builds your lightsaber and upgrades your droids. When a Jedi, use him in melee combat and emphasize self-protective powers. PRIMAGAMES.COM < 11, Overall Fighting Style: When melee, always put your RECOMMENDED POWERS TO LEARN attribute points into Strength. When ranged, always put your attribute points into Dexterity (you gain these every four Level Powers (Light Side) Powers (Dark Side) levels). 12 Burst of Speed Shock Skills Allocation: Always put as many points as possible into Computer Use, Security, Repair, and put the remaining 13 Force Valor Force Lightning into Demolitions and Awareness. 14 Stun Wound 15 Knight Speed Choke RECOMMENDED FEATS TO LEARN
16 Knight Valor Kill Level Feats (Melee or Ranged) 17 Stasis Force Scream 1 Armor Proficiency: Light, Armor Proficiency: Medium, 18 Master Speed Force Storm Critical Strike, Flurry, Power Attack, Conditioning, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, 19 Master Valor Improved Force Scream Weapon Proficiency: Melee, Shield Breaker 20 Stasis Field Master Force Scream 2 Unarmed Specialist I 21 Force Push Drain Life 3 Gear Head 22 Force Whirlwind Death Field 4 Improved Gear Head 23 Force Wave Fear 5 – 24 Battle Meditation Horror 6 Unarmed Specialist II 25 Improved Battle Meditation Insanity Level Feats (Melee) Feats (Ranged) 26 Master Battle Meditation Force Push 7 Improved Flurry Rapid Shot 27 Heal Force Whirlwind 8 – – 28 Improved Heal Force Wave 9 Two-Weapon Fighting Two-Weapon Fighting 29 Master Heal Battle Meditation 10 – – 30 Revitalize Improved Battle Meditation 11 Master Flurry Improved Rapid Shot 12 – – 13 PREFERRED EQUIPMENT CHARTImproved Two-Weapon Fighting Improved Two-Weapon Fighting 14 – – Area Slot Item (Melee) Item (Ranged) 15 Master Two-Weapon Fighting Master Rapid Shot Implant Physical Boost Implant Physical Boost Implant 16 – – Head Enhanced Shielding Visor Target Assessor 17 Toughness Master Two-Weapon Fighting Hands Dominator Gauntlets Automation Gloves 18 – – Left Arm Mandalorian Power Shield Mandalorian Power Shield 19 Improved Toughness Toughness Armor Krath Holy Battle Suit Krath Holy Battle Suit 20 – – Right Arm Verpine Prototype Shield Verpine Prototype Shield 21 Master Toughness Improved Toughness Belt GNS Strength Enhancer Aratech Echo Belt 22 – – Right Weapon Echani Vibrosword Mandalorian Disintegrator 23 Improved Conditioning Master Toughness Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 24 – – Area Slot Item (Jedi Powers) 25 Master Conditioning Power Blast Implant Physical Boost Implant 26 – – Head Enhanced Shielding Visor 27 Improved Power Attack Improved Power Blast Hands Dominator Gauntlets 28 – – Left Arm Mandalorian Power Shield 29 Master Power Attack Master Power Blast Armor Jamoh Hogra’s Battle Armor 30 – – 12 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS PREFERRED EQUIPMENT CHART BIOGRAPHY AND OVERVIEWOne of the six Echani handmaidens who serve the Jedi Knight
Area Slot Item (Jedi Powers) Atris is called upon when Atris is either unable or unwilling to intervene directly in affairs. Only available to male player Right Arm Verpine Prototype Shield characters after you visit the Jedi academy on Telos, the Belt GNS Strength Enhancer handmaiden becomes a considerable combat presence as both a Right Weapon Double-Bladed Lightsaber soldier, and after training, as a Jedi Guardian. Left Weapon – The handmaiden’s delicate form betrays her exceptional combat ITEM UPGRADES potential; she is just as content damaging foes from a distance Armor Upgrades: Melee Style–Armorply Plating Mark IV, as she is at close quarters, and she arrives with numerous feats. Strengthening Underlay Mark V Her unique feat, the Echani Strike, is ideal if you are taking her Armor Upgrades: Ranged Style–Armorply Plating Mark IV, down the path of unarmed combat; she also automatically Biorestorative Underlay Mark V learns the Unarmed Specialist feat just in case your melee Armor Upgrades: Jedi Power Style–Armorply Plating Mark IV, weapons aren’t cutting down the enemy quickly enough. Strengthening Underlay Mark V Conversely, she has a higher starting dexterity than strength, Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge making her ranged attack bonuses easier to accumulate. Under Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced the right supervision, she could become an almost unstoppable Energy Cell Mark IV, Quadranium Edge unarmed force. Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell After her Jedi Guardian path is illuminated (see Appendix XII), Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, and she dons her mother’s robes, throw all your light side Mandalorian Chamber Mark III, Superior Rylith Power Cell powers into beefing up the party before and during combat–or Jedi Power Lightsaber: Kaiburr Crystal, Ankarres Sapphire, strike your foes down with the doomed and deadly dark side Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell offense. Choose either a ranged or melee path early on, and Mark III stick to a single attribute to increase: either strength or dexterity. HANDMAIDEN: SOLDIER AND JEDI GUARDIAN CHARACTER INFORMATION
STARTING APPEARANCE WOUNDED APPEARANCE Handmaiden when neutral or light side and handmaiden pure dark side. Note the change in her hooded clothing. Level: Soldier 6 STARTING EQUIPMENT Body: Clothing Body: Handmaiden’s Robes (after certain objectives are met) Right Weapon: Handmaiden’s Staff PRIMAGAMES.COM < 13, STARTING STATISTICS Recommended Attack Style: Melee or ranged. If Light Jedi,
enhance the party during battle. If Dark Jedi, use offensive Attribute Value Bonus Attribute Value Bonus powers. Strength 14 +2* Vitality 78 0 Unique Abilities: Echani Strike, useful for dealing out impressive unarmed damage. Dexterity 16 +3* Force00Additional Advice: Ranged combat is slightly easier to Constitution 14 +2* Defense 16 0 accomplish with the handmaiden, but if you are closely maintaining her stats, you can utilize offensive melee feats Intelligence 10 0 Fortitude80and learn all the different unarmed techniques. She is an Wisdom 10 0 Reflex60exceptional bodyguard. Charisma 14 +2 Will30Overall Fighting Style: When melee, always put your attribute points into Strength. When ranged, always put your * = Prime Statistic attribute points into Dexterity (you gain these every four levels). STARTING SKILLS Skills Allocation: Always put as many points into Treat
Injury as possible, and put the remaining into Awareness. Skill Starting Rank Bonus Computer Use00RECOMMENDED FEATS TO LEARN Demolitions00Level Feats (Melee or Ranged) Stealth 5 +3 1 Armor Proficiency: Light, Armor Proficiency: Medium, Armor Awareness 8 0* Proficiency: Heavy, Power Attack, Power Blast, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, Persuade 0 +2 Weapon Proficiency: Melee, Two-Weapon Fighting Repair002Conditioning Security003Toughness Treat Injury 8 0* 4 Improved Power Attack * = Prime Statistic 5 Improved Two-Weapon Fighting, Echani Strike 6 Improved Toughness RECOMMENDED Level Feats {Melee) Feats (Ranged) EXPERIENCE ROUTE 7 Flurry Rapid Shot
8 Master Two-Weapon Fighting Master Two-Weapon Fighting 9 Improved Flurry Improved Rapid Shot 10 Master Flurry Master Rapid Shot 11 Master Power Attack Improved Power Blast 12 Master Toughness Master Power Blast 13 Weapon Focus: Melee Master Toughness Recommended ultimate Recommended ultimate 14 Weapon Specialization: Melee Weapon Focus: Blaster Pistol appearance (melee) appearance (ranged) 15 Critical Strike Weapon Specialization: Blaster Pistol 16 Improved Critical Strike Conditioning 17 – – 18 Master Critical Strike Improved Conditioning 19 – – 20 Conditioning Master Conditioning 21 – – Recommended ultimate Recommended ultimate 22 Improved Conditioning Precise Shot I appearance (light side) appearance (dark side) 23 – – 14 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART
Level Feats {Melee) Feats (Ranged) Area Slot Item (Melee) Item (Ranged) 24 Master Conditioning Precise Shot II Implant Physical Boost Implant Physical Boost Implant 25 – – Head Enhanced Shielding Visor Target Assessor 26 Dual Strike Precise Shot III Hands Dominator Gauntlets Automation Gloves 27 – – Left Arm Mandalorian Power Shield Mandalorian Power Shield 28 Improved Dual Strike Precise Shot IV Armor Mandalorian Assault Armor Flex Heavy Armor 29 – – Right Arm Verpine Prototype Shield Verpine Prototype Shield 30 Master Dual Strike Precise Shot V Belt Gns Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator RECOMMENDED POWERS TO LEARN Left Weapon Sith Tremor Sword Zabrak Heavy Blaster
Level Powers (Light Side) Powers (Dark Side) Area Slot Item (Jedi Powers) 12 Burst of Speed Shock Implant Physical Boost Implant 13 Force Valor Force Lightning Head Circlet of Saresh/Force Focusing Visor 14 Stun Wound Hands Jal Shey Meditation Gloves 15 Knight Speed Choke Left Arm Mandalorian Power Shield 16 Knight Valor Kill Armor Zeison Sha Warrior Armor 17 Stasis Force Scream Right Arm Verpine Prototype Shield 18 Master Speed Force Storm Belt Jal Shey Mentor Belt 19 Master Valor Improved Force Scream Right Weapon Double-Bladed Lightsaber 20 Stasis Field Master Force Scream Left Weapon – 21 Force Push Drain Life ITEM UPGRADES 22 Force Whirlwind Death Field Armor Upgrades: Melee Style–Bonded Plates Mark IV, Strengthening Underlay Mark V 23 Force Wave Fear Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Flexible 24 Battle Meditation Horror Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 25 Improved Battle Meditation Insanity Cell Mark IV, Ostrine Edge 26 Master Battle Meditation Force Push Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 27 Heal Force Whirlwind Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 28 Improved Heal Force Wave Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 29 Master Heal Battle Meditation Mandalorian Chamber Mark III, Superior Rylith Power Cell 30 Revitalize Improved Battle Meditation Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III PRIMAGAMES.COM < 15
, MIRA: Mira’s path to becoming a Jedi Sentinel is also possible (seeSCOUT AND JEDI GUARDIAN Appendix XII). When she learns to harness the Force, have a light-side Mira continue to utilize long-range weapons while powering up her wounded or close-combat teammates. A dark- side Mira should focus on offensive ranged powers. Although lightsaber combat is possible with Mira, and proves to be an entertaining diversion, her attributes are best served away from enemy melee weaponry. CHARACTER INFORMATION
STARTING APPEARANCE WOUNDED APPEARANCE Mira when neutral or light side; Mira shifting toward the dark side; and Mira pure dark side. Level: Scout 6 STARTING EQUIPMENT BIOGRAPHY AND OVERVIEW Body: Mira’s Ballistic Mesh Jacket
Right Arm: Wrist Launcher One of many bounty hunters that skulk in the bars and ports on Nar Shaddaa, this scout joins you if your destiny has taken a light side or neutral path. She is already equipped with her STARTING STATISTICS unique wrist launcher, her Weapon Proficiency is Wrist Mounted, and she has grenades that come in a number of Attribute Value Bonus Attribute Value Bonus varieties. However, as you progress, the slightly risky strategy of Strength 10 0 Vitality 54 0 launching area-of-effect missiles into combat may be at odds with melee combat fighters, so learn ranged weapon feats and Dexterity 16 +3* Force00perfect Mira’s Precise Shot, which helps each blast strike Constitution 12 +1 Defense 19 0 accurately. Intelligence 14 +2 Fortitude60Being a scout, Mira’s unique skills continue with Targeting, an Wisdom 11 0 Reflex80eight-tiered feat that can end with a +8 attack bonus with Charisma 10 0 Will50ranged weapons. As you progress, invest in Rapid Shot, Two- Weapon Fighting, and then Toughness feats to create a long- * = Prime Statistic range specialist. However, when not in combat, be aware of Mira’s Point Guard ability–an extremely useful bonus when trekking through mine fields. Combine this ability with her Stealth skill for the ultimate infiltrator. 16 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS STARTING SKILLS Skills Allocation: Unless you are determined to use your
Stealth, always put as many points into Computer Use and Skill Starting Rank Bonus Repair, and put the remaining into Demolitions, Awareness, Computer Use 0 +4 and Treat Injury. Demolitions 6 +3* RECOMMENDED FEATS TO LEARN
Stealth 6 +4* Level Feats (Melee or Ranged) Awareness601Armor Proficiency: Light, Critical Strike, Rapid Shot, Sniper Persuade00Shot, Weapon Proficiency: Blaster Pistol, Weapon Repair 0 +2 Proficiency: Blaster Rifle, Weapon Proficiency: Melee, Targeting I, Point Guard, Weapon Proficiency: Wrist Mounted Security 6 +2* 2 – Treat Injury303Caution * = Prime Statistic 4 – RECOMMENDED 5 Dueling EXPERIENCE ROUTE 6 –
Level Feats {Melee) Feats (Ranged) 7 Flurry Improved Rapid Shot 8 – – 9 Two-Weapon Fighting Master Rapid Shot 10 – – 11 Improved Flurry Two-Weapon Fighting 12 – – Recommended ultimate Recommended ultimate appearance (melee) appearance (ranged) 13 Improved Two-Weapon Fighting Improved Two-Weapon Fighting 14 – – 15 Master Flurry Master Two-Weapon Fighting 16 – – 17 Master Two-Weapon Fighting Toughness 18 – – 19 Armor Proficiency: Medium Improved Toughness 20 – – Recommended ultimate Recommended ultimate 21 Armor Proficiency: Heavy Master Toughness appearance (light side) appearance (dark side) 22 – – Recommended Attack Style: Ranged. If Light Jedi, enhance 23 Toughness Power Blast the party during battle. If Dark Jedi, use offensive powers. Unique Abilities: Weapon Proficiency: Wrist Launcher, Point 24 – – Guard 25 Improved Toughness Improved Power Blast Additional Advice: Mira is definitely a ranged character, but 26 – – she also benefits from her stealth and ability to maneuver over mines without penalty. Have her investigate the path 27 Master Toughness Master Power Blast ahead, report back, and remain behind the melee attackers in 28 – – combat. 29 Weapon Focus: Melee Dual Strike Overall Fighting Style: When melee, always put your attribute points into Strength. When ranged, always put your 30 – – attribute points into Dexterity (you gain these every four levels). PRIMAGAMES.COM < 17
, RECOMMENDED POWERS TO LEARN PREFERRED EQUIPMENT CHART
Level Powers (Light Side) Powers (Dark Side) Area Slot Item (Jedi Powers) 12 Burst of Speed Shock Armor Zeison Sha Warrior Armor 13 Force Valor Force Lightning Right Arm Verpine Prototype Shield 14 Stun Wound Belt Jal Shey Mentor Belt 15 Knight Speed Choke Right Weapon Double-Bladed Lightsaber 16 Knight Valor Kill Left Weapon – 17 Stasis Force Scream ITEM UPGRADES 18 Master Speed Force Storm Armor Upgrades: Melee Style–Armorply Plating Mark IV, Strengthening Underlay Mark V 19 Master Valor Improved Force Scream Armor Upgrades: Ranged Style–Armorply Plating Mark IV, 20 Stasis Field Master Force Scream Biorestorative Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 21 Force Push Drain Life Cell Mark IV, Ostrine Edge 22 Force Whirlwind Death Field Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 23 Force Wave Fear Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 24 Battle Meditation Horror Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 25 Improved Battle Meditation Insanity Mandalorian Chamber Mark III, Superior Rylith Power Cell 26 Master Battle Meditation Force Push Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III 27 Heal Force Whirlwind 28 Improved Heal Force Wave 29 Master Heal Battle Meditation HANHARR: WOOKIE SCOUT 30 Revitalize Improved Battle Meditation* *Have Mira learn Weapon Finesse: Lightsaber if she is going to become a Jedi. PREFERRED EQUIPMENT CHART
Area Slot Item (Melee) Item (Ranged) Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Mandalorian Assault Armor Flex Heavy Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon Sith Tremor Sword Zabrak Heavy Blaster Area Slot Item (Jedi Powers) Implant Physical Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield 18 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS BIOGRAPHY AND OVERVIEW STARTING SKILLS
Hanharr is an anomaly of Wookiee culture; he is a dishonorable predator who came to see the Czerka Corporation’s attempts to Skill Starting Rank Bonus enslave his homeworld as a great learning experience for how Computer Use00galactic trade works. Now on Nar Shaddaa, this scout only joins you if you are strongly committed to the dark side when you Demolitions60encounter him. Hanharr is a melee combat monster, and Stealth00although you can take him down the path of ranged combat, his Awareness 6 +1 tremendous strength and constitution are ideally suited for tearing apart adversaries at close quarters. Persuade 0 -1 Repair40Although he cannot wear items on his head or body, and therefore lacks armor, he makes up for this with his unique Security00feats. The first of these is Wookiee Toughness, dropping Treat Injury 5 +1* damage taken and upping vitality points as Hanharr progresses. * = Prime Statistic The second feat, Wookiee Rage, is a blood-pumping frenzy that works incredibly well if you have a second party member constantly healing Hanharr as he rips through his foes. RECOMMENDED EXPERIENCE ROUTE
Hanharr’s melee potential is truly unlocked when you add feats such as Flurry, Two-Weapon Fighting, Power Attack, and Toughness. When choosing items, find those that add to his strength, such as the GNS strength enhancer belt, and the physical boost D-package implants. For melee weapons, arm Hanharr with the Echani vibrosword and the Sith tremor sword, and upgrade them for a truly unstoppable walking carpet. CHARACTER INFORMATION Recommended ultimate Recommended ultimate
appearance (melee) appearance (ranged) Recommended Attack Style: Melee Unique Abilities: Wookiee Toughness, Wookiee Rage Additional Advice: Hanharr is a close-combat monster. Add to his strength and constitution with all the equipment you can muster. Overall Fighting Style: Always put your attribute points STARTING APPEARANCE WOUNDED APPEARANCE into Strength. Skills Allocation: Always put as many points into Computer Level: Scout 4 Use and Repair, and the remaining into Treat Injury. STARTING EQUIPMENT Left Weapon: Ryyk Blade Right Weapon: Ryyk Blade STARTING STATISTICS
Attribute Value Bonus Attribute Value Bonus Strength 20 +5* Vitality 60 0 Dexterity 13 +1 Force00Constitution 20 +5* Defense 11 0 Intelligence 10 0 Fortitude90Wisdom 12 +1 Reflex50Charisma 8 - 1 Will50* = Prime Statistic PRIMAGAMES.COM < 19, RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART
Level Feats (Melee or Ranged) Area Slot Item (Melee) Item (Ranged) 1 Flurry, Power Attack, Rapid Shot, Weapon Proficiency: Implant Physical Boost D-Package Physical Boost D-Package Blaster Pistol, Weapon Proficiency: Blaster Rifle, Weapon Proficiency: Melee, Uncanny Dodge, Wookiee Toughness I, Head – – Targeting I, Precise Shot I, Close Combat, Wookiee Rage, Hands Dominator Gauntlets Automation Gloves Improved Power Attack Left Arm Mandalorian Power Shield Mandalorian Power Shield 2 – Armor – – 3 Weapon Focus: Melee Weapons Right Arm Verpine Prototype Shield Verpine Prototype Shield 4 – Belt GNS Strength Enhancer Aratech Echo Belt Level Feats (Melee) Feats (Ranged) Right Weapon Echani Vibrosword Mandalorian Disintegrator 5 Improved Flurry Improved Rapid Shot Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 6 – – 7 Two-Weapon Fighting Two-Weapon Fighting ITEM UPGRADES Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 8 – – Cell Mark IV, Ostrine Edge 9 Master Flurry Master Rapid Shot Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 10 – – Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 11 Improved Two-Weapon Fighting Improved Two-Weapon Fighting Splitter Mark III, Pure Rylith Rower Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 12 – – Mandalorian Chamber Mark III, Superior Rylith Power Cell 13 Master Two-Weapon Fighting Master Two-Weapon Fighting 14 – – 15 Master Power Attack Toughness G0-T0: EXPERT DROID 16 – – 17 Toughness Improved Toughness 18 – – 19 Improved Toughness Master Toughness 20 – – 21 Master Toughness II Dual Strike 22 – – 23 Dual Strike Improved Dual Strike 24 – – 25 Improved Dual Strike Master Dual Strike 26 – – 27 Master Dual Strike Conditioning 28 – – 29 Conditioning Improved Conditioning 30 – – 20 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS BIOGRAPHY AND OVERVIEW STARTING STATISTICS
This floating black spherical droid can float on the wrong side of galactic law, and it has managed to become a prominent Attribute Value Bonus Attribute Value Bonus Exchange crime lord on Nar Shaddaa. When you finally Strength 10 0 Vitality 54 0 convince this expert droid to join your party, there is only one main path to take him along: that of ranged attacker with Dexterity 17 +3* Force00stealth trappings. G0-T0’s droid scramble is useful when you’re Constitution 12 +1 Defense 17 0 attacking machine-based entities, as you can turn them on their Intelligence 16 +3 Fortitude30own masters or each other. Wisdom 10 0 Reflex80G0-T0 was mainly built for stealth exploration, however, and Charisma 10 0 Will20the trio of unique items reflects this. The personal cloaking shield allows the droid to easily activate a stealth shield; an * = Prime Statistic option for assassinations and investigating dangerous ground ahead. When you return to your ship, though, try to engage G0- STARTING SKILLS T0 in conversation; you make credits that establish stability on various planets (see Appendix XII). Keep G0-T0 away from Skill Starting Rank Bonus adventuring and instead maximize his Workbench skills and Computer Use 9 +5* Intelligence. Demolitions00The droid singularity projector and droid stealth booster are Stealth 4 +4* both unique parts that further enhance his cloaking, effectively Awareness50making him invisible on stealth missions. The droid omnis- cience unit aids in attack modifiers and awareness. With blaster Persuade00integration already learned, make sure G0-T0 masters Two- Repair 5 +5* Weapon Fighting, Rapid Shot, then Weapon Focus: Blaster Pistol. Place his attribute points into dexterity if you’re using Security 9 +5* him offensively. If you’re short on party members with stealth Treat Injury00capabilities, press G0-T0 into service. * = Prime Statistic CHARACTER INFORMATION RECOMMENDED EXPERIENCE ROUTE
<<< Recommended ultimate appearance (ranged) STARTING APPEARANCE DAMAGED APPEARANCE Level: Expert Droid 4 STARTING EQUIPMENT Utility: G0-T0 Targeting Module Special Weapon: Droid Neural Pacifier Recommended Attack Style: Ranged Shield: Droid Defense Barrier Unique Abilities: Personal Cloaking Shield, Droid Scramble Right Weapon: Aratech Droid Oxidizer Additional Advice: Keep G0-T0 at range for every combat; only use him for his Stealth if you have no other plans. Keep G0-T0 as a workbench upgrade creator. Overall Fighting Style: Always put your attribute points into Dexterity and Intelligence if you are making G0-T0 an “upgrading” character. Skills Allocation: Maximize Repair first, then place your remaining points into Computer Use and Security. PRIMAGAMES.COM < 21, RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART
Level Feats (Melee or Ranged) Area Slot Item (Ranged) 1 Weapon Proficiency: Blaster Pistol, Droid Upgrade Class 1, Utility Droid Stealth Booster Blaster Integration, Logic Upgrade, Personal Cloaking Shield, Sensor Droid Omniscience Unit Two-Weapon Fighting Utility Droid Singularity Projector 2 – Special Weapon Droid Multi-Spectral Emitter 3 Caution Plating Droid Energized Armor Mark III 4 – Special Weapon Droid Plasma Thrower 5 Gear Head Shield Droid Unity Grid 6 Improved Gear Head Right Weapon Mandalorian Disintegrator 7 – Left Weapon Zabrak Heavy Blaster 8 – 9 Improved Two-Weapon Fighting ITEM UPGRADES Right Weapon Upgrades: Accuracy Scope Mark IV, Beam Splitter 10 – Mark III, Pure Rylith Power Cell 11 Master Two-Weapon Fighting Left Weapon Upgrades: Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell 12 Rapid Shot 13 – 14 – HK-47: COMBAT DROID 15 Improved Rapid Shot 16 – 17 Master Rapid Shot 18 Weapon Focus: Blaster Pistol 19 – 20 – 21 Toughness 22 – 23 Improved Toughness 24 Master Toughness 25 – 26 – 27 Master Gear Head 28 – 29 Improved Caution 30 Master Caution BIOGRAPHY AND OVERVIEW
Located inside a secure chamber on the Ebon Hawk, the combat droid rumored to be in the service of Darth Revan appears to be completely deactivated. When you return with the necessary 22 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS
parts to reassemble HK-47, you can talk to him, ideally steering STARTING STATISTICS him away from conversations about party-member assassination and toward the droid’s role in the Mandalorian Wars. Also Attribute Value Bonus Attribute Value Bonus locate the droid pacifist package to fully explore this assassin’s Strength 16 +3 Vitality 72 0 previously untapped emotions (see the “New Trade Routes” sidequest in the “Nar Shaddaa” walkthrough section). Dexterity 16 +3* Force00Constitution 10 0 Defense 19 0 However, HK-47 is best utilized as a ruthless long-range Intelligence 14 +2 Fortitude50takedown machine. He is already functioning with many associated skills, including the unique Assassin Protocols, Wisdom 12 +1 Reflex50which allows bonus damage to successful hits. Continue this Charisma 10 0 Will30path by learning Blaster Rifle Specialization, then Rapid Shot, Toughness, and Dual Strike. Place all your attribute points into * = Prime Statistic Dexterity. STARTING SKILLS
Locate HK-47’s unique head and body items. Fit the droid assassination module and the droid capacitor armor for excep- Skill Starting Rank Bonus tional defensive bonuses, including the ability to withstand a Computer Use 0 +2* droid’s worst fear: electrical and ion attacks. Demolitions 5 +2 HK-47 must be outfitted with the best weaponry. Although you Stealth00can equip him with an upgraded Mandalorian disintegrator and Awareness 5 +1 a Zabrak heavy blaster, give these to another ranged party member, and instead use HK-47’s unique droid assassin rifle. Persuade00Upgrade with the best accuracy scope, beam splitter, and Rylith Repair 6 +2* power cell for the finest ranged weapon of all, especially when combined with the gun’s bonus sniper capabilities. Security 0 0* Treat Injury 0 +1 HK-47’s component parts are located in the four places shown * = Prime Statistic below. There’s also a pacifist package to equip to unlock a side of HK-47 you never knew existed! RECOMMENDED HK-47 COMPONENTS EXPERIENCE ROUTE
1. HK-50 Droid Remains: Peragus Mining Facility 2. Buy From Kodin: Nar Shaddaa at Refuge Landing Pad 3. HK-50 Droid Remains: Nar Shaddaa at Vogga’s Warehouse 4. Buy From 1B-8D: Onderon at The Western Square CHARACTER INFORMATION
Recommended ultimate Recommended ultimate appearance (ranged rifle) appearance (ranged pistols) Recommended Attack Style: Ranged Rifle Unique Abilities: Assassin Protocols Additional Advice: Hunt down the droid assassin rifle, upgrade it, give it to Hk-47, place as much Dexterity- STARTING APPEARANCE DAMAGED APPEARANCE enhancing equipment on HK-47 as possible, and watch him tag a multitude of enemies from long distance. Level: Combat Droid 6 Overall Fighting Style: Always put your attribute points STARTING EQUIPMENT Right Weapon: Blaster Rifle into Dexterity. Skills Allocation: Maximize Computer Use and Repair first, then place your remaining points into Treat Injury. PRIMAGAMES.COM < 23, RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART Level Feats (Ranged Rifle or Ranged Pistol) Area Slot Item (Ranged Rifle) Item (Ranged Pistol)
1 Power Blast, Weapon Proficiency: Blaster Pistol, Weapon Utility Droid Systems Upgrade Droid Systems Upgrade Proficiency: Blaster Rifle, Logic Upgrade, Droid Upgrade Sensor Droid Assassination Module Droid Assassination Module Class I, Assassin Protocols Utility Droid Agility Upgrade Droid Agility Upgrade 2 – Special Weapon Droid Multi-Spectral Emitter Droid Multi-Spectral Emitter 3 Weapon Focus: Blaster Rifle Plating Droid Capacitor Armor Droid Capacitor Armor 4 – Special Weapon Droid Plasma Thrower Droid Plasma Thrower 5 – Shield Droid Unity Grid Droid Unity Grid 6 Toughness Level Feats (Ranged Rifle) Feats (Ranged Pistol) Right Weapon Droid Assassin’s Rifle Mandalorian Disintegrator
Left Weapon – Zabrak Heavy Blaster 7 – – 8 – – ITEM UPGRADES Droid Assassin Rifle: Right Weapon Upgrades–Accuracy Scope 9 Weapon Specialization: Blaster Rifle Two-Weapon Fighting Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell 10 – – Pistol: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell 11 – – Pistol: Left Weapon Upgrades–Accuracy Scope Mark III, 12 Rapid Shot Improved Two-Weapon Fighting Mandalorian Chamber Mark III, Superior Rylith Power Cell 13 – – 14 – – MANDALORE: SOLDIER 15 Improved Rapid Shot Master Two-Weapon Fighting 16 – – 17 – – 18 Master Rapid Shot Rapid Shot 19 – – 20 – – 21 Improved Toughness Improved Rapid Shot 22 – – 23 – – 24 Master Toughness Master Rapid Shot 25 – – 26 – – 27 Dual Strike Weapon Focus: Blaster Pistol 28 – – 29 – – 30 Improved Dual Strike Weapon Specialization: Blaster Pistol 24 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS BIOGRAPHY AND OVERVIEW
Once a mercenary-for-hire, this Mandalorian foot soldier STARTING STATISTICS abandoned these practices to seek a new purpose: the gathering Attribute Value Bonus Attribute Value Bonus of scattered Mandalorian warriors across the galaxy and a return Strength 15 +2* Vitality 65 0 home. Now the Mandalore or “chief,” this soldier joins your party on the beast moon of Dxun and comes ready with a large Dexterity 12 0 Force00array of combat feats. Talk to him about his history (see Constitution 15 +2* Defense 23 0 Appendix XII), and he may reveal some interesting stories Intelligence 12 +1 Fortitude60about past battles. Wisdom 12 +1 Reflex20Although you may wish to equip him with long-range Charisma 12 +1 Will20weapons, his starting Dexterity is average while his Strength is impressive. This leads to a career as a frontline melee * = Prime Statistic fighter; continuously improve your Strength as you advance. Invest in Flurry, Two-Weapon Fighting, Weapon Focus: Melee, STARTING SKILLS and Toughness, and check Mandalore’s two unique feats. The first is Implant Switching; choose the instant +4 to Strength Skill Starting Rank Bonus before every battle to really hammer the point home to your Computer Use 0 +1 enemies. The Mandalorian Courage allows increasing Defense bonuses and Immunity to those inflicting the debilitating Fear Demolitions00and Horror. Stealth 2 +1 Awareness 5 +1* A true Mandalore never takes off his ceremonial armor, even when he sleeps, and this is the case here. Take the already- Persuade 2 +1 impressive suit and add the best bonded plates and strength- Repair 0 +1 ening underlay you can find for further combat enhancements. Finally, find the finest two blades–the Echani vibrosword and Security00the Sith tremor sword–upgrade them fully, and your Treat Injury 9 +1* Mandalorian leader becomes a lethal close-assault specialist. * = Prime Statistic CHARACTER INFORMATION RECOMMENDED EXPERIENCE ROUTE
STARTING APPEARANCE WOUNDED APPEARANCE Level: Soldier 6 Recommended ultimate Recommended ultimate STARTING EQUIPMENT Right Weapon: Blaster Rifle appearance (melee) appearance (ranged) Recommended Attack Style: Melee Unique Abilities: Mandalorian Courage, Implant Switching Additional Advice: Go melee with Mandalore, equipping him with the two finest swords (upgraded) you have; add as many strength enhancements as possible, and switch implants to deliver yet more additional strength bonuses. Overall Fighting Style: When melee or ranged, always put your attribute points into Strength. Skills Allocation: Place as many points into Treat Injury as possible. Any remaining skills points go in Awareness. PRIMAGAMES.COM < 25, RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART Level Feats (Melee or Ranged) Area Slot Item (Ranged Rifle) Item (Ranged Pistol)
1 Armor Proficiency: Light, Armor Proficiency: Medium, Armor Implant Physical Boost Implant Physical Boost Implant Proficiency: Heavy, Power Attack, Power Blast, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, Weapon Focus: Blaster Head Enhanced Shielding Visor Target Assessor Rifle, Weapon Specialization: Blaster Rifle, Weapon Proficiency: Melee, Hands Dominator Gauntlets Automation Gloves Toughness, Mandalorian Courage, Implant Switching Left Arm Mandalorian Power Shield Mandalorian Power Shield 2 Rapid Shot Armor Mandalore’s Armor Mandalore’s Armor 3 Sniper Shot Right Arm Verpine Prototype Shield Verpine Prototype Shield 4 Close Combat Belt GNS Strength Enhancer Aratech Echo Belt 5 Improved Power Blast Right Weapon Echani Vibrosword Mandalorian Disintegrator Level Feats (Melee) Feats (Ranged)
Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 6 Flurry Two-Weapon Fighting ITEM UPGRADES 7 Two-Weapon Fighting Improved Two-Weapon Fighting Armor Upgrades: Melee Style–Bonded Plates Mark IV, 8 Improved Flurry Improved Rapid Shot Strengthening Underlay Mark V Armor Upgrades: Ranged Style–Armorply Plating Mark IV, Flexible 9 Improved Two-Weapon Fighting Master Rapid Shot Underlay Mark V 10 Master Flurry Master Two-Weapon Fighting Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge 11 Master Two-Weapon Fighting Weapon Focus: Blaster Pistol Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 12 Weapon Focus: Melee Weapon Specialization: Blaster Pistol Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 13 Weapon Specialization: Melee Improved Toughness Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 14 Improved Toughness Master Toughness Mandalorian Chamber Mark III, Superior Rylith Power Cell 15 Master Toughness Master Power Blast 16 Improved Power Attack Conditioning 17 – – 18 Master Power Attack Improved Conditioning 19 – – 20 Conditioning Master Conditioning 21 – – 22 Improved Conditioning Precise Shot I 23 – – 24 Master Conditioning Precise Shot II 25 – – 26 Dual Strike Precise Shot III 27 – – 28 Improved Dual Strike Precise Shot IV 29 – – 30 Master Dual Strike Precise Shot V 26 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS DISCIPLE: The Disciple’s latent Jedi Powers can be revealed, and a JediConsular path can be taken; this is perfect as you should already SOLDIER AND JEDI CONSULAR have given the Disciple long-range combat abilities. Add to this
effectiveness by learning more healing or protective techniques for the light side, or by dominating offensive powers if you are going dark side. Augment his previous training with Force Healing to make the Disciple the ultimate healer. CHARACTER INFORMATION
STARTING APPEARANCE WOUNDED APPEARANCE Disciple when neutral or light side; Disciple shifting toward the dark side; and Disciple pure dark side. Level: Soldier 6 STARTING EQUIPMENT Body: Clothing BIOGRAPHY AND OVERVIEW
The Disciple is a historian currently researching on the planet STARTING STATISTICS Dantooine, and he joins your party only if your player character is female. Amid the studying, he has found a number of secrets Attribute Value Bonus Attribute Value Bonus about you and may be willing to share them. However, you Strength 14 +2* Vitality 78 0 must gain this soldier’s trust first. Dexterity 16 +3* Force – 0 Beginning with only a small amount of skills, the Disciple’s Constitution 14 +2* Defense 15 0 standout attribute is his Dexterity, leading to a career path Intelligence 10 0 Fortitude80utilizing ranged weaponry. Though the Disciple may not be the sprightliest character, he’s hardy, already having the Toughness Wisdom 10 0 Reflex60and Conditioning feats. As you progress, have him learn Rapid Charisma 14 +2 Will30Shot, Two-Weapon Fighting, Power Blast, and Blaster Pistol. * = Prime Statistic The Disciple also proves his worth outside of combat, and after you speak to him and learn of his medical training, he supplies you with a constant source of medpacs. You also discover he has the abilities of a lab station–a mobile and instantly acces- sible one. Increase his Treat Injury and Demolitions skills, which are associated with creating and breaking down lab station items. Take him with you if you haven’t learned many protective or healing powers or if you need a quick implant or improvement. PRIMAGAMES.COM < 27, STARTING SKILLS RECOMMENDED FEATS TO LEARN
Skill Starting Rank Bonus Level Feats (Melee or Ranged) Computer Use001Armor Proficiency: Light, Armor Proficiency: Medium, Armor Proficiency: Heavy, Power Attack, Power Blast, Weapon Proficiency: Blaster Pistol, Demolitions00Weapon Proficiency: Blaster Rifle, Weapon Proficiency: Melee Stealth 5 +3 2 Conditioning Awareness 8 0* 3 Toughness Persuade 0 +2 4 – Repair005– Security006– Treat Injury 8 0* Level Feats (Melee) Feats (Ranged) * = Prime Statistic 7 Flurry Rapid Shot 8 Master Two-Weapon Fighting Master Two-Weapon Fighting RECOMMENDED EXPERIENCE ROUTE 9 Improved Flurry Improved Rapid Shot
10 Master Flurry Master Rapid Shot 11 Master Power Attack Improved Power Blast 12 Master Toughness Master Power Blast 13 Weapon Focus: Melee Master Toughness 14 Weapon Specialization: Melee Weapon Focus: Blaster Pistol 15 Critical Strike Weapon Specialization: Blaster Pistol 16 Improved Critical Strike Conditioning Recommended ultimate Recommended ultimate 17 – – appearance (melee) appearance (ranged) 18 Master Critical Strike Improved Conditioning 19 – – 20 Conditioning Master Conditioning 21 – – 22 Improved Conditioning Precise Shot I 23 – – 24 Master Conditioning Precise Shot II Recommended ultimate Recommended ultimate 25 – – appearance (light side) appearance (dark side) 26 Dual Strike Precise Shot III Recommended Attack Style: Melee or Ranged. If Light Jedi, 27 – – enhance the party during battle. If Dark Jedi, use offensive 28 Improved Dual Strike Precise Shot IV powers. Unique Abilities: Portable lab station capabilities. 29 – – Additional Advice: On balance, ranged combat is slightly 30 Master Dual Strike Precise Shot V easier to accomplish with the disciple. He is a reasonable bodyguard but a better healer. Overall Fighting Style: When Melee, always put your attribute points into strength. When Ranged, always put your attribute points into dexterity (you gain these every four levels). Skills Allocation: Always put as many points into Treat Injury as possible, and put the remaining into Awareness. 28 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS RECOMMENDED POWERS TO LEARN PREFERRED EQUIPMENT CHART
Level Powers (Light Side) Powers (Dark Side) Area Slot Item (Jedi Powers) 12 Burst of Speed Shock Armor Zeison Sha Warrior Armor 13 Force Valor Force Lightning Right Arm Verpine Prototype Shield 14 Stun Wound Belt Jal Shey Mentor Belt 15 Knight Speed Choke Right Weapon Double-Bladed Lightsaber 16 Knight Valor Kill Left Weapon – 17 Stasis Force Scream ITEM UPGRADES 18 Master Speed Force Storm Armor Upgrades: Melee Style–Bonded Plates Mark IV, Strengthening Underlay Mark V 19 Master Valor Improved Force Scream Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Flexible 20 Stasis Field Master Force Scream Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 21 Force Push Drain Life Cell Mark IV, Ostrine Edge 22 Force Whirlwind Death Field Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 23 Force Wave Fear Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 24 Battle Meditation Horror Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 25 Improved Battle Meditation Insanity Mandalorian Chamber Mark III, Superior Rylith Power Cell 26 Master Battle Meditation Force Push Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III 27 Heal* Force Whirlwind 28 Improved Heal Force Wave 29 Master Heal Battle Meditation VISAS MARR: JEDI SENTINEL 30 Revitalize Improved Battle Meditation *If the Disciple is determined to become the party’s healer, learn the Healing powers first. PREFERRED EQUIPMENT CHART
Area Slot Item (Melee) Item (Ranged) Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Mandalorian Assault Armor Flex Heavy Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon Sith Tremor Sword Zabrak Heavy Blaster Area Slot Item (Jedi Powers) Implant Physical Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield PRIMAGAMES.COM < 29
, BIOGRAPHY AND OVERVIEW STARTING STATISTICS
Have you checked your space craft recently? There may be a Sith Apprentice aboard by the name of Visas Marr. A Jedi Attribute Value Bonus Attribute Value Bonus Sentinel by class, Visas is of a race of humanoids known as Strength 12 +1 Vitality 30 0 Miraluka. She is effectively blind but uses her Force Sight talents to view the world from a first-person perspective. She Dexterity 18 +4* Force 24 0 can teach you this technique, which is useful as it allows you to Constitution 12 +1* Defense 18 0 see entities behind walls before entering a room. Intelligence 10 0 Fortitude60Although Visas’s Dexterity is high, and this usually leads to a Wisdom 12 +1 Reflex90ranged path, she has one important advantage: she carries her Charisma 15 +2 Will40own lightsaber, a devastating close-assault weapon. However, this must be destroyed, but when another lightsaber is presented, * = Prime Statistic have Visas brandish it. Expend feat points in finessing it (Finesse: Lightsaber allows you to take advantage of Visas’s high Dexterity STARTING SKILLS bonuses instead of strength; keep adding to Dexterity while still keeping her as a melee fighter), along with Flurry and Two- Skill Starting Rank Bonus Weapon fighting. Flurry and Two-Weapon fighting enables her to Computer Use00attack with her lightsaber and an additional weapon, such as the Echani vibrosword, for some seriously devastating damage. While Demolitions00adding the strength enhancers to her outfit, choose the Zeison Stealth 9 +4* Sha warrior armor and complement it with armorply plating and Awareness 9 +1* a strengthening underlay. Persuade 0 +2 Choose Visas’s Force powers from the dark side realm; these Repair00should include Force Scream, Battle Meditation, Lightning, Improved Force Scream, Choke, and Insanity. Then seek greater Security00destructive capabilities as you continue Visas’s path to the dark Treat Injury 9 +1* side. She is your personal bodyguard and is arguably the best * = Prime Statistic character to support you in combat. RECOMMENDED CHARACTER INFORMATION EXPERIENCE ROUTE
STARTING APPEARANCE WOUNDED APPEARANCE Recommended ultimate Recommended ultimate appearance (melee) appearance (ranged) Visas Marr when neutral or light side; Visas shifting toward the dark side; and Visas pure dark side. Her skin change is subtle but noticeable. Level: Jedi Sentinel 6 STARTING EQUIPMENT Recommended ultimate Recommended ultimate Body: Clothing Right Hand: Visas Marr’s Lightsaber appearance (light side) appearance (dark side) 30 > PRIMA OFFICIAL GAME GUIDE, JEDI COMPANIONS
Recommended Attack Style: Melee or Ranged. If Light Jedi, RECOMMENDED FEATS TO LEARN enhance the party during battle. If Dark Jedi, use offensive powers. Level Feats (Melee) Feats (Ranged) Unique Abilities: She brandishes a lightsaber and can teach 26 – – you Force Sight. Additional Advice: The recommended path is to make Visas 27 Master Dual Strike Precise Shot V your personal bodyguard; she’s phenomenal at it. Learn all 28 – – the lightsaber feats (Finesse is most important), then 29 Conditioning Toughness increase your Dexterity while focusing on melee, as Finesse allows you to add your DEX bonus instead of STR. 30 – – Overall Fighting Style: Always place your attribute points into Wisdom (you gain these every four levels). Skills Allocation: Always place points into Computer Use, RECOMMENDED POWERS TO LEARN Security, Stealth, and Awareness Level Powers (Light Side or Dark Side) 1 Force Push RECOMMENDED FEATS TO LEARN
2 Shock Level Feats (Melee or Ranged) 3 Fear 1 Critical Strike, Flurry, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Lightsaber, Weapon Proficiency: Melee, Jedi Defense, Force 4 Energy Resistance Immunity: Fear, Jedi Sense, Weapon Focus: Lightsaber 5 Wound 2 – 6 Horror 3 Two-Weapon Fighting Level Powers (Light Side) Powers (Dark Side) 4 – 7 Heal Force Scream 5 Improved Flurry 8 Force Valor Battle Meditation 6 – 9 Revitalize Force Lightning Level Feats (Melee) Feats (Ranged) 10 Knight Valor Improved Force Scream 7 Weapon Finesse: Lightsaber Rapid Shot 11 Stun Choke 8 – – 12 Improved Heal Kill 9 Master Flurry Improved Rapid Shot 13 Stasis Insanity 10 – – 14 Force Aura Force Whirlwind 11 Two-Weapon Fighting Master Rapid Shot 15 Improved Revitalize Master Force Scream 12 – – 16 Master Valor Force Wave 13 Improved Two-Weapon Fighting Two-Weapon Fighting 17 Stasis Field Drain Life 14 – – 18 Master Heal Force Storm 15 Master Two-Weapon Fighting Improved Two-Weapon Fighting 19 Force Shield Death Field 16 – – 20 Force Armor Improved Battle Meditation 17 Toughness Master Two-Weapon Fighting 21 Master Revitalize Master Battle Meditation 22 Burst of Speed Heal 18 – – 23 Knight Speed Revitalize 19 Improved Toughness Precise Shot I 24 Master Speed Improved Heal 20 – – 25 Battle Meditation Improved Revitalize 21 Master Toughness Precise Shot II 26 Improved Battle Meditation Master Heal 22 – – 27 Master Battle Meditation Master Revitalize 23 Dual Strike Precise Shot III 28 Force Whirlwind Force Valor 24 – – 29 Force Wave Knight Valor 25 Improved Dual Strike Precise Shot IV 30 Energy Resistance Master Valor PRIMAGAMES.COM < 31
, PREFERRED EQUIPMENT CHART Area Slot Item (Melee) Item (Ranged)
Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Zeison Sha Warrior Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon Sith Tremor Sword Zabrak Heavy Blaster Area Slot Item (Jedi Powers)
Implant Physical Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Belt Jal Shey Mentor Belt Right Weapon Double-Bladed Lightsaber Left Weapon – ITEM UPGRADES Armor Upgrades: Melee/Jedi Style–Bonded Plates Mark IV, Strengthening Underlay Mark V Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Biorestorative Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III 32 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING Jedi TRAINING
This section offers information, strategies, and tactics regarding every aspect of the game, from Force powers and feats to prestige classes and advanced lightsaber forms. Read on to learn techniques for battling any type of foe, how to use different skills in combination, what to do at a workbench, and what Force powers and feats to select when leveling up. For specific infor- mation on the game effects for each feat and power, see the detailed Appendices at the back of the book. The d20 Game System ATTRIBUTES DEXTERITY (DEX) STRENGTH (STR) Dexterity measures
hand-eye coordination, Strength measures agility, reflexes, and your character’s muscle balance. Your dexterity and physical power. modifier is applied to: Your strength modifier is applied to: • Ranged attack rolls • Melee attack rolls • Reflex saves • Melee damage Defense rolls • • • Stealth skill rollsCritical strike stun DC Dexterity is important for all characters because it directly influences your ability to avoid attacks. Most types of armor, The modifier applies to both conventional melee weapons, like however, restrict your movement and therefore impose an the vibrosword, and to lightsabers. For those fighting with two upper limit on how much of your DEX modifier you can use; weapons, only half of your strength modifier is added to check each item’s description to find out. Robes and some damage done with your off-hand weapon. Strength is the most special armors, like Atton’s ribbed jacket or Mira’s ballistic important attribute for guardians or for anyone who wants the mesh jacket, have no maximum DEX bonus restriction. ability to deal out massive damage in short order. For scouts and droids, dexterity is the most important physical attribute because of the bonuses granted to ranged attack rolls. The Two-Weapon Finesse feats allow a nimble but weak character (like Visas Marr) to add their DEX modifier to melee and lightsaber attacks (but damage rolls still use your STR bonus, as normal). Furthermore, a scout’s Uncanny Dodge feat, which lets you take no damage on a successful Reflex save (instead of half damage), is greatly enhanced by high DEX. For those aspiring to become a Jedi watchman or Sith assassin or those desiring deadly accuracy with ranged weapons, invest all your attribute points into DEX. PRIMAGAMES.COM < 33, CONSTITUTION (CON) Intelligence also affects your dialogue choices during conver-
sations. While this doesn’t alter the outcome of most events Constitution repre- in the game, it does allow you to pursue extra lines of sents your health and questioning or to capitalize on any opportunity for reward. stamina; the higher Intelligence also comes into play when you’re solving various your constitution, the puzzles in the game. An example of this occurs on Peragus, harder you are to kill. when you try to decode the lockout override for the Your constitution emergency lift. If your character has high INT, the decoded modifier is added to: solution appears automatically as one of your input choices. • Vitality • WISDOM (WIS)Fortitude saves Wisdom describes a character’s willpower, Every character can benefit from having a high constitution, common sense, because your CON bonus is added to your vitality every time perception, and you gain a level. Should your CON bonus increase during the intuition. Your course of the game, the extra vitality points are added retroac- wisdom modifier is tively for every level you have. Having a high CON bonus also added to: improves your resistance to poisoning and certain Force powers, like Drain Life and Wound. • Awareness skill • Treat Injury skill INTELLIGENCE (INT) (including Heal)
Will saves Intelligence deter- • mines how well your • Force points character learns and • Force power save DCs reasons. Your intelli- Wisdom is the primary attribute for Consulars because of the gence modifier is many ways it influences your Force powers. Your WIS added to: modifier is added to your Force point total every time you • Number of skill gain a level, and it’s added to the save DC for resisting the points received effects of your Force powers. For those specializing in each level healing, like the disciple, a high wisdom also allows you to get the most out of your medpacs. • Computer Use skill Wisdom also influences dialogue choices similar to the way • Demolitions skill intelligence does. It’s particularly useful for detecting whensomeone is lying to you or not telling the whole truth. High • Repair skill wisdom can help you get straight answers from many of the • Security skill people you talk to. • Sniper Shot stun DC For scouts and droids, intelligence is extremely important. The majority of skills benefit from high INT, and you get extra skill points every level equal to your INT bonus. For ranged specialists (HK-47 especially), high INT also increases the chance of stunning your target when using the Sniper Shot feat. 34 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING CHARISMA (CHA)
Charisma measures the force of your personality and your ability to influence others. Your charisma modifier is added to: • Persuade skill • Force power save DCs • Attacks and saves of your companions High charisma is mainly beneficial for your character because of your leadership role. Anyone in your party gets to add your CHA modifier to all their attacks and saves, an advantage that can add up quickly. In addition, those with high CHA use Force powers with greater potency. Consulars should consider investing in this attribute, though devoting your points to wisdom and dexterity is generally preferred. Classes
When you create a new character, there are three class For skills, boost your Persuade, as only the player has this. options to choose from. Your selection determines the style of Add as many Treat Injury points as you can; as a warrior you play you want to pursue for the rest of the game and has need all of the extra health you can muster, and light side balanced strengths and weaknesses. The Jedi Guardian is a Guardians can really become self-sufficient using the Heal warrior, specializing in combat; however, their usual armor power. Any remaining points can optionally be placed in selection and low mental stats make them poorly suited to Awareness. You won’t have any other options than that; Jedi Force power mastery. The Jedi Sentinel is a cunning oppor- Guardians are not skill specialists. tunist who uses skills and subtlety to accomplish his or her goals; the downside is a low number of feats and below- For melee Guardians, master Critical Strike first, as this has a average combat potential. Finally, the Jedi Consular is a potential to stun and inflict terrible damage. Also look at master of Force powers and has expertise in supernatural Power Attack if your strength is high enough; you can really effects like Force Lightning or Heal; this impressive ability push enemies back at higher levels, and this is excellent for carries a price, and Consulars fare poorly in melee scrapes. one-on-one confrontations. Pursue Flurry to master level; this works very well against large groups of weaker opponents and combined with Two-Weapon Fighting, you can JEDI CLASSES get three attacks per round. JEDI GUARDIAN For ranged Guardians, dominate with Power Blast, Rapid Shot,
and Sniper Shot if you have other characters for protection, but Utilizing brawn and be warned—high-level enemies can reflect your shots back at instinct over intellect you, a shortfall melee characters don’t have. With their heavy and cunning, the Jedi armor and limited amount of Force powers, there are few other Guardian is usually the ranged attack options. One useful exception is Force Push, a first line of defense universal power that’s not restricted by armor. Your Guardian against a rampaging should learn it as soon as possible. enemy. Focus on taking down foes with weapons rather than Force powers. Make one important decision as you create your character: Do you want to fight with melee or ranged weapons? Strength is associated with close combat, while dexterity bonuses apply to ranged attacks. It’s better to master one form or another, rather than to settle for a middling performance with both. PRIMAGAMES.COM < 35, JEDI CONSULAR
Jedi Consulars rely on the Force, and if you wish to employ a wide range of powers, this is the class for you. When choosing attributes, maximize your wisdom to JEDI SENTINEL become more powerful
than you can possibly The Jedi Sentinel is a imagine, and raise your much more subtle charisma to decrease character than the the penalty for using powers of opposite alignment. This has Guardian, preferring to the added benefit of improving your entire party’s chance to learn a variety of skills hit; this means a Consular will always have the most powerful instead of focusing on companions. Place all your points in Persuade and Treat Injury; a few combat-heavy let other party members worry about problems associated with techniques. By using other skills. skills at every oppor- tunity, you can gain a Your combat feats are extremely limited, so begin with lot of extra experience; Toughness, an ability all characters should possess. As you thus, the Jedi Sentinel progress, learn Rapid Shot or another ranged attack, and have has the advantage of being able to advance in level more a blaster equipped for backup. However, your main feat is quickly than other classes do. To begin, place some of your Force Focus, enhancing your Force powers still further. Back attribute points into intelligence; this grants you more skill this up with suitable equipment, such as the Force Focusing points and dialogue choices in the game, including some inter- Visor or the Circlet of Saresh. esting party member-based options, and it also eases puzzle The Consular’s main advantage is the wide selection of Force solving. For the remaining attributes, pick either strength or powers and large pool of Force points, but be ready to choose a dexterity depending on your preference for close or ranged light or dark path and follow the powers that help your combat, bump up your constitution, and take your remaining alignment, as you suffer penalties for employing powers diamet- stats up to 10. rically opposed to your destiny. For light side Consulars, plan on With your palette of skills, you can begin to master as many helping your party by utilizing Heal, Force Valor, and Revitalize, as you wish. Favor Computer Use over Repair, leaving the as well as the ever-popular Stun trio, which is extremely latter skill to your droids. Add points to your Persuade, as effective. Dark side Consulars will favor the more dramatic and this can lead to some conversations where you can turn the deadly powers, such as Force Storm, Drain Life, and Death Field. tide in your favor. Also add points to your Treat Injury to The universal Force powers, which are used by either type of help you overcome your less impressive constitution bonuses. Consular, are another excellent With your higher skill points, you can head down the path of choice. Perfect Force Speed early so a Stealth specialist and augment this with preferences for you can avoid any close- Awareness and Demolitions skills as well. With stealth mode combat enemy. Also engaged, you can move through dangerous territory master Force Wave, an unimpeded, lay mines for enemies, and then coax them into excellent power attack your deadly trap. Use your skills to reactivate and control that affects multiple broken droids, and use Demolitions to remove mines while foes, sending searching the path ahead; solo mode is an advantage here. them sprawling before they can For feats, Sentinels automatically receive Force Immunity, even reach you. shrugging off psychic attacks. In combat, aside from Precise Shot and the preferred attacks, long-range Sentinels should maximize their Sniper Shot as the stun potential is based off your intelligence. So, when you’re not scouting ahead in stealth mode, try acting as a tagger, stunning enemies from long range, and let your other party members run in to finish the job. 36 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING PRESTIGE CLASSES
When you reach Level 15, and if you’ve attracted Visas Marr to your party, you have qualified for a Prestige class. Talk to Kreia on the Ebon Hawk to trigger the advancement. There are six choices available; light side players can choose from the three Jedi Prestige classes, while those on the dark SITH MARAUDER side choose from the three Sith Prestige classes. The rampaging force When you accept a Prestige class, it replaces and augments of the Sith is the whatever regular class you had before. You’re considered to be marauder, a close- first level in your new career, but the amount of experience combat specialist with points needed to gain levels remains what it would be foraathirst for blood and character of your total level. There’s a Prestige class corre- destruction. This is sponding to each regular class, and while you’re free to choose reflected in Fury, a any combination you wish, whether combat skill or Force power devastating power that master, stick to one specialty to maximize potential in any field. affects the user with an unmatched combat JEDI WEAPON MASTER potential, especially if
coupled with the Corresponding to strength-enhancing equipment you already have; overcome the advanced Guardians, defense penalty with the finest armor and shielding devices. Weapon Masters are Add to this the Increase Combat Damage feat, which inflicts bathed in the light even more pain and suffering, and you have the strongest side. Choosing the ways of the master possible attack machine around. Unsubtle but effective, fighter grants you choose the Sith marauder when you want to be responsible three important for the most melee murdering in the Old Republic. combat feats. The first is Deflect, an ever- JEDI WATCHMAN improving ability that allows an enemy’s For those Jedi with a blaster fire to be background in stealth turned against them. At Level 3, the impressive Inner warfare that wish to Strength is learned. Even if the enemy’s attacks actually reach the zenith of connect, they are still shrugged off and the damage lessened. their powers, the only The final feat is Increase Melee Damage, adding yet more possible option is the damage to melee strikes. Learn this Prestige class if you seek Jedi watchman. a character with incredible combat potential. Minimize the risk to your teammates by scouting the path ahead, and with skills such as Stealth already learned, maximize your silent running with the use of Force Camouflage, a power that replaces and improves the stealth field generator equipment. The watchman is also granted the Sneak Attack feat, which can be learned up to Level 7, three levels short of the Sith assassin but still deadly enough to deal a fatal blow to anyone you’re attacking from behind. PRIMAGAMES.COM < 37, SITH LORD
Have you fallen to the dark side and used the power of the Force to inflict misery and suffering? Then become what was preordained: the Sith Lord. This fearsome position grants you two new abilities as well as Prestige Sense, a lesser ability than the SITH ASSASSIN Greater Prestige Sense
gained by the four combat-heavy classes. Increase your grip on If your path to the the Force by employing the newly learned Crush Opposition dark side involved feat, sapping the will of those who dare step in your way. being cloaked, striding Further alienate or attract your fellow party members with Dark through crowded areas Side Corruption, pushing light side brethren away but feeding undetected and then off those who embrace your ideals. launching a surprise attack on a victim, your Prestige class should be that of Sith assassin. Leave the fools that masquerade as your teammates behind, and improve on your powers to hide yourself. Further complement your Stealth skill with Force Camouflage, elimi- nating the need for special stealth equipment. The Sith assassin also gains Sneak Attack, but unlike the Jedi watchman, it can perfect this feat to Level 10—enough to almost bring down a bantha with a single strike. JEDI MASTER
If you have used the power of the Force extensively and have taken the long and arduous path away from the dark side, then congratulate yourself; you now have the abilities of a true Jedi Master. This venerable position grants you two new abilities as well as Prestige Sense, a lesser ability than the Greater Prestige Sense gained by the four combat-heavy classes. The feat is Light Side Enlightenment, a nebulous improvement to your teammates’ morale, which brings like- minded individuals to you but alienates those favoring the dark side. Inspire Followers is also yours, bathing your team in light and increasing their combat potential. 38 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING Skills
The array of skills you There are other ways command influences skill aptitude can almost every aspect of benefit you. In conver- the game outside of sations, many new combat. Your options lines of dialogue for solving puzzles appear depending on and completing quests your skill ranks and usually depends on the situation. For what skills you have example, if you available; furthermore, deliver the protocol extra dialogue options droid to Jana Lorso on become available in Citadel Station, you many situations for those with the right expertise. can offer to Repair the droid if you are skilled, earning you some extra credits. When you create your character, and every time you gain a level, you receive skill points. The amount of points you get Skill ranks also play a role in item creation. Every skill except depends on your class, plus extra points equal to your INT Persuade is related to the construction of every possible item; modifier. You then spend these points to increase a skill’s powerful or exceptional items can only be made by someone rank. For class skills, you get one rank per point spent. For with sufficient rank in the related skill. Making healing items cross-class skills, each rank costs two points. The maximum requires Treat Injury, grenades require Demolitions, and so rank you can have in any skill is equal to your level plus on. See the Appendices for specific information on each item. three—four ranks at first level, five at second level, etc. It’s not possible or advisable to force any character to learn Whenever you use a skill, a d20 is rolled and your skill ranks every skill. Instead, focus each member of your party on and related attribute modifier are added. If the total meets or those few skills they are best suited to. Droids or others with exceeds the DC of the task you’re attempting, it succeeds. high intelligence should specialize in Computer Use, Some skills, like Treat Injury, can instead modify the result of Demolitions, Repair, and Security. Consulars should devote another action. For example, whenever you use a medpac, you points to Treat Injury. Stealth is the domain of Sentinels and add your Treat Injury skill to the amount of health restored. Scouts (Consulars can usually make good use of it as Some skills, like well). Your character Demolitions, have should always devote consequences if you every possible skill fail—trying to disarm point to Persuade, a deadly mine could since you are the only result in it blowing up one who can use it in your face. If there is all. Awareness is no consequence for not as important failure, such as trying for your to open a locker with companions either; Security, then you are let your main allowed to “take 20” character handle on your skill check. In other words, it’s assumed that you this skill. have enough time to keep retrying your task until you get it exactly right. In game terms this means there is no random roll for the skill check; you’re automatically given the maximum roll: a 20. PRIMAGAMES.COM < 39, COMPUTER USE (INT) More fun than recovering mines is laying them yourself.
Combined with Stealth, you can lay devastating traps for your Computer Use allows enemies by sneaking into their territory and carpeting the you to slice computer place with mines. Mira’s Point Guard ability allows her to programs using step through all mines with impunity and to plant incredibly disposable logic rams devastating traps. For example, she can clog a narrow passage called computer with mines, then run through it when enemies are in pursuit. spikes. You might She’ll pass by unharmed, but her foes won’t be so lucky. disable gun turrets, access encrypted data, open security doors, STEALTH (DEX) or sabotage enemies Stealth governs the use of camouflage devices to enter stealth with poison gas vents mode. If a character or power overloads. equips such a device The more complicated the task, the more spikes are required. and activates stealth A high rank in this skill reduces the number of spikes mode, opponents must required by 1 (to a minimum of 1) for every four ranks total make an Awareness (including your INT modifier). check versus the Computer Use impacts more than your computer spike character’s Stealth reserves. In many situations, especially when interacting with check or they will be droids, a high Computer Use skill comes in handy. This skill unable to detect them, also makes puzzle solving easier. For example, when you even if the character is access the terminals in the Sith Academy on Korriban, you in a direct line of won’t need to memorize your complicated ID number if you sight. A character in have high Computer Use—you can input the ID automatically. stealth mode can set, disable, and recover mines. Any combat actions cancel stealth mode. DEMOLITIONS (INT) You can’t use Stealth unless you have some type of stealth
device equipped (unless you are a Jedi watchman or Sith Use Demolitions to assassin using Force Camouflage). The simple stealth field set, recover, or disarm generator is the most basic of these devices, and you can mines. Such devices always find one on Peragus during the first part of the game. range in difficulty Other enhanced devices enable stealth and provide bonuses from minor (DC 10) to your skill. See the Appendices for specifics. to devastating (DC 30). Attempting to So when you’re in Stealth Mode, what can you do? Laying disarm a mine adds 5 mines in enemy territory is usually a good idea. There are to the DC, while also many situations in which you can sneak up to a terminal attempting to recover and sabotage or undermine your enemy before you mountaamine adds 10. This conventional assault. Finally, there are two places on Nar skill cannot be used Shaddaa where you can overhear whispered conversations by untrained—you must have at least one rank in Demolitions to approaching unseen; see the walkthrough for more details. try anything with mines at all. It’s strongly recommended that you give your character at least one rank at first level. Finally, there’s the Force power Mind Trick. This ability causes your target to become distracted for 30 seconds (if Demolitions are extremely handy for dealing with the they fail a Will Save), greatly increasing your chances of numerous minefields you encounter. Tough characters may be passing by undetected. Use of Mind Trick, unlike all other able to shrug off the effect of a few minor mines, but a field Force powers, does not cancel stealth mode. of strong mines can quickly wipe out your entire party if they aren’t handled with care; always have a Demolitions specialist on hand when exploring new areas. 40 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING AWARENESS (WIS) Your character should always devote maximum skill points to
increasing your rank in Persuade, giving you the most options Awareness governs when speaking with friends and enemies alike. In conjunction the ability of a with this, you should also learn the Affect Mind and Dominate character to spot Mind Force powers. Using the Force to control another’s mind objects or enemies can sometimes earn dark side points, but if it’s the only alter- hidden by stealth. If a native to combat, you might earn light side points instead. successful check of this skill is made against the Stealth REPAIR (INT) skill of an enemy or Repair allows you to the DC of a mine, the fix disabled mechanical enemy or object is devices like droids or noticed and becomes terminals using visible. Awareness is always active, but results are best if the disposable packages of character is moving slowly. Running imparts a -5 penalty to parts. The number of any Awareness check. part kits required Your main character should carry the burden of devoting skill increases with the diffi- points to Awareness, since that’s who you’re usually culty of the repair. This controlling. Even if Awareness fails, you can still spot cloaked skill reduces the enemies by their shimmering outline. Mines, however, are number of parts practically impossible to see without good Awareness; spotted required by 1 (to a mines are clearly shown as brightly glowing spheres. Those minimum of 1) for every 4 points total, including your INT specializing in Demolitions should therefore also have a high modifier. Repair also modifies the amount of vitality points Awareness skill. recovered when using items to heal any droids in your party. Finally, a high Repair skill increases the amount of components Awareness can also affect conversations, allowing you to you get when breaking down items at a workbench. notice clues, inconsistencies, or other things a less observant character might miss. This is another reason why your Every droid in your group should prioritize this skill, as it character should build up this skill. makes all of their healing items more effective. Repair is also used in the creation of many items, or whenever any item is broken down into components. If you have a huge stock of PERSUADE (CHA) parts, a Repair skill isn’t vital, but you should always try to
Have your main have one Repair expert with you at all times. character use or gain As with other skills, high rank in Repair enables new dialogue ranks in this skill. choices in certain places. There are several situations in which Persuade options Repair and Computer Use overlap; for instance, a broken appear during dialogue terminal might be fixed with Repair or reprogrammed with when interesting or Computer Use. Therefore it’s usually sufficient to have a sensitive information character invest in one or the other, but not both. is available that someone might otherwise be reluctant to reveal. In fact, most beings you speak to can be Persuaded in some way or another. When used, rank in this skill is compared with how extreme the request is. A guard might easily agree to a bribe, but convincing him to abandon his post would be much harder. PRIMAGAMES.COM < 41, SECURITY (INT) TREAT INJURY (WIS)
Security is used to Treat Injury improves access electronic the amount of damage locking devices. Once healed when a medpac you invest points in is used. Advanced this skill, it becomes medpacs and life one of the default support packs apply options on targeted multipliers to the doors and containers. user’s skill, increasing Security spikes grant the amount healedaabonus to this skill, great deal. and any in inventory also appear as a default option. Consulars should always invest in this skill; their supporting Locked containers and doors are everywhere, so Security is a role as healers allow them to make the most of it. In addition, vital skill. You can’t use it at all unless you have at least one Consulars have high wisdom, which also improves your Treat rank, so it’s a good idea to take this skill at first level, when Injury skill. Treat Injury is also used in the creation of healing you create a new character. While you can bash open most items at lab stations. Unlike other skills, few dialogue options locked containers, doing so has a good chance of ruining the are opened by having high Treat Injury, but the ability to heal contents; with Security, you don’t have to fight your way into yourself quickly is extremely important. Strongly consider a hidden locker only to come away with a few broken items. this skill as a choice for your main character. Feats
Feats are specialized talents that grant your characters POWER ATTACK AND POWER BLAST special combat abilities, enhance skills, or give other benefits. Whenever you gain a level, the number of feats you These feats allow you can select depends on your class. Guardians get the most to inflict extra damage feats, while Sentinels get the fewest. In addition to these, with every successful each class also bestows automatic feats, such as the hit; the drawback is Guardian’s progression through various levels of Unarmed that your attacks are Combat Specialist. Finally, each character has their own less accurate. As you unique array of individualized feats. progress to Master level, the attack penalty The Appendix provides a complete list of all feats, with becomes negligible detailed information about each one’s specific game effects. while the damage In this section, we provide general information about the bonus becomes different types of feats and how to use them. Read on to find enormous. Because this out which feats are too good to pass up, and which ones you feat carries no defense penalties, it’s always useful when facing can do without. tough enemies. It’s not as effective against targets that are small and quick, like maintenance droids; their high defense makes COMBAT FEATS your attack penalty a real liability, and their low vitality means
dealing extra damage is probably a waste. While Attack is the default option when targeting an enemy, you almost never use it because combat feats are so much better. There are three basic styles of combat feats, and each one has three levels of progression (Basic, Improved, and Master) and separate varieties for melee and ranged attacks. 42 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING FLURRY AND RAPID SHOT FORCE JUMP
By sacrificing finesse, Worth an honorable you can deliver an mention, Force Jump is extra attack every the only reason you round with this series might want to make a of feats. Flurry and standard melee attack. Rapid Shot used in This feat allows you to conjunction with Two- leap instantly to any Weapon Fighting enemy within range, results in three which is very useful attacks per round against distant foes instead of two. These pelting you with feats are best utilized ranged attacks, against swarms of weaker enemies, allowing you to mow especially in the latter parts of your quest. It only works if you them down quickly. Use of this feat penalizes both your execute a standard attack while equipped with a lightsaber. attack roll and your defense, making it less optimal when fighting very strong opponents or in one-on-one duels. OTHER COMBAT FEATS CRITICAL STRIKE AND SNIPER SHOT There are other combat feats than these, but they aren’t as
potent, and you really only need to consider them in situations Precision and focus where you’re desperate for something novel or if you have already are the main traits of maxed out the feats you prefer. The series of Dueling feats this style of combat, provides bonuses for those using one-handed weapons; you might but your defense is consider these for Kreia, but in all other cases Two-Weapon penalized as a result. Fighting is better. Dual Strike grants combat bonuses when you Attacks made with and a companion attack the same enemy, but since there are these feats suffer no many situations in which you must fight alone, this feat isn’t penalty and have always useful. Weapon Finesse allows you to use your DEX bonus double the normal (instead of STR) with melee attacks, but those in melee generally chance of scoring a wear armor that limits this feat’s effectiveness. critical hit. This probability gets even better as the feat progresses. In addition, every successful EQUIPMENT FEATS hit forces your target to make a Fortitude Save or be stunned for 6 seconds. The DC against this effect depends TWO-WEAPON FIGHTING on the feat level and your class level; Critical Strike also Every character except adds your STR bonus to the DC, while Sniper Shot adds to Kreia can and should your INT bonus. These feats are devastating when used in master Two-Weapon combination with a weapon that’s been upgraded to Fighting as soon as increase its critical threat range. possible. While anyone can hold a weapon in each hand and make two attacks per round, doing so carries severe attack penalties unless you are trained for it. By the time you’ve learned all three levels of this feat (and Superior Two-Weapon Fighting, for those with Prestige classes), you can make an extra attack every round with no penalties at all. This effec- tively doubles the combat potential of your entire group. Another advantage of Two-Weapon Fighting is that you can use different modes of attack at once. For instance, you could equip a sonic weapon in one hand for attribute damage and an ion weapon in the other hand for extra power against droids. PRIMAGAMES.COM < 43, WEAPON FOCUS AND WEAPON SKILL FEATS SPECIALIZATION Skill feats provide varying bonuses to your character’s skills.
Each type of weapon Some, like Empathy or Gear Head, grant bonuses to skills that (pistol, rifle, melee, you’ve already learned; the bonus increases from +1 to +3 as and lightsaber) has a you advance. Each skill also has a specific feat that allows you series of feats for to treat it as a class skill (if you can’t already). You can take those who truly want some of these feats for your droids, but since the benefits to master their chosen offered are slight, you’re better off with something else. form of combat, an ambition that we SPECIAL FEATS applaud. Each feat has three levels. The first In addition to all the provides basic profi- types of feats previ- ciency; without it, you ously discussed, there can’t use that type of weapon at all. Every character should are a few others that pursue at least one of these feats to completion, depending deserve special on what type of weapon they prefer. mention. Regenerate Force Points and ARMOR PROFICIENCY Regenerate VitalityPoints are both very
Armor comes in four useful and should be varieties: robes, light taken by every armor, medium armor, character who can and heavy armor. select them. Everyone should also master the series of Robes require no Toughness feats; the extra vitality granted really adds up at special training and can higher levels. The Conditioning feats add a bonus to all saves, be worn by anyone; the but this enhancement is better obtained by wearing the right lowly miner’s uniform equipment. Most other special feats are learned automatically, falls in this category. either as an innate character trait or as a bonus from All other types of character class; see the “Interplanetary Datalog and Bestiary” armor require you to section or the information on character classes earlier in this have the appropriate section for more information. feat. Light Armor proficiency is automatic for everyone except Consulars, who should select it anyway so they can wear Zeison Sha armor (which doesn’t restrict Force powers). Everyone else should upgrade to Heavy Armor proficiency as soon as possible. While most heavy armors limit your maximum DEX bonus, these can be lessened by installing flexible underlays. Only Wookiees and droids, who can’t wear any type of armor, don’t need to worry about this feat. 44 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING Force Powers
Force powers are not just the sole domain of Consulars; you LIGHT SIDE POWERS must be able to channel the Force no matter what your class if you hope to complete your quest. Only Jedi or Sith can use Most light side Force powers, and each power costs Force points for each use. powers affect you and There are three basic categories: light side powers, dark side your allies, but there powers, and universal powers. Powers that match your are a few exceptions. alignment cost less Force points, while powers opposite of One of the most you cost a lot more. It’s good to focus on powers attuned to important is Heal; apart from medpacs or you, but even dark side players can benefit from a few light the passage of time, side powers (such as Heal), and vice versa. it’s the only way to Like feats, most Force powers have three levels of strength. replenish your vitality. To qualify for a Force power, you must have the required Revitalize, which number of class levels, and you must have learned all allows you to bring previous powers in the series. A complete list of all Force back fallen allies from powers with their specific game effects is in the Appendix. death, is less vital; allies arise on their own as long as one This section covers the most important powers and offers person survives the skirmish. advice on which ones to select, when to use them, and how to There are several get the most out of them. defensive and All Force users benefit from having high wisdom and supporting Force charisma. The modifiers for these attributes are added to the powers in this DC that any target must make against your Force powers. In category that light addition, high wisdom increases the total amount of Force side Jedi should use points you have to spend. High charisma reduces the amount often. Force Aura, of extra Force points spent when using a Force power of Force Valor, and Force opposing alignment. Barrier applied in combination can turn Some Force powers are restricted by armor. This means you the tide of any battle; can’t use that power if you’re wearing any type of armor this becomes even except robes. For Consulars, this isn’t an issue. Guardians more effective when you learn Force Enlightenment. and Sentinels should select Force powers that aren’t restricted by armor, such as Force Push. A few special light armors, like the Zeison Sha initiate armor or the Jal Shey neophyte armor, allow the wearer to use Force powers freely. Defensive Force powers persist for a limited duration, but use them before a battle begins to save time. Use them before opening that next door, rounding that next corner, or whenever you suspect a skirmish is imminent. PRIMAGAMES.COM < 45, The light side isn’t Dark side specialist strictly about defense. have yet more options. Two powers, Stun and Slow (including Stun Droid, are Affliction and Plague) extremely useful, is ideal for very tough especially in your opponents. The save quest’s earlier stages. DC for Plague is 100, They become less making resistance potent as enemies impossible; the become more guaranteed attribute resistant to their damage makes even effects, but learn the the strongest storm first tier of these abilities for use at lower levels. beast or Jedi Master a lot more manageable. Force Crush, only available to Sith Lords, is even more devastating than Force DARK SIDE POWERS Storm, though it affects only a single enemy. The remainingdark side powers, such as Drain Life, Drain Force, and Wound,
The dark side arsenal are also potent but can’t match the incredible strength of the focuses on pain, others in this category. Save them for higher levels, after you’ve destruction, and exhausted other options. violence. The greatest potential for battle- field mastery lies in UNIVERSAL POWERS this realm. Above all, This category includes Shock is essential to many different types of learn. Its strongest both offensive and form, Force Storm, can defensive Force inflict huge damage on powers and includes a dozen enemies at several unusual once; destroy entire squads of foes in a few rounds with this powers that act more ability. The more enemies you face, the more effective this like feats: They are power becomes. continually active and don’t use any Force Other dark side points. One of the powers are also most important is impressive. Fear (and Affect Mind (including Dominate Mind). Only your main its stronger cousins, character can use this power. It allows you to augment your Horror and Insanity), Persuade skill with the Force; very few beings can resist its doesn’t cause any effects. Every player should learn this power when they damage but does qualify (Level 6). When a Jedi has this power, extra options paralyze large groups appear during conversations (it has no effect on droids). for 18 seconds. This gives you time to In the offensive spend a few rounds domain, the universal restoring health, power Force Push is taking potshots, or carving through the enemy in melee. This the first in a trio of series of Force powers isn’t restricted by armor; even critical abilities that Guardians can use it freely. Like Shock, this ability works every Jedi should learn, best on large groups of enemies—a challenge you face often no matter what class. in later stages of your journey. Both light and dark side characters can use it without penalty, and it’s not restricted by armor. The strongest form, Force Wave, is ideal when a swarm of enemies mobs you in melee. It sends them hurtling away from you, inflicts damage, and can stun. Late in your quest you are often alone against overwhelming numbers; Force Wave saves your life every time. 46 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING
For Consulars focused There are many other on defense, Energy powers in the Resistance and Battle universal category; Meditation are ideal. most of them are Like Force Valor and either learned similar abilities, these automatically, like powers make your Precognition, or party stronger and should be avoided, like tougher, tilting the Force Body. If you are odds greatly in your interested in a unique favor. Other universal challenge, create a powers are suited to character who the Sentinel’s style of stealth and subterfuge: Mind Trick and specializes in Force Suppression and Throw Lightsaber; this Force Camouflage make sneaking around child’s play. Every Jedi might be a fun change of pace for advanced players. also learns Breath Control, which protects you from poisonous gases; you’ll use this power extensively on Nar Shaddaa, Korriban, and Malachor V. Forms
Forms are Force manip- LIGHTSABER FORMS ulation techniques that enhance a Jedi’s Lightsaber forms lightsaber prowess or generally apply Force power potency. bonuses and penalties, You learn some forms so you must choose automatically as you the right form for the gain levels in your situation. Shii-Cho is chosen class, while the most basic form, other forms are learned learned by all Jedi from the lost Jedi classes at Level 7. It Masters you meet. The carries no disadvan- Appendix provides details on the specific game effects of each tages and should be form and contains information on where each one is learned. your default choice for Guardians and Sentinels learn lightsaber forms, which are used most situations. Makashi, another basic form all classes learn, in melee combat, while Consulars learn Force forms; these make grants many attack bonuses at the expense of blaster deflection. your Force powers stronger while at the same time reducing the When you face beasts or melee opponents, use this form. Force points needed to use them. You can have only one form Advanced forms are learned only by the Jedi Weapon Master, Jedi active at a time. Watchman, Sith Marauder, and Sith Assassin Prestige classes. Of these, Juyo and Niman are the strongest. Juyo carries defense penalties but allows you to make an extra attack; combined with Two-Weapon Fighting and Flurry or Rapid Shot, this brings your number of attacks every round to four. Niman is noteworthy for carrying no penalties of any kind; keep this form active for a sweeping boost in combat potential. PRIMAGAMES.COM < 47, FORCE FORMS
The esoteric Force forms are the domain of the Consular and corresponding Prestige classes, Jedi Master and Sith Lord. Instead of lightsaber forms, these characters gain supreme mastery with Force powers. Keep Force Channel or Force Affinity selected to regenerate Force faster, allowing you to tackle entire armies single-handedly with a volley of Force Storms and Insanity without having to stop and rest. The other forms, Force Potency and Force Mastery, are suited for dueling situations rather than endurance. They cause your Force powers to cause more damage and last longer, but you must spend more Force points in exchange. Equipment
and Items One of the most The Appendix lists every item in the game and contains important factors details of each one’s game effects. This section provides influencing your general information about different types of items and tips on success in combat is getting the most out of them. your equipment quality. By opening every container and WEAPONS looting the remains of There are four basic types of weapons: pistol, rifle, melee, and every enemy, you can lightsaber. Each one requires the corresponding Weapon find hundreds of Proficiency feat before it can be equipped. items. The type of items you find are PISTOLS usually random; even the remains of unique enemies like Revan or Darth Sion may contain an incredibly rare and Pistols are the weakest powerful lightsaber…or nothing at all. The majority of stock weapon type, but they sold by various merchants is random as well. The key to effec- make up for it in other tively equipping your character lies in recycling unneeded ways. They may not goods into something better, keeping upgrade slots filled, cause enormous searching diligently, and spending credits freely. damage, but they are small enough to hold The quality of items you find depends on your class level. For in one hand. This example, you find many medpacs during the beginning of means you can use your quest. As you become stronger, you begin finding Two-Weapon Fighting advanced medpacs. Finally, life support packs, the strongest to fire two pistols healing item, begin to appear. This means your older every round. Sentinels equipment is continually becoming obsolete. Even though and other ranged specialists can combine this with Flurry for there’s no limit to the amount of items you can carry, it’s best effect. If upgradeable, pistols can be fitted with scope, best to sell or decompose anything you no longer use. This firing chamber, and power pack. gives you raw materials you can then shape for other uses. 48 > PRIMA OFFICIAL GAME GUIDE, JEDI TRAINING RIFLES LIGHTSABERS
Since rifles require The hallmark of the both hands, you can Jedi, lightsabers are in only equip one ataaclass of their own. In time. The advantage is order to wield one, that rifles do almost you must build it twice as much damage yourself by collecting as pistols on average. the necessary compo- Even so, only the most nents. Lightsabers powerful rifles are differ from mundane worth the trade of melee weapons in having one less attack several ways. They per round. Your rifle accept different types specialist is probably HK-47, whose assassin rifle is the most of upgrade items; each can be fitted with three crystals (one of powerful of this group. Upgradeable rifles have the same type of which determines the lightsaber’s color) a lens, an emitter, and modifications as pistols: scope, firing chamber, and power pack. an energy cell. Many feats, Force powers (like Force Jump and Throw Lightsaber), and lightsaber forms, only work with this MELEE WEAPONS type of weapon. Unlike melee weapons, lightsabers always do
energy damage (plus other types, depending on the upgrades Melee weapons vary installed). This allows them to ignore some enemy defenses. from the puny plasma You can also use a lightsaber to quickly open a security door by torch to the mighty vaporizing the lock. Sith tremor sword. Until you are able to finally build a ARMOR lightsaber, mundane There are four basic melee weapons are categories of armor: your only option for robes, light armor, close combat. Even medium armor, and with lightsabers heavy armor. In available, some special addition to providing melee weapons, like the arg’garok, are hard to surpass in a defense bonus, terms of raw damage potential. many kinds of armor also provide other Most melee weapons are small enough to hold in one hand, benefits like but some exotic types possess two blades and require both resistance to certain hands to use. Two-Weapon Fighting applies when using two damage types or single-bladed weapons or one double-bladed weapon; using bonuses to your attributes or skills. Upgradeable armors can two separate weapons is best because you then have six be fitted with both an overlay and an underlay. Overlays upgrade slots to utilize instead of three. generally enhance the armor’s performance against certain Melee weapons usually inflict slashing, bludgeoning, or damage types, while underlays more often affect the wearer piercing damage, but there are exceptions. A plasma torch, by enhancing abilities, granting regeneration, etc. for instance, causes fire damage, making it useful for bashing open doors or other things resistant to physical attacks. Customize upgradeable melee weapons with grip, energy cell, and edge for enhanced performance. PRIMAGAMES.COM < 49, ACCESSORIES MINES AND GRENADES
Every character has a Often overlooked, the number of additional numerous mines and equipment slots grenades that you beyond basic weapons collect throughout and armor. Droids your quest can be have a different set of devastatingly effective slots than everyone when used in the right else. For your human situations, especially companions, there are at lower levels. A five ways to acces- character with Stealth sorize. Implants, and Demolitions can headgear, gloves, and place mines in the belts all provide various benefits to defense, attributes, skills, path of the enemy before initiating battle; done properly, you attacks, or saves. Some types grant damage or status can wipe out groups of foes with a single attack. Grenades immunities or other abilities, like Regeneration. Many acces- have a huge impact when used against clusters of weaker sories also have restrictions on who can use them; each type enemies. Because of their unique vulnerability, almost all of implant requires a minimum constitution score, for droid battles can be ended quickly with a few ion grenades. example. The fifth type of accessory, the armband or shield, Adhesive grenades are also incredibly useful, especially can be equipped on both the right and left arm. Unlike other against enemies that lack ranged attacks, like beasts. A types, shields have limited durations and don’t operate successful hit glues your foes in place, giving you time to automatically—you must activate them from the command retreat or attack safely from a distance. menu. You can only use shields a limited number of times before they burn out and become worthless. WORKBENCHES AND Your three droid companions, T3-M4, HK-47, and G0-T0, can LAB STATIONS also be fitted with accessories, but droids use different types than your other characters. The sensor and utility slots hold Workbenches and lab passive upgrades that are continuously active, like HK-47’s stations allow you to droid assassination module. In addition, droids can equip two create new items from special weapons, such as T3-M4’s shock arm, and a shield. scratch using compo- With a few rare exceptions, this latter type of accessory holds nents and chemicals, limited charges and must be activated manually. and they allow you to install enhancements in upgradeable equipment. The amount and type of raw materials and required skill needed for making each type of item is included in the Appendix. Your ship has a workbench built in, T3-M4 can be used to install upgrades, and the disciple acts as a mobile lab station. Take time to use these facilities whenever possible and turn your old items and scrap into something you can use. 50 > PRIMA OFFICIAL GAME GUIDE, walkthrough introduction WALKTHROUGH INTRODUCTION THE OLD REPUBLIC Your choices for good or evil have strong effects throughout thegame and are made through various dialogue options that you
choose. After a conversation, any shift in your alignment is It is a perilous time for the galaxy. A brutal civil war has all but shown. This is reflected on a scale from 1 to 100, with 1 being destroyed the Jedi Order, leaving the ailing Republic on the unadulterated dark side and 100 being absolute light side. You verge of collapse. Amid the turmoil, the evil Sith have spread can see your approximate alignment in the status screen, and across the galaxy, hunting down and destroying the remaining extreme shifts are reflected in your appearance. Light side Jedi Knights. Narrowly escaping a deadly Sith ambush, the last devotees have a healthy glow, while dark side characters appear known Jedi clings to life aboard a battered freighter near the pale and diseased. ravaged world of Peragus… All the chances of influencing your alignment are set apart in …and so begins your epic quest across the galaxy to discover the walkthrough in "Side Step" boxes: the fates of the other Jedi Masters. The fate of the Republic, of the Force itself, is up to you. Will you be the galaxy's greatest hero? Or its greatest threat? There are many different ways to approach your quest. Even two characters who set out with identical motives can have extremely different experiences. Most events unfold in different A side step indicates an event or conversation that can ways depending on your class, gender, and alignment. In be resolved in a light or dark direction. In these situa- addition, when you first pick your destination on the Ebon tions, you often have dialogue options ranging from Hawk, you could land in one of five different worlds. something like, "How terrible for you, is there any way I can help?" (light side) to "If you want to die, keep Because of the many variations, there is no single best path. It talking" (dark side). depends on your preferred style. In our walkthrough, we strongly recommend that you visit planets in the following order: 1. Peragus 2. Telos 3. Nar Shaddaa 4. Dxun 5. Onderon 6. Dantooine 7. Korriban This box highlights a chance to perform some excep- You must visit Peragus first and Telos second, but you can do tional light side act. Some of these events are available the remaining five in any order. You can't predict the only to those who have followed the light side, while companions and items you have, so this section provides advice others always lead to a light side reward no matter what in the most general terms possible. For example, have a ranged your motive for getting involved. specialist in your group no matter who you've met so far, whether it's Atton, Mira, HK-47, the handmaiden, the Disciple, or your main character. CHOOSE YOUR DESTINY
At every step along your quest, there are chances to move closer Dark side boxes point out opportunities for special to the light or dark side. Events often turn out the same cruelty or malice, resulting in a strong dark side shift. whatever your motives; for instance, you can't avoid battling Look here to find new ways of spreading echoes of pain Luxa on Citadel Station, even though your reasons for doing so and suffering throughout the Old Republic. are completely different. PRIMAGAMES.COM < 51, EBON HAWK prologue
The Ebon Hawk Prologue gives you a chance to learn the basics of moving around, interacting with items, managing a party, combat, and solving puzzles. It's completely optional; skip the Prologue by heading toward the front of the cockpit. We recommend playing through the Prologue to find extra items and equipment for T3-M4. You'll be much happier to find him later in the game when he comes with his own droid flamethrower. MAP 1 The Ebon Hawk
Cockpit Communications Storage Exit >LEGEND Main Hold >OBJECTS Containers Terminals Workbenches Med Bay Port Dormitory Starboard Unlocked Door Dormitory Locked Door B2 Main Quest Sidequest * Numbers correspond A1 Cargo Hold Garageto the waypoints in the walkthrough text B1 Engines 3 to Hull < 3C-FD The space-worn freighter Ebon Hawk has seen better days. When your quest begins, the ship is <<< adrift in space, its hull torn open and engines Main Hold offline. It's up to T3-M4 to stabilize the ship and bring it safely to dock at Peragus Mining Facility. With a little help from 3C- FD, found in the cargo hold, you can fully explore the ship for extra items. 52 > PRIMA OFFICIAL GAME GUIDE, Ebon Hawk main path MAP 2 the outer hull
>LEGEND >OBJECTS Containers Mines Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text Port Hull Starboard Hull Photon Missile to Interior Take the lift between the main hold and the engine compartment to drive around on the Ebon Hawk's outer hull. Scavenge parts and explosives from the ship's damaged systems, then take them back inside for use on the hyperdrive. MAIN QUEST PATH
To stabilize the Ebon Hawk, T3-M4 must open a path from the bridge to the engine room where the broken hyperdrive sputters. Along the way, collect parts wherever you can and use them to restore power to the port engine; there are also three sidequests that you can follow for plenty of extra items. >BEGIN QUEST Save the Ebon Hawk <<< >SIDEQUEST Heal the Jedi Set and spike: T3-M4's high Computer Use makes it an ideal slicer. PRIMAGAMES.COM < 53
, T3-M4 staggers to life on the Ebon Hawk's bridge. Roll down the hall to the communications room. Take a computer spike from the container and use it to slice into the communications console (Waypoint 1 ). Open the door to the main hold. <<< The only way to open this door is with a mine. <<< Where there is a key, there is always a lock.… As you drive through the hold, carefully >>> search for parts. One of the bodies has a locker key you can use You need five in the cargo hold. Take everything and open the low security parts to get the door to the south. Use the lift on the other side to reach the hyperdrive online. Ebon Hawk's outer hull. <<< These explosives are Target the engine room door, and rig it with one of the what you need to mines you found on the hull. Back away as the mine explodes, blow open the sealed then roll through the opening to access the hyperdrive engine room. (Waypoint 3 ). After fixing it, return to the galaxy map on the bridge and dock at the Peragus Mining Facility. To collect extra items and equipment, explore the rest >>> of the ship before you access the galaxy map. The exposed wiring allows you to short- circuit the Starboard >SIDEQUEST Garage Access Dormitory door. >SIDEQUEST Repair 3C-FD >END QUEST Save the Ebon Hawk Scour the blasted hull for parts and mines (Waypoint 2 ). You need the explosives to blast open the sealed engine room door. Use the lift to return to the Ebon Hawk's interior. 54 > PRIMA OFFICIAL GAME GUIDE, Ebon Hawk sidequests SIDEQUESTS
As you work to get the Ebon Hawk functioning, roll off the beaten path to find some extra equipment and experience for your astromech droid. The three sidequests described here are simple to complete, and you'll be glad you did when you meet up with T3-M4 later on. >A.BEGIN QUEST Save the Jedi <<< >>> Use the key you found in the You need more than a medpac, main hold to open the locker but it's better than nothing. and get some armor. The Jedi (your character) is found in the med bay in critical condition. Open the container next to the bed >END QUEST Repair 3C-FD and take the medpacs, then use one on your character. >>> Quest complete! While 3C-FD operates the airlock, T3-M4 can >END QUEST Save the Jedi explore the garage. Switch to 3C-FD and enter >B.BEGIN QUEST Garage Access Solo Mode. Use the security console in the main hold to >BEGIN QUEST Repair 3C-FD open the outer garage door, then (still in Solo Mode) steer T3-M4 through the door. Switch back to 3C-FD, close the outer door, and open the inner door to let T3-M4 into the garage. <<< 3C-FD can help you get past >>> the garage airlock. The Starboard Dormitory has some useful droid weapons. <<< >>> Try your hand at item Open this container to try creation with the Ebon out your shock arm on some Hawk's workbench. sensor droids. Use the workbench here to make a repair kit for T3- M4. If you opened the Starboard Dormitory door while you were on the The garage took a direct hit and is open to space. You need outer hull, you can go there some help to get through the airlock, which keeps the rest of and find some footlockers full of equipment (Waypoint B2 ). the ship from losing pressure. Go to the cargo hold and After taking everything, command 3C-FD to cycle the airlocks repair 3C-FD; the little droid temporarily joins your party so you can escape. (Waypoint B1 ). >END QUEST Garage Access PRIMAGAMES.COM < 55, PERAGUS AREAOVERVIEW
The Peragus Mining Facility is a maze of tunnels and rooms carved from one of the larger asteroids orbiting the remains of Peragus. After awakening in the medical bay, you must explore the facility to find out how you got here…and how you can escape. PERAGUS MINING FACILITY MAP 1 administration
Morgue Medical Bay to Dormitory 2 Prison >LEGEND 1 >OBJECTS to Mining Tunnels Containers Lab Station Lab Terminals Emergency 4 Hatch to Fuel Depot Unlocked Door Locked Door Main Quest * Numbers correspond to the waypoints in the 18 walkthrough text Communications Blister Security Room to Harbinger Command Deck The administration wing is the heart of Peragus Mining < Kreia Facility. A few damaged mining droids stalk the < Atton Rand corridors, but there is little danger here otherwise. The medical bay features a The communications blister offers a commanding view of the kolto tank for healing facility's docking ports. Nearby, Atton Rand awaits you in the injuries and a morgue prison holding cell—a situation the troubled scoundrel finds where you meet your first himself in all too often. companion, Kreia. 56 > PRIMA OFFICIAL GAME GUIDE, peragus overview MAP 2 mining tunnels
Superheated Tunnel >LEGEND >OBJECTS Containers Mines Terminals 11 Unlocked Door Locked Door Main Quest * Numbers correspond to the waypoints in the 9 walkthrough text to Fuel Depot to Administration The hazardous mining tunnels are patrolled by dozens of malfunc-
tioning mining droids and are laced with active mines. Even worse, superheated Peragian fuel deposits make some of the tunnels impassable without proper shielding. Make use of all your skills to get through in one piece. MAP 3 fuel depot
to Mining Tunnels Droid Maintenance >LEGEND to Administration Containment Fields >OBJECTS Containers Mines Terminals 13 Workbenches Sublevel Unlocked Door Locked Door86Main Quest to Harbinger Engine Deck * Numbers correspond to the waypoints in the Fuel Line walkthrough text to Asteroid Exterior 23 to Docking Bay PRIMAGAMES.COM < 57
, The Fuel Depot connects with most other areas in < HK-50 Peragus Mining Facility. This would make it an < T3-M4 ideal shortcut, but a trio of mines placed in the fuel conduits has triggered an so you must search for another way through. You meet two emergency lockdown. droids here: HK-50, a protocol droid that knows more than it Containment fields have lets on, and T3-M4, your lost astromech droid. sealed off half of the area, MAP 4 Asteroid exterior
to Fuel Depot >LEGEND >OBJECTS None to Dormitory Main Quest * Numbers correspond Communications to the waypoints in the Blister walkthrough text A narrow catwalk unites the Fuel Depot and the dormitory wing. Falling off isn't a danger, but active fuel vents are; they spew searing flames directly in your path. You can pass safely if you wait for a lull in the eruption. After the Harbinger docks here, you can access the fuel conduits beyond the catwalk. 58 > PRIMA OFFICIAL GAME GUIDE, peragus overview MAP 5 dormitories
West Dormitory East Dormitory >LEGEND >OBJECTS Containers Mines Terminals Workbenches Unlocked Door Locked Door Cafeteria Main Quest * Numbers correspond to the waypoints in the walkthrough text 17 to Administration to Asteroid Exterior The miners once made their homes in the dormitory wing, but now it is their grave. After making a last stand against the rampaging mining droids, most of the personnel retreated here—only to find themselves trapped. They left behind holologs from which you piece together most of what happened here; the logs also contain clues to the override code that unlocks the elevator to the adminis- tration level. Computer spikes (for deactivating the ventilation system) or a breath mask (found in the cafeteria) are needed to safely explore the northern areas, which have become a deadly gas chamber. MAP 6 docking bay
Storage Room >LEGEND to Fuel Depot 7 >OBJECTS Containers Mines Terminals Unlocked Door 24 Locked Door Main Quest Hangar 25 * Numbers correspond to the waypoints in the to Fuel Depot walkthrough text Decontamination Area Ebon Hawk PRIMAGAMES.COM < 59
, Your ultimate goal, the Ebon Hawk, is docked here. Tough mining droids, equipped with shields, flamethrowers, and grenades, stalk the corridors; T3-M4's Shock Arm is indispensable for clearing the way. From the gallery above, the Ebon Hawk is tantalizingly near, but entering the hangar requires a detour through the bowels of the massive Republic ship Harbinger. MAP 7 the harbinger
to Administration >LEGEND >OBJECTS Containers Terminals Briefing Room Unlocked Door 19 Locked Door Main Quest to Harbinger Bridge Crew Quarters * Numbers correspond to the waypoints in the walkthrough text Escape Pods Soon after you awaken on Peragus, a Republic ship <<< docks at the facility. Aptly Harbinger: Bridge named the Harbinger, its arrival portends that the You board the ship to find situation is about to get a the entire crew slain—with lot worse.… mysteriously little sign of battle. The cause soon appears as Sith assassins uncloak for the fight. Protect Kreia from melee attacks by keeping her between yourself and Atton when an ambush strikes. Visit the bridge, escape pods, and briefing room to eliminate the assassins and collect improved weapons and armor. 60 > PRIMA OFFICIAL GAME GUIDE, peragus overview MAP 8 the harbinger
>LEGEND >OBJECTS Medical Bay Droid Storage Containers Terminals Unlocked Door Locked Door Main Quest to Harbinger * Numbers correspond Engine Deck to the waypoints in the walkthrough text to Harbinger Command Deck 20 Your Cabin Maintenance Room <<< Harbinger crew quarters Leading aft to the engine deck, the crew deck features a large medical bay in
addition to cabins. With medpacs, a kolto tank, and a programmable medical droid available, you should have no problem keeping healthy, even after fending off more sneak attacks from cloaked Sith. MAP 9 the harbinger
to Fuel Depot Engine Control Maintenance Room >LEGEND to Harbinger >OBJECTS Crew Quarters Containers Mines Terminals Workbenches Unlocked Door 21 Locked Door Main Quest Storage Room * Numbers correspond to the waypoints in the walkthrough text PRIMAGAMES.COM < 61
, < Darth Sion <<< Darth Sion, Lord of Pain and new captain of the Harbinger engine deck Harbinger, nearly catches up with you here—but the time to fulfill your destiny is yet to come. Because of Sion's presence, this area is eerily quiet; you don't have to worry about Sith ambushes. The engine room connects to the Peragus Fuel Depot, allowing you to bypass the containment fields there and ultimately reach the Ebon Hawk. MAIN QUEST PATH
The main objective on Peragus is simple: escape! As a Jedi with the potential for enormous power, there are many who want you dead. In fact, the entire crew of the mining facility has been killed by those hunting you, all for the purpose of trapping you here. A gauntlet of traps, puzzles, hostile droids, and Sith assassins stands in your way, but you aren't alone; three companions—Kreia, Atton Rand, and T3-M4—join forces to help you reach the Ebon Hawk and freedom. THE SAVIOR AND THE SCOUNDREL (Waypoint 1 ). and use the terminal to open the nearby
storeroom and the morgue across the hall. Those with Treat Injury skill can probe the database to learn they were adminis- tered a massive dose of sedatives. But by who? <<< Come back to the kolto tank any time you need a health recharge. <<< The plasma torch easily burns through stuck doors. >>> The laboratory terminal is your first stop. There are two bodies in the morgue (Waypoint 2 ). As you search the farthest one to find a plasma torch, the other body rises and begins to speak. Kreia, the secretive old woman who is destined to be your guide and mentor, has feigned death using a Jedi trance. She isn't strong >BEGIN QUEST Recent History enough to leave the morgue, and she advises you head out to seek survivors, information, and clothes. Choose your path immediately by responding to Kreia with >BEGIN QUEST Medical Bay Murders kindness (light side) or arrogance (dark side). Some time after the Ebon Hawk docks at the Peragus Mining >BEGIN QUEST Recover Ebon Hawk Facility, you awaken to a whispering voice in your head. After staggering from the kolto tank, head into the laboratory 62 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path Kreia contacts you with the Force as you approach the door <<< leading out of the security office (Waypoint 3 ). With her First blood: The damaged guidance, you detect the presence of three droids ahead. Using mining droids can't an ion grenade from the security locker, blast the droids and withstand a direct hit. search the footlockers for the stealth field generator. Equip it if you like, then enter the next room. Fight or ignore the droids Leave the morgue and use and check the central console. Activate the hidden switch to the plasma torch to bash open the door to the prison. through the broken door. Plunder the bodies in the next room and equip the vibrosword that you find in your >BEGIN QUEST Galactic History alternate weapon slot. Use the vibrosword on the damaged mining droids lurking in the next room, and save the plasma torch for bashing open doors and containers. <<< >>> Atton Rand introduces Take time to review the himself, but he's not ready miners' logs; their infor- to join you just yet. mation is key to survival! The security terminal provides detailed infor- mation about the area. The security officer had a plan for dealing with rogue droids: using stealth, he would sneak past them to the main administration console where a hidden switch would cause all droids on the level to shut down. You Atton Rand has survived the disasters on Peragus thanks can implement this plan yourself, using the stealth field to the Force cage he's imprisoned in (Waypoint 4 ). He generator found in the next room, or you can simply wade in fills you in on what little he knows and begs to be set and dismantle the droids with your blade. free. Whether you respond with friendly (light side) or hateful (dark side) replies, you eventually release him to unlock the emergency functions on the administration console—hopefully he can find a way out. <<< Precognition: Kreia teaches you a secret Force power that warns of impending danger. As you discuss the Jedi civil wars with Atton, your responses dictate whether Revan (the protagonist of Knights of the Old Republic) was good or evil, male or female. <<< The hidden switch deacti- T3-M4 ROLLS OUT vates droids and unseals the prison door. >BEGIN QUEST Rescue the Jedi PRIMAGAMES.COM < 63, When Atton doesn't have any luck with the adminis- <<< tration console, examine it Use this terminal to end the yourself. Use the comm lockdown on the adminis- channel to contact T3-M4, tration level. who is still operational but trapped in the hangar bay. Go south into the hangar After asking for help, you bay, and use the hangar take control of T3-M4 control console and a (Waypoint 5 ) and set out computer spike to open the to find some way of unlocking the emergency doors that seal door to the Fuel Depot. Check the dock officer's logs while you're off the administration level. here, then head through the door you just opened. Destroy the mining droids in the hallway and go through the elevator at the end. Back in the Fuel Depot, roll down the narrow hall and turn left to find another console (Waypoint 8 ). From here you can >>> finally unseal the emergency doors on the administration level, T3-M4's Shock Arm allowing your character to escape. As T3-M4 wheels away from is the perfect tool for the console, it's struck by a beam of ion energy…someone else is defeating droids. active in the facility. Using T3-M4, search the room for items, then go >END QUEST Rescue the Jedi through the eastern security door. Roll down the ramps, using your Shock Arm to quickly defeat any mining THE MINING TUNNELS droids, and use the elevator at the end of the ramps to reach the Fuel Depot sublevel. >BEGIN QUEST Rescue T3-M4 <<< Use mines to blast through <<< the sealed door. Search the containers for a mining uniform and other Battle through the useful supplies. sublevel and carefully search the remains for Atton warns you of the mines (Waypoint 6 ). perils awaiting in the Take everything you find mining tunnels—active and return to the hangar bay. More mining droids have mines, rampaging droids, gathered, and they have shields. Your Shock Arm can bypass and intense heat to name a their defenses. Back at the room you started in, look for the few. He gives you a comlink so you can keep in touch, then you sealed door in the northwest. Use one of the mines you found head off alone to try your luck in the mining tunnels. Head to blast open the door (Waypoint 7 ). Enter the room and toward the medical wing and go through the emergency door empty the containers inside; the computer spikes here are that T3-M4 opened for you, and ride the elevator down. Before needed for your next task. venturing into the tunnels, empty the emergency supply containers and equip everything you find (Waypoint 9 ). Blast open the sealed door from the inside by using the hangar terminal, but doing so also destroys most of the equipment stored nearby. 64 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path practical impunity (Waypoint11). After slicing the controller, deactivate the containment fields and scour the area for items and equipment. Then use the elevator in the southeast to enter <<< the Fuel Depot. If you have the parts, you can program broken droids THE SONIC SENSOR to fight for you. >BEGIN QUEST Voiceprint Protocol >>> <<< Tricking the droid into A Telos mining shield imitating the voice code is provides immunity to the fastest way. intense heat. When you step into the Continue into the Fuel Depot, you are tunnels; with the greeted by a mildly rude emergency supplies HK protocol droid. Before equipped, your talking to it, explore the room across the hall. Search the Demolitions skill should be high enough to enable recovery of container here to find a sonic sensor, which works like a voice the mines scattered around. Take the northern passage to find recorder (Waypoint12). With this device, return to the HK a broken droid in your path; use any parts you've scavenged to droid and talk to it about getting into the dormitory section; activate the droid in patrol mode, sending it ahead to clear a the airlock leading there is sealed with a voice-recognition path through the waiting enemies. Follow behind with your code. With high Persuade skill, you can get the HK to sword until you come to a steam-filled tunnel. Atton contacts pronounce the airlock code while you record it with the sonic you by comlink to warn of the high temperatures ahead sensor. If Persuade fails, then you must compile the code (Waypoint10). Equip and activate a Telos mining shield, then yourself using three recorded holologs. Use the terminal by the dash through the tunnel before the protection wears off. Be airlock, the terminal in the administration security room, and careful of the mines waiting at the other end. HK's recording of the miner's dying words to assemble the correct voice pattern. <<< Play back the recording from your sonic sensor for Destroy maintenance this terminal. droids from a distance; they explode when struck. >>> Keep going through the tunnels until you reach the central Find a space suit in the controller. If you have high Computer Use skill, you can locker by the outer door. reprogram the mining droids on this level to shut down or even attack each other. Those with no skill can still raise the temper- ature in the area just enough to make you invisible to the droids' infrared sensors, allowing you to attack them with PRIMAGAMES.COM < 65, With the voice code recorded, head for the maintenance station near the elevator leading back to administration; mark II mining >>> droids block your path, but with the levels you've already gained, This breath mask they should pose little threat. Play back the voice from your proves invaluable sonic sensor and use the terminal to unlock the airlock seal during your quest. (Waypoint 13 ). From a safe distance, blast away the mines on the other side of the door, then go through and take the space Ignore the dormitory suit from the locker by the exit. You automatically don the suit entrance for now and head when you open the outer airlock door. to the cafeteria. Fight the fire-suppression droids, then search the area thoroughly for items (Waypoint15). The >END QUEST Voiceprint Protocol breath mask in the kitchen provides poison immunity; put it on and return to the shift assignment console after collecting all the items you can. <<< Move quickly past >BEGIN QUEST Turbolift Lockdown the exhaust ports or you're toast. Make your way along the exterior catwalk. Atton chimes in over the <<< comlink; look through the Use the console in the windows on the right to see him still waiting for you in the hallway to disable the communications blister (Waypoint14). He's sensed the ventilation systems. approach of a Republic cruiser, the Harbinger. After it docks with the facility, continue to the airlock at the catwalk's end and enter the dormitories. THE DORMITORY LOCKDOWN
>>> <<< The hidden compartment Ion grenades can take out only appears if you most droids in one blast. found the miner's log in the cafeteria. Destroy the mining droids that attack when you If you don't have enough enter, then head through Computer Use skill or the doors. Stop by the enough computer spikes workbench on the left; to shut down the ventilation system, your breath mask keeps you have probably found at least one ion weapon upgrade— you perfectly safe. End the dormitory lockdown and head install it on your vibroblade now. The automated fire extin- inside. Check every room for items and datapads. Use mines to guishers ahead blast you with carbonite beams. Destroy them blow open stuck doors. You can find a hidden compartment safely with ranged attacks or ion grenades. with a stash of illegal weapons (Waypoint16) if you read the miner's datapad found in the cafeteria. After taking everything, use a console to play back the miners' last holo records. Check the transmission from the terminal to learn the override code for the elevator to administration, then head back to the cafeteria. 66 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path <<< Atton Rand HK-50's untimely comment SCOUNDREL LEVEL 3 gives you a vital clue. VITALITY: 24 ATTACK STYLE: Ranged PREFERRED SKILLS: Demolitions, Security, Stealth Replay the turbolift console's record logs to SPECIAL ABILITIES:Sneak Attack, Scoundrel’s Luck, Survival, Spirit learn the ultimate fate of Coorta and his group of rebels. It's clear from the As the three of you dash for the Harbinger, you're interrupted by recording that the HK droid you met earlier is to blame for the a familiar figure: the HK protocol droid. With its cover blown, miners' deaths. Fortunately, its boast reveals that it reversed it is revealed to be HK-50, an assassin droid sent to capture you the turbolift codes; with this knowledge, unlock the console by powerful crime lords. It proudly explains the systematic (Waypoint17). The correct sequence is: method it used to murder all of the miners, but it is frustrated that you wriggled free of its trap. You won't escape Peragus without scrapping this droid. DORMITORY TURBOLIFT CODE HK-50 BATTLE
7 5 13 17 3 You can bypass the entire puzzle by smashing or slicing the turbolift console, but you then receive much less experience. <<< Enter the elevator to return to the administration level. The floating mines should be your first target. >END QUEST Turbolift Lockdown THE ASSASSIN REVEALED
Kreia greets you when you step off the elevator. She officially <<< joins your party and urges you to make haste to the Harbinger. If Stun Droid doesn't Take a moment to spend her experience points and don work, keep trying; equipment, then save your game before heading to the commu- you have enough Force nications blister. Atton has patiently waited for you, and after points for several tries. an awkward introduction with Kreia, joins your party as well (Waypoint18). Kreia
CONSULAR LEVEL 3 VITALITY: 36 ATTACK STYLE: Ranged >>> PREFERRED SKILLS: A single ion Awareness, Repair, Treat Injury grenade inflicts SPECIAL ABILITIES: tremendous damage. Mentor, Force Chain, Force Focus, Dueling PRIMAGAMES.COM < 67, HK-50 BATTLE After the battle, rifle through the assassin droid's remains. TheHK component you find is random, but it's one of four vital
CONTINUED pieces needed to activate the secret character HK-47 later on. See the "Friends and Foes" section for more information. <<< >END QUEST Medical Bay Murders Avoid HK-50's retributive strike by fighting from a safe THE HARBINGER distance. The next phase of your quest leads through the Harbinger, a huge cruiser with three main decks. Your goal is the aft engine room, where an umbilical connects the Republic ship with the Fuel Depot, allowing you to bypass the containment fields HK-50 Assassin Droid sealing off the hangar bay. TAKEDOWNS
Ion Grenades Force Lightning >BEGIN QUEST Orbital Drift Charts Ion Weapons Stun Droid When the battle begins, immediately pause and switch <<< each character to standby mode. This prevents them The bridge terminal from dashing headlong into the ring of floating mines contains vital navigation surrounding the assassin droid. Equip everyone with charts. ranged weapons and attack the center mines first; when they explode, they take the outer two mines with them. Atton mentions one problem with the plan: Concentrate your attacks on HK-50 next. Ion grenades without accurate charts, deal the most damage by far, followed by Force Lightning. If you attack with ranged weapons, use the navigating the asteroid Precise Shot feat. Watch everyone's vitality carefully, field is lethal. Head to the and remember that Atton spontaneously heals on his bridge first and use the helm terminal to download the needed own if he gets knocked out, thanks to his Spirit ability. data (Waypoint19). When HK-50's health is gone, it begins a three-second countdown. If anyone is close to the droid, get them Orbital Drift Charts out of there fast! The assassin droid self-destructs in a >END QUEST damaging explosion; ideally this shouldn't be an issue, since using grenades, Force powers, and ranged weapons is the best way to fight this enemy. The invisible killers mentioned in the Harbinger's logs make their appearance as you explore the ship. Sith assassins attack in groups of three <<< or four and usually close One of the essential in from two directions at HK components is once. Keep your party in a left behind. knot to avoid painful sneak attacks and eliminate closest targets first. 68 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path When Darth Sion appears (Waypoint 2 1), Kreia departs to confront him alone while you and Atton head for the Fuel You can minimize encounters with the Sith by avoiding Depot. Thankfully, no the dead-end paths on the Harbinger, but you'll miss out more enemies attack you on valuable items and experience. You should explore on the Harbinger. Empty all paths and find a good replacement for your miner's all containers and lockers, uniform. then use the terminals to open the access doors to the Fuel Depot. <<< <<< Repair the medical droid The Force Chain you share and take it with you for with Kreia has troubling automatic healing during side effects. battles. Head into the crew quarters and check the rooms for items. The second door triggers a ESCAPE FROM PERAGUS latent memory—this was your cabin (Waypoint20). Take everything and <<< continue on to the medical T3-M4 was tossed here bay. Search all containers after he opened the for health items, use emergency hatch for you. chemicals at the lab station, and repair the Your loyal utility droid, T3- medical droid for extra M4, finally joins your party protection as you finish when you enter the Fuel exploring. Slaying all Sith Depot (Waypoint22). here is also made easier by Equip him with any droid the kolto tank, which items you've found, and bring it up to the party's level. During instantly restores full its earlier solo mission, you saw the power of the Shock Arm; health. The next stage of you have many more chances to make use if it. your journey leads to the engine deck. Search the remains lying in the fuel pipe to find a needed component for the docking bay console; you can now make repairs and open the door to the Ebon Hawk. PRIMAGAMES.COM < 69, T3-M4
EXPERT DROID LEVEL 3 VITALITY: 30 ATTACK STYLE: Ranged <<< PREFERRED SKILLS: You've reached the Ebon Computer Use, Demolitions, Security, Repair Hawk at last! SPECIAL ABILITIES: Shock Arm, Create Computer Spikes, Mobile Workbench >END QUEST Rescue T3-M4 <<< You can't shut down the <<< containment field until all Exploding barrels can mines are disarmed. destroy several assassins at once. Enter all three fuel conduits and disarm the mines. When you're attacked, destroy the maintenance droids first, then take care of the rest. Overconfidence when fighting here can be deadly; while mining droids are usually harmless, these like to hurl grenades. After all mines and enemies are taken care of, ascend the ramp and use the emergency field station to shut >>> down the containment fields (Waypoint23). Dismantle a few Some barrels contain droids waiting at the ramp's top, then take a right and return to sonic charges that stun the docking bay. your enemies. >>> Scour the hangar for a few If you need spikes to last items before you board close the decontamination the ship. You're not safe vents, T3-M4 can make yet; a squad of Sith them for you. assassins storm the hangar. While Atton prepares for takeoff, man the ship's turret and try to gun down as many Sith as Head for the docking bay console (Waypoint ) and use you can before they reach24 T3-M4 to repair it; go through the open door and fight past the the loading ramp. Shoot mark II mining droids. Clear mines away before descending the containers to destroy groups of Sith, and keep your cannon ramps, then stop at the decontamination console to shut down aimed to the left; all the enemies appear on that side. You must the gas vents in the next chamber. Slice open the door fight any Sith who successfully reach your ship, so do your best (Waypoint ). to bring down as many as possible. After all of the enemies are25 defeated, the Ebon Hawk blasts into space. 70 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path >END QUEST Recent History The Harbinger gives chase; you must decide whether to risk collision with the asteroids (light side) or deliber- ately fire on the fuel-packed asteroids, blowing up the entire colony (dark side). Even if you do your best to avoid it, the Harbinger's wayward guns trigger a massive reaction that destroys everything…except your ship. >END QUEST Recover Ebon Hawk EBON HAWK : INTERLUDE
<<< Kreia fills you in on many details of your past. Speak more with Kreia to fill in further pieces of the past. By listening to her and pursuing all lines of questioning, you can strongly affect your influence and earn more light or dark side points as well. Kreia After making the jump to hyperspace, Kreia reveals also explains the Force Chain that binds you to her; herself; she was able to make it on board before the any Force powers used on one of you affects the Ebon Hawk escaped. With information from her and T3- other. When you're through, return to the cockpit M4, you piece together the events that happened after and use the galaxy map to select your next desti- you were sedated. Your attitudes about war and sacrifice nation, Telos. are tested; your answers reveal your slant toward the light or dark side. After the conversation, Kreia leaves for the Port Dormitory. Atton suggests you follow her for a private discussion. >END QUEST Galactic History PRIMAGAMES.COM < 71, TELOS AREAOVERVIEW
When the Ebon Hawk arrives at Citadel Station, your party is detained by Telos Security Force (TSF). Lieutenant Grenn, under Republic orders, must hold you until questions about the destruction of Peragus can be cleared. Eventually you are released, only to discover that your ship has been stolen! Your search for the Ebon Hawk entangles you in the web of factions vying for control of Telos, leading eventually to a perilous trek over the planet's surface and a hidden Jedi academy buried under the polar ice. MAP 1 RESIDENTIAL MODULE 082 EAST
to Bumani Exchange Corp. A2 C1 to Residential 082 West A1 A3to Entertainment >LEGEND Module 081 >OBJECTS Containers 8 12 Merchants B1 Terminals Workbenches B2 Unlocked Door Locked Door 14 Main Quest B3 Main Quest: Light Main Quest: Dark 10 Sidequest * Numbers correspond C3 C1 to the waypoints in the to Czerka Offices 2 A5 walkthrough text C2 CITADEL STATION This module connects with
Getting around the orbiting city is facilitated by information four other areas: Residential terminals found in the main concourse of each area. At each Module West, the Exchange terminal you can download an area map or instantly transfer to offices, the Czerka any other terminal you've visited before. Corporation offices, and Recreation Module 081. You need the right connections to <<< enter the Exchange or Czerka Download maps or transfer domains; this happens in the to another area with course of the main quest. Citadel Station's terminal system. A triad of apartment pods clusters at the east end. Apartment C3 is yours; you can accept incoming calls at the communica- tions console or heal your party with a quick nap. Most of the other apartments are locked; you gain access to these areas later in your adventure, depending on the path you choose. Don't forget to access the central information terminal to download the area map. 72 > PRIMA OFFICIAL GAME GUIDE, TELOS OVERVIEW
spikes, so stock up on a few while you have the chance (if you can afford it). He also has a wide selection of droid parts, but since you won't have a droid in your party for some time, these purchases can wait. Try hassling the Rodian thug posted at the door to the Bumani Exchange Corporation. After he makes the deadly mistake of attacking you, return a few more <<< times to meet his nervous replacements. Keep killing If you're caught stealing, them until the post is permanently abandoned–each expect a fight to the death. Rodian is worth a lot of experience points! <<< Opo Chano sells droid parts and equipment. Apartment A2 is empty, but if you steal from the footlocker here, the angry tenant walks in as you make your escape, and you get the additional reward of slaying another helpless victim. Naturally, such vile < deeds carry you deeper into the dark side….OPO CHANO Visit Opo Chano in apartment B2 to buy droid parts or use his workbench to make item upgrades. Chano plays an important role in your main quest and may not survive for long depending on your choices. He's also the only vendor on Telos who sells computer MAP 2 BUMANI EXCHANGE CORPORATION
Holding Cells >LEGEND >OBJECTS 11 Containers 14 Slusk’s Office Terminals 12 Unlocked Door Main Quest: Light Main Quest: Dark 10 13 * Numbers correspond to the waypoints in the walkthrough text to Residential 082 East PRIMAGAMES.COM < 73, < SLUSK The Exchange doesn't need to conceal its offices: <<< most people know better than to get involved These Gamorreans are eager with the crime syndicate. Loppak Slusk runs to add to your body count. the show here from a secure room behind a gauntlet of Gamorrean guards. MAP 3 CZERKA OFFICES
to Residential 082 East >LEGEND >OBJECTS Terminals 15 Unlocked Door 3 A6 Locked Door A3 Main Quest: Light Main Quest: Dark Sidequest * Numbers correspond to the waypoints in the Czerka walkthrough text Mainframe < B-4D4 < JANA LORSO Commanding enormous resources of wealth and The corporation's chief officer, Jana Lorso, an army of mercenaries, the Czerka Corporation contacts you soon after you arrive. Taking on is determined to cement its grip on the Telos jobs for her will propel you along the dark side, restoration projects. Visitors are greeted by B-4D4, a protocol while light side players will seek to sabotage and undermine droid that you can control later if you side with the Ithorians Czerka's plans. against Czerka. <<< <<< Czerka Mainframe Czerka Corporation 74 > PRIMA OFFICIAL GAME GUIDE, TELOS OVERVIEW
< T-1N1 The sealed room beyond Lorso's office houses a computer mainframe and a mildly psychotic utility droid, T-1N1. You meet this droid only if you take the light-side path and work for the Ithorians. MAP 4 RESIDENTIAL MODULE 082 WEST
B4 >LEGEND to Residential 082 East Medical >OBJECTS Facility Containers Lab Station Terminals Unlocked Door Main Quest: Light Main Quest: Dark 3 D1 Vivarium Sidequest A4 B2 * Numbers correspond to the waypoints in the walkthrough text Ithorian Compound >>> Ithorian Compound < CHODO HABAT This extension of the residential module is home to the Ithorians, who have been awarded the Republic's contract to head the restoration project on Telos. Their genuine desire to revitalize the lifeless surface of the planet doesn't sit well with other more profit- minded factions that covet Republic funds. The Ithorian leader, Chodo Habat, contacts you as soon as you are freed from the TSF holding cells. If you want to pursue the light side, meet with him and offer your help. PRIMAGAMES.COM < 75
, <<< Vivarium The vivarium nearby Before you leave Citadel Station, you must have two displays rare plant bio-antidote implants to help you get through the specimens imported from poison gas vents in the old military base. Kreia's other worlds, including a Treat Injury skill should be high enough to make valuable Bachani plant. these items at the lab station in the medical facility. You can pilfer some leaves from this plant if you get involved with the Smuggling sidequest. Go to Residential Module East and take the shuttle to reach the >>> Entertainment Module. Here you can find a few merchants, the Medical Bay TSF offices, and access to the Cantina and the Dock Module. Opposite the Ithorian compound is a medical facility featuring a lab <<< station and a container of Entertainment Module 081 medical supplies. You need a few ranks in computer use to open the container with the nearby terminal. These medical supplies are also used in the Smuggling sidequest. MAP 5 ENTERTAINMENT MODULE 081
Holding Cells Dobo Brother’s Emporium >LEGEND >OBJECTS Containers x7 Containers Workbenches TSF Station Merchants A1 Terminals B1 to Residential 082 East to Cantina Unlocked Door 5 Main Quest 4 Sidequest * Numbers correspond to the waypoints in the walkthrough text to Dock Module 126 76 > PRIMA OFFICIAL GAME GUIDE, TELOS OVERVIEW
< DENDIS DOBO < SAMHAN DOBO Farther down the hall, a couple of mercenaries are The store here is run by two picking a fight with a hapless Sullustan. You can brothers, Dendis and Samhan Dobo. Dendis, behind the left intervene and fight the mercenaries for a little loot counter, deals mostly in Pazaak cards. Buy some of his low- (light side), leave the Sullustan to his fate (dark side), numbered cards if you want to build a good Pazaak deck. or destroy all three of them (netting both dark and light Samhan, on the other hand, is active in black-market circles and side points). has a wide array of useful inventory. <<< <<< Samhan Dobo is the hub of Terminal velocity: Expedite Citadel Station's thriving your quest with Citadel black market trade. Station's quick transfer system. If you complete the Smuggling sidequest for You pass two entrances to Samhan (see the the Cantina on the right as Sidequests section), he you continue down the allows you to browse his selection of premium (and illegal) hall. Check the information terminal by the second Cantina inventory. If you have the credits, you can buy some of the most door to download the area map and activate it for quick transit powerful weapons and toughest armors from him. Completing later on. the Smuggling missions won't affect your light or dark side balance, so explore this option if you want to gain an early Farther on, past the shuttle to the Dock Module, are the TSF advantage in combat. Even if you don't get involved in offices. Speak with the TSF protocol droid to open the armory smuggling, buy equipment from Samhan's regular inventory. door and reclaim all your confiscated goods. You can loot the Valuable item upgrades can be immediately installed using the rest of the lockers here for some extra equipment and supplies. nearby workbench. >>> Cold and heartless, droids are perfectly qualified for a career in civil service. Since the items you find are determined randomly, you may want to wait and make purchases after you have thoroughly explored the station. This saves you the heartbreak of buying an expensive item, only to find it for free a little later. <<< The TSF Security Chief has the impossible job of keeping you from causing trouble. PRIMAGAMES.COM < 77, MAP 6 CANTINA
C2 >LEGEND 13 to Entertainment Module 081>OBJECTS Merchants Main Quest: Light Main Quest: Dark Sidequest * Numbers correspond to the waypoints in the walkthrough text98Game Room to Entertainment Module 081 < DOL GRENN Telos Swoop Track Records Open the security door here to speak with Rank Racer Record Prize Lieutenant Dol Grenn. He has a trio of bounties 1st Ov Darum 39:77 500 to offer you. See the Bounty Hunting sidequests at the end of this chapter for more information. Galactic Record 37:44 <<< <<< Cantina Game Room < MEBLA DULE < RACE MASTER Prefer a nice game of Pazaak? Then talk to Mebla The Cantina, while small, is densely packed with Dule near the long blue table. You can buy cards, games, characters, and information. If you want play a free game, or place a wager of up to 40 to try some of the minigames, check the eastern credits. Unless you are experienced, try some friendly games room. Speak with the Race Master to try your hand at swoop before laying down any credits. You start off with 10 cards, and bike racing. while it is possible to win with them, your odds are greatly improved by making a few choice purchases. For a truly formi- Practice runs are free, but if you want to race officially, you dable deck, buy all the +/- cards you can afford. must either pay 100 credits or persuade the Race Master to give you a freebie (he gives only one free race). If you beat the record times set by the best racers, you win prizes as shown in the following table: 78 > PRIMA OFFICIAL GAME GUIDE, TELOS OVERVIEW
< CORRUN FALT < BENOK < LUXA Approach the bar to initiate a dialogue with Benok. He boasts that he is the head of security There are two other people to (that is, top thug) for Loppak Slusk. The intro- meet here. The first, Corrun Falt, is a disgruntled Czerka ductions are cordial, but when you meet him later, he won't be employee who gives you valuable information later on if you so nice. After chatting with decide to help the Ithorians. The second, Luxa, plays a role in him, mingle into the overthrowing Loppak Slusk crowd to overhear a and will be waiting here when conversation between a you are ready to take him on. Republic and Onderon As a Zeltron, Luxa has the soldier. They may not see ability to read your emotions; eye to eye, but their tricks like Force Persuade won't conversation is friendly work on her. enough. MAP 7 DOCK MODULE
Docking Bay 3 >LEGEND Docking Bay 1 Docking Bay 2 >OBJECTS Containers Terminals 17 17 Unlocked Door 7 Locked Door B5 Main Quest Main Quest: Light B3 Main Quest: Dark Sidequest * Numbers correspond to the waypoints in the walkthrough text 6 A7 16 A2 to Entertainment Module 081 The Dock Module has three landing bays and a small lounge for the comfort of travelers. Docking Bay 1 on the west once held the Ebon Hawk but is empty now that your ship is missing. The TSF soldiers at the door won't let you in. Docking Bay 2 is used by the Ithorians. After siding with them or the Czerka, come here to pick up a newly arrived B-4D4 protocol droid as part of the main quest. PRIMAGAMES.COM < 79
, later on, return to the Duros for clues about where to find the <<< various fugitives, most of whom are associated with the Czerka Assassins, smugglers, and Corporation. murderers all pass through Czerka's docking bay. After completing your missions on Citadel Station, either the Ithorians or the Czerka Corporation (depending on whether you follow the light- or dark-side path) will allow you to use an Docking Bay 3 is operated orbital shuttle to reach the planet's surface and search for the by the Czerka Corporation. Ebon Hawk. A Duros holds the gate here; although he won't let you in, you can get information from him. If you accept any of the Bounty Hunting sidequests THE SURFACE OF TELOS MAP 8 RESTORATION ZONE
Crash Site >LEGEND >OBJECTS 20 Containers Mines 18 Main Quest * Numbers correspond to the waypoints in the walkthrough text to Excavation Site 23 24 Whichever path you chose, you eventually hop aboard a shuttle that is promptly shot down by mercenaries. Fortunately, you crash within the Restoration Zone instead of out in the poisonous wastelands. <<< Unfortunately, the Restoration The ring of mines actually Zone is crawling with merce- makes the hidden cache naries and wild cannocks. easier to find. Bao-Dur meets you here and, recognizing you as his former general in the Mandalorian Wars, offers to renew his The mercenaries have two hidden caches in this area. Each one allegiance. With his help, you is protected by a ring of mines, so approach carefully. The first can fight your way from the shuttle crash site through hordes of cache is adjacent to the crash site; the second cache is to the enemies to reach the Czerka Excavation Site on the zone's other south, beyond a deep gorge. Check the map for exact locations. side. Investigate all the nooks and crannies for incidental loot. 80 > PRIMA OFFICIAL GAME GUIDE, TELOS OVERVIEW MAP 9 CZERKA EXCAVATION SITE
>LEGEND >OBJECTS Czerka Encampment Containers Landing Pad Mines 25 26 Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text to Restoration Zone to Old Military Base The Ithorians have built an encampment here consisting of several >>> warehouses, processing Landing Pad plants, and a shuttle landing pad. They have been muscled out, You can't enter any of the however, by a team of buildings here, but the Czerka mercenaries. You landing pad holds a vital will probably gain a level clue to the whereabouts of or two when you are through fighting them all, and many of the Ebon Hawk. Along the site's southern rim is a ramp leading them carry useful equipment that you can commandeer. down into the next area, the old military base. PRIMAGAMES.COM < 81
, MAP 10 OLD MILITARY BASE
to Excavation Site Container x7 >LEGEND >OBJECTS Hangar Containers Reactor Lab Station 29 Terminals Workbenches Container x4 34 Unlocked Door 32 Main Quest Control Room * Numbers correspond to the waypoints in the walkthrough text Your main quest takes you through this deactivated <<< military base that, despite Tank Droid its disuse, is still protected by tough military droids and poison gas traps. Breath masks or bio- antidote implants are mandatory equipment here until you can deactivate the security system. <<< Bao-Dur's Shield Breaker is the only way through these energy fields. Many passages are blocked by energy fields, but with Bao-Dur's special ability, you can break them down. Eventually you find a shuttle that you can fly to the polar regions, but it's protected by a huge tank droid. 82 > PRIMA OFFICIAL GAME GUIDE, TELOS OVERVIEW MAP 11 POLAR REGION
>LEGEND >OBJECTS Main Quest * Numbers correspond to the waypoints in the walkthrough text to Secret Jedi Academy This massive, featureless plateau of ice is the site of your second shuttle crash. The only thing to do here is survive a battle with a trio of HK-50 assassin droids–no easy feat. The entrance to the hidden Jedi academy is in the mesa's southern half; apart from the assassin droids' remains there is nothing of value here. MAP 12 TELOS JEDI ACADEMY
>LEGEND Container x3 >OBJECTS Containers Meeting Lab Station Hangar Bay 39 Entrance Chamber Workbenches Chamber Unlocked Door Locked Door Main Quest 38 * Numbers correspond to the waypoints in the Prison walkthrough text Meditation Handmaidens’ Chamber Quarters to Polar Plateau PRIMAGAMES.COM < 83
, The Jedi academy is home to The academy's west side is Atris and her many where the action is. You can handmaidens. She gives you a find Kreia and Atton cool reception and reveals that languishing in the prison area; she was responsible for release them and pay a visit to stealing the Ebon Hawk. the handmaiden's quarters in Eventually she agrees to the southwest to find a fair release the ship, and you are amount of booty. The hangar free to explore most of the is in the northwest and complex. Some areas, like the meditation chamber on the east, features both a workbench and a lab station for item tinkering. are sealed for now. You also reunite with T3-M4 here. Most importantly, you finally recover the Ebon Hawk. Once aboard, you are free to continue your journey across the galaxy. MAIN QUEST PATH
Your main goal on Telos is to make your way to the distant polar regions where Atris has built a hidden Jedi academy beneath the ice. This is where you find your stolen ship. However, first you must forge an alliance with one of the groups on Citadel Station to obtain shuttle transport to the surface. ARRIVAL AT CITADEL STATION >SIDEQUEST False Batu
When you arrive at Citadel Station, Lieutenant Dol Grenn When the battle is over, Lt. Grenn arrives and demands an of the Telos Security Force explanation. The assassin, who called himself Batu Rem, is detains the Ebon Hawk for actually an impostor. You can find out more about the assassin inspection and decontami- if you undertake the bounty hunter sidequests. When the TSF nation (I&D). realizes that you were acting in self-defense, they decide to transfer you immediately to a more genteel confinement in the Residential Zone (Waypoint 2 ). Technically you are still under arrest and Lt. Grenn warns you not to leave Citadel Station until a Republic ship arrives to take you into custody. >BEGIN QUEST Ebon Hawk’s I&D >E>EnNd DQ uQeUstE: SATrresAtrerde!sted! >BEGIN QUEST Arrested! You are stripped of all your possessions and thrown into a holding cell (Waypoint 1 ). While Atton and Kreia offer competing plans for what to do next, the conversation is interrupted by a rude assassin who's come to collect the Exchange's bounty on Jedi. You can't talk your way out of fighting him, so go ahead and be bold. Even though you are unarmed, you still have full use of your Force powers and can take down the assassin easily. 84 > PRIMA OFFICIAL GAME GUIDE, TELOS MAIN PATH CHOOSING SIDES >BEGIN QUEST Czerka Calling
<<< The second call is from the B-4D4 protocol droid at the Czerka The Ithorian herd's gentle Corporation. His boss, Jana Lorso, also wants to recruit your nature leaves them assistance regarding the restoration project on Telos. Agree to completely helpless, unless talk with her. When you leave the apartment, head left down you protect them. the hall to find the Czerka offices next door. B-4D4 recognizes you and announces that Jana Lorso can be found at the back of the office complex (Waypoint 3 ). Head through the conference room beyond the reception desk to find Jana and speak with her. This completes the quest, whether or not you decide to work for her. >BEGIN QUEST The Caller >END QUEST Czerka Calling Before you can leave the apartment, you get two incoming calls on the communications console. The first is to announce an Ithorian visitor by the name of Moxa. Agree to speak with him, and he enters to explain that the Ithorian leader, Chodo Habat, <<< wishes to meet with you. If you want to follow the light-side Jana Lorso is proof that path, tell Moxa that you will stop by the Ithorian compound. crime does pay. >>> Chodo can always be found at the back of the Ithorian compound. You can speed up things by refusing both callers and After taking the second call, exit the apartment and head over simply visiting them when you get out of the to Residential Module West. Enter the Ithorian compound on apartment. the hall's south side and head for the back room where Chodo Habat awaits (Waypoint 3 ). To complete this quest, simply talk to him and either accept (light side) or refuse (dark side) STRANDED ON CITADEL STATION his plea for help against the Czerka. >SIDEQUEST High Stakes >END QUEST The Caller <<< If you hurt a mercenary's <<< feelings, he won't be your If you have a conscience, friend. avoid any dealings with the Czerka Corporation After speaking with the Ithorian and Czerka leaders, it's time to get your equipment out of impound. Travel to the Recreation Module, exploring sidequests along the way. Enter the TSF offices at the west end (Waypoint 4 ). PRIMAGAMES.COM < 85, DROID DELIVERY
<<< The TSF impound lockers are ripe for the picking. <<< Practice using Force powers, melee attacks, and ranged attacks simultane- ously in battle. >BEGIN QUEST Ebon Hawk Stolen! >BEGIN QUEST Replacement Restoration Droid The TSF protocol droid has stunning news: The Ebon Hawk is missing! He suggests that you get in touch with the Exchange to learn more. The good news is that all your belongings are Whether you've decided to work for Chodo Habat or Jana Lorso, still secured in the armory lockers, and the droid opens the your next destination is the same: the Dock Module. From the door so you can reclaim your stuff. Empty all the TSF lockers in Recreation Module, hop a shuttle to the Dock Module and the armory and add to your arsenal (Waypoint 5 ). speak with the Ithorian at the desk outside Docking Bay 2 (Waypoint 6 ). When he opens the door, move in and use the >END QUEST Ebon Hawk’s I&D airlock terminal to open the hangar gate. Inside you find the protocol droid you've been sent to collect, along with a very nervous lone TSF escort (Waypoint 7 ). The conversation is cut short when five unnamed thugs stride in to spoil the party. You're outnumbered, but these enemies aren't very strong. <<< Assign each of your characters a thug to fight, and when the If it’s this easy for you, no first three have gone down, you can gang up on the remaining wonder Batu Rem was able two. After the battle, you automatically receive an illegally to break in. modified blaster carried by one of the thugs. Take the blaster to Lieutenant Grenn to begin the Suspicious Goods sidequest, or claim your own piece of the action by taking the blaster to Samhan Dobo and embarking on the Smuggling sidequest. >SIDEQUEST Suspicious Goods >SIDEQUEST TSF Bounty: Batano has Vanished >SIDEQUEST Smuggling >SIDEQUEST TSF Bounty: Escaped Criminals Before you leave, you can open the security door to the north <<< and talk to Lt. Grenn. He lays out three bounties for you. Refer The fate of Telos' to the Bounty Hunter sidequest below for further information. restoration project depends on where you take >BEGIN QUEST New Fuel Source this droid. You're now free to You can also discuss with Lieutenant Grenn the fuel supply continue your mission. problems on Citadel Station resulting from the destruction of Talk to the protocol droid Peragus. If a new source of fuel can be found, Lieutenant Grenn and choose to take him either to the Ithorians or to the Czerka would definitely be interested. You have the opportunity to Corporation, depending on the path you have taken. The scene pursue this matter later on, when you get to Nar Shaddaa. automatically shifts to the destination you have chosen. 86 > PRIMA OFFICIAL GAME GUIDE, TELOS MAIN PATH
>END QUEST Replacement Restoration Droid Kreia interrupts the journey to express her misgivings about becoming tangled in the Ithorian's affairs. After the conver- sation, use the information terminal to make a quick transfer At this point, your path diverges. To follow the light side, talk and enter the Cantina. Target the patrons until you find Luxa; more with Chodo and ask what else you can do to help. To she's the pink woman standing near the bar (Waypoint 9 ). follow the dark side, offer your help to Jana Lorso. Whichever Talk to her and choose the following dialogue options: path you choose, you end up receiving your first lightsaber component and a shuttle ride down to the planet's surface. What do you want? I'm not looking for trouble. ITHORIANS AND THE EXCHANGE What does this have to do with me?
I was, but not anymore. I'm capable, yes. <<< How would this work? This Rodian probably has It's a deal. the most dangerous job on Citadel Station. >>> Gamorreans don't ask questions or waste time with threats. >BEGIN QUEST Ithorian Diplomacy Now you can return to the Bumani Exchange office and gain access. Talk to the After bestowing you with a pair of insulator gloves in reward guard and tell him Luxa sent you. He opens the door for you for escorting the protocol droid, Chodo tells you of the and departs with a warning. Enter and speak with Vula, the problems he's having with Loppak Slusk, the Exchange boss. He receptionist (Waypoint 10 ). Another bureaucratic hurdle! If you asks you to somehow arrange a meeting with Slusk and try to have enough Persuade skill, you can convince her to let you by; put an end to the harassment. The Bumani Exchange office is in otherwise, she summons a quartet of Gamorrean guards for you Residential Module East. Go there and talk to the thug by the to fight. door (Waypoint 8 ). When you're in, head through the door on the >>> right. Slusk and his Luxa is your only hope of entourage confront you getting an appointment. here. After a short exchange of threats, he He rudely dismisses you escapes into his office and since you don't have an leaves you to fight Benok appointment but hints that (who you met earlier in the you might be able to Cantina) and four other arrange a meeting by mercenaries. Concentrate your attacks on Benok first, then mop talking with Slusk's second, Luxa. You can find her at the up the rest. When the fray is over, search Benok's remains to Cantina in Entertainment Module 081, so go there now. find his modified gold blaster and equip it on Atton. Save your game and bash open the locked door to continue the quest. <<< Luxa seems respectful, but she'll say anything to >>> manipulate you. Don't Exchange thugs are often trust her. willing to betray their masters in exchange for their lives. PRIMAGAMES.COM < 87, More Gamorreans wait here, but fortunately they are on Luxa's side. Talk with the Gamorrean boss Before you leave, check the bodies for equipment. You by the door and he lets can find an Exchange negotiator on Luxa's remains you through before fleeing while Slusk has a Systech aural blaster that makes a the scene. Slusk sends a fine weapon for Kreia. Open the footlocker against the pair of bodyguard droids to wall for some extra loot. Before you go, use the security deal with you. Fight them terminal, access the remote camera controls, and check with ion weapons if you on the holding cells (Waypoint 12 ). Earn a light side have them; Force Lightning also works very well here. Now that bonus by deactivating the energy field and releasing the you've cleared away his troops, go through the last door. imprisoned Ithorian. When you've taken everything, save your game and head back to the Ithorian compound to report to Chodo Habat. >END QUEST Ithorian Diplomacy THE SPY DROID
Isolate Slusk with covering fire while you close in for the kill. Slusk is cornered and has nowhere else to run. To <<< complicate matters, Luxa and her three Gamorreans show up The scoundrel is impressed (Waypoint11). You end up fighting both Slusk and Luxa; with your diplomacy. choose passive options during the conversation and you can battle them separately. If you choose aggressive options, you must fight them at the same time. Luxa is a tough opponent, but Kreia's Force powers can weaken her so much that she won't stand a chance. After slaying her and the Gamorreans, Slusk makes one last attempt to talk you out of killing him. You can let him live, but you won't get dark side points for finishing >BEGIN QUEST Czerka Mainframe him off, so you might as well. If you choose to fight, have your main melee character run around the desk to battle in close quarters while the other two party members take out the turrets >BEGIN QUEST Crafting a Lightsaber on either side of Slusk's desk. In thanks for your help, Chodo gives you a lightsaber emitter fixture. With an energy cell and a focusing lens, the emitter is <<< one of three essential components needed to make your own Help the Ithorian rejoin his lightsaber later on. Herd for light side points. For his final request, Chodo asks you to somehow hack into the Czerka mainframe and obtain records that reveal their corruption and Exchange ties; Chodo can use this to end their meddling and ruin their reputation with the Republic. To begin, suggest trying to bribe a Czerka employee. Chodo is reluctant, but you can Persuade him to give you 500 credits to use as leverage; he also hints that a good bribe target can be found at the Cantina, so head there next. 88 > PRIMA OFFICIAL GAME GUIDE, TELOS MAIN PATH
You are automatically transported back to the <<< Ithorian compound, where Corrun is under a lot of Chodo Habat installs some stress, and it shows. modifications on B-4D4. Now controlling B-4D4, return to the Czerka offices and talk to Jana Lorso (Waypoint 16 ). She opens the mainframe door for you. At the Cantina, find Corrun Falt by the stage (Waypoint 13 ). Talk to him and choose these responses: A suspicious T1-N1 droid questions you, but What can you tell me about Czerka? succumbs to B-4D4's Tell me about Czerka. relentless logic and heads How do you think she'll mess up? off on a senseless trigger- Maybe I can help you. happy rampage. With this There are some files I'd like to get my hands on. Files I diversion, you can access imagine wouldn't make her look good if they went public. the mainframe terminal I'm just looking for some dirt, that's all. and download the records So how do I get in? you need as well as erase all the information tying you to Czerka. Return with the infor- At this point, Corrun Falt is willing to accept the bribe, but you mation to Chodo Habat. can try to Persuade him to take less than 500 credits (or even to help you for free). He says that B-4D4, the Czerka protocol >END QUEST Czerka Mainframe droid, can get into the mainframe if you gain control of him somehow. To do this, you must obtain maintenance credentials from Opo Chano in apartment B2. Go back to Residential <<< Module East, visit Opo Chodo's shuttle awaits you Chano, and tell him you in docking bay two. need his credentials (Waypoint 14 ). He won't Chodo finally tells you part with them easily, about Bao-Dur, a soldier however. You can threaten on the planet's surface who or even destroy him to get can help you track down what you need, but this the missing Ebon Hawk, and offers the use of the Ithorian will earn you dark side shuttle to take you to him. As you make your way back to the points. You can avoid this by paying off his 2,500 credit debt to Dock Module, you receive an urgent message from Chodo the Exchange either with your own money or, even better, by Habat's assistant Mozo: the Ithorians are under attack! going back to Chodo Habat and getting the credits from him. >SIDEQUEST Ithorians Under Attack When Odo gives you the credentials, go to the You can go back and save them if you wish, or leave them and Czerka offices and talk to go to the Dock Module to take the Ithorian shuttle down to the B-4D4 (Waypoint 15 ). Tell surface (Waypoint 17 ). Refer to the Ithorians under Attack! him to come with you and sidequest for more information. show the credentials to force his compliance. PRIMAGAMES.COM < 89, ASSASSINATE LOPPAK SLUSK Go to Residential Module West and head for the communica-
tions console in the back (Waypoint 9 ). Accept the call and a mysterious voice instructs you to go to apartment B3…and to <<< go alone. This means you must use the Party menu to remove Jana Lorso doesn’t Kreia and Atton; using Solo Mode isn't good enough. If you go mince words. to apartment B3 with anyone else in the party, no matter how far away they are, the arms dealers won't let you in. <<< Negotiate new terms with >BEGIN QUEST The Exchange the arms dealers. Talk to Jana Lorso and she asks you to perform a bold task: eliminate Loppak Slusk to eliminate Exchange interference on Telos. She adds that you can gain entrance to the Exchange offices by talking to Luxa, Slusk's second, at the Cantina. Once inside, the door slams behind you (Waypoint 10 ). The dealers arrive a moment later. At first, the deal seems to go off >BEGIN QUEST Luxa & Loppak without a hitch; but at the last minute, they decide to double- cross you and you must fight. The instant the battle begins, enter the menu and reassign Atton and Kreia to your party to >BEGIN QUEST Arms Dealing help out. The three of you easily dispatch the thugs. When the job's done, return to the Cantina, and talk to Luxa to complete the quest. You can hand over the 500 credits you received from the arms dealers; but why not keep it for yourself? >>> >END QUEST Arms Dealing Luxa is stronger than any man in the Cantina, and fiercely proud of it. >BEGIN QUEST Opo Chano Find Luxa by the bar in the Cantina (Waypoint 8 ). She agrees to get into the Exchange, but only if you pass a <<< couple of tests for her. The first job is an illegal arms deal; she If you work for Jana Lorso, wants you to go in her place. It sounds like a setup, but you Opo pays the ultimate price. don't have any choice. Luxa gives you a case of weapons and tells you to go to the medical unit in Residential Module West to receive a call that provides details of the deal. Luxa's next job involves an outstanding debt of 2,500 owed the Exchange by Opo Chano, the droid technician who lives in apartment B2. Return again to Residential Module West and enter Opo Chano's <<< apartment (Waypoint11). Tell him you're there to collect; since Sometimes walking into a he doesn't have the money, you have little choice but to slay trap is the fastest way to him. You could also rescue him by paying off the debt or help strike at your foes. him escape Citadel Station; these actions earn you light side points, however. Afterward, return to the Cantina and give your report to Luxa. >END QUEST Opo Chano 90 > PRIMA OFFICIAL GAME GUIDE, TELOS MAIN PATH
Finally, Luxa reveals her true colors by confessing that she never knew where your ship was; now you must fight her as <<< well. She's a little tougher than Slusk, but concentrated attacks Force Persuade eliminates take care of her in short order. When the carnage is done, the need for an search the entire office for valuables and return to Czerka. appointment. >END QUEST Luxa & Loppak At last, Luxa agrees to set up a meeting with Loppak Slusk. Head for Residential >END QUEST The Exchange Module East, and talk to the thug by the door (Waypoint 12 ). Tell him Luxa sent you, and he lets you in before departing with a warning. To go any farther, you must deal with Vula, the THE EXCHANGE COUNTERATTACKS receptionist (Waypoint 13 ). You can try to Persuade her to open the next door; if you fail, she summons a squad of >BEGIN QUEST Czerka Under Attack Gamorrean guards to deal with you. Slaughter them and proceed through the next door on the right. Slusk and his minions are here. After a few insults, <<< the Exchange boss retreats Melee attacks get a bonus if to his office and leaves his your target has a ranged cronies to battle for him. weapon. Concentrate your attacks on Benok first (you met him earlier in the Cantina, Unfortunately, getting to remember?) before dealing Jana Lorso won't be easy. with the weaker thugs. The mercenaries hired by the Exchange, now out of work, have Scavenge any goods left behind after the battle, then bash down stormed the Czerka offices and have taken over the show. the door Slusk fled through. Three Gamorreans are here, but Carefully battle your way through their ranks, taking care that fortunately they're on Luxa's side. Talk to the Gamorrean boss no member of your party runs off alone (Waypoint 15 ). by the door and he lets you into Slusk's inner sanctum. Between skirmishes, retreat and take time to save the game and heal yourself if needed. As always, don't hesitate to augment Slusk makes a few feeble your combat skills with both offensive and defensive Force attempts to parley for his life, powers or with adrenal stims. After slaying all the mercenaries but when Luxa shows up, and relieving their bodies of any valuables, you can finally meet there's no option left but to with Jana Lorso and complete the quest. If you ask for payment, fight (Waypoint 14 ). Avoid she gives you 800 credits. Talk to her again and she arranges a overly aggressive responses shuttle for you to take down to the planet's surface. It's waiting here, or you have to fight for you in Docking Bay 3, so go there and talk to the Duros Slusk, Luxa, and Gamorreans (Waypoint 16 ). all at once. It's much easier to defeat Slusk first; he's defended by turrets on either side of his >END QUEST Czerka Under Attack desk, but ignore them and concentrate on the Exchange boss. When he drops, the turrets deactivate. <<< >>> Jana Lorso is very polite Stun Luxa with critical and generous for an evil strike, then take your time. corporate executive. PRIMAGAMES.COM < 91, The Duros gives you a final gift from Jana Lorso–the lightsaber emitter fixture. With an energy cell and a focusing lens, the emitter is one of three essential components needed to make <<< your own lightsaber later on. Always recover mines in solo mode to keep your He opens the door for you, and you can finally board the shuttle friends out of harm's way. and escape Citadel Station (Waypoint 17 ). Next to the shuttle's wreckage is the first of two hidden caches left by the mercenaries (Waypoint 19 ). It's protected by a ring of mines, but Bao-Dur's Demolition skill is high enough to recover the mines safely. Before you take off, pay a final visit to the Dobo brothers and make some final purchases. You won't have another chance to buy items for a while. >>> Hone your abilities on the TELOS RESTORATION ZONE willing Cannocks before
moving on. Whatever path you choose, you end up taking a After taking the loot, head shuttle down to the east into the open field surface. Incoming flak where a few cannocks are from the Czerka instal- grazing (Waypoint20). You encounter a lot of these beasts in lation slams into your craft this area, so take time to get a feel for their strength. They are and you crash just inside aggressive but not too strong–fight every one you meet for the western border of the valuable experience points. Restoration Zone. You are greeted by a muscular Zabrak with a cybernetic arm who introduces himself as Bao- Dur (Waypoint 18 ). His array of skills and his ability to shatter >>> energy barriers will be necessary in the upcoming areas, so you Gang up on mercenaries must leave either Atton or Kreia behind. The choice is yours, one at a time; don't spread but we recommend taking Kreia so that you can benefit from yourself thin. her array of Force powers. BAO-DUR
TECH SPECIALIST LEVEL 6 VITALITY: 48 ATTACK STYLE: Melee Head south to find a narrow canyon mouth blocked by a PREFERRED SKILLS: mercenary patrol (Waypoint21). Save your game before Computer Use, Security, Repair, Demolitions rushing in to do battle. Many of the mercenaries in this area use SPECIAL ABILITIES: shielding to protect them; Bao-Dur can smash these shields Shield Breaker, Repulsor Strike with his fists while your character battles the unshielded enemies and Kreia provides Force support from the back ranks. Bao-Dur starts off with no equipment at all. Outfit him with any spare armor and your best ranged attack weapon, but leave his other weapon slots empty so he can fight bare- handed. Strip Atton of his armor or equipment if you need to. To complete your preparations, take some time to level up your new companion. See Bao-Dur's profile in the "Friends and Foes" section for advice on how best to spend your skill points and feats. 92 > PRIMA OFFICIAL GAME GUIDE, TELOS MAIN PATH
powers. Do not try to rush through the mines–there are a lot of them and you might not make it to the hilltop. When the guns <<< are destroyed, carefully recover the mines and ascend the slope Lure enemies around the to the next area. corner and then ambush them at close range. CZERKA EXCAVATION SITE <<< Use guaranteed damage attacks like Force Lighting to defeat the droid master. >>> Destroy the sentry droid Beach these cannocks for that guards the valley experience and items. entrance, then head forward to meet the mercenary droid master and a pair of warbots (Waypoint25). She's the one who's been laying these traps for you, and she's Continue through the here to make a final stand. She uses a shield as combat starts, canyon to emerge on the so have Bao-Dur rush in to use his shield-breaking ability on beach. Another mercenary squad is camped in the open ground her while your character and Kreia concentrate on the warbots. to the south (Waypoint22). You can skirt around them by Don't worry about taking damage from the mines here; you hugging the shore and cliffs, battling cannocks and collecting need to close the distance as quickly as possible. If you're items as you go. You don't have to battle the mercenaries, but carrying grenades, have each character toss one as their first they are worth a lot of experience and provide excellent battle action. After the battle, take time to heal yourself and save practice. It's best to approach from the south, from behind the before rounding the next corner where the toughest battle yet cover of the rocky spires that jut from the plain. Save your game awaits. and use Force power enhancements before you move in. >>> Force Lightning can bypass <<< the mercenary's defenses. There are two lootable targets in this cache. The mercenary commander here is extremely strong When the dust settles, and protected by an energy check all the bodies for shield. After a verbal valuables and move exchange, the battle begins southwest to the dead end (Waypoint26). Equip energy shields of your own and use them where you find the second mercenary cache (Waypoint23). immediately, then send Bao-Dur in to smash the enemy's Bao-Dur can clear away the mines that block your access. shields. Kreia should attack with mind-affecting Force powers like Horror while you go after the unshielded mercenaries. If you brought Atton along, have him hurl grenades from a <<< distance before you close in, then switch to your best blaster. Snipe the turrets before clearing a safe path. When you have every- >>> thing, head toward the exit Take the high ground to in the southeast. A dense secure the excavation site. mine field surmounted with automated turrets stands in your way (Waypoint24). If Bao-Dur tries to clear the mines, the turrets cut him down, so take out the guns first from a distance with ranged weapons, ion grenades, and Force PRIMAGAMES.COM < 93, There are still several more mercenaries around, so make sure nobody runs off to continue the fight after you defeat the <<< commander. Back off and take time to heal and save the game Close with military droids before pressing on. When you're ready, enter the compound and to avoid their thrown take out the mercenaries on the ground before ascending to the grenades. landing pad where a final knot of enemies await (Waypoint27). Break through the next energy barrier to encounter <<< a group of Telos military Bao-Dur discovers an droids. These are fairly anomalous energy source in strong, so watch your health closely. Force Lightning works very the distant polar region. well here. In the next room, use the terminal (Waypoint29) to open the door and continue on to battle more droids and When the area is secure, turrets, making sure to save your game between encounters. approach the terminal Check all the dead ends as you go to search for scattered loot; here; Bao-Dur discovers a you can find an Aratech droid oxidizer that you should immedi- mysterious energy trace ately equip. coming from the polar region. This is where your ship has been taken, but you need another shuttle to get there. To find one, head south to enter the old military base. >>> Breathe easier after you THE OLD MILITARY BASE disable the gas vents with
this terminal. <<< Breath masks and bio- Just beyond the room with antidote implants make a workbench and lab your team immune to station, you find a shuttle. poison. You must open the hangar doors and find the shuttle's ignition codes to take off, so continue south to explore the rest of the facility. Behind the energy barrier is a security terminal you can use to deactivate the poison gas vents (Waypoint30). Empty the lockers and check the room across the hall. The To protect everyone from the poison gas traps here, equip the hangar terminal is off-line bio-antidote implants you made on Citadel Station and the due to a reactor shutdown, breath mask left over from Peragus. Also equip any ion weapons so leave and go south to you have; this facility is crawling with military droids. find the reactor controls. When you're ready, approach the energy barrier and Bao-Dur demonstrates his shield-breaking ability (Waypoint28). Four turrets spray blaster bolts at anyone entering the next room; instead of fighting them, quickly run up to the terminal between them and use it to deactivate the defense system and download a map. Fight your way through another squad of droids until you reach a lone Twi'lek who has somehow survived the security lockdown (Waypoint31). You can offer to rescue him (light side) or cruelly slay him (dark side). If you decide to help, he tags along until you can escape. 94 > PRIMA OFFICIAL GAME GUIDE, TELOS MAIN PATH
<<< TANK DROID BATTLE No extra charge: Military droids explode when you overload their circuits. <<< Kreia prescribes Continue east to find a Force Lightning, and droid-recharging station. lots of it! Defeat the enemies here and use either terminal to overload the recharging stations and destroy the droids inside, then move on. Follow the passage as it bends north, clearing out any droids that try to stop you, until you reach the >>> reactor control terminal Ion enhancements give (Waypoint32). When you your weapons the power bring the reactor online, to carve droids to scrap. three events occur. First, four turrets in the room behind you activate and attack. Second, the sealed door in the droid-recharging station opens. Third, a gigantic tank droid is released into the shuttle hangar. TANK DROID TAKEDOWNS
>>> ■ Bao-Dur's Repulsor Strike ■ Ion weapons Search the footlocker to ■ Force Lightning ■ Aratech droid oxidizer ■ Stun Droid find shuttle ignition codes. The tank droid is a gigantic, lumbering machine that Take out the four turrets attacks with grenades and a flamethrower. Keep your and go back to the party members separated during this fight to minimize recharging station. Enter grenade damage. Like all droids, he is vulnerable to ion the room on the north and weapons and electrical attacks, so equip any ion- pass through the next door enhanced weapons you have before the battle. to find a footlocker containing a datapad with the shuttle ignition codes (Waypoint33). Continue back to the shuttle Before you attack, activate energy shields for every hangar and save your game before entering to do battle with the member of your party to protect against the tank mighty tank droid (Waypoint34). droid's powerful flamethrower. Bao-Dur's Repulsor Strike deals good damage, especially if you boost him with adrenal strength stims beforehand. Force Lightning is also very potent. In this battle, it's best for you to concentrate on healing and support while your companions focus on dealing damage. If you didn't bring Kreia along to cast Force Lightning and Stun Droid, this burden falls on you. Let Atton throw ion grenades and equip him with the Aratech droid oxidizer so he can attack from a distance. PRIMAGAMES.COM < 95, where Kreia bores into Atton's mind and finds dark secrets lurking there. <<< Consulars should keep their distance from the tank droid until the fight is over. <<< Atris taunts you with your With the tank droid own lightsaber. defeated, search the room he emerged room to find several containers full of useful equipment. Then use the hangar control terminal to open the shuttle bay doors. You can finally take off to see what lies in the frozen polar region. POLAR REGION >BEGIN QUEST Lost Jedi
HK-50 assassin droids are still hot on your trail, and The scene shifts to the meeting chamber where you have a long they prepare an ambush to conversation with Atris (Waypoint36). Your attitude here can welcome you to the icy shift you strongly toward the light or dark side, so choose your mesa. Once again, your responses carefully. She has your old lightsaber, but nothing you shuttle is blasted from the can say will convince her to give it to you. sky; Bao-Dur is knocked unconscious; replace him with Atton. <<< Your destiny causes ripples, affecting even those you have never met. >>> Focus your attacks on each After the conversation, assassin droid in turn. explore the academy and search for your friends. When you crawl from the Take time to question the handmaidens to learn about the burning wreckage, a trio of academy and gain a nice experience point reward. HK-50s confront you (Waypoint35). While tough, they aren't much worse than the military droids you were fighting earlier. Concentrate all your firepower on taking >>> them down one at a time. When the battle is over, search each If she falls for you, her fate droid's remains for a few valuable bits of droid equipment, then becomes tied to yours. journey south to find the underground complex's entrance. Unfortunately, you have no choice but to leave Bao-Dur behind for now. ATRIS’ JEDI ACADEMY
A few handmaidens arrive to investigate the crash site while you find yourself confronted by more handmaidens who In the entrance chamber you will find the "last" of the take you into custody. Kreia, handmaidens; look for the girl who isn't wearing a hood Atton, and Bao-Dur are (Waypoint37). Indulge in conversation with her to thrown into holding cells further shift your character toward the light or dark side. (again!) and spend their time in a sinister conversation 96 > PRIMA OFFICIAL GAME GUIDE, TELOS SIDEQUESTS
Locate your companions in the holding cells on the academy's west side (Waypoint38). Send one away to await you on the ship; it's best to take Bao-Dur with you so he can open locked containers with his security skill. You can find a lot of these in the handmaiden's living quarters to the southwest. When you're If your character is male, the handmaiden will be through searching, head northwest to finally reunite with T3- waiting for you on the Ebon Hawk when you depart. If M4, who's held behind a containment field (Waypoint39). you are playing a female, this won't happen, but you With your party now assembled, board the Ebon Hawk to can recruit the disciple later on. continue your journey. >END QUEST Ebon Hawk Stolen! SIDEQUESTS
There are a number of sidequests you can undertake on Citadel Station for extra items, experience, and light or dark side points. Most of these involve Lieutenant Dol Grenn, who can be found in the TSF security offices in Entertainment Module 081. A: BOUNTY HUNTER MISSIONS
<<< Talk to Leiutenant Dol The trail to Batono starts Grenn and ask if there's with this Twi'lek guard. any work you can do (WaypointA1). He lists three bounties that he's seeking help with. Since you're a newcomer to Citadel Station and not officially affiliated with the TSF, potential witnesses are more likely to speak with you. In addition, your Persuade skill can convince even the most reluctant beings to cough up valuable information. The first bounty involves a Czerka employee by the name of Batono. He works as a dock manager for the >BEGIN SIDEQUEST Batano has Vanished Czerka Corporation, so begin your quest by heading to the Dock Module and speaking to the Twi'lek guard by the door to Docking Bay 3 (WaypointA2). He's not very helpful but suggests you take the matter up with Jana Lorso, the Czerka executive in Residential Module East. Earn a dark side bonus by threatening the guard, but he won't give you any new information. PRIMAGAMES.COM < 97, From there, head to the Czerka offices in Residential Module East and talk to Jana Lorso Return to Residential Module East and head for (WaypointA3). Ask her apartment C1 (WaypointA5). Enter using the passkey about Batono; she admits Chodo Habat gave you to meet Batono. You have several that he was a Czerka options at this point. You can reassure Batono, employee and asks you to promising to protect him if he testifies against Czerka; report back to her if you you must then battle a few mercenaries waiting outside find him. From her veiled the apartment in order to escort him safely back to the threats, it's clear Batono has incriminating evidence tying TSF offices where Lieutenant Dol Grenn awards you the Czerka to the weapon smuggling that's occurring on Citadel 300 credits assigned to this bounty. If you threaten to Station, and she has no intention of letting him live long reveal Batono's location to Czerka, he offers you 500 enough to make a report to the authorities. She directs you to credits to keep quiet; if that fails to buy your silence, he the Ithorians for more information. attacks. Finally, you can falsely promise to keep him safe, then betray him by returning to Jana Lorso and telling her all you've learned. Naturally, the last two <<< options propel you down the dark side of the Force, Chodo should have known while a magnanimous rescue raises you to the light better than to lie to a Jedi. side. Any of these actions ends the quest. >END SIDEQUEST Batano has Vanished >BEGIN SIDEQUEST Escaped Criminals The second bounty lies on the heads of two escaped Travel to Residential Module West and enter the murderers, a Devaronian Ithorian compound (WaypointA4). Talk to Chodo and a Rodian. They were Habat about Batono and Persuade him to divulge the able to flee TSF custody fugitive's whereabouts. He reveals that Batono is safely when the false Batu Rem hidden in apartment C1 and gives you a passkey so you tried to assassinate you. can enter. When he asks your intentions, you can Lieutenant Dol Grenn promise to keep Batono's secret (light side) or lie if you wants to see them brought intend to turn Batono over to the Czerka (dark side). back to justice. Not surprisingly, you can find the pair of fugitives in the Czerka Corporation offices (WaypointA6). No matter what you do here, the pair of criminals flee to hop aboard a shuttle bound for the Restoration Zone on the surface of Telos. To collect the bounty, return to Lieutenant Dol Grenn and lie about killing the pair of fugitives. He falls for it and rewards you with the promised bounty, completing the quest. >END SIDEQUEST Escaped Criminals 98 > PRIMA OFFICIAL GAME GUIDE, TELOS SIDEQUESTS
>BEGIN SIDEQUEST False Batu Plummet further toward the dark side by helping Samhan Dobo extend his smuggling operations on Citadel Station, or exalt yourself to the light side by putting an end to illegal trafficking. The third bounty involves You can begin this quest after completing the Replacement Batu Rem, the man whose Restoration Droid quest and after you've obtained the modified identity was stolen by the hold-out blaster. Take the blaster to Samhan Dobo's shop assassin who attacked you (WaypointB1) and show it to him, then tell him you're inter- while you were in the TSF ested in getting involved with the black market. If you help him holding cells. Lieutenant obtain three items he needs for illicit trade, he allows you to Dol Grenn would like to browse his private stock of superior inventory. know what happened to the real Batu Rem. Head for the Docking Module and talk to the Duros behind the desk at Docking Bay 3 (WaypointA7). Bribe him with 25 credits, and he looks up Batu Rem's records on his manifest and reveals the assassin came from Nar Shaddaa. Return to Dol Grenn and tell him what If you intend to put a stop to Samhan Dobo, visit you've learned to complete the quest. Lieutenant Dol Grenn. Tell him the whole story and he will provide all three items outlined in the following >END SIDEQUEST False Batu tasks so you can stage a trap for the crafty vendor. B: THE BLACK MARKET
<<< Taking leaves: Deactivate or bypass the security field to harvest the Bachani plant. >BEGIN SIDEQUEST Suspicious Goods The first item Samhan requests is a handful of leaves After defeating the thugs who try to take the Ithorian protocol from the Bachani plant in the Ithorian compound. Go droid in Docking Bay 2, you find an illegally modified blaster on there and enter the Vivarium (WaypointB2). The plant one of their bodies. The blaster is evidence that points to a is protected by a security system, so have Atton take the healthy black market operating on Citadel Station. If you want leaves if your Security skill is low. Leaves in hand, to get a piece of the action, take the blaster to Samhan Dobo return to Samhan and give them to him to complete the and show it to him. You can also eradicate the influx of illegal first task. goods by shutting down the smugglers; if this is your choice, show the blaster to Lieutenant Dol Grenn instead. >END SIDEQUEST Suspicious Goods <<< The Ithorians' prototype >BEGIN SIDEQUEST Smuggling on Citadel Station shield is found in their shuttle hangar. >BEGIN SIDEQUEST Smuggling PRIMAGAMES.COM < 99, Next, Samhan asks for a prototype shield generator kept When you have performed all three tasks, Samhan has a in the Ithorian Docking Bay. Go there and speak with final request. He asks you to escort him to the Czerka the Ithorian at the door. Persuade him to let you in, docking bay so he can make a shipment (WaypointB5). then head for the storage room in the corner of the bay If you agree to this (dark side), you have a minor (WaypointB3). Another Ithorian confronts you here; skirmish with a few TSF officers in the docking bay. you can Persuade him to let you take the shield Samhan then offers a sizeable discount on all his wares generator or simply kill him. Grab the shield generator for you as a reward. You also have the option of tipping from the locker and return with it to Samhan to off Lieutenant Dol Grenn to the operation; in this case complete the task. you fight Samhan Dobo instead, resulting in his arrest (light side). Naturally, you won't be able to buy anything else from him if you choose this option, but at least your conscience will be clear. >>> Steal these medical >END SIDEQUEST Smuggling supplies and sell them on the black market. >END SIDEQUEST Smuggling on Citadel Station C: THE TWI’LEK SLAVE
<<< No Jedi should be without their For his final errand, Samhan wants you to steal some medical supplies from a container in Residential Module own Twiílek dancing girl. West. Go there and enter the medical unit at the hall's end and locate the sealed container (WaypointB4). Use the terminal next to it to deactivate the seal, then take the medical supplies and leave. On your way out, a TSF officer confronts you; kill him and return to Samhan with the medical supplies. Task complete! >BEGIN SIDEQUEST High Stakes <<< Samhan Dobo surrenders To begin this quest, enter apartment A1 in Residential to the TSF sting operation. Module East and speak to Harra. (WaypointC1) He bet his sweetheart, Ramana, on a game of Pazaak and lost; now she dances as a slave in the Cantina. Go there and locate Doton Het, Ramana's new owner. (WaypointC2) He demands 2000 credits to release the girl to you, but if your Persuade skill is high you can negotiate for a lower price. Now that you own a dancing Twi'lek slave, you have options. You can command her to keep dancing and return from time to time to collect her earnings, earning dark side points. For a light side bonus, bring Ramana back to Harra and then set her free, allowing her to carve out her own destiny. 100 > PRIMA OFFICIAL GAME GUIDE, TELOS SIDEQUESTS
>END SIDEQUEST High Stakes >>> D: THE MERCENARY INVASION Get the key from Moza in
the Vivarium before >BEGIN SIDEQUEST Ithorians Under Attack! rescuing Chodo Habat. <<< If you don't save the Ithorians, they'll be annihi- lated. Return to Residential Module West to find the merce- You can only undertake naries in the Ithorian compound. Slay all that you this sidequest if you meet, then head for the Vivarium to find Moza worked for the Ithorians (WaypointD1). He gives you a passkey that lets you on Citadel Station. After they have agreed to provide you with a enter Chodo Habat's room. Use the passkey and finish shuttle, you receive a message from Moza begging you to return off the last of the mercenaries to finish the quest. Earn to the Ithorian compound; the Czerka have sent in a squadron a light side bonus by declining any offered reward, or of mercenaries and Chodo Habat's herd is being slaughtered. descend into the dark side by milking the Ithorians for every last credit in exchange for saving their skins. >END SIDEQUEST Ithorians Under Attack! PRIMAGAMES.COM < 101, EBON HAWK INTERLUDE
The Ebon Hawk, a space-worn freighter modified for smuggling, is your personal transportation across the galaxy. It's also a sancutary for you and your companions; you can get to know your allies, plan your next move, or upgrade your gear at the workbench. With the future uncertain and mobility at a premium, the Ebon Hawk is worth its weight in spice–unquestionably your most valuable possession. MAP 1 EBON HAWK INTERIOR
Communications Cockpit Garage >LEGEND >OBJECTS Port Containers Dormitory Starboard Terminals Dormitory Workbenches Cargo Hold Garage Med Bay Engines TAKING COUNSEL THE LOST JEDI
Name Planet Master Vrook Dantooine Master Zez-Kai Ell Nar Shaddaa Master Kavar Onderon Master Vash Korriban Master Atris Telos After the Ebon Hawk enters hyperspace, T3-M1 displays a holo A conversation between Atton, Bao-Dur, and T3-M1 follows. record of your trial before the Jedi Council that hints at a The Zabrak tinkers with the droid, giving it a permanent +2 hidden motive behind your exile. More Jedi secrets! The droid CON bonus. After that you are free to explore the ship. then displays a roster of the Jedi Masters and which planet each one is hiding on. 102 > PRIMA OFFICIAL GAME GUIDE, EBON HAWK : INTERLUDE
Bao-Dur offers to help you construct a lightsaber if you can obtain the necessary components. You need an energy cell, an emitter matrix, a focusing crystal, and a lens. You received the first piece on Citadel Earn light side points and influence by talking to T3-M4, Station; to find the who can be found patrolling the central corridor. If you have remaining components you high INT and good Repair or Computer Use skills, you can must locate the Jedi make further upgrades to the droid that grant permanent Masters on Onderon, stat bonuses. See the profile on T3-M1 in the "Friends and Dantooine, and Nar Foes" section for more information. Shaddaa. If your character is male, the ‘last’ Echani Handmaiden appears. She stowed away aboard your ship, and reveals herself as you discuss what to do next. After assigning her a berth in the cargo hold, go there and talk to her to Utilize the workbench and lab station to stock up on items and gain influence and combat improve your equipment. You should have a few ion-enhanced training. weapons for droid battles and a supply of energy shields and medpacs. If you are low on the needed components or lack the proper skills, wait to buy the needed items from the next merchant you meet. After speaking to Go to the Port Dormitory for a talk with Kreia. Emphasize everyone, use the galaxy the importance of friendship in your responses (light side) map on the bridge to begin or express your contempt for it (dark side). You have the your search for the option of questioning her, but she won't divulge much infor- remaining Jedi Masters. mation until your influence with her is stronger. While you are free to visit the planets in any order, we recommend going to Nar Shaddaa first. If you make a different choice, skip ahead to the appropriate chapter and come back to Nar Shaddaa later. PRIMAGAMES.COM < 103, NAR SHADDAA AREA OVERVIEW
The Ebon Hawk touches down on a landing pad at the edge of the Refugee Sector. The Exchange boss, G0-T0, tracks your arrival and warns the bounty hunters to keep their distance from you, but your friends remain fair game. Your main objectives here are: get in enough trouble to draw the bounty hunters and the Exchange out of hiding so you can strike at them, find Jedi Master Zez-Kai Ell, and obtain a new ID transponder for the Ebon Hawk so you can take off without being shot down. MAP 1 REFUGEE LANDING PAD
Swoop Gallery to Docks 3 22 >LEGEND C1 >OBJECTS Containers Merchants 21 2 Terminals A2 Workbenches A1 to Entertainment 1 Promenade Unlocked Door Main Quest Sidequest Ebon Hawk Swoop Garage * Numbers correspond to the waypoints in the walkthrough text to Refugee Sector The Ebon Hawk parks on this area’s west end. Around the central walkway are several alleys, If you bring T3-M4 with you, Kodin offers to buy the shops, and other places of droid for 500 credits (or more, if your Persuade skill is interest packed with alien high enough); this earns dark side points and removes thugs, beggars, smugglers, the droid from your party. T3-M4 rejoins you later on if and crooks. The Swoop you choose this option. Gallery and Swoop Garage are located here as well. < GEEDA < KODIN Look for the Rodian Geeda in the northeast Several merchants have set up makeshift stores corner. Because she actually likes humans here. Kodin scavenges droid parts and can be (considered a perversion by other Rodians), she found in the northwest corner. Buy the HK offers a slight discount on her wares. Her selection of items chassis from him for 1,500 credits; it’s one of the essential parts isn’t the best, but at least the prices are reasonable. you need to activate the HK-47 droid aboard the Ebon Hawk. 104 PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA OVERVIEW
< OONDAR THE SWOOP GARAGE Geeda’s biggest rival is Oondar, a shifty Duros < TEINN TUBB who refuses to sell to you until you have muscled the Rodian out of the area. The best plan is to buy < TT-32 what you need from Oondar first, then you can get rid of him later without missing out on what he has in stock. The Swoop Garage lies in the Refugee Landing Pad’s southwest. Teinn Tubb is the master mechanic here, despite being old and nearly blind. Teinn helps THE SWOOP GALLERY you change the Ebon Hawk’s ID transponder codes when you’re
ready to leave Nar < C9-T9 Shaddaa. He’s assisted by TT-32, a friendly protocol < LUPO SHAR droid who makes a valuable droid renewable shield for you. There are several containers full of < BORNA LYS equipment and a workbench here as well. < MODO SO Located in the Landing Pad’s OTHER POINTS OF INTEREST northwest, the Swoop Gallery is the place for pilots and gamblers to risk their lives and their credits on a race through the sewer channels of Nar Shaddaa. The Exchange dominates the championships with their droid, C9-T9. You must take him <<< out of commission if you hope to make a profitable wager here. Ratrin Vhek Lupo Shar, a crooked Twi’lek, handles the betting, but he is replaced by Borna Lys after you eliminate the racing droid. Speak with Modo So in the back room to practice the course or enter an official race. < RATRIN VHEK Ratrin Vhek approaches you as you walk NAR SHADDAA around the east side. He’s the Ebon Swoop Track Records Hawk’s original owner and demands that
you give it back to him. As proof of his ownership, Rank Racer Record Prize Ratrin Vhek mentions a secret compartment in the 1st Ov Darum 1:11:15 500 starboard dormitory; return to the Ebon Hawk and Galactic Record 38:72 search there to loot the compartment. Your replies influence your balance with the Force, but you get to keep the ship no matter what. PRIMAGAMES.COM < 105, Place Kreia in your party and approach the red door on the east <<< side of the level. With her guidance, you sense the powerful Wishful thinking: Gossip Force echoes that reverberate around Nar Shaddaa and perma- with Vossk to learn about nently gain 20 Force points. Nar Shaddaa’s leading bounty hunters. <<< Spice and dice: When a smuggling deal goes wrong, you are caught in the < VOSSK crossfire. Vossk, an ex-bounty hunter, is also here. Talk to him for information about the Exchange. He tells you about the various competitors for your bounty; you eventually meet all of them during your stay here. Enter the warehouse in the southeast to interrupt a spice- To make them show themselves, you must cause enough smuggling deal gone bad. The thugs attack on sight; slay trouble on Nar Shaddaa to leave them no choice. them for items and experience, then empty the containers for more loot. >>> The pulse of Nar Shaddaa helps restore your connection to the Force. MAP 2 REFUGEE DOCKS
to Jekk’Jekk Tarr Vogga’s Domain >LEGEND >OBJECTS Containers Pylon 1 Terminals Pylon 2 Unlocked Door Locked Door Flophouse 14 Main Quest Sidequest 15 * Numbers correspond to the waypoints in the Pylon 3 walkthrough text B1 E1 to Refugee Landing Pad Mira’s Room 106 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA OVERVIEW
< FASSA < VOGGA Bordered by a sprawling Flophouse and a trio of Vogga the Hutt holds court in an enclave on the massive traffic-control pylons, the Refugee Docks’ north end. Female characters can gain an Docks are a little quieter than the landing zone audience by donning a slave outfit and dancing on the south. The Twi’lek Fassa manages the air traffic and for the bloated fiend; male characters can thankfully let the enlists your help in sorting out the landing priorities. Despite handmaiden do the job. Vogga’s warehouse is sealed when you his gruff attitude, he first arrive, but you can explore it later when you take control of proves a helpful ally T3-M4. should you decide to relieve the plight of the <<< refugees. There is a lot to Bith understanding: A do here, so explore dispute over fuel shipping carefully and search contracts erupts into everywhere for containers violence. and items. <<< Flophouse Speak with the Bith waiting in the foyer at the entrance to Vogga’s lair. He explains that he’s interested in negotiating a deal with Vogga to ship fuel to Citadel < Station. For a dark side bonus, challenge the Bith’s LOOTRA plan, and tell him you intend to negotiate the deal yourself. Goad the Bith into attacking, and slay him in < AAIDA “self-defense.” The Flophouse is a warren of dismal apartments on the main walkway’s southeast edge. You can find all types here: miserable beggars, hostile thugs, and even an absentminded scientist. Talk to everyone to trigger sidequests, engage in battle, or gain information and items. >>> Vogga’s Den PRIMAGAMES.COM < 107, MAP 3 REFUGEE SECTOR
to Refugee Landing Bay >LEGEND >OBJECTS D1 Container x2 Containers Slums E2 Unlocked Door Serroco Locked Door Territory Main Quest 19 Sidequest Exchange Territory 17 * Numbers correspond to the waypoints in the 20 G1 walkthrough text 18 F1 < HUSSEF <<< This is a sprawling maze of cramped tunnels, Airspeeder cargo bins, and storage rooms. A refugee camp fills the central area. Hussef is their nominal You can fix the broken leader and does his best to keep the peace, but predation by the airspeeder found in the Serroco veterans and the Serroco’s territory. Three Exchange have been taking components are needed to their toll. He rewards you get the craft working and with an emitter matrix for each component requires a separate skill specialty for correct your lightsaber if you help installation. When repaired, the airspeeder allows quick transfer the refugees gain back between the different areas of Nar Shaddaa. See the airspeeder some of their territory. sidequest for more information. <<< Serroco Territory A contingent of Serroco veterans have settled in the sector’s east or skyward side. They are extremely territorial and are as likely to attack you as talk to you. You have nothing to lose by slaying them all, but you can also use Force Persuade to enter their turf and then have your stealth specialist (most likely Atton) rob them blind. 108 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA OVERVIEW
< SAQUESH < ADANA <<< Exchange Territory The Exchange has set up an operation on the sector’s west side. Gamorreans patrol here but won’t attack unless they catch you stealing. The Quarren Saquesh is in charge; locate him in the central control room overlooking the quad. He’s kidnapped a young girl named Adana and intends to sell her to the Hutts; rescue her by Persuading Saquesh to let her go, or simply defeat him. MAP 4 ENTERTAINMENT PROMENADE
8 9 >LEGEND >OBJECTS Unlocked Door 10 Pazaak Den Locked Door Main Quest Main Quest: Dark * Numbers correspond 7 Cantina to the waypoints in the walkthrough text 23 to Refugee Landing Pad 12 <<< Entertainment Promenade <<< Pazaak Den < KAALAH-NAH Found on the landing pad’s east side, this small complex features a Cantina and a Pazaak Den. Kaalah-Nah, a Snivvian, lurks just inside the entrance. Talk to him if you want to know how much attention you’re attracting from the Exchange. PRIMAGAMES.COM < 109, < CHAMP < DOMO < S4C8 Locate the Twi’lek Domo in the Cantina. He hires dancers for Vogga the Hutt; talk to him to arrange an audience. The lovely slave outfit he gives you is a must-have for the fashion minded. The patrons < DAHNIS aren’t very friendly, but the bartender talks at length about the various amusements and personalities to be found in the < GEREDI Entertainment Promenade if you want more information. To enter the Pazaak Den you must give a password (or have a high Persuade skill). You can >>> challenge three cardsharps here: Geredi, a bad-tempered Duros The thugs reveal their plan hiding from Exchange debt collectors; S4-C8, a confused droid if they can’t see you programmed to love Pazaak; and Dahnis, a Twi’lek who also listening in. sells cards on the side. Defeat all three Pazaak players to trigger a match against the mysterious “Champ.” A pair of thugs in the corner are having a whispered conversation. Approach in stealth mode to eavesdrop on them and learn of a sealed horde within Vogga’s domain; breaking in is difficult <<< because of the vigilant kath hounds there. The thugs mention a Cantina plan to drug the hounds with Juma juice. After listening in on the conversation, you can buy a dose of Juma from the bartender and execute their plan on your own. MAP 5 JEKK’JEKK TARR
to Jekk’Jekk Tarr Tunnels >LEGEND >OBJECTS 24 Containers Unlocked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text to Refugee Landing Docks 110 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA OVERVIEW
Extending from the north side of the Refugee Docks, Jekk’Jekk Tarr is a poisonous spa for those species that can survive the toxic (and intoxicating) fumes that cloud the air inside. It’s not a place where humans are welcome. You pass through this area twice; first as Mira (protected by a space suit), and later on as your character, who must run the gauntlet without a space suit. The gas is corrosive as well as poisonous, so a breath mask or bio-antidote unit is no help. Fortunately, when you enter here, you automatically learn a secret power, Breath Control, that protects you from the fumes. MAP 6 JEKK’JEKK TARR TUNNELS
Storage Room Storage Room Sparring Room Gas Tunnels >LEGEND >OBJECTS Containers Merchants Terminals Workbenches 27 Unlocked Door Locked Door 25 Escape Elevator Main Quest * Numbers correspond to the waypoints in the Combat Pit walkthrough text Beast Pen to Jekk’Jekk Tarr < QUARREN VISQUIS Located behind the toxic spa, this extensive tunnel system leads to your ultimate meeting with the Quarren Visquis. The grid of vent tunnels on the east is laced with dozens of mines; carefully disarm them as you make your way through. The central complex swarms with low- ranking bounty hunters, so be prepared for numerous fights. You can find an arsenal of items and equipment here by searching the storerooms and by looting the bounty hunters’ remains. PRIMAGAMES.COM < 111
, MAP 7 G0-T0’S YACHT
to Ebon Hawk 30 Cells >LEGEND Central Bridge Minesx5Command>OBJECTS 31 Containers Lab Station Merchants Audience Chamber Mines Terminals Workbenches2233 Unlocked Door Main Quest Torture Room * Numbers correspond Interior Minesx9to the waypoints in the Defense Exterior walkthrough text Minesx5Defense Cells Containerx3Maintenance Room >>> Bridge Orbiting Nar Shaddaa and
rendered undetectable by advanced cloaking technology, this space craft is G0-T0’s base of operations. Your character is Audience Chamber Interior Defense captured and imprisoned here after you explore Jekk’Jekk Tarr. To rescue him, two of your companions must fight their way
through an army of defense droids while using scavenged computer codes to shut down various onboard systems. 112 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST MAIN QUEST PATH
Your main goal on Nar Shaddaa is to meet Jedi Master Zez-Kai Ell. Finding him on this teeming moon, with its hive cities and labyrinth of walkways, tunnels, and buildings, is no easy task. After all, the Jedi Master came here to hide. To locate him, you need to cause enough turmoil among the ruling criminal factions and bounty hunters that he has no choice but to reveal himself. HANDMAIDEN GETTING NOTICED
Nar Shaddaa is a rough place where opportunities to stir up SOLDIER LEVEL 6 mischief abound. As you explore the area, get involved in the VITALITY: 78 ATTACK STYLE: Melee events outlined below and you eventually coax the bounty PREFERRED SKILLS: hunters out of hiding. There are 14 different methods of Security, Stealth, Treat Injury causing trouble you can try; it’s not necessary to complete every SPECIAL ABILITIES: event to advance your quest, but each one offers rewards that Echani Strike, Handmaiden’s Staff, Mother’s Robes should tempt you try them all. In addition, there are several sidequests you can undertake on Nar Shaddaa. You can start all of the side quests during your first visit to the smuggler’s moon. To finish all of them, however, you must come back and make a follow-up visit after you’ve been to the other planets. If your character is male, the Handmaiden reveals that she stowed away aboard the Ebon Hawk when it left >SIDEQUEST Droid Retrieval Telos. Light side players should include her in the excursion to Nar Shaddaa. EVENT 1: RESCUE THE REFUGEE
<<< Don’t try Jedi mind tricks on Quello; it only makes him angrier. >BEGIN QUEST Ebon Hawk ID Signature >BEGIN QUEST Landing Rights As you head into the quad, a pair of thugs are harassing a hapless refugee (Waypoint 1 ). Like any bully, they As you discuss with your companions what to do next, Atton are quite weak and you easily win the fight if you mentions that it would be a good idea to get the Ebon Hawk’s ID choose to get involved (light side), or you can leave signature changed. Later on, you can’t take off from Nar them to their fun (dark side). Shaddaa until this is done. The conversation is interrupted by Quello, the landing pad master.. As a Toydarian, he is immune to Force Persuade; if you try using mind tricks on him, be prepared to make up for the insult with a hefty bribe. He reluc- tantly agrees to let your ship stay on his landing pad, but he warns that it will cause trouble since another ship is scheduled to dock there. PRIMAGAMES.COM < 113, When you move on, a >BEGIN QUEST Lupo’s Advantage bystander who witnessed your heroism asks for a handout. If you give it to Go to the Swoop Gallery in him, Kreia favors you with the landing pad’s a lecture on the pitfalls of northwest corner being too generous. The (Waypoint 3 ). Talk to point is driven home when Borna Lys to learn about Mira, one of the bounty C9-T9, Lupo Shar’s hunters, is seen interrogating him. If you hadn’t helped him unbeatable racing droid. out, he might have never noticed you.… Persuade her to give you the access codes to the EVENT 2: RUTUM’S DEBT droid’s shielded cell.
<<< Choose your words carefully, or this could be In the next room, use the interface computer to the result. sabotage C9-T9 (Waypoint 4 ). If you don’t have the necessary Repair or Computer skill, bring T3-M4 or Bao-Dur in. After the droid explodes, you can lie your way out of the situation (dark side) or use a subtler approach with Persuade. Lupo Shar runs off to sell the Swoop Gallery to Borna Lys, who cuts you in a tidy share of the profits on your way out. Locate Rutum on the landing pad’s north side >END QUEST Lupo’s Advantage (Waypoint 2 ). He owes money to the Exchange and they’ve sent some thugs to collect. Rutum tries to weasel out of his predicament by claiming that you have the money. However you resolve the situation, Rutum warns you that interfering with the Exchange is sure to get their attention–which is exactly what you want. Inspect C9-T9’s remains after you’ve destroyed it to EVENT 3: THE SWOOP DROID scavenge some useful droid parts.
>>> EVENT 4: HOSTILE TAKEOVER Borna Gain: The crafty Twi’lek conspires with you >BEGIN QUEST Trade War to sabotage Lupo’s Swoop Garage. <<< Merchant of menace: Oondar wants you to eliminate his competition. 114 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST EVENT 7: THE PAZAAK DEN
>BEGIN QUEST Pazaak Den Password Locate Oondar in the landing pad’s southeast section (Waypoint 5 ). He asks you to eliminate his competitor Geeda, who has a shop nearby, and offers a To enter the Pazaak Den, sizeable discount in exchange. You can do as he asks, or you must give a password after talking it over with Geeda (who makes you a to the Gran at the door. counteroffer), return and tell Oondar to leave. It’s up to Bypass the Gran with you which merchant you want to side with; the Force Persuade or pay Exchange notices either way. The best plan is to speak Kaalah-Nah to tell you the with Oondar first and buy anything you might want password. You only have to from him. You can then side with Geeda and embark on satisfy the Gran once; after her sidequest. that you are free to come and go as you please. If you can defeat or otherwise eliminate the three Pazaak >SIDEQUEST New Trade Routes players in the Pazaak Den you earn the chance to duel the mysterious “Champ.” Naturally, there are other ways to win besides playing the game.… >END QUEST Trade War >END QUEST Pazaak Den Password EVENT 5: SPICE SMUGGLERS
<<< <<< Droid flamethrower and Twik’gar takes care of force lighting are devastat- Geredi for you. ingly effective. Another chance to gain notoriety is found in the warehouse behind Oondar’s shop (Waypoint 6 ). When you >BEGIN QUEST Pazaak Den: Geredi enter, rival bands are on the verge of a firefight, and they don’t intend to leave any witnesses. Defeat them all and check the remains for valuables, then empty the containers the smugglers Geredi, the Duros player sulking in the corner, can be beaten were fighting over to complete the event. by telling him about the thugs waiting for him outside (Waypoint 8 ). If you threaten to throw him out (where his EVENT 6: SNIVVIAN SHAKEDOWN defeat is certain), he volunteers to throw the game and you get
an effortless win. For a dark side bonus, trick him into stepping outside, and watch as the thugs gun him down. For a win <<< against Geredi that doesn’t incur dark side points, your only For 2,000 credits, this choice is to beat him in a fair game. Snivvian puts in a good word for you. >END QUEST Pazaak Den: Geredi Head for the Entertainment Promenade east of the landing pad and find Kaalah-Nah (Waypoint 7 ). Thanks to his small size and big ears, he makes a great spy. Give him a few credits and he tells you what your current reputation is around Nar Shaddaa. Give him 2,000 credits and he spreads the rumor that you’re looking to contact the Exchange. It’s expensive, but this boosts your reputation a great deal. PRIMAGAMES.COM < 115, more difficult way is by winning in a fair game; even if you have <<< good cards, expect a tough challenge. The second and much Ah, Dahnis: She uses easier way is to use Persuade. Convince the Champ that Pazaak to strike up winning every match takes all the fun out of the game, and he conversations with will agree to lose just for a change of pace. Defeating the handsome men. Champ earns you a great deal of notice with the Exchange. In order to complete the quest, however, you must beat the Champ three times–and mind tricks don’t count. You need a sizeable bankroll and a bit of luck to accomplish this; the >BEGIN QUEST Pazaak Den: Dahnis Champ’s side deck is brutal! Fed up, the Snivvian gives you his best card, the tie breaker. This card works just like a +/-1 card, but with the added bonus that you win all ties! Dahnis, the Twi’lek card seller, has a weakness for handsome men (Waypoint 9 ). If your character is male, she will gladly >END QUEST The Champ lose to you for the chance to flirt. If your character is female, bring Atton along and let him hold the cards. Chalk up a win against Dendis to complete the quest. EVENT 9: A DARING ROBBERY >END QUEST Pazaak Den: Dahnis >SIDEQUEST Overtaxed Ithorian >BEGIN QUEST Pazaak Den: S4-C8 >BEGIN QUEST Vogga’s Hoard S4-C8 seems embarrassed to be addicted to Pazaak, especially Enter the Flophouse and open the first door on the left because it’s a terrible player (Waypoint 10 ). You can score (Waypoint11). Retreat and approach the two thugs inside in some easy wins here. When you’re tired of playing, bring T3- stealth mode to overhear their plan to break into a sealed vault M4 in and use your droid to in Vogga’s lair by putting his kath hounds to sleep with juma start a conversation. Convince juice. S4-C8 to allow you to alter its programming core; this elimi- nates another competitor from the Pazaak Den and gains you some notice with the Exchange. >END QUEST Pazaak Den: S4-C8 Head back to the Cantina and purchase a flagon of juma juice EVENT 8: DEFEAT THE CHAMP from the bartender for 100 credits (or less, if you use Persuade)
(Waypoint 12 ). Now that you have a means of putting Vogga’s >BEGIN QUEST The Champ kath hounds to sleep, find a way to lullaby Vogga himself to freely loot his sealed vault. When you have eliminated or beaten the three players in the Pazaak Den, the Champ comes out of retirement to challenge you. He’s a diminutive Snivvian, but don’t let his size You can only complete “Vogga’s Hoard” if you begin the fool you; this opponent carries quest before you get hired by Domo in the Cantina. a side deck packed with the strongest cards, and he is the toughest Pazaak player in the galaxy by far. There are two ways to defeat him. The first and 116 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST
>END QUEST Vogga’s Hoard>>> Private conversation: If they can’t see you, they EVENT 10: MAKING A DEAL might let something slip. <<< Common ground: You and Vogga see eye to eye when it comes to the Exchange. >BEGIN QUEST Vogga the Hutt Speak with the Twi’lek slave in Vogga’s Lair. She Approach the Trandoshan thugs conversing in the Cantina. rouses the sleeping Hutt They know something about Vogga but are careful to not speak for you. Vogga sells fuel on the galactic market and has his own of it when they fear being problems with the Exchange. Your plan of eliminating G0-T0 overheard. Sneak up on appeals to him, and he agrees to provide fuel to Citadel Station them in stealth mode to if you are successful. Remember to inform Lieutenant Dol hear the full conversation. Grenn on Citadel Station of your arrangement when you leave You learn that Vogga is Nar Shaddaa. Your conspiracy with the disgusting slug also obsessed with G0-T0; earns you more notoriety with the Exchange. mentioning the Exchange boss might be a way to >END QUEST Vogga the Hutt gain the Hutt’s favor. EVENT 11: TRAFFIC CONTROL
>BEGIN QUEST Vogga’s Dancers Approach the knot of Twi’leks in the Cantina. Domo, who <<< hires dancers for his boss Vogga the Hutt, offers you a job if Fassa’s job as dock super- your character is female; if not, bring the handmaiden along visor makes him a valuable and Domo hires her instead. For an amusing reply, try volun- contact. teering Kreia or Visas for the job. After Domo has hired someone, you are automatically transferred to Vogga’s lair in the Refugee Docks. >END QUEST Vogga’s Dancers Find Fassa in the Refugee Docks. He asks for your help with the three air-traffic pylons in this area (Waypoint 14 ). Incoming ships are prioritized according to their transponder codes, but a power drain has partially disabled the receivers that process the codes. <<< Lace this dish with juma juice to knock out Vogga’s kath hounds. After you or the handmaiden has finished the performance, Vogga falls peacefully asleep. Pour the juma juice into the kath hounds’ watering dish, and they join their master in slumber (Waypoint 13 ). You are now free to open the door here and help yourself to Vogga’s most priceless treasures, including a focusing lens for your lightsaber! PRIMAGAMES.COM < 117, >BEGIN QUEST Power Shortage >END QUEST Fassa’s Freighters EVENT 12: THE BITH SCIENTIST
>>> T3-M1 can provide all the computer spikes you need to fix the power supply. You can make this mission much easier by having your best Computer Use specialist examine the pylon power console. With a few computer spikes, you can optimize the power distribution so that all three pylons are active simultaneously. If no one has the necessary skill, you have to activate the pylons one at a time. >BEGIN QUEST Experiment in Delivery >END QUEST Power Shortage Enter the Flophouse and head for the last apartment on the right (Waypoint 15 ). A Bith scientist here has nearly stumbled upon the background transmissions that G0-T0 uses to control the droids on Nar Shaddaa, but he’s missing one vital piece of <<< equipment for his final experiment. The freighters depend on you to get them safely Offer to do a courier job docked. for the Bith. Take the 500 credits he gives you and head for Pylon Three to meet a Twi’lek vendor. Unfortunately, someone >BEGIN QUEST Fassa’s Freighters has gotten to the Twi’lek before you; his dead body lies in the corner. Visit the activated pylons and note the incoming transponder codes. Because the receivers aren’t working properly, you get only partial information, so you must combine the data from all <<< three pylons to complete the codes. Using the full codes, assign Kreia demonstrates an the landing priorities as follows: effective method of droid disposal. TRANSPONDER CODES Search the remains; the
Highest priority: Silver Zephyr I-96-967-21 package you were Medium priority: Alakandor S-49-491-957 supposed to buy is gone. Even worse, the door slams shut and the cleaning droid attacks! Lowest priority: Toorna’a Profits E-45-451-118 Destroy it to unseal the door (and salvage its equipment). <<< Landing priorities. <<< The gruesome remains of Talk to Fassa again when the Bith scientist. you finish. He rewards you with a random item and you earn further notice by the Exchange. 118 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST
Return to the Bith’s apartment. He, too, has been killed, and all >BEGIN QUEST Serroco Thugs that remains is a severed arm clutching a datapad containing his last words. At least you get to keep the 500 credits. This ends the event and furthers your reputation with the Exchange. You must eliminate both the Exchange and the Serroco to relieve the pressure on the refugees. Being war veterans, the >END QUEST Experiment in Delivery Serroco aren’t disposed to negotiate with you. Move through their territory on the east side, killing all that you find (Waypoint 17 ). Before you fight the leader, make sure EVENT 13: THE REFUGEE CAMP everyone’s at full health; he’s a powerful opponent. When the
battles are over, help yourself to all their ill-gotten loot. >SIDEQUEST Plague Carrier >END QUEST Serroco Thugs >SIDEQUEST Galactic Reunification >SIDEQUEST Will Work for Fuel <<< One way to rescue Adana is by slaying her captors. >SIDEQUEST Personal Airspeeder >BEGIN QUEST Refugee Woes >BEGIN QUEST Sold to the Hutts Venture into the Refugee Slum where the Exchange and Serroco veterans have pinned the refugees into a small clump in the sector’s core. Speak with Hussef, and he asks you for help (Waypoint 16 ). Dark side players can dispense with this conver- sation and simply begin a systematic rampage around the perimeter, through the Serroco camp. Don’t bother rummaging Next, travel to the Exchange territory on the quad’s through the cargo bins; the refugees have little of value. west side. The Gamorrean guards ignore you for the most part. Find Adana, a kidnapped girl, behind a security door in this area (Waypoint 18 ); tell her to stay put while you discuss her fate with Saquesh. Go to the <<< observation room to find the Quarren. Slay or intim- Use horror to paralyze the idate him into releasing Adana to complete the quest weaker foes while you with a heroic flourish, or goad him to selling the girl concentrate on their leader. into slavery on Nal Hutta for dark side prestige (Waypoint 19 ). You can also discuss the refugee situation with Saquesh on behalf of Hussef. As with Adana, you can strike down or Persuade the Quarren to help the refugees. If you slay Saquesh, expect every Exchange thug in the Refugee Sector to attack on sight. Fight your way out of the Exchange territory and report your deeds to Hussef. PRIMAGAMES.COM < 119, >END QUEST Refugee Woes When you have caused enough trouble on Nar Shaddaa, the Red Eclipse slavers arrives at the landing pad where the Ebon Hawk is docked. This ruthless team of galactic slave traders >END QUEST Sold to the Hutts furiously dismiss Quello and board your ship. You must fight your way through their ranks to reclaim the Ebon Hawk and continue your quest. <<< Without force powers, battling the Red Eclipse is From Saquesh’s control room, look through the hopeless. windows for an impressive view of the entire quad laid out below you. Switch to first-person mode for the As you make your way to best view. the landing pad, outlying Red Eclipse troops challenge you (Waypoint21). They are numerous and fairly EVENT 14: KAHRANNA’S TICKET strong, so back off and heal yourself if you take a lot of damage.
Use Force powers like Horror or Stun to immobilize groups of enemies, then wade in with your melee specialists to finish <<< them off. After meeting Kahranna, it’s time to call in a favor from Fassa. >>> Establish a secure base before moving on to clear out the rest of your ship. Wait until you are full >BEGIN QUEST Seeking Passage strength and save your game before boarding the Ebon Hawk to continue the battle. A score of Red Eclipse troops Near the center of the slum you find a forlorn woman, ambush you the instant you arrive. Dash forward into the Kahrannah, who’s desperately looking for any ship that will get workshop area and clear the room. Because of the narrow her off Nar Shaddaa (Waypoint20). If you helped out Fassa corridors and widely scattered enemies, you are at a big disad- back in the Refugee Docks, then finding a solution for vantage if you rush into battle too hastily. A good tactic is to Kahrannah is easy. Simply bring the matter up with Fassa, and enter solo mode and lure the Red Eclipse troops into the being softhearted, he agrees to provide the refugee with safe workshop one or two at a time so you can finish them off passage out of the slums. Your actions, whether done out of piecemeal. kindness or for profit, impact your repute with the Exchange. >END QUEST Seeking Passage <<< Activate a shield before you approach the communica- THE RED ECLIPSE tions room.
Clear out the main hold >>> and side passages, then The Ebon Hawk is boarded head for the communica- by the Red Eclipse, a band tions room to find the Red Eclipse leader, Cahhmakt. If you of ruthless slave traders. command him to obedience, he surrenders the ship and departs with a pledge of service. You can then find a Red Eclipse slaver in the Cantina and collect occasional tribute. If you choose any other option, though, you’re in for a tough fight. 120 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST CAHHMAKT, LEADER OF THE RED ECLIPSE
If you’ve held strongly to the light or dark side to this <<< point, Visas Marr will be waiting for you on the Ebon Use protective force Hawk after you’ve dealt with the Red Eclipse. After powers to absorb some fending off her half-hearted attack, she offers her life to of the assault. you and joins your party. >>> Focus all your strength on Cahhmakt and Before you disembark the ship, equip Atton with the finish him quickly. best armor and weapons you have. He must survive a tough solo battle soon, and this is your last chance to prepare him. THE TRAP IS SPRUNG CAHHMAKT
TAKE DOWN TECHNIQUES <<< Ranged Combat Feats Force Whirlwind Visquis wants to get you Stun Adhesive Grenades alone so he can claim G0- Horror T0’s bounty for himself. Cahhmakt has incredible strength and can slay one of your characters in a few rounds if his blows strike Leave the Ebon Hawk. home. You can eliminate this danger by immobilizing Atton receives an incoming him with Force powers like Stun or Horror or by tossing holo message from an adhesive grenade. Visquis, a Quarren Exchange boss who invites you to meet him at his private lounge in Jekk’Jekk Tarr, the alien bar. He insists If your Force attacks are successful, you can safely close that you come alone. This is the invitation you have been the distance with your best melee character and pound waiting for. Cahhmakt while he’s temporarily out of commission. Don’t try this if you used an adhesive grenade, however; he can still attack at full strength. Concentrate all your Even though it’s an firepower on him before he recovers and you defeat him obvious trap, you head off before he makes a single attack. After the battle, his alone to meet Visquis. pair of Sith power gauntlets are yours for the taking. Jekk’Jekk Tarr is at the Docks’ north end. As you head there, Atton catches >END QUEST Landing Rights up to you for a last word of caution and a supply of antidotes (Waypoint22). VISAS MARR Take the supplies and continue north to the Docks.
JEDI SENTINEL LEVEL 6 VITALITY: 30 ATTACK STYLE: Melee PREFERRED SKILLS: Computer Use, Demolitions, Security, Repair, SPECIAL ABILITIES: Force Immunity, Force Sight, Jedi Abilities PRIMAGAMES.COM < 121, THE TWIN SUNS
TAKE DOWN TECHNIQUES Poison Grenades Rapid Shot Adhesive Grenades Heavy Armor The Twin Suns are the deadliest challenge you’ve faced yet. Each Twin wields a Twi’lek spinning blade that is Hanharr’s instincts tell him that your friends are in danger. upgraded with damage-boosting enhancements. To make things worse, the twins protect themselves with energy shields and use medpacs on themselves to prolong the fight. At this point, your path splits. If you have followed the There is an unstoppable and deadly technique for light side, you meet Mira. If you have fallen to the dark winning this battle, but it requires preparation in side, you meet Hanharr. Either way, you are warned that advance. Before you meet the Red Eclipse on your ship, while Visquis lures you into his trap, your friends are carpet the Cantina floor with mines. The explosives vulnerable targets. remain active until the Twin Suns charge toward Atton, ending the duel in less than one second. But if you haven’t planted the mines, it’s too late now. Meanwhile, Atton attempts to relax in the Cantina The alternative to rigging the floor with bombs is to over a glass of juma. His fight the honorable way. If you outfitted Atton with your reverie is interrupted by best defensive equipment, this battle is much easier. The the Twin Suns, a pair of Twins’ energy shields make blaster fire ineffective, so deadly Twi’lek assassins equip Atton with any type of disruptor if you have one. (Waypoint23). They Pump yourself up with adrenal stims and activate a intend to capture him for Mandalorian melee shield to absorb slashing impact. The use as a bargaining credit assassins don’t use ranged attacks, so the best strategy is to bring you to them and steal the bounty away from Visquis. to put some distance between you and them. Adhesive But when Atton refuses to go along quietly, they attack. grenades can glue them to the floor, giving you time to pummel them with the damaging kind. A trickier THE TWIN SUNS defense is to flee and hope one (or both) of the twinsbecome stuck or lost behind a booth or table, but this
may be considered unsporting. If you try to stand up to both girls at once in a melee battle, expect to be slaugh- <<< tered. You must separate them, stun them, or otherwise Take cover behind this keep them at bay, and attack from range. table in the corner. <<< The Twin Suns were a threat. The Zhugs are not. After defeating the Twin >>> Suns, Atton rejoins the Don’t blink, or you’ll rest of your group at the miss the whole battle. Ebon Hawk. The debate about what to do next is interrupted by another bounty hunter attack. This time, it’s Azanti and his team of deadly Zhugs. 122 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST JEKK’JEKK TARR REVISITED
>>> Mira’s plan is the only one that seems to be working. <<< Jedi Master Zez-Kai Ell finally reveals himself. You awaken in Mira’s safe house. The Jedi Master Zez-Kai Ell appears in a vision. He intends to rescue Mira from Visquis and urges you to follow him. Open the container here for some Echani battle If you met Mira earlier, the scene shifts to a hidden safe armor, don it, and head for Jekk’Jekk Tarr. house in the Docks area. Mira seems to have a genuine desire to help you, but you can never trust a >>> bounty hunter. You fall Breath Control provides unconscious from a dose complete immunity to all of invisible gas while poisons. Mira heads off to Jekk’Jekk Tarr in your As you enter Jekk’Jekk place. Tarr, you’re immediately overcome by the toxic fumes. As you collapse, gasping for breath, Kreia makes telepathic contact with you. With her guidance, you learn Breath Control, a secret Force power that seals you in a protective bubble and makes you completely immune to the gas. To negate all poison damage, continually reactivate this power as you travel through Jekk’Jekk Tarr. Mira approaches you as you near the entrance to Jekk’Jekk Tarr and knocks you out with a tranquilizing dart. She has no intention of letting Hanharr or <<< Dash through the Gand Visquis claim your bounty and enters the alien bar to hive before you’re confront Visquis. surrounded. Visquis orders the bar patrons to subdue you and bring you to him. Don’t try to fight them all, there are too many and the poisonous vapors slowly drain your health. Run straight to the private lounge in the back (Waypoint24). If a few Gran manage to follow you through, Hanharr helps you finish them off. As Mira enters the alien bar in a pressure suit, Visquis seals the <<< door behind you. Don’t bother chatting with the patrons; their Visquis has already fled, eerie silence hints that they know what you’re in for. As you but his slaves willingly head to the private chamber at the rear, stock up on raw show you where he went. materials from the chemical vats in the corners of each room. When Mira reaches Visquis’ chamber, she reveals herself and questions the Exchange boss about his attempt to steal the Jedi bounty. Visquis responds by jolting Mira into unconsciousness with a blast of electricity. Pass through the door in the back of the lounge to enter the Jekk’Jekk Tarr tunnels. PRIMAGAMES.COM < 123, THE LABYRINTH OF TUNNELS HANHARR
SCOUT LEVEL 6 <<< VITALITY: 60 ATTACK STYLE: Melee Use Breath Control and the PREFERRED SKILLS: Demolitions, Stealth, Treat Injury map to get through the tunnels. SPECIAL ABILITIES: Wookie, Toughness, very high STR and CON This maze of tunnels is laced with mines and full of toxic fumes. Even worse, interference renders your map useless. To get through quickly, step forward and disarm the first mine you see, and go forward through the door (Waypoint25). From there, turn left and go straight to the exit. This route avoids almost all of the When the duel between Mira and Hanharr is over, the mines and minimizes the damage you take from the toxins. survivor joins your party on a permanent basis. You won’t be able to get to know them, however, until At the end of the tunnels, you’re all reunited on the Ebon Hawk later. your progress is blocked by a sealed door that can only be opened from the other After the battle, Visquis side. Fortunately, the congratulates the survivor, warring bounty hunters then releases a pack of Mira and Hanharr find a kath hounds to complete way to let you in after they his act of betrayal. Defeat are betrayed by Visquis. the beasts, then grab a While you are stuck in the tunnels, the Quarren amuses himself mine from the room they by pitting Mira and Hanharr against each other in a battle to the emerged from. Use the end (Waypoint26). The character you control in this contest mine to blow open the depends on your balance with the Force: light side players get arena door and run quickly for the emergency elevator Mira, while dark side players take the role of Hanharr. (Waypoint27). Activating this elevator simultaneously opens the sealed door back in the tunnels, allowing you to finally enter Visquis’ hideout on your own. <<< One of these bounty hunters is departing for the Shadowlands. >>> The Ubese clan makes its Mira is an agile ranged last stand. specialist with low strength, while Hanharr’s Thread your way through rage is devastating only at close range and carries a defense the storage rooms at the penalty. The result is a fairly even matchup. No matter who you complex’s north end, control, use feats instead of regular attacks and watch your slaying bounty hunters and collecting items from the health carefully. The unfortunate remains of Visquis’ earlier containers. The enemies can be dangerous if they outnumber victims have medpacs and other useful items; grab the supplies you by too much; don’t open any doors until you’ve defeated before committing to battle for an extra advantage. the enemies in each area to avoid being overwhelmed. MIRA
SCOUT LEVEL 6 <<< VITALITY: 54 ATTACK STYLE: Ranged Computer Use lets you pull off PREFERRED SKILLS: this dramatic sabotage. Demolitions, Security, Stealth SPECIAL ABILITIES: Point Guard, Wrist Mounted Rockets, Precise Shot 124 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST
Use the ventilation control terminal in the area’s center to clear out several of the bounty hunters ahead. You can also download a map or unlock all security doors on the level. Use the nearby <<< workbench to construct security spikes if your supply is low. If The ion striker scraps you don’t have the needed skills, then you must defeat the droids with amazing ease. bounty hunters the old-fashioned way. Enter the warehouse and Continue making your way roll past the maintenance south toward the combat droids, looting containers pit where Visquis waits. as you go. C6-E3, a whiny protocol droid, complains that the Unfortunately, your arrogant C7-E3 at the console ahead needs to be taught a revenge is delayed; the lesson. Quarren uses his favorite weapon, gas, in an attempt to knock you out. Your Breath Control renders you >>> immune, and as Visquis ponders what to do next, the voice of The door opens only if the G0-T0 rings out. The tables have turned, and the Quarren’s two codes match. band of mercenaries reveal who their true master was all along. The mysterious Exchange boss wins the day this time, electro- cuting you into submission and taking you on board his orbiting yacht as a hostage… VOGGA’S SECRET >BEGIN QUEST
Droid Warehouse Door Drive to C7-E3 and destroy it. In thanks, C6-E3 opens the door >>> for you so you can enter the next area. Continue through the Mira has a plan to strike at maze of crates until you reach a sealed door. To open it, you G0-T0’s yacht from the must arrange the eight characters in the top of the display inside. (Waypoint29) to match the ones below. The solution: Atton and Mira or Rotate the center block counterclockwise. Hanharr, meanwhile, try to Rotate the right block clockwise. discover a way to find G0- Rotate the left block counterclockwise. T0’s cloaked ship so they can attempt to rescue you. >END QUEST Droid Warehouse Door If you disguise the Ebon Hawk as a fuel freighter by stealing a transponder Talk to the communications code from Vogga the droid inside the secret room to Hutt’s fleet, you could lure get a blank transponder card. G0-T0 into coming for you. Roll out the way you came. Before you can escape, you must fight a trio of HK-50 assassin droids. >BEGIN QUEST T3-M4 and the Droid Warehouse T3-M4 is your only hope at this point. Even if you didn’t sell the droid to Kodin earlier, the scavenger has somehow grabbed your droid and sells it to Vogga. You take control of T3-M4 as it rolls into Vogga’s warehouse (Waypoint28). PRIMAGAMES.COM < 125, HK-50 ASSASSIN DROIDS >END QUEST T3-M4 and the Droid Warehouse
>END QUEST Ebon Hawk ID Signature THE BOUNTY HUNTERS’ REVENGE
<<< Start the festivities with a Finish off the HK-50s with Get with the program: few ion grenades to soften up your ion striker or shock arm. Download system commands the assassin droids. from droids you meet. HK-50
TAKE DOWN TECHNIQUES Shock Arm Ion Grenades Ion Striker Droid Energy Shield >>> The trio of assassin droids attack with blasters. Move There are twelve computer in close to give T3-M4 an attack bonus against these terminals on G0-T0’s yacht. foes. Equip an energy shield and activate it at the start of the fight. The HK-50’s blaster bolts are mostly Choose two characters to form neutralized and you can leisurely demolish the a boarding party. It is up to assassins with T3-M4’s shock arm. For more damage, them to fight their way equip and use a droid ion striker or toss some ion through stiff automated defenses without your help. The choice grenades. Monitor your health carefully, and renew of who to select for this important mission is up to you, but we your energy shield if it burns out before the battle is advise sending T3-M4 (whose ion strikers and Computer Use finished. Be ready with a repair kit if the HK-50s skills are exactly what’s needed) and a ranged specialist like manage to get a few good shots in. Atton or Mira. Consulars are at a disadvantage aboard G0-T0’s yacht because the numerous droid enemies are unaffected by most Force powers. By slicing into the yacht’s systems, you can make your job much easier by shutting down or disabling the automated defenses and other subsystems. To do this you need three things: a terminal, a program, and a lockout code. Terminals are found Search the remains of the assassin droids carefully. One everywhere on the yacht. Programs are specific directives you of them has the HK control cluster that you need to feed into the terminal, such as SHUT DOWN or RESET. To find activate the HK-47 in the Ebon Hawk’s storage room. these, interact with utility droids such as the one nearby (Waypoint30), from which you receive the SHUT DOWN program. Wheel out of the warehouse and you are met by Atton, who is <<< astounded that a mere Watch for the code burst utility droid was able to that appears when you infiltrate Vogga the Hutt’s destroy a guard droid. warehouse and download a transponder code. The Access the terminal; before scene shifts to the Swoop you can start sabotaging Garage, where Teinn Tubb uses the codes to change the Ebon the yacht, you must enter Hawk’s ID signature. The party takes off and is immediately the count. If you have computer spikes, simply slice through the tractor beamed by G0-T0’s yacht; the crime droid thinks he has security program–no codes needed! Otherwise you must sprung a clever trap, but he’ll think twice after you board his venture down the hall to learn the code. Open the door and yacht and begin demolishing his defenses. clear out the mines with blaster fire. Move toward the ship’s 126 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA MAIN QUEST
center to battle a few droids. Search the remains of the starboard command droid to find the access code for the containment cells. With this code and the SHUT DOWN <<< program, use the terminal to open the yacht’s holding cells. When everyone’s reunited, check all terminals for The defense droids that attack here (Waypoint31) broadcast a useful codes before final transmission as they explode. For those who aren’t familiar departing. with binary, the following table deciphers the transmission: THE COUNT Rescued at last (Waypoint33). When you enter the audience
Code Count Code Count chamber, you are finally able to rejoin your companions. Before ZERO ZERO ZERO 0 ONE ZERO ZERO 4 leaving, check the terminal to get access codes for the power distribution system. With your team at full strength, head for ZERO ZERO ONE 1 ONE ZERO ONE 5 the bow of the yacht. ZERO ONE ZERO 2 ONE ONE ZERO 6 ZERO ONE ONE 3 ONE ONE ONE 7 >>> Don’t try running through here until you shut down Return to the first terminal you saw and enter the count (if you the mine system. weren’t able to bypass it with computer spikes). If you enter the wrong code, it changes and you must slay more defense droids Use ion grenades and to hear the transmission again. When you have entered the ranged weapons to destroy correct count, you can download a new program, OVERLOAD; the turrets in the exterior furthermore, you can access security camera feeds to scout out defense room. As you the path ahead. make progress, G0-T0 activates minefields in your path (Waypoint34). To get past, take a few ranged shots at the large <<< droids on the other side of the mines. Don’t destroy them yet; Dismantle G0-T0’s let them come to you. Scrap them with melee attacks and check automated security one the remains for the code to the minefield defense system. system at a time. Backtrack and use a terminal to OVERLOAD or SHUT DOWN the mines before moving onto the bridge. Enter the starboard cell block to find another damaged utility droid; <<< examine it to learn the Disable the yacht’s cloaking access code for the automated turret system. Using a terminal, device with the primary sabotage the turrets by using the OVERLOAD and SHUT bridge console. DOWN programs. The turrets don’t shut down but turn their blasters on each other. Even better. When you arrive on the bridge, search the container in the corner for the final access code, which allows you to modify the droid controller. It doesn’t help much now that you’ve fought your >>> way this far, but if any remain, you can permanently deactivate Visit both containment cell them with this code. The most important task here is to use the blocks to find helpful utility primary power system terminal to SHUT DOWN the power droids. distribution system (Waypoint35). This coup de grâce disables the yacht’s cloaking device. Within moments, hordes of bounty Make your way to the port hunter ships converge on the yacht. cell block, taking the aftmost halls to avoid the berserk turrets. In the last cell, find yet another utility droid and learn the RESET program from it (Waypoint32). Use RESET to cancel the overload program you used earlier, then take the hallway that leads to the audience chamber. The weakened turrets here are easily dismantled. PRIMAGAMES.COM < 127, Your last task is to escape to JEDI MASTER ZEZ-KAI ELL the Ebon Hawk and leave G0- T0 to the ravenous bounty TAKE DOWN TECHNIQUES hunters he betrayed. Fight past Power Attack or Power Blast Energy Shields a squad of Zhugs to meet your Force Lightning Force Resistance old friends, the Twin Suns. This time, however, they are Zez-Kai Ell’s true power is revealed in this battle as he the ones who are outnum- unleashes Master Power Attacks with his dual-bladed bered; their deaths are assured. Carve a swath to the starboard lightsaber. If your combat skills don’t match up, Zez-Kai docking bay, board your ship, and take off just as the Exchange Ell won’t show you any mercy. boss’ yacht explodes in a massive fireball. JEDI MASTER ZEZ-KAI ELL Tilt the balance in your favor immediately with a fewadrenal stims and, most importantly, your strongest
shield. Sentinels and Guardians should focus on attack feats that don’t carry a defensive penalty, such as Power Attack. If you are a Consular, avoid mind-affecting <<< powers as Zez-Kai Ell will probably shrug off their The Jedi Master is on his guard; effects. Instead, go for guaranteed damage with powers have you come to save him, or like Force Lightning or Force Whirlwind. slay him? Pause the battle if your health drops below half and immediately change your priority to healing. The Jedi Master needs only a few solid blows to finish you, so keep yourself as fully healed as possible. After regrouping aboard the Ebon Hawk, you return to Whether in friendship or in battle, you learn the lightsaber Nar Shaddaa for a final encounter with Master Zez-Kai stance Ataru after meeting with Zez-Kai Ell. This stance is Ell. As with all of the lost Jedi, those who follow the perfect for one-on-one battles, like the duel you just survived. light side earn the chance to recruit a new ally, while those who have fallen to the dark side engage in a duel. JEDI MASTER BATTLE
Before returning to the Ebon Hawk in search of the next Jedi, you can finish up some of the sidequests you may <<< be involved in. Talk to Fassa to find work for Odis back Zez-Kai Ell specializes in the Refugee Sector, and speak with Vogga to further in melee combat. Use plans to get another fuel supply for Citadel Station. stims and shields before closing in. EBON HAWK INTERLUDE
<<< G0-T0 stays with you, but only so long as he considers you useful. >>> Use Zez-Kai Ell’s After all that it’s just put Ataru lightsaber stance you through, the Exchange against him. boss G0-T0 has the nerve to join your party! He stows away aboard the Ebon Hawk to avoid the bounty hunters and condescends to travel with you. Talk with the droid at length to learn its background and gain influence. 128 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA SIDEQUESTS G0-T0 When you feel ready, select
your next destination at EXPERT DROID LEVEL 6 the galaxy map. We VITALITY: 54 ATTACK STYLE: Ranged strongly recommend PREFERRED SKILLS: heading for Onderon next; Computer Use, Security, Stealth, Repair choosing this destination SPECIAL ABILITIES: actually leads you first to Droid Scrambler, Personal Cloaking Shield, Droid Omniscience Unit Onderon’s largest moon, the beast world of Dxun. <<< Choose your words carefully, or Mira might get the wrong idea about you. Monitor your alignment and character levels closely. By this point in your quest, you should be ready to advance Before selecting your next into one of the Prestige Classes; refer to the destination, seek out all of your companions and get to know “Characters” section for more information. them. Either Mira or Hanharr will be on board, as well as Visas Marr if you’ve aligned strongly with the light or dark side. All of your companions have advice and even special abilities to bestow on you, but only if you take the initiative. SIDEQUESTS
As you explore Nar Shaddaa, you find many opportunities to help or harm the refugees and other inhabitants. Take on odd jobs, perform heroic deeds, or cruelly manipulate the unsuspecting for light and dark side points, experience, and loot. >BEGIN SIDEQUEST Droid Retrieval When you visit Teinn Tubb’s Swoop Garage, his mainte- nance droid, TT-32, tells you of his predecessor, an obsolete astromech droid designated IT-31 (WaypointA1). TT-32 mentions some plans for a new type of droid shield that IT-31 retains in its memory core and asks you to recover them. Agree to do so, then leave the Swoop Garage and speak with Kodin, the droid junk dealer (WaypointA2). He claims to have discovered IT- You can buy IT-31 from After helping TT-32 get his 31 in a salvage pile; discuss a price and buy the droid. Kodin or defeat him and take droid back, help yourself to For a real bargain, you can offer to buy the memory core it for free. some of his components. alone, leaving IT-31’s frame behind as scrap. For dark side points, lace your negotiation with threats. After obtaining IT-31, command it to return to the Swoop Garage. Follow it there and speak with TT-32 to claim your reward: a renewable droid shield. Dark Jedi can demand further compensation, compelling TT-32 to rip out some of his own components to satisfy your greed. PRIMAGAMES.COM < 129, >END SIDEQUEST Droid Retrieval >>> Find the Rodian >BEGIN SIDEQUEST The Overtaxed Ithorian merchant in the northeast Landing Pad. After you’ve established some stability on Dantooine and Onderon, return to Nar Shaddaa and tell the good news to Geeda. You can immediately reap the benefits of her now-secure cargo by browsing better inventory sold at a friendly discount. >END SIDEQUEST New Trade Routes The Ithorian lives in the Flophouse at the Refugee Docks. >BEGIN SIDEQUEST Plague Carrier Go to the Refugee Docks and enter the Flophouse. Round the corner and open the first apartment on the left to find a lone Ithorian (WaypointB1). Talk to him, and he mistakes you for an Exchange enforcer who’s In the Refugee Sector, search near the slums’ come to collect a debt. Play along with the ruse to trick north entrance to find a dying man named Geriel the poor creature out of 200 credits (dark side), or (WaypointD1). The risk of infection won’t deter the reveal your true identity and agree to speak with Fassa light side Jedi. If your Treat Injury skill is high enough, on his behalf to get the debt forgiven (light side). you can cure the disease. Curb the epidemic the evil way by Persuading Geriel to take his own worthless life, an act of savage mercy that really impresses your >END SIDEQUEST The Overtaxed Ithorian companions. >BEGIN SIDEQUEST New Trade Routes <<< Heal the plague victim-or convince him to die. <<< Geeda gains better selection and prices as you establish stability in the galaxy. >END SIDEQUEST Plague Carrier You can only complete this quest if you sided with Geeda, the Rodian merchant in the Refugee Landing Pad >BEGIN SIDEQUEST Galactic Reunification (WaypointC1). Speak with her after you send Oondar packing. She mentions a desire to expand her business to Dantooine and Onderon, but unrest and imminent war make shipping a fool’s venture. If you help her open new markets, you can come back <<< later and browse a broader selection of equipment, including Aaida’s plight: She believes her the unique HK pacifist module. For now, simply chat with husband to be dead. Unless you Geeda to initiate the quest. killed him, he’s fine. 130 > PRIMA OFFICIAL GAME GUIDE, NAR SHADDAA SIDEQUESTS
>BEGIN SIDEQUEST Personal Airspeeder >>> Lootra rewards you handsomely if you help his wife escape the Refugee Sector. Airspeeder dock: Refugee Airspeeder dock: Docks Separated by the cruel fortunes of war and oppression, Sector Aaida and Lootra long to be reunited. Getting involved is a good idea, because Lootra has a lightsaber component for you. There is more than one way to get <<< it, however. Speak to Lootra first; find him in the Airspeeder dock: Swoop Gallery Flophouse (WaypointE1). Those in the grip of dark side malice can slay Lootra on the spot and simply pluck the component from the man’s corpse. A nobler course After slaying the Serroco involves going to the refugee slums and slaying the thugs, try to repair the broken Exchange thugs that lurk near the north entrance. Then airspeeder that’s docked in find Aaida (WaypointE2) and tell her the path to the their territory (WaypointG1). You can then use it to hop Flophouse is open. Return to Lootra’s room to receive quickly from one area of Nar Shaddaa to another. To get the his reward. craft airborne, three key parts are needed (see table); locate them around Nar Shaddaa, then use your best skill specialists to make the repairs. The crucial parts and relevant skills are >END SIDEQUEST Galactic Reunification summarized in the following table: AIRSPEEDER PARTS
>BEGIN SIDEQUEST Will Work for Fuel Part Location Skill <<< Maneuvering Flaps Landing Pad, Swoop Garage Repair After you blow up G0-T0’s Navigation Unit Docks, Pylon 3 Computer Use yacht, Fassa starts hiring Power Cell Docks, Lassavou Demolitions pilots. Ignition Code – Stealth Odis, a fuel freighter pilot, is yet another harassed >END SIDEQUEST Personal Airspeeder survivor seeking escape from the Refugee Sector (WaypointF1). He hopes to get back to work as soon as a sponsor for his pilot’s license can by found. Fassa, your old friend in the Refugee Docks, is just the connection you need. Talk to the Twi’lek and tell him about Odis; the only problem is that fuel shipping is at a standstill as long as G0-T0’s piracy is a threat. To complete this quest, return to Nar Shaddaa after you’ve confronted the Exchange boss and speak to Fassa again; with shipping lanes open, he’s happy to give Odis a job. >END SIDEQUEST Will Work for Fuel PRIMAGAMES.COM < 131, DXUN AREAOVERVIEW
When you enter Onderon space, a fleet of ships immediately attack forcing you to land the damaged Ebon Hawk on Dxun, Onderon's largest moon. Blanketed with thick jungle and teeming with vicious predators, this world conceals a secret Mandalorian base. MAP 1 DXUN LANDING
Zhug Ship to Jungle >LEGEND 1 >OBJECTS Containers Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text Ebon Hawk Wrecked Ship <<< <<< Landing site. Wrecked ship. 132 > PRIMA OFFICIAL GAME GUIDE, Dxun OVERVIEW
Find the wreckage of a Republic droid carrier, nearly covered by plants, on the right side of the path that winds into the jungle. Explore inside the broken hull for salvageable parts and compo- <<< nents. Have your Computer Use or Repair expert examine the Zhug crash site. broken terminal here; you can fix it and check on three rusted scouting droids farther up the trail that never made it back to the crash site. Detonate two of the droids with a power core overload, allowing you to scavenge equipment from their remains. Continue up the trail to find the third droid. Repair the droid for backup. >>> Cannock pack. >>> Dezanti unwittingly orders As you explore the narrow his men to their deaths. trails leading away from your landing site, prepare to defend yourself against hordes of wild beasts that attack without fear. Cannocks, which you encountered earlier in the Restoration Zones back on Telos, are native to Dxun. Use ranged weapons to slay them before they get close enough to bite. The same strategy applies to the <<< aggressive maalraas, large carnivores that resemble a cross In close combat, a blaster between a dog and lizard. The various species of predators on has no chance against a Dxun will attack each other if they meet, so use this to your lightsaber. advantage; as the creatures fight each other, hang back and pick off the weakened victors when they finally take notice of you. < DEZANTI At the top of the trail, you meet Dezanti and his <<< band of overconfident Zhug bounty hunters. Repair the terminal to Their ship was blasted out of space by the tamper with droids in Republic fleet and crashed—but they blame you. Since there are the area. only three survivors, you handle them easily. After slaying them, search the site carefully for containers and bodies with useful equipment and items. <<< Search all wreckage sites thoroughly for anything <<< of value. Cannock fodder: Detonate abandoned droids to clear Another old wreck lies the trail. at a dead end near the crashed Zhug ship. Look in the tall grass for items, parts, and components that survived the crash. Also find a datapad containing the last record of the Republic soldiers who perished soon after their ship went down. PRIMAGAMES.COM < 133, MAP 2 DXUN JUNGLE
to Cache to Mandalorian 10 3 Camp >LEGEND >OBJECTS Containers Mines Main Quest * Numbers correspond to the waypoints in the walkthrough text Cache 7 to Landing 8 Area Zakkeg’s Lair This area is a maze of twisting paths that snake through the jungle in all directions. Like the landing area to the south, this place teems with wild beasts. You encounter some tougher <<< species here, like the boma, a thickly muscled brute with amouthful of needlelike teeth, and the deadly zakkeg, a huge and Zakkeg's Lair well-armored monster capable of incredible bursts of speed. As with all such creatures, soften them up from a distance with blaster fire; by the time they charge into melee range, finishing them off is a snap. >>> <<< Kumus' Bluff South cache <<< >>> Central clearing Northeast cache 134 > PRIMA OFFICIAL GAME GUIDE, Dxun OVERVIEW
The Mandalorians have two concealed caches here. You can only open the blast doors that seal the entrances with very <<< powerful permacrete explosives. Your best grenades and Encountering a mature mines aren't strong enough. The first cache, in the area's boma triggers this lesson northwest corner, is already wired with permacrete; detonate from Kreia. the charge to open the door and explore the cache. The second cache is in a small clearing near the landing area's Kreia teaches you a secret entrance; you can't open it until you've been to Dantooine Force power, Beast Trick, and have obtained a permacrete charge from the sublevel of when you encounter a the Jedi Enclave there. young boma. Your mentor doesn't have to be in the party for this to occur. With this ability, you can temporarily stun any animal, giving you time to pass by safely; physical attacks free your target from its trance, however. Make liberal use of this power while you're exploring the jungles of Dxun. MAP 3 MANDALORIAN CAMP
Hangar Battle Circle >LEGEND >OBJECTS Containers 11 Lab Station Merchants Terminals Command Center Workbenches Relay Dish Main Quest * Numbers correspond 9 to the waypoints in the walkthrough text to Jungle <<< <<< Command center Battle circle PRIMAGAMES.COM < 135
, < KEX After meeting with Mandalore, you can <<< purchase items from Kex, the quartermaster. Hangar and relay dish Locate him near the base's entrance. He has a variety of excellent armors for sale, so purchase anything you find that's better than your current equipment. If you've got your eye on something expensive, sell off unused or obsolete items for extra credits. < MANDALORE < ZHUG Concealed deep within the jungle, this ruin is still occupied by a sizeable contingent of Mandalorian < XARGA troops. Because of the recent war they waged against the Jedi, the Mandalorians are generally distrustful and Speak to these Mandalorian unfriendly. They aren't overtly hostile, however, and you can captains in the camp to find chances to prove yourself. Zhug, freely explore the area after you've met with Mandalore, the the technical expert of the tribe, needs help keeping equipment enigmatic leader. Talk to everyone to activate sidequests and gain in working order. Xarga is in charge of training new recruits; he esteem in the eyes of the suspicious and proud soldiers. asks you to take up the search for one young soldier who never returned from a jungle patrol. >>> Quartermaster's depot MAIN QUEST PATH
Your goal on Dxun is to meet the Mandalore, leader of his defeated tribe. Earn his grudging respect by excelling in combat or performing useful work around the secret Mandalorian base. In return, he flies you to Onderon in his private shuttle while Atton stays behind to complete repairs on the Ebon Hawk. THE REPUBLIC BLOCKADE
<<< Track targets that drop <<< below your firing arc, and Begin firing immediately, follow their approach. while enemy ships are clustered dead ahead. 136 > PRIMA OFFICIAL GAME GUIDE, Dxun main path
When you enter the Onderon system, a fleet of ships commanded by the ambitious Colonel Tobin instantly opens fire. While Atton does his best to take evasive action, you must climb into the Ebon Hawk's turret and demolish the attacking A- wings. Ignore the gigantic capital cruisers in the distance (you Before you begin your search for the Mandalorian base, can't harm them), and focus your blaster fire on the smaller speak with each of your companions aboard the Ebon craft diving and swooping around the Ebon Hawk. Each enemy Hawk to gain influence and light- or dark-side points. ship explodes after one direct hit. After you destroy all six A- Train with the handmaiden, talk Pazaak with Atton, wings, Atton makes an emergency landing on Dxun. tinker with T3-M4, and check on Bao-Dur. >BEGIN QUEST Alternate Route to Onderon >BEGIN QUEST Find the Outpost If you haven't been to Nar Shaddaa yet, you won't have No matter how quickly you Visas Marr, G0-T0, Mira, or Hanharr in your party yet. wiped out the attacking In that case, skip the conversations and just head out to ships in the space battle, explore Dxun. the Ebon Hawk is too damaged to make the short trip to Onderon. You must seek out other means of transportation. Kreia fills you in on some of the history of Dxun, most notably the fact that the moon is where the If you spoke with Ratrin Vhek, rightful owner of the Mandalorian Wars began. Ebon Hawk on Nar Shaddaa, you can find the secret She suspects that the old storage compartment he mentioned in the Starboard enemies of the Republic Dormitory. Search the compartment for a handful of still maintain a base here, useful items. hidden in the jungle. Your next goal is to find them and ask for help getting to Onderon—not a hopeful <<< proposition considering the Check the Starboard decades of war that darken Dormitory for a hidden your mutual history. compartment if you talked to Ratrin Vehk on Nar MORALE AND MORALITY Shaddaa.
Exit the ship and select two companions to accompany you on your exploration. Ranged weapons are <<< extremely useful against the many beasts here, so choose Mira, Put forth the effort to the handmaiden, T3-M4, or anyone with high DEX. Atton form bonds with your would be a good choice, but you must leave him behind to companions. They become repair the ship. stronger for it. PRIMAGAMES.COM < 137, WELCOME TO THE JUNGLE >END QUEST Find the Outpost
<<< EARNING RESPECT Ranged attacks are the safest means of beast disposal. Follow the path leading <<< away from the Ebon Hawk. Earn a shuttle ride to When possible, slay Onderon by helping cannocks from a distance Mandalore. instead of rushing in with drawn swords. Keep a sharp eye out for skeletal remains and other searchable targets concealed in the tall grass. >BEGIN QUEST The Price of Passage >>> Use the targeting cursor Ask Mandalore about transportation to Onderon. He offers his to find items concealed private shuttle, but first you must prove yourself by doing some under tall grass. work around the camp. There are seven different missions you can accomplish to impress Mandalore. While it's not necessary to do them all, you should still try everything; the more tasks you complete successfully, the stronger your character becomes. Near the path's end, you encounter Dezanti and two other >END QUEST Alternate Route to Onderon Zhugs (Waypoint 1 ). Slay them, loot their bodies, and continue on to the Dxun jungle area. EVENT 1: THE SEALED CACHE
>BEGIN QUEST An Explosive Situation <<< Fight the sentries to earn dark side points—and respect. <<< If it were really this easy, Mandalore wouldn't ask you to do it. Pester Mandalore and he gives you a task that helps you gain his trust—he asks The many trails and dead ends here are best explored you to venture into the after you've met Mandalore. Go north to find a clearing jungle and find a sealed cache of supplies that has been wired with the Mandalorian standard and a smoldering with heavy explosives. All you have to do is activate the charge campfire (Waypoint 2 ). A few soldiers uncloak when to open the cache. you approach the clearing; they have been instructed to take you into their base to meet their leader, Mandalore. You can fight them if you like (dark side), but it's best to go along peacefully for now. 138 > PRIMA OFFICIAL GAME GUIDE, Dxun main path
<<< Activate the foreman droid in 'follow the leader' mode to incite mass destruction. If Mandalore sees you approach the door at the ramp's top, he stops you. Enter stealth mode to reach the door The Mandalorian cache is and raid the warrior's private arsenal without getting protected by several caught. deadly mines. High rank in both Awareness and Demolitions are needed to explore the cache safely. The best person for the job is Mira; her Point Guard ability allows the <<< whole party to walk safely over mines without triggering This relay triggers the them. If you don't have her in the party, Bao-Dur makes a permacrete explosives set good substitute. around the cache door. There are several containers full of supplies within the cache, Leave the Mandalorian but they are blocked by a dozen inactive construction droids. base and enter the jungle. Those with good Repair or Computer Use skills can program The hidden cache is in the the droids to move out of the way. Alternatively, you can simply area's northeast corner. begin bashing the droids, causing them all to attack; their Head along the east trail neglected condition means they pose little threat. After moving from the clearing where you met the Mandalorians, then turn or destroying the droids, you can freely help yourself to the right at the first intersection. Keep following the trail north and supplies here. When you're through, return to the Mandalorian east until you reach the cache (Waypoint 3 ). Ruins and talk to Mandalore to complete the quest. >END QUEST An Explosive Situation >>> Target the most dangerous beasts first, then attack the weaker ones. EVENT 2: ZUKA'S REQUESTS Find the permacrete charge detonator near the sealed entrance to the cache and examine it to set off the <<< explosives. A herd of beasts are attracted by the sound and Zuka struggles to keep the stampede in to attack. Slay them all before entering the cache Mandalorian equipment for a look around. from being overgrown. <<< Locate Zuka near the entrance to the Mandalorian Ruins Mira can explore the cache (Waypoint 4 ). He's trying to repair a relay dish, but the without fear of setting off inexorable growth of jungle plants has ruined some of his the mines. equipment. Offer to help him and he gives you two separate quests to undertake. >BEGIN QUEST Tech Assistance PRIMAGAMES.COM < 139, <<< <<< Computer Use allows Impress the guard captain you to get the telemetry by slaying a zakkeg, Dxun's computer online for Zuka. mightiest beast. To get the relay dish Speak with the working, there are two Mandalorian guard captain tasks to complete. Bring in by the ruin entrance Bao-Dur, or anyone with a (Waypoint 5 ). Ask him high Repair skill, for the job. First, check the broken wires next about the beasts that prowl Dxun and he tells you of the deadly to Zuka and repair them. Next, head for the small room under- zakkeg, an armored beast that is capable of incredible bursts of neath the relay dish at the complex's north end. Check the speed despite its vast bulk. If you can defeat the zakkeg and telemetry computer next to the workbench; if you don't have bring back one of its ears as proof, you will have made a big enough computer spikes to fix it, summon T3-M4 to produce impression on the Mandalorians. some for you. When everything's fixed, return to Zuka and he thanks you for a job well done and gives you a few parts and components. >>> >END QUEST Tech Assistance Ranged weapons give you a huge advantage against the zakkeg. >BEGIN QUEST Trouble with Cannocks >>> Only a tenacious cannock-hunter will <<< find all three phase The zakkeg deals massive pulse converter pieces. damage at close range. Don't tackle it head-on. Zuka's second request is to help him recover a phase- To locate the zakkeg, head pulse converter he needs south from the guard in order to finish his captain to enter the jungle. repairs. The part was devoured by the cannocks that stalk the Take the first trail leading Dxun jungle. To complete this quest, thoroughly explore the left from the clearing and follow it west and south to reach the jungle paths, slaying every cannock that you meet. The zakkeg's lair at the path's end (Waypoint 6 ). When you first spy cannocks are found in random locations, but all are within the the zakkeg in the distance, equip every character with ranged Dxun jungle area. Carefully search the remains of each cannock weapons and pelt it with blaster fire from a distance. The beast tries until you find all three pieces of the phase-pulse converter, then to charge down the path toward you, but if you begin your attack bring the pieces back to Zuka to complete the quest. from maximum range, it won't be able to squeeze through the narrow path to reach you. Keep firing from a safe distance until the beast drops, then collect the trophy ear from its remains. Search its >END QUEST Trouble with Cannocks lair thoroughly for valuables before returning to the Mandalorian guard captain to show off your trophy and complete the quest. EVENT 3: KING OF THE JUNGLE
>END QUEST Zakkeg Challenge >BEGIN QUEST Zakkeg Challenge 140 > PRIMA OFFICIAL GAME GUIDE, Dxun main path EVENT 4: GUERILLA WARFARE
<<< Helping Kelborn hunt down the Onderonian scouts Seek out Kelborn and offer earns you the chance to honorably duel the Mandalorian to help him hunt down in the battle circle. trespassers. >END QUEST Scout Hunt >BEGIN QUEST Scout Hunt EVENT 5: KUMUS' PREDICAMENT In the Dxun jungle, head west and south from the clearing by the entrance to the Mandalorian Ruins. You find Kelborn, who's searching for scouts from a ship that's landed in the area <<< (Waypoint 7 ). Agree to help him locate the scouts to begin Xarga asks you to discover the quest. the fate of a scout who vanished in the jungle. >>> While the scouts fend off beasts, you can move in for a devastating ambush. From the place where you >BEGIN QUEST Missing Mandalorian met Kelborn, venture south along the path until you encounter the first Speak to Xarga, a Mandalorian officer found near the entrance scout patrol; you overhear to the ruins. He's on the east side, monitoring four soldiers that they were sent by Colonel Tobin, the Onderonian officer engaged in combat exercises (Waypoint 9 ). He tells you of a who fired on the Ebon Hawk when you arrived in Onderon missing warrior, Kumus, who vanished into the jungle three space. They attack on sight (Waypoint 8 ). Destroy them and days ago and is presumed gone forever. He asks you to search continue exploring the trail to meet a second group of scouts the jungle for Kumus' remains and bring back his equipment. that are being assaulted by bomas. Hang back and attack with Agree to help in order to activate the quest. ranged weapons, letting the bomas do some of the work for you. When the scouts are obliterated, mop up the beasts and examine all of the remains for items or equipment. <<< <<< Kelborn's skills are Kumus' fate lies in your shown by the bodies left hands. in his wake. Keep following the trail and take the first branch on the right to meet back up with Kelborn. He's eliminated the remaining scouts. Good work, you've finished the quest! PRIMAGAMES.COM < 141, To activate this quest, locate the battle circle in the north part of the Mandalorian Ruins (Waypoint11). You can compete in five one-on-one battles with different Mandalorian soldiers to earn experience points and prestige. Speak with the Head back into the Dxun jungle and follow the paths Mandalorian sergeant to begin the first battle. north and east to find Kumus (Waypoint10). It turns out he's not quite finished after all; he climbed a steep bluff to escape a pack of bomas, spent all his <<< ammunition, and became trapped. The permacrete Davrel is a fresh recruit charges he brought along are still active; you can and hasn't had much detonate the explosive, destroying Kumus and earning fighting experience. dark-side points, or you can slay the bomas and rescue the hapless Mandalorian, earning light-side points. Your first opponent is Davrel, a young recruit with little battle experience. You aren't allowed to use any >>> weapons or Force powers during this battle, but you can use For a light side bonus, any melee combat feats you know. You should have little don't reveal Kumus' trouble defeating this inexperienced opponent. humiliating secret. Davrel's pride won't let him forget the beating you gave him. Leave the Mandalorian camp to find the recruit After finding Kumus, return to the Mandalorian Ruins spoiling for a fight outside the battle circle—a fight to and report your findings to Xarga. If you rescued the finish. After granting his request, search his remains Kumus, you find him here as well. He begs you to keep for nice equipment. silent about his embarrassing predicament; honor his request when you speak to Xarga for light-side points, or reveal his humiliation in the sight of all for dark-side <<< points. Xarga rewards you with a random item for your Kex agrees to fight on your efforts. If you destroyed Kumus, you get nothing. terms, which means any weapon you have. >END QUEST Missing Mandalorian Speak with the Mandalorian sergeant to initiate the EVENT 6: MANDALORIAN GLADIATORS second battle. This time
you are challenged by Kex, the quartermaster. You can choose the terms for this battle: unarmed or with weapons. Choose the latter to easily defeat the arrogant quartermaster, earning further renown among the Mandalorians. >>> Force powers aren't allowed, but with combat feats you don't need them. Speak to the Mandalorian sergeant to test your skill in Your next opponent is the battle circle. Tagren. This battle is like the first—no weapons or Force >BEGIN QUEST Battle Circle powers are allowed. Tagren is a better opponent than 142 > PRIMA OFFICIAL GAME GUIDE >>>, Dxun main path
Davrel, but your unarmed specialist feats should be more than enough advantage for you to win easily. <<< Help the exiles defend their camp against Sith assassins. To earn the right to battle the two strongest champions of the battle circle, you must have met Kelborn in the Dxun jungle and successfully completed the Scout Hunt quest. <<< Kelborn chooses to fight with the blade. If there's anything you need aboard the Ebon Hawk, go back The fourth battle is against for it now. This includes any equipment carried by party Kelborn, whom you met in members you left behind earlier. After Mandalore shuttles the Dxun jungle earlier. In you to Onderon, you won't be able to get any of it back this fight you are automati- until you return to Dxun later on. cally equipped with a dueling vibroblade. Attack with this weapon only; Force powers are again forbidden during Speak to Mandalore between quests and he lets you know when this fight. Kelborn is a tough opponent, and unless you are well you've earned enough renown to merit a shuttle ride to armored, he can easily defeat you. Equip your best protective gear Onderon. Your departure is interrupted, however, by a surprise before speaking to the Mandalorian sergeant to begin the fight. attack from an army of Sith assassins. Fortunately, the >>> Mandalorians will fight with you during this battle. Make your Bralor wants to fight way through the Mandalorian camp, slaying any Sith assassins against your full arsenal. you see. Don't worry about the Mandalorians; they can't be This helps you end the slain. In fact, you can sit back and watch the Mandalorians do battle quickly. all the work for you, but they aren't as strong as you, and the battle could rage for a long time before they win on their own. If you defeat Kelborn, you There is no end to the onslaught; after you've taken out a dozen earn the right to battle the or so Sith, Mandalore suggests that you leave immediately in toughest soldier in the the hopes of saving his camp from the assault. After all, the Sith camp: Bralor. He agrees to only attacked because you were there. fight on any terms, so don't hesitate to unleash your strongest Force powers and attacks on >END QUEST The Price of Passage him. After winning the fight and earning the highest battle honors of the Mandalorians, the sergeant rewards you with a random weapon. This completes the quest. The Mandalorian shuttle >END QUEST Battle Circle takes off for Onderon's capital city, Iziz. You are THE SITH ATTACK stuck in Iziz until you can
meet Jedi Master Kavar and complete your business there, so prepare for an arduous journey. <<< Report to Mandalore to learn if you have proven your worth. PRIMAGAMES.COM < 143, ONDERON AREAOVERVIEW
Onderon is torn by conflict between Queen Talia, the rightful ruler, and her cousin General Vaklu, a usurper seeking to wrest control away from the Queen. You can support Queen Talia and the Onderonians if you're holding to the light side, or back General Vaklu in his coup to overthrow the Queen if you're on the dark side. The captial city, Iziz, provides the stage on which the drama unfolds. MAP 1 IZIZ SPACEPORT
to Merchant Quarter >LEGEND >OBJECTS Containers Merchants Terminals 1 Main Quest Mandalore’s Shuttle * Numbers correspond 2 to the waypoints in the walkthrough text Beast Pens <<< Iziz Spaceport <<< The spaceport features a Unfortunately you have large plaza where many no recourse but to slay Onderonians mill about the Boma. restlessly. Talk with them to get an idea of the anxious mood that's settling over the population. Mandalore's shuttle is parked in the dock on the spaceport's north side. You won't be able to take off, however, until your business on Iziz is completed. 144 > PRIMA OFFICIAL GAME GUIDE, onderon overview < BEAST RIDER <<< With a sales pitch like this, you must check out his wares. A Beast Rider watches over his restless cargo on the plaza's south side. Shipping delays have caused the caged beasts to become restless and unpredictable. The < MARGAR large nearby boma bursts from its cell and you have no Margar, an Aqualish merchant, has set up a store choice but to slay the poor creature. Reply to the Beast opposite the entrance to the Merchant's Quarter. Rider's thanks with kindness (light side), or slay him Since weapon sales are restricted inside the city, for his impudence (dark side). he's forced to do business here in the spaceport. Make a few choice purchases here. MAP 2 MERCHANT QUARTER
B1 Fountain >LEGEND to Western Square >OBJECTS Merchants Terminals Main Quest Main Quest: Dark Sidequest Turret Tower * Numbers correspond to the waypoints in the A1 walkthrough text to Iziz Spaceport < CAPTAIN RIIKEN The bustling Merchant Quarter is full of soldiers <<< and ordinary citizens; there is a palpable sense of Merchant Quarter anxiety radiating from every person you talk to. Captain Riiken stands at the door of the turret tower and catches you up on Onderonian history if you have the patience to listen to his tale. When you find evidence of Dhagon Gent's innocence, bring it to Riiken and he releases the prisoner. PRIMAGAMES.COM < 145, <<< <<< The selection isn't great but Speak your mind on the the prices are low. political situation in Iziz. There is one merchant West of the fountain, a here, Gegorran. Locate Twi'lek and Devaronian him near area's the center. debate the political He has few weapons for situation. You and your sale, but his selection of companions can join the armor and healing items is excellent. If you see anything you conversation for further insight; use this chance to reinforce like, don't hesitate to buy it! your influence over your friends. >>> <<< Ponlar's charged words can The Sky Ramp is off cause the crowd to riot. limits, but you can visit it when you return to Onderon later. < PONLAR < CAPTAIN BOSTUKO The gate leading to the palace north of the Merchant Quarter is blocked by Captain Bostuko, a loyal veteran of the Mandalorian Wars. No amount of persuasion convinces him to let you past, so just Ponlar, a disgruntled citizen, is holding an impromptu make a note of his location for now. You can find another way rally by the large fountain. His dissatisfaction with to get by him later. Queen Talia seems to resonate with the crowd, and you're invited to share your own opinions. As you spend time in Iziz, tension mounts and eventually a riot breaks out. Help the Onderonian soldiers subdue the crowd (light side), or incite chaos by supporting Ponlar and slaughtering the soldiers (dark side). 146 > PRIMA OFFICIAL GAME GUIDE, onderon overview MAP 3 WESTERN SQUARE
Droid Salvage >LEGEND >OBJECTS Containers B3 Lab Station Dhagon Gent’sOffice Merchants Unlocked Door Locked Door Main Quest 8 Main Quest: Dark * Numbers correspond to the waypoints in the walkthrough text to Merchant Quarter to Cantina <<< Western Square. This area of Iziz is home to the seedier elements. Bounty hunter attacks are With 1B-8D's component, you should have all the parts likely, but after you defeat needed to activate the assassin droid when you finally a few of them, most of the get back to your ship. It sounds suicidal, but when HK- thugs show you a healthy 47 starts taking your orders, you're on your way to respect. Garbage and commanding the strongest ranged attack specialist in wreckage are strewn everywhere, and desperate commoners sift your group. through the debris looking for anything of value. >>> <<< You can reprogram 1B-8D Dhagon Gent's Office. to give you a discount. < 1B-8D < DHAGON GENT The lone droid in this area, 1B-8D, sells droid parts and supplies. Buy the HK vocabulator from Dhagon Gent's apartment lies off the northwest him; it's one of the essential components needed of the main plaza. It's unlocked, so go in and to reactivate the broken HK-47 droid back on the Ebon Hawk. look for a few valuables. There's also a lab Bring T3-M4 along and talk to 1B-8D with your droid; select station you can use. After you clear Dhagon of the murder the Repair option to tinker with the vendor's market protocols, charges, he awaits you here. and then you can buy items at a discount. PRIMAGAMES.COM < 147, MAP 4 IZIZ CANTINA
A3 A4 >LEGEND >OBJECTS67None Main Quest Main Quest: Light Swoop Bike Beast Main Quest: Dark Registration Rider’s Den B2 * Numbers correspond to the waypoints in the walkthrough text A2 to Western Square dangerous obstacles littering the swoop track and arranges heats for you if you want to earn some extra credits. It costs <<< 100 credits to race, but by winning each variation of the course, Cantina swoop bar. you can pocket 500, 2,000, or 5,000 credits. Found on the Western Square's south side, the Iziz Cantina is unusual in that thugs, spacers, and regulars all mingle in an uneasy truce. You are warned not to upset the balance when you enter; of course, If you have a high Persuade skill, you can convince events propel you into conflict no matter how hard you try Qimtiq to cut you in on his profits. The Quarren agrees to avoid it. to a 500 credit bonus on any race that you win. Onderon Swoop Track Records
Rank Racer Record Prize (Credits) <<< Cantina entrance. 3rd Panar 53:88 500 3rd Panar: Grudge Match 49:22 500 2nd M'Sadaar 44:77 2,000 1st Jonra Far Unknown 5,000 Galactic Record 37:60 < QIMTIQ Qimtiq, an aloof Quarren, owns the Iziz Cantina and manages the swoop bike races. Locate him in the hall on the left. He warns you of the 148 > PRIMA OFFICIAL GAME GUIDE, onderon main path < JONRAFAR for a blank visa. You can get a better deal from Sakarie, however; she has a rare Qixoni lightsaber crystal to trade. Look for usable < M’SADAAR starport visas on the remains of bounty hunters you slay. < PANAR You find Onderon's three best swoop racers around the Cantina. Speak with them for tips on surviving the dangers of the swoop <<< track. They are generally unfriendly to competitors like yourself, Nikko eagerly challenges but the rules of the Cantina ban those who cause trouble. you to a game of Pazaak. <<< Think carefully before deciding whom to give your < NIKKO starship visa to. < KIPH As you attempt to unravel the clues surrounding the murder of Captain Sullio, two Cantina patrons play a key role. Nikko knew the victim and her accused < GORMO murderer well and provides valuable information; he also plays a mean game of Pazaak. Kiph is a Twi'lek slicer who can wipe < SAKARIE starport visas so that they can be reassigned to anyone; a priceless talent in Iziz. He was in the Cantina the night of the Many travelers are stranded on murder and his skills are needed to solve the mystery. Onderon because they lack the needed starport visas required for departure. Gormo, near the entrance, offers to pay 500 credits MAIN QUEST PATH
To find Jedi Master Kavar, you must seek out a doctor by the name of Dhagon Gent. Unfortunately, the doctor has been wrongly imprisoned for the murder of his friend, Captian Sullio. Find proof of his innocence to get the charges dropped and arrange a meeting with Kavar. >BEGIN QUEST Master of the Palace Mandalore SOLDIER LEVEL 5 >SIDEQUEST Starport Visa VITALITY: 54 ATTACK STYLE: Melee PREFERRED SKILLS: Demolitions, Security, Repair, Treat Injury SPECIAL ABILITIES: Implant Switching, Mandalorian Courage, Mandalorian’s Armor, Create Adrenal Stims <<< Mandalore vows his After Mandalore's private shuttle lands in the docking bay, talk allegiance to you, but not with him to learn more about the situation on Onderon his servitude. (Waypoint 1 ). Head into the main plaza, where the dock master issues you a starport visa; this vital document grants you permission to leave the planet when your business is concluded. PRIMAGAMES.COM < 149, MARTIAL LAW A team of bounty hunters attack when you enter. Concentrate
on taking out the leader first, then mop up the weaker enemies. <<< Search the remains for valuables and head for Dhagon Gent's Endure the guard's interro- apartment (Waypoint 3 ). The man standing outside informs gation before entering Iziz. you that the doctor isn't home; he's been arrested for murder. Explore the plaza and >BEGIN QUEST A Doctor's Alibi speak to everyone. Check the news terminals to watch a holo recording <<< with the latest news on Learn of Dhagon Gent's the skirmishes happening arrest by speaking to in orbit. When you're ready to move on, approach the gate eyewitnesses in the leading to the Merchant Quarter. An Onderonian soldier Western Square. questions you; just Persuade him to let you by (Waypoint 2 ). Take time to look around. Visit the Cantina for swoop racing or a game of Pazaak, and buy the HK <<< component from 1B-8D. The thugs here aren't dangerous, so Your actions can save the feel free to talk with them. Replenish your health if needed reporter, or condemn him. before you return to the Merchant Quarter; more bounty hunters are waiting for you on the way out. >>> When fighting large groups, tackle the most dangerous enemies first. This group (Waypoint 3 ) is a little tougher than the As you enter, look for a trio of Vaklu soldiers harassing one you fought earlier. an old reporter. They accuse him of treason and While the Twi'lek who threaten harsh interrogation. If you have tasted the dark leads the band wastes time side, this may sound like a great idea. Intercede on the with threats, several bounty hunters close in behind you. Even helpless citizen's behalf for a light side bonus. though you're surrounded, this battle is easy to win. Target the largest group of enemies with area effects like grenades or Force powers (Horror works wonders) while your melee character >SIDEQUEST A Matter of Leadership duels the Twi'lek. When the leader falls, turn your attention to the underlings. After the battle, search the remains carefully to find a bounty hunter starport visa; as you know, this item is Move through the area, chatting up the locals and rummaging priceless on a besieged world like Onderon. through containers. There are several inactive turrets; ignore them for now. After you explore everywhere, head through the northwest gate to the Western Square. MURDER MOST FOUL <<< >>> Captian Riiken runs the Use force powers and investigation into Sullio's ranged attacks to take murder. down the grenadiers in the back ranks. 150 > PRIMA OFFICIAL GAME GUIDE, onderon main path Back in the Merchant's Quarter, seek out Captain Riiken by the turret tower (Waypoint 5 ). Ask him how you can clear <<< Dhagon Gent of the murder charges; he advises you to begin Panar tells you where your investigation at the Cantina. Perhaps some of the patrons to look for scavenged who witnessed Captain Sullio's last moments can shed some droid parts. light on the situation.… Head into the Beast Rider's Den and talk to Panar. He <<< advises that if you're Nikko plays a key role in looking for droid parts, the your search for justice. likeliest source is 1B-8D, the droid vendor in the Western Square. Return there and buy the remains for 25 credits, then Return to the Cantina. You come back to the Cantina and show them to Kiph. must trigger a complex series of conversations here to obtain evidence of Dhagon Gent's innocence. >>> First, talk to Nikko, the Pazzak player (Waypoint 6 ). Ask him The serving droid's last about the murders, and he expresses disbelief that Dhagon moments hold the proof Gent would ever commit such a terrible crime. that Dhagon Gent is innocent. Next, speak with the Twi'lek Kiph (Waypoint ). He The records that Kiph7 saw Dhagon Gent and extracts from the droid Captain Sullio arguing that remains prove the night, and his report to the murderer must have come from the Merchant Quarter, and authorities seems to have therefore it couldn't have been Dhagon Gent. At last you have been the key evidence they the evidence you need! Show the recording to Nikko and he used to arrest him. Pass this goes with you to present your case to Captain Riiken. information back to Nikko, who says the doctor and captain were renowned for >END QUEST A Doctor's Alibi their mutual abuse—it was their way of flirting. THE BEAST RIDERS
<<< The bloodstains are a <<< clue that you can find Dhagon Gent arranges a evidence here. meeting with Master Kavar after you recover Nikko tells you Captain his datapad. Sullio's body was found outside the Cantina in a While the murder remains pile of garbage. Head unsolved, at least Dhagon outside and locate a bloodstained trash pile (Waypoint 8 ). Gent's name is cleared. Search carefully here to find the remains of a broken droid. Back in the doctor's office, Go back into the Cantina and tell Kiph about your find. you learn that while he was imprisoned, looters made off with If you had the droid's head, it might contain a record of the encrypted datapad that contains all of Dhagon's contact the murder. information. You're rewarded with an energy cell component for your lightsaber and sent off to the Cantina to recover the doctor's datapad. >BEGIN QUEST Cantina Rats PRIMAGAMES.COM < 151, <<< Combining melee and ranged attacks makes short Master Kavar stuns the colonel's troops and makes his work of Bakkel. escape, leaving you to fight on your own. When the battle begins, one of your companions expresses Before you confront the concern for potential civilian casualties. Reply with Beast Riders, save your humane reassurance (light side) or disdainful contempt game and activate an (dark side). You can't actually harm the bystanders energy shield for your during this battle, so feel free to unleash everything weakest party member. Head into the Beast Rider's Den and you've got on the troops. talk to Bakkel. She doesn't hesitate to attack. Concentrate on taking Bakkel out first; when she drops, finish off the rest of her gang. Search her remains after the battle to find Dhagon Gent's datapad and her starport visa. >END QUEST Cantina Rats If you have fallen to the dark side, you must defeat only one soldier for Colonel Tobin to call a cease fire. He asks you to help General Vaklu defeat a Sith Lord who's ESCAPE FROM ONDERON been pushing them around and to help overthrow
Queen Talia. Agree to do so. You are free to go at this point, but the general's men still attack you on your way <<< through Iziz in order to "keep up appearances." Dhagon Gent contacts Master Kavar on your behalf. Return to the doctor's room and give him the datapad to call a meeting with Jedi Master Kavar, but You can't meet Master Kavar again until later, when only if you've finished any General Vaklu assaults the Royal Palace in an open bid other loose ends you may have on Onderon. Iziz is crawling to claim control of Onderon. For now, all you can do is with Vaklu troopers from this point on. get back to Mandalore's shuttle and escape. >>> The Cantina becomes a trap when Colonel Tobin interrupts <<< your meeting with When weaker enemies Master Kavar. are grouped together, Force Powers have their The scene shifts to the greatest effect. Cantina, where Master Kavar awaits. Your conver- sation is interrupted by Colonel Tobin, General Vaklu's most loyal servant, who has been monitoring your activities all along. He hopes to destroy the Jedi Master now that you've lured him out of hiding. >BEGIN QUEST Escape from the Merchant Quarter 152 > PRIMA OFFICIAL GAME GUIDE, onderon sidequests Leave the Cantina and begin fighting your way back to Mandalore's private shuttle in the landing zone. Almost a dozen <<< men stand between you and the Merchant Quarter. Keep a tight Mandalore decides to stick rein on your party members so they don't run off and get around for a while. slaughtered. Deal with the first knot of enemies first, then pause to heal yourself and save the game before dealing with After landing, Mandalore the remaining enemies. informs you that he's now joining your quest on a permanent basis. Like all of your companions, the <<< ambitious Mandalore is Use blasters or Force driven by complex factors and has the potential to attain legendary Powers to destroy turrets power. Keep speaking to him throughout your journeys to learn that are out of melee range. more. Form a new party and hike back through the jungle to the Ebon Hawk; you can now take off and set course for a new planet. As you pass through the Merchant Quarter, the defense turrets you saw earlier suddenly activate and begin spraying you with blaster fire. Demolish them with grenades, ranged You can finally install the final component of HK-47 attacks, and Force lightning, then continue on to the that you bought from 1B-8D, activating the assassin starport. Safely aboard Mandalore's shuttle, you fly back to droid as a new party memeber. Its devastating ranged Dxun, where the Ebon Hawk and your companions have attack potential is a welcome addition to your arsenal. been waiting. HK-47
>END QUEST Escape from the Merchant Quarter COMBAT DROID LEVEL 6 VITALITY: 72 ATTACK STYLE: Ranged PREFERRED SKILLS: Computer Use, Demolitions, Security, Repair SPECIAL ABILITIES: Assassin Protocols, Assassin Rifle, Pacifist Unit SIDEQUESTS
While you're unravelling the mystery behind Captain Sullio's murder, speak with the Onderonians to take on sidequests. Many stranded citizens are in need of starport visas; these vital documents are the only legitimate ticket out of Iziz. Dark-side players can also tilt the balance of the civil war by working as an assassin for General Vaklu. There are many people in Iziz who are desperately searching >A. BEGIN SIDEQUEST Starport Visa for a starport visa so they can escape the city before war breaks out. As you work on getting Dhagon Gent released from prison, you can find two of these precious documents; unfortunately, there are five potential persons to give them <<< to. Give away both visas to complete this quest. Your choice Search the Twi'lek bounty hunter of who to deal with can strongly affect your balance with for the first starport visa. the Force. PRIMAGAMES.COM < 153, GORMO
<<< A second starport visa is found on Bikkel's remains after you defeat her in the <<< Cantina. Gormo already has a ship, all he needs is a Search the Twi'lek bounty starport visa. hunter's remains as you leave the Western Square to find the first starport visa; you must pay Kiph 500 credits to convert it to an "open" visa. Another one is left behind when you slay the Beast Rider Bakkel in the cantina; her visa is already open, so you can use it immediately. Now you must decide…. TERLYN
Other candidates are found in the Cantina. Gormo, the stranded Duros captain, lingers near the entrance <<< (WaypointA2). He can pay you only 500 credits; give One good Terlyn: Gain him the visa for free (from one space captain to light side prestige by another) for a light side bonus. freely giving the widow a starport visa. SAKARIE
<<< If you favor the dark side, you're well rewarded by Find Terlyn at the Merchant Quarter's south end giving a starport visa to (WaypointA1). Her husband was eliminated for trying Sakarie. to assassinate General Vaklu; now a widow, nothing remains for her in Iziz but the threat of war. Show your support for Queen Talia and the forces of good by giving Terlyn a visa, allowing her and her young children to escape. TOLAS
<<< Strictly business: Sell a The fourth choice is Sakarie, a smuggler. Locate her at starport visa to Tolas for the back of the Cantina (WaypointA3). Thanks to her 2,000 credits. thriving life of crime, she makes you the best offer. Choose a premium weapon, 5,000 credits, or a rare If you love the sound of Qixoni crystal for your lightsaber. Making a deal with cold hard credits, consider this criminal earns dark side points. supplying a visa to Tolas. He's also found in the Merchant Quarter (WaypointA1), and he makes you a straightforward offer: he'll buy a starport visa from you for 2,000 credits. With a high Persuade skill, you can increase his offer to 3,000 credits. 154 > PRIMA OFFICIAL GAME GUIDE, onderon sidequests XAART
<<< Convince Captain Gilesi to abandon his post by playing Finally, there's Xaart, a secret Republic operative (WaypointA4). When you first talk with him, he off his fears. carefully tests you by asking your opinion of recent events. If you say anything against the Republic, he will never talk to you again! Pass his loyalty test and he reveals his need for a starport visa. If you give him one, he can only reward you with his thanks. Your balance shifts strongly to the light side for this act. >A. END SIDEQUEST Starport Visa Find Captain Gelesi in the Cantina (WaypointB2). As >B. BEGIN SIDEQUEST A Matter of Leadership the replacement for the recently murdered Captain Sullio, Gelesi is already feeling nervous about his new assignment. Persuasion and veiled threats easily <<< convince him to abandon Iziz for someplace safer. Nowonly Captain Riiken remains. Pave the way for General Vaklu by helping Anda eliminate three Royalist Captains. Anda, a staunch supporter of General Vaklu, has a <<< sensitive mission for you. Captain Riiken meets his Locate her in the Merchant Quarter (WaypointB1). She wants end in the Western Square. to "convince" three of Queen Talia's most loyal captains to step down and she offers a substantial fee if you find a way to remove each one from command. Naturally, becoming a paid assassin causes your dark side balance to increase dramatically. >>> Use this terminal in the Merchant's Quarter After proving Dhagon Gent's innocence, you can find to assassinate Captain Captain Riiken patrolling the Western Square. Follow Bostuco. him to the east side, where there are no witnesses (WaypointB3). Approach and confront the captain, choosing from the list of suitable parting words. When Riiken is dead, make your way back to Anda to report on your success. She delivers the promised reward and vows that your work will not be forgotten by her masters—subtle words of gratitude that carry a Your first victim is Captain Bostuko, who guards the veiled threat. entrance to the Sky Ramp. Use the Iziz security card Anda gives you to slice into the terminal in the northeast Merchant Quarter. Access the Sky Ramp security camera, then use computer spikes to overload >B. END SIDEQUEST A Matter of Leadership the power conduit there. It explodes, defeating Captain Bostuko. One down, two to go. PRIMAGAMES.COM < 155, DANTOOINE AREAOVERVIEW
Like other worlds in the galaxy, Dantooine is in the grip of crisis. The renowned Jedi Enclave, destroyed during the Mandalorian Wars, has attracted a host of scavengers and explorers to its ruins. Meanwhile, mercenary camps multiply, populated by veteran soldiers unable to make the transition to a peaceful life. With resources dwindling and beast attacks on the rise, the mercenaries and scavengers will soon have nothing to lose by resorting to violence. MAP 1 khoonda
to Khoonda Plains Containers x15 Arsenal Medical Bay Droid Warehouse >LEGEND >OBJECTS Containers Lab Station Merchants Terminals Workbenches to Khoonda Plains 16 Unlocked Door to Khoonda Plains Locked Door B1 Main Quest 12 Main Quest: Light Sidequest Adare’s Office * Numbers correspond to the waypoints in the walkthrough text does its best to settle disputes and monitor the safety of salvage crews bound for the Jedi Enclave. Zherron, the militia leader, serves Adare loyally; his uncompromising view <<< of the law means criminals get no sympathy from him. Administrator Speaking with both of them is your first priority after Adare's office landing on Dantooine. < AZKUL Adare's biggest threat is Azkul, a hardened veteran of the Mandalorian Wars who fought for < ADARE the Sith. Bearing the scars of nearly fatal wounds, Azkul has been gathering mercenaries for an all-out < ZHERRON assault on the Khoonda. By playing off his men's fear that the scavengers and settlers have no intention of making room for The Khoonda is a small fortress them, he's convinced them that they have nothing to lose by and seat of the area's fragile government. Under the capable violent revolt. leadership of Administrator Adare, Koonda's small militia 156 > PRIMA OFFICIAL GAME GUIDE, dantooine overview < ADUM LARP <<< After Adare gives you the passkey for Khoonda, Adum Larp's Weapon Shop you can find Adum Larp in a room off the south hallway. This Rodian merchant runs a thriving weapons business and offers a good selection of premium stock. Stop by if you feel any of your companions aren't as deadly as they could be. MAP 2 KHOONDA PLAINS
to Enclave Courtyard Ebon Hawk >LEGEND >OBJECTS to Enclave Courtyard Containers Merchants Mines Locked Door Main Quest Sidequest * Numbers correspond to the waypoints in the walkthrough text C1 Western Plain to Khoonda Eastern Plain to Crystal Cave <<< <<< Eastern Khoonda Plains Hangar Bay < SAEDHE The open fields surrounding the Khoonda are >>> home to roving bands of kinrath. These Khoonda Exterior insectlike monsters attack aggressively; as with all beasts, your best defense is to weaken the enemies from range before they close to attack. You can earn a lot of credits by helping Saedhe, a militia investigator searching through a swoop bike wreck in the Eastern Plain. PRIMAGAMES.COM < 157
, < AKKERE < PATO ADO There are two merchants doing business in this area. Akkere, a Sullustan, keeps shop in the courtyard's northeast corner around the Khoonda. He specializes in equipment, items, and weapons for droids. Pato Ado, an Ithorian, lingers in the Hangar Bay. He sells Pazaak cards and offers to play for 250 credits a game. Beat him repeatedly to raise the stakes as high as 750 credits; eventually Pato Ado begins giving you rare armor upgrades whenever you win. Beating him is much easier if you've obtained the Champ's golden card on Nar Shaddaa. MAP 3 ENCLAVE COURTYARD
to Enclave Sub-Level >LEGEND >OBJECTS None Locked Door 3 Main Quest Salvager’s Camp * Numbers correspond to the waypoints in the walkthrough text 9 Mercenary Camp to Khoonda Plains <<< <<< Salvager's Camp Mercenary's Camp Outside the ruined Jedi Enclave lying north of Khoonda, two Found at the east side of the Enclave Courtyard, this rude camp rival bands of Dantooine's residents have set up makeshift is made of parked landspeeders and converted cargo bins. Speak camps. The salvagers, desperate adventurers seeking any with the mercenaries and get an earful of thoughts on Azkul, remaining valuables or treasure from the Enclave ruins, are their leader, and his plan to take control of Khoonda away from settled in the area's western part. Visit here to learn about the Administrator Adare. dangers of the Enclave Sublevel and learn the salvagers' opinion of Administrator Adare and her coalition. 158 > PRIMA OFFICIAL GAME GUIDE, dantooine overview MAP 4 ENlcave sublevel
B2 D1 >LEGEND >OBJECTS Containers Mines to Enclave Courtyard Droid Bay Terminals Workbenches 6 Unlocked Door84Containers x8 Locked Door Main Quest Power Relay Sidequest Station Garden 7 Jedi Archives * Numbers correspond to the waypoints in the walkthrough text D2 <<< <<< Jedi Archives Garden < DISCIPLE < JORRAN Deep within the Jedi Enclave Sublevel lies an You find another survivor of the laigreks in the archive of knowledge that few have seen. The Sublevel's northeast part. Jorran, a salvager, is disciple is one of those few. You meet him after trapped and needs your help to safely escape. fighting your way through an army of laigreks and traps; he You must find Jorran in order to complete the "Farm offers vital information about Jedi Master Vrook and, if your Equipment" sidequest. character is female, joins your party. PRIMAGAMES.COM < 159
, MAP 5 CRYSTAL CAVES
Kinrath Hive A2 >LEGEND >OBJECTS Containers Main Quest Sidequest 10 Mercenary Base * Numbers correspond to the waypoints in the walkthrough text A1 C2 to Khoonda Plains < AHRNELL The mercenary base is well protected inside the <<< Crystal Caves, where a teeming kinrath hive Kinrath Hive keeps all but the most brave or foolhardy at bay. Locate the Twi'lek Ahrnell in the southeast passage to learn his secret for walking the tunnels unharmed: kinrath scent glands. >>> Mercenary Base MAIN QUEST PATH
Your primary goal on Dantooine is to find Jedi Master Vrook. He was last seen entering the Jedi Enclave but never returned. Retrace his path, facing the dangers of the Enclave yourself, to discover his fate. The clues you find lead you to the Crystal Caves, where Vrook is held captive by a band of mercenaries. Rescuing him proves to be a mixed blessing, however, when the mercenaries retaliate by launching a massive assault on the Khoonda. Choose your destiny by helping Adare defend her citadel or by helping Azkul breach the Koonda's defenses. 160 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest ARRIVAL AT KHOONDA
<<< Take advantage of the open <<< spaces and blast beasts Dantooine is a dangerous from maximum range. place; update your weapons and armor often. Return to the plains and head west, across the When the Ebon Hawk narrow bridge. Test your lands, form a party and combat skills on the disembark. Keep your kinrath prowling in the western plain, then move north to the forces balanced by Enclave Courtyard. Cross the bridge over the Enclave's moat selecting companions like (Waypoint 3 ). The left path is a dead end stalked by a pack of Mandalore and Visas Marr (dark side), or the handmaiden and kath hounds; slay them if you wish, then go north to encounter T3-M4 (light side). You're greeted by Dillan (Waypoint 1 ), a group of salvagers. They lost one of their team to laigreks, and who instructs you to meet with Administrator Adare. Explore even worse, are going home empty-handed. You won't get any the docking bay, then take Dillan's advice and head for the help from them. Khoonda. >BEGIN QUEST Lost in the Shadows >END QUEST Relics of the Past >BEGIN QUEST Relics of the Past THE JEDI ENCLAVE >SIDEQUEST Ghosts to Rest >SIDEQUEST Cave Crawling >SIDEQUEST Farm Equipment >>> Show the laigreks some respect and only approach at full strength. >SIDEQUEST Sensor Search Now that you've heard several tales about the dangers of the Enclave <<< Sublevel, it's time to You can't enter the Jedi explore it for yourself. Enclave until you've met Enter and cross the ruined garden to encounter the laigreks with Administrator Adare. you've heard so much about (Waypoint 4 ). Their fearsome reputation is well earned. Switch freely between ranged and Of the Khoonda's three melee attacks; all party members should weaken the beasts entrances, only the west from a distance whenever possible. Use a melee weapon only one is unlocked. Explore after the beasts have charged you. Between encounters, wait for as much of the building everyone to return to full strength before moving on. as possible, but most of the doors are sealed for now. Speak with salvagers and militia to learn gossip and to trigger sidequests. Locate Administrator Adare in her central office (Waypoint 2 ). She gives you permission to explore the Jedi Enclave and search for Master Vrook. PRIMAGAMES.COM < 161, Use stealth mode and the Enclave's computer terminals If you're playing a male character, the disciple doesn't to destroy laigreks. Sneak by the enemies and program join you. Look for him in the Khoonda if you want to the terminal to overload after a 30-second delay, then talk more with him about Jedi history. get out as fast as you can! Stealth Run helps a lot here. Atton is a good candidate for this tactic; if he's taken out by an exploding terminal, he can shake off the effects thanks to his Spirit ability. <<< These bodies in the Jedi Archive hold a clue to Master Vrook's where- <<< abouts. Activate the droids and send them off to battle Search near the statue in laigreks on your behalf. the Jedi Archive to find a datapad containing orders Take the north passage from Azkul, the mercenary from the garden and head leader. He laid a trap for Master Vrook here, and the Jedi is now to the east side, battling held captive within the nearby Crystal Cave. With this crucial laigreks and their deadly information, start making your way back to the garden. Take the cousins. Use Security, southern hallway to complete your loop of the area, checking Demolitions, or a lightsaber to open any stubborn doors. Stop the rooms on either side for items and enemies. at the droid bay (Waypoint 5 ) to find a workbench and a good supply of droid equipment and other items. <<< If you set a terminal to >>> overload, make sure you The Disciple knows as have enough time to reach a much as anyone can safe distance. about the Jedi without actually being one. To open the sealed door in the Power Relay Station Enter the Jedi Archives at (Waypoint 7 ), program the Sublevel's east side. the terminal for a delayed The disciple, a historian overload. Give yourself plenty of time (at least 10 seconds) to and scientist working for retreat before the explosion, then return when the smoke clears. the Republic, meets you here (Waypoint 6 ). He's been With the door blasted to pieces, access the well-stocked vault scouring the galaxy for lost Jedi and, like you, has come to on the other side. Dantooine to find Master Vrook. Not surprisingly, the disciple has been searching for you as well. He offers his advice, and if your character is female, furthers the deal by joining your party. Consider taking him along; his healing abilities come in handy when you're surrounded by deadly laigreks. >>> Battle Gerevick in The Disciple melee while using rangedattacks on his thugs.
SOLDIER LEVEL 5 VITALITY: 63 ATTACK STYLE: Ranged PREFERRED SKILLS: Demolitions, Stealth, Treat Injury SPECIAL ABILITIES: Create Medpacs, Mobile Lab Station, Master Toughness 162 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest A crowd of mercenaries led by Gerevick awaits you at the Vrook is angry with you for rescuing him. This move, he warns, entrance (Waypoint 8 ). The huge bounty on your head has will only force Azkul, the mercenary leader, to make a bolder tempted another ambitious soldier into trying to capture you. strike against Administrator Adare. Meet Gerevick's charge with your best melee combatant while your other party members use ranged attacks and grenades on the thugs in the back ranks. Search the remains and you can >END QUEST Lost in the Shadows finally leave the Jedi Enclave. THE JEDI HOSTAGE AZKUL'S ASSAULT
<<< >BEGIN QUEST Defense of Khoonda Bring Mandalore to the mercenary camp to shake down these deserters. Cross the Enclave Courtyard to the east. Stop <<< and chat with the salvagers Azkul and a squad of as you pass through, then mercenaries await you proceed into the valley outside the Crystal Cave. where a herd of kinrath await. Begin your attacks at maximum range, weakening the beasts as much as possible before they come within melee distance. Take another breather at the mercenary camp (Waypoint 9 ); expect gruff arrogance and veiled threats from these scoundrels, but patient replies can coax hints about Azkul's plans to attack the Khoonda. Next, head south to Khoonda Plains and the Crystal Cave. Follow Vrook out of the Crystal Cave. Azkul waits for you outside (Waypoint 11 ) and asks you to help with his planned assault on Khoonda. Specifically, he wants you to sabotage the gun turrets that cover the fields around the Khoonda and disable the mines planted by If you bring Mandalore to the mercenary camp, Esok the militia in anticipation of Azkul's attack. Embrace the challenges him for the right to wear the helm of the dark side by agreeing to help, or stand by light side Mandalore. Slay the upstart and send the remaining virtues and refuse the deal—Azkul orders his men to Mandalorian soldiers back to Dxun to await further attack if you choose the light side. You can avoid orders. combat and keep your light side purity by pretending to agree to Azkul's plan. >>> Lob a few grenades to soften up the mercenaries before wading into melee. <<< Administrator Adare Enter the Crystal Cave and asks you help her defend head up the left passage. the Khoonda against The mercenaries are Azkul's raid. encamped in the first chamber you find (Waypoint10); Jedi Master Vrook is sealed within a force cage. Launch your attack against the mercenary commander first, then mop up the lower-ranking troops. To your surprise, Master PRIMAGAMES.COM < 163, Return to the Khoonda and head back to Administrator Adare's office. She knows the militia is unprepared for Azkul's full strength and asks you to help shore up the building's defenses. She gives you a passkey that opens all doors in the <<< Khoonda. Now you must decide which faction you want to Use Treat Injury or Repair support: Adare and the militia (light side), or Azkul and the to help tend the wounded. mercenaries (dark side). <<< Zherron has a long list of tasks you can undertake. Tweaking Khoonda's defenses is optional; you can influence the outcome Visit the medical bay (Waypoint13) and help treat the of the battle with your wounded soldiers' injuries to put more men on active own strength of arms. defense (light side). If you don't have enough skill in However, investigating the Treat Injury, you can Repair the medical droid and it defense systems makes things easier. Speak to Zherron for a list will tend to the soldiers for you. of tasks you can help with. >BEGIN QUEST Khoonda—Gun Turrets >END QUEST Khoonda—Militia Medic >BEGIN QUEST Khoonda—Recruiting <<< This terminal controls the Khoonda's defense turrets. >>> Suulru joins the militia if you helped him get his money back from Jerron. First, visit the turret control terminal in the southeast wing (Waypoint12). Optimize the targeting protocols <<< for enemies (light side), or reprogram the turrets to fire To get Akkere into the on the militia (dark side). A further opportunity for militia, keep his crime a sabotage is found by checking on the four turrets in secret or spend 1000 credits person and using Demolitions to rig an explosion. on his Thorium charges. Speak to everyone you've met on Dantooine and try >END QUEST Khoonda—Gun Turrets to convince those you've helped in some way to join the militia in defense of Khoonda. Suulru, the settler who had BEGIN QUEST Khoonda—Militia Medic to buy back his atmospheric condenser from a crafty salvager,> joins if you helped him (see the "Farm Equipment" sidequest). 164 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest Akkere, the Sullustan merchant, also joins if you kept his secret (see the "Akkere's Hydrospanner" sidequest). Finally, any soldiers you healed in the "Militia Medic" quest reenlist for defense duty. Using Adare's security pass, enter the droid warehouse to find a trio of deactivated defense droids (Waypoint14). >END QUEST Khoonda—Recruiting Bring in your best Repair technician to bring the droids online and optimize their shields and weaponry. Then use the terminal to set the droids' programming to defend the militia (light side) or to defend Azkul and the merce- >BEGIN QUEST Khoonda—Traps naries (dark side). After finalizing your commands with the terminal, the droid preparations are complete. >END QUEST Khoonda—Droids <<< Bolster defenses by planting extra mines, or disarm them to make invasion >BEGIN QUEST Khoonda—Side Door easier. <<< Open this secure door to access the Khoonda vault, or seal it shut to keep out Azkul's men. Notice the two mine fields the militia have set up on the Khoonda courtyard's east and west sides. For a light side bonus, fill in the open spaces on each side with a few more mines. Dark side players can disarm or recover the mines already planted, making invasion of Khoonda easier. Find a final aspect of security outside the building on >END QUEST Khoonda—Traps the northeast corner of the Khoonda. Check the security door here (Waypoint15); you can use brute force or high Security skill to break in, compromising Khoonda's defenses (dark side) and allowing you to loot the huge >BEGIN QUEST Khoonda—Droids arsenal of equipment and items on the other side. Alternatively, you can seal the door, locking it down as tightly as possible (light side); you won't be able to empty the arsenal if you choose this option. <<< The droids have been >END QUEST Khoonda—Side Door activated and optimized for battle. PRIMAGAMES.COM < 165, <<< After finalizing Khoonda's If you choose to fight Azkul, prepare for a challenge. defenses, speak with The mercenary leader is a well-trained veteran; weaken Zherron to trigger Azkul's him with ranged attacks, Force powers, and grenades invasion. before closing in for the kill. Have your other party members provide support to your melee specialist or fend off attacks from Azkul's troops. Master Vrook joins you in the battle after he's dealt with any mercenaries in his path, making your job much easier. The battle ends when Azkul falls. When all your preparations are complete, head to Adare's office and speak with Zherron to activate the defenses. You can ask for a chance to speak to the <<< troops before battle; inspire them with noble words for Administrator Adare knows a light side bonus, or terrify them with threats of she would have been killed doom for a dark side bonus. After you've spoken, the without your help. battle begins! >>> Prepare yourself with stims and shields before battling Azkul. With the crisis resolved, take a last chance to earn light side points by turning down the 4,000 credit reward offered by Administrator Adare (unless you're desperate to buy that Sith tremor sword you had your eye on). Speak with Jedi Master Vrook, who indulges your questions about the Jedi's plans and movements. Your true allegiance is revealed when Azkul storms into the He departs with a promise to see you again after you Khoonda hallways (Waypoint16). The number of mercenaries have gathered all the remaining Jedi Masters together. in his train is affected by how you strengthened or sabotaged With your business on Dantooine at last concluded, the defenses before his attack. As he begins his assault on return to the Ebon Hawk and take off for your next Administrator Adare's office, Azkul asks if you are with him, or destination. if he must strike you down. <<< <<< When Master Vrook helps Find Azkul outside the you team up against Azkul, crystal cave after you've the mercenary leader sabotaged the Khoonda's doesn't stand a chance. defenses. 166 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest If you decided to side with Azkul, find him outside the After slaying the Jedi Master, Azkul thanks you and Crystal Cave after you've completed sabotaging the pays his promised reward (at least 8,000 credits, or Khoonda defenses. Tell him to begin his attack and the more if you can Persuade Azkul successfully). The scene shifts to the Khoonda interior. You must defeat mercenary captain slays Administrator Adare and takes Jedi Master Vrook to accomplish the mercenary takeover. command of the Khoonda. Stop and talk with Dantooine's new rulers before heading back to the Ebon Hawk to choose your next destination. JEDI MASTER VROOK BATTLE
<<< Use Critical Strike to insure that your blows Whether you ally with Jedi Master Vrook or fight him, strike home. you learn a new lightsaber form, Shion, during your encounter. This form improves your defense and makes critical strikes more potent. >END QUEST Defense of Khoonda >>> Master Vrook isn't the only one who can use defensive Force powers. <<< We recommend you make Korriban your next desti- nation. Jedi Master Vrook TAKEDOWNS
Force Barrier Critical Strike Power Attack However you resolved the situation on Dantooine, discuss Master Vrook wields a double-bladed lightsaber with the events with your companions Master Flurry feat to get extra attacks against you. He for further influence and light also uses a variety of defensive Force powers, or dark side points. Now only especially Master Heal. To survive his onslaught, one unvisited planet remains protect yourself with Force Barrier and Energy on the galaxy map: Korriban. Resistance, then take advantage of Vrook's lack of Make this planet your next armor by attacking aggressively with your best melee destination. combat feats. Attacks like Force Lighting are only moderately effective since Master Vrook almost always makes his saving throw. With your companions healing you with medpacs or Force powers while you continu- ously attack, you should be able to easily outlast the Jedi Master and strike him down. PRIMAGAMES.COM < 167, SIDEQUESTS
As you explore the ruins and plains of Dantooine, speak to everyone you meet. There are ample opportunities for extra experience, equipment, credits, and prestige for the taking. Use these chances to make your character stronger and to exert your influence on the world around you. A. HIVE AND SEEK
>BEGIN SIDEQUEST Cave Crawling There is a way to get past the kinrath without fighting them. Locate Ahrnell in the southeast tunnel (WaypointA1). He walks among the kinrath unscathed <<< because he carries one of their scent glands. You can Zherron asks you exter- trick Ahrnell into giving you his gland, leaving him to minate the kinrath hive in be slain by the kinrath, or you can simply slay him the crystal caves. yourself and pluck the gland from his lifeless body. Speak with Zherron in the Khoonda, and if you let him know you're looking <<< for a challenge, he tells Crush all kinrath eggs you of the kinrath hive before harvesting the infesting the Crystal Caves to the southeast. If you can fight crystals. your way to the hive's core and eliminate the nest, you are well rewarded for the deed. Follow the tunnel north. Hive kinrath attack here; they are tough, but there's only a few to contend >>> with. At the passage's end Don't hestitate to break lies the magnificent crystal cavern. Before you touch the off the battle if you start crystals, bash every kinrath egg you can find. Make sure you're losing vitality. at full strength and save your game before you begin harvesting the glowing crystal formations—the queen of the kinrath hive Enter the Khoonda plains attacks when you disturb them. and search the southeast corner for the Crystal Cave's narrow mouth. The KINRATH MATRIARCH BATTLE kinrath lurking here are much stronger than any you've seen out in the fields, so approach cautiously, use ranged attacks whenever possible, and heal your party between skirmishes. <<< Pin down the kinrath matriarch with adhesive <<< grenades. Ahrnell describes the fasci- nating properties of the kinrath rectal gland. 168 > PRIMA OFFICIAL GAME GUIDE, dantooine sidequests KINRATH MATRIARCH BATTLE >END SIDEQUEST Cave Crawling CONTINUED B. BUYER BEWARE
<<< Maintain concentrated >BEGIN SIDEQUEST Farm Equipment attacks from all three party members to take down the matriarch. <<< Find Suulru hard at work in the Khoonda lobby. You find Suulru, a salvager, Kinrath Matriarch waiting for an appointment
TAKEDOWNS with Administrator Adare (WaypointB1). He tells Critical Strike Force Wave Force Lightning you of a moisture vaporator that he lost and then was forced to buy from Jorran, a rival salvager. Not only The Kinrath Matriarch won't let you destroy her hive did Suulru pay 500 credits to get his equipment back, but it was without a fight. Like others of her kind, she attacks also missing a vital piece: the modulator. Agree to help Suulru with a venomous sting but with unrivaled power. Just out of this mess for a chance to strengthen yourself by causing a few blows from the matriarch is enough to finish more echoes through the Force. you. To make things worse, a horde of kinrath hatch- lings rally with their mother to defend the nest. Force Wave is extremely useful in this battle; one blast sends the hatchlings hurtling into the walls, leaving your strongest melee character free to take on the <<< matriarch. While you battle her at close range, have Jorran emerges from his your third character administer medpacs, stims, or use hiding place in the Jedi defensive Force powers on your melee specialist. Force Enclave after you've killed Lightning, T3-M4's shock arm, Mira's rocket launcher, the laigreks. or any other means of delivering guaranteed damage should also be used. <<< >>> Don't forget to search every After rescuing Jorran, crystal formation carefully seek him out in the before you go. salvager's camp. After defeating the Matriarch, complete the quest by returning to the Khoonda and reporting your deeds to Zherron. PRIMAGAMES.COM < 169, Seek out Jorran within the Enclave Sublevel. He's <<< locked himself in a room north of the garden and won't Search the rubble to find a come out until you clear the laigreks out of the passage trio of atmospheric sensors. (WaypointB2). When he opens the door, confront him about Suulru's modulator. Jorran would rather not discuss it, and there are several ways to resolve the situation. For a civilized solution (light side), let Jorran go, then meet up with him at the salvager's camp and Persuade him to relinquish the modulator or simply When you explore the Crystal Caves, look for a searchable pile buy it off him for 500 credits. For dark side brutality, of rubble near the entrance (WaypointC2). Examine it to find simply slay Jorran when he steps from his locked room three atmospheric sensors. Leave the cave and return the and take the modulator from his corpse. Complete the sensors to Saedhe for a total reward of 3,000 credits. This quest by returning to Suulru with the modulator, and completes the quest. further your light or dark side balance by your replies to his thanks. >END SIDEQUEST Sensor Search >END SIDEQUEST Farm Equipment D. WHERE THERE'S A WILL…. C. SCAVENGER HUNT
>BEGIN SIDEQUEST Ghosts to Rest >BEGIN SIDEQUEST Sensor Search <<< The salvager has become <<< the salvaged. Saedhe is looking for any clues that might explain the swoop bike accident. Locate Saedhe in the eastern Khoonda Plains; he's near the wrecked swoop bikes along the area's edge (WaypointC1). >>> He's searching for any atmospheric sensors that might have Settle the dead salvager's been left by the swoop bike crash but isn't having any luck. claim by collecting the will He offers you 1,000 credits for each sensor you can find and from his remains. return to him. 170 > PRIMA OFFICIAL GAME GUIDE, dantooine sidequests <<< A pair of salvagers have never returned from the Enclave Keep Akkere's crime a Sublevel, and the little property they've left behind is secret, or turn him in to the once again up for grabs. Search for their remains as you authorities. explore the area. You find the first in a northwestern chamber (WaypointD1). After meeting the disciple, find the second body in the Power Relay Station (WaypointD2). You also find a will that proves each of the dead salvagers left his possessions to the other, meaning nobody can lay claim to their salvage. To complete the quest, return to the Khoonda and show your findings to Zherron for credits and light side points. Or plumb the dark side by forging a new will, naming yourself the benefactor of both claims. While examining the defense droids in the Khoonda Droid Warehouse, you find a hydrospanner engraved with the name Akkere. This Sullustan droid parts vendor has a shop in the Khoonda courtyard, and it >END SIDEQUEST Ghosts to Rest seems he's been stripping the militia's droids so he can sell the components. Locate him and confront him with the evidence you found (WaypointE1). After listening to Akkere's tale of a dying brother and soaring medical E. STRIPPED DROIDS bills, agree to keep your silence and even donate some
credits to the poor merchant (light side), or blackmail him for a hefty sum and then turn him in anyway >BEGIN SIDEQUEST Akkere's Hydrospanner (dark side). >END SIDEQUEST Akkere's Hydrospanner <<< Akkere left his hydrospanner behind when he stole part from this droid. PRIMAGAMES.COM < 171, KORRIBAN AREAOVERVIEW
Korriban, a haunted, scarred world, has been barren and nearly lifeless since the Sith who once ruled it turned on each other in mutual self-destruction. The dark side is very strong here; expect to meet Sith who were drawn by the corruption, power, and secrets of this ancient place. Even in death, the mighty lords of the dark side still retain their strength and malice. Kreia will not set foot on the surface of Korriban, but her Force Chain with you remains intact. She contacts you telepathically with advice, history, and information as you explore the planet. MAP 1 valley of the dark lords
Ebon Hawk >LEGEND >OBJECTS Containers Main Quest * Numbers correspond to the waypoints in the walkthrough text to Shyrack Cave to Sith Academy <<< <<< Valley of the Dark Lords Shyrack Cave entrance 172 > PRIMA OFFICIAL GAME GUIDE, korriban overview <<< Upper valley The Ebon Hawk lands in a desolate valley lined with the massive tombs of ancient Sith Lords. Visit the ruined South of the valley, a path tomb entrances to get a history lesson from Kreia and leads up into the hills. gain light- or dark-side points and influence. There are Here you find the entrance many Sith corpses lying half-buried in the dust. If you to the Shyrack Cave, so disturb the remains, the ghosts of this place are roused called because of the vast to anger and send in a few hssiss to attack you. These numbers of shyracks huge lizards approach in stealth mode, making them infesting it. These flying pests shouldn't provide much of a difficult to target; keep a sharp eye out for their faintly challenge. More dangerous are the tuk'ata and deadly tuk'ata, shimmering outlines. Hssiss are powerful opponents; if feral goatish beasts that prowl the upper path. They charge you you find them too much for you, leave the Sith remains with a powerful ramming attack; blast them from a distance alone for now. whenever possible. MAP 2 the sith academy
to Valley of the Dark Lords >LEGEND >OBJECTS Library Containers Terminals Unlocked Door Torture Room Locked Door Main Quest Dormitories * Numbers correspond 7 to the waypoints in the walkthrough text463Training Room <<< <<< Sith Academy entrance Library Long neglected but not Escaping the Sith Academy unoccupied, the Sith requires you to take on the Academy holds many role of a new recruit. You secrets and challenges. must pass a written test Tuk'ata roam the hallways, and prove yourself in along with gangs of combat before you can cloaked Sith assassins; access the sealed room poison gas traps add to the peril. Before you enter, you should where Jedi Master Lonna Vash is imprisoned. Unfortunately, the have the best weapons and armor you can afford, all improved entire facility is a trap; Darth Sion has kept the Jedi Master here with the most potent upgrades you've found, bought, or made. as bait, hoping to lure you inside. Your first battle with the A healthy supply of medpacs, stims, and shields is also mighty Lord of Pain occurs here, but it won't be your last. essential. PRIMAGAMES.COM < 173, MAP 3 the shyrack cave
to Secret Tomb >LEGEND >OBJECTS Containers A1 Sidequest * Numbers correspond to the waypoints in the walkthrough text A2 to Valley of the Dark Lords Found on the trail leading to the Sith Academy, this cave pulses with dark-side power. You don't have to explore it to complete your quest, <<< but the items, experience, and knowledge you Natural bridge gain make it a worthwhile venture…if you can survive the shyrack's assault. Keep your party grouped closely together for mutual defense, >>> and snipe any shyracks you see at maximum Cave pools range before they swoop in for the kill. MAP 4 the secret tomb
A7 A8 >LEGEND >OBJECTS Containers Mines to Shyrack Cave Unlocked Door Sidequest A5 A6 * Numbers correspond to the waypoints in the A3 A4 walkthrough text to Shyrack Cave 174 > PRIMA OFFICIAL GAME GUIDE, korriban main path Buried under a mountain of rock at the back of the <<< Shyrack Cave, this ancient tomb conceals a great evil Tomb power. Ludo Kressh, Sith Lord, is buried here, and entrance his life force still haunts the halls and passages. You must face a quartet of visions meant to test your >>> character and resolve as you head to the massive Ludo sarcophagus of Ludo himself at the tomb's rear. If Kressh's you survive the trials, you find several powerful and crypt unique items (like Bastila's lightsaber) and shed light on some of the darker corners of your past. MAIN QUEST PATH
Your goal on Korriban is to locate the old Sith Academy, where Jedi Master Vash was last seen. After finding her and fighting your way through hordes of assassins, you can check out the Shyrack Caves, where a lost tomb holds secrets, ghosts, and the greatest challenge you have yet faced: yourself. THE SITH ACADEMY >BEGIN QUEST Trapped
>BEGIN QUEST Traces to Ashes <<< Darth Sion awaits you in >SIDEQUEST A Hidden Power the Sith Academy. When you enter, Darth Sion reveals his presence; >SIDEQUEST Jedi Entombed not surprisingly, the incredible dark-side power of Korriban has attracted the Lord of Pain. He orders the door sealed behind you, then commands his squad of <<< assassins to attack (Waypoint 2 ). Be prepared for constant If you disturb the Sith ambushes by cloaked Sith as you explore the Academy. corpses, be prepared to face Hssiss in reprisal. <<< In order to use the Academy's computers, you need the datapad in this footlocker. After the Ebon Hawk lands, form a party (you can't choose Kreia), and disembark. The sandy valley of ruins and tombs Ascend into the central lies before you. Move south, avoiding the Sith's remains chamber, then go to the unless you want to battle hssiss. When you pass the Shyrack dormitory wing. Deal with Cave (Waypoint 1 ), two of the beasts emerge to attack as any rampaging tuk'atas Kreia warns you of the dangers within. Heed her warning that charge you, then search the student footlockers for items and save exploration of the Shyrack Cave for later. Continue and equipment. Especially important is the footlocker in the far south to slaughter a herd of tuk'atas, then enter the Sith left hall (Waypoint 3 ); open it to find a datapad giving Academy. computer access instructions for new recruits. PRIMAGAMES.COM < 175, <<< <<< The first challenge faced by Make the grade: The Sith recruits: memorizing a training room unlocks if complicated student ID. you prove your knowledge of Sith lore at this terminal. Datapad in hand, return to the first row of halls to Enter your student ID find a computer terminal again and select "Level (Waypoint 4 ). Log in as a One Test." To pass, you "New Recruit" and you are given a complicated ID number. must score four out of five questions correctly. For those who Memorize your ID (or check the box here), then enter it into don't like to study, here is the crib sheet: the system to gain Level One access. STUDENT ID SITH RECRUIT
3401726-B853S5O0X001 TEST ANSWERS 1 Freedon Nadd 2 Twenty 3 Gizka4Ialways lie 5 Passion, strength, power, victory If you have high Computer Use skill, don't worry about memorizing the ID number; you can enter it automatically. >>> Breath Control provides immunity to the poison gas in the eastern hallway. <<< Thorium charges are the When you've passed the only thing powerful enough test, the training room to blast open the Academy's door on the Academy's sealed vault. other side opens. Before going there, equip any breath masks or bio-antidote implants Entering your student ID to protect you from the poison gas in the eastern hallway. If unlocks the Library door you've been to Nar Shaddaa and learned Breath Control, use back in the central it. When you reach the training room (Waypoint 6 ), access chamber (Waypoint 5 ). the terminal and select the Level Two Test. Unfortunately, a Go there to find thorium charges, which you can use to blast glitch in the system causes the Level Sixteen Test to be open the sealed door in the dormitory wing. There's also a administered instead. computer terminal here. Read the databanks to get a quick lesson on Sith history, then return to the dormitory terminal to test your knowledge. <<< Jedi Master Lonna Vash didn't survive long enough to be rescued. If you like, save the thorium charges and use them on the Mandalorian cache back on Dxun. There are only a few containers behind the sealed door here in the Sith Academy. 176 > PRIMA OFFICIAL GAME GUIDE, korriban main path A half-dozen starving tuk'atas are released into the room. Slay them and check the terminal again. No matter how quickly you <<< defeat the beasts, you are told to report to detention for The Lord of Pain can exceeding the allowed time. Leave the room and go across the restore his health at will; hall to find the detention room…and the remains of Jedi Master you have no choice but to Vash. Of all the lost Jedi you've sought, you are too late to flee him for now. speak with her. Traces to Ashes The Lord of Pain stands>END QUEST between you and the exit. He gives you a chance to ask a few questions, then the battle begins. You don't have to fight for long, however, before receiving a telepathic message from Kriea. She warns that at your current strength, Darth Sion is unbeatable; your only hope is to flee. The duel is cut short as <<< you and your companions run for the exit and return to the Unseal the Academy Valley of the Dark Lords. entrance with the terminal in the detention room. >END QUEST Trapped >>> Return to the Ebon Hawk before you attempt any Earn light or dark side points with your comment on more exploration. Master Vash's fate, then search the remains to find her datapad. Log into the terminal here as "Lonna Vash" and Head north through the unseal the door to the Sith Academy. There's nothing valley and board your ship. else for you here, so head back to the central chamber. As always, speak with all Save your game before you go; a tough confrontation your party members about with Darth Sion awaits you. recent events, earning light- or dark-side points and influence. If you have followed our path through the game to this point, you have now been to every planet on the galaxy map. When you were last at Onderon, General Vaklu was preparing an assault on Queen Talia; it's time to return there and see how the situation has <<< changed. After talking to everyone, upgrading equipment at the Ignore the Sith assassins workbench, and saving your game, head to the Ebon Hawk's and focus all your attacks bridge and choose your next destination: Onderon. against Darth Sion. PRIMAGAMES.COM < 177, SIDEQUESTS
The dangerous and haunting Sith Academy is only one of the many scenic places to visit on Korriban. For the strong-hearted, the Shyrack Cave beckons with its own promise of rewards and secrets. Only venture inside if you have a strong light- or dark-side balance; the hidden tomb within blocks entry to those who haven't dedicated themselves to one side of the Force. THE SHYRACK CAVE THE SECRET TOMB
>A.BEGIN QUEST A Hidden Power <<< You can only enter the secret tomb if your Force balance is strong. Within this tomb, you must face the ghosts of the <<< past and the present to Shyracks wither under learn more about yourself concentrated blaster fire. and fill in the gaps in your history. After the door seals shut behind you, Malak himself appears, along with a group of his most loyal companions: Bastila, Nisotsa, Cariaga Sin, and two other random Jedi (WaypointA3). Malak probes you regarding the choices you made during the Mandalorian Wars; when his interrogation is Enter the Shyrack Cave from the Valley of the Dark Lords. Move over, the six Jedi simultaneously attack you. up the passage and slay the troupe of shyracks just inside the entrance (WaypointA1). Three long tunnels lead deeper into the mountain; following our map, explore all branches to seek >>> out shyracks, tuk'atas, and the bodies of previous unlucky Target Malak with Critical explorers. Strike for maximum damage potential. Malak and his companions aren't real; they are <<< phantoms generated by the Sith assassins ambush you intense dark-side power from behind as you cross concentrated in this tomb. the bridge. Concentrate your attacks on Malak; you only need to defeat him, and the whole group fades out of existence. After the battle, explore the north and south passages to find shyrack wyrms and items, then head east. As you progress farther into the cave, shyrack wyrms make an appearance. These slightly tougher cousins of the shyrack should pose little problem for a well-armed party. Carve the beasts to shreds and head for the slender bridge thrown across the central chasm (WaypointA2). A team of Sith assassins Even if you are slain by the attacking visions, you won't attack here; defeat them and head north to enter the secret actually die. They are only shadows and can't cause tomb…alone. actual physical harm to you. The shyracks, however, can kill you if you aren't careful. 178 > PRIMA OFFICIAL GAME GUIDE, korriban sidequests >BEGIN SIDEQUEST Jedi Entombed <<< Learn the true fate of the <<< previous Jedi expedition. Other Jedi have tried to explore the tomb, but they Keep going east, then take a didn't make it. right at the next inter- section to find a solitary A severed arm, datapad chamber with the remains still clasped in the dead of the earlier Jedi expedition hand, lies in the hallway (WaypointA6). It seems the visions drove many of the team mad, ahead (WaypointA4). It until they slew each other in a confused frenzy. Collect any seems you aren't the first valuables left behind, then take the north hall to face another test. Jedi to attempt to penetrate the secrets of this tomb. Collect the gruesome remains and proceed into the next room. >END QUEST Jedi Entombed >>> Force Wave is extremely <<< effective against shyrack The ghostly visions fade swarms. away if you make contact. Battle past the crowd of A vision of Kreia awaits shyrack brood, the you in this chamber toughest variety of this (WaypointA7). Now that beast. Use of powers like you've faced the dark Force Lightning or Force moments of your past, it's Wave make the battle against overwhelming numbers of foes time to confront the much easier. present. Your companions file into the room one at a time, and they all seem to be in a violent mood. Stress the importance of cooperation in your replies (light side), or shrug off the vision as an annoyance (dark side); whatever you choose to say, a fight breaks out. You don't stand a chance against the overwhelming <<< power of all your companions at once. Fortunately, you only The soldiers suffer heavy need to strike down Kreia to end the test. casualties unless you disarm the mines on the >>> bridge. Darth Revan's appearance depends on your dialogue with Atton back on Peragus. Go east to find the tomb's final chamber (WaypointA8). Darth Revan manifests when you Continue deeper into the tomb to face another scene enter and attacks without from your past (WaypointA5). It's the heart of the a word. You might be surprised at how easy the powerful Mandalorian crusade during a critical moment when you master is to defeat, but Revan is only a ghost and can't fight at ordered your troops to charge across a mined bridge to full strength. Examine his remains to find Bastila's lightsaber attack the enemy. As you relive this event, you can decide and a few other premium items. With the last vision dispelled, to take the lead, disarming the mines on the bridge (light you have survived the trials of the Sith tomb. Kreia makes side), or you can stick with your earlier decision and send telepathic contact with you, offering rare praise. Inspect the the men charging to their doom (dark side). Once across crypt carefully for items, then use the door at the rear to take a the bridge, battle the waiting Mandalorians; when they're shortcut back to the Valley of the Dark Lords. defeated, both they and the Republic soldiers under your command fade away—it was all just another vision. >END QUEST A Hidden Power PRIMAGAMES.COM < 179, GALACTIC TOUR AREA OVERVIEW
Now that you've visited each planet in the galaxy once, it's time to go back and tie up the loose ends. There are new areas available for exploration on Dxun and Onderon; the jungle moon conceals a hidden Sith tomb, while Queen Talia's palace and Jedi Master Kavar await you in Iziz. You can also return to the other planets to finish up any incomplete sidequests. MAP 1 jungle tomb
to Freedon Nadd’s Tomb >LEGEND >OBJECTS 3 Containers Mines Terminals Unlocked Door Sith Camp Main Quest to Mandalorian Camp * Numbers correspond to the waypoints in the walkthrough text <<< <<< Tomb entrance Sith camp The Sith have placed a heavy guard around the ancient tomb's The tomb, a colossal monument of black stone, overlooks a entrance. You must enter through a mined tunnel monitored by dank swamp where mature bomas graze. The beasts have been motion sensors, turrets, and Sith gunners. Stealth can help you tamed by the Sith and make effective guardians. bypass some of these hazards, but in the end you can't avoid a major battle. 180 > PRIMA OFFICIAL GAME GUIDE, galactic tour overview MAP 2 Freedon Nadd’s Tomb
Crypt >LEGEND >OBJECTS Containers Terminals Workbenches Unlocked Door Antechamber Locked Door Main Quest * Numbers correspond to the waypoints in the to Jungle Tomb walkthrough text54<<< Dispel or absorb the <<< concentrated zones of dark Crypt side energy. Freedon Nadd was a Dark Jedi who conquered Onderon long ago and established the royal line from which Queen Talia is descended. The Sith have gathered here to conduct a blood ritual intended to resurrect the entombed tyrant. Explore the The intense power lingering in the tomb sometimes tomb and stop the Sith's plan while solving puzzles to unlock gathers into a visible eruption. Examine these hot spots to sealed treasure vaults. exercise your affinity with the Force. Attempt to banish the evil presence for a light side bonus and a temporary stat boost, or bask in the corruption for dark side points and a free Force power or maximum force points increase. PRIMAGAMES.COM < 181
, MAP 3 ruined merchant’s quarter
to Sky Ramp >LEGEND >OBJECTS None 8 Main Quest * Numbers correspond Basilisk to the waypoints in the walkthrough text <<< Merchant's Quarter The Mandalorian dropship touches down in the Merchant's Quarter, which has been
devastated by the raging civil war. All civilians have evacuated; you must battle enemy troops and escape to the sky ramp. MAP 4 SKY RAMP
>LEGEND 10 >OBJECTS to Royal Palace Containers Mines Terminals Workbenches Containers x8 Turret Tower Unlocked Door Main Quest Barracks * Numbers correspond to the waypoints in the walkthrough text to Ruined Merchant’s Quarter 182 > PRIMA OFFICIAL GAME GUIDE, galactic tour overview The sky ramp is the only way to reach the Royal Palace from Iziz without flying there. The narrow and well-defended walkway, supported by lofty pillars, leads from the <<< Merchant's Quarter below to the palace Turret tower entrance a hundred feet above. Mines, force fields, and a garrison of soldiers are in place to >>> resist invasion, and a massive turret tower Upper level blankets the sky with anti-aircraft fire. This is the gauntlet you must survive to reach the Royal Palace and Jedi Master Kavar. MAP 5 royal palace
North Security Complex >LEGEND Museum 14 Throne Room >OBJECTS Containers Antechamber Mines Terminals Unlocked Door to Sky Ramp 12 16 Locked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text 13 South SecurityComplex Dining Hall The Royal Palace is a war zone; enemies lurk around every corner and behind every door. <<< Queen Talia's throne room is the scene of the Royal Museum final showdown between yourself and either General Vaklu (light side) or Jedi Master >>> Kavar (dark side). To get in, you must sweep Throne Room the palace's north and south wings to eliminate enemies and gain control of the palace security system. As you explore, raid the Queen's museum and vaults for a treasure trove of rare items and valuables. PRIMAGAMES.COM < 183
, MAIN QUEST PATH
Your main goal is to meet with Jedi Master Kavar, who eluded you earlier on Onderon. General Vaklu has finally begun outright war against Queen Talia, and her palace is under siege. Your presence is the decisive factor influ- encing the conflict's outcome. In addition, the mysterious Sith lending support to Vaklu have revealed themselves on Dxun, where a hidden tomb has been discovered. Split your party into two groups to simultaneously meet both threats. A MESSAGE FROM KELBORN <<<
Only by dividing your <<< forces can you hope to War has broken out in the defeat both Vaklu and Onderon system. Its the Sith. outcome depends on you. Kelborn and your group After visiting all planets, a gather in the command message arrives from the center to plan the next Mandalorian Kelborn. He move. Over Mandalore's informs you of General objections, it's decided to split the party into two groups. First, Vaklu's assault on the select three people (in addition to your character and Kreia) to Royal Palace and urges that you return to the Onderon system investigate the Sith activity on Dxun. We strongly recommend immediately. Before you go, place your entire party in order; assigning Visas Marr, Mandalore, and either Atton or Mira to the raise class levels, equip the best armor and weapons (with job. When you're ready, talk to Kelborn to begin the expedition. upgrades installed), stock up on healing items, grenades, and shields, and talk extensively with everyone to gain influence. THE GUARDED TOMB >>> If you have thorium charges, blast open the southern cache. <<< Visas' potent Force powers When you select Onderon mow down the charging on the galaxy map, the bomas. Ebon Hawk lands instead on Dxun, the jungle moon. Form a party (it doesn't matter who), and hike along the paths to the Mandalorian camp. >>> Simultaneously use Stealth and Demolitions to sneak Stop at the sealed Mandalorian cache on your way north past the motion sensor. in the Dxun jungle. You couldn't open it before, but if you obtained thorium charges (either from Akkere on Dantooine or in the Sith Academy on Korriban), you can blast down the door and finally claim the loot! 184 > PRIMA OFFICIAL GAME GUIDE, galactic tour main path Xarga joins the three characters you chose in the jungle tomb The Dark Jedi's crypt lies straight ahead, but you should explore area. Slay the trio of bomas ahead; beyond them the tunnel is the side chambers. Wipe out the sentinels standing guard in the carpeted with mines. If you brought Atton or Mira, you can passages, then explore the southeast wing (Waypoint 4 ). Solve disarm the mines in stealth mode and take out the motion a mathematical puzzle at the ancient terminal to open the sensor at the tunnel's mouth (Waypoint 1 ). Without Stealth sealed box. You're given five numbers: 6, 2, 8, 9, and 1. You and Demolitions skills, you must charge forward into combat. must find a way to add, subtract, multiply, or divide them to get 13. The solution: <<< Make liberal use of ranged attacks and Force powers as Ancient Terminal Equation you approach the tomb. Operator Result A full squad of Sith troops Multiply6x2= 12 guard the tomb's entrance. Subtract 12 – 8 = 4 Attack each knot of Sith from maximum range and Add 4 + 9 = 13 pick them off one by one. Multiply 13x1= 13 Check the terminal next to the parked shuttle; the holo records reveal information about Freedon Nadd, the Sith ancestor buried within the ancient tomb (Waypoint 2 ). From there, battle your way up the ramp leading to the tomb entrance; with >>> grenades and Force Lightning, you can blaze through the hordes Activate the droid in the of enemies with destructive fury. southwest chamber for portable and automatic medical treatment. <<< Check the alcoves flanking Lightsaber crystals are the entrance for hidden your reward; use the containers. workbench in this room to install them before you A dozen more Sith await at move on to explore the southwest chamber. Repair the medical the tomb's door droid here; there's also another ancient terminal that unlocks a (Waypoint 3 ). Equip any sealed box (Waypoint 5 ). This time you're given the choice of ion weapons you might six components to replace. Check the diagnostic output, then have, like the Aratech choose to replace component "C." Take everything, then droid oxidizer, for demolishing turrets and Sith war droids. continue down the central hallway to the antechamber. Plunder the remains, then open the door to battle a few remaining guards. Make sure all are at full strength before entering the tomb. <<< The Sith troopers FREEDON NADD'S CRYPT send trained bomas to
attack you. A massive locked door blocks the passage leading <<< to the crypt. Slay the Choose your math: Solve an guards, then follow the equation at the terminal to east hall to encounter a open this ancient box. team of troopers and bomas. Carve them to shreds, then activate the terminal to unlock the crypt door (Waypoint 6 ). Explore the west hallway before heading north into the tomb's final chamber. PRIMAGAMES.COM < 185, The Basilisk lands in the Merchant's Quarter (Waypoint 8 ). <<< The plaza is barely recognizable: Charred rubble fills the streets, If you repaired the medical and large sections of the town are nothing but piles of ash. You droid earlier, battling the are immediately assailed by a squad of either Vaklu or royalist Sith master is much easier. soldiers, depending on your allegiance. Confront the Sith master and his pair of cohorts (Waypoint 7 ). Whether because you want to deny If you sided with General Vaklu, he arrives to negotiate them Freedon Nadd's power or because you refuse to share it your payment; use Force Persuade to maximize your with anyone else, you have no choice but to fight. Once again, profits. He then leaves, with a promise to meet you Visas Marr's Force Lightning ends the battle quickly. If you later in the Royal Palace. didn't bring someone with offensive Force powers, then team up on the Sith master with melee attacks. When he goes down, turn your attention to the Dark Jedi. With all Sith defeated, loot Freedon Nadd's sarcophagus and head back to meet Xarga. Talk <<< with him to find out how the rest of your party is faring in Iziz. Royalist troops are helpless against a pair IZIZ UNDER SIEGE of lightsabers.
<<< Whichever side you're on, The Basilisk: An armored the next task is to storm dropship designed for quick the sky ramp that leads to penetration into hostile Talia's palace. Go north territory. from the Merchant's Quarter and meet the flood of enemies pouring out of the The Mandalorians provide palace (Waypoint 9 ). Grenadiers, soldiers, and gunners all you and two companions attack you at once. Use their tactics against them by lobbing transport to Iziz in their your own grenades at distant groups of foes while your melee Basilisk, a military shuttle specialist deals with any that charge close. left over from the war. As the ship lands in Iziz amid heavy fire, you must choose who to take along on your venture. The best candi- dates are Kreia for Force support and Bao-Dur; the Zabrak's Shield Breaker ability makes infiltrating the Royal Palace much easier. All power couplings that you pass explode for electrical damage. Don't explore unless you have enough health to absorb the blast. The explosions are caused by Kiph, The enemies and allies you meet in Iziz differ depending who's slicing the couplings from a terminal inside the on whether you sided with Queen Talia (light side) or Royal Palace. The only way to disable these traps is at General Vaklu (dark side) when you were last here. the source. >>> The low-level soldiers <<< are vulnerable to mind- Bao-Dur supplies the affecting Force powers, most direct way through like Insanity. a force field. 186 > PRIMA OFFICIAL GAME GUIDE, galactic tour main path Another squad of low-ranking enemies attack at the ramp's top. THE CONSCIENCE OF THE QUEEN Eliminate them, then flush out any remaining foes in the turret tower and barracks. The path onward is blocked by an energy barrier (Waypoint10); smash it down with Bao-Dur's Shield >BEGIN QUEST The Royal Deadline Breaker ability, or use the terminal inside the turret tower. <<< The drexl larva could break <<< through the force field, Line up incoming bombers given enough time. in your crosshair and blast them from the sky. Queen Talia and Jedi Master Kavar are sealed in the throne room; a force field is all that stands between them and their enemies. The Sith have brought in gigantic reptilian drexl larva and are trying to goad the beast into smashing through the force field. As you approach, the antechamber's security door slams shut (Waypoint12). In order to reach the Sith and the Queen, you must first end the security lockdown from the terminals in the palace's north and From the terminal in the turret tower, you can take south wings. manual control of the air defense array to shoot down enemy ships. Eight bombers circle the skies over Iziz; each one you destroy earns 100 XP. <<< When enemies cluster together, one grenade can inflict huge damage. <<< Use Force Lightning to wipe out entire squads in a single stroke. >>> Battle military droids from a distance; they explode when destroyed. Battle up the ramp's next section to find another force field (Waypoint 11 ). If you're on Queen Talia's side, Vaklu's men beg you to let them escape with their lives. Vaklu's ties to the Sith have doomed his men even you let them escape however. Eliminate the force field with Bao-Dur or by using the terminal, and advance to meet You can't do anything with the terminals in the Royal Palace a final wave of enemies. Light side players are faced until you take care of the slicer who's running the system. with Sith reinforcements, while dark side players Head into the south wing with weapons drawn and fight your confront trained bomas. When the sky ramp is clear, way to the hall's end; don't worry about exploring the side head east into the Royal Palace. passages for now. PRIMAGAMES.COM < 187, <<< The vault opens if you enter <<< the correct code into this If Kiph suspects you won't terminal. let him leave peacefully, he attacks. To enter the sealed vault in the north wing, you must enter a series of key numbers in the terminal by the door (Waypoint15). The terminal gives you a hint for each number in the sequence. The code is: ROYAL VAULT ACCESS
In the security room, you meet Kiph, the Twi'lek who helped you clear Dhagon Gent earlier (Waypoint13). CODE: KEY NUMBERS He's been monitoring the palace computer systems and 65, 45, 39 has been detonating power couplings in your path; allow him to live (light side) or execute him (dark side). After dealing with him, check the terminal to get primary access codes for the palace security system. >>> Gang up on the drexl larva with critical strike and Force powers. Take everything, then <<< return to the antechamber.The drexl larva has broken Breath Control protects you free of the Sith's control; from the gas vents in the slay it and proceed into the throne room to join the battle. If museum. you are on General Vaklu's side, you must battle Jedi Master Kavar to get any farther. <<< The northern security terminal allows you to open the door to the antechamber. Return to the palace entrance and venture into the north hall. Eliminate any resistance and stop in the museum for valuables as you head to the security room at the hall's end (Waypoint14). Continue to the security complex and use the terminal to open the antechamber door. 188 > PRIMA OFFICIAL GAME GUIDE, galactic tour main path JEDI MASTER KAVAR BATTLE <<<
Uphold the light side by slaying General Vaklu… <<< Equip items that protect against stun effects before fighting Kavar. >>> …or represent the dark side by >>> assassinating The Makashi Queen Talia. form gives you an advantage when dueling with Jedi. Approach the throne where Queen Talia and General Vaklu are locked in combat (Waypoint 16 ). It's time to decide the outcome of the civil war. Jedi Master Kavar TAKEDOWNS
Makashi Form Critical Strike Force Crush Adhesive Grenades If you're supporting Queen Talia, you must battle General Vaklu on the steps to the throne. Ignore his bodyguards and direct all your attacks against the Jedi Master Kavar doesn't want to fight you, but he does usurper. When he drops, Queen Talia declares a death what he must to protect Queen Talia. Kavar isn't as sentence for her cousin. Earn further light side points much of a lightsaber virtuoso as the other Jedi masters by persuading the Queen to grant General Vaklu a fair you've met, but he makes up for this with his extremely trial. Afterward, Master Kavar takes time to answer any potent Force powers. Immunize yourself against questions you have, and Queen Talia offers you a final stunning or other mental effects by equipping appro- reward from the royal treasury. Head for the palace priate protection, such as Arkanian blinders or doors to board the Basilisk and return to your Mandalorian heavy armor. companions on Dxun. Because of his relatively low defense, the best way to attack Kavar is in melee. Use the Makashi lightsaber stance and Critical Strike to deliver devastating blows. Like your duels with Vrook and Zez-Kai Ell, a break occurs in which you learn your opponent's lightsaber form (or Force form if you're a consular). This is a sign If you're on General Vaklu's side, Queen Talia makes a that Kavar is nearly finished! Renew your attack last stand. Combined attacks from all your companions immediately to strike down the Jedi master for good. make short work of her. With the Queen slain, General Vaklu delivers the reward he promised, and you are automatically transported back to your ship on Dxun. PRIMAGAMES.COM < 189, >END QUEST The Royal Deadline >END QUEST Master of the Palace <<< Set a course for Dantooine to continue your quest. LOOSE ENDS
<<< Geeda, the Rodian Back aboard the Ebon Hawk, install the new item upgrades and merchant on Nar Shaddaa, lightsaber crystals you found. Now that you've found all the can finally branch out into lost Jedi, return to Dantooine to plan your next move. This is bigger markets. your last opportunity to revisit Nar Shaddaa and Telos before things really get hairy. Complete the "New Trade Routes" sidequest with Geeda in the Refugee Landing Pad on Nar Shaddaa, and buy the HK-47 pacifist unit if you want to change your assassin droid's personality. Stop by Citadel Station and check with Lieutenant Dol Grenn in the TSF offices for an update on Telos and to finish the "New Fuel Source" sidequest. When ready, fly the Ebon Hawk to >>> Dantooine to trigger the final stages of your adventure. Finalize arrangements for a new fuel supply with Lieutenant Dol Grenn on Citadel Station. 190 > PRIMA OFFICIAL GAME GUIDE, endgame overview ENDGAME AREAOVERVIEW
The end of your quest is near, and only a few unexplored areas remain for you to visit. After short trips to Dantooine and Telos, you move on to explore and destroy Darth Nihilus' cruiser, the Ravager. Finally, you travel to Malachor V, a world of cataclysmic violence and concentrated dark side energy. There, within the Sith stronghold of Trayus Academy, Darth Sion and Kreia await you.… MAP 1 ruined jedi enclave
>LEGEND >OBJECTS Containers Main Quest * Numbers correspond to the waypoints in the walkthrough text to Enclave Courtyard <<< Ruined Jedi Enclave When you return to Dantooine, you can visit the previously inaccessible upper level of the ruined Jedi Enclave. Meet with the Jedi Masters here (if you didn't slay them) and listen to Kreia's revelations about her past and her purpose. PRIMAGAMES.COM < 191, MAP 2 citadel station
to Residential Module 082 East >LEGEND >OBJECTS None Unlocked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text MAP 3 citadel station
to Entertainment Module 081 to Residential Module 082 West >LEGEND >OBJECTS None Main Quest 3 * Numbers correspond to the waypoints in the walkthrough text 192 > PRIMA OFFICIAL GAME GUIDE, endgame overview MAP 4 citadel station
>LEGEND >OBJECTS Security Office None to Residential Unlocked Door Module 082 East Main Quest * Numbers correspond to the waypoints in the walkthrough text to Ravager 5 Command Deck <<< <<< Ithorian Compound Promenade When you return to Telos, an army of Sith invade Citadel Station. All civilians have been evacuated and the entire facility is on emergency lockdown. Most side areas, such as the Czerka >>> Corporation, Exchange offices, and Cantina, are completely Main Concourse inaccessible. Your only objective here is to eliminate Sith forces as you make your way from the Ithorian compound in Residential Module 082 West to the TSF offices in Entertainment Module 081. From Citadel Station, your path leads directly to Darth Nihilus' capital ship, the Ravager. PRIMAGAMES.COM < 193
, MAP 5 RAVAGER: Command deck
>LEGEND 6 Central Chamber >OBJECTS 12 Maintenance Bay Bomb Site 4 Containers Terminals Workbenches Unlocked Door Main Quest 10 to Ravager 14 Bridge * Numbers correspond to the waypoints in the walkthrough text789Bomb Site 3 Bomb Site 1 Visas Marr’s Bomb Site 2 Meditation Room The Ravager was used in the Mandalorian Wars; afterward, its broken hull remained in orbit around <<< Malachor V. Darth Nihilus, using only the dark side, Visas holds the ship together from his command post on the Marr's bridge. In order to destroy it, Mandalore has brought Meditation four proton cores to place in strategic areas on the Room Command Deck. After you escape, you can detonate the cores remotely, blowing apart the Ravager from the >>> inside. Placing the cores won't be easy thanks to the Central hordes of Sith commandos and officers in your way. Chamber MAP 6 RAVAGER: bridge
Bridge >LEGEND >OBJECTS Containers Unlocked Door Main Quest 16 * Numbers correspond to the waypoints in the walkthrough text to Ravager Command Deck 194 > PRIMA OFFICIAL GAME GUIDE, endgame overview < DARTH NIHILUS The colossal bridge of the Ravager, featuring a <<< panoramic view of space and the globe of Telos, Bridge is where Darth Nihilus awaits. The Lord of Hunger is protected by several chambers full of Dark Jedi and Sith heavy troopers. You must defeat these minions to reach the bridge and challenge Darth Nihilus himself. MAP 7 Malachor V: Surface
Buried Republic Ship Ebon Hawk 17 >LEGEND >OBJECTS Containers Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text to Malachor V: Depths 18 Bridge Buried Republic Ship The Ebon Hawk crashes on the surface of Malachor V. The dark side energy seething throughout the planet has created a terrain of <<< jagged rock spires, treacherous paths, and Ebon Hawk sheer cliffs. You find a pair of wrecked Republic ships that are mostly buried under >>> mountains of sharp boulders. Beware of the Bridge glowing green cracks in the soil; these mark the location of poison gas vents. Use Breath Control or a bio-antidote implant to move through them with complete immunity. More dangerous still are the storm beasts—massive humanoid brutes twisted into monstrous forms by the corrupting energy of Malachor V. Like all beasts, they are only dangerous at close range. Snipe them from a distance with your best ranged weapon, then switch to melee attacks when they get too close. PRIMAGAMES.COM < 195, MAP 8 Malachor V: Depths
to Trayus Academy >LEGEND >OBJECTS Containers Terminals Main Quest * Numbers correspond Buried Republic Ship to the waypoints in the walkthrough text Storm Beast Pen to Malachor V: Surface Buried Republic Ship <<< >>> Trayus Academy Storm Beast Pen The maze of caverns Beyond the tunnels is the known as the Malachor storm beast pen, a massive Depths lie between you gorge where the formi- and Trayus Academy. Two dable greater storm beast more Republic ships are prowls. This creature is buried within the tunnels, the last challenge you but without activation must face before you can codes they remain inert. You also find a score of storm beasts enter the eerie halls of Trayus Academy. that attack you in small teams. Immobilize them with mind- affecting Force powers like Insanity, then carve them up while they're helpless. Don't simply wade into a group of these creatures with lightsabers blazing; you'll be torn to shreds. 196 > PRIMA OFFICIAL GAME GUIDE, endgame overview MAP 9 Malachor V: Trayus Academy
to Trayus Core >LEGEND to Trayus Crescent >OBJECTS Containers Unlocked Door Antechamber to Trayus Proving Grounds Main Quest * Numbers correspond to the waypoints in the walkthrough text to Trayus Crescent to Malachor V: Depths < DARTH SION >>> Antechamber Trayus Academy is the home of those Jedi who have succumbed the to dark side taint of Malachor V. To reach the structure's core, where Darth Sion and Kreia await, you must face a legion of elite Sith single-handedly. Skills and subtlety may have served you well previously, but here there is no substitute for raw destructive power, whether through combat feats or Force attacks. Only by fighting your way through the Sith's strongest guardians can you earn the right to confront your nemesis. MAP 10 Malachor V: Trayus Crescent
>LEGEND >OBJECTS None Unlocked Door to Malachor V: * Numbers correspond Trayus Academy to the waypoints in the walkthrough text PRIMAGAMES.COM < 197
, <<< Trayus Crescent The majestic halls of the Trayus Crescent are thronged with Sith and not much else. Exploration of this area is completely optional, but the valuable items that slain enemies leave behind make it worthwhile. Watch out for Sith commandos hidden in the western hall's alcoves. Avoid being overwhelmed by using ranged attacks at maximum distance to lure enemies toward you in small groups. MAP 11 Malachor V: Trayus Proving Grounds
>LEGEND >OBJECTS to Trayus Academy Workbenches Unlocked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text Trayus Academy's eastern wing is a warren of cramped rooms packed with alert Sith. Surviving the numerous battles against Dark Jedi and Sith commandos requires controlled aggression <<< and endurance. Keep doors closed until you defeat all the Workbench enemies around you; this allows you time to rest and recover vitality or Force points if you're exhausted. The only point of interest in this area is the workbench, found in a small room near the area's center. You find many armor, weapon, and lightsaber upgrades on the Sith's remains; stop by here before you venture into the Trayus Core to ensure you're at maximum strength. 198 > PRIMA OFFICIAL GAME GUIDE, endgame main quest MAP 12 Malachor V: Trayus Core
>LEGEND >OBJECTS Containers Main Quest * Numbers correspond to the waypoints in the walkthrough text to Trayus Academy <<< Trayus Core The nexus of Trayus Academy, the core is a clawlike altar built over a colossal geyser of dark side energy. It is here that you face your ultimate battle and fulfill your destiny. MAIN QUEST PATH
The time to fulfill your destiny is at hand. Now that you have either gathered or slain the lost Jedi, the Sith emerge from the shadows to wage open war. THE JEDI COUNCIL Speak with Kreia in the Ebon Hawk's Port Dormitory. She
tells you to return to the enclave on Dantooine; from this point, you can't receive any more teachings or information from her. Set course for Dantooine, disembark, and head <<< northwest to the Enclave courtyard. Cross the bridge and Hound and fury: The kath turn left; kath hounds prowl here if you didn't slay them ferociously defend their earlier. Beyond them, the enclave's south door (which was territory in the enclave sealed before) now stands open—it seems you've been courtyard. expected. PRIMAGAMES.COM < 199, <<< The surviving Jedi Masters <<< reaffirm your sentence of Atris has already fallen to exile, until Kreia intervenes. the dark side; she only needs to admit it. What happens next depends on how you handled the lost Jedi Masters. If you allied with them, they await you in the Council Chamber (Waypoint 1 ). After lengthy debate, they decide to validate your sentence of exile; no matter how pure your motives might be, the Force >>>The handmaiden is the only echoes you create are too strong for the weakened galaxy to one of Atris' servants withstand. Despite personal regrets, the Council prepares to willing to fight against enforce its judgment by permanently banishing you from all the dark side. connection to the Force. Kreia saves you at the last minute. After revealing her secret evil motives for bonding with you, she By the time the Ebon Hawk angrily departs to meet with Atris on Telos. The Jedi council has lands on Telos, Kreia has no choice but to let you depart unharmed to deal with her. already left. The damage has been done, however; <<< Atris has openly embraced the dark side and has taken the If you struck down the lost moniker of Darth Traya. You confront her in her meditation Jedi, Kreia abandons you to chamber, where it's revealed that Traya has gathered dozens of your fate. Sith holocrons. She brushes aside any offer you make to show mercy or lead her to redemption, and there's no choice but to If no Jedi are left alive to fight for your life. form a council, a short confrontation takes place with Kreia instead. She DARTH TRAYA BATTLE dismisses you as an ignorant fool who, despite all your adventures, has learned nothing. The deaths of the Jedi mean nothing to her—it's the death of the Force itself that she's after. Besides, not all the Jedi <<< are dead—Master Atris still resides at her academy on Telos. Critical Strikes can stun Traya, leaving her practi- >END QUEST The Lost Jedi cally helpless. DARTH TRAYA
<<< Atton staggers to his feet and reports on Kreia's >>> departure. With the right equipment, Traya's When you leave the Jedi dark side powers Enclave, the scene shifts to have no effect. the Ebon Hawk. Atton reports that Kreia and several handmaidens (sent by Atris) stormed through the ship and left. If you have the handmaiden in your party, she is gone as well. It seems that Telos is where the Sith are going to strike next—you must reach Atris' Jedi Academy as fast as possible. 200 > PRIMA OFFICIAL GAME GUIDE, endgame main quest DARTH TRAYA BATTLE CONTINUED
After the battle, you have the chance to spare Traya's Darth Traya life (light side) or to slay her while she's helpless (dark
side). Meanwhile, the Sith have made a bold stroke and TAKEDOWNS invaded Citadel Station. Their mysterious leader and Critical Strike Makashi lightsaber form Visas Marr's master, Darth Nihilus, has finally revealed Force Storm Force Enlightenment himself. As his capital ship, the Ravager, settles into orbit over Telos, you meet with Lieutenant Dol Grenn As a former member of the Jedi Council, Darth Traya back on Citadel Station. The TSF and Republic forces, is a master of lightsaber combat. In addition, she with the help of your old rival Azkul from Dantooine, commands an array of potent dark side powers like have rallied the station's defenses in the Ithorian Drain Life and Force Storm. Protect yourself by compound (Waypoint ). equipping gear that nullifies status effects or cancels electrical damage. Since you don't have any companions to provide healing or support, protect yourself with Energy Resistance or Force Barrier if you're a Consular with low defense. The best way to attack Darth Traya is with a lightsaber or two. Her armor restrictions mean You can reassign your party members at any time on low defense and vitality are her biggest weaknesses. Citadel Station. Bao-Dur, Mandalore, and HK-47 are Critical Strike delivers maximum pain, and if you're temporarily unavailable; you can bring them back into lucky may stun the Queen of Betrayal as well. Monitor the party later. your vitality closely during this fight; if it drops below half, step away and use your most efficient mode of healing, such as Master Heal or a life support pack. A <<< straightforward brute force approach should give you a The Deflect feat quick victory over your former colleague. makes advanced Jedi guardians almost immune to blaster fire. CITADEL STATION UNDER SIEGE Head north into the main
corridor to face a group of Sith assassins. Azkul's >BEGIN QUEST Fuel Sabotage mercenaries join in the assault but are quickly cut down. The medical bay is off limits, so go east to face another group of Sith (Waypoint 3 ). The enemies here attack strictly with ranged weapons; reply with grenades and Force powers to eliminate them quickly. Pick through their remains after the battle, then take the shuttle to <<< the Entertainment Module. Without your help, Citadel Station is doomed. <<< Force Storm can strike almost a dozen enemies at once. PRIMAGAMES.COM < 201, Head through the area to the TSF office on the far side, cutting down any Sith that try to stop you. The Dobo brothers' <<< emporium is unlocked and crawling with enemies; clean them You can't escape the ship out for extra experience points and items. After defeating all until you have faced Darth Sith, the imminent danger to Citadel Station is over Nihilus in battle. (Waypoint 4 ). It's now time to go on the offensive and mount an assault expedition against the Ravager. Now that you're aboard the enemy ship, make your >END QUEST Fuel Sabotage way across the Command Deck to the elevator leading to the Bridge. Along the way, place the four proton cores (that Mandalore brought) in key areas of structural <<< weakness. After you defeat Darth Nihilus and escape, you can For an effective fighting detonate the cores by remote and completely destroy the team, make liberal use of Ravager once and for all. your allies' special abilities. Approach the shuttle port south of the TSF <<< office to meet Mandalore When the enemy holds a (Waypoint 5 ), who offers ranged weapon, you receive to lead the boarding party. a bonus on melee attacks. There's nothing more to do on Citadel Station, so tell Mandalore you're ready to go. Visas Marr arrives (if she wasn't with you already) and vows to join your confrontation with Darth Nihilus, her former master. Her presence isn't mandatory but is strongly recommended. When the preparations are finished, Mandalore's shuttle takes off and weaves through the raging space battle to land at a breached docking bay on the >>> Ravager's starboard hull. Support melee combatants with Force powers and ABOARD THE RAVAGER ranged weapons.
Your group gathers >BEGIN QUEST Defeat Darth Nihilus near the hull breach created by the Kelborn and the Mandalorians (Waypoint 6 ). Go south >BEGIN QUEST Destroy the Ravager to battle the first group of Sith. The many commandos and elite soldiers are equipped for ranged combat and can quickly wear you down with blaster fire if you don't finish them off quickly. Force Storm, a staple of any Jedi's arsenal, is without question the fastest way of eliminating the opposition. Have Visas use <<< this power in every battle for an easy victory—just let her Force Mandalore strides points regenerate between skirmishes. onto the Ravager's Command Deck. <<< Plant the first proton core here. 202 > PRIMA OFFICIAL GAME GUIDE, endgame main quest When you reach the first bomb site (Waypoint 7 ), Kex lets Head back to the ship's fore and locate the maintenance room you know. Place the proton core, then go north and east into (Waypoint10). Utilize the workbench to install any useful the ship's huge central chamber. Slay the Sith lieutenant and his upgrades you have found before moving on to find the fourth troops, then take the first hall on the right to find the second bomb site. bomb site (Waypoint 8 ). Two down, two to go. <<< Colonel Tobin has <<< given up all hope of The second proton core goes redemption, but you can in a dead-end passage. change his mind. <<< >>> If you decide to fightColonel Tobin, have The Sith detonate the decency to end him one of your proton quickly. cores prematurely. <<< Force Deflection works automatically, even when Trek through the central chamber and open the last you're using Force powers. door on the left. Continue to the next room to find Return to the central Colonel Tobin, who you met earlier on Onderon chamber and go through (Waypoint ). The seasoned soldier followed the Sith the last door on the right. after you helped end the civil war and is now practically Eliminate the Sith on the a prisoner, chained to Darth Nihilus and the Ravager by other side, then cross the the dark side. You can try talking the Colonel into room and open the next door to find the third bomb site renouncing Darth Nihilus (light side), but this only (Waypoint ). After placing this charge, the Sith manage to works if you bring up the safety of Onderon.9 make an effective counterattack that destroys one of the proton Alternatively, you can dispense with the conversation cores. In order to place the fourth charge, you must find a and jump right into battle (dark side). If you decide to replacement proton core to use. fight, Colonel Tobin makes a brave effort—but the doomed officer can't hope to survive a simultaneous barrage of lightsaber blows, Force powers, and combat feats from your party. <<< Find a replacement proton core in the mainte- nance room. PRIMAGAMES.COM < 203, As you approach the Bridge's door, Visas Marr warns you that this is your last chance to restore your health or change equipment before you confront Darth Nihilus. Take her advice <<< and make sure you're in top condition, then save your game The final proton core before moving on. The Lord of Hunger doesn't seem to notice goes here. you until you get close, at which point he effortlessly stuns you with a wave of his hand (Waypoint16). While you reel under the stunning effect, infuriate Darth Nihilus with a few choice taunts—then the battle begins. DARTH NIHILUS BATTLE
>>> Visas takes a moment to gather her strength in the <<< meditation room. One solid attack can knock off half of Darth After dealing with Colonel Nihilus' vitality; use Tobin, go north and place Critical Strike to make the final proton core every blow count. (Waypoint 12 ). All the explosives are in place, and you can now use the aft elevator to reach the Ravager's bridge. Before you go, explore the south passage thoroughly. When you approach Visas' quarters, the Miraluka asks for some time to center herself in her private meditation chamber (Waypoint13). >>> After she's finished, search her quarters for items and return When Visas stuns her north to ride the elevator to the Bridge (Waypoint14). former master, try to inflict as much damage as possible before it <<< wears off. Dark Jedi use offensive Force powers against you. Reply in kind. Several large rooms lie between you and the Bridge, and most of them <<< are full of enemies. First Darth Nihilus restores check the room on the his vitality by draining it right to find a few storage lockers, then loop around through from you. the port rooms. A few Dark Jedi attack here (Waypoint15); combine all your party's attacks on each one in turn, then worry about the Sith heavy troopers. Search each Dark Jedi corpse carefully; they often leave lightsabers behind. Darth Nihilus TAKEDOWNS
<<< Critical Strike Force Storm Visas Marr warns you Sniper Shot when your confrontation with Darth Nihilus is imminent. 204 > PRIMA OFFICIAL GAME GUIDE, endgame main quest DARTH NIHILUS BATTLE >END QUEST Destroy the Ravager CONTINUED
Darth Nihilus is so corrupted by the dark side that his very speech causes pain and death to all who hear it. <<< He wields a red lightsaber in battle, and he readily Admiral Onasi served with utilizes Force powers to kill, especially Drain Life. Revan and is eager for any news about his old friend. Your duel with the Lord of Hunger is made easier by the fact that you have two companions to help you You have a short oppor- out. Mandalore should immediately use his implant- tunity to speak with switching ability, boosting dexterity to enhance both Admiral Carth Onasi, who his defense and his ranged attacks. If you are a fought with Revan in the consular, have Mandalore boost his strength instead Mandalorian Wars. He offers all the information he can, then and then attack Darth Nihilus in melee while you hints that if you want to strike at the source of the Sith's power, provide support through Master Heal and other you most follow the Ravager's course back to its point of origin: defensive powers. Malachor V. After talking with Admiral Onasi, you set out alone in the Ebon Hawk to begin your final adventure. Visas Marr should use offensive Force powers for the battle's first half. When the Lord of Hunger loses half his vitality, Visas interrupts to ask your guidance. For THE BROKEN WORLD the best results, tell her to block the flow of power Nihilus absorbs from the Ravager; this stuns him for a few seconds. Use this chance to attack with your character and Mandalore, and you finish off the Sith <<< before the stun wears off. You must accomplish the remainder of your quest solo. >END QUEST Defeat Darth Nihilus <<< The Ebon Hawk crashes on the Malachor V's jagged surface. For The Lord of Hunger evapo- the remainder of your quest, you are on your own. This rates in a storm of dark shouldn't be a problem, however; after all that you've been energy. through, your character should be a powerhouse of destruction. >>> >>> Critical Strike has a good Escape the Ravager by chance of stunning the returning to the place storm beasts if you have where you arrived. high strength. After Darth Nihilus falls, Visas Marr removes Nihilus' mask and looks on his true face. She gives you the mask if you ask for it; while it can't be equipped, simply carrying it slightly increases your maximum Force points. The Lord of Hunger leaves behind no remains. Now you must hike back through the Ravager and return to where you entered, and a shuttle takes you to Citadel Station. PRIMAGAMES.COM < 205, From the crash site (Waypoint17), head down the sloped paths and into the maze of trails and crevasses. Consider equipping a GREATER STORM bio-antidote system to protect you from the erupting poison gas vents, or simply rely on Breath Control. A few storm beasts BEAST BATTLE prowl the area; hit them with ranged attacks as they close in, CONTINUED then finish them off in melee. Grenades are ineffective against these creatures because they are seldom grouped together and prefer to attack you up close. <<< <<< Stick it to the storm Use Breath Control to move beast with an adhesive through the poison vents grenade. with impunity. Probe into the dead ends as you head south, plundering containers and the corpses of those less Greater Storm Beast fortunate. Note the two buried Republic ships in this area. You can't do anything with TAKEDOWNS them until after you explore the entire surface of Malachor V. Adhesive Grenades Critical Strike Sniper Insanity Master Force Resistance When you reach the natural bridge, (Waypoint18), look up the Force Storm canyon for a breathtaking vista of your crash site. From there, continue west to slay a few more storm beasts and descend to Largest of his breed, the greater storm beast possesses the Malachor Depths. immense strength and toughness. He appears on the storm beast pen's far side, giving you a few rounds to <<< prepare before he closes to melee range. Buff yourself Render the storm beasts up with defensive powers, such as Force Resistance, helpless with Insanity, then and increase your physical stats with adrenal stims. slay them in complete saftely. Sometimes the beast pauses for a moment during its charge; if this happens, lob an adhesive grenade. Storm beasts attack as you head into the maze of Even a well-armored sentinel can find themselves caverns. Slay them all; you pulverized after a few blows from the greater storm want this area to be free of beast. Fortunately, its massive size works to your enemies later when you advantage. Because it's so big, the creature needs pass through here as Bao-Dur's remote droid. Search the plenty of room to make an attack. If you get really alcoves and dead ends for items, then head through the massive close to it, you can back the greater storm beast up gate to battle the greater storm beast (Waypoint19). against a wall, where it will be unable to attack or move. You can then attack in complete safety. GREATER STORM BEAST BATTLE << Trayus Academy. With the creature slain, <<< the gates to the storm The greater storm beast pen open. Exit beast's awkward size though the north gate to means he sometimes find the entrance to Trayus loses track of you. Academy. A dozen Sith assassins uncloak as you approach, but they don't attack; instead, they reverently bow to you. Don't expect any more respectful welcomes like this once you get inside. 206 > PRIMA OFFICIAL GAME GUIDE, endgame main quest REMOTE CONTROL Meanwhile, your character has entered the antechamber of Trayus
Academy (Waypoint20). Constant battles with numerous Sith assassins are the rule here; use your strongest attacks to >BEGIN QUEST Mass Shadow Generator eliminate them quickly. Insanity isn't restricted by armor, so even Jedi guardians can utilize it to immobilize large groups of enemies before switching to conventional attacks. There are very <<< few containers to search in the academy, but the many high-level Bao-Dur's remote droid enemies often leave behind lightsabers and other rare, powerful plays back its final items. Search all remains carefully as you proceed. command. After entering Trayus <<< Academy, the scene shifts The workbench is guarded back to the Ebon Hawk's by a squad of Sith crash site. Bao-Dur has commandos. programmed his trusty remote droid to accomplish one final task: the destruction of Head right at the Malachor V. Remember the four wrecked Republic ships you antechamber's end and passed earlier? Each of them contains an active power core that follow the curving can be turned into an energy source for a planet-shattering passages to reach the explosion. You must take control of the little remote droid and Trayus Proving Grounds. This wing of the academy is also pilot it to each of the four ships to bring them online. teeming with Sith; fortunately, the many doors help keep the separated, allowing you to divide and conquer. Look for the workbench near the area's center (Waypoint21); this is the last >>> chance you have to install or create any new upgrades for your Pilot the remote droid to weapons and armor. Take advantage of it. the four wrecked Republic ships to construct the mass shadow generator. <<< Wait for the enemies to If you were diligent about rush in; you don't have slaying the storm beasts, to fight as many at once this mission is incredibly this way. easy. Using the maps for guidance, fly the remote to each shipwreck; there are two in the Go through the portal at Malachor surface area and two more in the Malachor Depths. the north end of the Avoid any storm beasts left behind—Bao-Dur's remote has almost Trayus Proving Grounds, no attack potential or defenses. When you've activated the final which takes you back to terminal, G0-T0 arrives and interrupts the plan. Ultimately, the the academy's central area. Darth Sion is only a couple of rooms choice of whether or not to destroy Malachor V is up to you. away, so make sure you're at full strength and save your game before venturing in to confront him (Waypoint22). >END QUEST Mass Shadow Generator THE FINAL BATTLE DARTH SION BATTLE
<<< <<< Protect yourself Soften up the opposition with defensive items with Force powers before before closing for a wading into melee. lightsaber clash. PRIMAGAMES.COM < 207, DARTH SION BATTLE DARTH SION BATTLE
CONTINUED CONTINUED Defeating Darth Sion isn't that difficult, but there's a small problem: He can fully restore his vitality at will. He vows that every time you strike him down, he will <<< rise up to keep fighting. In order to win, show Darth Darth Sion heals at Sion that you are willing to keep slaying him over and will, but you can win over again—each time he staggers back to his feet, the by striking him down Lord of Pain seems a little more uncertain. To end the repeatedly. battle for good, you must slay the Lord of Pain four times. After that, he surrenders to your greater strength of will and, with some relief, voluntarily relinquishes his life. >>> Now only Kreia remains. She is in the center of the Trayus Coreto the north (Waypoint23). You might want to revisit the This duel isn't workbench in Trayus Proving Grounds to install any lightsaber about strength, it's upgrades you found on Darth Sion's body beforehand. When about belief. you're ready, cross the narrow bridge leading to the Trayus Core, where the final battle takes place. KREIA BATTLE Darth Sion TAKEDOWNS
Critical Strike Force Storm Master Energy Resistance Force Crush Mandalorian Power Shield <<< Darth Sion, the Lord of Pain, won't let you approach Engage defenses and Kreia unless you kill him first. The shattered Dark attack with your full Jedi attacks you with a lightsaber and Drain Life; strength. improve your chances the moment battle begins by protecting yourself with Energy Resistance or a powerful shield item. When your defensive preparations are complete, switch your focus to offense. Combat specialists should use the Makashi form, which grants nice attack >>> and damage bonuses; the blaster deflection penalties Force Wave can stun associated with this form are irrelevant here. Force Kreia's floating power specialists should unleash Force Storm lightsabers. repeatedly. In either case, watch your vitality closely and switch your priority to healing if you lose more than half your health. 208 > PRIMA OFFICIAL GAME GUIDE, endgame main quest KREIA BATTLE KREIA BATTLE
CONTINUED CONTINUED During the second phase of combat, Kreia summons a trio of lightsabers and, using her Kinetic Combat feat, mentally commands them to attack you. Even though <<< they are inert objects, the lightsabers are still Destroy the lightsabers, vulnerable to status effects; Force Wave is extremely then attack their effective here. It knocks the lightsabers away from master. you, and it has a good chance of stunning them. You can also destroy the lightsabers with physical attacks. When they are destroyed, Kreia is completely defenseless; a few more Critical Strikes or Power Attacks finish her for good. Kreia TAKEDOWNS
Critical Strike Energy Resistance Force Storm Makashi Form <<< Kreia offers you a glimpse In a final conversation, Kreia reveals the hidden into your future. motive that's driven every step she's taken during your quest: her utter hatred of the Force. As a Jedi, however, she is unable to face the idea of a life without it. Only death can free her from this hatred, but it must come at your hands. At last, you have defeated your most powerful enemies and can This battle has two phases. The first part is a conven- finally rest and take comfort in the fact that the Force itself is tional Jedi duel. Energy shields can absorb some of the safe from Kreia and the Sith (for now). Will the Republic damage from Kreia's lightsaber, while an Arkanian survive? What will happen to your companions? And where will blinder or a Sith mask will protect you from her you go next? Before she dies, Kreia answers all of these mental Force powers. If you start losing a lot of health, questions for you, thanks to her ability to see dimly into the back away along one of the three bridges to take a future. Follow each thread of the conversation to learn the fates breather and administer healing. of the worlds and friends you've come to know during your quest. When that's done, sit back and enjoy the game's ending! For effective attacks, use the Makashi lightsaber form There are two outcomes depending on whether you've upheld like you did against Darth Sion. Kreia is a Consular, the light side or have been corrupted by the dark side, but we making her low defense and vitality her biggest won't spoil them by telling you what happens. Whatever your weaknesses. Any attempt to immobilize or debilitate fate, you deserve to be congratulated—the epic struggle has her with Force powers will probably fail, so stick with come to an end! melee combat feats for best results. PRIMAGAMES.COM < 209, Appendix I: Melee Weapons and Upgrades All items within each section of the Appendix are organized from the least effective to the most effective. The items highlighted in red are items we
strongly recommend you locate and equip. Melee Weapons QUARTERSTAFF ENERGY BATON
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 SPECIAL — DAMAGE 1–1 Bonus +1–3 Physical. On Hit: Stun SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical 25% Chance, 12 Seconds, DC 14 CRITICAL 20–20, x2 BREAKDOWN CRITICAL UPGRADEABLE NoTHREAT COMPONENT 5 THREAT 20–20, x2 ATTACK BREAKDOWN— ATTACK — COMPONENT 3MODIFIER MODIFIER NOTES Usually just a smooth staff of wood or light alloys, this is a very simple weapon of NOTES Energy batons are commonly employed by police forces who prefer to incapacitate instead ancient design. of kill their targets. GEONOSIAN ELECTRO-STAFF EXCHANGE NEGOTIATOR
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 SPECIAL Bonus +3–18 Electrical DAMAGE 1–1 Bonus +1–6 Physical. On Hit: Stun SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical 25% Chance, 6 Seconds, DC 18 CRITICAL
THREAT 20–20, x2 BREAKDOWN 1,047 CRITICAL UPGRADEABLE NoCOMPONENT THREAT 20–20, x2 ATTACK BREAKDOWN— ATTACKMODIFIER — COMPONENT MODIFIER
NOTES Geonosians are winged bipeds covered with protective bony plates. They are highly NOTES A useful tool for espionage, this weapon is more effective than the standard stun baton but competitive and generally look down upon other species. Their electro-staves, therefore, is still available on most worlds. only rarely find their way off of their homeworld of Geonosis. GAND SILENCER HANDMAIDEN’S STAFF FEATS WP Melee Weapons BALANCED No
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED DAMAGE 1–1 Bonus +1–8 Physical. On Hit: StunPenalty if Used in the Off Hand SPECIAL DAMAGE 2–12 TYPE Physical 25% Chance, 6 Seconds, DC 22 TYPE Physical Useable by Handmaiden.SPECIAL CRITICAL UPGRADEABLE NoDefense Bonus 1 THREAT 20–20, x2 CRITICAL BREAKDOWN THREAT 20–20, x2 ATTACK +1 COMPONENT 379UPGRADEABLE No MODIFIER ATTACK
MODIFIER +2 BREAKDOWN 50 NOTESCOMPONENT It is unclear whether this weapon was designed by the Gand or to silence them. NOTES Handmaiden’s staff once belonged to her father, a powerful Echani general. GAND DISCHARGER PLASMA TORCH FEATS WP Melee Weapons BALANCED No
FEATS WP Melee Weapons BALANCED No DAMAGE 1–1 Bonus +2–16 Physical. On Hit: StunSPECIAL 25% Chance, 6 Seconds, DC 22 DAMAGE 1–1 SPECIAL Bonus +1–6 Fire TYPE Physical CRITICAL UPGRADEABLE No TYPE Physical UPGRADEABLE No THREAT 20–20, x2 BREAKDOWN CRITICAL ATTACK20–20, x2 BREAKDOWN 1 +1 COMPONENT 1,350 THREAT COMPONENT MODIFIER ATTACK — NOTES The pinnacle of Gand technology, the discharger can both paralyze and slay opponentsMODIFIER NOTES Plasma torches are common accessories in most construction facilities. While a clumsy with ease. These potent items are extremely rare as they are highly coveted by the few weapon in combat, it can cut through sealed doors and containers easier than most blasters. Gand who have earned them. 210 > PRIMA OFFICIAL GAME GUIDE, APPENDIX I: MELEE WEAPONS & UPGRADES LONG SWORD SHORT SWORD
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon DAMAGE 1–12 — BALANCEDSPECIAL Penalty if Used in the Off HandDAMAGE 1–6 TYPE Physical UPGRADEABLE Yes (Edge, Grip) TYPE Physical SPECIAL — CRITICAL
THREAT 20–20, x2 CREATABLE Yes. Repair (1) CRITICAL 20–20, x2 UPGRADEABLE Yes (Edge, Grip)THREAT ATTACK BREAKDOWN BREAKDOWN MODIFIER — COMPONENT VALUE 2 ATTACK — COMPONENT VALUE 1MODIFIER NOTES Here is where the roots of the lightsaber begin, with traditional swords still wielded today NOTES Disregarded by most modern warriors, a good short sword can still serve well in combat if in many primitive cultures. They are simple but effective in the right hands. the user is skilled. TRANDOSHAN SWORD RODIAN BLADE
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon 5–16 — BALANCEDDAMAGE SPECIAL DAMAGE 1–6 Penalty if Used in the Off Hand TYPE Physical UPGRADEABLE No TYPE Physical On Hit: Attribute Damage STR SPECIAL CRITICAL BREAKDOWN DC 14 THREAT 20–20, x2 +4–4 COMPONENT VALUE 102 CRITICALTHREAT 20–20, x2 ATTACK UPGRADEABLE No MODIFIER +1 ATTACKMODIFIER +1 BREAKDOWN 57 NOTES While most cultures abandoned the primitive sword in favor of vibroblades or other COMPONENT VALUE weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is NOTES This serrated weapon inflicts great pain upon its victims. made of the rare ore Chalon and is sharper and heavier than the typical blade. RODIAN DEATH BLADE SHYARN FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon
BALANCED Penalty if Used in the Off Hand FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 DAMAGE 6–17 Bonus Feats: Flurry, TYPE Physical Bonus: +1 Physical. On Hit: Attribute SPECIAL
SPECIAL Damage CON DC 10, STR DC 14 TYPE Physical Improved Flurry CRITICALTHREAT 20–20, x2 UPGRADEABLE No CRITICAL 20–20, x2 UPGRADEABLE No ATTACKTHREAT MODIFIER +1 BREAKDOWNBREAKDOWN COMPONENT VALUE 300 ATTACK +1 COMPONENT VALUE 900MODIFIER NOTES A more advanced version of the Rodian blade, this savage weapon leaves its victim NOTES This primitive-looking weapon hails from the Cerean species who employ it in traditional writhing in pain. honor duels. It is crafted with ancient techniques and rare metals. Shyarn are magneti- cally attracted to each other, often locking together during parries. This strange property RYYK BLADE results in duels that are amazing, deadly dances of survival. FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED
3–8 Penalty if Used in the Off HandVIBROSWORD DAMAGE TYPE Physical SPECIAL Bonus: +3 Physical FEATS WP Melee Weapons BALANCED No CRITICAL 20–20, x2 UPGRADEABLE Yes (Edge, Grip)THREAT DAMAGE 2–12 SPECIAL — ATTACK CREATABLE+2 Yes. Repair (23) MODIFIER TYPE Physical UPGRADEABLE Yes BREAKDOWNCOMPONENT VALUE 450 CRITICAL
THREAT 19–20, x2 CREATABLE Yes. Repair (10) NOTES These short blades are typically used in pairs by Wookiees who prefer seeing their victims ATTACK — BREAKDOWNMODIFIER COMPONENT VALUE 14 up close before gutting them. NOTES 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. TWI’LEK SPINNING BLADE FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon ECHANI VIBROSWORD BALANCEDDAMAGE 1–6 Penalty if Used in the Off Hand
FEATS WP Melee Weapons BALANCED No TYPE Physical SPECIAL On Hit: Attribute Damage STR DC 18 DAMAGE 4–14 SPECIAL Bonus +2 Cold CRITICALTHREAT 20–20, x2 UPGRADEABLE No BREAKDOWN
TYPE Physical UPGRADEABLE Yes ATTACK COMPONENT VALUE 500MODIFIER +1 CRITICAL BREAKDOWN THREAT 19–20, x2 COMPONENT VALUE 675 NOTES The deadly Twi’lek Twin Suns each wielded one of these deadly blades. Their victims had ATTACK
MODIFIER +2 the rare pleasure of witnessing their beautifully choreographed slaying. NOTES 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. TWI’LEK SPINNING BLADE (2) FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon SITH TREMOR SWORD BALANCED1–6 Penalty if Used in the Off HandDAMAGE
FEATS WP Melee Weapons BALANCED No TYPE Physical Bonus: +2 Physical. On Hit:SPECIAL Attribute Damage CON DC 18 DAMAGE 4–14 SPECIAL Bonus +3 Sonic CRITICALTHREAT 20–20, x2 UPGRADEABLE No TYPE Physical UPGRADEABLE Yes ATTACKMODIFIER +1 BREAKDOWN 500 CRITICAL 19–20, x2 BREAKDOWN COMPONENT VALUE THREAT COMPONENT VALUE 700 NOTES — ATTACK
MODIFIER +2 NOTES Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-faced weapons were given to “masterblades” who survived no less than 10 lightsaber-wielding warriors in combat. PRIMAGAMES.COM < 211
, VIBROCUTTER SITH WAR SWORD
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED No BALANCED
DAMAGE 1–10 Penalty if Used in the Off Hand DAMAGE 3–17 SPECIAL — TYPE Physical SPECIAL — TYPE Physical UPGRADEABLE Yes (Edge, Grip) CRITICAL 19–20, x2 UPGRADEABLE Yes (Edge, Grip) CRITICAL 20–20, x2 BREAKDOWNTHREAT 92BREAKDOWN THREAT COMPONENT VALUE ATTACK — COMPONENT VALUE 1 ATTACKMODIFIER MODIFIER +1 NOTES This vibrocutter is used for carving asteroid rock, and it can double as a melee weapon if NOTES Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. necessary. Its small size makes it a good off-hand weapon. These blades are usually blended with cortosis to protect against lightsaber sparring damage. VIBROBLADE VIBRO DOUBLE-BLADE
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED No BALANCED
1–10 Penalty if Used in the Off HandDAMAGE DAMAGE 2–16 SPECIAL — TYPE Physical SPECIAL — TYPE Physical UPGRADEABLE Yes CRITICAL 19–20, x2 UPGRADEABLE Yes CRITICALTHREAT THREAT 20–20, x2 CREATABLE Yes. Repair (19) BREAKDOWN ATTACK — COMPONENT VALUE 9 ATTACK — BREAKDOWNMODIFIER MODIFIER COMPONENT VALUE 179 NOTES Small size makes this a good off-hand weapon. Echani vibroblades use a cortosis weave to NOTES Ultrasonic vibrations make this double-bladed sword exceptionally deadly. An Echani prevent lightsaber sparring damage, allowing traditional swordplay to continue in the cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even time of Jedi and Sith. against Jedi and Sith. The double-bladed sword is capable of inflicting more damage—but is less precise—than the single-bladed variant. Two-Weapon Fighting is required to use a ZABRAK VIBROBLADE double-bladed sword with maximum effectiveness.
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED
3–12 Penalty if Used in the Off Hand TRANDOSHAN DOUBLE-BLADEDAMAGE TYPE Physical Bonus Feat—Finesse: MeleeSPECIAL FEATS WP Melee Weapons BALANCED NoWeapons’ CRITICAL 19–20, x2 DAMAGE 6–20 SPECIAL —THREAT UPGRADEABLE Yes ATTACK TYPE Physical UPGRADEABLE No MODIFIER — BREAKDOWNCOMPONENT VALUE 50 CRITICAL 20–20, x2 +1–8 BREAKDOWN 511 NOTES Though believed to have been constructed by the Zabrak, this vibroblade is rarely used by THREAT COMPONENT VALUEATTACK them. The Zabrak feel their combat skills are sufficient to make this weapon’s fine MODIFIER +2 balance irrelevant. Small size makes this a good off-hand weapon. Vibroblades have a NOTES While most cultures abandoned the primitive sword in favor of vibroblades or other rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is to continue in the time of Jedi and Sith. made of the rare ore Chalon and is sharper and heavier than the typical blade. TEHK’LA BLADE ZHABOKA
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED No BALANCED
1–10 Penalty if Used in the Off HandDAMAGE DAMAGE 3–24 SPECIAL — TYPE Physical Bonus: +5 Physical. Bonus Feat: TYPE Physical UPGRADEABLESPECIAL Yes (Edge, Grip)Critical Strike, Improved Critical Strike CRITICAL CRITICAL BREAKDOWN THREAT 19–20, x2 No THREAT 20–20, x2 +2–16 COMPONENT VALUE 1,250 UPGRADEABLE
ATTACK ATTACK — MODIFIER +1 BREAKDOWNCOMPONENT VALUE 1,150 MODIFIER
NOTES This variant of the double-bladed sword originated on Iridonia, the homeworld of the NOTES This weapon is favored by the Nagai, a species of slender humanoids who appear more Zabrak. A ceremonial weapon, the zhaboka (double-headed fighting pike) began as a dead than alive. Known for their honor and combat skill, the Nagai use these serrated simple wooden stick but has since been refined to be a formidable weapon. weapons to cripple their opponents. 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. LUDO KRESSH’S WAR SWORD FEATS WP Melee Weapons BALANCED No DOUBLE-BLADED SWORD DAMAGE 2–16 SPECIAL Bonus +2 Dark Side
FEATS WP Melee Weapons UPGRADEABLEBALANCED No TYPE Physical Yes (Edge, Grip) CRITICAL
DAMAGE 2–12 SPECIAL — THREAT 20–20, x2 BREAKDOWN
COMPONENT VALUE 120 ATTACK
TYPE Physical UPGRADEABLE Yes (Edge, Grip) MODIFIER +1 CRITICAL
THREAT 20–20, x2 BREAKDOWN NOTES Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting COMPONENT VALUE 23 ATTACK — flesh. These blades are usually blended with cortosis to protect against lightsaber sparringMODIFIER damage. This particular war sword once belonged to the dark Jedi Ludo Kressh. NOTES 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 less precise—than the single-bladed variant. Using a double-bladed sword FREYYR’S WARBLADE expertly requires skill in Two-Weapon Fighting. FEATS WP Melee Weapons BALANCED No DAMAGE 5–32 SPECIAL — TYPE Physical UPGRADEABLE No CRITICAL BREAKDOWN THREAT 19–20, x2 COMPONENT VALUE 1,497 ATTACK
MODIFIER +1 NOTES 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. 212 > PRIMA OFFICIAL GAME GUIDE, APPENDIX I: MELEE WEAPONS & UPGRADES GAMORREAN WAR AXE FORCE PIKE
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 2–20 SPECIAL — DAMAGE 2–12 On Hit: Stun 25% Chance, 6 Seconds, SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical DC 10 CRITICAL BREAKDOWN CRITICAL UPGRADEABLE No THREAT 20–20, x2 COMPONENT VALUE 40 THREAT 20–20, x2 BREAKDOWN ATTACK — ATTACK — COMPONENT VALUE 150MODIFIER MODIFIER NOTES Gamorrean war axes, much like their namesake species, are heavy, unsubtle, and NOTES This weapon effectively functions as a long staff topped with a vibroblade. Despite its generally a very damaging influence in almost any situation. name, it is not related to the Force mastered by Jedi, though it is a powerful weapon in its own right. GAMORREAN CLEAVER
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon GAND SHOCKSTAFF BALANCED
2–24 Penalty if Used in the Off Hand DAMAGE FEATS WP Melee Weapons BALANCED No TYPE Physical On Hit: Stun 25% Chance, 6 Seconds,SPECIAL DC 14 DAMAGE 2–12 On Hit: Stun 25% Chance, 6 Seconds,SPECIAL CRITICAL DC 14 THREAT 20–20, x2 TYPEUPGRADEABLE No Physical ATTACK CRITICAL 20–20, x2 UPGRADEABLE-2 NoMODIFIER BREAKDOWN THREATCOMPONENT VALUE 200 BREAKDOWNATTACK — COMPONENT VALUE 800MODIFIER NOTES Though a most unwieldy weapon, the target of a Gamorrean cleaver gets few opportu- NOTES This weapon was developed by Gand findsmen to help them herd their prey. Its powerful nities to make mistakes. stunning capabilities are backed up by the weapon’s sharp tip. ARG’GAROK Freyyr’s
FEATS WP Melee Weapons BALANCED No Warblade DAMAGE 3–36 On Hit: Stun 25% Chance, 6 Seconds, Physical SPECIALTYPE DC 18. Bonus Feats: Improved PowerAttack, Power Attack CRITICAL
THREAT 20–20, x2 UPGRADEABLE No ATTACK
MODIFIER -5 BREAKDOWN COMPONENT VALUE 925 NOTES 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 it awkward for most non-Gamorreans to use. Melee Weapon Upgrades: Grip All modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. ASSEMBLER TRANSISTOR ZABRAK GRIP ATTACK
MODIFIER — CREATABLE No ATTACKMODIFIER +1 CREATABLE Yes DEFENSE — CREATABLE — DEFENSE CREATABLEBONUS PREREQUISITES BONUS -1 PREREQUISITES Repair (8) SPECIAL Upgrade Item, Melee COMPONENTCOST — SPECIAL Upgrade Item, Melee COMPONENTCOST 16 DAMAGE — DAMAGEBONUS BONUS +1, Slashing NOTES A cell like this can stabilize a melee weapon, allowing it to hit and damage better and NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but possibly gain other effects. making it less useful for parrying. AGRINIUM GRIP BASKET HILT ATTACK
MODIFIER — CREATABLE Yes ATTACK
MODIFIER -1 CREATABLE Yes DEFENSE — CREATABLEBONUS PREREQUISITES Repair (4) DEFENSE
BONUS +1 CREATABLEPREREQUISITES Repair (10) SPECIAL Upgrade Item, Melee COMPONENTCOST 2 SPECIAL Upgrade Item, Melee COMPONENT
COST 38 DAMAGE
BONUS +1, Slashing DAMAGE
BONUS — NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. resulting in heftier swings. NAGAI GRIP CONTOURED GRIP ATTACK
MODIFIER +1 CREATABLE Yes ATTACK
MODIFIER +1 CREATABLE Yes DEFENSE — CREATABLEBONUS PREREQUISITES Stealth (12) DEFENSE CREATABLE BONUS — PREREQUISITES Repair (6) SPECIAL Upgrade Item, Melee COMPONENTCOST 62 SPECIAL Upgrade Item, Melee COMPONENT 5 DAMAGECOST BONUS — DAMAGE
BONUS -1 NOTES The Nagai designed this grip to improve a weapon’s performance without any NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the side effects. weapon’s power. PRIMAGAMES.COM < 213
, ADVANCED AGRINIUM GRIP SUPERIOR AGRINIUM GRIP
ATTACK — CREATABLE Yes ATTACKMODIFIER MODIFIER — CREATABLE Yes DEFENSE — CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Repair (14) BONUS — PREREQUISITES Repair (24) SPECIAL Upgrade Item, Melee COMPONENT 90 SPECIAL Upgrade Item, Melee COMPONENTCOST COST 742 DAMAGE
BONUS +1–4, Slashing DAMAGEBONUS +1–8, Slashing NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, resulting in heftier swings. resulting in heftier swings. ADVANCED CONTOURED GRIP SUPERIOR CONTOURED GRIP ATTACK
MODIFIER +2 CREATABLE Yes ATTACK
MODIFIER +3 CREATABLE Yes DEFENSE CREATABLE BONUS — PREREQUISITES Repair (16) DEFENSE CREATABLE BONUS — PREREQUISITES Repair (26) SPECIAL Upgrade Item, Melee COMPONENTCOST 150 SPECIAL Upgrade Item, Melee COMPONENT
COST 992 DAMAGE
BONUS -1 DAMAGE
BONUS -1 NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the weapon’s power. weapon’s power. ADVANCED ZABRAK GRIP SUPERIOR ZABRAK GRIP ATTACK
MODIFIER +3 CREATABLE Yes ATTACKMODIFIER +3 CREATABLE Yes DEFENSE
BONUS -2 CREATABLEPREREQUISITES Repair (18) DEFENSE -1 CREATABLEBONUS PREREQUISITES Repair (28) SPECIAL Upgrade Item, Melee COMPONENT 242 SPECIAL Upgrade Item, Melee COMPONENTCOST COST 1,112 DAMAGE
BONUS +2, Slashing DAMAGEBONUS +1–8, Slashing NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but making it less useful for parrying. making it less useful for parrying. ADVANCED BASKET HILT SUPERIOR BASKET HILT ATTACK
MODIFIER -1 CREATABLE Yes ATTACKMODIFIER — CREATABLE Yes DEFENSE +2 CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Repair (20) BONUS +2 PREREQUISITES Repair (30) SPECIAL Upgrade Item, Melee COMPONENTCOST 388 SPECIAL Upgrade Item, Melee COMPONENTCOST 1,300 DAMAGE DAMAGE BONUS — BONUS — NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. ADVANCED NAGAI GRIP SUPERIOR NAGAI GRIP ATTACK
MODIFIER +1 CREATABLE Yes ATTACKMODIFIER +2 CREATABLE Yes DEFENSE +1 CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Stealth (22) BONUS +1 PREREQUISITES Stealth (32) SPECIAL Upgrade Item, Melee COMPONENTCOST 556 SPECIAL Upgrade Item, Melee COMPONENTCOST 1,482 DAMAGE — DAMAGEBONUS BONUS — NOTES The Nagai designed this grip to improve a weapon’s performance without any side effects. NOTES The Nagai designed this grip to improve a weapon’s performance without any side effects. Melee Weapon Upgrades: Cell All modifications require a workbench with adequate tools. ENERGY PROJECTOR VIBRATION CELL
ATTACK ATTACK MODIFIER — CREATABLE No MODIFIER – CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES — Feats Required—Weapon- Computer Use (6); DAMAGE — COMPONENT — SPECIAL Focus Melee Weapons CREATABLE
PREREQUISITES Feat: Weapon-Focus BONUS COST Upgrade Item, Melee Melee Weapons ADDITIONAL — DAMAGE BONUS +1, Slashing COMPONENT
COST 5 NOTES This modular projector can cause a melee weapon to do additional energy-based damage. ADDITIONAL — ION CELL NOTES Vibration energy cells increase the amount of damage a weapon can inflict but makethem much harder to wield. Only certain melee weapons, like vibroblades, can utilize ATTACK
MODIFIER — CREATABLE Yes energy cells. SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Security (4) DAMAGE +1–3, Ion COMPONENTBONUS COST 2 ENHANCED ENERGY CELL ADDITIONAL Massive Criticals 1 ATTACK MODIFIER — CREATABLE Yes NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Computer Use (8) vibroblades, can utilize energy cells. DAMAGE COMPONENT BONUS +1, Energy COST 15 ADDITIONAL — NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee weapons, like vibroblades, can utilize energy cells. 214 > PRIMA OFFICIAL GAME GUIDE, APPENDIX I: MELEE WEAPONS & UPGRADES SONIC DISCHARGE CELL ENHANCED ENERGY CELL MARK III ATTACK
MODIFIER -1 CREATABLE Yes ATTACKMODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLE CREATABLEPREREQUISITES Stealth (10) SPECIAL Upgrade Item, Melee PREREQUISITES Computer Use (24) DAMAGE COMPONENT DAMAGE BONUS +2, Sonic COST 35 BONUS +1–6, Energy COMPONENT
COST 730 ADDITIONAL Massive Criticals 1–8 ADDITIONAL — NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee discharge makes the weapon unwieldy, few types of armor protect against this type of weapons, like vibroblades, can utilize energy cells. attack. Only certain melee weapons, like vibroblades, can utilize energy cells. SONIC DISCHARGE CELL MARK III ION CELL MARK II ATTACK
MODIFIER -1 CREATABLE Yes ATTACK
MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Stealth (26) SPECIAL Upgrade Item, Melee CREATABLE DAMAGE COMPONENTPREREQUISITES Security (12) BONUS +1–10, Sonic COST 910 DAMAGE
BONUS vs. droid: +1–6, Ion COMPONENT
COST 55 ADDITIONAL Massive Criticals 2–16 ADDITIONAL Massive Criticals 1–6 NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like discharge makes the weapon unwieldy, few types of armor protect against this type of vibroblades, can utilize energy cells. attack. Only certain melee weapons, like vibroblades, can utilize energy cells. VIBRATION CELL MARK II ION CELL MARK IV
ATTACK -2 CREATABLE Yes ATTACKMODIFIER MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee Computer Use (14); SPECIAL Upgrade Item, Melee CREATABLE CREATABLE PREREQUISITES Security (28) DAMAGE +1–10, Slashing PREREQUISITES Feat: Weapon-Focus DAMAGE 1–6, Ion., vs. droid: COMPONENTBONUS Melee Weapons COST 1,090BONUS +2–20, Ion ADDITIONAL — COMPONENT COST 85 ADDITIONAL Massive Criticals 2–16 NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make NOTES them much harder to wield. Only certain melee weapons, like vibroblades, can utilize Ion cells discharge ions along the length of the blade. Only certain melee weapons, like energy cells. vibroblades, can utilize energy cells. ENHANCED ENERGY CELL MARK II VIBRATION CELL MARK IV
ATTACK -1 CREATABLE Yes ATTACK MODIFIER MODIFIER — CREATABLE Yes Feats Required—Weapon Computer Use (30); SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Computer Use (16) SPECIAL Specialization: Melee CREATABLEPREREQUISITES Feat: Weapon-Focus DAMAGE
BONUS +1–3, Energy COMPONENT Weapons. Upgrade Melee Weapons COST 145 Item, Melee COMPONENT ADDITIONAL — COST 1,270DAMAGE +2–16, Slashing NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee BONUS ADDITIONAL
weapons, like vibroblades, can utilize energy cells. — NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make SONIC DISCHARGE CELL MARK II them much harder to wield. Only certain melee weapons, like vibroblades, can utilize
energy cells. ATTACK
MODIFIER -1 CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Stealth (18) ENHANCED ENERGY CELL MARK IV DAMAGE COMPONENT BONUS +4, Sonic COST 235 ATTACK — CREATABLE Yes ADDITIONAL Massive Criticals 2–12 MODIFIER SPECIAL Upgrade Item, Melee CREATABLE Computer Use (32) NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic PREREQUISITESDAMAGE COMPONENT discharge makes the weapon unwieldy, few types of armor protect against this type of BONUS +2–12, Energy COST 1,450 attack. Only certain melee weapons, like vibroblades, can utilize energy cells. ADDITIONAL — NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee ION CELL MARK III weapons, like vibroblades, can utilize energy cells. ATTACK
MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Security (20) Shyarn DAMAGE 1–4, Ion. vs. droid: COMPONENT BONUS COST +2–12, Ion ADDITIONAL Massive Criticals 2–12 NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like vibroblades, can utilize energy cells. VIBRATION CELL MARK III ATTACK
MODIFIER -2 CREATABLE Yes SPECIAL Upgrade Item, Melee Computer Use (22); CREATABLE
DAMAGE +2–12, Slashing PREREQUISITES Feat: Weapon-Focus BONUS Melee Weapons ADDITIONAL — COMPONENT COST 550 NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make them much harder to wield. Only certain melee weapons, like vibroblades, can utilize energy cells. PRIMAGAMES.COM < 215
, Melee Upgrades: Edge All modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. MILD DEVARONIAN EDGE SEVERE DEVARONIAN EDGE
SPECIAL Upgrade Item, Melee CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE
BONUS — CREATABLEPREREQUISITES Stealth (4) DAMAGE
BONUS +2, Slashing CREATABLEPREREQUISITES Stealth (20) ADDITIONAL Massive Criticals 1–3 COMPONENT 2 ADDITIONAL Massive Criticals 2–12 COMPONENTCOST COST 377 NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. BASIC IONITE EDGE
SPECIAL Upgrade Item, Melee CREATABLE No SUPERIOR IONITE EDGE DAMAGE
BONUS +1, Ion. vs. droid, +1–4, Ion. CREATABLEPREREQUISITES — SPECIAL Upgrade Item, Melee CREATABLE No ADDITIONAL — COMPONENTCOST — DAMAGE +2–7, Ion. vs. droid, CREATABLE
PREREQUISITES — BONUS
NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to +1–8, Ion. COMPONENTCOST — electronic systems. ADDITIONAL — NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to BASIC MULLININE EDGE electronic systems.
SPECIAL Upgrade Item, Melee CREATABLE Yes SUPERIOR MULLININE EDGE DAMAGE CREATABLE BONUS — PREREQUISITES Repair (8) Keen COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes ADDITIONAL COST 14 DAMAGE +1–8, Slashing CREATABLE Repair (24) NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well. BONUS PREREQUISITES ADDITIONAL Keen COMPONENTCOST 725 BASIC NEUTRONIUM EDGE NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well.
SPECIAL Upgrade Item, Melee CREATABLE Yes SUPERIOR NEUTRONIUM EDGE DAMAGE +1–3, Slashing CREATABLEBONUS PREREQUISITES Repair (10) ADDITIONAL — COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes COST 33 DAMAGE CREATABLE BONUS +5, Slashing PREREQUISITES Repair (26)NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It COMPONENT can be used to increase the damage inflicted by a blade. ADDITIONAL Massive Criticals: 1–6 COST 903 NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It MODERATE DEVARONIAN EDGE can be used to increase the damage inflicted by a blade.
SPECIAL Upgrade Item, Melee CREATABLE Yes DEADLY DEVARONIAN EDGE DAMAGE +2, Slashing CREATABLEBONUS PREREQUISITES Stealth (12) Massive Criticals 1–8 COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes ADDITIONAL COST 51 DAMAGE +3, Slashing CREATABLE Stealth (28) NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. BONUS PREREQUISITESCOMPONENT Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. ADDITIONAL Massive Criticals: 2–20 COST 1,082 NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. IMPROVED IONITE EDGE Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s
SPECIAL Upgrade Item, Melee victim. CREATABLE No DAMAGE +1–2, Ion. vs. droid, CREATABLEPREREQUISITES — BONUS +1–6, Ion. QUADRANIUM EDGECOMPONENT COST — ADDITIONAL — SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE CREATABLE NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to BONUS +2–12, Slashing PREREQUISITES Stealth (30) electronic systems. ADDITIONAL — COMPONENTCOST 1,261 NOTES Quadranium is an amazingly strong material that is sometimes used for fuel IMPROVED MULLININE EDGE storage containers.
SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE +1–4, Slashing CREATABLEBONUS PREREQUISITES Repair (16) OSTRINE EDGE
ADDITIONAL Keen COMPONENT 142 SPECIAL Upgrade Item, Melee CREATABLE YesCOST DAMAGE CREATABLE NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well. BONUS +2–16, Cold PREREQUISITES Repair (32) Keen, Dam Resistance: COMPONENT 1,442 ADDITIONAL COST IMPROVED NEUTRONIUM EDGE Resist 5 vs. Fire
NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It SPECIAL Upgrade Item, Melee CREATABLE Yes can be used to increase the damage inflicted by a blade. DAMAGE +3, Slashing CREATABLEBONUS PREREQUISITES Repair (18) ADDITIONAL Massive Criticals: 1–4 COMPONENTCOST 231 NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It can be used to increase the damage inflicted by a blade. 216 > PRIMA OFFICIAL GAME GUIDE, Appendix II: Lightsabers and Upgrades Lightsabers LIGHTSABER SHORT LIGHTSABER
FEATS WP Lightsaber BALANCED No FEATS WP Lightsaber BALANCED +2/+0 vs. Two-Weapon Penalty If DAMAGE 2–20 SPECIAL — 2–16 Used in the Off HandDAMAGE TYPE Energy Yes Energy SPECIALUPGRADEABLE TYPE — CRITICAL
THREAT 19–20, x2 UPGRADEABLE Yes BREAKDOWN Yes CRITICALTHREAT 19–20, x2 ATTACK — COMPONENT COSTMODIFIER COMPONENT COST 45 ATTACK MODIFIER — NOTES Traditionally associated with the Jedi, the lightsaber is a devastating weapon and difficult to master. Properties can vary with the type of focusing crystal used in construction. Once NOTES Lightsabers can come in shorter styles, often used in the off hand during two-weapon you have built your lightsaber, subsequent areas where you previously found parts now fighting. As in larger versions, different focusing crystals can produce additional effects. have complete lightsabers. FREEDON NADD’S OFFHAND LIGHTSABER VISAS MARR’S LIGHTSABER FEATS WP Lightsaber BALANCED +2/+0 vs. Two-Weapon Penalty If
FEATS WP Lightsaber BALANCED No DAMAGE 3–24 Used in the Off Hand SPECIAL On Hit—Knockdown DC 14 DAMAGE 4–22 SPECIAL Useable by Visas Marr TYPE Energy CRITICAL UPGRADEABLE No TYPE Energy UPGRADEABLE No THREAT 19–20, x2 COMPONENT COST 500 CRITICAL ATTACK THREAT 19–20, x2 BREAKDOWN No MODIFIER +2 ATTACK
MODIFIER +1 COMPONENT COST — NOTES This short lightsaber once belonged to the powerful Sith Lord Freedon Nadd. Freedon NOTES This lightsaber belongs to Visas Marr and only she can use it. Traditionally associated with Nadd trained with (and later destroyed) Naga Sadow’s spirit and brought the power of the the Jedi, the lightsaber is a devastating weapon and difficult to master. dark side to Onderon. DOUBLE-BLADED LIGHTSABER MALAK’S LIGHTSABER
FEATS WP Lightsaber BALANCED No FEATS WP Lightsaber BALANCED +2/+0 vs Two-Weapon Penalty IfDAMAGE 2–24 SPECIAL — Used in the Off Hand DAMAGE 2–20 TYPE Energy UPGRADEABLE Yes Energy SPECIALTYPE —CRITICAL THREAT 20–20, x2 COMPONENT COST 60 CRITICAL 19–20, x2 UPGRADEABLE NoATTACK THREAT MODIFIER — ATTACK — COMPONENT COST 45 NOTES These exotic weapons are rare and are most often associated with Jedi attracted to the MODIFIER dark side of the Force. The double-bladed lightsaber is capable of inflicting more NOTES Traditionally associated with the Jedi, the lightsaber is a devastating weapon and difficult damage—but is also less precise—than the single-bladed variant. to master. Properties can vary with the type of focusing crystal used in construction. Lightsaber Upgrades: Color These are the faceted crystals used in the construction of a lightsaber. CRYSTAL, YELLOW CRYSTAL, VIOLET
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Yellow COMPONENT VALUE 11 BLADE COLOR Violet COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP yGeRllAowDE lAigBhLt.E NOTES It glows faintly with an inneUrP vGioRlAetD lEigAhBtL. E CRYSTAL, BLUE CRYSTAL, RED
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Blue COMPONENT VALUE 11 BLADE COLOR Red COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP bGluReA DliEghAtB. LE NOTES It glows faintly with an inneUrP rGedR AliDgEhAt.BLE CRYSTAL, GREEN CRYSTAL, ORANGE
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Green COMPONENT VALUE 11 BLADE COLOR Orange COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP gGrReeAnD EliAghBtL.E NOTES It glows faintly with an inneUrP oGrRanAgDeE AligBhLtE. PRIMAGAMES.COM < 217
, CRYSTAL, SILVER CRYSTAL, VIRIDIAN
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Silver COMPONENT VALUE 11 BLADE COLOR Viridian COMPONENT VALUE 11 NOTES It glows faintly with a silverUyP lGigRhAt.DEABLE NOTES It glows faintly with a silverUyP gGrReeAnD EliAghBtL.E CRYSTAL, CYAN
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Cyan COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP cGyRanA DliEgAhBt.LE Lightsaber Upgrades: Power Crystals CRYSTAL, RUBAT CRYSTAL, JENRAUX
DAMAGE +1 ADDITIONAL — DAMAGE +2 ADDITIONAL Blaster Deflection +5 ATTACK
MODIFIER +1 COMPONENT COST 49 ATTACKMODIFIER — COMPONENT COST 49 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Used in lightsaber construction, rubat crystal is mined on Phemis. It NOTES The refined form of Opila, this crystal has been cleansed of all produces a clearly defined blade that a Jedi can easily track, making impurities. When used in lightsaber construction it produces a blade it easier to hit opponents. of unerring quickness. CRYSTAL, DAMIND CRYSTAL, PHOND
DAMAGE — ADDITIONAL — DAMAGE +1–6, Physical ADDITIONAL — ATTACK
MODIFIER +3 COMPONENT COST 99 ATTACK
MODIFIER — COMPONENT COST 74 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Found on the desert world of Daminia, this crystal can be used in NOTES This is the strange by-product of rare impurities bonding during the lightsaber construction to produce a clearly defined beam of subtly making of certain alloys and some random external condition, this wider width and length. crystal produces a fiercely burning lightsaber beam. CRYSTAL, ERALAM CRYSTAL, FIRKRANN
DAMAGE +2 ADDITIONAL — DAMAGE +2–12 vs. Droid ADDITIONAL — ATTACK
MODIFIER +2 COMPONENT COST 149 ATTACK
MODIFIER +2 COMPONENT COST 124 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Once mined on the third moon of Erat, ancient Sith bombardment NOTES This heavy crystal is collected by the natives of Rafa V. If used in shattered much that remained. If they can be found, these crystals lightsaber construction, it produces an electrically charged beam that produce a clear, superior lightsaber beam. is devastating to droids. CRYSTAL, SAPITH CRYSTAL, BONDAR
DAMAGE +3 ADDITIONAL — DAMAGE — ADDITIONAL On Hit: Stun, 25% for 6 seconds. ATTACK +2 199 ATTACK — DC 10 to negate stunMODIFIER COMPONENT COST MODIFIER COMPONENT COST SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber 49 NOTES This crystallized material was excreted once every 11 years by the NOTES This crystal was mined on a far-orbit asteroid circling the Alderaan ancient Volice worm of Lwhekk, now extinct. It produces a more system. It produces a volatile lightsaber beam that pulses on impact, intense lightsaber beam, granting better control. potentially stunning an opponent. CRYSTAL, NEXTOR CRYSTAL, SIGIL
DAMAGE +1 ADDITIONAL Critical Threat Range x2 DAMAGE +1–6 ADDITIONAL — ATTACK
MODIFIER — COMPONENT COST 199 ATTACK
MODIFIER +1 COMPONENT COST 149 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES This crystal is mined in the mountains of planet M’haeli, and when NOTES Mined in the Sigil System, this crystal is a costly but valued addition used in lightsaber construction it produces a volatile blade that can to a lightsaber. It produces a fierce bridge beam that sears on contact, cause surprising amounts of damage. inflicting great damage. CRYSTAL, OPILA CRYSTAL, UPARI
DAMAGE +3 ADDITIONAL Massive Criticals: +2–12 DAMAGE +1–8 ADDITIONAL — ATTACK — Damage on Critical Hit ATTACKMODIFIER MODIFIER +3 COMPONENT COST 249 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 149 SPECIAL Upgrade Item, Lightsaber NOTES Found in the asteroid fields of the Fyrth system, this crystal can NOTES Strangely, this crystal is usually scattered in the orbit of primarily be used in lightsaber construction to produce an intense beam that forest worlds. It is brittle but versatile, and a Master Jedi can get it to cuts quickly. produce many effects. 218 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES CRYSTAL, SOLARI CRYSTAL, PONTITE
+3, +1–8 Physical. Damage Can only be used by a DAMAGE +1–10 Cold ADDITIONAL CHA +2 DAMAGE vs. Dark Side ADDITIONAL Light Jedi. ATTACK MODIFIER — COMPONENT COST 199ATTACK MODIFIER +3 COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Pontite is one of the rarest forms of Adegan crystal. It radiates a NOTES There are many famous lightsaber crystals spoken of in the history of powerful aura that cools both skin and tempers. the Jedi Order. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jedi Master Ood Banr initiated his life-cycle change after a thousand years ULTIMA-PEARL of serving the Order, he bequeathed the Solari crystal to his most promising student, a DAMAGE +2 ADDITIONAL Massive Criticals—1–6 young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time ATTACK MODIFIER +3 COMPONENT COST 249 of the Great Hunt, the Solari crystal vanished with her. SPECIAL Upgrade Item, Lightsaber CRYSTAL, ADEGAN NOTES An unusual choice for a lightsaber focusing crystal, this rare stone canbe found on Calamari. Difficult to properly install in a lightsaber, this DAMAGE +2 ADDITIONAL — valuable stone has powerful effects. ATTACK
MODIFIER — COMPONENT COST 49 SPECIAL Upgrade Item, Lightsaber LORRDIAN GEMSTONE NOTES Adegan crystals, also called Ilum crystals, are one of the most DAMAGE — ADDITIONAL Blaster Bolt Deflection +3 common lightsaber focusing crystals. ATTACK MODIFIER — COMPONENT COST 250 CRYSTAL, RUUSAN SPECIAL Upgrade Item, Lightsaber
NOTES During the subjugation, the Lorrdians were banned from speaking to DAMAGE — ADDITIONAL WIS +1, CHA +1 each other and thus learned to use subtle gestures and ticks to ATTACK
MODIFIER — COMPONENT COST 49 communicate. The few Force-Adepts found after the Jedi freed the SPECIAL Upgrade Item, Lightsaber population of slaves has imprinted these gemstones with the Force to enhance the ability NOTES Ruusan crystals come from the mid-Rim planet of the same name. to read an opponent. While not directly affecting a lightsaber’s effectiveness, they aid a Jedi in focusing the Force. BARAB ORE INGOT DAMAGE +2–16 Fire ADDITIONAL — CRYSTAL, DRAGITE ATTACK
MODIFIER — COMPONENT COST 250 DAMAGE +1, Sonic ADDITIONAL CON +1 SPECIAL Upgrade Item, Lightsaber ATTACK
MODIFIER — COMPONENT COST 49 NOTES The ore from Barab I actually lies on the planet’s surface, meaning it SPECIAL Upgrade Item, Lightsaber is exposed to high doses of radiation and torrential downpours daily. NOTES Dragite crystals are found on M’haeli, in the D’olop mountain range. This ore can be found in concentrated ingots that actually store and The beam they create resonates loudly when it strikes, inflicting a magnify the radiation. When placed in a lightsaber, the ingots produce a blade that burns minor amount of sonic damage. almost to the point of losing its cohesion. CRYSTAL, VELMORITE CRYSTAL, ANKARRES SAPPHIRE
DAMAGE — STR +2, DEX +1, DAMAGE — ADDITIONAL Keen, DEX +1 ADDITIONALATTACK — Regeneration +2, Keen ATTACK — MODIFIERMODIFIER COMPONENT COST 60 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber NOTES This crystal possesses legendary healing powers and numerous other NOTES Found only on the planet Vehmor, these crystals produce a very fine effects. It is one of the most potent crystals that can be used in beam that is easy to wield skillfully. lightsaber creation. CRYSTAL, KASHA CRYSTAL, KAIBURR
DAMAGE — ADDITIONAL WIS +2 DAMAGE — WIS +3, CON +3, ATTACK
MODIFIER +1 COMPONENT COST 49 ADDITIONALATTACK — Regeneration +3 SPECIAL Upgrade Item, Lightsaber MODIFIER SPECIAL Upgrade Item, Lightsaber COMPONENT COST 250 NOTES This crystal is traditionally used by the Cereans as a meditation tool. NOTES
When used as a lightsaber crystal, it helps clear the wielder’s mind of Perhaps the most powerful crystal that can be used in a lightsaber, distractions, even during tense combat. the Kaiburr gem bestows insight and fortitude upon its owner. CRYSTAL, STYGIUM CRYSTAL, QIXONI
— DEX +1, Stealth +4 DAMAGE +5 Regenerate Force Points +1.DAMAGE ADDITIONAL ADDITIONAL ATTACK — Only Used by Dark Jedi.ATTACK MODIFIER MODIFIER +1 COMPONENT COST 149 SPECIAL COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber Upgrade Item, Lightsaber NOTES
NOTES The stygium mineral can be used to create cloaking effects that foil Qixoni crystals were formed on a planet that was destroyed millennia enemy sensors. In its pure crystal form, it is suitable for a lightsaber. ago when its star went supernova. They are exceedingly rare and alsoquite powerful. PRIMAGAMES.COM < 219
, Lightsaber Upgrades: Personal Crystals These crystals are bound to your player character. Its power reflects that of its master. Only one crystal is available.
ATTRIBUTES COMPONENT COST 1 ATTRIBUTES ON HIT Knockdown DC 18 FORCE Dark Side FORCEALIGNMENT NOTES This black crystal is opaque. ALIGNMENT Dark Side COMPONENT COST 1 CHA +1 ATTACK +2 NOTES This black crystal glows intensely. DEX +1 CHA +5 STR +2 DEX +4 DAMAGE +1, Dark Side STR +6 MASSIVE
CRITICALS +1–4 DAMAGE +4, Dark Side MASSIVE
ATTRIBUTES COMPONENT COST 1 CRITICALS +3–24 FORCE
ALIGNMENT Dark Side NOTES This bTlhaicsk b claryckst acrl yis ttarla inss tlruacnesnltu.cent. ATTRIBUTES ON HIT Knockdown DC 22 ATTACK +1 FORCEALIGNMENT Dark Side COMPONENT COST 1 CHA +2 ATTACK +3 NOTES This black crystal radiates an DEX +1 CHA +6 immense amount of light, almost STR +3 DEX +5 blinding anyone who looks at it. DAMAGE +1, Dark Side STR +7 MASSIVE
CRITICALS +1–6 DAMAGE +5, Dark Side MASSIVE
ATTRIBUTES Knockdown DC 10 CRITICALS +3–30ON HIT FORCE
ALIGNMENT +1 COMPONENT COST 1 ATTRIBUTES COMPONENT COST 1 ATTACK +2 FORCENOTES This black crystal glows very faintly. ALIGNMENT Dark Side Neutral NOTES This dark crystal is opaque. CHA +2 CHA +1 DEX +3 DEX +1 STR +3 STR +2 DAMAGE +2, Dark Side DAMAGE +1, Dark Side MASSIVE
CRITICALS +1–8 ATTRIBUTES COMPONENT COST 1 FORCE
ATTRIBUTES Knockdown DC 10 ALIGNMENT Dark Side NeutralON HIT NOTES This dark crystal is translucent. FORCE
ALIGNMENT Dark Side ATTACK +1COMPONENT COST 1 ATTACK +1 CHANOTES This black crystal glows dimly. +2 CHA +3 DEX +1 DEX +2 STR +3 STR +4 DAMAGE +1, Dark Side DAMAGE +2, Dark Side ATTRIBUTES ON HIT Knockdown DC 10 MASSIVE
CRITICALS +1–10 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 ATTRIBUTES ATTACK +1ON HIT Knockdown DC 14 NOTES This dark crystal glows very faintly. FORCE CHA +2 ALIGNMENT Dark Side COMPONENT COST 1 ATTACK +1 DEX +2NOTES This black crystal glows moderately. CHA +3 STR +3 DEX +3 DAMAGE +2, Dark Side STR +4 ATTRIBUTES ON HIT Knockdown DC 10 DAMAGE +3, Dark Side FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 MASSIVE
CRITICALS +1–12 ATTACK +1 NOTES This dark crystal glows dimly. CHA
ATTRIBUTES +3ON HIT Knockdown DC 14 FORCE Dark Side DEXALIGNMENT COMPONENT COST 1 +2 ATTACK +2 STR +4NOTES This black crystal glows brightly. CHA +4 DAMAGE +2, Dark Side DEX +3 ATTRIBUTES ON HIT Knockdown DC 14 STR +5 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 DAMAGE +3, Dark Side ATTACK +1 NOTES This dark crystal glows moderately. MASSIVE
CRITICALS +2–16 CHA +3 DEX
ATTRIBUTES ON HIT Knockdown DC 18 +3 FORCE STR +4 ALIGNMENT Dark Side COMPONENT COST 1 ATTACK +2 DAMAGE +3, Dark SideNOTES This black crystal glows brilliantly. CHA +4 ATTRIBUTES ON HIT Knockdown DC 14 DEX +4 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 STR +5 ATTACK +2 NOTES This dark crystal glows brightly. DAMAGE +4, Dark Side CHA +4 MASSIVE
CRITICALS +2–20 DEX +3 STR +5 DAMAGE +3, Dark Side 220 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES
ATTRIBUTES ON HIT Knockdown DC 18 ATTRIBUTES FORCE RESIST +18 FORCE FORCE ALIGNMENT Dark Side Neutral COMPONENT COST 1 ALIGNMENT Neutral COMPONENT COST 1 ATTACK +2 NOTES This dark crystal glows brilliantly. ATTACK +2 NOTES This gray crystal glows brightly. CHA +4 CHA +2 DEX +4 CON +3 STR +5 DEX +3 DAMAGE +4, Dark Side WIS +3 STR
ATTRIBUTES ON HIT Knockdown DC 18 +2 FORCE
ALIGNMENT Dark Side Neutral COMPONENT COST 1 ATTRIBUTES FORCE RESIST +20 ATTACK +2 FORCENOTES This dark crystal glows intensely. ALIGNMENT Neutral COMPONENT COST 1 CHA +5 ATTACK +2 NOTES This gray crystal glows brilliantly. DEX +4 CHA +3 STR +6 CON +3 DAMAGE +4, Dark Side DEX +3 WIS
ATTRIBUTES +3ON HIT Knockdown DC 22 FORCE
ALIGNMENT Dark Side Neutral STR +3 COMPONENT COST 1 ATTACK +3 NOTES This dark crystal radiates an immense ATTRIBUTES FORCE RESIST +22 CHA +6 FORCEamount of light, almost blinding ALIGNMENT Neutral COMPONENT COST 1 DEX +5 anyone who looks at it. ATTACK +2 NOTES This gray crystal glows intensely. STR +7 CHA +3 DAMAGE +5, Dark Side CON +4 DEX
ATTRIBUTES +3COMPONENT COST 1 FORCE
ALIGNMENT Neutral WIS +4 NOTES This gray crystal is opaque. ATTACK +1 STR +3 CON +1 ATTRIBUTES FORCE RESIST +24 DEX +1 FORCEALIGNMENT Neutral COMPONENT COST 1 WIS +1 ATTACK +3 NOTES This gray crystal radiates an immense CHA +4 ATTRIBUTES FORCE RESIST +10 amount of light, almost blinding FORCE Neutral CON +51 anyone who looks at it.ALIGNMENT COMPONENT COST ATTACK Attack +1 DEX +4NOTES This gray crystal is translucent. CHA +1 WIS +5 CON CON+1 STR +4 DEX +1 ATTRIBUTES DAMAGE +1, Light Side +1 FORCEWIS ALIGNMENT Light Side Neutral COMPONENT COST 1 STR +1 ATTACK +1 NOTES This light crystal is opaque. DEX
ATTRIBUTES +1FORCE RESIST +12 FORCE
ALIGNMENT Neutral STR +1 COMPONENT COST 1 ATTACK +1 WIS +2NOTES This gray crystal glows very faintly. CHA +1 ATTRIBUTES DAMAGE +1, Light Side CON +2 FORCEALIGNMENT Light Side Neutral COMPONENT COST 1 DEX +1 ATTACK +1 NOTES This light crystal is translucent. WIS +2 DEX +2 STR +1 STR +1 WIS
ATTRIBUTES +3FORCE RESIST +14 FORCE
ALIGNMENT Neutral COMPONENT COST 1 ATTRIBUTES DAMAGE +2, Light Side ATTACK +1 FORCENOTES The crystal glows dimly. ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 10 CHA +1 ATTACK +1 COMPONENT COST 1 CON +2 DEX +2 NOTES This light crystal glows very faintly. DEX +2 STR +2 WIS +2 WIS +3 STR +2 ATTRIBUTES DAMAGE +2, Light Side FORCE
ATTRIBUTES FORCE RESIST +16 ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 10 FORCE
ALIGNMENT Neutral COMPONENT COST 1 ATTACK +1 COMPONENT COST 1 ATTACK +1 This gray crystal glows moderately. DEXNOTES +3 NOTES This light crystal glows dimly. CHA +2 STR +2 CON +3 WIS +4 DEX +2 WIS +2 STR +2 PRIMAGAMES.COM < 221
, ATTRIBUTES DAMAGE +3, Light Side ATTRIBUTES LIGHT SIDE +4 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 14 ALIGNMENT Light Side DAMAGE +2, Light Side ATTACK +1 1 ATTACKCOMPONENT COST +1 ON HIT Slow 25% Chance, 6 Seconds, DC 10 DEX +3 This light crystal glows moderately. DEXNOTES +2 COMPONENT COST 1 STR +2 STR +2 NOTES This white crystal glows very faintly. WIS +4 WIS +3 ATTRIBUTES DAMAGE +3, Light Side ATTRIBUTES LIGHT SIDE +5 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 14 ALIGNMENT Light Side DAMAGE +2, Light Side ATTACK +1 COMPONENT COST 1 ATTACK +1 ON HIT Slow 25% Chance, 6 Seconds, DC 10 DEX +4 NOTES This light crystal glows brightly. DEX +3 COMPONENT COST 1 STR +3 STR +2 NOTES This white crystal glows dimly. WIS +5 WIS +4 ATTRIBUTES DAMAGE +4, Light Side ATTRIBUTES LIGHT SIDE +6 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 18 ALIGNMENT Light Side DAMAGE +3, Light Side ATTACK +2 COMPONENT COST 1 ATTACK +1 ON HIT Slow 25% Chance, 6 Seconds, DC 14 DEX +4 NOTES This light crystal glows brilliantly. DEX +3 COMPONENT COST 1 STR +4 STR +3 NOTES This white crystal glows moderately. WIS +5 WIS +4 ATTRIBUTES DAMAGE +4, Light Side ATTRIBUTES LIGHT SIDE +7 vs. Dark Side FORCE
ALIGNMENT Light Side Neutral FORCEON HIT Slow 25% Chance, 6 Seconds, DC 18 ALIGNMENT Light Side DAMAGE +3, Light Side ATTACK +2 COMPONENT COST 1 ATTACK +2 ON HIT Slow 25% Chance, 6 Seconds, DC 14 DEX +5 NOTES This light crystal glows intensely. DEX +4 COMPONENT COST 1 STR +4 STR +3 NOTES This white crystal glows brightly. WIS +6 WIS +5 ATTRIBUTES DAMAGE +5, Light Side ATTRIBUTES LIGHT SIDE +8 vs. Dark Side FORCE
ALIGNMENT Light Side Neutral FORCEON HIT Slow 25% Chance, 6 Seconds, DC 22 ALIGNMENT Light Side DAMAGE +4, Light Side ATTACK +3 COMPONENT COST 1 ATTACK +2 ON HIT Slow 25% Chance, 6 Seconds, DC 18 DEX +6 NOTES This light crystal radiates an immense DEX +4 COMPONENT COST 1 STR +5 amount of light, almost blinding STR +4 NOTES This white crystal glows brilliantly. WIS +7 anyone who looks at it. WIS +5 ATTRIBUTES ATTRIBUTESLIGHT SIDE +2 vs. Dark Side LIGHT SIDE +9 vs. Dark Side FORCE FORCE ALIGNMENT Light Side ALIGNMENT Light Side
DAMAGE +1, Light Side DAMAGE +4, Light Side DEX +1 ATTACK +2COMPONENT COST 1 ON HIT Slow 25% Chance, 6 Seconds, DC 18 STR +1 DEX +5NOTES This white crystal is opaque. COMPONENT COST 1 WIS +2 STR +4 NOTES This white crystal glows intensely. WIS +6 ATTRIBUTES LIGHT SIDE +3 vs. Dark Side FORCE Light Side ATTRIBUTES LIGHT SIDEALIGNMENT +10 vs. Dark SideDAMAGE +1, Light Side FORCE Light Side ATTACK +1 ALIGNMENT1 DAMAGE +5, Light SideCOMPONENT COST DEX +2 ATTACK +3NOTES This white crystal is translucent. ON HIT Slow 25% Chance, 6 Seconds, DC 22DEX STR +1 +6 COMPONENT COST 1 STR
WIS +3 +5 NOTES This white crystal radiates an WIS +7 immense amount of light, almost blinding anyone who looks at it. 222 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES Lightsaber Upgrades: Lens These modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. SYNTHESIZED KUNDA LENS PURE BYROTHSIS LENS
ATTACK — CREATABLE/BREAKDOWN Yes/Yes ATTACK +2 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE DEFLECTION +1 PREREQUISITES Treat Injury (5) BLASTER BOLT -3 CREATABLEDEFLECTION PREREQUISITES Awareness (19) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 10 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 187 DAMAGE DAMAGE BONUS — BONUS +2, Energy NOTES The kunda stone has numerous practical applications in medicine and communications. It NOTES Byrothsis was originally used to create infrared camera lenses but has since found use in can also be combined with a normal lens to produce a broader, yet still focused, beam. other applications, including lightsabers. DRAGITE LENS IMPROVED BEAM GEM LENS
ATTACK — CREATABLE/BREAKDOWN Yes/Yes ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE DEFLECTION — PREREQUISITES Awareness (7) BLASTER BOLT — CREATABLEDEFLECTION PREREQUISITES Computer Use (21) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 15 Upgrade Item, COMPONENT COST 240 DAMAGE SPECIAL+2, Energy Lightsaber. KeenBONUS DAMAGE
NOTES Though typically used as a focusing crystal, dragite is one of several crystals that can also BONUS +2, Energy be used to create suitable lightsaber lenses. NOTES The aptly named beam gem crystals are common in optical computers such as those involved in navigational systems. Not surprisingly, they also can create a highly focused SYNTHESIZED BYROTHSIS LENS lightsaber beam.
ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT -2 CREATABLE IMPROVED VIBRATION LENSDEFLECTION PREREQUISITES Awareness (9) CREATABLE/ SPECIAL Upgrade Item, Lightsaber COMPONENT COST 20 ATTACK -1 BREAKDOWN Yes/Yes DAMAGE BLASTER BOLT CREATABLE BONUS +1, Energy DEFLECTION — PREREQUISITES Computer Use (23) NOTES Byrothsis was originally used to create infrared camera lenses but has since found use in Upgrade Item, Lightsaber. COMPONENT COST 302SPECIAL other applications, including lightsabers. Defense Bonus -1DAMAGE BONUS +2–12, Energy BEAM GEM LENS NOTES This lens vibrates very rapidly, resulting in a less stable but more deadly beam.
ATTACK — CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE OSSUS DUELING LENS DEFLECTION — PREREQUISITES Computer Use (11) ATTACK +2 CREATABLE/Upgrade Item, COMPONENT COST 32 BREAKDOWN Yes/Yes SPECIAL Lightsaber. Keen BLASTER BOLT +3 CREATABLEDEFLECTION PREREQUISITES Treat Injury (25) DAMAGE
BONUS +1, Energy SPECIAL Upgrade Item, Lightsaber COMPONENT COST 365 NOTES The aptly named beam gem crystals are common in optical computers such as those DAMAGEBONUS — involved in navigational systems. Not surprisingly, they can also create a highly focused NOTES Ossus was known for its Great Jedi Library; however, other training took place on its lightsaber beam. surface. After being consumed by the Cron supernova, several pieces of equipment were still found in the halls of the Jedi Enclave. The dueling lens was meant to focus a VIBRATION LENS lightsaber into a finely tuned blade meant for dueling and other instances where complete
ATTACK -1 CREATABLE/ Yes/Yes control is needed.BREAKDOWN BLASTER BOLT — CREATABLEDEFLECTION PREREQUISITES Computer Use (13) Upgrade Item, Lightsaber. COMPONENT COST 50 PONTITE LENSSPECIAL Defense Bonus -1 ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS 1–8, Energy BLASTER BOLT CREATABLEDEFLECTION — PREREQUISITES Awareness (27) NOTES This lens vibrates very rapidly, resulting in a less stable but more deadly beam. SPECIAL Upgrade Item, Lightsaber COMPONENT COST 430 DAMAGE PURE KUNDA LENS BONUS +2–12, Energy
NOTES The rare pontite crystal is not only a powerful focusing crystal, but also an ideal substance ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes for a lightsaber lens. BLASTER BOLT CREATABLE DEFLECTION +2 PREREQUISITES Treat Injury (15) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 77 ENHANCED BYROTHSIS LENS DAMAGE
BONUS — ATTACK +3 CREATABLE/BREAKDOWN Yes/Yes NOTES This kunda stone has numerous practical applications in medicine and communications. It BLASTER BOLT DEFLECTION -4 CREATABLE Awareness (29) can also be combined with a normal lens to produce a broader, yet still focused, beam. PREREQUISITESSPECIAL Upgrade Item, Lightsaber COMPONENT COST 450 DAMAGE ADEGAN LENS BONUS +4, Energy NOTES
CREATABLE/ Byrothsis was originally used to create infrared camera lenses but has since found use inATTACK — BREAKDOWN Yes/Yes other applications, including lightsabers. BLASTER BOLT DEFLECTION — CREATABLEPREREQUISITES Awareness (17) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 133 DAMAGE
BONUS +1–12, Energy NOTES Though typically used as a focusing crystal, adegan is one of several crystals that can also be used to create suitable lightsaber lenses. PRIMAGAMES.COM < 223
, Lightsaber Upgrades: Emitters DEFLECTION EMITTER IMPROVED FENCING EMITTER
BLASTER BOLT CREATABLE/ BLASTER BOLT CREATABLE/ DEFLECTION +1 BREAKDOWN Yes/Yes DEFLECTION -2 BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Lightsaber CREATABLEPREREQUISITES Repair (5) SPECIAL Upgrade Item, Lightsaber CREATABLE
PREREQUISITES Repair (19) DAMAGE DAMAGE BONUS — COMPONENT COST 8 BONUS +2, Energy COMPONENT COST 190 DEFENSE DEFENSE BONUS — BONUS +2 NOTES Deflection emitters are optimized for use against blaster fire. NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. DISRUPTING EMITTER EXPERT DEFLECTION EMITTER
BLASTER BOLT — CREATABLE/ Yes/Yes BLASTER BOLT +4 CREATABLE/DEFLECTION BREAKDOWN DEFLECTION BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLE CREATABLEPREREQUISITES Repair (7) SPECIAL Upgrade Item, Lightsaber PREREQUISITES Repair (21) SPECIAL Slow 25% for 2 Rounds, DC 10 COMPONENT COST 12 DAMAGE
BONUS — COMPONENT COST 230 DEFENSE
DAMAGE — BONUS +1BONUS DEFENSE -1 NOTES Deflection emitters are optimized for use against blaster fire.BONUS NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’s nervous system. SUPERIOR DISRUPTING EMITTER BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes CRUDE PHOBIUM EMITTER Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (23)
SPECIAL Slow 25% for 3 Rounds, BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes DC 14 COMPONENT COST 300 Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (9) DAMAGE — SPECIAL Slow 25% for 2 Rounds, BONUS DC 14 COMPONENT COST 22 DEFENSE
BONUS -1 DAMAGE — NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’sBONUS DEFENSE -3 nervous system.BONUS NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. PHOBIUM ALLOY EMITTER BLASTER BOLT — CREATABLE/DEFLECTION BREAKDOWN Yes/Yes FENCING EMITTER Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (25)
SPECIAL Slow 25% for 3 Rounds, BLASTER BOLT CREATABLE/ COMPONENT COST 342 DEFLECTION -2 BREAKDOWN Yes/Yes DC 18 SPECIAL Upgrade Item, Lightsaber CREATABLE Repair (11) DAMAGEPREREQUISITES BONUS — DAMAGE
BONUS +1, Energy COMPONENT COST 35 DEFENSEBONUS -3 DEFENSE
BONUS +1 NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. than the typical disrupting emitter. It is also indisputably more effective. IMPROVED DEFLECTION EMITTER EXPERT FENCING EMITTER
BLASTER BOLT CREATABLE/ BLASTER BOLT CREATABLE/ DEFLECTION +2 BREAKDOWN Yes/Yes DEFLECTION -2 BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Lightsaber CREATABLEPREREQUISITES Repair (13) SPECIAL Upgrade Item, Lightsaber CREATABLE
PREREQUISITES Repair (27) DAMAGE
BONUS — COMPONENT COST 55 DAMAGE
BONUS +3, Energy COMPONENT COST 407 DEFENSE Defense Bonus +1 DEFENSEBONUS BONUS +2 NOTES Deflection emitters are optimized for use against blaster fire. NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. ADVANCED DISRUPTING EMITTER REFINED PHOBIUM EMITTER
BLASTER BOLT — CREATABLE/ BLASTER BOLT CREATABLE/DEFLECTION BREAKDOWN Yes/Yes DEFLECTION — BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (15) Upgrade Item, Lightsaber. CREATABLE
PREREQUISITES Repair (29) SPECIAL Slow 25% for 2 Rounds, SPECIAL Slow 50% for 3 Rounds, DC 14 COMPONENT COST 80 DC 18 COMPONENT COST 470 DAMAGE — DAMAGEBONUS BONUS — DEFENSE DEFENSE BONUS -1 BONUS -1 NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’s NOTES This most advanced disruptor emitter is both effective and easier to use than most nervous system. phobium emitters. SYNTHESIZED PHOBIUM EMITTER
BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (17) SPECIAL Slow 25% for 2 Rounds, DC 14 COMPONENT COST 130 DAMAGE
BONUS — DEFENSE
BONUS -3 NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. 224 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES Lightsaber Upgrades: Cells DISCHARGE ENERGY CELL Double-Bladed
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes Lightsaber DAMAGE — CREATABLEBONUS PREREQUISITES 6 MASSIVE
CRITICALS 1–3 COMPONENT COST Demolitions (5) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. DIATIUM ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS +1, Energy CREATABLE
PREREQUISITES 12 MASSIVE
CRITICALS — COMPONENT COST Computer Use (7) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. ION ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS vs. droid, +1–4, Ion CREATABLE
PREREQUISITES 20 MASSIVE
CRITICALS 1–4 COMPONENT COST Security (9) TELGORN JOLT CELL MARK II NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE +1–4, Electrical CREATABLEBONUS PREREQUISITES 180 MASSIVE TELGORN JOLT CELL MARK I CRITICALS — COMPONENT COST Demolitions (19)
NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS +1–3, Electrical CREATABLE
PREREQUISITES 35 MASSIVE
CRITICALS — COMPONENT COST Demolitions (11) SUPERIOR DISCHARGE ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE — CREATABLEBONUS PREREQUISITES 250 IMPROVED DISCHARGE ENERGY CELL MASSIVECRITICALS 1–8 COMPONENT COST Demolitions (21) NOTES
CREATABLE/ This power cell modifies the energy output of lightsabers, allowingSPECIAL Upgrade Item, Lightsaber BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS — CREATABLE
PREREQUISITES 55 MASSIVE
CRITICALS 1–6 COMPONENT COST Demolitions (13) SUPERIOR DIATIUM ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE BONUS +4, Energy CREATABLE
PREREQUISITES 310 IMPROVED DIATIUM ENERGY CELL MASSIVECRITICALS — COMPONENT COST Computer Use (23) NOTES
CREATABLE/ This power cell modifies the energy output of lightsabers, allowingSPECIAL Upgrade Item, Lightsaber BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS +2, Energy CREATABLE
PREREQUISITES 85 MASSIVE
CRITICALS — COMPONENT COST Computer Use (151) SUPERIOR ION ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE BONUS +2, Ion. vs. Droid, +1–12, Ion CREATABLE
PREREQUISITES 335 MASSIVE IMPROVED ION ENERGY CELL CRITICALS 1–6 COMPONENT COST Security (25) NOTES
SPECIAL Upgrade Item, Lightsaber CREATABLE/ This power cell modifies the energy output of lightsabers, allowing
BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS +1, Ion. vs. Droid, +1–8, Ion CREATABLE
PREREQUISITES 150 MASSIVE
CRITICALS 1–3 COMPONENT COST Security (17) TELGORN JOLT CELL MARK III NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE CREATABLE BONUS +1–8, Electrical PREREQUISITES 437 MASSIVE
CRITICALS — COMPONENT COST Demolitions (27) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. ULTIMATE DIATIUM ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE +5, Energy CREATABLEBONUS PREREQUISITES 495 MASSIVE
CRITICALS — COMPONENT COST Computer Use (29) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. PRIMAGAMES.COM < 225
, Appendix III: Ranged Weapons and Upgrades Ranged Weapons: Blaster Pistols MINING LASER ZABRAK BLASTER PISTOL
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED Penalty If Used in the Off Hand BALANCED DAMAGE 1–8 4–11 Penalty If Used in the Off Hand DAMAGE Energy SPECIALTYPE — TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6 23 m UPGRADEABLE No Seconds, DC 10 RANGE RANGE 23 m BREAKDOWN 1 UPGRADEABLE NoCRITICAL 20–20, x2 COMPONENT VALUE CRITICALTHREAT THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 460ATTACK — ATTACKMODIFIER MODIFIER +3 NOTES This industrial handheld laser can double as a makeshift blaster. NOTES This blaster is the staple of the Zabrak mercenary, known for deadly accuracy and excep- tional damage. BLASTER PISTOL ONASI BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
Damage: 1–8 Penalty If Used in the Off Hand DAMAGE FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED SPECIAL — 4–11 Penalty If Used in the Off Hand TYPE Energy DAMAGE 23 m UPGRADEABLE No TYPE Energy SPECIAL — RANGE
BREAKDOWN 1 23 m UPGRADEABLECRITICAL COMPONENT VALUE RANGE No THREAT 20–20, x2 BREAKDOWN CRITICAL 20–20, x2 COMPONENT VALUE 730ATTACK MODIFIER — THREAT ATTACK
NOTES The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of MODIFIER +2 intense coherent light powered by a replacement power pack. NOTES This blaster bears the symbol of the Onasi family. It perhaps once belonged to Carth Onasi, a former companion of Revan. REPUBLIC BLASTER SYSTECH ELECTRIC BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
DAMAGE 1–8 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED Penalty If Used in the Off Hand TYPE Energy SPECIAL — DAMAGE 1–8 UPGRADEABLE
RANGE 23 m Yes TYPE Energy SPECIAL Damage Bonus: +2–12 Electrical BREAKDOWN UPGRADEABLE CRITICAL 20–20, x2 COMPONENT VALUE 42 RANGE 23 m Yes (Scope) THREAT BREAKDOWN ATTACK CRITICAL 1,000 MODIFIER — COMPONENT VALUE THREAT 20–20, x2 ATTACK
NOTES The Republic blaster can be fully upgraded with a firing chamber, targeting scope, and MODIFIER +1 power cell. NOTES This unusual line of weapons was originally developed for use against veermok, a ferocious primate on Naboo that happens to be resistant to blaster fire. The Electric Blaster MANDALORIAN BLASTER is the high-end model. Much of the weapon’s damage is electrical in nature, allowing it tobypass blaster resistance.
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
2–9 Penalty If Used in the Off Hand DAMAGE — MICRO-PULSE BLASTEREnergy SPECIALTYPE UPGRADEABLE Yes FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponRANGE 23 m BALANCED 4–18 Penalty If Used in the Off HandBREAKDOWN DAMAGE CRITICAL
THREAT 20–20, x2 COMPONENT VALUE SPECIAL
TYPE Energy — ATTACK
MODIFIER +1 RANGE 23 m UPGRADEABLE Yes NOTES The Mandalorian blaster is a slightly more powerful version of the basic pistol common BREAKDOWNCRITICAL COMPONENT VALUE 1,090 throughout the galaxy. THREAT 20–20, x2ATTACK MODIFIER +2 SYSTECH STATIC BLASTER NOTES Built of durable thoranium, this blaster is able to fire more intense pulses of energy than
lesser pistols. The result is the potency of an advanced blaster rifle in a one-handed weapon. FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–8 Penalty If Used in the Off HandDAMAGE HEAVY BLASTER Energy SPECIALTYPE Damage Bonus +1–6, Electrical UPGRADEABLE Yes (Scope) FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponRANGE 23 m BALANCED 1–10 Penalty If Used in the Off HandBREAKDOWN DAMAGE CRITICAL COMPONENT VALUE 109 THREAT 20–20, x2 TYPE Energy SPECIAL — ATTACK
MODIFIER — RANGE 23 m UPGRADEABLE No NOTES This unusual weapon was originally developed for use against veermok, a ferocious BREAKDOWNCRITICAL 20–20, x2 COMPONENT VALUE 15primate on Naboo that happens to be resistant to blaster fire. Much of the weapon’s THREATATTACK damage is electrical in nature, allowing it to bypass blaster resistance. MODIFIER — NOTES This resembles regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill potential.
226 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES ARKANIUM HEAVY PISTOL WATCHMAN BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
2–11 Penalty If Used in the Off Hand BALANCED
2–8 Penalty If Used in the Off HandDAMAGE DAMAGE TYPE Energy SPECIAL — TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6Seconds, DC 14 23 m UPGRADEABLERANGE No RANGE 23 m BREAKDOWN 65 UPGRADEABLE YesCRITICAL 20–20, x2 COMPONENT VALUE CRITICALTHREAT THREAT 19–20, x2 +1–8 BREAKDOWN 380 ATTACK +1 ATTACK COMPONENT VALUE MODIFIER MODIFIER — NOTES Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2,000 NOTES When fully upgraded, these survival pistols can match the best heavy blaster in years later, they are still superior performers. Unfortunately, their design is incompatible performance. Their stun capabilities make them an excellent off-hand weapon. with modern upgrade technology. ELITE WATCHMAN BLASTER MANDALORIAN HEAVY BLASTER FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon 2–14 Penalty If Used in the Off HandDAMAGE BALANCED Penalty If Used in the Off Hand On Hit: Stun 25% Chance, 6 DAMAGE 2–11 TYPE Energy SPECIAL — Seconds DC 18TYPE Energy SPECIAL RANGE 23 m No UPGRADEABLE Yes23 m UPGRADEABLERANGE CRITICAL 19–20, x2 +2–12 BREAKDOWN BREAKDOWN THREAT CRITICAL COMPONENT VALUE 1,180 THREAT 20–20, x2 COMPONENT VALUE 250 ATTACK MODIFIER — ATTACK
MODIFIER +1 NOTES When fully upgraded, these survival pistols can match the best heavy blaster in NOTES Mandalorians improved upon the standard heavy blaster design, creating a weapon that is performance. Their stun capabilities make them an excellent off-hand weapon. both fully upgradeable and superior to the standard design. ION BLASTER ZABRAK HEAVY BLASTER FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–6 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon DAMAGE BALANCED Penalty If Used in the Off Hand TYPE Ion SPECIAL Ion Damage +1–12 vs. Droid DAMAGE 5–14 TYPE Energy SPECIAL To Hit: Stun 25% Chance, 6 17 m UPGRADEABLE
RANGE Yes (Scope, Chamber) Seconds, DC 18 BREAKDOWNCRITICAL 20–20, x3 COMPONENT VALUE 2RANGE 23 m THREATUPGRADEABLE Yes ATTACK CRITICAL 20–20, x2 BREAKDOWN MODIFIER — THREAT
ATTACK COMPONENT VALUE +2 NOTES This standard ion blaster is commonly issued to Republic troops as a secondary weapon.MODIFIER While ion weapons are generally less damaging against organic opponents, they are NOTES A more cumbersome, but also more damaging, blaster of Zabrak design. powerful against droids. Also, ion damage can penetrate some defenses that blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. FREEDON NADD’S BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon ARATECH DROID OXIDIZER BALANCED
3–12 Penalty If Used in the Off Hand DAMAGE FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon TYPE Energy SPECIAL Damage Bonus +2–20 Dark Side. BALANCED Penalty If Used in the Off Hand Restricted to Dark Side DAMAGE 3–8 RANGE 23 m Ion SPECIALTYPE Ion Damage +1–10 vs. DroidUPGRADEABLE Yes (Scope) CRITICAL UPGRADEABLE Yes (Scope, Chamber) THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 1,450 RANGE 17 m ATTACK BREAKDOWN 54 MODIFIER +2 CRITICALTHREAT 20–20, x3 COMPONENT VALUE NOTES A vile weapon that once belonged to Freedon Nadd, this blaster has killed more Jedi than ATTACKMODIFIER +1 any lightsaber. NOTES The Aratech ion blaster is designed to be capable against all types of opponents, replacing FIELD SURVIVAL PISTOL the need to carry a second antidroid sidearm. While ion weapons are generally lessdamaging against organic opponents, they are powerful against droids. Also, ion damage FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power BALANCED Penalty If Used in the Off Hand DAMAGE 1–4 pack upgrades. TYPE Energy SPECIAL — RANGE 23 m UPGRADEABLE Yes ARATECH IONMASTER BREAKDOWN CRITICAL
THREAT 19–20, x2 +1–4 COMPONENT VALUE 3 FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED ATTACK
MODIFIER — DAMAGE 2–14 Penalty If Used in the Off Hand NOTES The field survival pistol is a versatile backup weapon. Though modest in performance, it is Ion SPECIALTYPE Ion Damage +2–16 vs. Droid fully upgradeable. 17 m UPGRADEABLERANGE Yes (Scope, Chamber) BREAKDOWN
CRITICAL 20–20, x3 COMPONENT VALUE 639THREAT SCOUT ENFORCER ATTACKMODIFIER +2
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon NOTES This capable sidearm is at the top of Aratech’s ion blaster line. It is designed for multi- BALANCED Penalty If Used in the Off Hand DAMAGE 1–4 purpose use, although it is best against droids. Ion weapons are generally less damaging TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6 against organic opponents, but again, they are powerful against droids. Also, ion damageSeconds, DC 10 can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power RANGE 23 m UPGRADEABLE Yes pack upgrades. CRITICAL
THREAT 19–20, x2 +1–6 BREAKDOWN ATTACK COMPONENT VALUE MODIFIER — NOTES An advanced survival pistol, the scout enforcer is an effective weapon for desperate situations. PRIMAGAMES.COM < 227
, DISRUPTOR PISTOL SYSTECH AURAL BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–6 Penalty If Used in the Off Hand BALANCED
4–7 Penalty If Used in the Off Hand DAMAGE DAMAGE TYPE Unstoppable SPECIAL — SPECIALTYPE Sonic On Hit: Attribute Damage DEX DC 18 UPGRADEABLE UPGRADEABLE RANGE 23 m No RANGE 17 m No BREAKDOWN BREAKDOWN CRITICAL 18–20, x2 COMPONENT VALUE 10 CRITICAL COMPONENT VALUE 34THREAT THREAT 20–20, x2 ATTACK ATTACK MODIFIER — MODIFIER +1 NOTES These pistols are illegal in many planetary systems, being regarded as too powerful a NOTES Though inferior in damage potential to traditional blasters, this sonic blaster’s advanced weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. design makes it a viable weapon, especially in long combats when its deafening capabil- Unlike typical blasters, disruptors ignore most types of personal energy shields. ities can accumulate. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses are ineffective against sonic attacks. SITH DISRUPTOR ARKANIAN SONIC BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–6 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponDAMAGE BALANCED — Penalty If Used in the Off HandUnstoppable SPECIAL DAMAGE 4–12TYPE Yes Sonic SPECIALTYPE On Hit: Attribute Damage DEX DC 1823 m UPGRADEABLERANGE BREAKDOWN UPGRADEABLE No CRITICAL 18–20, x2 COMPONENT VALUE 200 RANGE 17 mTHREAT BREAKDOWNCRITICAL ATTACK 20–20, x2 COMPONENT VALUE THREAT
MODIFIER — ATTACK NOTES The Sith disruptor design is compatible with most types of blaster upgrades. MODIFIER +1 NOTES This sonic pistol of Arkanian design is as potent as a normal blaster, but it also has the MANDALORIAN RIPPER many benefits of dealing sonic damage. Sonic weapons can temporarily reduce an
opponent’s DEX. Additionally, many types of shields and defenses are ineffective against FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED sonic attacks. 3–8 Penalty If Used in the Off HandDAMAGE Unstoppable SPECIALTYPE — HEAVY SONIC BLASTER 23 m UPGRADEABLERANGE Yes FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BREAKDOWN BALANCED CRITICAL 18–20, x2 COMPONENT VALUE 586 Penalty If Used in the Off HandTHREAT DAMAGE 3–11 ATTACK +2 Sonic SPECIALMODIFIER TYPE On Hit: Attribute Damage DEX DC 22 NOTES A weapon similar to this disruptor belonged to Jigger Wraith, a bounty hunter who UPGRADEABLERANGE 17 m Yes (Scope) plagued the Republic years ago. Thirty-seven Mandalorians who looked like Jigger were BREAKDOWNCRITICAL 20–20, x2 COMPONENT VALUE 305 accidentally executed until sightings declined. As a type of disruptor, this weapon ignores THREATATTACK most personal energy shields. MODIFIER +1 NOTES This incredibly debilitating weapon is of unknown origin. Unlike most lesser models, it can MANDALORIAN DISINTEGRATOR be fitted with a targeting scope. Sometimes referred to as “squealers,” these weaponsdeliver a high-frequency jolt to the senses that can damage and potentially disorient an FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon opponent. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many BALANCED
6–16 Penalty If Used in the Off HandDAMAGE types of shields and defenses are ineffective against sonic attacks. TYPE Unstoppable SPECIAL — 23 m UPGRADEABLERANGE Yes DASHADE SONIC BLASTER BREAKDOWN CRITICAL
THREAT 18–20, x2 COMPONENT VALUE 1,347 FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
ATTACK +2 3–6 Penalty If Used in the Off HandMODIFIER DAMAGE Not surprisingly, the most deadly disruptor pistol available is of Mandalorian design. Use TYPE Sonic SPECIAL On Hit: Attribute Damage DEX DCNOTES 18, CON DC 18 of this ruthless weapon is a major violation of Republic code. RANGE 17 m UPGRADEABLE Yes (Scope) CRITICAL
THREAT 20–20, x2 BREAKDOWN SONIC PISTOL ATTACK COMPONENT VALUE 820MODIFIER —
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon NOTES The Dashade are a secretive and vicious species made infamous by their renowned BALANCED
1–4 Penalty If Used in the Off HandDAMAGE assassins. Their weapons of choice are best known for the extreme pain they inflict. Sonic TYPE Sonic SPECIAL On Hit: Attribute Damage DEX weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shieldsDC 14 and defenses are ineffective against sonic attacks. RANGE 17 m UPGRADEABLE No CRITICAL
THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 5 DASHADE SONIC DISRUPTORATTACK MODIFIER — FEATS Sometimes referred to as “squealers,” these weapons deliver a high-frequency jolt to the WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponNOTES BALANCED
2–5 Penalty If Used in the Off Hand senses that can damage and potentially disorient an opponent. Sonic weapons can DAMAGE Damage Bonus: +1—10 temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses TYPE Sonic SPECIAL Unstoppable. On Hit: Attribute are ineffective against sonic attacks. RANGE 17 m Damage DEX DC 18, CON DC 22 CRITICAL
THREAT 20–20, x2 UPGRADEABLE Yes (Scope) ATTACK +1 BREAKDOWNMODIFIER COMPONENT VALUE 1,360 NOTES The Dashade are a secretive and vicious species made infamous by their renowned assassins. Their weapons of choice are best known for the extreme pain they inflict. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses are ineffective against sonic attacks. 228 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES REMOTE’S BLASTER LUXA’S DISRUPTOR
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–8 Penalty If Used in the Off Hand BALANCED Penalty If Used in the Off Hand DAMAGE DAMAGE 1–6 TYPE Energy SPECIAL Already Fitted to Bao-Dur’s TYPE Unstoppable SPECIAL Already Fitted to Bao-Dur’s RemoteRemote Droid Droid RANGE 23 m RANGEUPGRADEABLE No 23 m UPGRADEABLE No CRITICAL CRITICAL THREAT 20–20, x2 BREAKDOWN 1 THREAT 18–20, x2 BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 20ATTACK ATTACK MODIFIER +10 MODIFIER +1 NOTES Bao-Dur outfitted the remote with this customized blaster. NOTES These pistols are illegal in many planetary systems, being regarded as too powerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields. Ranged Weapons: Blaster Rifles ION CARBINE VERPINE DROID DISRUPTOR
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL +1–10 Ion vs. Droid DAMAGE 3–12 SPECIAL +2–20 Ion vs. Droid TYPE Ion UPGRADEABLE No TYPE Ion UPGRADEABLE Yes (Scope, Chamber) RANGE 28 m BREAKDOWNCOMPONENT VALUE 3 RANGE 28 m BREAKDOWNCOMPONENT VALUE 503 CRITICAL 20–20, x3 CRITICALTHREAT THREAT 20–20, x3 ATTACK — ATTACKMODIFIER MODIFIER +2 NOTES Ion carbines are versatile, low-end rifles. They are sometimes given to combat droids to NOTES While they may have borrowed liberally from designs the Batans initiated, the Verpine say provide an edge against other droid armies. While ion weapons are generally less you can’t argue with results. These weapons are simply devastating against droids (but damaging against organic opponents, they are powerful against droids. Also, ion damage ion weapons are generally less damaging against organic opponents). Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. pack upgrades. ION RIFLE VERPINE DROID DISINTEGRATOR
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL +1–10 Ion vs. Droid DAMAGE 4–22 SPECIAL +3–30 Ion vs. Droid TYPE Ion UPGRADEABLE Yes (Scope, Chamber) TYPE Ion UPGRADEABLE Yes (Scope, Chamber) RANGE 28 m BREAKDOWN 29 RANGE 28 m BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,400 CRITICAL
THREAT 20–20, x3 CRITICALTHREAT 20–20, x3 ATTACK ATTACK MODIFIER — MODIFIER +2 NOTES Unlike the less customizable carbines, rifles can be upgraded. Ion weapons cannot utilize NOTES This weapon is simply the most powerful anti-droid rifle available. While ion weapons are most power pack upgrades, however. While ion weapons are generally less damaging generally less damaging against organic opponents, they are powerful against droids. against organic opponents, they are powerful against droids. Also, ion damage can Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot penetrate some defenses blaster fire cannot. utilize most power pack upgrades. BOTHAN DROID DISRUPTOR BOWCASTER
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–11 SPECIAL +2–20 Ion vs. Droid DAMAGE 2–11 SPECIAL — TYPE Ion UPGRADEABLE Yes (Scope, Chamber) TYPE Energy UPGRADEABLE No RANGE 28 m BREAKDOWNCOMPONENT VALUE 188 RANGE 28 m BREAKDOWN CRITICAL COMPONENT VALUE THREAT 20–20, x3 CRITICALTHREAT 20–20, x3ATTACK MODIFIER +1 ATTACKMODIFIER — NOTES Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out NOTES The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it of dealing with them. While ion weapons are generally less damaging against organic actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. opponents, they are powerful against droids. Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. WAR BOWCASTER FEATS WP Blaster Rifle BALANCED No DAMAGE 2–11 SPECIAL — TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 100 CRITICAL
THREAT 19–20, x3 ATTACK
MODIFIER — NOTES The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. This more expensive war bowcaster is suitable for upgrading. PRIMAGAMES.COM < 229
, CEREMONIAL BOWCASTER DISRUPTOR RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 4–13 SPECIAL Bonus Feats: Rapid Shot, Improved DAMAGE 1–10 SPECIAL — TYPE Energy Rapid Shot TYPE Unstoppable UPGRADEABLE Yes 28 m UPGRADEABLERANGE No RANGE 28 m BREAKDOWN 126 BREAKDOWN COMPONENT VALUE CRITICAL 17–20, x3 COMPONENT VALUE 687 CRITICALTHREAT THREAT 18–20, x2 ATTACK
MODIFIER +3 ATTACKMODIFIER — NOTES This specialized bowcaster was designed for use in ceremonial hunts. It is capable of an NOTES This disruptor is even more destructive than its pistol counterpart and is outlawed on impressive rate of fire even in unskilled hands. Though not suitable for upgrading, few of many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike the weapon’s targets would argue that further enhancement is necessary. typical blasters, disruptors ignore most types of personal energy shields. BLASTER CARBINE CHARRIC
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–12 SPECIAL — DAMAGE 1–10 SPECIAL On Hit: Knockdown DC 14 TYPE Energy UPGRADEABLE No TYPE Unstoppable UPGRADEABLE Yes RANGE 25 m BREAKDOWN BREAKDOWNCOMPONENT VALUE 1 RANGE 28 m COMPONENT VALUE 822 CRITICAL 20–20, x3 CRITICALTHREAT THREAT 18–20, x2 ATTACK — ATTACKMODIFIER MODIFIER +4 NOTES Blaster carbine rifles are inelegant but effective weapons. They are commonly used by NOTES The charric is an immensely powerful disruptor rifle. Exceedingly rare, its origin is unskilled thugs and mercenaries. believed to be somewhere in the Unknown Regions, though what species created it is unknown. The charric employs maser beams and easily penetrates most armor and ZABRAK BLASTER CARBINE shields. As it is such an exotic weapon, it is incompatible with modern upgrades.
FEATS WP Blaster Rifle BALANCED No SONIC CARBINE DAMAGE 5–27 SPECIAL — Energy No FEATS WP Blaster Rifle BALANCED NoTYPE UPGRADEABLE 25 m BREAKDOWN 940 DAMAGE 1–10 SPECIAL On Hit: Attribute Damage DEX DC 14RANGE COMPONENT VALUE CRITICAL 19–20, x2 TYPE Sonic UPGRADEABLE NoTHREAT RANGE 28 m BREAKDOWNATTACK — COMPONENT VALUE 4MODIFIER CRITICAL NOTES The design of the Zabrak blaster carbine is too complicated to allow further upgrading. THREAT 20–20, x2 ATTACK Fortunately, it has little need for additional enhancement. MODIFIER —
NOTES More powerful than the pistol, the sonic carbine fires a blast of sound that causes a great SLAVEMASTER STUN CARBINE deal of sensory overload in addition to damage, disorienting the victim.
FEATS WP Blaster Rifle BALANCED No SONIC RIFLE DAMAGE 0 SPECIAL On Hi: Attribute Damage CON DC 14. TYPE Energy Stun 25% chance, 9 seconds, DC 22 FEATS WP Blaster Rifle BALANCED No UPGRADEABLE
RANGE 25 m No DAMAGE 2–14 SPECIAL On Hit: Attribute Damage DEX DC 14 BREAKDOWN CRITICAL
THREAT 20–20, x2 COMPONENT VALUE 1,125 TYPE Sonic UPGRADEABLE Yes (Scope) ATTACK RANGE 28 m BREAKDOWN MODIFIER — COMPONENT VALUE CRITICAL
NOTES Trandoshan bounty hunters will use this weapon to capture their victims alive. THREAT 20–20, x2 ATTACK
MODIFIER — DISRUPTOR CARBINE NOTES More powerful than the pistol, the sonic carbine fires a blast of sound that causes a great
deal of sensory overload in addition to damage, disorienting the victim. FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL — ARGAZDAN RIOT BUSTER TYPE Energy UPGRADEABLE No 28 m BREAKDOWN 45 FEATS WP Blaster Rifle BALANCEDRANGE NoCOMPONENT VALUE CRITICAL 20–20, x2 DAMAGE 1–10 SPECIAL On Hit: Attribute Damage DEX DC 14.THREAT TYPE Sonic Stun 50% Chance, 6 Seconds, DC 10ATTACK MODIFIER — UPGRADEABLE Yes (Scope) NOTES This disruptor is even more destructive than its pistol counterpart and is outlawed on RANGE 28 m BREAKDOWN CRITICAL 147 many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike COMPONENT VALUETHREAT 20–20, x2 typical blasters, disruptors ignore most types of personal energy shields. ATTACKMODIFIER — NOTES During the Argazdan’s subjugation of the Lorrdians, nonlethal technology was a profitable commodity. The Argazdan riot buster knocks its target to the ground and stuns them. 230 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES SONIC DISRUPTOR HEAVY REPEATING RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 On Hit: Attribute Damage DEX DC DAMAGE 3–22 SPECIAL — Sonic SPECIALTYPE 14. Stun 25% Chance, 6 Seconds,DC 18. +1–10 Unstoppable TYPE Energy UPGRADEABLE Yes RANGE 28 m RANGE 28 m BREAKDOWNUPGRADEABLE Yes (Scope) COMPONENT VALUE 750 CRITICAL CRITICAL THREAT 20–20, x2 BREAKDOWN 1,237 THREAT 20–20, x2 ATTACK COMPONENT VALUE ATTACK MODIFIER — MODIFIER — NOTES Combining both sonic and disruptor attacks, this rifle tears through enemy defenses. NOTES The heavy repeating rifle is one of the most powerful weapons available, delivering rapid bursts of intense energy. REPEATING BLASTER CARBINE
FEATS WP Blaster Rifle BALANCED No MANDALORIAN HEAVY REPEATER DAMAGE 2–12 SPECIAL — FEATS WP Blaster Rifle BALANCED No TYPE Energy UPGRADEABLE No DAMAGE 3–24 SPECIAL — RANGE 28 m BREAKDOWN TYPE UPGRADEABLECOMPONENT VALUE 17 Energy Yes CRITICAL
THREAT 20–20, x2 RANGE 28 m BREAKDOWN
COMPONENT VALUE 1,297 ATTACK CRITICAL MODIFIER — THREAT 20–20, x2 +1–10 NOTES This weapon allows the user to fire more quickly than usual, increasing his or her chances ATTACKMODIFIER — of survival without drastically changing the amount of equipment he or she would NOTES With this weapon, the Mandalorians again demonstrate a complete lack of subtlety. The normally carry. only thing better than a big blaster, apparently, is one that shoots faster. REPEATING BLASTER RIFLE BLASTER RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–12 SPECIAL — DAMAGE 1–12 SPECIAL — TYPE Energy UPGRADEABLE Yes TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 87 RANGE 28 m BREAKDOWN CRITICAL COMPONENT VALUE THREAT 20–20, x2 CRITICAL ATTACK THREAT 19–20, x2 MODIFIER — ATTACKMODIFIER — NOTES This weapon allows the user to fire more quickly than usual, increasing his or her chances NOTES More powerful than the commonly available pistol, the blaster rifle is favored by soldiers of survival without drastically changing the amount of equipment he or she would throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. normally carry. Unlike carbines, most rifles can be fully upgraded. COMBAT ENFORCER ARKANIAN BLASTER RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–12 SPECIAL On Hit: Attribute Damage DAMAGE 4–15 SPECIAL — TYPE Energy CON DC 10 TYPE Energy UPGRADEABLE Yes (Scope) UPGRADEABLE
RANGE 28 m Yes BREAKDOWN BREAKDOWN RANGE 28 m COMPONENT VALUE 79 CRITICAL
THREAT 20–20, x2 +1–6 COMPONENT VALUE CRITICAL
THREAT 19–20, x2 ATTACK
MODIFIER -2 ATTACKMODIFIER +1 NOTES This powerful repeating blaster inflicts incredible pain and damage upon its victim but is NOTES The Arkanian blaster rifle’s ancient design is still quite powerful by modern standards. difficult to use effectively. Its origin is unclear, though there are some similarities to its However, they cannot be outfitted with modern firing chambers and power cells, limiting design and that of Mandalorian weapons. them to scopes for upgrade options. ONDERON REPEATING CARBINE PLASMA PROJECTOR
FEATS WP Blaster Rifle BALANCED No WP Blaster Rifle. Weapon CRITICALTHREAT 17–20, x2 DAMAGE 5–25 SPECIAL — FEATS Focus: Blaster Rifle. Weapon ATTACK Spcialization: Blaster Rifle. MODIFIER -1 TYPE Energy UPGRADEABLE No BALANCED DAMAGE No RANGE 28 m BREAKDOWN 2–24 COMPONENT VALUE 1,088 SPECIALTYPE — CRITICAL Energy THREAT 20–20, x2 28 m UPGRADEABLERANGE NoATTACK MODIFIER +1 BREAKDOWNCOMPONENT VALUE 403 NOTES These weapons were employed by the elite troops of Iziz during the Battle of Onderon. NOTES This massive weapon fires a bolt of plasma energy at its target. Difficult to wield except The power of these carbines, combined with their high rate of fire, was believed to play a by highly trained marksmen, the plasma projector is also unsuitable for further upgrades. considerable role in the rout of the Mandalorian forces. PRIMAGAMES.COM < 231
, MANDALORIAN ASSAULT RIFLE DROID ASSASSIN’S RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 3–14 SPECIAL On Hi: Stun 25% Chance, 6 Seconds DAMAGE 1–10 HK-47 only. Bonus Sniper Shot, TYPE Energy DC 14 TYPE Unstoppable SPECIAL Improved Sniper Shot, Master UPGRADEABLE Sniper Shot RANGE 28 m Yes RANGE 28 m BREAKDOWN UPGRADEABLE Yes CRITICAL 19–20, x2 COMPONENT VALUE 497 CRITICALTHREAT THREAT 18–20, x2 +2–20 BREAKDOWN ATTACK ATTACK COMPONENT VALUE — MODIFIER +2 MODIFIER +5 NOTES These weapons are almost overpowered for their size, but the Mandalorians prefer them NOTES This disruptor has all the modifications an assassin droid needs: improved optics, reduced that way. They do not make a habit of being subtle in their war making. recoil, extended range, and several open ports for even more modular upgrades. ZERSIUM RIFLE
FEATS WP Blaster Rifle BALANCED No DAMAGE 3–25 SPECIAL — TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 1,500 CRITICAL
THREAT 19–20, x2 ATTACK
MODIFIER +1 NOTES This rifle is made in part of Zersium, a rare mineral that aids in energy dissipation. This characteristic allows the rifle to utilize more powerful energy bursts without risking the safety of its wielder. Ranged Upgrades: Targeting PINPOINT SCOPE MARK I ACCURACY SCOPE MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/ Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN BREAKDOWN Yes/Yes ADDITIONAL Keen COMPONENT COST 2 ADDITIONAL — COMPONENT COST 5 ATTACK CREATABLE ATTACK CREATABLE MODIFIER — PREREQUISITES Awareness (4) MODIFIER +1 PREREQUISITES Awareness (6) DAMAGE — DAMAGEBONUS BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. PINPOINT SCOPE MARK II ACCURACY SCOPE MARK II
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes Keen. On Hit: Slow 25% COMPONENT COST 55 ADDITIONAL — COMPONENT COST 85 ADDITIONAL for Two Rounds, DC 14 CREATABLE Awareness (12) ATTACK +2 CREATABLE ATTACK PREREQUISITES MODIFIER PREREQUISITES Awareness (14) MODIFIER — DAMAGE — DAMAGE BONUS BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. ACCURACY SCOPE MARK III PINPOINT SCOPE MARK III
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes ADDITIONAL — COMPONENT COST 550 Keen. On Hit: Slow 50% COMPONENT COST 380 ATTACK CREATABLE ADDITIONAL for Two Rounds, DC 14 MODIFIER +3 PREREQUISITES Awareness (22)CREATABLE PREREQUISITES Awareness (20) DAMAGEATTACK BONUS — MODIFIER — DAMAGE NOTES— This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. TheBONUS modifications require a workbench and a weapon of high quality marked as upgradeable. NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. ACCURACY SCOPE MARK IV PINPOINT SCOPE MARK IV SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes
ADDITIONAL — COMPONENT COST 1,010 SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes ATTACK CREATABLE Keen. On Hit: Slow 50% COMPONENT COST 1,090 MODIFIER +4 PREREQUISITES Awareness (30) ADDITIONAL for Three Rounds, DC 18 DAMAGECREATABLE BONUS — ATTACK PREREQUISITES Awareness (28) NOTES
MODIFIER — This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The DAMAGE — modifications require a workbench and a weapon of high quality marked as upgradeable.BONUS NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. 232 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES TARGETING SCOPE MARK I CRIPPLING SCOPE MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Stun 25% COMPONENT COST 15 On Hit: Stun 25% COMPONENT COST 35 ADDITIONAL Chance, 2 Rounds, DC 14 ADDITIONALCREATABLE Stealth (8) Chance, 2 Rounds, DC 10 CREATABLE Stealth (10) ATTACK PREREQUISITES ATTACK PREREQUISITES MODIFIER — MODIFIER — DAMAGE DAMAGE BONUS — BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. TARGETING SCOPE MARK II CRIPPLING SCOPE MARK II
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 145 On Hit: Stun 25% COMPONENT COST 235 ADDITIONAL Chance, 3 Rounds, DC 14 ADDITIONALCREATABLE PREREQUISITES Stealth (16) Chance, 2 Rounds, DC 14 CREATABLE Stealth (18) ATTACK — ATTACK PREREQUISITES
MODIFIER MODIFIER — DAMAGE DAMAGE BONUS +1, Energy BONUS +1, Energy NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. TARGETING SCOPE MARK III CRIPPLING SCOPE MARK III
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 730 COMPONENT COST ADDITIONAL On Hit: Stun 25% 910Chance, 3 Rounds, DC 18 ADDITIONALCREATABLE PREREQUISITES Stealth (24) Chance, 2 Rounds, DC 18 CREATABLE Stealth (26) ATTACK ATTACK PREREQUISITES MODIFIER — MODIFIER — DAMAGE +2, Energy DAMAGEBONUS BONUS +3, Energy NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. TARGETING SCOPE MARK IV
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 145 ADDITIONAL Chance, 3 Rounds, DC 22 DriodCREATABLE ATTACK PREREQUISITES Stealth (32) Assasin MODIFIER — DAMAGE +3, Energy RifleBONUS NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. Ranged Upgrades: Power Packs ION CHARGER MARK I ION CHARGER MARK IV
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE
BONUS 1–4, Ion vs. Droid COMPONENT COST 2 DAMAGE
BONUS 1–6, Ion. 1–6, Ion vs. Droid COMPONENT COST 509 MASSIVE CREATABLE CRITICALS — PREREQUISITES Security (4) MASSIVE 5 CREATABLECRITICALS PREREQUISITES Security (22) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable. ION CHARGER MARK II ION CHARGER MARK V
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE 1–6, Ion vs. Droid COMPONENT COST 34 DAMAGEBONUS 1–8, Ion. 2–12, Ion vs. Droid COMPONENT COSTBONUS 1,081 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 2 PREREQUISITES Security (10) CRITICALS 2–16 PREREQUISITES Security (28) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable. ION CHARGER MARK III POWER PULSATOR MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE DAMAGE COMPONENT COST BONUS 1–8, Ion vs. Droid COMPONENT COST 139 BONUS — 4 MASSIVE 4 CREATABLE Security (16) MASSIVE CREATABLECRITICALS PREREQUISITES CRITICALS 1–4 PREREQUISITES Computer Use (6) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable. PRIMAGAMES.COM < 233
, POWER PULSATOR MARK II STANDARD RYLITH POWER CELL
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 51 DAMAGEBONUS 1–4, Energy COMPONENT COST 81 MASSIVE
CRITICALS 1–8 CREATABLE MASSIVE CREATABLE PREREQUISITES Computer Use (12) CRITICALS — PREREQUISITES Security (14) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES The rylith crystal is capable of collecting solar energy and is bowcasters. The modifications require a workbench and a weapon of employed in the design of some advanced weapon power supplies. high quality marked as upgradeable. This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked POWER PULSATOR MARK III as upgradeable.
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes DAMAGE ADVANCED RYLITH POWER CELL BONUS 2, Energy COMPONENT COST 232 MASSIVE CREATABLE/ CRITICALS 1–10 CREATABLE Computer Use (18) SPECIAL Upgrade Item, RangedPREREQUISITES BREAKDOWN Yes/Yes DAMAGE
NOTES This cell increases the energy output of blasters, blaster rifles, and BONUS 1–6, Energy COMPONENT COST 378 bowcasters. The modifications require a workbench and a weapon of MASSIVE — CREATABLECRITICALS PREREQUISITES Security (20) high quality marked as upgradeable. NOTES The rylith crystal is capable of collecting solar energy and is employed in the design of some advanced weapon power supplies. POWER PULSATOR MARK IV This cell increases the energy output of blasters, blaster rifles, and
CREATABLE/ bowcasters. The modifications require a workbench and a weapon of high quality markedSPECIAL Upgrade Item, Ranged BREAKDOWN Yes/Yes as upgradeable. DAMAGE
BONUS 4, Energy COMPONENT COST 699 MASSIVE CREATABLE CRITICALS 2–16 PREREQUISITES Computer Use (24) SUPERIOR RYLITH POWER CELL NOTES This cell increases the energy output of blasters, blaster rifles, and CREATABLE/ bowcasters. The modifications require a workbench and a weapon of SPECIAL Upgrade Item, Ranged BREAKDOWN Yes/Yes high quality marked as upgradeable. DAMAGEBONUS 2–12, Energy COMPONENT COST 875 MASSIVE — CREATABLECRITICALS PREREQUISITES Security (26) POWER PULSATOR MARK V NOTES The rylith crystal is capable of collecting solar energy and is
Upgrade Item, Ranged CREATABLE/ Yes/Yes employed in the design of some advanced weapon power supplies.SPECIAL BREAKDOWN This cell increases the energy output of blasters, blaster rifles, and DAMAGE
BONUS 5, Energy COMPONENT COST 1,267 bowcasters. The modifications require a workbench and a weapon of high quality marked MASSIVE
CRITICALS 2–20 CREATABLE
PREREQUISITES Computer Use (30) as upgradeable. NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of PURE RYLITH POWER CELL high quality marked as upgradeable. SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes BASIC RYLITH POWER CELL DAMAGEBONUS 2–20, Energy COMPONENT COST 1,448
MASSIVE CREATABLE SPECIAL Upgrade Item, Ranged CREATABLE/ Yes/Yes CRITICALS — PREREQUISITES Security (32) BREAKDOWN NOTES DAMAGE 2, Energy The rylith crystal is capable of collecting solar energy and isBONUS COMPONENT COST 14 employed in the design of some advanced weapon power supplies. MASSIVE — CREATABLECRITICALS PREREQUISITES Security (8) This cell increases the energy output of blasters, blaster rifles, and NOTES The rylith crystal is capable of collecting solar energy and is bowcasters. The modifications require a workbench and a weapon of high quality marked employed in the design of some advanced weapon power supplies. as upgradeable. This cell increases the energy output of blasters, blaster rifles, and
bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. Ranged Upgrades: Firing Chamber BROADENING CHAMBER MARK I BROADENING CHAMBER MARK II
SPECIAL Upgrade Item, Ranged DEFENSE — SPECIAL Upgrade Item, Ranged DEFENSEBONUS BONUS — ATTACK — CREATABLE/MODIFIER BREAKDOWN Yes/Yes ATTACK CREATABLE/ MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE — COMPONENT COST 2 DAMAGEBONUS BONUS — COMPONENT COST 88 MASSIVE 2 CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Repair (4) CRITICALS 4 PREREQUISITES Repair (14) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. 234 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES BROADENING CHAMBER MARK III BEAM SPLITTER MARK I
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK +1 CREATABLE/ Yes/Yes ATTACK — CREATABLE/MODIFIER BREAKDOWN MODIFIER BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 733 DAMAGEBONUS 1–3, Energy COMPONENT COST 37 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 1–12 PREREQUISITES Repair (24) CRITICALS — PREREQUISITES Computer Use (10) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. AMPLIFYING CHAMBER MARK I BEAM SPLITTER MARK II
SPECIAL Upgrade Item, Ranged DEFENSE DEFENSEBONUS — SPECIAL Upgrade Item, Ranged BONUS — ATTACK CREATABLE/ MODIFIER — BREAKDOWN Yes/Yes ATTACKMODIFIER — CREATABLE/ BREAKDOWN Yes/Yes DAMAGE
BONUS 1, Energy COMPONENT COST 5 DAMAGEBONUS 1–10, Energy COMPONENT COST 390 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (6) CRITICALS — PREREQUISITES Computer Use (20) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. AMPLIFYING CHAMBER MARK II BEAM SPLITTER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK CREATABLE/ MODIFIER — BREAKDOWN Yes/Yes ATTACK — CREATABLE/ MODIFIER BREAKDOWN Yes/Yes DAMAGE
BONUS 4, Energy COMPONENT COST 150 DAMAGEBONUS 4–11, Energy COMPONENT COST 1,347 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (16) CRITICALS — PREREQUISITES Computer Use (30) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. AMPLIFYING CHAMBER MARK III MANDALORIAN CHAMBER MARK I
SPECIAL Upgrade Item, Ranged DEFENSE — SPECIAL Upgrade Item, Ranged DEFENSEBONUS BONUS -1 ATTACK — CREATABLE/ ATTACK CREATABLE/MODIFIER BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE
BONUS 6, Energy COMPONENT COST 911 DAMAGEBONUS 1–4, Energy COMPONENT COST 61 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (26) CRITICALS 1–4 PREREQUISITES Repair (12) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. PRECISION CHAMBER MARK I MANDALORIAN CHAMBER MARK II
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS -2 ATTACK CREATABLE/ ATTACK CREATABLE/ MODIFIER +1 BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 16 DAMAGEBONUS 1–10, Energy COMPONENT COST 563 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 1 PREREQUISITES Security (8) CRITICALS 2–12 PREREQUISITES Repair (22) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. PRECISION CHAMBER MARK II MANDALORIAN CHAMBER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS -1 ATTACK +2 CREATABLE/ ATTACK CREATABLE/MODIFIER BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 239 DAMAGEBONUS 2–12, Energy COMPONENT COST 1,482 MASSIVE 1–6 CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Security (18) CRITICALS 2–16 PREREQUISITES Repair (32) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. PRECISION CHAMBER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK +2 CREATABLE/MODIFIER BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 1,115 MASSIVE 2–12 CREATABLECRITICALS PREREQUISITES Security (28) NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. PRIMAGAMES.COM < 235
, Appendix IV: Ranged Ordnance—Explosives Ranged Ordnance: Wrist Launchers WRIST LAUNCHER LAWN DART
FEATS WP Wrist Mounted Rockets CREATBALEPREREQUISITES — DAMAGE 50, Piercing RANGE Medium SPECIAL Mira Only BREAKDOWNCOMPONENT VALUE 1 SECONDARY — SAVE DC10 for Half Damage NOTES Mira’s cunningly designed, custom wrist launcher is actually three DURATION — CREATBALE — separate weapon systems incorporated into a single unit; a wrist rocket PREREQUISITESAREA OF BREAKDOWN launcher, a dart gun, and a mag-sling for launching hand grenades. EFFECT — COMPONENT VALUE 2 NOTES Once thought to be harmless children’s toys, lawn darts were banned BUSTER ROCKET from all civilized worlds when someone realized that, “Hey, someone
could get an eye put out with one of those things!” DAMAGE 50, Piercing RANGE Long SECONDARY — SAVE DC15 for Half Damage PARALYSIS DART DURATION — CREATBALEPREREQUISITES Repair (15) DAMAGE 1, Piercing RANGE Short AREA OF — BREAKDOWNEFFECT COMPONENT VALUE 25 SECONDARY Paralysis SAVE DC20 for Slow for 3 Seconds NOTES This wrist rocket is designed for use against vehicles and heavy DURATION 9 seconds CREATBALE — droids. Countless regulations regarding their use against personnel PREREQUISITESAREA OF BREAKDOWN don’t seem to have prevented anyone from doing so. EFFECT — COMPONENT VALUE 7 NOTES A favorite among bounty hunters hoping to capture rather than kill CONCUSSION ROCKET their marks. The toxin on this dart affects the nervous system,
causing grogginess or outright paralysis. DAMAGE 1 RANGE Long Knock Down and Stun SAVE DC15 for No Effect SECONDARY PLASMA ROCKETfor 9 Seconds CREATBALE PREREQUISITES — — DAMAGE 10, Piercing RANGE LongDURATION BREAKDOWN AREA OF COMPONENT VALUE — SECONDARY 36, Heat SAVE DC15 for Half DamageEFFECT DURATION CREATBALE NOTES This generally non-lethal wrist rocket explodes with concussive force — PREREQUISITES Repair (25)AREA OF BREAKDOWN that knocks down and disorients the target. EFFECT4mCOMPONENT VALUE 45 NOTES Plasma wrist rockets explode in a rolling ball of superheated gas on EXPLOSIVE ROCKET impact. This generally has a markedly bad effect on the target and
anything in its immediate area. DAMAGE 10 (Single Target) RANGE Long SECONDARY 24, Piercing SAVE DC15 for Half Damage POISON DART DURATION — CREATBALEPREREQUISITES Repair (5) AREA OF BREAKDOWN DAMAGE 1, Piercing RANGE Short EFFECT4mCOMPONENT VALUE 6 10 Every 6 Seconds, SAVE DC25 for No Effect NOTES This deadly antipersonnel wrist rocket detonates a secondary charge SECONDARY Poison CREATBALE on impact, showering the target and those around it with shrapnel. PREREQUISITES —DURATION 18 Seconds BREAKDOWN AREA OF COMPONENT VALUE ION ROCKET EFFECT —
NOTES This dart contains a highly toxic chemical agent. Though the dosage is DAMAGE 10, Piercing RANGE Long small, the concentrated poison is no less deadly than breathing nerve gas. SECONDARY 48, Ion SAVE DC15 for Half Damage DURATION — CREATBALEPREREQUISITES — POISON ROCKET AREA OF BREAKDOWN EFFECT4mCOMPONENT VALUE 10 DAMAGE 10, Piercing RANGE Long NOTES These wrist rockets emit a burst of energy on impact, severely 5 Every 6 Seconds, SAVE DC25 for No Effect damaging any droids or personal shields in the area of effect. SECONDARY Poison CREATBALE PREREQUISITES — DURATION 12 Seconds BREAKDOWN KYBER DART AREA OF COMPONENT VALUE 9
EFFECT4mDAMAGE 1, Piercing RANGE Short NOTES This hollow-tipped wrist rocket explodes in a blast of nerve gas when it 25 Every 6 Seconds, SAVE DC25 for Half Damage strikes. The gas lingers for some time, generally killing the target if the rocket’s impact did not. SECONDARY Poison CREATBALE PREREQUISITES Repair (20) DURATION 18 seconds BREAKDOWN AREA OF COMPONENT VALUE EFFECT — NOTES Kyber darts hail from the little-known world of Kamino. The Kaminoan’s intimate knowledge of genetic engineering and xenobiology allow them to
develop highly virulent biotoxins that kill with frightening efficiency. 236 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IV: RANGED ORDNANCE—EXPLOSIVES TRANQUILIZER DART WRIST-MOUNTEDLAUNCHER
DAMAGE 1, Piercing RANGE Short SECONDARY Stun SAVE DC20 for No Effect DURATION 9 Seconds CREATBALEPREREQUISITES Repair (10) AREA OF BREAKDOWN EFFECT — COMPONENT VALUE 5 NOTES A tranquilizer dart’s nonlethal toxin can knock a target out in seconds. Equally good for tagging Bantha for research purposes or stopping a fleeing bounty mark in his tracks. Ranged Ordnance: Grenades FRAG GRENADE SONIC DETONATOR
DAMAGE 20, Piercing RANGE Long DAMAGE 12, Sonic RANGE Long SECONDARY — SAVE Reflex DC15 for Half Damage SECONDARY -4 DEX for 30 Seconds SAVE — DURATION — CREATBALE Demolitions (3) DURATION — CREATBALEPREREQUISITES PREREQUISITES Demolitions (2) AREA OF4mBREAKDOWN AREA OF BREAKDOWNEFFECT COMPONENT VALUE 40 EFFECT4mCOMPONENT VALUE 35 NOTES Fragmentation grenades are very basic. They explode when thrown, NOTES Sonic detonators are used when environmental conditions make more showering the enemy in shrapnel. It’s not elegant, but it’s definitely conventional explosives too dangerous. These detonators, while small, effective. can still cause significant physical damage and disorient those near the explosion. CONCUSSION GRENADE SONIC GRENADE
DAMAGE None RANGE Long DAMAGE 20, Sonic RANGE Long SECONDARY Stun for 9 Seconds SAVE Will DC15 for Half Damage SECONDARY -6 DEX for 30 Seconds Will DC15 for Half Damage, Negates SAVE
DURATION — CREATBALE DEX PenaltyPREREQUISITES Demolitions (4) DURATION — AREA OF BREAKDOWN AREA OF CREATBALE Demolitions (14) EFFECT4mCOMPONENT VALUE 40 EFFECT4mPREREQUISITESBREAKDOWN NOTES This type of grenade explodes in a concussive wave of force that COMPONENT VALUE 65 disrupts the senses of both organic and inorganic targets in the area NOTES Sonic detonators are used when environmental conditions make more of effect. conventional explosives too dangerous. These detonators, while small, can still cause significant physical damage and disorient those near the explosion. THERMAL DETONATOR ADHESIVE GRENADE
DAMAGE 60, Energy RANGE Long SECONDARY Knockdown SAVE Reflex DC15 for Half Damage DAMAGE None RANGE Long DURATION — CREATBALE — SECONDARY Entangle SAVE —PREREQUISITES AREA OF BREAKDOWN DURATION 15 seconds CREATBALE4 m Demolitions (9)EFFECT COMPONENT VALUE — PREREQUISITESAREA OF4mBREAKDOWNNOTES This Republic device contains a baradium compound that produces a EFFECT COMPONENT VALUE 65 small fusion energy explosion of great force. Civilian possession of NOTES These grenades cover the target area in a gooey bioadhesive that these items is outlawed almost everywhere. traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered. POISON GRENADE CRYOBAN GRENADE
DAMAGE Special RANGE Long DAMAGE 20, Cold RANGE Long Poison, 4 Every 3 SAVE Reflex DC25 for No Effect SECONDARY Seconds CREATBALE SECONDARY Paralysis for 6 Seconds Reflex DC15 for Half Damage, Negates PREREQUISITES Demolitions (17) SAVE Paralysis DURATION 30 Seconds BREAKDOWN DURATION — COMPONENT VALUE 65 AREA OF CREATBALEAREA OF4mPREREQUISITES Demolitions (13)EFFECT4mEFFECT BREAKDOWN 65 NOTES This grenade unleashes a blast of poison gas that affects the nervous COMPONENT VALUE system, lingering in the air to ensure that the effect is not escaped easily. NOTES A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect. MINOR SONIC DETONATOR PLASMA GRENADE
DAMAGE 6, Sonic RANGE Long DAMAGE 36, Heat RANGE Long SECONDARY -2 DEX for 30 Seconds Will DC15 for Half Damage, Negates SAVE
DURATION — DEX Penalty SECONDARY — SAVE Reflex DC15 for Half Damage CREATBALE — DURATION — CREATBALE
AREA OF4mPREREQUISITES PREREQUISITES Demolitions (21) EFFECT BREAKDOWN AREA OF4mBREAKDOWN 375 COMPONENT VALUE — EFFECT COMPONENT VALUE NOTES Sonic detonators are used when environmental conditions make more NOTES These grenades release a quick burst of an incendiary agent that conventional explosives too dangerous. These detonators, while small, can still cause ignites immediately, damaging all enemies within the area of effect. significant physical damage and disorient those near the explosion. PRIMAGAMES.COM < 237
, ION GRENADE
DAMAGE 15, Ion RANGE Long SECONDARY 45, Ion vs. Droids SAVE Reflex DC15 for Half Damage DURATION — CREATBALEPREREQUISITES Demolitions (5) AREA OF EFFECT4mBREAKDOWNCOMPONENT VALUE 65 ADHESIVE NOTES These grenades emit an extremely strong burst of energy, devastating to any droids or personal shields caught in the effect. GRENADE Ranged Ordnance: Mines MINOR FLASH MINE AVERAGE FRAG MINE
DAMAGE — SAVE DC15 to Negate Stun DAMAGE 42, Piercing SAVE DC25 for Half Damage SECONDARY Stun CREATBALEPREREQUISITES Demolitions (2) SECONDARY — CREATBALEPREREQUISITES Demolitions (9) DURATION 9 Seconds BREAKDOWNCOMPONENT VALUE 50 DURATION — BREAKDOWNCOMPONENT VALUE 126 AREA OF 3.3 m Radius AREA OFEFFECT EFFECT 3.3 m Radius NOTES Carefully set flash mines can stun any enemies unfortunate enough NOTES Like all frag mines, this item sends blasts of shrapnel through any to step on them. This is the basic model. nearby enemies. AVERAGE FLASH MINE STRONG FRAG MINE
DAMAGE — SAVE DC25 to Negate Stun DAMAGE 42, Piercing SAVE DC25 for Half Damage SECONDARY Stun CREATBALE CREATBALEPREREQUISITES Demolitions (8) SECONDARY — PREREQUISITES Demolitions (15) DURATION 9 Seconds BREAKDOWN BREAKDOWNCOMPONENT VALUE 125 DURATION — COMPONENT VALUE 175 AREA OF AREA OF EFFECT 3.3 m Radius EFFECT 3.3 m Radius NOTES This variant of the stun mine is an improvement on the basic model. NOTES Like all frag mines, this item sends blasts of shrapnel through any Larger power cells increase its effectiveness a considerable amount. nearby enemies. STRONG FLASH MINE DEADLY FRAG MINE
DAMAGE — SAVE DC25 to Negate Stun DAMAGE 66, Piercing SAVE DC35 for Half Damage SECONDARY Stun CREATBALE Demolitions (14) SECONDARY — CREATBALEPREREQUISITES PREREQUISITES Demolitions (21) DURATION 9 Seconds BREAKDOWNCOMPONENT VALUE 175 DURATION — BREAKDOWNCOMPONENT VALUE 200 AREA OF 3.3 m Radius AREA OFEFFECT EFFECT 3.3 m Radius NOTES This variant of the stun mine is an improvement on the basic model. NOTES Like all frag mines, this item sends blasts of shrapnel through any Larger power cells increase its effectiveness a considerable amount. nearby enemies. BLINDING FLASH MINE DEVASTATING FRAG MINE
DAMAGE — SAVE DC35 to Negate Stun DAMAGE 66, Piercing SAVE DC35 for Half Damage SECONDARY Stun CREATBALE CREATBALEPREREQUISITES Demolitions (20) SECONDARY — PREREQUISITES Demolitions (27) DURATION 9 Seconds BREAKDOWN BREAKDOWNCOMPONENT VALUE 200 DURATION — COMPONENT VALUE 300 AREA OF EFFECT 3.3 m Radius AREA OFEFFECT 3.3 m Radius NOTES This variant of the stun mine uses a large-capacity capacitor to get a NOTES Like all frag mines, this item sends blasts of shrapnel through any stronger discharge. nearby enemies. DEVASTATING FLASH MINE MINOR GAS MINE
DAMAGE — SAVE DC45 to Negate Stun DAMAGE — SAVE DC15 for No Effect SECONDARY Stun CREATBALEPREREQUISITES Demolitions (26) Poison, 3 Every 3 CREATBALESECONDARY PREREQUISITES Demolitions (6) DURATION 9 Seconds BREAKDOWN Seconds BREAKDOWNCOMPONENT VALUE 300 COMPONENT VALUE 50 AREA OF EFFECT 3.3 m Radius DURATION 30 seconds AREA OF NOTES This variant of the stun mine uses the largest-capacity capacitor to get EFFECT 3.3 m Radius incredible discharge. NOTES When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model. MINOR FRAG MINE AVERAGE GAS MINE
DAMAGE 18, Piercing SAVE DC15 for Half Damage SECONDARY — CREATBALE -1 to All Attributes Every AREA OF EFFECT 3.3 m Radius PREREQUISITES Demolitions (3) DAMAGE 6 Seconds SAVE
DURATION — BREAKDOWN DC25 for No EffectCOMPONENT VALUE 50 Poison, 4 Every 6 AREA OF SECONDARY CREATBALE Demolitions (12) EFFECT 3.3 m Radius Seconds PREREQUISITESBREAKDOWN NOTES Frag mines send blasts of shrapnel through any nearby enemies. This DURATION 36 Seconds COMPONENT VALUE 125 is the basic model. NOTES When tripped, gas mines release toxic and inherently corrosive chemicals into the air. 238 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IV: RANGED ORDNANCE—EXPLOSIVES STRONG GAS MINE DEVASTATING PLASMA MINE
-1 to All Attributes Every 6 AREA OFEFFECT 3.3 m Radius DAMAGE 96, Heat SAVE DC35 for Half DamageDAMAGE Seconds SAVE DC25 for No Effect SECONDARY — CREATBALEPREREQUISITES Demolitions (29) Poison, 4 Every 6 SECONDARY CREATBALESeconds PREREQUISITES Demolitions (18) DURATION — BREAKDOWN
COMPONENT VALUE 300 BREAKDOWN AREA OF DURATION 36 Seconds COMPONENT VALUE 175 EFFECT 3.3 m Radius NOTES When tripped, gas mines release toxic and inherently corrosive NOTES An extremely volatile mixture of incendiary chemicals makes all chemicals into the air. plasma mines a danger to all who trigger them. DEADLY GAS MINE MINOR SONIC MINE
-1 to All Attributes Every 6 AREA OF 3.3 m Radius DAMAGE 18, Sonic DC15 for Half Damage and Negate DAMAGE EFFECT SAVE
Seconds DEX Loss SAVE DC100 for No Effect SECONDARY DEX -2 CREATBALE Poison, 5 Every 6 Demolitions (4) SECONDARY CREATBALE DURATION 30 Seconds PREREQUISITES Seconds PREREQUISITES Demolitions (24) BREAKDOWNAREA OF 3.3 m Radius COMPONENT VALUE 50BREAKDOWN DURATION 72 Seconds COMPONENT VALUE 200 EFFECT
NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When tripped, gas mines release toxic and inherently corrosive leaving them off-balance for many seconds. chemicals into the air. DEVASTATING GAS MINE AVERAGE SONIC MINE
DAMAGE 30, Sonic SAVE DC20 for Half Damage and Negate -1 to All Attributes Every 6 AREA OFEFFECT 3.3 m RadiusDAMAGE DEX LossSeconds SECONDARY DEX -2 SAVE DC30 for No Effect CREATBALE Demolitions (10) Poison, 5 Every 3 DURATION 30 Seconds PREREQUISITES SECONDARY CREATBALE BREAKDOWNSeconds PREREQUISITES Demolitions (30) AREA OF COMPONENT VALUE 100 BREAKDOWN 300 EFFECT 3.3 m Radius DURATION 30 Seconds COMPONENT VALUE NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When tripped, gas mines release toxic and inherently corrosive leaving them off-balance for many seconds. chemicals into the air. STRONG SONIC MINE MINOR PLASMA MINE
DAMAGE 54, Sonic SAVE DC25 for Half Damage and Negate DAMAGE 24, Heat SAVE DC15 for Half Damage DEX -4 DEX LossSECONDARY CREATBALE
SECONDARY — CREATBALE Demolitions (16)PREREQUISITES Demolitions (5) DURATION 30 Seconds PREREQUISITES DURATION — BREAKDOWN BREAKDOWN 150 COMPONENT VALUE 50 AREA OF COMPONENT VALUEEFFECT 3.3 m Radius AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When stepped on, plasma mines emit a short burst of intense heat, leaving them off-balance for many seconds. searing all enemies nearby. This is the basic model. DEADLY SONIC MINE AVERAGE PLASMA MINE DAMAGE 54, Sonic SAVE DC30 for Half Damage and Negate
DAMAGE 60, Heat SAVE DC25 for Half Damage DEX -4 DEX LossSECONDARY CREATBALE
SECONDARY — CREATBALEPREREQUISITES Demolitions (11) DURATION 30 Seconds PREREQUISITES Demolitions (22) BREAKDOWN BREAKDOWNDURATION — 200COMPONENT VALUE 125 AREA OF 3.3 m Radius COMPONENT VALUEEFFECT AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES An extremely volatile mixture of incendiary chemicals makes all leaving them off-balance for many seconds. plasma mines a danger to all who trigger them. DEVASTATING SONIC MINE STRONG PLASMA MINE
DAMAGE 66, Sonic 60, Heat DC25 for Half Damage SAVE DC35 for Half Damage and Negate DAMAGE SAVE DEX -6 DEX LossSECONDARY SECONDARY — CREATBALE Demolitions (17) CREATBALEPREREQUISITES DURATION 30 Seconds PREREQUISITES Demolitions (28) DURATION — BREAKDOWN 175 BREAKDOWNCOMPONENT VALUE AREA OFEFFECT 3.3 m Radius COMPONENT VALUE AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES An extremely volatile mixture of incendiary chemicals makes all leaving them off-balance for many seconds. plasma mines a danger to all who trigger them. DEADLY PLASMA MINE
DAMAGE 96, Heat SAVE DC35 for Half Damage SECONDARY — CREATBALEPREREQUISITES Demolitions (23) DURATION — BREAKDOWNCOMPONENT VALUE 200 AREA OF EFFECT 3.3 m Radius NOTES An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all who trigger them. CAUGHT IN A MINEFIELD PRIMAGAMES.COM < 239
, Appendix V: Body Armor Jedi Robes and Armor PADAWAN ROBE BARAN DO SAGE ROBE
FEATS Jedi Defense UPGRADEABLE No FEATS Jedi Defense UPGRADEABLE No DEFENSE 1 BREAKDOWN 2 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 2 COMPONENT VALUE 475 SPECIAL — Damage Immunity: 20% vs. NOTES Members of the Jedi Order typically wear plain or unassuming SPECIAL Dark Side. 20% vs. LightSide. WIS +4 garments. NOTES Baran Do sages are the most elite of their order, able to see into the DARK PADAWAN ROBE future, the past, and across the galaxy. The Baran Do are Force-sensitive members of the
Kel Dor race. They seek inner peace and are very patient, consulting with the Force before FEATS Jedi Defense UPGRADEABLE No making decisions. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 3 SPECIAL — OSSUS KEEPER ROBE NOTES These are simple robes, kept modest not to appear humble, but to FEATS Jedi Defense UPGRADEABLE Yes offer the greatest freedom of movement during battle. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 650 BARAN DO NOVICE ROBE SPECIAL CHA +2, INT +4, WIS +4 NOTES
FEATS Jedi Defense UPGRADEABLE No The Keepers of the Hall of Knowledge in the Great Jedi Library DEFENSE BREAKDOWN maintained the protected archives and acted as references to those BONUS 1 COMPONENT VALUE 5 who desired a more interactive solution to their problems. Damage Immunity: 10% vs. SPECIAL Dark Side. 10% vs. Light Side. WIS +1 JOLEE’S ROBE NOTES Novices are those who have begun their training in the Baran Do FEATS Jedi Defense UPGRADEABLE Yes philosophy, learning how to empty their minds and find tranquility in any situation. DEFENSE 31 BREAKDOWNBONUS COMPONENT VALUE 1,180 JEDI ROBE SPECIAL Restricted to Neutral.Regenerate Force Points: 1
FEATS Jedi Defense UPGRADEABLE No NOTES Jolee Bindo remained outside of the Jedi Order in his pursuit of DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 35 knowledge. These powerful, yet unassuming robes were believed to SPECIAL Regenerate Force Points: 1 have been owned by him, though his current whereabouts are unknown. These robes can Members of the Jedi Order typically wear plain or unassuming be upgraded with some underlays.NOTES garments. HANDMAIDEN’S ROBE DARK JEDI ROBE FEATS Jedi Defense UPGRADEABLE Yes
FEATS Jedi Defense UPGRADEABLE No DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 200 DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 45 SPECIAL Usable by Handmaiden. SPECIAL Regenerate Force Points: 1 CHA +2 NOTES These are simple robes, kept modest not to appear humble, but to NOTES This robe was given to a handmaiden by her mother, Errin. Though offer the greatest freedom of movement during battle. unknown to handmaidens, Errin was a Jedi Knight. This robe can be upgraded with some underlays. NORRIS ROBE MATUKAI APPRENTICE ROBE
FEATS Jedi Defense UPGRADEABLE No DEFENSE BREAKDOWN FEATS Jedi Defense UPGRADEABLE No BONUS 2 COMPONENT VALUE 55 DEFENSE BREAKDOWN Damage Immunity: 20% BONUS — COMPONENT VALUE 12 SPECIAL vs. Energy SPECIAL CON +1, DEX +1, STR +1 NOTES Stained with pigments from the beautiful and rare Norris root found NOTES Matukai apprentices master physical meditation by practicing martial on the planet Almar, these robes are naturally resistant to energy. arts techniques. Their robes help them achieve harmony between the mind and body. The Force-sensitive Matukai use their physical bodies to channel the Force. The balance of the physical and spiritual is a cornerstone of their philosophy. 240 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR GRAY JEDI ROBE ARCA JETH’S ROBE
FEATS Jedi Defense UPGRADEABLE Yes FEATS Jedi Defense UPGRADEABLE Yes DEFENSE
BONUS 1 BREAKDOWN DEFENSE BREAKDOWN COMPONENT VALUE 85 BONUS 2 COMPONENT VALUE 875 SPECIAL CHA +2, Regenerate Force Restricted to Light Side. WISPoints: 1 SPECIAL +2. Regenerate Force Points: 3 NOTES Gray Jedi, although having completed the teachings of the Jedi, operate independently and outside of the Jedi Council. They are NOTES Arca Jeth was a powerful Arkanian Jedi Master who was killed in the typically seen as misguided, though they have not necessarily succumbed to the dark side. Great Sith War. His spirit helped provide guidance to Ulic Qel-Droma. JEDI KNIGHT ROBE ALEEMA KETO’S ROBE
FEATS Jedi Defense UPGRADEABLE Yes FEATS Jedi Defense UPGRADEABLE Yes DEFENSE BREAKDOWN DEFENSE BREAKDOWN BONUS 2 COMPONENT VALUE 110 BONUS 3 COMPONENT VALUE 975 SPECIAL Regenerate Force Points: 1 Restricted to Dark Side. STR SPECIAL +2. WIS +4. Regenerate NOTES Members of the Order typically wear plain or unassuming garments, but Force Points: 1 this variant offers the additional protection needed by Jedi influencing NOTES Aleema Keto began her training as a Jedi, but while researching the important events. These robes can be upgraded with some underlays. Sith, she became enthralled by their power and fell to the dark side. She was a master of illusions and helped seduce Ulic Qel-Droma to the dark side. DARK JEDI KNIGHT ROBE
FEATS Jedi Defense UPGRADEABLE Yes SYLVAR’S ROBE DEFENSE 2 BREAKDOWNBONUS COMPONENT VALUE 110 FEATS Jedi Defense UPGRADEABLE Yes SPECIAL Regenerate Force Points: 1 DEFENSEBONUS 2 BREAKDOWN
COMPONENT VALUE 1,037 NOTES Designed for those who relish personal combat and know that power comes Restricted to Light Side. to those who take it, these robes offer good protection with no hindrance to Damage Resistance: ResistSPECIAL movement. These robes can be upgraded with some underlays. 15 vs. Dark Side, 15 vs.Energy. DEX +2 NOTES Sylvar was a fellow student of Exar Kun and the wife of the fallen Jedi Crado, who fell to MATUKAI ADEPT ROBE Kun’s side during the Sith War many decades past. Despite several major trials, Sylvar
FEATS Jedi Defense UPGRADEABLE No ultimately remained true to the light side and was a strong voice in the Jedi Order. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 200 SPECIAL CON +2, DEX +2, STR +2 THON’S ROBE NOTES Matukai adepts are masters at guiding their bodies with the Force. FEATS Jedi Defense UPGRADEABLE Yes They are capable of astounding physical feats. The Force-sensitive DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 1,270 Matukai use their physical bodies to channel the Force. The balance of Restricted to Light Side. the physical and spiritual is a cornerstone of their philosophy. Bonus Feats: Force Focus,SPECIAL Force Immunity, Stun, Force Jump JEDI MASTER ROBE NOTES Thon was an enigmatic Jedi watchman who kept even his species’ secret. He was a
Jedi Defense UPGRADEABLE Yes powerful agent of the light side and also trained many Jedi. NOTES
DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 305 SPECIAL Regenerate Force Points: 1 CRADO’S ROBE Members of the Order typically wear plain or unassuming garments, FEATS Jedi Defense UPGRADEABLE Yes but Jedi Masters also know the importance of adequate protection DEFENSE BREAKDOWN when great challenges must be surmounted. These robes can be BONUS 2 COMPONENT VALUE 1,360 upgraded with some underlays. SPECIAL Restricted to Dark Side. STR+6, CON -2 DARK JEDI MASTER ROBE NOTES Crado was a Jedi who fell to the power of the dark side through themighty Exar Kun. Crado betrayed his beloved Sylvar and was FEATS Jedi Defense UPGRADEABLE Yes ultimately obliterated when the Cron Cluster was destroyed. Given how completely Crado DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 305 was killed, it is questionable whether this robe ever actually belonged to him. Regardless, SPECIAL Regenerate Force Points: 1 this garment clearly emanates the power and corruption of the dark side. NOTES These robes offer superior protection while still allowing full freedom of movement. They are the robes of the true masters—those whose NOMI’S ROBE will and authority go unopposed. These robes can be upgraded with FEATS Jedi Defense UPGRADEABLE Yes some underlays. DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 1,500 Restricted to Light Side. NATTH COWLING SPECIAL WIS +4. Regenerate Force
Points: 3 FEATS Jedi Defense UPGRADEABLE Yes DEFENSE BREAKDOWN NOTES BONUS 3 COMPONENT VALUE 750 Nomi displayed incredible affinity for the Force, but only reluctantly pursued Jedi training following the death of her husband, Andur. She became one of the SPECIAL Restricted to Dark Side. STR +3 greatest Jedi of the time, training under Master Thon. NOTES Dyed in water from the tainted Lake Natth on Ambria, these robes infuse the wearer with a trace of the dark powers contained within the lake. PRIMAGAMES.COM < 241
, ZEISON SHA INITIATE ARMOR ZEISON SHA WARRIOR ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 4 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 17 BONUS 5 COMPONENT VALUE 250 Max DEX Bonus +4, Saves SPECIAL Fortitude +1. SPECIAL Max DEX Bonus +4, Saves Fortitude +1. NOTES Zeison Sha initiates are known for their survival skills and resource- NOTES Zeison Sha warriors are powerful combatants who are particularly fulness. Their flexible armor is very durable and can be upgraded skilled in telekinetic Force powers. Their fortified garments are with some underlays. The Outer Rim planet Yanibar was the home of the Zeison Sha, who somewhat restrictive but do not interfere with their use of the Force. They can be developed their Force powers as a means of surviving the harsh planet. Zeison Sha stress upgraded with some underlays. The Outer Rim planet Yanibar was the home of the Zeison independence and survival as well as assistance to those in need. Sha, who developed their Force powers as a means of surviving the harsh planet. Zeison Sha stress independence and survival as well as assistance to those in need. JAL SHEY NEOPHYTE ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE 30 JAL SHEY MENTOR ARMOR DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE FEATS Armor Proficiency: Light UPGRADEABLE Yes Max DEX Bonus +4, Persuade DEFENSE BREAKDOWN SPECIAL 4 575+1, CHA +1.Yes BONUS COMPONENT VALUEMax DEX Bonus +4, Persuade NOTES Jal Shey neophytes have begun their lifelong quest to understand the SPECIAL +1, CHA +4, WIS +1. nature of the Force. Their light armor carries with it an aura of NOTES Jal Shey mentors are unparalleled in their intellect and often serve as dignity and competence. The Jal Shey concentrate on intellectual study of the Force, highly respected advisors and teachers. The Jal Shey concentrate on seeking to understand it at a mental level rather than at a spiritual one. Jal Shey are intellectual study of the Force, seeking to understand it at a mental level rather than at a typically exceptional diplomats, but are less successful in physical pursuits. spiritual one. Jal Shey are typically exceptional diplomats but are less successful in physical pursuits. JAL SHEY ADVISOR ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes DARTH MALAK’S ARMOR DEFENSE BREAKDOWN BONUS 3 COMPONENT VALUE 65 FEATS Armor Proficiency: Light UPGRADEABLE Yes Max DEX Bonus +4, Persuade DEFENSE BREAKDOWN SPECIAL 7 1,250+1, CHA +2, WIS +1. D BONUS COMPONENT VALUEMAX DEXTERITY BONUS +4 NOTES Jal Shey advisors possess a strong understanding of the Force and are Restricted to Dark Side. widely respected for their wisdom. The Jal Shey concentrate on intel- SPECIAL STR +1, Regeneration +2. lectual study of the Force, seeking to understand it at a mental level rather than at a NOTES
spiritual one. Jal Shey are typically exceptional diplomats, but are less successful in It is believed that Darth Malak, the fallen former apprentice of Darth physical pursuits. Revan, once possessed this garment. Malak and Revan are credited with starting the JediCivil War, which led to the collapse of the Old Republic. Light Armor LIGHT COMBAT SUIT MANDALORIAN COMBAT SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 3 BREAKDOWN 2 DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 42 MAX DEXTERITY +5 MAX DEXTERITYBONUS BONUS +5 SPECIAL — Damage Immunity: 10% vs. NOTES The lightest form of armor available, the light combat suit is SPECIAL Bludgeoning, Piercing, inexpensive and still notably superior to normal civilian garb. Slashing NOTES Even the basic Mandalorian combat attire provides a formidable defense. The mesh of this armor absorbs some of the impact of physical blows despite its light weight. COMBAT SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes ZABRAK COMBAT SUIT DEFENSE 4 BREAKDOWNBONUS COMPONENT VALUE 3 FEATS Armor Proficiency: Light UPGRADEABLE Yes MAX DEXTERITY BONUS +5 DEFENSE 5 BREAKDOWNBONUS COMPONENT VALUE 55 SPECIAL — MAX DEXTERITY +5 NOTES Even the most frugal of mercenaries know they need at least some BONUSSPECIAL protection from the rigors of combat, although suits of this type are — recommended for light skirmishes only. NOTES A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important than bulky plating. 242 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR ECHANI LIGHT ARMOR ZABRAK BATTLE ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 150 BONUS 6 COMPONENT VALUE 500 MAX DEXTERITY MAX DEXTERITY BONUS +5 BONUS +4 Damage Immunity: Resist Damage Immunity: SPECIAL 15 vs. Fire SPECIAL 20 vs. Cold NOTES Echani prefer elegant design to brute force. The Maktites learned this NOTES On the far northern continent of the planet Iridonia, the Zabrak when their stores of thermal weapons were rendered ineffective by simple changes in the produce expensive armor that nonetheless has become very popular on the galactic Echani light armor. markets due to excellent low-temperature defensive properties. MASSASSI CEREMONIAL ARMOR ECHANI SHIELD SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN 250 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 7 COMPONENT VALUE 912 MAX DEXTERITY +5 MAX DEXTERITYBONUS BONUS +4 SPECIAL Immunity: Critical Hits Damage Immunity: 10% vs. SPECIAL
NOTES Long-term domination by the Sith has erased the memory of the Electrical, Energy Massassi rituals for which this armor was designed, but it retains its NOTES The Echani combined their talents for energy shield design with their
effectiveness on the battlefield. armor-crafting skills to develop this innovative combat suit. It provides capable defense that is augmented with a low-strength energy shield. MANDALORIAN HEAVY SUIT REINFORCED FIBER ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN 500 FEATS Armor Proficiency: Light UPGRADEABLE YesBONUS COMPONENT VALUE MAX DEXTERITY DEFENSE BREAKDOWN BONUS +5 BONUS 7 COMPONENT VALUE 1,087 MAX DEXTERITY Damage Immunity: 10% vs. BONUS +4 SPECIAL Bludgeoning, Piercing, SPECIAL — Slashing NOTES Inspired by craftsmen on worlds where metal is in short supply, this NOTES This heavier Mandalorian combat suit is most commonly used by elite scouts. Besides its type of light armor consists of jung-ju tree fibers bound with strong defense and ability to absorb physical damage, the armor can also be outfitted synthetics, offering good, flexible protection. with upgrades normally restricted to medium armor. ZABRAK FIELD ARMOR ELECTROMESH SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 7 BREAKDOWN 1,262 DEFENSE BREAKDOWN BONUS COMPONENT VALUE BONUS 6 COMPONENT VALUE 250 MAX DEXTERITY MAX DEXTERITY BONUS +4 BONUS +7 Damage Immunity: Damage Immunity: SPECIAL 30 vs. Cold SPECIAL Resist 5 vs. Energy NOTES This is a higher-quality version of the basic armor produced by the NOTES This light combat suit is used by Nagai operatives. It is highly Zabrak. These were often reserved for field commanders and were meant to be easily resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their identified on the battlefield. naturally high dexterity. It cannot be used with overlays. HEAVY COMBAT SUIT ULIC QEL-DROMA’S MESH SUIT
FEATS Armor Proficiency: Light Yes FEATS Armor Proficiency: Light UPGRADEABLE YesUPGRADEABLE DEFENSE
DEFENSE 5 BREAKDOWN 10 BONUS 8 BREAKDOWN
COMPONENT VALUE 1,500 BONUS COMPONENT VALUE MAX DEXTERITY MAX DEXTERITY +4 BONUS +4BONUS SPECIAL — Damage Resistance: 20 vs.SPECIAL Cold, Fire NOTES This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many NOTES After killing his brother during the Exar Kun War, Ulic Qel-Droma consider the tradeoffs worthwhile. abandoned this armor and all the trappings of his service to the dark side. It is a powerful, if tainted, item. BONADAN ALLOY HEAVY SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes Electromesh DEFENSE
BONUS 6 BREAKDOWN
COMPONENT VALUE 85 Suit MAX DEXTERITY BONUS +4 SPECIAL — NOTES Bonadan is an emerging industrial society financing their exploration of the galaxy through production of small arms and armor. They favor heavy materials offering solid defense. PRIMAGAMES.COM < 243
, ARMORED FLIGHT SUIT VeripineFiber
FEATS Armor Proficiency: Light UPGRADEABLE No Ultramesh DEFENSE 5 BREAKDOWNBONUS COMPONENT VALUE 10 MAX DEXTERITY BONUS +4 Damage Resistance: SPECIAL 20 vs. Cold NOTES This combat-ready flight suit provides additional protection against vacuum for limited periods. Its many models appeal to a wide range of users, from military pilots and mercenaries to fringe explorers and space pirates. UBESE ENVIRONMENTAL SUIT
FEATS Armor Proficiency: Light UPGRADEABLE No DEFENSE BREAKDOWN BONUS 5 COMPONENT VALUE 737 MAX DEXTERITY BONUS +4 Damage Resistance: 10 vs. SPECIAL Cold, Electrical, Energy, Fire NOTES Ubese is the name given to a species believed to exist in the Mid Rim. The very few who actually claim to have encountered the Ubese attribute these advanced
environmental suits to the enigmatic species. Although less useful against conventional weapons, this suit is ideal against blasters, flames, and CryoBan grenades. Medium Armor MILITARY SUIT VERPINE FIBER MESH
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 6 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 2 BONUS 8 COMPONENT VALUE 145 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +3 SPECIAL — SPECIAL — NOTES This standard-issue suit provides good protection, but can be heavier NOTES Raxsus Nuli had plans of planetary conquest in the wake of Sith and more restrictive than some of its counterparts. Even so, many aggression. Though eclipsed by recent events, the Jedi saw the pirate mercenaries swear the tradeoffs are worth it. jailed and his Verpine stockpiles auctioned. ECHANI BATTLE ARMOR EXAR KUN’S LIGHT BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWN 17 DEFENSE 9 BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 750 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +3 SPECIAL — SPECIAL — NOTES This armor provides solid defense at the cost of some flexibility, NOTES Attributed to Exar Kun, this armor may well have been one of those although it is still an Echani product and is therefore well suited to worn by the Dark Lord prior to his defeat forty years ago. He was quick-moving combat. rarely without considerable, yet flexible, personal armor. CINNAGAR WAR SUIT HEAVY CINNAGAR WAR SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWNBONUS COMPONENT VALUE 37 DEFENSE BREAKDOWNBONUS 9 COMPONENT VALUE 925 MAX DEXTERITY BONUS +3 MAX DEXTERITYBONUS +3 Damage Resistance: Resist SPECIAL Damage Resistance: Resist15 vs. Sonic SPECIAL 20 vs. Sonic NOTES After the Great Hyperspace War a thousand years ago, the heirs of NOTES After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today. still sought after today. This heavier variety is still as flexible as medium armor, but is as protective as heavier combat suits. SITH BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes VERPINE FIBER ULTRAMESH DEFENSE BREAKDOWN BONUS 7 COMPONENT VALUE 65 FEATS Armor Proficiency: Medium UPGRADEABLE Yes MAX DEXTERITY BONUS +7 DEFENSE 10 BREAKDOWNBONUS COMPONENT VALUE 1,100 SPECIAL — MAX DEXTERITY +3 NOTES This battle armor is actually created by Aratech, who named it after BONUSSPECIAL — the Sith to benefit from their fame (or infamy). This is still very flexible for medium armor. NOTES This Verpine combat suit is the most protective standard mediumarmor available, surpassing the defensive capabilities of most heavy armor. 244 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR LIGHT BATTLE ARMOR KRATH HOLY BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 5 BONUS 9 COMPONENT VALUE 550 MAX DEXTERITY +2 MAX DEXTERITYBONUS BONUS +2 SPECIAL — Damage Resistance: Resist SPECIAL
NOTES Providing solid protection for a minimal cost, this armor is excellent 15 vs. Cold, Fire, Sonic for entrenched troops or guards. A force on the move, however, may NOTES Many Krath sought to be guards of their dark temples in armor of find it somewhat constricting. this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids. BRONZIUM LIGHT BATTLE ARMOR ELECTROMESH ARMOR
FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 8 BREAKDOWN FEATS Armor Proficiency: Medium UPGRADEABLE YesBONUS COMPONENT VALUE 85 MAX DEXTERITY DEFENSE 7 BREAKDOWN BONUS +2 BONUS COMPONENT VALUE 1,275 MAX DEXTERITY SPECIAL — BONUS +6 NOTES This molded armor is made of better materials than standard military Damage Resistance: ResistSPECIAL issue, but is still relatively cheap and easy to mass produce, making it 10 vs. Energy ideal for light militias and the like. NOTES This flexible armor is used by Nagai soldiers. It is highly resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their naturally KRATH HEAVY ARMOR high dexterity.
FEATS Armor Proficiency: Medium UPGRADEABLE Yes JAMOH HOGRA’S BATTLE ARMOR DEFENSE
BONUS 9 BREAKDOWN
COMPONENT VALUE 235 FEATS Armor Proficiency: Medium UPGRADEABLE Yes MAX DEXTERITY BONUS +2 DEFENSE BREAKDOWN — BONUS 11 COMPONENT VALUE 1,500 SPECIAL MAX DEXTERITY +2 NOTES Typical of the old Krath military elite, these suits were worn during BONUS slave raids on neighboring systems. Slaving is profitable but risky, so Immunity: Critical Hits, SPECIAL STR +1 little cost is spared in equipment. NOTES Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a Sith dreadnaught. He spent a fortune on his personal armor, only to be killed POWERED LIGHT BATTLE ARMOR while in the bath.
FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 8 BREAKDOWNBONUS COMPONENT VALUE 380 MAX DEXTERITY BONUS +2 Damage Resistance: Resist SPECIAL 25 vs. Sonic. STR +1 NOTES This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well. Heavy Armor BATTLE ARMOR POWERED BATTLE ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 8 BREAKDOWN 5 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 9 COMPONENT VALUE 62 MAX DEXTERITY BONUS +1 MAX DEXTERITYBONUS +1 SPECIAL — SPECIAL STR +1 NOTES This isn’t the heaviest of armor, but it comes close. Designed for NOTES The microhydraulics of this armor provide the operator with both heavy militias, it has the protection needed to keep a soldier alive protection and strength enhancement. It is rarely owned by anyone during ranged combat with massive weapons. other than professional mercenaries and soldiers. ECHANI HEAVY ARMOR VERPINE ZAL ALLOY MESH
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 25 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 12 COMPONENT VALUE 462 MAX DEXTERITY +1 MAX DEXTERITYBONUS BONUS +1 SPECIAL — Damage Resistance: Resist SPECIAL
NOTES Echani heavy armor is comparable to typical heavy battle armor in 25 vs. Cold, Fire, Sonic terms of protection, but it allows for slightly more mobility. NOTES Using the highly expensive Zal alloy, the Verpine have developed a suit without peer. The only thing greater than the protective capabilities of this armor is the price. PRIMAGAMES.COM < 245
, CORELLIAN POWERSUIT MANDALORIAN BATTLE ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 750 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 11 COMPONENT VALUE 187 MAX DEXTERITY BONUS +1 MAX DEXTERITYBONUS +0 SPECIAL STR +2 Damage Resistance: Resist SPECIAL
NOTES Essentially an improved version of powered battle armor, the 25 vs. Electrical powersuit employs a system of servomotors to enhance the NOTES Republic soldiers saw this armor all too often during the Mandalorian wearer’s strength. War. It’s understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted. M’UHK’GFA
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MANDALORIAN HEAVY ARMOR DEFENSE BREAKDOWN BONUS 8 COMPONENT VALUE 1,000 FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MAX DEXTERITY BONUS +1 DEFENSE 12 BREAKDOWNBONUS COMPONENT VALUE 250 Damage Resistance: Resist MAX DEXTERITY +0 5 vs. Energy, 10 vs. BONUS SPECIAL Bludgeoning, Piercing, Immunity: Stun, SPECIAL Slashing Fear, Horror NOTES Cumbersome but powerful armor, M’uhk’gfa is the battle plate used by elite Gamorrean NOTES This armor is reserved for respected veteran Mandalorians. warriors. Traditionally, each Gamorrean warrior would fashion his own battle plate from Immensely sturdy, stabilizers diffuse energy throughout the frame, shielding the wearer metal fragments on the battlefields of their victories. from disorienting impacts. IOTRAN BRACEMAN ARMOR MANDALORIAN ASSAULT ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 11 BREAKDOWN 1,125 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 13 COMPONENT VALUE 637 MAX DEXTERITY +1 MAX DEXTERITY +0BONUS BONUS Bonus Feats: Precise Shot I, Damage Resistance: Resist SPECIAL SPECIALTargeting I 25 vs. Cold, Fire NOTES The Iotran are a militaristic species from the industrial planet of Iotra NOTES This was the armor of the Mandalorian elite frontline troops, a sight on the Outer Rim. Their versatile armor is a favorite among experienced bounty hunters. that Republic soldiers were all too familiar with during the war. HEAVY BATTLE ARMOR MANDALORE’S ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE BREAKDOWN DEFENSE 11 BREAKDOWN — BONUS 9 COMPONENT VALUE 10 BONUS COMPONENT VALUE MAX DEXTERITY +0 MAX DEXTERITYBONUS +0BONUS SPECIAL — Damage Resistance: ResistSPECIAL 25 vs. Electrical NOTES More sturdy yet more restrictive than conventional battle armor, heavy battle armor is excellent in situations where mobility is of NOTES Mandalore’s personal suit of armor is traditional Mandalorian battle secondary concern. armor. Despite the numerous battles it has doubtless survived, it appears to be in excep- tional condition. It is said that he will never voluntarily take it off, even while sleeping. DURASTEEL HEAVY ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FELENAR ARMOR DEFENSE BREAKDOWN BONUS 10 COMPONENT VALUE 50 FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MAX DEXTERITY DEFENSE BREAKDOWN BONUS +0 BONUS 11 COMPONENT VALUE 1,375 SPECIAL — MAX DEXTERITYBONUS +4 NOTES Battle armor production thrived on Bonadan as the Republic SPECIAL — recovered from war. This model’s heavy durasteel casing provides NOTES This flexible armor is made of a variety of exotic minerals. Markings superior protection when compared to normal heavy battle armor. suggest that it was created by a species called the Felenar. FLEX HEAVY ARMOR MATRIX ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 82 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 13 COMPONENT VALUE 1,500 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +0 SPECIAL — Damage Resistance: Resist SPECIAL
NOTES Flex heavy armor allows for greater mobility than even some medium 5 vs. Energy armor. The primary alloy is still durasteel, but it is treated in methods NOTES Matrix armor is typically used for starship plating. Adapting it to that are poorly understood by most in the Republic. In fact, it is unclear who manufac- personal use is expensive and technologically difficult. The armor is particularly resistant tures these rare suits of armor. to blaster fire. 246 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR Miscellaneous Body Apparel CLOTHING DANCER’S OUTFIT
FEATS — UPGRADEABLE No FEATS — UPGRADEABLE No DEFENSE — BREAKDOWN 1 DEFENSE — BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 1 MAX DEXTERITY — MAX DEXTERITYBONUS BONUS — SPECIAL — Gender Requirement: NOTES These are simple garments that protect little more than the modesty Female. Useable by:SPECIAL Handmaiden, Mira, Player. of the wearer. Persuade +2 NOTES ATTON’S RIBBED JACKET This dancer’s outfit leaves little to the imagination.
FEATS — UPGRADEABLE No MINER’S UNIFORM DEFENSE 4 BREAKDOWNBONUS COMPONENT VALUE 1 FEATS — UPGRADEABLE Yes MAX DEXTERITY BONUS — DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 1 SPECIAL Used by Atton. Saves: All +2 MAX DEXTERITY — NOTES Atton’s durable jacket provides protection comparable to light armor. BONUSSPECIAL — NOTES
MIRA’S BALLISTIC MESH JACKET This is a standard uniform worn by miners at the Peragus facility. Itprovides minimal protection but can be upgraded with some underlays. FEATS — UPGRADEABLE No DEFENSE BREAKDOWN BONUS 5 COMPONENT VALUE 1 SPACE SUIT MAX DEXTERITY BONUS +4 FEATS — UPGRADEABLE No Used by Mira. Damage DEFENSE — BREAKDOWNResistance: Resist 5 vs. BONUS COMPONENT VALUE — SPECIAL Bludgeoning, Piercing, MAX DEXTERITYBONUS — Slashing SPECIAL — NOTES One of the first major purchases of a successful bounty hunter is often exceptional NOTES This is a standard model space suit used to protect its wearer from the protection. Mira’s mesh jacket is as protective as medium armor but much less restrictive. cold vacuum of space. Because of its design, anyone wearing the suit will have to unequip their weapons. Armor Upgrades: Overlay
Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable. HEAT SHIELDING MARK I ARMORPLY PLATING MARK II
DAMAGE 10% vs. Fire CREATBALE DAMAGE CREATBALEIMMUNITY PREREQUISITES Repair (2) IMMUNITY — PREREQUISITES Repair (11) DEFENSE — COMPONENT COST 1 DEFENSEBONUS BONUS — COMPONENT COST 17 SPECIAL Upgrade Item, Armor Saves: Reflex +1, Stealth SPECIAL +2, Upgrade Item, Armor HEAT SHIELDING MARK II
DAMAGE 15% vs. Fire CREATBALE Repair (10) ARMORPLY PLATING MARK IIIIMMUNITY PREREQUISITES DEFENSE DAMAGE — CREATBALE BONUS — COMPONENT COST 15 IMMUNITY PREREQUISITES Repair (19) DEFENSE
SPECIAL Upgrade Item, Armor BONUS — COMPONENT COST 125 Saves: Reflex +1, Stealth HEAT SHIELDING MARK III SPECIAL +6, DEX +1, Upgrade
Item, Armor 15% vs. Fire. Resistance: CREATBALEDAMAGE PREREQUISITES Repair (18) IMMUNITY 5 vs. Fire COMPONENT COST 100 DEFENSE ARMORPLY PLATING MARK IV BONUS — DAMAGE CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY — PREREQUISITES Repair (27) DEFENSE
BONUS — COMPONENT COST 351 HEAT SHIELDING MARK IV Saves: Reflex +1, Stealth
CREATBALE SPECIAL +8, DEX +2, Upgrade DAMAGE 20% vs. Fire. Resistance: PREREQUISITES Repair (26) IMMUNITY 10 vs. Fire Item, ArmorCOMPONENT COST 343 DEFENSE
BONUS — SOUND DAMPENING OVERLAY MARK I SPECIAL Upgrade Item, Armor DAMAGE
IMMUNITY 10% vs. Sonic CREATBALEPREREQUISITES Stealth (4) ARMORPLY PLATING MARK I DEFENSEBONUS — COMPONENT COST 2
DAMAGE CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY — PREREQUISITES Repair (3) DEFENSE
BONUS — COMPONENT COST 1 SOUND DAMPENING OVERLAY MARK II Stealth +2, Upgrade SPECIAL Item, Armor DAMAGE CREATBALEIMMUNITY 15% vs. Sonic PREREQUISITES Stealth (12) DEFENSE
BONUS — COMPONENT COST 20 SPECIAL Upgrade Item, Armor PRIMAGAMES.COM < 247
, SOUND DAMPENING OVERLAY MARK III BALLISTIC SHIELDING MARK II
DAMAGE 20% vs. Sonic, Resist CREATBALE CREATBALEPREREQUISITES Stealth (20) DAMAGE 15% vs. Bludgeoning, PREREQUISITES Demolitions (15) IMMUNITY 5 vs. Sonic IMMUNITYCOMPONENT COST 150 Piercing, Slashing COMPONENT COST 47 DEFENSE DEFENSE BONUS — BONUS — SPECIAL Upgrade Item, Armor SPECIAL Upgrade Item, Armor SOUND DAMPENING OVERLAY MARK IV BALLISTIC SHIELDING MARK III CREATBALE
DAMAGE 50% vs. Sonic, Resist PREREQUISITES Stealth (28) DAMAGE 20% vs. Bludgeoning, CREATBALE Demolitions (23) IMMUNITY 5 vs. Sonic PREREQUISITESIMMUNITYCOMPONENT COST 375 Piercing, Slashing COMPONENT COST 245 DEFENSE — DEFENSEBONUS BONUS — SPECIAL Upgrade Item, Armor SPECIAL Upgrade Item, Armor ABLATIVE PLATING MARK I BONDED PLATES MARK I DAMAGE
IMMUNITY 10% vs. Energy CREATBALE DAMAGE CREATBALEPREREQUISITES Repair (5) IMMUNITY — PREREQUISITES Repair (8) DEFENSE DEFENSE BONUS 1 COMPONENT COST 2 BONUS 1 COMPONENT COST 8 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ABLATIVE PLATING MARK II BONDED PLATES MARK II DAMAGE
IMMUNITY 25% vs. Energy CREATBALE DAMAGE CREATBALEPREREQUISITES Repair (13) IMMUNITY — PREREQUISITES Repair (16) DEFENSE
BONUS 1 COMPONENT COST 27 DEFENSEBONUS 2 COMPONENT COST 60 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ABLATIVE PLATING MARK III BONDED PLATES MARK III
DAMAGE CREATBALE DAMAGE IMMUNITY 30% vs. Energy CREATBALEPREREQUISITES Repair (21) IMMUNITY — PREREQUISITES Repair (24) DEFENSE
BONUS 1 COMPONENT COST 180 DEFENSEBONUS 3 COMPONENT COST 270 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ABLATIVE PLATING MARK IV BONDED PLATES MARK IV
DAMAGE 30% vs. Energy, Resist 5 CREATBALEPREREQUISITES Repair (29) Resist 5 vs. Bludgeoning, CREATBALE IMMUNITY vs. Energy DAMAGE PREREQUISITES Repair (31)
COMPONENT COST 395 IMMUNITY Piercing, Slashing COMPONENT COST 475 DEFENSE
BONUS 1 DEFENSEBONUS 3 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ENERGY SHIELDING MARK I HEAVY BONDED PLATES MARK I
DAMAGE 10% vs. Energy CREATBALEIMMUNITY PREREQUISITES Demolitions (6) DAMAGE CREATBALEIMMUNITY — PREREQUISITES Repair (9) DEFENSE
BONUS — COMPONENT COST 3 DEFENSEBONUS 2 COMPONENT COST 11 SPECIAL Upgrade Item, Armor DEX -2, Upgrade Item, SPECIAL Heavy Armor ENERGY SHIELDING MARK II
DAMAGE 15% vs. Energy CREATBALE HEAVY BONDED PLATES MARK IIIMMUNITY PREREQUISITES Demolitions (14) DEFENSE — DAMAGE CREATBALEBONUS COMPONENT COST 35 IMMUNITY — PREREQUISITES Repair (17) DEFENSE
SPECIAL Upgrade Item, Armor BONUS 2 COMPONENT COST 75 DEX -3, Upgrade Item, ENERGY SHIELDING MARK III SPECIAL Heavy Armor DAMAGE
IMMUNITY 20% vs. Energy CREATBALEPREREQUISITES Demolitions (22) HEAVY BONDED PLATES MARK III DEFENSE
BONUS — COMPONENT COST 207 DAMAGE 15% vs. Energy CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY PREREQUISITES Repair (25) DEFENSE
BONUS 4 COMPONENT COST 305 ENERGY SHIELDING MARK IV Attack Modifier -4, UpgradeSPECIAL Item, Heavy Armor
DAMAGE CREATBALE IMMUNITY 30% vs. Energy PREREQUISITES Demolitions (30) DEFENSE
BONUS — COMPONENT COST 412 SPECIAL Upgrade Item, Armor BALLISTIC SHIELDING MARK I
DAMAGE 10% vs. Bludgeoning, CREATBALEPREREQUISITES Demolitions (7) IMMUNITY Piercing, Slashing COMPONENT COST 4 DEFENSE
BONUS — SPECIAL Upgrade Item, Armor 248 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR Armor Upgrades: Underlay Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate
tools and armor of high quality marked as upgradeable. ENVIRONMENT UNDERLAY MARK I ARMORWEAVE UNDERLAY MARK II DAMAGE
IMMUNITY 15% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE 10% vs. Energy, SPECIAL Upgrade Item, Armor DAMAGE IMMUNITY RESISTANCE 5 vs. Cold, Fire CREATABLE Attribute Damage CREATABLE
PREREQUISITES Demolitions (2) DAMAGE PREREQUISITES Security (10)— BONUSES — COMPONENT COST 1 RESISTANCE COMPONENT COST 17 BONUSES — ENVIRONMENT UNDERLAY MARK II ARMORWEAVE UNDERLAY MARK III DAMAGE
IMMUNITY 20% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE 5 vs. Cold, Fire CREATABLE Demolitions (8) DAMAGE 15% vs. Energy, SPECIAL Upgrade Item, Armor RESISTANCE PREREQUISITES IMMUNITY Attribute Damage CREATABLE Security (16) BONUSES — COMPONENT COST 10 DAMAGE PREREQUISITES RESISTANCE — COMPONENT COST 70 ENVIRONMENT UNDERLAY MARK III BONUSES — DAMAGE
IMMUNITY 25% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes ARMORWEAVE UNDERLAY MARK IV DAMAGE CREATABLE RESISTANCE 5 vs. Cold, Fire PREREQUISITES Demolitions (14) DAMAGE 20% vs. Energy, SPECIAL Upgrade Item, Armor BONUSES — COMPONENT COST 48 IMMUNITY Attribute Damage CREATABLE DAMAGE PREREQUISITES Security (22)
— ENVIRONMENT UNDERLAY MARK IV RESISTANCE COMPONENT COST 237
BONUSES — DAMAGE
IMMUNITY 30% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE
RESISTANCE 5 vs. Cold, Fire CREATABLE ARMORWEAVE UNDERLAY MARK VPREREQUISITES Demolitions (20) BONUSES — COMPONENT COST 170 DAMAGE 30% vs. Energy, Attribute SPECIAL Upgrade Item, Armor IMMUNITY Damage CREATABLE ENVIRONMENT UNDERLAY MARK V DAMAGE PREREQUISITES Security (28)
RESISTANCE — COMPONENT COST 407 DAMAGE
IMMUNITY 30% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes BONUSES — DAMAGE CREATABLE RESISTANCE 10 vs. Cold, Fire PREREQUISITES Demolitions (26) STRENGTHENING UNDERLAY MARK I BONUSES — COMPONENT COST 350 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK I DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (5) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +1 COMPONENT COST 3 DAMAGE CREATABLE RESISTANCE — PREREQUISITES Treat Injury (3) STRENGTHENING UNDERLAY MARK II BONUSES Regeneration: 1 COMPONENT COST 2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK II DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (11) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +1, CON +1 COMPONENT COST 21 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (9) STRENGTHENING UNDERLAY MARK III BONUSES Regeneration: 2 COMPONENT COST 12 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK III DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (17) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +2, CON +1 COMPONENT COST 97 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (15) STRENGTHENING UNDERLAY MARK IV BONUSES Regeneration: 3 COMPONENT COST 60 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK IV DAMAGERESISTANCE — CREATABLEPREREQUISITES Treat Injury (23)
DAMAGE BONUSES STR +2, CON +2 COMPONENT COST 262 IMMUNITY — SPECIAL Upgrade Item, Armor and Robes DAMAGE CREATABLE RESISTANCE — PREREQUISITES Treat Injury (21) STRENGTHENING UNDERLAY MARK V BONUSES Regeneration: 3, CON +1 COMPONENT COST 200 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK V DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (29) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +3, CON +3 COMPONENT COST 445 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (27) FLEXIBLE UNDERLAY MARK I BONUSES Regeneration: 3, CON +3 COMPONENT COST 367 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor ARMORWEAVE UNDERLAY MARK I DAMAGE — CREATABLERESISTANCE PREREQUISITES Stealth (6) DAMAGE
IMMUNITY 10% vs. Energy SPECIAL Upgrade Item, Armor BONUSES Max DEX Bonus +1 COMPONENT COST 5 DAMAGE CREATABLE RESISTANCE — PREREQUISITES Security (4) FLEXIBLE UNDERLAY MARK II BONUSES — COMPONENT COST 2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGE — CREATABLERESISTANCE PREREQUISITES Stealth (12) BONUSES Max DEX Bonus +1, DEX +1 COMPONENT COST 25 PRIMAGAMES.COM < 249
, FLEXIBLE UNDERLAY MARK III DURASTEEL UNDERLAY MARK II DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGEIMMUNITY — SPECIAL Upgrade Item, Armor DAMAGE — CREATABLE CREATABLERESISTANCE PREREQUISITES Stealth (18) DAMAGE +2 vs. Bludgeoning, PREREQUISITES Awareness (13) RESISTANCE
Max DEX Bonus +2, DEX +1 110 Piercing, SlashingBONUSES COMPONENT COST COMPONENT COST 33 BONUSES -1 DEX FLEXIBLE UNDERLAY MARK IV
DAMAGE DURASTEEL UNDERLAY MARK III IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGE — CREATABLE DAMAGE
Stealth (24) IMMUNITY — SPECIAL Upgrade Item, Armor RESISTANCE PREREQUISITES CREATABLE BONUSES Max DEX Bonus +2, DEX +2 COMPONENT COST 292 DAMAGE +3 vs. Bludgeoning, PREREQUISITES Awareness (19)RESISTANCE Piercing, Slashing COMPONENT COST 162 FLEXIBLE UNDERLAY MARK V BONUSES DEX -2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DURASTEEL UNDERLAY MARK IV DAMAGE CREATABLE RESISTANCE — PREREQUISITES Stealth (30) DAMAGE IMMUNITY — SPECIAL Upgrade Item, Armor BONUSES Max DEX Bonus +3, DEX +3 COMPONENT COST 475 +4 vs. Bludgeoning, CREATABLEDAMAGE PREREQUISITES Awareness (25) RESISTANCE Piercing, Slashing DURASTEEL UNDERLAY MARK I COMPONENT COST 325
BONUSES DEX -3 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor +1 vs. Bludgeoning, CREATABLEDAMAGE PREREQUISITES Awareness (7) DURASTEEL UNDERLAY MARK V RESISTANCE Piercing, Slashing COMPONENT COST 6 DAMAGEIMMUNITY — SPECIAL Upgrade Item, Armor BONUSES — DAMAGE +5 vs. Bludgeoning, CREATABLEPREREQUISITES Awareness (31) RESISTANCE Piercing, Slashing COMPONENT COST 500 BONUSES DEX -3 Appendix VI: Character Equipment Implants REFLEX PACKAGE RESPONSE PACKAGE
MINIMUM CON 12 SKILLS — MINIMUM CON 12 SKILLS Stealth +1 ATTRIBUTE GAIN Reflex +1 ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 185 NOTES This implant boosts the regular energy impulses of the nervous NOTES This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users system, sharpening the performance of dexterous action. Inactive may suffer the odd lingering twitch. users may suffer the odd lingering twitch. PHEROMONE PACKAGE FITNESS PACKAGE
MINIMUM CON 12 SKILLS Persuade +1 MINIMUM CON 12 SKILLS — ATTRIBUTE GAIN CHA +1 ATTRIBUTE GAIN CON +1, STR +1 BREAKDOWNCOMPONENT VALUE 380 NOTES This implant allows the user to subtly secrete synthetic pheromones NOTES This simple but advanced implant combines the functionality of the that generally stimulate a pleasant behavior response in a wide more common strength and cardio packages. range of species. SKILLS PACKAGE CARDIO PACKAGE
MINIMUM CON 12 +1 Awareness, Computer Use, MINIMUM CON 12 SKILLS — — SKILLS Demolitions, Persuade, Repair,ATTRIBUTE GAIN Security, Stealth, Treat Injury ATTRIBUTE GAIN CON +1 BREAKDOWN
NOTES This implant micromanages the cardiovascular system, effectively COMPONENT VALUE 640 increasing the user’s constitution faster and further than hard work NOTES This ingenious device modifies brain chemistry to improve general and exercise might. problem solving and data-processing abilities. STRENGTH PACKAGE
MINIMUM CON 12 SKILLS — ATTRIBUTE GAIN STR +1 NOTES This implant effectively increases the user’s strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants. 250 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT HEALTH PACKAGE SKILLS IMPLANT
MINIMUM CON 12 SKILLS Regeneration 1 MINIMUM CON 14 +2 Awareness, Computer Use, ATTRIBUTE GAIN CON +1 BREAKDOWN 910 — SKILLS Demolitions, Persuade, Repair,COMPONENT VALUE ATTRIBUTE GAIN Security, Stealth, Treat Injury NOTES This advanced implant package employs nano-technology to BREAKDOWN speed healing. COMPONENT VALUE NOTES This ingenious device modifies brain chemistry to improve general PHYSICAL BOOST PACKAGE problem solving and data-processing abilities.
MINIMUM CON 12 SKILLS — DURABILITY IMPLANT CON +1, DEX +1, BREAKDOWN 1,180 ATTRIBUTE GAIN COMPONENT VALUESTR +1 MINIMUM CON 14 Damage Resistance: Resist 5 vs.SKILLS Electrical, Energy ATTRIBUTE GAIN CON +1 NOTES This device improves all physical attributes, making it one of the most BREAKDOWNCOMPONENT VALUE 910 valuable implants of its type. NOTES This implant regulates current through the body, both improving stamina and providing resistance to energy-related attacks. MENTAL BOOST PACKAGE
MINIMUM CON 12 SKILLS — PHYSICAL BOOST PACKAGE CHA +1, INT +1, BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 1,450 MINIMUM CON 14 SKILLS — WIS +1 CON +1, DEX +2, BREAKDOWNCOMPONENT VALUE 1,180 NOTES This device improves all mental skills, making it one of the most ATTRIBUTE GAIN STR +2 valuable implants of its type. NOTES This device improves all physical attributes, making it one of the most valuable implants of its type. RETINAL COMBAT IMPLANT
MINIMUM CON 14 SKILLS Immunity: Critical Hits. Awareness +1 MENTAL BOOST PACKAGE ATTRIBUTE GAIN — MINIMUM CON 14 SKILLS — NOTES This ocular implant greatly increases visual acuity, allowing the user CHA +2, INT +1, BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 1,450 to better track enemy movement in combat. General awareness will WIS +2 improve as well. NOTES This device improves all mental skills, making it one of the most valuable of implants of its type. LORNAN IMPLANT
MINIMUM CON 14 Damage Immunity: 10% vs. BIO-ANTIDOTE SYSTEM SKILLS
ATTRIBUTE GAIN — Electrical, Energy MINIMUM CON 16 SKILLS Immunity Poison NOTES This implant regulates electrical current, protecting the user’s brain ATTRIBUTE GAIN CON +1 from energy surges. NOTES This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. BIOTECH IMPLANT Side effects include dry mouth.
MINIMUM CON 14 SKILLS Regeneration 1 ATTRIBUTE GAIN — NERVE ENHANCEMENT SYSTEM NOTES This implant does use relatively experimental nano-technology to MINIMUM CON 16 SKILLS Immunity: Stun, Fear, Horror speed healing, but relies more on coagulants and solid doses of pain ATTRIBUTE GAIN — relievers. If you feel better, you are better. NOTES This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload. POWER IMPLANT
MINIMUM CON 14 SKILLS Fortitude +1 REACTION SYSTEM ATTRIBUTE GAIN STR +2 MINIMUM CON 16 SKILLS — NOTES This improved variant of the strength package employs substantially ATTRIBUTE GAIN DEX +3 higher doses of stimulants. NOTES This system supplants the user’s normal nervous system, enhancing it artificially. It allows the impulses to travel faster and farther along ALACRITY IMPLANT the system, improving reaction time, while also improving fine motor
control and increasing accuracy. MINIMUM CON 14 SKILLS Reflex Save +1 ATTRIBUTE GAIN DEX +2 BREAKDOWNCOMPONENT VALUE 185 ADVANCED COMBAT SYSTEM NOTES The alacrity implant enhances the user’s nervous system, significantly improving reaction times. MINIMUM CON 16 Bonus Feats: Weapon Focus Blaster ATTRIBUTE GAIN Attack Modifier +1 SKILLS Pistol, Blaster Rifle, SpecializationBlaster Pistol, Blaster Rifle INSIGHT IMPLANT NOTES This system supplants the user’s normal nervous system, enhancing it
MINIMUM CON 14 SKILLS Will Save +1 artificially. It allows the impulses to travel faster and farther along ATTRIBUTE GAIN WIS +2 BREAKDOWNCOMPONENT VALUE 380 the system, improving reaction time, while also improving fine motor control and increasing accuracy. NOTES By stimulating less used neural networks in the brain, this implant allows the user to see solutions they may not have otherwise considered. PRIMAGAMES.COM < 251
, BAVAKAR STRENGTH SYSTEM NUMBNESS SYSTEM
MINIMUM CON 16 SKILLS — MINIMUM CON 16 Damage Resistance: Resist 5 vs. SKILLS Bludgeoning, Piercing, Slashing ATTRIBUTE GAIN STR +3 BREAKDOWNCOMPONENT VALUE 185 ATTRIBUTE GAIN CON +2 BREAKDOWN NOTES This implant stimulates physical performance well beyond the user’s COMPONENT VALUE 910 norm. The Bavakar Medical Research Labs are at the forefront of NOTES By converting all pain into benign brain signals, this implant system developmental cybernetics. greatly increases one’s durability. It has no direct negative side effects, as its user is still fully aware of his or her body’s current state CARDIO POWER SYSTEM of health.
MINIMUM CON 16 SKILLS — PHYSICAL BOOST SYSTEM ATTRIBUTE GAIN CON +4 BREAKDOWNCOMPONENT VALUE 380 MINIMUM CON 16 SKILLS — NOTES This implant increases the cardiovascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina. CON +2, DEX +3,ATTRIBUTE GAIN BREAKDOWNSTR +2 COMPONENT VALUE 1,180 NOTES SKILLS SYSTEM This device improves all physical attributes, making it one of the mostvaluable implants of its type.
MINIMUM CON 16 +4 Awareness, Computer Use, — SKILLS Demolitions, Persuade, Repair,ATTRIBUTE GAIN Security, Stealth, Treat Injury MENTAL BOOST SYSTEM BREAKDOWN
COMPONENT VALUE 640 MINIMUM CON 16 SKILLS — NOTES This ingenious device modifies brain chemistry to improve general CHA +2, INT +2,ATTRIBUTE GAIN BREAKDOWN problem solving and data-processing abilities. WIS +3 COMPONENT VALUE 1,450 NOTES This device improves all mental skills, making it one of the most valuable implants of its type. D-Package Items
D-package implants are larger and more intrusive than other types. They tend to have more impressive effects but can only be used by very healthy individuals. STRENGTH D-PACKAGE IMMORTALITY D-PACKAGE UNIVERSAL D-PACKAGE
MINIMUM CON 18 MINIMUM CON 18 MINIMUM CON 18 ATTRIBUTE GAIN CON +1, STR +1 ATTRIBUTE GAIN CON +3 CHA +2, CON +2, DEX +2, ATTRIBUTE GAIN — Bonus Feats: Toughness, Improved INT +2, STR +2, WIS +2SKILLS SKILLS Toughness, Master Toughness SKILLS — BREAKDOWN 185 BREAKDOWNIMMUNITY D-PACKAGE COMPONENT COMPONENT VALUE 910 MINIMUM CON 18 QUICKNESS D-PACKAGE PHYSICAL D-PACKAGE ATTRIBUTE GAIN — MINIMUM CON 18 MINIMUM CON 18 SKILLS Immunity: Critical Hits, Poison, Stun, ATTRIBUTE GAIN DEX +4 ATTRIBUTE GAIN CON +3, DEX +3, STR +3 Fear, Horror SKILLS Defense Bonus: 1 SKILLS — BREAKDOWN BREAKDOWN PERCEPTION D-PACKAGE COMPONENT VALUE 380 COMPONENT VALUE 1,180
MINIMUM CON 18 SKILLS D-PACKAGE MENTAL D-PACKAGE ATTRIBUTE GAIN CHA +1, WIS +2 MINIMUM CON 18 MINIMUM CON 18 SKILLS — ATTRIBUTE GAIN — ATTRIBUTE GAIN CHA +3, INT +3, WIS +3 +6 Awareness, Computer Use, SKILLS — SKILLS Demolitions, Persuade, Repair, Security, ENHANCEMENT D-PACKAGE BREAKDOWNStealth, Treat Injury COMPONENT VALUE 1,450 BREAKDOWN
MINIMUM CON 18 COMPONENT VALUE 640 ATTRIBUTE GAIN — SKILLS Bonus Feats: Dueling, Improved Dueling, Master Dueling; Two-Weapon Fighting, Improved Two-Weapon Fighting, Master Two-Weapon Fighting Headgear SURVEY GEAR NEURAL BAND
SAVES/ RESISTANCE 5 vs. Sonic SPECIAL — SAVES/RESISTANCE Will +2 SPECIAL Not Useable by Wookiees ATTRIBUTE GAIN — BREAKDOWN BREAKDOWNCOMPONENT VALUE 3 ATTRIBUTE GAIN — COMPONENT VALUE 1 SKILLS Awareness +1 SKILLS — NOTES When surveying new asteroid claims, this headgear is designed to NOTES Developed after the Exar Kun War, this item bolsters the willpower of help identify both pockets of Peragian gas and any placed thermal the user by electrically reinforcing established mental patterns. charges in the area. The small sonic generation and receiving gear Republic troops called it “Little Shocky.” within the helmet is designed to absorb any high-decibel emissions from sonic charges (and sonic grenades). 252 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT BREATH MASK SHIELDING VISOR
SAVES/ Immunity: Poison SPECIAL Not Useable by Wookiees Defense Bonus: 1, SPECIAL Feats Required: AP Medium. NotRESISTANCE SAVES/ Immunity 5% vs. Usable by Wookiees ATTRIBUTE GAIN — BREAKDOWN RESISTANCECOMPONENT VALUE 2 Electrical, Energy, Ion BREAKDOWN COMPONENT VALUE 50 SKILLS — ATTRIBUTE GAIN — NOTES This is standard-issue gear for Republic forces and most professional SKILLS — soldiers, protecting against a variety of gas-based attacks. NOTES Intersystem travel is commonplace, but the inherent dangers should not be forgotten, especially in times of war. Many consider these to be essential RAKATAN BAND equipment for space-farers.
SAVES/ RESISTANCE — SPECIAL Not Useable by Wookies ATTRIBUTE GAIN WIS +1 BREAKDOWNCOMPONENT VALUE 4 SPACER’S SENSOR SKILLS — SAVES/ RESISTANCE — Bonus Feats: Weapon Focus—Blaster NOTES This simple device improves the wearer’s ability to perceive the reality SPECIAL Pistol, Blaster Rifle. Not Usable byATTRIBUTE GAIN DEX +1 of their surroundings. The origin behind the item’s name is unknown, Wookiees SKILLS
but rumor has it that these bands were constructed as a defense — BREAKDOWNCOMPONENT VALUE 62 against an ancient species of alien deceivers who made absurd claims of dominance NOTES concerning their role in the galaxy. It is said this species of lying primitives went so far as These visors are often used by smugglers and others who desire to take credit for almost every major event in galactic history since the discovery of the better combat skills yet are too focused on other endeavors to learn hyperdrive. them normally. STEALTH FIELD ENHANCER REGAL VISOR
SAVES/ SAVES/ — SPECIAL Not Usable by Wookiees RESISTANCE — Feats Required: AP Light. Not RESISTANCE
SPECIAL Usable by Wookiees ATTRIBUTE GAIN CHA +1 BREAKDOWN 75 ATTRIBUTE GAIN — COMPONENT VALUE BREAKDOWN SKILLS +2 Persuade SKILLS Stealth +4 COMPONENT VALUE 6 NOTES This is a specialized espionage unit designed to get the most out of a This attractive headgear includes a voice-enhancement module thatNOTES
stealth field generator by improving the user’s perception of the field regulates tone and volume of the wearer’s speech. It is employed in while in stealth mode. diplomatic situations where the slightest error could offend. BOTHAN PERCEPTION VISOR MEDITATION BAND
SAVES/ — Feats Required: AP Light. Not SAVES/ Immunity 20% vs. Dark SPECIAL Not Usable by Wookiees RESISTANCE SPECIAL RESISTANCE Side, Will +1Usable by Wookiees BREAKDOWN 100 ATTRIBUTE GAIN — COMPONENT VALUE BREAKDOWN ATTRIBUTE GAIN WIS +1 Awareness +3, Demolitions COMPONENT VALUE 11 SKILLS SKILLS —+2, Security +2 NOTES This potent device helps shield one’s mind from dark thoughts and NOTES Bothans treat information like any other resource and invest a great influences. It will not protect the user from evil that stems from deal in devices that help collect it. These Bothan visors are considered within, however. to be among the best in the galaxy. BOTHAN SENSORY VISOR SONIC NULLIFIERS
SAVES/ Immunity: Critical Hits Feats Required: AP Light. Not SAVES/ RESISTANCE 10 vs. Sonic Feats Required: AP Light. Not RESISTANCE SPECIAL Usable by Wookiees SPECIAL
— Usable by Wookiees ATTRIBUTE GAIN — ATTRIBUTE GAIN BREAKDOWN BREAKDOWN +4 Awareness, +3 COMPONENT VALUE SKILLS — COMPONENT VALUE 20 SKILLS Demolitions, Security NOTES Replacing bulky ear protection, these items make use of newly NOTES Bothans place great importance on the tools of the information trade. developed counterwave-nullifiers, an innovation pioneered by They would consider these items to be of average quality, though shipyard workers, not the military. their standards are exceptionally high. INTERFACE BAND ARKANIAN BLINDERS
SAVES/ RESISTANCE 5 vs. Sonic SPECIAL Not Usable by Wookiees Defense Bonus: 1, SPECIAL Feats Required: AP Medium. Not ATTRIBUTE GAIN — BREAKDOWN 32 SAVES/ Immunity 10% vs. Usable by WookieesCOMPONENT VALUE RESISTANCE Fire. Immunity: Stun, BREAKDOWN +2 Computer Use, Fear, Horror COMPONENT VALUE 162SKILLS Demolitions, Security ATTRIBUTE GAIN — NOTES This item provides a mental interface to a store of information on SKILLS — electronic systems common to security, demolitions, and general NOTES
computing functions. Due to their high sensitivity to infrared light, Arkanians developed IR blinders for whenthey travel to worlds with suns that are high in such lights emissions. This technology was adapted to filter out excessive amounts of any electromagnetic energies, thus preventing TARGETING VISOR any “ocular overload.”
SAVES/ Attack Modifier +1, SPECIAL — RESISTANCE Reflex +1 BREAKDOWN COMPONENT VALUE 42 ATTRIBUTE GAIN — SKILLS — NOTES Through assorted heads-up displays and sharpened vision, this device increases one’s accuracy in combat. PRIMAGAMES.COM < 253
, COMBAT SENSOR STABILIZER MASK
SAVES/ RESISTANCE — SPECIAL Not Usable by Wookiees SAVES/ All Saves +2, Immunity: Feats Required: AP Medium. Not RESISTANCE
DEX +2 BREAKDOWN 200 Stun, Fear, Horror SPECIAL Usable by Wookiees ATTRIBUTE GAIN COMPONENT VALUE BREAKDOWN Bonus Feat: Weapon Focus— ATTRIBUTE GAIN — COMPONENT VALUE 750 SKILLS Blaster Pistol, Blaster Rifle SKILLS — NOTES This improved version of the spacer’s sensor is for wealthier travelers NOTES This mask uses microbursts of electricity to regulate the user’s mental who are expecting combat. patterns. It effectively fortifies both mind and body against attack. MULTI-SPECTRAL TARGET ASSESSOR MATUKAI MEDITATION BAND
SAVES/ RESISTANCE Attack Modifier +3 Feats Required: WS Blaster Pistol, SAVES/ Immunity: 30% vs. SPECIAL Not Usable by WookieesRESISTANCE — SPECIAL Blaster Rifle. Not Usable by Dark Side. Will +2 BREAKDOWN ATTRIBUTE GAIN Wookiees COMPONENT VALUE ATTRIBUTE GAIN WIS +2 Awareness +4. Bonus Feats: BREAKDOWN SKILLS Precise Shot I, II COMPONENT VALUE 250 SKILLS — NOTES This advanced device is only for use by those who are already highly NOTES An improved version of the standard meditation band, this item provides skilled with ranged weapons. The plethora of information relayed unparalleled protection from the ravaging power of the dark side. provides the trained user with enhanced accuracy. TARGET ASSESSOR CONSCIOUSNESS HELM SAVES/
RESISTANCE Attack Modifier: +2 SPECIAL Not Usable by Wookiees SAVES/ RESISTANCE Defense Bonus: 1 Feats Required: AP Medium. NotSPECIAL ATTRIBUTE GAIN DEX +2 BREAKDOWN 962Usable by Wookiees COMPONENT VALUE ATTRIBUTE GAIN CON +2 Bonus Feats: Precise Shot I, BREAKDOWN 337 SKILLS SKILLS — COMPONENT VALUE Targeting I NOTES This helmet’s name is derived not from any cerebral effect, but on its NOTES Though perhaps not as potent as the multispectral version, this device ability to help keep its wearer conscious. requires no training to use. REBREATHER MASK CIRCLET OF SARESH
SAVES/ RESISTANCE Immunity: Poison Feats Required: AP Medium. Not SAVES/SPECIAL RESISTANCE — Light Side Only. Not Usable by CON +1, Usable by Wookiees SPECIAL
WIS +5 WookieesATTRIBUTE GAIN ATTRIBUTE GAINRegeneration: 1 BREAKDOWN 425 COMPONENT VALUE BREAKDOWN 1,062SKILLS — COMPONENT VALUE SKILLS — NOTES The wealthy Saresh family of Taris was once known as much for their NOTES A solid improvement over the standard breath mask, the rebreather arrogance and cruelty as for their vast riches and political power. But also adds vigor-enhancing airborne stimulants to the regulated over the last century, many of the family have shown a strong oxygen stream. affinity to the Force and have been taken in by the Jedi for training. Foremost among these was Guun Han Saresh, heir to the family fortune. To celebrate Guun Han’s DAS’SKAR HUNTING MASK acceptance into the Order, his father commissioned the crafting of a powerful headband:
SAVES/ the circlet of Saresh. To prevent this spectacular gift from leading his son down the path of RESISTANCE Attack Modifier +1 SPECIAL Not Usable by Wookiees arrogance and pride—an all too real possibility given the Saresh family history—the circlet ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 500 was fashioned so that only one who is a true servant of the light can use it. The circlet was SKILLS Awareness + 2, Stealth in Guun Han’s possession when he disappeared shortly after the time of the Great Hunt. NOTES Nikto bounty hunters often employ these masks to help them track down prey. Das’skar hunting masks were created by Hutts to improve BINDO’S BAND the performance of their minions. SAVES/ Immunity: 10 % vs. SPECIAL Not Usable by Wookiees RESISTANCE Dark Side, Light Side BREAKDOWN FORCE MASK COMPONENT VALUE
1,112 ATTRIBUTE GAIN CHA +3 SAVES/ RESISTANCE Will +4. Force Resist: +16 SPECIAL Not Usable by Wookiees SKILLS — ATTRIBUTE GAIN CHA -4, WIS -4 BREAKDOWN NOTESCOMPONENT VALUE 587 It is unknown whether this simple band was ever owned by the SKILLS — reclusive Jedi, but it is likely that Jolee would have appreciated its NOTES For both good and ill, this mask provides the wearer with some ability to help one walk the line between the light and dark sides of the Force. protection from the Force. ENHANCED SHIELDING VISOR SITH MASK Defense Bonus: 3. Feats Required: AP Medium. Not
SAVES/ Immunity: 15% vs. SPECIAL Usable by Wookiees SAVES/ Immunity: Stun, Fear, RESISTANCE RESISTANCE Horror SPECIAL Feats Required: AP Heavy. Not Usable by Wookiees Electrical, Energy, Ion BREAKDOWNCOMPONENT VALUE 1,237 Regenerate Force BREAKDOWN ATTRIBUTE GAIN — ATTRIBUTE GAIN COMPONENT VALUE Points: 1 SKILLS — SKILLS Bonus Feat: WF—Lightsaber NOTES A vastly improved version of the inexpensive shielding visor, this NOTES This mask blocks outside mental influence and other sensory noise, premium helmet provides physical protection from a variety of sources. allowing the user to focus their abilities inward with no distraction. 254 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT FORCE SHIELD FORCE FOCUSING VISOR
SAVES/ 5 vs. Dark Side. Will SPECIAL Not Usable by Wookiees SAVES/RESISTANCE — SPECIAL Not Usable by Wookiees RESISTANCE +5. Force Resist: +24 BREAKDOWN 1,337 CHA +1, WIS +4. BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,500 ATTRIBUTE GAIN CHA -6, WIS -6 ATTRIBUTE GAIN Regenerate Force — Points: 2SKILLS SKILLS
NOTES This helmet shields the wearer’s mind from the Force. It is so potent — and successful at its goal that Force sensitives are severely disoriented NOTES Through means unknown, this visor helps the wearer clear their mind when they wear it. of distractions. It is especially potent when worn by a Force sensitive. ABSORPTION VISOR
Defense Bonus: 1. SPECIAL Feats Required: AP Light. Not SAVES/ Immunity: 15% vs. Usable by Wookiees RESISTANCE Electrical, Energy, 75% BREAKDOWN vs. Ion, 90% vs. Sonic COMPONENT VALUE 1,425 ATTRIBUTE GAIN — SKILLS — NOTES A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks. Hands: Gloves and Gauntlets INSULATED GLOVES GAMORREAN GAUNTLETS
SAVES/ Immunity: 30% vs. SPECIAL — SAVES/ Attack Modifier -1 SPECIAL Damage: +4, Physical RESISTANCE Cold, 20% vs. Fire BREAKDOWN RESISTANCE When Unarmed BREAKDOWN COMPONENT VALUE 1 COMPONENT VALUE 13 ATTRIBUTE GAIN — ATTRIBUTE GAIN — SKILLS — SKILLS — NOTES These thick gloves are typically used by workers at metal- NOTES These brutish gloves are heavy and clumsy. When used in unarmed processing plants. combat, they allow for powerful but less accurate blows. They have no practical effect when wielding a weapon. EXCHANGE CASUAL GLOVES
SAVES/ — SPECIAL — EXCHANGE WORK GLOVESRESISTANCE ATTRIBUTE GAIN — BREAKDOWN SAVES/COMPONENT VALUE 2 RESISTANCE — SPECIAL — +1 Computer Use, +2 ATTRIBUTE GAIN DEX +1 BREAKDOWN 32 SKILLS COMPONENT VALUEDemolitions, Security +1 Computer Use, SKILLS
NOTES Common attire for Exchange operatives, these gloves assist with a +3 Demolitions, Security number of surreptitious activities. NOTES These gloves are typical attire for experienced Exchange members. STRENGTH GAUNTLETS CZERKA DEFENSIVE GAUNTLETS
SAVES/ SAVES/— SPECIAL — RESISTANCE Defense Bonus: 1 SPECIAL Feats Required: AP MediumRESISTANCE BREAKDOWN
ATTRIBUTE GAIN STR +1 BREAKDOWN ATTRIBUTE GAIN — 34COMPONENT VALUE 3 COMPONENT VALUE SKILLS — SKILLS — NOTES Developed by the Mephilis Corporation, these gauntlets use pulses of NOTES Czerka developed these very practical items for those who recognize energy to stimulate muscles at the key leverage points of combat the original purpose of gauntlets. actions, effectively increasing strength. DETONATOR GLOVES TARIS SURVIVAL GLOVES Immunity: 25% vs. SPECIAL —
SAVES/ SAVES/ RESISTANCE Fire, 10% vs. Slashing.All Saves +1 BREAKDOWNRESISTANCE SPECIAL — Fortitude +2 COMPONENT VALUE 45 ATTRIBUTE GAIN — BREAKDOWNCOMPONENT VALUE 7 ATTRIBUTE GAIN — SKILLS — SKILLS +3 Demolitions NOTES These gloves’ name is a marketing tactic to remind people that a little NOTES These gauntlets are specifically designed to protect the wearer from extra protection is a good investment. Developed by Czerka following demolitions mishaps. Their protective capabilities also tend to increase the wearer’s the bombardment of Taris by Darth Malak, these all-purpose gloves confidence when dealing with mines, improving their performance. became quite popular. ACCURACY GLOVES UNARMED ACCURACY GLOVES
Attack Modifier +1 When SPECIAL Damage: +2, Physical SAVES/ SAVES/ RESISTANCE — Bonus Feats: WF Blaster Pistol, RESISTANCESPECIAL Unarmed. Reflex: +1Blaster Rifle BREAKDOWNCOMPONENT VALUE 55 ATTRIBUTE GAIN — ATTRIBUTE GAIN — BREAKDOWN 10 SKILLS — COMPONENT VALUE SKILLS — NOTES These gloves are flexible but very stiff. Though a bit awkward when NOTES These supple gloves add to impact and are suitable for parrying first put on, they effectively steady one’s hands, improving accuracy blades, effectively improving unarmed combat skills. with ranged weapons. PRIMAGAMES.COM < 255
, INFILTRATOR GLOVES GAMORREAN POWER GAUNTLETS
SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE Defense Bonus: 1 Feats Required: AP Heavy, MasterSPECIAL DEX +2 BREAKDOWN Power Attack. Damage 2, PhysicalATTRIBUTE GAIN COMPONENT VALUE 75 ATTRIBUTE GAIN STR +2 BREAKDOWN SKILLS +4 Computer Use, Security On Hit: Stun 25% Chance, 7 COMPONENT VALUE 362 SKILLS
NOTES These gloves are equipped with an advanced artificial intelligence Seconds, DC 14 unit that the wearer can use to tap into nearby computer systems NOTES These heavy gloves are brutally effective in unarmed combat. through cables or wireless transmissions. The system also stabilizes the wearer’s hands for fine detail work. NAGAI COMBAT GLOVES SAVES/ 5 vs. Energy. All SPECIAL —JAL SHEY PERCEPTION GLOVES RESISTANCE Saves +2 BREAKDOWN COMPONENT VALUE 500 SAVES/ ATTRIBUTE GAIN — RESISTANCE — SPECIAL — ATTRIBUTE GAIN DEX +1, WIS +1 BREAKDOWN 92 SKILLS —COMPONENT VALUE SKILLS +1 Awareness NOTES The Nagai, who favor knife fighting, employ these gloves to foil those NOTES The Jal Shey use these gloves during meditation. How they function is who attempt to break their charge with blaster fire. unknown, but they seem effective in increasing one’s awareness to their surroundings. KUBAZ SCOUNDREL GLOVES SAVES/ RESISTANCE — SPECIAL Restricted to ScoundrelGAMORREAN WARGLOVES ATTRIBUTE GAIN DEX +5 BREAKDOWNCOMPONENT VALUE 625 SAVES/ RESISTANCE Defense Bonus: 3 SPECIAL Feats Required: AP Heavy SKILLS +6 Computer Use, Security ATTRIBUTE GAIN DEX -2 BREAKDOWNCOMPONENT VALUE 100 NOTES The Kubaz species is reknowned for their interest in culture, but they SKILLS — also have a penchant for less refined matters, such as smuggling and NOTES These monstrous gauntlets provide considerable protection but are espionage. As they are not capable of interstellar travel themselves, quite inflexible. their items are very rare finds. ERIADU STRENGTH AMPLIFIER AUTOMATION GLOVES
SAVES/ — SPECIAL — SAVES/RESISTANCE — SPECIAL —RESISTANCE ATTRIBUTE GAIN STR +2 BREAKDOWN 150 ATTRIBUTE GAIN BREAKDOWNCOMPONENT VALUE DEX +3 COMPONENT VALUE 640 SKILLS — SKILLS +4 Demolitions, +2 Repair NOTES This device uses microbursts of repulsorlift energy to assist actions in NOTES A sophisticated computer controls the movements of these gloves. combat, giving the appearance that the user is stronger than normal. While difficult to become accustomed to, they greatly increase the wearer’s precision. KARAKAN GAUNTLETS
SAVES/ RESISTANCE All Ssave +3 SPECIAL — JAL SHEY MEDITATION GLOVES ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 187 SAVES/RESISTANCE — SPECIAL — SKILLS — ATTRIBUTE GAIN DEX +2, WIS +2 BREAKDOWNCOMPONENT VALUE 750 NOTES These heavy gauntlets, created by the isolationist Karakan, are almost SKILLS +2 Awareness a complete medical computer in themselves. They constantly monitor NOTES The Jal Shey use these gloves during meditation. How they function is and adjust the nervous impulses, blood pressure, and tension through unknown, but they seem effective in increasing one’s awareness of the wearer’s hands. The resulting increases in stability and overall system integrity have their surroundings. many benefits. BOTHAN PRECISION GLOVES ECHANI ACCURACY GLOVES
Immunity: 25% vs. — SAVES/ Attack Modifier +1 SPECIAL Damage +5, Physical SPECIAL RESISTANCE When Unarmed BREAKDOWN SAVES/ Fire, 15% vs. Slashing, BREAKDOWN COMPONENT VALUE 625 RESISTANCE Resist: 5 vs. Fire. COMPONENT VALUE 237 ATTRIBUTE GAIN DEX +1 Fortitude +2 SKILLS — ATTRIBUTE GAIN DEX +1 NOTES Unarmed combat is an ancient tradition in the Echani culture. These SKILLS +6 Demolitions combat gloves help these old techniques to be competitive against the NOTES For obvious reasons, these multipurpose gloves are highly sought after by most advanced melee weapons. demolitions experts. ZEISON SHA GLOVES SITH POWER GAUNTLETS SAVES/
RESISTANCE — SPECIAL — SAVES/ RESISTANCE — SPECIAL — CON +2, BREAKDOWNCOMPONENT VALUE 912 ATTRIBUTE GAIN STR +3 BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 312 Regeneration: 1 SKILLS — SKILLS — NOTES Based on stolen Eriadu designs, items of this type utilize almost NOTES These gloves are named for the Zeison Sha not by them. This Force- uncomfortable bursts of repulsorlift energy to assist movement. They sensitive culture developed their powers as a means of surviving the are rarely seen outside of Sith possession. harsh planet. Zeison Sha stress independence and survival as well as assistance to those in need. 256 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT DOMINATOR GAUNTLETS DISRUPTOR GLOVES
SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE — SPECIAL Damage +1–10 Unstoppable ATTRIBUTE GAIN STR +5 BREAKDOWN 1,000 ATTRIBUTE GAIN — BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,300 SKILLS — SKILLS — NOTES A working prototype of a huge technological advancement in NOTES These gloves, intended to be used while unarmed, are designed to power gauntlets, the dominators give the user unparalleled strength penetrate enemy shields and defenses. and power. IMPROVED AUTOMATION GLOVES NIKTO SOLDIER GLOVES SAVES/RESISTANCE — SPECIAL —
SAVES/ RESISTANCE — SPECIAL Restricted to Soldier ATTRIBUTE GAIN DEX +5 BREAKDOWNCOMPONENT VALUE 1,375 ATTRIBUTE GAIN DEX +2, STR +3 BREAKDOWN 1,095 SKILLS +6 Demolitions, +4 RepairCOMPONENT VALUE SKILLS — NOTES A sophisticated computer controls the movements of these gloves. NOTES Nikto, though strong and powerful, are typically subservient to other While difficult to become accustomed to, they greatly increase the races, such as the Hutts. Some subspecies of Nikto make especially wearer’s precision. adept and loyal soldiers. LIGHTNING GLOVES OSSLUK’S GLOVES Attack Modifier +1 SPECIAL Damage +1–12, Electrical
SAVES/ RESISTANCE When Unarmed, ResistSAVES/ BREAKDOWN RESISTANCE — SPECIAL — 10 vs. Electrical COMPONENT VALUE 1,480 ATTRIBUTE GAIN CON +1, DEX +1, BREAKDOWN
COMPONENT VALUE 1,250 ATTRIBUTE GAIN — STR +2 SKILLS — SKILLS — NOTES High charges of electricity pulse through these gloves when they NOTES These gloves are believed to have belonged to the great Gand Warrior strike an object, making them powerful in unarmed combat. Ossluk Noslee. Most Gand are not identified by name—that Ossluk earned two is testimony to his accomplishments. Left and Right Arm Shields
Using these items consumes on charge. These items are automatically discarded after all charges are consumed. Items that have charges do not stack in inventory. ARKANIAN ENERGY SHIELD ENERGY SHIELD
USES 5/5 DURATION 200 Seconds or Max USES 5/5Damage Taken DURATION 200 Seconds or Max — — Damage TakenATTRIBUTE GAIN ATTRIBUTE GAIN Energy, Sonic, Cold, Heat, SPECIAL — ABSORBS Energy, Electrical, 40 pts SPECIAL —ABSORBS Electrical, 80 pts BREAKDOWN BREAKDOWNCOMPONENT VALUE 4 COMPONENT VALUE 1 NOTES Even 2,000 years after the designs were pioneered, Arkanian NOTES When equipped and activated, these items project an energy shield technology remains desirable. When equipped and activated, this around the wearer. The small power source can burn out when forearm shield protects against a variety of combat conditions, though it must be replaced repeatedly stressed, requiring replacement of the entire unit. often due to burnout. MANDALORIAN MELEE SHIELD ECHANI DUELING SHIELD USES 5/5 DURATION 200 Seconds or Max
USES 5/5 DURATION 200 Seconds or Max Damage Taken ATTRIBUTE GAIN — Damage Taken ATTRIBUTE GAIN — Energy, Bludgeoning, SPECIAL — Energy, Sonic, SPECIAL — ABSORBS Piercing, Slashing, 50 pts BREAKDOWNCOMPONENT VALUE 3 ABSORBS Electrical, 130 pts BREAKDOWNCOMPONENT VALUE 20 NOTES Mandalorians don’t fear melee combat, but anything that absorbs NOTES Far more powerful than most forearm shields, when activated, this physical damage brings them a step closer to victory, and these unit absorbs some of the incoming energy to provide good protection forearms shields are a favorite. without the need for bulky generators. ECHANI SHIELD MANDALORIAN POWER SHIELD
USES 5/5 DURATION 200 Seconds or Max USES 5/5 DURATION 200 Seconds or Max Damage Taken ATTRIBUTE GAIN — Damage Taken ATTRIBUTE GAIN — SPECIAL — Energy, Bludgeoning, SPECIAL — ABSORBS Energy, Sonic, ABSORBS Piercing, Slashing, BREAKDOWNElectrical, 100 pts BREAKDOWN 6 COMPONENT VALUE COMPONENT VALUE Electrical, 70 pts NOTES The Echani put much effort into developing a forearm shield that, NOTES An improvement by the Mandalorians on their basic forearm shield, once activated, would allow a mercenary to close on a blaster- this variant proved decisive in several battles with the Republic. wielding enemy relatively unscathed. PRIMAGAMES.COM < 257
, TELOS MINING SHIELD NOMI’S ARMBAND
USES 3/3 DURATION 200 Seconds or Max USES — DURATION — — Damage TakenATTRIBUTE GAIN ATTRIBUTE GAIN +1 Dark Side SPECIAL — Heat, 20 pts SPECIAL —ABSORBS ABSORBS — BREAKDOWN 125 BREAKDOWN COMPONENT VALUE COMPONENT VALUE 5 NOTES Nomi displayed incredible affinity for the Force but only reluctantly NOTES When equipped and activated, these safety energy shields project a pursued Jedi training following the death of her husband, Andur. She safety shield around Telos miners, protecting them from temperature became one of the greatest Jedi of the time, training under Master Thon. extremes, accidental thermal detonations, and laser and plasma burns. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit. VAO’S ARMBAND VERPINE PROTOTYPE SHIELD USES — DURATION —
USES 5/5 DURATION 200 Seconds or Max ATTRIBUTE GAIN DEX +1 SPECIAL — Damage Taken ATTRIBUTE GAIN — ABSORBS — BREAKDOWNCOMPONENT VALUE 75 ABSORBS Energy, Sonic, Cold, Heat, SPECIAL — NOTES Crudely engraved upon this armband are the words “For M Vao—Z” Electrical, 170 pts BREAKDOWNCOMPONENT VALUE 31 NOTES Though manufactured by the Verpine, these forearm shields are LUDO KRESSH’S ARMBAND based on highly modified Arkanian designs. They are must-have items for the professional soldier. USES — DURATION — ATTRIBUTE GAIN STR +1 SPECIAL Defense Bonus: 1 Restricted to Dark Side ARMBAND ABSORBS — BREAKDOWN COMPONENT VALUE 250 USES — DURATION — NOTES Ludo Kressh was a powerful Sith who opposed fellow Sith lord Naga ATTRIBUTE GAIN CON +1 SPECIAL — Sadow in the Great Hyperspace War. This protective armband bears traces of the Dark ABSORBS — BREAKDOWNCOMPONENT VALUE 25 Lord’s once great power. NOTES This band belonged to the Jedi , who was exiled from the Jedi Order following the Mandalorian Wars. Belts SAFETY HARNESS CZERKA UTILITY BELT
SKILLS +1 Demolitions SPECIAL — +2 Demolitions, Repair, SPECIAL — SKILLS
SAVES/ BREAKDOWN Security, Treat Injury BREAKDOWN RESISTANCE — COMPONENT VALUE 5 SAVES/ COMPONENT VALUE ATTRIBUTE GAIN — RESISTANCE — NOTES This Telos mining safety harness is designed to aid a miner in setting ATTRIBUTE GAIN — and removing demolition charges within asteroid mining claims. NOTES This utility belt comes with a variety of tools to assist the wearer with many tasks. It was originally developed by Czerka Corporation for its ADRENALINE AMPLIFIER own maintenance staff and quickly found use throughout the Republic. The user must
have paid points into the Demolitions and Security skills to gain the respective benefits SKILLS — SPECIAL — from this belt. SAVES/ RESISTANCE Reflex +2 BREAKDOWNCOMPONENT VALUE 1 ATTRIBUTE GAIN — ADVANCED ADRENALINE AMPLIFIER NOTES This device improves the wearer’s reflexes by triggering prolonged SKILLS — SPECIAL — bursts of adrenaline. It is thought to be perfectly safe, with only a SAVES/ Reflex +3 BREAKDOWNRESISTANCE COMPONENT VALUE 10 few instances of uncontrolled muscle spasms. ATTRIBUTE GAIN — NOTES This device is an improved version of the basic model, increasing CARDIO-REGULATOR effectiveness with fewer occurrences of side effects. It improves
— — reflexes by triggering prolonged bursts of adrenaline.SKILLS SPECIAL SAVES/ Fortitude +2 BREAKDOWNRESISTANCE COMPONENT VALUE 2 — STRENGTH ENHANCERATTRIBUTE GAIN NOTES This belt monitors heartbeat and breathing and releases chemicals SKILLS — SPECIAL — into the body should either of these become irregular. This gives the SAVES/RESISTANCE Fortitude +1 BREAKDOWNCOMPONENT VALUE 25 wearer a higher fortitude than most. ATTRIBUTE GAIN STR +1 NOTES This belt injects a steady but slow stream of stimulants into the wearer’s bloodstream. SYSTECH CARDIO-REGULATOR
SKILLS — SPECIAL — SAVES/ BREAKDOWN RESISTANCE Fortitude +1 COMPONENT VALUE 35 ATTRIBUTE GAIN CON +1 NOTES Systech improved upon the standard cardio-regulator design by including an intelligent computer system that customizes its param- eters based upon its wearer. 258 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT HYPER ADRENALINE AMPLIFIER ADRENALINE STIMULATOR
SKILLS — SPECIAL — SKILLS — SPECIAL — SAVES/ BREAKDOWN SAVES/ BREAKDOWN RESISTANCE Reflex +3 COMPONENT VALUE 45 RESISTANCE All +4 COMPONENT VALUE 380 ATTRIBUTE GAIN DEX +1 ATTRIBUTE GAIN DEX +2 NOTES This ingeniously designed belt monitors adrenaline in the wearer’s NOTES his belt endows the wearer with hyper-sensitivity to surroundings and bloodstream. When elevated, the device injects a massive dose of dynamically improves reflexes and reaction time. additional adrenaline, greatly enhancing reaction time. NERVE AMPLIFIER BELT INERTIAL INHIBITOR SKILLS — SPECIAL —
SKILLS — SPECIAL Defense Bonus 1 SAVES/ Immunity: Stun, BREAKDOWNCOMPONENT VALUE 460 SAVES/ — BREAKDOWN RESISTANCE Fear, HorrorRESISTANCE COMPONENT VALUE 65 ATTRIBUTE GAIN DEX +1 ATTRIBUTE GAIN WIS +1 NOTES This belt’s advanced technology suggests an Arkanian design. It eases NOTES This belt monitors the brain, emitting energy waves to reinforce the wearer’s movement, improving reaction time in combat. established patterns and block any outside influence. It’s extremely effective, if mildly uncomfortable. ELECTRICAL CAPACITANCE SHIELD
— JAL SHEY BELTSKILLS SPECIAL — Immunity: 75% vs. BREAKDOWN SKILLS — SPECIAL —SAVES/ COMPONENT VALUE 85 RESISTANCE Electrical SAVES/ BREAKDOWN RESISTANCE Force Resist +14 COMPONENT VALUE 550 ATTRIBUTE GAIN — ATTRIBUTE GAIN WIS +1 NOTES This shielding device, worn around the waist, absorbs and stores NOTES This belt is an improvement upon the earlier efforts by the Jal Shey electrical energy directed at the user, which is then released slowly to protect their minds from the dark side. The Jal Shey concentrate on over a period of time, dissipating harmlessly. The manner of release generates vibra- intellectual study of the Force, seeking to understand it at a mental tions along the inside edge of the shield, giving it the less-than-complimentary level rather than at a spiritual one. Jal Shey are typically exceptional diplomats but are nickname, ‘The Tingler.’ less successful in physical pursuits. THERMAL SHIELD GENERATOR MULTISHIELD GENERATOR
SKILLS — SPECIAL — SKILLS — SPECIAL — SAVES/ RESISTANCE Immunity: 75% vs. Fire BREAKDOWNCOMPONENT VALUE 110 SAVES/ Immunity: 50% vs. BREAKDOWNCOMPONENT VALUE 640 ATTRIBUTE GAIN — RESISTANCE Electrical, Fire, Ion NOTES This generator forms a magnetic shield around the wearer that, while ATTRIBUTE GAIN — ineffective against most modern weaponry, allows for the ablation of NOTES This belt combines the functions of the electrical capacitance shield directed heat attacks, generally in the form of fire. and the thermal shield generator, providing versatile protection. CNS STRENGTH ENHANCER TECH SPECIALIST BELT
SKILLS — SPECIAL — +2 Awareness, +3 Treat SPECIAL — SAVES/ RESISTANCE All +2 BREAKDOWN 185 Injury, +4 Computer COMPONENT VALUE SKILLS BREAKDOWNUse, Demolitions, Security, COMPONENT VALUE 910 ATTRIBUTE GAIN STR +2 +5 Repair NOTES An experimental system that amplifies power signals along the length SAVES/ RESISTANCE — of the central nervous system, this generator, attached to a belt, ATTRIBUTE GAIN DEX +2, STR +1 provides greater impulses to all muscles, as well as a resistance to all sorts of perturbations of the user’s system. NOTES This practical and unassuming belt is prized by both scoundrel-types and those desiring to create more potent upgrades. The user must have paid points into the Demolitions and Security skills to gain the respective benefits from this belt. EXCHANGE UTILITY BELT
+3 Computer Use, Demolitions, SPECIAL — ARATECH CARDIO-REGULATOR SKILLS Repair, Security BREAKDOWN 235 SAVES/ COMPONENT VALUE SKILLS — SPECIAL — RESISTANCE — SAVES/ Fortitude +1 BREAKDOWN 1,000 ATTRIBUTE GAIN DEX +1, STR +1 RESISTANCE COMPONENT VALUE ATTRIBUTE GAIN CON +3, STR +1 NOTES Ostensibly used by mechanics, this belt’s variety of equipment can aid in many more nefarious tasks as well. The user must have paid points NOTES With its improved performance and lack of negative side effects, into the Demolitions and Security skills to gain the respective benefits from this belt. the Aratech cardio-regulator is a favorite with more experienced mercenaries. IMMUNITY BELT GNS STRENGTH ENHANCER
SKILLS — SPECIAL Attack Modifier -1 SKILLS — SPECIAL — 5 vs. Bludgeoning, BREAKDOWN SAVES/ COMPONENT VALUE SAVES/ — BREAKDOWN 1,090 RESISTANCE Energy, Piercing, RESISTANCE COMPONENT VALUE Slashing ATTRIBUTE GAIN STR +4 ATTRIBUTE GAIN CON +1 NOTES This generator is a high-powered version of the experimental CNS NOTES This awkward and thick belt protects the wearer from attacks but strength enhancer. It emphasizes the increase in muscle performance hinders movement slightly. It is most often utilized by experienced combatants who are and lacks the protective capabilities of the earlier model. not meaningfully hindered by the belt’s clumsiness. PRIMAGAMES.COM < 259
, QEL-DROMA BELT ERIADU STEALTH UNIT
SKILLS — SPECIAL — SKILLS +6 Stealth SPECIAL — BREAKDOWN SAVES/ BREAKDOWN SAVES/ Immunity: 20% vs. COMPONENT VALUE 1,180 RESISTANCE — COMPONENT VALUE 145 RESISTANCE Dark Side, Light Side ATTRIBUTE GAIN DEX +2 ATTRIBUTE GAIN CHA +1, WIS +1 NOTES This sophisticated Eriadu stealth mode unit expertly camouflages the NOTES The Qel-Droma family has produced many powerful Force sensitives. user. Opponents must make an Awareness check versus the user’s Some, such as Cay Qel-Droma, have been shining examples of the Stealth skill +6 or remain unaware of them. The belt additionally strength of the Force. Others, like Cay’s brother Ulic, have fallen prey to the temptations helps shield the user from sonic attacks. The user must have paid points into the Stealth of the dark side. skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. IMMORTALITY BELT DEFEL MIMICKER
SKILLS — SPECIAL Attack Modifiers -2 SKILLS +8 Stealth SPECIAL — 10 vs. Bludgeoning, BREAKDOWN SAVES/ COMPONENT VALUE 1,270 SAVES/ — BREAKDOWN 730 RESISTANCE Energy, Piercing, RESISTANCE COMPONENT VALUE Slashing ATTRIBUTE GAIN DEX +3 ATTRIBUTE GAIN CON +1 NOTES The Defel are a small bipedal species of mammals who hail from the NOTES This device is an enhanced version of the immunity belt. Though not planet Af’El. Because of the bizarre conditions on their homeworld, actually granting immortality, this belt provides impressive protection from many the Defel naturally appear as vague shadows. This device seeks to types of attack. duplicate that effect. Opponents must make an Awareness check versus the user’s Stealth skill +8 or remain unaware of them. The belt additionally helps shield the user from sonic JAL SHEY MENTOR BELT attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat
— — disrupts the field, but mundane tasks do not.SKILLS SPECIAL SAVES/ Force Resist +20 BREAKDOWNRESISTANCE COMPONENT VALUE 1,450 FROZIAN SCOUT BELT ATTRIBUTE GAIN WIS +2 NOTES This belt is an improvement upon the earlier efforts by the Jal Shey SKILLS +3 Stealth SPECIAL Defense Bonus: 1 to protect their minds from the dark side. The Jal Shey concentrate on SAVES/ BREAKDOWNRESISTANCE — COMPONENT VALUE 820 intellectual study of the Force, seeking to understand it at a mental ATTRIBUTE GAIN DEX +3 level rather than at a spiritual one. Jal Shey are typically exceptional diplomats but are NOTES The Frozian are a species of large, gangly mammalian bipeds from less successful in physical pursuits. the lush paradise of Froz. They employ the belts to help compensate for their typical clumsiness. Opponents must make an Awareness STEALTH FIELD GENERATOR check versus the user’s Stealth skill +3 or remain unaware of them. The belt additionallyhelps shield the user from sonic attacks. The user must have paid points into the Stealth SKILLS — SPECIAL — skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. SAVES/ — BREAKDOWNRESISTANCE COMPONENT VALUE 3 ATTRIBUTE GAIN — ERIADU STEALTH UNIT NOTES This device enables stealth mode, a camouflage field that hides the user. SKILLS +10 Stealth SPECIAL — Opponents must make an Awareness check versus the Stealth of the user SAVES/ — BREAKDOWN 1,360 or remain unaware of them. The user must have paid points into the RESISTANCE COMPONENT VALUE Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. ATTRIBUTE GAIN DEX +4 NOTES The echo belt is a top-of-the-line stealth device used by the wealthiest ARATECH SD BELT and the deadliest. Opponents must make an Awareness check versusthe user’s Stealth skill +6 or remain unaware of them. The belt
SKILLS +2 Stealth SPECIAL — additionally helps shield the user from sonic attacks. The user must have paid points into Immunity: 25% BREAKDOWN the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not.SAVES/ COMPONENT VALUE 15 RESISTANCE vs. Sonic ATTRIBUTE GAIN — NOTES This Aratech sound-dampening belt reduces all sound that the user might make. Opponents must make an Awareness check versus the user’s Stealth skill +2 or remain unaware of them. The belt additionally helps shield the user from sonic attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. EXCHANGE SHADOW CASTER
SKILLS +2 Awareness, +4 Stealth SPECIAL — SAVES/ BREAKDOWN RESISTANCE — COMPONENT VALUE 55 ATTRIBUTE GAIN DEX +1 NOTES This unit was developed by the Exchange as an escape tool for their members on worlds where the authorities outnumber the Exhange population. It refines the stealth mode field to better camouflage the user. Opponents must make an Awareness check versus the user’s Stealth skill +4 or remain unaware of them. The belt additionally helps shield the user from sonic attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. 260 > PRIMA OFFICIAL GAME GUIDE, Appendix VII: Droid Parts and Armaments Droid Utility Items DROID OPTIMIZED INTERFACE DROID DURABILITY UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN CON +1 SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE Fortitude +2 SPECIAL — SKILLS +2 Computer Use BREAKDOWN BREAKDOWNCOMPONENT COST 1 SKILLS — COMPONENT COST 30 BONUS
FEATS — BONUSFEATS — NOTES This interface is streamlined for more efficient and more effective NOTES This module increases the droid’s survivability by creating redundant interactions with computer terminals. programs and upgrading the self-repair software. DROID STABILIZATION SUBROUTINE DROID AGILITY UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN DEX +1 SAVES/ SAVES/ RESISTANCE — SPECIAL — RESISTANCE Reflex +2 SPECIAL — SKILLS +4 Demolitions BREAKDOWN BREAKDOWNCOMPONENT COST 2 SKILLS — COMPONENT COST 45 BONUS — BONUSFEATS FEATS — NOTES This module provides extra computing power for the droid’s NOTES This module increases the droid’s agility by creating new programs to motivators and actuators, allowing it to make smoother and more run its motivators and increase its reaction time. subtle movements…two very handy things to have when disarming a mine. DROID STRENGTH UPGRADE DROID MACHINE INTERFACE FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN STR +1
FEATS Droid Upgrade Class II — SAVES/REQUIRED ATTRIBUTE GAIN RESISTANCE Fortitude +2 SPECIAL — SAVES/ RESISTANCE — SPECIAL — SKILLS — BREAKDOWN
COMPONENT COST 60 SKILLS +4 Repair BREAKDOWN BONUSCOMPONENT COST 3 FEATS — BONUS NOTES FEATS — This module increases the droid’s strength by removing most of the NOTES This interface is designed to interact with most standard types of factory-installed safety restrictions put in place during its manufacture. droids, machines, and equipment, allowing complex and detailed analysis of problems to be sent to the droid for reference. DROID EXCHANGE INTERFACE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — DROID LOCKOUT BYPASS SAVES/RESISTANCE — SPECIAL — FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SKILLS +3 Computer Use, +6 Security BREAKDOWN
COMPONENT COST 80 SAVES/ RESISTANCE — SPECIAL — BONUS
FEATS — SKILLS +3 Computer Use, Security BREAKDOWN 5 NOTESCOMPONENT COST Most droids that work for the Exchange don’t always have the proper BONUS — key codes needed to open doors. This interface solves that problem—ifFEATS NOTES This interface is designed to bypass most standard lockout and you can find it on the black market. security measures common among mass-produced terminals. DROID REMOTE INTERFACE DROID PARABOLIC GUIDES FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — SAVES/RESISTANCE — SPECIAL — SAVES/ RESISTANCE — SPECIAL — SKILLS -3 Awareness, +10 Security BREAKDOWNCOMPONENT COST 100 SKILLS — BREAKDOWN BONUSCOMPONENT COST 10 FEATS — BONUS Weapon Focus, Proficiency: NOTES This interface uses a wireless signal to completely bypass security FEATS Grenades hardware and countermeasures. This signal takes much of the droid’s NOTES These modifications tie directly into the droid’s “throwing arm” and power to maintain, however, and a loss of cognitive awareness is the result. provide multiple trajectory possibilities and solutions for thrown munitions. DROID ANATOMY UPGRADE DROID MOTIVATOR BOOSTER FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN DEX +1 SAVES/ RESISTANCE — SPECIAL Attack Modifier +3 vs. HumanSAVES/ RESISTANCE — SPECIAL Defense Bonus: 2 SKILLS +5 Treat Injury BREAKDOWN 130 SKILLS — BREAKDOWN COMPONENT COSTCOMPONENT COST 15 BONUS BONUS — FEATS — FEATS NOTES This upgrade provides the droid with numerous files and other NOTES This module ties directly in with your droid’s motivators, increasing reference material relating to the anatomy of humanoid creatures, their output drastically. Even the most sluggish droids will show a giving the droid an intimate knowledge of their strengths and weaknesses. marked improvement. PRIMAGAMES.COM < 261
, DROID AUTOMATED REPAIR UPGRADE DROID SINGULARITY PROJECTOR FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — FEATSREQUIRED — ATTRIBUTE GAIN — SAVES/ SAVES/ RESISTANCE — SPECIAL Regenerate 1 RESISTANCE — SPECIAL Usable by G0-T0 SKILLS — BREAKDOWNCOMPONENT COST 170 SKILLS +10 Stealth BREAKDOWNCOMPONENT COST 300 BONUS
FEATS Regenerate Vitality Points BONUS Caution, Improved, Master FEATS
NOTES This upgrade enhances your droid’s self-diagnostics and self-repair Caution capability, allowing it to sustain itself by scavenging parts from the NOTES While it is unknown where the technology came from to create such a environment as well as from its own noncritical systems. device on such a small scale, the outcome is well worth any possible compatibility dangers. This unit actually folds space around the droid, not only making it appear to be DROID SOURCE RIPPER gone, but also actually ripping it out of normal space—the droid is gone. FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — DROID STEALTH BOOSTER SAVES/ RESISTANCE — SPECIAL — FEATS +10 Computer Use BREAKDOWN REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN —SKILLS COMPONENT COST 225 SAVES/ BONUS — RESISTANCE — SPECIAL Useable by G0-T0FEATS SKILLS BREAKDOWN NOTES This interface allows the droid to see the original coding used to +5 Stealth COMPONENT COST 300 BONUS
create a computer system, thus allowing unprecedented access to FEATS — subsystems that even the programmer might not have known to exist. NOTES This unit coaxes more power out of existing stealth unit circuitry, improving its effect notably. DROID SYSTEMS UPGRADE G0-T0 TARGETING MODULE FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN CON +1, DEX +1, INT +3 FEATS SAVES/ REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — RESISTANCE — SPECIAL — SAVES/ SKILLS — BREAKDOWN 290 RESISTANCE — SPECIAL Useable by G0-T0 COMPONENT COST BREAKDOWN BONUS SKILLS —— COMPONENT COST FEATS Power Blast, Rapid Shot, NOTES Using higher mathematics and an advanced binary language, this BONUS Sniper Shot, Improved Power upgrade completely rewrites the droid’s system software to be more FEATS Blast, Improved Rapid Shot, efficient, more powerful, and much faster. Improved Sniper Shot NOTES This droid auxiliary processor provides exceptional ranged combat abilities. DROID SELF-SUSTAINING UNIT FEATS
REQUIRED — ATTRIBUTE GAIN Regenerate: 3 SAVES/ RESISTANCE — SPECIAL Useable by T3-M4 SKILLS — BREAKDOWNCOMPONENT COST 300 BONUS
FEATS Regenerate Vitality Points NOTES By reprogramming its internal systems, this upgrade takes the droid’s built-in diagnostic routines to the next step: self-repair. Through several closely guarded processes, the droid can actually sustain and repair itself, regardless of availability of repair kits. Droid Sensor Items DROID ASSASSINATION MODULE DROID MOTION TRACKER FEATS
REQUIRED — ATTRIBUTE GAIN — FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SAVES/ RESISTANCE — SPECIAL Usable by HK-47, Attacker Modifier +3 SAVES/ RESISTANCE — SPECIAL Attack Modifier +1 SKILLS — BREAKDOWNCOMPONENT COST 300 SKILLS +2 Awareness BREAKDOWN
COMPONENT COST 1 BONUS Precise Shot I, II, III; BONUSFEATS — FEATS Targeting I, II, III NOTES A droid enhancement that increases the perception and tracking of NOTES Not much is known about the inner workings of these modules, but targets in combat. one thing is for certain: they work. DROID SURVEILLANCE UPGRADE DROID OMNISCIENCE UNIT FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN DEX +1 FEATS — ATTRIBUTE GAIN — SAVES/REQUIRED RESISTANCE — SPECIAL — SAVES/ Immunity to Critical Hits SPECIAL Useable by G0-T0, Attacker Modifier +3 +3 Awareness, BREAKDOWNRESISTANCE SKILLS COMPONENT COST 2 SKILLS +10 Awareness, BREAKDOWN +1 Demolitions COMPONENT COST 300 +5 Demolitions BONUSFEATS — BONUS
FEATS — NOTES An upgrade designed for light scout droids and other listening NOTES This sensor array has unique technology that allows the droid to models. basically know what is going on around it at all times. 262 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VII: Droid Parts and Armaments DROID UPGRADE SLOT DROID WARFARE UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN DEX +2 SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE — SPECIAL Attack Modifier +3 SKILLS — BREAKDOWN BREAKDOWNCOMPONENT COST 15 SKILLS — COMPONENT COST 80 BONUS
FEATS Droid Upgrade Class II Weapon Proficiency, Focus;BONUS NOTES This module reprograms a droid’s systems to allow upgrades that FEATS Specialization: Blaster Pistol,Blaster Rifle normally would be too advanced for that droid to handle. NOTES A highly complex module with near unlimited learning capacity and highly modifiable software. A costly alternative to training, these modules were designed to create master DROID REFERENCE DATABASE generals, tacticians, and assassins in as long as it takes to install. FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SAVES/ RESISTANCE — SPECIAL Attack Modifier +2 vs. Droids DROID BATTLE UPGRADE SKILLS +4 Repair BREAKDOWNCOMPONENT COST 5 FEATSREQUIRED — ATTRIBUTE GAIN DEX +1 BONUS
FEATS — SAVES/RESISTANCE — SPECIAL Attack Modifier +3 NOTES This unit provides your droid with a library of schematics that it can SKILLS — BREAKDOWNCOMPONENT COST 30 draw on when repairing or dismantling technology. BONUS Weapon Proficiency, Focus; FEATS Blaster Pistol, Blaster Rifle DROID SYSTEM FORTIFICATION NOTES This module is a step up from the droid fighting upgrade and provides FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — your droid with a library of countless tactical engagements to draw upon for reference. SAVES/ RESISTANCE 10 vs. Ion SPECIAL — SKILLS — BREAKDOWN 10 ENHANCEMENT: RAPID SHOTCOMPONENT COST BONUS — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS NOTES This module carefully monitors and regulates the circuitry of the droid, SAVES/RESISTANCE — SPECIAL — preventing minor spikes and fluctuations from causing disruptions. SKILLS — BREAKDOWNCOMPONENT COST 130 BONUS Improved, Master Rapid DROID FIGHTING UPGRADE FEATS Shot, Rapid Shot
FEATS Droid Upgrade Class II ATTRIBUTE GAIN — NOTES These upgrades offer powerful new tactics to be hardwired directlyREQUIRED SAVES/ — Attack Modifier +2 into your droid’s combat algorithms.RESISTANCE SPECIAL SKILLS +2 Awareness BREAKDOWNCOMPONENT COST 3 ENHANCEMENT: SNIPER SHOT BONUS WP Blaster Pistol, FEATS Blaster Rifle FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — NOTES This module is designed to give your droid a tactical advantage in SAVES/RESISTANCE — SPECIAL — combat by increasing its sensor range, reflexes, and logic systems. SKILLS — BREAKDOWNCOMPONENT COST 170 Improved Sniper Shot, DROID ADVANCED UPGRADE SLOT BONUSFEATS Master Sniper Shot FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — NOTES These upgrades offer powerful new tactics to be hardwired directly SAVES/ RESISTANCE — SPECIAL — into your droid’s combat algorithms. SKILLS — BREAKDOWNCOMPONENT COST 100 BONUS
FEATS Droid Upgrade Class III ENHANCEMENT: POWER BLAST NOTES This module reprograms a droid’s systems to allow upgrades that FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — normally would be too advanced for that droid to handle. SAVES/ RESISTANCE — SPECIAL — SKILLS — BREAKDOWNCOMPONENT COST 225 DROID PERCEPTION SENSORS BONUS Power Blast, Improved Power
FEATS FEATS REQUIRED Droid Upgrade Class III — Blast, Master Power Blast ATTRIBUTE GAIN SAVES/ Defense Bonus 1 SPECIAL Attacker Modifier +2 NOTES These upgrades offer powerful new tactics to be hardwired directlyRESISTANCE +8 Awareness, BREAKDOWN 45 into your droid’s combat algorithms.SKILLS COMPONENT COST+2 Demolitions BONUS
FEATS — DROID MICRO-OPTICS NOTES This sensor cluster scans the entire light spectrum and audio FEATSREQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — frequencies well beyond the range of most organic beings, making it near impossible for SAVES/ RESISTANCE — SPECIAL —something to occur within the droid’s perceptive range without it knowing about it. SKILLS +10 Demolitions BREAKDOWNCOMPONENT COST 290 BONUS Improved Caution, DROID MEMORY UPGRADE FEATS Master Caution FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN INT +2 NOTES This sensor array includes several optical sensors that can see SAVES/ RESISTANCE — SPECIAL — changes in substances at the molecular level, allowing the droid to more accurately SKILLS +5 Computer Use BREAKDOWN 60 identify hazardous materials.COMPONENT COST BONUS
FEATS — NOTES This upgrade provides extra memory banks and computing power that can be integrated seamlessly with its existing programming. PRIMAGAMES.COM < 263
, Droid Special Weapons
Using these items consumes one charge. These items are automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. BLOWTORCH DROID FLAMETHROWER FEATS
REQUIRED Droid Upgrade Class I SAVE DC 15, Half Damage FEATSREQUIRED Droid Upgrade Class I SAVE — USES 10/10 RANGE Short USES — RANGE Short DAMAGE 6, Heat BREAKDOWN BREAKDOWNCOMPONENT COST 5 DAMAGE 1–10, Fire COMPONENT COST 5 ON HIT — ON HIT — NOTES This droid-mounted acetylene blowtorch can be used as an improvised NOTES Designed for extermination and pest control, these devices can also weapon, inflicting minor heat damage over an area. be used on larger beings. ADVANCED BLOWTORCH DROID ION STRIKER FEATS
REQUIRED Droid Upgrade Class I SAVE DC 15, Half Damage FEATSREQUIRED Droid Upgrade Class II SAVE — USES 10/10 RANGE Short USES — RANGE Short DAMAGE 12, Heat BREAKDOWNCOMPONENT COST 10 DAMAGE 2–20, Ion BREAKDOWNCOMPONENT COST 22 ON HIT — ON HIT — NOTES This droid-mounted advanced blowtorch can be used as an improved NOTES The ion striker is used by security droids to disable and destroy other weapon, inflicting heat damage over an area. While an industrial droids, whether they are assassins or simply malfunctioning. tool, its advanced hydrocarbon fuel is closer to military-grade incendiaries than the more common acetylene. DROID MAGMA EJECTOR FEATS DROID CARBONITE PROJECTOR REQUIRED Droid Upgrade Class II SAVE —
USES — RANGE Short FEATS
REQUIRED Droid Upgrade Class II SAVE DC 15, Half Damage, Paralyze Reduced BREAKDOWN 10/10 to 3 Seconds DAMAGE 2–20, Fire COMPONENT COST 30 USES ON HIT — DAMAGE 20, Cold RANGE Medium NOTES Paralyze, 100% for 9 Seconds BREAKDOWN 45 An upgrade of the standard flamethrower, this device actually shoots ON HIT COMPONENT COST streams of superheated magma. There is very little practical use for NOTES Typically used for long-term storage of perishable goods, these tools can such devices, but they are sought after by military powers for their devastating effect be turned on human targets with reasonable certainty of the outcome. on morale. DROID ADVANCED CARBONITE PROJECTOR DROID MULTI-SPECTRAL EMITTER FEATS
REQUIRED Droid Upgrade Class III SAVE DC 20, Half Damage, Paralyze Reduced FEATS
REQUIRED Droid Upgrade Class III SAVE — to 9 Seconds USES 10/10 USES — RANGE Short DAMAGE 40, Cold RANGE Medium 2–12 Electrical, BREAKDOWNDAMAGE COMPONENT COST 290 ON HIT Paralyze, 100% for 15 Seconds BREAKDOWN 100 Energy, IonCOMPONENT COST ON HIT NOTES Typically used for long-term storage of perishable goods, these tools — can be turned on human targets with reasonable certainty of the NOTES These highly destructive beams are typically mounted on heavy armor outcome. This advanced model uses a more efficient projector that can freeze greater tanks and used to decimate an opposing army’s vehicles. volumes quicker. DROID NEURAL PACIFIER DROID BIO-ASSAULT SPRAY FEATSREQUIRED Droid Upgrade Class I SAVE DC 10, Negate FEATS
REQUIRED Droid Upgrade Class III SAVE DC 22, to Negate Slow USES — RANGE Short USES — RANGE Short DAMAGE Attribute: 1–4 DEX BREAKDOWNCOMPONENT COST 3 DAMAGE 2–20, Acid BREAKDOWN 80 ON HITCOMPONENT COST — ON HIT Poisoned, Virulent NOTES By slowing the neural impulses of the victim, this device can effec- NOTES Illegal in most civilized societies, the bio-assault spray upgrade essen- tively cripple them into submission. tially breaks the target down at the molecular level, often leaving behind nothing more than a gray ooze. DROID NEURAL SCRAMBLER FEATS
REQUIRED Droid Upgrade Class II SAVE — DROID CHARGE ARM USES — RANGE Short FEATS
REQUIRED Droid Upgrade Class I SAVE DC 10, Negate Slow DAMAGE Attribute: 1–6 DEX BREAKDOWN
COMPONENT COST 15 USES — RANGE Short ON HIT Slowed 50% for 12 Seconds, DC 18. Stunned, 25% for 12 DAMAGE — BREAKDOWNCOMPONENT COST 1 Seconds, DC 14 ON HIT Stunned, 25% for 6 Seconds NOTES More powerful than the pacifier, the neural scrambler is used to overload the victim’s NOTES This device fires a beam that is disruptive to the neural pathways of neural pathways to the point of losing consciousness. biological creatures. 264 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VII: Droid Parts and Armaments DROID PLASMA THROWER DROID SHOCK ARM FEATS
REQUIRED Droid Upgrade Class III SAVE — FEATS
REQUIRED Droid Upgrade Class I SAVE Fortitude DC 5 + Attacker’s Level for — Short T2-M4 only Half DamageUSES RANGE USES DAMAGE 2–20 Fire, 2–20 Energy BREAKDOWNCOMPONENT COST 60 Special (1–6, 10–60), RANGE Short DAMAGE Electrical BREAKDOWNON HIT — COMPONENT COST — ON HIT NOTES Ionized gas is pumped though this upgrade and burns through most — known metals in seconds. It is designed for rescue droids who NOTES This unit is a popular upgrade for utility droids in that it is well sometimes need to make holes in starships’ heavily armored hulls. 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 DROID SCRAMBLER MARK I maximum of 10 levels (10–60 points). FEATS
REQUIRED Droid Upgrade Class I SAVE — DROID TOXIN EMITTER USES — RANGE Short FEATS
DAMAGE 1–8 Ion vs. Droid BREAKDOWN 130 REQUIRED Droid Upgrade Class II SAVE DC 10 to Negate EachCOMPONENT COST DC10 Save or Be Destroyed USES — RANGEON HIT Short BREAKDOWN
NOTES The “scrambler” was developed by Aratech and marketed toward DAMAGE — COMPONENT COST 7 customers who were faced with massive droid armies. Sending a Paralyzed 25% for 6 Seconds.ON HIT pulse of highly charged ions, this weapon destroys the electronics of opposing droids. Poisoned, Mild Weakness NOTES This small canister fits under a droid’s plating and when activated, DROID SCRAMBLER MARK II releases a small cloud of toxic gas. FEATS
REQUIRED Droid Upgrade Class II SAVE — FIRE SUPPRESSION SYSTEM USES — RANGE Short FEATS
BREAKDOWN REQUIRED Droid Upgrade Class I DC 15 for Half Damage and IgnoreDAMAGE 1–12 Ion vs. Droid SAVECOMPONENT COST 170 USES 10/10 Paralyze Effect ON HIT DC14 Save or Be Destroyed DAMAGE 1–10, Cold RANGE Short NOTES The mark II is a more powerful version of the mark I, delivering a stronger beam of intense ionic energy directly into the victim’s circuitry. ON HIT Paralyze, 25% for 6 Seconds BREAKDOWN
COMPONENT COST 7 NOTES This item uses a high-pressure agent to douse flames and cool criti- DROID SCRAMBLER MARK III cally overheating systems. The agent is comprised of two naturallyoccurring gases and a synthetic compound similar to those used in carbonite freezing, FEATS
REQUIRED Droid Upgrade Class III SAVE — producing a chemical stream cold enough to be used as an improvised weapon. USES — RANGE Short DAMAGE 2–20 Ion vs. Droid BREAKDOWNCOMPONENT COST 225 ON HIT DC18 Save or Be Destroyed NOTES The mark III is an expensive upgrade to the mark II and is the most feared weapon by droid army commanders. Droid Plating IMPACT ARMOR ITEMS Impact armor is designed to help absorb some of the wear and tear droids can take in an active workplace and save the chassis from major damage. DROID IMPACT ARMOR MARK I DROID AGRINIUM ARMOR
FEATS ATTRIBUTE FEATS ATTRIBUTE REQUIRED Droid Upgrade Class I GAIN — REQUIRED Droid Upgrade Class I GAIN — DEFENSE 3 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 3 BONUS 3 COMPONENT COST 352 SAVES/ RESISTANCE — SAVES/ Immunity 75% vs. RESISTANCE
NOTES Little more than a dust cover for the internal components of droids, Electrical, Energy, Fire mark I is as light as they come. NOTES Agrinium is used to create solar sails and is highly resilient to all forms of radiation. Applied to droid armor, it creates a highly DROID IMPACT ARMOR MARK II effective barrier against many forms of damage. This armor is used on lightweight repair
droids that maintain the sails on deep space sail ships. FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTEGAIN — DEFENSE
BONUS 4 BREAKDOWN
COMPONENT COST 22 MODULAR PLATING ITEMS SAVES/ RESISTANCE — Modular plating was designed as a lightweight yet durable substitute for heavier, more NOTES The first in the series to be seriously considered armor, the mark II cumbersome armor. provides a decent, uniform covering. DROID MODULAR PLATING MARK I DROID IMPACT ARMOR MARK III FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTEGAIN — FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTEGAIN — DEFENSE BREAKDOWNBONUS 4 COMPONENT COST 7 DEFENSE 5 BREAKDOWNBONUS COMPONENT COST 82 SAVES/RESISTANCE — SAVES/ RESISTANCE — NOTES The mark I series is used primarily on droids in diplomatic situations NOTES Mark III provides the most protection available for noncombat droids where discretion is more important than defense. and increases their survivability in hostile situations. PRIMAGAMES.COM < 265
, DROID MODULAR PLATING MARK II DROID QUADRANIUM ARMOR
FEATS Droid Upgrade Class II ATTRIBUTEREQUIRED GAIN — FEATS ATTRIBUTE REQUIRED Droid Upgrade Class II GAIN — DEFENSE 5 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 127 BONUS 4 COMPONENT COST 825 SAVES/ RESISTANCE — Immunity 25% vs.SAVES/ Electrical, Energy, NOTES The mark II has become the standard, given its high protection versus RESISTANCE Fire, Sonic weight ratio and is used in almost every droid army. NOTES Quadranium is an incredibly strong element used in the manufacture of starship fuel tanks. It was first applied to droid armor by Aratech DROID MODULAR PLATING MARK III during the development of droids that could be sent to clean starship engines and fuel FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE tanks without sustaining any damage.GAIN — DEFENSE 6 BREAKDOWNBONUS COMPONENT COST 217 SAVES/ RESISTANCE — DROID CAPACITOR ARMOR NOTES The mark III is the pinnacle of lightweight, high-impact protection FEATS ATTRIBUTEREQUIRED Usable by HK-47 GAIN — using exotic materials and highly detailed manufacturing techniques. DEFENSE 13 BREAKDOWNBONUS COMPONENT COST 300 SAVES/ Immunity 75% vs. RESISTANCE Electrical, Energy, Ion NOTES Based on an inverse architecture of energized armor, capacitor armor actually absorbs incoming energy and converts it into usable power for the droid’s internal power source. The rest of the energy is dissipated harmlessly into the environment around the droid. DURASTEEL PLATING ITEMS Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids. DROID DURASTEEL PLATING MARK I DROID DURASTEEL PLATING MARK III
FEATS FEATSDroid Upgrade Class I ATTRIBUTE — REQUIRED Droid Upgrade Class III ATTRIBUTEREQUIRED GAIN GAIN — DEFENSE 8 BREAKDOWN DEFENSE 12 BREAKDOWN BONUS COMPONENT COST 52 BONUS COMPONENT COST 1,095 SAVES/ SAVES/ RESISTANCE — RESISTANCE — NOTES The mark I uses an alloy blend that cuts the weight but at a cost to NOTES The mark III is the heaviest mass-produced armor available on the the durability. open market. DROID DURASTEEL PLATING MARK II DROID DIATIUM PLATING FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE — FEATS
REQUIRED Droid Upgrade Class 3 ATTRIBUTE DEX -2GAIN GAIN DEFENSE 10 BREAKDOWN DEFENSE 13 BREAKDOWN 1,180BONUS COMPONENT COST 570 BONUS COMPONENT COST SAVES/ — Immunity 90% vs.RESISTANCE SAVES/ Bludgeoning, Piercing, NOTES The mark II is the standard heavy armor used in large military droids RESISTANCE Slashing and vehicles. NOTES Diatium is used in the construction of armor sheets that protect vital military installations and structures that are in close proximity to asteroid fields. Prohibitively heavy and expensive to shape on such a small scale, only a few sets of diatium droid armor are known to have actually been made. ENERGIZED ARMOR ITEMS
Energized armor draws on the droid’s power source and applies a current through a specially designed matrix on the armor. This energy matrix binds the molecules of the armor together to create a nearly impenetrable physical barrier. Extremely difficult to manufacture, energized armor takes years to produce, thus making this the most expensive droid armor on the open market. DROID ENERGIZED ARMOR MARK I DROID ENERGIZED ARMOR MARK III FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE — FEATS Droid Upgrade Class II ATTRIBUTEGAIN REQUIRED GAIN — DEFENSE 14 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 1,275 BONUS 14 COMPONENT COST 1,487 SAVES/ RESISTANCE Fortitude +5 90% vs. Bludgeoning,SAVES/ RESISTANCE Piercing, Slashing, DROID ENERGIZED ARMOR MARK II Fortitude +5
FEATS Droid Upgrade Class II ATTRIBUTEREQUIRED GAIN — DEFENSE 14 BREAKDOWNBONUS COMPONENT COST 1,387 5% vs. Bludgeoning, SAVES/ RESISTANCE Piercing, Slashing,Fortitude +5 266 > PRIMA OFFICIAL GAME GUIDE, Droid Shields DROID DEFENSE BARRIER DROID ENERGY COLLECTOR FEATS
REQUIRED Droid Upgrade Class I DURATION 200 Seconds or Max FEATS
REQUIRED Droid Upgrade Class I 200 Seconds or Max 10/10 Damage Taken DURATION
USES 10/10 Damage TakenUSES Energy, Sonic, Cold, Heat, RANGE — Energy, Sonic, Cold, Heat, RANGE — ABSORBS Ion 60 Points Total BREAKDOWN — ABSORBS BREAKDOWNCOMPONENT COST Ion 80 Points Total COMPONENT COST 5 NOTES The Droid Defense Barrier is the standard for units in droid armies, NOTES Initially designed to resist the harsh conditions of factory floors, these providing decent protection at a reasonable cost to the buyer. shields provide a droid with basic protection against a broad array of effect. The power drain is significant however, and they must be replaced regularly. DROID DEFLECTOR MARK I
FEATS Droid Upgrade Class I 200 Seconds or Max DROID RENEWABLE SHIELDREQUIRED DURATION USES 10/10 Damage Taken FEATSREQUIRED Droid Upgrade Class III DURATION 200 Seconds or Max Damage Taken Energy, Electrical, Ion 50 RANGE — USES Unlimited ABSORBS Points Total BREAKDOWN RANGE Usable by T3-M4COMPONENT COST 1 Energy, Sonic, Cold, Heat, ABSORBS
NOTES Deflectors provide limited protection against all types of energy. Mark Ion 80 Points Total BREAKDOWNCOMPONENT COST 10 I shields are used primarily by astromech droids to protect their NOTES Through a complex ambient energy collection system, these shields chassis from the particulate radiation they come into contact with when exposed to can be maintained and renewed without the replacement of the unit, open space. allowing for this shield to be raised and lowered nearly an infinite amount of times. DROID DEFLECTOR MARK II DROID UNITY GRID MARK I FEATS
REQUIRED Droid Upgrade Class II DURATION 200 Seconds or Max FEATS Droid Upgrade Class IDamage Taken REQUIRED DURATION 200 Seconds or Max USES 10/10 10/10 Damage TakenUSES Energy, Electrical, Ion 70 RANGE — RANGE — ABSORBS Points Total BREAKDOWN Energy, Sonic, Cold, Heat, ABSORBS
COMPONENT COST 2 Ion 110 Points Total BREAKDOWNCOMPONENT COST 67 NOTES Deflectors provide limited protection against all types of energy. Mark NOTES This shielding module creates overlapping shield vectors and then II are more robust than the Mark I, allowing a droid to stay exposed unifies them into a single shield, greatly increasing its absorption to space, even when passing close to stars. capacity as a result. DROID DEFLECTOR MARK III FEATS
REQUIRED Droid Upgrade Class III DURATION 200 Seconds or Max 10/10 Damage TakenUSES Energy, Electrical, Ion 100 RANGE — ABSORBS Points Total BREAKDOWNCOMPONENT COST 10 NOTES Deflectors provide limited protection against all types of energy. The Mark III is the most cost-effective of the heavy droid shielding systems, providing decent protection from focused energy. Appendix VIII: Medical Items, Stimulants,
and Miscellany Medical Items MEDPAC ADVANCED MEDPAC
USES Single BREAKDOWN 20 USES Single BREAKDOWNCOMPONENT COST COMPONENT COST 40 CREATALE Yes (Treat Injury 1) CREATALE Yes (Treat Injury 10) NOTES A medpac contains essential equipment for the treatment of wounds. NOTES An advanced medpac contains an improved array of equipment for They cannot be used by droids. Basic medpacs heal 10 vitality points the treatment of wounds. They cannot be used by droids. Advanced + WIS modifier + user’s skill in Treat Injury. medpacs heal 20 vitality points + WIS modifier + 2x user’s skill in Treat Injury. PRIMAGAMES.COM < 267
, LIFE SUPPORT PACK ANTIDOTE KIT
USES Single BREAKDOWN BREAKDOWNCOMPONENT COST 75 USES Single COMPONENT COST 20 CREATALE Yes (Treat Injury 20) CREATALE Yes (Treat Injury 5) NOTES A life support pack contains dermal regenerators and other NOTES This kit contains wide-spectrum antidote hypospray injectors designed equipment for the treatment of wounds. They cannot be used by to neutralize all known poisons. Lowered attribute scores are returned droids. Life support packs heal 30 vitality points + WIS modifier + 3x to normal and physical damage is halted. Damage already suffered user’s skill in Treat Injury. must still be healed by other means. Stimulants ADRENAL STRENGTH HYPER-ADRENAL STAMINA
USES Single SPECIAL — USES Single SPECIAL — ATTRIBUTE STR +4 CREATABLE Yes (Treat Injury 3) ATTRIBUTEGAINS GAINS CON +6 CREATABLE Yes (Treat Injury 21) DURATION 120 Seconds BREAKDOWN BREAKDOWNCOMPONENT COST 25 DURATION 120 Seconds COMPONENT COST 50 NOTES A shot of this enhancer provides a temporary boost in the strength of NOTES Steeling the user against pain, this stim provides a very large boost in the user. The effect wears off after a short time, and side effects are constitution. Stim bonuses that affect the same statistic do not stack. considered minimal. Stim bonuses that affect the same statistic do not stack. BATTLE STIMULANT HYPER-ADRENAL STRENGTH USES Single SPECIAL Bonus Vitality Max +8 Points,
USES Single SPECIAL — ATTRIBUTEGAINS — Attack +1, Damage +1 ATTRIBUTE STR +6 CREATABLE Yes (Treat Injury 15) CREATABLEDURATION 120 Seconds Yes (Treat Injury 12)GAINS DURATION 120 Seconds BREAKDOWN BREAKDOWN
COMPONENT COST 50 COMPONENT COST NOTES More effective than the basic model, this stim uses a risky cocktail of NOTES This stimulant enables the user to better absorb damage and focuses chemicals to boost the strength of the user. Stim bonuses that affect the mind on the fight, improving the ability to hit. The effect wears the same statistic do not stack. off after a short time. Stim bonuses that affect the same statistic do not stack. ADRENAL ALACRITY HYPER-BATTLE STIMULANT
USES Single SPECIAL Movement +20% USES Single SPECIAL Bonus Vitality Max +16 Points, ATTRIBUTE Attack +2, Damage +2ATTRIBUTE GAINS DEX +4 CREATABLE Yes (Treat Injury 6) GAINS — CREATABLE Yes (Treat Injury 23) DURATION 120 Seconds BREAKDOWN DURATION 120 SecondsCOMPONENT COST 25 BREAKDOWN COMPONENT COST 100 NOTES A shot of this enhancer provides a temporary boost in the dexterity of NOTES This stim removes all distractions, allowing the user to focus purely the user. The effect wears off after a short time, and side effects are on the battle. The user is almost oblivious to damage suffered. Stim considered minimal. Stim bonuses that affect the same statistic do not stack. bonuses that affect the same statistic do not stack. HYPER-ADRENAL ALACRITY ECHANI BATTLE STIMULANT
USES Single SPECIAL Movement +30% USES Single Bonus Vitality Max +25 Points, ATTRIBUTE
GAINS DEX +6 CREATABLE Yes (Treat Injury 18) SPECIAL
ATTRIBUTE — Attack +3, Damage +3 DURATION 120 Seconds BREAKDOWN GAINS
COMPONENT COST 50 DURATION 120 Seconds CREATABLE Yes (Treat Injury 30) NOTES This model of alacrity stim uses a very powerful mixture of chemicals BREAKDOWNCOMPONENT COST 100 to produce an incredible increase in the dexterity of the user. Stim NOTES This stimulant produces a chemical cocktail that sends a boost of bonuses that affect the same statistic do not stack. adrenaline through the body, focusing the mind and bolstering the user’s tolerance for damage. Stim bonuses that affect the same statistic do not stack. ADRENAL STAMINA
USES Single SPECIAL — ATTRIBUTE
GAINS CON +4 CREATABLE Yes (Treat Injury 9) DURATION 120 Seconds BREAKDOWNCOMPONENT COST 25 NOTES A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Miscellaneous Items DATAPAD SECURITY TUNNELER
SPECIAL — BREAKDOWN BREAKDOWNCOMPONENT VALUE — SPECIAL — COMPONENT VALUE 5 NOTES Data storage devices like these are common, though they may vary in CREATABLE Yes (Security 5) quality depending on what features are included. NOTES This one-use item improves the user’s ability to bypass security measures, creating electronic interference in the locking mechanisms of doors and containers. This item can only be used if you possess the Security skill. 268 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VIII: MEDICAL ITEMS, STIMULANTS, and MISCELLANY COMPUTER SPIKE HK PROTOCOL PACIFIST PACKAGE
SPECIAL — BREAKDOWN BREAKDOWNCOMPONENT VALUE 12 SPECIAL — COMPONENT VALUE — CREATABLE Yes (Computer Use 5) NOTES This upgrade looks like it is designed to be downloaded into a droid’s NOTES These items allow a user to slice computer programs, assaulting behavior core. systems with garbage data to overwhelm security measures. They are one-use items. A high Computer Use skill reduces the number of HK VOCABULATOR spikes required for any given task. SPECIAL — BREAKDOWNCOMPONENT VALUE — PARTS NOTES This device allows a droid to speak and communicate with others.
SPECIAL — BREAKDOWNCOMPONENT VALUE 10 HAIR TRIGGER CREATABLE Yes (Repair 5) SPECIAL Upgrade Item, Ranged BREAKDOWN NOTES This is a disposable package of universally adaptable parts, designed COMPONENT VALUE for characters using the Repair skill on machines. Each pack is a one- NOTES This unit regulates the firing mechanism of certain blaster types, use item. A high Repair skill reduces the number of parts required for improving the ability of a skilled user to fire rapidly. The modifica- any given task. tions require a workbench with adequate tools and a weapon of highquality marked as upgradeable. ASSEMBLER TRANSISTOR LIGHTSABER EMITTER FIXTURE
SPECIAL Upgrade Item, Melee BREAKDOWNCOMPONENT VALUE 7 SPECIAL — BREAKDOWNCOMPONENT VALUE — NOTES A cell like this can stabilize a melee weapon, allowing it to hit and NOTES The emitter is one of three components needed to construct a lightsaber. damage better and possibly gain other effects. The modifications This basic fixture can later be enhanced with an emitter upgrade. require a workbench with adequate tools and a weapon of high quality marked as upgradeable. LIGHTSABER ENERGY CELL FIXTURE BROKEN ITEM SPECIAL — BREAKDOWNCOMPONENT VALUE —
BREAKDOWN NOTESSPECIAL — 1 The energy cell is one of three components needed to construct aCOMPONENT VALUE lightsaber. This basic fixture can later be enhanced with an energy NOTES This might once have been used as components or chemicals but now cell upgrade. is almost worthless. Bashing containers can sometimes damage fragile contents. LIGHTSABER FOCUSING LENS FIXTURE DURASTEEL BONDING ALLOY SPECIAL — BREAKDOWNCOMPONENT VALUE —
SPECIAL Upgrade Item, Melee BREAKDOWN NOTESCOMPONENT VALUE 5 The focusing lens is one of three components needed to construct a NOTES Application of this alloy can strengthen a melee weapon, increasing lightsaber. This basic fixture can later be enhanced with a lens upgrade. damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality AESTHETIC ITEM marked as upgradeable. SPECIAL — BREAKDOWNCOMPONENT VALUE 1 NOTES There are a number of unique items in the universe. You have just ENERGY PROJECTOR found one.
SPECIAL Upgrade Item, Melee BREAKDOWNCOMPONENT VALUE 7 NOTES This modular projector can cause a melee weapon to do additional PAZAAK DECK energy-based damage. The modifications require a workbench with SPECIAL — BREAKDOWN adequate tools and a weapon of high quality marked as upgradeable. COMPONENT VALUE — NOTES This is a standard Pazaak deck, complete with side deck cards. HK CHASSIS
SPECIAL — BREAKDOWN PAZAAK SIDE DECK1COMPONENT VALUE — NOTES The chassis for this HK unit looks largely intact except for some SPECIAL — BREAKDOWNCOMPONENT VALUE — noticeable blaster scoring in the chest region, where the control NOTES Pazaak requires both a main deck and a side deck. You can store all cluster should be. your side deck cards here and bring them out when you start a game. HK CONTROL CLUSTER There are numerous walkthrough items to accrue during your adventures across the
SPECIAL — BREAKDOWN — galaxy. Refer to the walkthrough chapters of this guide for their location information.COMPONENT VALUE NOTES This control cluster looks like it was singed by blaster fire, but it seems that the durasteel shell surrounding kept it intact despite the damage. HK DROID PROCESSOR
SPECIAL — BREAKDOWNCOMPONENT VALUE — NOTES This item looks like a digitally encoded processor for an HK unit. PRIMAGAMES.COM < 269
, Appendix IX: Feats
REPULSOR STRIKE PREREQUISITE: Bao-Dur Level 7 This strike does an extra 1–6 Electric damage. ARMOR PROFICIENCY The extra 1–6 damage stacks with the other unarmed damage. 5 percent chance of being Slowed for two rounds if
target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. ARMOR PROFICIENCY: LIGHT ELECTRICAL STRIKE PREREQUISITE: Level 1 PREREQUISITE: Bao-Dur Level 13 This feat allows you to wear light armor. This Strike does an extra 2–12 Electric damage. The extra 2–12 damage stacks with the other unarmed damage. 7 percent chance of being Slowed for two rounds if ARMOR PROFICIENCY: MEDIUM target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. PREREQUISITE: Armor Proficiency: Light This feat allows you to wear medium armor. GRAVITONIC STRIKE PREREQUISITE: Bao-Dur Level 19 ARMOR PROFICIENCY: HEAVY This Strike does an extra 3–18 Electric damage. PREREQUISITE: Armor Proficiency: Medium The extra 3–18 damage stacks with the other unarmed damage. 10 percent chance of being Slowed for two rounds if This feat allows you to wear heavy armor. target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. ASSASSIN PROTOCOL CAUTION CAUTION
ASSASSIN PROTOCOL I PREREQUISITE: Level 1 PREREQUISITE: HK-47 Level 1 This feat gives a +1 bonus to Demolitions and a +1 bonus to Stealth. There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/4 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. IMPROVED CAUTION MODIFIED ASSASSIN PROTOCOLS PREREQUISITE: Level 4 Caution PREREQUISITE: HK-47 Level 11 This feat gives a +2 bonus to Demolitions and a +2 bonus to Stealth. There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/3 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. MASTER CAUTION PREREQUISITE: Level 8 Improved Caution INTEGRATED ASSASSIN PROTOCOLS This feat gives a +3 bonus to Demolitions and a +3 bonus to Stealth. PREREQUISITE: HK-47 Level 17 There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/2 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. CLASS SKILLS BLASTER INTEGRATION COMPUTER USE
PREREQUISITE: Computer Use Is a Cross Class Skill This feat makes Computer Use a Class skill. PREREQUISITE: Expert Droids This feat allows T3-M4 and G0-T0 to equip blaster pistols. DEMOLITIONS PREREQUISITE: Demolitions Is a Cross Class skill This feat makes Demolitions a Class skill. STEALTH BAO-DUR STRIKES PREREQUISITE: Stealth Is a Cross Class Skill
This feat makes Stealth a Class skill. SHIELD BREAKER Bao-Dur Level 1 AWARENESSPREREQUISITE: Using this Strike causes the targeted opponent’s shield to stop protecting them. PREREQUISITE: Awareness Is a Cross Class Skill This feat makes Awareness a Class skill. 270 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS REPAIR
PREREQUISITE: Repair Is a Cross Class Skill This feat makes Repair a Class skill. SECURITY DARK SIDE CORRUPTION PREREQUISITE: Security Is a Cross Class Skill This feat makes Security a Class skill. PREREQUISITE: Sith Lord Turns some party members further to the dark side or light side. TREAT INJURY PREREQUISITE: Treat Injury Is a Cross Class Skill This feat makes Treat Injury a Class skill. DEFLECT CLOSE COMBAT
PREREQUISITE: Jedi Weapon Master This feat only works if the Jedi Weapon Master has a CLOSE COMBAT lightsaber equipped. PREREQUISITE: Level 4 Jedi Weapon Master gains (new stat replaces previous stat): When in melee combat with a ranged weapon, you take a -4 to defense instead of -6, and you gain a +1 to deflect blaster bolts at Level 1. +1 to hit. +2 to deflect blaster bolts at Level 3. IMPROVED CLOSE COMBAT +3 to deflect blaster bolts at Level 5. PREREQUISITE: Level 8 +4 to deflect blaster bolts at Level 7. When in melee combat with a ranged weapon, you take a -2 to defense instead of -6, and you gain a +2 to +5 to deflect blaster bolts at Level 10. hit. This feat replaces Close Combat. +6 to deflect blaster bolts at Level 13. +7 to deflect blaster bolts at Level 16. +8 to deflect blaster bolts at Level 19. CONDITIONING CONDITIONING
PREREQUISITE: Level 1 DROID INTERFACE This feat gives a +1 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. PREREQUISITE: Droid Level 1 IMPROVED CONDITIONING This feat allows droids to speak to droids who do not speak a sentient language. PREREQUISITE: Level 4 Conditioning This feat gives a +2 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. MASTER CONDITIONING PREREQUISITE: Level 8 Improved Conditioning DROID UPGRADE This feat gives a +3 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. DROID UPGRADE CLASS 1 PREREQUISITE: Level 1 This feat allows the droid to equip Class 1 items. Only droids can use this feat. CRITICAL STRIKE
DROID UPGRADE CLASS 2 PREREQUISITE: Level 7, Droid Upgrade Class 1 CRITICAL STRIKE This feat allows the droid to equip Class 2 items. Only droids can use this feat. PREREQUISITE: Level 1 This feat can only be done with melee weapons. When used, the character’s threat range is doubled. If the DROID UPGRADE CLASS 3 opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. PREREQUISITE: Level 13, Droid Upgrade Class 2 While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. This feat allows the droid to equip Class 3 items. Only droids can use this feat. IMPROVED CRITICAL STRIKE PREREQUISITE: Level 4 Critical Strike This feat can only be done with melee weapons. When used, the character’s threat range is tripled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. MASTER CRITICAL STRIKE PREREQUISITE: Level 8 Improved Critical Strike This feat can only be done with melee weapons. When used, the character’s threat range is quadrupled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. PRIMAGAMES.COM < 271
, DUAL STRIKE ECHANI STRIKE
DUAL STRIKE ECHANI STRIKE I PREREQUISITE: Level 1 PREREQUISITE: Handmaiden, Level 5 When attacking an enemy that another party member is also attacking, you receive a +2 bonus to hit. When unarmed, handmaiden deals 1–4 extra damage vs. any nondroid opponent. 5 percent chance of knocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks IMPROVED DUAL STRIKE with any Unarmed Specialist bonus damage. PREREQUISITE: Level 4, Dual Strike ECHANI STRIKE II When attacking an enemy that another party member is also attacking, you receive a +4 bonus to hit. PREREQUISITE: Handmaiden, Level 11 MASTER DUAL STRIKE When unarmed, handmaiden deals 2–8 extra damage vs. any nondroid opponent. 7 percent chance ofknocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks PREREQUISITE: Level 8, Improved Dual Strike with any Unarmed Specialist bonus damage. When attacking an enemy that another party member is also attacking, you receive a +6 bonus to hit. ECHANI STRIKE III PREREQUISITE: Handmaiden, Level 17 When unarmed, handmaiden deals 3–12 extra damage vs. any nondroid opponent. 10 percent chance of knocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks DUELING with any Unarmed Specialist bonus damage. DUELING
PREREQUISITE: Level 1 This feat provides: EMPATHY +1 to hit when using a melee weapon in one hand and nothing in the other. +1 to defense when using a melee weapon in one hand and nothing in the other. EMPATHY +1 to hit when using a ranged weapon in one hand and nothing in the other. PREREQUISITE: Level 1 +1 to defense when using a ranged weapon in one hand and nothing in the other. This feat gives a +1 bonus to the Persuade, Awareness, and Treat Injury skills. +1 to hit when unarmed. IMPROVED EMPATHY +1 to defense when unarmed. PREREQUISITE: Level 4, Empathy IMPROVED DUELING This feat gives a +2 bonus to the Persuade, Awareness, and Treat Injury skills. PREREQUISITE: Level 4, Dueling MASTER EMPATHY This feat provides: PREREQUISITE: Level 8, Improved Empathy +2 to hit when using a melee weapon in one hand and nothing in the other. This feat gives a +3 bonus to the Persuade, Awareness, and Treat Injury skills. +2 to defense when using a melee weapon in one hand and nothing in the other. +2 to hit when using a ranged weapon in one hand and nothing in the other. +2 to defense when using a ranged weapon in one hand and nothing in the other. +2 to hit when unarmed. EVASION +2 to defense when unarmed. MASTER DUELING PREREQUISITE: Scout Level 6 PREREQUISITE: Level 8, Improved Dueling When making a Saving Throw to save half vs. some powers and abilities, this feat (if you are successful on the Saving This feat provides: Throw) prevents you from taking any damage. +3 to hit when using a melee weapon in one hand and nothing in the other. +3 to defense when using a melee weapon in one hand and nothing in the other. +3 to hit when using a ranged weapon in one hand and nothing in the other. +3 to defense when using a ranged weapon in one hand and nothing in the other. FINESSE: LIGHTSABERS +3 to hit when unarmed. +3 to defense when unarmed. PREREQUISITE: Level 1, Jedi Only If the character’s dexterity is higher than their strength, their dexterity bonus should be added to hit. If the character’s strength is higher than their dexterity, their strength bonus should be added to hit. The dexterity bonus should be added only to hit, not to damage. 272 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS FINESSE: MELEE WEAPONS FORCE IMMUNITY
PREREQUISITE: Level 1 FEAR If the character’s dexterity is higher than their strength, their Received for being a Level 1 Jedi Sentinel. This feat grants dexterity bonus should be added to hit. If the character’s the character Immunity to Fear. strength is higher than their dexterity, their strength bonus should be added to hit. The dexterity bonus should be added only to hit, not to damage. STUN Received for being a Level 6 Jedi Sentinel. This feat grants the character Immunity to Fear and to Stun. FLURRY PARALYSIS
Received for being a Level 12 Jedi Sentinel. This feat grants the character Immunity to Fear, Stun, and Paralysis. FLURRY
PREREQUISITE: Level 1 This allows the character to make an extra melee attack per round. All attacks when using Flurry suffer a -4 to hit. The character’s defense suffers a -4 for one round (3 seconds). FORCE JUMP
IMPROVED FLURRY PREREQUISITE: Level 4, Flurry This allows the character to make an extra melee attack per round. All attacks when using Flurry suffer a -2 FORCE JUMP to hit. The character’s defense suffers a -2 for one round (3 seconds). Received for being a Level 1 Jedi Guardian. Jump to opponent instead of run. Must be more than 10 meters away. MASTER FLURRY Must have a clear line of sight to the opponent. Must use standard attack. PREREQUISITE: Level 8, Improved Flurry FORCE JUMP: ADVANCED This allows the character to make an extra melee attack per round. Received for being a Level 6 Jedi Guardian. Jump to opponent instead of run. Must be more than 10 meters away. Must have a clear line of sight to the opponent. Must use standard attack. Adds +2 to hit and +2 to damage. FORCE JUMP: MASTERY FORCE CHAIN Received for being a Level 12 Jedi Guardian. Jump to opponent instead of run. Must be more than 10
meters away. Must have a clear line of sight to the opponent. Must use standard attack. Adds +4 to hit and +4 to damage. PREREQUISITE: Kreia and Main Character You or Kreia cast one of the 13 Force powers listed here (it will affect you both): Burst of Speed Force Shield FORCE SENSITIVE Energy Resistance Heal Force Armor Improved Force Barrier Force Aura Knight Speed PREREQUISITE: PC Level 2; Every Other Jedi Level 1 Force Barrier Master Force Barrier +40 Force points is added to the players total. Force Immunity Master Speed Force Resistance GEAR HEAD FORCE FOCUS GEAR HEAD
PREREQUISITE: Level 1 FORCE FOCUS This feat gives a +1 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 1 Jedi Consular. This feat adds +1 to the DC for all Saving Throws against all of the character’s IMPROVED GEAR HEAD Force powers. PREREQUISITE: Level 4, Gear Head IMPROVED FORCE FOCUS This feat gives a +2 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 6 Jedi Consular. This feat adds +2 to the DC for all Saving Throws against all of the character’s Force powers, and it replaces Force Focus. MASTER GEAR HEAD PREREQUISITE: Level 8, Improved Gear Head FORCE FOCUS: MASTERY This feat gives a +3 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 12 Jedi Consular. This feat adds +4 to the DC for all Saving Throws against all of the character’s Force powers, and it replaces Improved Force Focus. PRIMAGAMES.COM < 273
, GUARD STANCE IMPLANT SWITCHING
GUARD STANCE PREREQUISITE: Mandalore PREREQUISITE: None Mandalore has four implant options that he can switch back Adds +2 to character’s defense rating Doubles vitality point recovery. Raises Force Point recovery to 5% of and forth from: Force Point total during combat. Penalty of -6 to Hit, cannot use activated Feats (Critical Strike, Power The first implant is regeneration. Attack, Flurry) The second implant gives Mandalore +4 to constitution, which gives him 2x his level in vitality points and +2 to ADVANCED GUARD STANCE Fortitude Saving Throws. PREREQUISITE: Base Attack +3 The third implant gives Mandalore +4 to strength, which gives him +2 to hit with melee weapons and +2 to Adds +2 to character’s defense rating. Doubles vitality point recovery. Raises Force Point recovery to 5% of Force damage with melee weapons. Point total during combat. Penalty of -4 to Hit, cannot use activated Feats (Critical Strike, Power Attack, Flurry) The fourth implant gives Mandalore +4 to dexterity, which gives him +2 to defense, +2 to Reflex Saving Throws, and +2 to hit with ranged weapons. MASTER GUARD STANCE PREREQUISITE: Base Attack +6 Adds +3 to character’s defense rating. Doubles vitality point recovery. Raises Force Point recovery to 5% of Force Point total during combat. Penalty of -3 to Hit, cannot use activated Feats (Critical Strike, Power Attack, Flurry) INCREASE COMBAT DAMAGE
INCREASE COMBAT DAMAGE 1 IGNORE PAIN PREREQUISITE: Sith Marauder
Sith Marauder can do an additional +2 to damage. This works with any successful attack. IGNORE PAIN 1 INCREASE COMBAT DAMAGE 2 PREREQUISITE: Level 3 Sith Marauder PREREQUISITE: Level 8, Sith Marauder All damage is reduced by 5 percent. Sith Marauder can do an additional +4 to damage. This works with any successful attack. IGNORE PAIN 2 INCREASE COMBAT DAMAGE 3 PREREQUISITE: Level 7 Sith Marauder PREREQUISITE: Level 15, Sith Marauder All damage is reduced by 10 percent. Sith Marauder can do an additional +6 to damage. This works with any successful attack. IGNORE PAIN 3 PREREQUISITE: Level 11 Sith Marauder All damage is reduced by 15 percent. INCREASE MELEE DAMAGE
INCREASE MELEE DAMAGE 1 IMPLANTS PREREQUISITE: Weapon Master
Weapon Master can do an additional +2 to damage. This works with any melee weapon and with unarmed attacks. IMPLANTS I PREREQUISITE: Scout 1 INCREASE MELEE DAMAGE 2 Allows use of level 1 cybernetic implants. PREREQUISITE: Level 8, Weapon Master Weapon Master can do an additional +4 to damage. This works with any melee weapon and with IMPLANTS II: unarmed attacks. PREREQUISITE: Scout 4, Implant I Allows use of level 2 cybernetic implants. INCREASE MELEE DAMAGE 3 PREREQUISITE: Level 15, Weapon Master IMPLANTS III: Weapon Master can do an additional +6 to damage. This works with any melee weapon and with Scout 8, Implant I, Implant II unarmed attacks.PREREQUISITE: Allows use of level 3 cybernetic implants. INNER STRENGTH
INNER STRENGTH 1 Prerequisites: Level 3 Weapon Master Any damage the Weapon Master takes is reduced by 5 percent. 274 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS
INNER STRENGTH 2 PREREQUISITE: Level 7 Weapon Master Any damage the Weapon Master takes is reduced by 10 percent. INNER STRENGTH 3 KINETIC COMBAT PREREQUISITE: Level 11 Weapon Master Any damage the Weapon Master takes is reduced by 15 percent. PREREQUISITE: Kreia Kreia can use weapons without her hands. JEDI DEFENSE LIGHT SIDE ENLIGHTENMENT
JEDI DEFENSE Received for being a Level 1 Jedi. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber equipped. PREREQUISITE: Jedi Master Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster Turns some party members further to the dark side or bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. light side. You can only parry attacks coming from your front 180–degree arc. If the character tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. IMPROVED JEDI DEFENSE PREREQUISITE: Jedi Level 4, Jedi Defense Adds +3 to Deflecting bonus. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber LOGIC UPGRADE equipped. Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. You can only parry attacks coming from your front 180–degree arc. If the character tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. PREREQUISITE: Droid Level 1 This feat grants the droid a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MASTER JEDI DEFENSE PREREQUISITE: Jedi Level 8, Improved Jedi Defense LOGIC UPGRADE Adds +6 to Deflecting bonus. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber +4 to defense at Level 6. equipped. Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. You can only parry attacks coming from your front 180–degree arc. If the character LOGIC UPGRADE: TACTICIAN tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. +6 to defense at Level 12. +8 to defense at Level 18. +10 to defense at Level 24. LOGIC UPGRADE: TBATTLE DROID JEDI SENSE +12 to defense at Level 30.
JEDI SENSE This feat works only for Jedi Consulars, Jedi Sentinels, and Jedi Guardians. This feat grants the Jedi a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MANDALORIAN COURAGE +4 to defense at Level 7. +6 to defense at Level 13. PREREQUISITE: Mandalore +8 to defense at Level 19. Mandalore is immune to Fear and Horror. This feat grants +10 to defense at Level 25. Mandalore a +2 to defense at Level 6. This defense is replaced by a higher defense at certain levels: PRESTIGE SENSE +4 to defense at Level 12. This feat works only for Jedi Masters and Sith Lords. This feat grants the Jedi or Sith a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: +6 to defense at Level 18. +8 to defense at Level 24. +4 to defense at Level 9. +10 to defense at Level 30. +6 to defense at Level 18. MASTER PRESTIGE SENSE This feat works only for Jedi Watchmen, Jedi Weapon Masters, Sith Assassins, and Sith Marauders. This feat grants the Jedi or Sith a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MENTOR +4 to defense at Level 6. +6 to defense at Level 12. PREREQUISITE: Kreia +8 to defense at Level 18. At certain levels, Kreia grants the party a percent bonus to all XP earned (she must be in your party for the bonus): 3 percent at Level 1. 5 percent at Level 7. 7 percent at Level 13. PRIMAGAMES.COM < 275
, IMPROVED POWER BLAST PREREQUISITE: Level 4, Power Blast Improved Power Blast can only be used with ranged weapons and applies -3 to hit and gives you +7 to PERCEPTIVE ranged damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knockeddown unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. MASTER POWER BLAST PREREQUISITE: None This feat gives a +2 bonus to the Stealth skill and PREREQUISITE: Level 8, Improved Power Blast Awareness skill. Master Power Blast can only be used with ranged weapons and applies -3 to hit and gives you +12 to ranged damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. PERSONAL CLOAKING SHIELD PRECISE SHOT
PREREQUISITE: G0-T0 This feat allows G0-T0 to enter stealth mode without using a PRECISE SHOT I stealth field generator. PREREQUISITE: Level 4 PREREQUISITE: Weapon Focus: Blaster Pistol PREREQUISITE: Weapon Focus: Blaster Rifle This feat grants a +1 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot with a -2 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or thrown lightsabers. POINT GUARD
PRECISE SHOT II PREREQUISITE: Level 8, Precise Shot I PREREQUISITE: Mira This feat grants a +2 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot When Mira is the active leader of the group, the group has with a -4 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or immunity to mines. thrown lightsabers. PRECISE SHOT III PREREQUISITE: Level 12, Precise Shot II This feat grants a +4 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot POWER ATTACK with a -6 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades orthrown lightsabers.
POWER ATTACK PRECISE SHOT IV Level 1 PREREQUISITE: Level 16, Precise Shot IIIPREREQUISITE: Power Attack can only be used with melee weapons and gives you +3 to melee damage. The weapon’s This feat grants a +6 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude with a -8 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or Save. DC = attacker’s level + 2x attacker’s strength modifier. thrown lightsabers. IMPROVED POWER ATTACK PRECISE SHOT V Level 4, Power Attack PREREQUISITE: Level 20, Precise Shot IVPREREQUISITE: Improved Power Attack can only be used with melee weapons and applies -3 to hit and gives you +7 to This feat grants a +8 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot with melee damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked a -10 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. thrown lightsabers. MASTER POWER ATTACK PREREQUISITE: Level 8, Improved Power Attack Master Power Attack can only be used with melee weapons and applies -3 to hit and gives you +12 to melee damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. RAPID SHOT RAPID SHOT PREREQUISITE: Level 1 This allows the character to make an extra ranged attack per round (for a penalty). All attacks, when using POWER BLAST Rapid Shot, suffer a -4 to hit. The character’s defense suffers a -4 for one round (3 seconds).
IMPROVED RAPID SHOT POWER BLAST PREREQUISITE: Level 4, Rapid Shot PREREQUISITE: Level 1 This allows the character to make an extra ranged attack per round (for a penalty). All attacks, when using Power Blast can only be used with ranged weapons and gives you +3 to ranged damage. Rapid Shot, suffer a -2 to hit. The character’s defense suffers a -2 for one round (3 seconds). The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. MASTER RAPID SHOT PREREQUISITE: Level 8, Improved Rapid Shot This allows the character to make an extra ranged attack per round. There are no penalties for using this feat. 276 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS
SNEAK ATTACK 4 PREREQUISITE: Scoundrel Level 7 REGENERATE FORCE PREREQUISITE: Jedi Watchman Level 10 POINTS PREREQUISITE: Sith Assassin Level 7 This feat adds 4–24 extra points of damage when the target can’t respond to the attacker.
PREREQUISITE: Level 4 SNEAK ATTACK 5 Force points regenerate faster. PREREQUISITE: Scoundrel Level 9
PREREQUISITE: Jedi Watchman Level 13 PREREQUISITE: Sith Assassin Level 9 This feat adds 5–30 extra points of damage when the target can’t respond to the attacker. REGENERATE VITALITY POINTS SNEAK ATTACK 6
PREREQUISITE: Scoundrel Level 11 PREREQUISITE: Jedi Watchman Level 16 PREREQUISITE: Level 4 PREREQUISITE: Sith Assassin Level 11 Vitality points regenerate faster. This feat adds 6–36 extra points of damage when the target can’t respond to the attacker.
SNEAK ATTACK 7 PREREQUISITE: Scoundrel Level 13 PREREQUISITE: Jedi Watchman Level 19 SCOUNDREL’S LUCK
PREREQUISITE: Sith Assassin Level 13 This feat adds 7–42 extra points of damage when the target can’t respond to the attacker.
PREREQUISITE: Scoundrel Level 1 This feat grants the scoundrel a +2 to defense at Level 1. This SNEAK ATTACK 8
defense is replaced by a higher defense at certain levels: PREREQUISITE: Scoundrel Level 15 +4 to defense at Level 6. PREREQUISITE: Sith Assassin Level 15 +6 to defense at Level 12. This feat adds 8–48 extra points of damage when the target can’t respond to the attacker. +8 to defense at Level 18. SNEAK ATTACK 9 +10 to defense at Level 24. PREREQUISITE: Scoundrel Level 17 +12 to defense at Level 30. PREREQUISITE: Sith Assassin Level 17 This feat adds 9–54 extra points of damage when the target can’t respond to the attacker.
SNEAK ATTACK 10 PREREQUISITE: Scoundrel Level 19 SNEAK ATTACK PREREQUISITE: Sith Assassin Level 19 This feat adds 10–60 extra points of damage when the target can’t respond to the attacker. For all sneak attacks: Extra damage is applied when attacked from
behind and when a target is stunned or otherwise immobilized. Attacks when in stealth mode end stealth mode, but first attack
receives the bonus. If using a ranged weapon, you must be within 10 meters. Extra damage is not multiplied in case of a critical hit. SNEAK ATTACK 1 SNIPER SHOT PREREQUISITE: Scoundrel Level 1 PREREQUISITE: Jedi Watchman Level 1 SNIPER SHOT PREREQUISITE: Sith Assassin Level 1 PREREQUISITE: Level 1 This feat adds 1–6 extra points of damage when the target can’t respond to the attacker. This feat can only be used with ranged weapons. When used, the character’s threat range is doubled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence SNEAK ATTACK 2 modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. PREREQUISITE: Scoundrel Level 3 IMPROVED SNIPER SHOT PREREQUISITE: Jedi Watchman Level 4 PREREQUISITE: Level 4, Sniper Shot PREREQUISITE: Sith Assassin Level 3 This feat can only be used with ranged weapons. When used, the character’s threat range is tripled. If the This feat adds 2–12 extra points of damage when the target can’t respond to the attacker. opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. SNEAK ATTACK 3 MASTER SNIPER SHOT PREREQUISITE: Scoundrel Level 5 Jedi Watchman Level 7 PREREQUISITE: Level 8, Improved Sniper ShotPREREQUISITE:
Sith Assassin Level 5 This feat can only be used with ranged weapons. When used, the character’s threat range is quadrupled. IfPREREQUISITE: the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence This feat adds 3–18 extra points of damage when the target can’t respond to the attacker. modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. PRIMAGAMES.COM < 277
, SUPERIOR WEAPON FOCUS: TWO-WEAPON SPIRIT FIGHTING
SPIRIT SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING I PREREQUISITE: Atton PREREQUISITE: Two-Weapon Fighting When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party PREREQUISITE: Improved Two-Weapon Fighting
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 10% vitality restored. PREREQUISITE: Master Two-Weapon Fighting PREREQUISITE: Sith Marauder FIGHTING SPIRIT PREREQUISITE: Jedi Weapon Master PREREQUISITE: Atton If your off hand is not balanced when dual wielding, the penalty is -1/-2. When dual wielding and your off When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party hand is balanced, the penalty is +1/-2.
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 20% vitality restored. SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING II PREREQUISITE: Superior Weapon Focus: Two-Weapon Fighting I HEROIC RESLOVE This feat further reduces the penalty by 1 for the main hand. If your off hand is not balanced when dual
PREREQUISITE: Atton wielding, the penalty is -0/-2. When dual wielding and your off hand is balanced, the penalty is +2/-2. When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 30% SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING III vitality restored. PREREQUISITE: Superior Weapon Focus: Two-Weapon Fighting II This feat further reduces the penalty by 1 for the off hand. If your off hand is not balanced when dual
wielding, the penalty is -0/-1. When dual wielding and your off hand is balanced, the penalty is +2/-1. STEALTH RUN
PREREQUISITE: Level 4 SURVIVAL This feat allows you to run in stealth mode. Character must
be in stealth mode and must be running. PREREQUISITE: Atton As Atton’s vitality points decrease, for every 10 percent under
half health he gains a +1 to his Saving throws. SUPERIOR WEAPON 40–49% is a +1 FOCUS: LIGHTSABER 30–39% is a +2
20–29% is a +3 SUPERIOR WEAPON FOCUS: LIGHTSABER I 10–19% is a +4 PREREQUISITE: Weapon Proficiency: Lightsaber 01–09% is a +5 PREREQUISITE: Weapon Focus: Lightsaber PREREQUISITE: Weapon Specialization: Lightsaber PREREQUISITE: Sith Marauder PREREQUISITE: Jedi Weapon Master This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +2 to hit with TARGETING
lightsabers. SUPERIOR WEAPON FOCUS: LIGHTSABER II TARGETING 1 PREREQUISITE: Superior Weapon Focus: Lightsaber I PREREQUISITE: Scout This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +3 to hit with This feat grants you a +1 to hit with ranged weapons and does not affect grenades or lightsabers. throwing a lightsaber. SUPERIOR WEAPON FOCUS: LIGHTSABER III TARGETING 2 PREREQUISITE: Superior Weapon Focus: Lightsaber II PREREQUISITE: Scout, Level 5, Targeting 1 This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +4 to hit This feat grants you a +2 to hit with ranged weapons and does not affect grenades or with lightsabers. throwing a lightsaber. TARGETING 3 PREREQUISITE: Scout, Level 9, Targeting 2 This feat grants you a +3 to hit with ranged weapons and does not affect grenades or
throwing a lightsaber. TARGETING 4 PREREQUISITE: Scout, Level 13, Targeting 3 This feat grants you a +4 to hit with ranged weapons and does not affect grenades or
throwing a lightsaber. 278 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS
TARGETING 5 PREREQUISITE: Scout, Level 17, Targeting 4 This feat grants you a +5 to hit with ranged weapons and does not affect grenades or throwing a lightsaber. UNARMED STRIKE
TARGETING 6 PREREQUISITE: Scout, Level 21, Targeting 5 UNARMED STRIKE I This feat grants you a +6 to hit with ranged weapons and does not affect grenades or throwing a lightsaber. PREREQUISITE: Level 2 PREREQUISITE: All Jedi classes TARGETING 7 PREREQUISITE: Bao-Dur PREREQUISITE: Scout, Level 25, Targeting 6 PREREQUISITE: Handmaiden This feat grants you a +7 to hit with ranged weapons and does not affect grenades or This feat adds 1–4 points of extra damage to unarmed strikes. The extra damage stacks with throwing a lightsaber. normal damage. TARGETING 8 UNARMED STRIKE II PREREQUISITE: Scout, Level 29, Targeting 7 PREREQUISITE: Level 6 This feat grants you a +8 to hit with ranged weapons and does not affect grenades or This feat replaces the 1–4 damage with 2–8 points of damage. The extra damage stacks with throwing a lightsaber. normal damage. UNARMED STRIKE III PREREQUISITE: Level 10 This feat replaces the 2–8 damage with 3–12 points of damage. The extra damage stacks with normal damage. TOUGHNESS
UNARMED STRIKE IV TOUGHNESS PREREQUISITE: Level 14 PREREQUISITE: Level 1 This feat replaces the 3–12 damage with 4–16 points of damage. The extra damage stacks with normal damage. Adds 1 extra vitality point per level. UNARMED STRIKE V IMPROVED TOUGHNESS PREREQUISITE: Level 18 PREREQUISITE: Level 4, Toughness This feat replaces the 4–16 damage with 5–20 points of damage. The extra damage stacks with Adds the +1 vitality from Toughness and adds damage reduction of 2 or 10 percent if the damage is over normal damage. 20 points. UNARMED STRIKE VI MASTER TOUGHNESS PREREQUISITE: Level 22 PREREQUISITE: Level 8, Improved Toughness This feat replaces the 5–20 damage with 6–24 points of damage. The extra damage stacks with Adds the +1 vitality from Toughness and the damage reduction of 2 or 10 percent if the damage is over 20 normal damage. points. Adds 1 extra vitality point per level. UNARMED STRIKE VII PREREQUISITE: Level 26 This feat replaces the 6–24 damage with 7–28 points of damage. The extra damage stacks with normal damage. TWO-WEAPON FIGHTING UNARMED STRIKE VIII
PREREQUISITE: Level 30 TWO-WEAPON FIGHTING This feat replaces the 7–28 damage with 8–32 points of damage. The extra damage stacks with normal damage. PREREQUISITE: Level 1 When dual wielding, this feat reduces the penalty to the off hand weapon by 4. If your off hand is not balanced when dual wielding with Two-Weapon Fighting, the penalty is -6/-6. When dual wielding with Two- Weapon Fighting and your off hand is balanced, the penalty is -4/-6. IMPROVED TWO-WEAPON FIGHTING PREREQUISITE: Level 4, Two-Weapon Fighting UNCANNY DODGE This feat further reduces the penalty by 2 for each hand. If you off hand is not balanced when dual wielding, the penalty is -4/-4. When dual wielding and your off hand is balanced, the penalty is -2/-4. UNCANNY DODGE 1 PREREQUISITE: Level 4 Scout MASTER TWO-WEAPON FIGHTING This feat allows the scout to retain their dexterity bonus to their defense when surprised by camouflaged PREREQUISITE: Level 8, Improved Two-Weapon Fighting opponents. This feat grants the scout with a +2 on saves versus grenades. This is always active. This feat further reduces the penalty by 2 for each hand. If you off hand is not balanced when dual wielding, the penalty is -2/-2. When dual wielding and your off hand is balanced, the penalty UNCANNY DODGE 2 should be -0/-2. PREREQUISITE: Level 7 Scout This feat allows the scout to retain their dexterity bonus to their defense when surprised by camouflaged opponents. This feat grants the scout with a +4 on saves versus grenades and does not stack with Uncanny Dodge 1. This is always active. PRIMAGAMES.COM < 279
, WAR VETERAN WOOKIEE RAGE
PREREQUISITE: Main Character WOOKIEE RAGE This feat grants a +25 to vitality points at Level 1. PREREQUISITE: Wookiee, Level 1 This feat grants +2 to strength. That +2 to strength equals +1 to hit and +1 to damage. For every creature they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 30 seconds. This feat also: grants +1 vitality point per character level. WEAPON PROFICIENCY grants +1 to Fortitude Saves.
grants +1 to Will Saves. WEAPON PROFICIENCY makes the character suffer a -2 to defense. PREREQUISITE: Level 1 WOOKIEE FURY Weapon Proficiency Blaster Pistol: Allows you to use pistols. PREREQUISITE: Wookiee, Level 9 This feat grants +4 to strength. That +4 to strength equals +2 to hit and +2 to damage. For every creature Weapon Proficiency Blaster Rifle: Allows you to use rifles. they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 60 seconds. This feat also: Weapon Proficiency Lightsaber: Allows you to use lightsabers. Jedi only. grants +2 vitality points per character level. grants +2 to Fortitude Saves. Weapon Proficiency Melee Weapons: Allows you to use melee weapons. grants +2 to Will Saves. makes the character suffer a -4 to defense. Weapon Proficiency Wrist Mounted: Allows you to use wrist-mounted weapons. Must be Mira. grants immunity to Paralysis. WEAPON FOCUS grants immunity to Stasis. PREREQUISITE: Level 1, Proficiency with Weapon grants an extra attack. This attack does not stack with Burst of Speed. Weapon Focus Blaster Pistol: Grants a +1 to hit. WOOKIEE FRENZY PREREQUISITE: Wookiee, Level 17 Weapon Focus Blaster Rifle: Grants a +1 to hit. This feat grants +6 to strength. That +6 to strength equals +3 to hit and +3 to damage. For every creature they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 60 seconds. Weapon Focus Lightsaber: Grants a +1 to hit. Jedi only. This feat also: grants +3 vitality points per character level. Weapon Focus Melee Weapons: Grants a +1 to hit. grants +3 to Fortitude Saves. WEAPON SPECIALIZATION grants +3 to Will Saves. PREREQUISITE: Level 4, Weapon Focus with Weapon makes the character suffer a -6 to defense. grants immunity to Paralysis. Weapon Specialization Blaster Pistol: Grants a +2 to damage. grants immunity to Stasis. Weapon Specialization Blaster Rifle: Grants a +2 to damage. grants two extra attacks. These attacks does not stack with Burst of Speed. Weapon Specialization Lightsaber: Grants a +2 to damage. Jedi only. Weapon Specialization Melee Weapons: Grants a +2 to damage. WOOKIEE TOUGHNESS
WOOKIEE TOUGHNESS I PREREQUISITE: Wookiee, Level 1 This feat grants +2 vitality points per level and reduces all damage by 2 points. WOOKIEE TOUGHNESS II PREREQUISITE: Wookiee, Level 9 This feat grants +3 vitality points per level, reduces all damage by 5 points, and then reduces the damage by 5 percent. WOOKIEE TOUGHNESS III PREREQUISITE: Wookiee, Level 17 This feat grants +4 vitality points per level, reduces all damage by 8 points, and then reduces the damage by 10 percent. 280 > PRIMA OFFICIAL GAME GUIDE, Appendix X: Jedi Powers AFFECT MIND BEAST TRICK
BEAST CONTROL AFFECT MIND PREREQUISITE: Kreia PREREQUISITE: Level 8 BASE COST: 20 BASE COST: 0 This power can only be learned from Kreia during your adventures on Dxun and only affects beasts. Beast This power gives extra options in some conversations and does not affect droids. It is always active. Only Trick can distract a target if they fail a Will Save. Will DC = 5 + attacking character wisdom and charisma the main player may pick this feat during level-up. Universal power. modifiers. If the target fails the Saving Throw, they are distracted for 36 seconds. They become undistracted if the player gets too close or if the player interacts with the target. DOMINATE MIND If in stealth mode, this power will NOT take you out of stealth mode. Universal power. PREREQUISITE: Level 12 BASE COST: 0 BEAST CONFUSION This power gives additional extra options in some conversations and does not affect droids. It is always PREREQUISITE: Jedi Level 12 active. Only the main player may pick this feat during level-up. Universal power. BASE COST: 30 This power makes the Confused target attack the player and lasts 30 seconds. It only works on one target at a time and only affects beasts. Will DC = character’s level + attacking character wisdom and charisma modifiers. They become undistracted if the player interacts with the target. Universal power. BATTLE MEDITATION
BATTLE MEDITATION BREATH CONTROL PREREQUISITE: Level 6 BASE COST: 35 Adds +2 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all PREREQUISITE: Kreia party members, and lasts 20 seconds. Universal power. Restricted by armor. BASE COST: Free This power can only be learned from Kreia during your adventures on Nar Shaddaa. Universal power. IMPROVED BATTLE MEDITATION PREREQUISITE: Level 12 BASE COST: 35 Adds +2 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all party members, and lasts 20 seconds. Any enemy nearby that fails a Will Saving Throw of DC = 5 + attacking character’s level + CHA and WIS Mod, suffers -2 to attack, damage, and Will Saves. Universal power. Restricted BURST OF SPEED by armor. MASTER BATTLE MEDITATION BURST OF SPEED PREREQUISITE: Level 18 PREREQUISITE: Level 1 BASE COST: 35 BASE COST: 25 Adds +4 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all Jedi’s speed is doubled, and Jedi gains +2 to defense. This Force power lasts 36 seconds. Universal power. party members, and lasts 20 seconds. Any enemy nearby that fails a Will Saving Throw of DC = 5 + Restricted by armor. attacking character’s level + CHA and WIS Mod, suffers -4 to attack, damage, and Will Saves. Universal power. Restricted by armor. KNIGHT SPEED PREREQUISITE: Level 9 BASE COST: 25 Jedi’s speed is doubled, and Jedi gains +4 to defense. Jedi gains one extra attack per round. This Force power lasts 36 seconds. Universal power. Restricted by armor. BATTLE PRECOGNITION
MASTER SPEED PREREQUISITE: Handmaiden PREREQUISITE: Level 15 BASE COST: 0 BASE COST: 25 This power can only be learned from the handmaiden and Jedi’s speed is doubled, and Jedi gains +4 to defense. Jedi gains two extra attacks per round. This Force allows the Jedi to add their wisdom modifier to their defense. It is always active. Light side power. power lasts 36 seconds. Universal power. Restricted by armor. Restricted by armor. PRIMAGAMES.COM < 281
, CRUSH OPPOSITION DRAIN LIFE
BASE COST: 20 DRAIN LIFE This power affects all enemies within 15 meters of the target PREREQUISITE: Jedi Level 9 of this Force power and lasts 45 seconds. Pass a Will Save and this power is resisted. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom BASE COST: 25 modifiers. Dark side power. Restricted by armor. This power allows the Jedi to harm others in order to heal themselves. The opponent is drained 1–4 per level of attacker (max 10 levels, 10–40). The user is healed the amount of damage done. Pass the CRUSH OPPOSITION 1 Fortitude Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’scharisma and wisdom modifiers. This power does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Sith Lord Targets suffer a -1 to hit and a -1 to Will Saves. DEATH FIELD PREREQUISITE: Jedi Level 18 CRUSH OPPOSITION 2 BASE COST: 25 PREREQUISITE: Sith Lord Level 5 This power targets all enemies within 10 meters of the caster. The opponents are drained 1–4 per level of Targets suffer a -2 to hit and a -2 to Will Saves. attacker (max 10 levels, 10–40). The user is healed the amount of damage done. Pass the Fortitude Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom CRUSH OPPOSITION 3 modifiers. The character is healed the equivalent of the most damage dealt to any single enemy. Thispower does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Sith Lord Level 9 Targets suffer a -3 to hit and a -3 to Will Saves. CRUSH OPPOSITION 4 PREREQUISITE: Sith Lord Level 13 ENERGY RESISTANCE Targets suffer a -4 to hit and a -4 to Will Saves. CRUSH OPPOSITION 5 ENERGY RESISTANCE PREREQUISITE: Level 1 PREREQUISITE: Sith Lord Level 17 Targets suffer a -5 to hit and a -5 to Will Saves. BASE COST: 20 This power absorbs 10 points of: CRUSH OPPOSITION 6 Cold Fire PREREQUISITE: Sith Lord Level 21 Electrical Sonic Targets suffer a -6 to hit and a -6 to Will Saves. Energy Damage after 10 points is dealt normally. This power lasts 120 seconds. Universal power. IMPROVED ENERGY RESISTANCE PREREQUISITE: Level 9 DRAIN FORCE BASE COST: 20
This power absorbs 15 points of: BASE COST: 5 Cold Fire DC = 5 + attacking character’s level + attacking character’s Electrical Sonic charisma and wisdom modifiers. A Jedi cannot drain more FP from an opponent than they have. Dark side power. Restricted by armor. Energy Damage after 15 points is dealt normally. This Force power works on all party members and lasts 120 DRAIN FORCE seconds. Universal power. PREREQUISITE: Jedi Level 1 MASTER ENERGY RESISTANCE This power draws 10 FP from an opponent. If they pass a Will Save, they only lose 5 FP. PREREQUISITE: Level 17 IMPROVED DRAIN FORCE BASE COST: 15 PREREQUISITE: Jedi Level 9 This power absorbs 20 points of: This power draws 20 FP from an opponent. If they pass a Will Save, they only lose 10 FP. Cold Fire Electrical Sonic MASTER DRAIN FORCE Energy PREREQUISITE: Jedi Level 15 This power allows the Jedi to pull FP from all hostile creatures within 10 meters of the targeted hostile. This Damage after 20 points is dealt normally. This Force power works on all party members and lasts 120 power draws 30 FP from an opponent. If they pass a Will Save, they only lose 15 FP. seconds. Universal power. 282 > PRIMA OFFICIAL GAME GUIDE, APPENDIX X: JEDI POWERS
IMPROVED FORCE BARRIER PREREQUISITE: Level 9 BASE COST: 20 FEAR This power absorbs 30 points of:
Bludgeoning damage FEAR Piercing damage Slashing damage PREREQUISITE: Jedi Level 1 15 Damage after 30 points is dealt normally. This power lasts 45 seconds. Light side power.BASE COST: If an opponent fails a Saving Throw vs. Will, they are scared for 6 seconds and take a -4 to defense. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save MASTER FORCE BARRIER means the opponent is not affected by this power. This power does not affect droids. Dark side power. PREREQUISITE: Level 15 BASE COST: 20 HORROR This power absorbs 60 points of: PREREQUISITE: Jedi Level 6 Bludgeoning damage BASE COST: 15 This power affects all within a 5-meter radius of the target creature. If an opponent fails a Saving Throw vs. Piercing damage Will, they are in catatonic fear for 12 seconds and take a -4 to defense. DC = 5 + attacking character’s level Slashing damage + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. Damage after 60 points is dealt normally. This power lasts 60 seconds. Light side power. INSANITY
PREREQUISITE: Jedi Level 12 BASE COST: 15 This power affects all within a 10-meter radius of the target creature. If an opponent fails a Saving Throw FORCE BODY vs. Will, they are in catatonic terror for 12 seconds and take a -4 to defense. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. FORCE BODY PREREQUISITE: Level 1 BASE COST: 0 Force power cost is split 50/50 between FP and vitality points. This power lasts 30 seconds. Universal power. FORCE AURA IMPROVED FORCE BODY
PREREQUISITE: Level 9 FORCE AURA BASE COST: 0 PREREQUISITE: Level 1 40 percent of Force powers cost comes from FP. The Force power cost is 20 percent less than normal. 40 BASE COST: 20 percent of Force powers cost comes from vitality points. This power lasts 30 seconds. Universal power. Jedi gains +2 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. MASTER FORCE BODY FORCE SHIELD PREREQUISITE: Level 15 PREREQUISITE: Level 6 BASE COST: 0 BASE COST: 20 30 percent of Force powers cost comes from FP. The Force power cost 40 percent less than normal. 30 percent of Force powers cost comes from vitality points. This power lasts 30 seconds. Universal power. Jedi gains +4 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. FORCE ARMOR PREREQUISITE: Level 12 BASE COST: 20 FORCE CAMOUFLAGE Jedi gains +6 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. FORCE CAMOUFLAGE PREREQUISITE: Level 1 Sith Assassin or Jedi Watchman BASE COST: 0 FORCE BARRIER This power allows you to be in stealth mode without using a stealth field generator. Universal power.
Restricted by armor. FORCE BARRIER IMPROVED FORCE CAMOUFLAGE PREREQUISITE: Level 1 PREREQUISITE: Level 7 Sith Assassin or Jedi Watchman BASE COST: 20 BASE COST: 0 This power absorbs 15 points of: This power allows you to be in stealth mode without using a stealth field generator. This power adds a +4 Bludgeoning damage to your Stealth skill. Universal power. Restricted by armor. Piercing damage MASTER FORCE CAMOUFLAGE Slashing damage PREREQUISITE: Level 13 Sith Assassin or Jedi Watchman Damage after 15 points is dealt normally. This power lasts 30 seconds. Light side power. BASE COST: 0 This power allows you to be in stealth mode without using a stealth field generator. This power adds +8 to your Stealth skill. Universal power. Restricted by armor. PRIMAGAMES.COM < 283
, FORCE CRUSH FORCE PUSH
PREREQUISITE: Jedi Level 1 FORCE PUSH BASE COST: 60 PREREQUISITE: Jedi Level 1 You learn this power on Dantooine (dark side). The opponent suffers 1–6 per level of character, max 10 BASE COST: 30 levels (10–60). This damage is unstoppable. A successful Fortitude Save reduced the damage by half. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. The enemy: Restricted by armor. moves back 5 meters. falls to the ground stunned for 3 seconds. suffers damage equal to the attacking character’s level. fails the Reflex Saving Throw, takes full damage, moves back, and gets stunned. FORCE DEFLECTION passes the Reflex Saving throw, takes half damage, and isn’t stunned.
DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Universal power. FORCE DEFLECTION FORCE WHIRLWIND PREREQUISITE: Jedi Level 6 PREREQUISITE: Jedi Level 9 BASE COST: 0 BASE COST: 30 This power grants the Jedi the ability to deflect blaster bolts without a lightsaber, it stacks with the Jedi defense feats, and it is always in effect. Attack vs. D20 + base attack bonus + Jedi defense + miscellaneous Fail the Reflex Saving throw, and you take 1/3 of the attacking character level in damage every 2 seconds feats/powers. The Jedi cannot deflect the bolts back at the attackers. Universal power. for 12 seconds. The target is spun around in a whirlwind for 12 seconds and cannot perform any actions. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids equipped with FORCE REDIRECTION energy shield hardware. Universal power. PREREQUISITE: Jedi Level 12 BASE COST: 0 FORCE WAVE This power grants the Jedi the ability to deflect blaster bolts without a lightsaber, it stacks with the Jedi PREREQUISITE: Jedi Level 15 defense feats, and it is always in effect. The Jedi can deflect the bolts back at the attackers. This power BASE COST: 30 adds +3 redirection bonus. Attack vs. D20 + base attack bonus + Jedi defense + miscellaneous feats/powers. Universal power. All enemies within 15 meters of the caster: are pushed back 5 meters. fall to the ground and are stunned for 6 seconds. also suffer equal to one and a half times the attacking character’s level. FORCE ENLIGHTENMENT Pass the Reflex Saving Throw and take half damage and no effect to this power. DC = 5 + attacking
character’s level + attacking character’s charisma and wisdom modifiers. Universal power. PREREQUISITE: Level 1 BASE COST: 30 You learn this power on Dantooine (light side). This will activate the highest-ranking power of the following (if you have the power): Speed powers, Armor powers, and Valor powers. These three Force powers should be cast at a reduced cost. Light side power. Restricted by armor. FORCE RESISTANCE FORCE RESISTANCE PREREQUISITE: Level 9 FORCE FOCUS: ALTER BASE COST: 25
Attacking Jedi formula—d20 + level. Defending Jedi formula—DC 10 + level. If the attacking Jedi has a higher number than the defending Jedi, the Force power affects the defending Jedi. If the defending Jedi has a higher number than the attacking Jedi, the Force power does not affect the defending Jedi. This PREREQUISITE: Jedi classes only power lasts 60 seconds.Universal power. Restricted by armor. This feat adds +2 to the Difficulty Class for all saving throws against the character’s ‘Alter’ Force Powers. FORCE IMMUNITY PREREQUISITE: Level 15 BASE COST: 25 Attacking Jedi formula—d20 + level. Defending Jedi formula—DC 15 + level. If the attacking Jedi has a higher number than the defending Jedi, the Force power affects the defending Jedi. If the defending Jedi FORCE FOCUS: CONTROL has a higher number than the attacking Jedi, the Force power does not affect the defending Jedi. Thispower lasts 60 seconds.Universal power. Restricted by armor. PREREQUISITE: Jedi classes only This feat adds +2 to the Difficulty Class for all saving throws against the character’s ‘Control’ Force Powers. 284 > PRIMA OFFICIAL GAME GUIDE, APPENDIX X: JEDI POWERS FORCE SCREAM FORCE VALOR
FORCE SCREAM FORCE VALOR PREREQUISITE: Jedi Level 1 PREREQUISITE: Level 1 BASE COST: 25 BASE COST: 25 This power harms all enemies within 10 meters in front of the attacker. Deals 3–18 points of damage. This power grants a +2 to all attributes, grants a +2 to Saving Throws, affects all party members, and lasts Reduces attributes by 2. A successful Will Save reduces the damage by half and cancels the attribute 20 seconds. Light side power. Restricted by armor. damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. KNIGHT VALOR PREREQUISITE: Level 9 IMPROVED FORCE SCREAM BASE COST: 25 PREREQUISITE: Jedi Level 9 This power grants a +3 to all attributes, grants a +3 to Saving Throws, affects all party members, grants BASE COST: 25 immunity to poison, replaces the bonuses from Force Valor, and lasts 20 seconds. Light side power. This power harms all enemies within 10 meters in front of the attacker. Deals 5–30 points of damage. Restricted by armor. Reduces attributes by 4. A successful Will Save reduces the damage by half and cancels the attribute damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark MASTER VALOR side power. PREREQUISITE: Level 15 BASE COST: 25 MASTER FORCE SCREAM This power grants a +5 to all attributes, grants a +5 to Saving Throws, affects all party members, grants PREREQUISITE: Jedi Level 15 immunity to poison, replaces the bonuses from Knight Force Valor, and lasts 20 seconds. Light side power. 25 Restricted by armor.BASE COST: This power harms all enemies within 10 meters in front of the attacker. Deals 7–42 points of damage. Reduces attributes by 6. A successful Will Save reduces the damage by half and cancels the attribute damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. FURY FURY FORCE SIGHT PREREQUISITE: Level 1 Sith Marauder
BASE COST: 30 While in Fury: PREREQUISITE: Jedi Level 3 character gains +2 strength. BASE COST: 15 character gains +1 vitality point per level. This power can only be learned from Visas Marr on the Ebon Hawk. Grants the Jedi the ability to see through some obstacles. Allows the player to see NPC alignments. Universal power. character gains +1 to Fortitude Saves. character gains +1 to Will Saves. you are immune to Paralysis effects. you are immune to Stasis effects. you get a +1 to damage for every enemy you kill. FORCE SUPPRESSION character takes a -2 to defense.
Fury lasts 30 seconds. Dark side power. FORCE SUPPRESSION PREREQUISITE: Jedi Level 9 IMPROVED FURY BASE COST: 30 PREREQUISITE: Level 5 Sith Marauder This power cancels first- and second-tier Force powers active on the target: Burst of Speed, Knight Speed, BASE COST: 30 Energy Resistance, Improved Energy Resistance, Force Aura, Force Shield, Force Resistance, Force Valor, Knight Valor, Battle Meditation, Improved Battle Meditation, Force Barrier, Improved Force Barrier, Force Body, While in Fury: Improved Force Body, Fury, Improved Fury, Inspire Followers I–III. Universal power. Restricted by armor. character gains +4 strength. FORCE BREACH character gains +2 vitality points per level. PREREQUISITE: Jedi Level 15 character gains +2 to Fortitude Saves. BASE COST: 30 character gains +2 to Will Saves. This power will cancel any Force powers active on the target: Burst of Speed, Knight Speed, Master Speed, you are immune to Paralysis effects. Energy Resistance, Improved Energy Resistance, Master Energy Resistance, Force Aura, Force Shield, Force you are immune to Stasis effects. Armor, Force Resistance, Force Immunity, Force Valor, Knight Valor, Master Valor, Battle Meditation, Improved Battle Meditation, Master Battle Meditation, Force Barrier, Improved Force Barrier, Master Force you get a +1 to damage for every enemy you kill. Barrier, Force Body, Improved Force Body, Master Force Body, Fury, Improved Fury, Master Fury, Inspire character takes a -4 to defense. Followers I–VI. Universal power. Restricted by armor. Fury lasts 60 seconds. Dark side power. PRIMAGAMES.COM < 285
, MASTER FURY INSPIRE FOLLOWERS 4 PREREQUISITE: Level 9 Sith Marauder PREREQUISITE: Level 13 Jedi Master BASE COST: 30 BASE COST: 20 Character must be a Sith Marauder. Grants +4 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light While in Fury: side power. Restricted by armor. character gains +6 strength. INSPIRE FOLLOWERS 5 character gains +3 vitality points per level. PREREQUISITE: Level 17 Jedi Master character gains +3 to Fortitude Saves. BASE COST: 20 character gains +3 to Will Saves. Grants +5 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light you are immune to Paralysis effects. side power. Restricted by armor. you are immune to Stasis effects. INSPIRE FOLLOWERS 6 you get a +1 to damage for every enemy you kill. PREREQUISITE: Level 21 Jedi Master character takes a -6 to defense. BASE COST: 20 Fury lasts 60 seconds. Dark Side Power. Grants +6 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. HEAL MIND TRICK HEAL
PREREQUISITE: Level 6 MIND TRICK BASE COST: 30 PREREQUISITE: Level 1 Heals all party members within 15 meters. Heals: 5 + 1 point for every charisma and wisdom modifier and BASE COST: 20 character level. The Force power does not affect droids. Light side power. Mind Trick can distract a target if they fail a Will Save. Will DC = 5 + attacking character’s wisdom and charisma modifiers. If the target fails the Saving Throw, they are distracted for 30 seconds. They become IMPROVED HEAL undistracted if the player gets too close or if the player interacts with the target. If in stealth mode, this power will not take you out of stealth mode. This power does not affect droids. Universal power. PREREQUISITE: Level 12 BASE COST: 30 FORCE CONFUSION Heals all party members within 15 meters. Heals: 10 + 1 point for every charisma and wisdom modifier and character level. Improved Heal neutralizes Poisons. The Force power does not affect droids. Light side power. PREREQUISITE: Level 12 BASE COST: 30 MASTER HEAL This power makes the Confused target attack for the player and lasts 30 seconds. Will DC = character’s level Level 18 + attacking character wisdom and charisma modifiers. This power only works on one target at a time andPREREQUISITE: does not affect droids. Universal power. BASE COST: 25 Heals all party members within 15 meters. Heals: 15 + 1 point for every charisma and wisdom modifier and character level. Master Heal neutralizes Poisons. Master Heal neutralizes Stun effects. The Force power does not affect droids. Light side power. MOBILITY INSPIRE FOLLOWERS PREREQUISITE: Level 4
Character moves 10% faster than normal. INSPIRE FOLLOWERS 1 PREREQUISITE: Level 1 Jedi Master BASE COST: 20 Grants +1 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. PRECOGNITION INSPIRE FOLLOWERS 2 PREREQUISITE: Level 5 Jedi Master PREREQUISITE: Jedi Level 1 BASE COST: 20 BASE COST: 0 Grants +2 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light Warns the Jedi before they enter extreme danger. These warnings are very rare. This power is always side power. Restricted by armor. active. Universal power. INSPIRE FOLLOWERS 3 PREREQUISITE: Level 9 Jedi Master BASE COST: 20 Grants +3 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. 286 > PRIMA OFFICIAL GAME GUIDE, APPENDIX X: JEDI POWERS AFFLICTION
PREREQUISITE: Jedi Level 6 BASE COST: 20 REVITALIZE Fail Saving Throw vs. Fortitude and opponent suffers as though poisoned. DC = 5 + attacking character’slevel + attacking character’s charisma and wisdom modifiers. -7 to all physical attributes (1 point every 3 seconds for 21 seconds). Target is slowed for 21 seconds. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. REVITALIZE
PREREQUISITE: Level 9 PLAGUE BASE COST: 50 PREREQUISITE: Jedi Level 12 Brings closest fallen ally back to life (does not work on droids). They should have 5 percent of their max BASE COST: 20 vitality points when Revitalized. Light side power. Restricted by armor. Fail Saving Throw vs. Fortitude and opponent suffers as though deathly ill from poison. DC = 100. -12 to all physical attributes (1 point every 1 second for 12 seconds)Target is slowed for 12 seconds. A successful save is IMPROVED REVITALIZE impossible—it should never happen. This power does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Level 15 BASE COST: 50 Brings all allies back to life (does not work on droids). They should have 5 percent of their max vitality points when Revitalized. Light side power. Restricted by armor. STUN
MASTER REVITALIZED PREREQUISITE: Level 21 BASE COST: 50 STUN Brings all allies back to life (does not work on droids). They should have 10 percent of their max vitality PREREQUISITE: Jedi Level 1 points when Revitalized. Light side power. Restricted by armor. BASE COST: 25 This power Stuns an opponent for 9 seconds if they fail a Fortitude Save. If the opponent is successful in the save, they are slowed for 9 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. This power does not affect droids. Light side power. STASIS SHOCK PREREQUISITE: Level 9
BASE COST: 25 SHOCK This power holds an opponent for 12 seconds if they fail a Fortitude Save. If the opponent is successful inthe save, they are slowed for 12 seconds. DC = 5 + attacking character’s level + attacking character’s PREREQUISITE: Jedi Level 1 charisma and wisdom modifiers. This power does not affect droids. Light side power. BASE COST: 20 Damages target for 1–6 per character level. Max 10 levels (10–60). Fail the Will Saving Throw, take full STASIS FIELD damage. Pass the Will Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking PREREQUISITE: Level 15 character’s charisma and wisdom modifiers. Dark side power. Restricted by armor. BASE COST: 25 LIGHTNING This power has a 10-meter radius effect from the target opponent it is cast on. The power holds theopponents for 12 seconds if they fail a Fortitude Save. If the opponent is successful in the save, they are PREREQUISITE: Jedi Level 9 slowed for 12 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom BASE COST: 20 modifiers. This power does not affect droids. Light side power. Restricted by armor. Attacks all hostiles 16 meters in front of the caster. Damages targets for 1–6 per character level. Max 10 levels (10–60). Fail the Will Saving Throw, take full damage. Pass the Will Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. Restricted by armor. FORCE STORM STUN DROID PREREQUISITE: Jedi Level 18 BASE COST: 20 STUN DROID This power affects all within a 10-meter radius of the target creature. Damages targets for 1–6 per PREREQUISITE: Jedi Level 1 character level. Max 10 levels (10–60). Also damages the target’s FP equal to the damage to their vitality points. Fail the Will Saving Throw, take full damage. Pass the Will Saving Throw, take half damage. DC = 5 BASE COST: 15 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. If the droid fails a Saving Throw vs. Fortitude, they are stunned for 12 seconds. DC = 5 + attacking Restricted by armor. character’s level + attacking character’s charisma and wisdom modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. DISABLE DROID PREREQUISITE: Jedi Level 6 SLOW BASE COST: 15
This affects droids in a 5-meter radius around the target droid. If they fail a Saving Throw vs. Fortitude, they are stunned for 12 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom SLOW modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. PREREQUISITE: Jedi Level 1 20 DESTROY DROIDBASE COST: Fail Saving Throw vs. Will and opponent is slowed for 30 seconds. DC = 5 + attacking character’s level + PREREQUISITE: Jedi Level 12 attacking character’s charisma and wisdom modifiers. Slowed effects are: -2 to defense, -2 to reflexes, and - BASE COST: 15 2 to attack rolls. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. This affects droids in a 6-meter radius around the target droid. If they fail a Saving Throw vs. Fortitude,they are stunned for 12 seconds. 1–6 points of damage per attacking character’s level. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. PRIMAGAMES.COM < 287
, THROW LIGHTSABER WOUND
THROW LIGHTSABER WOUND PREREQUISITE: Jedi Level 1 PREREQUISITE: Jedi Level 1 BASE COST: 20 BASE COST: 20 Target must be 5 or more meters away. Damage equals 1–6 per every two character levels. After the Fail Saving Throw vs. Fortitude, opponent is choked for 6 seconds. Damage: Opponent takes 2/3 of the lightsaber is thrown, it always comes back. Universal power. Requires lightsaber. attacking character’s level every 2 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful Fortitude Save means the opponent takes no damage. This ADVANCED THROW LIGHTSABER power does not affect droids. Dark side power. PREREQUISITE: Jedi Level 9 CHOKE BASE COST: 20 PREREQUISITE: Jedi Level 9 This power allows the character to attack up to three targets. The first target must be 5 or more meters away. Each additional target must be within 5 meters of the previous one. Damage equals 1–6 per every two BASE COST: 20 character levels. After the lightsaber is thrown, it always comes back. Universal power. Requires lightsaber. If an opponent fails a Saving Throw vs. Fortitude, they are choked for 6 seconds and suffer ability drain for 24 seconds. A successful Fortitude Save means the opponent takes no damage. Damage: Opponent takes 2/3 of the attacking character’s level every 2 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. -4 to constitution, -4 to dexterity, -4 to strength. This power does not affect droids. Dark side power. KILL
PREREQUISITE: Jedi Level 12 BASE COST: 20 If an opponent fails a Saving Throw vs. Fortitude, they are choked for 6 seconds and take damage equal to half of their maximum vitality points. If the opponent is successful in the Saving Throw, they take damage equal to the attacking character’s level. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. This power does not affect droids. Dark side power. Appendix XI: Force Forms CLASS NAME: BASIC Class Name Total Forms
Class Name Shii-Cho Makashi Soresu Force Channel Jedi Sentinel 7 Jedi Consular Level 7 Level 10 Level 12 Level 8 Jedi Guardian 7 Jedi Guardian Level 7 Level 8 Level 10 Level 12 Jedi Consular 7 Jedi Sentinel Level 7 Level 12 Level 8 Level 10 Jedi Watchman 7 J.M. = Jedi Master Jedi Master 7 Jedi Weapon Master 7 Sith Assassin 7 CLASS NAME: ADVANCED Sith Lord 7
Class Name Ataru Shien Niman Juyo Sith Marauder 7 Jedi Consular — — — — Jedi Guardian First J.M. Second J.M. — Third J.M. Jedi Sentinel Second J.M. First J.M. Third J.M. — Jedi Master — — — — Jedi Watchman Second J.M. First J.M. Third J.M. — Jedi Weapon Master First J.M. Second J.M. — Third J.M. Sith Assassin Second J.M. First J.M. Third J.M. — Sith Lord — — — — Sith Marauder First J.M. Second J.M. — Third J.M. CLASS NAME: FORCE
Class Name Potency Affinity Mastery Jedi Consular First J.M. Second J.M. Third J.M. Jedi Master First J.M. Second J.M. Third J.M. Sith Lord First J.M. Second J.M. Third J.M. 288 > PRIMA OFFICIAL GAME GUIDE, Forms: Advanced Form Bonus
Ataru Niman Defense: -2 Attack Modifier: +1 Defense vs. current target: +5 Defense: +1 Blaster bolt deflection: -4 Blaster bolt deflection: +1 Weapon threat range: -1 Saves vs. Force powers: +1 Shien Juyo Attack Modifier: +2 Defense: -4 Defense vs. current target: -5 Defense vs. current target: +2 Forms: Basic Form Bonus Blaster bolt deflection: +2 Saves vs. Force powers: -4
Critical multiplier: +1 Attacks per round: +1 Shii–Cho Soresu Critical hit attack modifier: +4 Attack modifier: +1 Defense vs. current target: +2 Defense: +3 Blaster bolt deflection: +4 Forms: Force Form Bonus Defense vs. current target: -3 Weapon threat range: -1 Makashi Force Channel Force Potency Force Mastery Attack modifier: +3 with lightsaber FP Regeneration: +50% (noncombat) Force power damage: +30% Force power duration: +50% Damage: +3 Force power damage: +3 FP cost: +20% Opponents’ Saves vs. Force powers: -2 Blaster bolt deflection: -5 Saves vs. Force powers: +2 Force Affinity Saves vs. Force powers: -4 Saves vs. Force powers: +2 FP Regenerate during combat FP cost: +20% Appendix XII: Party Members’ Paths of Destiny
“YOU LOOK LIKE YOU’VE SUFFERED A LOT OF DAMAGE OVER THE YEARS.”
There are light and dark reactions to this line of questioning: ”Well, I’m sure you’ll gain that skill back. I’m glad to have you along.” SPOILER ALERT! ”Pray you don’t lose any more of your functionality, or I’ll sell you for parts.”
The following party member information reveals all of their secrets and should ONLY be witnessed if you wish to When this conversation ends, ask T3-M4 if you can fix its processor (you need Computer Use and Repair skills of greater know EVERYTHING about your teammates and some of the plot of this adventure. You have been warned! than 0). A new line of options then begins. T3-M4: Companion Quest REPAIRING T3-M4 Information Stage 1: With moderately high/low influence and a Repair/Computer Use skill of 8 or more, you can begin an initial
diagnostic. Success leads to an award: +1 CON (Repair) and +1 INT (Computer), 250 XP. Stage 2: With high/low influence and a Repair/Computer Use skill of 14 or more, you can begin another diagnostic. Success leads to an award: +1 DEX (Repair) and +1 INT (Computer), 500 XP. Stage 3: With high/low influence and a Repair/Computer Use skill of 20 or more, you can begin another diagnostic. Success leads to an award: +1 DEX, +1 CON (Repair) and +1 INT, +1 WIS (Computer), 750 XP. Stage 4: With very high/low influence, and when the first three stages are complete, you acquire the Moving Meditation technique, allowing you to operate on T3-M4; you can heal your Force points and repair the droid at the same time. COMPUTER SPIKE WHEN SPOKEN TO
Any time you talk to T3-M4, you can request a computer spike from him. Use these at terminals, workbenches, or sell SCRAP METAL COLLECTION them to vendors (these can be continuously made and sold for an infinite number of credits if your patience is high).
Before you rebuild HK-47, talk to T3-M4 about the location of the various parts to construct the assassin droid. After you rebuild HK-47 and have interacted with it, move to T3-M4 and ask about the assassin droid. With high/low EXTRA DIALOG OPTIONS influence, T3-M4 admits to scavenging from parts across the galaxy. With a high player character intelligence (14 or more) or Computer Use, you can ask, [Intelligence] “How did you get Award: 500 XP here, T3?” With a high/low influence, you can ask, “What’s wrong with the astrogation system?” PRIMAGAMES.COM < 289
, HOLOGRAMMATICAL ERRORS ALL CREDIT TO KODIN
With a high Computer Use skill (10 or more), you can ask, [Computer] “You’re deliberately avoiding answering— If you’ve sold T3-M4 to Kodin on Nar Shaddaa, and after the droid returns to your party, you have an opportunity to why?” This leads to one of two possible choices: lose further influence: [Computer] “Let me check your core. I’ll be careful.” (Influence gain). [Persuade] “Want me to give you a memory wipe?” [Computer] “That does it. I’m going to rip out your module and get some answers there.” (Influence lost). After this there is a light side and dark side option: AFTER AN AUDIENCE WITH ATRIS The following light and dark options are available if you talk to T3-M4 before leaving Atris’ Jedi academy on Telos. The ”I want to make sure you’re all right. Just let me check, all right?” (Influence gain). light side gains influence, and the dark side loses it: ”I don’tcare what damage it could cause—I want to know what you’re hiding.” (Influence lost). “It wasn’t your fault they took the ship, T3.” After this, you can gain additional dialog regarding Darth Revan if your Computer Use is 15 or more: “Look, I’m just glad I found you.” If Revan was male and good: A hologram of Bastilla appears in Jedi robes, talking about good Revan disappearing. If Revan was male and evil: A hologram of Bastilla appears in Jedi robes, talking about evil Revan disappearing. “Don’t waste my time with excuses.” If Revan was female and good: A hologram of Carth Onasi appears in a new outfit, talking about good Revan disap- pearing. EBON HAWK CONVERSATION If Revan was female and evil: A hologram of Carth Onasi appears in an old outfit, talking about evil Revan as the Ask T3-M4, “How’s the Ebon Hawk?” There are some light and dark dialog choices (plus influence gain/loss) to make: original party heads to the Unknown World before she kills him. “Good job—glad to hear it.” “FRIEND OF YOURS?” “T3, I really appreciate your help.” When you reach the end of the “Hologrammatical Errors” sequence, you have a one-time chance to ask T3 about “Friend of yours?” Choose from one of two options: “Keep up the routine maintenance. If something goes wrong, I’ll hold you responsible.” “That long ago? Sorry to hear it.” “Just be sure it stays that way, or we’ll be using you for spare parts.” “Then leave them buried in the past, where they belong.” Then, choose an option regarding the hologram you just witnessed: ASTROGATION WITH THE ASTROMECH ”Don’t be sorry—maybe you had a good reason or were trying to protect someone.” After you speak to Atton Rand and learn that T3-M4 is responsible for the astrogation system, a new dialog option is available: “T3, what’s wrong with the astrogation system?” Light and dark side responses are now available: ”Save your apologies for someone who cares. Just don’t delete anything else unless I order you to.” ”No, I’m not planning to leave you behind, but it happens.” (Influence gained). By now, your character realizes T3-M4 has been searching for you. You can add or subtract to/from your influence even “I might. So repair it, or else.” (Influence lost). more by choosing the following dialog options: “I’m honored, T3. I will do what I can to stop this threat.” “If you question me on this again, I’ll turn you into scrap.” (Influence lost). “When this journey is done, you will pay for what you have done and for all you have put me through.” Kreia: Companion Quest
And: Information ”But you did help—you found us, T3. If we can stop the Sith…then there is hope after all.” ”You were able to gather us. And together, we can crush the Sith…and anyone else in our way.” THE JEDI MASTERS
Should you interrogate T3-M4 about the Jedi Masters scattered across the galaxy, the droid informs you about them in turn, including information on whether they are dead or alive. After you view them, you can question T3-M4 about why he downloaded this information: “Oh, I’m not angry. I wish you’d wiped the database before you left.” GAINING A PRESTIGE CLASS
“Well, be careful about going into unauthorized systems. Don’t want you getting hurt.” When you reach Level 15 and your alignment is 75 percent or more toward pure light or dark side (check the character backdrop and meter in your inventory), talk to Kreia about choosing a Jedi Prestige class. You may choose any of those “If you do that again, I’ll have your memory wiped. Understand?” mentioned in the “Training” section, but we recommend that you pick a Prestige class that matches the way you’ve played the game up until this point. You now gain levels as this Prestige character from now on. “Next time, don’t do anything without an order from me, or I’ll turn you into scrap.” PICKING A SIDE
If you are heading toward the light or dark side, check your character backdrop: there are light/dark side points and influence to earn. When your bar is two-thirds of the way to light/dark, new dialog options appear. 290 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY
Choose any answer except, “I shall view you as disposable, then.” HANDMAIDEN AND KREIA Kreia is also at odds with the handmaiden joining your party. When you confront Kreia, there are a number of options Choose any answer except, “I will not betray my companions like the Jedi.” to consider: “I trust her. She is here to help us, and allies should stand together.” VISAS AND KREIA “She has offered to help us, so show her the same respect I show you.”
Kreia reacts to the arrival of Visas when she appears in your party select inventory screen, and her response varies depending on whether you are male or female and light or dark. Kreia’s influence varies too; the following responses “I do not see the handmaiden as an enemy, and neither should you.” (Influence lost). shift her influence the most: “Ties to her master, perhaps. And I intend to follow that bond to its source when the opportunity presents itself.” “Then perhaps we should stop talking about it and simply eliminate her.” (Influence gain). “I think I can help her. She doesn’t seem…evil.” “I will keep that in mind—and watch the handmaiden carefully.” (Influence gained). ”Trust me, all I wanted was her lightsaber.” “Agreed. We need every tool we can get if Atris tries anything.” (Influence gained). Two additional responses are available if your intelligence or awareness is over 14, respectively: [Intelligence or Awareness] “Well, if her people all see through the Force, then maybe someone wanted to blind them.” PEERING INTO THE MINDS OF OTHERS When Visas is in your party, ask her about her eyesight and also ask Kreia about her vision. This leads to a discussion GRUMBLING AND MURMURING on telepathy and influence gaining. Award: Bonus Force Points, +1 Awareness, 500 XP.
When the disciple (female PC) or handmaiden (male PC) joins your party, Kreia’s demeanor shifts negatively. When she When you achieve this, return to talk to Kreia when you reach Level 15. Converse with her about telepathy again starts talking about influence, you can add light/dark points with the following responses: for the ability to read the minds of your party. More influence is gained. Award: Bonus Force Points; 500 XP; and Thought Check ability on Visas Marr, disciple, handmaiden, Mira, Atton, and Bao-Dur. “They’re my friends, not my followers.” When this is over, you have learned and can talk about Atton’s ability to play Pazaak in his head. “They are your friends, too—maybe you could learn to see them that way, rather than as followers.” SKILL AND INFLUENCE “They are my friends, not tools.” After you read minds and reach Level 15, talk to Kreia about what else she can teach you about the Force. She asks you what your most and least proficient skills are and asks that you return after you acquire skills in your least impressive one. Comply and return for a reward: Influence Gain, Bonus Force Points, and XP bonus (varies). “I deserve such obedience—from them and you.” After this, talk to Kreia about any of the Force and lightsaber forms you have learned. “You have a point. I will reflect upon this.” LET THERE BE LIGHTSABERS “I will think upon how my allies may be used, then.” If you haven’t already made a lightsaber with Bao-Dur’s help, ask Kreia about what is involved. There are light and dark options to select when asked about this weapon: Continue this through to learn that perhaps Kreia knows more of Revan, and follow this line of questioning: “To defend you and my allies.” “I had questions about how Revan amassed such a huge force against the Republic.” “Did you know Revan?” “The lightsaber is a symbol of the Jedi. It inspires others, gives them hope.” THE JEDI MASTERS “A lightsaber is the most powerful weapon a Sith can wield—that is reason enough.”
A new line of questioning is available after you locate all the Jedi Masters, and Kreia will speak. She also speaks if you slay the last Jedi Master “It represents power—and it can help me slaughter enemies quicker, faster.” THE MASTER OF VISAS MARR JEDI OR SITH?
When Visas is in your party, ask Kreia about Visas’ homeworld. In addition, when your line of questioning with Visas Asking Kreia, “Kreia, what are you—are you a Jedi, a Sith?” elects a refusal to comment. But there are more opens up dialog that mentions her master, ask Kreia about Visas’ master and she eventually mentions your possible comments you can make: need to sacrifice her. There are three options to consider here: INT 13+: “Then what were you?” “I will never do such a thing.” (Influence lost). INT 14-17: “To ally myself with someone without knowing their allegiance is unwise.” “If that is what must be done for victory, then I will do so.” (Small dark side gain, influence gained). If your intelligence is less than 13, you only receive a successful answer if you have a very high/low influence with Kreia. Award: 1,000 XP and movie revelations! “Perhaps I can convince her to sacrifice herself…that would be a twin victory, I think.” (Large dark side gain, influence gained). “DID YOU KNOW ATRIS AT ALL?” With a moderately high or low influence and a meeting already with Atris on Telos, ask Kreia “Did you know Atris at TELL ME ABOUT HER MOTHER all?” When successful, you receive an award and questions about her training Darth Revan. Award: 500 XP, Revan
conversations. For male player characters only, when the handmaiden is in your party and you’ve had the conversation about the handmaiden’s mother, move to Kreia and ask her about it. This is necessary to complete the handmaiden’s path to becoming a Jedi. PRIMAGAMES.COM < 291
, “DO YOU KNOW ANYTHING OF THE SITH INTERPARTY ANIMOSITY THAT PURSUE US?” Atton has a number of unique conversations depending on who has joined the party and what situations arise:
With a high or low influence, you can ask Kreia, “Do you know anything of the Sith that pursue us?” Her response • If Hanharr has joined, Atton has something to say. includes information on Sion, Traya, and Nihilus. • If the handmaiden and Visas begin to fight with each other, Atton speaks up about “women trouble.” REVAN REVELATIONS • If the handmaiden becomes annoyed at Atton spending too much time with Visas.
With a moderately high or low influence, and after handmaiden or disciple join your party, you can ask, “I had questions • If Mira loses her temper with the player character during her companion quest. about how Revan amassed such a huge force against the Republic.” The response is most interesting. This can lead to a • After you find out about the Echani training at Atris’ academy. second question (“Did you know Revan?”), as can a response concerning Atris (see above). Award: 500 XP. One final question is available in this story arc, but it requires extremely high/low influence to activate it: “Did you teach Revan?” You receive an influence gain after the answer. Award: 1,000 XP. CEREBRAL PAZAAK This line of questioning can conclude with the question, “How come none of Atris and the Jedi Masters recall After the player character talks to Kreia and learns to telepathically hear people on the ship, ask Atton why he plays you?” This activates after you learn about Revan. Pazaak in his head. Completely finish the conversation to receive a reward: A small bonus to Will-based saving throws. MAKING WOOKIEE Bao-Dur: Companion Quest
If Hanharr joins your party (you must be dark side) on Nar Shaddaa, talk to Kreia and she mentions “the lesson of Information strength.” If you already talked to Hanharr about his life debt, you can answer Kreia immediately. If not, talk to Hanharr, then return to Kreia. This leads to some light and dark side responses: “I think there is hope for the Jedi—and their code.” “There is weakness in the Jedi, and I have already cast them—and their beliefs—aside.” At the end of this conversation, you have two options: to accept the lesson of strength, or deny it. The awards are as follows: Acceptance award: 500 XP, minor influence gain with Kreia, small dark side bonus, +2 STR. Denial award: 1,000 XP, major influence gain with Kreia. SPECIAL GREETINGS FOR THE GENERAL Atton Rand: Companion Quest When you first converse with Bao-Dur, he has a different greeting: “General. Need something?” Information After you accrue enough light side points (usually around the time you leave Telos or shortly thereafter), a new
line of conversation can occur where Bao-Dur begins with, “Hey, General. Are you all right?” After you accrue enough dark side points (usually after leaving Nar Shaddaa if you’re following the walkthrough, and if you’ve made consistently dark side choices), a new line of conversation can occur where Bao-Dur begins with, “Hey, General. I want to talk to you.” When you have moderate influence gain with Bao-Dur, watch for a new conversation greeting: “I didn’t want to talk about the war, but can I ask you something?” A bit later, after you gain a little more influence, Bao-Dur has a new greeting: “You know, I’m glad I found you again, General.” JEDI TEMPTATIONS
When you’ve gained a major influence with Bao-Dur and are light side or neutral, another line of questions opens up, ATTON’S COMPANION QUEST beginning with: “Having you here has an effect on me, General. I never noticed it years ago. I think my mind was too
Part 1: Visit the Refugee Sector in Nar Shaddaa and locate two Twi’leks to begin this companion quest. There are light occupied then.” And: “I feel…calm. More in control. The anger is still there, but I can feel it drifting away.” and dark side options, but whatever your choice, the conversation continues to the end. During this dialog, you can offer to train Bao-Dur as a Jedi. If Bao-Dur’s alignment is light side or neutral, he Part 2: Your influence with Atton should be at a minor gain/loss to trigger a new conversation where Atton confesses to will agree. being a deserter. Similarly, when you’ve gained a major influence with Bao-Dur and are dark side, Bao-Dur begins with, “Having Part 3: To trigger the next conversation, your influence should have a relatively large gain/loss. The conversation you here has an effect on me, General. I never noticed it years ago. I think my mind was too occupied then.” And: “I continues with Atton speaking about defecting at the time of the Mandalorian Wars. feel the anger boiling to the surface, as I once felt towards the Mandalorians, but now it is toward myself alone.” Part 4: With a large influence gain/loss with Atton, persist with the line of questioning where Atton speaks about a Jedi During this dialog, you can offer to train Bao-Dur as a Jedi. If Bao-Dur’s alignment is dark, he will agree. who gave her life for him. When this chat ends, you can train Atton to become a Jedi Guardian, either immediately or later if you pick up the conversation again. THE LIGHTSABER ASSEMBLY QUEST After the lightsaber quest has begun (just after Telos, see the walkthrough for more details) ask Bao-Dur, “Do I have all TURNING TO THE LIGHT OR DARKNESS the lightsaber parts I’ll need?” Learn what is left to locate or have Bao-Dur construct the lightsaber to complete the quest. Atton can sense when you are turning to the light or dark side, and he has a unique conversation when you are at varying degrees of light or dark side. SHIPMATES When you find Bao-Dur tinkering on the Ebon Hawk, you can ask him, “What are you doing?” 292 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY AFTER THE DXUN TEMPTATION “Why does Atris allow me to walk freely? I could kill you all, easily.”
Bao-Dur is one of many of your party who can be tempted to the dark side after visiting Dxun. This opens up a number of lines of questioning, such as: “There was glory in battle—and none among the Jedi.” “Did something happen to you on Dxun? You look unsettled.” And: “Did something happen to you on Dxun? You seem a little calmer than normal.” “So if I crushed Atris’ skull into the floor, that might get to the heart of the matter?” REMOTE CONTROL “When the methods to inflict violence on others is limited, it weakens us all.”
Bao-Dur has a small remote that floats around his person, and he decides to upgrade it throughout the adventure. At Level 8, Bao-Dur upgrades the remote’s repair capability (excellent for helping other droids in combat). At Level 10, “I agree. It shows how far you are willing to go for your goals.” Bao-Dur upgrades the remote’s laser. “Devotion? I prefer obedience. To a cause…and a master.” THE DROID TINKERER
Bao-Dur can also approach the three droid companions you may have acquired during your adventure and tinker “Your skill is impressive, as is your devotion to your training.” (This activates when you ask about the last of with them: the handmaidens and haven’t heard a response from her sisters at the Telos Academy. You must be on the Ebon Hawk.) • T3-M4: Bao-Dur inspects this droid just after leaving Telos, upgrading the astromech droid. Award: T3-M4 +2 CON. • G0-T0: Bao-Dur inspects this droid after you leave Nar Shaddaa, exit onto another planet’s surface from the “Keep your opinions to yourself, or I will make you regret them.” (This activates when you ask about the last Ebon Hawk, then return to the ship. G0-T0 actually requests a service from Bao-Dur. Award: G0-T0 +2 DEX. of the handmaidens and about her name. You must be on the Ebon Hawk.) • HK-47: Bao-Dur actually requests and then improves HK-47’s combat techniques after you activate the droid “As do all slaves. If you have no value to anyone but Atris, you have no value to me.” (This activates when and he is in your party. you ask about the last of the handmaidens and about her name. You must be on the Ebon Hawk.) “Battle is not the truth of the Jedi teachings—I believe it is the farthest thing from it.” EXTRA PROTECTION
At any time you can request shields from Bao-Dur, which can add to your combat readiness or be sold for profit. Bao- “Combat is not the best way to communicate with others.” Dur has a limitless supply of these and they vary in type. “Well, I have no wish to fight Atris.” COMBAT TRAINING
After you have a moderate to high/low influence on Bao-Dur, a number of combat conversation strings open, allowing “I apologize. I meant no offense.” you to train Bao-Dur in techniques, forms, and fighting moves. “I went to war to protect others, not to fight.” INTERPARTY TRIBULATIONS “If you are distracted and lack discipline, then you deserve your rank.” (This activates when you ask about the
Aboard the Ebon Hawk, after you gain a moderate influence with Atton Rand and your character is female, Atton asks last of the handmaidens and haven’t heard a response from her sisters at the Telos Academy. You must be on Bao-Dur about you. the Ebon Hawk.) Bao-Dur also confronts Kreia after you have a strong influence gain with him and after you’ve fallen significantly “There is some truth in what you say. Is that your judgment of me?” (This activates when you ask about the to the dark side. last of the handmaidens and about her name. You must be on the Ebon Hawk.) When you have a slight influence gain with Mandalore and a strong gain with Bao-Dur, a confrontation between “You should take value in yourself as well.” (This activates when you ask about the last of the handmaidens the two party members can occur. and about her name. You must be on the Ebon Hawk.) MALACHOR V REVELATIONS FLEETING CONVERSATIONS
When you have a very high influence gain with Bao-Dur, he may talk to you about Malachor V. This can eventually lead At the end of the conversation at Atris’ academy or after one of the handmaiden’s duels on theEbon Hawk, she will ask to an ultimate sacrifice on the part of this Zabrak. you about the Force only once: “What does it feel like?” She also asks you about your trial during the end of the first (or second) duel on the Ebon Hawk. There are Handmaiden: Companion options for light and dark awards and the ability to gain and lose influence. Quest Information Should you teeter on the brink of becoming pure light or dark side, the handmaiden’s responses to questions will
be different. If your player character is male, you can, with the correct amount of influence gained through chats and adven- turing, begin a small romance plot between yourself and the handmaiden. ANTSY ABOUT ATRIS
On the Ebon Hawk, the handmaiden refuses to speak of Atris unless you have a moderately high or low influence with her. If you talk to the conversation’s completion (which ends with, “I hope this generates some measure of trust between us”), you gain influence. There are light and dark responses: “I appreciate your trust—thank you for telling me.” GAINING THE UPPER HAND “I am grateful for your words, and for your assistance.”
When speaking to the handmaiden, watch for a number of these key phrases if you are determined to gain minor light “You know nothing of my choice—and do not presume to.” or dark side alignment changes: “She was right—you’re lucky I don’t kill you all.” “Then serve me—and serve me well, or you shall stand with me no longer.” PRIMAGAMES.COM < 293
, The conversation about Atris is slightly different if you have a higher or lower influence with the handmaiden. If you talk to the conversation’s completion (which ends with, “I hope this generates some measure of trust between us”), “The Jedi are dead—there is only me, and the truth I bring.” you gain influence. There are light and dark responses: “I will teach you to harness the hollow places inside yourself—and use it for your own power.” “If you have any others, you are always welcome to ask.” From here, you train the handmaiden into becoming a formidable Jedi Guardian or Dark Jedi Guardian. “Only fools fear questions—and their answers.” ENDGAME INFLUENCE INTERPARTY ANIMOSITY When you leave Telos after the battle on Citadel Station and after you’ve listened to the holorecord, you can gain or
lose influence with handmaiden by stating the following: After Kreia attempts to sway the handmaiden by telling her that Visas is corrupting your character, the handmaiden “I don’t care—you’re going back.” (Influence loss). becomes obstinate when you try to talk to her, offering comments such as, “Why are you here?” When you hear this, ask Atton about it; afterward, the handmaiden refuses to speak to you. Choose the following light and dark “Fine. Just stay out of our way.” (Influence loss). side responses: “I will take whatever help I can get.” (Influence gain). “Because I believe she can be saved.” “Look, forget Atton. Take the regular quarters, we have enough room.” (Influence gain). “She can lead me to those who seek to destroy me. Then I can confront them, and hopefully, stop them.” “Don’t let them bother you—we’ve just been through a lot.” (Influence gain). “And when she leads me to those who hunt me, I shall butcher her and her masters.” Mira: Companion Quest The talk you have with the handmaiden can also affect your influence with Visas—you gain influence with Visas Information if you say you can save the blind Jedi and defend her. HANDMAIDEN: COMPANION QUEST PART 1
Encouraging the handmaiden toward the path of the Jedi takes some persuasion, and you must intently focus in on her for a while. The quest begins on the Ebon Hawk after the handmaiden joins your party. Visit the handmaiden in her chamber and begin a conversation where you challenge her to a series of duels. Each duel requires a different set of options you must follow, but most are unarmed and don’t use Force powers. However, if powers aren’t specified, you should use them! If you aren’t skilled in unarmed combat, create several medpacs prior to each fight. After each successful bout, you gain increasing influence up to the fifth and final fight, which grants you the largest influence gain. If you fail any of the duels by cheating, you can explain why breaking the rules is an agreeable trait: MIRA’S REMARKS “Using whatever power at your disposal is the truth. And victory is the objective.” If you’re hurtling toward the dark side (check your character background color in the inventory), you spark a reaction from Mira when you’re three-quarters toward the dark side. “I did it to teach you—not to humiliate you, that was simply an added bonus.” Similarly, if you’re three-quarters toward the light side, you start a unique conversation. If you have an influence preference for Atton and the disciple (female PC) or for Visas and the handmaiden (male PC) and both these characters You receive an influence gain if you hear the handmaiden say (angrily, but realizes she is wrong): “There is truth have confronted each other, Mira chimes in with innuendo-laced comments. These can give influence gains on the in what you say. But the manner in which it was delivered is not welcome.” appropriate people. After you beat the handmaiden in every duel, and your influence is high or low, she talks about her father. MIRA’S EXPLOSIVE PERSONALITY
HANDMAIDEN: COMPANION QUEST PART 2 Just like many of your party members, you can request a limitless number of items from Mira, such as grenades, which After you finish the dueling, request (with a moderately high or low influence) that the handmaiden don less revealing you can use or sell for infinite profit. Note that she only constructs nonlethal grenades unless your Persuade is over 10 attire, and she will do so (providing you’re not prancing about the Ebon Hawk in your undergarments). The robe she or if your Demolitions is over 5 and you convince her otherwise. wears has not been seen before; ask who it belongs to. With correct influence, she mentions it was her mother’s and that her mother was a Jedi Knight. You can start this conversation at any time if you see the handmaiden wearing these JEDI COMPANION QUEST: special robes. You may also learn about the handmaiden’s mother with a moderate influence gain/loss and by asking, “So you have a different mother…but the same father?” “YOU SEEM RESTLESS.” The path to making Mira a Jedi requires an extremely high or low influence over her. When you’re able, ask Mira why HANDMAIDEN: COMPANION QUEST PART 3 she feels restless. After this, remark, “You seem more comfortable here than on the Ebon Hawk.” For the biggest
influence, choose the line, “An interesting way of putting it. It’s true.” You now hear about Nar Shaddaa, which fits into Speak to Kreia, who is most interested in the offspring of a Jedi, about the handmaiden’s disclosure. She believes she the vision Kreia had (where she “felt Nar Shaddaa”) just after you met the Twin Suns for the first time on Nar Shaddaa. shares her the handmaiden’s mother’s power. With high/low influence and with the knowledge from Kreia about the Tell Mira about this vision and hope you have a very high/low influence or she isn’t interested. If you convince her, she Jedi’s bloodlines, you may convince the handmaiden to follow the path of the Jedi. There are light and dark responses: says, “Sure, show me.” Take her to the same spot Kreia had the vision. A vision grips Mira, and she turns into a Jedi. “Because the Force runs strong in bloodlines, and you could learn to use it to help others.” There are a few light and dark side responses when you take Mira to become a Jedi: “No, but it may help you put life, and all its hopes, in perspective.” “If I were to train you, then I might harm you—and I would not wish that.” “You can learn to shut it out. There are Jedi techniques for calming the mind.” “If you are certain, I will teach you what I know of the Jedi. Is that what you want?” “I can train you, Mira. To become something greater—and to protect others.” “You can use that same power, but take a stronger, darker path.” 294 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY
When Mira mentions that she saved Hanharr’s life and you have a reasonably large influence gain/loss, she “This is the potential all Jedi possess.” says, “I figured that would buy me enough time to move through them and get away.” There are dark and light comments here: “Only if you want me to, Mira. I have shown you the way; I cannot force you down that path.” “Sometimes it is stronger to spare a life than take it.” (Influence loss). “Nothing is achieved without pain—either yours or someone else’s.” “You paid the price for your weakness. When the time comes for a similar choice, do not hesitate to kill again.” (Influence gain). “Don’t shut it out—endure it, in all its pain, all its misery—and become stronger for it.” Hanharr: Companion Quest
“Yes, you have no choice. You must learn power—and control.” Information These choices influence whether Mira becomes a Light or Dark Jedi and will award you with a large amount of light or dark side points. Mira also reacts to her Jedi abilities the next time you both converse. DXUN TOMB TEMPTATION
If Mira was tempted on Dxun (or she fought that temptation) in the evil Sith temple, she has a number of responses depending on her alignment: “You always had that strength, Mira.” (Influence gain). “Either have the strength or do not—but do not waste my time with your doubts.” (Influence loss). GETTING RESPECT ANGUISH AND ANNOYANCE When Hanharr first arrives atin your party and speaks to you, his conversation is disrespectful unless you choose “You will
speak to me with respect, or I will break you.” After this, Hanharr addresss you with, “What do you want, human?” “Were you raised on Nar Shaddaa?” This is a question to ask when you have a moderate influence gain/loss with Mira. Some of the responses elect a light or dark side point increase: If you ever hear Hanharr use “Jeedai,” you can then ask him why he uses that pronunciation. “I regret the loss of life at Malachor. But there was no choice left.” WHOSE SIDE ARE YOU ON? “The Mandalorians deserved to be crushed at Malachor—you should be pleased.” If you are heading toward the dark side (check your character background color in the inventory), you get a reaction from Hanharr when you’re three-quarters of the way there. The same goes for when you’re three-quarters light side. You can continue to pry into Mira’s emotional background until she can stand it no more and refuses to speak to you. To really annoy her, you must figure out why she does what she does, which requires an Awareness of 10 or more, HALTING THE WALKING CARPET a sizable influence gain/loss, a wisdom of 14 or more, or an intelligence of 14 or more. If you talk to Atton again When you first board the Ebon Hawk with Hanharr aboard, he paces about the corridors. You can stop or start him in before Mira forgives you, you can talk to him about it too. this routine by talking to him. Until you straighten the disagreement out, when you try to talk to Mira again, she says, “What do you want now?” There’s light and dark responses at this point: A WOOKIEE MISTAKE “I wanted to apologize.” (Minor influence gain). You accrue light and dark influences and points when you engage Hanharr with “I heard you hunt humans.” “If you continue to cause that suffering, it will never end.” (Influence lost). “Still, I’m sorry you lost your family at Malachor.” (Minor influence gain). “Not all humans are like the slavers who came to your world—you blame a species for the crimes of a few.” (Influence lost). “All things are connected through the Force. From such acts of kindness, great things may come.” “But still you serve me, as a slave should. You know your place.” “If you shut the world out, there is no strength in that.” “Any human that cannot stand against you deserves to die.” “The galaxy doesn’t care for us, and it cannot be healed.” “Your anger is welcome—but direct that hate at our enemies, or I’ll show you what hate is.” (Minor WHAT IS LOVE? influence loss). You can ask Hanharr about love after Visas and the handmaiden have their first fight or after Atton and the disciple have their first fight. “There is truth in strength and hatred—and little else.” Any other response in that selection gives a minor influence loss unless it ends with, “Don’t know why I’m telling A WARRIOR’S PAST you this…”; this gives a minor influence gain. You can ask, “Why do you wear shackles?” with a similar influence on Hanhar. There are light and dark options: “What they did to you and your tribe was wrong—life is not a commodity.” (Influence lost). WALKING CARPET BAGGING
The following two lines of questioning (“Tell me a little about Hanharr,” and “What happened between you and “Yet somehow, they were strong enough to cage you—as it should be.” (Influence gain). Hanharr?”) only receive an answer if you have a good influence gain/loss with Mira. There are light and dark side responses: “Perhaps you are weak in that you allowed the shackles to be placed at all.” (Influence gain). “It’s good he broke free. Nothing deserves to be caged.” Award: 500 XP “If they weren’t strong enough to hold him, then they deserved to die.” With a slightly larger influence gain/loss, you can begin with, “You can’t have been the only slave Czerka took from your world.” The end of this line of questioning results in light and dark choices. PRIMAGAMES.COM < 295
, “For all the evil you have done, Hanharr, there is hope of redemption for you.” (Influence lost). G0-T0: Companion Quest Information
“Even if your tribe cannot forgive you, I will.” “You lessen an act of slaughter by thinking it was salvation.” (Influence gain). “The only truth is that you killed your tribe because they were weak—which is what they deserved.” (Influence gain). Award: 500 XP At the end of this conversation string, you have two different responses: “What you did to your own tribe, Hanharr—it was wrong.” “What you did to your people was madness—yet there was strength in it.” INTERPLANETARY STABILITY When you have a very high/low influence with Hanharr, this leads to a conversation path appears in whichwhere After G0-T0 is aboard your ship, you can activate the Interplanetary stability quest with the question, “How should I Hanharr challenges you to explain what you did during the Mandalorian Wars. Again, your responses result in save the Republic?” G0-T0’s answers depend on the planet you wish to bring stability to: light/dark side and influence changes: “Tell me about Dantooine”: G0-T0 then has three responses, depending on whether: “And I regret every death, Jedi and Mandalorian, to this day.” (Influence lost). 1. Nothing has been done: “Dantooine is a vital resupply point for the Republic.” 2. You completed Dantooine with light side actions: “You have stabilized Dantooine. The Republic has gained a power “If you think such deaths bother me, they do not.” (Influence gain). base in the Outer Rim.” 3. You completed Dantooine with dark side actions: “You have destabilized Dantooine. The Republic has lost a power “Everyone at Malachor died because they had to—and I would destroy them all again, gladly.” base in the Outer Rim.” (Influence gain). “Tell me about Onderon:” G0-T0 then has three responses, depending on whether: Award: 1,000 XP and +1 WIS (player character) 1. Nothing has been done: “Onderon is an Outer Rim world, rich in ecological resources. Its aggressive ecology is capable of bringing devastated worlds back to life.” HANHARR THE FOLLOWER 2. You sided with Talia: “The political situation on Onderon has stabilized. Onderon will now remain within the
Republic.” When you ask, “Why do you follow me?” expect one of two responses, depending on whether you are light side (“You… spared my life”) or dark (“Because the weak must obey the strong”). The chat continues with, “What debt are 3. You sided with Vaklu: “The political situation on Onderon has stabilized. Onderon will secede from the Republic, you talking about?” Hanharr explains this briefly, but he won’t go any deeper unless you have an exceptionally large denying the ecosystems and life required for the other decaying worlds.” influence gain/loss. If this occurs, you can convince Hanharr to forsake his life debt. “Tell me about Telos:” Although conversation begins, this planet cannot be stabilized until G0-T0 is unavailable to Award: 1,000 XP, +2 STR and -2 INT to Hanharr speak to. Speak to G0-T0 and tell him of your actions on Onderon and Dantooine, and you receive a reward. Note that you MANHANDLING MIRA must finish each planet (returning to Onderon for a second time) in either a dark or light style for a payment to be made.
When you ask, “Why did you kill Mira?” but don’t have enough influence (you need a moderate amount), you actually gain Award: 2,000 credits per planet (total: two planets). a small influence with Hanharr with the following prerequisites (choose either the Awareness or Persuade option): Have an Awareness of 12 or more to detect if Hanharr is lying. REQUEST PAYMENT: “So you killed her because she would not? Her choice is to be admired, not hated.” (Minor influence loss). EFFECTIVE IMMEDIATELY After you begin the “Interplanetary Stability” quest, you can elect some light and dark responses and have influence “And you were angry at her weakness—and rightfully so.” (Minor influence gain). gains and losses, as long as you start with, “Maybe if you pay me, I can take care of all those things, one system at a time.” There are three options: Have a Persuade of 10 or more to allow two additional responses: “I don’t want a reward—helping the people of those systems is enough.” (Medium influence lost). “Humans don’t generally do that as an insult—I think you mistook her intentions.” (Minor influence loss). “A Jedi’s life is sacrifice, not gain.” (Medium influence loss). “If Mira spared your life, it was more likely to humiliate you before others than mercy.” (Minor influence gain). “Then that is all I needed to hear.” (Small influence gain). If you do have the influence needed, then Hanharr explains why he killed Mira. However, unless you know that Hanharr murdered his own people, the conversation stops. But there is a chance for two new options: “I will do what has to be done, no matter what the cost.” (Medium influence gain). Awareness of 15 or more: [Awareness] “I don’t believe you. It is not the hunt that drives you.” “She did not make you a slave—instead, she denied you freedom, death.” “If I have to kill everyone to do it, you’ll get your stability.” (Large influence gain). The conversation continues to its conclusion and a pledge between you both, with a reward: 1,000 XP +1 CON (Hanharr, yourself). Award: 2,000 credits per planet (total: two planets). TEST OF STRENGTH
You can ask Hanharr what the source of his strength is after you talk to Kreia about why he’s on board. For this line of HUNTER-KILLER HINTS questioning, you need a high influence gain/loss. When you see the lines, “Do you know anything about the HK droids sent after me?” and “You mean they’re going to After you complete the conversations above, talk to Kreia. When Kreia asks you to learn the lesson of strength come after me?” try these different conversations if HK-47 is in the party: from Hanharr, answer her as soon as you learn of Hanharr’s life debt. There are two rewards: “Now…is there something else you wished to know, or do you wish to waste more of my time?” Learn the lesson: +1 CON, +2 STR “Why don’t you ask their predecessor? That archaic memory-impaired assassination droid will know more about his Turn away: +2 WIS subsequent generations than I would.” 296 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY A FLOATING ASSET OR HK-47: Companion Quest SNEAKY AND USELESS? Information
A quick way to gain/lose influence with Goto/G0-T0 is asking what skills he/it has. Your conclusions can be chosen from the following: “Those can all prove an asset. Good to have you standing with us—I mean, floating with us.” (Influence gain). “So you’re sneaky and confusing? You sound pretty useless.” (Influence loss). There are light and dark responses too: “That is my goal as well—to help the Republic, help its people.” “I do not wish the Republic to survive—I wish it to die.” DROID REVELATIONS HK HOOK-UP
When you learn that Goto is in fact a droid named G0-T0, you have a different response to the following question: HK-47’s main body is standing inside a small cargo compartment aboard the Ebon Hawk, just to the right of the corridor “Where is your base of operations?” leading to the cockpit. (The location of the four parts—processor, chassis, control cluster, and vocabulator—has been 1. Don’t know Goto’s secret: [Chiding] “Now, now, that would be telling. For now, my presence must remain a shown in the “Jedi Companions” section.) There is also a bonus pacifist package you can obtain from Geeda when she’s secret—and it may remain that way forever.” able to visit all the planets in the “Trade Wars” quest. Once installed (and quickly removed after a very bizarre conver- 2. Do know Goto’s secret: “As you well know, my ‘base’ of operations lies inside this floating droid before you.” sation), HK-47 receives a reward for his new “feelings.” Award: 500 XP, +1 WIS, +2 Treat Injury, +2 Awareness, and +2 Will-based saves. When you know Goto is a droid, you can ask, “What was it like breaking away from the Republic?” MOCKING PURITY SECURITY TUNNELER CONSTRUCTION
When you are one-quarter pure light or pure dark side (check the indicator on your colored character backdrop), HK G0-T0 can construct security tunnelers for you to utilize or sell for infinite profit. has a specific reaction with light and dark side connotations: “Statement: I have already learned a great deal, master, and I am anxious to learn more of lying, betrayal, SHADY OPS ON NAR SHADDAA and new ways to harm innocents.” (Influence loss).
When you have a moderate influence gain/loss with G0-T0, ask the droid about the criminal operations on Nar “It is good you are recording my cruelties—you may need to know how to use them yourself in the future.” Shaddaa, including additional information about Vogga. There are light and dark responses: “Stick with me—you’ll pick up a few things.” (Influence gain). “I agree. Dealing with the Hutts would only hurt things in the long run.” (Medium influence gain). When you are three-quarters pure light or pure dark side, HK has a specific reaction, with light and dark side connotations: “Well, I certainly wouldn’t wish to bankrupt the Republic, especially for my own gain. (Medium influence loss). “Mercy and charity are not weaknesses.” (Influence loss). “Perhaps—but that’s between me and Vogga.” (Medium influence loss). “If you decide to attack me, I will crush you into scrap without a second thought.” (Influence gain). THIS IS THE DROID YOU’RE LOOKING FOR When you are almost pure light or pure dark side (your indicator on the character backdrop will be almost at the
top or bottom), HK has a specific reaction, with light and dark side connotations: The quest to expose Goto as G0-T0 depends on the following actions: 1. Learning that the Republic lost the original Republic droid intelligence for Citadel Station some time ago. This is “I am not proud of what I did during the Wars—and I do not wish to discuss it.” (Influence loss). part of the main quest on Telos. “They weren’t accidents—I did them on purpose and would do them again. Why do you want to know?” 2. Gaining influence with Goto so you can ask about the criminal operations on Nar Shaddaa. (Influence gain). 3. Exploring Nar Shaddaa and exposing all the incidents where you notice droids are running everything: A. The first incident is the droid Pazaak player. When you discover the memory module (achieved with Awareness, LOVE AND THE ASSASSIN DROID Computer, or Repair and also by T3-M4 and Bao-Dur if you fail Computer and Repair skill checks, respectively), you can mention it to Goto. If you’re going through women trouble with the handmaiden and Visas or man trouble with the disciple and Atton (the first time either one of them fights), you can talk to HK-47 about his opinions on love and what love is. B. The second incident is the droid swoop racer. When you realize the droid is dominating the races, confront Goto about it. Talk to Borna Lys for this information. C. The third incident is the Bith scientist trying to track down the mysterious signal. He talks about it, then when TAKING CHARGE you return, you find the Bith missing; ask Goto about this later. With T3-M4 and HK-47 on board, both the droids come to blows after HK-47 realizes what T3-M4 has been up to. This D. When the T3-M4 droid warehouse quest (which takes place before G0-T0 joins the party) is over, you have a can lead to a conversation with the line: “I found the navicomputer tampered with. Any idea why it’s locked?” This only chance to ask T3-M4 how he obtained the codes. When T3-M4 mentions that the droids in the droid warehouse occurs after T3-M4 electrocutes HK-47. were the ones sending the signal, ask Goto about that. E. The fifth incident is when Atton mentions that droids can’t go into the Jekk’Jekk Tarr during the call from Visquis. This is another clue. INFERIOR CONSTRUCTS When you have witnessed three or more of these incidents, start confronting Goto on this with, “A lot of your If HK-47 has witnessed other HK units (on Telos and Nar Shaddaa), the conversation begins with, “Why are they operations on Nar Shaddaa were carried out by droids.” Eventually, the truth is known. masquerading as protocol droids?” you receive different information depending on these separate factors: a Computer When you confront him at least three times, you can say, “I think you used droids in your operations because Use skill of 9 or more, INT of 16 or INT of 17 or more, and Awareness of 18 or more. you are a droid.” You’ve almost forced the droid to admit his secret, but influence is needed: Toward the end of this chat, you can utter, “So? That’s how droids should be treated.” Or, “Those are typical droid If you confront him with three pieces of evidence, you need a high influence gain/loss. duties, but it doesn’t mean they should be treated as furniture.” If you confront him with four pieces of evidence, you need a moderate influence gain/loss. If T3-M4 overhears this, he suffers a small negative influence reaction. If you confront him with all five pieces of evidence, you only need a slight influence gain/loss. Another line of questions—”For a sophisticated assassin droid…”—explains why HK-47 lost all the experience levels the droid gained in his first adventure with Darth Revan. Award: 2,000 XP (player character) PRIMAGAMES.COM < 297
, NOW I AM THE MASTER THE LAW OF MANDALORE
Toward the adventure’s end, after “Taking Charge” has occurred and with a moderately high influence gain/loss, HK-47 Mandalore tells you about the tumultuous history of the Mandalorians from the first time you converse; begin the stops and asks you about your past. You can choose to dismiss him (which causes an approximation of joy). From now conversation with, “Can you tell me about the Mandalorians?” on, you can ask HK-47 about his history, killing Jedi, the Mandalorian Wars, and what Revan thought of you. This is a Question Mandalore’s leadership when you’ve already selected the above conversation, and you have a high very long conversation with XP awards at the end, and some amusing dialog and mimicry of past companions of Darth influence with him. Begin with, “Are you certain the clans will follow you?” Revan. During the conversation, there are many light/dark choices and influence gains/losses: The final series of questions, revealing much of Mandalore’s history, is obtained after you have a very high “I don’t have time for this—leave it.” (Influence gain). influence over Mandalore and after you’ve exhausted the earlier lines of questioning. The conversation to look for is: “The next person who prevents me from leaving when I say the conversation is over is going to die. Now let “How did you become Mandalore?” me go, or else.” (Influence gain). Disciple: Companion Quest
This leads to a new conversation, beginning with, “Before, you asked if I was the one who served in the Mandalorian Wars—why?” Information If you have a high influence gain/loss with HK-47, you can also ask, “Who was your previous master?” This allows HK to mock Revan’s previous party members: Carth and Bastilla (if Revan was male) and Carth only (if Revan was female). In order to ask why Revan did not consider the Republic a threat, you need a high influence gain/loss. Continue with this line of questioning for the following responses: “I’ve never grown comfortable with killing—and never enjoyed it.” (Influence loss). “It was an accident…and I regret it.” (Influence loss). “If I had known what would happen, I might have done it intentionally.” (Influence gain). CHECKING YOUR DESTINY
In order to hear about HK-47’s Jedi-killing days, you must have a very high influence gain/loss. However, the rewards for you are great: After a female player character obtains the disciple on Dantooine, he responds to you when your alignment shifts more than halfway toward the light/dark side. There are specific points to earn with the following dialog: Award #1: 1,000 XP, +1 CON, and +1 to Reflex-based saving throws. Award #2: 1,000 XP, +10 FP, and +1 to WIS. “I thank you for your kind words, but they are not necessary.” JEDI ASSASSINATION TECHNIQUES “Do not bother—I do not need your help.”
After you have engaged Darth Sion on Korriban and you have uncovered the fact that HK-47 used to kill Jedi, you can ask him how the droid would destroy Sion. This hints at the Persuasion technique to end the final battle with Sion. “I have no time for your condescension. Leave me.” Mandalore: Companion Quest If a conversation ends with, “Very well—my apologies if I have offended you. I shall remain silent,” you get a
slight influence loss. Information If a conversation ends with, “I understand now why others followed you to war. Perhaps that is what leadership
is—and it is something I have seen in only a few during my travels,” you get a slight influence gain. If a conversation ends with, “Very well—then I shall keep my favorable opinions to myself,” you gain influence. THE CHOKE’S ON YOU
If you are a cruel and merciless leader, you can actually Force Choke the disciple during conversations, using the line: [Force Choke] “I do not need your counsel, only your obedience.” (Influence loss). Conversely, the disciple takes a fancy to you, and various romantic conversations can be initiated, much to the chagrin of Atton Rand. MANDALORE MEET AND GREET “WHAT DO YOU DO AGAIN?”
When you first speak with Mandalore aboard the Ebon Hawk, he has a specific conversation that begins with, “Nice ship The disciple functions as a portable lab station (able to construct any kind of item a lab station makes), and he provides you have here. Where did you get it?” a limitless supply of medpacs. This is available when you discover the disciple’s medical training (asking, “What do you do again?”) and then asking what he can do with this training. Sell the medpacs for infinite profit. He also has different CANDOR WITH MANDALORE reactions to your comments when he heals you, depending on whether you are already at full health or are dark side:
If you have a moderately high influence with Mandalore, he begins to talk to you, saying, “I want to have a word “Thanks—that’s good to hear. Your words are appreciated.” (Minor influence gain). with you.” The revelations continue when you have a high influence with Mandalore; he begins to talk with, “I have “I have never felt stronger.” (Minor influence loss). questions for you.” However, the major revelations about Mandalore’s past, his past affinities with Darth Revan, and Mandalore’s real “Save your counseling for the weak—I feel powerful, strong.” (Minor influence loss). identity, are revealed when you have a very high influence over him. He begins a conversation with: “You helped me gather the clans together, so I feel I owe it to you to tell you the whole truth about my mission and “Your flattery means nothing to me—nor does your worthless opinion.” (Minor influence loss). Revan.” His continuing conversation varies depending on the gender of Revan (which you chose in your earliest conver- sation with Atton). 298 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY DISCIPLE’S MEDITATION “You are right to hate Jedi weakness and hypocrisy.”
You can learn to meditate with the disciple, but only on the Ebon Hawk. When this occurs, you gain a one-time bonus of 10 Force points and the ability to ask the disciple to meditate anywhere at any time to get back full Force points. There “What are your problems with the Jedi?” With a high Influence gain/loss, the disciple admits his problems with are light and dark methods of beginning this meditation, too: the Jedi. The following responses are light and dark: “Can you teach me to meditate?” (Minor influence gain). “I was one of those Jedi. I must accept part of that responsibility.” (Influence gain). “I order you to tell me how to do the same.” (Minor influence loss). “It is possible. But training must be embraced by both student and teacher.” (Influence gain). HUNTING FOR ARTIFACTS “It is unfair to blame the teachers for the choices of the students.” (Influence gain).
“What are you doing for the Republic?” The disciple reveals why he is hunting for Jedi artifacts (with light and dark “Sometimes a teacher must stand back and allow their students to face their own challenges if they are to responses) when you pose this question, and you have a moderate influence gain/loss with him: grow.” (Influence gain). “It is the truth—the foolishness and arrogance of the Jedi has brought much harm to the galaxy.” (Minor Influence gain). “Should they have punished the students for choices they hadn’t made yet? (Influence gain). “The Republic has also been saved countless times by these same Jedi, often through valiant acts of sacrifice.” “I am glad to help.” (Influence gain). (Minor influence loss). DISCIPLE AND DANTOOINE “And they were right to turn on the Order, for the Order’s cowardice and fear was to blame.” (Influence loss).
“Tell me about the Republic?” becomes a question after you hear the disciple say, “Dantooine was one of the few “The Jedi teachings, when one faces battle, are often inadequate for the brutality of what must be done.” Republic worlds on the Outer Rim—it is why the Republic is attempting to get the settlement up and running.” There (Influence loss). are three responses here: 1. If Dantooine expedition is incomplete: “Dantooine is within reach of several other Rim worlds, and the Republic “Yes, their teaching lacks strength—and in their weakness, their hesitation, lies death.” (Influence loss). will need it as a resupply post if they are to keep a presence on the Rim.” “It is more likely they were blinded to it—blinded by Jedi arrogance. What other truths could there be? 2. If the Dantooine settlement was saved: [Slightly proud] “But now that you have protected the settlement on Dantooine, it will serve to stabilize the Republic presence on the Rim.” (Influence loss). “Maybe they understood the dark side, the Sith well, indeed—and let their students drown in threats to make 3. If the Dantooine settlement was lost: [Slightly defeatist] “But now, with the fall of Khoonda, the Republic will have to abandon many worlds along the Rim.” them strong.” (Influence loss). When you reach the comment, “How did this happen?” and “What do you mean?” light/dark options are available: “I would keep such doubts to yourself—they only serve to weaken you. (Influence loss). “Then we must do what we can to defend the Republic.” (Influence gain). LEAVING THE JEDI ORDER “Let the Republic burn for all I care.” (Influence loss). The first time you speak to the disciple (whether on Dantooine or elsewhere), he asks you why you came to Dantooine. The second time you speak to him when he is in your party, he asks you why you left the Jedi Order. You have the following dark side and light side options: If you follow the conversation and say that you don’t believe the Republic should be saved, there are more light and dark responses: “I left to protect the innocents on the Outer Rim.” “I did not consider that—perhaps you are right.” “Battle called, and I answered.” “If they are that dependent on the Republic, then yes.” (Influence loss). “The Jedi held no truth for me—only war did.” “The eventual independence would be worth it.” (Influence loss). “You waste your time on such things—such Jedi knowledge will only weaken you.” (Influence loss). “Then let them die.” (Influence loss). “You are free to do so.” (Influence gain). “I trust you—go ahead.” (Influence gain). “The galaxy belongs to those who can hold it. Perhaps the Sith are a better choice.” (Influence loss). If you told the disciple of the records (whether they gave him permission or not), he talks to T3-M4 and asks to see the record. The next time the player speaks to the disciple, he says, “I have studied the holorecord of your trial. I am DIPLOMATIC DISCIPLE unsure what to make of it.”
After you discover he is on a diplomatic mission, you can ask a number of new questions. “Have you had any luck?” results in a quip from Mira if she’s in your party. The number of lost Jedi are also counted at this time. If you try to JEDI QUEST: “YOU LOOK FAMILIAR TO ME…” convince him that the Jedi were weak and abandoned the Republic, you will fail unless you have a high Influence gain/loss; this thoroughly demoralizes the disciple: Begin the conversation with the above statement. You need a moderately high influence for this to occur, and during the chat, the conversation becomes specific to your PC’s class: [Influence: Success] “I fear you are right. Their hesitation almost destroyed the Republic—and there is some evidence to suggest that it gave birth to the Jedi Civil War.” (Major influence loss). [Sentinel] “You taught us how to move within the Force, and see it flow within others. How to see it in the behaviors of others, and use that sight to achieve truth.” DISCIPLE INTERROGATION [Guardian] “You taught us the ways of combat, how to hear music within the movements of a lightsaber blade.”
“Can you tell me what you were doing on Dantooine again?” With Awareness of 11 or more, you can detect that the [Consular] “You taught us the ways of the Force, how to hear it sing within others, within the life around Dantooine.” disciple is not being completely honest. Award: 500 XP, Jedi training “Do you know what happened to the Jedi?” elects light and dark responses: You can further the conversation and start training with high influence gain/loss, and there are light and dark responses: “But Jedi have protected the galaxy for centuries, they seek peace, often through sacrifice.” PRIMAGAMES.COM < 299
, Visas: [Slight confusion] “I…have nothing to offer you. Your strength is superior…it is as I felt.” (Influence gain). “I am sorry that my leaving for war had such…consequences on your future.” (Influence gain). Visas: “I will do as you ask…but I fear the answers you seek of me…would be useless.” (Influence loss). “It is good you turned from the weakness and hypocrisy of the Jedi—as I did.” (Influence loss). Defeat her and her lightsaber is destroyed. You receive a piece of the dismantled lightsaber, which you can use to construct your own. If you already built your lightsaber, Visas comes with a “spare” that any Jedi party member can use. You can now ask the disciple, “What are you doing for the Republic?” and the disciple’s real role is revealed: he’s an agent! DISCIPLE/HANDMAIDEN’S ENVY When you have enough influence (high gain/loss) to recognize him and he reveals he used to be a Padawan, When Visas is in the medical bay, you have a chance of meeting either the disciple, the handmaiden, or nobody when you gain new options: you leave. With the handmaiden, you get the following responses: “Tell me about your training on Dantooine.” “I won’t harm her, if that’s what you’re asking.” (Handmaiden influence loss). “I am sorry if my leaving ruined your chances of becoming a Jedi Knight.” (Influence gain). “She is useful, and I do not mean to kill her yet.” (Handmaiden influence loss). “Well, I doubt you could have completed the training anyway.” (Influence loss). “I trust her more than I trust you.” (Handmaiden influence loss). “I really could care less.” (Influence loss). With the disciple, you get: “I don’t believe in killing prisoners—or the wounded.” (Disciple influence gain). This leads to “I could train you to feel the Force again.” This requires an extremely high influence gain/loss. After this, you can teach the disciple in the ways of the Jedi (or Dark Jedi) Consular. “She is useful, and I do not mean to kill her yet.” (Disciple influence loss). Visas Marr: Companion Quest
“I trust her more than I trust you.” (Disciple influence loss). Information Regardless of whether you are male or female, Visas Marr forms a romantic attachment to you. With high
Influence, you can watch arguments play out between the handmaiden and Visas as they vie for your affection. “ARE YOU ALL RIGHT?” Saying this lines awards you light side points and raises your influence with her. Keep this going with: “I didn’t mean to hurt you.” (Influence gain). Or: “In medbay, I…we…noticed you have scars. Who hurt you?” (Influence gain). VISAS MARR WILL YIELD! “WHO SENT YOU?”
Visas Marr joins your party when you have enough dark or light side points accumulated (25); she appears to confront There are light and dark responses to this question: you on the Ebon Hawk. After her subjugation, there are a number of light and dark side responses: “My life is unimportant—your Master threatens more than just me. If he is behind what has befallen the Jedi, then he must be stopped.” (Influence gain). “I will not kill you.” “I need to find him and kill him before he is a threat to my power.” (Influence loss). “Arise—but do not attack me again.” “I will decide when I am ready, and I command you to bring me before him.” (Influence loss). “I do not kill a helpless opponent.” “I order you to take me to him.” (Influence loss). “Look, you’re wounded. Stand, let me get you to the medbay.” This leads to: “Where are your people now?” “Is she going to be all right?” You need a moderate Influence gain/loss for her to answer successfully. “If her condition changes, let me know—I didn’t want to hurt her.” VISAS STARTS THE QUESTIONING The first time you try to leave the conversation and your influence is high enough, she stops you and starts asking you “And what have you to offer more than your life?” questions. This has the following dark and light responses: “Because I believe you can be saved.” (Large influence gain). “You pledge yourself to me?” “To help another is not weakness—it is strength to them both.” “I am in need of servants, not corpses.” “Why? It is only that a weak servant is no use at all. Surely the Sith has taught you that.” “You may still die at my hands if you don’t answer my questions.” (Minor influence loss). “We’ll see if you survive my interrogation.” “Will she recover? I have uses for her.” “I only want her to live long enough for the interrogation.” 300 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY THE EYES HAVE IT Jedi Mind Tricks
“I have heard your species is blind. How are you able to see?” When you have a very high influence, you get a successful answer and light/dark options: THIRD TIME’S A CHARM
“When one endures, it gives hope to others—and themselves.” Complete the game with a light side and a dark side character, and on your third play through the game, expect some extra dialog from the party members. Your third character must be female for Atton to impart some witty repartee, and “There is no gift in pain—except the gift of strength.” the handmaiden has options to say some Echani poetry quotes. Then the question, “How do you see through the Force? You sound as if that Sight is lost to you.” Your Influence SION AND NIHILUS AT THE START MENU must be extremely high for Visas to answer with what you want to hear. After this, Visas teaches you Force Sight. After Visas detects your character in any game, the Start Menu changes to feature Darth Nihilus instead of Darth Sion. Award: Force Sight, +10 Force points, 500 XP. DEATH BY DARTH NIHILUS
Equip Visas Marr with her original clothing and a melee weapon during the battle with Darth Nihilus, and you gain the option for her to sacrifice herself, distracting Nihilus long enough for you to finish the battle. PRIMAGAMES.COM < 301
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STARTING STATISTICS Skills Allocation: Max out Repair first, then place remaining skills into Computer Use and Security.
Attribute Value Bonus Attribute Value Bonus Strength 10 0 Vitality 30 0 RECOMMENDED FEATS TO LEARN Dexterity 15 +2* Defense 14 0 Level Feats Constitution 14 +2 Fortitude301Weapon Proficiency: Blaster Pistol, Droid Upgrade Class 1, Blaster Integration, Logic Upgrade Intelligence 16 +3* Reflex502– Wisdom 10 0 Will103Gear Head Charisma 1004Recommended: Ranged Blaster Pistol Style * = Prime Statistic 5 Class Skill: Demolitions 6 Two-Weapon Fighting 7 – 8 – PRIMAGAMES.COM < 3,RECOMMENDED FEATS TO LEARN KREIA: JEDI CONSULAR
Level Feats 9 Rapid Shot 10 – 11 Improved Two-Weapon Fighting 12 Master Two-Weapon Fighting 13 – 14 – 15 Improved Rapid Shot 16 – 17 Master Rapid Shot 18 Weapon Focus: Blaster Pistol 19 – 20 – 21 Toughness 22 – 23 Improved Toughness 24 Master Toughness 25 – 26 – 27 Dual Strike 28 – BIOGRAPHY AND OVERVIEW When you locate her in the morgue on Peragus, the mysterious 29 Improved Dual Strike old woman plaguing your dreams and abducting you from your 30 Master Dual Strike ship reveals herself to be a powerful Jedi Consular named Kreia. She soon proves to be both a guide and a powerful ally: her strengths include her Mentor ability, which provides a bonus toPREFERRED EQUIPMENT CHART earned experience points whenever she is in the party.
Area Slot Item Kreia forms a unique psychic bond between herself and you–a Utility Droid Systems Upgrade feat known as Force Chain. This allows any Force powers she uses, such as Force Resistance or Force Immunity, to mutually Sensor Droid Battle Upgrade affect both of you. You can reciprocate, granting her any Force Utility Droid Motivator power bonuses you give to yourself. Special Weapon Droid Shock Arm Under certain circumstances, many of your party members can Plating Droid Energized Armor Mark III be trained by you, under her guidance, to embrace the path of Special Weapon Droid Multi-spectral Emitter the Jedi…or the Sith. When your character reaches Level 15, Kreia offers to teach you her deepest secrets, allowing you to Shield Droid Renewable Shield branch out into the Prestige classes. Right Weapon Mandalorian Disintegrator Left Weapon Zabrak Heavy Blaster In terms of combat ability, Kreia’s defense is low, so keep her at range; she cannot wear armor and her melee skills are lacking. ITEM UPGRADES Utilize her large reservoir of Force points (thanks in part to her Pistol: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Force Channel power) and her other destiny-changing powers. Splitter Mark III, Pure Rylith Power Cell For light-side Kreia, focus on Stun, Force Valor, Heal, Force Pistol: Left Weapon Upgrades–Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell Shield, Battle Meditation, and Force Whirlwind, and then master these powers. For dark-side Kreia, learn Scream, Shock, 4 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS
Wound, Heal, Battle Meditation, and Choke, and then improve RECOMMENDED these powers. EXPERIENCE ROUTE On the rare occasion where she isn’t channeling the Force, equip Kreia with a blaster pistol. For feats, choose the Dueling, Toughness, and Rapid Shot aptitudes. For skills, maximize your Repair, Treat Injury, and Stealth (in that order). As she is a Consular, place all the additional attribute points you accrue into Wisdom.CHARACTER INFORMATION Recommended ultimate Recommended ultimate
appearance (melee) appearance (ranged) STARTING APPEARANCE WOUNDED APPEARANCE Level: Jedi Consular 3 STARTING EQUIPMENT Body: Clothing Recommended ultimate Recommended ultimate appearance (light side) appearance (dark side)STARTING STATISTICS Recommended Attack Style: Ranged, Jedi powers
Unique Abilities: Force Sensitive, Mentor, Force Chain Attribute Value Bonus Attribute Value Bonus Additional Advice: Although able to brandish a lightsaber Strength 10 0 Vitality 36 0 or even a blaster, Kreia’s Force powers and exceptional Force points mean her talents with offensive Force powers are Dexterity 16 +3* Force 49* 0 arguably unmatched. Ignore Two-Weapon Fighting, as Kreia Constitution 16 +3* Defense 16 0 loses her left hand early in the adventure. The feats chart here does not include Armor Proficiency Medium or Heavy; Intelligence 14 +2 Fortitude60this isn’t recommended as Force powers cannot be used. Wisdom 16 +3* Reflex50Overall Fighting Style: Always put your attribute points Charisma 12 +1 Will60into Wisdom (you gain these every four levels). Skills Allocation: Place skill points into Repair, Treat Injury, * = Prime Statistic and Stealth.STARTING SKILLS
Skill Starting Rank Bonus Computer Use 0 +2 Demolitions00Stealth 5 +3* Awareness 6 +3* Persuade 5 +1 Repair 0 +2 Security00Treat Injury 6 +3* * = Prime Statistic PRIMAGAMES.COM < 5,RECOMMENDED FEATS TO LEARN RECOMMENDED POWERS TO LEARN
Level Feats (Melee or Ranged) Level Powers (Light Side or Dark Side) 1 Blaster Pistol, Melee Weapons, Jedi Defense, Force Focus, 1 Burst of Speed Jedi Sense, Dueling, Force Sensitive, Mentor, Force Chain; 2 Fear Weapon Focus: Lightsaber 3 Force Push 2 Finesse: Melee Weapons Level Powers (Light Side) Powers (Dark Side) 3 Class skill: Stealth 4 Stun Force Scream Level Feats (Melee) Feats (Ranged) 5 Force Valor Force Shock 4 – – 6 Heal, Force Aura Horror, Wound 5 – – 7 Force Shield Heal 6 Improved Dueling Improved Dueling 8 Battle Meditation Battle Meditation 7 – – 9 Force Whirlwind, Improved Force Scream, 8 – – Revitalize Force Lightning 9 Master Dueling Master Dueling 10 Stasis Force Whirlwind 10 – – 11 Knight Valor Choke 11 – – 12 Improved Heal, Kill, Force Armor Insanity 12 Toughness Toughness 13 Knight Speed Drain Life 13 – – 14 Improved Battle Meditation Revitalize 14 – – 15 Improved Revitalize, Master Force Scream, 15 Improved Toughness Improved Toughness Stasis Field Force Wave 16 – – 16 Force Wave Improved Heal 17 – – 17 Master Valor Improved Revitalize 18 Master Toughness Master Toughness 18 Master Heal, Force Storm, 19 – – Master Speed Death Field 20 – – 19 Master Battle Meditation Master Heal 21 Conditioning Rapid Shot 20 Force Resistance Improved Battle Meditation 22 – – 21 Master Revitalize, Master Revitalize, Force Immunity Master Battle Meditation 23 – – 22 Force Suppression Force Valor 24 Improved Conditioning Improved Rapid Shot 23 Force Breach Knight Valor 25 – – 24 Energy Resistance, Master Valor, 26 – – Improved Energy Resistance Force Aura 27 Master Conditioning Master Rapid Shot 25 Master Energy Resistance Force Shield 28 – – 26 Force Barrier Force Armor 29 – – 27 Improved Force Barrier, Knight Speed, 30 Regenerate Force Points Regenerate Force Points* Master Force Barrier Master Speed * Substitute Armor Proficiency: Learn armor proficiency light early 28 Stun Droid Force Suppression if you want the most protection while using Force powers. 29 Disable Droid Force Breach 30 Destroy Droid, Force Resistance, Force Deflection Force Immunity 6 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS PREFERRED EQUIPMENT CHART ATTON RAND:
Area Slot Item (Melee) Item (Ranged) SCOUNDREL AND JEDI SENTINEL Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Zeison Sha Warrior Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon – – Area Slot Item (Jedi Powers) Implant Mental Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield Armor Jal Shey Mentor Armor Right Arm Verpine Prototype Shield Belt Jal Shey Mentor Belt Right Weapon Lightsaber Left Weapon – ITEM UPGRADES BIOGRAPHY AND OVERVIEW Armor Upgrades: Melee Style–Armorply Plating Mark IV, Tumbling through disaster after disaster ever since he was five Strengthening Underlay Mark V and counting on his incredible luck to pull him through each Armor Upgrades: Ranged Style–Armorply Plating Mark IV, Biorestorative Underlay Mark V time, Atton “Jaq” Rand was once an elite pilot but has always Armor Upgrades: Jedi Power Style–Armorply Plating Mark III, been a scoundrel. This entitles him to a number of unique feats, Biorestorative Underlay Mark V such as Survival, which makes him tougher the more damage he Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration sustains; try healing him at the very last moment and only to Cell Mark IV, Ostrine Edge half his regular health so he takes more damage, thus making Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam him tougher. He also comes with Spirit, which allows him to Splitter Mark III, Pure Rylith Power Cell return to combat after he reaches zero vitality points. Send Lightsaber: Lorrdian Gemstone, Jenruax Crystal, Ossus Dueling Atton into the fray, hang back, and wait for him to continuously Lens, Expert Deflection Emitter, Ultimate Diatium Energy Cell stagger back to his feet after an otherwise deadly enemy blow. Being a scoundrel, Atton has natural and increasing defense bonuses, thanks to Scoundrel’s Luck. At Level 19, he can follow the Sneak Attack feat to 10; this, coupled with his Stealth Run ability, allows him to eliminate single targets with incredible ease. However, his average strength negates melee potential. Instead, focus on ranged combat, pumping up his dexterity and learning Two-Weapon Fighting and Rapid Shot to give inspiring cover fire. The bonuses he receives for his Stealth Attack ability allow you to equip him with weapons that stun (such as sonic weapons). Watch that damage bonus climb.PRIMAGAMES.COM < 7
, After you unlock Atton’s innate Jedi Sentinel abilities (see STARTING SKILLS Appendix XII), continue on the path you chose for him, keeping him at range. Learn light side powers to aid your team or dark Skill Starting Rank Bonus side ones to Choke, Shock, and ravage your enemy. Continually Computer Use30increase his Wisdom and have him learn Weapon Finesse: Lightsaber to unleash his full potential. Build a dual-bladed Demolitions 4 0* lightsaber for violent, close-quarter scrapes. Stealth 4 +3* Awareness 5 0*CHARACTER INFORMATION Persuade 0 +1
Repair00Security50Treat Injury00* = Prime StatisticRECOMMENDED
STARTING APPEARANCE WOUNDED APPEARANCE EXPERIENCE ROUTE Atton when neutral or light side; Atton shifting toward the dark side; and Atton pure dark side. Recommended ultimate Recommended ultimate Level: Scoundrel 3 appearance (melee) appearance (ranged) STARTING EQUIPMENT Body: Atton’s Ribbed JacketSTARTING STATISTICS
Attribute Value Bonus Attribute Value Bonus Strength 12 +1 Vitality 24 0 Dexterity 16 +3* Force00Constitution 14 +2 Defense 19 0 Recommended ultimate Recommended ultimate appearance (light side) appearance (dark side) Intelligence 10 0 Fortitude50Wisdom 10 0 Reflex80Recommended Attack Style: Ranged. If Light Jedi, enhance Charisma 12 +1 Will30the party during battle. If Dark Jedi, use offensive powers. Unique Abilities: Scoundrel’s Luck, Survival, Spirit. * = Prime Statistic Becoming a Jedi is detailed in Appendix XII. Additional Advice: Send him into combat alone to soften up enemies, then heal him. Later have him concentrate on providing covering fire. Overall Fighting Style: When melee, put your attribute points into Strength. When ranged, put your attribute points into Dexterity (gained every four levels). Skills Allocation: Always put as many points as possible into Security and put the remaining into Stealth, Demolitions, and Awareness. 8 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS RECOMMENDED FEATS TO LEARN RECOMMENDED POWERS TO LEARN
Level Feats (Melee or Ranged) Level Powers (Light Side) Powers (Dark Side) 1 Armor Proficiency: Light, Armor Proficiency: Medium, 12 Burst of Speed Shock Critical Strike, Sniper Shot, Sneak Attack I, Weapon 13 Force Valor Force Lightning Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, Weapon Proficiency: Melee, Scoundrel’s Luck, 14 Stun Wound Survival, Spirit 15 Knight Speed Choke 2 Weapon Focus: Blaster Pistol 16 Knight Valor Kill 3 – 17 Stasis Force Scream Level Feats (Melee) Feats (Ranged) 18 Master Speed Force Storm 4 – – 19 Master Valor Improved Force Scream 5 Armor Proficiency: Heavy Armor Proficiency: Heavy 20 Stasis Field Master Force Scream 6 – – 21 Force Push Drain Life 7 – – 22 Force Whirlwind Death Field 8 Two-Weapon Fighting Two-Weapon Fighting 23 Force Wave Fear 9 – – 24 Battle Meditation Horror 10 – – 25 Improved Battle Meditation Insanity 11 Flurry Rapid Shot 26 Master Battle Meditation Force Push 12 – – 27 Heal Force Whirlwind 13 – – 28 Improved Heal Force Wave 14 Improved Two-Weapon Fighting Improved Two-Weapon Fighting 29 Master Heal Battle Meditation 15 – – 30 Revitalize Improved Battle Meditation 16 – – 17 Improved Flurry Improved Rapid Shot PREFERRED EQUIPMENT CHART 18 – – Area Slot Item (Melee) Item (Ranged) 19 – – Implant Physical Boost Implant Physical Boost Implant 20 Master Two-Weapon Fighting Master Two-Weapon Fighting Head Enhanced Shielding Visor Target Assessor 21 – – Hands Dominator Gauntlets Automation Gloves 22 – – Left Arm Mandalorian Power Shield Mandalorian Power Shield 23 Master Flurry Master Rapid Shot Armor Mandalorian Assault Armor Flex Heavy Armor 24 – – Right Arm Verpine Prototype Shield Verpine Prototype Shield 25 – – Belt GNS Strength Enhancer Aratech Echo Belt 26 Toughness Toughness Right Weapon Echani Vibrosword Mandalorian Disintegrator 27 – – Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 28 – – 29 Improved Toughness Improved Toughness 30 – –PRIMAGAMES.COM < 9
,PREFERRED EQUIPMENT CHART BAO-DUR:
Area Slot Item (Jedi Powers) TECH SPECIALIST AND JEDI GUARDIAN Implant Mental Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Belt Jal Shey Mentor Belt Right Weapon Double-Bladed Lightsaber Left Weapon – ITEM UPGRADES Armor Upgrades: Melee Style–Bonded Plates Mark IV, Strengthening Underlay Mark V Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Flexible Underlay Mark V Armor Upgrades: Jedi Power Style–Armorply Plating Mark III, Biorestorative Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell Lightsaber: Dual Bladed–Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell BIOGRAPHY AND OVERVIEW Mark III Bao-Dur is a Zabrak tech specialist and refugee from a colony world in the Mid Rim that was bombed out of commission by Malak. Bao-Dur has impressive technical expertise; he has Improved Gear Head and is an asset when you want to create upgraded items, including your own lightsaber. His main strengths lie in his close-combat potential, as he begins with two unique abilities. The first is Shield Breaker, which allows him to disintegrate a target’s energy shields. This can be applied to energy walls or personal enemy protection, but Bao-Dur must be close to punch the energy source. He also possesses Repulsor Strike, causing impressive extra electrical damage with each successful hit. Combined with the additional damage he causes with his Unarmed specialist feat series, Bao-Dur is more than capable of handling himself in a fight. He is followed by a small remote droid. Aggressively attack your target to have the remote back you up. Bao-Dur’s main drawback is his lack of willingness to wear most types of armor; equip him with the Krath holy battle suit to avoid defense penalties. Add extra attribute points to strength and improve his Flurry, Two-Weapon, and Toughness feats, and Toughness as you progress. If you want to learn the robust and devastating potential of unarmed combat, choose Bao-Dur. 10 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS
Also check his droid service duties aboard the Ebon Hawk after STARTING SKILLS you collect an assortment of mechanical companions, such as G0-T0 and HK-47. He can also provide you with a variety of Skill Starting Rank Bonus shields at any time, which can be used or sold. Computer Use 9 +4* Should you learn Bao-Dur’s path to Jedi destiny (consult Demolitions 9 +2* Appendix XII), have light-side Bao-Dur enhance the party with Stealth10Valor prior to combat, then learn Stun. For dark side, learn Awareness 8 +2* Shock, Lightning, Wound, Choke, and then descend into darkness from there. Persuade00Repair 9 +4*CHARACTER INFORMATION Security 9 +4*
Treat Injury 4 +2 * = Prime StatisticRECOMMENDED EXPERIENCE ROUTE
STARTING APPEARANCE WOUNDED APPEARANCE Recommended ultimate Recommended ultimate Bao-Dur when neutral or light side; Bao-Dur shifting toward appearance (melee) appearance (ranged) the dark side; and Bao-Dur pure dark side. Note the change in tattoos. Level: Tech Specialist 6 STARTING EQUIPMENT Companion: Bao-Dur’s RemoteSTARTING STATISTICS Recommended ultimate Recommended ultimate
Attribute Value Bonus Attribute Value Bonus appearance (light side) appearance (dark side) Strength 14 +2* Vitality 48 0 Recommended Attack Style: Melee. If Light Jedi, enhance Dexterity 10 0 Force – 0 the party during battle. If Dark Jedi, use offensive powers. Constitution 14 +2* Defense 10 0 Unique Abilities: Shield Breaker, allowing Bao-Dur to punch through enemy and doorway shields. Becoming a Jedi Intelligence 15 +2* Fortitude50is detailed in Appendix XII at the back of this guide. Wisdom 14 +2 Reflex40Additional Advice: Build up Bao-Dur’s melee combat Charisma 10 0 Will60prowess due to his Shield Breaker and reasonable Strength, plus his Repulsor Strike at Level 7 and 13. He is a prime * = Prime Statistic candidate for upgrading your equipment and creating new items. He can create shields for you and your team at any time. He builds your lightsaber and upgrades your droids. When a Jedi, use him in melee combat and emphasize self-protective powers. PRIMAGAMES.COM < 11, Overall Fighting Style: When melee, always put your RECOMMENDED POWERS TO LEARN attribute points into Strength. When ranged, always put your attribute points into Dexterity (you gain these every four Level Powers (Light Side) Powers (Dark Side) levels). 12 Burst of Speed Shock Skills Allocation: Always put as many points as possible into Computer Use, Security, Repair, and put the remaining 13 Force Valor Force Lightning into Demolitions and Awareness. 14 Stun Wound 15 Knight Speed ChokeRECOMMENDED FEATS TO LEARN
16 Knight Valor Kill Level Feats (Melee or Ranged) 17 Stasis Force Scream 1 Armor Proficiency: Light, Armor Proficiency: Medium, 18 Master Speed Force Storm Critical Strike, Flurry, Power Attack, Conditioning, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, 19 Master Valor Improved Force Scream Weapon Proficiency: Melee, Shield Breaker 20 Stasis Field Master Force Scream 2 Unarmed Specialist I 21 Force Push Drain Life 3 Gear Head 22 Force Whirlwind Death Field 4 Improved Gear Head 23 Force Wave Fear 5 – 24 Battle Meditation Horror 6 Unarmed Specialist II 25 Improved Battle Meditation Insanity Level Feats (Melee) Feats (Ranged) 26 Master Battle Meditation Force Push 7 Improved Flurry Rapid Shot 27 Heal Force Whirlwind 8 – – 28 Improved Heal Force Wave 9 Two-Weapon Fighting Two-Weapon Fighting 29 Master Heal Battle Meditation 10 – – 30 Revitalize Improved Battle Meditation 11 Master Flurry Improved Rapid Shot 12 – – 13 PREFERRED EQUIPMENT CHARTImproved Two-Weapon Fighting Improved Two-Weapon Fighting 14 – – Area Slot Item (Melee) Item (Ranged) 15 Master Two-Weapon Fighting Master Rapid Shot Implant Physical Boost Implant Physical Boost Implant 16 – – Head Enhanced Shielding Visor Target Assessor 17 Toughness Master Two-Weapon Fighting Hands Dominator Gauntlets Automation Gloves 18 – – Left Arm Mandalorian Power Shield Mandalorian Power Shield 19 Improved Toughness Toughness Armor Krath Holy Battle Suit Krath Holy Battle Suit 20 – – Right Arm Verpine Prototype Shield Verpine Prototype Shield 21 Master Toughness Improved Toughness Belt GNS Strength Enhancer Aratech Echo Belt 22 – – Right Weapon Echani Vibrosword Mandalorian Disintegrator 23 Improved Conditioning Master Toughness Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 24 – – Area Slot Item (Jedi Powers) 25 Master Conditioning Power Blast Implant Physical Boost Implant 26 – – Head Enhanced Shielding Visor 27 Improved Power Attack Improved Power Blast Hands Dominator Gauntlets 28 – – Left Arm Mandalorian Power Shield 29 Master Power Attack Master Power Blast Armor Jamoh Hogra’s Battle Armor 30 – – 12 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS PREFERRED EQUIPMENT CHART BIOGRAPHY AND OVERVIEWOne of the six Echani handmaidens who serve the Jedi Knight
Area Slot Item (Jedi Powers) Atris is called upon when Atris is either unable or unwilling to intervene directly in affairs. Only available to male player Right Arm Verpine Prototype Shield characters after you visit the Jedi academy on Telos, the Belt GNS Strength Enhancer handmaiden becomes a considerable combat presence as both a Right Weapon Double-Bladed Lightsaber soldier, and after training, as a Jedi Guardian. Left Weapon – The handmaiden’s delicate form betrays her exceptional combat ITEM UPGRADES potential; she is just as content damaging foes from a distance Armor Upgrades: Melee Style–Armorply Plating Mark IV, as she is at close quarters, and she arrives with numerous feats. Strengthening Underlay Mark V Her unique feat, the Echani Strike, is ideal if you are taking her Armor Upgrades: Ranged Style–Armorply Plating Mark IV, down the path of unarmed combat; she also automatically Biorestorative Underlay Mark V learns the Unarmed Specialist feat just in case your melee Armor Upgrades: Jedi Power Style–Armorply Plating Mark IV, weapons aren’t cutting down the enemy quickly enough. Strengthening Underlay Mark V Conversely, she has a higher starting dexterity than strength, Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge making her ranged attack bonuses easier to accumulate. Under Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced the right supervision, she could become an almost unstoppable Energy Cell Mark IV, Quadranium Edge unarmed force. Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell After her Jedi Guardian path is illuminated (see Appendix XII), Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, and she dons her mother’s robes, throw all your light side Mandalorian Chamber Mark III, Superior Rylith Power Cell powers into beefing up the party before and during combat–or Jedi Power Lightsaber: Kaiburr Crystal, Ankarres Sapphire, strike your foes down with the doomed and deadly dark side Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell offense. Choose either a ranged or melee path early on, and Mark III stick to a single attribute to increase: either strength or dexterity.HANDMAIDEN: SOLDIER AND JEDI GUARDIAN CHARACTER INFORMATION
STARTING APPEARANCE WOUNDED APPEARANCE Handmaiden when neutral or light side and handmaiden pure dark side. Note the change in her hooded clothing. Level: Soldier 6 STARTING EQUIPMENT Body: Clothing Body: Handmaiden’s Robes (after certain objectives are met) Right Weapon: Handmaiden’s Staff PRIMAGAMES.COM < 13,STARTING STATISTICS Recommended Attack Style: Melee or ranged. If Light Jedi,
enhance the party during battle. If Dark Jedi, use offensive Attribute Value Bonus Attribute Value Bonus powers. Strength 14 +2* Vitality 78 0 Unique Abilities: Echani Strike, useful for dealing out impressive unarmed damage. Dexterity 16 +3* Force00Additional Advice: Ranged combat is slightly easier to Constitution 14 +2* Defense 16 0 accomplish with the handmaiden, but if you are closely maintaining her stats, you can utilize offensive melee feats Intelligence 10 0 Fortitude80and learn all the different unarmed techniques. She is an Wisdom 10 0 Reflex60exceptional bodyguard. Charisma 14 +2 Will30Overall Fighting Style: When melee, always put your attribute points into Strength. When ranged, always put your * = Prime Statistic attribute points into Dexterity (you gain these every four levels).STARTING SKILLS Skills Allocation: Always put as many points into Treat
Injury as possible, and put the remaining into Awareness. Skill Starting Rank Bonus Computer Use00RECOMMENDED FEATS TO LEARN Demolitions00Level Feats (Melee or Ranged) Stealth 5 +3 1 Armor Proficiency: Light, Armor Proficiency: Medium, Armor Awareness 8 0* Proficiency: Heavy, Power Attack, Power Blast, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, Persuade 0 +2 Weapon Proficiency: Melee, Two-Weapon Fighting Repair002Conditioning Security003Toughness Treat Injury 8 0* 4 Improved Power Attack * = Prime Statistic 5 Improved Two-Weapon Fighting, Echani Strike 6 Improved ToughnessRECOMMENDED Level Feats {Melee) Feats (Ranged) EXPERIENCE ROUTE 7 Flurry Rapid Shot
8 Master Two-Weapon Fighting Master Two-Weapon Fighting 9 Improved Flurry Improved Rapid Shot 10 Master Flurry Master Rapid Shot 11 Master Power Attack Improved Power Blast 12 Master Toughness Master Power Blast 13 Weapon Focus: Melee Master Toughness Recommended ultimate Recommended ultimate 14 Weapon Specialization: Melee Weapon Focus: Blaster Pistol appearance (melee) appearance (ranged) 15 Critical Strike Weapon Specialization: Blaster Pistol 16 Improved Critical Strike Conditioning 17 – – 18 Master Critical Strike Improved Conditioning 19 – – 20 Conditioning Master Conditioning 21 – – Recommended ultimate Recommended ultimate 22 Improved Conditioning Precise Shot I appearance (light side) appearance (dark side) 23 – – 14 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART
Level Feats {Melee) Feats (Ranged) Area Slot Item (Melee) Item (Ranged) 24 Master Conditioning Precise Shot II Implant Physical Boost Implant Physical Boost Implant 25 – – Head Enhanced Shielding Visor Target Assessor 26 Dual Strike Precise Shot III Hands Dominator Gauntlets Automation Gloves 27 – – Left Arm Mandalorian Power Shield Mandalorian Power Shield 28 Improved Dual Strike Precise Shot IV Armor Mandalorian Assault Armor Flex Heavy Armor 29 – – Right Arm Verpine Prototype Shield Verpine Prototype Shield 30 Master Dual Strike Precise Shot V Belt Gns Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian DisintegratorRECOMMENDED POWERS TO LEARN Left Weapon Sith Tremor Sword Zabrak Heavy Blaster
Level Powers (Light Side) Powers (Dark Side) Area Slot Item (Jedi Powers) 12 Burst of Speed Shock Implant Physical Boost Implant 13 Force Valor Force Lightning Head Circlet of Saresh/Force Focusing Visor 14 Stun Wound Hands Jal Shey Meditation Gloves 15 Knight Speed Choke Left Arm Mandalorian Power Shield 16 Knight Valor Kill Armor Zeison Sha Warrior Armor 17 Stasis Force Scream Right Arm Verpine Prototype Shield 18 Master Speed Force Storm Belt Jal Shey Mentor Belt 19 Master Valor Improved Force Scream Right Weapon Double-Bladed Lightsaber 20 Stasis Field Master Force Scream Left Weapon – 21 Force Push Drain Life ITEM UPGRADES 22 Force Whirlwind Death Field Armor Upgrades: Melee Style–Bonded Plates Mark IV, Strengthening Underlay Mark V 23 Force Wave Fear Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Flexible 24 Battle Meditation Horror Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 25 Improved Battle Meditation Insanity Cell Mark IV, Ostrine Edge 26 Master Battle Meditation Force Push Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 27 Heal Force Whirlwind Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 28 Improved Heal Force Wave Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 29 Master Heal Battle Meditation Mandalorian Chamber Mark III, Superior Rylith Power Cell 30 Revitalize Improved Battle Meditation Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark IIIPRIMAGAMES.COM < 15
, MIRA: Mira’s path to becoming a Jedi Sentinel is also possible (seeSCOUT AND JEDI GUARDIAN Appendix XII). When she learns to harness the Force, have a light-side Mira continue to utilize long-range weapons while powering up her wounded or close-combat teammates. A dark- side Mira should focus on offensive ranged powers. Although lightsaber combat is possible with Mira, and proves to be an entertaining diversion, her attributes are best served away from enemy melee weaponry.CHARACTER INFORMATION
STARTING APPEARANCE WOUNDED APPEARANCE Mira when neutral or light side; Mira shifting toward the dark side; and Mira pure dark side. Level: Scout 6 STARTING EQUIPMENTBIOGRAPHY AND OVERVIEW Body: Mira’s Ballistic Mesh Jacket
Right Arm: Wrist Launcher One of many bounty hunters that skulk in the bars and ports on Nar Shaddaa, this scout joins you if your destiny has taken a light side or neutral path. She is already equipped with her STARTING STATISTICS unique wrist launcher, her Weapon Proficiency is Wrist Mounted, and she has grenades that come in a number of Attribute Value Bonus Attribute Value Bonus varieties. However, as you progress, the slightly risky strategy of Strength 10 0 Vitality 54 0 launching area-of-effect missiles into combat may be at odds with melee combat fighters, so learn ranged weapon feats and Dexterity 16 +3* Force00perfect Mira’s Precise Shot, which helps each blast strike Constitution 12 +1 Defense 19 0 accurately. Intelligence 14 +2 Fortitude60Being a scout, Mira’s unique skills continue with Targeting, an Wisdom 11 0 Reflex80eight-tiered feat that can end with a +8 attack bonus with Charisma 10 0 Will50ranged weapons. As you progress, invest in Rapid Shot, Two- Weapon Fighting, and then Toughness feats to create a long- * = Prime Statistic range specialist. However, when not in combat, be aware of Mira’s Point Guard ability–an extremely useful bonus when trekking through mine fields. Combine this ability with her Stealth skill for the ultimate infiltrator. 16 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS STARTING SKILLS Skills Allocation: Unless you are determined to use your
Stealth, always put as many points into Computer Use and Skill Starting Rank Bonus Repair, and put the remaining into Demolitions, Awareness, Computer Use 0 +4 and Treat Injury. Demolitions 6 +3*RECOMMENDED FEATS TO LEARN
Stealth 6 +4* Level Feats (Melee or Ranged) Awareness601Armor Proficiency: Light, Critical Strike, Rapid Shot, Sniper Persuade00Shot, Weapon Proficiency: Blaster Pistol, Weapon Repair 0 +2 Proficiency: Blaster Rifle, Weapon Proficiency: Melee, Targeting I, Point Guard, Weapon Proficiency: Wrist Mounted Security 6 +2* 2 – Treat Injury303Caution * = Prime Statistic 4 –RECOMMENDED 5 Dueling EXPERIENCE ROUTE 6 –
Level Feats {Melee) Feats (Ranged) 7 Flurry Improved Rapid Shot 8 – – 9 Two-Weapon Fighting Master Rapid Shot 10 – – 11 Improved Flurry Two-Weapon Fighting 12 – – Recommended ultimate Recommended ultimate appearance (melee) appearance (ranged) 13 Improved Two-Weapon Fighting Improved Two-Weapon Fighting 14 – – 15 Master Flurry Master Two-Weapon Fighting 16 – – 17 Master Two-Weapon Fighting Toughness 18 – – 19 Armor Proficiency: Medium Improved Toughness 20 – – Recommended ultimate Recommended ultimate 21 Armor Proficiency: Heavy Master Toughness appearance (light side) appearance (dark side) 22 – – Recommended Attack Style: Ranged. If Light Jedi, enhance 23 Toughness Power Blast the party during battle. If Dark Jedi, use offensive powers. Unique Abilities: Weapon Proficiency: Wrist Launcher, Point 24 – – Guard 25 Improved Toughness Improved Power Blast Additional Advice: Mira is definitely a ranged character, but 26 – – she also benefits from her stealth and ability to maneuver over mines without penalty. Have her investigate the path 27 Master Toughness Master Power Blast ahead, report back, and remain behind the melee attackers in 28 – – combat. 29 Weapon Focus: Melee Dual Strike Overall Fighting Style: When melee, always put your attribute points into Strength. When ranged, always put your 30 – – attribute points into Dexterity (you gain these every four levels).PRIMAGAMES.COM < 17
,RECOMMENDED POWERS TO LEARN PREFERRED EQUIPMENT CHART
Level Powers (Light Side) Powers (Dark Side) Area Slot Item (Jedi Powers) 12 Burst of Speed Shock Armor Zeison Sha Warrior Armor 13 Force Valor Force Lightning Right Arm Verpine Prototype Shield 14 Stun Wound Belt Jal Shey Mentor Belt 15 Knight Speed Choke Right Weapon Double-Bladed Lightsaber 16 Knight Valor Kill Left Weapon – 17 Stasis Force Scream ITEM UPGRADES 18 Master Speed Force Storm Armor Upgrades: Melee Style–Armorply Plating Mark IV, Strengthening Underlay Mark V 19 Master Valor Improved Force Scream Armor Upgrades: Ranged Style–Armorply Plating Mark IV, 20 Stasis Field Master Force Scream Biorestorative Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 21 Force Push Drain Life Cell Mark IV, Ostrine Edge 22 Force Whirlwind Death Field Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 23 Force Wave Fear Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 24 Battle Meditation Horror Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 25 Improved Battle Meditation Insanity Mandalorian Chamber Mark III, Superior Rylith Power Cell 26 Master Battle Meditation Force Push Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III 27 Heal Force Whirlwind 28 Improved Heal Force Wave 29 Master Heal Battle Meditation HANHARR: WOOKIE SCOUT 30 Revitalize Improved Battle Meditation* *Have Mira learn Weapon Finesse: Lightsaber if she is going to become a Jedi.PREFERRED EQUIPMENT CHART
Area Slot Item (Melee) Item (Ranged) Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Mandalorian Assault Armor Flex Heavy Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon Sith Tremor Sword Zabrak Heavy Blaster Area Slot Item (Jedi Powers) Implant Physical Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield 18 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS BIOGRAPHY AND OVERVIEW STARTING SKILLS
Hanharr is an anomaly of Wookiee culture; he is a dishonorable predator who came to see the Czerka Corporation’s attempts to Skill Starting Rank Bonus enslave his homeworld as a great learning experience for how Computer Use00galactic trade works. Now on Nar Shaddaa, this scout only joins you if you are strongly committed to the dark side when you Demolitions60encounter him. Hanharr is a melee combat monster, and Stealth00although you can take him down the path of ranged combat, his Awareness 6 +1 tremendous strength and constitution are ideally suited for tearing apart adversaries at close quarters. Persuade 0 -1 Repair40Although he cannot wear items on his head or body, and therefore lacks armor, he makes up for this with his unique Security00feats. The first of these is Wookiee Toughness, dropping Treat Injury 5 +1* damage taken and upping vitality points as Hanharr progresses. * = Prime Statistic The second feat, Wookiee Rage, is a blood-pumping frenzy that works incredibly well if you have a second party member constantly healing Hanharr as he rips through his foes. RECOMMENDEDEXPERIENCE ROUTE
Hanharr’s melee potential is truly unlocked when you add feats such as Flurry, Two-Weapon Fighting, Power Attack, and Toughness. When choosing items, find those that add to his strength, such as the GNS strength enhancer belt, and the physical boost D-package implants. For melee weapons, arm Hanharr with the Echani vibrosword and the Sith tremor sword, and upgrade them for a truly unstoppable walking carpet.CHARACTER INFORMATION Recommended ultimate Recommended ultimate
appearance (melee) appearance (ranged) Recommended Attack Style: Melee Unique Abilities: Wookiee Toughness, Wookiee Rage Additional Advice: Hanharr is a close-combat monster. Add to his strength and constitution with all the equipment you can muster. Overall Fighting Style: Always put your attribute points STARTING APPEARANCE WOUNDED APPEARANCE into Strength. Skills Allocation: Always put as many points into Computer Level: Scout 4 Use and Repair, and the remaining into Treat Injury. STARTING EQUIPMENT Left Weapon: Ryyk Blade Right Weapon: Ryyk BladeSTARTING STATISTICS
Attribute Value Bonus Attribute Value Bonus Strength 20 +5* Vitality 60 0 Dexterity 13 +1 Force00Constitution 20 +5* Defense 11 0 Intelligence 10 0 Fortitude90Wisdom 12 +1 Reflex50Charisma 8 - 1 Will50* = Prime Statistic PRIMAGAMES.COM < 19,RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART
Level Feats (Melee or Ranged) Area Slot Item (Melee) Item (Ranged) 1 Flurry, Power Attack, Rapid Shot, Weapon Proficiency: Implant Physical Boost D-Package Physical Boost D-Package Blaster Pistol, Weapon Proficiency: Blaster Rifle, Weapon Proficiency: Melee, Uncanny Dodge, Wookiee Toughness I, Head – – Targeting I, Precise Shot I, Close Combat, Wookiee Rage, Hands Dominator Gauntlets Automation Gloves Improved Power Attack Left Arm Mandalorian Power Shield Mandalorian Power Shield 2 – Armor – – 3 Weapon Focus: Melee Weapons Right Arm Verpine Prototype Shield Verpine Prototype Shield 4 – Belt GNS Strength Enhancer Aratech Echo Belt Level Feats (Melee) Feats (Ranged) Right Weapon Echani Vibrosword Mandalorian Disintegrator 5 Improved Flurry Improved Rapid Shot Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 6 – – 7 Two-Weapon Fighting Two-Weapon Fighting ITEM UPGRADES Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 8 – – Cell Mark IV, Ostrine Edge 9 Master Flurry Master Rapid Shot Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 10 – – Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 11 Improved Two-Weapon Fighting Improved Two-Weapon Fighting Splitter Mark III, Pure Rylith Rower Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 12 – – Mandalorian Chamber Mark III, Superior Rylith Power Cell 13 Master Two-Weapon Fighting Master Two-Weapon Fighting 14 – – 15 Master Power Attack Toughness G0-T0: EXPERT DROID 16 – – 17 Toughness Improved Toughness 18 – – 19 Improved Toughness Master Toughness 20 – – 21 Master Toughness II Dual Strike 22 – – 23 Dual Strike Improved Dual Strike 24 – – 25 Improved Dual Strike Master Dual Strike 26 – – 27 Master Dual Strike Conditioning 28 – – 29 Conditioning Improved Conditioning 30 – – 20 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS BIOGRAPHY AND OVERVIEW STARTING STATISTICS
This floating black spherical droid can float on the wrong side of galactic law, and it has managed to become a prominent Attribute Value Bonus Attribute Value Bonus Exchange crime lord on Nar Shaddaa. When you finally Strength 10 0 Vitality 54 0 convince this expert droid to join your party, there is only one main path to take him along: that of ranged attacker with Dexterity 17 +3* Force00stealth trappings. G0-T0’s droid scramble is useful when you’re Constitution 12 +1 Defense 17 0 attacking machine-based entities, as you can turn them on their Intelligence 16 +3 Fortitude30own masters or each other. Wisdom 10 0 Reflex80G0-T0 was mainly built for stealth exploration, however, and Charisma 10 0 Will20the trio of unique items reflects this. The personal cloaking shield allows the droid to easily activate a stealth shield; an * = Prime Statistic option for assassinations and investigating dangerous ground ahead. When you return to your ship, though, try to engage G0- STARTING SKILLS T0 in conversation; you make credits that establish stability on various planets (see Appendix XII). Keep G0-T0 away from Skill Starting Rank Bonus adventuring and instead maximize his Workbench skills and Computer Use 9 +5* Intelligence. Demolitions00The droid singularity projector and droid stealth booster are Stealth 4 +4* both unique parts that further enhance his cloaking, effectively Awareness50making him invisible on stealth missions. The droid omnis- cience unit aids in attack modifiers and awareness. With blaster Persuade00integration already learned, make sure G0-T0 masters Two- Repair 5 +5* Weapon Fighting, Rapid Shot, then Weapon Focus: Blaster Pistol. Place his attribute points into dexterity if you’re using Security 9 +5* him offensively. If you’re short on party members with stealth Treat Injury00capabilities, press G0-T0 into service. * = Prime StatisticCHARACTER INFORMATION RECOMMENDED EXPERIENCE ROUTE
<<< Recommended ultimate appearance (ranged) STARTING APPEARANCE DAMAGED APPEARANCE Level: Expert Droid 4 STARTING EQUIPMENT Utility: G0-T0 Targeting Module Special Weapon: Droid Neural Pacifier Recommended Attack Style: Ranged Shield: Droid Defense Barrier Unique Abilities: Personal Cloaking Shield, Droid Scramble Right Weapon: Aratech Droid Oxidizer Additional Advice: Keep G0-T0 at range for every combat; only use him for his Stealth if you have no other plans. Keep G0-T0 as a workbench upgrade creator. Overall Fighting Style: Always put your attribute points into Dexterity and Intelligence if you are making G0-T0 an “upgrading” character. Skills Allocation: Maximize Repair first, then place your remaining points into Computer Use and Security. PRIMAGAMES.COM < 21,RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART
Level Feats (Melee or Ranged) Area Slot Item (Ranged) 1 Weapon Proficiency: Blaster Pistol, Droid Upgrade Class 1, Utility Droid Stealth Booster Blaster Integration, Logic Upgrade, Personal Cloaking Shield, Sensor Droid Omniscience Unit Two-Weapon Fighting Utility Droid Singularity Projector 2 – Special Weapon Droid Multi-Spectral Emitter 3 Caution Plating Droid Energized Armor Mark III 4 – Special Weapon Droid Plasma Thrower 5 Gear Head Shield Droid Unity Grid 6 Improved Gear Head Right Weapon Mandalorian Disintegrator 7 – Left Weapon Zabrak Heavy Blaster 8 – 9 Improved Two-Weapon Fighting ITEM UPGRADES Right Weapon Upgrades: Accuracy Scope Mark IV, Beam Splitter 10 – Mark III, Pure Rylith Power Cell 11 Master Two-Weapon Fighting Left Weapon Upgrades: Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell 12 Rapid Shot 13 – 14 – HK-47: COMBAT DROID 15 Improved Rapid Shot 16 – 17 Master Rapid Shot 18 Weapon Focus: Blaster Pistol 19 – 20 – 21 Toughness 22 – 23 Improved Toughness 24 Master Toughness 25 – 26 – 27 Master Gear Head 28 – 29 Improved Caution 30 Master CautionBIOGRAPHY AND OVERVIEW
Located inside a secure chamber on the Ebon Hawk, the combat droid rumored to be in the service of Darth Revan appears to be completely deactivated. When you return with the necessary 22 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS
parts to reassemble HK-47, you can talk to him, ideally steering STARTING STATISTICS him away from conversations about party-member assassination and toward the droid’s role in the Mandalorian Wars. Also Attribute Value Bonus Attribute Value Bonus locate the droid pacifist package to fully explore this assassin’s Strength 16 +3 Vitality 72 0 previously untapped emotions (see the “New Trade Routes” sidequest in the “Nar Shaddaa” walkthrough section). Dexterity 16 +3* Force00Constitution 10 0 Defense 19 0 However, HK-47 is best utilized as a ruthless long-range Intelligence 14 +2 Fortitude50takedown machine. He is already functioning with many associated skills, including the unique Assassin Protocols, Wisdom 12 +1 Reflex50which allows bonus damage to successful hits. Continue this Charisma 10 0 Will30path by learning Blaster Rifle Specialization, then Rapid Shot, Toughness, and Dual Strike. Place all your attribute points into * = Prime Statistic Dexterity.STARTING SKILLS
Locate HK-47’s unique head and body items. Fit the droid assassination module and the droid capacitor armor for excep- Skill Starting Rank Bonus tional defensive bonuses, including the ability to withstand a Computer Use 0 +2* droid’s worst fear: electrical and ion attacks. Demolitions 5 +2 HK-47 must be outfitted with the best weaponry. Although you Stealth00can equip him with an upgraded Mandalorian disintegrator and Awareness 5 +1 a Zabrak heavy blaster, give these to another ranged party member, and instead use HK-47’s unique droid assassin rifle. Persuade00Upgrade with the best accuracy scope, beam splitter, and Rylith Repair 6 +2* power cell for the finest ranged weapon of all, especially when combined with the gun’s bonus sniper capabilities. Security 0 0* Treat Injury 0 +1 HK-47’s component parts are located in the four places shown * = Prime Statistic below. There’s also a pacifist package to equip to unlock a side of HK-47 you never knew existed!RECOMMENDED HK-47 COMPONENTS EXPERIENCE ROUTE
1. HK-50 Droid Remains: Peragus Mining Facility 2. Buy From Kodin: Nar Shaddaa at Refuge Landing Pad 3. HK-50 Droid Remains: Nar Shaddaa at Vogga’s Warehouse 4. Buy From 1B-8D: Onderon at The Western SquareCHARACTER INFORMATION
Recommended ultimate Recommended ultimate appearance (ranged rifle) appearance (ranged pistols) Recommended Attack Style: Ranged Rifle Unique Abilities: Assassin Protocols Additional Advice: Hunt down the droid assassin rifle, upgrade it, give it to Hk-47, place as much Dexterity- STARTING APPEARANCE DAMAGED APPEARANCE enhancing equipment on HK-47 as possible, and watch him tag a multitude of enemies from long distance. Level: Combat Droid 6 Overall Fighting Style: Always put your attribute points STARTING EQUIPMENT Right Weapon: Blaster Rifle into Dexterity. Skills Allocation: Maximize Computer Use and Repair first, then place your remaining points into Treat Injury. PRIMAGAMES.COM < 23,RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART Level Feats (Ranged Rifle or Ranged Pistol) Area Slot Item (Ranged Rifle) Item (Ranged Pistol)
1 Power Blast, Weapon Proficiency: Blaster Pistol, Weapon Utility Droid Systems Upgrade Droid Systems Upgrade Proficiency: Blaster Rifle, Logic Upgrade, Droid Upgrade Sensor Droid Assassination Module Droid Assassination Module Class I, Assassin Protocols Utility Droid Agility Upgrade Droid Agility Upgrade 2 – Special Weapon Droid Multi-Spectral Emitter Droid Multi-Spectral Emitter 3 Weapon Focus: Blaster Rifle Plating Droid Capacitor Armor Droid Capacitor Armor 4 – Special Weapon Droid Plasma Thrower Droid Plasma Thrower 5 – Shield Droid Unity Grid Droid Unity Grid 6 ToughnessLevel Feats (Ranged Rifle) Feats (Ranged Pistol) Right Weapon Droid Assassin’s Rifle Mandalorian Disintegrator
Left Weapon – Zabrak Heavy Blaster 7 – – 8 – – ITEM UPGRADES Droid Assassin Rifle: Right Weapon Upgrades–Accuracy Scope 9 Weapon Specialization: Blaster Rifle Two-Weapon Fighting Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell 10 – – Pistol: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell 11 – – Pistol: Left Weapon Upgrades–Accuracy Scope Mark III, 12 Rapid Shot Improved Two-Weapon Fighting Mandalorian Chamber Mark III, Superior Rylith Power Cell 13 – – 14 – – MANDALORE: SOLDIER 15 Improved Rapid Shot Master Two-Weapon Fighting 16 – – 17 – – 18 Master Rapid Shot Rapid Shot 19 – – 20 – – 21 Improved Toughness Improved Rapid Shot 22 – – 23 – – 24 Master Toughness Master Rapid Shot 25 – – 26 – – 27 Dual Strike Weapon Focus: Blaster Pistol 28 – – 29 – – 30 Improved Dual Strike Weapon Specialization: Blaster Pistol 24 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS BIOGRAPHY AND OVERVIEW
Once a mercenary-for-hire, this Mandalorian foot soldier STARTING STATISTICS abandoned these practices to seek a new purpose: the gathering Attribute Value Bonus Attribute Value Bonus of scattered Mandalorian warriors across the galaxy and a return Strength 15 +2* Vitality 65 0 home. Now the Mandalore or “chief,” this soldier joins your party on the beast moon of Dxun and comes ready with a large Dexterity 12 0 Force00array of combat feats. Talk to him about his history (see Constitution 15 +2* Defense 23 0 Appendix XII), and he may reveal some interesting stories Intelligence 12 +1 Fortitude60about past battles. Wisdom 12 +1 Reflex20Although you may wish to equip him with long-range Charisma 12 +1 Will20weapons, his starting Dexterity is average while his Strength is impressive. This leads to a career as a frontline melee * = Prime Statistic fighter; continuously improve your Strength as you advance. Invest in Flurry, Two-Weapon Fighting, Weapon Focus: Melee, STARTING SKILLS and Toughness, and check Mandalore’s two unique feats. The first is Implant Switching; choose the instant +4 to Strength Skill Starting Rank Bonus before every battle to really hammer the point home to your Computer Use 0 +1 enemies. The Mandalorian Courage allows increasing Defense bonuses and Immunity to those inflicting the debilitating Fear Demolitions00and Horror. Stealth 2 +1 Awareness 5 +1* A true Mandalore never takes off his ceremonial armor, even when he sleeps, and this is the case here. Take the already- Persuade 2 +1 impressive suit and add the best bonded plates and strength- Repair 0 +1 ening underlay you can find for further combat enhancements. Finally, find the finest two blades–the Echani vibrosword and Security00the Sith tremor sword–upgrade them fully, and your Treat Injury 9 +1* Mandalorian leader becomes a lethal close-assault specialist. * = Prime StatisticCHARACTER INFORMATION RECOMMENDED EXPERIENCE ROUTE
STARTING APPEARANCE WOUNDED APPEARANCE Level: Soldier 6 Recommended ultimate Recommended ultimate STARTING EQUIPMENT Right Weapon: Blaster Rifle appearance (melee) appearance (ranged) Recommended Attack Style: Melee Unique Abilities: Mandalorian Courage, Implant Switching Additional Advice: Go melee with Mandalore, equipping him with the two finest swords (upgraded) you have; add as many strength enhancements as possible, and switch implants to deliver yet more additional strength bonuses. Overall Fighting Style: When melee or ranged, always put your attribute points into Strength. Skills Allocation: Place as many points into Treat Injury as possible. Any remaining skills points go in Awareness. PRIMAGAMES.COM < 25,RECOMMENDED FEATS TO LEARN PREFERRED EQUIPMENT CHART Level Feats (Melee or Ranged) Area Slot Item (Ranged Rifle) Item (Ranged Pistol)
1 Armor Proficiency: Light, Armor Proficiency: Medium, Armor Implant Physical Boost Implant Physical Boost Implant Proficiency: Heavy, Power Attack, Power Blast, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Blaster Rifle, Weapon Focus: Blaster Head Enhanced Shielding Visor Target Assessor Rifle, Weapon Specialization: Blaster Rifle, Weapon Proficiency: Melee, Hands Dominator Gauntlets Automation Gloves Toughness, Mandalorian Courage, Implant Switching Left Arm Mandalorian Power Shield Mandalorian Power Shield 2 Rapid Shot Armor Mandalore’s Armor Mandalore’s Armor 3 Sniper Shot Right Arm Verpine Prototype Shield Verpine Prototype Shield 4 Close Combat Belt GNS Strength Enhancer Aratech Echo Belt 5 Improved Power Blast Right Weapon Echani Vibrosword Mandalorian DisintegratorLevel Feats (Melee) Feats (Ranged)
Left Weapon Sith Tremor Sword Zabrak Heavy Blaster 6 Flurry Two-Weapon Fighting ITEM UPGRADES 7 Two-Weapon Fighting Improved Two-Weapon Fighting Armor Upgrades: Melee Style–Bonded Plates Mark IV, 8 Improved Flurry Improved Rapid Shot Strengthening Underlay Mark V Armor Upgrades: Ranged Style–Armorply Plating Mark IV, Flexible 9 Improved Two-Weapon Fighting Master Rapid Shot Underlay Mark V 10 Master Flurry Master Two-Weapon Fighting Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge 11 Master Two-Weapon Fighting Weapon Focus: Blaster Pistol Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 12 Weapon Focus: Melee Weapon Specialization: Blaster Pistol Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 13 Weapon Specialization: Melee Improved Toughness Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 14 Improved Toughness Master Toughness Mandalorian Chamber Mark III, Superior Rylith Power Cell 15 Master Toughness Master Power Blast 16 Improved Power Attack Conditioning 17 – – 18 Master Power Attack Improved Conditioning 19 – – 20 Conditioning Master Conditioning 21 – – 22 Improved Conditioning Precise Shot I 23 – – 24 Master Conditioning Precise Shot II 25 – – 26 Dual Strike Precise Shot III 27 – – 28 Improved Dual Strike Precise Shot IV 29 – – 30 Master Dual Strike Precise Shot V 26 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS DISCIPLE: The Disciple’s latent Jedi Powers can be revealed, and a JediConsular path can be taken; this is perfect as you should already SOLDIER AND JEDI CONSULAR have given the Disciple long-range combat abilities. Add to this
effectiveness by learning more healing or protective techniques for the light side, or by dominating offensive powers if you are going dark side. Augment his previous training with Force Healing to make the Disciple the ultimate healer.CHARACTER INFORMATION
STARTING APPEARANCE WOUNDED APPEARANCE Disciple when neutral or light side; Disciple shifting toward the dark side; and Disciple pure dark side. Level: Soldier 6 STARTING EQUIPMENT Body: ClothingBIOGRAPHY AND OVERVIEW
The Disciple is a historian currently researching on the planet STARTING STATISTICS Dantooine, and he joins your party only if your player character is female. Amid the studying, he has found a number of secrets Attribute Value Bonus Attribute Value Bonus about you and may be willing to share them. However, you Strength 14 +2* Vitality 78 0 must gain this soldier’s trust first. Dexterity 16 +3* Force – 0 Beginning with only a small amount of skills, the Disciple’s Constitution 14 +2* Defense 15 0 standout attribute is his Dexterity, leading to a career path Intelligence 10 0 Fortitude80utilizing ranged weaponry. Though the Disciple may not be the sprightliest character, he’s hardy, already having the Toughness Wisdom 10 0 Reflex60and Conditioning feats. As you progress, have him learn Rapid Charisma 14 +2 Will30Shot, Two-Weapon Fighting, Power Blast, and Blaster Pistol. * = Prime Statistic The Disciple also proves his worth outside of combat, and after you speak to him and learn of his medical training, he supplies you with a constant source of medpacs. You also discover he has the abilities of a lab station–a mobile and instantly acces- sible one. Increase his Treat Injury and Demolitions skills, which are associated with creating and breaking down lab station items. Take him with you if you haven’t learned many protective or healing powers or if you need a quick implant or improvement. PRIMAGAMES.COM < 27,STARTING SKILLS RECOMMENDED FEATS TO LEARN
Skill Starting Rank Bonus Level Feats (Melee or Ranged) Computer Use001Armor Proficiency: Light, Armor Proficiency: Medium, Armor Proficiency: Heavy, Power Attack, Power Blast, Weapon Proficiency: Blaster Pistol, Demolitions00Weapon Proficiency: Blaster Rifle, Weapon Proficiency: Melee Stealth 5 +3 2 Conditioning Awareness 8 0* 3 Toughness Persuade 0 +2 4 – Repair005– Security006– Treat Injury 8 0* Level Feats (Melee) Feats (Ranged) * = Prime Statistic 7 Flurry Rapid Shot 8 Master Two-Weapon Fighting Master Two-Weapon FightingRECOMMENDED EXPERIENCE ROUTE 9 Improved Flurry Improved Rapid Shot
10 Master Flurry Master Rapid Shot 11 Master Power Attack Improved Power Blast 12 Master Toughness Master Power Blast 13 Weapon Focus: Melee Master Toughness 14 Weapon Specialization: Melee Weapon Focus: Blaster Pistol 15 Critical Strike Weapon Specialization: Blaster Pistol 16 Improved Critical Strike Conditioning Recommended ultimate Recommended ultimate 17 – – appearance (melee) appearance (ranged) 18 Master Critical Strike Improved Conditioning 19 – – 20 Conditioning Master Conditioning 21 – – 22 Improved Conditioning Precise Shot I 23 – – 24 Master Conditioning Precise Shot II Recommended ultimate Recommended ultimate 25 – – appearance (light side) appearance (dark side) 26 Dual Strike Precise Shot III Recommended Attack Style: Melee or Ranged. If Light Jedi, 27 – – enhance the party during battle. If Dark Jedi, use offensive 28 Improved Dual Strike Precise Shot IV powers. Unique Abilities: Portable lab station capabilities. 29 – – Additional Advice: On balance, ranged combat is slightly 30 Master Dual Strike Precise Shot V easier to accomplish with the disciple. He is a reasonable bodyguard but a better healer. Overall Fighting Style: When Melee, always put your attribute points into strength. When Ranged, always put your attribute points into dexterity (you gain these every four levels). Skills Allocation: Always put as many points into Treat Injury as possible, and put the remaining into Awareness. 28 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS RECOMMENDED POWERS TO LEARN PREFERRED EQUIPMENT CHART
Level Powers (Light Side) Powers (Dark Side) Area Slot Item (Jedi Powers) 12 Burst of Speed Shock Armor Zeison Sha Warrior Armor 13 Force Valor Force Lightning Right Arm Verpine Prototype Shield 14 Stun Wound Belt Jal Shey Mentor Belt 15 Knight Speed Choke Right Weapon Double-Bladed Lightsaber 16 Knight Valor Kill Left Weapon – 17 Stasis Force Scream ITEM UPGRADES 18 Master Speed Force Storm Armor Upgrades: Melee Style–Bonded Plates Mark IV, Strengthening Underlay Mark V 19 Master Valor Improved Force Scream Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Flexible 20 Stasis Field Master Force Scream Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration 21 Force Push Drain Life Cell Mark IV, Ostrine Edge 22 Force Whirlwind Death Field Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge 23 Force Wave Fear Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam 24 Battle Meditation Horror Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, 25 Improved Battle Meditation Insanity Mandalorian Chamber Mark III, Superior Rylith Power Cell 26 Master Battle Meditation Force Push Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III 27 Heal* Force Whirlwind 28 Improved Heal Force Wave 29 Master Heal Battle Meditation VISAS MARR: JEDI SENTINEL 30 Revitalize Improved Battle Meditation *If the Disciple is determined to become the party’s healer, learn the Healing powers first.PREFERRED EQUIPMENT CHART
Area Slot Item (Melee) Item (Ranged) Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Mandalorian Assault Armor Flex Heavy Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon Sith Tremor Sword Zabrak Heavy Blaster Area Slot Item (Jedi Powers) Implant Physical Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power ShieldPRIMAGAMES.COM < 29
,BIOGRAPHY AND OVERVIEW STARTING STATISTICS
Have you checked your space craft recently? There may be a Sith Apprentice aboard by the name of Visas Marr. A Jedi Attribute Value Bonus Attribute Value Bonus Sentinel by class, Visas is of a race of humanoids known as Strength 12 +1 Vitality 30 0 Miraluka. She is effectively blind but uses her Force Sight talents to view the world from a first-person perspective. She Dexterity 18 +4* Force 24 0 can teach you this technique, which is useful as it allows you to Constitution 12 +1* Defense 18 0 see entities behind walls before entering a room. Intelligence 10 0 Fortitude60Although Visas’s Dexterity is high, and this usually leads to a Wisdom 12 +1 Reflex90ranged path, she has one important advantage: she carries her Charisma 15 +2 Will40own lightsaber, a devastating close-assault weapon. However, this must be destroyed, but when another lightsaber is presented, * = Prime Statistic have Visas brandish it. Expend feat points in finessing it (Finesse: Lightsaber allows you to take advantage of Visas’s high Dexterity STARTING SKILLS bonuses instead of strength; keep adding to Dexterity while still keeping her as a melee fighter), along with Flurry and Two- Skill Starting Rank Bonus Weapon fighting. Flurry and Two-Weapon fighting enables her to Computer Use00attack with her lightsaber and an additional weapon, such as the Echani vibrosword, for some seriously devastating damage. While Demolitions00adding the strength enhancers to her outfit, choose the Zeison Stealth 9 +4* Sha warrior armor and complement it with armorply plating and Awareness 9 +1* a strengthening underlay. Persuade 0 +2 Choose Visas’s Force powers from the dark side realm; these Repair00should include Force Scream, Battle Meditation, Lightning, Improved Force Scream, Choke, and Insanity. Then seek greater Security00destructive capabilities as you continue Visas’s path to the dark Treat Injury 9 +1* side. She is your personal bodyguard and is arguably the best * = Prime Statistic character to support you in combat.RECOMMENDED CHARACTER INFORMATION EXPERIENCE ROUTE
STARTING APPEARANCE WOUNDED APPEARANCE Recommended ultimate Recommended ultimate appearance (melee) appearance (ranged) Visas Marr when neutral or light side; Visas shifting toward the dark side; and Visas pure dark side. Her skin change is subtle but noticeable. Level: Jedi Sentinel 6 STARTING EQUIPMENT Recommended ultimate Recommended ultimate Body: Clothing Right Hand: Visas Marr’s Lightsaber appearance (light side) appearance (dark side) 30 > PRIMA OFFICIAL GAME GUIDE,JEDI COMPANIONS
Recommended Attack Style: Melee or Ranged. If Light Jedi, RECOMMENDED FEATS TO LEARN enhance the party during battle. If Dark Jedi, use offensive powers. Level Feats (Melee) Feats (Ranged) Unique Abilities: She brandishes a lightsaber and can teach 26 – – you Force Sight. Additional Advice: The recommended path is to make Visas 27 Master Dual Strike Precise Shot V your personal bodyguard; she’s phenomenal at it. Learn all 28 – – the lightsaber feats (Finesse is most important), then 29 Conditioning Toughness increase your Dexterity while focusing on melee, as Finesse allows you to add your DEX bonus instead of STR. 30 – – Overall Fighting Style: Always place your attribute points into Wisdom (you gain these every four levels). Skills Allocation: Always place points into Computer Use, RECOMMENDED POWERS TO LEARN Security, Stealth, and Awareness Level Powers (Light Side or Dark Side) 1 Force PushRECOMMENDED FEATS TO LEARN
2 Shock Level Feats (Melee or Ranged) 3 Fear 1 Critical Strike, Flurry, Weapon Proficiency: Blaster Pistol, Weapon Proficiency: Lightsaber, Weapon Proficiency: Melee, Jedi Defense, Force 4 Energy Resistance Immunity: Fear, Jedi Sense, Weapon Focus: Lightsaber 5 Wound 2 – 6 Horror 3 Two-Weapon Fighting Level Powers (Light Side) Powers (Dark Side) 4 – 7 Heal Force Scream 5 Improved Flurry 8 Force Valor Battle Meditation 6 – 9 Revitalize Force Lightning Level Feats (Melee) Feats (Ranged) 10 Knight Valor Improved Force Scream 7 Weapon Finesse: Lightsaber Rapid Shot 11 Stun Choke 8 – – 12 Improved Heal Kill 9 Master Flurry Improved Rapid Shot 13 Stasis Insanity 10 – – 14 Force Aura Force Whirlwind 11 Two-Weapon Fighting Master Rapid Shot 15 Improved Revitalize Master Force Scream 12 – – 16 Master Valor Force Wave 13 Improved Two-Weapon Fighting Two-Weapon Fighting 17 Stasis Field Drain Life 14 – – 18 Master Heal Force Storm 15 Master Two-Weapon Fighting Improved Two-Weapon Fighting 19 Force Shield Death Field 16 – – 20 Force Armor Improved Battle Meditation 17 Toughness Master Two-Weapon Fighting 21 Master Revitalize Master Battle Meditation 22 Burst of Speed Heal 18 – – 23 Knight Speed Revitalize 19 Improved Toughness Precise Shot I 24 Master Speed Improved Heal 20 – – 25 Battle Meditation Improved Revitalize 21 Master Toughness Precise Shot II 26 Improved Battle Meditation Master Heal 22 – – 27 Master Battle Meditation Master Revitalize 23 Dual Strike Precise Shot III 28 Force Whirlwind Force Valor 24 – – 29 Force Wave Knight Valor 25 Improved Dual Strike Precise Shot IV 30 Energy Resistance Master ValorPRIMAGAMES.COM < 31
,PREFERRED EQUIPMENT CHART Area Slot Item (Melee) Item (Ranged)
Implant Physical Boost Implant Physical Boost Implant Head Enhanced Shielding Visor Target Assessor Hands Dominator Gauntlets Automation Gloves Left Arm Mandalorian Power Shield Mandalorian Power Shield Armor Zeison Sha Warrior Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Verpine Prototype Shield Belt GNS Strength Enhancer Aratech Echo Belt Right Weapon Echani Vibrosword Mandalorian Disintegrator Left Weapon Sith Tremor Sword Zabrak Heavy BlasterArea Slot Item (Jedi Powers)
Implant Physical Boost Implant Head Circlet of Saresh/Force Focusing Visor Hands Jal Shey Meditation Gloves Left Arm Mandalorian Power Shield Armor Zeison Sha Warrior Armor Right Arm Verpine Prototype Shield Belt Jal Shey Mentor Belt Right Weapon Double-Bladed Lightsaber Left Weapon – ITEM UPGRADES Armor Upgrades: Melee/Jedi Style–Bonded Plates Mark IV, Strengthening Underlay Mark V Armor Upgrades: Ranged Style–Bonded Plates Mark IV, Biorestorative Underlay Mark V Melee: Right Weapon Upgrades–Superior Agrinium Grip, Vibration Cell Mark IV, Ostrine Edge Melee: Left Weapon Upgrades–Superior Zabrak Grip, Enhanced Energy Cell Mark IV, Quadranium Edge Ranged: Right Weapon Upgrades–Accuracy Scope Mark IV, Beam Splitter Mark III, Pure Rylith Power Cell Ranged: Left Weapon Upgrades–Accuracy Scope Mark III, Mandalorian Chamber Mark III, Superior Rylith Power Cell Lightsaber: Kaiburr Crystal, Ankarres Sapphire, Enhanced Byrothsis Lens, Expert Fencing Emitter, Telgorn Jolt Cell Mark III 32 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING Jedi TRAINING
This section offers information, strategies, and tactics regarding every aspect of the game, from Force powers and feats to prestige classes and advanced lightsaber forms. Read on to learn techniques for battling any type of foe, how to use different skills in combination, what to do at a workbench, and what Force powers and feats to select when leveling up. For specific infor- mation on the game effects for each feat and power, see the detailed Appendices at the back of the book.The d20 Game System ATTRIBUTES DEXTERITY (DEX) STRENGTH (STR) Dexterity measures
hand-eye coordination, Strength measures agility, reflexes, and your character’s muscle balance. Your dexterity and physical power. modifier is applied to: Your strength modifier is applied to: • Ranged attack rolls • Melee attack rolls • Reflex saves • Melee damage Defense rolls • • • Stealth skill rollsCritical strike stun DC Dexterity is important for all characters because it directly influences your ability to avoid attacks. Most types of armor, The modifier applies to both conventional melee weapons, like however, restrict your movement and therefore impose an the vibrosword, and to lightsabers. For those fighting with two upper limit on how much of your DEX modifier you can use; weapons, only half of your strength modifier is added to check each item’s description to find out. Robes and some damage done with your off-hand weapon. Strength is the most special armors, like Atton’s ribbed jacket or Mira’s ballistic important attribute for guardians or for anyone who wants the mesh jacket, have no maximum DEX bonus restriction. ability to deal out massive damage in short order. For scouts and droids, dexterity is the most important physical attribute because of the bonuses granted to ranged attack rolls. The Two-Weapon Finesse feats allow a nimble but weak character (like Visas Marr) to add their DEX modifier to melee and lightsaber attacks (but damage rolls still use your STR bonus, as normal). Furthermore, a scout’s Uncanny Dodge feat, which lets you take no damage on a successful Reflex save (instead of half damage), is greatly enhanced by high DEX. For those aspiring to become a Jedi watchman or Sith assassin or those desiring deadly accuracy with ranged weapons, invest all your attribute points into DEX. PRIMAGAMES.COM < 33,CONSTITUTION (CON) Intelligence also affects your dialogue choices during conver-
sations. While this doesn’t alter the outcome of most events Constitution repre- in the game, it does allow you to pursue extra lines of sents your health and questioning or to capitalize on any opportunity for reward. stamina; the higher Intelligence also comes into play when you’re solving various your constitution, the puzzles in the game. An example of this occurs on Peragus, harder you are to kill. when you try to decode the lockout override for the Your constitution emergency lift. If your character has high INT, the decoded modifier is added to: solution appears automatically as one of your input choices. • Vitality • WISDOM (WIS)Fortitude saves Wisdom describes a character’s willpower, Every character can benefit from having a high constitution, common sense, because your CON bonus is added to your vitality every time perception, and you gain a level. Should your CON bonus increase during the intuition. Your course of the game, the extra vitality points are added retroac- wisdom modifier is tively for every level you have. Having a high CON bonus also added to: improves your resistance to poisoning and certain Force powers, like Drain Life and Wound. • Awareness skill • Treat Injury skillINTELLIGENCE (INT) (including Heal)
Will saves Intelligence deter- • mines how well your • Force points character learns and • Force power save DCs reasons. Your intelli- Wisdom is the primary attribute for Consulars because of the gence modifier is many ways it influences your Force powers. Your WIS added to: modifier is added to your Force point total every time you • Number of skill gain a level, and it’s added to the save DC for resisting the points received effects of your Force powers. For those specializing in each level healing, like the disciple, a high wisdom also allows you to get the most out of your medpacs. • Computer Use skill Wisdom also influences dialogue choices similar to the way • Demolitions skill intelligence does. It’s particularly useful for detecting whensomeone is lying to you or not telling the whole truth. High • Repair skill wisdom can help you get straight answers from many of the • Security skill people you talk to. • Sniper Shot stun DC For scouts and droids, intelligence is extremely important. The majority of skills benefit from high INT, and you get extra skill points every level equal to your INT bonus. For ranged specialists (HK-47 especially), high INT also increases the chance of stunning your target when using the Sniper Shot feat. 34 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING CHARISMA (CHA)
Charisma measures the force of your personality and your ability to influence others. Your charisma modifier is added to: • Persuade skill • Force power save DCs • Attacks and saves of your companions High charisma is mainly beneficial for your character because of your leadership role. Anyone in your party gets to add your CHA modifier to all their attacks and saves, an advantage that can add up quickly. In addition, those with high CHA use Force powers with greater potency. Consulars should consider investing in this attribute, though devoting your points to wisdom and dexterity is generally preferred.Classes
When you create a new character, there are three class For skills, boost your Persuade, as only the player has this. options to choose from. Your selection determines the style of Add as many Treat Injury points as you can; as a warrior you play you want to pursue for the rest of the game and has need all of the extra health you can muster, and light side balanced strengths and weaknesses. The Jedi Guardian is a Guardians can really become self-sufficient using the Heal warrior, specializing in combat; however, their usual armor power. Any remaining points can optionally be placed in selection and low mental stats make them poorly suited to Awareness. You won’t have any other options than that; Jedi Force power mastery. The Jedi Sentinel is a cunning oppor- Guardians are not skill specialists. tunist who uses skills and subtlety to accomplish his or her goals; the downside is a low number of feats and below- For melee Guardians, master Critical Strike first, as this has a average combat potential. Finally, the Jedi Consular is a potential to stun and inflict terrible damage. Also look at master of Force powers and has expertise in supernatural Power Attack if your strength is high enough; you can really effects like Force Lightning or Heal; this impressive ability push enemies back at higher levels, and this is excellent for carries a price, and Consulars fare poorly in melee scrapes. one-on-one confrontations. Pursue Flurry to master level; this works very well against large groups of weaker opponents and combined with Two-Weapon Fighting, you canJEDI CLASSES get three attacks per round. JEDI GUARDIAN For ranged Guardians, dominate with Power Blast, Rapid Shot,
and Sniper Shot if you have other characters for protection, but Utilizing brawn and be warned—high-level enemies can reflect your shots back at instinct over intellect you, a shortfall melee characters don’t have. With their heavy and cunning, the Jedi armor and limited amount of Force powers, there are few other Guardian is usually the ranged attack options. One useful exception is Force Push, a first line of defense universal power that’s not restricted by armor. Your Guardian against a rampaging should learn it as soon as possible. enemy. Focus on taking down foes with weapons rather than Force powers. Make one important decision as you create your character: Do you want to fight with melee or ranged weapons? Strength is associated with close combat, while dexterity bonuses apply to ranged attacks. It’s better to master one form or another, rather than to settle for a middling performance with both. PRIMAGAMES.COM < 35,JEDI CONSULAR
Jedi Consulars rely on the Force, and if you wish to employ a wide range of powers, this is the class for you. When choosing attributes, maximize your wisdom toJEDI SENTINEL become more powerful
than you can possibly The Jedi Sentinel is a imagine, and raise your much more subtle charisma to decrease character than the the penalty for using powers of opposite alignment. This has Guardian, preferring to the added benefit of improving your entire party’s chance to learn a variety of skills hit; this means a Consular will always have the most powerful instead of focusing on companions. Place all your points in Persuade and Treat Injury; a few combat-heavy let other party members worry about problems associated with techniques. By using other skills. skills at every oppor- tunity, you can gain a Your combat feats are extremely limited, so begin with lot of extra experience; Toughness, an ability all characters should possess. As you thus, the Jedi Sentinel progress, learn Rapid Shot or another ranged attack, and have has the advantage of being able to advance in level more a blaster equipped for backup. However, your main feat is quickly than other classes do. To begin, place some of your Force Focus, enhancing your Force powers still further. Back attribute points into intelligence; this grants you more skill this up with suitable equipment, such as the Force Focusing points and dialogue choices in the game, including some inter- Visor or the Circlet of Saresh. esting party member-based options, and it also eases puzzle The Consular’s main advantage is the wide selection of Force solving. For the remaining attributes, pick either strength or powers and large pool of Force points, but be ready to choose a dexterity depending on your preference for close or ranged light or dark path and follow the powers that help your combat, bump up your constitution, and take your remaining alignment, as you suffer penalties for employing powers diamet- stats up to 10. rically opposed to your destiny. For light side Consulars, plan on With your palette of skills, you can begin to master as many helping your party by utilizing Heal, Force Valor, and Revitalize, as you wish. Favor Computer Use over Repair, leaving the as well as the ever-popular Stun trio, which is extremely latter skill to your droids. Add points to your Persuade, as effective. Dark side Consulars will favor the more dramatic and this can lead to some conversations where you can turn the deadly powers, such as Force Storm, Drain Life, and Death Field. tide in your favor. Also add points to your Treat Injury to The universal Force powers, which are used by either type of help you overcome your less impressive constitution bonuses. Consular, are another excellent With your higher skill points, you can head down the path of choice. Perfect Force Speed early so a Stealth specialist and augment this with preferences for you can avoid any close- Awareness and Demolitions skills as well. With stealth mode combat enemy. Also engaged, you can move through dangerous territory master Force Wave, an unimpeded, lay mines for enemies, and then coax them into excellent power attack your deadly trap. Use your skills to reactivate and control that affects multiple broken droids, and use Demolitions to remove mines while foes, sending searching the path ahead; solo mode is an advantage here. them sprawling before they can For feats, Sentinels automatically receive Force Immunity, even reach you. shrugging off psychic attacks. In combat, aside from Precise Shot and the preferred attacks, long-range Sentinels should maximize their Sniper Shot as the stun potential is based off your intelligence. So, when you’re not scouting ahead in stealth mode, try acting as a tagger, stunning enemies from long range, and let your other party members run in to finish the job. 36 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING PRESTIGE CLASSES
When you reach Level 15, and if you’ve attracted Visas Marr to your party, you have qualified for a Prestige class. Talk to Kreia on the Ebon Hawk to trigger the advancement. There are six choices available; light side players can choose from the three Jedi Prestige classes, while those on the dark SITH MARAUDER side choose from the three Sith Prestige classes. The rampaging force When you accept a Prestige class, it replaces and augments of the Sith is the whatever regular class you had before. You’re considered to be marauder, a close- first level in your new career, but the amount of experience combat specialist with points needed to gain levels remains what it would be foraathirst for blood and character of your total level. There’s a Prestige class corre- destruction. This is sponding to each regular class, and while you’re free to choose reflected in Fury, a any combination you wish, whether combat skill or Force power devastating power that master, stick to one specialty to maximize potential in any field. affects the user with an unmatched combatJEDI WEAPON MASTER potential, especially if
coupled with the Corresponding to strength-enhancing equipment you already have; overcome the advanced Guardians, defense penalty with the finest armor and shielding devices. Weapon Masters are Add to this the Increase Combat Damage feat, which inflicts bathed in the light even more pain and suffering, and you have the strongest side. Choosing the ways of the master possible attack machine around. Unsubtle but effective, fighter grants you choose the Sith marauder when you want to be responsible three important for the most melee murdering in the Old Republic. combat feats. The first is Deflect, an ever- JEDI WATCHMAN improving ability that allows an enemy’s For those Jedi with a blaster fire to be background in stealth turned against them. At Level 3, the impressive Inner warfare that wish to Strength is learned. Even if the enemy’s attacks actually reach the zenith of connect, they are still shrugged off and the damage lessened. their powers, the only The final feat is Increase Melee Damage, adding yet more possible option is the damage to melee strikes. Learn this Prestige class if you seek Jedi watchman. a character with incredible combat potential. Minimize the risk to your teammates by scouting the path ahead, and with skills such as Stealth already learned, maximize your silent running with the use of Force Camouflage, a power that replaces and improves the stealth field generator equipment. The watchman is also granted the Sneak Attack feat, which can be learned up to Level 7, three levels short of the Sith assassin but still deadly enough to deal a fatal blow to anyone you’re attacking from behind. PRIMAGAMES.COM < 37,SITH LORD
Have you fallen to the dark side and used the power of the Force to inflict misery and suffering? Then become what was preordained: the Sith Lord. This fearsome position grants you two new abilities as well as Prestige Sense, a lesser ability than theSITH ASSASSIN Greater Prestige Sense
gained by the four combat-heavy classes. Increase your grip on If your path to the the Force by employing the newly learned Crush Opposition dark side involved feat, sapping the will of those who dare step in your way. being cloaked, striding Further alienate or attract your fellow party members with Dark through crowded areas Side Corruption, pushing light side brethren away but feeding undetected and then off those who embrace your ideals. launching a surprise attack on a victim, your Prestige class should be that of Sith assassin. Leave the fools that masquerade as your teammates behind, and improve on your powers to hide yourself. Further complement your Stealth skill with Force Camouflage, elimi- nating the need for special stealth equipment. The Sith assassin also gains Sneak Attack, but unlike the Jedi watchman, it can perfect this feat to Level 10—enough to almost bring down a bantha with a single strike.JEDI MASTER
If you have used the power of the Force extensively and have taken the long and arduous path away from the dark side, then congratulate yourself; you now have the abilities of a true Jedi Master. This venerable position grants you two new abilities as well as Prestige Sense, a lesser ability than the Greater Prestige Sense gained by the four combat-heavy classes. The feat is Light Side Enlightenment, a nebulous improvement to your teammates’ morale, which brings like- minded individuals to you but alienates those favoring the dark side. Inspire Followers is also yours, bathing your team in light and increasing their combat potential. 38 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING Skills
The array of skills you There are other ways command influences skill aptitude can almost every aspect of benefit you. In conver- the game outside of sations, many new combat. Your options lines of dialogue for solving puzzles appear depending on and completing quests your skill ranks and usually depends on the situation. For what skills you have example, if you available; furthermore, deliver the protocol extra dialogue options droid to Jana Lorso on become available in Citadel Station, you many situations for those with the right expertise. can offer to Repair the droid if you are skilled, earning you some extra credits. When you create your character, and every time you gain a level, you receive skill points. The amount of points you get Skill ranks also play a role in item creation. Every skill except depends on your class, plus extra points equal to your INT Persuade is related to the construction of every possible item; modifier. You then spend these points to increase a skill’s powerful or exceptional items can only be made by someone rank. For class skills, you get one rank per point spent. For with sufficient rank in the related skill. Making healing items cross-class skills, each rank costs two points. The maximum requires Treat Injury, grenades require Demolitions, and so rank you can have in any skill is equal to your level plus on. See the Appendices for specific information on each item. three—four ranks at first level, five at second level, etc. It’s not possible or advisable to force any character to learn Whenever you use a skill, a d20 is rolled and your skill ranks every skill. Instead, focus each member of your party on and related attribute modifier are added. If the total meets or those few skills they are best suited to. Droids or others with exceeds the DC of the task you’re attempting, it succeeds. high intelligence should specialize in Computer Use, Some skills, like Treat Injury, can instead modify the result of Demolitions, Repair, and Security. Consulars should devote another action. For example, whenever you use a medpac, you points to Treat Injury. Stealth is the domain of Sentinels and add your Treat Injury skill to the amount of health restored. Scouts (Consulars can usually make good use of it as Some skills, like well). Your character Demolitions, have should always devote consequences if you every possible skill fail—trying to disarm point to Persuade, a deadly mine could since you are the only result in it blowing up one who can use it in your face. If there is all. Awareness is no consequence for not as important failure, such as trying for your to open a locker with companions either; Security, then you are let your main allowed to “take 20” character handle on your skill check. In other words, it’s assumed that you this skill. have enough time to keep retrying your task until you get it exactly right. In game terms this means there is no random roll for the skill check; you’re automatically given the maximum roll: a 20. PRIMAGAMES.COM < 39,COMPUTER USE (INT) More fun than recovering mines is laying them yourself.
Combined with Stealth, you can lay devastating traps for your Computer Use allows enemies by sneaking into their territory and carpeting the you to slice computer place with mines. Mira’s Point Guard ability allows her to programs using step through all mines with impunity and to plant incredibly disposable logic rams devastating traps. For example, she can clog a narrow passage called computer with mines, then run through it when enemies are in pursuit. spikes. You might She’ll pass by unharmed, but her foes won’t be so lucky. disable gun turrets, access encrypted data, open security doors, STEALTH (DEX) or sabotage enemies Stealth governs the use of camouflage devices to enter stealth with poison gas vents mode. If a character or power overloads. equips such a device The more complicated the task, the more spikes are required. and activates stealth A high rank in this skill reduces the number of spikes mode, opponents must required by 1 (to a minimum of 1) for every four ranks total make an Awareness (including your INT modifier). check versus the Computer Use impacts more than your computer spike character’s Stealth reserves. In many situations, especially when interacting with check or they will be droids, a high Computer Use skill comes in handy. This skill unable to detect them, also makes puzzle solving easier. For example, when you even if the character is access the terminals in the Sith Academy on Korriban, you in a direct line of won’t need to memorize your complicated ID number if you sight. A character in have high Computer Use—you can input the ID automatically. stealth mode can set, disable, and recover mines. Any combat actions cancel stealth mode.DEMOLITIONS (INT) You can’t use Stealth unless you have some type of stealth
device equipped (unless you are a Jedi watchman or Sith Use Demolitions to assassin using Force Camouflage). The simple stealth field set, recover, or disarm generator is the most basic of these devices, and you can mines. Such devices always find one on Peragus during the first part of the game. range in difficulty Other enhanced devices enable stealth and provide bonuses from minor (DC 10) to your skill. See the Appendices for specifics. to devastating (DC 30). Attempting to So when you’re in Stealth Mode, what can you do? Laying disarm a mine adds 5 mines in enemy territory is usually a good idea. There are to the DC, while also many situations in which you can sneak up to a terminal attempting to recover and sabotage or undermine your enemy before you mountaamine adds 10. This conventional assault. Finally, there are two places on Nar skill cannot be used Shaddaa where you can overhear whispered conversations by untrained—you must have at least one rank in Demolitions to approaching unseen; see the walkthrough for more details. try anything with mines at all. It’s strongly recommended that you give your character at least one rank at first level. Finally, there’s the Force power Mind Trick. This ability causes your target to become distracted for 30 seconds (if Demolitions are extremely handy for dealing with the they fail a Will Save), greatly increasing your chances of numerous minefields you encounter. Tough characters may be passing by undetected. Use of Mind Trick, unlike all other able to shrug off the effect of a few minor mines, but a field Force powers, does not cancel stealth mode. of strong mines can quickly wipe out your entire party if they aren’t handled with care; always have a Demolitions specialist on hand when exploring new areas. 40 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING AWARENESS (WIS) Your character should always devote maximum skill points to
increasing your rank in Persuade, giving you the most options Awareness governs when speaking with friends and enemies alike. In conjunction the ability of a with this, you should also learn the Affect Mind and Dominate character to spot Mind Force powers. Using the Force to control another’s mind objects or enemies can sometimes earn dark side points, but if it’s the only alter- hidden by stealth. If a native to combat, you might earn light side points instead. successful check of this skill is made against the Stealth REPAIR (INT) skill of an enemy or Repair allows you to the DC of a mine, the fix disabled mechanical enemy or object is devices like droids or noticed and becomes terminals using visible. Awareness is always active, but results are best if the disposable packages of character is moving slowly. Running imparts a -5 penalty to parts. The number of any Awareness check. part kits required Your main character should carry the burden of devoting skill increases with the diffi- points to Awareness, since that’s who you’re usually culty of the repair. This controlling. Even if Awareness fails, you can still spot cloaked skill reduces the enemies by their shimmering outline. Mines, however, are number of parts practically impossible to see without good Awareness; spotted required by 1 (to a mines are clearly shown as brightly glowing spheres. Those minimum of 1) for every 4 points total, including your INT specializing in Demolitions should therefore also have a high modifier. Repair also modifies the amount of vitality points Awareness skill. recovered when using items to heal any droids in your party. Finally, a high Repair skill increases the amount of components Awareness can also affect conversations, allowing you to you get when breaking down items at a workbench. notice clues, inconsistencies, or other things a less observant character might miss. This is another reason why your Every droid in your group should prioritize this skill, as it character should build up this skill. makes all of their healing items more effective. Repair is also used in the creation of many items, or whenever any item is broken down into components. If you have a huge stock ofPERSUADE (CHA) parts, a Repair skill isn’t vital, but you should always try to
Have your main have one Repair expert with you at all times. character use or gain As with other skills, high rank in Repair enables new dialogue ranks in this skill. choices in certain places. There are several situations in which Persuade options Repair and Computer Use overlap; for instance, a broken appear during dialogue terminal might be fixed with Repair or reprogrammed with when interesting or Computer Use. Therefore it’s usually sufficient to have a sensitive information character invest in one or the other, but not both. is available that someone might otherwise be reluctant to reveal. In fact, most beings you speak to can be Persuaded in some way or another. When used, rank in this skill is compared with how extreme the request is. A guard might easily agree to a bribe, but convincing him to abandon his post would be much harder. PRIMAGAMES.COM < 41,SECURITY (INT) TREAT INJURY (WIS)
Security is used to Treat Injury improves access electronic the amount of damage locking devices. Once healed when a medpac you invest points in is used. Advanced this skill, it becomes medpacs and life one of the default support packs apply options on targeted multipliers to the doors and containers. user’s skill, increasing Security spikes grant the amount healedaabonus to this skill, great deal. and any in inventory also appear as a default option. Consulars should always invest in this skill; their supporting Locked containers and doors are everywhere, so Security is a role as healers allow them to make the most of it. In addition, vital skill. You can’t use it at all unless you have at least one Consulars have high wisdom, which also improves your Treat rank, so it’s a good idea to take this skill at first level, when Injury skill. Treat Injury is also used in the creation of healing you create a new character. While you can bash open most items at lab stations. Unlike other skills, few dialogue options locked containers, doing so has a good chance of ruining the are opened by having high Treat Injury, but the ability to heal contents; with Security, you don’t have to fight your way into yourself quickly is extremely important. Strongly consider a hidden locker only to come away with a few broken items. this skill as a choice for your main character.Feats
Feats are specialized talents that grant your characters POWER ATTACK AND POWER BLAST special combat abilities, enhance skills, or give other benefits. Whenever you gain a level, the number of feats you These feats allow you can select depends on your class. Guardians get the most to inflict extra damage feats, while Sentinels get the fewest. In addition to these, with every successful each class also bestows automatic feats, such as the hit; the drawback is Guardian’s progression through various levels of Unarmed that your attacks are Combat Specialist. Finally, each character has their own less accurate. As you unique array of individualized feats. progress to Master level, the attack penalty The Appendix provides a complete list of all feats, with becomes negligible detailed information about each one’s specific game effects. while the damage In this section, we provide general information about the bonus becomes different types of feats and how to use them. Read on to find enormous. Because this out which feats are too good to pass up, and which ones you feat carries no defense penalties, it’s always useful when facing can do without. tough enemies. It’s not as effective against targets that are small and quick, like maintenance droids; their high defense makesCOMBAT FEATS your attack penalty a real liability, and their low vitality means
dealing extra damage is probably a waste. While Attack is the default option when targeting an enemy, you almost never use it because combat feats are so much better. There are three basic styles of combat feats, and each one has three levels of progression (Basic, Improved, and Master) and separate varieties for melee and ranged attacks. 42 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING FLURRY AND RAPID SHOT FORCE JUMP
By sacrificing finesse, Worth an honorable you can deliver an mention, Force Jump is extra attack every the only reason you round with this series might want to make a of feats. Flurry and standard melee attack. Rapid Shot used in This feat allows you to conjunction with Two- leap instantly to any Weapon Fighting enemy within range, results in three which is very useful attacks per round against distant foes instead of two. These pelting you with feats are best utilized ranged attacks, against swarms of weaker enemies, allowing you to mow especially in the latter parts of your quest. It only works if you them down quickly. Use of this feat penalizes both your execute a standard attack while equipped with a lightsaber. attack roll and your defense, making it less optimal when fighting very strong opponents or in one-on-one duels. OTHER COMBAT FEATSCRITICAL STRIKE AND SNIPER SHOT There are other combat feats than these, but they aren’t as
potent, and you really only need to consider them in situations Precision and focus where you’re desperate for something novel or if you have already are the main traits of maxed out the feats you prefer. The series of Dueling feats this style of combat, provides bonuses for those using one-handed weapons; you might but your defense is consider these for Kreia, but in all other cases Two-Weapon penalized as a result. Fighting is better. Dual Strike grants combat bonuses when you Attacks made with and a companion attack the same enemy, but since there are these feats suffer no many situations in which you must fight alone, this feat isn’t penalty and have always useful. Weapon Finesse allows you to use your DEX bonus double the normal (instead of STR) with melee attacks, but those in melee generally chance of scoring a wear armor that limits this feat’s effectiveness. critical hit. This probability gets even better as the feat progresses. In addition, every successful EQUIPMENT FEATS hit forces your target to make a Fortitude Save or be stunned for 6 seconds. The DC against this effect depends TWO-WEAPON FIGHTING on the feat level and your class level; Critical Strike also Every character except adds your STR bonus to the DC, while Sniper Shot adds to Kreia can and should your INT bonus. These feats are devastating when used in master Two-Weapon combination with a weapon that’s been upgraded to Fighting as soon as increase its critical threat range. possible. While anyone can hold a weapon in each hand and make two attacks per round, doing so carries severe attack penalties unless you are trained for it. By the time you’ve learned all three levels of this feat (and Superior Two-Weapon Fighting, for those with Prestige classes), you can make an extra attack every round with no penalties at all. This effec- tively doubles the combat potential of your entire group. Another advantage of Two-Weapon Fighting is that you can use different modes of attack at once. For instance, you could equip a sonic weapon in one hand for attribute damage and an ion weapon in the other hand for extra power against droids. PRIMAGAMES.COM < 43,WEAPON FOCUS AND WEAPON SKILL FEATS SPECIALIZATION Skill feats provide varying bonuses to your character’s skills.
Each type of weapon Some, like Empathy or Gear Head, grant bonuses to skills that (pistol, rifle, melee, you’ve already learned; the bonus increases from +1 to +3 as and lightsaber) has a you advance. Each skill also has a specific feat that allows you series of feats for to treat it as a class skill (if you can’t already). You can take those who truly want some of these feats for your droids, but since the benefits to master their chosen offered are slight, you’re better off with something else. form of combat, an ambition that we SPECIAL FEATS applaud. Each feat has three levels. The first In addition to all the provides basic profi- types of feats previ- ciency; without it, you ously discussed, there can’t use that type of weapon at all. Every character should are a few others that pursue at least one of these feats to completion, depending deserve special on what type of weapon they prefer. mention. Regenerate Force Points andARMOR PROFICIENCY Regenerate VitalityPoints are both very
Armor comes in four useful and should be varieties: robes, light taken by every armor, medium armor, character who can and heavy armor. select them. Everyone should also master the series of Robes require no Toughness feats; the extra vitality granted really adds up at special training and can higher levels. The Conditioning feats add a bonus to all saves, be worn by anyone; the but this enhancement is better obtained by wearing the right lowly miner’s uniform equipment. Most other special feats are learned automatically, falls in this category. either as an innate character trait or as a bonus from All other types of character class; see the “Interplanetary Datalog and Bestiary” armor require you to section or the information on character classes earlier in this have the appropriate section for more information. feat. Light Armor proficiency is automatic for everyone except Consulars, who should select it anyway so they can wear Zeison Sha armor (which doesn’t restrict Force powers). Everyone else should upgrade to Heavy Armor proficiency as soon as possible. While most heavy armors limit your maximum DEX bonus, these can be lessened by installing flexible underlays. Only Wookiees and droids, who can’t wear any type of armor, don’t need to worry about this feat. 44 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING Force Powers
Force powers are not just the sole domain of Consulars; you LIGHT SIDE POWERS must be able to channel the Force no matter what your class if you hope to complete your quest. Only Jedi or Sith can use Most light side Force powers, and each power costs Force points for each use. powers affect you and There are three basic categories: light side powers, dark side your allies, but there powers, and universal powers. Powers that match your are a few exceptions. alignment cost less Force points, while powers opposite of One of the most you cost a lot more. It’s good to focus on powers attuned to important is Heal; apart from medpacs or you, but even dark side players can benefit from a few light the passage of time, side powers (such as Heal), and vice versa. it’s the only way to Like feats, most Force powers have three levels of strength. replenish your vitality. To qualify for a Force power, you must have the required Revitalize, which number of class levels, and you must have learned all allows you to bring previous powers in the series. A complete list of all Force back fallen allies from powers with their specific game effects is in the Appendix. death, is less vital; allies arise on their own as long as one This section covers the most important powers and offers person survives the skirmish. advice on which ones to select, when to use them, and how to There are several get the most out of them. defensive and All Force users benefit from having high wisdom and supporting Force charisma. The modifiers for these attributes are added to the powers in this DC that any target must make against your Force powers. In category that light addition, high wisdom increases the total amount of Force side Jedi should use points you have to spend. High charisma reduces the amount often. Force Aura, of extra Force points spent when using a Force power of Force Valor, and Force opposing alignment. Barrier applied in combination can turn Some Force powers are restricted by armor. This means you the tide of any battle; can’t use that power if you’re wearing any type of armor this becomes even except robes. For Consulars, this isn’t an issue. Guardians more effective when you learn Force Enlightenment. and Sentinels should select Force powers that aren’t restricted by armor, such as Force Push. A few special light armors, like the Zeison Sha initiate armor or the Jal Shey neophyte armor, allow the wearer to use Force powers freely. Defensive Force powers persist for a limited duration, but use them before a battle begins to save time. Use them before opening that next door, rounding that next corner, or whenever you suspect a skirmish is imminent. PRIMAGAMES.COM < 45, The light side isn’t Dark side specialist strictly about defense. have yet more options. Two powers, Stun and Slow (including Stun Droid, are Affliction and Plague) extremely useful, is ideal for very tough especially in your opponents. The save quest’s earlier stages. DC for Plague is 100, They become less making resistance potent as enemies impossible; the become more guaranteed attribute resistant to their damage makes even effects, but learn the the strongest storm first tier of these abilities for use at lower levels. beast or Jedi Master a lot more manageable. Force Crush, only available to Sith Lords, is even more devastating than ForceDARK SIDE POWERS Storm, though it affects only a single enemy. The remainingdark side powers, such as Drain Life, Drain Force, and Wound,
The dark side arsenal are also potent but can’t match the incredible strength of the focuses on pain, others in this category. Save them for higher levels, after you’ve destruction, and exhausted other options. violence. The greatest potential for battle- field mastery lies in UNIVERSAL POWERS this realm. Above all, This category includes Shock is essential to many different types of learn. Its strongest both offensive and form, Force Storm, can defensive Force inflict huge damage on powers and includes a dozen enemies at several unusual once; destroy entire squads of foes in a few rounds with this powers that act more ability. The more enemies you face, the more effective this like feats: They are power becomes. continually active and don’t use any Force Other dark side points. One of the powers are also most important is impressive. Fear (and Affect Mind (including Dominate Mind). Only your main its stronger cousins, character can use this power. It allows you to augment your Horror and Insanity), Persuade skill with the Force; very few beings can resist its doesn’t cause any effects. Every player should learn this power when they damage but does qualify (Level 6). When a Jedi has this power, extra options paralyze large groups appear during conversations (it has no effect on droids). for 18 seconds. This gives you time to In the offensive spend a few rounds domain, the universal restoring health, power Force Push is taking potshots, or carving through the enemy in melee. This the first in a trio of series of Force powers isn’t restricted by armor; even critical abilities that Guardians can use it freely. Like Shock, this ability works every Jedi should learn, best on large groups of enemies—a challenge you face often no matter what class. in later stages of your journey. Both light and dark side characters can use it without penalty, and it’s not restricted by armor. The strongest form, Force Wave, is ideal when a swarm of enemies mobs you in melee. It sends them hurtling away from you, inflicts damage, and can stun. Late in your quest you are often alone against overwhelming numbers; Force Wave saves your life every time. 46 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING
For Consulars focused There are many other on defense, Energy powers in the Resistance and Battle universal category; Meditation are ideal. most of them are Like Force Valor and either learned similar abilities, these automatically, like powers make your Precognition, or party stronger and should be avoided, like tougher, tilting the Force Body. If you are odds greatly in your interested in a unique favor. Other universal challenge, create a powers are suited to character who the Sentinel’s style of stealth and subterfuge: Mind Trick and specializes in Force Suppression and Throw Lightsaber; this Force Camouflage make sneaking around child’s play. Every Jedi might be a fun change of pace for advanced players. also learns Breath Control, which protects you from poisonous gases; you’ll use this power extensively on Nar Shaddaa, Korriban, and Malachor V.Forms
Forms are Force manip- LIGHTSABER FORMS ulation techniques that enhance a Jedi’s Lightsaber forms lightsaber prowess or generally apply Force power potency. bonuses and penalties, You learn some forms so you must choose automatically as you the right form for the gain levels in your situation. Shii-Cho is chosen class, while the most basic form, other forms are learned learned by all Jedi from the lost Jedi classes at Level 7. It Masters you meet. The carries no disadvan- Appendix provides details on the specific game effects of each tages and should be form and contains information on where each one is learned. your default choice for Guardians and Sentinels learn lightsaber forms, which are used most situations. Makashi, another basic form all classes learn, in melee combat, while Consulars learn Force forms; these make grants many attack bonuses at the expense of blaster deflection. your Force powers stronger while at the same time reducing the When you face beasts or melee opponents, use this form. Force points needed to use them. You can have only one form Advanced forms are learned only by the Jedi Weapon Master, Jedi active at a time. Watchman, Sith Marauder, and Sith Assassin Prestige classes. Of these, Juyo and Niman are the strongest. Juyo carries defense penalties but allows you to make an extra attack; combined with Two-Weapon Fighting and Flurry or Rapid Shot, this brings your number of attacks every round to four. Niman is noteworthy for carrying no penalties of any kind; keep this form active for a sweeping boost in combat potential. PRIMAGAMES.COM < 47,FORCE FORMS
The esoteric Force forms are the domain of the Consular and corresponding Prestige classes, Jedi Master and Sith Lord. Instead of lightsaber forms, these characters gain supreme mastery with Force powers. Keep Force Channel or Force Affinity selected to regenerate Force faster, allowing you to tackle entire armies single-handedly with a volley of Force Storms and Insanity without having to stop and rest. The other forms, Force Potency and Force Mastery, are suited for dueling situations rather than endurance. They cause your Force powers to cause more damage and last longer, but you must spend more Force points in exchange.Equipment
and Items One of the most The Appendix lists every item in the game and contains important factors details of each one’s game effects. This section provides influencing your general information about different types of items and tips on success in combat is getting the most out of them. your equipment quality. By opening every container and WEAPONS looting the remains of There are four basic types of weapons: pistol, rifle, melee, and every enemy, you can lightsaber. Each one requires the corresponding Weapon find hundreds of Proficiency feat before it can be equipped. items. The type of items you find are PISTOLS usually random; even the remains of unique enemies like Revan or Darth Sion may contain an incredibly rare and Pistols are the weakest powerful lightsaber…or nothing at all. The majority of stock weapon type, but they sold by various merchants is random as well. The key to effec- make up for it in other tively equipping your character lies in recycling unneeded ways. They may not goods into something better, keeping upgrade slots filled, cause enormous searching diligently, and spending credits freely. damage, but they are small enough to hold The quality of items you find depends on your class level. For in one hand. This example, you find many medpacs during the beginning of means you can use your quest. As you become stronger, you begin finding Two-Weapon Fighting advanced medpacs. Finally, life support packs, the strongest to fire two pistols healing item, begin to appear. This means your older every round. Sentinels equipment is continually becoming obsolete. Even though and other ranged specialists can combine this with Flurry for there’s no limit to the amount of items you can carry, it’s best effect. If upgradeable, pistols can be fitted with scope, best to sell or decompose anything you no longer use. This firing chamber, and power pack. gives you raw materials you can then shape for other uses. 48 > PRIMA OFFICIAL GAME GUIDE,JEDI TRAINING RIFLES LIGHTSABERS
Since rifles require The hallmark of the both hands, you can Jedi, lightsabers are in only equip one ataaclass of their own. In time. The advantage is order to wield one, that rifles do almost you must build it twice as much damage yourself by collecting as pistols on average. the necessary compo- Even so, only the most nents. Lightsabers powerful rifles are differ from mundane worth the trade of melee weapons in having one less attack several ways. They per round. Your rifle accept different types specialist is probably HK-47, whose assassin rifle is the most of upgrade items; each can be fitted with three crystals (one of powerful of this group. Upgradeable rifles have the same type of which determines the lightsaber’s color) a lens, an emitter, and modifications as pistols: scope, firing chamber, and power pack. an energy cell. Many feats, Force powers (like Force Jump and Throw Lightsaber), and lightsaber forms, only work with thisMELEE WEAPONS type of weapon. Unlike melee weapons, lightsabers always do
energy damage (plus other types, depending on the upgrades Melee weapons vary installed). This allows them to ignore some enemy defenses. from the puny plasma You can also use a lightsaber to quickly open a security door by torch to the mighty vaporizing the lock. Sith tremor sword. Until you are able to finally build a ARMOR lightsaber, mundane There are four basic melee weapons are categories of armor: your only option for robes, light armor, close combat. Even medium armor, and with lightsabers heavy armor. In available, some special addition to providing melee weapons, like the arg’garok, are hard to surpass in a defense bonus, terms of raw damage potential. many kinds of armor also provide other Most melee weapons are small enough to hold in one hand, benefits like but some exotic types possess two blades and require both resistance to certain hands to use. Two-Weapon Fighting applies when using two damage types or single-bladed weapons or one double-bladed weapon; using bonuses to your attributes or skills. Upgradeable armors can two separate weapons is best because you then have six be fitted with both an overlay and an underlay. Overlays upgrade slots to utilize instead of three. generally enhance the armor’s performance against certain Melee weapons usually inflict slashing, bludgeoning, or damage types, while underlays more often affect the wearer piercing damage, but there are exceptions. A plasma torch, by enhancing abilities, granting regeneration, etc. for instance, causes fire damage, making it useful for bashing open doors or other things resistant to physical attacks. Customize upgradeable melee weapons with grip, energy cell, and edge for enhanced performance. PRIMAGAMES.COM < 49,ACCESSORIES MINES AND GRENADES
Every character has a Often overlooked, the number of additional numerous mines and equipment slots grenades that you beyond basic weapons collect throughout and armor. Droids your quest can be have a different set of devastatingly effective slots than everyone when used in the right else. For your human situations, especially companions, there are at lower levels. A five ways to acces- character with Stealth sorize. Implants, and Demolitions can headgear, gloves, and place mines in the belts all provide various benefits to defense, attributes, skills, path of the enemy before initiating battle; done properly, you attacks, or saves. Some types grant damage or status can wipe out groups of foes with a single attack. Grenades immunities or other abilities, like Regeneration. Many acces- have a huge impact when used against clusters of weaker sories also have restrictions on who can use them; each type enemies. Because of their unique vulnerability, almost all of implant requires a minimum constitution score, for droid battles can be ended quickly with a few ion grenades. example. The fifth type of accessory, the armband or shield, Adhesive grenades are also incredibly useful, especially can be equipped on both the right and left arm. Unlike other against enemies that lack ranged attacks, like beasts. A types, shields have limited durations and don’t operate successful hit glues your foes in place, giving you time to automatically—you must activate them from the command retreat or attack safely from a distance. menu. You can only use shields a limited number of times before they burn out and become worthless. WORKBENCHES AND Your three droid companions, T3-M4, HK-47, and G0-T0, can LAB STATIONS also be fitted with accessories, but droids use different types than your other characters. The sensor and utility slots hold Workbenches and lab passive upgrades that are continuously active, like HK-47’s stations allow you to droid assassination module. In addition, droids can equip two create new items from special weapons, such as T3-M4’s shock arm, and a shield. scratch using compo- With a few rare exceptions, this latter type of accessory holds nents and chemicals, limited charges and must be activated manually. and they allow you to install enhancements in upgradeable equipment. The amount and type of raw materials and required skill needed for making each type of item is included in the Appendix. Your ship has a workbench built in, T3-M4 can be used to install upgrades, and the disciple acts as a mobile lab station. Take time to use these facilities whenever possible and turn your old items and scrap into something you can use. 50 > PRIMA OFFICIAL GAME GUIDE, walkthrough introductionWALKTHROUGH INTRODUCTION THE OLD REPUBLIC Your choices for good or evil have strong effects throughout thegame and are made through various dialogue options that you
choose. After a conversation, any shift in your alignment is It is a perilous time for the galaxy. A brutal civil war has all but shown. This is reflected on a scale from 1 to 100, with 1 being destroyed the Jedi Order, leaving the ailing Republic on the unadulterated dark side and 100 being absolute light side. You verge of collapse. Amid the turmoil, the evil Sith have spread can see your approximate alignment in the status screen, and across the galaxy, hunting down and destroying the remaining extreme shifts are reflected in your appearance. Light side Jedi Knights. Narrowly escaping a deadly Sith ambush, the last devotees have a healthy glow, while dark side characters appear known Jedi clings to life aboard a battered freighter near the pale and diseased. ravaged world of Peragus… All the chances of influencing your alignment are set apart in …and so begins your epic quest across the galaxy to discover the walkthrough in "Side Step" boxes: the fates of the other Jedi Masters. The fate of the Republic, of the Force itself, is up to you. Will you be the galaxy's greatest hero? Or its greatest threat? There are many different ways to approach your quest. Even two characters who set out with identical motives can have extremely different experiences. Most events unfold in different A side step indicates an event or conversation that can ways depending on your class, gender, and alignment. In be resolved in a light or dark direction. In these situa- addition, when you first pick your destination on the Ebon tions, you often have dialogue options ranging from Hawk, you could land in one of five different worlds. something like, "How terrible for you, is there any way I can help?" (light side) to "If you want to die, keep Because of the many variations, there is no single best path. It talking" (dark side). depends on your preferred style. In our walkthrough, we strongly recommend that you visit planets in the following order: 1. Peragus 2. Telos 3. Nar Shaddaa 4. Dxun 5. Onderon 6. Dantooine 7. Korriban This box highlights a chance to perform some excep- You must visit Peragus first and Telos second, but you can do tional light side act. Some of these events are available the remaining five in any order. You can't predict the only to those who have followed the light side, while companions and items you have, so this section provides advice others always lead to a light side reward no matter what in the most general terms possible. For example, have a ranged your motive for getting involved. specialist in your group no matter who you've met so far, whether it's Atton, Mira, HK-47, the handmaiden, the Disciple, or your main character.CHOOSE YOUR DESTINY
At every step along your quest, there are chances to move closer Dark side boxes point out opportunities for special to the light or dark side. Events often turn out the same cruelty or malice, resulting in a strong dark side shift. whatever your motives; for instance, you can't avoid battling Look here to find new ways of spreading echoes of pain Luxa on Citadel Station, even though your reasons for doing so and suffering throughout the Old Republic. are completely different. PRIMAGAMES.COM < 51,EBON HAWK prologue
The Ebon Hawk Prologue gives you a chance to learn the basics of moving around, interacting with items, managing a party, combat, and solving puzzles. It's completely optional; skip the Prologue by heading toward the front of the cockpit. We recommend playing through the Prologue to find extra items and equipment for T3-M4. You'll be much happier to find him later in the game when he comes with his own droid flamethrower.MAP 1 The Ebon Hawk
Cockpit Communications Storage Exit >LEGEND Main Hold >OBJECTS Containers Terminals Workbenches Med Bay Port Dormitory Starboard Unlocked Door Dormitory Locked Door B2 Main Quest Sidequest * Numbers correspond A1 Cargo Hold Garageto the waypoints in the walkthrough text B1 Engines 3 to Hull < 3C-FD The space-worn freighter Ebon Hawk has seen better days. When your quest begins, the ship is <<< adrift in space, its hull torn open and engines Main Hold offline. It's up to T3-M4 to stabilize the ship and bring it safely to dock at Peragus Mining Facility. With a little help from 3C- FD, found in the cargo hold, you can fully explore the ship for extra items. 52 > PRIMA OFFICIAL GAME GUIDE,Ebon Hawk main path MAP 2 the outer hull
>LEGEND >OBJECTS Containers Mines Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text Port Hull Starboard Hull Photon Missile to Interior Take the lift between the main hold and the engine compartment to drive around on the Ebon Hawk's outer hull. Scavenge parts and explosives from the ship's damaged systems, then take them back inside for use on the hyperdrive.MAIN QUEST PATH
To stabilize the Ebon Hawk, T3-M4 must open a path from the bridge to the engine room where the broken hyperdrive sputters. Along the way, collect parts wherever you can and use them to restore power to the port engine; there are also three sidequests that you can follow for plenty of extra items. >BEGIN QUEST Save the Ebon Hawk <<< >SIDEQUEST Heal the Jedi Set and spike: T3-M4's high Computer Use makes it an ideal slicer.PRIMAGAMES.COM < 53
, T3-M4 staggers to life on the Ebon Hawk's bridge. Roll down the hall to the communications room. Take a computer spike from the container and use it to slice into the communications console (Waypoint 1 ). Open the door to the main hold. <<< The only way to open this door is with a mine. <<< Where there is a key, there is always a lock.… As you drive through the hold, carefully >>> search for parts. One of the bodies has a locker key you can use You need five in the cargo hold. Take everything and open the low security parts to get the door to the south. Use the lift on the other side to reach the hyperdrive online. Ebon Hawk's outer hull. <<< These explosives are Target the engine room door, and rig it with one of the what you need to mines you found on the hull. Back away as the mine explodes, blow open the sealed then roll through the opening to access the hyperdrive engine room. (Waypoint 3 ). After fixing it, return to the galaxy map on the bridge and dock at the Peragus Mining Facility. To collect extra items and equipment, explore the rest >>> of the ship before you access the galaxy map. The exposed wiring allows you to short- circuit the Starboard >SIDEQUEST Garage Access Dormitory door. >SIDEQUEST Repair 3C-FD >END QUEST Save the Ebon Hawk Scour the blasted hull for parts and mines (Waypoint 2 ). You need the explosives to blast open the sealed engine room door. Use the lift to return to the Ebon Hawk's interior. 54 > PRIMA OFFICIAL GAME GUIDE,Ebon Hawk sidequests SIDEQUESTS
As you work to get the Ebon Hawk functioning, roll off the beaten path to find some extra equipment and experience for your astromech droid. The three sidequests described here are simple to complete, and you'll be glad you did when you meet up with T3-M4 later on. >A.BEGIN QUEST Save the Jedi <<< >>> Use the key you found in the You need more than a medpac, main hold to open the locker but it's better than nothing. and get some armor. The Jedi (your character) is found in the med bay in critical condition. Open the container next to the bed >END QUEST Repair 3C-FD and take the medpacs, then use one on your character. >>> Quest complete! While 3C-FD operates the airlock, T3-M4 can >END QUEST Save the Jedi explore the garage. Switch to 3C-FD and enter >B.BEGIN QUEST Garage Access Solo Mode. Use the security console in the main hold to >BEGIN QUEST Repair 3C-FD open the outer garage door, then (still in Solo Mode) steer T3-M4 through the door. Switch back to 3C-FD, close the outer door, and open the inner door to let T3-M4 into the garage. <<< 3C-FD can help you get past >>> the garage airlock. The Starboard Dormitory has some useful droid weapons. <<< >>> Try your hand at item Open this container to try creation with the Ebon out your shock arm on some Hawk's workbench. sensor droids. Use the workbench here to make a repair kit for T3- M4. If you opened the Starboard Dormitory door while you were on the The garage took a direct hit and is open to space. You need outer hull, you can go there some help to get through the airlock, which keeps the rest of and find some footlockers full of equipment (Waypoint B2 ). the ship from losing pressure. Go to the cargo hold and After taking everything, command 3C-FD to cycle the airlocks repair 3C-FD; the little droid temporarily joins your party so you can escape. (Waypoint B1 ). >END QUEST Garage Access PRIMAGAMES.COM < 55,PERAGUS AREAOVERVIEW
The Peragus Mining Facility is a maze of tunnels and rooms carved from one of the larger asteroids orbiting the remains of Peragus. After awakening in the medical bay, you must explore the facility to find out how you got here…and how you can escape.PERAGUS MINING FACILITY MAP 1 administration
Morgue Medical Bay to Dormitory 2 Prison >LEGEND 1 >OBJECTS to Mining Tunnels Containers Lab Station Lab Terminals Emergency 4 Hatch to Fuel Depot Unlocked Door Locked Door Main Quest * Numbers correspond to the waypoints in the 18 walkthrough text Communications Blister Security Room to Harbinger Command Deck The administration wing is the heart of Peragus Mining < Kreia Facility. A few damaged mining droids stalk the < Atton Rand corridors, but there is little danger here otherwise. The medical bay features a The communications blister offers a commanding view of the kolto tank for healing facility's docking ports. Nearby, Atton Rand awaits you in the injuries and a morgue prison holding cell—a situation the troubled scoundrel finds where you meet your first himself in all too often. companion, Kreia. 56 > PRIMA OFFICIAL GAME GUIDE, peragus overviewMAP 2 mining tunnels
Superheated Tunnel >LEGEND >OBJECTS Containers Mines Terminals 11 Unlocked Door Locked Door Main Quest * Numbers correspond to the waypoints in the 9 walkthrough text to Fuel Depot to AdministrationThe hazardous mining tunnels are patrolled by dozens of malfunc-
tioning mining droids and are laced with active mines. Even worse, superheated Peragian fuel deposits make some of the tunnels impassable without proper shielding. Make use of all your skills to get through in one piece.MAP 3 fuel depot
to Mining Tunnels Droid Maintenance >LEGEND to Administration Containment Fields >OBJECTS Containers Mines Terminals 13 Workbenches Sublevel Unlocked Door Locked Door86Main Quest to Harbinger Engine Deck * Numbers correspond to the waypoints in the Fuel Line walkthrough text to Asteroid Exterior 23 to Docking BayPRIMAGAMES.COM < 57
, The Fuel Depot connects with most other areas in < HK-50 Peragus Mining Facility. This would make it an < T3-M4 ideal shortcut, but a trio of mines placed in the fuel conduits has triggered an so you must search for another way through. You meet two emergency lockdown. droids here: HK-50, a protocol droid that knows more than it Containment fields have lets on, and T3-M4, your lost astromech droid. sealed off half of the area,MAP 4 Asteroid exterior
to Fuel Depot >LEGEND >OBJECTS None to Dormitory Main Quest * Numbers correspond Communications to the waypoints in the Blister walkthrough text A narrow catwalk unites the Fuel Depot and the dormitory wing. Falling off isn't a danger, but active fuel vents are; they spew searing flames directly in your path. You can pass safely if you wait for a lull in the eruption. After the Harbinger docks here, you can access the fuel conduits beyond the catwalk. 58 > PRIMA OFFICIAL GAME GUIDE, peragus overviewMAP 5 dormitories
West Dormitory East Dormitory >LEGEND >OBJECTS Containers Mines Terminals Workbenches Unlocked Door Locked Door Cafeteria Main Quest * Numbers correspond to the waypoints in the walkthrough text 17 to Administration to Asteroid Exterior The miners once made their homes in the dormitory wing, but now it is their grave. After making a last stand against the rampaging mining droids, most of the personnel retreated here—only to find themselves trapped. They left behind holologs from which you piece together most of what happened here; the logs also contain clues to the override code that unlocks the elevator to the adminis- tration level. Computer spikes (for deactivating the ventilation system) or a breath mask (found in the cafeteria) are needed to safely explore the northern areas, which have become a deadly gas chamber.MAP 6 docking bay
Storage Room >LEGEND to Fuel Depot 7 >OBJECTS Containers Mines Terminals Unlocked Door 24 Locked Door Main Quest Hangar 25 * Numbers correspond to the waypoints in the to Fuel Depot walkthrough text Decontamination Area Ebon HawkPRIMAGAMES.COM < 59
, Your ultimate goal, the Ebon Hawk, is docked here. Tough mining droids, equipped with shields, flamethrowers, and grenades, stalk the corridors; T3-M4's Shock Arm is indispensable for clearing the way. From the gallery above, the Ebon Hawk is tantalizingly near, but entering the hangar requires a detour through the bowels of the massive Republic ship Harbinger.MAP 7 the harbinger
to Administration >LEGEND >OBJECTS Containers Terminals Briefing Room Unlocked Door 19 Locked Door Main Quest to Harbinger Bridge Crew Quarters * Numbers correspond to the waypoints in the walkthrough text Escape Pods Soon after you awaken on Peragus, a Republic ship <<< docks at the facility. Aptly Harbinger: Bridge named the Harbinger, its arrival portends that the You board the ship to find situation is about to get a the entire crew slain—with lot worse.… mysteriously little sign of battle. The cause soon appears as Sith assassins uncloak for the fight. Protect Kreia from melee attacks by keeping her between yourself and Atton when an ambush strikes. Visit the bridge, escape pods, and briefing room to eliminate the assassins and collect improved weapons and armor. 60 > PRIMA OFFICIAL GAME GUIDE, peragus overviewMAP 8 the harbinger
>LEGEND >OBJECTS Medical Bay Droid Storage Containers Terminals Unlocked Door Locked Door Main Quest to Harbinger * Numbers correspond Engine Deck to the waypoints in the walkthrough text to Harbinger Command Deck 20 Your Cabin Maintenance Room <<<Harbinger crew quarters Leading aft to the engine deck, the crew deck features a large medical bay in
addition to cabins. With medpacs, a kolto tank, and a programmable medical droid available, you should have no problem keeping healthy, even after fending off more sneak attacks from cloaked Sith.MAP 9 the harbinger
to Fuel Depot Engine Control Maintenance Room >LEGEND to Harbinger >OBJECTS Crew Quarters Containers Mines Terminals Workbenches Unlocked Door 21 Locked Door Main Quest Storage Room * Numbers correspond to the waypoints in the walkthrough textPRIMAGAMES.COM < 61
, < Darth Sion <<< Darth Sion, Lord of Pain and new captain of the Harbinger engine deck Harbinger, nearly catches up with you here—but the time to fulfill your destiny is yet to come. Because of Sion's presence, this area is eerily quiet; you don't have to worry about Sith ambushes. The engine room connects to the Peragus Fuel Depot, allowing you to bypass the containment fields there and ultimately reach the Ebon Hawk.MAIN QUEST PATH
The main objective on Peragus is simple: escape! As a Jedi with the potential for enormous power, there are many who want you dead. In fact, the entire crew of the mining facility has been killed by those hunting you, all for the purpose of trapping you here. A gauntlet of traps, puzzles, hostile droids, and Sith assassins stands in your way, but you aren't alone; three companions—Kreia, Atton Rand, and T3-M4—join forces to help you reach the Ebon Hawk and freedom.THE SAVIOR AND THE SCOUNDREL (Waypoint 1 ). and use the terminal to open the nearby
storeroom and the morgue across the hall. Those with Treat Injury skill can probe the database to learn they were adminis- tered a massive dose of sedatives. But by who? <<< Come back to the kolto tank any time you need a health recharge. <<< The plasma torch easily burns through stuck doors. >>> The laboratory terminal is your first stop. There are two bodies in the morgue (Waypoint 2 ). As you search the farthest one to find a plasma torch, the other body rises and begins to speak. Kreia, the secretive old woman who is destined to be your guide and mentor, has feigned death using a Jedi trance. She isn't strong >BEGIN QUEST Recent History enough to leave the morgue, and she advises you head out to seek survivors, information, and clothes. Choose your path immediately by responding to Kreia with >BEGIN QUEST Medical Bay Murders kindness (light side) or arrogance (dark side). Some time after the Ebon Hawk docks at the Peragus Mining >BEGIN QUEST Recover Ebon Hawk Facility, you awaken to a whispering voice in your head. After staggering from the kolto tank, head into the laboratory 62 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path Kreia contacts you with the Force as you approach the door <<< leading out of the security office (Waypoint 3 ). With her First blood: The damaged guidance, you detect the presence of three droids ahead. Using mining droids can't an ion grenade from the security locker, blast the droids and withstand a direct hit. search the footlockers for the stealth field generator. Equip it if you like, then enter the next room. Fight or ignore the droids Leave the morgue and use and check the central console. Activate the hidden switch to the plasma torch to bash open the door to the prison. through the broken door. Plunder the bodies in the next room and equip the vibrosword that you find in your >BEGIN QUEST Galactic History alternate weapon slot. Use the vibrosword on the damaged mining droids lurking in the next room, and save the plasma torch for bashing open doors and containers. <<< >>> Atton Rand introduces Take time to review the himself, but he's not ready miners' logs; their infor- to join you just yet. mation is key to survival! The security terminal provides detailed infor- mation about the area. The security officer had a plan for dealing with rogue droids: using stealth, he would sneak past them to the main administration console where a hidden switch would cause all droids on the level to shut down. You Atton Rand has survived the disasters on Peragus thanks can implement this plan yourself, using the stealth field to the Force cage he's imprisoned in (Waypoint 4 ). He generator found in the next room, or you can simply wade in fills you in on what little he knows and begs to be set and dismantle the droids with your blade. free. Whether you respond with friendly (light side) or hateful (dark side) replies, you eventually release him to unlock the emergency functions on the administration console—hopefully he can find a way out. <<< Precognition: Kreia teaches you a secret Force power that warns of impending danger. As you discuss the Jedi civil wars with Atton, your responses dictate whether Revan (the protagonist of Knights of the Old Republic) was good or evil, male or female. <<< The hidden switch deacti- T3-M4 ROLLS OUT vates droids and unseals the prison door. >BEGIN QUEST Rescue the Jedi PRIMAGAMES.COM < 63, When Atton doesn't have any luck with the adminis- <<< tration console, examine it Use this terminal to end the yourself. Use the comm lockdown on the adminis- channel to contact T3-M4, tration level. who is still operational but trapped in the hangar bay. Go south into the hangar After asking for help, you bay, and use the hangar take control of T3-M4 control console and a (Waypoint 5 ) and set out computer spike to open the to find some way of unlocking the emergency doors that seal door to the Fuel Depot. Check the dock officer's logs while you're off the administration level. here, then head through the door you just opened. Destroy the mining droids in the hallway and go through the elevator at the end. Back in the Fuel Depot, roll down the narrow hall and turn left to find another console (Waypoint 8 ). From here you can >>> finally unseal the emergency doors on the administration level, T3-M4's Shock Arm allowing your character to escape. As T3-M4 wheels away from is the perfect tool for the console, it's struck by a beam of ion energy…someone else is defeating droids. active in the facility. Using T3-M4, search the room for items, then go >END QUEST Rescue the Jedi through the eastern security door. Roll down the ramps, using your Shock Arm to quickly defeat any mining THE MINING TUNNELS droids, and use the elevator at the end of the ramps to reach the Fuel Depot sublevel. >BEGIN QUEST Rescue T3-M4 <<< Use mines to blast through <<< the sealed door. Search the containers for a mining uniform and other Battle through the useful supplies. sublevel and carefully search the remains for Atton warns you of the mines (Waypoint 6 ). perils awaiting in the Take everything you find mining tunnels—active and return to the hangar bay. More mining droids have mines, rampaging droids, gathered, and they have shields. Your Shock Arm can bypass and intense heat to name a their defenses. Back at the room you started in, look for the few. He gives you a comlink so you can keep in touch, then you sealed door in the northwest. Use one of the mines you found head off alone to try your luck in the mining tunnels. Head to blast open the door (Waypoint 7 ). Enter the room and toward the medical wing and go through the emergency door empty the containers inside; the computer spikes here are that T3-M4 opened for you, and ride the elevator down. Before needed for your next task. venturing into the tunnels, empty the emergency supply containers and equip everything you find (Waypoint 9 ). Blast open the sealed door from the inside by using the hangar terminal, but doing so also destroys most of the equipment stored nearby. 64 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path practical impunity (Waypoint11). After slicing the controller, deactivate the containment fields and scour the area for items and equipment. Then use the elevator in the southeast to enter <<< the Fuel Depot. If you have the parts, you can program broken droids THE SONIC SENSOR to fight for you. >BEGIN QUEST Voiceprint Protocol >>> <<< Tricking the droid into A Telos mining shield imitating the voice code is provides immunity to the fastest way. intense heat. When you step into the Continue into the Fuel Depot, you are tunnels; with the greeted by a mildly rude emergency supplies HK protocol droid. Before equipped, your talking to it, explore the room across the hall. Search the Demolitions skill should be high enough to enable recovery of container here to find a sonic sensor, which works like a voice the mines scattered around. Take the northern passage to find recorder (Waypoint12). With this device, return to the HK a broken droid in your path; use any parts you've scavenged to droid and talk to it about getting into the dormitory section; activate the droid in patrol mode, sending it ahead to clear a the airlock leading there is sealed with a voice-recognition path through the waiting enemies. Follow behind with your code. With high Persuade skill, you can get the HK to sword until you come to a steam-filled tunnel. Atton contacts pronounce the airlock code while you record it with the sonic you by comlink to warn of the high temperatures ahead sensor. If Persuade fails, then you must compile the code (Waypoint10). Equip and activate a Telos mining shield, then yourself using three recorded holologs. Use the terminal by the dash through the tunnel before the protection wears off. Be airlock, the terminal in the administration security room, and careful of the mines waiting at the other end. HK's recording of the miner's dying words to assemble the correct voice pattern. <<< Play back the recording from your sonic sensor for Destroy maintenance this terminal. droids from a distance; they explode when struck. >>> Keep going through the tunnels until you reach the central Find a space suit in the controller. If you have high Computer Use skill, you can locker by the outer door. reprogram the mining droids on this level to shut down or even attack each other. Those with no skill can still raise the temper- ature in the area just enough to make you invisible to the droids' infrared sensors, allowing you to attack them with PRIMAGAMES.COM < 65, With the voice code recorded, head for the maintenance station near the elevator leading back to administration; mark II mining >>> droids block your path, but with the levels you've already gained, This breath mask they should pose little threat. Play back the voice from your proves invaluable sonic sensor and use the terminal to unlock the airlock seal during your quest. (Waypoint 13 ). From a safe distance, blast away the mines on the other side of the door, then go through and take the space Ignore the dormitory suit from the locker by the exit. You automatically don the suit entrance for now and head when you open the outer airlock door. to the cafeteria. Fight the fire-suppression droids, then search the area thoroughly for items (Waypoint15). The >END QUEST Voiceprint Protocol breath mask in the kitchen provides poison immunity; put it on and return to the shift assignment console after collecting all the items you can. <<< Move quickly past >BEGIN QUEST Turbolift Lockdown the exhaust ports or you're toast. Make your way along the exterior catwalk. Atton chimes in over the <<< comlink; look through the Use the console in the windows on the right to see him still waiting for you in the hallway to disable the communications blister (Waypoint14). He's sensed the ventilation systems. approach of a Republic cruiser, the Harbinger. After it docks with the facility, continue to the airlock at the catwalk's end and enter the dormitories.THE DORMITORY LOCKDOWN
>>> <<< The hidden compartment Ion grenades can take out only appears if you most droids in one blast. found the miner's log in the cafeteria. Destroy the mining droids that attack when you If you don't have enough enter, then head through Computer Use skill or the doors. Stop by the enough computer spikes workbench on the left; to shut down the ventilation system, your breath mask keeps you have probably found at least one ion weapon upgrade— you perfectly safe. End the dormitory lockdown and head install it on your vibroblade now. The automated fire extin- inside. Check every room for items and datapads. Use mines to guishers ahead blast you with carbonite beams. Destroy them blow open stuck doors. You can find a hidden compartment safely with ranged attacks or ion grenades. with a stash of illegal weapons (Waypoint16) if you read the miner's datapad found in the cafeteria. After taking everything, use a console to play back the miners' last holo records. Check the transmission from the terminal to learn the override code for the elevator to administration, then head back to the cafeteria. 66 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path <<< Atton Rand HK-50's untimely comment SCOUNDREL LEVEL 3 gives you a vital clue. VITALITY: 24 ATTACK STYLE: Ranged PREFERRED SKILLS: Demolitions, Security, Stealth Replay the turbolift console's record logs to SPECIAL ABILITIES:Sneak Attack, Scoundrel’s Luck, Survival, Spirit learn the ultimate fate of Coorta and his group of rebels. It's clear from the As the three of you dash for the Harbinger, you're interrupted by recording that the HK droid you met earlier is to blame for the a familiar figure: the HK protocol droid. With its cover blown, miners' deaths. Fortunately, its boast reveals that it reversed it is revealed to be HK-50, an assassin droid sent to capture you the turbolift codes; with this knowledge, unlock the console by powerful crime lords. It proudly explains the systematic (Waypoint17). The correct sequence is: method it used to murder all of the miners, but it is frustrated that you wriggled free of its trap. You won't escape Peragus without scrapping this droid.DORMITORY TURBOLIFT CODE HK-50 BATTLE
7 5 13 17 3 You can bypass the entire puzzle by smashing or slicing the turbolift console, but you then receive much less experience. <<< Enter the elevator to return to the administration level. The floating mines should be your first target. >END QUEST Turbolift LockdownTHE ASSASSIN REVEALED
Kreia greets you when you step off the elevator. She officially <<< joins your party and urges you to make haste to the Harbinger. If Stun Droid doesn't Take a moment to spend her experience points and don work, keep trying; equipment, then save your game before heading to the commu- you have enough Force nications blister. Atton has patiently waited for you, and after points for several tries. an awkward introduction with Kreia, joins your party as well (Waypoint18).Kreia
CONSULAR LEVEL 3 VITALITY: 36 ATTACK STYLE: Ranged >>> PREFERRED SKILLS: A single ion Awareness, Repair, Treat Injury grenade inflicts SPECIAL ABILITIES: tremendous damage. Mentor, Force Chain, Force Focus, Dueling PRIMAGAMES.COM < 67,HK-50 BATTLE After the battle, rifle through the assassin droid's remains. TheHK component you find is random, but it's one of four vital
CONTINUED pieces needed to activate the secret character HK-47 later on. See the "Friends and Foes" section for more information. <<< >END QUEST Medical Bay Murders Avoid HK-50's retributive strike by fighting from a safe THE HARBINGER distance. The next phase of your quest leads through the Harbinger, a huge cruiser with three main decks. Your goal is the aft engine room, where an umbilical connects the Republic ship with the Fuel Depot, allowing you to bypass the containment fieldsHK-50 Assassin Droid sealing off the hangar bay. TAKEDOWNS
Ion Grenades Force Lightning >BEGIN QUEST Orbital Drift Charts Ion Weapons Stun Droid When the battle begins, immediately pause and switch <<< each character to standby mode. This prevents them The bridge terminal from dashing headlong into the ring of floating mines contains vital navigation surrounding the assassin droid. Equip everyone with charts. ranged weapons and attack the center mines first; when they explode, they take the outer two mines with them. Atton mentions one problem with the plan: Concentrate your attacks on HK-50 next. Ion grenades without accurate charts, deal the most damage by far, followed by Force Lightning. If you attack with ranged weapons, use the navigating the asteroid Precise Shot feat. Watch everyone's vitality carefully, field is lethal. Head to the and remember that Atton spontaneously heals on his bridge first and use the helm terminal to download the needed own if he gets knocked out, thanks to his Spirit ability. data (Waypoint19). When HK-50's health is gone, it begins a three-second countdown. If anyone is close to the droid, get them Orbital Drift Charts out of there fast! The assassin droid self-destructs in a >END QUEST damaging explosion; ideally this shouldn't be an issue, since using grenades, Force powers, and ranged weapons is the best way to fight this enemy. The invisible killers mentioned in the Harbinger's logs make their appearance as you explore the ship. Sith assassins attack in groups of three <<< or four and usually close One of the essential in from two directions at HK components is once. Keep your party in a left behind. knot to avoid painful sneak attacks and eliminate closest targets first. 68 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path When Darth Sion appears (Waypoint 2 1), Kreia departs to confront him alone while you and Atton head for the Fuel You can minimize encounters with the Sith by avoiding Depot. Thankfully, no the dead-end paths on the Harbinger, but you'll miss out more enemies attack you on valuable items and experience. You should explore on the Harbinger. Empty all paths and find a good replacement for your miner's all containers and lockers, uniform. then use the terminals to open the access doors to the Fuel Depot. <<< <<< Repair the medical droid The Force Chain you share and take it with you for with Kreia has troubling automatic healing during side effects. battles. Head into the crew quarters and check the rooms for items. The second door triggers a ESCAPE FROM PERAGUS latent memory—this was your cabin (Waypoint20). Take everything and <<< continue on to the medical T3-M4 was tossed here bay. Search all containers after he opened the for health items, use emergency hatch for you. chemicals at the lab station, and repair the Your loyal utility droid, T3- medical droid for extra M4, finally joins your party protection as you finish when you enter the Fuel exploring. Slaying all Sith Depot (Waypoint22). here is also made easier by Equip him with any droid the kolto tank, which items you've found, and bring it up to the party's level. During instantly restores full its earlier solo mission, you saw the power of the Shock Arm; health. The next stage of you have many more chances to make use if it. your journey leads to the engine deck. Search the remains lying in the fuel pipe to find a needed component for the docking bay console; you can now make repairs and open the door to the Ebon Hawk. PRIMAGAMES.COM < 69,T3-M4
EXPERT DROID LEVEL 3 VITALITY: 30 ATTACK STYLE: Ranged <<< PREFERRED SKILLS: You've reached the Ebon Computer Use, Demolitions, Security, Repair Hawk at last! SPECIAL ABILITIES: Shock Arm, Create Computer Spikes, Mobile Workbench >END QUEST Rescue T3-M4 <<< You can't shut down the <<< containment field until all Exploding barrels can mines are disarmed. destroy several assassins at once. Enter all three fuel conduits and disarm the mines. When you're attacked, destroy the maintenance droids first, then take care of the rest. Overconfidence when fighting here can be deadly; while mining droids are usually harmless, these like to hurl grenades. After all mines and enemies are taken care of, ascend the ramp and use the emergency field station to shut >>> down the containment fields (Waypoint23). Dismantle a few Some barrels contain droids waiting at the ramp's top, then take a right and return to sonic charges that stun the docking bay. your enemies. >>> Scour the hangar for a few If you need spikes to last items before you board close the decontamination the ship. You're not safe vents, T3-M4 can make yet; a squad of Sith them for you. assassins storm the hangar. While Atton prepares for takeoff, man the ship's turret and try to gun down as many Sith as Head for the docking bay console (Waypoint ) and use you can before they reach24 T3-M4 to repair it; go through the open door and fight past the the loading ramp. Shoot mark II mining droids. Clear mines away before descending the containers to destroy groups of Sith, and keep your cannon ramps, then stop at the decontamination console to shut down aimed to the left; all the enemies appear on that side. You must the gas vents in the next chamber. Slice open the door fight any Sith who successfully reach your ship, so do your best (Waypoint ). to bring down as many as possible. After all of the enemies are25 defeated, the Ebon Hawk blasts into space. 70 > PRIMA OFFICIAL GAME GUIDE, peragus Main Path >END QUEST Recent History The Harbinger gives chase; you must decide whether to risk collision with the asteroids (light side) or deliber- ately fire on the fuel-packed asteroids, blowing up the entire colony (dark side). Even if you do your best to avoid it, the Harbinger's wayward guns trigger a massive reaction that destroys everything…except your ship. >END QUEST Recover Ebon HawkEBON HAWK : INTERLUDE
<<< Kreia fills you in on many details of your past. Speak more with Kreia to fill in further pieces of the past. By listening to her and pursuing all lines of questioning, you can strongly affect your influence and earn more light or dark side points as well. Kreia After making the jump to hyperspace, Kreia reveals also explains the Force Chain that binds you to her; herself; she was able to make it on board before the any Force powers used on one of you affects the Ebon Hawk escaped. With information from her and T3- other. When you're through, return to the cockpit M4, you piece together the events that happened after and use the galaxy map to select your next desti- you were sedated. Your attitudes about war and sacrifice nation, Telos. are tested; your answers reveal your slant toward the light or dark side. After the conversation, Kreia leaves for the Port Dormitory. Atton suggests you follow her for a private discussion. >END QUEST Galactic History PRIMAGAMES.COM < 71,TELOS AREAOVERVIEW
When the Ebon Hawk arrives at Citadel Station, your party is detained by Telos Security Force (TSF). Lieutenant Grenn, under Republic orders, must hold you until questions about the destruction of Peragus can be cleared. Eventually you are released, only to discover that your ship has been stolen! Your search for the Ebon Hawk entangles you in the web of factions vying for control of Telos, leading eventually to a perilous trek over the planet's surface and a hidden Jedi academy buried under the polar ice.MAP 1 RESIDENTIAL MODULE 082 EAST
to Bumani Exchange Corp. A2 C1 to Residential 082 West A1 A3to Entertainment >LEGEND Module 081 >OBJECTS Containers 8 12 Merchants B1 Terminals Workbenches B2 Unlocked Door Locked Door 14 Main Quest B3 Main Quest: Light Main Quest: Dark 10 Sidequest * Numbers correspond C3 C1 to the waypoints in the to Czerka Offices 2 A5 walkthrough text C2CITADEL STATION This module connects with
Getting around the orbiting city is facilitated by information four other areas: Residential terminals found in the main concourse of each area. At each Module West, the Exchange terminal you can download an area map or instantly transfer to offices, the Czerka any other terminal you've visited before. Corporation offices, and Recreation Module 081. You need the right connections to <<< enter the Exchange or Czerka Download maps or transfer domains; this happens in the to another area with course of the main quest. Citadel Station's terminal system. A triad of apartment pods clusters at the east end. Apartment C3 is yours; you can accept incoming calls at the communica- tions console or heal your party with a quick nap. Most of the other apartments are locked; you gain access to these areas later in your adventure, depending on the path you choose. Don't forget to access the central information terminal to download the area map. 72 > PRIMA OFFICIAL GAME GUIDE,TELOS OVERVIEW
spikes, so stock up on a few while you have the chance (if you can afford it). He also has a wide selection of droid parts, but since you won't have a droid in your party for some time, these purchases can wait. Try hassling the Rodian thug posted at the door to the Bumani Exchange Corporation. After he makes the deadly mistake of attacking you, return a few more <<< times to meet his nervous replacements. Keep killing If you're caught stealing, them until the post is permanently abandoned–each expect a fight to the death. Rodian is worth a lot of experience points! <<< Opo Chano sells droid parts and equipment. Apartment A2 is empty, but if you steal from the footlocker here, the angry tenant walks in as you make your escape, and you get the additional reward of slaying another helpless victim. Naturally, such vile < deeds carry you deeper into the dark side….OPO CHANO Visit Opo Chano in apartment B2 to buy droid parts or use his workbench to make item upgrades. Chano plays an important role in your main quest and may not survive for long depending on your choices. He's also the only vendor on Telos who sells computerMAP 2 BUMANI EXCHANGE CORPORATION
Holding Cells >LEGEND >OBJECTS 11 Containers 14 Slusk’s Office Terminals 12 Unlocked Door Main Quest: Light Main Quest: Dark 10 13 * Numbers correspond to the waypoints in the walkthrough text to Residential 082 East PRIMAGAMES.COM < 73, < SLUSK The Exchange doesn't need to conceal its offices: <<< most people know better than to get involved These Gamorreans are eager with the crime syndicate. Loppak Slusk runs to add to your body count. the show here from a secure room behind a gauntlet of Gamorrean guards.MAP 3 CZERKA OFFICES
to Residential 082 East >LEGEND >OBJECTS Terminals 15 Unlocked Door 3 A6 Locked Door A3 Main Quest: Light Main Quest: Dark Sidequest * Numbers correspond to the waypoints in the Czerka walkthrough text Mainframe < B-4D4 < JANA LORSO Commanding enormous resources of wealth and The corporation's chief officer, Jana Lorso, an army of mercenaries, the Czerka Corporation contacts you soon after you arrive. Taking on is determined to cement its grip on the Telos jobs for her will propel you along the dark side, restoration projects. Visitors are greeted by B-4D4, a protocol while light side players will seek to sabotage and undermine droid that you can control later if you side with the Ithorians Czerka's plans. against Czerka. <<< <<< Czerka Mainframe Czerka Corporation 74 > PRIMA OFFICIAL GAME GUIDE,TELOS OVERVIEW
< T-1N1 The sealed room beyond Lorso's office houses a computer mainframe and a mildly psychotic utility droid, T-1N1. You meet this droid only if you take the light-side path and work for the Ithorians.MAP 4 RESIDENTIAL MODULE 082 WEST
B4 >LEGEND to Residential 082 East Medical >OBJECTS Facility Containers Lab Station Terminals Unlocked Door Main Quest: Light Main Quest: Dark 3 D1 Vivarium Sidequest A4 B2 * Numbers correspond to the waypoints in the walkthrough text Ithorian Compound >>> Ithorian Compound < CHODO HABAT This extension of the residential module is home to the Ithorians, who have been awarded the Republic's contract to head the restoration project on Telos. Their genuine desire to revitalize the lifeless surface of the planet doesn't sit well with other more profit- minded factions that covet Republic funds. The Ithorian leader, Chodo Habat, contacts you as soon as you are freed from the TSF holding cells. If you want to pursue the light side, meet with him and offer your help.PRIMAGAMES.COM < 75
, <<< Vivarium The vivarium nearby Before you leave Citadel Station, you must have two displays rare plant bio-antidote implants to help you get through the specimens imported from poison gas vents in the old military base. Kreia's other worlds, including a Treat Injury skill should be high enough to make valuable Bachani plant. these items at the lab station in the medical facility. You can pilfer some leaves from this plant if you get involved with the Smuggling sidequest. Go to Residential Module East and take the shuttle to reach the >>> Entertainment Module. Here you can find a few merchants, the Medical Bay TSF offices, and access to the Cantina and the Dock Module. Opposite the Ithorian compound is a medical facility featuring a lab <<< station and a container of Entertainment Module 081 medical supplies. You need a few ranks in computer use to open the container with the nearby terminal. These medical supplies are also used in the Smuggling sidequest.MAP 5 ENTERTAINMENT MODULE 081
Holding Cells Dobo Brother’s Emporium >LEGEND >OBJECTS Containers x7 Containers Workbenches TSF Station Merchants A1 Terminals B1 to Residential 082 East to Cantina Unlocked Door 5 Main Quest 4 Sidequest * Numbers correspond to the waypoints in the walkthrough text to Dock Module 126 76 > PRIMA OFFICIAL GAME GUIDE,TELOS OVERVIEW
< DENDIS DOBO < SAMHAN DOBO Farther down the hall, a couple of mercenaries are The store here is run by two picking a fight with a hapless Sullustan. You can brothers, Dendis and Samhan Dobo. Dendis, behind the left intervene and fight the mercenaries for a little loot counter, deals mostly in Pazaak cards. Buy some of his low- (light side), leave the Sullustan to his fate (dark side), numbered cards if you want to build a good Pazaak deck. or destroy all three of them (netting both dark and light Samhan, on the other hand, is active in black-market circles and side points). has a wide array of useful inventory. <<< <<< Samhan Dobo is the hub of Terminal velocity: Expedite Citadel Station's thriving your quest with Citadel black market trade. Station's quick transfer system. If you complete the Smuggling sidequest for You pass two entrances to Samhan (see the the Cantina on the right as Sidequests section), he you continue down the allows you to browse his selection of premium (and illegal) hall. Check the information terminal by the second Cantina inventory. If you have the credits, you can buy some of the most door to download the area map and activate it for quick transit powerful weapons and toughest armors from him. Completing later on. the Smuggling missions won't affect your light or dark side balance, so explore this option if you want to gain an early Farther on, past the shuttle to the Dock Module, are the TSF advantage in combat. Even if you don't get involved in offices. Speak with the TSF protocol droid to open the armory smuggling, buy equipment from Samhan's regular inventory. door and reclaim all your confiscated goods. You can loot the Valuable item upgrades can be immediately installed using the rest of the lockers here for some extra equipment and supplies. nearby workbench. >>> Cold and heartless, droids are perfectly qualified for a career in civil service. Since the items you find are determined randomly, you may want to wait and make purchases after you have thoroughly explored the station. This saves you the heartbreak of buying an expensive item, only to find it for free a little later. <<< The TSF Security Chief has the impossible job of keeping you from causing trouble. PRIMAGAMES.COM < 77,MAP 6 CANTINA
C2 >LEGEND 13 to Entertainment Module 081>OBJECTS Merchants Main Quest: Light Main Quest: Dark Sidequest * Numbers correspond to the waypoints in the walkthrough text98Game Room to Entertainment Module 081 < DOL GRENN Telos Swoop Track Records Open the security door here to speak with Rank Racer Record Prize Lieutenant Dol Grenn. He has a trio of bounties 1st Ov Darum 39:77 500 to offer you. See the Bounty Hunting sidequests at the end of this chapter for more information. Galactic Record 37:44 <<< <<< Cantina Game Room < MEBLA DULE < RACE MASTER Prefer a nice game of Pazaak? Then talk to Mebla The Cantina, while small, is densely packed with Dule near the long blue table. You can buy cards, games, characters, and information. If you want play a free game, or place a wager of up to 40 to try some of the minigames, check the eastern credits. Unless you are experienced, try some friendly games room. Speak with the Race Master to try your hand at swoop before laying down any credits. You start off with 10 cards, and bike racing. while it is possible to win with them, your odds are greatly improved by making a few choice purchases. For a truly formi- Practice runs are free, but if you want to race officially, you dable deck, buy all the +/- cards you can afford. must either pay 100 credits or persuade the Race Master to give you a freebie (he gives only one free race). If you beat the record times set by the best racers, you win prizes as shown in the following table: 78 > PRIMA OFFICIAL GAME GUIDE,TELOS OVERVIEW
< CORRUN FALT < BENOK < LUXA Approach the bar to initiate a dialogue with Benok. He boasts that he is the head of security There are two other people to (that is, top thug) for Loppak Slusk. The intro- meet here. The first, Corrun Falt, is a disgruntled Czerka ductions are cordial, but when you meet him later, he won't be employee who gives you valuable information later on if you so nice. After chatting with decide to help the Ithorians. The second, Luxa, plays a role in him, mingle into the overthrowing Loppak Slusk crowd to overhear a and will be waiting here when conversation between a you are ready to take him on. Republic and Onderon As a Zeltron, Luxa has the soldier. They may not see ability to read your emotions; eye to eye, but their tricks like Force Persuade won't conversation is friendly work on her. enough.MAP 7 DOCK MODULE
Docking Bay 3 >LEGEND Docking Bay 1 Docking Bay 2 >OBJECTS Containers Terminals 17 17 Unlocked Door 7 Locked Door B5 Main Quest Main Quest: Light B3 Main Quest: Dark Sidequest * Numbers correspond to the waypoints in the walkthrough text 6 A7 16 A2 to Entertainment Module 081 The Dock Module has three landing bays and a small lounge for the comfort of travelers. Docking Bay 1 on the west once held the Ebon Hawk but is empty now that your ship is missing. The TSF soldiers at the door won't let you in. Docking Bay 2 is used by the Ithorians. After siding with them or the Czerka, come here to pick up a newly arrived B-4D4 protocol droid as part of the main quest.PRIMAGAMES.COM < 79
, later on, return to the Duros for clues about where to find the <<< various fugitives, most of whom are associated with the Czerka Assassins, smugglers, and Corporation. murderers all pass through Czerka's docking bay. After completing your missions on Citadel Station, either the Ithorians or the Czerka Corporation (depending on whether you follow the light- or dark-side path) will allow you to use an Docking Bay 3 is operated orbital shuttle to reach the planet's surface and search for the by the Czerka Corporation. Ebon Hawk. A Duros holds the gate here; although he won't let you in, you can get information from him. If you accept any of the Bounty Hunting sidequestsTHE SURFACE OF TELOS MAP 8 RESTORATION ZONE
Crash Site >LEGEND >OBJECTS 20 Containers Mines 18 Main Quest * Numbers correspond to the waypoints in the walkthrough text to Excavation Site 23 24 Whichever path you chose, you eventually hop aboard a shuttle that is promptly shot down by mercenaries. Fortunately, you crash within the Restoration Zone instead of out in the poisonous wastelands. <<< Unfortunately, the Restoration The ring of mines actually Zone is crawling with merce- makes the hidden cache naries and wild cannocks. easier to find. Bao-Dur meets you here and, recognizing you as his former general in the Mandalorian Wars, offers to renew his The mercenaries have two hidden caches in this area. Each one allegiance. With his help, you is protected by a ring of mines, so approach carefully. The first can fight your way from the shuttle crash site through hordes of cache is adjacent to the crash site; the second cache is to the enemies to reach the Czerka Excavation Site on the zone's other south, beyond a deep gorge. Check the map for exact locations. side. Investigate all the nooks and crannies for incidental loot. 80 > PRIMA OFFICIAL GAME GUIDE,TELOS OVERVIEW MAP 9 CZERKA EXCAVATION SITE
>LEGEND >OBJECTS Czerka Encampment Containers Landing Pad Mines 25 26 Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text to Restoration Zone to Old Military Base The Ithorians have built an encampment here consisting of several >>> warehouses, processing Landing Pad plants, and a shuttle landing pad. They have been muscled out, You can't enter any of the however, by a team of buildings here, but the Czerka mercenaries. You landing pad holds a vital will probably gain a level clue to the whereabouts of or two when you are through fighting them all, and many of the Ebon Hawk. Along the site's southern rim is a ramp leading them carry useful equipment that you can commandeer. down into the next area, the old military base.PRIMAGAMES.COM < 81
,MAP 10 OLD MILITARY BASE
to Excavation Site Container x7 >LEGEND >OBJECTS Hangar Containers Reactor Lab Station 29 Terminals Workbenches Container x4 34 Unlocked Door 32 Main Quest Control Room * Numbers correspond to the waypoints in the walkthrough text Your main quest takes you through this deactivated <<< military base that, despite Tank Droid its disuse, is still protected by tough military droids and poison gas traps. Breath masks or bio- antidote implants are mandatory equipment here until you can deactivate the security system. <<< Bao-Dur's Shield Breaker is the only way through these energy fields. Many passages are blocked by energy fields, but with Bao-Dur's special ability, you can break them down. Eventually you find a shuttle that you can fly to the polar regions, but it's protected by a huge tank droid. 82 > PRIMA OFFICIAL GAME GUIDE,TELOS OVERVIEW MAP 11 POLAR REGION
>LEGEND >OBJECTS Main Quest * Numbers correspond to the waypoints in the walkthrough text to Secret Jedi Academy This massive, featureless plateau of ice is the site of your second shuttle crash. The only thing to do here is survive a battle with a trio of HK-50 assassin droids–no easy feat. The entrance to the hidden Jedi academy is in the mesa's southern half; apart from the assassin droids' remains there is nothing of value here.MAP 12 TELOS JEDI ACADEMY
>LEGEND Container x3 >OBJECTS Containers Meeting Lab Station Hangar Bay 39 Entrance Chamber Workbenches Chamber Unlocked Door Locked Door Main Quest 38 * Numbers correspond to the waypoints in the Prison walkthrough text Meditation Handmaidens’ Chamber Quarters to Polar PlateauPRIMAGAMES.COM < 83
, The Jedi academy is home to The academy's west side is Atris and her many where the action is. You can handmaidens. She gives you a find Kreia and Atton cool reception and reveals that languishing in the prison area; she was responsible for release them and pay a visit to stealing the Ebon Hawk. the handmaiden's quarters in Eventually she agrees to the southwest to find a fair release the ship, and you are amount of booty. The hangar free to explore most of the is in the northwest and complex. Some areas, like the meditation chamber on the east, features both a workbench and a lab station for item tinkering. are sealed for now. You also reunite with T3-M4 here. Most importantly, you finally recover the Ebon Hawk. Once aboard, you are free to continue your journey across the galaxy.MAIN QUEST PATH
Your main goal on Telos is to make your way to the distant polar regions where Atris has built a hidden Jedi academy beneath the ice. This is where you find your stolen ship. However, first you must forge an alliance with one of the groups on Citadel Station to obtain shuttle transport to the surface.ARRIVAL AT CITADEL STATION >SIDEQUEST False Batu
When you arrive at Citadel Station, Lieutenant Dol Grenn When the battle is over, Lt. Grenn arrives and demands an of the Telos Security Force explanation. The assassin, who called himself Batu Rem, is detains the Ebon Hawk for actually an impostor. You can find out more about the assassin inspection and decontami- if you undertake the bounty hunter sidequests. When the TSF nation (I&D). realizes that you were acting in self-defense, they decide to transfer you immediately to a more genteel confinement in the Residential Zone (Waypoint 2 ). Technically you are still under arrest and Lt. Grenn warns you not to leave Citadel Station until a Republic ship arrives to take you into custody. >BEGIN QUEST Ebon Hawk’s I&D >E>EnNd DQ uQeUstE: SATrresAtrerde!sted! >BEGIN QUEST Arrested! You are stripped of all your possessions and thrown into a holding cell (Waypoint 1 ). While Atton and Kreia offer competing plans for what to do next, the conversation is interrupted by a rude assassin who's come to collect the Exchange's bounty on Jedi. You can't talk your way out of fighting him, so go ahead and be bold. Even though you are unarmed, you still have full use of your Force powers and can take down the assassin easily. 84 > PRIMA OFFICIAL GAME GUIDE,TELOS MAIN PATH CHOOSING SIDES >BEGIN QUEST Czerka Calling
<<< The second call is from the B-4D4 protocol droid at the Czerka The Ithorian herd's gentle Corporation. His boss, Jana Lorso, also wants to recruit your nature leaves them assistance regarding the restoration project on Telos. Agree to completely helpless, unless talk with her. When you leave the apartment, head left down you protect them. the hall to find the Czerka offices next door. B-4D4 recognizes you and announces that Jana Lorso can be found at the back of the office complex (Waypoint 3 ). Head through the conference room beyond the reception desk to find Jana and speak with her. This completes the quest, whether or not you decide to work for her. >BEGIN QUEST The Caller >END QUEST Czerka Calling Before you can leave the apartment, you get two incoming calls on the communications console. The first is to announce an Ithorian visitor by the name of Moxa. Agree to speak with him, and he enters to explain that the Ithorian leader, Chodo Habat, <<< wishes to meet with you. If you want to follow the light-side Jana Lorso is proof that path, tell Moxa that you will stop by the Ithorian compound. crime does pay. >>> Chodo can always be found at the back of the Ithorian compound. You can speed up things by refusing both callers and After taking the second call, exit the apartment and head over simply visiting them when you get out of the to Residential Module West. Enter the Ithorian compound on apartment. the hall's south side and head for the back room where Chodo Habat awaits (Waypoint 3 ). To complete this quest, simply talk to him and either accept (light side) or refuse (dark side) STRANDED ON CITADEL STATION his plea for help against the Czerka. >SIDEQUEST High Stakes >END QUEST The Caller <<< If you hurt a mercenary's <<< feelings, he won't be your If you have a conscience, friend. avoid any dealings with the Czerka Corporation After speaking with the Ithorian and Czerka leaders, it's time to get your equipment out of impound. Travel to the Recreation Module, exploring sidequests along the way. Enter the TSF offices at the west end (Waypoint 4 ). PRIMAGAMES.COM < 85,DROID DELIVERY
<<< The TSF impound lockers are ripe for the picking. <<< Practice using Force powers, melee attacks, and ranged attacks simultane- ously in battle. >BEGIN QUEST Ebon Hawk Stolen! >BEGIN QUEST Replacement Restoration Droid The TSF protocol droid has stunning news: The Ebon Hawk is missing! He suggests that you get in touch with the Exchange to learn more. The good news is that all your belongings are Whether you've decided to work for Chodo Habat or Jana Lorso, still secured in the armory lockers, and the droid opens the your next destination is the same: the Dock Module. From the door so you can reclaim your stuff. Empty all the TSF lockers in Recreation Module, hop a shuttle to the Dock Module and the armory and add to your arsenal (Waypoint 5 ). speak with the Ithorian at the desk outside Docking Bay 2 (Waypoint 6 ). When he opens the door, move in and use the >END QUEST Ebon Hawk’s I&D airlock terminal to open the hangar gate. Inside you find the protocol droid you've been sent to collect, along with a very nervous lone TSF escort (Waypoint 7 ). The conversation is cut short when five unnamed thugs stride in to spoil the party. You're outnumbered, but these enemies aren't very strong. <<< Assign each of your characters a thug to fight, and when the If it’s this easy for you, no first three have gone down, you can gang up on the remaining wonder Batu Rem was able two. After the battle, you automatically receive an illegally to break in. modified blaster carried by one of the thugs. Take the blaster to Lieutenant Grenn to begin the Suspicious Goods sidequest, or claim your own piece of the action by taking the blaster to Samhan Dobo and embarking on the Smuggling sidequest. >SIDEQUEST Suspicious Goods >SIDEQUEST TSF Bounty: Batano has Vanished >SIDEQUEST Smuggling >SIDEQUEST TSF Bounty: Escaped Criminals Before you leave, you can open the security door to the north <<< and talk to Lt. Grenn. He lays out three bounties for you. Refer The fate of Telos' to the Bounty Hunter sidequest below for further information. restoration project depends on where you take >BEGIN QUEST New Fuel Source this droid. You're now free to You can also discuss with Lieutenant Grenn the fuel supply continue your mission. problems on Citadel Station resulting from the destruction of Talk to the protocol droid Peragus. If a new source of fuel can be found, Lieutenant Grenn and choose to take him either to the Ithorians or to the Czerka would definitely be interested. You have the opportunity to Corporation, depending on the path you have taken. The scene pursue this matter later on, when you get to Nar Shaddaa. automatically shifts to the destination you have chosen. 86 > PRIMA OFFICIAL GAME GUIDE,TELOS MAIN PATH
>END QUEST Replacement Restoration Droid Kreia interrupts the journey to express her misgivings about becoming tangled in the Ithorian's affairs. After the conver- sation, use the information terminal to make a quick transfer At this point, your path diverges. To follow the light side, talk and enter the Cantina. Target the patrons until you find Luxa; more with Chodo and ask what else you can do to help. To she's the pink woman standing near the bar (Waypoint 9 ). follow the dark side, offer your help to Jana Lorso. Whichever Talk to her and choose the following dialogue options: path you choose, you end up receiving your first lightsaber component and a shuttle ride down to the planet's surface. What do you want? I'm not looking for trouble.ITHORIANS AND THE EXCHANGE What does this have to do with me?
I was, but not anymore. I'm capable, yes. <<< How would this work? This Rodian probably has It's a deal. the most dangerous job on Citadel Station. >>> Gamorreans don't ask questions or waste time with threats. >BEGIN QUEST Ithorian Diplomacy Now you can return to the Bumani Exchange office and gain access. Talk to the After bestowing you with a pair of insulator gloves in reward guard and tell him Luxa sent you. He opens the door for you for escorting the protocol droid, Chodo tells you of the and departs with a warning. Enter and speak with Vula, the problems he's having with Loppak Slusk, the Exchange boss. He receptionist (Waypoint 10 ). Another bureaucratic hurdle! If you asks you to somehow arrange a meeting with Slusk and try to have enough Persuade skill, you can convince her to let you by; put an end to the harassment. The Bumani Exchange office is in otherwise, she summons a quartet of Gamorrean guards for you Residential Module East. Go there and talk to the thug by the to fight. door (Waypoint 8 ). When you're in, head through the door on the >>> right. Slusk and his Luxa is your only hope of entourage confront you getting an appointment. here. After a short exchange of threats, he He rudely dismisses you escapes into his office and since you don't have an leaves you to fight Benok appointment but hints that (who you met earlier in the you might be able to Cantina) and four other arrange a meeting by mercenaries. Concentrate your attacks on Benok first, then mop talking with Slusk's second, Luxa. You can find her at the up the rest. When the fray is over, search Benok's remains to Cantina in Entertainment Module 081, so go there now. find his modified gold blaster and equip it on Atton. Save your game and bash open the locked door to continue the quest. <<< Luxa seems respectful, but she'll say anything to >>> manipulate you. Don't Exchange thugs are often trust her. willing to betray their masters in exchange for their lives. PRIMAGAMES.COM < 87, More Gamorreans wait here, but fortunately they are on Luxa's side. Talk with the Gamorrean boss Before you leave, check the bodies for equipment. You by the door and he lets can find an Exchange negotiator on Luxa's remains you through before fleeing while Slusk has a Systech aural blaster that makes a the scene. Slusk sends a fine weapon for Kreia. Open the footlocker against the pair of bodyguard droids to wall for some extra loot. Before you go, use the security deal with you. Fight them terminal, access the remote camera controls, and check with ion weapons if you on the holding cells (Waypoint 12 ). Earn a light side have them; Force Lightning also works very well here. Now that bonus by deactivating the energy field and releasing the you've cleared away his troops, go through the last door. imprisoned Ithorian. When you've taken everything, save your game and head back to the Ithorian compound to report to Chodo Habat. >END QUEST Ithorian DiplomacyTHE SPY DROID
Isolate Slusk with covering fire while you close in for the kill. Slusk is cornered and has nowhere else to run. To <<< complicate matters, Luxa and her three Gamorreans show up The scoundrel is impressed (Waypoint11). You end up fighting both Slusk and Luxa; with your diplomacy. choose passive options during the conversation and you can battle them separately. If you choose aggressive options, you must fight them at the same time. Luxa is a tough opponent, but Kreia's Force powers can weaken her so much that she won't stand a chance. After slaying her and the Gamorreans, Slusk makes one last attempt to talk you out of killing him. You can let him live, but you won't get dark side points for finishing >BEGIN QUEST Czerka Mainframe him off, so you might as well. If you choose to fight, have your main melee character run around the desk to battle in close quarters while the other two party members take out the turrets >BEGIN QUEST Crafting a Lightsaber on either side of Slusk's desk. In thanks for your help, Chodo gives you a lightsaber emitter fixture. With an energy cell and a focusing lens, the emitter is <<< one of three essential components needed to make your own Help the Ithorian rejoin his lightsaber later on. Herd for light side points. For his final request, Chodo asks you to somehow hack into the Czerka mainframe and obtain records that reveal their corruption and Exchange ties; Chodo can use this to end their meddling and ruin their reputation with the Republic. To begin, suggest trying to bribe a Czerka employee. Chodo is reluctant, but you can Persuade him to give you 500 credits to use as leverage; he also hints that a good bribe target can be found at the Cantina, so head there next. 88 > PRIMA OFFICIAL GAME GUIDE,TELOS MAIN PATH
You are automatically transported back to the <<< Ithorian compound, where Corrun is under a lot of Chodo Habat installs some stress, and it shows. modifications on B-4D4. Now controlling B-4D4, return to the Czerka offices and talk to Jana Lorso (Waypoint 16 ). She opens the mainframe door for you. At the Cantina, find Corrun Falt by the stage (Waypoint 13 ). Talk to him and choose these responses: A suspicious T1-N1 droid questions you, but What can you tell me about Czerka? succumbs to B-4D4's Tell me about Czerka. relentless logic and heads How do you think she'll mess up? off on a senseless trigger- Maybe I can help you. happy rampage. With this There are some files I'd like to get my hands on. Files I diversion, you can access imagine wouldn't make her look good if they went public. the mainframe terminal I'm just looking for some dirt, that's all. and download the records So how do I get in? you need as well as erase all the information tying you to Czerka. Return with the infor- At this point, Corrun Falt is willing to accept the bribe, but you mation to Chodo Habat. can try to Persuade him to take less than 500 credits (or even to help you for free). He says that B-4D4, the Czerka protocol >END QUEST Czerka Mainframe droid, can get into the mainframe if you gain control of him somehow. To do this, you must obtain maintenance credentials from Opo Chano in apartment B2. Go back to Residential <<< Module East, visit Opo Chodo's shuttle awaits you Chano, and tell him you in docking bay two. need his credentials (Waypoint 14 ). He won't Chodo finally tells you part with them easily, about Bao-Dur, a soldier however. You can threaten on the planet's surface who or even destroy him to get can help you track down what you need, but this the missing Ebon Hawk, and offers the use of the Ithorian will earn you dark side shuttle to take you to him. As you make your way back to the points. You can avoid this by paying off his 2,500 credit debt to Dock Module, you receive an urgent message from Chodo the Exchange either with your own money or, even better, by Habat's assistant Mozo: the Ithorians are under attack! going back to Chodo Habat and getting the credits from him. >SIDEQUEST Ithorians Under Attack When Odo gives you the credentials, go to the You can go back and save them if you wish, or leave them and Czerka offices and talk to go to the Dock Module to take the Ithorian shuttle down to the B-4D4 (Waypoint 15 ). Tell surface (Waypoint 17 ). Refer to the Ithorians under Attack! him to come with you and sidequest for more information. show the credentials to force his compliance. PRIMAGAMES.COM < 89,ASSASSINATE LOPPAK SLUSK Go to Residential Module West and head for the communica-
tions console in the back (Waypoint 9 ). Accept the call and a mysterious voice instructs you to go to apartment B3…and to <<< go alone. This means you must use the Party menu to remove Jana Lorso doesn’t Kreia and Atton; using Solo Mode isn't good enough. If you go mince words. to apartment B3 with anyone else in the party, no matter how far away they are, the arms dealers won't let you in. <<< Negotiate new terms with >BEGIN QUEST The Exchange the arms dealers. Talk to Jana Lorso and she asks you to perform a bold task: eliminate Loppak Slusk to eliminate Exchange interference on Telos. She adds that you can gain entrance to the Exchange offices by talking to Luxa, Slusk's second, at the Cantina. Once inside, the door slams behind you (Waypoint 10 ). The dealers arrive a moment later. At first, the deal seems to go off >BEGIN QUEST Luxa & Loppak without a hitch; but at the last minute, they decide to double- cross you and you must fight. The instant the battle begins, enter the menu and reassign Atton and Kreia to your party to >BEGIN QUEST Arms Dealing help out. The three of you easily dispatch the thugs. When the job's done, return to the Cantina, and talk to Luxa to complete the quest. You can hand over the 500 credits you received from the arms dealers; but why not keep it for yourself? >>> >END QUEST Arms Dealing Luxa is stronger than any man in the Cantina, and fiercely proud of it. >BEGIN QUEST Opo Chano Find Luxa by the bar in the Cantina (Waypoint 8 ). She agrees to get into the Exchange, but only if you pass a <<< couple of tests for her. The first job is an illegal arms deal; she If you work for Jana Lorso, wants you to go in her place. It sounds like a setup, but you Opo pays the ultimate price. don't have any choice. Luxa gives you a case of weapons and tells you to go to the medical unit in Residential Module West to receive a call that provides details of the deal. Luxa's next job involves an outstanding debt of 2,500 owed the Exchange by Opo Chano, the droid technician who lives in apartment B2. Return again to Residential Module West and enter Opo Chano's <<< apartment (Waypoint11). Tell him you're there to collect; since Sometimes walking into a he doesn't have the money, you have little choice but to slay trap is the fastest way to him. You could also rescue him by paying off the debt or help strike at your foes. him escape Citadel Station; these actions earn you light side points, however. Afterward, return to the Cantina and give your report to Luxa. >END QUEST Opo Chano 90 > PRIMA OFFICIAL GAME GUIDE,TELOS MAIN PATH
Finally, Luxa reveals her true colors by confessing that she never knew where your ship was; now you must fight her as <<< well. She's a little tougher than Slusk, but concentrated attacks Force Persuade eliminates take care of her in short order. When the carnage is done, the need for an search the entire office for valuables and return to Czerka. appointment. >END QUEST Luxa & Loppak At last, Luxa agrees to set up a meeting with Loppak Slusk. Head for Residential >END QUEST The Exchange Module East, and talk to the thug by the door (Waypoint 12 ). Tell him Luxa sent you, and he lets you in before departing with a warning. To go any farther, you must deal with Vula, the THE EXCHANGE COUNTERATTACKS receptionist (Waypoint 13 ). You can try to Persuade her to open the next door; if you fail, she summons a squad of >BEGIN QUEST Czerka Under Attack Gamorrean guards to deal with you. Slaughter them and proceed through the next door on the right. Slusk and his minions are here. After a few insults, <<< the Exchange boss retreats Melee attacks get a bonus if to his office and leaves his your target has a ranged cronies to battle for him. weapon. Concentrate your attacks on Benok first (you met him earlier in the Cantina, Unfortunately, getting to remember?) before dealing Jana Lorso won't be easy. with the weaker thugs. The mercenaries hired by the Exchange, now out of work, have Scavenge any goods left behind after the battle, then bash down stormed the Czerka offices and have taken over the show. the door Slusk fled through. Three Gamorreans are here, but Carefully battle your way through their ranks, taking care that fortunately they're on Luxa's side. Talk to the Gamorrean boss no member of your party runs off alone (Waypoint 15 ). by the door and he lets you into Slusk's inner sanctum. Between skirmishes, retreat and take time to save the game and heal yourself if needed. As always, don't hesitate to augment Slusk makes a few feeble your combat skills with both offensive and defensive Force attempts to parley for his life, powers or with adrenal stims. After slaying all the mercenaries but when Luxa shows up, and relieving their bodies of any valuables, you can finally meet there's no option left but to with Jana Lorso and complete the quest. If you ask for payment, fight (Waypoint 14 ). Avoid she gives you 800 credits. Talk to her again and she arranges a overly aggressive responses shuttle for you to take down to the planet's surface. It's waiting here, or you have to fight for you in Docking Bay 3, so go there and talk to the Duros Slusk, Luxa, and Gamorreans (Waypoint 16 ). all at once. It's much easier to defeat Slusk first; he's defended by turrets on either side of his >END QUEST Czerka Under Attack desk, but ignore them and concentrate on the Exchange boss. When he drops, the turrets deactivate. <<< >>> Jana Lorso is very polite Stun Luxa with critical and generous for an evil strike, then take your time. corporate executive. PRIMAGAMES.COM < 91, The Duros gives you a final gift from Jana Lorso–the lightsaber emitter fixture. With an energy cell and a focusing lens, the emitter is one of three essential components needed to make <<< your own lightsaber later on. Always recover mines in solo mode to keep your He opens the door for you, and you can finally board the shuttle friends out of harm's way. and escape Citadel Station (Waypoint 17 ). Next to the shuttle's wreckage is the first of two hidden caches left by the mercenaries (Waypoint 19 ). It's protected by a ring of mines, but Bao-Dur's Demolition skill is high enough to recover the mines safely. Before you take off, pay a final visit to the Dobo brothers and make some final purchases. You won't have another chance to buy items for a while. >>> Hone your abilities on theTELOS RESTORATION ZONE willing Cannocks before
moving on. Whatever path you choose, you end up taking a After taking the loot, head shuttle down to the east into the open field surface. Incoming flak where a few cannocks are from the Czerka instal- grazing (Waypoint20). You encounter a lot of these beasts in lation slams into your craft this area, so take time to get a feel for their strength. They are and you crash just inside aggressive but not too strong–fight every one you meet for the western border of the valuable experience points. Restoration Zone. You are greeted by a muscular Zabrak with a cybernetic arm who introduces himself as Bao- Dur (Waypoint 18 ). His array of skills and his ability to shatter >>> energy barriers will be necessary in the upcoming areas, so you Gang up on mercenaries must leave either Atton or Kreia behind. The choice is yours, one at a time; don't spread but we recommend taking Kreia so that you can benefit from yourself thin. her array of Force powers.BAO-DUR
TECH SPECIALIST LEVEL 6 VITALITY: 48 ATTACK STYLE: Melee Head south to find a narrow canyon mouth blocked by a PREFERRED SKILLS: mercenary patrol (Waypoint21). Save your game before Computer Use, Security, Repair, Demolitions rushing in to do battle. Many of the mercenaries in this area use SPECIAL ABILITIES: shielding to protect them; Bao-Dur can smash these shields Shield Breaker, Repulsor Strike with his fists while your character battles the unshielded enemies and Kreia provides Force support from the back ranks. Bao-Dur starts off with no equipment at all. Outfit him with any spare armor and your best ranged attack weapon, but leave his other weapon slots empty so he can fight bare- handed. Strip Atton of his armor or equipment if you need to. To complete your preparations, take some time to level up your new companion. See Bao-Dur's profile in the "Friends and Foes" section for advice on how best to spend your skill points and feats. 92 > PRIMA OFFICIAL GAME GUIDE,TELOS MAIN PATH
powers. Do not try to rush through the mines–there are a lot of them and you might not make it to the hilltop. When the guns <<< are destroyed, carefully recover the mines and ascend the slope Lure enemies around the to the next area. corner and then ambush them at close range. CZERKA EXCAVATION SITE <<< Use guaranteed damage attacks like Force Lighting to defeat the droid master. >>> Destroy the sentry droid Beach these cannocks for that guards the valley experience and items. entrance, then head forward to meet the mercenary droid master and a pair of warbots (Waypoint25). She's the one who's been laying these traps for you, and she's Continue through the here to make a final stand. She uses a shield as combat starts, canyon to emerge on the so have Bao-Dur rush in to use his shield-breaking ability on beach. Another mercenary squad is camped in the open ground her while your character and Kreia concentrate on the warbots. to the south (Waypoint22). You can skirt around them by Don't worry about taking damage from the mines here; you hugging the shore and cliffs, battling cannocks and collecting need to close the distance as quickly as possible. If you're items as you go. You don't have to battle the mercenaries, but carrying grenades, have each character toss one as their first they are worth a lot of experience and provide excellent battle action. After the battle, take time to heal yourself and save practice. It's best to approach from the south, from behind the before rounding the next corner where the toughest battle yet cover of the rocky spires that jut from the plain. Save your game awaits. and use Force power enhancements before you move in. >>> Force Lightning can bypass <<< the mercenary's defenses. There are two lootable targets in this cache. The mercenary commander here is extremely strong When the dust settles, and protected by an energy check all the bodies for shield. After a verbal valuables and move exchange, the battle begins southwest to the dead end (Waypoint26). Equip energy shields of your own and use them where you find the second mercenary cache (Waypoint23). immediately, then send Bao-Dur in to smash the enemy's Bao-Dur can clear away the mines that block your access. shields. Kreia should attack with mind-affecting Force powers like Horror while you go after the unshielded mercenaries. If you brought Atton along, have him hurl grenades from a <<< distance before you close in, then switch to your best blaster. Snipe the turrets before clearing a safe path. When you have every- >>> thing, head toward the exit Take the high ground to in the southeast. A dense secure the excavation site. mine field surmounted with automated turrets stands in your way (Waypoint24). If Bao-Dur tries to clear the mines, the turrets cut him down, so take out the guns first from a distance with ranged weapons, ion grenades, and Force PRIMAGAMES.COM < 93, There are still several more mercenaries around, so make sure nobody runs off to continue the fight after you defeat the <<< commander. Back off and take time to heal and save the game Close with military droids before pressing on. When you're ready, enter the compound and to avoid their thrown take out the mercenaries on the ground before ascending to the grenades. landing pad where a final knot of enemies await (Waypoint27). Break through the next energy barrier to encounter <<< a group of Telos military Bao-Dur discovers an droids. These are fairly anomalous energy source in strong, so watch your health closely. Force Lightning works very the distant polar region. well here. In the next room, use the terminal (Waypoint29) to open the door and continue on to battle more droids and When the area is secure, turrets, making sure to save your game between encounters. approach the terminal Check all the dead ends as you go to search for scattered loot; here; Bao-Dur discovers a you can find an Aratech droid oxidizer that you should immedi- mysterious energy trace ately equip. coming from the polar region. This is where your ship has been taken, but you need another shuttle to get there. To find one, head south to enter the old military base. >>> Breathe easier after youTHE OLD MILITARY BASE disable the gas vents with
this terminal. <<< Breath masks and bio- Just beyond the room with antidote implants make a workbench and lab your team immune to station, you find a shuttle. poison. You must open the hangar doors and find the shuttle's ignition codes to take off, so continue south to explore the rest of the facility. Behind the energy barrier is a security terminal you can use to deactivate the poison gas vents (Waypoint30). Empty the lockers and check the room across the hall. The To protect everyone from the poison gas traps here, equip the hangar terminal is off-line bio-antidote implants you made on Citadel Station and the due to a reactor shutdown, breath mask left over from Peragus. Also equip any ion weapons so leave and go south to you have; this facility is crawling with military droids. find the reactor controls. When you're ready, approach the energy barrier and Bao-Dur demonstrates his shield-breaking ability (Waypoint28). Four turrets spray blaster bolts at anyone entering the next room; instead of fighting them, quickly run up to the terminal between them and use it to deactivate the defense system and download a map. Fight your way through another squad of droids until you reach a lone Twi'lek who has somehow survived the security lockdown (Waypoint31). You can offer to rescue him (light side) or cruelly slay him (dark side). If you decide to help, he tags along until you can escape. 94 > PRIMA OFFICIAL GAME GUIDE,TELOS MAIN PATH
<<< TANK DROID BATTLE No extra charge: Military droids explode when you overload their circuits. <<< Kreia prescribes Continue east to find a Force Lightning, and droid-recharging station. lots of it! Defeat the enemies here and use either terminal to overload the recharging stations and destroy the droids inside, then move on. Follow the passage as it bends north, clearing out any droids that try to stop you, until you reach the >>> reactor control terminal Ion enhancements give (Waypoint32). When you your weapons the power bring the reactor online, to carve droids to scrap. three events occur. First, four turrets in the room behind you activate and attack. Second, the sealed door in the droid-recharging station opens. Third, a gigantic tank droid is released into the shuttle hangar. TANK DROIDTAKEDOWNS
>>> ■ Bao-Dur's Repulsor Strike ■ Ion weapons Search the footlocker to ■ Force Lightning ■ Aratech droid oxidizer ■ Stun Droid find shuttle ignition codes. The tank droid is a gigantic, lumbering machine that Take out the four turrets attacks with grenades and a flamethrower. Keep your and go back to the party members separated during this fight to minimize recharging station. Enter grenade damage. Like all droids, he is vulnerable to ion the room on the north and weapons and electrical attacks, so equip any ion- pass through the next door enhanced weapons you have before the battle. to find a footlocker containing a datapad with the shuttle ignition codes (Waypoint33). Continue back to the shuttle Before you attack, activate energy shields for every hangar and save your game before entering to do battle with the member of your party to protect against the tank mighty tank droid (Waypoint34). droid's powerful flamethrower. Bao-Dur's Repulsor Strike deals good damage, especially if you boost him with adrenal strength stims beforehand. Force Lightning is also very potent. In this battle, it's best for you to concentrate on healing and support while your companions focus on dealing damage. If you didn't bring Kreia along to cast Force Lightning and Stun Droid, this burden falls on you. Let Atton throw ion grenades and equip him with the Aratech droid oxidizer so he can attack from a distance. PRIMAGAMES.COM < 95, where Kreia bores into Atton's mind and finds dark secrets lurking there. <<< Consulars should keep their distance from the tank droid until the fight is over. <<< Atris taunts you with your With the tank droid own lightsaber. defeated, search the room he emerged room to find several containers full of useful equipment. Then use the hangar control terminal to open the shuttle bay doors. You can finally take off to see what lies in the frozen polar region.POLAR REGION >BEGIN QUEST Lost Jedi
HK-50 assassin droids are still hot on your trail, and The scene shifts to the meeting chamber where you have a long they prepare an ambush to conversation with Atris (Waypoint36). Your attitude here can welcome you to the icy shift you strongly toward the light or dark side, so choose your mesa. Once again, your responses carefully. She has your old lightsaber, but nothing you shuttle is blasted from the can say will convince her to give it to you. sky; Bao-Dur is knocked unconscious; replace him with Atton. <<< Your destiny causes ripples, affecting even those you have never met. >>> Focus your attacks on each After the conversation, assassin droid in turn. explore the academy and search for your friends. When you crawl from the Take time to question the handmaidens to learn about the burning wreckage, a trio of academy and gain a nice experience point reward. HK-50s confront you (Waypoint35). While tough, they aren't much worse than the military droids you were fighting earlier. Concentrate all your firepower on taking >>> them down one at a time. When the battle is over, search each If she falls for you, her fate droid's remains for a few valuable bits of droid equipment, then becomes tied to yours. journey south to find the underground complex's entrance. Unfortunately, you have no choice but to leave Bao-Dur behind for now.ATRIS’ JEDI ACADEMY
A few handmaidens arrive to investigate the crash site while you find yourself confronted by more handmaidens who In the entrance chamber you will find the "last" of the take you into custody. Kreia, handmaidens; look for the girl who isn't wearing a hood Atton, and Bao-Dur are (Waypoint37). Indulge in conversation with her to thrown into holding cells further shift your character toward the light or dark side. (again!) and spend their time in a sinister conversation 96 > PRIMA OFFICIAL GAME GUIDE,TELOS SIDEQUESTS
Locate your companions in the holding cells on the academy's west side (Waypoint38). Send one away to await you on the ship; it's best to take Bao-Dur with you so he can open locked containers with his security skill. You can find a lot of these in the handmaiden's living quarters to the southwest. When you're If your character is male, the handmaiden will be through searching, head northwest to finally reunite with T3- waiting for you on the Ebon Hawk when you depart. If M4, who's held behind a containment field (Waypoint39). you are playing a female, this won't happen, but you With your party now assembled, board the Ebon Hawk to can recruit the disciple later on. continue your journey. >END QUEST Ebon Hawk Stolen!SIDEQUESTS
There are a number of sidequests you can undertake on Citadel Station for extra items, experience, and light or dark side points. Most of these involve Lieutenant Dol Grenn, who can be found in the TSF security offices in Entertainment Module 081.A: BOUNTY HUNTER MISSIONS
<<< Talk to Leiutenant Dol The trail to Batono starts Grenn and ask if there's with this Twi'lek guard. any work you can do (WaypointA1). He lists three bounties that he's seeking help with. Since you're a newcomer to Citadel Station and not officially affiliated with the TSF, potential witnesses are more likely to speak with you. In addition, your Persuade skill can convince even the most reluctant beings to cough up valuable information. The first bounty involves a Czerka employee by the name of Batono. He works as a dock manager for the >BEGIN SIDEQUEST Batano has Vanished Czerka Corporation, so begin your quest by heading to the Dock Module and speaking to the Twi'lek guard by the door to Docking Bay 3 (WaypointA2). He's not very helpful but suggests you take the matter up with Jana Lorso, the Czerka executive in Residential Module East. Earn a dark side bonus by threatening the guard, but he won't give you any new information. PRIMAGAMES.COM < 97, From there, head to the Czerka offices in Residential Module East and talk to Jana Lorso Return to Residential Module East and head for (WaypointA3). Ask her apartment C1 (WaypointA5). Enter using the passkey about Batono; she admits Chodo Habat gave you to meet Batono. You have several that he was a Czerka options at this point. You can reassure Batono, employee and asks you to promising to protect him if he testifies against Czerka; report back to her if you you must then battle a few mercenaries waiting outside find him. From her veiled the apartment in order to escort him safely back to the threats, it's clear Batono has incriminating evidence tying TSF offices where Lieutenant Dol Grenn awards you the Czerka to the weapon smuggling that's occurring on Citadel 300 credits assigned to this bounty. If you threaten to Station, and she has no intention of letting him live long reveal Batono's location to Czerka, he offers you 500 enough to make a report to the authorities. She directs you to credits to keep quiet; if that fails to buy your silence, he the Ithorians for more information. attacks. Finally, you can falsely promise to keep him safe, then betray him by returning to Jana Lorso and telling her all you've learned. Naturally, the last two <<< options propel you down the dark side of the Force, Chodo should have known while a magnanimous rescue raises you to the light better than to lie to a Jedi. side. Any of these actions ends the quest. >END SIDEQUEST Batano has Vanished >BEGIN SIDEQUEST Escaped Criminals The second bounty lies on the heads of two escaped Travel to Residential Module West and enter the murderers, a Devaronian Ithorian compound (WaypointA4). Talk to Chodo and a Rodian. They were Habat about Batono and Persuade him to divulge the able to flee TSF custody fugitive's whereabouts. He reveals that Batono is safely when the false Batu Rem hidden in apartment C1 and gives you a passkey so you tried to assassinate you. can enter. When he asks your intentions, you can Lieutenant Dol Grenn promise to keep Batono's secret (light side) or lie if you wants to see them brought intend to turn Batono over to the Czerka (dark side). back to justice. Not surprisingly, you can find the pair of fugitives in the Czerka Corporation offices (WaypointA6). No matter what you do here, the pair of criminals flee to hop aboard a shuttle bound for the Restoration Zone on the surface of Telos. To collect the bounty, return to Lieutenant Dol Grenn and lie about killing the pair of fugitives. He falls for it and rewards you with the promised bounty, completing the quest. >END SIDEQUEST Escaped Criminals 98 > PRIMA OFFICIAL GAME GUIDE,TELOS SIDEQUESTS
>BEGIN SIDEQUEST False Batu Plummet further toward the dark side by helping Samhan Dobo extend his smuggling operations on Citadel Station, or exalt yourself to the light side by putting an end to illegal trafficking. The third bounty involves You can begin this quest after completing the Replacement Batu Rem, the man whose Restoration Droid quest and after you've obtained the modified identity was stolen by the hold-out blaster. Take the blaster to Samhan Dobo's shop assassin who attacked you (WaypointB1) and show it to him, then tell him you're inter- while you were in the TSF ested in getting involved with the black market. If you help him holding cells. Lieutenant obtain three items he needs for illicit trade, he allows you to Dol Grenn would like to browse his private stock of superior inventory. know what happened to the real Batu Rem. Head for the Docking Module and talk to the Duros behind the desk at Docking Bay 3 (WaypointA7). Bribe him with 25 credits, and he looks up Batu Rem's records on his manifest and reveals the assassin came from Nar Shaddaa. Return to Dol Grenn and tell him what If you intend to put a stop to Samhan Dobo, visit you've learned to complete the quest. Lieutenant Dol Grenn. Tell him the whole story and he will provide all three items outlined in the following >END SIDEQUEST False Batu tasks so you can stage a trap for the crafty vendor.B: THE BLACK MARKET
<<< Taking leaves: Deactivate or bypass the security field to harvest the Bachani plant. >BEGIN SIDEQUEST Suspicious Goods The first item Samhan requests is a handful of leaves After defeating the thugs who try to take the Ithorian protocol from the Bachani plant in the Ithorian compound. Go droid in Docking Bay 2, you find an illegally modified blaster on there and enter the Vivarium (WaypointB2). The plant one of their bodies. The blaster is evidence that points to a is protected by a security system, so have Atton take the healthy black market operating on Citadel Station. If you want leaves if your Security skill is low. Leaves in hand, to get a piece of the action, take the blaster to Samhan Dobo return to Samhan and give them to him to complete the and show it to him. You can also eradicate the influx of illegal first task. goods by shutting down the smugglers; if this is your choice, show the blaster to Lieutenant Dol Grenn instead. >END SIDEQUEST Suspicious Goods <<< The Ithorians' prototype >BEGIN SIDEQUEST Smuggling on Citadel Station shield is found in their shuttle hangar. >BEGIN SIDEQUEST Smuggling PRIMAGAMES.COM < 99, Next, Samhan asks for a prototype shield generator kept When you have performed all three tasks, Samhan has a in the Ithorian Docking Bay. Go there and speak with final request. He asks you to escort him to the Czerka the Ithorian at the door. Persuade him to let you in, docking bay so he can make a shipment (WaypointB5). then head for the storage room in the corner of the bay If you agree to this (dark side), you have a minor (WaypointB3). Another Ithorian confronts you here; skirmish with a few TSF officers in the docking bay. you can Persuade him to let you take the shield Samhan then offers a sizeable discount on all his wares generator or simply kill him. Grab the shield generator for you as a reward. You also have the option of tipping from the locker and return with it to Samhan to off Lieutenant Dol Grenn to the operation; in this case complete the task. you fight Samhan Dobo instead, resulting in his arrest (light side). Naturally, you won't be able to buy anything else from him if you choose this option, but at least your conscience will be clear. >>> Steal these medical >END SIDEQUEST Smuggling supplies and sell them on the black market. >END SIDEQUEST Smuggling on Citadel StationC: THE TWI’LEK SLAVE
<<< No Jedi should be without their For his final errand, Samhan wants you to steal some medical supplies from a container in Residential Module own Twiílek dancing girl. West. Go there and enter the medical unit at the hall's end and locate the sealed container (WaypointB4). Use the terminal next to it to deactivate the seal, then take the medical supplies and leave. On your way out, a TSF officer confronts you; kill him and return to Samhan with the medical supplies. Task complete! >BEGIN SIDEQUEST High Stakes <<< Samhan Dobo surrenders To begin this quest, enter apartment A1 in Residential to the TSF sting operation. Module East and speak to Harra. (WaypointC1) He bet his sweetheart, Ramana, on a game of Pazaak and lost; now she dances as a slave in the Cantina. Go there and locate Doton Het, Ramana's new owner. (WaypointC2) He demands 2000 credits to release the girl to you, but if your Persuade skill is high you can negotiate for a lower price. Now that you own a dancing Twi'lek slave, you have options. You can command her to keep dancing and return from time to time to collect her earnings, earning dark side points. For a light side bonus, bring Ramana back to Harra and then set her free, allowing her to carve out her own destiny. 100 > PRIMA OFFICIAL GAME GUIDE,TELOS SIDEQUESTS
>END SIDEQUEST High Stakes >>>D: THE MERCENARY INVASION Get the key from Moza in
the Vivarium before >BEGIN SIDEQUEST Ithorians Under Attack! rescuing Chodo Habat. <<< If you don't save the Ithorians, they'll be annihi- lated. Return to Residential Module West to find the merce- You can only undertake naries in the Ithorian compound. Slay all that you this sidequest if you meet, then head for the Vivarium to find Moza worked for the Ithorians (WaypointD1). He gives you a passkey that lets you on Citadel Station. After they have agreed to provide you with a enter Chodo Habat's room. Use the passkey and finish shuttle, you receive a message from Moza begging you to return off the last of the mercenaries to finish the quest. Earn to the Ithorian compound; the Czerka have sent in a squadron a light side bonus by declining any offered reward, or of mercenaries and Chodo Habat's herd is being slaughtered. descend into the dark side by milking the Ithorians for every last credit in exchange for saving their skins. >END SIDEQUEST Ithorians Under Attack! PRIMAGAMES.COM < 101,EBON HAWK INTERLUDE
The Ebon Hawk, a space-worn freighter modified for smuggling, is your personal transportation across the galaxy. It's also a sancutary for you and your companions; you can get to know your allies, plan your next move, or upgrade your gear at the workbench. With the future uncertain and mobility at a premium, the Ebon Hawk is worth its weight in spice–unquestionably your most valuable possession.MAP 1 EBON HAWK INTERIOR
Communications Cockpit Garage >LEGEND >OBJECTS Port Containers Dormitory Starboard Terminals Dormitory Workbenches Cargo Hold Garage Med Bay EnginesTAKING COUNSEL THE LOST JEDI
Name Planet Master Vrook Dantooine Master Zez-Kai Ell Nar Shaddaa Master Kavar Onderon Master Vash Korriban Master Atris Telos After the Ebon Hawk enters hyperspace, T3-M1 displays a holo A conversation between Atton, Bao-Dur, and T3-M1 follows. record of your trial before the Jedi Council that hints at a The Zabrak tinkers with the droid, giving it a permanent +2 hidden motive behind your exile. More Jedi secrets! The droid CON bonus. After that you are free to explore the ship. then displays a roster of the Jedi Masters and which planet each one is hiding on. 102 > PRIMA OFFICIAL GAME GUIDE,EBON HAWK : INTERLUDE
Bao-Dur offers to help you construct a lightsaber if you can obtain the necessary components. You need an energy cell, an emitter matrix, a focusing crystal, and a lens. You received the first piece on Citadel Earn light side points and influence by talking to T3-M4, Station; to find the who can be found patrolling the central corridor. If you have remaining components you high INT and good Repair or Computer Use skills, you can must locate the Jedi make further upgrades to the droid that grant permanent Masters on Onderon, stat bonuses. See the profile on T3-M1 in the "Friends and Dantooine, and Nar Foes" section for more information. Shaddaa. If your character is male, the ‘last’ Echani Handmaiden appears. She stowed away aboard your ship, and reveals herself as you discuss what to do next. After assigning her a berth in the cargo hold, go there and talk to her to Utilize the workbench and lab station to stock up on items and gain influence and combat improve your equipment. You should have a few ion-enhanced training. weapons for droid battles and a supply of energy shields and medpacs. If you are low on the needed components or lack the proper skills, wait to buy the needed items from the next merchant you meet. After speaking to Go to the Port Dormitory for a talk with Kreia. Emphasize everyone, use the galaxy the importance of friendship in your responses (light side) map on the bridge to begin or express your contempt for it (dark side). You have the your search for the option of questioning her, but she won't divulge much infor- remaining Jedi Masters. mation until your influence with her is stronger. While you are free to visit the planets in any order, we recommend going to Nar Shaddaa first. If you make a different choice, skip ahead to the appropriate chapter and come back to Nar Shaddaa later. PRIMAGAMES.COM < 103,NAR SHADDAA AREA OVERVIEW
The Ebon Hawk touches down on a landing pad at the edge of the Refugee Sector. The Exchange boss, G0-T0, tracks your arrival and warns the bounty hunters to keep their distance from you, but your friends remain fair game. Your main objectives here are: get in enough trouble to draw the bounty hunters and the Exchange out of hiding so you can strike at them, find Jedi Master Zez-Kai Ell, and obtain a new ID transponder for the Ebon Hawk so you can take off without being shot down.MAP 1 REFUGEE LANDING PAD
Swoop Gallery to Docks 3 22 >LEGEND C1 >OBJECTS Containers Merchants 21 2 Terminals A2 Workbenches A1 to Entertainment 1 Promenade Unlocked Door Main Quest Sidequest Ebon Hawk Swoop Garage * Numbers correspond to the waypoints in the walkthrough text to Refugee Sector The Ebon Hawk parks on this area’s west end. Around the central walkway are several alleys, If you bring T3-M4 with you, Kodin offers to buy the shops, and other places of droid for 500 credits (or more, if your Persuade skill is interest packed with alien high enough); this earns dark side points and removes thugs, beggars, smugglers, the droid from your party. T3-M4 rejoins you later on if and crooks. The Swoop you choose this option. Gallery and Swoop Garage are located here as well. < GEEDA < KODIN Look for the Rodian Geeda in the northeast Several merchants have set up makeshift stores corner. Because she actually likes humans here. Kodin scavenges droid parts and can be (considered a perversion by other Rodians), she found in the northwest corner. Buy the HK offers a slight discount on her wares. Her selection of items chassis from him for 1,500 credits; it’s one of the essential parts isn’t the best, but at least the prices are reasonable. you need to activate the HK-47 droid aboard the Ebon Hawk. 104 PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA OVERVIEW
< OONDAR THE SWOOP GARAGE Geeda’s biggest rival is Oondar, a shifty Duros < TEINN TUBB who refuses to sell to you until you have muscled the Rodian out of the area. The best plan is to buy < TT-32 what you need from Oondar first, then you can get rid of him later without missing out on what he has in stock. The Swoop Garage lies in the Refugee Landing Pad’s southwest. Teinn Tubb is the master mechanic here, despite being old and nearly blind. Teinn helpsTHE SWOOP GALLERY you change the Ebon Hawk’s ID transponder codes when you’re
ready to leave Nar < C9-T9 Shaddaa. He’s assisted by TT-32, a friendly protocol < LUPO SHAR droid who makes a valuable droid renewable shield for you. There are several containers full of < BORNA LYS equipment and a workbench here as well. < MODO SO Located in the Landing Pad’s OTHER POINTS OF INTEREST northwest, the Swoop Gallery is the place for pilots and gamblers to risk their lives and their credits on a race through the sewer channels of Nar Shaddaa. The Exchange dominates the championships with their droid, C9-T9. You must take him <<< out of commission if you hope to make a profitable wager here. Ratrin Vhek Lupo Shar, a crooked Twi’lek, handles the betting, but he is replaced by Borna Lys after you eliminate the racing droid. Speak with Modo So in the back room to practice the course or enter an official race. < RATRIN VHEK Ratrin Vhek approaches you as you walkNAR SHADDAA around the east side. He’s the Ebon Swoop Track Records Hawk’s original owner and demands that
you give it back to him. As proof of his ownership, Rank Racer Record Prize Ratrin Vhek mentions a secret compartment in the 1st Ov Darum 1:11:15 500 starboard dormitory; return to the Ebon Hawk and Galactic Record 38:72 search there to loot the compartment. Your replies influence your balance with the Force, but you get to keep the ship no matter what. PRIMAGAMES.COM < 105, Place Kreia in your party and approach the red door on the east <<< side of the level. With her guidance, you sense the powerful Wishful thinking: Gossip Force echoes that reverberate around Nar Shaddaa and perma- with Vossk to learn about nently gain 20 Force points. Nar Shaddaa’s leading bounty hunters. <<< Spice and dice: When a smuggling deal goes wrong, you are caught in the < VOSSK crossfire. Vossk, an ex-bounty hunter, is also here. Talk to him for information about the Exchange. He tells you about the various competitors for your bounty; you eventually meet all of them during your stay here. Enter the warehouse in the southeast to interrupt a spice- To make them show themselves, you must cause enough smuggling deal gone bad. The thugs attack on sight; slay trouble on Nar Shaddaa to leave them no choice. them for items and experience, then empty the containers for more loot. >>> The pulse of Nar Shaddaa helps restore your connection to the Force.MAP 2 REFUGEE DOCKS
to Jekk’Jekk Tarr Vogga’s Domain >LEGEND >OBJECTS Containers Pylon 1 Terminals Pylon 2 Unlocked Door Locked Door Flophouse 14 Main Quest Sidequest 15 * Numbers correspond to the waypoints in the Pylon 3 walkthrough text B1 E1 to Refugee Landing Pad Mira’s Room 106 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA OVERVIEW
< FASSA < VOGGA Bordered by a sprawling Flophouse and a trio of Vogga the Hutt holds court in an enclave on the massive traffic-control pylons, the Refugee Docks’ north end. Female characters can gain an Docks are a little quieter than the landing zone audience by donning a slave outfit and dancing on the south. The Twi’lek Fassa manages the air traffic and for the bloated fiend; male characters can thankfully let the enlists your help in sorting out the landing priorities. Despite handmaiden do the job. Vogga’s warehouse is sealed when you his gruff attitude, he first arrive, but you can explore it later when you take control of proves a helpful ally T3-M4. should you decide to relieve the plight of the <<< refugees. There is a lot to Bith understanding: A do here, so explore dispute over fuel shipping carefully and search contracts erupts into everywhere for containers violence. and items. <<< Flophouse Speak with the Bith waiting in the foyer at the entrance to Vogga’s lair. He explains that he’s interested in negotiating a deal with Vogga to ship fuel to Citadel < Station. For a dark side bonus, challenge the Bith’s LOOTRA plan, and tell him you intend to negotiate the deal yourself. Goad the Bith into attacking, and slay him in < AAIDA “self-defense.” The Flophouse is a warren of dismal apartments on the main walkway’s southeast edge. You can find all types here: miserable beggars, hostile thugs, and even an absentminded scientist. Talk to everyone to trigger sidequests, engage in battle, or gain information and items. >>> Vogga’s Den PRIMAGAMES.COM < 107,MAP 3 REFUGEE SECTOR
to Refugee Landing Bay >LEGEND >OBJECTS D1 Container x2 Containers Slums E2 Unlocked Door Serroco Locked Door Territory Main Quest 19 Sidequest Exchange Territory 17 * Numbers correspond to the waypoints in the 20 G1 walkthrough text 18 F1 < HUSSEF <<< This is a sprawling maze of cramped tunnels, Airspeeder cargo bins, and storage rooms. A refugee camp fills the central area. Hussef is their nominal You can fix the broken leader and does his best to keep the peace, but predation by the airspeeder found in the Serroco veterans and the Serroco’s territory. Three Exchange have been taking components are needed to their toll. He rewards you get the craft working and with an emitter matrix for each component requires a separate skill specialty for correct your lightsaber if you help installation. When repaired, the airspeeder allows quick transfer the refugees gain back between the different areas of Nar Shaddaa. See the airspeeder some of their territory. sidequest for more information. <<< Serroco Territory A contingent of Serroco veterans have settled in the sector’s east or skyward side. They are extremely territorial and are as likely to attack you as talk to you. You have nothing to lose by slaying them all, but you can also use Force Persuade to enter their turf and then have your stealth specialist (most likely Atton) rob them blind. 108 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA OVERVIEW
< SAQUESH < ADANA <<< Exchange Territory The Exchange has set up an operation on the sector’s west side. Gamorreans patrol here but won’t attack unless they catch you stealing. The Quarren Saquesh is in charge; locate him in the central control room overlooking the quad. He’s kidnapped a young girl named Adana and intends to sell her to the Hutts; rescue her by Persuading Saquesh to let her go, or simply defeat him.MAP 4 ENTERTAINMENT PROMENADE
8 9 >LEGEND >OBJECTS Unlocked Door 10 Pazaak Den Locked Door Main Quest Main Quest: Dark * Numbers correspond 7 Cantina to the waypoints in the walkthrough text 23 to Refugee Landing Pad 12 <<< Entertainment Promenade <<< Pazaak Den < KAALAH-NAH Found on the landing pad’s east side, this small complex features a Cantina and a Pazaak Den. Kaalah-Nah, a Snivvian, lurks just inside the entrance. Talk to him if you want to know how much attention you’re attracting from the Exchange. PRIMAGAMES.COM < 109, < CHAMP < DOMO < S4C8 Locate the Twi’lek Domo in the Cantina. He hires dancers for Vogga the Hutt; talk to him to arrange an audience. The lovely slave outfit he gives you is a must-have for the fashion minded. The patrons < DAHNIS aren’t very friendly, but the bartender talks at length about the various amusements and personalities to be found in the < GEREDI Entertainment Promenade if you want more information. To enter the Pazaak Den you must give a password (or have a high Persuade skill). You can >>> challenge three cardsharps here: Geredi, a bad-tempered Duros The thugs reveal their plan hiding from Exchange debt collectors; S4-C8, a confused droid if they can’t see you programmed to love Pazaak; and Dahnis, a Twi’lek who also listening in. sells cards on the side. Defeat all three Pazaak players to trigger a match against the mysterious “Champ.” A pair of thugs in the corner are having a whispered conversation. Approach in stealth mode to eavesdrop on them and learn of a sealed horde within Vogga’s domain; breaking in is difficult <<< because of the vigilant kath hounds there. The thugs mention a Cantina plan to drug the hounds with Juma juice. After listening in on the conversation, you can buy a dose of Juma from the bartender and execute their plan on your own.MAP 5 JEKK’JEKK TARR
to Jekk’Jekk Tarr Tunnels >LEGEND >OBJECTS 24 Containers Unlocked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text to Refugee Landing Docks 110 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA OVERVIEW
Extending from the north side of the Refugee Docks, Jekk’Jekk Tarr is a poisonous spa for those species that can survive the toxic (and intoxicating) fumes that cloud the air inside. It’s not a place where humans are welcome. You pass through this area twice; first as Mira (protected by a space suit), and later on as your character, who must run the gauntlet without a space suit. The gas is corrosive as well as poisonous, so a breath mask or bio-antidote unit is no help. Fortunately, when you enter here, you automatically learn a secret power, Breath Control, that protects you from the fumes.MAP 6 JEKK’JEKK TARR TUNNELS
Storage Room Storage Room Sparring Room Gas Tunnels >LEGEND >OBJECTS Containers Merchants Terminals Workbenches 27 Unlocked Door Locked Door 25 Escape Elevator Main Quest * Numbers correspond to the waypoints in the Combat Pit walkthrough text Beast Pen to Jekk’Jekk Tarr < QUARREN VISQUIS Located behind the toxic spa, this extensive tunnel system leads to your ultimate meeting with the Quarren Visquis. The grid of vent tunnels on the east is laced with dozens of mines; carefully disarm them as you make your way through. The central complex swarms with low- ranking bounty hunters, so be prepared for numerous fights. You can find an arsenal of items and equipment here by searching the storerooms and by looting the bounty hunters’ remains.PRIMAGAMES.COM < 111
,MAP 7 G0-T0’S YACHT
to Ebon Hawk 30 Cells >LEGEND Central Bridge Minesx5Command>OBJECTS 31 Containers Lab Station Merchants Audience Chamber Mines Terminals Workbenches2233 Unlocked Door Main Quest Torture Room * Numbers correspond Interior Minesx9to the waypoints in the Defense Exterior walkthrough text Minesx5Defense Cells Containerx3Maintenance Room >>>Bridge Orbiting Nar Shaddaa and
rendered undetectable by advanced cloaking technology, this space craft is G0-T0’s base of operations. Your character isAudience Chamber Interior Defense captured and imprisoned here after you explore Jekk’Jekk Tarr. To rescue him, two of your companions must fight their way
through an army of defense droids while using scavenged computer codes to shut down various onboard systems. 112 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST MAIN QUEST PATH
Your main goal on Nar Shaddaa is to meet Jedi Master Zez-Kai Ell. Finding him on this teeming moon, with its hive cities and labyrinth of walkways, tunnels, and buildings, is no easy task. After all, the Jedi Master came here to hide. To locate him, you need to cause enough turmoil among the ruling criminal factions and bounty hunters that he has no choice but to reveal himself.HANDMAIDEN GETTING NOTICED
Nar Shaddaa is a rough place where opportunities to stir up SOLDIER LEVEL 6 mischief abound. As you explore the area, get involved in the VITALITY: 78 ATTACK STYLE: Melee events outlined below and you eventually coax the bounty PREFERRED SKILLS: hunters out of hiding. There are 14 different methods of Security, Stealth, Treat Injury causing trouble you can try; it’s not necessary to complete every SPECIAL ABILITIES: event to advance your quest, but each one offers rewards that Echani Strike, Handmaiden’s Staff, Mother’s Robes should tempt you try them all. In addition, there are several sidequests you can undertake on Nar Shaddaa. You can start all of the side quests during your first visit to the smuggler’s moon. To finish all of them, however, you must come back and make a follow-up visit after you’ve been to the other planets. If your character is male, the Handmaiden reveals that she stowed away aboard the Ebon Hawk when it left >SIDEQUEST Droid Retrieval Telos. Light side players should include her in the excursion to Nar Shaddaa.EVENT 1: RESCUE THE REFUGEE
<<< Don’t try Jedi mind tricks on Quello; it only makes him angrier. >BEGIN QUEST Ebon Hawk ID Signature >BEGIN QUEST Landing Rights As you head into the quad, a pair of thugs are harassing a hapless refugee (Waypoint 1 ). Like any bully, they As you discuss with your companions what to do next, Atton are quite weak and you easily win the fight if you mentions that it would be a good idea to get the Ebon Hawk’s ID choose to get involved (light side), or you can leave signature changed. Later on, you can’t take off from Nar them to their fun (dark side). Shaddaa until this is done. The conversation is interrupted by Quello, the landing pad master.. As a Toydarian, he is immune to Force Persuade; if you try using mind tricks on him, be prepared to make up for the insult with a hefty bribe. He reluc- tantly agrees to let your ship stay on his landing pad, but he warns that it will cause trouble since another ship is scheduled to dock there. PRIMAGAMES.COM < 113, When you move on, a >BEGIN QUEST Lupo’s Advantage bystander who witnessed your heroism asks for a handout. If you give it to Go to the Swoop Gallery in him, Kreia favors you with the landing pad’s a lecture on the pitfalls of northwest corner being too generous. The (Waypoint 3 ). Talk to point is driven home when Borna Lys to learn about Mira, one of the bounty C9-T9, Lupo Shar’s hunters, is seen interrogating him. If you hadn’t helped him unbeatable racing droid. out, he might have never noticed you.… Persuade her to give you the access codes to theEVENT 2: RUTUM’S DEBT droid’s shielded cell.
<<< Choose your words carefully, or this could be In the next room, use the interface computer to the result. sabotage C9-T9 (Waypoint 4 ). If you don’t have the necessary Repair or Computer skill, bring T3-M4 or Bao-Dur in. After the droid explodes, you can lie your way out of the situation (dark side) or use a subtler approach with Persuade. Lupo Shar runs off to sell the Swoop Gallery to Borna Lys, who cuts you in a tidy share of the profits on your way out. Locate Rutum on the landing pad’s north side >END QUEST Lupo’s Advantage (Waypoint 2 ). He owes money to the Exchange and they’ve sent some thugs to collect. Rutum tries to weasel out of his predicament by claiming that you have the money. However you resolve the situation, Rutum warns you that interfering with the Exchange is sure to get their attention–which is exactly what you want. Inspect C9-T9’s remains after you’ve destroyed it toEVENT 3: THE SWOOP DROID scavenge some useful droid parts.
>>> EVENT 4: HOSTILE TAKEOVER Borna Gain: The crafty Twi’lek conspires with you >BEGIN QUEST Trade War to sabotage Lupo’s Swoop Garage. <<< Merchant of menace: Oondar wants you to eliminate his competition. 114 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST EVENT 7: THE PAZAAK DEN
>BEGIN QUEST Pazaak Den Password Locate Oondar in the landing pad’s southeast section (Waypoint 5 ). He asks you to eliminate his competitor Geeda, who has a shop nearby, and offers a To enter the Pazaak Den, sizeable discount in exchange. You can do as he asks, or you must give a password after talking it over with Geeda (who makes you a to the Gran at the door. counteroffer), return and tell Oondar to leave. It’s up to Bypass the Gran with you which merchant you want to side with; the Force Persuade or pay Exchange notices either way. The best plan is to speak Kaalah-Nah to tell you the with Oondar first and buy anything you might want password. You only have to from him. You can then side with Geeda and embark on satisfy the Gran once; after her sidequest. that you are free to come and go as you please. If you can defeat or otherwise eliminate the three Pazaak >SIDEQUEST New Trade Routes players in the Pazaak Den you earn the chance to duel the mysterious “Champ.” Naturally, there are other ways to win besides playing the game.… >END QUEST Trade War >END QUEST Pazaak Den PasswordEVENT 5: SPICE SMUGGLERS
<<< <<< Droid flamethrower and Twik’gar takes care of force lighting are devastat- Geredi for you. ingly effective. Another chance to gain notoriety is found in the warehouse behind Oondar’s shop (Waypoint 6 ). When you >BEGIN QUEST Pazaak Den: Geredi enter, rival bands are on the verge of a firefight, and they don’t intend to leave any witnesses. Defeat them all and check the remains for valuables, then empty the containers the smugglers Geredi, the Duros player sulking in the corner, can be beaten were fighting over to complete the event. by telling him about the thugs waiting for him outside (Waypoint 8 ). If you threaten to throw him out (where hisEVENT 6: SNIVVIAN SHAKEDOWN defeat is certain), he volunteers to throw the game and you get
an effortless win. For a dark side bonus, trick him into stepping outside, and watch as the thugs gun him down. For a win <<< against Geredi that doesn’t incur dark side points, your only For 2,000 credits, this choice is to beat him in a fair game. Snivvian puts in a good word for you. >END QUEST Pazaak Den: Geredi Head for the Entertainment Promenade east of the landing pad and find Kaalah-Nah (Waypoint 7 ). Thanks to his small size and big ears, he makes a great spy. Give him a few credits and he tells you what your current reputation is around Nar Shaddaa. Give him 2,000 credits and he spreads the rumor that you’re looking to contact the Exchange. It’s expensive, but this boosts your reputation a great deal. PRIMAGAMES.COM < 115, more difficult way is by winning in a fair game; even if you have <<< good cards, expect a tough challenge. The second and much Ah, Dahnis: She uses easier way is to use Persuade. Convince the Champ that Pazaak to strike up winning every match takes all the fun out of the game, and he conversations with will agree to lose just for a change of pace. Defeating the handsome men. Champ earns you a great deal of notice with the Exchange. In order to complete the quest, however, you must beat the Champ three times–and mind tricks don’t count. You need a sizeable bankroll and a bit of luck to accomplish this; the >BEGIN QUEST Pazaak Den: Dahnis Champ’s side deck is brutal! Fed up, the Snivvian gives you his best card, the tie breaker. This card works just like a +/-1 card, but with the added bonus that you win all ties! Dahnis, the Twi’lek card seller, has a weakness for handsome men (Waypoint 9 ). If your character is male, she will gladly >END QUEST The Champ lose to you for the chance to flirt. If your character is female, bring Atton along and let him hold the cards. Chalk up a win against Dendis to complete the quest. EVENT 9: A DARING ROBBERY >END QUEST Pazaak Den: Dahnis >SIDEQUEST Overtaxed Ithorian >BEGIN QUEST Pazaak Den: S4-C8 >BEGIN QUEST Vogga’s Hoard S4-C8 seems embarrassed to be addicted to Pazaak, especially Enter the Flophouse and open the first door on the left because it’s a terrible player (Waypoint 10 ). You can score (Waypoint11). Retreat and approach the two thugs inside in some easy wins here. When you’re tired of playing, bring T3- stealth mode to overhear their plan to break into a sealed vault M4 in and use your droid to in Vogga’s lair by putting his kath hounds to sleep with juma start a conversation. Convince juice. S4-C8 to allow you to alter its programming core; this elimi- nates another competitor from the Pazaak Den and gains you some notice with the Exchange. >END QUEST Pazaak Den: S4-C8 Head back to the Cantina and purchase a flagon of juma juiceEVENT 8: DEFEAT THE CHAMP from the bartender for 100 credits (or less, if you use Persuade)
(Waypoint 12 ). Now that you have a means of putting Vogga’s >BEGIN QUEST The Champ kath hounds to sleep, find a way to lullaby Vogga himself to freely loot his sealed vault. When you have eliminated or beaten the three players in the Pazaak Den, the Champ comes out of retirement to challenge you. He’s a diminutive Snivvian, but don’t let his size You can only complete “Vogga’s Hoard” if you begin the fool you; this opponent carries quest before you get hired by Domo in the Cantina. a side deck packed with the strongest cards, and he is the toughest Pazaak player in the galaxy by far. There are two ways to defeat him. The first and 116 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST
>END QUEST Vogga’s Hoard>>> Private conversation: If they can’t see you, they EVENT 10: MAKING A DEAL might let something slip. <<< Common ground: You and Vogga see eye to eye when it comes to the Exchange. >BEGIN QUEST Vogga the Hutt Speak with the Twi’lek slave in Vogga’s Lair. She Approach the Trandoshan thugs conversing in the Cantina. rouses the sleeping Hutt They know something about Vogga but are careful to not speak for you. Vogga sells fuel on the galactic market and has his own of it when they fear being problems with the Exchange. Your plan of eliminating G0-T0 overheard. Sneak up on appeals to him, and he agrees to provide fuel to Citadel Station them in stealth mode to if you are successful. Remember to inform Lieutenant Dol hear the full conversation. Grenn on Citadel Station of your arrangement when you leave You learn that Vogga is Nar Shaddaa. Your conspiracy with the disgusting slug also obsessed with G0-T0; earns you more notoriety with the Exchange. mentioning the Exchange boss might be a way to >END QUEST Vogga the Hutt gain the Hutt’s favor.EVENT 11: TRAFFIC CONTROL
>BEGIN QUEST Vogga’s Dancers Approach the knot of Twi’leks in the Cantina. Domo, who <<< hires dancers for his boss Vogga the Hutt, offers you a job if Fassa’s job as dock super- your character is female; if not, bring the handmaiden along visor makes him a valuable and Domo hires her instead. For an amusing reply, try volun- contact. teering Kreia or Visas for the job. After Domo has hired someone, you are automatically transferred to Vogga’s lair in the Refugee Docks. >END QUEST Vogga’s Dancers Find Fassa in the Refugee Docks. He asks for your help with the three air-traffic pylons in this area (Waypoint 14 ). Incoming ships are prioritized according to their transponder codes, but a power drain has partially disabled the receivers that process the codes. <<< Lace this dish with juma juice to knock out Vogga’s kath hounds. After you or the handmaiden has finished the performance, Vogga falls peacefully asleep. Pour the juma juice into the kath hounds’ watering dish, and they join their master in slumber (Waypoint 13 ). You are now free to open the door here and help yourself to Vogga’s most priceless treasures, including a focusing lens for your lightsaber! PRIMAGAMES.COM < 117, >BEGIN QUEST Power Shortage >END QUEST Fassa’s FreightersEVENT 12: THE BITH SCIENTIST
>>> T3-M1 can provide all the computer spikes you need to fix the power supply. You can make this mission much easier by having your best Computer Use specialist examine the pylon power console. With a few computer spikes, you can optimize the power distribution so that all three pylons are active simultaneously. If no one has the necessary skill, you have to activate the pylons one at a time. >BEGIN QUEST Experiment in Delivery >END QUEST Power Shortage Enter the Flophouse and head for the last apartment on the right (Waypoint 15 ). A Bith scientist here has nearly stumbled upon the background transmissions that G0-T0 uses to control the droids on Nar Shaddaa, but he’s missing one vital piece of <<< equipment for his final experiment. The freighters depend on you to get them safely Offer to do a courier job docked. for the Bith. Take the 500 credits he gives you and head for Pylon Three to meet a Twi’lek vendor. Unfortunately, someone >BEGIN QUEST Fassa’s Freighters has gotten to the Twi’lek before you; his dead body lies in the corner. Visit the activated pylons and note the incoming transponder codes. Because the receivers aren’t working properly, you get only partial information, so you must combine the data from all <<< three pylons to complete the codes. Using the full codes, assign Kreia demonstrates an the landing priorities as follows: effective method of droid disposal.TRANSPONDER CODES Search the remains; the
Highest priority: Silver Zephyr I-96-967-21 package you were Medium priority: Alakandor S-49-491-957 supposed to buy is gone. Even worse, the door slams shut and the cleaning droid attacks! Lowest priority: Toorna’a Profits E-45-451-118 Destroy it to unseal the door (and salvage its equipment). <<< Landing priorities. <<< The gruesome remains of Talk to Fassa again when the Bith scientist. you finish. He rewards you with a random item and you earn further notice by the Exchange. 118 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST
Return to the Bith’s apartment. He, too, has been killed, and all >BEGIN QUEST Serroco Thugs that remains is a severed arm clutching a datapad containing his last words. At least you get to keep the 500 credits. This ends the event and furthers your reputation with the Exchange. You must eliminate both the Exchange and the Serroco to relieve the pressure on the refugees. Being war veterans, the >END QUEST Experiment in Delivery Serroco aren’t disposed to negotiate with you. Move through their territory on the east side, killing all that you find (Waypoint 17 ). Before you fight the leader, make sureEVENT 13: THE REFUGEE CAMP everyone’s at full health; he’s a powerful opponent. When the
battles are over, help yourself to all their ill-gotten loot. >SIDEQUEST Plague Carrier >END QUEST Serroco Thugs >SIDEQUEST Galactic Reunification >SIDEQUEST Will Work for Fuel <<< One way to rescue Adana is by slaying her captors. >SIDEQUEST Personal Airspeeder >BEGIN QUEST Refugee Woes >BEGIN QUEST Sold to the Hutts Venture into the Refugee Slum where the Exchange and Serroco veterans have pinned the refugees into a small clump in the sector’s core. Speak with Hussef, and he asks you for help (Waypoint 16 ). Dark side players can dispense with this conver- sation and simply begin a systematic rampage around the perimeter, through the Serroco camp. Don’t bother rummaging Next, travel to the Exchange territory on the quad’s through the cargo bins; the refugees have little of value. west side. The Gamorrean guards ignore you for the most part. Find Adana, a kidnapped girl, behind a security door in this area (Waypoint 18 ); tell her to stay put while you discuss her fate with Saquesh. Go to the <<< observation room to find the Quarren. Slay or intim- Use horror to paralyze the idate him into releasing Adana to complete the quest weaker foes while you with a heroic flourish, or goad him to selling the girl concentrate on their leader. into slavery on Nal Hutta for dark side prestige (Waypoint 19 ). You can also discuss the refugee situation with Saquesh on behalf of Hussef. As with Adana, you can strike down or Persuade the Quarren to help the refugees. If you slay Saquesh, expect every Exchange thug in the Refugee Sector to attack on sight. Fight your way out of the Exchange territory and report your deeds to Hussef. PRIMAGAMES.COM < 119, >END QUEST Refugee Woes When you have caused enough trouble on Nar Shaddaa, the Red Eclipse slavers arrives at the landing pad where the Ebon Hawk is docked. This ruthless team of galactic slave traders >END QUEST Sold to the Hutts furiously dismiss Quello and board your ship. You must fight your way through their ranks to reclaim the Ebon Hawk and continue your quest. <<< Without force powers, battling the Red Eclipse is From Saquesh’s control room, look through the hopeless. windows for an impressive view of the entire quad laid out below you. Switch to first-person mode for the As you make your way to best view. the landing pad, outlying Red Eclipse troops challenge you (Waypoint21). They are numerous and fairlyEVENT 14: KAHRANNA’S TICKET strong, so back off and heal yourself if you take a lot of damage.
Use Force powers like Horror or Stun to immobilize groups of enemies, then wade in with your melee specialists to finish <<< them off. After meeting Kahranna, it’s time to call in a favor from Fassa. >>> Establish a secure base before moving on to clear out the rest of your ship. Wait until you are full >BEGIN QUEST Seeking Passage strength and save your game before boarding the Ebon Hawk to continue the battle. A score of Red Eclipse troops Near the center of the slum you find a forlorn woman, ambush you the instant you arrive. Dash forward into the Kahrannah, who’s desperately looking for any ship that will get workshop area and clear the room. Because of the narrow her off Nar Shaddaa (Waypoint20). If you helped out Fassa corridors and widely scattered enemies, you are at a big disad- back in the Refugee Docks, then finding a solution for vantage if you rush into battle too hastily. A good tactic is to Kahrannah is easy. Simply bring the matter up with Fassa, and enter solo mode and lure the Red Eclipse troops into the being softhearted, he agrees to provide the refugee with safe workshop one or two at a time so you can finish them off passage out of the slums. Your actions, whether done out of piecemeal. kindness or for profit, impact your repute with the Exchange. >END QUEST Seeking Passage <<< Activate a shield before you approach the communica-THE RED ECLIPSE tions room.
Clear out the main hold >>> and side passages, then The Ebon Hawk is boarded head for the communica- by the Red Eclipse, a band tions room to find the Red Eclipse leader, Cahhmakt. If you of ruthless slave traders. command him to obedience, he surrenders the ship and departs with a pledge of service. You can then find a Red Eclipse slaver in the Cantina and collect occasional tribute. If you choose any other option, though, you’re in for a tough fight. 120 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST CAHHMAKT, LEADER OF THE RED ECLIPSE
If you’ve held strongly to the light or dark side to this <<< point, Visas Marr will be waiting for you on the Ebon Use protective force Hawk after you’ve dealt with the Red Eclipse. After powers to absorb some fending off her half-hearted attack, she offers her life to of the assault. you and joins your party. >>> Focus all your strength on Cahhmakt and Before you disembark the ship, equip Atton with the finish him quickly. best armor and weapons you have. He must survive a tough solo battle soon, and this is your last chance to prepare him.THE TRAP IS SPRUNG CAHHMAKT
TAKE DOWN TECHNIQUES <<< Ranged Combat Feats Force Whirlwind Visquis wants to get you Stun Adhesive Grenades alone so he can claim G0- Horror T0’s bounty for himself. Cahhmakt has incredible strength and can slay one of your characters in a few rounds if his blows strike Leave the Ebon Hawk. home. You can eliminate this danger by immobilizing Atton receives an incoming him with Force powers like Stun or Horror or by tossing holo message from an adhesive grenade. Visquis, a Quarren Exchange boss who invites you to meet him at his private lounge in Jekk’Jekk Tarr, the alien bar. He insists If your Force attacks are successful, you can safely close that you come alone. This is the invitation you have been the distance with your best melee character and pound waiting for. Cahhmakt while he’s temporarily out of commission. Don’t try this if you used an adhesive grenade, however; he can still attack at full strength. Concentrate all your Even though it’s an firepower on him before he recovers and you defeat him obvious trap, you head off before he makes a single attack. After the battle, his alone to meet Visquis. pair of Sith power gauntlets are yours for the taking. Jekk’Jekk Tarr is at the Docks’ north end. As you head there, Atton catches >END QUEST Landing Rights up to you for a last word of caution and a supply of antidotes (Waypoint22).VISAS MARR Take the supplies and continue north to the Docks.
JEDI SENTINEL LEVEL 6 VITALITY: 30 ATTACK STYLE: Melee PREFERRED SKILLS: Computer Use, Demolitions, Security, Repair, SPECIAL ABILITIES: Force Immunity, Force Sight, Jedi Abilities PRIMAGAMES.COM < 121,THE TWIN SUNS
TAKE DOWN TECHNIQUES Poison Grenades Rapid Shot Adhesive Grenades Heavy Armor The Twin Suns are the deadliest challenge you’ve faced yet. Each Twin wields a Twi’lek spinning blade that is Hanharr’s instincts tell him that your friends are in danger. upgraded with damage-boosting enhancements. To make things worse, the twins protect themselves with energy shields and use medpacs on themselves to prolong the fight. At this point, your path splits. If you have followed the There is an unstoppable and deadly technique for light side, you meet Mira. If you have fallen to the dark winning this battle, but it requires preparation in side, you meet Hanharr. Either way, you are warned that advance. Before you meet the Red Eclipse on your ship, while Visquis lures you into his trap, your friends are carpet the Cantina floor with mines. The explosives vulnerable targets. remain active until the Twin Suns charge toward Atton, ending the duel in less than one second. But if you haven’t planted the mines, it’s too late now. Meanwhile, Atton attempts to relax in the Cantina The alternative to rigging the floor with bombs is to over a glass of juma. His fight the honorable way. If you outfitted Atton with your reverie is interrupted by best defensive equipment, this battle is much easier. The the Twin Suns, a pair of Twins’ energy shields make blaster fire ineffective, so deadly Twi’lek assassins equip Atton with any type of disruptor if you have one. (Waypoint23). They Pump yourself up with adrenal stims and activate a intend to capture him for Mandalorian melee shield to absorb slashing impact. The use as a bargaining credit assassins don’t use ranged attacks, so the best strategy is to bring you to them and steal the bounty away from Visquis. to put some distance between you and them. Adhesive But when Atton refuses to go along quietly, they attack. grenades can glue them to the floor, giving you time to pummel them with the damaging kind. A trickierTHE TWIN SUNS defense is to flee and hope one (or both) of the twinsbecome stuck or lost behind a booth or table, but this
may be considered unsporting. If you try to stand up to both girls at once in a melee battle, expect to be slaugh- <<< tered. You must separate them, stun them, or otherwise Take cover behind this keep them at bay, and attack from range. table in the corner. <<< The Twin Suns were a threat. The Zhugs are not. After defeating the Twin >>> Suns, Atton rejoins the Don’t blink, or you’ll rest of your group at the miss the whole battle. Ebon Hawk. The debate about what to do next is interrupted by another bounty hunter attack. This time, it’s Azanti and his team of deadly Zhugs. 122 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST JEKK’JEKK TARR REVISITED
>>> Mira’s plan is the only one that seems to be working. <<< Jedi Master Zez-Kai Ell finally reveals himself. You awaken in Mira’s safe house. The Jedi Master Zez-Kai Ell appears in a vision. He intends to rescue Mira from Visquis and urges you to follow him. Open the container here for some Echani battle If you met Mira earlier, the scene shifts to a hidden safe armor, don it, and head for Jekk’Jekk Tarr. house in the Docks area. Mira seems to have a genuine desire to help you, but you can never trust a >>> bounty hunter. You fall Breath Control provides unconscious from a dose complete immunity to all of invisible gas while poisons. Mira heads off to Jekk’Jekk Tarr in your As you enter Jekk’Jekk place. Tarr, you’re immediately overcome by the toxic fumes. As you collapse, gasping for breath, Kreia makes telepathic contact with you. With her guidance, you learn Breath Control, a secret Force power that seals you in a protective bubble and makes you completely immune to the gas. To negate all poison damage, continually reactivate this power as you travel through Jekk’Jekk Tarr. Mira approaches you as you near the entrance to Jekk’Jekk Tarr and knocks you out with a tranquilizing dart. She has no intention of letting Hanharr or <<< Dash through the Gand Visquis claim your bounty and enters the alien bar to hive before you’re confront Visquis. surrounded. Visquis orders the bar patrons to subdue you and bring you to him. Don’t try to fight them all, there are too many and the poisonous vapors slowly drain your health. Run straight to the private lounge in the back (Waypoint24). If a few Gran manage to follow you through, Hanharr helps you finish them off. As Mira enters the alien bar in a pressure suit, Visquis seals the <<< door behind you. Don’t bother chatting with the patrons; their Visquis has already fled, eerie silence hints that they know what you’re in for. As you but his slaves willingly head to the private chamber at the rear, stock up on raw show you where he went. materials from the chemical vats in the corners of each room. When Mira reaches Visquis’ chamber, she reveals herself and questions the Exchange boss about his attempt to steal the Jedi bounty. Visquis responds by jolting Mira into unconsciousness with a blast of electricity. Pass through the door in the back of the lounge to enter the Jekk’Jekk Tarr tunnels. PRIMAGAMES.COM < 123,THE LABYRINTH OF TUNNELS HANHARR
SCOUT LEVEL 6 <<< VITALITY: 60 ATTACK STYLE: Melee Use Breath Control and the PREFERRED SKILLS: Demolitions, Stealth, Treat Injury map to get through the tunnels. SPECIAL ABILITIES: Wookie, Toughness, very high STR and CON This maze of tunnels is laced with mines and full of toxic fumes. Even worse, interference renders your map useless. To get through quickly, step forward and disarm the first mine you see, and go forward through the door (Waypoint25). From there, turn left and go straight to the exit. This route avoids almost all of the When the duel between Mira and Hanharr is over, the mines and minimizes the damage you take from the toxins. survivor joins your party on a permanent basis. You won’t be able to get to know them, however, until At the end of the tunnels, you’re all reunited on the Ebon Hawk later. your progress is blocked by a sealed door that can only be opened from the other After the battle, Visquis side. Fortunately, the congratulates the survivor, warring bounty hunters then releases a pack of Mira and Hanharr find a kath hounds to complete way to let you in after they his act of betrayal. Defeat are betrayed by Visquis. the beasts, then grab a While you are stuck in the tunnels, the Quarren amuses himself mine from the room they by pitting Mira and Hanharr against each other in a battle to the emerged from. Use the end (Waypoint26). The character you control in this contest mine to blow open the depends on your balance with the Force: light side players get arena door and run quickly for the emergency elevator Mira, while dark side players take the role of Hanharr. (Waypoint27). Activating this elevator simultaneously opens the sealed door back in the tunnels, allowing you to finally enter Visquis’ hideout on your own. <<< One of these bounty hunters is departing for the Shadowlands. >>> The Ubese clan makes its Mira is an agile ranged last stand. specialist with low strength, while Hanharr’s Thread your way through rage is devastating only at close range and carries a defense the storage rooms at the penalty. The result is a fairly even matchup. No matter who you complex’s north end, control, use feats instead of regular attacks and watch your slaying bounty hunters and collecting items from the health carefully. The unfortunate remains of Visquis’ earlier containers. The enemies can be dangerous if they outnumber victims have medpacs and other useful items; grab the supplies you by too much; don’t open any doors until you’ve defeated before committing to battle for an extra advantage. the enemies in each area to avoid being overwhelmed.MIRA
SCOUT LEVEL 6 <<< VITALITY: 54 ATTACK STYLE: Ranged Computer Use lets you pull off PREFERRED SKILLS: this dramatic sabotage. Demolitions, Security, Stealth SPECIAL ABILITIES: Point Guard, Wrist Mounted Rockets, Precise Shot 124 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST
Use the ventilation control terminal in the area’s center to clear out several of the bounty hunters ahead. You can also download a map or unlock all security doors on the level. Use the nearby <<< workbench to construct security spikes if your supply is low. If The ion striker scraps you don’t have the needed skills, then you must defeat the droids with amazing ease. bounty hunters the old-fashioned way. Enter the warehouse and Continue making your way roll past the maintenance south toward the combat droids, looting containers pit where Visquis waits. as you go. C6-E3, a whiny protocol droid, complains that the Unfortunately, your arrogant C7-E3 at the console ahead needs to be taught a revenge is delayed; the lesson. Quarren uses his favorite weapon, gas, in an attempt to knock you out. Your Breath Control renders you >>> immune, and as Visquis ponders what to do next, the voice of The door opens only if the G0-T0 rings out. The tables have turned, and the Quarren’s two codes match. band of mercenaries reveal who their true master was all along. The mysterious Exchange boss wins the day this time, electro- cuting you into submission and taking you on board his orbiting yacht as a hostage…VOGGA’S SECRET >BEGIN QUEST
Droid Warehouse Door Drive to C7-E3 and destroy it. In thanks, C6-E3 opens the door >>> for you so you can enter the next area. Continue through the Mira has a plan to strike at maze of crates until you reach a sealed door. To open it, you G0-T0’s yacht from the must arrange the eight characters in the top of the display inside. (Waypoint29) to match the ones below. The solution: Atton and Mira or Rotate the center block counterclockwise. Hanharr, meanwhile, try to Rotate the right block clockwise. discover a way to find G0- Rotate the left block counterclockwise. T0’s cloaked ship so they can attempt to rescue you. >END QUEST Droid Warehouse Door If you disguise the Ebon Hawk as a fuel freighter by stealing a transponder Talk to the communications code from Vogga the droid inside the secret room to Hutt’s fleet, you could lure get a blank transponder card. G0-T0 into coming for you. Roll out the way you came. Before you can escape, you must fight a trio of HK-50 assassin droids. >BEGIN QUEST T3-M4 and the Droid Warehouse T3-M4 is your only hope at this point. Even if you didn’t sell the droid to Kodin earlier, the scavenger has somehow grabbed your droid and sells it to Vogga. You take control of T3-M4 as it rolls into Vogga’s warehouse (Waypoint28). PRIMAGAMES.COM < 125,HK-50 ASSASSIN DROIDS >END QUEST T3-M4 and the Droid Warehouse
>END QUEST Ebon Hawk ID SignatureTHE BOUNTY HUNTERS’ REVENGE
<<< Start the festivities with a Finish off the HK-50s with Get with the program: few ion grenades to soften up your ion striker or shock arm. Download system commands the assassin droids. from droids you meet.HK-50
TAKE DOWN TECHNIQUES Shock Arm Ion Grenades Ion Striker Droid Energy Shield >>> The trio of assassin droids attack with blasters. Move There are twelve computer in close to give T3-M4 an attack bonus against these terminals on G0-T0’s yacht. foes. Equip an energy shield and activate it at the start of the fight. The HK-50’s blaster bolts are mostly Choose two characters to form neutralized and you can leisurely demolish the a boarding party. It is up to assassins with T3-M4’s shock arm. For more damage, them to fight their way equip and use a droid ion striker or toss some ion through stiff automated defenses without your help. The choice grenades. Monitor your health carefully, and renew of who to select for this important mission is up to you, but we your energy shield if it burns out before the battle is advise sending T3-M4 (whose ion strikers and Computer Use finished. Be ready with a repair kit if the HK-50s skills are exactly what’s needed) and a ranged specialist like manage to get a few good shots in. Atton or Mira. Consulars are at a disadvantage aboard G0-T0’s yacht because the numerous droid enemies are unaffected by most Force powers. By slicing into the yacht’s systems, you can make your job much easier by shutting down or disabling the automated defenses and other subsystems. To do this you need three things: a terminal, a program, and a lockout code. Terminals are found Search the remains of the assassin droids carefully. One everywhere on the yacht. Programs are specific directives you of them has the HK control cluster that you need to feed into the terminal, such as SHUT DOWN or RESET. To find activate the HK-47 in the Ebon Hawk’s storage room. these, interact with utility droids such as the one nearby (Waypoint30), from which you receive the SHUT DOWN program. Wheel out of the warehouse and you are met by Atton, who is <<< astounded that a mere Watch for the code burst utility droid was able to that appears when you infiltrate Vogga the Hutt’s destroy a guard droid. warehouse and download a transponder code. The Access the terminal; before scene shifts to the Swoop you can start sabotaging Garage, where Teinn Tubb uses the codes to change the Ebon the yacht, you must enter Hawk’s ID signature. The party takes off and is immediately the count. If you have computer spikes, simply slice through the tractor beamed by G0-T0’s yacht; the crime droid thinks he has security program–no codes needed! Otherwise you must sprung a clever trap, but he’ll think twice after you board his venture down the hall to learn the code. Open the door and yacht and begin demolishing his defenses. clear out the mines with blaster fire. Move toward the ship’s 126 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA MAIN QUEST
center to battle a few droids. Search the remains of the starboard command droid to find the access code for the containment cells. With this code and the SHUT DOWN <<< program, use the terminal to open the yacht’s holding cells. When everyone’s reunited, check all terminals for The defense droids that attack here (Waypoint31) broadcast a useful codes before final transmission as they explode. For those who aren’t familiar departing. with binary, the following table deciphers the transmission:THE COUNT Rescued at last (Waypoint33). When you enter the audience
Code Count Code Count chamber, you are finally able to rejoin your companions. Before ZERO ZERO ZERO 0 ONE ZERO ZERO 4 leaving, check the terminal to get access codes for the power distribution system. With your team at full strength, head for ZERO ZERO ONE 1 ONE ZERO ONE 5 the bow of the yacht. ZERO ONE ZERO 2 ONE ONE ZERO 6 ZERO ONE ONE 3 ONE ONE ONE 7 >>> Don’t try running through here until you shut down Return to the first terminal you saw and enter the count (if you the mine system. weren’t able to bypass it with computer spikes). If you enter the wrong code, it changes and you must slay more defense droids Use ion grenades and to hear the transmission again. When you have entered the ranged weapons to destroy correct count, you can download a new program, OVERLOAD; the turrets in the exterior furthermore, you can access security camera feeds to scout out defense room. As you the path ahead. make progress, G0-T0 activates minefields in your path (Waypoint34). To get past, take a few ranged shots at the large <<< droids on the other side of the mines. Don’t destroy them yet; Dismantle G0-T0’s let them come to you. Scrap them with melee attacks and check automated security one the remains for the code to the minefield defense system. system at a time. Backtrack and use a terminal to OVERLOAD or SHUT DOWN the mines before moving onto the bridge. Enter the starboard cell block to find another damaged utility droid; <<< examine it to learn the Disable the yacht’s cloaking access code for the automated turret system. Using a terminal, device with the primary sabotage the turrets by using the OVERLOAD and SHUT bridge console. DOWN programs. The turrets don’t shut down but turn their blasters on each other. Even better. When you arrive on the bridge, search the container in the corner for the final access code, which allows you to modify the droid controller. It doesn’t help much now that you’ve fought your >>> way this far, but if any remain, you can permanently deactivate Visit both containment cell them with this code. The most important task here is to use the blocks to find helpful utility primary power system terminal to SHUT DOWN the power droids. distribution system (Waypoint35). This coup de grâce disables the yacht’s cloaking device. Within moments, hordes of bounty Make your way to the port hunter ships converge on the yacht. cell block, taking the aftmost halls to avoid the berserk turrets. In the last cell, find yet another utility droid and learn the RESET program from it (Waypoint32). Use RESET to cancel the overload program you used earlier, then take the hallway that leads to the audience chamber. The weakened turrets here are easily dismantled. PRIMAGAMES.COM < 127, Your last task is to escape to JEDI MASTER ZEZ-KAI ELL the Ebon Hawk and leave G0- T0 to the ravenous bounty TAKE DOWN TECHNIQUES hunters he betrayed. Fight past Power Attack or Power Blast Energy Shields a squad of Zhugs to meet your Force Lightning Force Resistance old friends, the Twin Suns. This time, however, they are Zez-Kai Ell’s true power is revealed in this battle as he the ones who are outnum- unleashes Master Power Attacks with his dual-bladed bered; their deaths are assured. Carve a swath to the starboard lightsaber. If your combat skills don’t match up, Zez-Kai docking bay, board your ship, and take off just as the Exchange Ell won’t show you any mercy. boss’ yacht explodes in a massive fireball.JEDI MASTER ZEZ-KAI ELL Tilt the balance in your favor immediately with a fewadrenal stims and, most importantly, your strongest
shield. Sentinels and Guardians should focus on attack feats that don’t carry a defensive penalty, such as Power Attack. If you are a Consular, avoid mind-affecting <<< powers as Zez-Kai Ell will probably shrug off their The Jedi Master is on his guard; effects. Instead, go for guaranteed damage with powers have you come to save him, or like Force Lightning or Force Whirlwind. slay him? Pause the battle if your health drops below half and immediately change your priority to healing. The Jedi Master needs only a few solid blows to finish you, so keep yourself as fully healed as possible. After regrouping aboard the Ebon Hawk, you return to Whether in friendship or in battle, you learn the lightsaber Nar Shaddaa for a final encounter with Master Zez-Kai stance Ataru after meeting with Zez-Kai Ell. This stance is Ell. As with all of the lost Jedi, those who follow the perfect for one-on-one battles, like the duel you just survived. light side earn the chance to recruit a new ally, while those who have fallen to the dark side engage in a duel.JEDI MASTER BATTLE
Before returning to the Ebon Hawk in search of the next Jedi, you can finish up some of the sidequests you may <<< be involved in. Talk to Fassa to find work for Odis back Zez-Kai Ell specializes in the Refugee Sector, and speak with Vogga to further in melee combat. Use plans to get another fuel supply for Citadel Station. stims and shields before closing in.EBON HAWK INTERLUDE
<<< G0-T0 stays with you, but only so long as he considers you useful. >>> Use Zez-Kai Ell’s After all that it’s just put Ataru lightsaber stance you through, the Exchange against him. boss G0-T0 has the nerve to join your party! He stows away aboard the Ebon Hawk to avoid the bounty hunters and condescends to travel with you. Talk with the droid at length to learn its background and gain influence. 128 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA SIDEQUESTS G0-T0 When you feel ready, select
your next destination at EXPERT DROID LEVEL 6 the galaxy map. We VITALITY: 54 ATTACK STYLE: Ranged strongly recommend PREFERRED SKILLS: heading for Onderon next; Computer Use, Security, Stealth, Repair choosing this destination SPECIAL ABILITIES: actually leads you first to Droid Scrambler, Personal Cloaking Shield, Droid Omniscience Unit Onderon’s largest moon, the beast world of Dxun. <<< Choose your words carefully, or Mira might get the wrong idea about you. Monitor your alignment and character levels closely. By this point in your quest, you should be ready to advance Before selecting your next into one of the Prestige Classes; refer to the destination, seek out all of your companions and get to know “Characters” section for more information. them. Either Mira or Hanharr will be on board, as well as Visas Marr if you’ve aligned strongly with the light or dark side. All of your companions have advice and even special abilities to bestow on you, but only if you take the initiative.SIDEQUESTS
As you explore Nar Shaddaa, you find many opportunities to help or harm the refugees and other inhabitants. Take on odd jobs, perform heroic deeds, or cruelly manipulate the unsuspecting for light and dark side points, experience, and loot. >BEGIN SIDEQUEST Droid Retrieval When you visit Teinn Tubb’s Swoop Garage, his mainte- nance droid, TT-32, tells you of his predecessor, an obsolete astromech droid designated IT-31 (WaypointA1). TT-32 mentions some plans for a new type of droid shield that IT-31 retains in its memory core and asks you to recover them. Agree to do so, then leave the Swoop Garage and speak with Kodin, the droid junk dealer (WaypointA2). He claims to have discovered IT- You can buy IT-31 from After helping TT-32 get his 31 in a salvage pile; discuss a price and buy the droid. Kodin or defeat him and take droid back, help yourself to For a real bargain, you can offer to buy the memory core it for free. some of his components. alone, leaving IT-31’s frame behind as scrap. For dark side points, lace your negotiation with threats. After obtaining IT-31, command it to return to the Swoop Garage. Follow it there and speak with TT-32 to claim your reward: a renewable droid shield. Dark Jedi can demand further compensation, compelling TT-32 to rip out some of his own components to satisfy your greed. PRIMAGAMES.COM < 129, >END SIDEQUEST Droid Retrieval >>> Find the Rodian >BEGIN SIDEQUEST The Overtaxed Ithorian merchant in the northeast Landing Pad. After you’ve established some stability on Dantooine and Onderon, return to Nar Shaddaa and tell the good news to Geeda. You can immediately reap the benefits of her now-secure cargo by browsing better inventory sold at a friendly discount. >END SIDEQUEST New Trade Routes The Ithorian lives in the Flophouse at the Refugee Docks. >BEGIN SIDEQUEST Plague Carrier Go to the Refugee Docks and enter the Flophouse. Round the corner and open the first apartment on the left to find a lone Ithorian (WaypointB1). Talk to him, and he mistakes you for an Exchange enforcer who’s In the Refugee Sector, search near the slums’ come to collect a debt. Play along with the ruse to trick north entrance to find a dying man named Geriel the poor creature out of 200 credits (dark side), or (WaypointD1). The risk of infection won’t deter the reveal your true identity and agree to speak with Fassa light side Jedi. If your Treat Injury skill is high enough, on his behalf to get the debt forgiven (light side). you can cure the disease. Curb the epidemic the evil way by Persuading Geriel to take his own worthless life, an act of savage mercy that really impresses your >END SIDEQUEST The Overtaxed Ithorian companions. >BEGIN SIDEQUEST New Trade Routes <<< Heal the plague victim-or convince him to die. <<< Geeda gains better selection and prices as you establish stability in the galaxy. >END SIDEQUEST Plague Carrier You can only complete this quest if you sided with Geeda, the Rodian merchant in the Refugee Landing Pad >BEGIN SIDEQUEST Galactic Reunification (WaypointC1). Speak with her after you send Oondar packing. She mentions a desire to expand her business to Dantooine and Onderon, but unrest and imminent war make shipping a fool’s venture. If you help her open new markets, you can come back <<< later and browse a broader selection of equipment, including Aaida’s plight: She believes her the unique HK pacifist module. For now, simply chat with husband to be dead. Unless you Geeda to initiate the quest. killed him, he’s fine. 130 > PRIMA OFFICIAL GAME GUIDE,NAR SHADDAA SIDEQUESTS
>BEGIN SIDEQUEST Personal Airspeeder >>> Lootra rewards you handsomely if you help his wife escape the Refugee Sector. Airspeeder dock: Refugee Airspeeder dock: Docks Separated by the cruel fortunes of war and oppression, Sector Aaida and Lootra long to be reunited. Getting involved is a good idea, because Lootra has a lightsaber component for you. There is more than one way to get <<< it, however. Speak to Lootra first; find him in the Airspeeder dock: Swoop Gallery Flophouse (WaypointE1). Those in the grip of dark side malice can slay Lootra on the spot and simply pluck the component from the man’s corpse. A nobler course After slaying the Serroco involves going to the refugee slums and slaying the thugs, try to repair the broken Exchange thugs that lurk near the north entrance. Then airspeeder that’s docked in find Aaida (WaypointE2) and tell her the path to the their territory (WaypointG1). You can then use it to hop Flophouse is open. Return to Lootra’s room to receive quickly from one area of Nar Shaddaa to another. To get the his reward. craft airborne, three key parts are needed (see table); locate them around Nar Shaddaa, then use your best skill specialists to make the repairs. The crucial parts and relevant skills are >END SIDEQUEST Galactic Reunification summarized in the following table:AIRSPEEDER PARTS
>BEGIN SIDEQUEST Will Work for Fuel Part Location Skill <<< Maneuvering Flaps Landing Pad, Swoop Garage Repair After you blow up G0-T0’s Navigation Unit Docks, Pylon 3 Computer Use yacht, Fassa starts hiring Power Cell Docks, Lassavou Demolitions pilots. Ignition Code – Stealth Odis, a fuel freighter pilot, is yet another harassed >END SIDEQUEST Personal Airspeeder survivor seeking escape from the Refugee Sector (WaypointF1). He hopes to get back to work as soon as a sponsor for his pilot’s license can by found. Fassa, your old friend in the Refugee Docks, is just the connection you need. Talk to the Twi’lek and tell him about Odis; the only problem is that fuel shipping is at a standstill as long as G0-T0’s piracy is a threat. To complete this quest, return to Nar Shaddaa after you’ve confronted the Exchange boss and speak to Fassa again; with shipping lanes open, he’s happy to give Odis a job. >END SIDEQUEST Will Work for Fuel PRIMAGAMES.COM < 131,DXUN AREAOVERVIEW
When you enter Onderon space, a fleet of ships immediately attack forcing you to land the damaged Ebon Hawk on Dxun, Onderon's largest moon. Blanketed with thick jungle and teeming with vicious predators, this world conceals a secret Mandalorian base.MAP 1 DXUN LANDING
Zhug Ship to Jungle >LEGEND 1 >OBJECTS Containers Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text Ebon Hawk Wrecked Ship <<< <<< Landing site. Wrecked ship. 132 > PRIMA OFFICIAL GAME GUIDE,Dxun OVERVIEW
Find the wreckage of a Republic droid carrier, nearly covered by plants, on the right side of the path that winds into the jungle. Explore inside the broken hull for salvageable parts and compo- <<< nents. Have your Computer Use or Repair expert examine the Zhug crash site. broken terminal here; you can fix it and check on three rusted scouting droids farther up the trail that never made it back to the crash site. Detonate two of the droids with a power core overload, allowing you to scavenge equipment from their remains. Continue up the trail to find the third droid. Repair the droid for backup. >>> Cannock pack. >>> Dezanti unwittingly orders As you explore the narrow his men to their deaths. trails leading away from your landing site, prepare to defend yourself against hordes of wild beasts that attack without fear. Cannocks, which you encountered earlier in the Restoration Zones back on Telos, are native to Dxun. Use ranged weapons to slay them before they get close enough to bite. The same strategy applies to the <<< aggressive maalraas, large carnivores that resemble a cross In close combat, a blaster between a dog and lizard. The various species of predators on has no chance against a Dxun will attack each other if they meet, so use this to your lightsaber. advantage; as the creatures fight each other, hang back and pick off the weakened victors when they finally take notice of you. < DEZANTI At the top of the trail, you meet Dezanti and his <<< band of overconfident Zhug bounty hunters. Repair the terminal to Their ship was blasted out of space by the tamper with droids in Republic fleet and crashed—but they blame you. Since there are the area. only three survivors, you handle them easily. After slaying them, search the site carefully for containers and bodies with useful equipment and items. <<< Search all wreckage sites thoroughly for anything <<< of value. Cannock fodder: Detonate abandoned droids to clear Another old wreck lies the trail. at a dead end near the crashed Zhug ship. Look in the tall grass for items, parts, and components that survived the crash. Also find a datapad containing the last record of the Republic soldiers who perished soon after their ship went down. PRIMAGAMES.COM < 133,MAP 2 DXUN JUNGLE
to Cache to Mandalorian 10 3 Camp >LEGEND >OBJECTS Containers Mines Main Quest * Numbers correspond to the waypoints in the walkthrough text Cache 7 to Landing 8 Area Zakkeg’s Lair This area is a maze of twisting paths that snake through the jungle in all directions. Like the landing area to the south, this place teems with wild beasts. You encounter some tougher <<< species here, like the boma, a thickly muscled brute with amouthful of needlelike teeth, and the deadly zakkeg, a huge and Zakkeg's Lair well-armored monster capable of incredible bursts of speed. As with all such creatures, soften them up from a distance with blaster fire; by the time they charge into melee range, finishing them off is a snap. >>> <<< Kumus' Bluff South cache <<< >>> Central clearing Northeast cache 134 > PRIMA OFFICIAL GAME GUIDE,Dxun OVERVIEW
The Mandalorians have two concealed caches here. You can only open the blast doors that seal the entrances with very <<< powerful permacrete explosives. Your best grenades and Encountering a mature mines aren't strong enough. The first cache, in the area's boma triggers this lesson northwest corner, is already wired with permacrete; detonate from Kreia. the charge to open the door and explore the cache. The second cache is in a small clearing near the landing area's Kreia teaches you a secret entrance; you can't open it until you've been to Dantooine Force power, Beast Trick, and have obtained a permacrete charge from the sublevel of when you encounter a the Jedi Enclave there. young boma. Your mentor doesn't have to be in the party for this to occur. With this ability, you can temporarily stun any animal, giving you time to pass by safely; physical attacks free your target from its trance, however. Make liberal use of this power while you're exploring the jungles of Dxun.MAP 3 MANDALORIAN CAMP
Hangar Battle Circle >LEGEND >OBJECTS Containers 11 Lab Station Merchants Terminals Command Center Workbenches Relay Dish Main Quest * Numbers correspond 9 to the waypoints in the walkthrough text to Jungle <<< <<< Command center Battle circlePRIMAGAMES.COM < 135
, < KEX After meeting with Mandalore, you can <<< purchase items from Kex, the quartermaster. Hangar and relay dish Locate him near the base's entrance. He has a variety of excellent armors for sale, so purchase anything you find that's better than your current equipment. If you've got your eye on something expensive, sell off unused or obsolete items for extra credits. < MANDALORE < ZHUG Concealed deep within the jungle, this ruin is still occupied by a sizeable contingent of Mandalorian < XARGA troops. Because of the recent war they waged against the Jedi, the Mandalorians are generally distrustful and Speak to these Mandalorian unfriendly. They aren't overtly hostile, however, and you can captains in the camp to find chances to prove yourself. Zhug, freely explore the area after you've met with Mandalore, the the technical expert of the tribe, needs help keeping equipment enigmatic leader. Talk to everyone to activate sidequests and gain in working order. Xarga is in charge of training new recruits; he esteem in the eyes of the suspicious and proud soldiers. asks you to take up the search for one young soldier who never returned from a jungle patrol. >>> Quartermaster's depotMAIN QUEST PATH
Your goal on Dxun is to meet the Mandalore, leader of his defeated tribe. Earn his grudging respect by excelling in combat or performing useful work around the secret Mandalorian base. In return, he flies you to Onderon in his private shuttle while Atton stays behind to complete repairs on the Ebon Hawk.THE REPUBLIC BLOCKADE
<<< Track targets that drop <<< below your firing arc, and Begin firing immediately, follow their approach. while enemy ships are clustered dead ahead. 136 > PRIMA OFFICIAL GAME GUIDE,Dxun main path
When you enter the Onderon system, a fleet of ships commanded by the ambitious Colonel Tobin instantly opens fire. While Atton does his best to take evasive action, you must climb into the Ebon Hawk's turret and demolish the attacking A- wings. Ignore the gigantic capital cruisers in the distance (you Before you begin your search for the Mandalorian base, can't harm them), and focus your blaster fire on the smaller speak with each of your companions aboard the Ebon craft diving and swooping around the Ebon Hawk. Each enemy Hawk to gain influence and light- or dark-side points. ship explodes after one direct hit. After you destroy all six A- Train with the handmaiden, talk Pazaak with Atton, wings, Atton makes an emergency landing on Dxun. tinker with T3-M4, and check on Bao-Dur. >BEGIN QUEST Alternate Route to Onderon >BEGIN QUEST Find the Outpost If you haven't been to Nar Shaddaa yet, you won't have No matter how quickly you Visas Marr, G0-T0, Mira, or Hanharr in your party yet. wiped out the attacking In that case, skip the conversations and just head out to ships in the space battle, explore Dxun. the Ebon Hawk is too damaged to make the short trip to Onderon. You must seek out other means of transportation. Kreia fills you in on some of the history of Dxun, most notably the fact that the moon is where the If you spoke with Ratrin Vhek, rightful owner of the Mandalorian Wars began. Ebon Hawk on Nar Shaddaa, you can find the secret She suspects that the old storage compartment he mentioned in the Starboard enemies of the Republic Dormitory. Search the compartment for a handful of still maintain a base here, useful items. hidden in the jungle. Your next goal is to find them and ask for help getting to Onderon—not a hopeful <<< proposition considering the Check the Starboard decades of war that darken Dormitory for a hidden your mutual history. compartment if you talked to Ratrin Vehk on NarMORALE AND MORALITY Shaddaa.
Exit the ship and select two companions to accompany you on your exploration. Ranged weapons are <<< extremely useful against the many beasts here, so choose Mira, Put forth the effort to the handmaiden, T3-M4, or anyone with high DEX. Atton form bonds with your would be a good choice, but you must leave him behind to companions. They become repair the ship. stronger for it. PRIMAGAMES.COM < 137,WELCOME TO THE JUNGLE >END QUEST Find the Outpost
<<< EARNING RESPECT Ranged attacks are the safest means of beast disposal. Follow the path leading <<< away from the Ebon Hawk. Earn a shuttle ride to When possible, slay Onderon by helping cannocks from a distance Mandalore. instead of rushing in with drawn swords. Keep a sharp eye out for skeletal remains and other searchable targets concealed in the tall grass. >BEGIN QUEST The Price of Passage >>> Use the targeting cursor Ask Mandalore about transportation to Onderon. He offers his to find items concealed private shuttle, but first you must prove yourself by doing some under tall grass. work around the camp. There are seven different missions you can accomplish to impress Mandalore. While it's not necessary to do them all, you should still try everything; the more tasks you complete successfully, the stronger your character becomes. Near the path's end, you encounter Dezanti and two other >END QUEST Alternate Route to Onderon Zhugs (Waypoint 1 ). Slay them, loot their bodies, and continue on to the Dxun jungle area.EVENT 1: THE SEALED CACHE
>BEGIN QUEST An Explosive Situation <<< Fight the sentries to earn dark side points—and respect. <<< If it were really this easy, Mandalore wouldn't ask you to do it. Pester Mandalore and he gives you a task that helps you gain his trust—he asks The many trails and dead ends here are best explored you to venture into the after you've met Mandalore. Go north to find a clearing jungle and find a sealed cache of supplies that has been wired with the Mandalorian standard and a smoldering with heavy explosives. All you have to do is activate the charge campfire (Waypoint 2 ). A few soldiers uncloak when to open the cache. you approach the clearing; they have been instructed to take you into their base to meet their leader, Mandalore. You can fight them if you like (dark side), but it's best to go along peacefully for now. 138 > PRIMA OFFICIAL GAME GUIDE,Dxun main path
<<< Activate the foreman droid in 'follow the leader' mode to incite mass destruction. If Mandalore sees you approach the door at the ramp's top, he stops you. Enter stealth mode to reach the door The Mandalorian cache is and raid the warrior's private arsenal without getting protected by several caught. deadly mines. High rank in both Awareness and Demolitions are needed to explore the cache safely. The best person for the job is Mira; her Point Guard ability allows the <<< whole party to walk safely over mines without triggering This relay triggers the them. If you don't have her in the party, Bao-Dur makes a permacrete explosives set good substitute. around the cache door. There are several containers full of supplies within the cache, Leave the Mandalorian but they are blocked by a dozen inactive construction droids. base and enter the jungle. Those with good Repair or Computer Use skills can program The hidden cache is in the the droids to move out of the way. Alternatively, you can simply area's northeast corner. begin bashing the droids, causing them all to attack; their Head along the east trail neglected condition means they pose little threat. After moving from the clearing where you met the Mandalorians, then turn or destroying the droids, you can freely help yourself to the right at the first intersection. Keep following the trail north and supplies here. When you're through, return to the Mandalorian east until you reach the cache (Waypoint 3 ). Ruins and talk to Mandalore to complete the quest. >END QUEST An Explosive Situation >>> Target the most dangerous beasts first, then attack the weaker ones. EVENT 2: ZUKA'S REQUESTS Find the permacrete charge detonator near the sealed entrance to the cache and examine it to set off the <<< explosives. A herd of beasts are attracted by the sound and Zuka struggles to keep the stampede in to attack. Slay them all before entering the cache Mandalorian equipment for a look around. from being overgrown. <<< Locate Zuka near the entrance to the Mandalorian Ruins Mira can explore the cache (Waypoint 4 ). He's trying to repair a relay dish, but the without fear of setting off inexorable growth of jungle plants has ruined some of his the mines. equipment. Offer to help him and he gives you two separate quests to undertake. >BEGIN QUEST Tech Assistance PRIMAGAMES.COM < 139, <<< <<< Computer Use allows Impress the guard captain you to get the telemetry by slaying a zakkeg, Dxun's computer online for Zuka. mightiest beast. To get the relay dish Speak with the working, there are two Mandalorian guard captain tasks to complete. Bring in by the ruin entrance Bao-Dur, or anyone with a (Waypoint 5 ). Ask him high Repair skill, for the job. First, check the broken wires next about the beasts that prowl Dxun and he tells you of the deadly to Zuka and repair them. Next, head for the small room under- zakkeg, an armored beast that is capable of incredible bursts of neath the relay dish at the complex's north end. Check the speed despite its vast bulk. If you can defeat the zakkeg and telemetry computer next to the workbench; if you don't have bring back one of its ears as proof, you will have made a big enough computer spikes to fix it, summon T3-M4 to produce impression on the Mandalorians. some for you. When everything's fixed, return to Zuka and he thanks you for a job well done and gives you a few parts and components. >>> >END QUEST Tech Assistance Ranged weapons give you a huge advantage against the zakkeg. >BEGIN QUEST Trouble with Cannocks >>> Only a tenacious cannock-hunter will <<< find all three phase The zakkeg deals massive pulse converter pieces. damage at close range. Don't tackle it head-on. Zuka's second request is to help him recover a phase- To locate the zakkeg, head pulse converter he needs south from the guard in order to finish his captain to enter the jungle. repairs. The part was devoured by the cannocks that stalk the Take the first trail leading Dxun jungle. To complete this quest, thoroughly explore the left from the clearing and follow it west and south to reach the jungle paths, slaying every cannock that you meet. The zakkeg's lair at the path's end (Waypoint 6 ). When you first spy cannocks are found in random locations, but all are within the the zakkeg in the distance, equip every character with ranged Dxun jungle area. Carefully search the remains of each cannock weapons and pelt it with blaster fire from a distance. The beast tries until you find all three pieces of the phase-pulse converter, then to charge down the path toward you, but if you begin your attack bring the pieces back to Zuka to complete the quest. from maximum range, it won't be able to squeeze through the narrow path to reach you. Keep firing from a safe distance until the beast drops, then collect the trophy ear from its remains. Search its >END QUEST Trouble with Cannocks lair thoroughly for valuables before returning to the Mandalorian guard captain to show off your trophy and complete the quest.EVENT 3: KING OF THE JUNGLE
>END QUEST Zakkeg Challenge >BEGIN QUEST Zakkeg Challenge 140 > PRIMA OFFICIAL GAME GUIDE,Dxun main path EVENT 4: GUERILLA WARFARE
<<< Helping Kelborn hunt down the Onderonian scouts Seek out Kelborn and offer earns you the chance to honorably duel the Mandalorian to help him hunt down in the battle circle. trespassers. >END QUEST Scout Hunt >BEGIN QUEST Scout Hunt EVENT 5: KUMUS' PREDICAMENT In the Dxun jungle, head west and south from the clearing by the entrance to the Mandalorian Ruins. You find Kelborn, who's searching for scouts from a ship that's landed in the area <<< (Waypoint 7 ). Agree to help him locate the scouts to begin Xarga asks you to discover the quest. the fate of a scout who vanished in the jungle. >>> While the scouts fend off beasts, you can move in for a devastating ambush. From the place where you >BEGIN QUEST Missing Mandalorian met Kelborn, venture south along the path until you encounter the first Speak to Xarga, a Mandalorian officer found near the entrance scout patrol; you overhear to the ruins. He's on the east side, monitoring four soldiers that they were sent by Colonel Tobin, the Onderonian officer engaged in combat exercises (Waypoint 9 ). He tells you of a who fired on the Ebon Hawk when you arrived in Onderon missing warrior, Kumus, who vanished into the jungle three space. They attack on sight (Waypoint 8 ). Destroy them and days ago and is presumed gone forever. He asks you to search continue exploring the trail to meet a second group of scouts the jungle for Kumus' remains and bring back his equipment. that are being assaulted by bomas. Hang back and attack with Agree to help in order to activate the quest. ranged weapons, letting the bomas do some of the work for you. When the scouts are obliterated, mop up the beasts and examine all of the remains for items or equipment. <<< <<< Kelborn's skills are Kumus' fate lies in your shown by the bodies left hands. in his wake. Keep following the trail and take the first branch on the right to meet back up with Kelborn. He's eliminated the remaining scouts. Good work, you've finished the quest! PRIMAGAMES.COM < 141, To activate this quest, locate the battle circle in the north part of the Mandalorian Ruins (Waypoint11). You can compete in five one-on-one battles with different Mandalorian soldiers to earn experience points and prestige. Speak with the Head back into the Dxun jungle and follow the paths Mandalorian sergeant to begin the first battle. north and east to find Kumus (Waypoint10). It turns out he's not quite finished after all; he climbed a steep bluff to escape a pack of bomas, spent all his <<< ammunition, and became trapped. The permacrete Davrel is a fresh recruit charges he brought along are still active; you can and hasn't had much detonate the explosive, destroying Kumus and earning fighting experience. dark-side points, or you can slay the bomas and rescue the hapless Mandalorian, earning light-side points. Your first opponent is Davrel, a young recruit with little battle experience. You aren't allowed to use any >>> weapons or Force powers during this battle, but you can use For a light side bonus, any melee combat feats you know. You should have little don't reveal Kumus' trouble defeating this inexperienced opponent. humiliating secret. Davrel's pride won't let him forget the beating you gave him. Leave the Mandalorian camp to find the recruit After finding Kumus, return to the Mandalorian Ruins spoiling for a fight outside the battle circle—a fight to and report your findings to Xarga. If you rescued the finish. After granting his request, search his remains Kumus, you find him here as well. He begs you to keep for nice equipment. silent about his embarrassing predicament; honor his request when you speak to Xarga for light-side points, or reveal his humiliation in the sight of all for dark-side <<< points. Xarga rewards you with a random item for your Kex agrees to fight on your efforts. If you destroyed Kumus, you get nothing. terms, which means any weapon you have. >END QUEST Missing Mandalorian Speak with the Mandalorian sergeant to initiate theEVENT 6: MANDALORIAN GLADIATORS second battle. This time
you are challenged by Kex, the quartermaster. You can choose the terms for this battle: unarmed or with weapons. Choose the latter to easily defeat the arrogant quartermaster, earning further renown among the Mandalorians. >>> Force powers aren't allowed, but with combat feats you don't need them. Speak to the Mandalorian sergeant to test your skill in Your next opponent is the battle circle. Tagren. This battle is like the first—no weapons or Force >BEGIN QUEST Battle Circle powers are allowed. Tagren is a better opponent than 142 > PRIMA OFFICIAL GAME GUIDE >>>,Dxun main path
Davrel, but your unarmed specialist feats should be more than enough advantage for you to win easily. <<< Help the exiles defend their camp against Sith assassins. To earn the right to battle the two strongest champions of the battle circle, you must have met Kelborn in the Dxun jungle and successfully completed the Scout Hunt quest. <<< Kelborn chooses to fight with the blade. If there's anything you need aboard the Ebon Hawk, go back The fourth battle is against for it now. This includes any equipment carried by party Kelborn, whom you met in members you left behind earlier. After Mandalore shuttles the Dxun jungle earlier. In you to Onderon, you won't be able to get any of it back this fight you are automati- until you return to Dxun later on. cally equipped with a dueling vibroblade. Attack with this weapon only; Force powers are again forbidden during Speak to Mandalore between quests and he lets you know when this fight. Kelborn is a tough opponent, and unless you are well you've earned enough renown to merit a shuttle ride to armored, he can easily defeat you. Equip your best protective gear Onderon. Your departure is interrupted, however, by a surprise before speaking to the Mandalorian sergeant to begin the fight. attack from an army of Sith assassins. Fortunately, the >>> Mandalorians will fight with you during this battle. Make your Bralor wants to fight way through the Mandalorian camp, slaying any Sith assassins against your full arsenal. you see. Don't worry about the Mandalorians; they can't be This helps you end the slain. In fact, you can sit back and watch the Mandalorians do battle quickly. all the work for you, but they aren't as strong as you, and the battle could rage for a long time before they win on their own. If you defeat Kelborn, you There is no end to the onslaught; after you've taken out a dozen earn the right to battle the or so Sith, Mandalore suggests that you leave immediately in toughest soldier in the the hopes of saving his camp from the assault. After all, the Sith camp: Bralor. He agrees to only attacked because you were there. fight on any terms, so don't hesitate to unleash your strongest Force powers and attacks on >END QUEST The Price of Passage him. After winning the fight and earning the highest battle honors of the Mandalorians, the sergeant rewards you with a random weapon. This completes the quest. The Mandalorian shuttle >END QUEST Battle Circle takes off for Onderon's capital city, Iziz. You areTHE SITH ATTACK stuck in Iziz until you can
meet Jedi Master Kavar and complete your business there, so prepare for an arduous journey. <<< Report to Mandalore to learn if you have proven your worth. PRIMAGAMES.COM < 143,ONDERON AREAOVERVIEW
Onderon is torn by conflict between Queen Talia, the rightful ruler, and her cousin General Vaklu, a usurper seeking to wrest control away from the Queen. You can support Queen Talia and the Onderonians if you're holding to the light side, or back General Vaklu in his coup to overthrow the Queen if you're on the dark side. The captial city, Iziz, provides the stage on which the drama unfolds.MAP 1 IZIZ SPACEPORT
to Merchant Quarter >LEGEND >OBJECTS Containers Merchants Terminals 1 Main Quest Mandalore’s Shuttle * Numbers correspond 2 to the waypoints in the walkthrough text Beast Pens <<< Iziz Spaceport <<< The spaceport features a Unfortunately you have large plaza where many no recourse but to slay Onderonians mill about the Boma. restlessly. Talk with them to get an idea of the anxious mood that's settling over the population. Mandalore's shuttle is parked in the dock on the spaceport's north side. You won't be able to take off, however, until your business on Iziz is completed. 144 > PRIMA OFFICIAL GAME GUIDE, onderon overview < BEAST RIDER <<< With a sales pitch like this, you must check out his wares. A Beast Rider watches over his restless cargo on the plaza's south side. Shipping delays have caused the caged beasts to become restless and unpredictable. The < MARGAR large nearby boma bursts from its cell and you have no Margar, an Aqualish merchant, has set up a store choice but to slay the poor creature. Reply to the Beast opposite the entrance to the Merchant's Quarter. Rider's thanks with kindness (light side), or slay him Since weapon sales are restricted inside the city, for his impudence (dark side). he's forced to do business here in the spaceport. Make a few choice purchases here.MAP 2 MERCHANT QUARTER
B1 Fountain >LEGEND to Western Square >OBJECTS Merchants Terminals Main Quest Main Quest: Dark Sidequest Turret Tower * Numbers correspond to the waypoints in the A1 walkthrough text to Iziz Spaceport < CAPTAIN RIIKEN The bustling Merchant Quarter is full of soldiers <<< and ordinary citizens; there is a palpable sense of Merchant Quarter anxiety radiating from every person you talk to. Captain Riiken stands at the door of the turret tower and catches you up on Onderonian history if you have the patience to listen to his tale. When you find evidence of Dhagon Gent's innocence, bring it to Riiken and he releases the prisoner. PRIMAGAMES.COM < 145, <<< <<< The selection isn't great but Speak your mind on the the prices are low. political situation in Iziz. There is one merchant West of the fountain, a here, Gegorran. Locate Twi'lek and Devaronian him near area's the center. debate the political He has few weapons for situation. You and your sale, but his selection of companions can join the armor and healing items is excellent. If you see anything you conversation for further insight; use this chance to reinforce like, don't hesitate to buy it! your influence over your friends. >>> <<< Ponlar's charged words can The Sky Ramp is off cause the crowd to riot. limits, but you can visit it when you return to Onderon later. < PONLAR < CAPTAIN BOSTUKO The gate leading to the palace north of the Merchant Quarter is blocked by Captain Bostuko, a loyal veteran of the Mandalorian Wars. No amount of persuasion convinces him to let you past, so just Ponlar, a disgruntled citizen, is holding an impromptu make a note of his location for now. You can find another way rally by the large fountain. His dissatisfaction with to get by him later. Queen Talia seems to resonate with the crowd, and you're invited to share your own opinions. As you spend time in Iziz, tension mounts and eventually a riot breaks out. Help the Onderonian soldiers subdue the crowd (light side), or incite chaos by supporting Ponlar and slaughtering the soldiers (dark side). 146 > PRIMA OFFICIAL GAME GUIDE, onderon overviewMAP 3 WESTERN SQUARE
Droid Salvage >LEGEND >OBJECTS Containers B3 Lab Station Dhagon Gent’sOffice Merchants Unlocked Door Locked Door Main Quest 8 Main Quest: Dark * Numbers correspond to the waypoints in the walkthrough text to Merchant Quarter to Cantina <<< Western Square. This area of Iziz is home to the seedier elements. Bounty hunter attacks are With 1B-8D's component, you should have all the parts likely, but after you defeat needed to activate the assassin droid when you finally a few of them, most of the get back to your ship. It sounds suicidal, but when HK- thugs show you a healthy 47 starts taking your orders, you're on your way to respect. Garbage and commanding the strongest ranged attack specialist in wreckage are strewn everywhere, and desperate commoners sift your group. through the debris looking for anything of value. >>> <<< You can reprogram 1B-8D Dhagon Gent's Office. to give you a discount. < 1B-8D < DHAGON GENT The lone droid in this area, 1B-8D, sells droid parts and supplies. Buy the HK vocabulator from Dhagon Gent's apartment lies off the northwest him; it's one of the essential components needed of the main plaza. It's unlocked, so go in and to reactivate the broken HK-47 droid back on the Ebon Hawk. look for a few valuables. There's also a lab Bring T3-M4 along and talk to 1B-8D with your droid; select station you can use. After you clear Dhagon of the murder the Repair option to tinker with the vendor's market protocols, charges, he awaits you here. and then you can buy items at a discount. PRIMAGAMES.COM < 147,MAP 4 IZIZ CANTINA
A3 A4 >LEGEND >OBJECTS67None Main Quest Main Quest: Light Swoop Bike Beast Main Quest: Dark Registration Rider’s Den B2 * Numbers correspond to the waypoints in the walkthrough text A2 to Western Square dangerous obstacles littering the swoop track and arranges heats for you if you want to earn some extra credits. It costs <<< 100 credits to race, but by winning each variation of the course, Cantina swoop bar. you can pocket 500, 2,000, or 5,000 credits. Found on the Western Square's south side, the Iziz Cantina is unusual in that thugs, spacers, and regulars all mingle in an uneasy truce. You are warned not to upset the balance when you enter; of course, If you have a high Persuade skill, you can convince events propel you into conflict no matter how hard you try Qimtiq to cut you in on his profits. The Quarren agrees to avoid it. to a 500 credit bonus on any race that you win.Onderon Swoop Track Records
Rank Racer Record Prize (Credits) <<< Cantina entrance. 3rd Panar 53:88 500 3rd Panar: Grudge Match 49:22 500 2nd M'Sadaar 44:77 2,000 1st Jonra Far Unknown 5,000 Galactic Record 37:60 < QIMTIQ Qimtiq, an aloof Quarren, owns the Iziz Cantina and manages the swoop bike races. Locate him in the hall on the left. He warns you of the 148 > PRIMA OFFICIAL GAME GUIDE, onderon main path < JONRAFAR for a blank visa. You can get a better deal from Sakarie, however; she has a rare Qixoni lightsaber crystal to trade. Look for usable < M’SADAAR starport visas on the remains of bounty hunters you slay. < PANAR You find Onderon's three best swoop racers around the Cantina. Speak with them for tips on surviving the dangers of the swoop <<< track. They are generally unfriendly to competitors like yourself, Nikko eagerly challenges but the rules of the Cantina ban those who cause trouble. you to a game of Pazaak. <<< Think carefully before deciding whom to give your < NIKKO starship visa to. < KIPH As you attempt to unravel the clues surrounding the murder of Captain Sullio, two Cantina patrons play a key role. Nikko knew the victim and her accused < GORMO murderer well and provides valuable information; he also plays a mean game of Pazaak. Kiph is a Twi'lek slicer who can wipe < SAKARIE starport visas so that they can be reassigned to anyone; a priceless talent in Iziz. He was in the Cantina the night of the Many travelers are stranded on murder and his skills are needed to solve the mystery. Onderon because they lack the needed starport visas required for departure. Gormo, near the entrance, offers to pay 500 creditsMAIN QUEST PATH
To find Jedi Master Kavar, you must seek out a doctor by the name of Dhagon Gent. Unfortunately, the doctor has been wrongly imprisoned for the murder of his friend, Captian Sullio. Find proof of his innocence to get the charges dropped and arrange a meeting with Kavar. >BEGIN QUEST Master of the Palace Mandalore SOLDIER LEVEL 5 >SIDEQUEST Starport Visa VITALITY: 54 ATTACK STYLE: Melee PREFERRED SKILLS: Demolitions, Security, Repair, Treat Injury SPECIAL ABILITIES: Implant Switching, Mandalorian Courage, Mandalorian’s Armor, Create Adrenal Stims <<< Mandalore vows his After Mandalore's private shuttle lands in the docking bay, talk allegiance to you, but not with him to learn more about the situation on Onderon his servitude. (Waypoint 1 ). Head into the main plaza, where the dock master issues you a starport visa; this vital document grants you permission to leave the planet when your business is concluded. PRIMAGAMES.COM < 149,MARTIAL LAW A team of bounty hunters attack when you enter. Concentrate
on taking out the leader first, then mop up the weaker enemies. <<< Search the remains for valuables and head for Dhagon Gent's Endure the guard's interro- apartment (Waypoint 3 ). The man standing outside informs gation before entering Iziz. you that the doctor isn't home; he's been arrested for murder. Explore the plaza and >BEGIN QUEST A Doctor's Alibi speak to everyone. Check the news terminals to watch a holo recording <<< with the latest news on Learn of Dhagon Gent's the skirmishes happening arrest by speaking to in orbit. When you're ready to move on, approach the gate eyewitnesses in the leading to the Merchant Quarter. An Onderonian soldier Western Square. questions you; just Persuade him to let you by (Waypoint 2 ). Take time to look around. Visit the Cantina for swoop racing or a game of Pazaak, and buy the HK <<< component from 1B-8D. The thugs here aren't dangerous, so Your actions can save the feel free to talk with them. Replenish your health if needed reporter, or condemn him. before you return to the Merchant Quarter; more bounty hunters are waiting for you on the way out. >>> When fighting large groups, tackle the most dangerous enemies first. This group (Waypoint 3 ) is a little tougher than the As you enter, look for a trio of Vaklu soldiers harassing one you fought earlier. an old reporter. They accuse him of treason and While the Twi'lek who threaten harsh interrogation. If you have tasted the dark leads the band wastes time side, this may sound like a great idea. Intercede on the with threats, several bounty hunters close in behind you. Even helpless citizen's behalf for a light side bonus. though you're surrounded, this battle is easy to win. Target the largest group of enemies with area effects like grenades or Force powers (Horror works wonders) while your melee character >SIDEQUEST A Matter of Leadership duels the Twi'lek. When the leader falls, turn your attention to the underlings. After the battle, search the remains carefully to find a bounty hunter starport visa; as you know, this item is Move through the area, chatting up the locals and rummaging priceless on a besieged world like Onderon. through containers. There are several inactive turrets; ignore them for now. After you explore everywhere, head through the northwest gate to the Western Square. MURDER MOST FOUL <<< >>> Captian Riiken runs the Use force powers and investigation into Sullio's ranged attacks to take murder. down the grenadiers in the back ranks. 150 > PRIMA OFFICIAL GAME GUIDE, onderon main path Back in the Merchant's Quarter, seek out Captain Riiken by the turret tower (Waypoint 5 ). Ask him how you can clear <<< Dhagon Gent of the murder charges; he advises you to begin Panar tells you where your investigation at the Cantina. Perhaps some of the patrons to look for scavenged who witnessed Captain Sullio's last moments can shed some droid parts. light on the situation.… Head into the Beast Rider's Den and talk to Panar. He <<< advises that if you're Nikko plays a key role in looking for droid parts, the your search for justice. likeliest source is 1B-8D, the droid vendor in the Western Square. Return there and buy the remains for 25 credits, then Return to the Cantina. You come back to the Cantina and show them to Kiph. must trigger a complex series of conversations here to obtain evidence of Dhagon Gent's innocence. >>> First, talk to Nikko, the Pazzak player (Waypoint 6 ). Ask him The serving droid's last about the murders, and he expresses disbelief that Dhagon moments hold the proof Gent would ever commit such a terrible crime. that Dhagon Gent is innocent. Next, speak with the Twi'lek Kiph (Waypoint ). He The records that Kiph7 saw Dhagon Gent and extracts from the droid Captain Sullio arguing that remains prove the night, and his report to the murderer must have come from the Merchant Quarter, and authorities seems to have therefore it couldn't have been Dhagon Gent. At last you have been the key evidence they the evidence you need! Show the recording to Nikko and he used to arrest him. Pass this goes with you to present your case to Captain Riiken. information back to Nikko, who says the doctor and captain were renowned for >END QUEST A Doctor's Alibi their mutual abuse—it was their way of flirting.THE BEAST RIDERS
<<< The bloodstains are a <<< clue that you can find Dhagon Gent arranges a evidence here. meeting with Master Kavar after you recover Nikko tells you Captain his datapad. Sullio's body was found outside the Cantina in a While the murder remains pile of garbage. Head unsolved, at least Dhagon outside and locate a bloodstained trash pile (Waypoint 8 ). Gent's name is cleared. Search carefully here to find the remains of a broken droid. Back in the doctor's office, Go back into the Cantina and tell Kiph about your find. you learn that while he was imprisoned, looters made off with If you had the droid's head, it might contain a record of the encrypted datapad that contains all of Dhagon's contact the murder. information. You're rewarded with an energy cell component for your lightsaber and sent off to the Cantina to recover the doctor's datapad. >BEGIN QUEST Cantina Rats PRIMAGAMES.COM < 151, <<< Combining melee and ranged attacks makes short Master Kavar stuns the colonel's troops and makes his work of Bakkel. escape, leaving you to fight on your own. When the battle begins, one of your companions expresses Before you confront the concern for potential civilian casualties. Reply with Beast Riders, save your humane reassurance (light side) or disdainful contempt game and activate an (dark side). You can't actually harm the bystanders energy shield for your during this battle, so feel free to unleash everything weakest party member. Head into the Beast Rider's Den and you've got on the troops. talk to Bakkel. She doesn't hesitate to attack. Concentrate on taking Bakkel out first; when she drops, finish off the rest of her gang. Search her remains after the battle to find Dhagon Gent's datapad and her starport visa. >END QUEST Cantina Rats If you have fallen to the dark side, you must defeat only one soldier for Colonel Tobin to call a cease fire. He asks you to help General Vaklu defeat a Sith Lord who'sESCAPE FROM ONDERON been pushing them around and to help overthrow
Queen Talia. Agree to do so. You are free to go at this point, but the general's men still attack you on your way <<< through Iziz in order to "keep up appearances." Dhagon Gent contacts Master Kavar on your behalf. Return to the doctor's room and give him the datapad to call a meeting with Jedi Master Kavar, but You can't meet Master Kavar again until later, when only if you've finished any General Vaklu assaults the Royal Palace in an open bid other loose ends you may have on Onderon. Iziz is crawling to claim control of Onderon. For now, all you can do is with Vaklu troopers from this point on. get back to Mandalore's shuttle and escape. >>> The Cantina becomes a trap when Colonel Tobin interrupts <<< your meeting with When weaker enemies Master Kavar. are grouped together, Force Powers have their The scene shifts to the greatest effect. Cantina, where Master Kavar awaits. Your conver- sation is interrupted by Colonel Tobin, General Vaklu's most loyal servant, who has been monitoring your activities all along. He hopes to destroy the Jedi Master now that you've lured him out of hiding. >BEGIN QUEST Escape from the Merchant Quarter 152 > PRIMA OFFICIAL GAME GUIDE, onderon sidequests Leave the Cantina and begin fighting your way back to Mandalore's private shuttle in the landing zone. Almost a dozen <<< men stand between you and the Merchant Quarter. Keep a tight Mandalore decides to stick rein on your party members so they don't run off and get around for a while. slaughtered. Deal with the first knot of enemies first, then pause to heal yourself and save the game before dealing with After landing, Mandalore the remaining enemies. informs you that he's now joining your quest on a permanent basis. Like all of your companions, the <<< ambitious Mandalore is Use blasters or Force driven by complex factors and has the potential to attain legendary Powers to destroy turrets power. Keep speaking to him throughout your journeys to learn that are out of melee range. more. Form a new party and hike back through the jungle to the Ebon Hawk; you can now take off and set course for a new planet. As you pass through the Merchant Quarter, the defense turrets you saw earlier suddenly activate and begin spraying you with blaster fire. Demolish them with grenades, ranged You can finally install the final component of HK-47 attacks, and Force lightning, then continue on to the that you bought from 1B-8D, activating the assassin starport. Safely aboard Mandalore's shuttle, you fly back to droid as a new party memeber. Its devastating ranged Dxun, where the Ebon Hawk and your companions have attack potential is a welcome addition to your arsenal. been waiting.HK-47
>END QUEST Escape from the Merchant Quarter COMBAT DROID LEVEL 6 VITALITY: 72 ATTACK STYLE: Ranged PREFERRED SKILLS: Computer Use, Demolitions, Security, Repair SPECIAL ABILITIES: Assassin Protocols, Assassin Rifle, Pacifist UnitSIDEQUESTS
While you're unravelling the mystery behind Captain Sullio's murder, speak with the Onderonians to take on sidequests. Many stranded citizens are in need of starport visas; these vital documents are the only legitimate ticket out of Iziz. Dark-side players can also tilt the balance of the civil war by working as an assassin for General Vaklu. There are many people in Iziz who are desperately searching >A. BEGIN SIDEQUEST Starport Visa for a starport visa so they can escape the city before war breaks out. As you work on getting Dhagon Gent released from prison, you can find two of these precious documents; unfortunately, there are five potential persons to give them <<< to. Give away both visas to complete this quest. Your choice Search the Twi'lek bounty hunter of who to deal with can strongly affect your balance with for the first starport visa. the Force. PRIMAGAMES.COM < 153,GORMO
<<< A second starport visa is found on Bikkel's remains after you defeat her in the <<< Cantina. Gormo already has a ship, all he needs is a Search the Twi'lek bounty starport visa. hunter's remains as you leave the Western Square to find the first starport visa; you must pay Kiph 500 credits to convert it to an "open" visa. Another one is left behind when you slay the Beast Rider Bakkel in the cantina; her visa is already open, so you can use it immediately. Now you must decide….TERLYN
Other candidates are found in the Cantina. Gormo, the stranded Duros captain, lingers near the entrance <<< (WaypointA2). He can pay you only 500 credits; give One good Terlyn: Gain him the visa for free (from one space captain to light side prestige by another) for a light side bonus. freely giving the widow a starport visa.SAKARIE
<<< If you favor the dark side, you're well rewarded by Find Terlyn at the Merchant Quarter's south end giving a starport visa to (WaypointA1). Her husband was eliminated for trying Sakarie. to assassinate General Vaklu; now a widow, nothing remains for her in Iziz but the threat of war. Show your support for Queen Talia and the forces of good by giving Terlyn a visa, allowing her and her young children to escape.TOLAS
<<< Strictly business: Sell a The fourth choice is Sakarie, a smuggler. Locate her at starport visa to Tolas for the back of the Cantina (WaypointA3). Thanks to her 2,000 credits. thriving life of crime, she makes you the best offer. Choose a premium weapon, 5,000 credits, or a rare If you love the sound of Qixoni crystal for your lightsaber. Making a deal with cold hard credits, consider this criminal earns dark side points. supplying a visa to Tolas. He's also found in the Merchant Quarter (WaypointA1), and he makes you a straightforward offer: he'll buy a starport visa from you for 2,000 credits. With a high Persuade skill, you can increase his offer to 3,000 credits. 154 > PRIMA OFFICIAL GAME GUIDE, onderon sidequestsXAART
<<< Convince Captain Gilesi to abandon his post by playing Finally, there's Xaart, a secret Republic operative (WaypointA4). When you first talk with him, he off his fears. carefully tests you by asking your opinion of recent events. If you say anything against the Republic, he will never talk to you again! Pass his loyalty test and he reveals his need for a starport visa. If you give him one, he can only reward you with his thanks. Your balance shifts strongly to the light side for this act. >A. END SIDEQUEST Starport Visa Find Captain Gelesi in the Cantina (WaypointB2). As >B. BEGIN SIDEQUEST A Matter of Leadership the replacement for the recently murdered Captain Sullio, Gelesi is already feeling nervous about his new assignment. Persuasion and veiled threats easily <<< convince him to abandon Iziz for someplace safer. Nowonly Captain Riiken remains. Pave the way for General Vaklu by helping Anda eliminate three Royalist Captains. Anda, a staunch supporter of General Vaklu, has a <<< sensitive mission for you. Captain Riiken meets his Locate her in the Merchant Quarter (WaypointB1). She wants end in the Western Square. to "convince" three of Queen Talia's most loyal captains to step down and she offers a substantial fee if you find a way to remove each one from command. Naturally, becoming a paid assassin causes your dark side balance to increase dramatically. >>> Use this terminal in the Merchant's Quarter After proving Dhagon Gent's innocence, you can find to assassinate Captain Captain Riiken patrolling the Western Square. Follow Bostuco. him to the east side, where there are no witnesses (WaypointB3). Approach and confront the captain, choosing from the list of suitable parting words. When Riiken is dead, make your way back to Anda to report on your success. She delivers the promised reward and vows that your work will not be forgotten by her masters—subtle words of gratitude that carry a Your first victim is Captain Bostuko, who guards the veiled threat. entrance to the Sky Ramp. Use the Iziz security card Anda gives you to slice into the terminal in the northeast Merchant Quarter. Access the Sky Ramp security camera, then use computer spikes to overload >B. END SIDEQUEST A Matter of Leadership the power conduit there. It explodes, defeating Captain Bostuko. One down, two to go. PRIMAGAMES.COM < 155,DANTOOINE AREAOVERVIEW
Like other worlds in the galaxy, Dantooine is in the grip of crisis. The renowned Jedi Enclave, destroyed during the Mandalorian Wars, has attracted a host of scavengers and explorers to its ruins. Meanwhile, mercenary camps multiply, populated by veteran soldiers unable to make the transition to a peaceful life. With resources dwindling and beast attacks on the rise, the mercenaries and scavengers will soon have nothing to lose by resorting to violence.MAP 1 khoonda
to Khoonda Plains Containers x15 Arsenal Medical Bay Droid Warehouse >LEGEND >OBJECTS Containers Lab Station Merchants Terminals Workbenches to Khoonda Plains 16 Unlocked Door to Khoonda Plains Locked Door B1 Main Quest 12 Main Quest: Light Sidequest Adare’s Office * Numbers correspond to the waypoints in the walkthrough text does its best to settle disputes and monitor the safety of salvage crews bound for the Jedi Enclave. Zherron, the militia leader, serves Adare loyally; his uncompromising view <<< of the law means criminals get no sympathy from him. Administrator Speaking with both of them is your first priority after Adare's office landing on Dantooine. < AZKUL Adare's biggest threat is Azkul, a hardened veteran of the Mandalorian Wars who fought for < ADARE the Sith. Bearing the scars of nearly fatal wounds, Azkul has been gathering mercenaries for an all-out < ZHERRON assault on the Khoonda. By playing off his men's fear that the scavengers and settlers have no intention of making room for The Khoonda is a small fortress them, he's convinced them that they have nothing to lose by and seat of the area's fragile government. Under the capable violent revolt. leadership of Administrator Adare, Koonda's small militia 156 > PRIMA OFFICIAL GAME GUIDE, dantooine overview < ADUM LARP <<< After Adare gives you the passkey for Khoonda, Adum Larp's Weapon Shop you can find Adum Larp in a room off the south hallway. This Rodian merchant runs a thriving weapons business and offers a good selection of premium stock. Stop by if you feel any of your companions aren't as deadly as they could be.MAP 2 KHOONDA PLAINS
to Enclave Courtyard Ebon Hawk >LEGEND >OBJECTS to Enclave Courtyard Containers Merchants Mines Locked Door Main Quest Sidequest * Numbers correspond to the waypoints in the walkthrough text C1 Western Plain to Khoonda Eastern Plain to Crystal Cave <<< <<< Eastern Khoonda Plains Hangar Bay < SAEDHE The open fields surrounding the Khoonda are >>> home to roving bands of kinrath. These Khoonda Exterior insectlike monsters attack aggressively; as with all beasts, your best defense is to weaken the enemies from range before they close to attack. You can earn a lot of credits by helping Saedhe, a militia investigator searching through a swoop bike wreck in the Eastern Plain.PRIMAGAMES.COM < 157
, < AKKERE < PATO ADO There are two merchants doing business in this area. Akkere, a Sullustan, keeps shop in the courtyard's northeast corner around the Khoonda. He specializes in equipment, items, and weapons for droids. Pato Ado, an Ithorian, lingers in the Hangar Bay. He sells Pazaak cards and offers to play for 250 credits a game. Beat him repeatedly to raise the stakes as high as 750 credits; eventually Pato Ado begins giving you rare armor upgrades whenever you win. Beating him is much easier if you've obtained the Champ's golden card on Nar Shaddaa.MAP 3 ENCLAVE COURTYARD
to Enclave Sub-Level >LEGEND >OBJECTS None Locked Door 3 Main Quest Salvager’s Camp * Numbers correspond to the waypoints in the walkthrough text 9 Mercenary Camp to Khoonda Plains <<< <<< Salvager's Camp Mercenary's Camp Outside the ruined Jedi Enclave lying north of Khoonda, two Found at the east side of the Enclave Courtyard, this rude camp rival bands of Dantooine's residents have set up makeshift is made of parked landspeeders and converted cargo bins. Speak camps. The salvagers, desperate adventurers seeking any with the mercenaries and get an earful of thoughts on Azkul, remaining valuables or treasure from the Enclave ruins, are their leader, and his plan to take control of Khoonda away from settled in the area's western part. Visit here to learn about the Administrator Adare. dangers of the Enclave Sublevel and learn the salvagers' opinion of Administrator Adare and her coalition. 158 > PRIMA OFFICIAL GAME GUIDE, dantooine overviewMAP 4 ENlcave sublevel
B2 D1 >LEGEND >OBJECTS Containers Mines to Enclave Courtyard Droid Bay Terminals Workbenches 6 Unlocked Door84Containers x8 Locked Door Main Quest Power Relay Sidequest Station Garden 7 Jedi Archives * Numbers correspond to the waypoints in the walkthrough text D2 <<< <<< Jedi Archives Garden < DISCIPLE < JORRAN Deep within the Jedi Enclave Sublevel lies an You find another survivor of the laigreks in the archive of knowledge that few have seen. The Sublevel's northeast part. Jorran, a salvager, is disciple is one of those few. You meet him after trapped and needs your help to safely escape. fighting your way through an army of laigreks and traps; he You must find Jorran in order to complete the "Farm offers vital information about Jedi Master Vrook and, if your Equipment" sidequest. character is female, joins your party.PRIMAGAMES.COM < 159
,MAP 5 CRYSTAL CAVES
Kinrath Hive A2 >LEGEND >OBJECTS Containers Main Quest Sidequest 10 Mercenary Base * Numbers correspond to the waypoints in the walkthrough text A1 C2 to Khoonda Plains < AHRNELL The mercenary base is well protected inside the <<< Crystal Caves, where a teeming kinrath hive Kinrath Hive keeps all but the most brave or foolhardy at bay. Locate the Twi'lek Ahrnell in the southeast passage to learn his secret for walking the tunnels unharmed: kinrath scent glands. >>> Mercenary BaseMAIN QUEST PATH
Your primary goal on Dantooine is to find Jedi Master Vrook. He was last seen entering the Jedi Enclave but never returned. Retrace his path, facing the dangers of the Enclave yourself, to discover his fate. The clues you find lead you to the Crystal Caves, where Vrook is held captive by a band of mercenaries. Rescuing him proves to be a mixed blessing, however, when the mercenaries retaliate by launching a massive assault on the Khoonda. Choose your destiny by helping Adare defend her citadel or by helping Azkul breach the Koonda's defenses. 160 > PRIMA OFFICIAL GAME GUIDE, dantooine main questARRIVAL AT KHOONDA
<<< Take advantage of the open <<< spaces and blast beasts Dantooine is a dangerous from maximum range. place; update your weapons and armor often. Return to the plains and head west, across the When the Ebon Hawk narrow bridge. Test your lands, form a party and combat skills on the disembark. Keep your kinrath prowling in the western plain, then move north to the forces balanced by Enclave Courtyard. Cross the bridge over the Enclave's moat selecting companions like (Waypoint 3 ). The left path is a dead end stalked by a pack of Mandalore and Visas Marr (dark side), or the handmaiden and kath hounds; slay them if you wish, then go north to encounter T3-M4 (light side). You're greeted by Dillan (Waypoint 1 ), a group of salvagers. They lost one of their team to laigreks, and who instructs you to meet with Administrator Adare. Explore even worse, are going home empty-handed. You won't get any the docking bay, then take Dillan's advice and head for the help from them. Khoonda. >BEGIN QUEST Lost in the Shadows >END QUEST Relics of the Past >BEGIN QUEST Relics of the Past THE JEDI ENCLAVE >SIDEQUEST Ghosts to Rest >SIDEQUEST Cave Crawling >SIDEQUEST Farm Equipment >>> Show the laigreks some respect and only approach at full strength. >SIDEQUEST Sensor Search Now that you've heard several tales about the dangers of the Enclave <<< Sublevel, it's time to You can't enter the Jedi explore it for yourself. Enclave until you've met Enter and cross the ruined garden to encounter the laigreks with Administrator Adare. you've heard so much about (Waypoint 4 ). Their fearsome reputation is well earned. Switch freely between ranged and Of the Khoonda's three melee attacks; all party members should weaken the beasts entrances, only the west from a distance whenever possible. Use a melee weapon only one is unlocked. Explore after the beasts have charged you. Between encounters, wait for as much of the building everyone to return to full strength before moving on. as possible, but most of the doors are sealed for now. Speak with salvagers and militia to learn gossip and to trigger sidequests. Locate Administrator Adare in her central office (Waypoint 2 ). She gives you permission to explore the Jedi Enclave and search for Master Vrook. PRIMAGAMES.COM < 161, Use stealth mode and the Enclave's computer terminals If you're playing a male character, the disciple doesn't to destroy laigreks. Sneak by the enemies and program join you. Look for him in the Khoonda if you want to the terminal to overload after a 30-second delay, then talk more with him about Jedi history. get out as fast as you can! Stealth Run helps a lot here. Atton is a good candidate for this tactic; if he's taken out by an exploding terminal, he can shake off the effects thanks to his Spirit ability. <<< These bodies in the Jedi Archive hold a clue to Master Vrook's where- <<< abouts. Activate the droids and send them off to battle Search near the statue in laigreks on your behalf. the Jedi Archive to find a datapad containing orders Take the north passage from Azkul, the mercenary from the garden and head leader. He laid a trap for Master Vrook here, and the Jedi is now to the east side, battling held captive within the nearby Crystal Cave. With this crucial laigreks and their deadly information, start making your way back to the garden. Take the cousins. Use Security, southern hallway to complete your loop of the area, checking Demolitions, or a lightsaber to open any stubborn doors. Stop the rooms on either side for items and enemies. at the droid bay (Waypoint 5 ) to find a workbench and a good supply of droid equipment and other items. <<< If you set a terminal to >>> overload, make sure you The Disciple knows as have enough time to reach a much as anyone can safe distance. about the Jedi without actually being one. To open the sealed door in the Power Relay Station Enter the Jedi Archives at (Waypoint 7 ), program the Sublevel's east side. the terminal for a delayed The disciple, a historian overload. Give yourself plenty of time (at least 10 seconds) to and scientist working for retreat before the explosion, then return when the smoke clears. the Republic, meets you here (Waypoint 6 ). He's been With the door blasted to pieces, access the well-stocked vault scouring the galaxy for lost Jedi and, like you, has come to on the other side. Dantooine to find Master Vrook. Not surprisingly, the disciple has been searching for you as well. He offers his advice, and if your character is female, furthers the deal by joining your party. Consider taking him along; his healing abilities come in handy when you're surrounded by deadly laigreks. >>> Battle Gerevick inThe Disciple melee while using rangedattacks on his thugs.
SOLDIER LEVEL 5 VITALITY: 63 ATTACK STYLE: Ranged PREFERRED SKILLS: Demolitions, Stealth, Treat Injury SPECIAL ABILITIES: Create Medpacs, Mobile Lab Station, Master Toughness 162 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest A crowd of mercenaries led by Gerevick awaits you at the Vrook is angry with you for rescuing him. This move, he warns, entrance (Waypoint 8 ). The huge bounty on your head has will only force Azkul, the mercenary leader, to make a bolder tempted another ambitious soldier into trying to capture you. strike against Administrator Adare. Meet Gerevick's charge with your best melee combatant while your other party members use ranged attacks and grenades on the thugs in the back ranks. Search the remains and you can >END QUEST Lost in the Shadows finally leave the Jedi Enclave.THE JEDI HOSTAGE AZKUL'S ASSAULT
<<< >BEGIN QUEST Defense of Khoonda Bring Mandalore to the mercenary camp to shake down these deserters. Cross the Enclave Courtyard to the east. Stop <<< and chat with the salvagers Azkul and a squad of as you pass through, then mercenaries await you proceed into the valley outside the Crystal Cave. where a herd of kinrath await. Begin your attacks at maximum range, weakening the beasts as much as possible before they come within melee distance. Take another breather at the mercenary camp (Waypoint 9 ); expect gruff arrogance and veiled threats from these scoundrels, but patient replies can coax hints about Azkul's plans to attack the Khoonda. Next, head south to Khoonda Plains and the Crystal Cave. Follow Vrook out of the Crystal Cave. Azkul waits for you outside (Waypoint 11 ) and asks you to help with his planned assault on Khoonda. Specifically, he wants you to sabotage the gun turrets that cover the fields around the Khoonda and disable the mines planted by If you bring Mandalore to the mercenary camp, Esok the militia in anticipation of Azkul's attack. Embrace the challenges him for the right to wear the helm of the dark side by agreeing to help, or stand by light side Mandalore. Slay the upstart and send the remaining virtues and refuse the deal—Azkul orders his men to Mandalorian soldiers back to Dxun to await further attack if you choose the light side. You can avoid orders. combat and keep your light side purity by pretending to agree to Azkul's plan. >>> Lob a few grenades to soften up the mercenaries before wading into melee. <<< Administrator Adare Enter the Crystal Cave and asks you help her defend head up the left passage. the Khoonda against The mercenaries are Azkul's raid. encamped in the first chamber you find (Waypoint10); Jedi Master Vrook is sealed within a force cage. Launch your attack against the mercenary commander first, then mop up the lower-ranking troops. To your surprise, Master PRIMAGAMES.COM < 163, Return to the Khoonda and head back to Administrator Adare's office. She knows the militia is unprepared for Azkul's full strength and asks you to help shore up the building's defenses. She gives you a passkey that opens all doors in the <<< Khoonda. Now you must decide which faction you want to Use Treat Injury or Repair support: Adare and the militia (light side), or Azkul and the to help tend the wounded. mercenaries (dark side). <<< Zherron has a long list of tasks you can undertake. Tweaking Khoonda's defenses is optional; you can influence the outcome Visit the medical bay (Waypoint13) and help treat the of the battle with your wounded soldiers' injuries to put more men on active own strength of arms. defense (light side). If you don't have enough skill in However, investigating the Treat Injury, you can Repair the medical droid and it defense systems makes things easier. Speak to Zherron for a list will tend to the soldiers for you. of tasks you can help with. >BEGIN QUEST Khoonda—Gun Turrets >END QUEST Khoonda—Militia Medic >BEGIN QUEST Khoonda—Recruiting <<< This terminal controls the Khoonda's defense turrets. >>> Suulru joins the militia if you helped him get his money back from Jerron. First, visit the turret control terminal in the southeast wing (Waypoint12). Optimize the targeting protocols <<< for enemies (light side), or reprogram the turrets to fire To get Akkere into the on the militia (dark side). A further opportunity for militia, keep his crime a sabotage is found by checking on the four turrets in secret or spend 1000 credits person and using Demolitions to rig an explosion. on his Thorium charges. Speak to everyone you've met on Dantooine and try >END QUEST Khoonda—Gun Turrets to convince those you've helped in some way to join the militia in defense of Khoonda. Suulru, the settler who had BEGIN QUEST Khoonda—Militia Medic to buy back his atmospheric condenser from a crafty salvager,> joins if you helped him (see the "Farm Equipment" sidequest). 164 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest Akkere, the Sullustan merchant, also joins if you kept his secret (see the "Akkere's Hydrospanner" sidequest). Finally, any soldiers you healed in the "Militia Medic" quest reenlist for defense duty. Using Adare's security pass, enter the droid warehouse to find a trio of deactivated defense droids (Waypoint14). >END QUEST Khoonda—Recruiting Bring in your best Repair technician to bring the droids online and optimize their shields and weaponry. Then use the terminal to set the droids' programming to defend the militia (light side) or to defend Azkul and the merce- >BEGIN QUEST Khoonda—Traps naries (dark side). After finalizing your commands with the terminal, the droid preparations are complete. >END QUEST Khoonda—Droids <<< Bolster defenses by planting extra mines, or disarm them to make invasion >BEGIN QUEST Khoonda—Side Door easier. <<< Open this secure door to access the Khoonda vault, or seal it shut to keep out Azkul's men. Notice the two mine fields the militia have set up on the Khoonda courtyard's east and west sides. For a light side bonus, fill in the open spaces on each side with a few more mines. Dark side players can disarm or recover the mines already planted, making invasion of Khoonda easier. Find a final aspect of security outside the building on >END QUEST Khoonda—Traps the northeast corner of the Khoonda. Check the security door here (Waypoint15); you can use brute force or high Security skill to break in, compromising Khoonda's defenses (dark side) and allowing you to loot the huge >BEGIN QUEST Khoonda—Droids arsenal of equipment and items on the other side. Alternatively, you can seal the door, locking it down as tightly as possible (light side); you won't be able to empty the arsenal if you choose this option. <<< The droids have been >END QUEST Khoonda—Side Door activated and optimized for battle. PRIMAGAMES.COM < 165, <<< After finalizing Khoonda's If you choose to fight Azkul, prepare for a challenge. defenses, speak with The mercenary leader is a well-trained veteran; weaken Zherron to trigger Azkul's him with ranged attacks, Force powers, and grenades invasion. before closing in for the kill. Have your other party members provide support to your melee specialist or fend off attacks from Azkul's troops. Master Vrook joins you in the battle after he's dealt with any mercenaries in his path, making your job much easier. The battle ends when Azkul falls. When all your preparations are complete, head to Adare's office and speak with Zherron to activate the defenses. You can ask for a chance to speak to the <<< troops before battle; inspire them with noble words for Administrator Adare knows a light side bonus, or terrify them with threats of she would have been killed doom for a dark side bonus. After you've spoken, the without your help. battle begins! >>> Prepare yourself with stims and shields before battling Azkul. With the crisis resolved, take a last chance to earn light side points by turning down the 4,000 credit reward offered by Administrator Adare (unless you're desperate to buy that Sith tremor sword you had your eye on). Speak with Jedi Master Vrook, who indulges your questions about the Jedi's plans and movements. Your true allegiance is revealed when Azkul storms into the He departs with a promise to see you again after you Khoonda hallways (Waypoint16). The number of mercenaries have gathered all the remaining Jedi Masters together. in his train is affected by how you strengthened or sabotaged With your business on Dantooine at last concluded, the defenses before his attack. As he begins his assault on return to the Ebon Hawk and take off for your next Administrator Adare's office, Azkul asks if you are with him, or destination. if he must strike you down. <<< <<< When Master Vrook helps Find Azkul outside the you team up against Azkul, crystal cave after you've the mercenary leader sabotaged the Khoonda's doesn't stand a chance. defenses. 166 > PRIMA OFFICIAL GAME GUIDE, dantooine main quest If you decided to side with Azkul, find him outside the After slaying the Jedi Master, Azkul thanks you and Crystal Cave after you've completed sabotaging the pays his promised reward (at least 8,000 credits, or Khoonda defenses. Tell him to begin his attack and the more if you can Persuade Azkul successfully). The scene shifts to the Khoonda interior. You must defeat mercenary captain slays Administrator Adare and takes Jedi Master Vrook to accomplish the mercenary takeover. command of the Khoonda. Stop and talk with Dantooine's new rulers before heading back to the Ebon Hawk to choose your next destination.JEDI MASTER VROOK BATTLE
<<< Use Critical Strike to insure that your blows Whether you ally with Jedi Master Vrook or fight him, strike home. you learn a new lightsaber form, Shion, during your encounter. This form improves your defense and makes critical strikes more potent. >END QUEST Defense of Khoonda >>> Master Vrook isn't the only one who can use defensive Force powers. <<< We recommend you make Korriban your next desti- nation.Jedi Master Vrook TAKEDOWNS
Force Barrier Critical Strike Power Attack However you resolved the situation on Dantooine, discuss Master Vrook wields a double-bladed lightsaber with the events with your companions Master Flurry feat to get extra attacks against you. He for further influence and light also uses a variety of defensive Force powers, or dark side points. Now only especially Master Heal. To survive his onslaught, one unvisited planet remains protect yourself with Force Barrier and Energy on the galaxy map: Korriban. Resistance, then take advantage of Vrook's lack of Make this planet your next armor by attacking aggressively with your best melee destination. combat feats. Attacks like Force Lighting are only moderately effective since Master Vrook almost always makes his saving throw. With your companions healing you with medpacs or Force powers while you continu- ously attack, you should be able to easily outlast the Jedi Master and strike him down. PRIMAGAMES.COM < 167,SIDEQUESTS
As you explore the ruins and plains of Dantooine, speak to everyone you meet. There are ample opportunities for extra experience, equipment, credits, and prestige for the taking. Use these chances to make your character stronger and to exert your influence on the world around you.A. HIVE AND SEEK
>BEGIN SIDEQUEST Cave Crawling There is a way to get past the kinrath without fighting them. Locate Ahrnell in the southeast tunnel (WaypointA1). He walks among the kinrath unscathed <<< because he carries one of their scent glands. You can Zherron asks you exter- trick Ahrnell into giving you his gland, leaving him to minate the kinrath hive in be slain by the kinrath, or you can simply slay him the crystal caves. yourself and pluck the gland from his lifeless body. Speak with Zherron in the Khoonda, and if you let him know you're looking <<< for a challenge, he tells Crush all kinrath eggs you of the kinrath hive before harvesting the infesting the Crystal Caves to the southeast. If you can fight crystals. your way to the hive's core and eliminate the nest, you are well rewarded for the deed. Follow the tunnel north. Hive kinrath attack here; they are tough, but there's only a few to contend >>> with. At the passage's end Don't hestitate to break lies the magnificent crystal cavern. Before you touch the off the battle if you start crystals, bash every kinrath egg you can find. Make sure you're losing vitality. at full strength and save your game before you begin harvesting the glowing crystal formations—the queen of the kinrath hive Enter the Khoonda plains attacks when you disturb them. and search the southeast corner for the Crystal Cave's narrow mouth. The KINRATH MATRIARCH BATTLE kinrath lurking here are much stronger than any you've seen out in the fields, so approach cautiously, use ranged attacks whenever possible, and heal your party between skirmishes. <<< Pin down the kinrath matriarch with adhesive <<< grenades. Ahrnell describes the fasci- nating properties of the kinrath rectal gland. 168 > PRIMA OFFICIAL GAME GUIDE, dantooine sidequestsKINRATH MATRIARCH BATTLE >END SIDEQUEST Cave Crawling CONTINUED B. BUYER BEWARE
<<< Maintain concentrated >BEGIN SIDEQUEST Farm Equipment attacks from all three party members to take down the matriarch. <<< Find Suulru hard at work in the Khoonda lobby. You find Suulru, a salvager,Kinrath Matriarch waiting for an appointment
TAKEDOWNS with Administrator Adare (WaypointB1). He tells Critical Strike Force Wave Force Lightning you of a moisture vaporator that he lost and then was forced to buy from Jorran, a rival salvager. Not only The Kinrath Matriarch won't let you destroy her hive did Suulru pay 500 credits to get his equipment back, but it was without a fight. Like others of her kind, she attacks also missing a vital piece: the modulator. Agree to help Suulru with a venomous sting but with unrivaled power. Just out of this mess for a chance to strengthen yourself by causing a few blows from the matriarch is enough to finish more echoes through the Force. you. To make things worse, a horde of kinrath hatch- lings rally with their mother to defend the nest. Force Wave is extremely useful in this battle; one blast sends the hatchlings hurtling into the walls, leaving your strongest melee character free to take on the <<< matriarch. While you battle her at close range, have Jorran emerges from his your third character administer medpacs, stims, or use hiding place in the Jedi defensive Force powers on your melee specialist. Force Enclave after you've killed Lightning, T3-M4's shock arm, Mira's rocket launcher, the laigreks. or any other means of delivering guaranteed damage should also be used. <<< >>> Don't forget to search every After rescuing Jorran, crystal formation carefully seek him out in the before you go. salvager's camp. After defeating the Matriarch, complete the quest by returning to the Khoonda and reporting your deeds to Zherron. PRIMAGAMES.COM < 169, Seek out Jorran within the Enclave Sublevel. He's <<< locked himself in a room north of the garden and won't Search the rubble to find a come out until you clear the laigreks out of the passage trio of atmospheric sensors. (WaypointB2). When he opens the door, confront him about Suulru's modulator. Jorran would rather not discuss it, and there are several ways to resolve the situation. For a civilized solution (light side), let Jorran go, then meet up with him at the salvager's camp and Persuade him to relinquish the modulator or simply When you explore the Crystal Caves, look for a searchable pile buy it off him for 500 credits. For dark side brutality, of rubble near the entrance (WaypointC2). Examine it to find simply slay Jorran when he steps from his locked room three atmospheric sensors. Leave the cave and return the and take the modulator from his corpse. Complete the sensors to Saedhe for a total reward of 3,000 credits. This quest by returning to Suulru with the modulator, and completes the quest. further your light or dark side balance by your replies to his thanks. >END SIDEQUEST Sensor Search >END SIDEQUEST Farm EquipmentD. WHERE THERE'S A WILL…. C. SCAVENGER HUNT
>BEGIN SIDEQUEST Ghosts to Rest >BEGIN SIDEQUEST Sensor Search <<< The salvager has become <<< the salvaged. Saedhe is looking for any clues that might explain the swoop bike accident. Locate Saedhe in the eastern Khoonda Plains; he's near the wrecked swoop bikes along the area's edge (WaypointC1). >>> He's searching for any atmospheric sensors that might have Settle the dead salvager's been left by the swoop bike crash but isn't having any luck. claim by collecting the will He offers you 1,000 credits for each sensor you can find and from his remains. return to him. 170 > PRIMA OFFICIAL GAME GUIDE, dantooine sidequests <<< A pair of salvagers have never returned from the Enclave Keep Akkere's crime a Sublevel, and the little property they've left behind is secret, or turn him in to the once again up for grabs. Search for their remains as you authorities. explore the area. You find the first in a northwestern chamber (WaypointD1). After meeting the disciple, find the second body in the Power Relay Station (WaypointD2). You also find a will that proves each of the dead salvagers left his possessions to the other, meaning nobody can lay claim to their salvage. To complete the quest, return to the Khoonda and show your findings to Zherron for credits and light side points. Or plumb the dark side by forging a new will, naming yourself the benefactor of both claims. While examining the defense droids in the Khoonda Droid Warehouse, you find a hydrospanner engraved with the name Akkere. This Sullustan droid parts vendor has a shop in the Khoonda courtyard, and it >END SIDEQUEST Ghosts to Rest seems he's been stripping the militia's droids so he can sell the components. Locate him and confront him with the evidence you found (WaypointE1). After listening to Akkere's tale of a dying brother and soaring medicalE. STRIPPED DROIDS bills, agree to keep your silence and even donate some
credits to the poor merchant (light side), or blackmail him for a hefty sum and then turn him in anyway >BEGIN SIDEQUEST Akkere's Hydrospanner (dark side). >END SIDEQUEST Akkere's Hydrospanner <<< Akkere left his hydrospanner behind when he stole part from this droid. PRIMAGAMES.COM < 171,KORRIBAN AREAOVERVIEW
Korriban, a haunted, scarred world, has been barren and nearly lifeless since the Sith who once ruled it turned on each other in mutual self-destruction. The dark side is very strong here; expect to meet Sith who were drawn by the corruption, power, and secrets of this ancient place. Even in death, the mighty lords of the dark side still retain their strength and malice. Kreia will not set foot on the surface of Korriban, but her Force Chain with you remains intact. She contacts you telepathically with advice, history, and information as you explore the planet.MAP 1 valley of the dark lords
Ebon Hawk >LEGEND >OBJECTS Containers Main Quest * Numbers correspond to the waypoints in the walkthrough text to Shyrack Cave to Sith Academy <<< <<< Valley of the Dark Lords Shyrack Cave entrance 172 > PRIMA OFFICIAL GAME GUIDE, korriban overview <<< Upper valley The Ebon Hawk lands in a desolate valley lined with the massive tombs of ancient Sith Lords. Visit the ruined South of the valley, a path tomb entrances to get a history lesson from Kreia and leads up into the hills. gain light- or dark-side points and influence. There are Here you find the entrance many Sith corpses lying half-buried in the dust. If you to the Shyrack Cave, so disturb the remains, the ghosts of this place are roused called because of the vast to anger and send in a few hssiss to attack you. These numbers of shyracks huge lizards approach in stealth mode, making them infesting it. These flying pests shouldn't provide much of a difficult to target; keep a sharp eye out for their faintly challenge. More dangerous are the tuk'ata and deadly tuk'ata, shimmering outlines. Hssiss are powerful opponents; if feral goatish beasts that prowl the upper path. They charge you you find them too much for you, leave the Sith remains with a powerful ramming attack; blast them from a distance alone for now. whenever possible.MAP 2 the sith academy
to Valley of the Dark Lords >LEGEND >OBJECTS Library Containers Terminals Unlocked Door Torture Room Locked Door Main Quest Dormitories * Numbers correspond 7 to the waypoints in the walkthrough text463Training Room <<< <<< Sith Academy entrance Library Long neglected but not Escaping the Sith Academy unoccupied, the Sith requires you to take on the Academy holds many role of a new recruit. You secrets and challenges. must pass a written test Tuk'ata roam the hallways, and prove yourself in along with gangs of combat before you can cloaked Sith assassins; access the sealed room poison gas traps add to the peril. Before you enter, you should where Jedi Master Lonna Vash is imprisoned. Unfortunately, the have the best weapons and armor you can afford, all improved entire facility is a trap; Darth Sion has kept the Jedi Master here with the most potent upgrades you've found, bought, or made. as bait, hoping to lure you inside. Your first battle with the A healthy supply of medpacs, stims, and shields is also mighty Lord of Pain occurs here, but it won't be your last. essential. PRIMAGAMES.COM < 173,MAP 3 the shyrack cave
to Secret Tomb >LEGEND >OBJECTS Containers A1 Sidequest * Numbers correspond to the waypoints in the walkthrough text A2 to Valley of the Dark Lords Found on the trail leading to the Sith Academy, this cave pulses with dark-side power. You don't have to explore it to complete your quest, <<< but the items, experience, and knowledge you Natural bridge gain make it a worthwhile venture…if you can survive the shyrack's assault. Keep your party grouped closely together for mutual defense, >>> and snipe any shyracks you see at maximum Cave pools range before they swoop in for the kill.MAP 4 the secret tomb
A7 A8 >LEGEND >OBJECTS Containers Mines to Shyrack Cave Unlocked Door Sidequest A5 A6 * Numbers correspond to the waypoints in the A3 A4 walkthrough text to Shyrack Cave 174 > PRIMA OFFICIAL GAME GUIDE, korriban main path Buried under a mountain of rock at the back of the <<< Shyrack Cave, this ancient tomb conceals a great evil Tomb power. Ludo Kressh, Sith Lord, is buried here, and entrance his life force still haunts the halls and passages. You must face a quartet of visions meant to test your >>> character and resolve as you head to the massive Ludo sarcophagus of Ludo himself at the tomb's rear. If Kressh's you survive the trials, you find several powerful and crypt unique items (like Bastila's lightsaber) and shed light on some of the darker corners of your past.MAIN QUEST PATH
Your goal on Korriban is to locate the old Sith Academy, where Jedi Master Vash was last seen. After finding her and fighting your way through hordes of assassins, you can check out the Shyrack Caves, where a lost tomb holds secrets, ghosts, and the greatest challenge you have yet faced: yourself.THE SITH ACADEMY >BEGIN QUEST Trapped
>BEGIN QUEST Traces to Ashes <<< Darth Sion awaits you in >SIDEQUEST A Hidden Power the Sith Academy. When you enter, Darth Sion reveals his presence; >SIDEQUEST Jedi Entombed not surprisingly, the incredible dark-side power of Korriban has attracted the Lord of Pain. He orders the door sealed behind you, then commands his squad of <<< assassins to attack (Waypoint 2 ). Be prepared for constant If you disturb the Sith ambushes by cloaked Sith as you explore the Academy. corpses, be prepared to face Hssiss in reprisal. <<< In order to use the Academy's computers, you need the datapad in this footlocker. After the Ebon Hawk lands, form a party (you can't choose Kreia), and disembark. The sandy valley of ruins and tombs Ascend into the central lies before you. Move south, avoiding the Sith's remains chamber, then go to the unless you want to battle hssiss. When you pass the Shyrack dormitory wing. Deal with Cave (Waypoint 1 ), two of the beasts emerge to attack as any rampaging tuk'atas Kreia warns you of the dangers within. Heed her warning that charge you, then search the student footlockers for items and save exploration of the Shyrack Cave for later. Continue and equipment. Especially important is the footlocker in the far south to slaughter a herd of tuk'atas, then enter the Sith left hall (Waypoint 3 ); open it to find a datapad giving Academy. computer access instructions for new recruits. PRIMAGAMES.COM < 175, <<< <<< The first challenge faced by Make the grade: The Sith recruits: memorizing a training room unlocks if complicated student ID. you prove your knowledge of Sith lore at this terminal. Datapad in hand, return to the first row of halls to Enter your student ID find a computer terminal again and select "Level (Waypoint 4 ). Log in as a One Test." To pass, you "New Recruit" and you are given a complicated ID number. must score four out of five questions correctly. For those who Memorize your ID (or check the box here), then enter it into don't like to study, here is the crib sheet: the system to gain Level One access.STUDENT ID SITH RECRUIT
3401726-B853S5O0X001 TEST ANSWERS 1 Freedon Nadd 2 Twenty 3 Gizka4Ialways lie 5 Passion, strength, power, victory If you have high Computer Use skill, don't worry about memorizing the ID number; you can enter it automatically. >>> Breath Control provides immunity to the poison gas in the eastern hallway. <<< Thorium charges are the When you've passed the only thing powerful enough test, the training room to blast open the Academy's door on the Academy's sealed vault. other side opens. Before going there, equip any breath masks or bio-antidote implants Entering your student ID to protect you from the poison gas in the eastern hallway. If unlocks the Library door you've been to Nar Shaddaa and learned Breath Control, use back in the central it. When you reach the training room (Waypoint 6 ), access chamber (Waypoint 5 ). the terminal and select the Level Two Test. Unfortunately, a Go there to find thorium charges, which you can use to blast glitch in the system causes the Level Sixteen Test to be open the sealed door in the dormitory wing. There's also a administered instead. computer terminal here. Read the databanks to get a quick lesson on Sith history, then return to the dormitory terminal to test your knowledge. <<< Jedi Master Lonna Vash didn't survive long enough to be rescued. If you like, save the thorium charges and use them on the Mandalorian cache back on Dxun. There are only a few containers behind the sealed door here in the Sith Academy. 176 > PRIMA OFFICIAL GAME GUIDE, korriban main path A half-dozen starving tuk'atas are released into the room. Slay them and check the terminal again. No matter how quickly you <<< defeat the beasts, you are told to report to detention for The Lord of Pain can exceeding the allowed time. Leave the room and go across the restore his health at will; hall to find the detention room…and the remains of Jedi Master you have no choice but to Vash. Of all the lost Jedi you've sought, you are too late to flee him for now. speak with her. Traces to Ashes The Lord of Pain stands>END QUEST between you and the exit. He gives you a chance to ask a few questions, then the battle begins. You don't have to fight for long, however, before receiving a telepathic message from Kriea. She warns that at your current strength, Darth Sion is unbeatable; your only hope is to flee. The duel is cut short as <<< you and your companions run for the exit and return to the Unseal the Academy Valley of the Dark Lords. entrance with the terminal in the detention room. >END QUEST Trapped >>> Return to the Ebon Hawk before you attempt any Earn light or dark side points with your comment on more exploration. Master Vash's fate, then search the remains to find her datapad. Log into the terminal here as "Lonna Vash" and Head north through the unseal the door to the Sith Academy. There's nothing valley and board your ship. else for you here, so head back to the central chamber. As always, speak with all Save your game before you go; a tough confrontation your party members about with Darth Sion awaits you. recent events, earning light- or dark-side points and influence. If you have followed our path through the game to this point, you have now been to every planet on the galaxy map. When you were last at Onderon, General Vaklu was preparing an assault on Queen Talia; it's time to return there and see how the situation has <<< changed. After talking to everyone, upgrading equipment at the Ignore the Sith assassins workbench, and saving your game, head to the Ebon Hawk's and focus all your attacks bridge and choose your next destination: Onderon. against Darth Sion. PRIMAGAMES.COM < 177,SIDEQUESTS
The dangerous and haunting Sith Academy is only one of the many scenic places to visit on Korriban. For the strong-hearted, the Shyrack Cave beckons with its own promise of rewards and secrets. Only venture inside if you have a strong light- or dark-side balance; the hidden tomb within blocks entry to those who haven't dedicated themselves to one side of the Force.THE SHYRACK CAVE THE SECRET TOMB
>A.BEGIN QUEST A Hidden Power <<< You can only enter the secret tomb if your Force balance is strong. Within this tomb, you must face the ghosts of the <<< past and the present to Shyracks wither under learn more about yourself concentrated blaster fire. and fill in the gaps in your history. After the door seals shut behind you, Malak himself appears, along with a group of his most loyal companions: Bastila, Nisotsa, Cariaga Sin, and two other random Jedi (WaypointA3). Malak probes you regarding the choices you made during the Mandalorian Wars; when his interrogation is Enter the Shyrack Cave from the Valley of the Dark Lords. Move over, the six Jedi simultaneously attack you. up the passage and slay the troupe of shyracks just inside the entrance (WaypointA1). Three long tunnels lead deeper into the mountain; following our map, explore all branches to seek >>> out shyracks, tuk'atas, and the bodies of previous unlucky Target Malak with Critical explorers. Strike for maximum damage potential. Malak and his companions aren't real; they are <<< phantoms generated by the Sith assassins ambush you intense dark-side power from behind as you cross concentrated in this tomb. the bridge. Concentrate your attacks on Malak; you only need to defeat him, and the whole group fades out of existence. After the battle, explore the north and south passages to find shyrack wyrms and items, then head east. As you progress farther into the cave, shyrack wyrms make an appearance. These slightly tougher cousins of the shyrack should pose little problem for a well-armed party. Carve the beasts to shreds and head for the slender bridge thrown across the central chasm (WaypointA2). A team of Sith assassins Even if you are slain by the attacking visions, you won't attack here; defeat them and head north to enter the secret actually die. They are only shadows and can't cause tomb…alone. actual physical harm to you. The shyracks, however, can kill you if you aren't careful. 178 > PRIMA OFFICIAL GAME GUIDE, korriban sidequests >BEGIN SIDEQUEST Jedi Entombed <<< Learn the true fate of the <<< previous Jedi expedition. Other Jedi have tried to explore the tomb, but they Keep going east, then take a didn't make it. right at the next inter- section to find a solitary A severed arm, datapad chamber with the remains still clasped in the dead of the earlier Jedi expedition hand, lies in the hallway (WaypointA6). It seems the visions drove many of the team mad, ahead (WaypointA4). It until they slew each other in a confused frenzy. Collect any seems you aren't the first valuables left behind, then take the north hall to face another test. Jedi to attempt to penetrate the secrets of this tomb. Collect the gruesome remains and proceed into the next room. >END QUEST Jedi Entombed >>> Force Wave is extremely <<< effective against shyrack The ghostly visions fade swarms. away if you make contact. Battle past the crowd of A vision of Kreia awaits shyrack brood, the you in this chamber toughest variety of this (WaypointA7). Now that beast. Use of powers like you've faced the dark Force Lightning or Force moments of your past, it's Wave make the battle against overwhelming numbers of foes time to confront the much easier. present. Your companions file into the room one at a time, and they all seem to be in a violent mood. Stress the importance of cooperation in your replies (light side), or shrug off the vision as an annoyance (dark side); whatever you choose to say, a fight breaks out. You don't stand a chance against the overwhelming <<< power of all your companions at once. Fortunately, you only The soldiers suffer heavy need to strike down Kreia to end the test. casualties unless you disarm the mines on the >>> bridge. Darth Revan's appearance depends on your dialogue with Atton back on Peragus. Go east to find the tomb's final chamber (WaypointA8). Darth Revan manifests when you Continue deeper into the tomb to face another scene enter and attacks without from your past (WaypointA5). It's the heart of the a word. You might be surprised at how easy the powerful Mandalorian crusade during a critical moment when you master is to defeat, but Revan is only a ghost and can't fight at ordered your troops to charge across a mined bridge to full strength. Examine his remains to find Bastila's lightsaber attack the enemy. As you relive this event, you can decide and a few other premium items. With the last vision dispelled, to take the lead, disarming the mines on the bridge (light you have survived the trials of the Sith tomb. Kreia makes side), or you can stick with your earlier decision and send telepathic contact with you, offering rare praise. Inspect the the men charging to their doom (dark side). Once across crypt carefully for items, then use the door at the rear to take a the bridge, battle the waiting Mandalorians; when they're shortcut back to the Valley of the Dark Lords. defeated, both they and the Republic soldiers under your command fade away—it was all just another vision. >END QUEST A Hidden Power PRIMAGAMES.COM < 179,GALACTIC TOUR AREA OVERVIEW
Now that you've visited each planet in the galaxy once, it's time to go back and tie up the loose ends. There are new areas available for exploration on Dxun and Onderon; the jungle moon conceals a hidden Sith tomb, while Queen Talia's palace and Jedi Master Kavar await you in Iziz. You can also return to the other planets to finish up any incomplete sidequests.MAP 1 jungle tomb
to Freedon Nadd’s Tomb >LEGEND >OBJECTS 3 Containers Mines Terminals Unlocked Door Sith Camp Main Quest to Mandalorian Camp * Numbers correspond to the waypoints in the walkthrough text <<< <<< Tomb entrance Sith camp The Sith have placed a heavy guard around the ancient tomb's The tomb, a colossal monument of black stone, overlooks a entrance. You must enter through a mined tunnel monitored by dank swamp where mature bomas graze. The beasts have been motion sensors, turrets, and Sith gunners. Stealth can help you tamed by the Sith and make effective guardians. bypass some of these hazards, but in the end you can't avoid a major battle. 180 > PRIMA OFFICIAL GAME GUIDE, galactic tour overviewMAP 2 Freedon Nadd’s Tomb
Crypt >LEGEND >OBJECTS Containers Terminals Workbenches Unlocked Door Antechamber Locked Door Main Quest * Numbers correspond to the waypoints in the to Jungle Tomb walkthrough text54<<< Dispel or absorb the <<< concentrated zones of dark Crypt side energy. Freedon Nadd was a Dark Jedi who conquered Onderon long ago and established the royal line from which Queen Talia is descended. The Sith have gathered here to conduct a blood ritual intended to resurrect the entombed tyrant. Explore the The intense power lingering in the tomb sometimes tomb and stop the Sith's plan while solving puzzles to unlock gathers into a visible eruption. Examine these hot spots to sealed treasure vaults. exercise your affinity with the Force. Attempt to banish the evil presence for a light side bonus and a temporary stat boost, or bask in the corruption for dark side points and a free Force power or maximum force points increase.PRIMAGAMES.COM < 181
,MAP 3 ruined merchant’s quarter
to Sky Ramp >LEGEND >OBJECTS None 8 Main Quest * Numbers correspond Basilisk to the waypoints in the walkthrough text <<<Merchant's Quarter The Mandalorian dropship touches down in the Merchant's Quarter, which has been
devastated by the raging civil war. All civilians have evacuated; you must battle enemy troops and escape to the sky ramp.MAP 4 SKY RAMP
>LEGEND 10 >OBJECTS to Royal Palace Containers Mines Terminals Workbenches Containers x8 Turret Tower Unlocked Door Main Quest Barracks * Numbers correspond to the waypoints in the walkthrough text to Ruined Merchant’s Quarter 182 > PRIMA OFFICIAL GAME GUIDE, galactic tour overview The sky ramp is the only way to reach the Royal Palace from Iziz without flying there. The narrow and well-defended walkway, supported by lofty pillars, leads from the <<< Merchant's Quarter below to the palace Turret tower entrance a hundred feet above. Mines, force fields, and a garrison of soldiers are in place to >>> resist invasion, and a massive turret tower Upper level blankets the sky with anti-aircraft fire. This is the gauntlet you must survive to reach the Royal Palace and Jedi Master Kavar.MAP 5 royal palace
North Security Complex >LEGEND Museum 14 Throne Room >OBJECTS Containers Antechamber Mines Terminals Unlocked Door to Sky Ramp 12 16 Locked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text 13 South SecurityComplex Dining Hall The Royal Palace is a war zone; enemies lurk around every corner and behind every door. <<< Queen Talia's throne room is the scene of the Royal Museum final showdown between yourself and either General Vaklu (light side) or Jedi Master >>> Kavar (dark side). To get in, you must sweep Throne Room the palace's north and south wings to eliminate enemies and gain control of the palace security system. As you explore, raid the Queen's museum and vaults for a treasure trove of rare items and valuables.PRIMAGAMES.COM < 183
,MAIN QUEST PATH
Your main goal is to meet with Jedi Master Kavar, who eluded you earlier on Onderon. General Vaklu has finally begun outright war against Queen Talia, and her palace is under siege. Your presence is the decisive factor influ- encing the conflict's outcome. In addition, the mysterious Sith lending support to Vaklu have revealed themselves on Dxun, where a hidden tomb has been discovered. Split your party into two groups to simultaneously meet both threats.A MESSAGE FROM KELBORN <<<
Only by dividing your <<< forces can you hope to War has broken out in the defeat both Vaklu and Onderon system. Its the Sith. outcome depends on you. Kelborn and your group After visiting all planets, a gather in the command message arrives from the center to plan the next Mandalorian Kelborn. He move. Over Mandalore's informs you of General objections, it's decided to split the party into two groups. First, Vaklu's assault on the select three people (in addition to your character and Kreia) to Royal Palace and urges that you return to the Onderon system investigate the Sith activity on Dxun. We strongly recommend immediately. Before you go, place your entire party in order; assigning Visas Marr, Mandalore, and either Atton or Mira to the raise class levels, equip the best armor and weapons (with job. When you're ready, talk to Kelborn to begin the expedition. upgrades installed), stock up on healing items, grenades, and shields, and talk extensively with everyone to gain influence. THE GUARDED TOMB >>> If you have thorium charges, blast open the southern cache. <<< Visas' potent Force powers When you select Onderon mow down the charging on the galaxy map, the bomas. Ebon Hawk lands instead on Dxun, the jungle moon. Form a party (it doesn't matter who), and hike along the paths to the Mandalorian camp. >>> Simultaneously use Stealth and Demolitions to sneak Stop at the sealed Mandalorian cache on your way north past the motion sensor. in the Dxun jungle. You couldn't open it before, but if you obtained thorium charges (either from Akkere on Dantooine or in the Sith Academy on Korriban), you can blast down the door and finally claim the loot! 184 > PRIMA OFFICIAL GAME GUIDE, galactic tour main path Xarga joins the three characters you chose in the jungle tomb The Dark Jedi's crypt lies straight ahead, but you should explore area. Slay the trio of bomas ahead; beyond them the tunnel is the side chambers. Wipe out the sentinels standing guard in the carpeted with mines. If you brought Atton or Mira, you can passages, then explore the southeast wing (Waypoint 4 ). Solve disarm the mines in stealth mode and take out the motion a mathematical puzzle at the ancient terminal to open the sensor at the tunnel's mouth (Waypoint 1 ). Without Stealth sealed box. You're given five numbers: 6, 2, 8, 9, and 1. You and Demolitions skills, you must charge forward into combat. must find a way to add, subtract, multiply, or divide them to get 13. The solution: <<< Make liberal use of ranged attacks and Force powers as Ancient Terminal Equation you approach the tomb. Operator Result A full squad of Sith troops Multiply6x2= 12 guard the tomb's entrance. Subtract 12 – 8 = 4 Attack each knot of Sith from maximum range and Add 4 + 9 = 13 pick them off one by one. Multiply 13x1= 13 Check the terminal next to the parked shuttle; the holo records reveal information about Freedon Nadd, the Sith ancestor buried within the ancient tomb (Waypoint 2 ). From there, battle your way up the ramp leading to the tomb entrance; with >>> grenades and Force Lightning, you can blaze through the hordes Activate the droid in the of enemies with destructive fury. southwest chamber for portable and automatic medical treatment. <<< Check the alcoves flanking Lightsaber crystals are the entrance for hidden your reward; use the containers. workbench in this room to install them before you A dozen more Sith await at move on to explore the southwest chamber. Repair the medical the tomb's door droid here; there's also another ancient terminal that unlocks a (Waypoint 3 ). Equip any sealed box (Waypoint 5 ). This time you're given the choice of ion weapons you might six components to replace. Check the diagnostic output, then have, like the Aratech choose to replace component "C." Take everything, then droid oxidizer, for demolishing turrets and Sith war droids. continue down the central hallway to the antechamber. Plunder the remains, then open the door to battle a few remaining guards. Make sure all are at full strength before entering the tomb. <<< The Sith troopersFREEDON NADD'S CRYPT send trained bomas to
attack you. A massive locked door blocks the passage leading <<< to the crypt. Slay the Choose your math: Solve an guards, then follow the equation at the terminal to east hall to encounter a open this ancient box. team of troopers and bomas. Carve them to shreds, then activate the terminal to unlock the crypt door (Waypoint 6 ). Explore the west hallway before heading north into the tomb's final chamber. PRIMAGAMES.COM < 185, The Basilisk lands in the Merchant's Quarter (Waypoint 8 ). <<< The plaza is barely recognizable: Charred rubble fills the streets, If you repaired the medical and large sections of the town are nothing but piles of ash. You droid earlier, battling the are immediately assailed by a squad of either Vaklu or royalist Sith master is much easier. soldiers, depending on your allegiance. Confront the Sith master and his pair of cohorts (Waypoint 7 ). Whether because you want to deny If you sided with General Vaklu, he arrives to negotiate them Freedon Nadd's power or because you refuse to share it your payment; use Force Persuade to maximize your with anyone else, you have no choice but to fight. Once again, profits. He then leaves, with a promise to meet you Visas Marr's Force Lightning ends the battle quickly. If you later in the Royal Palace. didn't bring someone with offensive Force powers, then team up on the Sith master with melee attacks. When he goes down, turn your attention to the Dark Jedi. With all Sith defeated, loot Freedon Nadd's sarcophagus and head back to meet Xarga. Talk <<< with him to find out how the rest of your party is faring in Iziz. Royalist troops are helpless against a pairIZIZ UNDER SIEGE of lightsabers.
<<< Whichever side you're on, The Basilisk: An armored the next task is to storm dropship designed for quick the sky ramp that leads to penetration into hostile Talia's palace. Go north territory. from the Merchant's Quarter and meet the flood of enemies pouring out of the The Mandalorians provide palace (Waypoint 9 ). Grenadiers, soldiers, and gunners all you and two companions attack you at once. Use their tactics against them by lobbing transport to Iziz in their your own grenades at distant groups of foes while your melee Basilisk, a military shuttle specialist deals with any that charge close. left over from the war. As the ship lands in Iziz amid heavy fire, you must choose who to take along on your venture. The best candi- dates are Kreia for Force support and Bao-Dur; the Zabrak's Shield Breaker ability makes infiltrating the Royal Palace much easier. All power couplings that you pass explode for electrical damage. Don't explore unless you have enough health to absorb the blast. The explosions are caused by Kiph, The enemies and allies you meet in Iziz differ depending who's slicing the couplings from a terminal inside the on whether you sided with Queen Talia (light side) or Royal Palace. The only way to disable these traps is at General Vaklu (dark side) when you were last here. the source. >>> The low-level soldiers <<< are vulnerable to mind- Bao-Dur supplies the affecting Force powers, most direct way through like Insanity. a force field. 186 > PRIMA OFFICIAL GAME GUIDE, galactic tour main path Another squad of low-ranking enemies attack at the ramp's top. THE CONSCIENCE OF THE QUEEN Eliminate them, then flush out any remaining foes in the turret tower and barracks. The path onward is blocked by an energy barrier (Waypoint10); smash it down with Bao-Dur's Shield >BEGIN QUEST The Royal Deadline Breaker ability, or use the terminal inside the turret tower. <<< The drexl larva could break <<< through the force field, Line up incoming bombers given enough time. in your crosshair and blast them from the sky. Queen Talia and Jedi Master Kavar are sealed in the throne room; a force field is all that stands between them and their enemies. The Sith have brought in gigantic reptilian drexl larva and are trying to goad the beast into smashing through the force field. As you approach, the antechamber's security door slams shut (Waypoint12). In order to reach the Sith and the Queen, you must first end the security lockdown from the terminals in the palace's north and From the terminal in the turret tower, you can take south wings. manual control of the air defense array to shoot down enemy ships. Eight bombers circle the skies over Iziz; each one you destroy earns 100 XP. <<< When enemies cluster together, one grenade can inflict huge damage. <<< Use Force Lightning to wipe out entire squads in a single stroke. >>> Battle military droids from a distance; they explode when destroyed. Battle up the ramp's next section to find another force field (Waypoint 11 ). If you're on Queen Talia's side, Vaklu's men beg you to let them escape with their lives. Vaklu's ties to the Sith have doomed his men even you let them escape however. Eliminate the force field with Bao-Dur or by using the terminal, and advance to meet You can't do anything with the terminals in the Royal Palace a final wave of enemies. Light side players are faced until you take care of the slicer who's running the system. with Sith reinforcements, while dark side players Head into the south wing with weapons drawn and fight your confront trained bomas. When the sky ramp is clear, way to the hall's end; don't worry about exploring the side head east into the Royal Palace. passages for now. PRIMAGAMES.COM < 187, <<< The vault opens if you enter <<< the correct code into this If Kiph suspects you won't terminal. let him leave peacefully, he attacks. To enter the sealed vault in the north wing, you must enter a series of key numbers in the terminal by the door (Waypoint15). The terminal gives you a hint for each number in the sequence. The code is:ROYAL VAULT ACCESS
In the security room, you meet Kiph, the Twi'lek who helped you clear Dhagon Gent earlier (Waypoint13). CODE: KEY NUMBERS He's been monitoring the palace computer systems and 65, 45, 39 has been detonating power couplings in your path; allow him to live (light side) or execute him (dark side). After dealing with him, check the terminal to get primary access codes for the palace security system. >>> Gang up on the drexl larva with critical strike and Force powers. Take everything, then <<< return to the antechamber.The drexl larva has broken Breath Control protects you free of the Sith's control; from the gas vents in the slay it and proceed into the throne room to join the battle. If museum. you are on General Vaklu's side, you must battle Jedi Master Kavar to get any farther. <<< The northern security terminal allows you to open the door to the antechamber. Return to the palace entrance and venture into the north hall. Eliminate any resistance and stop in the museum for valuables as you head to the security room at the hall's end (Waypoint14). Continue to the security complex and use the terminal to open the antechamber door. 188 > PRIMA OFFICIAL GAME GUIDE, galactic tour main pathJEDI MASTER KAVAR BATTLE <<<
Uphold the light side by slaying General Vaklu… <<< Equip items that protect against stun effects before fighting Kavar. >>> …or represent the dark side by >>> assassinating The Makashi Queen Talia. form gives you an advantage when dueling with Jedi. Approach the throne where Queen Talia and General Vaklu are locked in combat (Waypoint 16 ). It's time to decide the outcome of the civil war.Jedi Master Kavar TAKEDOWNS
Makashi Form Critical Strike Force Crush Adhesive Grenades If you're supporting Queen Talia, you must battle General Vaklu on the steps to the throne. Ignore his bodyguards and direct all your attacks against the Jedi Master Kavar doesn't want to fight you, but he does usurper. When he drops, Queen Talia declares a death what he must to protect Queen Talia. Kavar isn't as sentence for her cousin. Earn further light side points much of a lightsaber virtuoso as the other Jedi masters by persuading the Queen to grant General Vaklu a fair you've met, but he makes up for this with his extremely trial. Afterward, Master Kavar takes time to answer any potent Force powers. Immunize yourself against questions you have, and Queen Talia offers you a final stunning or other mental effects by equipping appro- reward from the royal treasury. Head for the palace priate protection, such as Arkanian blinders or doors to board the Basilisk and return to your Mandalorian heavy armor. companions on Dxun. Because of his relatively low defense, the best way to attack Kavar is in melee. Use the Makashi lightsaber stance and Critical Strike to deliver devastating blows. Like your duels with Vrook and Zez-Kai Ell, a break occurs in which you learn your opponent's lightsaber form (or Force form if you're a consular). This is a sign If you're on General Vaklu's side, Queen Talia makes a that Kavar is nearly finished! Renew your attack last stand. Combined attacks from all your companions immediately to strike down the Jedi master for good. make short work of her. With the Queen slain, General Vaklu delivers the reward he promised, and you are automatically transported back to your ship on Dxun. PRIMAGAMES.COM < 189, >END QUEST The Royal Deadline >END QUEST Master of the Palace <<< Set a course for Dantooine to continue your quest.LOOSE ENDS
<<< Geeda, the Rodian Back aboard the Ebon Hawk, install the new item upgrades and merchant on Nar Shaddaa, lightsaber crystals you found. Now that you've found all the can finally branch out into lost Jedi, return to Dantooine to plan your next move. This is bigger markets. your last opportunity to revisit Nar Shaddaa and Telos before things really get hairy. Complete the "New Trade Routes" sidequest with Geeda in the Refugee Landing Pad on Nar Shaddaa, and buy the HK-47 pacifist unit if you want to change your assassin droid's personality. Stop by Citadel Station and check with Lieutenant Dol Grenn in the TSF offices for an update on Telos and to finish the "New Fuel Source" sidequest. When ready, fly the Ebon Hawk to >>> Dantooine to trigger the final stages of your adventure. Finalize arrangements for a new fuel supply with Lieutenant Dol Grenn on Citadel Station. 190 > PRIMA OFFICIAL GAME GUIDE, endgame overviewENDGAME AREAOVERVIEW
The end of your quest is near, and only a few unexplored areas remain for you to visit. After short trips to Dantooine and Telos, you move on to explore and destroy Darth Nihilus' cruiser, the Ravager. Finally, you travel to Malachor V, a world of cataclysmic violence and concentrated dark side energy. There, within the Sith stronghold of Trayus Academy, Darth Sion and Kreia await you.…MAP 1 ruined jedi enclave
>LEGEND >OBJECTS Containers Main Quest * Numbers correspond to the waypoints in the walkthrough text to Enclave Courtyard <<< Ruined Jedi Enclave When you return to Dantooine, you can visit the previously inaccessible upper level of the ruined Jedi Enclave. Meet with the Jedi Masters here (if you didn't slay them) and listen to Kreia's revelations about her past and her purpose. PRIMAGAMES.COM < 191,MAP 2 citadel station
to Residential Module 082 East >LEGEND >OBJECTS None Unlocked Door Main Quest * Numbers correspond to the waypoints in the walkthrough textMAP 3 citadel station
to Entertainment Module 081 to Residential Module 082 West >LEGEND >OBJECTS None Main Quest 3 * Numbers correspond to the waypoints in the walkthrough text 192 > PRIMA OFFICIAL GAME GUIDE, endgame overviewMAP 4 citadel station
>LEGEND >OBJECTS Security Office None to Residential Unlocked Door Module 082 East Main Quest * Numbers correspond to the waypoints in the walkthrough text to Ravager 5 Command Deck <<< <<< Ithorian Compound Promenade When you return to Telos, an army of Sith invade Citadel Station. All civilians have been evacuated and the entire facility is on emergency lockdown. Most side areas, such as the Czerka >>> Corporation, Exchange offices, and Cantina, are completely Main Concourse inaccessible. Your only objective here is to eliminate Sith forces as you make your way from the Ithorian compound in Residential Module 082 West to the TSF offices in Entertainment Module 081. From Citadel Station, your path leads directly to Darth Nihilus' capital ship, the Ravager.PRIMAGAMES.COM < 193
,MAP 5 RAVAGER: Command deck
>LEGEND 6 Central Chamber >OBJECTS 12 Maintenance Bay Bomb Site 4 Containers Terminals Workbenches Unlocked Door Main Quest 10 to Ravager 14 Bridge * Numbers correspond to the waypoints in the walkthrough text789Bomb Site 3 Bomb Site 1 Visas Marr’s Bomb Site 2 Meditation Room The Ravager was used in the Mandalorian Wars; afterward, its broken hull remained in orbit around <<< Malachor V. Darth Nihilus, using only the dark side, Visas holds the ship together from his command post on the Marr's bridge. In order to destroy it, Mandalore has brought Meditation four proton cores to place in strategic areas on the Room Command Deck. After you escape, you can detonate the cores remotely, blowing apart the Ravager from the >>> inside. Placing the cores won't be easy thanks to the Central hordes of Sith commandos and officers in your way. ChamberMAP 6 RAVAGER: bridge
Bridge >LEGEND >OBJECTS Containers Unlocked Door Main Quest 16 * Numbers correspond to the waypoints in the walkthrough text to Ravager Command Deck 194 > PRIMA OFFICIAL GAME GUIDE, endgame overview < DARTH NIHILUS The colossal bridge of the Ravager, featuring a <<< panoramic view of space and the globe of Telos, Bridge is where Darth Nihilus awaits. The Lord of Hunger is protected by several chambers full of Dark Jedi and Sith heavy troopers. You must defeat these minions to reach the bridge and challenge Darth Nihilus himself.MAP 7 Malachor V: Surface
Buried Republic Ship Ebon Hawk 17 >LEGEND >OBJECTS Containers Terminals Main Quest * Numbers correspond to the waypoints in the walkthrough text to Malachor V: Depths 18 Bridge Buried Republic Ship The Ebon Hawk crashes on the surface of Malachor V. The dark side energy seething throughout the planet has created a terrain of <<< jagged rock spires, treacherous paths, and Ebon Hawk sheer cliffs. You find a pair of wrecked Republic ships that are mostly buried under >>> mountains of sharp boulders. Beware of the Bridge glowing green cracks in the soil; these mark the location of poison gas vents. Use Breath Control or a bio-antidote implant to move through them with complete immunity. More dangerous still are the storm beasts—massive humanoid brutes twisted into monstrous forms by the corrupting energy of Malachor V. Like all beasts, they are only dangerous at close range. Snipe them from a distance with your best ranged weapon, then switch to melee attacks when they get too close. PRIMAGAMES.COM < 195,MAP 8 Malachor V: Depths
to Trayus Academy >LEGEND >OBJECTS Containers Terminals Main Quest * Numbers correspond Buried Republic Ship to the waypoints in the walkthrough text Storm Beast Pen to Malachor V: Surface Buried Republic Ship <<< >>> Trayus Academy Storm Beast Pen The maze of caverns Beyond the tunnels is the known as the Malachor storm beast pen, a massive Depths lie between you gorge where the formi- and Trayus Academy. Two dable greater storm beast more Republic ships are prowls. This creature is buried within the tunnels, the last challenge you but without activation must face before you can codes they remain inert. You also find a score of storm beasts enter the eerie halls of Trayus Academy. that attack you in small teams. Immobilize them with mind- affecting Force powers like Insanity, then carve them up while they're helpless. Don't simply wade into a group of these creatures with lightsabers blazing; you'll be torn to shreds. 196 > PRIMA OFFICIAL GAME GUIDE, endgame overviewMAP 9 Malachor V: Trayus Academy
to Trayus Core >LEGEND to Trayus Crescent >OBJECTS Containers Unlocked Door Antechamber to Trayus Proving Grounds Main Quest * Numbers correspond to the waypoints in the walkthrough text to Trayus Crescent to Malachor V: Depths < DARTH SION >>> Antechamber Trayus Academy is the home of those Jedi who have succumbed the to dark side taint of Malachor V. To reach the structure's core, where Darth Sion and Kreia await, you must face a legion of elite Sith single-handedly. Skills and subtlety may have served you well previously, but here there is no substitute for raw destructive power, whether through combat feats or Force attacks. Only by fighting your way through the Sith's strongest guardians can you earn the right to confront your nemesis.MAP 10 Malachor V: Trayus Crescent
>LEGEND >OBJECTS None Unlocked Door to Malachor V: * Numbers correspond Trayus Academy to the waypoints in the walkthrough textPRIMAGAMES.COM < 197
, <<< Trayus Crescent The majestic halls of the Trayus Crescent are thronged with Sith and not much else. Exploration of this area is completely optional, but the valuable items that slain enemies leave behind make it worthwhile. Watch out for Sith commandos hidden in the western hall's alcoves. Avoid being overwhelmed by using ranged attacks at maximum distance to lure enemies toward you in small groups.MAP 11 Malachor V: Trayus Proving Grounds
>LEGEND >OBJECTS to Trayus Academy Workbenches Unlocked Door Main Quest * Numbers correspond to the waypoints in the walkthrough text Trayus Academy's eastern wing is a warren of cramped rooms packed with alert Sith. Surviving the numerous battles against Dark Jedi and Sith commandos requires controlled aggression <<< and endurance. Keep doors closed until you defeat all the Workbench enemies around you; this allows you time to rest and recover vitality or Force points if you're exhausted. The only point of interest in this area is the workbench, found in a small room near the area's center. You find many armor, weapon, and lightsaber upgrades on the Sith's remains; stop by here before you venture into the Trayus Core to ensure you're at maximum strength. 198 > PRIMA OFFICIAL GAME GUIDE, endgame main questMAP 12 Malachor V: Trayus Core
>LEGEND >OBJECTS Containers Main Quest * Numbers correspond to the waypoints in the walkthrough text to Trayus Academy <<< Trayus Core The nexus of Trayus Academy, the core is a clawlike altar built over a colossal geyser of dark side energy. It is here that you face your ultimate battle and fulfill your destiny.MAIN QUEST PATH
The time to fulfill your destiny is at hand. Now that you have either gathered or slain the lost Jedi, the Sith emerge from the shadows to wage open war.THE JEDI COUNCIL Speak with Kreia in the Ebon Hawk's Port Dormitory. She
tells you to return to the enclave on Dantooine; from this point, you can't receive any more teachings or information from her. Set course for Dantooine, disembark, and head <<< northwest to the Enclave courtyard. Cross the bridge and Hound and fury: The kath turn left; kath hounds prowl here if you didn't slay them ferociously defend their earlier. Beyond them, the enclave's south door (which was territory in the enclave sealed before) now stands open—it seems you've been courtyard. expected. PRIMAGAMES.COM < 199, <<< The surviving Jedi Masters <<< reaffirm your sentence of Atris has already fallen to exile, until Kreia intervenes. the dark side; she only needs to admit it. What happens next depends on how you handled the lost Jedi Masters. If you allied with them, they await you in the Council Chamber (Waypoint 1 ). After lengthy debate, they decide to validate your sentence of exile; no matter how pure your motives might be, the Force >>>The handmaiden is the only echoes you create are too strong for the weakened galaxy to one of Atris' servants withstand. Despite personal regrets, the Council prepares to willing to fight against enforce its judgment by permanently banishing you from all the dark side. connection to the Force. Kreia saves you at the last minute. After revealing her secret evil motives for bonding with you, she By the time the Ebon Hawk angrily departs to meet with Atris on Telos. The Jedi council has lands on Telos, Kreia has no choice but to let you depart unharmed to deal with her. already left. The damage has been done, however; <<< Atris has openly embraced the dark side and has taken the If you struck down the lost moniker of Darth Traya. You confront her in her meditation Jedi, Kreia abandons you to chamber, where it's revealed that Traya has gathered dozens of your fate. Sith holocrons. She brushes aside any offer you make to show mercy or lead her to redemption, and there's no choice but to If no Jedi are left alive to fight for your life. form a council, a short confrontation takes place with Kreia instead. She DARTH TRAYA BATTLE dismisses you as an ignorant fool who, despite all your adventures, has learned nothing. The deaths of the Jedi mean nothing to her—it's the death of the Force itself that she's after. Besides, not all the Jedi <<< are dead—Master Atris still resides at her academy on Telos. Critical Strikes can stun Traya, leaving her practi- >END QUEST The Lost Jedi cally helpless.DARTH TRAYA
<<< Atton staggers to his feet and reports on Kreia's >>> departure. With the right equipment, Traya's When you leave the Jedi dark side powers Enclave, the scene shifts to have no effect. the Ebon Hawk. Atton reports that Kreia and several handmaidens (sent by Atris) stormed through the ship and left. If you have the handmaiden in your party, she is gone as well. It seems that Telos is where the Sith are going to strike next—you must reach Atris' Jedi Academy as fast as possible. 200 > PRIMA OFFICIAL GAME GUIDE, endgame main questDARTH TRAYA BATTLE CONTINUED
After the battle, you have the chance to spare Traya'sDarth Traya life (light side) or to slay her while she's helpless (dark
side). Meanwhile, the Sith have made a bold stroke and TAKEDOWNS invaded Citadel Station. Their mysterious leader and Critical Strike Makashi lightsaber form Visas Marr's master, Darth Nihilus, has finally revealed Force Storm Force Enlightenment himself. As his capital ship, the Ravager, settles into orbit over Telos, you meet with Lieutenant Dol Grenn As a former member of the Jedi Council, Darth Traya back on Citadel Station. The TSF and Republic forces, is a master of lightsaber combat. In addition, she with the help of your old rival Azkul from Dantooine, commands an array of potent dark side powers like have rallied the station's defenses in the Ithorian Drain Life and Force Storm. Protect yourself by compound (Waypoint ). equipping gear that nullifies status effects or cancels electrical damage. Since you don't have any companions to provide healing or support, protect yourself with Energy Resistance or Force Barrier if you're a Consular with low defense. The best way to attack Darth Traya is with a lightsaber or two. Her armor restrictions mean You can reassign your party members at any time on low defense and vitality are her biggest weaknesses. Citadel Station. Bao-Dur, Mandalore, and HK-47 are Critical Strike delivers maximum pain, and if you're temporarily unavailable; you can bring them back into lucky may stun the Queen of Betrayal as well. Monitor the party later. your vitality closely during this fight; if it drops below half, step away and use your most efficient mode of healing, such as Master Heal or a life support pack. A <<< straightforward brute force approach should give you a The Deflect feat quick victory over your former colleague. makes advanced Jedi guardians almost immune to blaster fire.CITADEL STATION UNDER SIEGE Head north into the main
corridor to face a group of Sith assassins. Azkul's >BEGIN QUEST Fuel Sabotage mercenaries join in the assault but are quickly cut down. The medical bay is off limits, so go east to face another group of Sith (Waypoint 3 ). The enemies here attack strictly with ranged weapons; reply with grenades and Force powers to eliminate them quickly. Pick through their remains after the battle, then take the shuttle to <<< the Entertainment Module. Without your help, Citadel Station is doomed. <<< Force Storm can strike almost a dozen enemies at once. PRIMAGAMES.COM < 201, Head through the area to the TSF office on the far side, cutting down any Sith that try to stop you. The Dobo brothers' <<< emporium is unlocked and crawling with enemies; clean them You can't escape the ship out for extra experience points and items. After defeating all until you have faced Darth Sith, the imminent danger to Citadel Station is over Nihilus in battle. (Waypoint 4 ). It's now time to go on the offensive and mount an assault expedition against the Ravager. Now that you're aboard the enemy ship, make your >END QUEST Fuel Sabotage way across the Command Deck to the elevator leading to the Bridge. Along the way, place the four proton cores (that Mandalore brought) in key areas of structural <<< weakness. After you defeat Darth Nihilus and escape, you can For an effective fighting detonate the cores by remote and completely destroy the team, make liberal use of Ravager once and for all. your allies' special abilities. Approach the shuttle port south of the TSF <<< office to meet Mandalore When the enemy holds a (Waypoint 5 ), who offers ranged weapon, you receive to lead the boarding party. a bonus on melee attacks. There's nothing more to do on Citadel Station, so tell Mandalore you're ready to go. Visas Marr arrives (if she wasn't with you already) and vows to join your confrontation with Darth Nihilus, her former master. Her presence isn't mandatory but is strongly recommended. When the preparations are finished, Mandalore's shuttle takes off and weaves through the raging space battle to land at a breached docking bay on the >>> Ravager's starboard hull. Support melee combatants with Force powers andABOARD THE RAVAGER ranged weapons.
Your group gathers >BEGIN QUEST Defeat Darth Nihilus near the hull breach created by the Kelborn and the Mandalorians (Waypoint 6 ). Go south >BEGIN QUEST Destroy the Ravager to battle the first group of Sith. The many commandos and elite soldiers are equipped for ranged combat and can quickly wear you down with blaster fire if you don't finish them off quickly. Force Storm, a staple of any Jedi's arsenal, is without question the fastest way of eliminating the opposition. Have Visas use <<< this power in every battle for an easy victory—just let her Force Mandalore strides points regenerate between skirmishes. onto the Ravager's Command Deck. <<< Plant the first proton core here. 202 > PRIMA OFFICIAL GAME GUIDE, endgame main quest When you reach the first bomb site (Waypoint 7 ), Kex lets Head back to the ship's fore and locate the maintenance room you know. Place the proton core, then go north and east into (Waypoint10). Utilize the workbench to install any useful the ship's huge central chamber. Slay the Sith lieutenant and his upgrades you have found before moving on to find the fourth troops, then take the first hall on the right to find the second bomb site. bomb site (Waypoint 8 ). Two down, two to go. <<< Colonel Tobin has <<< given up all hope of The second proton core goes redemption, but you can in a dead-end passage. change his mind. <<< >>> If you decide to fightColonel Tobin, have The Sith detonate the decency to end him one of your proton quickly. cores prematurely. <<< Force Deflection works automatically, even when Trek through the central chamber and open the last you're using Force powers. door on the left. Continue to the next room to find Return to the central Colonel Tobin, who you met earlier on Onderon chamber and go through (Waypoint ). The seasoned soldier followed the Sith the last door on the right. after you helped end the civil war and is now practically Eliminate the Sith on the a prisoner, chained to Darth Nihilus and the Ravager by other side, then cross the the dark side. You can try talking the Colonel into room and open the next door to find the third bomb site renouncing Darth Nihilus (light side), but this only (Waypoint ). After placing this charge, the Sith manage to works if you bring up the safety of Onderon.9 make an effective counterattack that destroys one of the proton Alternatively, you can dispense with the conversation cores. In order to place the fourth charge, you must find a and jump right into battle (dark side). If you decide to replacement proton core to use. fight, Colonel Tobin makes a brave effort—but the doomed officer can't hope to survive a simultaneous barrage of lightsaber blows, Force powers, and combat feats from your party. <<< Find a replacement proton core in the mainte- nance room. PRIMAGAMES.COM < 203, As you approach the Bridge's door, Visas Marr warns you that this is your last chance to restore your health or change equipment before you confront Darth Nihilus. Take her advice <<< and make sure you're in top condition, then save your game The final proton core before moving on. The Lord of Hunger doesn't seem to notice goes here. you until you get close, at which point he effortlessly stuns you with a wave of his hand (Waypoint16). While you reel under the stunning effect, infuriate Darth Nihilus with a few choice taunts—then the battle begins.DARTH NIHILUS BATTLE
>>> Visas takes a moment to gather her strength in the <<< meditation room. One solid attack can knock off half of Darth After dealing with Colonel Nihilus' vitality; use Tobin, go north and place Critical Strike to make the final proton core every blow count. (Waypoint 12 ). All the explosives are in place, and you can now use the aft elevator to reach the Ravager's bridge. Before you go, explore the south passage thoroughly. When you approach Visas' quarters, the Miraluka asks for some time to center herself in her private meditation chamber (Waypoint13). >>> After she's finished, search her quarters for items and return When Visas stuns her north to ride the elevator to the Bridge (Waypoint14). former master, try to inflict as much damage as possible before it <<< wears off. Dark Jedi use offensive Force powers against you. Reply in kind. Several large rooms lie between you and the Bridge, and most of them <<< are full of enemies. First Darth Nihilus restores check the room on the his vitality by draining it right to find a few storage lockers, then loop around through from you. the port rooms. A few Dark Jedi attack here (Waypoint15); combine all your party's attacks on each one in turn, then worry about the Sith heavy troopers. Search each Dark Jedi corpse carefully; they often leave lightsabers behind.Darth Nihilus TAKEDOWNS
<<< Critical Strike Force Storm Visas Marr warns you Sniper Shot when your confrontation with Darth Nihilus is imminent. 204 > PRIMA OFFICIAL GAME GUIDE, endgame main questDARTH NIHILUS BATTLE >END QUEST Destroy the Ravager CONTINUED
Darth Nihilus is so corrupted by the dark side that his very speech causes pain and death to all who hear it. <<< He wields a red lightsaber in battle, and he readily Admiral Onasi served with utilizes Force powers to kill, especially Drain Life. Revan and is eager for any news about his old friend. Your duel with the Lord of Hunger is made easier by the fact that you have two companions to help you You have a short oppor- out. Mandalore should immediately use his implant- tunity to speak with switching ability, boosting dexterity to enhance both Admiral Carth Onasi, who his defense and his ranged attacks. If you are a fought with Revan in the consular, have Mandalore boost his strength instead Mandalorian Wars. He offers all the information he can, then and then attack Darth Nihilus in melee while you hints that if you want to strike at the source of the Sith's power, provide support through Master Heal and other you most follow the Ravager's course back to its point of origin: defensive powers. Malachor V. After talking with Admiral Onasi, you set out alone in the Ebon Hawk to begin your final adventure. Visas Marr should use offensive Force powers for the battle's first half. When the Lord of Hunger loses half his vitality, Visas interrupts to ask your guidance. For THE BROKEN WORLD the best results, tell her to block the flow of power Nihilus absorbs from the Ravager; this stuns him for a few seconds. Use this chance to attack with your character and Mandalore, and you finish off the Sith <<< before the stun wears off. You must accomplish the remainder of your quest solo. >END QUEST Defeat Darth Nihilus <<< The Ebon Hawk crashes on the Malachor V's jagged surface. For The Lord of Hunger evapo- the remainder of your quest, you are on your own. This rates in a storm of dark shouldn't be a problem, however; after all that you've been energy. through, your character should be a powerhouse of destruction. >>> >>> Critical Strike has a good Escape the Ravager by chance of stunning the returning to the place storm beasts if you have where you arrived. high strength. After Darth Nihilus falls, Visas Marr removes Nihilus' mask and looks on his true face. She gives you the mask if you ask for it; while it can't be equipped, simply carrying it slightly increases your maximum Force points. The Lord of Hunger leaves behind no remains. Now you must hike back through the Ravager and return to where you entered, and a shuttle takes you to Citadel Station. PRIMAGAMES.COM < 205, From the crash site (Waypoint17), head down the sloped paths and into the maze of trails and crevasses. Consider equipping a GREATER STORM bio-antidote system to protect you from the erupting poison gas vents, or simply rely on Breath Control. A few storm beasts BEAST BATTLE prowl the area; hit them with ranged attacks as they close in, CONTINUED then finish them off in melee. Grenades are ineffective against these creatures because they are seldom grouped together and prefer to attack you up close. <<< <<< Stick it to the storm Use Breath Control to move beast with an adhesive through the poison vents grenade. with impunity. Probe into the dead ends as you head south, plundering containers and the corpses of those less Greater Storm Beast fortunate. Note the two buried Republic ships in this area. You can't do anything with TAKEDOWNS them until after you explore the entire surface of Malachor V. Adhesive Grenades Critical Strike Sniper Insanity Master Force Resistance When you reach the natural bridge, (Waypoint18), look up the Force Storm canyon for a breathtaking vista of your crash site. From there, continue west to slay a few more storm beasts and descend to Largest of his breed, the greater storm beast possesses the Malachor Depths. immense strength and toughness. He appears on the storm beast pen's far side, giving you a few rounds to <<< prepare before he closes to melee range. Buff yourself Render the storm beasts up with defensive powers, such as Force Resistance, helpless with Insanity, then and increase your physical stats with adrenal stims. slay them in complete saftely. Sometimes the beast pauses for a moment during its charge; if this happens, lob an adhesive grenade. Storm beasts attack as you head into the maze of Even a well-armored sentinel can find themselves caverns. Slay them all; you pulverized after a few blows from the greater storm want this area to be free of beast. Fortunately, its massive size works to your enemies later when you advantage. Because it's so big, the creature needs pass through here as Bao-Dur's remote droid. Search the plenty of room to make an attack. If you get really alcoves and dead ends for items, then head through the massive close to it, you can back the greater storm beast up gate to battle the greater storm beast (Waypoint19). against a wall, where it will be unable to attack or move. You can then attack in complete safety.GREATER STORM BEAST BATTLE << Trayus Academy. With the creature slain, <<< the gates to the storm The greater storm beast pen open. Exit beast's awkward size though the north gate to means he sometimes find the entrance to Trayus loses track of you. Academy. A dozen Sith assassins uncloak as you approach, but they don't attack; instead, they reverently bow to you. Don't expect any more respectful welcomes like this once you get inside. 206 > PRIMA OFFICIAL GAME GUIDE, endgame main quest REMOTE CONTROL Meanwhile, your character has entered the antechamber of Trayus
Academy (Waypoint20). Constant battles with numerous Sith assassins are the rule here; use your strongest attacks to >BEGIN QUEST Mass Shadow Generator eliminate them quickly. Insanity isn't restricted by armor, so even Jedi guardians can utilize it to immobilize large groups of enemies before switching to conventional attacks. There are very <<< few containers to search in the academy, but the many high-level Bao-Dur's remote droid enemies often leave behind lightsabers and other rare, powerful plays back its final items. Search all remains carefully as you proceed. command. After entering Trayus <<< Academy, the scene shifts The workbench is guarded back to the Ebon Hawk's by a squad of Sith crash site. Bao-Dur has commandos. programmed his trusty remote droid to accomplish one final task: the destruction of Head right at the Malachor V. Remember the four wrecked Republic ships you antechamber's end and passed earlier? Each of them contains an active power core that follow the curving can be turned into an energy source for a planet-shattering passages to reach the explosion. You must take control of the little remote droid and Trayus Proving Grounds. This wing of the academy is also pilot it to each of the four ships to bring them online. teeming with Sith; fortunately, the many doors help keep the separated, allowing you to divide and conquer. Look for the workbench near the area's center (Waypoint21); this is the last >>> chance you have to install or create any new upgrades for your Pilot the remote droid to weapons and armor. Take advantage of it. the four wrecked Republic ships to construct the mass shadow generator. <<< Wait for the enemies to If you were diligent about rush in; you don't have slaying the storm beasts, to fight as many at once this mission is incredibly this way. easy. Using the maps for guidance, fly the remote to each shipwreck; there are two in the Go through the portal at Malachor surface area and two more in the Malachor Depths. the north end of the Avoid any storm beasts left behind—Bao-Dur's remote has almost Trayus Proving Grounds, no attack potential or defenses. When you've activated the final which takes you back to terminal, G0-T0 arrives and interrupts the plan. Ultimately, the the academy's central area. Darth Sion is only a couple of rooms choice of whether or not to destroy Malachor V is up to you. away, so make sure you're at full strength and save your game before venturing in to confront him (Waypoint22). >END QUEST Mass Shadow Generator THE FINAL BATTLE DARTH SION BATTLE
<<< <<< Protect yourself Soften up the opposition with defensive items with Force powers before before closing for a wading into melee. lightsaber clash. PRIMAGAMES.COM < 207, DARTH SION BATTLE DARTH SION BATTLE
CONTINUED CONTINUED Defeating Darth Sion isn't that difficult, but there's a small problem: He can fully restore his vitality at will. He vows that every time you strike him down, he will <<< rise up to keep fighting. In order to win, show Darth Darth Sion heals at Sion that you are willing to keep slaying him over and will, but you can win over again—each time he staggers back to his feet, the by striking him down Lord of Pain seems a little more uncertain. To end the repeatedly. battle for good, you must slay the Lord of Pain four times. After that, he surrenders to your greater strength of will and, with some relief, voluntarily relinquishes his life. >>> Now only Kreia remains. She is in the center of the Trayus Coreto the north (Waypoint23). You might want to revisit the This duel isn't workbench in Trayus Proving Grounds to install any lightsaber about strength, it's upgrades you found on Darth Sion's body beforehand. When about belief. you're ready, cross the narrow bridge leading to the Trayus Core, where the final battle takes place. KREIA BATTLE Darth Sion TAKEDOWNS
Critical Strike Force Storm Master Energy Resistance Force Crush Mandalorian Power Shield <<< Darth Sion, the Lord of Pain, won't let you approach Engage defenses and Kreia unless you kill him first. The shattered Dark attack with your full Jedi attacks you with a lightsaber and Drain Life; strength. improve your chances the moment battle begins by protecting yourself with Energy Resistance or a powerful shield item. When your defensive preparations are complete, switch your focus to offense. Combat specialists should use the Makashi form, which grants nice attack >>> and damage bonuses; the blaster deflection penalties Force Wave can stun associated with this form are irrelevant here. Force Kreia's floating power specialists should unleash Force Storm lightsabers. repeatedly. In either case, watch your vitality closely and switch your priority to healing if you lose more than half your health. 208 > PRIMA OFFICIAL GAME GUIDE, endgame main quest KREIA BATTLE KREIA BATTLE
CONTINUED CONTINUED During the second phase of combat, Kreia summons a trio of lightsabers and, using her Kinetic Combat feat, mentally commands them to attack you. Even though <<< they are inert objects, the lightsabers are still Destroy the lightsabers, vulnerable to status effects; Force Wave is extremely then attack their effective here. It knocks the lightsabers away from master. you, and it has a good chance of stunning them. You can also destroy the lightsabers with physical attacks. When they are destroyed, Kreia is completely defenseless; a few more Critical Strikes or Power Attacks finish her for good. Kreia TAKEDOWNS
Critical Strike Energy Resistance Force Storm Makashi Form <<< Kreia offers you a glimpse In a final conversation, Kreia reveals the hidden into your future. motive that's driven every step she's taken during your quest: her utter hatred of the Force. As a Jedi, however, she is unable to face the idea of a life without it. Only death can free her from this hatred, but it must come at your hands. At last, you have defeated your most powerful enemies and can This battle has two phases. The first part is a conven- finally rest and take comfort in the fact that the Force itself is tional Jedi duel. Energy shields can absorb some of the safe from Kreia and the Sith (for now). Will the Republic damage from Kreia's lightsaber, while an Arkanian survive? What will happen to your companions? And where will blinder or a Sith mask will protect you from her you go next? Before she dies, Kreia answers all of these mental Force powers. If you start losing a lot of health, questions for you, thanks to her ability to see dimly into the back away along one of the three bridges to take a future. Follow each thread of the conversation to learn the fates breather and administer healing. of the worlds and friends you've come to know during your quest. When that's done, sit back and enjoy the game's ending! For effective attacks, use the Makashi lightsaber form There are two outcomes depending on whether you've upheld like you did against Darth Sion. Kreia is a Consular, the light side or have been corrupted by the dark side, but we making her low defense and vitality her biggest won't spoil them by telling you what happens. Whatever your weaknesses. Any attempt to immobilize or debilitate fate, you deserve to be congratulated—the epic struggle has her with Force powers will probably fail, so stick with come to an end! melee combat feats for best results. PRIMAGAMES.COM < 209, Appendix I: Melee Weapons and Upgrades All items within each section of the Appendix are organized from the least effective to the most effective. The items highlighted in red are items we
strongly recommend you locate and equip. Melee Weapons QUARTERSTAFF ENERGY BATON
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 SPECIAL — DAMAGE 1–1 Bonus +1–3 Physical. On Hit: Stun SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical 25% Chance, 12 Seconds, DC 14 CRITICAL 20–20, x2 BREAKDOWN CRITICAL UPGRADEABLE NoTHREAT COMPONENT 5 THREAT 20–20, x2 ATTACK BREAKDOWN— ATTACK — COMPONENT 3MODIFIER MODIFIER NOTES Usually just a smooth staff of wood or light alloys, this is a very simple weapon of NOTES Energy batons are commonly employed by police forces who prefer to incapacitate instead ancient design. of kill their targets. GEONOSIAN ELECTRO-STAFF EXCHANGE NEGOTIATOR
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 SPECIAL Bonus +3–18 Electrical DAMAGE 1–1 Bonus +1–6 Physical. On Hit: Stun SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical 25% Chance, 6 Seconds, DC 18 CRITICAL
THREAT 20–20, x2 BREAKDOWN 1,047 CRITICAL UPGRADEABLE NoCOMPONENT THREAT 20–20, x2 ATTACK BREAKDOWN— ATTACKMODIFIER — COMPONENT MODIFIER
NOTES Geonosians are winged bipeds covered with protective bony plates. They are highly NOTES A useful tool for espionage, this weapon is more effective than the standard stun baton but competitive and generally look down upon other species. Their electro-staves, therefore, is still available on most worlds. only rarely find their way off of their homeworld of Geonosis. GAND SILENCER HANDMAIDEN’S STAFF FEATS WP Melee Weapons BALANCED No
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED DAMAGE 1–1 Bonus +1–8 Physical. On Hit: StunPenalty if Used in the Off Hand SPECIAL DAMAGE 2–12 TYPE Physical 25% Chance, 6 Seconds, DC 22 TYPE Physical Useable by Handmaiden.SPECIAL CRITICAL UPGRADEABLE NoDefense Bonus 1 THREAT 20–20, x2 CRITICAL BREAKDOWN THREAT 20–20, x2 ATTACK +1 COMPONENT 379UPGRADEABLE No MODIFIER ATTACK
MODIFIER +2 BREAKDOWN 50 NOTESCOMPONENT It is unclear whether this weapon was designed by the Gand or to silence them. NOTES Handmaiden’s staff once belonged to her father, a powerful Echani general. GAND DISCHARGER PLASMA TORCH FEATS WP Melee Weapons BALANCED No
FEATS WP Melee Weapons BALANCED No DAMAGE 1–1 Bonus +2–16 Physical. On Hit: StunSPECIAL 25% Chance, 6 Seconds, DC 22 DAMAGE 1–1 SPECIAL Bonus +1–6 Fire TYPE Physical CRITICAL UPGRADEABLE No TYPE Physical UPGRADEABLE No THREAT 20–20, x2 BREAKDOWN CRITICAL ATTACK20–20, x2 BREAKDOWN 1 +1 COMPONENT 1,350 THREAT COMPONENT MODIFIER ATTACK — NOTES The pinnacle of Gand technology, the discharger can both paralyze and slay opponentsMODIFIER NOTES Plasma torches are common accessories in most construction facilities. While a clumsy with ease. These potent items are extremely rare as they are highly coveted by the few weapon in combat, it can cut through sealed doors and containers easier than most blasters. Gand who have earned them. 210 > PRIMA OFFICIAL GAME GUIDE, APPENDIX I: MELEE WEAPONS & UPGRADES LONG SWORD SHORT SWORD
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon DAMAGE 1–12 — BALANCEDSPECIAL Penalty if Used in the Off HandDAMAGE 1–6 TYPE Physical UPGRADEABLE Yes (Edge, Grip) TYPE Physical SPECIAL — CRITICAL
THREAT 20–20, x2 CREATABLE Yes. Repair (1) CRITICAL 20–20, x2 UPGRADEABLE Yes (Edge, Grip)THREAT ATTACK BREAKDOWN BREAKDOWN MODIFIER — COMPONENT VALUE 2 ATTACK — COMPONENT VALUE 1MODIFIER NOTES Here is where the roots of the lightsaber begin, with traditional swords still wielded today NOTES Disregarded by most modern warriors, a good short sword can still serve well in combat if in many primitive cultures. They are simple but effective in the right hands. the user is skilled. TRANDOSHAN SWORD RODIAN BLADE
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon 5–16 — BALANCEDDAMAGE SPECIAL DAMAGE 1–6 Penalty if Used in the Off Hand TYPE Physical UPGRADEABLE No TYPE Physical On Hit: Attribute Damage STR SPECIAL CRITICAL BREAKDOWN DC 14 THREAT 20–20, x2 +4–4 COMPONENT VALUE 102 CRITICALTHREAT 20–20, x2 ATTACK UPGRADEABLE No MODIFIER +1 ATTACKMODIFIER +1 BREAKDOWN 57 NOTES While most cultures abandoned the primitive sword in favor of vibroblades or other COMPONENT VALUE weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is NOTES This serrated weapon inflicts great pain upon its victims. made of the rare ore Chalon and is sharper and heavier than the typical blade. RODIAN DEATH BLADE SHYARN FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon
BALANCED Penalty if Used in the Off Hand FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 DAMAGE 6–17 Bonus Feats: Flurry, TYPE Physical Bonus: +1 Physical. On Hit: Attribute SPECIAL
SPECIAL Damage CON DC 10, STR DC 14 TYPE Physical Improved Flurry CRITICALTHREAT 20–20, x2 UPGRADEABLE No CRITICAL 20–20, x2 UPGRADEABLE No ATTACKTHREAT MODIFIER +1 BREAKDOWNBREAKDOWN COMPONENT VALUE 300 ATTACK +1 COMPONENT VALUE 900MODIFIER NOTES A more advanced version of the Rodian blade, this savage weapon leaves its victim NOTES This primitive-looking weapon hails from the Cerean species who employ it in traditional writhing in pain. honor duels. It is crafted with ancient techniques and rare metals. Shyarn are magneti- cally attracted to each other, often locking together during parries. This strange property RYYK BLADE results in duels that are amazing, deadly dances of survival. FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED
3–8 Penalty if Used in the Off HandVIBROSWORD DAMAGE TYPE Physical SPECIAL Bonus: +3 Physical FEATS WP Melee Weapons BALANCED No CRITICAL 20–20, x2 UPGRADEABLE Yes (Edge, Grip)THREAT DAMAGE 2–12 SPECIAL — ATTACK CREATABLE+2 Yes. Repair (23) MODIFIER TYPE Physical UPGRADEABLE Yes BREAKDOWNCOMPONENT VALUE 450 CRITICAL
THREAT 19–20, x2 CREATABLE Yes. Repair (10) NOTES These short blades are typically used in pairs by Wookiees who prefer seeing their victims ATTACK — BREAKDOWNMODIFIER COMPONENT VALUE 14 up close before gutting them. NOTES 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. TWI’LEK SPINNING BLADE FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon ECHANI VIBROSWORD BALANCEDDAMAGE 1–6 Penalty if Used in the Off Hand
FEATS WP Melee Weapons BALANCED No TYPE Physical SPECIAL On Hit: Attribute Damage STR DC 18 DAMAGE 4–14 SPECIAL Bonus +2 Cold CRITICALTHREAT 20–20, x2 UPGRADEABLE No BREAKDOWN
TYPE Physical UPGRADEABLE Yes ATTACK COMPONENT VALUE 500MODIFIER +1 CRITICAL BREAKDOWN THREAT 19–20, x2 COMPONENT VALUE 675 NOTES The deadly Twi’lek Twin Suns each wielded one of these deadly blades. Their victims had ATTACK
MODIFIER +2 the rare pleasure of witnessing their beautifully choreographed slaying. NOTES 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. TWI’LEK SPINNING BLADE (2) FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon SITH TREMOR SWORD BALANCED1–6 Penalty if Used in the Off HandDAMAGE
FEATS WP Melee Weapons BALANCED No TYPE Physical Bonus: +2 Physical. On Hit:SPECIAL Attribute Damage CON DC 18 DAMAGE 4–14 SPECIAL Bonus +3 Sonic CRITICALTHREAT 20–20, x2 UPGRADEABLE No TYPE Physical UPGRADEABLE Yes ATTACKMODIFIER +1 BREAKDOWN 500 CRITICAL 19–20, x2 BREAKDOWN COMPONENT VALUE THREAT COMPONENT VALUE 700 NOTES — ATTACK
MODIFIER +2 NOTES Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-faced weapons were given to “masterblades” who survived no less than 10 lightsaber-wielding warriors in combat. PRIMAGAMES.COM < 211
, VIBROCUTTER SITH WAR SWORD
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED No BALANCED
DAMAGE 1–10 Penalty if Used in the Off Hand DAMAGE 3–17 SPECIAL — TYPE Physical SPECIAL — TYPE Physical UPGRADEABLE Yes (Edge, Grip) CRITICAL 19–20, x2 UPGRADEABLE Yes (Edge, Grip) CRITICAL 20–20, x2 BREAKDOWNTHREAT 92BREAKDOWN THREAT COMPONENT VALUE ATTACK — COMPONENT VALUE 1 ATTACKMODIFIER MODIFIER +1 NOTES This vibrocutter is used for carving asteroid rock, and it can double as a melee weapon if NOTES Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. necessary. Its small size makes it a good off-hand weapon. These blades are usually blended with cortosis to protect against lightsaber sparring damage. VIBROBLADE VIBRO DOUBLE-BLADE
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED No BALANCED
1–10 Penalty if Used in the Off HandDAMAGE DAMAGE 2–16 SPECIAL — TYPE Physical SPECIAL — TYPE Physical UPGRADEABLE Yes CRITICAL 19–20, x2 UPGRADEABLE Yes CRITICALTHREAT THREAT 20–20, x2 CREATABLE Yes. Repair (19) BREAKDOWN ATTACK — COMPONENT VALUE 9 ATTACK — BREAKDOWNMODIFIER MODIFIER COMPONENT VALUE 179 NOTES Small size makes this a good off-hand weapon. Echani vibroblades use a cortosis weave to NOTES Ultrasonic vibrations make this double-bladed sword exceptionally deadly. An Echani prevent lightsaber sparring damage, allowing traditional swordplay to continue in the cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even time of Jedi and Sith. against Jedi and Sith. The double-bladed sword is capable of inflicting more damage—but is less precise—than the single-bladed variant. Two-Weapon Fighting is required to use a ZABRAK VIBROBLADE double-bladed sword with maximum effectiveness.
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED
3–12 Penalty if Used in the Off Hand TRANDOSHAN DOUBLE-BLADEDAMAGE TYPE Physical Bonus Feat—Finesse: MeleeSPECIAL FEATS WP Melee Weapons BALANCED NoWeapons’ CRITICAL 19–20, x2 DAMAGE 6–20 SPECIAL —THREAT UPGRADEABLE Yes ATTACK TYPE Physical UPGRADEABLE No MODIFIER — BREAKDOWNCOMPONENT VALUE 50 CRITICAL 20–20, x2 +1–8 BREAKDOWN 511 NOTES Though believed to have been constructed by the Zabrak, this vibroblade is rarely used by THREAT COMPONENT VALUEATTACK them. The Zabrak feel their combat skills are sufficient to make this weapon’s fine MODIFIER +2 balance irrelevant. Small size makes this a good off-hand weapon. Vibroblades have a NOTES While most cultures abandoned the primitive sword in favor of vibroblades or other rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is to continue in the time of Jedi and Sith. made of the rare ore Chalon and is sharper and heavier than the typical blade. TEHK’LA BLADE ZHABOKA
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED No BALANCED
1–10 Penalty if Used in the Off HandDAMAGE DAMAGE 3–24 SPECIAL — TYPE Physical Bonus: +5 Physical. Bonus Feat: TYPE Physical UPGRADEABLESPECIAL Yes (Edge, Grip)Critical Strike, Improved Critical Strike CRITICAL CRITICAL BREAKDOWN THREAT 19–20, x2 No THREAT 20–20, x2 +2–16 COMPONENT VALUE 1,250 UPGRADEABLE
ATTACK ATTACK — MODIFIER +1 BREAKDOWNCOMPONENT VALUE 1,150 MODIFIER
NOTES This variant of the double-bladed sword originated on Iridonia, the homeworld of the NOTES This weapon is favored by the Nagai, a species of slender humanoids who appear more Zabrak. A ceremonial weapon, the zhaboka (double-headed fighting pike) began as a dead than alive. Known for their honor and combat skill, the Nagai use these serrated simple wooden stick but has since been refined to be a formidable weapon. weapons to cripple their opponents. 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. LUDO KRESSH’S WAR SWORD FEATS WP Melee Weapons BALANCED No DOUBLE-BLADED SWORD DAMAGE 2–16 SPECIAL Bonus +2 Dark Side
FEATS WP Melee Weapons UPGRADEABLEBALANCED No TYPE Physical Yes (Edge, Grip) CRITICAL
DAMAGE 2–12 SPECIAL — THREAT 20–20, x2 BREAKDOWN
COMPONENT VALUE 120 ATTACK
TYPE Physical UPGRADEABLE Yes (Edge, Grip) MODIFIER +1 CRITICAL
THREAT 20–20, x2 BREAKDOWN NOTES Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting COMPONENT VALUE 23 ATTACK — flesh. These blades are usually blended with cortosis to protect against lightsaber sparringMODIFIER damage. This particular war sword once belonged to the dark Jedi Ludo Kressh. NOTES 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 less precise—than the single-bladed variant. Using a double-bladed sword FREYYR’S WARBLADE expertly requires skill in Two-Weapon Fighting. FEATS WP Melee Weapons BALANCED No DAMAGE 5–32 SPECIAL — TYPE Physical UPGRADEABLE No CRITICAL BREAKDOWN THREAT 19–20, x2 COMPONENT VALUE 1,497 ATTACK
MODIFIER +1 NOTES 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. 212 > PRIMA OFFICIAL GAME GUIDE, APPENDIX I: MELEE WEAPONS & UPGRADES GAMORREAN WAR AXE FORCE PIKE
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 2–20 SPECIAL — DAMAGE 2–12 On Hit: Stun 25% Chance, 6 Seconds, SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical DC 10 CRITICAL BREAKDOWN CRITICAL UPGRADEABLE No THREAT 20–20, x2 COMPONENT VALUE 40 THREAT 20–20, x2 BREAKDOWN ATTACK — ATTACK — COMPONENT VALUE 150MODIFIER MODIFIER NOTES Gamorrean war axes, much like their namesake species, are heavy, unsubtle, and NOTES This weapon effectively functions as a long staff topped with a vibroblade. Despite its generally a very damaging influence in almost any situation. name, it is not related to the Force mastered by Jedi, though it is a powerful weapon in its own right. GAMORREAN CLEAVER
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon GAND SHOCKSTAFF BALANCED
2–24 Penalty if Used in the Off Hand DAMAGE FEATS WP Melee Weapons BALANCED No TYPE Physical On Hit: Stun 25% Chance, 6 Seconds,SPECIAL DC 14 DAMAGE 2–12 On Hit: Stun 25% Chance, 6 Seconds,SPECIAL CRITICAL DC 14 THREAT 20–20, x2 TYPEUPGRADEABLE No Physical ATTACK CRITICAL 20–20, x2 UPGRADEABLE-2 NoMODIFIER BREAKDOWN THREATCOMPONENT VALUE 200 BREAKDOWNATTACK — COMPONENT VALUE 800MODIFIER NOTES Though a most unwieldy weapon, the target of a Gamorrean cleaver gets few opportu- NOTES This weapon was developed by Gand findsmen to help them herd their prey. Its powerful nities to make mistakes. stunning capabilities are backed up by the weapon’s sharp tip. ARG’GAROK Freyyr’s
FEATS WP Melee Weapons BALANCED No Warblade DAMAGE 3–36 On Hit: Stun 25% Chance, 6 Seconds, Physical SPECIALTYPE DC 18. Bonus Feats: Improved PowerAttack, Power Attack CRITICAL
THREAT 20–20, x2 UPGRADEABLE No ATTACK
MODIFIER -5 BREAKDOWN COMPONENT VALUE 925 NOTES 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 it awkward for most non-Gamorreans to use. Melee Weapon Upgrades: Grip All modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. ASSEMBLER TRANSISTOR ZABRAK GRIP ATTACK
MODIFIER — CREATABLE No ATTACKMODIFIER +1 CREATABLE Yes DEFENSE — CREATABLE — DEFENSE CREATABLEBONUS PREREQUISITES BONUS -1 PREREQUISITES Repair (8) SPECIAL Upgrade Item, Melee COMPONENTCOST — SPECIAL Upgrade Item, Melee COMPONENTCOST 16 DAMAGE — DAMAGEBONUS BONUS +1, Slashing NOTES A cell like this can stabilize a melee weapon, allowing it to hit and damage better and NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but possibly gain other effects. making it less useful for parrying. AGRINIUM GRIP BASKET HILT ATTACK
MODIFIER — CREATABLE Yes ATTACK
MODIFIER -1 CREATABLE Yes DEFENSE — CREATABLEBONUS PREREQUISITES Repair (4) DEFENSE
BONUS +1 CREATABLEPREREQUISITES Repair (10) SPECIAL Upgrade Item, Melee COMPONENTCOST 2 SPECIAL Upgrade Item, Melee COMPONENT
COST 38 DAMAGE
BONUS +1, Slashing DAMAGE
BONUS — NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. resulting in heftier swings. NAGAI GRIP CONTOURED GRIP ATTACK
MODIFIER +1 CREATABLE Yes ATTACK
MODIFIER +1 CREATABLE Yes DEFENSE — CREATABLEBONUS PREREQUISITES Stealth (12) DEFENSE CREATABLE BONUS — PREREQUISITES Repair (6) SPECIAL Upgrade Item, Melee COMPONENTCOST 62 SPECIAL Upgrade Item, Melee COMPONENT 5 DAMAGECOST BONUS — DAMAGE
BONUS -1 NOTES The Nagai designed this grip to improve a weapon’s performance without any NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the side effects. weapon’s power. PRIMAGAMES.COM < 213
, ADVANCED AGRINIUM GRIP SUPERIOR AGRINIUM GRIP
ATTACK — CREATABLE Yes ATTACKMODIFIER MODIFIER — CREATABLE Yes DEFENSE — CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Repair (14) BONUS — PREREQUISITES Repair (24) SPECIAL Upgrade Item, Melee COMPONENT 90 SPECIAL Upgrade Item, Melee COMPONENTCOST COST 742 DAMAGE
BONUS +1–4, Slashing DAMAGEBONUS +1–8, Slashing NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, resulting in heftier swings. resulting in heftier swings. ADVANCED CONTOURED GRIP SUPERIOR CONTOURED GRIP ATTACK
MODIFIER +2 CREATABLE Yes ATTACK
MODIFIER +3 CREATABLE Yes DEFENSE CREATABLE BONUS — PREREQUISITES Repair (16) DEFENSE CREATABLE BONUS — PREREQUISITES Repair (26) SPECIAL Upgrade Item, Melee COMPONENTCOST 150 SPECIAL Upgrade Item, Melee COMPONENT
COST 992 DAMAGE
BONUS -1 DAMAGE
BONUS -1 NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the weapon’s power. weapon’s power. ADVANCED ZABRAK GRIP SUPERIOR ZABRAK GRIP ATTACK
MODIFIER +3 CREATABLE Yes ATTACKMODIFIER +3 CREATABLE Yes DEFENSE
BONUS -2 CREATABLEPREREQUISITES Repair (18) DEFENSE -1 CREATABLEBONUS PREREQUISITES Repair (28) SPECIAL Upgrade Item, Melee COMPONENT 242 SPECIAL Upgrade Item, Melee COMPONENTCOST COST 1,112 DAMAGE
BONUS +2, Slashing DAMAGEBONUS +1–8, Slashing NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but making it less useful for parrying. making it less useful for parrying. ADVANCED BASKET HILT SUPERIOR BASKET HILT ATTACK
MODIFIER -1 CREATABLE Yes ATTACKMODIFIER — CREATABLE Yes DEFENSE +2 CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Repair (20) BONUS +2 PREREQUISITES Repair (30) SPECIAL Upgrade Item, Melee COMPONENTCOST 388 SPECIAL Upgrade Item, Melee COMPONENTCOST 1,300 DAMAGE DAMAGE BONUS — BONUS — NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. ADVANCED NAGAI GRIP SUPERIOR NAGAI GRIP ATTACK
MODIFIER +1 CREATABLE Yes ATTACKMODIFIER +2 CREATABLE Yes DEFENSE +1 CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Stealth (22) BONUS +1 PREREQUISITES Stealth (32) SPECIAL Upgrade Item, Melee COMPONENTCOST 556 SPECIAL Upgrade Item, Melee COMPONENTCOST 1,482 DAMAGE — DAMAGEBONUS BONUS — NOTES The Nagai designed this grip to improve a weapon’s performance without any side effects. NOTES The Nagai designed this grip to improve a weapon’s performance without any side effects. Melee Weapon Upgrades: Cell All modifications require a workbench with adequate tools. ENERGY PROJECTOR VIBRATION CELL
ATTACK ATTACK MODIFIER — CREATABLE No MODIFIER – CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES — Feats Required—Weapon- Computer Use (6); DAMAGE — COMPONENT — SPECIAL Focus Melee Weapons CREATABLE
PREREQUISITES Feat: Weapon-Focus BONUS COST Upgrade Item, Melee Melee Weapons ADDITIONAL — DAMAGE BONUS +1, Slashing COMPONENT
COST 5 NOTES This modular projector can cause a melee weapon to do additional energy-based damage. ADDITIONAL — ION CELL NOTES Vibration energy cells increase the amount of damage a weapon can inflict but makethem much harder to wield. Only certain melee weapons, like vibroblades, can utilize ATTACK
MODIFIER — CREATABLE Yes energy cells. SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Security (4) DAMAGE +1–3, Ion COMPONENTBONUS COST 2 ENHANCED ENERGY CELL ADDITIONAL Massive Criticals 1 ATTACK MODIFIER — CREATABLE Yes NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Computer Use (8) vibroblades, can utilize energy cells. DAMAGE COMPONENT BONUS +1, Energy COST 15 ADDITIONAL — NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee weapons, like vibroblades, can utilize energy cells. 214 > PRIMA OFFICIAL GAME GUIDE, APPENDIX I: MELEE WEAPONS & UPGRADES SONIC DISCHARGE CELL ENHANCED ENERGY CELL MARK III ATTACK
MODIFIER -1 CREATABLE Yes ATTACKMODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLE CREATABLEPREREQUISITES Stealth (10) SPECIAL Upgrade Item, Melee PREREQUISITES Computer Use (24) DAMAGE COMPONENT DAMAGE BONUS +2, Sonic COST 35 BONUS +1–6, Energy COMPONENT
COST 730 ADDITIONAL Massive Criticals 1–8 ADDITIONAL — NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee discharge makes the weapon unwieldy, few types of armor protect against this type of weapons, like vibroblades, can utilize energy cells. attack. Only certain melee weapons, like vibroblades, can utilize energy cells. SONIC DISCHARGE CELL MARK III ION CELL MARK II ATTACK
MODIFIER -1 CREATABLE Yes ATTACK
MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Stealth (26) SPECIAL Upgrade Item, Melee CREATABLE DAMAGE COMPONENTPREREQUISITES Security (12) BONUS +1–10, Sonic COST 910 DAMAGE
BONUS vs. droid: +1–6, Ion COMPONENT
COST 55 ADDITIONAL Massive Criticals 2–16 ADDITIONAL Massive Criticals 1–6 NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like discharge makes the weapon unwieldy, few types of armor protect against this type of vibroblades, can utilize energy cells. attack. Only certain melee weapons, like vibroblades, can utilize energy cells. VIBRATION CELL MARK II ION CELL MARK IV
ATTACK -2 CREATABLE Yes ATTACKMODIFIER MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee Computer Use (14); SPECIAL Upgrade Item, Melee CREATABLE CREATABLE PREREQUISITES Security (28) DAMAGE +1–10, Slashing PREREQUISITES Feat: Weapon-Focus DAMAGE 1–6, Ion., vs. droid: COMPONENTBONUS Melee Weapons COST 1,090BONUS +2–20, Ion ADDITIONAL — COMPONENT COST 85 ADDITIONAL Massive Criticals 2–16 NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make NOTES them much harder to wield. Only certain melee weapons, like vibroblades, can utilize Ion cells discharge ions along the length of the blade. Only certain melee weapons, like energy cells. vibroblades, can utilize energy cells. ENHANCED ENERGY CELL MARK II VIBRATION CELL MARK IV
ATTACK -1 CREATABLE Yes ATTACK MODIFIER MODIFIER — CREATABLE Yes Feats Required—Weapon Computer Use (30); SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Computer Use (16) SPECIAL Specialization: Melee CREATABLEPREREQUISITES Feat: Weapon-Focus DAMAGE
BONUS +1–3, Energy COMPONENT Weapons. Upgrade Melee Weapons COST 145 Item, Melee COMPONENT ADDITIONAL — COST 1,270DAMAGE +2–16, Slashing NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee BONUS ADDITIONAL
weapons, like vibroblades, can utilize energy cells. — NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make SONIC DISCHARGE CELL MARK II them much harder to wield. Only certain melee weapons, like vibroblades, can utilize
energy cells. ATTACK
MODIFIER -1 CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Stealth (18) ENHANCED ENERGY CELL MARK IV DAMAGE COMPONENT BONUS +4, Sonic COST 235 ATTACK — CREATABLE Yes ADDITIONAL Massive Criticals 2–12 MODIFIER SPECIAL Upgrade Item, Melee CREATABLE Computer Use (32) NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic PREREQUISITESDAMAGE COMPONENT discharge makes the weapon unwieldy, few types of armor protect against this type of BONUS +2–12, Energy COST 1,450 attack. Only certain melee weapons, like vibroblades, can utilize energy cells. ADDITIONAL — NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee ION CELL MARK III weapons, like vibroblades, can utilize energy cells. ATTACK
MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Security (20) Shyarn DAMAGE 1–4, Ion. vs. droid: COMPONENT BONUS COST +2–12, Ion ADDITIONAL Massive Criticals 2–12 NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like vibroblades, can utilize energy cells. VIBRATION CELL MARK III ATTACK
MODIFIER -2 CREATABLE Yes SPECIAL Upgrade Item, Melee Computer Use (22); CREATABLE
DAMAGE +2–12, Slashing PREREQUISITES Feat: Weapon-Focus BONUS Melee Weapons ADDITIONAL — COMPONENT COST 550 NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make them much harder to wield. Only certain melee weapons, like vibroblades, can utilize energy cells. PRIMAGAMES.COM < 215
, Melee Upgrades: Edge All modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. MILD DEVARONIAN EDGE SEVERE DEVARONIAN EDGE
SPECIAL Upgrade Item, Melee CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE
BONUS — CREATABLEPREREQUISITES Stealth (4) DAMAGE
BONUS +2, Slashing CREATABLEPREREQUISITES Stealth (20) ADDITIONAL Massive Criticals 1–3 COMPONENT 2 ADDITIONAL Massive Criticals 2–12 COMPONENTCOST COST 377 NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. BASIC IONITE EDGE
SPECIAL Upgrade Item, Melee CREATABLE No SUPERIOR IONITE EDGE DAMAGE
BONUS +1, Ion. vs. droid, +1–4, Ion. CREATABLEPREREQUISITES — SPECIAL Upgrade Item, Melee CREATABLE No ADDITIONAL — COMPONENTCOST — DAMAGE +2–7, Ion. vs. droid, CREATABLE
PREREQUISITES — BONUS
NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to +1–8, Ion. COMPONENTCOST — electronic systems. ADDITIONAL — NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to BASIC MULLININE EDGE electronic systems.
SPECIAL Upgrade Item, Melee CREATABLE Yes SUPERIOR MULLININE EDGE DAMAGE CREATABLE BONUS — PREREQUISITES Repair (8) Keen COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes ADDITIONAL COST 14 DAMAGE +1–8, Slashing CREATABLE Repair (24) NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well. BONUS PREREQUISITES ADDITIONAL Keen COMPONENTCOST 725 BASIC NEUTRONIUM EDGE NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well.
SPECIAL Upgrade Item, Melee CREATABLE Yes SUPERIOR NEUTRONIUM EDGE DAMAGE +1–3, Slashing CREATABLEBONUS PREREQUISITES Repair (10) ADDITIONAL — COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes COST 33 DAMAGE CREATABLE BONUS +5, Slashing PREREQUISITES Repair (26)NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It COMPONENT can be used to increase the damage inflicted by a blade. ADDITIONAL Massive Criticals: 1–6 COST 903 NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It MODERATE DEVARONIAN EDGE can be used to increase the damage inflicted by a blade.
SPECIAL Upgrade Item, Melee CREATABLE Yes DEADLY DEVARONIAN EDGE DAMAGE +2, Slashing CREATABLEBONUS PREREQUISITES Stealth (12) Massive Criticals 1–8 COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes ADDITIONAL COST 51 DAMAGE +3, Slashing CREATABLE Stealth (28) NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. BONUS PREREQUISITESCOMPONENT Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. ADDITIONAL Massive Criticals: 2–20 COST 1,082 NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. IMPROVED IONITE EDGE Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s
SPECIAL Upgrade Item, Melee victim. CREATABLE No DAMAGE +1–2, Ion. vs. droid, CREATABLEPREREQUISITES — BONUS +1–6, Ion. QUADRANIUM EDGECOMPONENT COST — ADDITIONAL — SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE CREATABLE NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to BONUS +2–12, Slashing PREREQUISITES Stealth (30) electronic systems. ADDITIONAL — COMPONENTCOST 1,261 NOTES Quadranium is an amazingly strong material that is sometimes used for fuel IMPROVED MULLININE EDGE storage containers.
SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE +1–4, Slashing CREATABLEBONUS PREREQUISITES Repair (16) OSTRINE EDGE
ADDITIONAL Keen COMPONENT 142 SPECIAL Upgrade Item, Melee CREATABLE YesCOST DAMAGE CREATABLE NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well. BONUS +2–16, Cold PREREQUISITES Repair (32) Keen, Dam Resistance: COMPONENT 1,442 ADDITIONAL COST IMPROVED NEUTRONIUM EDGE Resist 5 vs. Fire
NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It SPECIAL Upgrade Item, Melee CREATABLE Yes can be used to increase the damage inflicted by a blade. DAMAGE +3, Slashing CREATABLEBONUS PREREQUISITES Repair (18) ADDITIONAL Massive Criticals: 1–4 COMPONENTCOST 231 NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It can be used to increase the damage inflicted by a blade. 216 > PRIMA OFFICIAL GAME GUIDE, Appendix II: Lightsabers and Upgrades Lightsabers LIGHTSABER SHORT LIGHTSABER
FEATS WP Lightsaber BALANCED No FEATS WP Lightsaber BALANCED +2/+0 vs. Two-Weapon Penalty If DAMAGE 2–20 SPECIAL — 2–16 Used in the Off HandDAMAGE TYPE Energy Yes Energy SPECIALUPGRADEABLE TYPE — CRITICAL
THREAT 19–20, x2 UPGRADEABLE Yes BREAKDOWN Yes CRITICALTHREAT 19–20, x2 ATTACK — COMPONENT COSTMODIFIER COMPONENT COST 45 ATTACK MODIFIER — NOTES Traditionally associated with the Jedi, the lightsaber is a devastating weapon and difficult to master. Properties can vary with the type of focusing crystal used in construction. Once NOTES Lightsabers can come in shorter styles, often used in the off hand during two-weapon you have built your lightsaber, subsequent areas where you previously found parts now fighting. As in larger versions, different focusing crystals can produce additional effects. have complete lightsabers. FREEDON NADD’S OFFHAND LIGHTSABER VISAS MARR’S LIGHTSABER FEATS WP Lightsaber BALANCED +2/+0 vs. Two-Weapon Penalty If
FEATS WP Lightsaber BALANCED No DAMAGE 3–24 Used in the Off Hand SPECIAL On Hit—Knockdown DC 14 DAMAGE 4–22 SPECIAL Useable by Visas Marr TYPE Energy CRITICAL UPGRADEABLE No TYPE Energy UPGRADEABLE No THREAT 19–20, x2 COMPONENT COST 500 CRITICAL ATTACK THREAT 19–20, x2 BREAKDOWN No MODIFIER +2 ATTACK
MODIFIER +1 COMPONENT COST — NOTES This short lightsaber once belonged to the powerful Sith Lord Freedon Nadd. Freedon NOTES This lightsaber belongs to Visas Marr and only she can use it. Traditionally associated with Nadd trained with (and later destroyed) Naga Sadow’s spirit and brought the power of the the Jedi, the lightsaber is a devastating weapon and difficult to master. dark side to Onderon. DOUBLE-BLADED LIGHTSABER MALAK’S LIGHTSABER
FEATS WP Lightsaber BALANCED No FEATS WP Lightsaber BALANCED +2/+0 vs Two-Weapon Penalty IfDAMAGE 2–24 SPECIAL — Used in the Off Hand DAMAGE 2–20 TYPE Energy UPGRADEABLE Yes Energy SPECIALTYPE —CRITICAL THREAT 20–20, x2 COMPONENT COST 60 CRITICAL 19–20, x2 UPGRADEABLE NoATTACK THREAT MODIFIER — ATTACK — COMPONENT COST 45 NOTES These exotic weapons are rare and are most often associated with Jedi attracted to the MODIFIER dark side of the Force. The double-bladed lightsaber is capable of inflicting more NOTES Traditionally associated with the Jedi, the lightsaber is a devastating weapon and difficult damage—but is also less precise—than the single-bladed variant. to master. Properties can vary with the type of focusing crystal used in construction. Lightsaber Upgrades: Color These are the faceted crystals used in the construction of a lightsaber. CRYSTAL, YELLOW CRYSTAL, VIOLET
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Yellow COMPONENT VALUE 11 BLADE COLOR Violet COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP yGeRllAowDE lAigBhLt.E NOTES It glows faintly with an inneUrP vGioRlAetD lEigAhBtL. E CRYSTAL, BLUE CRYSTAL, RED
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Blue COMPONENT VALUE 11 BLADE COLOR Red COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP bGluReA DliEghAtB. LE NOTES It glows faintly with an inneUrP rGedR AliDgEhAt.BLE CRYSTAL, GREEN CRYSTAL, ORANGE
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Green COMPONENT VALUE 11 BLADE COLOR Orange COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP gGrReeAnD EliAghBtL.E NOTES It glows faintly with an inneUrP oGrRanAgDeE AligBhLtE. PRIMAGAMES.COM < 217
, CRYSTAL, SILVER CRYSTAL, VIRIDIAN
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Silver COMPONENT VALUE 11 BLADE COLOR Viridian COMPONENT VALUE 11 NOTES It glows faintly with a silverUyP lGigRhAt.DEABLE NOTES It glows faintly with a silverUyP gGrReeAnD EliAghBtL.E CRYSTAL, CYAN
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Cyan COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP cGyRanA DliEgAhBt.LE Lightsaber Upgrades: Power Crystals CRYSTAL, RUBAT CRYSTAL, JENRAUX
DAMAGE +1 ADDITIONAL — DAMAGE +2 ADDITIONAL Blaster Deflection +5 ATTACK
MODIFIER +1 COMPONENT COST 49 ATTACKMODIFIER — COMPONENT COST 49 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Used in lightsaber construction, rubat crystal is mined on Phemis. It NOTES The refined form of Opila, this crystal has been cleansed of all produces a clearly defined blade that a Jedi can easily track, making impurities. When used in lightsaber construction it produces a blade it easier to hit opponents. of unerring quickness. CRYSTAL, DAMIND CRYSTAL, PHOND
DAMAGE — ADDITIONAL — DAMAGE +1–6, Physical ADDITIONAL — ATTACK
MODIFIER +3 COMPONENT COST 99 ATTACK
MODIFIER — COMPONENT COST 74 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Found on the desert world of Daminia, this crystal can be used in NOTES This is the strange by-product of rare impurities bonding during the lightsaber construction to produce a clearly defined beam of subtly making of certain alloys and some random external condition, this wider width and length. crystal produces a fiercely burning lightsaber beam. CRYSTAL, ERALAM CRYSTAL, FIRKRANN
DAMAGE +2 ADDITIONAL — DAMAGE +2–12 vs. Droid ADDITIONAL — ATTACK
MODIFIER +2 COMPONENT COST 149 ATTACK
MODIFIER +2 COMPONENT COST 124 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Once mined on the third moon of Erat, ancient Sith bombardment NOTES This heavy crystal is collected by the natives of Rafa V. If used in shattered much that remained. If they can be found, these crystals lightsaber construction, it produces an electrically charged beam that produce a clear, superior lightsaber beam. is devastating to droids. CRYSTAL, SAPITH CRYSTAL, BONDAR
DAMAGE +3 ADDITIONAL — DAMAGE — ADDITIONAL On Hit: Stun, 25% for 6 seconds. ATTACK +2 199 ATTACK — DC 10 to negate stunMODIFIER COMPONENT COST MODIFIER COMPONENT COST SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber 49 NOTES This crystallized material was excreted once every 11 years by the NOTES This crystal was mined on a far-orbit asteroid circling the Alderaan ancient Volice worm of Lwhekk, now extinct. It produces a more system. It produces a volatile lightsaber beam that pulses on impact, intense lightsaber beam, granting better control. potentially stunning an opponent. CRYSTAL, NEXTOR CRYSTAL, SIGIL
DAMAGE +1 ADDITIONAL Critical Threat Range x2 DAMAGE +1–6 ADDITIONAL — ATTACK
MODIFIER — COMPONENT COST 199 ATTACK
MODIFIER +1 COMPONENT COST 149 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES This crystal is mined in the mountains of planet M’haeli, and when NOTES Mined in the Sigil System, this crystal is a costly but valued addition used in lightsaber construction it produces a volatile blade that can to a lightsaber. It produces a fierce bridge beam that sears on contact, cause surprising amounts of damage. inflicting great damage. CRYSTAL, OPILA CRYSTAL, UPARI
DAMAGE +3 ADDITIONAL Massive Criticals: +2–12 DAMAGE +1–8 ADDITIONAL — ATTACK — Damage on Critical Hit ATTACKMODIFIER MODIFIER +3 COMPONENT COST 249 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 149 SPECIAL Upgrade Item, Lightsaber NOTES Found in the asteroid fields of the Fyrth system, this crystal can NOTES Strangely, this crystal is usually scattered in the orbit of primarily be used in lightsaber construction to produce an intense beam that forest worlds. It is brittle but versatile, and a Master Jedi can get it to cuts quickly. produce many effects. 218 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES CRYSTAL, SOLARI CRYSTAL, PONTITE
+3, +1–8 Physical. Damage Can only be used by a DAMAGE +1–10 Cold ADDITIONAL CHA +2 DAMAGE vs. Dark Side ADDITIONAL Light Jedi. ATTACK MODIFIER — COMPONENT COST 199ATTACK MODIFIER +3 COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Pontite is one of the rarest forms of Adegan crystal. It radiates a NOTES There are many famous lightsaber crystals spoken of in the history of powerful aura that cools both skin and tempers. the Jedi Order. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jedi Master Ood Banr initiated his life-cycle change after a thousand years ULTIMA-PEARL of serving the Order, he bequeathed the Solari crystal to his most promising student, a DAMAGE +2 ADDITIONAL Massive Criticals—1–6 young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time ATTACK MODIFIER +3 COMPONENT COST 249 of the Great Hunt, the Solari crystal vanished with her. SPECIAL Upgrade Item, Lightsaber CRYSTAL, ADEGAN NOTES An unusual choice for a lightsaber focusing crystal, this rare stone canbe found on Calamari. Difficult to properly install in a lightsaber, this DAMAGE +2 ADDITIONAL — valuable stone has powerful effects. ATTACK
MODIFIER — COMPONENT COST 49 SPECIAL Upgrade Item, Lightsaber LORRDIAN GEMSTONE NOTES Adegan crystals, also called Ilum crystals, are one of the most DAMAGE — ADDITIONAL Blaster Bolt Deflection +3 common lightsaber focusing crystals. ATTACK MODIFIER — COMPONENT COST 250 CRYSTAL, RUUSAN SPECIAL Upgrade Item, Lightsaber
NOTES During the subjugation, the Lorrdians were banned from speaking to DAMAGE — ADDITIONAL WIS +1, CHA +1 each other and thus learned to use subtle gestures and ticks to ATTACK
MODIFIER — COMPONENT COST 49 communicate. The few Force-Adepts found after the Jedi freed the SPECIAL Upgrade Item, Lightsaber population of slaves has imprinted these gemstones with the Force to enhance the ability NOTES Ruusan crystals come from the mid-Rim planet of the same name. to read an opponent. While not directly affecting a lightsaber’s effectiveness, they aid a Jedi in focusing the Force. BARAB ORE INGOT DAMAGE +2–16 Fire ADDITIONAL — CRYSTAL, DRAGITE ATTACK
MODIFIER — COMPONENT COST 250 DAMAGE +1, Sonic ADDITIONAL CON +1 SPECIAL Upgrade Item, Lightsaber ATTACK
MODIFIER — COMPONENT COST 49 NOTES The ore from Barab I actually lies on the planet’s surface, meaning it SPECIAL Upgrade Item, Lightsaber is exposed to high doses of radiation and torrential downpours daily. NOTES Dragite crystals are found on M’haeli, in the D’olop mountain range. This ore can be found in concentrated ingots that actually store and The beam they create resonates loudly when it strikes, inflicting a magnify the radiation. When placed in a lightsaber, the ingots produce a blade that burns minor amount of sonic damage. almost to the point of losing its cohesion. CRYSTAL, VELMORITE CRYSTAL, ANKARRES SAPPHIRE
DAMAGE — STR +2, DEX +1, DAMAGE — ADDITIONAL Keen, DEX +1 ADDITIONALATTACK — Regeneration +2, Keen ATTACK — MODIFIERMODIFIER COMPONENT COST 60 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber NOTES This crystal possesses legendary healing powers and numerous other NOTES Found only on the planet Vehmor, these crystals produce a very fine effects. It is one of the most potent crystals that can be used in beam that is easy to wield skillfully. lightsaber creation. CRYSTAL, KASHA CRYSTAL, KAIBURR
DAMAGE — ADDITIONAL WIS +2 DAMAGE — WIS +3, CON +3, ATTACK
MODIFIER +1 COMPONENT COST 49 ADDITIONALATTACK — Regeneration +3 SPECIAL Upgrade Item, Lightsaber MODIFIER SPECIAL Upgrade Item, Lightsaber COMPONENT COST 250 NOTES This crystal is traditionally used by the Cereans as a meditation tool. NOTES
When used as a lightsaber crystal, it helps clear the wielder’s mind of Perhaps the most powerful crystal that can be used in a lightsaber, distractions, even during tense combat. the Kaiburr gem bestows insight and fortitude upon its owner. CRYSTAL, STYGIUM CRYSTAL, QIXONI
— DEX +1, Stealth +4 DAMAGE +5 Regenerate Force Points +1.DAMAGE ADDITIONAL ADDITIONAL ATTACK — Only Used by Dark Jedi.ATTACK MODIFIER MODIFIER +1 COMPONENT COST 149 SPECIAL COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber Upgrade Item, Lightsaber NOTES
NOTES The stygium mineral can be used to create cloaking effects that foil Qixoni crystals were formed on a planet that was destroyed millennia enemy sensors. In its pure crystal form, it is suitable for a lightsaber. ago when its star went supernova. They are exceedingly rare and alsoquite powerful. PRIMAGAMES.COM < 219
, Lightsaber Upgrades: Personal Crystals These crystals are bound to your player character. Its power reflects that of its master. Only one crystal is available.
ATTRIBUTES COMPONENT COST 1 ATTRIBUTES ON HIT Knockdown DC 18 FORCE Dark Side FORCEALIGNMENT NOTES This black crystal is opaque. ALIGNMENT Dark Side COMPONENT COST 1 CHA +1 ATTACK +2 NOTES This black crystal glows intensely. DEX +1 CHA +5 STR +2 DEX +4 DAMAGE +1, Dark Side STR +6 MASSIVE
CRITICALS +1–4 DAMAGE +4, Dark Side MASSIVE
ATTRIBUTES COMPONENT COST 1 CRITICALS +3–24 FORCE
ALIGNMENT Dark Side NOTES This bTlhaicsk b claryckst acrl yis ttarla inss tlruacnesnltu.cent. ATTRIBUTES ON HIT Knockdown DC 22 ATTACK +1 FORCEALIGNMENT Dark Side COMPONENT COST 1 CHA +2 ATTACK +3 NOTES This black crystal radiates an DEX +1 CHA +6 immense amount of light, almost STR +3 DEX +5 blinding anyone who looks at it. DAMAGE +1, Dark Side STR +7 MASSIVE
CRITICALS +1–6 DAMAGE +5, Dark Side MASSIVE
ATTRIBUTES Knockdown DC 10 CRITICALS +3–30ON HIT FORCE
ALIGNMENT +1 COMPONENT COST 1 ATTRIBUTES COMPONENT COST 1 ATTACK +2 FORCENOTES This black crystal glows very faintly. ALIGNMENT Dark Side Neutral NOTES This dark crystal is opaque. CHA +2 CHA +1 DEX +3 DEX +1 STR +3 STR +2 DAMAGE +2, Dark Side DAMAGE +1, Dark Side MASSIVE
CRITICALS +1–8 ATTRIBUTES COMPONENT COST 1 FORCE
ATTRIBUTES Knockdown DC 10 ALIGNMENT Dark Side NeutralON HIT NOTES This dark crystal is translucent. FORCE
ALIGNMENT Dark Side ATTACK +1COMPONENT COST 1 ATTACK +1 CHANOTES This black crystal glows dimly. +2 CHA +3 DEX +1 DEX +2 STR +3 STR +4 DAMAGE +1, Dark Side DAMAGE +2, Dark Side ATTRIBUTES ON HIT Knockdown DC 10 MASSIVE
CRITICALS +1–10 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 ATTRIBUTES ATTACK +1ON HIT Knockdown DC 14 NOTES This dark crystal glows very faintly. FORCE CHA +2 ALIGNMENT Dark Side COMPONENT COST 1 ATTACK +1 DEX +2NOTES This black crystal glows moderately. CHA +3 STR +3 DEX +3 DAMAGE +2, Dark Side STR +4 ATTRIBUTES ON HIT Knockdown DC 10 DAMAGE +3, Dark Side FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 MASSIVE
CRITICALS +1–12 ATTACK +1 NOTES This dark crystal glows dimly. CHA
ATTRIBUTES +3ON HIT Knockdown DC 14 FORCE Dark Side DEXALIGNMENT COMPONENT COST 1 +2 ATTACK +2 STR +4NOTES This black crystal glows brightly. CHA +4 DAMAGE +2, Dark Side DEX +3 ATTRIBUTES ON HIT Knockdown DC 14 STR +5 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 DAMAGE +3, Dark Side ATTACK +1 NOTES This dark crystal glows moderately. MASSIVE
CRITICALS +2–16 CHA +3 DEX
ATTRIBUTES ON HIT Knockdown DC 18 +3 FORCE STR +4 ALIGNMENT Dark Side COMPONENT COST 1 ATTACK +2 DAMAGE +3, Dark SideNOTES This black crystal glows brilliantly. CHA +4 ATTRIBUTES ON HIT Knockdown DC 14 DEX +4 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 STR +5 ATTACK +2 NOTES This dark crystal glows brightly. DAMAGE +4, Dark Side CHA +4 MASSIVE
CRITICALS +2–20 DEX +3 STR +5 DAMAGE +3, Dark Side 220 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES
ATTRIBUTES ON HIT Knockdown DC 18 ATTRIBUTES FORCE RESIST +18 FORCE FORCE ALIGNMENT Dark Side Neutral COMPONENT COST 1 ALIGNMENT Neutral COMPONENT COST 1 ATTACK +2 NOTES This dark crystal glows brilliantly. ATTACK +2 NOTES This gray crystal glows brightly. CHA +4 CHA +2 DEX +4 CON +3 STR +5 DEX +3 DAMAGE +4, Dark Side WIS +3 STR
ATTRIBUTES ON HIT Knockdown DC 18 +2 FORCE
ALIGNMENT Dark Side Neutral COMPONENT COST 1 ATTRIBUTES FORCE RESIST +20 ATTACK +2 FORCENOTES This dark crystal glows intensely. ALIGNMENT Neutral COMPONENT COST 1 CHA +5 ATTACK +2 NOTES This gray crystal glows brilliantly. DEX +4 CHA +3 STR +6 CON +3 DAMAGE +4, Dark Side DEX +3 WIS
ATTRIBUTES +3ON HIT Knockdown DC 22 FORCE
ALIGNMENT Dark Side Neutral STR +3 COMPONENT COST 1 ATTACK +3 NOTES This dark crystal radiates an immense ATTRIBUTES FORCE RESIST +22 CHA +6 FORCEamount of light, almost blinding ALIGNMENT Neutral COMPONENT COST 1 DEX +5 anyone who looks at it. ATTACK +2 NOTES This gray crystal glows intensely. STR +7 CHA +3 DAMAGE +5, Dark Side CON +4 DEX
ATTRIBUTES +3COMPONENT COST 1 FORCE
ALIGNMENT Neutral WIS +4 NOTES This gray crystal is opaque. ATTACK +1 STR +3 CON +1 ATTRIBUTES FORCE RESIST +24 DEX +1 FORCEALIGNMENT Neutral COMPONENT COST 1 WIS +1 ATTACK +3 NOTES This gray crystal radiates an immense CHA +4 ATTRIBUTES FORCE RESIST +10 amount of light, almost blinding FORCE Neutral CON +51 anyone who looks at it.ALIGNMENT COMPONENT COST ATTACK Attack +1 DEX +4NOTES This gray crystal is translucent. CHA +1 WIS +5 CON CON+1 STR +4 DEX +1 ATTRIBUTES DAMAGE +1, Light Side +1 FORCEWIS ALIGNMENT Light Side Neutral COMPONENT COST 1 STR +1 ATTACK +1 NOTES This light crystal is opaque. DEX
ATTRIBUTES +1FORCE RESIST +12 FORCE
ALIGNMENT Neutral STR +1 COMPONENT COST 1 ATTACK +1 WIS +2NOTES This gray crystal glows very faintly. CHA +1 ATTRIBUTES DAMAGE +1, Light Side CON +2 FORCEALIGNMENT Light Side Neutral COMPONENT COST 1 DEX +1 ATTACK +1 NOTES This light crystal is translucent. WIS +2 DEX +2 STR +1 STR +1 WIS
ATTRIBUTES +3FORCE RESIST +14 FORCE
ALIGNMENT Neutral COMPONENT COST 1 ATTRIBUTES DAMAGE +2, Light Side ATTACK +1 FORCENOTES The crystal glows dimly. ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 10 CHA +1 ATTACK +1 COMPONENT COST 1 CON +2 DEX +2 NOTES This light crystal glows very faintly. DEX +2 STR +2 WIS +2 WIS +3 STR +2 ATTRIBUTES DAMAGE +2, Light Side FORCE
ATTRIBUTES FORCE RESIST +16 ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 10 FORCE
ALIGNMENT Neutral COMPONENT COST 1 ATTACK +1 COMPONENT COST 1 ATTACK +1 This gray crystal glows moderately. DEXNOTES +3 NOTES This light crystal glows dimly. CHA +2 STR +2 CON +3 WIS +4 DEX +2 WIS +2 STR +2 PRIMAGAMES.COM < 221
, ATTRIBUTES DAMAGE +3, Light Side ATTRIBUTES LIGHT SIDE +4 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 14 ALIGNMENT Light Side DAMAGE +2, Light Side ATTACK +1 1 ATTACKCOMPONENT COST +1 ON HIT Slow 25% Chance, 6 Seconds, DC 10 DEX +3 This light crystal glows moderately. DEXNOTES +2 COMPONENT COST 1 STR +2 STR +2 NOTES This white crystal glows very faintly. WIS +4 WIS +3 ATTRIBUTES DAMAGE +3, Light Side ATTRIBUTES LIGHT SIDE +5 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 14 ALIGNMENT Light Side DAMAGE +2, Light Side ATTACK +1 COMPONENT COST 1 ATTACK +1 ON HIT Slow 25% Chance, 6 Seconds, DC 10 DEX +4 NOTES This light crystal glows brightly. DEX +3 COMPONENT COST 1 STR +3 STR +2 NOTES This white crystal glows dimly. WIS +5 WIS +4 ATTRIBUTES DAMAGE +4, Light Side ATTRIBUTES LIGHT SIDE +6 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 18 ALIGNMENT Light Side DAMAGE +3, Light Side ATTACK +2 COMPONENT COST 1 ATTACK +1 ON HIT Slow 25% Chance, 6 Seconds, DC 14 DEX +4 NOTES This light crystal glows brilliantly. DEX +3 COMPONENT COST 1 STR +4 STR +3 NOTES This white crystal glows moderately. WIS +5 WIS +4 ATTRIBUTES DAMAGE +4, Light Side ATTRIBUTES LIGHT SIDE +7 vs. Dark Side FORCE
ALIGNMENT Light Side Neutral FORCEON HIT Slow 25% Chance, 6 Seconds, DC 18 ALIGNMENT Light Side DAMAGE +3, Light Side ATTACK +2 COMPONENT COST 1 ATTACK +2 ON HIT Slow 25% Chance, 6 Seconds, DC 14 DEX +5 NOTES This light crystal glows intensely. DEX +4 COMPONENT COST 1 STR +4 STR +3 NOTES This white crystal glows brightly. WIS +6 WIS +5 ATTRIBUTES DAMAGE +5, Light Side ATTRIBUTES LIGHT SIDE +8 vs. Dark Side FORCE
ALIGNMENT Light Side Neutral FORCEON HIT Slow 25% Chance, 6 Seconds, DC 22 ALIGNMENT Light Side DAMAGE +4, Light Side ATTACK +3 COMPONENT COST 1 ATTACK +2 ON HIT Slow 25% Chance, 6 Seconds, DC 18 DEX +6 NOTES This light crystal radiates an immense DEX +4 COMPONENT COST 1 STR +5 amount of light, almost blinding STR +4 NOTES This white crystal glows brilliantly. WIS +7 anyone who looks at it. WIS +5 ATTRIBUTES ATTRIBUTESLIGHT SIDE +2 vs. Dark Side LIGHT SIDE +9 vs. Dark Side FORCE FORCE ALIGNMENT Light Side ALIGNMENT Light Side
DAMAGE +1, Light Side DAMAGE +4, Light Side DEX +1 ATTACK +2COMPONENT COST 1 ON HIT Slow 25% Chance, 6 Seconds, DC 18 STR +1 DEX +5NOTES This white crystal is opaque. COMPONENT COST 1 WIS +2 STR +4 NOTES This white crystal glows intensely. WIS +6 ATTRIBUTES LIGHT SIDE +3 vs. Dark Side FORCE Light Side ATTRIBUTES LIGHT SIDEALIGNMENT +10 vs. Dark SideDAMAGE +1, Light Side FORCE Light Side ATTACK +1 ALIGNMENT1 DAMAGE +5, Light SideCOMPONENT COST DEX +2 ATTACK +3NOTES This white crystal is translucent. ON HIT Slow 25% Chance, 6 Seconds, DC 22DEX STR +1 +6 COMPONENT COST 1 STR
WIS +3 +5 NOTES This white crystal radiates an WIS +7 immense amount of light, almost blinding anyone who looks at it. 222 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES Lightsaber Upgrades: Lens These modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. SYNTHESIZED KUNDA LENS PURE BYROTHSIS LENS
ATTACK — CREATABLE/BREAKDOWN Yes/Yes ATTACK +2 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE DEFLECTION +1 PREREQUISITES Treat Injury (5) BLASTER BOLT -3 CREATABLEDEFLECTION PREREQUISITES Awareness (19) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 10 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 187 DAMAGE DAMAGE BONUS — BONUS +2, Energy NOTES The kunda stone has numerous practical applications in medicine and communications. It NOTES Byrothsis was originally used to create infrared camera lenses but has since found use in can also be combined with a normal lens to produce a broader, yet still focused, beam. other applications, including lightsabers. DRAGITE LENS IMPROVED BEAM GEM LENS
ATTACK — CREATABLE/BREAKDOWN Yes/Yes ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE DEFLECTION — PREREQUISITES Awareness (7) BLASTER BOLT — CREATABLEDEFLECTION PREREQUISITES Computer Use (21) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 15 Upgrade Item, COMPONENT COST 240 DAMAGE SPECIAL+2, Energy Lightsaber. KeenBONUS DAMAGE
NOTES Though typically used as a focusing crystal, dragite is one of several crystals that can also BONUS +2, Energy be used to create suitable lightsaber lenses. NOTES The aptly named beam gem crystals are common in optical computers such as those involved in navigational systems. Not surprisingly, they also can create a highly focused SYNTHESIZED BYROTHSIS LENS lightsaber beam.
ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT -2 CREATABLE IMPROVED VIBRATION LENSDEFLECTION PREREQUISITES Awareness (9) CREATABLE/ SPECIAL Upgrade Item, Lightsaber COMPONENT COST 20 ATTACK -1 BREAKDOWN Yes/Yes DAMAGE BLASTER BOLT CREATABLE BONUS +1, Energy DEFLECTION — PREREQUISITES Computer Use (23) NOTES Byrothsis was originally used to create infrared camera lenses but has since found use in Upgrade Item, Lightsaber. COMPONENT COST 302SPECIAL other applications, including lightsabers. Defense Bonus -1DAMAGE BONUS +2–12, Energy BEAM GEM LENS NOTES This lens vibrates very rapidly, resulting in a less stable but more deadly beam.
ATTACK — CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE OSSUS DUELING LENS DEFLECTION — PREREQUISITES Computer Use (11) ATTACK +2 CREATABLE/Upgrade Item, COMPONENT COST 32 BREAKDOWN Yes/Yes SPECIAL Lightsaber. Keen BLASTER BOLT +3 CREATABLEDEFLECTION PREREQUISITES Treat Injury (25) DAMAGE
BONUS +1, Energy SPECIAL Upgrade Item, Lightsaber COMPONENT COST 365 NOTES The aptly named beam gem crystals are common in optical computers such as those DAMAGEBONUS — involved in navigational systems. Not surprisingly, they can also create a highly focused NOTES Ossus was known for its Great Jedi Library; however, other training took place on its lightsaber beam. surface. After being consumed by the Cron supernova, several pieces of equipment were still found in the halls of the Jedi Enclave. The dueling lens was meant to focus a VIBRATION LENS lightsaber into a finely tuned blade meant for dueling and other instances where complete
ATTACK -1 CREATABLE/ Yes/Yes control is needed.BREAKDOWN BLASTER BOLT — CREATABLEDEFLECTION PREREQUISITES Computer Use (13) Upgrade Item, Lightsaber. COMPONENT COST 50 PONTITE LENSSPECIAL Defense Bonus -1 ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS 1–8, Energy BLASTER BOLT CREATABLEDEFLECTION — PREREQUISITES Awareness (27) NOTES This lens vibrates very rapidly, resulting in a less stable but more deadly beam. SPECIAL Upgrade Item, Lightsaber COMPONENT COST 430 DAMAGE PURE KUNDA LENS BONUS +2–12, Energy
NOTES The rare pontite crystal is not only a powerful focusing crystal, but also an ideal substance ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes for a lightsaber lens. BLASTER BOLT CREATABLE DEFLECTION +2 PREREQUISITES Treat Injury (15) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 77 ENHANCED BYROTHSIS LENS DAMAGE
BONUS — ATTACK +3 CREATABLE/BREAKDOWN Yes/Yes NOTES This kunda stone has numerous practical applications in medicine and communications. It BLASTER BOLT DEFLECTION -4 CREATABLE Awareness (29) can also be combined with a normal lens to produce a broader, yet still focused, beam. PREREQUISITESSPECIAL Upgrade Item, Lightsaber COMPONENT COST 450 DAMAGE ADEGAN LENS BONUS +4, Energy NOTES
CREATABLE/ Byrothsis was originally used to create infrared camera lenses but has since found use inATTACK — BREAKDOWN Yes/Yes other applications, including lightsabers. BLASTER BOLT DEFLECTION — CREATABLEPREREQUISITES Awareness (17) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 133 DAMAGE
BONUS +1–12, Energy NOTES Though typically used as a focusing crystal, adegan is one of several crystals that can also be used to create suitable lightsaber lenses. PRIMAGAMES.COM < 223
, Lightsaber Upgrades: Emitters DEFLECTION EMITTER IMPROVED FENCING EMITTER
BLASTER BOLT CREATABLE/ BLASTER BOLT CREATABLE/ DEFLECTION +1 BREAKDOWN Yes/Yes DEFLECTION -2 BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Lightsaber CREATABLEPREREQUISITES Repair (5) SPECIAL Upgrade Item, Lightsaber CREATABLE
PREREQUISITES Repair (19) DAMAGE DAMAGE BONUS — COMPONENT COST 8 BONUS +2, Energy COMPONENT COST 190 DEFENSE DEFENSE BONUS — BONUS +2 NOTES Deflection emitters are optimized for use against blaster fire. NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. DISRUPTING EMITTER EXPERT DEFLECTION EMITTER
BLASTER BOLT — CREATABLE/ Yes/Yes BLASTER BOLT +4 CREATABLE/DEFLECTION BREAKDOWN DEFLECTION BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLE CREATABLEPREREQUISITES Repair (7) SPECIAL Upgrade Item, Lightsaber PREREQUISITES Repair (21) SPECIAL Slow 25% for 2 Rounds, DC 10 COMPONENT COST 12 DAMAGE
BONUS — COMPONENT COST 230 DEFENSE
DAMAGE — BONUS +1BONUS DEFENSE -1 NOTES Deflection emitters are optimized for use against blaster fire.BONUS NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’s nervous system. SUPERIOR DISRUPTING EMITTER BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes CRUDE PHOBIUM EMITTER Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (23)
SPECIAL Slow 25% for 3 Rounds, BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes DC 14 COMPONENT COST 300 Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (9) DAMAGE — SPECIAL Slow 25% for 2 Rounds, BONUS DC 14 COMPONENT COST 22 DEFENSE
BONUS -1 DAMAGE — NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’sBONUS DEFENSE -3 nervous system.BONUS NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. PHOBIUM ALLOY EMITTER BLASTER BOLT — CREATABLE/DEFLECTION BREAKDOWN Yes/Yes FENCING EMITTER Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (25)
SPECIAL Slow 25% for 3 Rounds, BLASTER BOLT CREATABLE/ COMPONENT COST 342 DEFLECTION -2 BREAKDOWN Yes/Yes DC 18 SPECIAL Upgrade Item, Lightsaber CREATABLE Repair (11) DAMAGEPREREQUISITES BONUS — DAMAGE
BONUS +1, Energy COMPONENT COST 35 DEFENSEBONUS -3 DEFENSE
BONUS +1 NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. than the typical disrupting emitter. It is also indisputably more effective. IMPROVED DEFLECTION EMITTER EXPERT FENCING EMITTER
BLASTER BOLT CREATABLE/ BLASTER BOLT CREATABLE/ DEFLECTION +2 BREAKDOWN Yes/Yes DEFLECTION -2 BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Lightsaber CREATABLEPREREQUISITES Repair (13) SPECIAL Upgrade Item, Lightsaber CREATABLE
PREREQUISITES Repair (27) DAMAGE
BONUS — COMPONENT COST 55 DAMAGE
BONUS +3, Energy COMPONENT COST 407 DEFENSE Defense Bonus +1 DEFENSEBONUS BONUS +2 NOTES Deflection emitters are optimized for use against blaster fire. NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. ADVANCED DISRUPTING EMITTER REFINED PHOBIUM EMITTER
BLASTER BOLT — CREATABLE/ BLASTER BOLT CREATABLE/DEFLECTION BREAKDOWN Yes/Yes DEFLECTION — BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (15) Upgrade Item, Lightsaber. CREATABLE
PREREQUISITES Repair (29) SPECIAL Slow 25% for 2 Rounds, SPECIAL Slow 50% for 3 Rounds, DC 14 COMPONENT COST 80 DC 18 COMPONENT COST 470 DAMAGE — DAMAGEBONUS BONUS — DEFENSE DEFENSE BONUS -1 BONUS -1 NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’s NOTES This most advanced disruptor emitter is both effective and easier to use than most nervous system. phobium emitters. SYNTHESIZED PHOBIUM EMITTER
BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (17) SPECIAL Slow 25% for 2 Rounds, DC 14 COMPONENT COST 130 DAMAGE
BONUS — DEFENSE
BONUS -3 NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. 224 > PRIMA OFFICIAL GAME GUIDE, APPENDIX II: LIGHTSABERS AND UPGRADES Lightsaber Upgrades: Cells DISCHARGE ENERGY CELL Double-Bladed
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes Lightsaber DAMAGE — CREATABLEBONUS PREREQUISITES 6 MASSIVE
CRITICALS 1–3 COMPONENT COST Demolitions (5) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. DIATIUM ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS +1, Energy CREATABLE
PREREQUISITES 12 MASSIVE
CRITICALS — COMPONENT COST Computer Use (7) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. ION ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS vs. droid, +1–4, Ion CREATABLE
PREREQUISITES 20 MASSIVE
CRITICALS 1–4 COMPONENT COST Security (9) TELGORN JOLT CELL MARK II NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE +1–4, Electrical CREATABLEBONUS PREREQUISITES 180 MASSIVE TELGORN JOLT CELL MARK I CRITICALS — COMPONENT COST Demolitions (19)
NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS +1–3, Electrical CREATABLE
PREREQUISITES 35 MASSIVE
CRITICALS — COMPONENT COST Demolitions (11) SUPERIOR DISCHARGE ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE — CREATABLEBONUS PREREQUISITES 250 IMPROVED DISCHARGE ENERGY CELL MASSIVECRITICALS 1–8 COMPONENT COST Demolitions (21) NOTES
CREATABLE/ This power cell modifies the energy output of lightsabers, allowingSPECIAL Upgrade Item, Lightsaber BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS — CREATABLE
PREREQUISITES 55 MASSIVE
CRITICALS 1–6 COMPONENT COST Demolitions (13) SUPERIOR DIATIUM ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE BONUS +4, Energy CREATABLE
PREREQUISITES 310 IMPROVED DIATIUM ENERGY CELL MASSIVECRITICALS — COMPONENT COST Computer Use (23) NOTES
CREATABLE/ This power cell modifies the energy output of lightsabers, allowingSPECIAL Upgrade Item, Lightsaber BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS +2, Energy CREATABLE
PREREQUISITES 85 MASSIVE
CRITICALS — COMPONENT COST Computer Use (151) SUPERIOR ION ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE BONUS +2, Ion. vs. Droid, +1–12, Ion CREATABLE
PREREQUISITES 335 MASSIVE IMPROVED ION ENERGY CELL CRITICALS 1–6 COMPONENT COST Security (25) NOTES
SPECIAL Upgrade Item, Lightsaber CREATABLE/ This power cell modifies the energy output of lightsabers, allowing
BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks. DAMAGE
BONUS +1, Ion. vs. Droid, +1–8, Ion CREATABLE
PREREQUISITES 150 MASSIVE
CRITICALS 1–3 COMPONENT COST Security (17) TELGORN JOLT CELL MARK III NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE CREATABLE BONUS +1–8, Electrical PREREQUISITES 437 MASSIVE
CRITICALS — COMPONENT COST Demolitions (27) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. ULTIMATE DIATIUM ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE +5, Energy CREATABLEBONUS PREREQUISITES 495 MASSIVE
CRITICALS — COMPONENT COST Computer Use (29) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks. PRIMAGAMES.COM < 225
, Appendix III: Ranged Weapons and Upgrades Ranged Weapons: Blaster Pistols MINING LASER ZABRAK BLASTER PISTOL
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED Penalty If Used in the Off Hand BALANCED DAMAGE 1–8 4–11 Penalty If Used in the Off Hand DAMAGE Energy SPECIALTYPE — TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6 23 m UPGRADEABLE No Seconds, DC 10 RANGE RANGE 23 m BREAKDOWN 1 UPGRADEABLE NoCRITICAL 20–20, x2 COMPONENT VALUE CRITICALTHREAT THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 460ATTACK — ATTACKMODIFIER MODIFIER +3 NOTES This industrial handheld laser can double as a makeshift blaster. NOTES This blaster is the staple of the Zabrak mercenary, known for deadly accuracy and excep- tional damage. BLASTER PISTOL ONASI BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
Damage: 1–8 Penalty If Used in the Off Hand DAMAGE FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED SPECIAL — 4–11 Penalty If Used in the Off Hand TYPE Energy DAMAGE 23 m UPGRADEABLE No TYPE Energy SPECIAL — RANGE
BREAKDOWN 1 23 m UPGRADEABLECRITICAL COMPONENT VALUE RANGE No THREAT 20–20, x2 BREAKDOWN CRITICAL 20–20, x2 COMPONENT VALUE 730ATTACK MODIFIER — THREAT ATTACK
NOTES The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of MODIFIER +2 intense coherent light powered by a replacement power pack. NOTES This blaster bears the symbol of the Onasi family. It perhaps once belonged to Carth Onasi, a former companion of Revan. REPUBLIC BLASTER SYSTECH ELECTRIC BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
DAMAGE 1–8 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED Penalty If Used in the Off Hand TYPE Energy SPECIAL — DAMAGE 1–8 UPGRADEABLE
RANGE 23 m Yes TYPE Energy SPECIAL Damage Bonus: +2–12 Electrical BREAKDOWN UPGRADEABLE CRITICAL 20–20, x2 COMPONENT VALUE 42 RANGE 23 m Yes (Scope) THREAT BREAKDOWN ATTACK CRITICAL 1,000 MODIFIER — COMPONENT VALUE THREAT 20–20, x2 ATTACK
NOTES The Republic blaster can be fully upgraded with a firing chamber, targeting scope, and MODIFIER +1 power cell. NOTES This unusual line of weapons was originally developed for use against veermok, a ferocious primate on Naboo that happens to be resistant to blaster fire. The Electric Blaster MANDALORIAN BLASTER is the high-end model. Much of the weapon’s damage is electrical in nature, allowing it tobypass blaster resistance.
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
2–9 Penalty If Used in the Off Hand DAMAGE — MICRO-PULSE BLASTEREnergy SPECIALTYPE UPGRADEABLE Yes FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponRANGE 23 m BALANCED 4–18 Penalty If Used in the Off HandBREAKDOWN DAMAGE CRITICAL
THREAT 20–20, x2 COMPONENT VALUE SPECIAL
TYPE Energy — ATTACK
MODIFIER +1 RANGE 23 m UPGRADEABLE Yes NOTES The Mandalorian blaster is a slightly more powerful version of the basic pistol common BREAKDOWNCRITICAL COMPONENT VALUE 1,090 throughout the galaxy. THREAT 20–20, x2ATTACK MODIFIER +2 SYSTECH STATIC BLASTER NOTES Built of durable thoranium, this blaster is able to fire more intense pulses of energy than
lesser pistols. The result is the potency of an advanced blaster rifle in a one-handed weapon. FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–8 Penalty If Used in the Off HandDAMAGE HEAVY BLASTER Energy SPECIALTYPE Damage Bonus +1–6, Electrical UPGRADEABLE Yes (Scope) FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponRANGE 23 m BALANCED 1–10 Penalty If Used in the Off HandBREAKDOWN DAMAGE CRITICAL COMPONENT VALUE 109 THREAT 20–20, x2 TYPE Energy SPECIAL — ATTACK
MODIFIER — RANGE 23 m UPGRADEABLE No NOTES This unusual weapon was originally developed for use against veermok, a ferocious BREAKDOWNCRITICAL 20–20, x2 COMPONENT VALUE 15primate on Naboo that happens to be resistant to blaster fire. Much of the weapon’s THREATATTACK damage is electrical in nature, allowing it to bypass blaster resistance. MODIFIER — NOTES This resembles regular blasters in the same way Quoorian marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill potential.
226 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES ARKANIUM HEAVY PISTOL WATCHMAN BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
2–11 Penalty If Used in the Off Hand BALANCED
2–8 Penalty If Used in the Off HandDAMAGE DAMAGE TYPE Energy SPECIAL — TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6Seconds, DC 14 23 m UPGRADEABLERANGE No RANGE 23 m BREAKDOWN 65 UPGRADEABLE YesCRITICAL 20–20, x2 COMPONENT VALUE CRITICALTHREAT THREAT 19–20, x2 +1–8 BREAKDOWN 380 ATTACK +1 ATTACK COMPONENT VALUE MODIFIER MODIFIER — NOTES Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2,000 NOTES When fully upgraded, these survival pistols can match the best heavy blaster in years later, they are still superior performers. Unfortunately, their design is incompatible performance. Their stun capabilities make them an excellent off-hand weapon. with modern upgrade technology. ELITE WATCHMAN BLASTER MANDALORIAN HEAVY BLASTER FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon 2–14 Penalty If Used in the Off HandDAMAGE BALANCED Penalty If Used in the Off Hand On Hit: Stun 25% Chance, 6 DAMAGE 2–11 TYPE Energy SPECIAL — Seconds DC 18TYPE Energy SPECIAL RANGE 23 m No UPGRADEABLE Yes23 m UPGRADEABLERANGE CRITICAL 19–20, x2 +2–12 BREAKDOWN BREAKDOWN THREAT CRITICAL COMPONENT VALUE 1,180 THREAT 20–20, x2 COMPONENT VALUE 250 ATTACK MODIFIER — ATTACK
MODIFIER +1 NOTES When fully upgraded, these survival pistols can match the best heavy blaster in NOTES Mandalorians improved upon the standard heavy blaster design, creating a weapon that is performance. Their stun capabilities make them an excellent off-hand weapon. both fully upgradeable and superior to the standard design. ION BLASTER ZABRAK HEAVY BLASTER FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–6 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon DAMAGE BALANCED Penalty If Used in the Off Hand TYPE Ion SPECIAL Ion Damage +1–12 vs. Droid DAMAGE 5–14 TYPE Energy SPECIAL To Hit: Stun 25% Chance, 6 17 m UPGRADEABLE
RANGE Yes (Scope, Chamber) Seconds, DC 18 BREAKDOWNCRITICAL 20–20, x3 COMPONENT VALUE 2RANGE 23 m THREATUPGRADEABLE Yes ATTACK CRITICAL 20–20, x2 BREAKDOWN MODIFIER — THREAT
ATTACK COMPONENT VALUE +2 NOTES This standard ion blaster is commonly issued to Republic troops as a secondary weapon.MODIFIER While ion weapons are generally less damaging against organic opponents, they are NOTES A more cumbersome, but also more damaging, blaster of Zabrak design. powerful against droids. Also, ion damage can penetrate some defenses that blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. FREEDON NADD’S BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon ARATECH DROID OXIDIZER BALANCED
3–12 Penalty If Used in the Off Hand DAMAGE FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon TYPE Energy SPECIAL Damage Bonus +2–20 Dark Side. BALANCED Penalty If Used in the Off Hand Restricted to Dark Side DAMAGE 3–8 RANGE 23 m Ion SPECIALTYPE Ion Damage +1–10 vs. DroidUPGRADEABLE Yes (Scope) CRITICAL UPGRADEABLE Yes (Scope, Chamber) THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 1,450 RANGE 17 m ATTACK BREAKDOWN 54 MODIFIER +2 CRITICALTHREAT 20–20, x3 COMPONENT VALUE NOTES A vile weapon that once belonged to Freedon Nadd, this blaster has killed more Jedi than ATTACKMODIFIER +1 any lightsaber. NOTES The Aratech ion blaster is designed to be capable against all types of opponents, replacing FIELD SURVIVAL PISTOL the need to carry a second antidroid sidearm. While ion weapons are generally lessdamaging against organic opponents, they are powerful against droids. Also, ion damage FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power BALANCED Penalty If Used in the Off Hand DAMAGE 1–4 pack upgrades. TYPE Energy SPECIAL — RANGE 23 m UPGRADEABLE Yes ARATECH IONMASTER BREAKDOWN CRITICAL
THREAT 19–20, x2 +1–4 COMPONENT VALUE 3 FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED ATTACK
MODIFIER — DAMAGE 2–14 Penalty If Used in the Off Hand NOTES The field survival pistol is a versatile backup weapon. Though modest in performance, it is Ion SPECIALTYPE Ion Damage +2–16 vs. Droid fully upgradeable. 17 m UPGRADEABLERANGE Yes (Scope, Chamber) BREAKDOWN
CRITICAL 20–20, x3 COMPONENT VALUE 639THREAT SCOUT ENFORCER ATTACKMODIFIER +2
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon NOTES This capable sidearm is at the top of Aratech’s ion blaster line. It is designed for multi- BALANCED Penalty If Used in the Off Hand DAMAGE 1–4 purpose use, although it is best against droids. Ion weapons are generally less damaging TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6 against organic opponents, but again, they are powerful against droids. Also, ion damageSeconds, DC 10 can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power RANGE 23 m UPGRADEABLE Yes pack upgrades. CRITICAL
THREAT 19–20, x2 +1–6 BREAKDOWN ATTACK COMPONENT VALUE MODIFIER — NOTES An advanced survival pistol, the scout enforcer is an effective weapon for desperate situations. PRIMAGAMES.COM < 227
, DISRUPTOR PISTOL SYSTECH AURAL BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–6 Penalty If Used in the Off Hand BALANCED
4–7 Penalty If Used in the Off Hand DAMAGE DAMAGE TYPE Unstoppable SPECIAL — SPECIALTYPE Sonic On Hit: Attribute Damage DEX DC 18 UPGRADEABLE UPGRADEABLE RANGE 23 m No RANGE 17 m No BREAKDOWN BREAKDOWN CRITICAL 18–20, x2 COMPONENT VALUE 10 CRITICAL COMPONENT VALUE 34THREAT THREAT 20–20, x2 ATTACK ATTACK MODIFIER — MODIFIER +1 NOTES These pistols are illegal in many planetary systems, being regarded as too powerful a NOTES Though inferior in damage potential to traditional blasters, this sonic blaster’s advanced weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. design makes it a viable weapon, especially in long combats when its deafening capabil- Unlike typical blasters, disruptors ignore most types of personal energy shields. ities can accumulate. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses are ineffective against sonic attacks. SITH DISRUPTOR ARKANIAN SONIC BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–6 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponDAMAGE BALANCED — Penalty If Used in the Off HandUnstoppable SPECIAL DAMAGE 4–12TYPE Yes Sonic SPECIALTYPE On Hit: Attribute Damage DEX DC 1823 m UPGRADEABLERANGE BREAKDOWN UPGRADEABLE No CRITICAL 18–20, x2 COMPONENT VALUE 200 RANGE 17 mTHREAT BREAKDOWNCRITICAL ATTACK 20–20, x2 COMPONENT VALUE THREAT
MODIFIER — ATTACK NOTES The Sith disruptor design is compatible with most types of blaster upgrades. MODIFIER +1 NOTES This sonic pistol of Arkanian design is as potent as a normal blaster, but it also has the MANDALORIAN RIPPER many benefits of dealing sonic damage. Sonic weapons can temporarily reduce an
opponent’s DEX. Additionally, many types of shields and defenses are ineffective against FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED sonic attacks. 3–8 Penalty If Used in the Off HandDAMAGE Unstoppable SPECIALTYPE — HEAVY SONIC BLASTER 23 m UPGRADEABLERANGE Yes FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BREAKDOWN BALANCED CRITICAL 18–20, x2 COMPONENT VALUE 586 Penalty If Used in the Off HandTHREAT DAMAGE 3–11 ATTACK +2 Sonic SPECIALMODIFIER TYPE On Hit: Attribute Damage DEX DC 22 NOTES A weapon similar to this disruptor belonged to Jigger Wraith, a bounty hunter who UPGRADEABLERANGE 17 m Yes (Scope) plagued the Republic years ago. Thirty-seven Mandalorians who looked like Jigger were BREAKDOWNCRITICAL 20–20, x2 COMPONENT VALUE 305 accidentally executed until sightings declined. As a type of disruptor, this weapon ignores THREATATTACK most personal energy shields. MODIFIER +1 NOTES This incredibly debilitating weapon is of unknown origin. Unlike most lesser models, it can MANDALORIAN DISINTEGRATOR be fitted with a targeting scope. Sometimes referred to as “squealers,” these weaponsdeliver a high-frequency jolt to the senses that can damage and potentially disorient an FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon opponent. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many BALANCED
6–16 Penalty If Used in the Off HandDAMAGE types of shields and defenses are ineffective against sonic attacks. TYPE Unstoppable SPECIAL — 23 m UPGRADEABLERANGE Yes DASHADE SONIC BLASTER BREAKDOWN CRITICAL
THREAT 18–20, x2 COMPONENT VALUE 1,347 FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
ATTACK +2 3–6 Penalty If Used in the Off HandMODIFIER DAMAGE Not surprisingly, the most deadly disruptor pistol available is of Mandalorian design. Use TYPE Sonic SPECIAL On Hit: Attribute Damage DEX DCNOTES 18, CON DC 18 of this ruthless weapon is a major violation of Republic code. RANGE 17 m UPGRADEABLE Yes (Scope) CRITICAL
THREAT 20–20, x2 BREAKDOWN SONIC PISTOL ATTACK COMPONENT VALUE 820MODIFIER —
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon NOTES The Dashade are a secretive and vicious species made infamous by their renowned BALANCED
1–4 Penalty If Used in the Off HandDAMAGE assassins. Their weapons of choice are best known for the extreme pain they inflict. Sonic TYPE Sonic SPECIAL On Hit: Attribute Damage DEX weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shieldsDC 14 and defenses are ineffective against sonic attacks. RANGE 17 m UPGRADEABLE No CRITICAL
THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 5 DASHADE SONIC DISRUPTORATTACK MODIFIER — FEATS Sometimes referred to as “squealers,” these weapons deliver a high-frequency jolt to the WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponNOTES BALANCED
2–5 Penalty If Used in the Off Hand senses that can damage and potentially disorient an opponent. Sonic weapons can DAMAGE Damage Bonus: +1—10 temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses TYPE Sonic SPECIAL Unstoppable. On Hit: Attribute are ineffective against sonic attacks. RANGE 17 m Damage DEX DC 18, CON DC 22 CRITICAL
THREAT 20–20, x2 UPGRADEABLE Yes (Scope) ATTACK +1 BREAKDOWNMODIFIER COMPONENT VALUE 1,360 NOTES The Dashade are a secretive and vicious species made infamous by their renowned assassins. Their weapons of choice are best known for the extreme pain they inflict. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses are ineffective against sonic attacks. 228 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES REMOTE’S BLASTER LUXA’S DISRUPTOR
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
1–8 Penalty If Used in the Off Hand BALANCED Penalty If Used in the Off Hand DAMAGE DAMAGE 1–6 TYPE Energy SPECIAL Already Fitted to Bao-Dur’s TYPE Unstoppable SPECIAL Already Fitted to Bao-Dur’s RemoteRemote Droid Droid RANGE 23 m RANGEUPGRADEABLE No 23 m UPGRADEABLE No CRITICAL CRITICAL THREAT 20–20, x2 BREAKDOWN 1 THREAT 18–20, x2 BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 20ATTACK ATTACK MODIFIER +10 MODIFIER +1 NOTES Bao-Dur outfitted the remote with this customized blaster. NOTES These pistols are illegal in many planetary systems, being regarded as too powerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields. Ranged Weapons: Blaster Rifles ION CARBINE VERPINE DROID DISRUPTOR
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL +1–10 Ion vs. Droid DAMAGE 3–12 SPECIAL +2–20 Ion vs. Droid TYPE Ion UPGRADEABLE No TYPE Ion UPGRADEABLE Yes (Scope, Chamber) RANGE 28 m BREAKDOWNCOMPONENT VALUE 3 RANGE 28 m BREAKDOWNCOMPONENT VALUE 503 CRITICAL 20–20, x3 CRITICALTHREAT THREAT 20–20, x3 ATTACK — ATTACKMODIFIER MODIFIER +2 NOTES Ion carbines are versatile, low-end rifles. They are sometimes given to combat droids to NOTES While they may have borrowed liberally from designs the Batans initiated, the Verpine say provide an edge against other droid armies. While ion weapons are generally less you can’t argue with results. These weapons are simply devastating against droids (but damaging against organic opponents, they are powerful against droids. Also, ion damage ion weapons are generally less damaging against organic opponents). Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. pack upgrades. ION RIFLE VERPINE DROID DISINTEGRATOR
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL +1–10 Ion vs. Droid DAMAGE 4–22 SPECIAL +3–30 Ion vs. Droid TYPE Ion UPGRADEABLE Yes (Scope, Chamber) TYPE Ion UPGRADEABLE Yes (Scope, Chamber) RANGE 28 m BREAKDOWN 29 RANGE 28 m BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,400 CRITICAL
THREAT 20–20, x3 CRITICALTHREAT 20–20, x3 ATTACK ATTACK MODIFIER — MODIFIER +2 NOTES Unlike the less customizable carbines, rifles can be upgraded. Ion weapons cannot utilize NOTES This weapon is simply the most powerful anti-droid rifle available. While ion weapons are most power pack upgrades, however. While ion weapons are generally less damaging generally less damaging against organic opponents, they are powerful against droids. against organic opponents, they are powerful against droids. Also, ion damage can Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot penetrate some defenses blaster fire cannot. utilize most power pack upgrades. BOTHAN DROID DISRUPTOR BOWCASTER
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–11 SPECIAL +2–20 Ion vs. Droid DAMAGE 2–11 SPECIAL — TYPE Ion UPGRADEABLE Yes (Scope, Chamber) TYPE Energy UPGRADEABLE No RANGE 28 m BREAKDOWNCOMPONENT VALUE 188 RANGE 28 m BREAKDOWN CRITICAL COMPONENT VALUE THREAT 20–20, x3 CRITICALTHREAT 20–20, x3ATTACK MODIFIER +1 ATTACKMODIFIER — NOTES Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out NOTES The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it of dealing with them. While ion weapons are generally less damaging against organic actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. opponents, they are powerful against droids. Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. WAR BOWCASTER FEATS WP Blaster Rifle BALANCED No DAMAGE 2–11 SPECIAL — TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 100 CRITICAL
THREAT 19–20, x3 ATTACK
MODIFIER — NOTES The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. This more expensive war bowcaster is suitable for upgrading. PRIMAGAMES.COM < 229
, CEREMONIAL BOWCASTER DISRUPTOR RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 4–13 SPECIAL Bonus Feats: Rapid Shot, Improved DAMAGE 1–10 SPECIAL — TYPE Energy Rapid Shot TYPE Unstoppable UPGRADEABLE Yes 28 m UPGRADEABLERANGE No RANGE 28 m BREAKDOWN 126 BREAKDOWN COMPONENT VALUE CRITICAL 17–20, x3 COMPONENT VALUE 687 CRITICALTHREAT THREAT 18–20, x2 ATTACK
MODIFIER +3 ATTACKMODIFIER — NOTES This specialized bowcaster was designed for use in ceremonial hunts. It is capable of an NOTES This disruptor is even more destructive than its pistol counterpart and is outlawed on impressive rate of fire even in unskilled hands. Though not suitable for upgrading, few of many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike the weapon’s targets would argue that further enhancement is necessary. typical blasters, disruptors ignore most types of personal energy shields. BLASTER CARBINE CHARRIC
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–12 SPECIAL — DAMAGE 1–10 SPECIAL On Hit: Knockdown DC 14 TYPE Energy UPGRADEABLE No TYPE Unstoppable UPGRADEABLE Yes RANGE 25 m BREAKDOWN BREAKDOWNCOMPONENT VALUE 1 RANGE 28 m COMPONENT VALUE 822 CRITICAL 20–20, x3 CRITICALTHREAT THREAT 18–20, x2 ATTACK — ATTACKMODIFIER MODIFIER +4 NOTES Blaster carbine rifles are inelegant but effective weapons. They are commonly used by NOTES The charric is an immensely powerful disruptor rifle. Exceedingly rare, its origin is unskilled thugs and mercenaries. believed to be somewhere in the Unknown Regions, though what species created it is unknown. The charric employs maser beams and easily penetrates most armor and ZABRAK BLASTER CARBINE shields. As it is such an exotic weapon, it is incompatible with modern upgrades.
FEATS WP Blaster Rifle BALANCED No SONIC CARBINE DAMAGE 5–27 SPECIAL — Energy No FEATS WP Blaster Rifle BALANCED NoTYPE UPGRADEABLE 25 m BREAKDOWN 940 DAMAGE 1–10 SPECIAL On Hit: Attribute Damage DEX DC 14RANGE COMPONENT VALUE CRITICAL 19–20, x2 TYPE Sonic UPGRADEABLE NoTHREAT RANGE 28 m BREAKDOWNATTACK — COMPONENT VALUE 4MODIFIER CRITICAL NOTES The design of the Zabrak blaster carbine is too complicated to allow further upgrading. THREAT 20–20, x2 ATTACK Fortunately, it has little need for additional enhancement. MODIFIER —
NOTES More powerful than the pistol, the sonic carbine fires a blast of sound that causes a great SLAVEMASTER STUN CARBINE deal of sensory overload in addition to damage, disorienting the victim.
FEATS WP Blaster Rifle BALANCED No SONIC RIFLE DAMAGE 0 SPECIAL On Hi: Attribute Damage CON DC 14. TYPE Energy Stun 25% chance, 9 seconds, DC 22 FEATS WP Blaster Rifle BALANCED No UPGRADEABLE
RANGE 25 m No DAMAGE 2–14 SPECIAL On Hit: Attribute Damage DEX DC 14 BREAKDOWN CRITICAL
THREAT 20–20, x2 COMPONENT VALUE 1,125 TYPE Sonic UPGRADEABLE Yes (Scope) ATTACK RANGE 28 m BREAKDOWN MODIFIER — COMPONENT VALUE CRITICAL
NOTES Trandoshan bounty hunters will use this weapon to capture their victims alive. THREAT 20–20, x2 ATTACK
MODIFIER — DISRUPTOR CARBINE NOTES More powerful than the pistol, the sonic carbine fires a blast of sound that causes a great
deal of sensory overload in addition to damage, disorienting the victim. FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL — ARGAZDAN RIOT BUSTER TYPE Energy UPGRADEABLE No 28 m BREAKDOWN 45 FEATS WP Blaster Rifle BALANCEDRANGE NoCOMPONENT VALUE CRITICAL 20–20, x2 DAMAGE 1–10 SPECIAL On Hit: Attribute Damage DEX DC 14.THREAT TYPE Sonic Stun 50% Chance, 6 Seconds, DC 10ATTACK MODIFIER — UPGRADEABLE Yes (Scope) NOTES This disruptor is even more destructive than its pistol counterpart and is outlawed on RANGE 28 m BREAKDOWN CRITICAL 147 many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike COMPONENT VALUETHREAT 20–20, x2 typical blasters, disruptors ignore most types of personal energy shields. ATTACKMODIFIER — NOTES During the Argazdan’s subjugation of the Lorrdians, nonlethal technology was a profitable commodity. The Argazdan riot buster knocks its target to the ground and stuns them. 230 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES SONIC DISRUPTOR HEAVY REPEATING RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 On Hit: Attribute Damage DEX DC DAMAGE 3–22 SPECIAL — Sonic SPECIALTYPE 14. Stun 25% Chance, 6 Seconds,DC 18. +1–10 Unstoppable TYPE Energy UPGRADEABLE Yes RANGE 28 m RANGE 28 m BREAKDOWNUPGRADEABLE Yes (Scope) COMPONENT VALUE 750 CRITICAL CRITICAL THREAT 20–20, x2 BREAKDOWN 1,237 THREAT 20–20, x2 ATTACK COMPONENT VALUE ATTACK MODIFIER — MODIFIER — NOTES Combining both sonic and disruptor attacks, this rifle tears through enemy defenses. NOTES The heavy repeating rifle is one of the most powerful weapons available, delivering rapid bursts of intense energy. REPEATING BLASTER CARBINE
FEATS WP Blaster Rifle BALANCED No MANDALORIAN HEAVY REPEATER DAMAGE 2–12 SPECIAL — FEATS WP Blaster Rifle BALANCED No TYPE Energy UPGRADEABLE No DAMAGE 3–24 SPECIAL — RANGE 28 m BREAKDOWN TYPE UPGRADEABLECOMPONENT VALUE 17 Energy Yes CRITICAL
THREAT 20–20, x2 RANGE 28 m BREAKDOWN
COMPONENT VALUE 1,297 ATTACK CRITICAL MODIFIER — THREAT 20–20, x2 +1–10 NOTES This weapon allows the user to fire more quickly than usual, increasing his or her chances ATTACKMODIFIER — of survival without drastically changing the amount of equipment he or she would NOTES With this weapon, the Mandalorians again demonstrate a complete lack of subtlety. The normally carry. only thing better than a big blaster, apparently, is one that shoots faster. REPEATING BLASTER RIFLE BLASTER RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–12 SPECIAL — DAMAGE 1–12 SPECIAL — TYPE Energy UPGRADEABLE Yes TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 87 RANGE 28 m BREAKDOWN CRITICAL COMPONENT VALUE THREAT 20–20, x2 CRITICAL ATTACK THREAT 19–20, x2 MODIFIER — ATTACKMODIFIER — NOTES This weapon allows the user to fire more quickly than usual, increasing his or her chances NOTES More powerful than the commonly available pistol, the blaster rifle is favored by soldiers of survival without drastically changing the amount of equipment he or she would throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. normally carry. Unlike carbines, most rifles can be fully upgraded. COMBAT ENFORCER ARKANIAN BLASTER RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–12 SPECIAL On Hit: Attribute Damage DAMAGE 4–15 SPECIAL — TYPE Energy CON DC 10 TYPE Energy UPGRADEABLE Yes (Scope) UPGRADEABLE
RANGE 28 m Yes BREAKDOWN BREAKDOWN RANGE 28 m COMPONENT VALUE 79 CRITICAL
THREAT 20–20, x2 +1–6 COMPONENT VALUE CRITICAL
THREAT 19–20, x2 ATTACK
MODIFIER -2 ATTACKMODIFIER +1 NOTES This powerful repeating blaster inflicts incredible pain and damage upon its victim but is NOTES The Arkanian blaster rifle’s ancient design is still quite powerful by modern standards. difficult to use effectively. Its origin is unclear, though there are some similarities to its However, they cannot be outfitted with modern firing chambers and power cells, limiting design and that of Mandalorian weapons. them to scopes for upgrade options. ONDERON REPEATING CARBINE PLASMA PROJECTOR
FEATS WP Blaster Rifle BALANCED No WP Blaster Rifle. Weapon CRITICALTHREAT 17–20, x2 DAMAGE 5–25 SPECIAL — FEATS Focus: Blaster Rifle. Weapon ATTACK Spcialization: Blaster Rifle. MODIFIER -1 TYPE Energy UPGRADEABLE No BALANCED DAMAGE No RANGE 28 m BREAKDOWN 2–24 COMPONENT VALUE 1,088 SPECIALTYPE — CRITICAL Energy THREAT 20–20, x2 28 m UPGRADEABLERANGE NoATTACK MODIFIER +1 BREAKDOWNCOMPONENT VALUE 403 NOTES These weapons were employed by the elite troops of Iziz during the Battle of Onderon. NOTES This massive weapon fires a bolt of plasma energy at its target. Difficult to wield except The power of these carbines, combined with their high rate of fire, was believed to play a by highly trained marksmen, the plasma projector is also unsuitable for further upgrades. considerable role in the rout of the Mandalorian forces. PRIMAGAMES.COM < 231
, MANDALORIAN ASSAULT RIFLE DROID ASSASSIN’S RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 3–14 SPECIAL On Hi: Stun 25% Chance, 6 Seconds DAMAGE 1–10 HK-47 only. Bonus Sniper Shot, TYPE Energy DC 14 TYPE Unstoppable SPECIAL Improved Sniper Shot, Master UPGRADEABLE Sniper Shot RANGE 28 m Yes RANGE 28 m BREAKDOWN UPGRADEABLE Yes CRITICAL 19–20, x2 COMPONENT VALUE 497 CRITICALTHREAT THREAT 18–20, x2 +2–20 BREAKDOWN ATTACK ATTACK COMPONENT VALUE — MODIFIER +2 MODIFIER +5 NOTES These weapons are almost overpowered for their size, but the Mandalorians prefer them NOTES This disruptor has all the modifications an assassin droid needs: improved optics, reduced that way. They do not make a habit of being subtle in their war making. recoil, extended range, and several open ports for even more modular upgrades. ZERSIUM RIFLE
FEATS WP Blaster Rifle BALANCED No DAMAGE 3–25 SPECIAL — TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 1,500 CRITICAL
THREAT 19–20, x2 ATTACK
MODIFIER +1 NOTES This rifle is made in part of Zersium, a rare mineral that aids in energy dissipation. This characteristic allows the rifle to utilize more powerful energy bursts without risking the safety of its wielder. Ranged Upgrades: Targeting PINPOINT SCOPE MARK I ACCURACY SCOPE MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/ Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN BREAKDOWN Yes/Yes ADDITIONAL Keen COMPONENT COST 2 ADDITIONAL — COMPONENT COST 5 ATTACK CREATABLE ATTACK CREATABLE MODIFIER — PREREQUISITES Awareness (4) MODIFIER +1 PREREQUISITES Awareness (6) DAMAGE — DAMAGEBONUS BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. PINPOINT SCOPE MARK II ACCURACY SCOPE MARK II
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes Keen. On Hit: Slow 25% COMPONENT COST 55 ADDITIONAL — COMPONENT COST 85 ADDITIONAL for Two Rounds, DC 14 CREATABLE Awareness (12) ATTACK +2 CREATABLE ATTACK PREREQUISITES MODIFIER PREREQUISITES Awareness (14) MODIFIER — DAMAGE — DAMAGE BONUS BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. ACCURACY SCOPE MARK III PINPOINT SCOPE MARK III
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes ADDITIONAL — COMPONENT COST 550 Keen. On Hit: Slow 50% COMPONENT COST 380 ATTACK CREATABLE ADDITIONAL for Two Rounds, DC 14 MODIFIER +3 PREREQUISITES Awareness (22)CREATABLE PREREQUISITES Awareness (20) DAMAGEATTACK BONUS — MODIFIER — DAMAGE NOTES— This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. TheBONUS modifications require a workbench and a weapon of high quality marked as upgradeable. NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. ACCURACY SCOPE MARK IV PINPOINT SCOPE MARK IV SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes
ADDITIONAL — COMPONENT COST 1,010 SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes ATTACK CREATABLE Keen. On Hit: Slow 50% COMPONENT COST 1,090 MODIFIER +4 PREREQUISITES Awareness (30) ADDITIONAL for Three Rounds, DC 18 DAMAGECREATABLE BONUS — ATTACK PREREQUISITES Awareness (28) NOTES
MODIFIER — This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The DAMAGE — modifications require a workbench and a weapon of high quality marked as upgradeable.BONUS NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. 232 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES TARGETING SCOPE MARK I CRIPPLING SCOPE MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Stun 25% COMPONENT COST 15 On Hit: Stun 25% COMPONENT COST 35 ADDITIONAL Chance, 2 Rounds, DC 14 ADDITIONALCREATABLE Stealth (8) Chance, 2 Rounds, DC 10 CREATABLE Stealth (10) ATTACK PREREQUISITES ATTACK PREREQUISITES MODIFIER — MODIFIER — DAMAGE DAMAGE BONUS — BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. TARGETING SCOPE MARK II CRIPPLING SCOPE MARK II
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 145 On Hit: Stun 25% COMPONENT COST 235 ADDITIONAL Chance, 3 Rounds, DC 14 ADDITIONALCREATABLE PREREQUISITES Stealth (16) Chance, 2 Rounds, DC 14 CREATABLE Stealth (18) ATTACK — ATTACK PREREQUISITES
MODIFIER MODIFIER — DAMAGE DAMAGE BONUS +1, Energy BONUS +1, Energy NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. TARGETING SCOPE MARK III CRIPPLING SCOPE MARK III
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 730 COMPONENT COST ADDITIONAL On Hit: Stun 25% 910Chance, 3 Rounds, DC 18 ADDITIONALCREATABLE PREREQUISITES Stealth (24) Chance, 2 Rounds, DC 18 CREATABLE Stealth (26) ATTACK ATTACK PREREQUISITES MODIFIER — MODIFIER — DAMAGE +2, Energy DAMAGEBONUS BONUS +3, Energy NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable. TARGETING SCOPE MARK IV
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 145 ADDITIONAL Chance, 3 Rounds, DC 22 DriodCREATABLE ATTACK PREREQUISITES Stealth (32) Assasin MODIFIER — DAMAGE +3, Energy RifleBONUS NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. Ranged Upgrades: Power Packs ION CHARGER MARK I ION CHARGER MARK IV
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE
BONUS 1–4, Ion vs. Droid COMPONENT COST 2 DAMAGE
BONUS 1–6, Ion. 1–6, Ion vs. Droid COMPONENT COST 509 MASSIVE CREATABLE CRITICALS — PREREQUISITES Security (4) MASSIVE 5 CREATABLECRITICALS PREREQUISITES Security (22) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable. ION CHARGER MARK II ION CHARGER MARK V
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE 1–6, Ion vs. Droid COMPONENT COST 34 DAMAGEBONUS 1–8, Ion. 2–12, Ion vs. Droid COMPONENT COSTBONUS 1,081 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 2 PREREQUISITES Security (10) CRITICALS 2–16 PREREQUISITES Security (28) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable. ION CHARGER MARK III POWER PULSATOR MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE DAMAGE COMPONENT COST BONUS 1–8, Ion vs. Droid COMPONENT COST 139 BONUS — 4 MASSIVE 4 CREATABLE Security (16) MASSIVE CREATABLECRITICALS PREREQUISITES CRITICALS 1–4 PREREQUISITES Computer Use (6) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable. PRIMAGAMES.COM < 233
, POWER PULSATOR MARK II STANDARD RYLITH POWER CELL
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 51 DAMAGEBONUS 1–4, Energy COMPONENT COST 81 MASSIVE
CRITICALS 1–8 CREATABLE MASSIVE CREATABLE PREREQUISITES Computer Use (12) CRITICALS — PREREQUISITES Security (14) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES The rylith crystal is capable of collecting solar energy and is bowcasters. The modifications require a workbench and a weapon of employed in the design of some advanced weapon power supplies. high quality marked as upgradeable. This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked POWER PULSATOR MARK III as upgradeable.
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes DAMAGE ADVANCED RYLITH POWER CELL BONUS 2, Energy COMPONENT COST 232 MASSIVE CREATABLE/ CRITICALS 1–10 CREATABLE Computer Use (18) SPECIAL Upgrade Item, RangedPREREQUISITES BREAKDOWN Yes/Yes DAMAGE
NOTES This cell increases the energy output of blasters, blaster rifles, and BONUS 1–6, Energy COMPONENT COST 378 bowcasters. The modifications require a workbench and a weapon of MASSIVE — CREATABLECRITICALS PREREQUISITES Security (20) high quality marked as upgradeable. NOTES The rylith crystal is capable of collecting solar energy and is employed in the design of some advanced weapon power supplies. POWER PULSATOR MARK IV This cell increases the energy output of blasters, blaster rifles, and
CREATABLE/ bowcasters. The modifications require a workbench and a weapon of high quality markedSPECIAL Upgrade Item, Ranged BREAKDOWN Yes/Yes as upgradeable. DAMAGE
BONUS 4, Energy COMPONENT COST 699 MASSIVE CREATABLE CRITICALS 2–16 PREREQUISITES Computer Use (24) SUPERIOR RYLITH POWER CELL NOTES This cell increases the energy output of blasters, blaster rifles, and CREATABLE/ bowcasters. The modifications require a workbench and a weapon of SPECIAL Upgrade Item, Ranged BREAKDOWN Yes/Yes high quality marked as upgradeable. DAMAGEBONUS 2–12, Energy COMPONENT COST 875 MASSIVE — CREATABLECRITICALS PREREQUISITES Security (26) POWER PULSATOR MARK V NOTES The rylith crystal is capable of collecting solar energy and is
Upgrade Item, Ranged CREATABLE/ Yes/Yes employed in the design of some advanced weapon power supplies.SPECIAL BREAKDOWN This cell increases the energy output of blasters, blaster rifles, and DAMAGE
BONUS 5, Energy COMPONENT COST 1,267 bowcasters. The modifications require a workbench and a weapon of high quality marked MASSIVE
CRITICALS 2–20 CREATABLE
PREREQUISITES Computer Use (30) as upgradeable. NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of PURE RYLITH POWER CELL high quality marked as upgradeable. SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes BASIC RYLITH POWER CELL DAMAGEBONUS 2–20, Energy COMPONENT COST 1,448
MASSIVE CREATABLE SPECIAL Upgrade Item, Ranged CREATABLE/ Yes/Yes CRITICALS — PREREQUISITES Security (32) BREAKDOWN NOTES DAMAGE 2, Energy The rylith crystal is capable of collecting solar energy and isBONUS COMPONENT COST 14 employed in the design of some advanced weapon power supplies. MASSIVE — CREATABLECRITICALS PREREQUISITES Security (8) This cell increases the energy output of blasters, blaster rifles, and NOTES The rylith crystal is capable of collecting solar energy and is bowcasters. The modifications require a workbench and a weapon of high quality marked employed in the design of some advanced weapon power supplies. as upgradeable. This cell increases the energy output of blasters, blaster rifles, and
bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. Ranged Upgrades: Firing Chamber BROADENING CHAMBER MARK I BROADENING CHAMBER MARK II
SPECIAL Upgrade Item, Ranged DEFENSE — SPECIAL Upgrade Item, Ranged DEFENSEBONUS BONUS — ATTACK — CREATABLE/MODIFIER BREAKDOWN Yes/Yes ATTACK CREATABLE/ MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE — COMPONENT COST 2 DAMAGEBONUS BONUS — COMPONENT COST 88 MASSIVE 2 CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Repair (4) CRITICALS 4 PREREQUISITES Repair (14) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. 234 > PRIMA OFFICIAL GAME GUIDE, APPENDIX III: RANGED WEAPONS AND UPGRADES BROADENING CHAMBER MARK III BEAM SPLITTER MARK I
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK +1 CREATABLE/ Yes/Yes ATTACK — CREATABLE/MODIFIER BREAKDOWN MODIFIER BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 733 DAMAGEBONUS 1–3, Energy COMPONENT COST 37 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 1–12 PREREQUISITES Repair (24) CRITICALS — PREREQUISITES Computer Use (10) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. AMPLIFYING CHAMBER MARK I BEAM SPLITTER MARK II
SPECIAL Upgrade Item, Ranged DEFENSE DEFENSEBONUS — SPECIAL Upgrade Item, Ranged BONUS — ATTACK CREATABLE/ MODIFIER — BREAKDOWN Yes/Yes ATTACKMODIFIER — CREATABLE/ BREAKDOWN Yes/Yes DAMAGE
BONUS 1, Energy COMPONENT COST 5 DAMAGEBONUS 1–10, Energy COMPONENT COST 390 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (6) CRITICALS — PREREQUISITES Computer Use (20) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. AMPLIFYING CHAMBER MARK II BEAM SPLITTER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK CREATABLE/ MODIFIER — BREAKDOWN Yes/Yes ATTACK — CREATABLE/ MODIFIER BREAKDOWN Yes/Yes DAMAGE
BONUS 4, Energy COMPONENT COST 150 DAMAGEBONUS 4–11, Energy COMPONENT COST 1,347 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (16) CRITICALS — PREREQUISITES Computer Use (30) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. AMPLIFYING CHAMBER MARK III MANDALORIAN CHAMBER MARK I
SPECIAL Upgrade Item, Ranged DEFENSE — SPECIAL Upgrade Item, Ranged DEFENSEBONUS BONUS -1 ATTACK — CREATABLE/ ATTACK CREATABLE/MODIFIER BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE
BONUS 6, Energy COMPONENT COST 911 DAMAGEBONUS 1–4, Energy COMPONENT COST 61 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (26) CRITICALS 1–4 PREREQUISITES Repair (12) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. PRECISION CHAMBER MARK I MANDALORIAN CHAMBER MARK II
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS -2 ATTACK CREATABLE/ ATTACK CREATABLE/ MODIFIER +1 BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 16 DAMAGEBONUS 1–10, Energy COMPONENT COST 563 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 1 PREREQUISITES Security (8) CRITICALS 2–12 PREREQUISITES Repair (22) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. PRECISION CHAMBER MARK II MANDALORIAN CHAMBER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS -1 ATTACK +2 CREATABLE/ ATTACK CREATABLE/MODIFIER BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 239 DAMAGEBONUS 2–12, Energy COMPONENT COST 1,482 MASSIVE 1–6 CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Security (18) CRITICALS 2–16 PREREQUISITES Repair (32) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. PRECISION CHAMBER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK +2 CREATABLE/MODIFIER BREAKDOWN Yes/Yes DAMAGE
BONUS — COMPONENT COST 1,115 MASSIVE 2–12 CREATABLECRITICALS PREREQUISITES Security (28) NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. PRIMAGAMES.COM < 235
, Appendix IV: Ranged Ordnance—Explosives Ranged Ordnance: Wrist Launchers WRIST LAUNCHER LAWN DART
FEATS WP Wrist Mounted Rockets CREATBALEPREREQUISITES — DAMAGE 50, Piercing RANGE Medium SPECIAL Mira Only BREAKDOWNCOMPONENT VALUE 1 SECONDARY — SAVE DC10 for Half Damage NOTES Mira’s cunningly designed, custom wrist launcher is actually three DURATION — CREATBALE — separate weapon systems incorporated into a single unit; a wrist rocket PREREQUISITESAREA OF BREAKDOWN launcher, a dart gun, and a mag-sling for launching hand grenades. EFFECT — COMPONENT VALUE 2 NOTES Once thought to be harmless children’s toys, lawn darts were banned BUSTER ROCKET from all civilized worlds when someone realized that, “Hey, someone
could get an eye put out with one of those things!” DAMAGE 50, Piercing RANGE Long SECONDARY — SAVE DC15 for Half Damage PARALYSIS DART DURATION — CREATBALEPREREQUISITES Repair (15) DAMAGE 1, Piercing RANGE Short AREA OF — BREAKDOWNEFFECT COMPONENT VALUE 25 SECONDARY Paralysis SAVE DC20 for Slow for 3 Seconds NOTES This wrist rocket is designed for use against vehicles and heavy DURATION 9 seconds CREATBALE — droids. Countless regulations regarding their use against personnel PREREQUISITESAREA OF BREAKDOWN don’t seem to have prevented anyone from doing so. EFFECT — COMPONENT VALUE 7 NOTES A favorite among bounty hunters hoping to capture rather than kill CONCUSSION ROCKET their marks. The toxin on this dart affects the nervous system,
causing grogginess or outright paralysis. DAMAGE 1 RANGE Long Knock Down and Stun SAVE DC15 for No Effect SECONDARY PLASMA ROCKETfor 9 Seconds CREATBALE PREREQUISITES — — DAMAGE 10, Piercing RANGE LongDURATION BREAKDOWN AREA OF COMPONENT VALUE — SECONDARY 36, Heat SAVE DC15 for Half DamageEFFECT DURATION CREATBALE NOTES This generally non-lethal wrist rocket explodes with concussive force — PREREQUISITES Repair (25)AREA OF BREAKDOWN that knocks down and disorients the target. EFFECT4mCOMPONENT VALUE 45 NOTES Plasma wrist rockets explode in a rolling ball of superheated gas on EXPLOSIVE ROCKET impact. This generally has a markedly bad effect on the target and
anything in its immediate area. DAMAGE 10 (Single Target) RANGE Long SECONDARY 24, Piercing SAVE DC15 for Half Damage POISON DART DURATION — CREATBALEPREREQUISITES Repair (5) AREA OF BREAKDOWN DAMAGE 1, Piercing RANGE Short EFFECT4mCOMPONENT VALUE 6 10 Every 6 Seconds, SAVE DC25 for No Effect NOTES This deadly antipersonnel wrist rocket detonates a secondary charge SECONDARY Poison CREATBALE on impact, showering the target and those around it with shrapnel. PREREQUISITES —DURATION 18 Seconds BREAKDOWN AREA OF COMPONENT VALUE ION ROCKET EFFECT —
NOTES This dart contains a highly toxic chemical agent. Though the dosage is DAMAGE 10, Piercing RANGE Long small, the concentrated poison is no less deadly than breathing nerve gas. SECONDARY 48, Ion SAVE DC15 for Half Damage DURATION — CREATBALEPREREQUISITES — POISON ROCKET AREA OF BREAKDOWN EFFECT4mCOMPONENT VALUE 10 DAMAGE 10, Piercing RANGE Long NOTES These wrist rockets emit a burst of energy on impact, severely 5 Every 6 Seconds, SAVE DC25 for No Effect damaging any droids or personal shields in the area of effect. SECONDARY Poison CREATBALE PREREQUISITES — DURATION 12 Seconds BREAKDOWN KYBER DART AREA OF COMPONENT VALUE 9
EFFECT4mDAMAGE 1, Piercing RANGE Short NOTES This hollow-tipped wrist rocket explodes in a blast of nerve gas when it 25 Every 6 Seconds, SAVE DC25 for Half Damage strikes. The gas lingers for some time, generally killing the target if the rocket’s impact did not. SECONDARY Poison CREATBALE PREREQUISITES Repair (20) DURATION 18 seconds BREAKDOWN AREA OF COMPONENT VALUE EFFECT — NOTES Kyber darts hail from the little-known world of Kamino. The Kaminoan’s intimate knowledge of genetic engineering and xenobiology allow them to
develop highly virulent biotoxins that kill with frightening efficiency. 236 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IV: RANGED ORDNANCE—EXPLOSIVES TRANQUILIZER DART WRIST-MOUNTEDLAUNCHER
DAMAGE 1, Piercing RANGE Short SECONDARY Stun SAVE DC20 for No Effect DURATION 9 Seconds CREATBALEPREREQUISITES Repair (10) AREA OF BREAKDOWN EFFECT — COMPONENT VALUE 5 NOTES A tranquilizer dart’s nonlethal toxin can knock a target out in seconds. Equally good for tagging Bantha for research purposes or stopping a fleeing bounty mark in his tracks. Ranged Ordnance: Grenades FRAG GRENADE SONIC DETONATOR
DAMAGE 20, Piercing RANGE Long DAMAGE 12, Sonic RANGE Long SECONDARY — SAVE Reflex DC15 for Half Damage SECONDARY -4 DEX for 30 Seconds SAVE — DURATION — CREATBALE Demolitions (3) DURATION — CREATBALEPREREQUISITES PREREQUISITES Demolitions (2) AREA OF4mBREAKDOWN AREA OF BREAKDOWNEFFECT COMPONENT VALUE 40 EFFECT4mCOMPONENT VALUE 35 NOTES Fragmentation grenades are very basic. They explode when thrown, NOTES Sonic detonators are used when environmental conditions make more showering the enemy in shrapnel. It’s not elegant, but it’s definitely conventional explosives too dangerous. These detonators, while small, effective. can still cause significant physical damage and disorient those near the explosion. CONCUSSION GRENADE SONIC GRENADE
DAMAGE None RANGE Long DAMAGE 20, Sonic RANGE Long SECONDARY Stun for 9 Seconds SAVE Will DC15 for Half Damage SECONDARY -6 DEX for 30 Seconds Will DC15 for Half Damage, Negates SAVE
DURATION — CREATBALE DEX PenaltyPREREQUISITES Demolitions (4) DURATION — AREA OF BREAKDOWN AREA OF CREATBALE Demolitions (14) EFFECT4mCOMPONENT VALUE 40 EFFECT4mPREREQUISITESBREAKDOWN NOTES This type of grenade explodes in a concussive wave of force that COMPONENT VALUE 65 disrupts the senses of both organic and inorganic targets in the area NOTES Sonic detonators are used when environmental conditions make more of effect. conventional explosives too dangerous. These detonators, while small, can still cause significant physical damage and disorient those near the explosion. THERMAL DETONATOR ADHESIVE GRENADE
DAMAGE 60, Energy RANGE Long SECONDARY Knockdown SAVE Reflex DC15 for Half Damage DAMAGE None RANGE Long DURATION — CREATBALE — SECONDARY Entangle SAVE —PREREQUISITES AREA OF BREAKDOWN DURATION 15 seconds CREATBALE4 m Demolitions (9)EFFECT COMPONENT VALUE — PREREQUISITESAREA OF4mBREAKDOWNNOTES This Republic device contains a baradium compound that produces a EFFECT COMPONENT VALUE 65 small fusion energy explosion of great force. Civilian possession of NOTES These grenades cover the target area in a gooey bioadhesive that these items is outlawed almost everywhere. traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered. POISON GRENADE CRYOBAN GRENADE
DAMAGE Special RANGE Long DAMAGE 20, Cold RANGE Long Poison, 4 Every 3 SAVE Reflex DC25 for No Effect SECONDARY Seconds CREATBALE SECONDARY Paralysis for 6 Seconds Reflex DC15 for Half Damage, Negates PREREQUISITES Demolitions (17) SAVE Paralysis DURATION 30 Seconds BREAKDOWN DURATION — COMPONENT VALUE 65 AREA OF CREATBALEAREA OF4mPREREQUISITES Demolitions (13)EFFECT4mEFFECT BREAKDOWN 65 NOTES This grenade unleashes a blast of poison gas that affects the nervous COMPONENT VALUE system, lingering in the air to ensure that the effect is not escaped easily. NOTES A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect. MINOR SONIC DETONATOR PLASMA GRENADE
DAMAGE 6, Sonic RANGE Long DAMAGE 36, Heat RANGE Long SECONDARY -2 DEX for 30 Seconds Will DC15 for Half Damage, Negates SAVE
DURATION — DEX Penalty SECONDARY — SAVE Reflex DC15 for Half Damage CREATBALE — DURATION — CREATBALE
AREA OF4mPREREQUISITES PREREQUISITES Demolitions (21) EFFECT BREAKDOWN AREA OF4mBREAKDOWN 375 COMPONENT VALUE — EFFECT COMPONENT VALUE NOTES Sonic detonators are used when environmental conditions make more NOTES These grenades release a quick burst of an incendiary agent that conventional explosives too dangerous. These detonators, while small, can still cause ignites immediately, damaging all enemies within the area of effect. significant physical damage and disorient those near the explosion. PRIMAGAMES.COM < 237
, ION GRENADE
DAMAGE 15, Ion RANGE Long SECONDARY 45, Ion vs. Droids SAVE Reflex DC15 for Half Damage DURATION — CREATBALEPREREQUISITES Demolitions (5) AREA OF EFFECT4mBREAKDOWNCOMPONENT VALUE 65 ADHESIVE NOTES These grenades emit an extremely strong burst of energy, devastating to any droids or personal shields caught in the effect. GRENADE Ranged Ordnance: Mines MINOR FLASH MINE AVERAGE FRAG MINE
DAMAGE — SAVE DC15 to Negate Stun DAMAGE 42, Piercing SAVE DC25 for Half Damage SECONDARY Stun CREATBALEPREREQUISITES Demolitions (2) SECONDARY — CREATBALEPREREQUISITES Demolitions (9) DURATION 9 Seconds BREAKDOWNCOMPONENT VALUE 50 DURATION — BREAKDOWNCOMPONENT VALUE 126 AREA OF 3.3 m Radius AREA OFEFFECT EFFECT 3.3 m Radius NOTES Carefully set flash mines can stun any enemies unfortunate enough NOTES Like all frag mines, this item sends blasts of shrapnel through any to step on them. This is the basic model. nearby enemies. AVERAGE FLASH MINE STRONG FRAG MINE
DAMAGE — SAVE DC25 to Negate Stun DAMAGE 42, Piercing SAVE DC25 for Half Damage SECONDARY Stun CREATBALE CREATBALEPREREQUISITES Demolitions (8) SECONDARY — PREREQUISITES Demolitions (15) DURATION 9 Seconds BREAKDOWN BREAKDOWNCOMPONENT VALUE 125 DURATION — COMPONENT VALUE 175 AREA OF AREA OF EFFECT 3.3 m Radius EFFECT 3.3 m Radius NOTES This variant of the stun mine is an improvement on the basic model. NOTES Like all frag mines, this item sends blasts of shrapnel through any Larger power cells increase its effectiveness a considerable amount. nearby enemies. STRONG FLASH MINE DEADLY FRAG MINE
DAMAGE — SAVE DC25 to Negate Stun DAMAGE 66, Piercing SAVE DC35 for Half Damage SECONDARY Stun CREATBALE Demolitions (14) SECONDARY — CREATBALEPREREQUISITES PREREQUISITES Demolitions (21) DURATION 9 Seconds BREAKDOWNCOMPONENT VALUE 175 DURATION — BREAKDOWNCOMPONENT VALUE 200 AREA OF 3.3 m Radius AREA OFEFFECT EFFECT 3.3 m Radius NOTES This variant of the stun mine is an improvement on the basic model. NOTES Like all frag mines, this item sends blasts of shrapnel through any Larger power cells increase its effectiveness a considerable amount. nearby enemies. BLINDING FLASH MINE DEVASTATING FRAG MINE
DAMAGE — SAVE DC35 to Negate Stun DAMAGE 66, Piercing SAVE DC35 for Half Damage SECONDARY Stun CREATBALE CREATBALEPREREQUISITES Demolitions (20) SECONDARY — PREREQUISITES Demolitions (27) DURATION 9 Seconds BREAKDOWN BREAKDOWNCOMPONENT VALUE 200 DURATION — COMPONENT VALUE 300 AREA OF EFFECT 3.3 m Radius AREA OFEFFECT 3.3 m Radius NOTES This variant of the stun mine uses a large-capacity capacitor to get a NOTES Like all frag mines, this item sends blasts of shrapnel through any stronger discharge. nearby enemies. DEVASTATING FLASH MINE MINOR GAS MINE
DAMAGE — SAVE DC45 to Negate Stun DAMAGE — SAVE DC15 for No Effect SECONDARY Stun CREATBALEPREREQUISITES Demolitions (26) Poison, 3 Every 3 CREATBALESECONDARY PREREQUISITES Demolitions (6) DURATION 9 Seconds BREAKDOWN Seconds BREAKDOWNCOMPONENT VALUE 300 COMPONENT VALUE 50 AREA OF EFFECT 3.3 m Radius DURATION 30 seconds AREA OF NOTES This variant of the stun mine uses the largest-capacity capacitor to get EFFECT 3.3 m Radius incredible discharge. NOTES When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model. MINOR FRAG MINE AVERAGE GAS MINE
DAMAGE 18, Piercing SAVE DC15 for Half Damage SECONDARY — CREATBALE -1 to All Attributes Every AREA OF EFFECT 3.3 m Radius PREREQUISITES Demolitions (3) DAMAGE 6 Seconds SAVE
DURATION — BREAKDOWN DC25 for No EffectCOMPONENT VALUE 50 Poison, 4 Every 6 AREA OF SECONDARY CREATBALE Demolitions (12) EFFECT 3.3 m Radius Seconds PREREQUISITESBREAKDOWN NOTES Frag mines send blasts of shrapnel through any nearby enemies. This DURATION 36 Seconds COMPONENT VALUE 125 is the basic model. NOTES When tripped, gas mines release toxic and inherently corrosive chemicals into the air. 238 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IV: RANGED ORDNANCE—EXPLOSIVES STRONG GAS MINE DEVASTATING PLASMA MINE
-1 to All Attributes Every 6 AREA OFEFFECT 3.3 m Radius DAMAGE 96, Heat SAVE DC35 for Half DamageDAMAGE Seconds SAVE DC25 for No Effect SECONDARY — CREATBALEPREREQUISITES Demolitions (29) Poison, 4 Every 6 SECONDARY CREATBALESeconds PREREQUISITES Demolitions (18) DURATION — BREAKDOWN
COMPONENT VALUE 300 BREAKDOWN AREA OF DURATION 36 Seconds COMPONENT VALUE 175 EFFECT 3.3 m Radius NOTES When tripped, gas mines release toxic and inherently corrosive NOTES An extremely volatile mixture of incendiary chemicals makes all chemicals into the air. plasma mines a danger to all who trigger them. DEADLY GAS MINE MINOR SONIC MINE
-1 to All Attributes Every 6 AREA OF 3.3 m Radius DAMAGE 18, Sonic DC15 for Half Damage and Negate DAMAGE EFFECT SAVE
Seconds DEX Loss SAVE DC100 for No Effect SECONDARY DEX -2 CREATBALE Poison, 5 Every 6 Demolitions (4) SECONDARY CREATBALE DURATION 30 Seconds PREREQUISITES Seconds PREREQUISITES Demolitions (24) BREAKDOWNAREA OF 3.3 m Radius COMPONENT VALUE 50BREAKDOWN DURATION 72 Seconds COMPONENT VALUE 200 EFFECT
NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When tripped, gas mines release toxic and inherently corrosive leaving them off-balance for many seconds. chemicals into the air. DEVASTATING GAS MINE AVERAGE SONIC MINE
DAMAGE 30, Sonic SAVE DC20 for Half Damage and Negate -1 to All Attributes Every 6 AREA OFEFFECT 3.3 m RadiusDAMAGE DEX LossSeconds SECONDARY DEX -2 SAVE DC30 for No Effect CREATBALE Demolitions (10) Poison, 5 Every 3 DURATION 30 Seconds PREREQUISITES SECONDARY CREATBALE BREAKDOWNSeconds PREREQUISITES Demolitions (30) AREA OF COMPONENT VALUE 100 BREAKDOWN 300 EFFECT 3.3 m Radius DURATION 30 Seconds COMPONENT VALUE NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When tripped, gas mines release toxic and inherently corrosive leaving them off-balance for many seconds. chemicals into the air. STRONG SONIC MINE MINOR PLASMA MINE
DAMAGE 54, Sonic SAVE DC25 for Half Damage and Negate DAMAGE 24, Heat SAVE DC15 for Half Damage DEX -4 DEX LossSECONDARY CREATBALE
SECONDARY — CREATBALE Demolitions (16)PREREQUISITES Demolitions (5) DURATION 30 Seconds PREREQUISITES DURATION — BREAKDOWN BREAKDOWN 150 COMPONENT VALUE 50 AREA OF COMPONENT VALUEEFFECT 3.3 m Radius AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When stepped on, plasma mines emit a short burst of intense heat, leaving them off-balance for many seconds. searing all enemies nearby. This is the basic model. DEADLY SONIC MINE AVERAGE PLASMA MINE DAMAGE 54, Sonic SAVE DC30 for Half Damage and Negate
DAMAGE 60, Heat SAVE DC25 for Half Damage DEX -4 DEX LossSECONDARY CREATBALE
SECONDARY — CREATBALEPREREQUISITES Demolitions (11) DURATION 30 Seconds PREREQUISITES Demolitions (22) BREAKDOWN BREAKDOWNDURATION — 200COMPONENT VALUE 125 AREA OF 3.3 m Radius COMPONENT VALUEEFFECT AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES An extremely volatile mixture of incendiary chemicals makes all leaving them off-balance for many seconds. plasma mines a danger to all who trigger them. DEVASTATING SONIC MINE STRONG PLASMA MINE
DAMAGE 66, Sonic 60, Heat DC25 for Half Damage SAVE DC35 for Half Damage and Negate DAMAGE SAVE DEX -6 DEX LossSECONDARY SECONDARY — CREATBALE Demolitions (17) CREATBALEPREREQUISITES DURATION 30 Seconds PREREQUISITES Demolitions (28) DURATION — BREAKDOWN 175 BREAKDOWNCOMPONENT VALUE AREA OFEFFECT 3.3 m Radius COMPONENT VALUE AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES An extremely volatile mixture of incendiary chemicals makes all leaving them off-balance for many seconds. plasma mines a danger to all who trigger them. DEADLY PLASMA MINE
DAMAGE 96, Heat SAVE DC35 for Half Damage SECONDARY — CREATBALEPREREQUISITES Demolitions (23) DURATION — BREAKDOWNCOMPONENT VALUE 200 AREA OF EFFECT 3.3 m Radius NOTES An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all who trigger them. CAUGHT IN A MINEFIELD PRIMAGAMES.COM < 239
, Appendix V: Body Armor Jedi Robes and Armor PADAWAN ROBE BARAN DO SAGE ROBE
FEATS Jedi Defense UPGRADEABLE No FEATS Jedi Defense UPGRADEABLE No DEFENSE 1 BREAKDOWN 2 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 2 COMPONENT VALUE 475 SPECIAL — Damage Immunity: 20% vs. NOTES Members of the Jedi Order typically wear plain or unassuming SPECIAL Dark Side. 20% vs. LightSide. WIS +4 garments. NOTES Baran Do sages are the most elite of their order, able to see into the DARK PADAWAN ROBE future, the past, and across the galaxy. The Baran Do are Force-sensitive members of the
Kel Dor race. They seek inner peace and are very patient, consulting with the Force before FEATS Jedi Defense UPGRADEABLE No making decisions. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 3 SPECIAL — OSSUS KEEPER ROBE NOTES These are simple robes, kept modest not to appear humble, but to FEATS Jedi Defense UPGRADEABLE Yes offer the greatest freedom of movement during battle. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 650 BARAN DO NOVICE ROBE SPECIAL CHA +2, INT +4, WIS +4 NOTES
FEATS Jedi Defense UPGRADEABLE No The Keepers of the Hall of Knowledge in the Great Jedi Library DEFENSE BREAKDOWN maintained the protected archives and acted as references to those BONUS 1 COMPONENT VALUE 5 who desired a more interactive solution to their problems. Damage Immunity: 10% vs. SPECIAL Dark Side. 10% vs. Light Side. WIS +1 JOLEE’S ROBE NOTES Novices are those who have begun their training in the Baran Do FEATS Jedi Defense UPGRADEABLE Yes philosophy, learning how to empty their minds and find tranquility in any situation. DEFENSE 31 BREAKDOWNBONUS COMPONENT VALUE 1,180 JEDI ROBE SPECIAL Restricted to Neutral.Regenerate Force Points: 1
FEATS Jedi Defense UPGRADEABLE No NOTES Jolee Bindo remained outside of the Jedi Order in his pursuit of DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 35 knowledge. These powerful, yet unassuming robes were believed to SPECIAL Regenerate Force Points: 1 have been owned by him, though his current whereabouts are unknown. These robes can Members of the Jedi Order typically wear plain or unassuming be upgraded with some underlays.NOTES garments. HANDMAIDEN’S ROBE DARK JEDI ROBE FEATS Jedi Defense UPGRADEABLE Yes
FEATS Jedi Defense UPGRADEABLE No DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 200 DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 45 SPECIAL Usable by Handmaiden. SPECIAL Regenerate Force Points: 1 CHA +2 NOTES These are simple robes, kept modest not to appear humble, but to NOTES This robe was given to a handmaiden by her mother, Errin. Though offer the greatest freedom of movement during battle. unknown to handmaidens, Errin was a Jedi Knight. This robe can be upgraded with some underlays. NORRIS ROBE MATUKAI APPRENTICE ROBE
FEATS Jedi Defense UPGRADEABLE No DEFENSE BREAKDOWN FEATS Jedi Defense UPGRADEABLE No BONUS 2 COMPONENT VALUE 55 DEFENSE BREAKDOWN Damage Immunity: 20% BONUS — COMPONENT VALUE 12 SPECIAL vs. Energy SPECIAL CON +1, DEX +1, STR +1 NOTES Stained with pigments from the beautiful and rare Norris root found NOTES Matukai apprentices master physical meditation by practicing martial on the planet Almar, these robes are naturally resistant to energy. arts techniques. Their robes help them achieve harmony between the mind and body. The Force-sensitive Matukai use their physical bodies to channel the Force. The balance of the physical and spiritual is a cornerstone of their philosophy. 240 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR GRAY JEDI ROBE ARCA JETH’S ROBE
FEATS Jedi Defense UPGRADEABLE Yes FEATS Jedi Defense UPGRADEABLE Yes DEFENSE
BONUS 1 BREAKDOWN DEFENSE BREAKDOWN COMPONENT VALUE 85 BONUS 2 COMPONENT VALUE 875 SPECIAL CHA +2, Regenerate Force Restricted to Light Side. WISPoints: 1 SPECIAL +2. Regenerate Force Points: 3 NOTES Gray Jedi, although having completed the teachings of the Jedi, operate independently and outside of the Jedi Council. They are NOTES Arca Jeth was a powerful Arkanian Jedi Master who was killed in the typically seen as misguided, though they have not necessarily succumbed to the dark side. Great Sith War. His spirit helped provide guidance to Ulic Qel-Droma. JEDI KNIGHT ROBE ALEEMA KETO’S ROBE
FEATS Jedi Defense UPGRADEABLE Yes FEATS Jedi Defense UPGRADEABLE Yes DEFENSE BREAKDOWN DEFENSE BREAKDOWN BONUS 2 COMPONENT VALUE 110 BONUS 3 COMPONENT VALUE 975 SPECIAL Regenerate Force Points: 1 Restricted to Dark Side. STR SPECIAL +2. WIS +4. Regenerate NOTES Members of the Order typically wear plain or unassuming garments, but Force Points: 1 this variant offers the additional protection needed by Jedi influencing NOTES Aleema Keto began her training as a Jedi, but while researching the important events. These robes can be upgraded with some underlays. Sith, she became enthralled by their power and fell to the dark side. She was a master of illusions and helped seduce Ulic Qel-Droma to the dark side. DARK JEDI KNIGHT ROBE
FEATS Jedi Defense UPGRADEABLE Yes SYLVAR’S ROBE DEFENSE 2 BREAKDOWNBONUS COMPONENT VALUE 110 FEATS Jedi Defense UPGRADEABLE Yes SPECIAL Regenerate Force Points: 1 DEFENSEBONUS 2 BREAKDOWN
COMPONENT VALUE 1,037 NOTES Designed for those who relish personal combat and know that power comes Restricted to Light Side. to those who take it, these robes offer good protection with no hindrance to Damage Resistance: ResistSPECIAL movement. These robes can be upgraded with some underlays. 15 vs. Dark Side, 15 vs.Energy. DEX +2 NOTES Sylvar was a fellow student of Exar Kun and the wife of the fallen Jedi Crado, who fell to MATUKAI ADEPT ROBE Kun’s side during the Sith War many decades past. Despite several major trials, Sylvar
FEATS Jedi Defense UPGRADEABLE No ultimately remained true to the light side and was a strong voice in the Jedi Order. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 200 SPECIAL CON +2, DEX +2, STR +2 THON’S ROBE NOTES Matukai adepts are masters at guiding their bodies with the Force. FEATS Jedi Defense UPGRADEABLE Yes They are capable of astounding physical feats. The Force-sensitive DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 1,270 Matukai use their physical bodies to channel the Force. The balance of Restricted to Light Side. the physical and spiritual is a cornerstone of their philosophy. Bonus Feats: Force Focus,SPECIAL Force Immunity, Stun, Force Jump JEDI MASTER ROBE NOTES Thon was an enigmatic Jedi watchman who kept even his species’ secret. He was a
Jedi Defense UPGRADEABLE Yes powerful agent of the light side and also trained many Jedi. NOTES
DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 305 SPECIAL Regenerate Force Points: 1 CRADO’S ROBE Members of the Order typically wear plain or unassuming garments, FEATS Jedi Defense UPGRADEABLE Yes but Jedi Masters also know the importance of adequate protection DEFENSE BREAKDOWN when great challenges must be surmounted. These robes can be BONUS 2 COMPONENT VALUE 1,360 upgraded with some underlays. SPECIAL Restricted to Dark Side. STR+6, CON -2 DARK JEDI MASTER ROBE NOTES Crado was a Jedi who fell to the power of the dark side through themighty Exar Kun. Crado betrayed his beloved Sylvar and was FEATS Jedi Defense UPGRADEABLE Yes ultimately obliterated when the Cron Cluster was destroyed. Given how completely Crado DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 305 was killed, it is questionable whether this robe ever actually belonged to him. Regardless, SPECIAL Regenerate Force Points: 1 this garment clearly emanates the power and corruption of the dark side. NOTES These robes offer superior protection while still allowing full freedom of movement. They are the robes of the true masters—those whose NOMI’S ROBE will and authority go unopposed. These robes can be upgraded with FEATS Jedi Defense UPGRADEABLE Yes some underlays. DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 1,500 Restricted to Light Side. NATTH COWLING SPECIAL WIS +4. Regenerate Force
Points: 3 FEATS Jedi Defense UPGRADEABLE Yes DEFENSE BREAKDOWN NOTES BONUS 3 COMPONENT VALUE 750 Nomi displayed incredible affinity for the Force, but only reluctantly pursued Jedi training following the death of her husband, Andur. She became one of the SPECIAL Restricted to Dark Side. STR +3 greatest Jedi of the time, training under Master Thon. NOTES Dyed in water from the tainted Lake Natth on Ambria, these robes infuse the wearer with a trace of the dark powers contained within the lake. PRIMAGAMES.COM < 241
, ZEISON SHA INITIATE ARMOR ZEISON SHA WARRIOR ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 4 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 17 BONUS 5 COMPONENT VALUE 250 Max DEX Bonus +4, Saves SPECIAL Fortitude +1. SPECIAL Max DEX Bonus +4, Saves Fortitude +1. NOTES Zeison Sha initiates are known for their survival skills and resource- NOTES Zeison Sha warriors are powerful combatants who are particularly fulness. Their flexible armor is very durable and can be upgraded skilled in telekinetic Force powers. Their fortified garments are with some underlays. The Outer Rim planet Yanibar was the home of the Zeison Sha, who somewhat restrictive but do not interfere with their use of the Force. They can be developed their Force powers as a means of surviving the harsh planet. Zeison Sha stress upgraded with some underlays. The Outer Rim planet Yanibar was the home of the Zeison independence and survival as well as assistance to those in need. Sha, who developed their Force powers as a means of surviving the harsh planet. Zeison Sha stress independence and survival as well as assistance to those in need. JAL SHEY NEOPHYTE ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE 30 JAL SHEY MENTOR ARMOR DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE FEATS Armor Proficiency: Light UPGRADEABLE Yes Max DEX Bonus +4, Persuade DEFENSE BREAKDOWN SPECIAL 4 575+1, CHA +1.Yes BONUS COMPONENT VALUEMax DEX Bonus +4, Persuade NOTES Jal Shey neophytes have begun their lifelong quest to understand the SPECIAL +1, CHA +4, WIS +1. nature of the Force. Their light armor carries with it an aura of NOTES Jal Shey mentors are unparalleled in their intellect and often serve as dignity and competence. The Jal Shey concentrate on intellectual study of the Force, highly respected advisors and teachers. The Jal Shey concentrate on seeking to understand it at a mental level rather than at a spiritual one. Jal Shey are intellectual study of the Force, seeking to understand it at a mental level rather than at a typically exceptional diplomats, but are less successful in physical pursuits. spiritual one. Jal Shey are typically exceptional diplomats but are less successful in physical pursuits. JAL SHEY ADVISOR ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes DARTH MALAK’S ARMOR DEFENSE BREAKDOWN BONUS 3 COMPONENT VALUE 65 FEATS Armor Proficiency: Light UPGRADEABLE Yes Max DEX Bonus +4, Persuade DEFENSE BREAKDOWN SPECIAL 7 1,250+1, CHA +2, WIS +1. D BONUS COMPONENT VALUEMAX DEXTERITY BONUS +4 NOTES Jal Shey advisors possess a strong understanding of the Force and are Restricted to Dark Side. widely respected for their wisdom. The Jal Shey concentrate on intel- SPECIAL STR +1, Regeneration +2. lectual study of the Force, seeking to understand it at a mental level rather than at a NOTES
spiritual one. Jal Shey are typically exceptional diplomats, but are less successful in It is believed that Darth Malak, the fallen former apprentice of Darth physical pursuits. Revan, once possessed this garment. Malak and Revan are credited with starting the JediCivil War, which led to the collapse of the Old Republic. Light Armor LIGHT COMBAT SUIT MANDALORIAN COMBAT SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 3 BREAKDOWN 2 DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 42 MAX DEXTERITY +5 MAX DEXTERITYBONUS BONUS +5 SPECIAL — Damage Immunity: 10% vs. NOTES The lightest form of armor available, the light combat suit is SPECIAL Bludgeoning, Piercing, inexpensive and still notably superior to normal civilian garb. Slashing NOTES Even the basic Mandalorian combat attire provides a formidable defense. The mesh of this armor absorbs some of the impact of physical blows despite its light weight. COMBAT SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes ZABRAK COMBAT SUIT DEFENSE 4 BREAKDOWNBONUS COMPONENT VALUE 3 FEATS Armor Proficiency: Light UPGRADEABLE Yes MAX DEXTERITY BONUS +5 DEFENSE 5 BREAKDOWNBONUS COMPONENT VALUE 55 SPECIAL — MAX DEXTERITY +5 NOTES Even the most frugal of mercenaries know they need at least some BONUSSPECIAL protection from the rigors of combat, although suits of this type are — recommended for light skirmishes only. NOTES A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important than bulky plating. 242 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR ECHANI LIGHT ARMOR ZABRAK BATTLE ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 150 BONUS 6 COMPONENT VALUE 500 MAX DEXTERITY MAX DEXTERITY BONUS +5 BONUS +4 Damage Immunity: Resist Damage Immunity: SPECIAL 15 vs. Fire SPECIAL 20 vs. Cold NOTES Echani prefer elegant design to brute force. The Maktites learned this NOTES On the far northern continent of the planet Iridonia, the Zabrak when their stores of thermal weapons were rendered ineffective by simple changes in the produce expensive armor that nonetheless has become very popular on the galactic Echani light armor. markets due to excellent low-temperature defensive properties. MASSASSI CEREMONIAL ARMOR ECHANI SHIELD SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN 250 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 7 COMPONENT VALUE 912 MAX DEXTERITY +5 MAX DEXTERITYBONUS BONUS +4 SPECIAL Immunity: Critical Hits Damage Immunity: 10% vs. SPECIAL
NOTES Long-term domination by the Sith has erased the memory of the Electrical, Energy Massassi rituals for which this armor was designed, but it retains its NOTES The Echani combined their talents for energy shield design with their
effectiveness on the battlefield. armor-crafting skills to develop this innovative combat suit. It provides capable defense that is augmented with a low-strength energy shield. MANDALORIAN HEAVY SUIT REINFORCED FIBER ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN 500 FEATS Armor Proficiency: Light UPGRADEABLE YesBONUS COMPONENT VALUE MAX DEXTERITY DEFENSE BREAKDOWN BONUS +5 BONUS 7 COMPONENT VALUE 1,087 MAX DEXTERITY Damage Immunity: 10% vs. BONUS +4 SPECIAL Bludgeoning, Piercing, SPECIAL — Slashing NOTES Inspired by craftsmen on worlds where metal is in short supply, this NOTES This heavier Mandalorian combat suit is most commonly used by elite scouts. Besides its type of light armor consists of jung-ju tree fibers bound with strong defense and ability to absorb physical damage, the armor can also be outfitted synthetics, offering good, flexible protection. with upgrades normally restricted to medium armor. ZABRAK FIELD ARMOR ELECTROMESH SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 7 BREAKDOWN 1,262 DEFENSE BREAKDOWN BONUS COMPONENT VALUE BONUS 6 COMPONENT VALUE 250 MAX DEXTERITY MAX DEXTERITY BONUS +4 BONUS +7 Damage Immunity: Damage Immunity: SPECIAL 30 vs. Cold SPECIAL Resist 5 vs. Energy NOTES This is a higher-quality version of the basic armor produced by the NOTES This light combat suit is used by Nagai operatives. It is highly Zabrak. These were often reserved for field commanders and were meant to be easily resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their identified on the battlefield. naturally high dexterity. It cannot be used with overlays. HEAVY COMBAT SUIT ULIC QEL-DROMA’S MESH SUIT
FEATS Armor Proficiency: Light Yes FEATS Armor Proficiency: Light UPGRADEABLE YesUPGRADEABLE DEFENSE
DEFENSE 5 BREAKDOWN 10 BONUS 8 BREAKDOWN
COMPONENT VALUE 1,500 BONUS COMPONENT VALUE MAX DEXTERITY MAX DEXTERITY +4 BONUS +4BONUS SPECIAL — Damage Resistance: 20 vs.SPECIAL Cold, Fire NOTES This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many NOTES After killing his brother during the Exar Kun War, Ulic Qel-Droma consider the tradeoffs worthwhile. abandoned this armor and all the trappings of his service to the dark side. It is a powerful, if tainted, item. BONADAN ALLOY HEAVY SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes Electromesh DEFENSE
BONUS 6 BREAKDOWN
COMPONENT VALUE 85 Suit MAX DEXTERITY BONUS +4 SPECIAL — NOTES Bonadan is an emerging industrial society financing their exploration of the galaxy through production of small arms and armor. They favor heavy materials offering solid defense. PRIMAGAMES.COM < 243
, ARMORED FLIGHT SUIT VeripineFiber
FEATS Armor Proficiency: Light UPGRADEABLE No Ultramesh DEFENSE 5 BREAKDOWNBONUS COMPONENT VALUE 10 MAX DEXTERITY BONUS +4 Damage Resistance: SPECIAL 20 vs. Cold NOTES This combat-ready flight suit provides additional protection against vacuum for limited periods. Its many models appeal to a wide range of users, from military pilots and mercenaries to fringe explorers and space pirates. UBESE ENVIRONMENTAL SUIT
FEATS Armor Proficiency: Light UPGRADEABLE No DEFENSE BREAKDOWN BONUS 5 COMPONENT VALUE 737 MAX DEXTERITY BONUS +4 Damage Resistance: 10 vs. SPECIAL Cold, Electrical, Energy, Fire NOTES Ubese is the name given to a species believed to exist in the Mid Rim. The very few who actually claim to have encountered the Ubese attribute these advanced
environmental suits to the enigmatic species. Although less useful against conventional weapons, this suit is ideal against blasters, flames, and CryoBan grenades. Medium Armor MILITARY SUIT VERPINE FIBER MESH
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 6 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 2 BONUS 8 COMPONENT VALUE 145 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +3 SPECIAL — SPECIAL — NOTES This standard-issue suit provides good protection, but can be heavier NOTES Raxsus Nuli had plans of planetary conquest in the wake of Sith and more restrictive than some of its counterparts. Even so, many aggression. Though eclipsed by recent events, the Jedi saw the pirate mercenaries swear the tradeoffs are worth it. jailed and his Verpine stockpiles auctioned. ECHANI BATTLE ARMOR EXAR KUN’S LIGHT BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWN 17 DEFENSE 9 BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 750 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +3 SPECIAL — SPECIAL — NOTES This armor provides solid defense at the cost of some flexibility, NOTES Attributed to Exar Kun, this armor may well have been one of those although it is still an Echani product and is therefore well suited to worn by the Dark Lord prior to his defeat forty years ago. He was quick-moving combat. rarely without considerable, yet flexible, personal armor. CINNAGAR WAR SUIT HEAVY CINNAGAR WAR SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWNBONUS COMPONENT VALUE 37 DEFENSE BREAKDOWNBONUS 9 COMPONENT VALUE 925 MAX DEXTERITY BONUS +3 MAX DEXTERITYBONUS +3 Damage Resistance: Resist SPECIAL Damage Resistance: Resist15 vs. Sonic SPECIAL 20 vs. Sonic NOTES After the Great Hyperspace War a thousand years ago, the heirs of NOTES After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today. still sought after today. This heavier variety is still as flexible as medium armor, but is as protective as heavier combat suits. SITH BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes VERPINE FIBER ULTRAMESH DEFENSE BREAKDOWN BONUS 7 COMPONENT VALUE 65 FEATS Armor Proficiency: Medium UPGRADEABLE Yes MAX DEXTERITY BONUS +7 DEFENSE 10 BREAKDOWNBONUS COMPONENT VALUE 1,100 SPECIAL — MAX DEXTERITY +3 NOTES This battle armor is actually created by Aratech, who named it after BONUSSPECIAL — the Sith to benefit from their fame (or infamy). This is still very flexible for medium armor. NOTES This Verpine combat suit is the most protective standard mediumarmor available, surpassing the defensive capabilities of most heavy armor. 244 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR LIGHT BATTLE ARMOR KRATH HOLY BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 5 BONUS 9 COMPONENT VALUE 550 MAX DEXTERITY +2 MAX DEXTERITYBONUS BONUS +2 SPECIAL — Damage Resistance: Resist SPECIAL
NOTES Providing solid protection for a minimal cost, this armor is excellent 15 vs. Cold, Fire, Sonic for entrenched troops or guards. A force on the move, however, may NOTES Many Krath sought to be guards of their dark temples in armor of find it somewhat constricting. this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids. BRONZIUM LIGHT BATTLE ARMOR ELECTROMESH ARMOR
FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 8 BREAKDOWN FEATS Armor Proficiency: Medium UPGRADEABLE YesBONUS COMPONENT VALUE 85 MAX DEXTERITY DEFENSE 7 BREAKDOWN BONUS +2 BONUS COMPONENT VALUE 1,275 MAX DEXTERITY SPECIAL — BONUS +6 NOTES This molded armor is made of better materials than standard military Damage Resistance: ResistSPECIAL issue, but is still relatively cheap and easy to mass produce, making it 10 vs. Energy ideal for light militias and the like. NOTES This flexible armor is used by Nagai soldiers. It is highly resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their naturally KRATH HEAVY ARMOR high dexterity.
FEATS Armor Proficiency: Medium UPGRADEABLE Yes JAMOH HOGRA’S BATTLE ARMOR DEFENSE
BONUS 9 BREAKDOWN
COMPONENT VALUE 235 FEATS Armor Proficiency: Medium UPGRADEABLE Yes MAX DEXTERITY BONUS +2 DEFENSE BREAKDOWN — BONUS 11 COMPONENT VALUE 1,500 SPECIAL MAX DEXTERITY +2 NOTES Typical of the old Krath military elite, these suits were worn during BONUS slave raids on neighboring systems. Slaving is profitable but risky, so Immunity: Critical Hits, SPECIAL STR +1 little cost is spared in equipment. NOTES Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a Sith dreadnaught. He spent a fortune on his personal armor, only to be killed POWERED LIGHT BATTLE ARMOR while in the bath.
FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 8 BREAKDOWNBONUS COMPONENT VALUE 380 MAX DEXTERITY BONUS +2 Damage Resistance: Resist SPECIAL 25 vs. Sonic. STR +1 NOTES This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well. Heavy Armor BATTLE ARMOR POWERED BATTLE ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 8 BREAKDOWN 5 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 9 COMPONENT VALUE 62 MAX DEXTERITY BONUS +1 MAX DEXTERITYBONUS +1 SPECIAL — SPECIAL STR +1 NOTES This isn’t the heaviest of armor, but it comes close. Designed for NOTES The microhydraulics of this armor provide the operator with both heavy militias, it has the protection needed to keep a soldier alive protection and strength enhancement. It is rarely owned by anyone during ranged combat with massive weapons. other than professional mercenaries and soldiers. ECHANI HEAVY ARMOR VERPINE ZAL ALLOY MESH
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 25 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 12 COMPONENT VALUE 462 MAX DEXTERITY +1 MAX DEXTERITYBONUS BONUS +1 SPECIAL — Damage Resistance: Resist SPECIAL
NOTES Echani heavy armor is comparable to typical heavy battle armor in 25 vs. Cold, Fire, Sonic terms of protection, but it allows for slightly more mobility. NOTES Using the highly expensive Zal alloy, the Verpine have developed a suit without peer. The only thing greater than the protective capabilities of this armor is the price. PRIMAGAMES.COM < 245
, CORELLIAN POWERSUIT MANDALORIAN BATTLE ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 750 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 11 COMPONENT VALUE 187 MAX DEXTERITY BONUS +1 MAX DEXTERITYBONUS +0 SPECIAL STR +2 Damage Resistance: Resist SPECIAL
NOTES Essentially an improved version of powered battle armor, the 25 vs. Electrical powersuit employs a system of servomotors to enhance the NOTES Republic soldiers saw this armor all too often during the Mandalorian wearer’s strength. War. It’s understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted. M’UHK’GFA
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MANDALORIAN HEAVY ARMOR DEFENSE BREAKDOWN BONUS 8 COMPONENT VALUE 1,000 FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MAX DEXTERITY BONUS +1 DEFENSE 12 BREAKDOWNBONUS COMPONENT VALUE 250 Damage Resistance: Resist MAX DEXTERITY +0 5 vs. Energy, 10 vs. BONUS SPECIAL Bludgeoning, Piercing, Immunity: Stun, SPECIAL Slashing Fear, Horror NOTES Cumbersome but powerful armor, M’uhk’gfa is the battle plate used by elite Gamorrean NOTES This armor is reserved for respected veteran Mandalorians. warriors. Traditionally, each Gamorrean warrior would fashion his own battle plate from Immensely sturdy, stabilizers diffuse energy throughout the frame, shielding the wearer metal fragments on the battlefields of their victories. from disorienting impacts. IOTRAN BRACEMAN ARMOR MANDALORIAN ASSAULT ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 11 BREAKDOWN 1,125 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 13 COMPONENT VALUE 637 MAX DEXTERITY +1 MAX DEXTERITY +0BONUS BONUS Bonus Feats: Precise Shot I, Damage Resistance: Resist SPECIAL SPECIALTargeting I 25 vs. Cold, Fire NOTES The Iotran are a militaristic species from the industrial planet of Iotra NOTES This was the armor of the Mandalorian elite frontline troops, a sight on the Outer Rim. Their versatile armor is a favorite among experienced bounty hunters. that Republic soldiers were all too familiar with during the war. HEAVY BATTLE ARMOR MANDALORE’S ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE BREAKDOWN DEFENSE 11 BREAKDOWN — BONUS 9 COMPONENT VALUE 10 BONUS COMPONENT VALUE MAX DEXTERITY +0 MAX DEXTERITYBONUS +0BONUS SPECIAL — Damage Resistance: ResistSPECIAL 25 vs. Electrical NOTES More sturdy yet more restrictive than conventional battle armor, heavy battle armor is excellent in situations where mobility is of NOTES Mandalore’s personal suit of armor is traditional Mandalorian battle secondary concern. armor. Despite the numerous battles it has doubtless survived, it appears to be in excep- tional condition. It is said that he will never voluntarily take it off, even while sleeping. DURASTEEL HEAVY ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FELENAR ARMOR DEFENSE BREAKDOWN BONUS 10 COMPONENT VALUE 50 FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MAX DEXTERITY DEFENSE BREAKDOWN BONUS +0 BONUS 11 COMPONENT VALUE 1,375 SPECIAL — MAX DEXTERITYBONUS +4 NOTES Battle armor production thrived on Bonadan as the Republic SPECIAL — recovered from war. This model’s heavy durasteel casing provides NOTES This flexible armor is made of a variety of exotic minerals. Markings superior protection when compared to normal heavy battle armor. suggest that it was created by a species called the Felenar. FLEX HEAVY ARMOR MATRIX ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 82 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 13 COMPONENT VALUE 1,500 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +0 SPECIAL — Damage Resistance: Resist SPECIAL
NOTES Flex heavy armor allows for greater mobility than even some medium 5 vs. Energy armor. The primary alloy is still durasteel, but it is treated in methods NOTES Matrix armor is typically used for starship plating. Adapting it to that are poorly understood by most in the Republic. In fact, it is unclear who manufac- personal use is expensive and technologically difficult. The armor is particularly resistant tures these rare suits of armor. to blaster fire. 246 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR Miscellaneous Body Apparel CLOTHING DANCER’S OUTFIT
FEATS — UPGRADEABLE No FEATS — UPGRADEABLE No DEFENSE — BREAKDOWN 1 DEFENSE — BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 1 MAX DEXTERITY — MAX DEXTERITYBONUS BONUS — SPECIAL — Gender Requirement: NOTES These are simple garments that protect little more than the modesty Female. Useable by:SPECIAL Handmaiden, Mira, Player. of the wearer. Persuade +2 NOTES ATTON’S RIBBED JACKET This dancer’s outfit leaves little to the imagination.
FEATS — UPGRADEABLE No MINER’S UNIFORM DEFENSE 4 BREAKDOWNBONUS COMPONENT VALUE 1 FEATS — UPGRADEABLE Yes MAX DEXTERITY BONUS — DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 1 SPECIAL Used by Atton. Saves: All +2 MAX DEXTERITY — NOTES Atton’s durable jacket provides protection comparable to light armor. BONUSSPECIAL — NOTES
MIRA’S BALLISTIC MESH JACKET This is a standard uniform worn by miners at the Peragus facility. Itprovides minimal protection but can be upgraded with some underlays. FEATS — UPGRADEABLE No DEFENSE BREAKDOWN BONUS 5 COMPONENT VALUE 1 SPACE SUIT MAX DEXTERITY BONUS +4 FEATS — UPGRADEABLE No Used by Mira. Damage DEFENSE — BREAKDOWNResistance: Resist 5 vs. BONUS COMPONENT VALUE — SPECIAL Bludgeoning, Piercing, MAX DEXTERITYBONUS — Slashing SPECIAL — NOTES One of the first major purchases of a successful bounty hunter is often exceptional NOTES This is a standard model space suit used to protect its wearer from the protection. Mira’s mesh jacket is as protective as medium armor but much less restrictive. cold vacuum of space. Because of its design, anyone wearing the suit will have to unequip their weapons. Armor Upgrades: Overlay
Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable. HEAT SHIELDING MARK I ARMORPLY PLATING MARK II
DAMAGE 10% vs. Fire CREATBALE DAMAGE CREATBALEIMMUNITY PREREQUISITES Repair (2) IMMUNITY — PREREQUISITES Repair (11) DEFENSE — COMPONENT COST 1 DEFENSEBONUS BONUS — COMPONENT COST 17 SPECIAL Upgrade Item, Armor Saves: Reflex +1, Stealth SPECIAL +2, Upgrade Item, Armor HEAT SHIELDING MARK II
DAMAGE 15% vs. Fire CREATBALE Repair (10) ARMORPLY PLATING MARK IIIIMMUNITY PREREQUISITES DEFENSE DAMAGE — CREATBALE BONUS — COMPONENT COST 15 IMMUNITY PREREQUISITES Repair (19) DEFENSE
SPECIAL Upgrade Item, Armor BONUS — COMPONENT COST 125 Saves: Reflex +1, Stealth HEAT SHIELDING MARK III SPECIAL +6, DEX +1, Upgrade
Item, Armor 15% vs. Fire. Resistance: CREATBALEDAMAGE PREREQUISITES Repair (18) IMMUNITY 5 vs. Fire COMPONENT COST 100 DEFENSE ARMORPLY PLATING MARK IV BONUS — DAMAGE CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY — PREREQUISITES Repair (27) DEFENSE
BONUS — COMPONENT COST 351 HEAT SHIELDING MARK IV Saves: Reflex +1, Stealth
CREATBALE SPECIAL +8, DEX +2, Upgrade DAMAGE 20% vs. Fire. Resistance: PREREQUISITES Repair (26) IMMUNITY 10 vs. Fire Item, ArmorCOMPONENT COST 343 DEFENSE
BONUS — SOUND DAMPENING OVERLAY MARK I SPECIAL Upgrade Item, Armor DAMAGE
IMMUNITY 10% vs. Sonic CREATBALEPREREQUISITES Stealth (4) ARMORPLY PLATING MARK I DEFENSEBONUS — COMPONENT COST 2
DAMAGE CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY — PREREQUISITES Repair (3) DEFENSE
BONUS — COMPONENT COST 1 SOUND DAMPENING OVERLAY MARK II Stealth +2, Upgrade SPECIAL Item, Armor DAMAGE CREATBALEIMMUNITY 15% vs. Sonic PREREQUISITES Stealth (12) DEFENSE
BONUS — COMPONENT COST 20 SPECIAL Upgrade Item, Armor PRIMAGAMES.COM < 247
, SOUND DAMPENING OVERLAY MARK III BALLISTIC SHIELDING MARK II
DAMAGE 20% vs. Sonic, Resist CREATBALE CREATBALEPREREQUISITES Stealth (20) DAMAGE 15% vs. Bludgeoning, PREREQUISITES Demolitions (15) IMMUNITY 5 vs. Sonic IMMUNITYCOMPONENT COST 150 Piercing, Slashing COMPONENT COST 47 DEFENSE DEFENSE BONUS — BONUS — SPECIAL Upgrade Item, Armor SPECIAL Upgrade Item, Armor SOUND DAMPENING OVERLAY MARK IV BALLISTIC SHIELDING MARK III CREATBALE
DAMAGE 50% vs. Sonic, Resist PREREQUISITES Stealth (28) DAMAGE 20% vs. Bludgeoning, CREATBALE Demolitions (23) IMMUNITY 5 vs. Sonic PREREQUISITESIMMUNITYCOMPONENT COST 375 Piercing, Slashing COMPONENT COST 245 DEFENSE — DEFENSEBONUS BONUS — SPECIAL Upgrade Item, Armor SPECIAL Upgrade Item, Armor ABLATIVE PLATING MARK I BONDED PLATES MARK I DAMAGE
IMMUNITY 10% vs. Energy CREATBALE DAMAGE CREATBALEPREREQUISITES Repair (5) IMMUNITY — PREREQUISITES Repair (8) DEFENSE DEFENSE BONUS 1 COMPONENT COST 2 BONUS 1 COMPONENT COST 8 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ABLATIVE PLATING MARK II BONDED PLATES MARK II DAMAGE
IMMUNITY 25% vs. Energy CREATBALE DAMAGE CREATBALEPREREQUISITES Repair (13) IMMUNITY — PREREQUISITES Repair (16) DEFENSE
BONUS 1 COMPONENT COST 27 DEFENSEBONUS 2 COMPONENT COST 60 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ABLATIVE PLATING MARK III BONDED PLATES MARK III
DAMAGE CREATBALE DAMAGE IMMUNITY 30% vs. Energy CREATBALEPREREQUISITES Repair (21) IMMUNITY — PREREQUISITES Repair (24) DEFENSE
BONUS 1 COMPONENT COST 180 DEFENSEBONUS 3 COMPONENT COST 270 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ABLATIVE PLATING MARK IV BONDED PLATES MARK IV
DAMAGE 30% vs. Energy, Resist 5 CREATBALEPREREQUISITES Repair (29) Resist 5 vs. Bludgeoning, CREATBALE IMMUNITY vs. Energy DAMAGE PREREQUISITES Repair (31)
COMPONENT COST 395 IMMUNITY Piercing, Slashing COMPONENT COST 475 DEFENSE
BONUS 1 DEFENSEBONUS 3 DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy Armor ENERGY SHIELDING MARK I HEAVY BONDED PLATES MARK I
DAMAGE 10% vs. Energy CREATBALEIMMUNITY PREREQUISITES Demolitions (6) DAMAGE CREATBALEIMMUNITY — PREREQUISITES Repair (9) DEFENSE
BONUS — COMPONENT COST 3 DEFENSEBONUS 2 COMPONENT COST 11 SPECIAL Upgrade Item, Armor DEX -2, Upgrade Item, SPECIAL Heavy Armor ENERGY SHIELDING MARK II
DAMAGE 15% vs. Energy CREATBALE HEAVY BONDED PLATES MARK IIIMMUNITY PREREQUISITES Demolitions (14) DEFENSE — DAMAGE CREATBALEBONUS COMPONENT COST 35 IMMUNITY — PREREQUISITES Repair (17) DEFENSE
SPECIAL Upgrade Item, Armor BONUS 2 COMPONENT COST 75 DEX -3, Upgrade Item, ENERGY SHIELDING MARK III SPECIAL Heavy Armor DAMAGE
IMMUNITY 20% vs. Energy CREATBALEPREREQUISITES Demolitions (22) HEAVY BONDED PLATES MARK III DEFENSE
BONUS — COMPONENT COST 207 DAMAGE 15% vs. Energy CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY PREREQUISITES Repair (25) DEFENSE
BONUS 4 COMPONENT COST 305 ENERGY SHIELDING MARK IV Attack Modifier -4, UpgradeSPECIAL Item, Heavy Armor
DAMAGE CREATBALE IMMUNITY 30% vs. Energy PREREQUISITES Demolitions (30) DEFENSE
BONUS — COMPONENT COST 412 SPECIAL Upgrade Item, Armor BALLISTIC SHIELDING MARK I
DAMAGE 10% vs. Bludgeoning, CREATBALEPREREQUISITES Demolitions (7) IMMUNITY Piercing, Slashing COMPONENT COST 4 DEFENSE
BONUS — SPECIAL Upgrade Item, Armor 248 > PRIMA OFFICIAL GAME GUIDE, APPENDIX V: BODY ARMOR Armor Upgrades: Underlay Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate
tools and armor of high quality marked as upgradeable. ENVIRONMENT UNDERLAY MARK I ARMORWEAVE UNDERLAY MARK II DAMAGE
IMMUNITY 15% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE 10% vs. Energy, SPECIAL Upgrade Item, Armor DAMAGE IMMUNITY RESISTANCE 5 vs. Cold, Fire CREATABLE Attribute Damage CREATABLE
PREREQUISITES Demolitions (2) DAMAGE PREREQUISITES Security (10)— BONUSES — COMPONENT COST 1 RESISTANCE COMPONENT COST 17 BONUSES — ENVIRONMENT UNDERLAY MARK II ARMORWEAVE UNDERLAY MARK III DAMAGE
IMMUNITY 20% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE 5 vs. Cold, Fire CREATABLE Demolitions (8) DAMAGE 15% vs. Energy, SPECIAL Upgrade Item, Armor RESISTANCE PREREQUISITES IMMUNITY Attribute Damage CREATABLE Security (16) BONUSES — COMPONENT COST 10 DAMAGE PREREQUISITES RESISTANCE — COMPONENT COST 70 ENVIRONMENT UNDERLAY MARK III BONUSES — DAMAGE
IMMUNITY 25% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes ARMORWEAVE UNDERLAY MARK IV DAMAGE CREATABLE RESISTANCE 5 vs. Cold, Fire PREREQUISITES Demolitions (14) DAMAGE 20% vs. Energy, SPECIAL Upgrade Item, Armor BONUSES — COMPONENT COST 48 IMMUNITY Attribute Damage CREATABLE DAMAGE PREREQUISITES Security (22)
— ENVIRONMENT UNDERLAY MARK IV RESISTANCE COMPONENT COST 237
BONUSES — DAMAGE
IMMUNITY 30% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE
RESISTANCE 5 vs. Cold, Fire CREATABLE ARMORWEAVE UNDERLAY MARK VPREREQUISITES Demolitions (20) BONUSES — COMPONENT COST 170 DAMAGE 30% vs. Energy, Attribute SPECIAL Upgrade Item, Armor IMMUNITY Damage CREATABLE ENVIRONMENT UNDERLAY MARK V DAMAGE PREREQUISITES Security (28)
RESISTANCE — COMPONENT COST 407 DAMAGE
IMMUNITY 30% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes BONUSES — DAMAGE CREATABLE RESISTANCE 10 vs. Cold, Fire PREREQUISITES Demolitions (26) STRENGTHENING UNDERLAY MARK I BONUSES — COMPONENT COST 350 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK I DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (5) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +1 COMPONENT COST 3 DAMAGE CREATABLE RESISTANCE — PREREQUISITES Treat Injury (3) STRENGTHENING UNDERLAY MARK II BONUSES Regeneration: 1 COMPONENT COST 2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK II DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (11) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +1, CON +1 COMPONENT COST 21 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (9) STRENGTHENING UNDERLAY MARK III BONUSES Regeneration: 2 COMPONENT COST 12 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK III DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (17) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +2, CON +1 COMPONENT COST 97 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (15) STRENGTHENING UNDERLAY MARK IV BONUSES Regeneration: 3 COMPONENT COST 60 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK IV DAMAGERESISTANCE — CREATABLEPREREQUISITES Treat Injury (23)
DAMAGE BONUSES STR +2, CON +2 COMPONENT COST 262 IMMUNITY — SPECIAL Upgrade Item, Armor and Robes DAMAGE CREATABLE RESISTANCE — PREREQUISITES Treat Injury (21) STRENGTHENING UNDERLAY MARK V BONUSES Regeneration: 3, CON +1 COMPONENT COST 200 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor BIORESTORATIVE UNDERLAY MARK V DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (29) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +3, CON +3 COMPONENT COST 445 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (27) FLEXIBLE UNDERLAY MARK I BONUSES Regeneration: 3, CON +3 COMPONENT COST 367 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor ARMORWEAVE UNDERLAY MARK I DAMAGE — CREATABLERESISTANCE PREREQUISITES Stealth (6) DAMAGE
IMMUNITY 10% vs. Energy SPECIAL Upgrade Item, Armor BONUSES Max DEX Bonus +1 COMPONENT COST 5 DAMAGE CREATABLE RESISTANCE — PREREQUISITES Security (4) FLEXIBLE UNDERLAY MARK II BONUSES — COMPONENT COST 2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGE — CREATABLERESISTANCE PREREQUISITES Stealth (12) BONUSES Max DEX Bonus +1, DEX +1 COMPONENT COST 25 PRIMAGAMES.COM < 249
, FLEXIBLE UNDERLAY MARK III DURASTEEL UNDERLAY MARK II DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGEIMMUNITY — SPECIAL Upgrade Item, Armor DAMAGE — CREATABLE CREATABLERESISTANCE PREREQUISITES Stealth (18) DAMAGE +2 vs. Bludgeoning, PREREQUISITES Awareness (13) RESISTANCE
Max DEX Bonus +2, DEX +1 110 Piercing, SlashingBONUSES COMPONENT COST COMPONENT COST 33 BONUSES -1 DEX FLEXIBLE UNDERLAY MARK IV
DAMAGE DURASTEEL UNDERLAY MARK III IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGE — CREATABLE DAMAGE
Stealth (24) IMMUNITY — SPECIAL Upgrade Item, Armor RESISTANCE PREREQUISITES CREATABLE BONUSES Max DEX Bonus +2, DEX +2 COMPONENT COST 292 DAMAGE +3 vs. Bludgeoning, PREREQUISITES Awareness (19)RESISTANCE Piercing, Slashing COMPONENT COST 162 FLEXIBLE UNDERLAY MARK V BONUSES DEX -2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DURASTEEL UNDERLAY MARK IV DAMAGE CREATABLE RESISTANCE — PREREQUISITES Stealth (30) DAMAGE IMMUNITY — SPECIAL Upgrade Item, Armor BONUSES Max DEX Bonus +3, DEX +3 COMPONENT COST 475 +4 vs. Bludgeoning, CREATABLEDAMAGE PREREQUISITES Awareness (25) RESISTANCE Piercing, Slashing DURASTEEL UNDERLAY MARK I COMPONENT COST 325
BONUSES DEX -3 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor +1 vs. Bludgeoning, CREATABLEDAMAGE PREREQUISITES Awareness (7) DURASTEEL UNDERLAY MARK V RESISTANCE Piercing, Slashing COMPONENT COST 6 DAMAGEIMMUNITY — SPECIAL Upgrade Item, Armor BONUSES — DAMAGE +5 vs. Bludgeoning, CREATABLEPREREQUISITES Awareness (31) RESISTANCE Piercing, Slashing COMPONENT COST 500 BONUSES DEX -3 Appendix VI: Character Equipment Implants REFLEX PACKAGE RESPONSE PACKAGE
MINIMUM CON 12 SKILLS — MINIMUM CON 12 SKILLS Stealth +1 ATTRIBUTE GAIN Reflex +1 ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 185 NOTES This implant boosts the regular energy impulses of the nervous NOTES This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users system, sharpening the performance of dexterous action. Inactive may suffer the odd lingering twitch. users may suffer the odd lingering twitch. PHEROMONE PACKAGE FITNESS PACKAGE
MINIMUM CON 12 SKILLS Persuade +1 MINIMUM CON 12 SKILLS — ATTRIBUTE GAIN CHA +1 ATTRIBUTE GAIN CON +1, STR +1 BREAKDOWNCOMPONENT VALUE 380 NOTES This implant allows the user to subtly secrete synthetic pheromones NOTES This simple but advanced implant combines the functionality of the that generally stimulate a pleasant behavior response in a wide more common strength and cardio packages. range of species. SKILLS PACKAGE CARDIO PACKAGE
MINIMUM CON 12 +1 Awareness, Computer Use, MINIMUM CON 12 SKILLS — — SKILLS Demolitions, Persuade, Repair,ATTRIBUTE GAIN Security, Stealth, Treat Injury ATTRIBUTE GAIN CON +1 BREAKDOWN
NOTES This implant micromanages the cardiovascular system, effectively COMPONENT VALUE 640 increasing the user’s constitution faster and further than hard work NOTES This ingenious device modifies brain chemistry to improve general and exercise might. problem solving and data-processing abilities. STRENGTH PACKAGE
MINIMUM CON 12 SKILLS — ATTRIBUTE GAIN STR +1 NOTES This implant effectively increases the user’s strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants. 250 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT HEALTH PACKAGE SKILLS IMPLANT
MINIMUM CON 12 SKILLS Regeneration 1 MINIMUM CON 14 +2 Awareness, Computer Use, ATTRIBUTE GAIN CON +1 BREAKDOWN 910 — SKILLS Demolitions, Persuade, Repair,COMPONENT VALUE ATTRIBUTE GAIN Security, Stealth, Treat Injury NOTES This advanced implant package employs nano-technology to BREAKDOWN speed healing. COMPONENT VALUE NOTES This ingenious device modifies brain chemistry to improve general PHYSICAL BOOST PACKAGE problem solving and data-processing abilities.
MINIMUM CON 12 SKILLS — DURABILITY IMPLANT CON +1, DEX +1, BREAKDOWN 1,180 ATTRIBUTE GAIN COMPONENT VALUESTR +1 MINIMUM CON 14 Damage Resistance: Resist 5 vs.SKILLS Electrical, Energy ATTRIBUTE GAIN CON +1 NOTES This device improves all physical attributes, making it one of the most BREAKDOWNCOMPONENT VALUE 910 valuable implants of its type. NOTES This implant regulates current through the body, both improving stamina and providing resistance to energy-related attacks. MENTAL BOOST PACKAGE
MINIMUM CON 12 SKILLS — PHYSICAL BOOST PACKAGE CHA +1, INT +1, BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 1,450 MINIMUM CON 14 SKILLS — WIS +1 CON +1, DEX +2, BREAKDOWNCOMPONENT VALUE 1,180 NOTES This device improves all mental skills, making it one of the most ATTRIBUTE GAIN STR +2 valuable implants of its type. NOTES This device improves all physical attributes, making it one of the most valuable implants of its type. RETINAL COMBAT IMPLANT
MINIMUM CON 14 SKILLS Immunity: Critical Hits. Awareness +1 MENTAL BOOST PACKAGE ATTRIBUTE GAIN — MINIMUM CON 14 SKILLS — NOTES This ocular implant greatly increases visual acuity, allowing the user CHA +2, INT +1, BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 1,450 to better track enemy movement in combat. General awareness will WIS +2 improve as well. NOTES This device improves all mental skills, making it one of the most valuable of implants of its type. LORNAN IMPLANT
MINIMUM CON 14 Damage Immunity: 10% vs. BIO-ANTIDOTE SYSTEM SKILLS
ATTRIBUTE GAIN — Electrical, Energy MINIMUM CON 16 SKILLS Immunity Poison NOTES This implant regulates electrical current, protecting the user’s brain ATTRIBUTE GAIN CON +1 from energy surges. NOTES This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. BIOTECH IMPLANT Side effects include dry mouth.
MINIMUM CON 14 SKILLS Regeneration 1 ATTRIBUTE GAIN — NERVE ENHANCEMENT SYSTEM NOTES This implant does use relatively experimental nano-technology to MINIMUM CON 16 SKILLS Immunity: Stun, Fear, Horror speed healing, but relies more on coagulants and solid doses of pain ATTRIBUTE GAIN — relievers. If you feel better, you are better. NOTES This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload. POWER IMPLANT
MINIMUM CON 14 SKILLS Fortitude +1 REACTION SYSTEM ATTRIBUTE GAIN STR +2 MINIMUM CON 16 SKILLS — NOTES This improved variant of the strength package employs substantially ATTRIBUTE GAIN DEX +3 higher doses of stimulants. NOTES This system supplants the user’s normal nervous system, enhancing it artificially. It allows the impulses to travel faster and farther along ALACRITY IMPLANT the system, improving reaction time, while also improving fine motor
control and increasing accuracy. MINIMUM CON 14 SKILLS Reflex Save +1 ATTRIBUTE GAIN DEX +2 BREAKDOWNCOMPONENT VALUE 185 ADVANCED COMBAT SYSTEM NOTES The alacrity implant enhances the user’s nervous system, significantly improving reaction times. MINIMUM CON 16 Bonus Feats: Weapon Focus Blaster ATTRIBUTE GAIN Attack Modifier +1 SKILLS Pistol, Blaster Rifle, SpecializationBlaster Pistol, Blaster Rifle INSIGHT IMPLANT NOTES This system supplants the user’s normal nervous system, enhancing it
MINIMUM CON 14 SKILLS Will Save +1 artificially. It allows the impulses to travel faster and farther along ATTRIBUTE GAIN WIS +2 BREAKDOWNCOMPONENT VALUE 380 the system, improving reaction time, while also improving fine motor control and increasing accuracy. NOTES By stimulating less used neural networks in the brain, this implant allows the user to see solutions they may not have otherwise considered. PRIMAGAMES.COM < 251
, BAVAKAR STRENGTH SYSTEM NUMBNESS SYSTEM
MINIMUM CON 16 SKILLS — MINIMUM CON 16 Damage Resistance: Resist 5 vs. SKILLS Bludgeoning, Piercing, Slashing ATTRIBUTE GAIN STR +3 BREAKDOWNCOMPONENT VALUE 185 ATTRIBUTE GAIN CON +2 BREAKDOWN NOTES This implant stimulates physical performance well beyond the user’s COMPONENT VALUE 910 norm. The Bavakar Medical Research Labs are at the forefront of NOTES By converting all pain into benign brain signals, this implant system developmental cybernetics. greatly increases one’s durability. It has no direct negative side effects, as its user is still fully aware of his or her body’s current state CARDIO POWER SYSTEM of health.
MINIMUM CON 16 SKILLS — PHYSICAL BOOST SYSTEM ATTRIBUTE GAIN CON +4 BREAKDOWNCOMPONENT VALUE 380 MINIMUM CON 16 SKILLS — NOTES This implant increases the cardiovascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina. CON +2, DEX +3,ATTRIBUTE GAIN BREAKDOWNSTR +2 COMPONENT VALUE 1,180 NOTES SKILLS SYSTEM This device improves all physical attributes, making it one of the mostvaluable implants of its type.
MINIMUM CON 16 +4 Awareness, Computer Use, — SKILLS Demolitions, Persuade, Repair,ATTRIBUTE GAIN Security, Stealth, Treat Injury MENTAL BOOST SYSTEM BREAKDOWN
COMPONENT VALUE 640 MINIMUM CON 16 SKILLS — NOTES This ingenious device modifies brain chemistry to improve general CHA +2, INT +2,ATTRIBUTE GAIN BREAKDOWN problem solving and data-processing abilities. WIS +3 COMPONENT VALUE 1,450 NOTES This device improves all mental skills, making it one of the most valuable implants of its type. D-Package Items
D-package implants are larger and more intrusive than other types. They tend to have more impressive effects but can only be used by very healthy individuals. STRENGTH D-PACKAGE IMMORTALITY D-PACKAGE UNIVERSAL D-PACKAGE
MINIMUM CON 18 MINIMUM CON 18 MINIMUM CON 18 ATTRIBUTE GAIN CON +1, STR +1 ATTRIBUTE GAIN CON +3 CHA +2, CON +2, DEX +2, ATTRIBUTE GAIN — Bonus Feats: Toughness, Improved INT +2, STR +2, WIS +2SKILLS SKILLS Toughness, Master Toughness SKILLS — BREAKDOWN 185 BREAKDOWNIMMUNITY D-PACKAGE COMPONENT COMPONENT VALUE 910 MINIMUM CON 18 QUICKNESS D-PACKAGE PHYSICAL D-PACKAGE ATTRIBUTE GAIN — MINIMUM CON 18 MINIMUM CON 18 SKILLS Immunity: Critical Hits, Poison, Stun, ATTRIBUTE GAIN DEX +4 ATTRIBUTE GAIN CON +3, DEX +3, STR +3 Fear, Horror SKILLS Defense Bonus: 1 SKILLS — BREAKDOWN BREAKDOWN PERCEPTION D-PACKAGE COMPONENT VALUE 380 COMPONENT VALUE 1,180
MINIMUM CON 18 SKILLS D-PACKAGE MENTAL D-PACKAGE ATTRIBUTE GAIN CHA +1, WIS +2 MINIMUM CON 18 MINIMUM CON 18 SKILLS — ATTRIBUTE GAIN — ATTRIBUTE GAIN CHA +3, INT +3, WIS +3 +6 Awareness, Computer Use, SKILLS — SKILLS Demolitions, Persuade, Repair, Security, ENHANCEMENT D-PACKAGE BREAKDOWNStealth, Treat Injury COMPONENT VALUE 1,450 BREAKDOWN
MINIMUM CON 18 COMPONENT VALUE 640 ATTRIBUTE GAIN — SKILLS Bonus Feats: Dueling, Improved Dueling, Master Dueling; Two-Weapon Fighting, Improved Two-Weapon Fighting, Master Two-Weapon Fighting Headgear SURVEY GEAR NEURAL BAND
SAVES/ RESISTANCE 5 vs. Sonic SPECIAL — SAVES/RESISTANCE Will +2 SPECIAL Not Useable by Wookiees ATTRIBUTE GAIN — BREAKDOWN BREAKDOWNCOMPONENT VALUE 3 ATTRIBUTE GAIN — COMPONENT VALUE 1 SKILLS Awareness +1 SKILLS — NOTES When surveying new asteroid claims, this headgear is designed to NOTES Developed after the Exar Kun War, this item bolsters the willpower of help identify both pockets of Peragian gas and any placed thermal the user by electrically reinforcing established mental patterns. charges in the area. The small sonic generation and receiving gear Republic troops called it “Little Shocky.” within the helmet is designed to absorb any high-decibel emissions from sonic charges (and sonic grenades). 252 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT BREATH MASK SHIELDING VISOR
SAVES/ Immunity: Poison SPECIAL Not Useable by Wookiees Defense Bonus: 1, SPECIAL Feats Required: AP Medium. NotRESISTANCE SAVES/ Immunity 5% vs. Usable by Wookiees ATTRIBUTE GAIN — BREAKDOWN RESISTANCECOMPONENT VALUE 2 Electrical, Energy, Ion BREAKDOWN COMPONENT VALUE 50 SKILLS — ATTRIBUTE GAIN — NOTES This is standard-issue gear for Republic forces and most professional SKILLS — soldiers, protecting against a variety of gas-based attacks. NOTES Intersystem travel is commonplace, but the inherent dangers should not be forgotten, especially in times of war. Many consider these to be essential RAKATAN BAND equipment for space-farers.
SAVES/ RESISTANCE — SPECIAL Not Useable by Wookies ATTRIBUTE GAIN WIS +1 BREAKDOWNCOMPONENT VALUE 4 SPACER’S SENSOR SKILLS — SAVES/ RESISTANCE — Bonus Feats: Weapon Focus—Blaster NOTES This simple device improves the wearer’s ability to perceive the reality SPECIAL Pistol, Blaster Rifle. Not Usable byATTRIBUTE GAIN DEX +1 of their surroundings. The origin behind the item’s name is unknown, Wookiees SKILLS
but rumor has it that these bands were constructed as a defense — BREAKDOWNCOMPONENT VALUE 62 against an ancient species of alien deceivers who made absurd claims of dominance NOTES concerning their role in the galaxy. It is said this species of lying primitives went so far as These visors are often used by smugglers and others who desire to take credit for almost every major event in galactic history since the discovery of the better combat skills yet are too focused on other endeavors to learn hyperdrive. them normally. STEALTH FIELD ENHANCER REGAL VISOR
SAVES/ SAVES/ — SPECIAL Not Usable by Wookiees RESISTANCE — Feats Required: AP Light. Not RESISTANCE
SPECIAL Usable by Wookiees ATTRIBUTE GAIN CHA +1 BREAKDOWN 75 ATTRIBUTE GAIN — COMPONENT VALUE BREAKDOWN SKILLS +2 Persuade SKILLS Stealth +4 COMPONENT VALUE 6 NOTES This is a specialized espionage unit designed to get the most out of a This attractive headgear includes a voice-enhancement module thatNOTES
stealth field generator by improving the user’s perception of the field regulates tone and volume of the wearer’s speech. It is employed in while in stealth mode. diplomatic situations where the slightest error could offend. BOTHAN PERCEPTION VISOR MEDITATION BAND
SAVES/ — Feats Required: AP Light. Not SAVES/ Immunity 20% vs. Dark SPECIAL Not Usable by Wookiees RESISTANCE SPECIAL RESISTANCE Side, Will +1Usable by Wookiees BREAKDOWN 100 ATTRIBUTE GAIN — COMPONENT VALUE BREAKDOWN ATTRIBUTE GAIN WIS +1 Awareness +3, Demolitions COMPONENT VALUE 11 SKILLS SKILLS —+2, Security +2 NOTES This potent device helps shield one’s mind from dark thoughts and NOTES Bothans treat information like any other resource and invest a great influences. It will not protect the user from evil that stems from deal in devices that help collect it. These Bothan visors are considered within, however. to be among the best in the galaxy. BOTHAN SENSORY VISOR SONIC NULLIFIERS
SAVES/ Immunity: Critical Hits Feats Required: AP Light. Not SAVES/ RESISTANCE 10 vs. Sonic Feats Required: AP Light. Not RESISTANCE SPECIAL Usable by Wookiees SPECIAL
— Usable by Wookiees ATTRIBUTE GAIN — ATTRIBUTE GAIN BREAKDOWN BREAKDOWN +4 Awareness, +3 COMPONENT VALUE SKILLS — COMPONENT VALUE 20 SKILLS Demolitions, Security NOTES Replacing bulky ear protection, these items make use of newly NOTES Bothans place great importance on the tools of the information trade. developed counterwave-nullifiers, an innovation pioneered by They would consider these items to be of average quality, though shipyard workers, not the military. their standards are exceptionally high. INTERFACE BAND ARKANIAN BLINDERS
SAVES/ RESISTANCE 5 vs. Sonic SPECIAL Not Usable by Wookiees Defense Bonus: 1, SPECIAL Feats Required: AP Medium. Not ATTRIBUTE GAIN — BREAKDOWN 32 SAVES/ Immunity 10% vs. Usable by WookieesCOMPONENT VALUE RESISTANCE Fire. Immunity: Stun, BREAKDOWN +2 Computer Use, Fear, Horror COMPONENT VALUE 162SKILLS Demolitions, Security ATTRIBUTE GAIN — NOTES This item provides a mental interface to a store of information on SKILLS — electronic systems common to security, demolitions, and general NOTES
computing functions. Due to their high sensitivity to infrared light, Arkanians developed IR blinders for whenthey travel to worlds with suns that are high in such lights emissions. This technology was adapted to filter out excessive amounts of any electromagnetic energies, thus preventing TARGETING VISOR any “ocular overload.”
SAVES/ Attack Modifier +1, SPECIAL — RESISTANCE Reflex +1 BREAKDOWN COMPONENT VALUE 42 ATTRIBUTE GAIN — SKILLS — NOTES Through assorted heads-up displays and sharpened vision, this device increases one’s accuracy in combat. PRIMAGAMES.COM < 253
, COMBAT SENSOR STABILIZER MASK
SAVES/ RESISTANCE — SPECIAL Not Usable by Wookiees SAVES/ All Saves +2, Immunity: Feats Required: AP Medium. Not RESISTANCE
DEX +2 BREAKDOWN 200 Stun, Fear, Horror SPECIAL Usable by Wookiees ATTRIBUTE GAIN COMPONENT VALUE BREAKDOWN Bonus Feat: Weapon Focus— ATTRIBUTE GAIN — COMPONENT VALUE 750 SKILLS Blaster Pistol, Blaster Rifle SKILLS — NOTES This improved version of the spacer’s sensor is for wealthier travelers NOTES This mask uses microbursts of electricity to regulate the user’s mental who are expecting combat. patterns. It effectively fortifies both mind and body against attack. MULTI-SPECTRAL TARGET ASSESSOR MATUKAI MEDITATION BAND
SAVES/ RESISTANCE Attack Modifier +3 Feats Required: WS Blaster Pistol, SAVES/ Immunity: 30% vs. SPECIAL Not Usable by WookieesRESISTANCE — SPECIAL Blaster Rifle. Not Usable by Dark Side. Will +2 BREAKDOWN ATTRIBUTE GAIN Wookiees COMPONENT VALUE ATTRIBUTE GAIN WIS +2 Awareness +4. Bonus Feats: BREAKDOWN SKILLS Precise Shot I, II COMPONENT VALUE 250 SKILLS — NOTES This advanced device is only for use by those who are already highly NOTES An improved version of the standard meditation band, this item provides skilled with ranged weapons. The plethora of information relayed unparalleled protection from the ravaging power of the dark side. provides the trained user with enhanced accuracy. TARGET ASSESSOR CONSCIOUSNESS HELM SAVES/
RESISTANCE Attack Modifier: +2 SPECIAL Not Usable by Wookiees SAVES/ RESISTANCE Defense Bonus: 1 Feats Required: AP Medium. NotSPECIAL ATTRIBUTE GAIN DEX +2 BREAKDOWN 962Usable by Wookiees COMPONENT VALUE ATTRIBUTE GAIN CON +2 Bonus Feats: Precise Shot I, BREAKDOWN 337 SKILLS SKILLS — COMPONENT VALUE Targeting I NOTES This helmet’s name is derived not from any cerebral effect, but on its NOTES Though perhaps not as potent as the multispectral version, this device ability to help keep its wearer conscious. requires no training to use. REBREATHER MASK CIRCLET OF SARESH
SAVES/ RESISTANCE Immunity: Poison Feats Required: AP Medium. Not SAVES/SPECIAL RESISTANCE — Light Side Only. Not Usable by CON +1, Usable by Wookiees SPECIAL
WIS +5 WookieesATTRIBUTE GAIN ATTRIBUTE GAINRegeneration: 1 BREAKDOWN 425 COMPONENT VALUE BREAKDOWN 1,062SKILLS — COMPONENT VALUE SKILLS — NOTES The wealthy Saresh family of Taris was once known as much for their NOTES A solid improvement over the standard breath mask, the rebreather arrogance and cruelty as for their vast riches and political power. But also adds vigor-enhancing airborne stimulants to the regulated over the last century, many of the family have shown a strong oxygen stream. affinity to the Force and have been taken in by the Jedi for training. Foremost among these was Guun Han Saresh, heir to the family fortune. To celebrate Guun Han’s DAS’SKAR HUNTING MASK acceptance into the Order, his father commissioned the crafting of a powerful headband:
SAVES/ the circlet of Saresh. To prevent this spectacular gift from leading his son down the path of RESISTANCE Attack Modifier +1 SPECIAL Not Usable by Wookiees arrogance and pride—an all too real possibility given the Saresh family history—the circlet ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 500 was fashioned so that only one who is a true servant of the light can use it. The circlet was SKILLS Awareness + 2, Stealth in Guun Han’s possession when he disappeared shortly after the time of the Great Hunt. NOTES Nikto bounty hunters often employ these masks to help them track down prey. Das’skar hunting masks were created by Hutts to improve BINDO’S BAND the performance of their minions. SAVES/ Immunity: 10 % vs. SPECIAL Not Usable by Wookiees RESISTANCE Dark Side, Light Side BREAKDOWN FORCE MASK COMPONENT VALUE
1,112 ATTRIBUTE GAIN CHA +3 SAVES/ RESISTANCE Will +4. Force Resist: +16 SPECIAL Not Usable by Wookiees SKILLS — ATTRIBUTE GAIN CHA -4, WIS -4 BREAKDOWN NOTESCOMPONENT VALUE 587 It is unknown whether this simple band was ever owned by the SKILLS — reclusive Jedi, but it is likely that Jolee would have appreciated its NOTES For both good and ill, this mask provides the wearer with some ability to help one walk the line between the light and dark sides of the Force. protection from the Force. ENHANCED SHIELDING VISOR SITH MASK Defense Bonus: 3. Feats Required: AP Medium. Not
SAVES/ Immunity: 15% vs. SPECIAL Usable by Wookiees SAVES/ Immunity: Stun, Fear, RESISTANCE RESISTANCE Horror SPECIAL Feats Required: AP Heavy. Not Usable by Wookiees Electrical, Energy, Ion BREAKDOWNCOMPONENT VALUE 1,237 Regenerate Force BREAKDOWN ATTRIBUTE GAIN — ATTRIBUTE GAIN COMPONENT VALUE Points: 1 SKILLS — SKILLS Bonus Feat: WF—Lightsaber NOTES A vastly improved version of the inexpensive shielding visor, this NOTES This mask blocks outside mental influence and other sensory noise, premium helmet provides physical protection from a variety of sources. allowing the user to focus their abilities inward with no distraction. 254 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT FORCE SHIELD FORCE FOCUSING VISOR
SAVES/ 5 vs. Dark Side. Will SPECIAL Not Usable by Wookiees SAVES/RESISTANCE — SPECIAL Not Usable by Wookiees RESISTANCE +5. Force Resist: +24 BREAKDOWN 1,337 CHA +1, WIS +4. BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,500 ATTRIBUTE GAIN CHA -6, WIS -6 ATTRIBUTE GAIN Regenerate Force — Points: 2SKILLS SKILLS
NOTES This helmet shields the wearer’s mind from the Force. It is so potent — and successful at its goal that Force sensitives are severely disoriented NOTES Through means unknown, this visor helps the wearer clear their mind when they wear it. of distractions. It is especially potent when worn by a Force sensitive. ABSORPTION VISOR
Defense Bonus: 1. SPECIAL Feats Required: AP Light. Not SAVES/ Immunity: 15% vs. Usable by Wookiees RESISTANCE Electrical, Energy, 75% BREAKDOWN vs. Ion, 90% vs. Sonic COMPONENT VALUE 1,425 ATTRIBUTE GAIN — SKILLS — NOTES A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks. Hands: Gloves and Gauntlets INSULATED GLOVES GAMORREAN GAUNTLETS
SAVES/ Immunity: 30% vs. SPECIAL — SAVES/ Attack Modifier -1 SPECIAL Damage: +4, Physical RESISTANCE Cold, 20% vs. Fire BREAKDOWN RESISTANCE When Unarmed BREAKDOWN COMPONENT VALUE 1 COMPONENT VALUE 13 ATTRIBUTE GAIN — ATTRIBUTE GAIN — SKILLS — SKILLS — NOTES These thick gloves are typically used by workers at metal- NOTES These brutish gloves are heavy and clumsy. When used in unarmed processing plants. combat, they allow for powerful but less accurate blows. They have no practical effect when wielding a weapon. EXCHANGE CASUAL GLOVES
SAVES/ — SPECIAL — EXCHANGE WORK GLOVESRESISTANCE ATTRIBUTE GAIN — BREAKDOWN SAVES/COMPONENT VALUE 2 RESISTANCE — SPECIAL — +1 Computer Use, +2 ATTRIBUTE GAIN DEX +1 BREAKDOWN 32 SKILLS COMPONENT VALUEDemolitions, Security +1 Computer Use, SKILLS
NOTES Common attire for Exchange operatives, these gloves assist with a +3 Demolitions, Security number of surreptitious activities. NOTES These gloves are typical attire for experienced Exchange members. STRENGTH GAUNTLETS CZERKA DEFENSIVE GAUNTLETS
SAVES/ SAVES/— SPECIAL — RESISTANCE Defense Bonus: 1 SPECIAL Feats Required: AP MediumRESISTANCE BREAKDOWN
ATTRIBUTE GAIN STR +1 BREAKDOWN ATTRIBUTE GAIN — 34COMPONENT VALUE 3 COMPONENT VALUE SKILLS — SKILLS — NOTES Developed by the Mephilis Corporation, these gauntlets use pulses of NOTES Czerka developed these very practical items for those who recognize energy to stimulate muscles at the key leverage points of combat the original purpose of gauntlets. actions, effectively increasing strength. DETONATOR GLOVES TARIS SURVIVAL GLOVES Immunity: 25% vs. SPECIAL —
SAVES/ SAVES/ RESISTANCE Fire, 10% vs. Slashing.All Saves +1 BREAKDOWNRESISTANCE SPECIAL — Fortitude +2 COMPONENT VALUE 45 ATTRIBUTE GAIN — BREAKDOWNCOMPONENT VALUE 7 ATTRIBUTE GAIN — SKILLS — SKILLS +3 Demolitions NOTES These gloves’ name is a marketing tactic to remind people that a little NOTES These gauntlets are specifically designed to protect the wearer from extra protection is a good investment. Developed by Czerka following demolitions mishaps. Their protective capabilities also tend to increase the wearer’s the bombardment of Taris by Darth Malak, these all-purpose gloves confidence when dealing with mines, improving their performance. became quite popular. ACCURACY GLOVES UNARMED ACCURACY GLOVES
Attack Modifier +1 When SPECIAL Damage: +2, Physical SAVES/ SAVES/ RESISTANCE — Bonus Feats: WF Blaster Pistol, RESISTANCESPECIAL Unarmed. Reflex: +1Blaster Rifle BREAKDOWNCOMPONENT VALUE 55 ATTRIBUTE GAIN — ATTRIBUTE GAIN — BREAKDOWN 10 SKILLS — COMPONENT VALUE SKILLS — NOTES These gloves are flexible but very stiff. Though a bit awkward when NOTES These supple gloves add to impact and are suitable for parrying first put on, they effectively steady one’s hands, improving accuracy blades, effectively improving unarmed combat skills. with ranged weapons. PRIMAGAMES.COM < 255
, INFILTRATOR GLOVES GAMORREAN POWER GAUNTLETS
SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE Defense Bonus: 1 Feats Required: AP Heavy, MasterSPECIAL DEX +2 BREAKDOWN Power Attack. Damage 2, PhysicalATTRIBUTE GAIN COMPONENT VALUE 75 ATTRIBUTE GAIN STR +2 BREAKDOWN SKILLS +4 Computer Use, Security On Hit: Stun 25% Chance, 7 COMPONENT VALUE 362 SKILLS
NOTES These gloves are equipped with an advanced artificial intelligence Seconds, DC 14 unit that the wearer can use to tap into nearby computer systems NOTES These heavy gloves are brutally effective in unarmed combat. through cables or wireless transmissions. The system also stabilizes the wearer’s hands for fine detail work. NAGAI COMBAT GLOVES SAVES/ 5 vs. Energy. All SPECIAL —JAL SHEY PERCEPTION GLOVES RESISTANCE Saves +2 BREAKDOWN COMPONENT VALUE 500 SAVES/ ATTRIBUTE GAIN — RESISTANCE — SPECIAL — ATTRIBUTE GAIN DEX +1, WIS +1 BREAKDOWN 92 SKILLS —COMPONENT VALUE SKILLS +1 Awareness NOTES The Nagai, who favor knife fighting, employ these gloves to foil those NOTES The Jal Shey use these gloves during meditation. How they function is who attempt to break their charge with blaster fire. unknown, but they seem effective in increasing one’s awareness to their surroundings. KUBAZ SCOUNDREL GLOVES SAVES/ RESISTANCE — SPECIAL Restricted to ScoundrelGAMORREAN WARGLOVES ATTRIBUTE GAIN DEX +5 BREAKDOWNCOMPONENT VALUE 625 SAVES/ RESISTANCE Defense Bonus: 3 SPECIAL Feats Required: AP Heavy SKILLS +6 Computer Use, Security ATTRIBUTE GAIN DEX -2 BREAKDOWNCOMPONENT VALUE 100 NOTES The Kubaz species is reknowned for their interest in culture, but they SKILLS — also have a penchant for less refined matters, such as smuggling and NOTES These monstrous gauntlets provide considerable protection but are espionage. As they are not capable of interstellar travel themselves, quite inflexible. their items are very rare finds. ERIADU STRENGTH AMPLIFIER AUTOMATION GLOVES
SAVES/ — SPECIAL — SAVES/RESISTANCE — SPECIAL —RESISTANCE ATTRIBUTE GAIN STR +2 BREAKDOWN 150 ATTRIBUTE GAIN BREAKDOWNCOMPONENT VALUE DEX +3 COMPONENT VALUE 640 SKILLS — SKILLS +4 Demolitions, +2 Repair NOTES This device uses microbursts of repulsorlift energy to assist actions in NOTES A sophisticated computer controls the movements of these gloves. combat, giving the appearance that the user is stronger than normal. While difficult to become accustomed to, they greatly increase the wearer’s precision. KARAKAN GAUNTLETS
SAVES/ RESISTANCE All Ssave +3 SPECIAL — JAL SHEY MEDITATION GLOVES ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 187 SAVES/RESISTANCE — SPECIAL — SKILLS — ATTRIBUTE GAIN DEX +2, WIS +2 BREAKDOWNCOMPONENT VALUE 750 NOTES These heavy gauntlets, created by the isolationist Karakan, are almost SKILLS +2 Awareness a complete medical computer in themselves. They constantly monitor NOTES The Jal Shey use these gloves during meditation. How they function is and adjust the nervous impulses, blood pressure, and tension through unknown, but they seem effective in increasing one’s awareness of the wearer’s hands. The resulting increases in stability and overall system integrity have their surroundings. many benefits. BOTHAN PRECISION GLOVES ECHANI ACCURACY GLOVES
Immunity: 25% vs. — SAVES/ Attack Modifier +1 SPECIAL Damage +5, Physical SPECIAL RESISTANCE When Unarmed BREAKDOWN SAVES/ Fire, 15% vs. Slashing, BREAKDOWN COMPONENT VALUE 625 RESISTANCE Resist: 5 vs. Fire. COMPONENT VALUE 237 ATTRIBUTE GAIN DEX +1 Fortitude +2 SKILLS — ATTRIBUTE GAIN DEX +1 NOTES Unarmed combat is an ancient tradition in the Echani culture. These SKILLS +6 Demolitions combat gloves help these old techniques to be competitive against the NOTES For obvious reasons, these multipurpose gloves are highly sought after by most advanced melee weapons. demolitions experts. ZEISON SHA GLOVES SITH POWER GAUNTLETS SAVES/
RESISTANCE — SPECIAL — SAVES/ RESISTANCE — SPECIAL — CON +2, BREAKDOWNCOMPONENT VALUE 912 ATTRIBUTE GAIN STR +3 BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 312 Regeneration: 1 SKILLS — SKILLS — NOTES Based on stolen Eriadu designs, items of this type utilize almost NOTES These gloves are named for the Zeison Sha not by them. This Force- uncomfortable bursts of repulsorlift energy to assist movement. They sensitive culture developed their powers as a means of surviving the are rarely seen outside of Sith possession. harsh planet. Zeison Sha stress independence and survival as well as assistance to those in need. 256 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT DOMINATOR GAUNTLETS DISRUPTOR GLOVES
SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE — SPECIAL Damage +1–10 Unstoppable ATTRIBUTE GAIN STR +5 BREAKDOWN 1,000 ATTRIBUTE GAIN — BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,300 SKILLS — SKILLS — NOTES A working prototype of a huge technological advancement in NOTES These gloves, intended to be used while unarmed, are designed to power gauntlets, the dominators give the user unparalleled strength penetrate enemy shields and defenses. and power. IMPROVED AUTOMATION GLOVES NIKTO SOLDIER GLOVES SAVES/RESISTANCE — SPECIAL —
SAVES/ RESISTANCE — SPECIAL Restricted to Soldier ATTRIBUTE GAIN DEX +5 BREAKDOWNCOMPONENT VALUE 1,375 ATTRIBUTE GAIN DEX +2, STR +3 BREAKDOWN 1,095 SKILLS +6 Demolitions, +4 RepairCOMPONENT VALUE SKILLS — NOTES A sophisticated computer controls the movements of these gloves. NOTES Nikto, though strong and powerful, are typically subservient to other While difficult to become accustomed to, they greatly increase the races, such as the Hutts. Some subspecies of Nikto make especially wearer’s precision. adept and loyal soldiers. LIGHTNING GLOVES OSSLUK’S GLOVES Attack Modifier +1 SPECIAL Damage +1–12, Electrical
SAVES/ RESISTANCE When Unarmed, ResistSAVES/ BREAKDOWN RESISTANCE — SPECIAL — 10 vs. Electrical COMPONENT VALUE 1,480 ATTRIBUTE GAIN CON +1, DEX +1, BREAKDOWN
COMPONENT VALUE 1,250 ATTRIBUTE GAIN — STR +2 SKILLS — SKILLS — NOTES High charges of electricity pulse through these gloves when they NOTES These gloves are believed to have belonged to the great Gand Warrior strike an object, making them powerful in unarmed combat. Ossluk Noslee. Most Gand are not identified by name—that Ossluk earned two is testimony to his accomplishments. Left and Right Arm Shields
Using these items consumes on charge. These items are automatically discarded after all charges are consumed. Items that have charges do not stack in inventory. ARKANIAN ENERGY SHIELD ENERGY SHIELD
USES 5/5 DURATION 200 Seconds or Max USES 5/5Damage Taken DURATION 200 Seconds or Max — — Damage TakenATTRIBUTE GAIN ATTRIBUTE GAIN Energy, Sonic, Cold, Heat, SPECIAL — ABSORBS Energy, Electrical, 40 pts SPECIAL —ABSORBS Electrical, 80 pts BREAKDOWN BREAKDOWNCOMPONENT VALUE 4 COMPONENT VALUE 1 NOTES Even 2,000 years after the designs were pioneered, Arkanian NOTES When equipped and activated, these items project an energy shield technology remains desirable. When equipped and activated, this around the wearer. The small power source can burn out when forearm shield protects against a variety of combat conditions, though it must be replaced repeatedly stressed, requiring replacement of the entire unit. often due to burnout. MANDALORIAN MELEE SHIELD ECHANI DUELING SHIELD USES 5/5 DURATION 200 Seconds or Max
USES 5/5 DURATION 200 Seconds or Max Damage Taken ATTRIBUTE GAIN — Damage Taken ATTRIBUTE GAIN — Energy, Bludgeoning, SPECIAL — Energy, Sonic, SPECIAL — ABSORBS Piercing, Slashing, 50 pts BREAKDOWNCOMPONENT VALUE 3 ABSORBS Electrical, 130 pts BREAKDOWNCOMPONENT VALUE 20 NOTES Mandalorians don’t fear melee combat, but anything that absorbs NOTES Far more powerful than most forearm shields, when activated, this physical damage brings them a step closer to victory, and these unit absorbs some of the incoming energy to provide good protection forearms shields are a favorite. without the need for bulky generators. ECHANI SHIELD MANDALORIAN POWER SHIELD
USES 5/5 DURATION 200 Seconds or Max USES 5/5 DURATION 200 Seconds or Max Damage Taken ATTRIBUTE GAIN — Damage Taken ATTRIBUTE GAIN — SPECIAL — Energy, Bludgeoning, SPECIAL — ABSORBS Energy, Sonic, ABSORBS Piercing, Slashing, BREAKDOWNElectrical, 100 pts BREAKDOWN 6 COMPONENT VALUE COMPONENT VALUE Electrical, 70 pts NOTES The Echani put much effort into developing a forearm shield that, NOTES An improvement by the Mandalorians on their basic forearm shield, once activated, would allow a mercenary to close on a blaster- this variant proved decisive in several battles with the Republic. wielding enemy relatively unscathed. PRIMAGAMES.COM < 257
, TELOS MINING SHIELD NOMI’S ARMBAND
USES 3/3 DURATION 200 Seconds or Max USES — DURATION — — Damage TakenATTRIBUTE GAIN ATTRIBUTE GAIN +1 Dark Side SPECIAL — Heat, 20 pts SPECIAL —ABSORBS ABSORBS — BREAKDOWN 125 BREAKDOWN COMPONENT VALUE COMPONENT VALUE 5 NOTES Nomi displayed incredible affinity for the Force but only reluctantly NOTES When equipped and activated, these safety energy shields project a pursued Jedi training following the death of her husband, Andur. She safety shield around Telos miners, protecting them from temperature became one of the greatest Jedi of the time, training under Master Thon. extremes, accidental thermal detonations, and laser and plasma burns. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit. VAO’S ARMBAND VERPINE PROTOTYPE SHIELD USES — DURATION —
USES 5/5 DURATION 200 Seconds or Max ATTRIBUTE GAIN DEX +1 SPECIAL — Damage Taken ATTRIBUTE GAIN — ABSORBS — BREAKDOWNCOMPONENT VALUE 75 ABSORBS Energy, Sonic, Cold, Heat, SPECIAL — NOTES Crudely engraved upon this armband are the words “For M Vao—Z” Electrical, 170 pts BREAKDOWNCOMPONENT VALUE 31 NOTES Though manufactured by the Verpine, these forearm shields are LUDO KRESSH’S ARMBAND based on highly modified Arkanian designs. They are must-have items for the professional soldier. USES — DURATION — ATTRIBUTE GAIN STR +1 SPECIAL Defense Bonus: 1 Restricted to Dark Side ARMBAND ABSORBS — BREAKDOWN COMPONENT VALUE 250 USES — DURATION — NOTES Ludo Kressh was a powerful Sith who opposed fellow Sith lord Naga ATTRIBUTE GAIN CON +1 SPECIAL — Sadow in the Great Hyperspace War. This protective armband bears traces of the Dark ABSORBS — BREAKDOWNCOMPONENT VALUE 25 Lord’s once great power. NOTES This band belonged to the Jedi , who was exiled from the Jedi Order following the Mandalorian Wars. Belts SAFETY HARNESS CZERKA UTILITY BELT
SKILLS +1 Demolitions SPECIAL — +2 Demolitions, Repair, SPECIAL — SKILLS
SAVES/ BREAKDOWN Security, Treat Injury BREAKDOWN RESISTANCE — COMPONENT VALUE 5 SAVES/ COMPONENT VALUE ATTRIBUTE GAIN — RESISTANCE — NOTES This Telos mining safety harness is designed to aid a miner in setting ATTRIBUTE GAIN — and removing demolition charges within asteroid mining claims. NOTES This utility belt comes with a variety of tools to assist the wearer with many tasks. It was originally developed by Czerka Corporation for its ADRENALINE AMPLIFIER own maintenance staff and quickly found use throughout the Republic. The user must
have paid points into the Demolitions and Security skills to gain the respective benefits SKILLS — SPECIAL — from this belt. SAVES/ RESISTANCE Reflex +2 BREAKDOWNCOMPONENT VALUE 1 ATTRIBUTE GAIN — ADVANCED ADRENALINE AMPLIFIER NOTES This device improves the wearer’s reflexes by triggering prolonged SKILLS — SPECIAL — bursts of adrenaline. It is thought to be perfectly safe, with only a SAVES/ Reflex +3 BREAKDOWNRESISTANCE COMPONENT VALUE 10 few instances of uncontrolled muscle spasms. ATTRIBUTE GAIN — NOTES This device is an improved version of the basic model, increasing CARDIO-REGULATOR effectiveness with fewer occurrences of side effects. It improves
— — reflexes by triggering prolonged bursts of adrenaline.SKILLS SPECIAL SAVES/ Fortitude +2 BREAKDOWNRESISTANCE COMPONENT VALUE 2 — STRENGTH ENHANCERATTRIBUTE GAIN NOTES This belt monitors heartbeat and breathing and releases chemicals SKILLS — SPECIAL — into the body should either of these become irregular. This gives the SAVES/RESISTANCE Fortitude +1 BREAKDOWNCOMPONENT VALUE 25 wearer a higher fortitude than most. ATTRIBUTE GAIN STR +1 NOTES This belt injects a steady but slow stream of stimulants into the wearer’s bloodstream. SYSTECH CARDIO-REGULATOR
SKILLS — SPECIAL — SAVES/ BREAKDOWN RESISTANCE Fortitude +1 COMPONENT VALUE 35 ATTRIBUTE GAIN CON +1 NOTES Systech improved upon the standard cardio-regulator design by including an intelligent computer system that customizes its param- eters based upon its wearer. 258 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VI: CHARACTER EQUIPMENT HYPER ADRENALINE AMPLIFIER ADRENALINE STIMULATOR
SKILLS — SPECIAL — SKILLS — SPECIAL — SAVES/ BREAKDOWN SAVES/ BREAKDOWN RESISTANCE Reflex +3 COMPONENT VALUE 45 RESISTANCE All +4 COMPONENT VALUE 380 ATTRIBUTE GAIN DEX +1 ATTRIBUTE GAIN DEX +2 NOTES This ingeniously designed belt monitors adrenaline in the wearer’s NOTES his belt endows the wearer with hyper-sensitivity to surroundings and bloodstream. When elevated, the device injects a massive dose of dynamically improves reflexes and reaction time. additional adrenaline, greatly enhancing reaction time. NERVE AMPLIFIER BELT INERTIAL INHIBITOR SKILLS — SPECIAL —
SKILLS — SPECIAL Defense Bonus 1 SAVES/ Immunity: Stun, BREAKDOWNCOMPONENT VALUE 460 SAVES/ — BREAKDOWN RESISTANCE Fear, HorrorRESISTANCE COMPONENT VALUE 65 ATTRIBUTE GAIN DEX +1 ATTRIBUTE GAIN WIS +1 NOTES This belt’s advanced technology suggests an Arkanian design. It eases NOTES This belt monitors the brain, emitting energy waves to reinforce the wearer’s movement, improving reaction time in combat. established patterns and block any outside influence. It’s extremely effective, if mildly uncomfortable. ELECTRICAL CAPACITANCE SHIELD
— JAL SHEY BELTSKILLS SPECIAL — Immunity: 75% vs. BREAKDOWN SKILLS — SPECIAL —SAVES/ COMPONENT VALUE 85 RESISTANCE Electrical SAVES/ BREAKDOWN RESISTANCE Force Resist +14 COMPONENT VALUE 550 ATTRIBUTE GAIN — ATTRIBUTE GAIN WIS +1 NOTES This shielding device, worn around the waist, absorbs and stores NOTES This belt is an improvement upon the earlier efforts by the Jal Shey electrical energy directed at the user, which is then released slowly to protect their minds from the dark side. The Jal Shey concentrate on over a period of time, dissipating harmlessly. The manner of release generates vibra- intellectual study of the Force, seeking to understand it at a mental tions along the inside edge of the shield, giving it the less-than-complimentary level rather than at a spiritual one. Jal Shey are typically exceptional diplomats but are nickname, ‘The Tingler.’ less successful in physical pursuits. THERMAL SHIELD GENERATOR MULTISHIELD GENERATOR
SKILLS — SPECIAL — SKILLS — SPECIAL — SAVES/ RESISTANCE Immunity: 75% vs. Fire BREAKDOWNCOMPONENT VALUE 110 SAVES/ Immunity: 50% vs. BREAKDOWNCOMPONENT VALUE 640 ATTRIBUTE GAIN — RESISTANCE Electrical, Fire, Ion NOTES This generator forms a magnetic shield around the wearer that, while ATTRIBUTE GAIN — ineffective against most modern weaponry, allows for the ablation of NOTES This belt combines the functions of the electrical capacitance shield directed heat attacks, generally in the form of fire. and the thermal shield generator, providing versatile protection. CNS STRENGTH ENHANCER TECH SPECIALIST BELT
SKILLS — SPECIAL — +2 Awareness, +3 Treat SPECIAL — SAVES/ RESISTANCE All +2 BREAKDOWN 185 Injury, +4 Computer COMPONENT VALUE SKILLS BREAKDOWNUse, Demolitions, Security, COMPONENT VALUE 910 ATTRIBUTE GAIN STR +2 +5 Repair NOTES An experimental system that amplifies power signals along the length SAVES/ RESISTANCE — of the central nervous system, this generator, attached to a belt, ATTRIBUTE GAIN DEX +2, STR +1 provides greater impulses to all muscles, as well as a resistance to all sorts of perturbations of the user’s system. NOTES This practical and unassuming belt is prized by both scoundrel-types and those desiring to create more potent upgrades. The user must have paid points into the Demolitions and Security skills to gain the respective benefits from this belt. EXCHANGE UTILITY BELT
+3 Computer Use, Demolitions, SPECIAL — ARATECH CARDIO-REGULATOR SKILLS Repair, Security BREAKDOWN 235 SAVES/ COMPONENT VALUE SKILLS — SPECIAL — RESISTANCE — SAVES/ Fortitude +1 BREAKDOWN 1,000 ATTRIBUTE GAIN DEX +1, STR +1 RESISTANCE COMPONENT VALUE ATTRIBUTE GAIN CON +3, STR +1 NOTES Ostensibly used by mechanics, this belt’s variety of equipment can aid in many more nefarious tasks as well. The user must have paid points NOTES With its improved performance and lack of negative side effects, into the Demolitions and Security skills to gain the respective benefits from this belt. the Aratech cardio-regulator is a favorite with more experienced mercenaries. IMMUNITY BELT GNS STRENGTH ENHANCER
SKILLS — SPECIAL Attack Modifier -1 SKILLS — SPECIAL — 5 vs. Bludgeoning, BREAKDOWN SAVES/ COMPONENT VALUE SAVES/ — BREAKDOWN 1,090 RESISTANCE Energy, Piercing, RESISTANCE COMPONENT VALUE Slashing ATTRIBUTE GAIN STR +4 ATTRIBUTE GAIN CON +1 NOTES This generator is a high-powered version of the experimental CNS NOTES This awkward and thick belt protects the wearer from attacks but strength enhancer. It emphasizes the increase in muscle performance hinders movement slightly. It is most often utilized by experienced combatants who are and lacks the protective capabilities of the earlier model. not meaningfully hindered by the belt’s clumsiness. PRIMAGAMES.COM < 259
, QEL-DROMA BELT ERIADU STEALTH UNIT
SKILLS — SPECIAL — SKILLS +6 Stealth SPECIAL — BREAKDOWN SAVES/ BREAKDOWN SAVES/ Immunity: 20% vs. COMPONENT VALUE 1,180 RESISTANCE — COMPONENT VALUE 145 RESISTANCE Dark Side, Light Side ATTRIBUTE GAIN DEX +2 ATTRIBUTE GAIN CHA +1, WIS +1 NOTES This sophisticated Eriadu stealth mode unit expertly camouflages the NOTES The Qel-Droma family has produced many powerful Force sensitives. user. Opponents must make an Awareness check versus the user’s Some, such as Cay Qel-Droma, have been shining examples of the Stealth skill +6 or remain unaware of them. The belt additionally strength of the Force. Others, like Cay’s brother Ulic, have fallen prey to the temptations helps shield the user from sonic attacks. The user must have paid points into the Stealth of the dark side. skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. IMMORTALITY BELT DEFEL MIMICKER
SKILLS — SPECIAL Attack Modifiers -2 SKILLS +8 Stealth SPECIAL — 10 vs. Bludgeoning, BREAKDOWN SAVES/ COMPONENT VALUE 1,270 SAVES/ — BREAKDOWN 730 RESISTANCE Energy, Piercing, RESISTANCE COMPONENT VALUE Slashing ATTRIBUTE GAIN DEX +3 ATTRIBUTE GAIN CON +1 NOTES The Defel are a small bipedal species of mammals who hail from the NOTES This device is an enhanced version of the immunity belt. Though not planet Af’El. Because of the bizarre conditions on their homeworld, actually granting immortality, this belt provides impressive protection from many the Defel naturally appear as vague shadows. This device seeks to types of attack. duplicate that effect. Opponents must make an Awareness check versus the user’s Stealth skill +8 or remain unaware of them. The belt additionally helps shield the user from sonic JAL SHEY MENTOR BELT attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat
— — disrupts the field, but mundane tasks do not.SKILLS SPECIAL SAVES/ Force Resist +20 BREAKDOWNRESISTANCE COMPONENT VALUE 1,450 FROZIAN SCOUT BELT ATTRIBUTE GAIN WIS +2 NOTES This belt is an improvement upon the earlier efforts by the Jal Shey SKILLS +3 Stealth SPECIAL Defense Bonus: 1 to protect their minds from the dark side. The Jal Shey concentrate on SAVES/ BREAKDOWNRESISTANCE — COMPONENT VALUE 820 intellectual study of the Force, seeking to understand it at a mental ATTRIBUTE GAIN DEX +3 level rather than at a spiritual one. Jal Shey are typically exceptional diplomats but are NOTES The Frozian are a species of large, gangly mammalian bipeds from less successful in physical pursuits. the lush paradise of Froz. They employ the belts to help compensate for their typical clumsiness. Opponents must make an Awareness STEALTH FIELD GENERATOR check versus the user’s Stealth skill +3 or remain unaware of them. The belt additionallyhelps shield the user from sonic attacks. The user must have paid points into the Stealth SKILLS — SPECIAL — skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. SAVES/ — BREAKDOWNRESISTANCE COMPONENT VALUE 3 ATTRIBUTE GAIN — ERIADU STEALTH UNIT NOTES This device enables stealth mode, a camouflage field that hides the user. SKILLS +10 Stealth SPECIAL — Opponents must make an Awareness check versus the Stealth of the user SAVES/ — BREAKDOWN 1,360 or remain unaware of them. The user must have paid points into the RESISTANCE COMPONENT VALUE Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. ATTRIBUTE GAIN DEX +4 NOTES The echo belt is a top-of-the-line stealth device used by the wealthiest ARATECH SD BELT and the deadliest. Opponents must make an Awareness check versusthe user’s Stealth skill +6 or remain unaware of them. The belt
SKILLS +2 Stealth SPECIAL — additionally helps shield the user from sonic attacks. The user must have paid points into Immunity: 25% BREAKDOWN the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not.SAVES/ COMPONENT VALUE 15 RESISTANCE vs. Sonic ATTRIBUTE GAIN — NOTES This Aratech sound-dampening belt reduces all sound that the user might make. Opponents must make an Awareness check versus the user’s Stealth skill +2 or remain unaware of them. The belt additionally helps shield the user from sonic attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. EXCHANGE SHADOW CASTER
SKILLS +2 Awareness, +4 Stealth SPECIAL — SAVES/ BREAKDOWN RESISTANCE — COMPONENT VALUE 55 ATTRIBUTE GAIN DEX +1 NOTES This unit was developed by the Exchange as an escape tool for their members on worlds where the authorities outnumber the Exhange population. It refines the stealth mode field to better camouflage the user. Opponents must make an Awareness check versus the user’s Stealth skill +4 or remain unaware of them. The belt additionally helps shield the user from sonic attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. 260 > PRIMA OFFICIAL GAME GUIDE, Appendix VII: Droid Parts and Armaments Droid Utility Items DROID OPTIMIZED INTERFACE DROID DURABILITY UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN CON +1 SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE Fortitude +2 SPECIAL — SKILLS +2 Computer Use BREAKDOWN BREAKDOWNCOMPONENT COST 1 SKILLS — COMPONENT COST 30 BONUS
FEATS — BONUSFEATS — NOTES This interface is streamlined for more efficient and more effective NOTES This module increases the droid’s survivability by creating redundant interactions with computer terminals. programs and upgrading the self-repair software. DROID STABILIZATION SUBROUTINE DROID AGILITY UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN DEX +1 SAVES/ SAVES/ RESISTANCE — SPECIAL — RESISTANCE Reflex +2 SPECIAL — SKILLS +4 Demolitions BREAKDOWN BREAKDOWNCOMPONENT COST 2 SKILLS — COMPONENT COST 45 BONUS — BONUSFEATS FEATS — NOTES This module provides extra computing power for the droid’s NOTES This module increases the droid’s agility by creating new programs to motivators and actuators, allowing it to make smoother and more run its motivators and increase its reaction time. subtle movements…two very handy things to have when disarming a mine. DROID STRENGTH UPGRADE DROID MACHINE INTERFACE FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN STR +1
FEATS Droid Upgrade Class II — SAVES/REQUIRED ATTRIBUTE GAIN RESISTANCE Fortitude +2 SPECIAL — SAVES/ RESISTANCE — SPECIAL — SKILLS — BREAKDOWN
COMPONENT COST 60 SKILLS +4 Repair BREAKDOWN BONUSCOMPONENT COST 3 FEATS — BONUS NOTES FEATS — This module increases the droid’s strength by removing most of the NOTES This interface is designed to interact with most standard types of factory-installed safety restrictions put in place during its manufacture. droids, machines, and equipment, allowing complex and detailed analysis of problems to be sent to the droid for reference. DROID EXCHANGE INTERFACE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — DROID LOCKOUT BYPASS SAVES/RESISTANCE — SPECIAL — FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SKILLS +3 Computer Use, +6 Security BREAKDOWN
COMPONENT COST 80 SAVES/ RESISTANCE — SPECIAL — BONUS
FEATS — SKILLS +3 Computer Use, Security BREAKDOWN 5 NOTESCOMPONENT COST Most droids that work for the Exchange don’t always have the proper BONUS — key codes needed to open doors. This interface solves that problem—ifFEATS NOTES This interface is designed to bypass most standard lockout and you can find it on the black market. security measures common among mass-produced terminals. DROID REMOTE INTERFACE DROID PARABOLIC GUIDES FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — SAVES/RESISTANCE — SPECIAL — SAVES/ RESISTANCE — SPECIAL — SKILLS -3 Awareness, +10 Security BREAKDOWNCOMPONENT COST 100 SKILLS — BREAKDOWN BONUSCOMPONENT COST 10 FEATS — BONUS Weapon Focus, Proficiency: NOTES This interface uses a wireless signal to completely bypass security FEATS Grenades hardware and countermeasures. This signal takes much of the droid’s NOTES These modifications tie directly into the droid’s “throwing arm” and power to maintain, however, and a loss of cognitive awareness is the result. provide multiple trajectory possibilities and solutions for thrown munitions. DROID ANATOMY UPGRADE DROID MOTIVATOR BOOSTER FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN DEX +1 SAVES/ RESISTANCE — SPECIAL Attack Modifier +3 vs. HumanSAVES/ RESISTANCE — SPECIAL Defense Bonus: 2 SKILLS +5 Treat Injury BREAKDOWN 130 SKILLS — BREAKDOWN COMPONENT COSTCOMPONENT COST 15 BONUS BONUS — FEATS — FEATS NOTES This upgrade provides the droid with numerous files and other NOTES This module ties directly in with your droid’s motivators, increasing reference material relating to the anatomy of humanoid creatures, their output drastically. Even the most sluggish droids will show a giving the droid an intimate knowledge of their strengths and weaknesses. marked improvement. PRIMAGAMES.COM < 261
, DROID AUTOMATED REPAIR UPGRADE DROID SINGULARITY PROJECTOR FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — FEATSREQUIRED — ATTRIBUTE GAIN — SAVES/ SAVES/ RESISTANCE — SPECIAL Regenerate 1 RESISTANCE — SPECIAL Usable by G0-T0 SKILLS — BREAKDOWNCOMPONENT COST 170 SKILLS +10 Stealth BREAKDOWNCOMPONENT COST 300 BONUS
FEATS Regenerate Vitality Points BONUS Caution, Improved, Master FEATS
NOTES This upgrade enhances your droid’s self-diagnostics and self-repair Caution capability, allowing it to sustain itself by scavenging parts from the NOTES While it is unknown where the technology came from to create such a environment as well as from its own noncritical systems. device on such a small scale, the outcome is well worth any possible compatibility dangers. This unit actually folds space around the droid, not only making it appear to be DROID SOURCE RIPPER gone, but also actually ripping it out of normal space—the droid is gone. FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — DROID STEALTH BOOSTER SAVES/ RESISTANCE — SPECIAL — FEATS +10 Computer Use BREAKDOWN REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN —SKILLS COMPONENT COST 225 SAVES/ BONUS — RESISTANCE — SPECIAL Useable by G0-T0FEATS SKILLS BREAKDOWN NOTES This interface allows the droid to see the original coding used to +5 Stealth COMPONENT COST 300 BONUS
create a computer system, thus allowing unprecedented access to FEATS — subsystems that even the programmer might not have known to exist. NOTES This unit coaxes more power out of existing stealth unit circuitry, improving its effect notably. DROID SYSTEMS UPGRADE G0-T0 TARGETING MODULE FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN CON +1, DEX +1, INT +3 FEATS SAVES/ REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — RESISTANCE — SPECIAL — SAVES/ SKILLS — BREAKDOWN 290 RESISTANCE — SPECIAL Useable by G0-T0 COMPONENT COST BREAKDOWN BONUS SKILLS —— COMPONENT COST FEATS Power Blast, Rapid Shot, NOTES Using higher mathematics and an advanced binary language, this BONUS Sniper Shot, Improved Power upgrade completely rewrites the droid’s system software to be more FEATS Blast, Improved Rapid Shot, efficient, more powerful, and much faster. Improved Sniper Shot NOTES This droid auxiliary processor provides exceptional ranged combat abilities. DROID SELF-SUSTAINING UNIT FEATS
REQUIRED — ATTRIBUTE GAIN Regenerate: 3 SAVES/ RESISTANCE — SPECIAL Useable by T3-M4 SKILLS — BREAKDOWNCOMPONENT COST 300 BONUS
FEATS Regenerate Vitality Points NOTES By reprogramming its internal systems, this upgrade takes the droid’s built-in diagnostic routines to the next step: self-repair. Through several closely guarded processes, the droid can actually sustain and repair itself, regardless of availability of repair kits. Droid Sensor Items DROID ASSASSINATION MODULE DROID MOTION TRACKER FEATS
REQUIRED — ATTRIBUTE GAIN — FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SAVES/ RESISTANCE — SPECIAL Usable by HK-47, Attacker Modifier +3 SAVES/ RESISTANCE — SPECIAL Attack Modifier +1 SKILLS — BREAKDOWNCOMPONENT COST 300 SKILLS +2 Awareness BREAKDOWN
COMPONENT COST 1 BONUS Precise Shot I, II, III; BONUSFEATS — FEATS Targeting I, II, III NOTES A droid enhancement that increases the perception and tracking of NOTES Not much is known about the inner workings of these modules, but targets in combat. one thing is for certain: they work. DROID SURVEILLANCE UPGRADE DROID OMNISCIENCE UNIT FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN DEX +1 FEATS — ATTRIBUTE GAIN — SAVES/REQUIRED RESISTANCE — SPECIAL — SAVES/ Immunity to Critical Hits SPECIAL Useable by G0-T0, Attacker Modifier +3 +3 Awareness, BREAKDOWNRESISTANCE SKILLS COMPONENT COST 2 SKILLS +10 Awareness, BREAKDOWN +1 Demolitions COMPONENT COST 300 +5 Demolitions BONUSFEATS — BONUS
FEATS — NOTES An upgrade designed for light scout droids and other listening NOTES This sensor array has unique technology that allows the droid to models. basically know what is going on around it at all times. 262 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VII: Droid Parts and Armaments DROID UPGRADE SLOT DROID WARFARE UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN DEX +2 SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE — SPECIAL Attack Modifier +3 SKILLS — BREAKDOWN BREAKDOWNCOMPONENT COST 15 SKILLS — COMPONENT COST 80 BONUS
FEATS Droid Upgrade Class II Weapon Proficiency, Focus;BONUS NOTES This module reprograms a droid’s systems to allow upgrades that FEATS Specialization: Blaster Pistol,Blaster Rifle normally would be too advanced for that droid to handle. NOTES A highly complex module with near unlimited learning capacity and highly modifiable software. A costly alternative to training, these modules were designed to create master DROID REFERENCE DATABASE generals, tacticians, and assassins in as long as it takes to install. FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SAVES/ RESISTANCE — SPECIAL Attack Modifier +2 vs. Droids DROID BATTLE UPGRADE SKILLS +4 Repair BREAKDOWNCOMPONENT COST 5 FEATSREQUIRED — ATTRIBUTE GAIN DEX +1 BONUS
FEATS — SAVES/RESISTANCE — SPECIAL Attack Modifier +3 NOTES This unit provides your droid with a library of schematics that it can SKILLS — BREAKDOWNCOMPONENT COST 30 draw on when repairing or dismantling technology. BONUS Weapon Proficiency, Focus; FEATS Blaster Pistol, Blaster Rifle DROID SYSTEM FORTIFICATION NOTES This module is a step up from the droid fighting upgrade and provides FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — your droid with a library of countless tactical engagements to draw upon for reference. SAVES/ RESISTANCE 10 vs. Ion SPECIAL — SKILLS — BREAKDOWN 10 ENHANCEMENT: RAPID SHOTCOMPONENT COST BONUS — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS NOTES This module carefully monitors and regulates the circuitry of the droid, SAVES/RESISTANCE — SPECIAL — preventing minor spikes and fluctuations from causing disruptions. SKILLS — BREAKDOWNCOMPONENT COST 130 BONUS Improved, Master Rapid DROID FIGHTING UPGRADE FEATS Shot, Rapid Shot
FEATS Droid Upgrade Class II ATTRIBUTE GAIN — NOTES These upgrades offer powerful new tactics to be hardwired directlyREQUIRED SAVES/ — Attack Modifier +2 into your droid’s combat algorithms.RESISTANCE SPECIAL SKILLS +2 Awareness BREAKDOWNCOMPONENT COST 3 ENHANCEMENT: SNIPER SHOT BONUS WP Blaster Pistol, FEATS Blaster Rifle FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — NOTES This module is designed to give your droid a tactical advantage in SAVES/RESISTANCE — SPECIAL — combat by increasing its sensor range, reflexes, and logic systems. SKILLS — BREAKDOWNCOMPONENT COST 170 Improved Sniper Shot, DROID ADVANCED UPGRADE SLOT BONUSFEATS Master Sniper Shot FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — NOTES These upgrades offer powerful new tactics to be hardwired directly SAVES/ RESISTANCE — SPECIAL — into your droid’s combat algorithms. SKILLS — BREAKDOWNCOMPONENT COST 100 BONUS
FEATS Droid Upgrade Class III ENHANCEMENT: POWER BLAST NOTES This module reprograms a droid’s systems to allow upgrades that FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — normally would be too advanced for that droid to handle. SAVES/ RESISTANCE — SPECIAL — SKILLS — BREAKDOWNCOMPONENT COST 225 DROID PERCEPTION SENSORS BONUS Power Blast, Improved Power
FEATS FEATS REQUIRED Droid Upgrade Class III — Blast, Master Power Blast ATTRIBUTE GAIN SAVES/ Defense Bonus 1 SPECIAL Attacker Modifier +2 NOTES These upgrades offer powerful new tactics to be hardwired directlyRESISTANCE +8 Awareness, BREAKDOWN 45 into your droid’s combat algorithms.SKILLS COMPONENT COST+2 Demolitions BONUS
FEATS — DROID MICRO-OPTICS NOTES This sensor cluster scans the entire light spectrum and audio FEATSREQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — frequencies well beyond the range of most organic beings, making it near impossible for SAVES/ RESISTANCE — SPECIAL —something to occur within the droid’s perceptive range without it knowing about it. SKILLS +10 Demolitions BREAKDOWNCOMPONENT COST 290 BONUS Improved Caution, DROID MEMORY UPGRADE FEATS Master Caution FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN INT +2 NOTES This sensor array includes several optical sensors that can see SAVES/ RESISTANCE — SPECIAL — changes in substances at the molecular level, allowing the droid to more accurately SKILLS +5 Computer Use BREAKDOWN 60 identify hazardous materials.COMPONENT COST BONUS
FEATS — NOTES This upgrade provides extra memory banks and computing power that can be integrated seamlessly with its existing programming. PRIMAGAMES.COM < 263
, Droid Special Weapons
Using these items consumes one charge. These items are automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory. BLOWTORCH DROID FLAMETHROWER FEATS
REQUIRED Droid Upgrade Class I SAVE DC 15, Half Damage FEATSREQUIRED Droid Upgrade Class I SAVE — USES 10/10 RANGE Short USES — RANGE Short DAMAGE 6, Heat BREAKDOWN BREAKDOWNCOMPONENT COST 5 DAMAGE 1–10, Fire COMPONENT COST 5 ON HIT — ON HIT — NOTES This droid-mounted acetylene blowtorch can be used as an improvised NOTES Designed for extermination and pest control, these devices can also weapon, inflicting minor heat damage over an area. be used on larger beings. ADVANCED BLOWTORCH DROID ION STRIKER FEATS
REQUIRED Droid Upgrade Class I SAVE DC 15, Half Damage FEATSREQUIRED Droid Upgrade Class II SAVE — USES 10/10 RANGE Short USES — RANGE Short DAMAGE 12, Heat BREAKDOWNCOMPONENT COST 10 DAMAGE 2–20, Ion BREAKDOWNCOMPONENT COST 22 ON HIT — ON HIT — NOTES This droid-mounted advanced blowtorch can be used as an improved NOTES The ion striker is used by security droids to disable and destroy other weapon, inflicting heat damage over an area. While an industrial droids, whether they are assassins or simply malfunctioning. tool, its advanced hydrocarbon fuel is closer to military-grade incendiaries than the more common acetylene. DROID MAGMA EJECTOR FEATS DROID CARBONITE PROJECTOR REQUIRED Droid Upgrade Class II SAVE —
USES — RANGE Short FEATS
REQUIRED Droid Upgrade Class II SAVE DC 15, Half Damage, Paralyze Reduced BREAKDOWN 10/10 to 3 Seconds DAMAGE 2–20, Fire COMPONENT COST 30 USES ON HIT — DAMAGE 20, Cold RANGE Medium NOTES Paralyze, 100% for 9 Seconds BREAKDOWN 45 An upgrade of the standard flamethrower, this device actually shoots ON HIT COMPONENT COST streams of superheated magma. There is very little practical use for NOTES Typically used for long-term storage of perishable goods, these tools can such devices, but they are sought after by military powers for their devastating effect be turned on human targets with reasonable certainty of the outcome. on morale. DROID ADVANCED CARBONITE PROJECTOR DROID MULTI-SPECTRAL EMITTER FEATS
REQUIRED Droid Upgrade Class III SAVE DC 20, Half Damage, Paralyze Reduced FEATS
REQUIRED Droid Upgrade Class III SAVE — to 9 Seconds USES 10/10 USES — RANGE Short DAMAGE 40, Cold RANGE Medium 2–12 Electrical, BREAKDOWNDAMAGE COMPONENT COST 290 ON HIT Paralyze, 100% for 15 Seconds BREAKDOWN 100 Energy, IonCOMPONENT COST ON HIT NOTES Typically used for long-term storage of perishable goods, these tools — can be turned on human targets with reasonable certainty of the NOTES These highly destructive beams are typically mounted on heavy armor outcome. This advanced model uses a more efficient projector that can freeze greater tanks and used to decimate an opposing army’s vehicles. volumes quicker. DROID NEURAL PACIFIER DROID BIO-ASSAULT SPRAY FEATSREQUIRED Droid Upgrade Class I SAVE DC 10, Negate FEATS
REQUIRED Droid Upgrade Class III SAVE DC 22, to Negate Slow USES — RANGE Short USES — RANGE Short DAMAGE Attribute: 1–4 DEX BREAKDOWNCOMPONENT COST 3 DAMAGE 2–20, Acid BREAKDOWN 80 ON HITCOMPONENT COST — ON HIT Poisoned, Virulent NOTES By slowing the neural impulses of the victim, this device can effec- NOTES Illegal in most civilized societies, the bio-assault spray upgrade essen- tively cripple them into submission. tially breaks the target down at the molecular level, often leaving behind nothing more than a gray ooze. DROID NEURAL SCRAMBLER FEATS
REQUIRED Droid Upgrade Class II SAVE — DROID CHARGE ARM USES — RANGE Short FEATS
REQUIRED Droid Upgrade Class I SAVE DC 10, Negate Slow DAMAGE Attribute: 1–6 DEX BREAKDOWN
COMPONENT COST 15 USES — RANGE Short ON HIT Slowed 50% for 12 Seconds, DC 18. Stunned, 25% for 12 DAMAGE — BREAKDOWNCOMPONENT COST 1 Seconds, DC 14 ON HIT Stunned, 25% for 6 Seconds NOTES More powerful than the pacifier, the neural scrambler is used to overload the victim’s NOTES This device fires a beam that is disruptive to the neural pathways of neural pathways to the point of losing consciousness. biological creatures. 264 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VII: Droid Parts and Armaments DROID PLASMA THROWER DROID SHOCK ARM FEATS
REQUIRED Droid Upgrade Class III SAVE — FEATS
REQUIRED Droid Upgrade Class I SAVE Fortitude DC 5 + Attacker’s Level for — Short T2-M4 only Half DamageUSES RANGE USES DAMAGE 2–20 Fire, 2–20 Energy BREAKDOWNCOMPONENT COST 60 Special (1–6, 10–60), RANGE Short DAMAGE Electrical BREAKDOWNON HIT — COMPONENT COST — ON HIT NOTES Ionized gas is pumped though this upgrade and burns through most — known metals in seconds. It is designed for rescue droids who NOTES This unit is a popular upgrade for utility droids in that it is well sometimes need to make holes in starships’ heavily armored hulls. 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 DROID SCRAMBLER MARK I maximum of 10 levels (10–60 points). FEATS
REQUIRED Droid Upgrade Class I SAVE — DROID TOXIN EMITTER USES — RANGE Short FEATS
DAMAGE 1–8 Ion vs. Droid BREAKDOWN 130 REQUIRED Droid Upgrade Class II SAVE DC 10 to Negate EachCOMPONENT COST DC10 Save or Be Destroyed USES — RANGEON HIT Short BREAKDOWN
NOTES The “scrambler” was developed by Aratech and marketed toward DAMAGE — COMPONENT COST 7 customers who were faced with massive droid armies. Sending a Paralyzed 25% for 6 Seconds.ON HIT pulse of highly charged ions, this weapon destroys the electronics of opposing droids. Poisoned, Mild Weakness NOTES This small canister fits under a droid’s plating and when activated, DROID SCRAMBLER MARK II releases a small cloud of toxic gas. FEATS
REQUIRED Droid Upgrade Class II SAVE — FIRE SUPPRESSION SYSTEM USES — RANGE Short FEATS
BREAKDOWN REQUIRED Droid Upgrade Class I DC 15 for Half Damage and IgnoreDAMAGE 1–12 Ion vs. Droid SAVECOMPONENT COST 170 USES 10/10 Paralyze Effect ON HIT DC14 Save or Be Destroyed DAMAGE 1–10, Cold RANGE Short NOTES The mark II is a more powerful version of the mark I, delivering a stronger beam of intense ionic energy directly into the victim’s circuitry. ON HIT Paralyze, 25% for 6 Seconds BREAKDOWN
COMPONENT COST 7 NOTES This item uses a high-pressure agent to douse flames and cool criti- DROID SCRAMBLER MARK III cally overheating systems. The agent is comprised of two naturallyoccurring gases and a synthetic compound similar to those used in carbonite freezing, FEATS
REQUIRED Droid Upgrade Class III SAVE — producing a chemical stream cold enough to be used as an improvised weapon. USES — RANGE Short DAMAGE 2–20 Ion vs. Droid BREAKDOWNCOMPONENT COST 225 ON HIT DC18 Save or Be Destroyed NOTES The mark III is an expensive upgrade to the mark II and is the most feared weapon by droid army commanders. Droid Plating IMPACT ARMOR ITEMS Impact armor is designed to help absorb some of the wear and tear droids can take in an active workplace and save the chassis from major damage. DROID IMPACT ARMOR MARK I DROID AGRINIUM ARMOR
FEATS ATTRIBUTE FEATS ATTRIBUTE REQUIRED Droid Upgrade Class I GAIN — REQUIRED Droid Upgrade Class I GAIN — DEFENSE 3 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 3 BONUS 3 COMPONENT COST 352 SAVES/ RESISTANCE — SAVES/ Immunity 75% vs. RESISTANCE
NOTES Little more than a dust cover for the internal components of droids, Electrical, Energy, Fire mark I is as light as they come. NOTES Agrinium is used to create solar sails and is highly resilient to all forms of radiation. Applied to droid armor, it creates a highly DROID IMPACT ARMOR MARK II effective barrier against many forms of damage. This armor is used on lightweight repair
droids that maintain the sails on deep space sail ships. FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTEGAIN — DEFENSE
BONUS 4 BREAKDOWN
COMPONENT COST 22 MODULAR PLATING ITEMS SAVES/ RESISTANCE — Modular plating was designed as a lightweight yet durable substitute for heavier, more NOTES The first in the series to be seriously considered armor, the mark II cumbersome armor. provides a decent, uniform covering. DROID MODULAR PLATING MARK I DROID IMPACT ARMOR MARK III FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTEGAIN — FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTEGAIN — DEFENSE BREAKDOWNBONUS 4 COMPONENT COST 7 DEFENSE 5 BREAKDOWNBONUS COMPONENT COST 82 SAVES/RESISTANCE — SAVES/ RESISTANCE — NOTES The mark I series is used primarily on droids in diplomatic situations NOTES Mark III provides the most protection available for noncombat droids where discretion is more important than defense. and increases their survivability in hostile situations. PRIMAGAMES.COM < 265
, DROID MODULAR PLATING MARK II DROID QUADRANIUM ARMOR
FEATS Droid Upgrade Class II ATTRIBUTEREQUIRED GAIN — FEATS ATTRIBUTE REQUIRED Droid Upgrade Class II GAIN — DEFENSE 5 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 127 BONUS 4 COMPONENT COST 825 SAVES/ RESISTANCE — Immunity 25% vs.SAVES/ Electrical, Energy, NOTES The mark II has become the standard, given its high protection versus RESISTANCE Fire, Sonic weight ratio and is used in almost every droid army. NOTES Quadranium is an incredibly strong element used in the manufacture of starship fuel tanks. It was first applied to droid armor by Aratech DROID MODULAR PLATING MARK III during the development of droids that could be sent to clean starship engines and fuel FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE tanks without sustaining any damage.GAIN — DEFENSE 6 BREAKDOWNBONUS COMPONENT COST 217 SAVES/ RESISTANCE — DROID CAPACITOR ARMOR NOTES The mark III is the pinnacle of lightweight, high-impact protection FEATS ATTRIBUTEREQUIRED Usable by HK-47 GAIN — using exotic materials and highly detailed manufacturing techniques. DEFENSE 13 BREAKDOWNBONUS COMPONENT COST 300 SAVES/ Immunity 75% vs. RESISTANCE Electrical, Energy, Ion NOTES Based on an inverse architecture of energized armor, capacitor armor actually absorbs incoming energy and converts it into usable power for the droid’s internal power source. The rest of the energy is dissipated harmlessly into the environment around the droid. DURASTEEL PLATING ITEMS Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids. DROID DURASTEEL PLATING MARK I DROID DURASTEEL PLATING MARK III
FEATS FEATSDroid Upgrade Class I ATTRIBUTE — REQUIRED Droid Upgrade Class III ATTRIBUTEREQUIRED GAIN GAIN — DEFENSE 8 BREAKDOWN DEFENSE 12 BREAKDOWN BONUS COMPONENT COST 52 BONUS COMPONENT COST 1,095 SAVES/ SAVES/ RESISTANCE — RESISTANCE — NOTES The mark I uses an alloy blend that cuts the weight but at a cost to NOTES The mark III is the heaviest mass-produced armor available on the the durability. open market. DROID DURASTEEL PLATING MARK II DROID DIATIUM PLATING FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE — FEATS
REQUIRED Droid Upgrade Class 3 ATTRIBUTE DEX -2GAIN GAIN DEFENSE 10 BREAKDOWN DEFENSE 13 BREAKDOWN 1,180BONUS COMPONENT COST 570 BONUS COMPONENT COST SAVES/ — Immunity 90% vs.RESISTANCE SAVES/ Bludgeoning, Piercing, NOTES The mark II is the standard heavy armor used in large military droids RESISTANCE Slashing and vehicles. NOTES Diatium is used in the construction of armor sheets that protect vital military installations and structures that are in close proximity to asteroid fields. Prohibitively heavy and expensive to shape on such a small scale, only a few sets of diatium droid armor are known to have actually been made. ENERGIZED ARMOR ITEMS
Energized armor draws on the droid’s power source and applies a current through a specially designed matrix on the armor. This energy matrix binds the molecules of the armor together to create a nearly impenetrable physical barrier. Extremely difficult to manufacture, energized armor takes years to produce, thus making this the most expensive droid armor on the open market. DROID ENERGIZED ARMOR MARK I DROID ENERGIZED ARMOR MARK III FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE — FEATS Droid Upgrade Class II ATTRIBUTEGAIN REQUIRED GAIN — DEFENSE 14 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 1,275 BONUS 14 COMPONENT COST 1,487 SAVES/ RESISTANCE Fortitude +5 90% vs. Bludgeoning,SAVES/ RESISTANCE Piercing, Slashing, DROID ENERGIZED ARMOR MARK II Fortitude +5
FEATS Droid Upgrade Class II ATTRIBUTEREQUIRED GAIN — DEFENSE 14 BREAKDOWNBONUS COMPONENT COST 1,387 5% vs. Bludgeoning, SAVES/ RESISTANCE Piercing, Slashing,Fortitude +5 266 > PRIMA OFFICIAL GAME GUIDE, Droid Shields DROID DEFENSE BARRIER DROID ENERGY COLLECTOR FEATS
REQUIRED Droid Upgrade Class I DURATION 200 Seconds or Max FEATS
REQUIRED Droid Upgrade Class I 200 Seconds or Max 10/10 Damage Taken DURATION
USES 10/10 Damage TakenUSES Energy, Sonic, Cold, Heat, RANGE — Energy, Sonic, Cold, Heat, RANGE — ABSORBS Ion 60 Points Total BREAKDOWN — ABSORBS BREAKDOWNCOMPONENT COST Ion 80 Points Total COMPONENT COST 5 NOTES The Droid Defense Barrier is the standard for units in droid armies, NOTES Initially designed to resist the harsh conditions of factory floors, these providing decent protection at a reasonable cost to the buyer. shields provide a droid with basic protection against a broad array of effect. The power drain is significant however, and they must be replaced regularly. DROID DEFLECTOR MARK I
FEATS Droid Upgrade Class I 200 Seconds or Max DROID RENEWABLE SHIELDREQUIRED DURATION USES 10/10 Damage Taken FEATSREQUIRED Droid Upgrade Class III DURATION 200 Seconds or Max Damage Taken Energy, Electrical, Ion 50 RANGE — USES Unlimited ABSORBS Points Total BREAKDOWN RANGE Usable by T3-M4COMPONENT COST 1 Energy, Sonic, Cold, Heat, ABSORBS
NOTES Deflectors provide limited protection against all types of energy. Mark Ion 80 Points Total BREAKDOWNCOMPONENT COST 10 I shields are used primarily by astromech droids to protect their NOTES Through a complex ambient energy collection system, these shields chassis from the particulate radiation they come into contact with when exposed to can be maintained and renewed without the replacement of the unit, open space. allowing for this shield to be raised and lowered nearly an infinite amount of times. DROID DEFLECTOR MARK II DROID UNITY GRID MARK I FEATS
REQUIRED Droid Upgrade Class II DURATION 200 Seconds or Max FEATS Droid Upgrade Class IDamage Taken REQUIRED DURATION 200 Seconds or Max USES 10/10 10/10 Damage TakenUSES Energy, Electrical, Ion 70 RANGE — RANGE — ABSORBS Points Total BREAKDOWN Energy, Sonic, Cold, Heat, ABSORBS
COMPONENT COST 2 Ion 110 Points Total BREAKDOWNCOMPONENT COST 67 NOTES Deflectors provide limited protection against all types of energy. Mark NOTES This shielding module creates overlapping shield vectors and then II are more robust than the Mark I, allowing a droid to stay exposed unifies them into a single shield, greatly increasing its absorption to space, even when passing close to stars. capacity as a result. DROID DEFLECTOR MARK III FEATS
REQUIRED Droid Upgrade Class III DURATION 200 Seconds or Max 10/10 Damage TakenUSES Energy, Electrical, Ion 100 RANGE — ABSORBS Points Total BREAKDOWNCOMPONENT COST 10 NOTES Deflectors provide limited protection against all types of energy. The Mark III is the most cost-effective of the heavy droid shielding systems, providing decent protection from focused energy. Appendix VIII: Medical Items, Stimulants,
and Miscellany Medical Items MEDPAC ADVANCED MEDPAC
USES Single BREAKDOWN 20 USES Single BREAKDOWNCOMPONENT COST COMPONENT COST 40 CREATALE Yes (Treat Injury 1) CREATALE Yes (Treat Injury 10) NOTES A medpac contains essential equipment for the treatment of wounds. NOTES An advanced medpac contains an improved array of equipment for They cannot be used by droids. Basic medpacs heal 10 vitality points the treatment of wounds. They cannot be used by droids. Advanced + WIS modifier + user’s skill in Treat Injury. medpacs heal 20 vitality points + WIS modifier + 2x user’s skill in Treat Injury. PRIMAGAMES.COM < 267
, LIFE SUPPORT PACK ANTIDOTE KIT
USES Single BREAKDOWN BREAKDOWNCOMPONENT COST 75 USES Single COMPONENT COST 20 CREATALE Yes (Treat Injury 20) CREATALE Yes (Treat Injury 5) NOTES A life support pack contains dermal regenerators and other NOTES This kit contains wide-spectrum antidote hypospray injectors designed equipment for the treatment of wounds. They cannot be used by to neutralize all known poisons. Lowered attribute scores are returned droids. Life support packs heal 30 vitality points + WIS modifier + 3x to normal and physical damage is halted. Damage already suffered user’s skill in Treat Injury. must still be healed by other means. Stimulants ADRENAL STRENGTH HYPER-ADRENAL STAMINA
USES Single SPECIAL — USES Single SPECIAL — ATTRIBUTE STR +4 CREATABLE Yes (Treat Injury 3) ATTRIBUTEGAINS GAINS CON +6 CREATABLE Yes (Treat Injury 21) DURATION 120 Seconds BREAKDOWN BREAKDOWNCOMPONENT COST 25 DURATION 120 Seconds COMPONENT COST 50 NOTES A shot of this enhancer provides a temporary boost in the strength of NOTES Steeling the user against pain, this stim provides a very large boost in the user. The effect wears off after a short time, and side effects are constitution. Stim bonuses that affect the same statistic do not stack. considered minimal. Stim bonuses that affect the same statistic do not stack. BATTLE STIMULANT HYPER-ADRENAL STRENGTH USES Single SPECIAL Bonus Vitality Max +8 Points,
USES Single SPECIAL — ATTRIBUTEGAINS — Attack +1, Damage +1 ATTRIBUTE STR +6 CREATABLE Yes (Treat Injury 15) CREATABLEDURATION 120 Seconds Yes (Treat Injury 12)GAINS DURATION 120 Seconds BREAKDOWN BREAKDOWN
COMPONENT COST 50 COMPONENT COST NOTES More effective than the basic model, this stim uses a risky cocktail of NOTES This stimulant enables the user to better absorb damage and focuses chemicals to boost the strength of the user. Stim bonuses that affect the mind on the fight, improving the ability to hit. The effect wears the same statistic do not stack. off after a short time. Stim bonuses that affect the same statistic do not stack. ADRENAL ALACRITY HYPER-BATTLE STIMULANT
USES Single SPECIAL Movement +20% USES Single SPECIAL Bonus Vitality Max +16 Points, ATTRIBUTE Attack +2, Damage +2ATTRIBUTE GAINS DEX +4 CREATABLE Yes (Treat Injury 6) GAINS — CREATABLE Yes (Treat Injury 23) DURATION 120 Seconds BREAKDOWN DURATION 120 SecondsCOMPONENT COST 25 BREAKDOWN COMPONENT COST 100 NOTES A shot of this enhancer provides a temporary boost in the dexterity of NOTES This stim removes all distractions, allowing the user to focus purely the user. The effect wears off after a short time, and side effects are on the battle. The user is almost oblivious to damage suffered. Stim considered minimal. Stim bonuses that affect the same statistic do not stack. bonuses that affect the same statistic do not stack. HYPER-ADRENAL ALACRITY ECHANI BATTLE STIMULANT
USES Single SPECIAL Movement +30% USES Single Bonus Vitality Max +25 Points, ATTRIBUTE
GAINS DEX +6 CREATABLE Yes (Treat Injury 18) SPECIAL
ATTRIBUTE — Attack +3, Damage +3 DURATION 120 Seconds BREAKDOWN GAINS
COMPONENT COST 50 DURATION 120 Seconds CREATABLE Yes (Treat Injury 30) NOTES This model of alacrity stim uses a very powerful mixture of chemicals BREAKDOWNCOMPONENT COST 100 to produce an incredible increase in the dexterity of the user. Stim NOTES This stimulant produces a chemical cocktail that sends a boost of bonuses that affect the same statistic do not stack. adrenaline through the body, focusing the mind and bolstering the user’s tolerance for damage. Stim bonuses that affect the same statistic do not stack. ADRENAL STAMINA
USES Single SPECIAL — ATTRIBUTE
GAINS CON +4 CREATABLE Yes (Treat Injury 9) DURATION 120 Seconds BREAKDOWNCOMPONENT COST 25 NOTES A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack. Miscellaneous Items DATAPAD SECURITY TUNNELER
SPECIAL — BREAKDOWN BREAKDOWNCOMPONENT VALUE — SPECIAL — COMPONENT VALUE 5 NOTES Data storage devices like these are common, though they may vary in CREATABLE Yes (Security 5) quality depending on what features are included. NOTES This one-use item improves the user’s ability to bypass security measures, creating electronic interference in the locking mechanisms of doors and containers. This item can only be used if you possess the Security skill. 268 > PRIMA OFFICIAL GAME GUIDE, APPENDIX VIII: MEDICAL ITEMS, STIMULANTS, and MISCELLANY COMPUTER SPIKE HK PROTOCOL PACIFIST PACKAGE
SPECIAL — BREAKDOWN BREAKDOWNCOMPONENT VALUE 12 SPECIAL — COMPONENT VALUE — CREATABLE Yes (Computer Use 5) NOTES This upgrade looks like it is designed to be downloaded into a droid’s NOTES These items allow a user to slice computer programs, assaulting behavior core. systems with garbage data to overwhelm security measures. They are one-use items. A high Computer Use skill reduces the number of HK VOCABULATOR spikes required for any given task. SPECIAL — BREAKDOWNCOMPONENT VALUE — PARTS NOTES This device allows a droid to speak and communicate with others.
SPECIAL — BREAKDOWNCOMPONENT VALUE 10 HAIR TRIGGER CREATABLE Yes (Repair 5) SPECIAL Upgrade Item, Ranged BREAKDOWN NOTES This is a disposable package of universally adaptable parts, designed COMPONENT VALUE for characters using the Repair skill on machines. Each pack is a one- NOTES This unit regulates the firing mechanism of certain blaster types, use item. A high Repair skill reduces the number of parts required for improving the ability of a skilled user to fire rapidly. The modifica- any given task. tions require a workbench with adequate tools and a weapon of highquality marked as upgradeable. ASSEMBLER TRANSISTOR LIGHTSABER EMITTER FIXTURE
SPECIAL Upgrade Item, Melee BREAKDOWNCOMPONENT VALUE 7 SPECIAL — BREAKDOWNCOMPONENT VALUE — NOTES A cell like this can stabilize a melee weapon, allowing it to hit and NOTES The emitter is one of three components needed to construct a lightsaber. damage better and possibly gain other effects. The modifications This basic fixture can later be enhanced with an emitter upgrade. require a workbench with adequate tools and a weapon of high quality marked as upgradeable. LIGHTSABER ENERGY CELL FIXTURE BROKEN ITEM SPECIAL — BREAKDOWNCOMPONENT VALUE —
BREAKDOWN NOTESSPECIAL — 1 The energy cell is one of three components needed to construct aCOMPONENT VALUE lightsaber. This basic fixture can later be enhanced with an energy NOTES This might once have been used as components or chemicals but now cell upgrade. is almost worthless. Bashing containers can sometimes damage fragile contents. LIGHTSABER FOCUSING LENS FIXTURE DURASTEEL BONDING ALLOY SPECIAL — BREAKDOWNCOMPONENT VALUE —
SPECIAL Upgrade Item, Melee BREAKDOWN NOTESCOMPONENT VALUE 5 The focusing lens is one of three components needed to construct a NOTES Application of this alloy can strengthen a melee weapon, increasing lightsaber. This basic fixture can later be enhanced with a lens upgrade. damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality AESTHETIC ITEM marked as upgradeable. SPECIAL — BREAKDOWNCOMPONENT VALUE 1 NOTES There are a number of unique items in the universe. You have just ENERGY PROJECTOR found one.
SPECIAL Upgrade Item, Melee BREAKDOWNCOMPONENT VALUE 7 NOTES This modular projector can cause a melee weapon to do additional PAZAAK DECK energy-based damage. The modifications require a workbench with SPECIAL — BREAKDOWN adequate tools and a weapon of high quality marked as upgradeable. COMPONENT VALUE — NOTES This is a standard Pazaak deck, complete with side deck cards. HK CHASSIS
SPECIAL — BREAKDOWN PAZAAK SIDE DECK1COMPONENT VALUE — NOTES The chassis for this HK unit looks largely intact except for some SPECIAL — BREAKDOWNCOMPONENT VALUE — noticeable blaster scoring in the chest region, where the control NOTES Pazaak requires both a main deck and a side deck. You can store all cluster should be. your side deck cards here and bring them out when you start a game. HK CONTROL CLUSTER There are numerous walkthrough items to accrue during your adventures across the
SPECIAL — BREAKDOWN — galaxy. Refer to the walkthrough chapters of this guide for their location information.COMPONENT VALUE NOTES This control cluster looks like it was singed by blaster fire, but it seems that the durasteel shell surrounding kept it intact despite the damage. HK DROID PROCESSOR
SPECIAL — BREAKDOWNCOMPONENT VALUE — NOTES This item looks like a digitally encoded processor for an HK unit. PRIMAGAMES.COM < 269
, Appendix IX: Feats
REPULSOR STRIKE PREREQUISITE: Bao-Dur Level 7 This strike does an extra 1–6 Electric damage. ARMOR PROFICIENCY The extra 1–6 damage stacks with the other unarmed damage. 5 percent chance of being Slowed for two rounds if
target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. ARMOR PROFICIENCY: LIGHT ELECTRICAL STRIKE PREREQUISITE: Level 1 PREREQUISITE: Bao-Dur Level 13 This feat allows you to wear light armor. This Strike does an extra 2–12 Electric damage. The extra 2–12 damage stacks with the other unarmed damage. 7 percent chance of being Slowed for two rounds if ARMOR PROFICIENCY: MEDIUM target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. PREREQUISITE: Armor Proficiency: Light This feat allows you to wear medium armor. GRAVITONIC STRIKE PREREQUISITE: Bao-Dur Level 19 ARMOR PROFICIENCY: HEAVY This Strike does an extra 3–18 Electric damage. PREREQUISITE: Armor Proficiency: Medium The extra 3–18 damage stacks with the other unarmed damage. 10 percent chance of being Slowed for two rounds if This feat allows you to wear heavy armor. target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. ASSASSIN PROTOCOL CAUTION CAUTION
ASSASSIN PROTOCOL I PREREQUISITE: Level 1 PREREQUISITE: HK-47 Level 1 This feat gives a +1 bonus to Demolitions and a +1 bonus to Stealth. There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/4 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. IMPROVED CAUTION MODIFIED ASSASSIN PROTOCOLS PREREQUISITE: Level 4 Caution PREREQUISITE: HK-47 Level 11 This feat gives a +2 bonus to Demolitions and a +2 bonus to Stealth. There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/3 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. MASTER CAUTION PREREQUISITE: Level 8 Improved Caution INTEGRATED ASSASSIN PROTOCOLS This feat gives a +3 bonus to Demolitions and a +3 bonus to Stealth. PREREQUISITE: HK-47 Level 17 There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/2 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. CLASS SKILLS BLASTER INTEGRATION COMPUTER USE
PREREQUISITE: Computer Use Is a Cross Class Skill This feat makes Computer Use a Class skill. PREREQUISITE: Expert Droids This feat allows T3-M4 and G0-T0 to equip blaster pistols. DEMOLITIONS PREREQUISITE: Demolitions Is a Cross Class skill This feat makes Demolitions a Class skill. STEALTH BAO-DUR STRIKES PREREQUISITE: Stealth Is a Cross Class Skill
This feat makes Stealth a Class skill. SHIELD BREAKER Bao-Dur Level 1 AWARENESSPREREQUISITE: Using this Strike causes the targeted opponent’s shield to stop protecting them. PREREQUISITE: Awareness Is a Cross Class Skill This feat makes Awareness a Class skill. 270 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS REPAIR
PREREQUISITE: Repair Is a Cross Class Skill This feat makes Repair a Class skill. SECURITY DARK SIDE CORRUPTION PREREQUISITE: Security Is a Cross Class Skill This feat makes Security a Class skill. PREREQUISITE: Sith Lord Turns some party members further to the dark side or light side. TREAT INJURY PREREQUISITE: Treat Injury Is a Cross Class Skill This feat makes Treat Injury a Class skill. DEFLECT CLOSE COMBAT
PREREQUISITE: Jedi Weapon Master This feat only works if the Jedi Weapon Master has a CLOSE COMBAT lightsaber equipped. PREREQUISITE: Level 4 Jedi Weapon Master gains (new stat replaces previous stat): When in melee combat with a ranged weapon, you take a -4 to defense instead of -6, and you gain a +1 to deflect blaster bolts at Level 1. +1 to hit. +2 to deflect blaster bolts at Level 3. IMPROVED CLOSE COMBAT +3 to deflect blaster bolts at Level 5. PREREQUISITE: Level 8 +4 to deflect blaster bolts at Level 7. When in melee combat with a ranged weapon, you take a -2 to defense instead of -6, and you gain a +2 to +5 to deflect blaster bolts at Level 10. hit. This feat replaces Close Combat. +6 to deflect blaster bolts at Level 13. +7 to deflect blaster bolts at Level 16. +8 to deflect blaster bolts at Level 19. CONDITIONING CONDITIONING
PREREQUISITE: Level 1 DROID INTERFACE This feat gives a +1 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. PREREQUISITE: Droid Level 1 IMPROVED CONDITIONING This feat allows droids to speak to droids who do not speak a sentient language. PREREQUISITE: Level 4 Conditioning This feat gives a +2 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. MASTER CONDITIONING PREREQUISITE: Level 8 Improved Conditioning DROID UPGRADE This feat gives a +3 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. DROID UPGRADE CLASS 1 PREREQUISITE: Level 1 This feat allows the droid to equip Class 1 items. Only droids can use this feat. CRITICAL STRIKE
DROID UPGRADE CLASS 2 PREREQUISITE: Level 7, Droid Upgrade Class 1 CRITICAL STRIKE This feat allows the droid to equip Class 2 items. Only droids can use this feat. PREREQUISITE: Level 1 This feat can only be done with melee weapons. When used, the character’s threat range is doubled. If the DROID UPGRADE CLASS 3 opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. PREREQUISITE: Level 13, Droid Upgrade Class 2 While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. This feat allows the droid to equip Class 3 items. Only droids can use this feat. IMPROVED CRITICAL STRIKE PREREQUISITE: Level 4 Critical Strike This feat can only be done with melee weapons. When used, the character’s threat range is tripled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. MASTER CRITICAL STRIKE PREREQUISITE: Level 8 Improved Critical Strike This feat can only be done with melee weapons. When used, the character’s threat range is quadrupled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. PRIMAGAMES.COM < 271
, DUAL STRIKE ECHANI STRIKE
DUAL STRIKE ECHANI STRIKE I PREREQUISITE: Level 1 PREREQUISITE: Handmaiden, Level 5 When attacking an enemy that another party member is also attacking, you receive a +2 bonus to hit. When unarmed, handmaiden deals 1–4 extra damage vs. any nondroid opponent. 5 percent chance of knocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks IMPROVED DUAL STRIKE with any Unarmed Specialist bonus damage. PREREQUISITE: Level 4, Dual Strike ECHANI STRIKE II When attacking an enemy that another party member is also attacking, you receive a +4 bonus to hit. PREREQUISITE: Handmaiden, Level 11 MASTER DUAL STRIKE When unarmed, handmaiden deals 2–8 extra damage vs. any nondroid opponent. 7 percent chance ofknocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks PREREQUISITE: Level 8, Improved Dual Strike with any Unarmed Specialist bonus damage. When attacking an enemy that another party member is also attacking, you receive a +6 bonus to hit. ECHANI STRIKE III PREREQUISITE: Handmaiden, Level 17 When unarmed, handmaiden deals 3–12 extra damage vs. any nondroid opponent. 10 percent chance of knocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks DUELING with any Unarmed Specialist bonus damage. DUELING
PREREQUISITE: Level 1 This feat provides: EMPATHY +1 to hit when using a melee weapon in one hand and nothing in the other. +1 to defense when using a melee weapon in one hand and nothing in the other. EMPATHY +1 to hit when using a ranged weapon in one hand and nothing in the other. PREREQUISITE: Level 1 +1 to defense when using a ranged weapon in one hand and nothing in the other. This feat gives a +1 bonus to the Persuade, Awareness, and Treat Injury skills. +1 to hit when unarmed. IMPROVED EMPATHY +1 to defense when unarmed. PREREQUISITE: Level 4, Empathy IMPROVED DUELING This feat gives a +2 bonus to the Persuade, Awareness, and Treat Injury skills. PREREQUISITE: Level 4, Dueling MASTER EMPATHY This feat provides: PREREQUISITE: Level 8, Improved Empathy +2 to hit when using a melee weapon in one hand and nothing in the other. This feat gives a +3 bonus to the Persuade, Awareness, and Treat Injury skills. +2 to defense when using a melee weapon in one hand and nothing in the other. +2 to hit when using a ranged weapon in one hand and nothing in the other. +2 to defense when using a ranged weapon in one hand and nothing in the other. +2 to hit when unarmed. EVASION +2 to defense when unarmed. MASTER DUELING PREREQUISITE: Scout Level 6 PREREQUISITE: Level 8, Improved Dueling When making a Saving Throw to save half vs. some powers and abilities, this feat (if you are successful on the Saving This feat provides: Throw) prevents you from taking any damage. +3 to hit when using a melee weapon in one hand and nothing in the other. +3 to defense when using a melee weapon in one hand and nothing in the other. +3 to hit when using a ranged weapon in one hand and nothing in the other. +3 to defense when using a ranged weapon in one hand and nothing in the other. FINESSE: LIGHTSABERS +3 to hit when unarmed. +3 to defense when unarmed. PREREQUISITE: Level 1, Jedi Only If the character’s dexterity is higher than their strength, their dexterity bonus should be added to hit. If the character’s strength is higher than their dexterity, their strength bonus should be added to hit. The dexterity bonus should be added only to hit, not to damage. 272 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS FINESSE: MELEE WEAPONS FORCE IMMUNITY
PREREQUISITE: Level 1 FEAR If the character’s dexterity is higher than their strength, their Received for being a Level 1 Jedi Sentinel. This feat grants dexterity bonus should be added to hit. If the character’s the character Immunity to Fear. strength is higher than their dexterity, their strength bonus should be added to hit. The dexterity bonus should be added only to hit, not to damage. STUN Received for being a Level 6 Jedi Sentinel. This feat grants the character Immunity to Fear and to Stun. FLURRY PARALYSIS
Received for being a Level 12 Jedi Sentinel. This feat grants the character Immunity to Fear, Stun, and Paralysis. FLURRY
PREREQUISITE: Level 1 This allows the character to make an extra melee attack per round. All attacks when using Flurry suffer a -4 to hit. The character’s defense suffers a -4 for one round (3 seconds). FORCE JUMP
IMPROVED FLURRY PREREQUISITE: Level 4, Flurry This allows the character to make an extra melee attack per round. All attacks when using Flurry suffer a -2 FORCE JUMP to hit. The character’s defense suffers a -2 for one round (3 seconds). Received for being a Level 1 Jedi Guardian. Jump to opponent instead of run. Must be more than 10 meters away. MASTER FLURRY Must have a clear line of sight to the opponent. Must use standard attack. PREREQUISITE: Level 8, Improved Flurry FORCE JUMP: ADVANCED This allows the character to make an extra melee attack per round. Received for being a Level 6 Jedi Guardian. Jump to opponent instead of run. Must be more than 10 meters away. Must have a clear line of sight to the opponent. Must use standard attack. Adds +2 to hit and +2 to damage. FORCE JUMP: MASTERY FORCE CHAIN Received for being a Level 12 Jedi Guardian. Jump to opponent instead of run. Must be more than 10
meters away. Must have a clear line of sight to the opponent. Must use standard attack. Adds +4 to hit and +4 to damage. PREREQUISITE: Kreia and Main Character You or Kreia cast one of the 13 Force powers listed here (it will affect you both): Burst of Speed Force Shield FORCE SENSITIVE Energy Resistance Heal Force Armor Improved Force Barrier Force Aura Knight Speed PREREQUISITE: PC Level 2; Every Other Jedi Level 1 Force Barrier Master Force Barrier +40 Force points is added to the players total. Force Immunity Master Speed Force Resistance GEAR HEAD FORCE FOCUS GEAR HEAD
PREREQUISITE: Level 1 FORCE FOCUS This feat gives a +1 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 1 Jedi Consular. This feat adds +1 to the DC for all Saving Throws against all of the character’s IMPROVED GEAR HEAD Force powers. PREREQUISITE: Level 4, Gear Head IMPROVED FORCE FOCUS This feat gives a +2 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 6 Jedi Consular. This feat adds +2 to the DC for all Saving Throws against all of the character’s Force powers, and it replaces Force Focus. MASTER GEAR HEAD PREREQUISITE: Level 8, Improved Gear Head FORCE FOCUS: MASTERY This feat gives a +3 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 12 Jedi Consular. This feat adds +4 to the DC for all Saving Throws against all of the character’s Force powers, and it replaces Improved Force Focus. PRIMAGAMES.COM < 273
, GUARD STANCE IMPLANT SWITCHING
GUARD STANCE PREREQUISITE: Mandalore PREREQUISITE: None Mandalore has four implant options that he can switch back Adds +2 to character’s defense rating Doubles vitality point recovery. Raises Force Point recovery to 5% of and forth from: Force Point total during combat. Penalty of -6 to Hit, cannot use activated Feats (Critical Strike, Power The first implant is regeneration. Attack, Flurry) The second implant gives Mandalore +4 to constitution, which gives him 2x his level in vitality points and +2 to ADVANCED GUARD STANCE Fortitude Saving Throws. PREREQUISITE: Base Attack +3 The third implant gives Mandalore +4 to strength, which gives him +2 to hit with melee weapons and +2 to Adds +2 to character’s defense rating. Doubles vitality point recovery. Raises Force Point recovery to 5% of Force damage with melee weapons. Point total during combat. Penalty of -4 to Hit, cannot use activated Feats (Critical Strike, Power Attack, Flurry) The fourth implant gives Mandalore +4 to dexterity, which gives him +2 to defense, +2 to Reflex Saving Throws, and +2 to hit with ranged weapons. MASTER GUARD STANCE PREREQUISITE: Base Attack +6 Adds +3 to character’s defense rating. Doubles vitality point recovery. Raises Force Point recovery to 5% of Force Point total during combat. Penalty of -3 to Hit, cannot use activated Feats (Critical Strike, Power Attack, Flurry) INCREASE COMBAT DAMAGE
INCREASE COMBAT DAMAGE 1 IGNORE PAIN PREREQUISITE: Sith Marauder
Sith Marauder can do an additional +2 to damage. This works with any successful attack. IGNORE PAIN 1 INCREASE COMBAT DAMAGE 2 PREREQUISITE: Level 3 Sith Marauder PREREQUISITE: Level 8, Sith Marauder All damage is reduced by 5 percent. Sith Marauder can do an additional +4 to damage. This works with any successful attack. IGNORE PAIN 2 INCREASE COMBAT DAMAGE 3 PREREQUISITE: Level 7 Sith Marauder PREREQUISITE: Level 15, Sith Marauder All damage is reduced by 10 percent. Sith Marauder can do an additional +6 to damage. This works with any successful attack. IGNORE PAIN 3 PREREQUISITE: Level 11 Sith Marauder All damage is reduced by 15 percent. INCREASE MELEE DAMAGE
INCREASE MELEE DAMAGE 1 IMPLANTS PREREQUISITE: Weapon Master
Weapon Master can do an additional +2 to damage. This works with any melee weapon and with unarmed attacks. IMPLANTS I PREREQUISITE: Scout 1 INCREASE MELEE DAMAGE 2 Allows use of level 1 cybernetic implants. PREREQUISITE: Level 8, Weapon Master Weapon Master can do an additional +4 to damage. This works with any melee weapon and with IMPLANTS II: unarmed attacks. PREREQUISITE: Scout 4, Implant I Allows use of level 2 cybernetic implants. INCREASE MELEE DAMAGE 3 PREREQUISITE: Level 15, Weapon Master IMPLANTS III: Weapon Master can do an additional +6 to damage. This works with any melee weapon and with Scout 8, Implant I, Implant II unarmed attacks.PREREQUISITE: Allows use of level 3 cybernetic implants. INNER STRENGTH
INNER STRENGTH 1 Prerequisites: Level 3 Weapon Master Any damage the Weapon Master takes is reduced by 5 percent. 274 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS
INNER STRENGTH 2 PREREQUISITE: Level 7 Weapon Master Any damage the Weapon Master takes is reduced by 10 percent. INNER STRENGTH 3 KINETIC COMBAT PREREQUISITE: Level 11 Weapon Master Any damage the Weapon Master takes is reduced by 15 percent. PREREQUISITE: Kreia Kreia can use weapons without her hands. JEDI DEFENSE LIGHT SIDE ENLIGHTENMENT
JEDI DEFENSE Received for being a Level 1 Jedi. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber equipped. PREREQUISITE: Jedi Master Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster Turns some party members further to the dark side or bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. light side. You can only parry attacks coming from your front 180–degree arc. If the character tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. IMPROVED JEDI DEFENSE PREREQUISITE: Jedi Level 4, Jedi Defense Adds +3 to Deflecting bonus. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber LOGIC UPGRADE equipped. Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. You can only parry attacks coming from your front 180–degree arc. If the character tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. PREREQUISITE: Droid Level 1 This feat grants the droid a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MASTER JEDI DEFENSE PREREQUISITE: Jedi Level 8, Improved Jedi Defense LOGIC UPGRADE Adds +6 to Deflecting bonus. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber +4 to defense at Level 6. equipped. Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. You can only parry attacks coming from your front 180–degree arc. If the character LOGIC UPGRADE: TACTICIAN tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. +6 to defense at Level 12. +8 to defense at Level 18. +10 to defense at Level 24. LOGIC UPGRADE: TBATTLE DROID JEDI SENSE +12 to defense at Level 30.
JEDI SENSE This feat works only for Jedi Consulars, Jedi Sentinels, and Jedi Guardians. This feat grants the Jedi a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MANDALORIAN COURAGE +4 to defense at Level 7. +6 to defense at Level 13. PREREQUISITE: Mandalore +8 to defense at Level 19. Mandalore is immune to Fear and Horror. This feat grants +10 to defense at Level 25. Mandalore a +2 to defense at Level 6. This defense is replaced by a higher defense at certain levels: PRESTIGE SENSE +4 to defense at Level 12. This feat works only for Jedi Masters and Sith Lords. This feat grants the Jedi or Sith a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: +6 to defense at Level 18. +8 to defense at Level 24. +4 to defense at Level 9. +10 to defense at Level 30. +6 to defense at Level 18. MASTER PRESTIGE SENSE This feat works only for Jedi Watchmen, Jedi Weapon Masters, Sith Assassins, and Sith Marauders. This feat grants the Jedi or Sith a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MENTOR +4 to defense at Level 6. +6 to defense at Level 12. PREREQUISITE: Kreia +8 to defense at Level 18. At certain levels, Kreia grants the party a percent bonus to all XP earned (she must be in your party for the bonus): 3 percent at Level 1. 5 percent at Level 7. 7 percent at Level 13. PRIMAGAMES.COM < 275
, IMPROVED POWER BLAST PREREQUISITE: Level 4, Power Blast Improved Power Blast can only be used with ranged weapons and applies -3 to hit and gives you +7 to PERCEPTIVE ranged damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knockeddown unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. MASTER POWER BLAST PREREQUISITE: None This feat gives a +2 bonus to the Stealth skill and PREREQUISITE: Level 8, Improved Power Blast Awareness skill. Master Power Blast can only be used with ranged weapons and applies -3 to hit and gives you +12 to ranged damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. PERSONAL CLOAKING SHIELD PRECISE SHOT
PREREQUISITE: G0-T0 This feat allows G0-T0 to enter stealth mode without using a PRECISE SHOT I stealth field generator. PREREQUISITE: Level 4 PREREQUISITE: Weapon Focus: Blaster Pistol PREREQUISITE: Weapon Focus: Blaster Rifle This feat grants a +1 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot with a -2 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or thrown lightsabers. POINT GUARD
PRECISE SHOT II PREREQUISITE: Level 8, Precise Shot I PREREQUISITE: Mira This feat grants a +2 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot When Mira is the active leader of the group, the group has with a -4 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or immunity to mines. thrown lightsabers. PRECISE SHOT III PREREQUISITE: Level 12, Precise Shot II This feat grants a +4 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot POWER ATTACK with a -6 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades orthrown lightsabers.
POWER ATTACK PRECISE SHOT IV Level 1 PREREQUISITE: Level 16, Precise Shot IIIPREREQUISITE: Power Attack can only be used with melee weapons and gives you +3 to melee damage. The weapon’s This feat grants a +6 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude with a -8 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or Save. DC = attacker’s level + 2x attacker’s strength modifier. thrown lightsabers. IMPROVED POWER ATTACK PRECISE SHOT V Level 4, Power Attack PREREQUISITE: Level 20, Precise Shot IVPREREQUISITE: Improved Power Attack can only be used with melee weapons and applies -3 to hit and gives you +7 to This feat grants a +8 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot with melee damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked a -10 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. thrown lightsabers. MASTER POWER ATTACK PREREQUISITE: Level 8, Improved Power Attack Master Power Attack can only be used with melee weapons and applies -3 to hit and gives you +12 to melee damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. RAPID SHOT RAPID SHOT PREREQUISITE: Level 1 This allows the character to make an extra ranged attack per round (for a penalty). All attacks, when using POWER BLAST Rapid Shot, suffer a -4 to hit. The character’s defense suffers a -4 for one round (3 seconds).
IMPROVED RAPID SHOT POWER BLAST PREREQUISITE: Level 4, Rapid Shot PREREQUISITE: Level 1 This allows the character to make an extra ranged attack per round (for a penalty). All attacks, when using Power Blast can only be used with ranged weapons and gives you +3 to ranged damage. Rapid Shot, suffer a -2 to hit. The character’s defense suffers a -2 for one round (3 seconds). The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. MASTER RAPID SHOT PREREQUISITE: Level 8, Improved Rapid Shot This allows the character to make an extra ranged attack per round. There are no penalties for using this feat. 276 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS
SNEAK ATTACK 4 PREREQUISITE: Scoundrel Level 7 REGENERATE FORCE PREREQUISITE: Jedi Watchman Level 10 POINTS PREREQUISITE: Sith Assassin Level 7 This feat adds 4–24 extra points of damage when the target can’t respond to the attacker.
PREREQUISITE: Level 4 SNEAK ATTACK 5 Force points regenerate faster. PREREQUISITE: Scoundrel Level 9
PREREQUISITE: Jedi Watchman Level 13 PREREQUISITE: Sith Assassin Level 9 This feat adds 5–30 extra points of damage when the target can’t respond to the attacker. REGENERATE VITALITY POINTS SNEAK ATTACK 6
PREREQUISITE: Scoundrel Level 11 PREREQUISITE: Jedi Watchman Level 16 PREREQUISITE: Level 4 PREREQUISITE: Sith Assassin Level 11 Vitality points regenerate faster. This feat adds 6–36 extra points of damage when the target can’t respond to the attacker.
SNEAK ATTACK 7 PREREQUISITE: Scoundrel Level 13 PREREQUISITE: Jedi Watchman Level 19 SCOUNDREL’S LUCK
PREREQUISITE: Sith Assassin Level 13 This feat adds 7–42 extra points of damage when the target can’t respond to the attacker.
PREREQUISITE: Scoundrel Level 1 This feat grants the scoundrel a +2 to defense at Level 1. This SNEAK ATTACK 8
defense is replaced by a higher defense at certain levels: PREREQUISITE: Scoundrel Level 15 +4 to defense at Level 6. PREREQUISITE: Sith Assassin Level 15 +6 to defense at Level 12. This feat adds 8–48 extra points of damage when the target can’t respond to the attacker. +8 to defense at Level 18. SNEAK ATTACK 9 +10 to defense at Level 24. PREREQUISITE: Scoundrel Level 17 +12 to defense at Level 30. PREREQUISITE: Sith Assassin Level 17 This feat adds 9–54 extra points of damage when the target can’t respond to the attacker.
SNEAK ATTACK 10 PREREQUISITE: Scoundrel Level 19 SNEAK ATTACK PREREQUISITE: Sith Assassin Level 19 This feat adds 10–60 extra points of damage when the target can’t respond to the attacker. For all sneak attacks: Extra damage is applied when attacked from
behind and when a target is stunned or otherwise immobilized. Attacks when in stealth mode end stealth mode, but first attack
receives the bonus. If using a ranged weapon, you must be within 10 meters. Extra damage is not multiplied in case of a critical hit. SNEAK ATTACK 1 SNIPER SHOT PREREQUISITE: Scoundrel Level 1 PREREQUISITE: Jedi Watchman Level 1 SNIPER SHOT PREREQUISITE: Sith Assassin Level 1 PREREQUISITE: Level 1 This feat adds 1–6 extra points of damage when the target can’t respond to the attacker. This feat can only be used with ranged weapons. When used, the character’s threat range is doubled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence SNEAK ATTACK 2 modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. PREREQUISITE: Scoundrel Level 3 IMPROVED SNIPER SHOT PREREQUISITE: Jedi Watchman Level 4 PREREQUISITE: Level 4, Sniper Shot PREREQUISITE: Sith Assassin Level 3 This feat can only be used with ranged weapons. When used, the character’s threat range is tripled. If the This feat adds 2–12 extra points of damage when the target can’t respond to the attacker. opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. SNEAK ATTACK 3 MASTER SNIPER SHOT PREREQUISITE: Scoundrel Level 5 Jedi Watchman Level 7 PREREQUISITE: Level 8, Improved Sniper ShotPREREQUISITE:
Sith Assassin Level 5 This feat can only be used with ranged weapons. When used, the character’s threat range is quadrupled. IfPREREQUISITE: the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence This feat adds 3–18 extra points of damage when the target can’t respond to the attacker. modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. PRIMAGAMES.COM < 277
, SUPERIOR WEAPON FOCUS: TWO-WEAPON SPIRIT FIGHTING
SPIRIT SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING I PREREQUISITE: Atton PREREQUISITE: Two-Weapon Fighting When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party PREREQUISITE: Improved Two-Weapon Fighting
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 10% vitality restored. PREREQUISITE: Master Two-Weapon Fighting PREREQUISITE: Sith Marauder FIGHTING SPIRIT PREREQUISITE: Jedi Weapon Master PREREQUISITE: Atton If your off hand is not balanced when dual wielding, the penalty is -1/-2. When dual wielding and your off When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party hand is balanced, the penalty is +1/-2.
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 20% vitality restored. SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING II PREREQUISITE: Superior Weapon Focus: Two-Weapon Fighting I HEROIC RESLOVE This feat further reduces the penalty by 1 for the main hand. If your off hand is not balanced when dual
PREREQUISITE: Atton wielding, the penalty is -0/-2. When dual wielding and your off hand is balanced, the penalty is +2/-2. When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 30% SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING III vitality restored. PREREQUISITE: Superior Weapon Focus: Two-Weapon Fighting II This feat further reduces the penalty by 1 for the off hand. If your off hand is not balanced when dual
wielding, the penalty is -0/-1. When dual wielding and your off hand is balanced, the penalty is +2/-1. STEALTH RUN
PREREQUISITE: Level 4 SURVIVAL This feat allows you to run in stealth mode. Character must
be in stealth mode and must be running. PREREQUISITE: Atton As Atton’s vitality points decrease, for every 10 percent under
half health he gains a +1 to his Saving throws. SUPERIOR WEAPON 40–49% is a +1 FOCUS: LIGHTSABER 30–39% is a +2
20–29% is a +3 SUPERIOR WEAPON FOCUS: LIGHTSABER I 10–19% is a +4 PREREQUISITE: Weapon Proficiency: Lightsaber 01–09% is a +5 PREREQUISITE: Weapon Focus: Lightsaber PREREQUISITE: Weapon Specialization: Lightsaber PREREQUISITE: Sith Marauder PREREQUISITE: Jedi Weapon Master This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +2 to hit with TARGETING
lightsabers. SUPERIOR WEAPON FOCUS: LIGHTSABER II TARGETING 1 PREREQUISITE: Superior Weapon Focus: Lightsaber I PREREQUISITE: Scout This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +3 to hit with This feat grants you a +1 to hit with ranged weapons and does not affect grenades or lightsabers. throwing a lightsaber. SUPERIOR WEAPON FOCUS: LIGHTSABER III TARGETING 2 PREREQUISITE: Superior Weapon Focus: Lightsaber II PREREQUISITE: Scout, Level 5, Targeting 1 This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +4 to hit This feat grants you a +2 to hit with ranged weapons and does not affect grenades or with lightsabers. throwing a lightsaber. TARGETING 3 PREREQUISITE: Scout, Level 9, Targeting 2 This feat grants you a +3 to hit with ranged weapons and does not affect grenades or
throwing a lightsaber. TARGETING 4 PREREQUISITE: Scout, Level 13, Targeting 3 This feat grants you a +4 to hit with ranged weapons and does not affect grenades or
throwing a lightsaber. 278 > PRIMA OFFICIAL GAME GUIDE, APPENDIX IX: FEATS
TARGETING 5 PREREQUISITE: Scout, Level 17, Targeting 4 This feat grants you a +5 to hit with ranged weapons and does not affect grenades or throwing a lightsaber. UNARMED STRIKE
TARGETING 6 PREREQUISITE: Scout, Level 21, Targeting 5 UNARMED STRIKE I This feat grants you a +6 to hit with ranged weapons and does not affect grenades or throwing a lightsaber. PREREQUISITE: Level 2 PREREQUISITE: All Jedi classes TARGETING 7 PREREQUISITE: Bao-Dur PREREQUISITE: Scout, Level 25, Targeting 6 PREREQUISITE: Handmaiden This feat grants you a +7 to hit with ranged weapons and does not affect grenades or This feat adds 1–4 points of extra damage to unarmed strikes. The extra damage stacks with throwing a lightsaber. normal damage. TARGETING 8 UNARMED STRIKE II PREREQUISITE: Scout, Level 29, Targeting 7 PREREQUISITE: Level 6 This feat grants you a +8 to hit with ranged weapons and does not affect grenades or This feat replaces the 1–4 damage with 2–8 points of damage. The extra damage stacks with throwing a lightsaber. normal damage. UNARMED STRIKE III PREREQUISITE: Level 10 This feat replaces the 2–8 damage with 3–12 points of damage. The extra damage stacks with normal damage. TOUGHNESS
UNARMED STRIKE IV TOUGHNESS PREREQUISITE: Level 14 PREREQUISITE: Level 1 This feat replaces the 3–12 damage with 4–16 points of damage. The extra damage stacks with normal damage. Adds 1 extra vitality point per level. UNARMED STRIKE V IMPROVED TOUGHNESS PREREQUISITE: Level 18 PREREQUISITE: Level 4, Toughness This feat replaces the 4–16 damage with 5–20 points of damage. The extra damage stacks with Adds the +1 vitality from Toughness and adds damage reduction of 2 or 10 percent if the damage is over normal damage. 20 points. UNARMED STRIKE VI MASTER TOUGHNESS PREREQUISITE: Level 22 PREREQUISITE: Level 8, Improved Toughness This feat replaces the 5–20 damage with 6–24 points of damage. The extra damage stacks with Adds the +1 vitality from Toughness and the damage reduction of 2 or 10 percent if the damage is over 20 normal damage. points. Adds 1 extra vitality point per level. UNARMED STRIKE VII PREREQUISITE: Level 26 This feat replaces the 6–24 damage with 7–28 points of damage. The extra damage stacks with normal damage. TWO-WEAPON FIGHTING UNARMED STRIKE VIII
PREREQUISITE: Level 30 TWO-WEAPON FIGHTING This feat replaces the 7–28 damage with 8–32 points of damage. The extra damage stacks with normal damage. PREREQUISITE: Level 1 When dual wielding, this feat reduces the penalty to the off hand weapon by 4. If your off hand is not balanced when dual wielding with Two-Weapon Fighting, the penalty is -6/-6. When dual wielding with Two- Weapon Fighting and your off hand is balanced, the penalty is -4/-6. IMPROVED TWO-WEAPON FIGHTING PREREQUISITE: Level 4, Two-Weapon Fighting UNCANNY DODGE This feat further reduces the penalty by 2 for each hand. If you off hand is not balanced when dual wielding, the penalty is -4/-4. When dual wielding and your off hand is balanced, the penalty is -2/-4. UNCANNY DODGE 1 PREREQUISITE: Level 4 Scout MASTER TWO-WEAPON FIGHTING This feat allows the scout to retain their dexterity bonus to their defense when surprised by camouflaged PREREQUISITE: Level 8, Improved Two-Weapon Fighting opponents. This feat grants the scout with a +2 on saves versus grenades. This is always active. This feat further reduces the penalty by 2 for each hand. If you off hand is not balanced when dual wielding, the penalty is -2/-2. When dual wielding and your off hand is balanced, the penalty UNCANNY DODGE 2 should be -0/-2. PREREQUISITE: Level 7 Scout This feat allows the scout to retain their dexterity bonus to their defense when surprised by camouflaged opponents. This feat grants the scout with a +4 on saves versus grenades and does not stack with Uncanny Dodge 1. This is always active. PRIMAGAMES.COM < 279
, WAR VETERAN WOOKIEE RAGE
PREREQUISITE: Main Character WOOKIEE RAGE This feat grants a +25 to vitality points at Level 1. PREREQUISITE: Wookiee, Level 1 This feat grants +2 to strength. That +2 to strength equals +1 to hit and +1 to damage. For every creature they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 30 seconds. This feat also: grants +1 vitality point per character level. WEAPON PROFICIENCY grants +1 to Fortitude Saves.
grants +1 to Will Saves. WEAPON PROFICIENCY makes the character suffer a -2 to defense. PREREQUISITE: Level 1 WOOKIEE FURY Weapon Proficiency Blaster Pistol: Allows you to use pistols. PREREQUISITE: Wookiee, Level 9 This feat grants +4 to strength. That +4 to strength equals +2 to hit and +2 to damage. For every creature Weapon Proficiency Blaster Rifle: Allows you to use rifles. they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 60 seconds. This feat also: Weapon Proficiency Lightsaber: Allows you to use lightsabers. Jedi only. grants +2 vitality points per character level. grants +2 to Fortitude Saves. Weapon Proficiency Melee Weapons: Allows you to use melee weapons. grants +2 to Will Saves. makes the character suffer a -4 to defense. Weapon Proficiency Wrist Mounted: Allows you to use wrist-mounted weapons. Must be Mira. grants immunity to Paralysis. WEAPON FOCUS grants immunity to Stasis. PREREQUISITE: Level 1, Proficiency with Weapon grants an extra attack. This attack does not stack with Burst of Speed. Weapon Focus Blaster Pistol: Grants a +1 to hit. WOOKIEE FRENZY PREREQUISITE: Wookiee, Level 17 Weapon Focus Blaster Rifle: Grants a +1 to hit. This feat grants +6 to strength. That +6 to strength equals +3 to hit and +3 to damage. For every creature they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 60 seconds. Weapon Focus Lightsaber: Grants a +1 to hit. Jedi only. This feat also: grants +3 vitality points per character level. Weapon Focus Melee Weapons: Grants a +1 to hit. grants +3 to Fortitude Saves. WEAPON SPECIALIZATION grants +3 to Will Saves. PREREQUISITE: Level 4, Weapon Focus with Weapon makes the character suffer a -6 to defense. grants immunity to Paralysis. Weapon Specialization Blaster Pistol: Grants a +2 to damage. grants immunity to Stasis. Weapon Specialization Blaster Rifle: Grants a +2 to damage. grants two extra attacks. These attacks does not stack with Burst of Speed. Weapon Specialization Lightsaber: Grants a +2 to damage. Jedi only. Weapon Specialization Melee Weapons: Grants a +2 to damage. WOOKIEE TOUGHNESS
WOOKIEE TOUGHNESS I PREREQUISITE: Wookiee, Level 1 This feat grants +2 vitality points per level and reduces all damage by 2 points. WOOKIEE TOUGHNESS II PREREQUISITE: Wookiee, Level 9 This feat grants +3 vitality points per level, reduces all damage by 5 points, and then reduces the damage by 5 percent. WOOKIEE TOUGHNESS III PREREQUISITE: Wookiee, Level 17 This feat grants +4 vitality points per level, reduces all damage by 8 points, and then reduces the damage by 10 percent. 280 > PRIMA OFFICIAL GAME GUIDE, Appendix X: Jedi Powers AFFECT MIND BEAST TRICK
BEAST CONTROL AFFECT MIND PREREQUISITE: Kreia PREREQUISITE: Level 8 BASE COST: 20 BASE COST: 0 This power can only be learned from Kreia during your adventures on Dxun and only affects beasts. Beast This power gives extra options in some conversations and does not affect droids. It is always active. Only Trick can distract a target if they fail a Will Save. Will DC = 5 + attacking character wisdom and charisma the main player may pick this feat during level-up. Universal power. modifiers. If the target fails the Saving Throw, they are distracted for 36 seconds. They become undistracted if the player gets too close or if the player interacts with the target. DOMINATE MIND If in stealth mode, this power will NOT take you out of stealth mode. Universal power. PREREQUISITE: Level 12 BASE COST: 0 BEAST CONFUSION This power gives additional extra options in some conversations and does not affect droids. It is always PREREQUISITE: Jedi Level 12 active. Only the main player may pick this feat during level-up. Universal power. BASE COST: 30 This power makes the Confused target attack the player and lasts 30 seconds. It only works on one target at a time and only affects beasts. Will DC = character’s level + attacking character wisdom and charisma modifiers. They become undistracted if the player interacts with the target. Universal power. BATTLE MEDITATION
BATTLE MEDITATION BREATH CONTROL PREREQUISITE: Level 6 BASE COST: 35 Adds +2 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all PREREQUISITE: Kreia party members, and lasts 20 seconds. Universal power. Restricted by armor. BASE COST: Free This power can only be learned from Kreia during your adventures on Nar Shaddaa. Universal power. IMPROVED BATTLE MEDITATION PREREQUISITE: Level 12 BASE COST: 35 Adds +2 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all party members, and lasts 20 seconds. Any enemy nearby that fails a Will Saving Throw of DC = 5 + attacking character’s level + CHA and WIS Mod, suffers -2 to attack, damage, and Will Saves. Universal power. Restricted BURST OF SPEED by armor. MASTER BATTLE MEDITATION BURST OF SPEED PREREQUISITE: Level 18 PREREQUISITE: Level 1 BASE COST: 35 BASE COST: 25 Adds +4 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all Jedi’s speed is doubled, and Jedi gains +2 to defense. This Force power lasts 36 seconds. Universal power. party members, and lasts 20 seconds. Any enemy nearby that fails a Will Saving Throw of DC = 5 + Restricted by armor. attacking character’s level + CHA and WIS Mod, suffers -4 to attack, damage, and Will Saves. Universal power. Restricted by armor. KNIGHT SPEED PREREQUISITE: Level 9 BASE COST: 25 Jedi’s speed is doubled, and Jedi gains +4 to defense. Jedi gains one extra attack per round. This Force power lasts 36 seconds. Universal power. Restricted by armor. BATTLE PRECOGNITION
MASTER SPEED PREREQUISITE: Handmaiden PREREQUISITE: Level 15 BASE COST: 0 BASE COST: 25 This power can only be learned from the handmaiden and Jedi’s speed is doubled, and Jedi gains +4 to defense. Jedi gains two extra attacks per round. This Force allows the Jedi to add their wisdom modifier to their defense. It is always active. Light side power. power lasts 36 seconds. Universal power. Restricted by armor. Restricted by armor. PRIMAGAMES.COM < 281
, CRUSH OPPOSITION DRAIN LIFE
BASE COST: 20 DRAIN LIFE This power affects all enemies within 15 meters of the target PREREQUISITE: Jedi Level 9 of this Force power and lasts 45 seconds. Pass a Will Save and this power is resisted. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom BASE COST: 25 modifiers. Dark side power. Restricted by armor. This power allows the Jedi to harm others in order to heal themselves. The opponent is drained 1–4 per level of attacker (max 10 levels, 10–40). The user is healed the amount of damage done. Pass the CRUSH OPPOSITION 1 Fortitude Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’scharisma and wisdom modifiers. This power does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Sith Lord Targets suffer a -1 to hit and a -1 to Will Saves. DEATH FIELD PREREQUISITE: Jedi Level 18 CRUSH OPPOSITION 2 BASE COST: 25 PREREQUISITE: Sith Lord Level 5 This power targets all enemies within 10 meters of the caster. The opponents are drained 1–4 per level of Targets suffer a -2 to hit and a -2 to Will Saves. attacker (max 10 levels, 10–40). The user is healed the amount of damage done. Pass the Fortitude Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom CRUSH OPPOSITION 3 modifiers. The character is healed the equivalent of the most damage dealt to any single enemy. Thispower does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Sith Lord Level 9 Targets suffer a -3 to hit and a -3 to Will Saves. CRUSH OPPOSITION 4 PREREQUISITE: Sith Lord Level 13 ENERGY RESISTANCE Targets suffer a -4 to hit and a -4 to Will Saves. CRUSH OPPOSITION 5 ENERGY RESISTANCE PREREQUISITE: Level 1 PREREQUISITE: Sith Lord Level 17 Targets suffer a -5 to hit and a -5 to Will Saves. BASE COST: 20 This power absorbs 10 points of: CRUSH OPPOSITION 6 Cold Fire PREREQUISITE: Sith Lord Level 21 Electrical Sonic Targets suffer a -6 to hit and a -6 to Will Saves. Energy Damage after 10 points is dealt normally. This power lasts 120 seconds. Universal power. IMPROVED ENERGY RESISTANCE PREREQUISITE: Level 9 DRAIN FORCE BASE COST: 20
This power absorbs 15 points of: BASE COST: 5 Cold Fire DC = 5 + attacking character’s level + attacking character’s Electrical Sonic charisma and wisdom modifiers. A Jedi cannot drain more FP from an opponent than they have. Dark side power. Restricted by armor. Energy Damage after 15 points is dealt normally. This Force power works on all party members and lasts 120 DRAIN FORCE seconds. Universal power. PREREQUISITE: Jedi Level 1 MASTER ENERGY RESISTANCE This power draws 10 FP from an opponent. If they pass a Will Save, they only lose 5 FP. PREREQUISITE: Level 17 IMPROVED DRAIN FORCE BASE COST: 15 PREREQUISITE: Jedi Level 9 This power absorbs 20 points of: This power draws 20 FP from an opponent. If they pass a Will Save, they only lose 10 FP. Cold Fire Electrical Sonic MASTER DRAIN FORCE Energy PREREQUISITE: Jedi Level 15 This power allows the Jedi to pull FP from all hostile creatures within 10 meters of the targeted hostile. This Damage after 20 points is dealt normally. This Force power works on all party members and lasts 120 power draws 30 FP from an opponent. If they pass a Will Save, they only lose 15 FP. seconds. Universal power. 282 > PRIMA OFFICIAL GAME GUIDE, APPENDIX X: JEDI POWERS
IMPROVED FORCE BARRIER PREREQUISITE: Level 9 BASE COST: 20 FEAR This power absorbs 30 points of:
Bludgeoning damage FEAR Piercing damage Slashing damage PREREQUISITE: Jedi Level 1 15 Damage after 30 points is dealt normally. This power lasts 45 seconds. Light side power.BASE COST: If an opponent fails a Saving Throw vs. Will, they are scared for 6 seconds and take a -4 to defense. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save MASTER FORCE BARRIER means the opponent is not affected by this power. This power does not affect droids. Dark side power. PREREQUISITE: Level 15 BASE COST: 20 HORROR This power absorbs 60 points of: PREREQUISITE: Jedi Level 6 Bludgeoning damage BASE COST: 15 This power affects all within a 5-meter radius of the target creature. If an opponent fails a Saving Throw vs. Piercing damage Will, they are in catatonic fear for 12 seconds and take a -4 to defense. DC = 5 + attacking character’s level Slashing damage + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. Damage after 60 points is dealt normally. This power lasts 60 seconds. Light side power. INSANITY
PREREQUISITE: Jedi Level 12 BASE COST: 15 This power affects all within a 10-meter radius of the target creature. If an opponent fails a Saving Throw FORCE BODY vs. Will, they are in catatonic terror for 12 seconds and take a -4 to defense. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. FORCE BODY PREREQUISITE: Level 1 BASE COST: 0 Force power cost is split 50/50 between FP and vitality points. This power lasts 30 seconds. Universal power. FORCE AURA IMPROVED FORCE BODY
PREREQUISITE: Level 9 FORCE AURA BASE COST: 0 PREREQUISITE: Level 1 40 percent of Force powers cost comes from FP. The Force power cost is 20 percent less than normal. 40 BASE COST: 20 percent of Force powers cost comes from vitality points. This power lasts 30 seconds. Universal power. Jedi gains +2 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. MASTER FORCE BODY FORCE SHIELD PREREQUISITE: Level 15 PREREQUISITE: Level 6 BASE COST: 0 BASE COST: 20 30 percent of Force powers cost comes from FP. The Force power cost 40 percent less than normal. 30 percent of Force powers cost comes from vitality points. This power lasts 30 seconds. Universal power. Jedi gains +4 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. FORCE ARMOR PREREQUISITE: Level 12 BASE COST: 20 FORCE CAMOUFLAGE Jedi gains +6 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. FORCE CAMOUFLAGE PREREQUISITE: Level 1 Sith Assassin or Jedi Watchman BASE COST: 0 FORCE BARRIER This power allows you to be in stealth mode without using a stealth field generator. Universal power.
Restricted by armor. FORCE BARRIER IMPROVED FORCE CAMOUFLAGE PREREQUISITE: Level 1 PREREQUISITE: Level 7 Sith Assassin or Jedi Watchman BASE COST: 20 BASE COST: 0 This power absorbs 15 points of: This power allows you to be in stealth mode without using a stealth field generator. This power adds a +4 Bludgeoning damage to your Stealth skill. Universal power. Restricted by armor. Piercing damage MASTER FORCE CAMOUFLAGE Slashing damage PREREQUISITE: Level 13 Sith Assassin or Jedi Watchman Damage after 15 points is dealt normally. This power lasts 30 seconds. Light side power. BASE COST: 0 This power allows you to be in stealth mode without using a stealth field generator. This power adds +8 to your Stealth skill. Universal power. Restricted by armor. PRIMAGAMES.COM < 283
, FORCE CRUSH FORCE PUSH
PREREQUISITE: Jedi Level 1 FORCE PUSH BASE COST: 60 PREREQUISITE: Jedi Level 1 You learn this power on Dantooine (dark side). The opponent suffers 1–6 per level of character, max 10 BASE COST: 30 levels (10–60). This damage is unstoppable. A successful Fortitude Save reduced the damage by half. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. The enemy: Restricted by armor. moves back 5 meters. falls to the ground stunned for 3 seconds. suffers damage equal to the attacking character’s level. fails the Reflex Saving Throw, takes full damage, moves back, and gets stunned. FORCE DEFLECTION passes the Reflex Saving throw, takes half damage, and isn’t stunned.
DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Universal power. FORCE DEFLECTION FORCE WHIRLWIND PREREQUISITE: Jedi Level 6 PREREQUISITE: Jedi Level 9 BASE COST: 0 BASE COST: 30 This power grants the Jedi the ability to deflect blaster bolts without a lightsaber, it stacks with the Jedi defense feats, and it is always in effect. Attack vs. D20 + base attack bonus + Jedi defense + miscellaneous Fail the Reflex Saving throw, and you take 1/3 of the attacking character level in damage every 2 seconds feats/powers. The Jedi cannot deflect the bolts back at the attackers. Universal power. for 12 seconds. The target is spun around in a whirlwind for 12 seconds and cannot perform any actions. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids equipped with FORCE REDIRECTION energy shield hardware. Universal power. PREREQUISITE: Jedi Level 12 BASE COST: 0 FORCE WAVE This power grants the Jedi the ability to deflect blaster bolts without a lightsaber, it stacks with the Jedi PREREQUISITE: Jedi Level 15 defense feats, and it is always in effect. The Jedi can deflect the bolts back at the attackers. This power BASE COST: 30 adds +3 redirection bonus. Attack vs. D20 + base attack bonus + Jedi defense + miscellaneous feats/powers. Universal power. All enemies within 15 meters of the caster: are pushed back 5 meters. fall to the ground and are stunned for 6 seconds. also suffer equal to one and a half times the attacking character’s level. FORCE ENLIGHTENMENT Pass the Reflex Saving Throw and take half damage and no effect to this power. DC = 5 + attacking
character’s level + attacking character’s charisma and wisdom modifiers. Universal power. PREREQUISITE: Level 1 BASE COST: 30 You learn this power on Dantooine (light side). This will activate the highest-ranking power of the following (if you have the power): Speed powers, Armor powers, and Valor powers. These three Force powers should be cast at a reduced cost. Light side power. Restricted by armor. FORCE RESISTANCE FORCE RESISTANCE PREREQUISITE: Level 9 FORCE FOCUS: ALTER BASE COST: 25
Attacking Jedi formula—d20 + level. Defending Jedi formula—DC 10 + level. If the attacking Jedi has a higher number than the defending Jedi, the Force power affects the defending Jedi. If the defending Jedi has a higher number than the attacking Jedi, the Force power does not affect the defending Jedi. This PREREQUISITE: Jedi classes only power lasts 60 seconds.Universal power. Restricted by armor. This feat adds +2 to the Difficulty Class for all saving throws against the character’s ‘Alter’ Force Powers. FORCE IMMUNITY PREREQUISITE: Level 15 BASE COST: 25 Attacking Jedi formula—d20 + level. Defending Jedi formula—DC 15 + level. If the attacking Jedi has a higher number than the defending Jedi, the Force power affects the defending Jedi. If the defending Jedi FORCE FOCUS: CONTROL has a higher number than the attacking Jedi, the Force power does not affect the defending Jedi. Thispower lasts 60 seconds.Universal power. Restricted by armor. PREREQUISITE: Jedi classes only This feat adds +2 to the Difficulty Class for all saving throws against the character’s ‘Control’ Force Powers. 284 > PRIMA OFFICIAL GAME GUIDE, APPENDIX X: JEDI POWERS FORCE SCREAM FORCE VALOR
FORCE SCREAM FORCE VALOR PREREQUISITE: Jedi Level 1 PREREQUISITE: Level 1 BASE COST: 25 BASE COST: 25 This power harms all enemies within 10 meters in front of the attacker. Deals 3–18 points of damage. This power grants a +2 to all attributes, grants a +2 to Saving Throws, affects all party members, and lasts Reduces attributes by 2. A successful Will Save reduces the damage by half and cancels the attribute 20 seconds. Light side power. Restricted by armor. damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. KNIGHT VALOR PREREQUISITE: Level 9 IMPROVED FORCE SCREAM BASE COST: 25 PREREQUISITE: Jedi Level 9 This power grants a +3 to all attributes, grants a +3 to Saving Throws, affects all party members, grants BASE COST: 25 immunity to poison, replaces the bonuses from Force Valor, and lasts 20 seconds. Light side power. This power harms all enemies within 10 meters in front of the attacker. Deals 5–30 points of damage. Restricted by armor. Reduces attributes by 4. A successful Will Save reduces the damage by half and cancels the attribute damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark MASTER VALOR side power. PREREQUISITE: Level 15 BASE COST: 25 MASTER FORCE SCREAM This power grants a +5 to all attributes, grants a +5 to Saving Throws, affects all party members, grants PREREQUISITE: Jedi Level 15 immunity to poison, replaces the bonuses from Knight Force Valor, and lasts 20 seconds. Light side power. 25 Restricted by armor.BASE COST: This power harms all enemies within 10 meters in front of the attacker. Deals 7–42 points of damage. Reduces attributes by 6. A successful Will Save reduces the damage by half and cancels the attribute damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. FURY FURY FORCE SIGHT PREREQUISITE: Level 1 Sith Marauder
BASE COST: 30 While in Fury: PREREQUISITE: Jedi Level 3 character gains +2 strength. BASE COST: 15 character gains +1 vitality point per level. This power can only be learned from Visas Marr on the Ebon Hawk. Grants the Jedi the ability to see through some obstacles. Allows the player to see NPC alignments. Universal power. character gains +1 to Fortitude Saves. character gains +1 to Will Saves. you are immune to Paralysis effects. you are immune to Stasis effects. you get a +1 to damage for every enemy you kill. FORCE SUPPRESSION character takes a -2 to defense.
Fury lasts 30 seconds. Dark side power. FORCE SUPPRESSION PREREQUISITE: Jedi Level 9 IMPROVED FURY BASE COST: 30 PREREQUISITE: Level 5 Sith Marauder This power cancels first- and second-tier Force powers active on the target: Burst of Speed, Knight Speed, BASE COST: 30 Energy Resistance, Improved Energy Resistance, Force Aura, Force Shield, Force Resistance, Force Valor, Knight Valor, Battle Meditation, Improved Battle Meditation, Force Barrier, Improved Force Barrier, Force Body, While in Fury: Improved Force Body, Fury, Improved Fury, Inspire Followers I–III. Universal power. Restricted by armor. character gains +4 strength. FORCE BREACH character gains +2 vitality points per level. PREREQUISITE: Jedi Level 15 character gains +2 to Fortitude Saves. BASE COST: 30 character gains +2 to Will Saves. This power will cancel any Force powers active on the target: Burst of Speed, Knight Speed, Master Speed, you are immune to Paralysis effects. Energy Resistance, Improved Energy Resistance, Master Energy Resistance, Force Aura, Force Shield, Force you are immune to Stasis effects. Armor, Force Resistance, Force Immunity, Force Valor, Knight Valor, Master Valor, Battle Meditation, Improved Battle Meditation, Master Battle Meditation, Force Barrier, Improved Force Barrier, Master Force you get a +1 to damage for every enemy you kill. Barrier, Force Body, Improved Force Body, Master Force Body, Fury, Improved Fury, Master Fury, Inspire character takes a -4 to defense. Followers I–VI. Universal power. Restricted by armor. Fury lasts 60 seconds. Dark side power. PRIMAGAMES.COM < 285
, MASTER FURY INSPIRE FOLLOWERS 4 PREREQUISITE: Level 9 Sith Marauder PREREQUISITE: Level 13 Jedi Master BASE COST: 30 BASE COST: 20 Character must be a Sith Marauder. Grants +4 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light While in Fury: side power. Restricted by armor. character gains +6 strength. INSPIRE FOLLOWERS 5 character gains +3 vitality points per level. PREREQUISITE: Level 17 Jedi Master character gains +3 to Fortitude Saves. BASE COST: 20 character gains +3 to Will Saves. Grants +5 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light you are immune to Paralysis effects. side power. Restricted by armor. you are immune to Stasis effects. INSPIRE FOLLOWERS 6 you get a +1 to damage for every enemy you kill. PREREQUISITE: Level 21 Jedi Master character takes a -6 to defense. BASE COST: 20 Fury lasts 60 seconds. Dark Side Power. Grants +6 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. HEAL MIND TRICK HEAL
PREREQUISITE: Level 6 MIND TRICK BASE COST: 30 PREREQUISITE: Level 1 Heals all party members within 15 meters. Heals: 5 + 1 point for every charisma and wisdom modifier and BASE COST: 20 character level. The Force power does not affect droids. Light side power. Mind Trick can distract a target if they fail a Will Save. Will DC = 5 + attacking character’s wisdom and charisma modifiers. If the target fails the Saving Throw, they are distracted for 30 seconds. They become IMPROVED HEAL undistracted if the player gets too close or if the player interacts with the target. If in stealth mode, this power will not take you out of stealth mode. This power does not affect droids. Universal power. PREREQUISITE: Level 12 BASE COST: 30 FORCE CONFUSION Heals all party members within 15 meters. Heals: 10 + 1 point for every charisma and wisdom modifier and character level. Improved Heal neutralizes Poisons. The Force power does not affect droids. Light side power. PREREQUISITE: Level 12 BASE COST: 30 MASTER HEAL This power makes the Confused target attack for the player and lasts 30 seconds. Will DC = character’s level Level 18 + attacking character wisdom and charisma modifiers. This power only works on one target at a time andPREREQUISITE: does not affect droids. Universal power. BASE COST: 25 Heals all party members within 15 meters. Heals: 15 + 1 point for every charisma and wisdom modifier and character level. Master Heal neutralizes Poisons. Master Heal neutralizes Stun effects. The Force power does not affect droids. Light side power. MOBILITY INSPIRE FOLLOWERS PREREQUISITE: Level 4
Character moves 10% faster than normal. INSPIRE FOLLOWERS 1 PREREQUISITE: Level 1 Jedi Master BASE COST: 20 Grants +1 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. PRECOGNITION INSPIRE FOLLOWERS 2 PREREQUISITE: Level 5 Jedi Master PREREQUISITE: Jedi Level 1 BASE COST: 20 BASE COST: 0 Grants +2 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light Warns the Jedi before they enter extreme danger. These warnings are very rare. This power is always side power. Restricted by armor. active. Universal power. INSPIRE FOLLOWERS 3 PREREQUISITE: Level 9 Jedi Master BASE COST: 20 Grants +3 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. 286 > PRIMA OFFICIAL GAME GUIDE, APPENDIX X: JEDI POWERS AFFLICTION
PREREQUISITE: Jedi Level 6 BASE COST: 20 REVITALIZE Fail Saving Throw vs. Fortitude and opponent suffers as though poisoned. DC = 5 + attacking character’slevel + attacking character’s charisma and wisdom modifiers. -7 to all physical attributes (1 point every 3 seconds for 21 seconds). Target is slowed for 21 seconds. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. REVITALIZE
PREREQUISITE: Level 9 PLAGUE BASE COST: 50 PREREQUISITE: Jedi Level 12 Brings closest fallen ally back to life (does not work on droids). They should have 5 percent of their max BASE COST: 20 vitality points when Revitalized. Light side power. Restricted by armor. Fail Saving Throw vs. Fortitude and opponent suffers as though deathly ill from poison. DC = 100. -12 to all physical attributes (1 point every 1 second for 12 seconds)Target is slowed for 12 seconds. A successful save is IMPROVED REVITALIZE impossible—it should never happen. This power does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Level 15 BASE COST: 50 Brings all allies back to life (does not work on droids). They should have 5 percent of their max vitality points when Revitalized. Light side power. Restricted by armor. STUN
MASTER REVITALIZED PREREQUISITE: Level 21 BASE COST: 50 STUN Brings all allies back to life (does not work on droids). They should have 10 percent of their max vitality PREREQUISITE: Jedi Level 1 points when Revitalized. Light side power. Restricted by armor. BASE COST: 25 This power Stuns an opponent for 9 seconds if they fail a Fortitude Save. If the opponent is successful in the save, they are slowed for 9 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. This power does not affect droids. Light side power. STASIS SHOCK PREREQUISITE: Level 9
BASE COST: 25 SHOCK This power holds an opponent for 12 seconds if they fail a Fortitude Save. If the opponent is successful inthe save, they are slowed for 12 seconds. DC = 5 + attacking character’s level + attacking character’s PREREQUISITE: Jedi Level 1 charisma and wisdom modifiers. This power does not affect droids. Light side power. BASE COST: 20 Damages target for 1–6 per character level. Max 10 levels (10–60). Fail the Will Saving Throw, take full STASIS FIELD damage. Pass the Will Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking PREREQUISITE: Level 15 character’s charisma and wisdom modifiers. Dark side power. Restricted by armor. BASE COST: 25 LIGHTNING This power has a 10-meter radius effect from the target opponent it is cast on. The power holds theopponents for 12 seconds if they fail a Fortitude Save. If the opponent is successful in the save, they are PREREQUISITE: Jedi Level 9 slowed for 12 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom BASE COST: 20 modifiers. This power does not affect droids. Light side power. Restricted by armor. Attacks all hostiles 16 meters in front of the caster. Damages targets for 1–6 per character level. Max 10 levels (10–60). Fail the Will Saving Throw, take full damage. Pass the Will Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. Restricted by armor. FORCE STORM STUN DROID PREREQUISITE: Jedi Level 18 BASE COST: 20 STUN DROID This power affects all within a 10-meter radius of the target creature. Damages targets for 1–6 per PREREQUISITE: Jedi Level 1 character level. Max 10 levels (10–60). Also damages the target’s FP equal to the damage to their vitality points. Fail the Will Saving Throw, take full damage. Pass the Will Saving Throw, take half damage. DC = 5 BASE COST: 15 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. If the droid fails a Saving Throw vs. Fortitude, they are stunned for 12 seconds. DC = 5 + attacking Restricted by armor. character’s level + attacking character’s charisma and wisdom modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. DISABLE DROID PREREQUISITE: Jedi Level 6 SLOW BASE COST: 15
This affects droids in a 5-meter radius around the target droid. If they fail a Saving Throw vs. Fortitude, they are stunned for 12 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom SLOW modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. PREREQUISITE: Jedi Level 1 20 DESTROY DROIDBASE COST: Fail Saving Throw vs. Will and opponent is slowed for 30 seconds. DC = 5 + attacking character’s level + PREREQUISITE: Jedi Level 12 attacking character’s charisma and wisdom modifiers. Slowed effects are: -2 to defense, -2 to reflexes, and - BASE COST: 15 2 to attack rolls. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. This affects droids in a 6-meter radius around the target droid. If they fail a Saving Throw vs. Fortitude,they are stunned for 12 seconds. 1–6 points of damage per attacking character’s level. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. PRIMAGAMES.COM < 287
, THROW LIGHTSABER WOUND
THROW LIGHTSABER WOUND PREREQUISITE: Jedi Level 1 PREREQUISITE: Jedi Level 1 BASE COST: 20 BASE COST: 20 Target must be 5 or more meters away. Damage equals 1–6 per every two character levels. After the Fail Saving Throw vs. Fortitude, opponent is choked for 6 seconds. Damage: Opponent takes 2/3 of the lightsaber is thrown, it always comes back. Universal power. Requires lightsaber. attacking character’s level every 2 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful Fortitude Save means the opponent takes no damage. This ADVANCED THROW LIGHTSABER power does not affect droids. Dark side power. PREREQUISITE: Jedi Level 9 CHOKE BASE COST: 20 PREREQUISITE: Jedi Level 9 This power allows the character to attack up to three targets. The first target must be 5 or more meters away. Each additional target must be within 5 meters of the previous one. Damage equals 1–6 per every two BASE COST: 20 character levels. After the lightsaber is thrown, it always comes back. Universal power. Requires lightsaber. If an opponent fails a Saving Throw vs. Fortitude, they are choked for 6 seconds and suffer ability drain for 24 seconds. A successful Fortitude Save means the opponent takes no damage. Damage: Opponent takes 2/3 of the attacking character’s level every 2 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. -4 to constitution, -4 to dexterity, -4 to strength. This power does not affect droids. Dark side power. KILL
PREREQUISITE: Jedi Level 12 BASE COST: 20 If an opponent fails a Saving Throw vs. Fortitude, they are choked for 6 seconds and take damage equal to half of their maximum vitality points. If the opponent is successful in the Saving Throw, they take damage equal to the attacking character’s level. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. This power does not affect droids. Dark side power. Appendix XI: Force Forms CLASS NAME: BASIC Class Name Total Forms
Class Name Shii-Cho Makashi Soresu Force Channel Jedi Sentinel 7 Jedi Consular Level 7 Level 10 Level 12 Level 8 Jedi Guardian 7 Jedi Guardian Level 7 Level 8 Level 10 Level 12 Jedi Consular 7 Jedi Sentinel Level 7 Level 12 Level 8 Level 10 Jedi Watchman 7 J.M. = Jedi Master Jedi Master 7 Jedi Weapon Master 7 Sith Assassin 7 CLASS NAME: ADVANCED Sith Lord 7
Class Name Ataru Shien Niman Juyo Sith Marauder 7 Jedi Consular — — — — Jedi Guardian First J.M. Second J.M. — Third J.M. Jedi Sentinel Second J.M. First J.M. Third J.M. — Jedi Master — — — — Jedi Watchman Second J.M. First J.M. Third J.M. — Jedi Weapon Master First J.M. Second J.M. — Third J.M. Sith Assassin Second J.M. First J.M. Third J.M. — Sith Lord — — — — Sith Marauder First J.M. Second J.M. — Third J.M. CLASS NAME: FORCE
Class Name Potency Affinity Mastery Jedi Consular First J.M. Second J.M. Third J.M. Jedi Master First J.M. Second J.M. Third J.M. Sith Lord First J.M. Second J.M. Third J.M. 288 > PRIMA OFFICIAL GAME GUIDE, Forms: Advanced Form Bonus
Ataru Niman Defense: -2 Attack Modifier: +1 Defense vs. current target: +5 Defense: +1 Blaster bolt deflection: -4 Blaster bolt deflection: +1 Weapon threat range: -1 Saves vs. Force powers: +1 Shien Juyo Attack Modifier: +2 Defense: -4 Defense vs. current target: -5 Defense vs. current target: +2 Forms: Basic Form Bonus Blaster bolt deflection: +2 Saves vs. Force powers: -4
Critical multiplier: +1 Attacks per round: +1 Shii–Cho Soresu Critical hit attack modifier: +4 Attack modifier: +1 Defense vs. current target: +2 Defense: +3 Blaster bolt deflection: +4 Forms: Force Form Bonus Defense vs. current target: -3 Weapon threat range: -1 Makashi Force Channel Force Potency Force Mastery Attack modifier: +3 with lightsaber FP Regeneration: +50% (noncombat) Force power damage: +30% Force power duration: +50% Damage: +3 Force power damage: +3 FP cost: +20% Opponents’ Saves vs. Force powers: -2 Blaster bolt deflection: -5 Saves vs. Force powers: +2 Force Affinity Saves vs. Force powers: -4 Saves vs. Force powers: +2 FP Regenerate during combat FP cost: +20% Appendix XII: Party Members’ Paths of Destiny
“YOU LOOK LIKE YOU’VE SUFFERED A LOT OF DAMAGE OVER THE YEARS.”
There are light and dark reactions to this line of questioning: ”Well, I’m sure you’ll gain that skill back. I’m glad to have you along.” SPOILER ALERT! ”Pray you don’t lose any more of your functionality, or I’ll sell you for parts.”
The following party member information reveals all of their secrets and should ONLY be witnessed if you wish to When this conversation ends, ask T3-M4 if you can fix its processor (you need Computer Use and Repair skills of greater know EVERYTHING about your teammates and some of the plot of this adventure. You have been warned! than 0). A new line of options then begins. T3-M4: Companion Quest REPAIRING T3-M4 Information Stage 1: With moderately high/low influence and a Repair/Computer Use skill of 8 or more, you can begin an initial
diagnostic. Success leads to an award: +1 CON (Repair) and +1 INT (Computer), 250 XP. Stage 2: With high/low influence and a Repair/Computer Use skill of 14 or more, you can begin another diagnostic. Success leads to an award: +1 DEX (Repair) and +1 INT (Computer), 500 XP. Stage 3: With high/low influence and a Repair/Computer Use skill of 20 or more, you can begin another diagnostic. Success leads to an award: +1 DEX, +1 CON (Repair) and +1 INT, +1 WIS (Computer), 750 XP. Stage 4: With very high/low influence, and when the first three stages are complete, you acquire the Moving Meditation technique, allowing you to operate on T3-M4; you can heal your Force points and repair the droid at the same time. COMPUTER SPIKE WHEN SPOKEN TO
Any time you talk to T3-M4, you can request a computer spike from him. Use these at terminals, workbenches, or sell SCRAP METAL COLLECTION them to vendors (these can be continuously made and sold for an infinite number of credits if your patience is high).
Before you rebuild HK-47, talk to T3-M4 about the location of the various parts to construct the assassin droid. After you rebuild HK-47 and have interacted with it, move to T3-M4 and ask about the assassin droid. With high/low EXTRA DIALOG OPTIONS influence, T3-M4 admits to scavenging from parts across the galaxy. With a high player character intelligence (14 or more) or Computer Use, you can ask, [Intelligence] “How did you get Award: 500 XP here, T3?” With a high/low influence, you can ask, “What’s wrong with the astrogation system?” PRIMAGAMES.COM < 289
, HOLOGRAMMATICAL ERRORS ALL CREDIT TO KODIN
With a high Computer Use skill (10 or more), you can ask, [Computer] “You’re deliberately avoiding answering— If you’ve sold T3-M4 to Kodin on Nar Shaddaa, and after the droid returns to your party, you have an opportunity to why?” This leads to one of two possible choices: lose further influence: [Computer] “Let me check your core. I’ll be careful.” (Influence gain). [Persuade] “Want me to give you a memory wipe?” [Computer] “That does it. I’m going to rip out your module and get some answers there.” (Influence lost). After this there is a light side and dark side option: AFTER AN AUDIENCE WITH ATRIS The following light and dark options are available if you talk to T3-M4 before leaving Atris’ Jedi academy on Telos. The ”I want to make sure you’re all right. Just let me check, all right?” (Influence gain). light side gains influence, and the dark side loses it: ”I don’tcare what damage it could cause—I want to know what you’re hiding.” (Influence lost). “It wasn’t your fault they took the ship, T3.” After this, you can gain additional dialog regarding Darth Revan if your Computer Use is 15 or more: “Look, I’m just glad I found you.” If Revan was male and good: A hologram of Bastilla appears in Jedi robes, talking about good Revan disappearing. If Revan was male and evil: A hologram of Bastilla appears in Jedi robes, talking about evil Revan disappearing. “Don’t waste my time with excuses.” If Revan was female and good: A hologram of Carth Onasi appears in a new outfit, talking about good Revan disap- pearing. EBON HAWK CONVERSATION If Revan was female and evil: A hologram of Carth Onasi appears in an old outfit, talking about evil Revan as the Ask T3-M4, “How’s the Ebon Hawk?” There are some light and dark dialog choices (plus influence gain/loss) to make: original party heads to the Unknown World before she kills him. “Good job—glad to hear it.” “FRIEND OF YOURS?” “T3, I really appreciate your help.” When you reach the end of the “Hologrammatical Errors” sequence, you have a one-time chance to ask T3 about “Friend of yours?” Choose from one of two options: “Keep up the routine maintenance. If something goes wrong, I’ll hold you responsible.” “That long ago? Sorry to hear it.” “Just be sure it stays that way, or we’ll be using you for spare parts.” “Then leave them buried in the past, where they belong.” Then, choose an option regarding the hologram you just witnessed: ASTROGATION WITH THE ASTROMECH ”Don’t be sorry—maybe you had a good reason or were trying to protect someone.” After you speak to Atton Rand and learn that T3-M4 is responsible for the astrogation system, a new dialog option is available: “T3, what’s wrong with the astrogation system?” Light and dark side responses are now available: ”Save your apologies for someone who cares. Just don’t delete anything else unless I order you to.” ”No, I’m not planning to leave you behind, but it happens.” (Influence gained). By now, your character realizes T3-M4 has been searching for you. You can add or subtract to/from your influence even “I might. So repair it, or else.” (Influence lost). more by choosing the following dialog options: “I’m honored, T3. I will do what I can to stop this threat.” “If you question me on this again, I’ll turn you into scrap.” (Influence lost). “When this journey is done, you will pay for what you have done and for all you have put me through.” Kreia: Companion Quest
And: Information ”But you did help—you found us, T3. If we can stop the Sith…then there is hope after all.” ”You were able to gather us. And together, we can crush the Sith…and anyone else in our way.” THE JEDI MASTERS
Should you interrogate T3-M4 about the Jedi Masters scattered across the galaxy, the droid informs you about them in turn, including information on whether they are dead or alive. After you view them, you can question T3-M4 about why he downloaded this information: “Oh, I’m not angry. I wish you’d wiped the database before you left.” GAINING A PRESTIGE CLASS
“Well, be careful about going into unauthorized systems. Don’t want you getting hurt.” When you reach Level 15 and your alignment is 75 percent or more toward pure light or dark side (check the character backdrop and meter in your inventory), talk to Kreia about choosing a Jedi Prestige class. You may choose any of those “If you do that again, I’ll have your memory wiped. Understand?” mentioned in the “Training” section, but we recommend that you pick a Prestige class that matches the way you’ve played the game up until this point. You now gain levels as this Prestige character from now on. “Next time, don’t do anything without an order from me, or I’ll turn you into scrap.” PICKING A SIDE
If you are heading toward the light or dark side, check your character backdrop: there are light/dark side points and influence to earn. When your bar is two-thirds of the way to light/dark, new dialog options appear. 290 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY
Choose any answer except, “I shall view you as disposable, then.” HANDMAIDEN AND KREIA Kreia is also at odds with the handmaiden joining your party. When you confront Kreia, there are a number of options Choose any answer except, “I will not betray my companions like the Jedi.” to consider: “I trust her. She is here to help us, and allies should stand together.” VISAS AND KREIA “She has offered to help us, so show her the same respect I show you.”
Kreia reacts to the arrival of Visas when she appears in your party select inventory screen, and her response varies depending on whether you are male or female and light or dark. Kreia’s influence varies too; the following responses “I do not see the handmaiden as an enemy, and neither should you.” (Influence lost). shift her influence the most: “Ties to her master, perhaps. And I intend to follow that bond to its source when the opportunity presents itself.” “Then perhaps we should stop talking about it and simply eliminate her.” (Influence gain). “I think I can help her. She doesn’t seem…evil.” “I will keep that in mind—and watch the handmaiden carefully.” (Influence gained). ”Trust me, all I wanted was her lightsaber.” “Agreed. We need every tool we can get if Atris tries anything.” (Influence gained). Two additional responses are available if your intelligence or awareness is over 14, respectively: [Intelligence or Awareness] “Well, if her people all see through the Force, then maybe someone wanted to blind them.” PEERING INTO THE MINDS OF OTHERS When Visas is in your party, ask her about her eyesight and also ask Kreia about her vision. This leads to a discussion GRUMBLING AND MURMURING on telepathy and influence gaining. Award: Bonus Force Points, +1 Awareness, 500 XP.
When the disciple (female PC) or handmaiden (male PC) joins your party, Kreia’s demeanor shifts negatively. When she When you achieve this, return to talk to Kreia when you reach Level 15. Converse with her about telepathy again starts talking about influence, you can add light/dark points with the following responses: for the ability to read the minds of your party. More influence is gained. Award: Bonus Force Points; 500 XP; and Thought Check ability on Visas Marr, disciple, handmaiden, Mira, Atton, and Bao-Dur. “They’re my friends, not my followers.” When this is over, you have learned and can talk about Atton’s ability to play Pazaak in his head. “They are your friends, too—maybe you could learn to see them that way, rather than as followers.” SKILL AND INFLUENCE “They are my friends, not tools.” After you read minds and reach Level 15, talk to Kreia about what else she can teach you about the Force. She asks you what your most and least proficient skills are and asks that you return after you acquire skills in your least impressive one. Comply and return for a reward: Influence Gain, Bonus Force Points, and XP bonus (varies). “I deserve such obedience—from them and you.” After this, talk to Kreia about any of the Force and lightsaber forms you have learned. “You have a point. I will reflect upon this.” LET THERE BE LIGHTSABERS “I will think upon how my allies may be used, then.” If you haven’t already made a lightsaber with Bao-Dur’s help, ask Kreia about what is involved. There are light and dark options to select when asked about this weapon: Continue this through to learn that perhaps Kreia knows more of Revan, and follow this line of questioning: “To defend you and my allies.” “I had questions about how Revan amassed such a huge force against the Republic.” “Did you know Revan?” “The lightsaber is a symbol of the Jedi. It inspires others, gives them hope.” THE JEDI MASTERS “A lightsaber is the most powerful weapon a Sith can wield—that is reason enough.”
A new line of questioning is available after you locate all the Jedi Masters, and Kreia will speak. She also speaks if you slay the last Jedi Master “It represents power—and it can help me slaughter enemies quicker, faster.” THE MASTER OF VISAS MARR JEDI OR SITH?
When Visas is in your party, ask Kreia about Visas’ homeworld. In addition, when your line of questioning with Visas Asking Kreia, “Kreia, what are you—are you a Jedi, a Sith?” elects a refusal to comment. But there are more opens up dialog that mentions her master, ask Kreia about Visas’ master and she eventually mentions your possible comments you can make: need to sacrifice her. There are three options to consider here: INT 13+: “Then what were you?” “I will never do such a thing.” (Influence lost). INT 14-17: “To ally myself with someone without knowing their allegiance is unwise.” “If that is what must be done for victory, then I will do so.” (Small dark side gain, influence gained). If your intelligence is less than 13, you only receive a successful answer if you have a very high/low influence with Kreia. Award: 1,000 XP and movie revelations! “Perhaps I can convince her to sacrifice herself…that would be a twin victory, I think.” (Large dark side gain, influence gained). “DID YOU KNOW ATRIS AT ALL?” With a moderately high or low influence and a meeting already with Atris on Telos, ask Kreia “Did you know Atris at TELL ME ABOUT HER MOTHER all?” When successful, you receive an award and questions about her training Darth Revan. Award: 500 XP, Revan
conversations. For male player characters only, when the handmaiden is in your party and you’ve had the conversation about the handmaiden’s mother, move to Kreia and ask her about it. This is necessary to complete the handmaiden’s path to becoming a Jedi. PRIMAGAMES.COM < 291
, “DO YOU KNOW ANYTHING OF THE SITH INTERPARTY ANIMOSITY THAT PURSUE US?” Atton has a number of unique conversations depending on who has joined the party and what situations arise:
With a high or low influence, you can ask Kreia, “Do you know anything of the Sith that pursue us?” Her response • If Hanharr has joined, Atton has something to say. includes information on Sion, Traya, and Nihilus. • If the handmaiden and Visas begin to fight with each other, Atton speaks up about “women trouble.” REVAN REVELATIONS • If the handmaiden becomes annoyed at Atton spending too much time with Visas.
With a moderately high or low influence, and after handmaiden or disciple join your party, you can ask, “I had questions • If Mira loses her temper with the player character during her companion quest. about how Revan amassed such a huge force against the Republic.” The response is most interesting. This can lead to a • After you find out about the Echani training at Atris’ academy. second question (“Did you know Revan?”), as can a response concerning Atris (see above). Award: 500 XP. One final question is available in this story arc, but it requires extremely high/low influence to activate it: “Did you teach Revan?” You receive an influence gain after the answer. Award: 1,000 XP. CEREBRAL PAZAAK This line of questioning can conclude with the question, “How come none of Atris and the Jedi Masters recall After the player character talks to Kreia and learns to telepathically hear people on the ship, ask Atton why he plays you?” This activates after you learn about Revan. Pazaak in his head. Completely finish the conversation to receive a reward: A small bonus to Will-based saving throws. MAKING WOOKIEE Bao-Dur: Companion Quest
If Hanharr joins your party (you must be dark side) on Nar Shaddaa, talk to Kreia and she mentions “the lesson of Information strength.” If you already talked to Hanharr about his life debt, you can answer Kreia immediately. If not, talk to Hanharr, then return to Kreia. This leads to some light and dark side responses: “I think there is hope for the Jedi—and their code.” “There is weakness in the Jedi, and I have already cast them—and their beliefs—aside.” At the end of this conversation, you have two options: to accept the lesson of strength, or deny it. The awards are as follows: Acceptance award: 500 XP, minor influence gain with Kreia, small dark side bonus, +2 STR. Denial award: 1,000 XP, major influence gain with Kreia. SPECIAL GREETINGS FOR THE GENERAL Atton Rand: Companion Quest When you first converse with Bao-Dur, he has a different greeting: “General. Need something?” Information After you accrue enough light side points (usually around the time you leave Telos or shortly thereafter), a new
line of conversation can occur where Bao-Dur begins with, “Hey, General. Are you all right?” After you accrue enough dark side points (usually after leaving Nar Shaddaa if you’re following the walkthrough, and if you’ve made consistently dark side choices), a new line of conversation can occur where Bao-Dur begins with, “Hey, General. I want to talk to you.” When you have moderate influence gain with Bao-Dur, watch for a new conversation greeting: “I didn’t want to talk about the war, but can I ask you something?” A bit later, after you gain a little more influence, Bao-Dur has a new greeting: “You know, I’m glad I found you again, General.” JEDI TEMPTATIONS
When you’ve gained a major influence with Bao-Dur and are light side or neutral, another line of questions opens up, ATTON’S COMPANION QUEST beginning with: “Having you here has an effect on me, General. I never noticed it years ago. I think my mind was too
Part 1: Visit the Refugee Sector in Nar Shaddaa and locate two Twi’leks to begin this companion quest. There are light occupied then.” And: “I feel…calm. More in control. The anger is still there, but I can feel it drifting away.” and dark side options, but whatever your choice, the conversation continues to the end. During this dialog, you can offer to train Bao-Dur as a Jedi. If Bao-Dur’s alignment is light side or neutral, he Part 2: Your influence with Atton should be at a minor gain/loss to trigger a new conversation where Atton confesses to will agree. being a deserter. Similarly, when you’ve gained a major influence with Bao-Dur and are dark side, Bao-Dur begins with, “Having Part 3: To trigger the next conversation, your influence should have a relatively large gain/loss. The conversation you here has an effect on me, General. I never noticed it years ago. I think my mind was too occupied then.” And: “I continues with Atton speaking about defecting at the time of the Mandalorian Wars. feel the anger boiling to the surface, as I once felt towards the Mandalorians, but now it is toward myself alone.” Part 4: With a large influence gain/loss with Atton, persist with the line of questioning where Atton speaks about a Jedi During this dialog, you can offer to train Bao-Dur as a Jedi. If Bao-Dur’s alignment is dark, he will agree. who gave her life for him. When this chat ends, you can train Atton to become a Jedi Guardian, either immediately or later if you pick up the conversation again. THE LIGHTSABER ASSEMBLY QUEST After the lightsaber quest has begun (just after Telos, see the walkthrough for more details) ask Bao-Dur, “Do I have all TURNING TO THE LIGHT OR DARKNESS the lightsaber parts I’ll need?” Learn what is left to locate or have Bao-Dur construct the lightsaber to complete the quest. Atton can sense when you are turning to the light or dark side, and he has a unique conversation when you are at varying degrees of light or dark side. SHIPMATES When you find Bao-Dur tinkering on the Ebon Hawk, you can ask him, “What are you doing?” 292 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY AFTER THE DXUN TEMPTATION “Why does Atris allow me to walk freely? I could kill you all, easily.”
Bao-Dur is one of many of your party who can be tempted to the dark side after visiting Dxun. This opens up a number of lines of questioning, such as: “There was glory in battle—and none among the Jedi.” “Did something happen to you on Dxun? You look unsettled.” And: “Did something happen to you on Dxun? You seem a little calmer than normal.” “So if I crushed Atris’ skull into the floor, that might get to the heart of the matter?” REMOTE CONTROL “When the methods to inflict violence on others is limited, it weakens us all.”
Bao-Dur has a small remote that floats around his person, and he decides to upgrade it throughout the adventure. At Level 8, Bao-Dur upgrades the remote’s repair capability (excellent for helping other droids in combat). At Level 10, “I agree. It shows how far you are willing to go for your goals.” Bao-Dur upgrades the remote’s laser. “Devotion? I prefer obedience. To a cause…and a master.” THE DROID TINKERER
Bao-Dur can also approach the three droid companions you may have acquired during your adventure and tinker “Your skill is impressive, as is your devotion to your training.” (This activates when you ask about the last of with them: the handmaidens and haven’t heard a response from her sisters at the Telos Academy. You must be on the Ebon Hawk.) • T3-M4: Bao-Dur inspects this droid just after leaving Telos, upgrading the astromech droid. Award: T3-M4 +2 CON. • G0-T0: Bao-Dur inspects this droid after you leave Nar Shaddaa, exit onto another planet’s surface from the “Keep your opinions to yourself, or I will make you regret them.” (This activates when you ask about the last Ebon Hawk, then return to the ship. G0-T0 actually requests a service from Bao-Dur. Award: G0-T0 +2 DEX. of the handmaidens and about her name. You must be on the Ebon Hawk.) • HK-47: Bao-Dur actually requests and then improves HK-47’s combat techniques after you activate the droid “As do all slaves. If you have no value to anyone but Atris, you have no value to me.” (This activates when and he is in your party. you ask about the last of the handmaidens and about her name. You must be on the Ebon Hawk.) “Battle is not the truth of the Jedi teachings—I believe it is the farthest thing from it.” EXTRA PROTECTION
At any time you can request shields from Bao-Dur, which can add to your combat readiness or be sold for profit. Bao- “Combat is not the best way to communicate with others.” Dur has a limitless supply of these and they vary in type. “Well, I have no wish to fight Atris.” COMBAT TRAINING
After you have a moderate to high/low influence on Bao-Dur, a number of combat conversation strings open, allowing “I apologize. I meant no offense.” you to train Bao-Dur in techniques, forms, and fighting moves. “I went to war to protect others, not to fight.” INTERPARTY TRIBULATIONS “If you are distracted and lack discipline, then you deserve your rank.” (This activates when you ask about the
Aboard the Ebon Hawk, after you gain a moderate influence with Atton Rand and your character is female, Atton asks last of the handmaidens and haven’t heard a response from her sisters at the Telos Academy. You must be on Bao-Dur about you. the Ebon Hawk.) Bao-Dur also confronts Kreia after you have a strong influence gain with him and after you’ve fallen significantly “There is some truth in what you say. Is that your judgment of me?” (This activates when you ask about the to the dark side. last of the handmaidens and about her name. You must be on the Ebon Hawk.) When you have a slight influence gain with Mandalore and a strong gain with Bao-Dur, a confrontation between “You should take value in yourself as well.” (This activates when you ask about the last of the handmaidens the two party members can occur. and about her name. You must be on the Ebon Hawk.) MALACHOR V REVELATIONS FLEETING CONVERSATIONS
When you have a very high influence gain with Bao-Dur, he may talk to you about Malachor V. This can eventually lead At the end of the conversation at Atris’ academy or after one of the handmaiden’s duels on theEbon Hawk, she will ask to an ultimate sacrifice on the part of this Zabrak. you about the Force only once: “What does it feel like?” She also asks you about your trial during the end of the first (or second) duel on the Ebon Hawk. There are Handmaiden: Companion options for light and dark awards and the ability to gain and lose influence. Quest Information Should you teeter on the brink of becoming pure light or dark side, the handmaiden’s responses to questions will
be different. If your player character is male, you can, with the correct amount of influence gained through chats and adven- turing, begin a small romance plot between yourself and the handmaiden. ANTSY ABOUT ATRIS
On the Ebon Hawk, the handmaiden refuses to speak of Atris unless you have a moderately high or low influence with her. If you talk to the conversation’s completion (which ends with, “I hope this generates some measure of trust between us”), you gain influence. There are light and dark responses: “I appreciate your trust—thank you for telling me.” GAINING THE UPPER HAND “I am grateful for your words, and for your assistance.”
When speaking to the handmaiden, watch for a number of these key phrases if you are determined to gain minor light “You know nothing of my choice—and do not presume to.” or dark side alignment changes: “She was right—you’re lucky I don’t kill you all.” “Then serve me—and serve me well, or you shall stand with me no longer.” PRIMAGAMES.COM < 293
, The conversation about Atris is slightly different if you have a higher or lower influence with the handmaiden. If you talk to the conversation’s completion (which ends with, “I hope this generates some measure of trust between us”), “The Jedi are dead—there is only me, and the truth I bring.” you gain influence. There are light and dark responses: “I will teach you to harness the hollow places inside yourself—and use it for your own power.” “If you have any others, you are always welcome to ask.” From here, you train the handmaiden into becoming a formidable Jedi Guardian or Dark Jedi Guardian. “Only fools fear questions—and their answers.” ENDGAME INFLUENCE INTERPARTY ANIMOSITY When you leave Telos after the battle on Citadel Station and after you’ve listened to the holorecord, you can gain or
lose influence with handmaiden by stating the following: After Kreia attempts to sway the handmaiden by telling her that Visas is corrupting your character, the handmaiden “I don’t care—you’re going back.” (Influence loss). becomes obstinate when you try to talk to her, offering comments such as, “Why are you here?” When you hear this, ask Atton about it; afterward, the handmaiden refuses to speak to you. Choose the following light and dark “Fine. Just stay out of our way.” (Influence loss). side responses: “I will take whatever help I can get.” (Influence gain). “Because I believe she can be saved.” “Look, forget Atton. Take the regular quarters, we have enough room.” (Influence gain). “She can lead me to those who seek to destroy me. Then I can confront them, and hopefully, stop them.” “Don’t let them bother you—we’ve just been through a lot.” (Influence gain). “And when she leads me to those who hunt me, I shall butcher her and her masters.” Mira: Companion Quest The talk you have with the handmaiden can also affect your influence with Visas—you gain influence with Visas Information if you say you can save the blind Jedi and defend her. HANDMAIDEN: COMPANION QUEST PART 1
Encouraging the handmaiden toward the path of the Jedi takes some persuasion, and you must intently focus in on her for a while. The quest begins on the Ebon Hawk after the handmaiden joins your party. Visit the handmaiden in her chamber and begin a conversation where you challenge her to a series of duels. Each duel requires a different set of options you must follow, but most are unarmed and don’t use Force powers. However, if powers aren’t specified, you should use them! If you aren’t skilled in unarmed combat, create several medpacs prior to each fight. After each successful bout, you gain increasing influence up to the fifth and final fight, which grants you the largest influence gain. If you fail any of the duels by cheating, you can explain why breaking the rules is an agreeable trait: MIRA’S REMARKS “Using whatever power at your disposal is the truth. And victory is the objective.” If you’re hurtling toward the dark side (check your character background color in the inventory), you spark a reaction from Mira when you’re three-quarters toward the dark side. “I did it to teach you—not to humiliate you, that was simply an added bonus.” Similarly, if you’re three-quarters toward the light side, you start a unique conversation. If you have an influence preference for Atton and the disciple (female PC) or for Visas and the handmaiden (male PC) and both these characters You receive an influence gain if you hear the handmaiden say (angrily, but realizes she is wrong): “There is truth have confronted each other, Mira chimes in with innuendo-laced comments. These can give influence gains on the in what you say. But the manner in which it was delivered is not welcome.” appropriate people. After you beat the handmaiden in every duel, and your influence is high or low, she talks about her father. MIRA’S EXPLOSIVE PERSONALITY
HANDMAIDEN: COMPANION QUEST PART 2 Just like many of your party members, you can request a limitless number of items from Mira, such as grenades, which After you finish the dueling, request (with a moderately high or low influence) that the handmaiden don less revealing you can use or sell for infinite profit. Note that she only constructs nonlethal grenades unless your Persuade is over 10 attire, and she will do so (providing you’re not prancing about the Ebon Hawk in your undergarments). The robe she or if your Demolitions is over 5 and you convince her otherwise. wears has not been seen before; ask who it belongs to. With correct influence, she mentions it was her mother’s and that her mother was a Jedi Knight. You can start this conversation at any time if you see the handmaiden wearing these JEDI COMPANION QUEST: special robes. You may also learn about the handmaiden’s mother with a moderate influence gain/loss and by asking, “So you have a different mother…but the same father?” “YOU SEEM RESTLESS.” The path to making Mira a Jedi requires an extremely high or low influence over her. When you’re able, ask Mira why HANDMAIDEN: COMPANION QUEST PART 3 she feels restless. After this, remark, “You seem more comfortable here than on the Ebon Hawk.” For the biggest
influence, choose the line, “An interesting way of putting it. It’s true.” You now hear about Nar Shaddaa, which fits into Speak to Kreia, who is most interested in the offspring of a Jedi, about the handmaiden’s disclosure. She believes she the vision Kreia had (where she “felt Nar Shaddaa”) just after you met the Twin Suns for the first time on Nar Shaddaa. shares her the handmaiden’s mother’s power. With high/low influence and with the knowledge from Kreia about the Tell Mira about this vision and hope you have a very high/low influence or she isn’t interested. If you convince her, she Jedi’s bloodlines, you may convince the handmaiden to follow the path of the Jedi. There are light and dark responses: says, “Sure, show me.” Take her to the same spot Kreia had the vision. A vision grips Mira, and she turns into a Jedi. “Because the Force runs strong in bloodlines, and you could learn to use it to help others.” There are a few light and dark side responses when you take Mira to become a Jedi: “No, but it may help you put life, and all its hopes, in perspective.” “If I were to train you, then I might harm you—and I would not wish that.” “You can learn to shut it out. There are Jedi techniques for calming the mind.” “If you are certain, I will teach you what I know of the Jedi. Is that what you want?” “I can train you, Mira. To become something greater—and to protect others.” “You can use that same power, but take a stronger, darker path.” 294 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY
When Mira mentions that she saved Hanharr’s life and you have a reasonably large influence gain/loss, she “This is the potential all Jedi possess.” says, “I figured that would buy me enough time to move through them and get away.” There are dark and light comments here: “Only if you want me to, Mira. I have shown you the way; I cannot force you down that path.” “Sometimes it is stronger to spare a life than take it.” (Influence loss). “Nothing is achieved without pain—either yours or someone else’s.” “You paid the price for your weakness. When the time comes for a similar choice, do not hesitate to kill again.” (Influence gain). “Don’t shut it out—endure it, in all its pain, all its misery—and become stronger for it.” Hanharr: Companion Quest
“Yes, you have no choice. You must learn power—and control.” Information These choices influence whether Mira becomes a Light or Dark Jedi and will award you with a large amount of light or dark side points. Mira also reacts to her Jedi abilities the next time you both converse. DXUN TOMB TEMPTATION
If Mira was tempted on Dxun (or she fought that temptation) in the evil Sith temple, she has a number of responses depending on her alignment: “You always had that strength, Mira.” (Influence gain). “Either have the strength or do not—but do not waste my time with your doubts.” (Influence loss). GETTING RESPECT ANGUISH AND ANNOYANCE When Hanharr first arrives atin your party and speaks to you, his conversation is disrespectful unless you choose “You will
speak to me with respect, or I will break you.” After this, Hanharr addresss you with, “What do you want, human?” “Were you raised on Nar Shaddaa?” This is a question to ask when you have a moderate influence gain/loss with Mira. Some of the responses elect a light or dark side point increase: If you ever hear Hanharr use “Jeedai,” you can then ask him why he uses that pronunciation. “I regret the loss of life at Malachor. But there was no choice left.” WHOSE SIDE ARE YOU ON? “The Mandalorians deserved to be crushed at Malachor—you should be pleased.” If you are heading toward the dark side (check your character background color in the inventory), you get a reaction from Hanharr when you’re three-quarters of the way there. The same goes for when you’re three-quarters light side. You can continue to pry into Mira’s emotional background until she can stand it no more and refuses to speak to you. To really annoy her, you must figure out why she does what she does, which requires an Awareness of 10 or more, HALTING THE WALKING CARPET a sizable influence gain/loss, a wisdom of 14 or more, or an intelligence of 14 or more. If you talk to Atton again When you first board the Ebon Hawk with Hanharr aboard, he paces about the corridors. You can stop or start him in before Mira forgives you, you can talk to him about it too. this routine by talking to him. Until you straighten the disagreement out, when you try to talk to Mira again, she says, “What do you want now?” There’s light and dark responses at this point: A WOOKIEE MISTAKE “I wanted to apologize.” (Minor influence gain). You accrue light and dark influences and points when you engage Hanharr with “I heard you hunt humans.” “If you continue to cause that suffering, it will never end.” (Influence lost). “Still, I’m sorry you lost your family at Malachor.” (Minor influence gain). “Not all humans are like the slavers who came to your world—you blame a species for the crimes of a few.” (Influence lost). “All things are connected through the Force. From such acts of kindness, great things may come.” “But still you serve me, as a slave should. You know your place.” “If you shut the world out, there is no strength in that.” “Any human that cannot stand against you deserves to die.” “The galaxy doesn’t care for us, and it cannot be healed.” “Your anger is welcome—but direct that hate at our enemies, or I’ll show you what hate is.” (Minor WHAT IS LOVE? influence loss). You can ask Hanharr about love after Visas and the handmaiden have their first fight or after Atton and the disciple have their first fight. “There is truth in strength and hatred—and little else.” Any other response in that selection gives a minor influence loss unless it ends with, “Don’t know why I’m telling A WARRIOR’S PAST you this…”; this gives a minor influence gain. You can ask, “Why do you wear shackles?” with a similar influence on Hanhar. There are light and dark options: “What they did to you and your tribe was wrong—life is not a commodity.” (Influence lost). WALKING CARPET BAGGING
The following two lines of questioning (“Tell me a little about Hanharr,” and “What happened between you and “Yet somehow, they were strong enough to cage you—as it should be.” (Influence gain). Hanharr?”) only receive an answer if you have a good influence gain/loss with Mira. There are light and dark side responses: “Perhaps you are weak in that you allowed the shackles to be placed at all.” (Influence gain). “It’s good he broke free. Nothing deserves to be caged.” Award: 500 XP “If they weren’t strong enough to hold him, then they deserved to die.” With a slightly larger influence gain/loss, you can begin with, “You can’t have been the only slave Czerka took from your world.” The end of this line of questioning results in light and dark choices. PRIMAGAMES.COM < 295
, “For all the evil you have done, Hanharr, there is hope of redemption for you.” (Influence lost). G0-T0: Companion Quest Information
“Even if your tribe cannot forgive you, I will.” “You lessen an act of slaughter by thinking it was salvation.” (Influence gain). “The only truth is that you killed your tribe because they were weak—which is what they deserved.” (Influence gain). Award: 500 XP At the end of this conversation string, you have two different responses: “What you did to your own tribe, Hanharr—it was wrong.” “What you did to your people was madness—yet there was strength in it.” INTERPLANETARY STABILITY When you have a very high/low influence with Hanharr, this leads to a conversation path appears in whichwhere After G0-T0 is aboard your ship, you can activate the Interplanetary stability quest with the question, “How should I Hanharr challenges you to explain what you did during the Mandalorian Wars. Again, your responses result in save the Republic?” G0-T0’s answers depend on the planet you wish to bring stability to: light/dark side and influence changes: “Tell me about Dantooine”: G0-T0 then has three responses, depending on whether: “And I regret every death, Jedi and Mandalorian, to this day.” (Influence lost). 1. Nothing has been done: “Dantooine is a vital resupply point for the Republic.” 2. You completed Dantooine with light side actions: “You have stabilized Dantooine. The Republic has gained a power “If you think such deaths bother me, they do not.” (Influence gain). base in the Outer Rim.” 3. You completed Dantooine with dark side actions: “You have destabilized Dantooine. The Republic has lost a power “Everyone at Malachor died because they had to—and I would destroy them all again, gladly.” base in the Outer Rim.” (Influence gain). “Tell me about Onderon:” G0-T0 then has three responses, depending on whether: Award: 1,000 XP and +1 WIS (player character) 1. Nothing has been done: “Onderon is an Outer Rim world, rich in ecological resources. Its aggressive ecology is capable of bringing devastated worlds back to life.” HANHARR THE FOLLOWER 2. You sided with Talia: “The political situation on Onderon has stabilized. Onderon will now remain within the
Republic.” When you ask, “Why do you follow me?” expect one of two responses, depending on whether you are light side (“You… spared my life”) or dark (“Because the weak must obey the strong”). The chat continues with, “What debt are 3. You sided with Vaklu: “The political situation on Onderon has stabilized. Onderon will secede from the Republic, you talking about?” Hanharr explains this briefly, but he won’t go any deeper unless you have an exceptionally large denying the ecosystems and life required for the other decaying worlds.” influence gain/loss. If this occurs, you can convince Hanharr to forsake his life debt. “Tell me about Telos:” Although conversation begins, this planet cannot be stabilized until G0-T0 is unavailable to Award: 1,000 XP, +2 STR and -2 INT to Hanharr speak to. Speak to G0-T0 and tell him of your actions on Onderon and Dantooine, and you receive a reward. Note that you MANHANDLING MIRA must finish each planet (returning to Onderon for a second time) in either a dark or light style for a payment to be made.
When you ask, “Why did you kill Mira?” but don’t have enough influence (you need a moderate amount), you actually gain Award: 2,000 credits per planet (total: two planets). a small influence with Hanharr with the following prerequisites (choose either the Awareness or Persuade option): Have an Awareness of 12 or more to detect if Hanharr is lying. REQUEST PAYMENT: “So you killed her because she would not? Her choice is to be admired, not hated.” (Minor influence loss). EFFECTIVE IMMEDIATELY After you begin the “Interplanetary Stability” quest, you can elect some light and dark responses and have influence “And you were angry at her weakness—and rightfully so.” (Minor influence gain). gains and losses, as long as you start with, “Maybe if you pay me, I can take care of all those things, one system at a time.” There are three options: Have a Persuade of 10 or more to allow two additional responses: “I don’t want a reward—helping the people of those systems is enough.” (Medium influence lost). “Humans don’t generally do that as an insult—I think you mistook her intentions.” (Minor influence loss). “A Jedi’s life is sacrifice, not gain.” (Medium influence loss). “If Mira spared your life, it was more likely to humiliate you before others than mercy.” (Minor influence gain). “Then that is all I needed to hear.” (Small influence gain). If you do have the influence needed, then Hanharr explains why he killed Mira. However, unless you know that Hanharr murdered his own people, the conversation stops. But there is a chance for two new options: “I will do what has to be done, no matter what the cost.” (Medium influence gain). Awareness of 15 or more: [Awareness] “I don’t believe you. It is not the hunt that drives you.” “She did not make you a slave—instead, she denied you freedom, death.” “If I have to kill everyone to do it, you’ll get your stability.” (Large influence gain). The conversation continues to its conclusion and a pledge between you both, with a reward: 1,000 XP +1 CON (Hanharr, yourself). Award: 2,000 credits per planet (total: two planets). TEST OF STRENGTH
You can ask Hanharr what the source of his strength is after you talk to Kreia about why he’s on board. For this line of HUNTER-KILLER HINTS questioning, you need a high influence gain/loss. When you see the lines, “Do you know anything about the HK droids sent after me?” and “You mean they’re going to After you complete the conversations above, talk to Kreia. When Kreia asks you to learn the lesson of strength come after me?” try these different conversations if HK-47 is in the party: from Hanharr, answer her as soon as you learn of Hanharr’s life debt. There are two rewards: “Now…is there something else you wished to know, or do you wish to waste more of my time?” Learn the lesson: +1 CON, +2 STR “Why don’t you ask their predecessor? That archaic memory-impaired assassination droid will know more about his Turn away: +2 WIS subsequent generations than I would.” 296 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY A FLOATING ASSET OR HK-47: Companion Quest SNEAKY AND USELESS? Information
A quick way to gain/lose influence with Goto/G0-T0 is asking what skills he/it has. Your conclusions can be chosen from the following: “Those can all prove an asset. Good to have you standing with us—I mean, floating with us.” (Influence gain). “So you’re sneaky and confusing? You sound pretty useless.” (Influence loss). There are light and dark responses too: “That is my goal as well—to help the Republic, help its people.” “I do not wish the Republic to survive—I wish it to die.” DROID REVELATIONS HK HOOK-UP
When you learn that Goto is in fact a droid named G0-T0, you have a different response to the following question: HK-47’s main body is standing inside a small cargo compartment aboard the Ebon Hawk, just to the right of the corridor “Where is your base of operations?” leading to the cockpit. (The location of the four parts—processor, chassis, control cluster, and vocabulator—has been 1. Don’t know Goto’s secret: [Chiding] “Now, now, that would be telling. For now, my presence must remain a shown in the “Jedi Companions” section.) There is also a bonus pacifist package you can obtain from Geeda when she’s secret—and it may remain that way forever.” able to visit all the planets in the “Trade Wars” quest. Once installed (and quickly removed after a very bizarre conver- 2. Do know Goto’s secret: “As you well know, my ‘base’ of operations lies inside this floating droid before you.” sation), HK-47 receives a reward for his new “feelings.” Award: 500 XP, +1 WIS, +2 Treat Injury, +2 Awareness, and +2 Will-based saves. When you know Goto is a droid, you can ask, “What was it like breaking away from the Republic?” MOCKING PURITY SECURITY TUNNELER CONSTRUCTION
When you are one-quarter pure light or pure dark side (check the indicator on your colored character backdrop), HK G0-T0 can construct security tunnelers for you to utilize or sell for infinite profit. has a specific reaction with light and dark side connotations: “Statement: I have already learned a great deal, master, and I am anxious to learn more of lying, betrayal, SHADY OPS ON NAR SHADDAA and new ways to harm innocents.” (Influence loss).
When you have a moderate influence gain/loss with G0-T0, ask the droid about the criminal operations on Nar “It is good you are recording my cruelties—you may need to know how to use them yourself in the future.” Shaddaa, including additional information about Vogga. There are light and dark responses: “Stick with me—you’ll pick up a few things.” (Influence gain). “I agree. Dealing with the Hutts would only hurt things in the long run.” (Medium influence gain). When you are three-quarters pure light or pure dark side, HK has a specific reaction, with light and dark side connotations: “Well, I certainly wouldn’t wish to bankrupt the Republic, especially for my own gain. (Medium influence loss). “Mercy and charity are not weaknesses.” (Influence loss). “Perhaps—but that’s between me and Vogga.” (Medium influence loss). “If you decide to attack me, I will crush you into scrap without a second thought.” (Influence gain). THIS IS THE DROID YOU’RE LOOKING FOR When you are almost pure light or pure dark side (your indicator on the character backdrop will be almost at the
top or bottom), HK has a specific reaction, with light and dark side connotations: The quest to expose Goto as G0-T0 depends on the following actions: 1. Learning that the Republic lost the original Republic droid intelligence for Citadel Station some time ago. This is “I am not proud of what I did during the Wars—and I do not wish to discuss it.” (Influence loss). part of the main quest on Telos. “They weren’t accidents—I did them on purpose and would do them again. Why do you want to know?” 2. Gaining influence with Goto so you can ask about the criminal operations on Nar Shaddaa. (Influence gain). 3. Exploring Nar Shaddaa and exposing all the incidents where you notice droids are running everything: A. The first incident is the droid Pazaak player. When you discover the memory module (achieved with Awareness, LOVE AND THE ASSASSIN DROID Computer, or Repair and also by T3-M4 and Bao-Dur if you fail Computer and Repair skill checks, respectively), you can mention it to Goto. If you’re going through women trouble with the handmaiden and Visas or man trouble with the disciple and Atton (the first time either one of them fights), you can talk to HK-47 about his opinions on love and what love is. B. The second incident is the droid swoop racer. When you realize the droid is dominating the races, confront Goto about it. Talk to Borna Lys for this information. C. The third incident is the Bith scientist trying to track down the mysterious signal. He talks about it, then when TAKING CHARGE you return, you find the Bith missing; ask Goto about this later. With T3-M4 and HK-47 on board, both the droids come to blows after HK-47 realizes what T3-M4 has been up to. This D. When the T3-M4 droid warehouse quest (which takes place before G0-T0 joins the party) is over, you have a can lead to a conversation with the line: “I found the navicomputer tampered with. Any idea why it’s locked?” This only chance to ask T3-M4 how he obtained the codes. When T3-M4 mentions that the droids in the droid warehouse occurs after T3-M4 electrocutes HK-47. were the ones sending the signal, ask Goto about that. E. The fifth incident is when Atton mentions that droids can’t go into the Jekk’Jekk Tarr during the call from Visquis. This is another clue. INFERIOR CONSTRUCTS When you have witnessed three or more of these incidents, start confronting Goto on this with, “A lot of your If HK-47 has witnessed other HK units (on Telos and Nar Shaddaa), the conversation begins with, “Why are they operations on Nar Shaddaa were carried out by droids.” Eventually, the truth is known. masquerading as protocol droids?” you receive different information depending on these separate factors: a Computer When you confront him at least three times, you can say, “I think you used droids in your operations because Use skill of 9 or more, INT of 16 or INT of 17 or more, and Awareness of 18 or more. you are a droid.” You’ve almost forced the droid to admit his secret, but influence is needed: Toward the end of this chat, you can utter, “So? That’s how droids should be treated.” Or, “Those are typical droid If you confront him with three pieces of evidence, you need a high influence gain/loss. duties, but it doesn’t mean they should be treated as furniture.” If you confront him with four pieces of evidence, you need a moderate influence gain/loss. If T3-M4 overhears this, he suffers a small negative influence reaction. If you confront him with all five pieces of evidence, you only need a slight influence gain/loss. Another line of questions—”For a sophisticated assassin droid…”—explains why HK-47 lost all the experience levels the droid gained in his first adventure with Darth Revan. Award: 2,000 XP (player character) PRIMAGAMES.COM < 297
, NOW I AM THE MASTER THE LAW OF MANDALORE
Toward the adventure’s end, after “Taking Charge” has occurred and with a moderately high influence gain/loss, HK-47 Mandalore tells you about the tumultuous history of the Mandalorians from the first time you converse; begin the stops and asks you about your past. You can choose to dismiss him (which causes an approximation of joy). From now conversation with, “Can you tell me about the Mandalorians?” on, you can ask HK-47 about his history, killing Jedi, the Mandalorian Wars, and what Revan thought of you. This is a Question Mandalore’s leadership when you’ve already selected the above conversation, and you have a high very long conversation with XP awards at the end, and some amusing dialog and mimicry of past companions of Darth influence with him. Begin with, “Are you certain the clans will follow you?” Revan. During the conversation, there are many light/dark choices and influence gains/losses: The final series of questions, revealing much of Mandalore’s history, is obtained after you have a very high “I don’t have time for this—leave it.” (Influence gain). influence over Mandalore and after you’ve exhausted the earlier lines of questioning. The conversation to look for is: “The next person who prevents me from leaving when I say the conversation is over is going to die. Now let “How did you become Mandalore?” me go, or else.” (Influence gain). Disciple: Companion Quest
This leads to a new conversation, beginning with, “Before, you asked if I was the one who served in the Mandalorian Wars—why?” Information If you have a high influence gain/loss with HK-47, you can also ask, “Who was your previous master?” This allows HK to mock Revan’s previous party members: Carth and Bastilla (if Revan was male) and Carth only (if Revan was female). In order to ask why Revan did not consider the Republic a threat, you need a high influence gain/loss. Continue with this line of questioning for the following responses: “I’ve never grown comfortable with killing—and never enjoyed it.” (Influence loss). “It was an accident…and I regret it.” (Influence loss). “If I had known what would happen, I might have done it intentionally.” (Influence gain). CHECKING YOUR DESTINY
In order to hear about HK-47’s Jedi-killing days, you must have a very high influence gain/loss. However, the rewards for you are great: After a female player character obtains the disciple on Dantooine, he responds to you when your alignment shifts more than halfway toward the light/dark side. There are specific points to earn with the following dialog: Award #1: 1,000 XP, +1 CON, and +1 to Reflex-based saving throws. Award #2: 1,000 XP, +10 FP, and +1 to WIS. “I thank you for your kind words, but they are not necessary.” JEDI ASSASSINATION TECHNIQUES “Do not bother—I do not need your help.”
After you have engaged Darth Sion on Korriban and you have uncovered the fact that HK-47 used to kill Jedi, you can ask him how the droid would destroy Sion. This hints at the Persuasion technique to end the final battle with Sion. “I have no time for your condescension. Leave me.” Mandalore: Companion Quest If a conversation ends with, “Very well—my apologies if I have offended you. I shall remain silent,” you get a
slight influence loss. Information If a conversation ends with, “I understand now why others followed you to war. Perhaps that is what leadership
is—and it is something I have seen in only a few during my travels,” you get a slight influence gain. If a conversation ends with, “Very well—then I shall keep my favorable opinions to myself,” you gain influence. THE CHOKE’S ON YOU
If you are a cruel and merciless leader, you can actually Force Choke the disciple during conversations, using the line: [Force Choke] “I do not need your counsel, only your obedience.” (Influence loss). Conversely, the disciple takes a fancy to you, and various romantic conversations can be initiated, much to the chagrin of Atton Rand. MANDALORE MEET AND GREET “WHAT DO YOU DO AGAIN?”
When you first speak with Mandalore aboard the Ebon Hawk, he has a specific conversation that begins with, “Nice ship The disciple functions as a portable lab station (able to construct any kind of item a lab station makes), and he provides you have here. Where did you get it?” a limitless supply of medpacs. This is available when you discover the disciple’s medical training (asking, “What do you do again?”) and then asking what he can do with this training. Sell the medpacs for infinite profit. He also has different CANDOR WITH MANDALORE reactions to your comments when he heals you, depending on whether you are already at full health or are dark side:
If you have a moderately high influence with Mandalore, he begins to talk to you, saying, “I want to have a word “Thanks—that’s good to hear. Your words are appreciated.” (Minor influence gain). with you.” The revelations continue when you have a high influence with Mandalore; he begins to talk with, “I have “I have never felt stronger.” (Minor influence loss). questions for you.” However, the major revelations about Mandalore’s past, his past affinities with Darth Revan, and Mandalore’s real “Save your counseling for the weak—I feel powerful, strong.” (Minor influence loss). identity, are revealed when you have a very high influence over him. He begins a conversation with: “You helped me gather the clans together, so I feel I owe it to you to tell you the whole truth about my mission and “Your flattery means nothing to me—nor does your worthless opinion.” (Minor influence loss). Revan.” His continuing conversation varies depending on the gender of Revan (which you chose in your earliest conver- sation with Atton). 298 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY DISCIPLE’S MEDITATION “You are right to hate Jedi weakness and hypocrisy.”
You can learn to meditate with the disciple, but only on the Ebon Hawk. When this occurs, you gain a one-time bonus of 10 Force points and the ability to ask the disciple to meditate anywhere at any time to get back full Force points. There “What are your problems with the Jedi?” With a high Influence gain/loss, the disciple admits his problems with are light and dark methods of beginning this meditation, too: the Jedi. The following responses are light and dark: “Can you teach me to meditate?” (Minor influence gain). “I was one of those Jedi. I must accept part of that responsibility.” (Influence gain). “I order you to tell me how to do the same.” (Minor influence loss). “It is possible. But training must be embraced by both student and teacher.” (Influence gain). HUNTING FOR ARTIFACTS “It is unfair to blame the teachers for the choices of the students.” (Influence gain).
“What are you doing for the Republic?” The disciple reveals why he is hunting for Jedi artifacts (with light and dark “Sometimes a teacher must stand back and allow their students to face their own challenges if they are to responses) when you pose this question, and you have a moderate influence gain/loss with him: grow.” (Influence gain). “It is the truth—the foolishness and arrogance of the Jedi has brought much harm to the galaxy.” (Minor Influence gain). “Should they have punished the students for choices they hadn’t made yet? (Influence gain). “The Republic has also been saved countless times by these same Jedi, often through valiant acts of sacrifice.” “I am glad to help.” (Influence gain). (Minor influence loss). DISCIPLE AND DANTOOINE “And they were right to turn on the Order, for the Order’s cowardice and fear was to blame.” (Influence loss).
“Tell me about the Republic?” becomes a question after you hear the disciple say, “Dantooine was one of the few “The Jedi teachings, when one faces battle, are often inadequate for the brutality of what must be done.” Republic worlds on the Outer Rim—it is why the Republic is attempting to get the settlement up and running.” There (Influence loss). are three responses here: 1. If Dantooine expedition is incomplete: “Dantooine is within reach of several other Rim worlds, and the Republic “Yes, their teaching lacks strength—and in their weakness, their hesitation, lies death.” (Influence loss). will need it as a resupply post if they are to keep a presence on the Rim.” “It is more likely they were blinded to it—blinded by Jedi arrogance. What other truths could there be? 2. If the Dantooine settlement was saved: [Slightly proud] “But now that you have protected the settlement on Dantooine, it will serve to stabilize the Republic presence on the Rim.” (Influence loss). “Maybe they understood the dark side, the Sith well, indeed—and let their students drown in threats to make 3. If the Dantooine settlement was lost: [Slightly defeatist] “But now, with the fall of Khoonda, the Republic will have to abandon many worlds along the Rim.” them strong.” (Influence loss). When you reach the comment, “How did this happen?” and “What do you mean?” light/dark options are available: “I would keep such doubts to yourself—they only serve to weaken you. (Influence loss). “Then we must do what we can to defend the Republic.” (Influence gain). LEAVING THE JEDI ORDER “Let the Republic burn for all I care.” (Influence loss). The first time you speak to the disciple (whether on Dantooine or elsewhere), he asks you why you came to Dantooine. The second time you speak to him when he is in your party, he asks you why you left the Jedi Order. You have the following dark side and light side options: If you follow the conversation and say that you don’t believe the Republic should be saved, there are more light and dark responses: “I left to protect the innocents on the Outer Rim.” “I did not consider that—perhaps you are right.” “Battle called, and I answered.” “If they are that dependent on the Republic, then yes.” (Influence loss). “The Jedi held no truth for me—only war did.” “The eventual independence would be worth it.” (Influence loss). “You waste your time on such things—such Jedi knowledge will only weaken you.” (Influence loss). “Then let them die.” (Influence loss). “You are free to do so.” (Influence gain). “I trust you—go ahead.” (Influence gain). “The galaxy belongs to those who can hold it. Perhaps the Sith are a better choice.” (Influence loss). If you told the disciple of the records (whether they gave him permission or not), he talks to T3-M4 and asks to see the record. The next time the player speaks to the disciple, he says, “I have studied the holorecord of your trial. I am DIPLOMATIC DISCIPLE unsure what to make of it.”
After you discover he is on a diplomatic mission, you can ask a number of new questions. “Have you had any luck?” results in a quip from Mira if she’s in your party. The number of lost Jedi are also counted at this time. If you try to JEDI QUEST: “YOU LOOK FAMILIAR TO ME…” convince him that the Jedi were weak and abandoned the Republic, you will fail unless you have a high Influence gain/loss; this thoroughly demoralizes the disciple: Begin the conversation with the above statement. You need a moderately high influence for this to occur, and during the chat, the conversation becomes specific to your PC’s class: [Influence: Success] “I fear you are right. Their hesitation almost destroyed the Republic—and there is some evidence to suggest that it gave birth to the Jedi Civil War.” (Major influence loss). [Sentinel] “You taught us how to move within the Force, and see it flow within others. How to see it in the behaviors of others, and use that sight to achieve truth.” DISCIPLE INTERROGATION [Guardian] “You taught us the ways of combat, how to hear music within the movements of a lightsaber blade.”
“Can you tell me what you were doing on Dantooine again?” With Awareness of 11 or more, you can detect that the [Consular] “You taught us the ways of the Force, how to hear it sing within others, within the life around Dantooine.” disciple is not being completely honest. Award: 500 XP, Jedi training “Do you know what happened to the Jedi?” elects light and dark responses: You can further the conversation and start training with high influence gain/loss, and there are light and dark responses: “But Jedi have protected the galaxy for centuries, they seek peace, often through sacrifice.” PRIMAGAMES.COM < 299
, Visas: [Slight confusion] “I…have nothing to offer you. Your strength is superior…it is as I felt.” (Influence gain). “I am sorry that my leaving for war had such…consequences on your future.” (Influence gain). Visas: “I will do as you ask…but I fear the answers you seek of me…would be useless.” (Influence loss). “It is good you turned from the weakness and hypocrisy of the Jedi—as I did.” (Influence loss). Defeat her and her lightsaber is destroyed. You receive a piece of the dismantled lightsaber, which you can use to construct your own. If you already built your lightsaber, Visas comes with a “spare” that any Jedi party member can use. You can now ask the disciple, “What are you doing for the Republic?” and the disciple’s real role is revealed: he’s an agent! DISCIPLE/HANDMAIDEN’S ENVY When you have enough influence (high gain/loss) to recognize him and he reveals he used to be a Padawan, When Visas is in the medical bay, you have a chance of meeting either the disciple, the handmaiden, or nobody when you gain new options: you leave. With the handmaiden, you get the following responses: “Tell me about your training on Dantooine.” “I won’t harm her, if that’s what you’re asking.” (Handmaiden influence loss). “I am sorry if my leaving ruined your chances of becoming a Jedi Knight.” (Influence gain). “She is useful, and I do not mean to kill her yet.” (Handmaiden influence loss). “Well, I doubt you could have completed the training anyway.” (Influence loss). “I trust her more than I trust you.” (Handmaiden influence loss). “I really could care less.” (Influence loss). With the disciple, you get: “I don’t believe in killing prisoners—or the wounded.” (Disciple influence gain). This leads to “I could train you to feel the Force again.” This requires an extremely high influence gain/loss. After this, you can teach the disciple in the ways of the Jedi (or Dark Jedi) Consular. “She is useful, and I do not mean to kill her yet.” (Disciple influence loss). Visas Marr: Companion Quest
“I trust her more than I trust you.” (Disciple influence loss). Information Regardless of whether you are male or female, Visas Marr forms a romantic attachment to you. With high
Influence, you can watch arguments play out between the handmaiden and Visas as they vie for your affection. “ARE YOU ALL RIGHT?” Saying this lines awards you light side points and raises your influence with her. Keep this going with: “I didn’t mean to hurt you.” (Influence gain). Or: “In medbay, I…we…noticed you have scars. Who hurt you?” (Influence gain). VISAS MARR WILL YIELD! “WHO SENT YOU?”
Visas Marr joins your party when you have enough dark or light side points accumulated (25); she appears to confront There are light and dark responses to this question: you on the Ebon Hawk. After her subjugation, there are a number of light and dark side responses: “My life is unimportant—your Master threatens more than just me. If he is behind what has befallen the Jedi, then he must be stopped.” (Influence gain). “I will not kill you.” “I need to find him and kill him before he is a threat to my power.” (Influence loss). “Arise—but do not attack me again.” “I will decide when I am ready, and I command you to bring me before him.” (Influence loss). “I do not kill a helpless opponent.” “I order you to take me to him.” (Influence loss). “Look, you’re wounded. Stand, let me get you to the medbay.” This leads to: “Where are your people now?” “Is she going to be all right?” You need a moderate Influence gain/loss for her to answer successfully. “If her condition changes, let me know—I didn’t want to hurt her.” VISAS STARTS THE QUESTIONING The first time you try to leave the conversation and your influence is high enough, she stops you and starts asking you “And what have you to offer more than your life?” questions. This has the following dark and light responses: “Because I believe you can be saved.” (Large influence gain). “You pledge yourself to me?” “To help another is not weakness—it is strength to them both.” “I am in need of servants, not corpses.” “Why? It is only that a weak servant is no use at all. Surely the Sith has taught you that.” “You may still die at my hands if you don’t answer my questions.” (Minor influence loss). “We’ll see if you survive my interrogation.” “Will she recover? I have uses for her.” “I only want her to live long enough for the interrogation.” 300 > PRIMA OFFICIAL GAME GUIDE, APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY THE EYES HAVE IT Jedi Mind Tricks
“I have heard your species is blind. How are you able to see?” When you have a very high influence, you get a successful answer and light/dark options: THIRD TIME’S A CHARM
“When one endures, it gives hope to others—and themselves.” Complete the game with a light side and a dark side character, and on your third play through the game, expect some extra dialog from the party members. Your third character must be female for Atton to impart some witty repartee, and “There is no gift in pain—except the gift of strength.” the handmaiden has options to say some Echani poetry quotes. Then the question, “How do you see through the Force? You sound as if that Sight is lost to you.” Your Influence SION AND NIHILUS AT THE START MENU must be extremely high for Visas to answer with what you want to hear. After this, Visas teaches you Force Sight. After Visas detects your character in any game, the Start Menu changes to feature Darth Nihilus instead of Darth Sion. Award: Force Sight, +10 Force points, 500 XP. DEATH BY DARTH NIHILUS
Equip Visas Marr with her original clothing and a melee weapon during the battle with Darth Nihilus, and you gain the option for her to sacrifice herself, distracting Nihilus long enough for you to finish the battle. PRIMAGAMES.COM < 301
]
REMOTE CONTROL Meanwhile, your character has entered the antechamber of Trayus
Academy (Waypoint20). Constant battles with numerous Sith assassins are the rule here; use your strongest attacks to >BEGIN QUEST Mass Shadow Generator eliminate them quickly. Insanity isn't restricted by armor, so even Jedi guardians can utilize it to immobilize large groups of enemies before switching to conventional attacks. There are very <<< few containers to search in the academy, but the many high-level Bao-Dur's remote droid enemies often leave behind lightsabers and other rare, powerful plays back its final items. Search all remains carefully as you proceed. command. After entering Trayus <<< Academy, the scene shifts The workbench is guarded back to the Ebon Hawk's by a squad of Sith crash site. Bao-Dur has commandos. programmed his trusty remote droid to accomplish one final task: the destruction of Head right at the Malachor V. Remember the four wrecked Republic ships you antechamber's end and passed earlier? Each of them contains an active power core that follow the curving can be turned into an energy source for a planet-shattering passages to reach the explosion. You must take control of the little remote droid and Trayus Proving Grounds. This wing of the academy is also pilot it to each of the four ships to bring them online. teeming with Sith; fortunately, the many doors help keep the separated, allowing you to divide and conquer. Look for the workbench near the area's center (Waypoint21); this is the last >>> chance you have to install or create any new upgrades for your Pilot the remote droid to weapons and armor. Take advantage of it. the four wrecked Republic ships to construct the mass shadow generator. <<< Wait for the enemies to If you were diligent about rush in; you don't have slaying the storm beasts, to fight as many at once this mission is incredibly this way. easy. Using the maps for guidance, fly the remote to each shipwreck; there are two in the Go through the portal at Malachor surface area and two more in the Malachor Depths. the north end of the Avoid any storm beasts left behind—Bao-Dur's remote has almost Trayus Proving Grounds, no attack potential or defenses. When you've activated the final which takes you back to terminal, G0-T0 arrives and interrupts the plan. Ultimately, the the academy's central area. Darth Sion is only a couple of rooms choice of whether or not to destroy Malachor V is up to you. away, so make sure you're at full strength and save your game before venturing in to confront him (Waypoint22). >END QUEST Mass Shadow GeneratorTHE FINAL BATTLE DARTH SION BATTLE
<<< <<< Protect yourself Soften up the opposition with defensive items with Force powers before before closing for a wading into melee. lightsaber clash. PRIMAGAMES.COM < 207,DARTH SION BATTLE DARTH SION BATTLE
CONTINUED CONTINUED Defeating Darth Sion isn't that difficult, but there's a small problem: He can fully restore his vitality at will. He vows that every time you strike him down, he will <<< rise up to keep fighting. In order to win, show Darth Darth Sion heals at Sion that you are willing to keep slaying him over and will, but you can win over again—each time he staggers back to his feet, the by striking him down Lord of Pain seems a little more uncertain. To end the repeatedly. battle for good, you must slay the Lord of Pain four times. After that, he surrenders to your greater strength of will and, with some relief, voluntarily relinquishes his life. >>> Now only Kreia remains. She is in the center of the Trayus Coreto the north (Waypoint23). You might want to revisit the This duel isn't workbench in Trayus Proving Grounds to install any lightsaber about strength, it's upgrades you found on Darth Sion's body beforehand. When about belief. you're ready, cross the narrow bridge leading to the Trayus Core, where the final battle takes place.KREIA BATTLE Darth Sion TAKEDOWNS
Critical Strike Force Storm Master Energy Resistance Force Crush Mandalorian Power Shield <<< Darth Sion, the Lord of Pain, won't let you approach Engage defenses and Kreia unless you kill him first. The shattered Dark attack with your full Jedi attacks you with a lightsaber and Drain Life; strength. improve your chances the moment battle begins by protecting yourself with Energy Resistance or a powerful shield item. When your defensive preparations are complete, switch your focus to offense. Combat specialists should use the Makashi form, which grants nice attack >>> and damage bonuses; the blaster deflection penalties Force Wave can stun associated with this form are irrelevant here. Force Kreia's floating power specialists should unleash Force Storm lightsabers. repeatedly. In either case, watch your vitality closely and switch your priority to healing if you lose more than half your health. 208 > PRIMA OFFICIAL GAME GUIDE, endgame main questKREIA BATTLE KREIA BATTLE
CONTINUED CONTINUED During the second phase of combat, Kreia summons a trio of lightsabers and, using her Kinetic Combat feat, mentally commands them to attack you. Even though <<< they are inert objects, the lightsabers are still Destroy the lightsabers, vulnerable to status effects; Force Wave is extremely then attack their effective here. It knocks the lightsabers away from master. you, and it has a good chance of stunning them. You can also destroy the lightsabers with physical attacks. When they are destroyed, Kreia is completely defenseless; a few more Critical Strikes or Power Attacks finish her for good.Kreia TAKEDOWNS
Critical Strike Energy Resistance Force Storm Makashi Form <<< Kreia offers you a glimpse In a final conversation, Kreia reveals the hidden into your future. motive that's driven every step she's taken during your quest: her utter hatred of the Force. As a Jedi, however, she is unable to face the idea of a life without it. Only death can free her from this hatred, but it must come at your hands. At last, you have defeated your most powerful enemies and can This battle has two phases. The first part is a conven- finally rest and take comfort in the fact that the Force itself is tional Jedi duel. Energy shields can absorb some of the safe from Kreia and the Sith (for now). Will the Republic damage from Kreia's lightsaber, while an Arkanian survive? What will happen to your companions? And where will blinder or a Sith mask will protect you from her you go next? Before she dies, Kreia answers all of these mental Force powers. If you start losing a lot of health, questions for you, thanks to her ability to see dimly into the back away along one of the three bridges to take a future. Follow each thread of the conversation to learn the fates breather and administer healing. of the worlds and friends you've come to know during your quest. When that's done, sit back and enjoy the game's ending! For effective attacks, use the Makashi lightsaber form There are two outcomes depending on whether you've upheld like you did against Darth Sion. Kreia is a Consular, the light side or have been corrupted by the dark side, but we making her low defense and vitality her biggest won't spoil them by telling you what happens. Whatever your weaknesses. Any attempt to immobilize or debilitate fate, you deserve to be congratulated—the epic struggle has her with Force powers will probably fail, so stick with come to an end! melee combat feats for best results. PRIMAGAMES.COM < 209,Appendix I: Melee Weapons and Upgrades All items within each section of the Appendix are organized from the least effective to the most effective. The items highlighted in red are items we
strongly recommend you locate and equip.Melee Weapons QUARTERSTAFF ENERGY BATON
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 SPECIAL — DAMAGE 1–1 Bonus +1–3 Physical. On Hit: StunSPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical 25% Chance, 12 Seconds, DC 14 CRITICAL 20–20, x2 BREAKDOWN CRITICAL UPGRADEABLE NoTHREAT COMPONENT 5 THREAT 20–20, x2 ATTACK BREAKDOWN— ATTACK — COMPONENT 3MODIFIER MODIFIER NOTES Usually just a smooth staff of wood or light alloys, this is a very simple weapon of NOTES Energy batons are commonly employed by police forces who prefer to incapacitate instead ancient design. of kill their targets.GEONOSIAN ELECTRO-STAFF EXCHANGE NEGOTIATOR
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 SPECIAL Bonus +3–18 Electrical DAMAGE 1–1 Bonus +1–6 Physical. On Hit: StunSPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical 25% Chance, 6 Seconds, DC 18CRITICAL
THREAT 20–20, x2 BREAKDOWN 1,047 CRITICAL UPGRADEABLE NoCOMPONENT THREAT 20–20, x2 ATTACK BREAKDOWN— ATTACKMODIFIER — COMPONENTMODIFIER
NOTES Geonosians are winged bipeds covered with protective bony plates. They are highly NOTES A useful tool for espionage, this weapon is more effective than the standard stun baton but competitive and generally look down upon other species. Their electro-staves, therefore, is still available on most worlds. only rarely find their way off of their homeworld of Geonosis.GAND SILENCER HANDMAIDEN’S STAFF FEATS WP Melee Weapons BALANCED No
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon BALANCED DAMAGE 1–1 Bonus +1–8 Physical. On Hit: StunPenalty if Used in the Off Hand SPECIAL DAMAGE 2–12 TYPE Physical 25% Chance, 6 Seconds, DC 22 TYPE Physical Useable by Handmaiden.SPECIAL CRITICAL UPGRADEABLE NoDefense Bonus 1 THREAT 20–20, x2 CRITICAL BREAKDOWN THREAT 20–20, x2 ATTACK +1 COMPONENT 379UPGRADEABLE No MODIFIERATTACK
MODIFIER +2 BREAKDOWN 50 NOTESCOMPONENT It is unclear whether this weapon was designed by the Gand or to silence them. NOTES Handmaiden’s staff once belonged to her father, a powerful Echani general. GAND DISCHARGERPLASMA TORCH FEATS WP Melee Weapons BALANCED No
FEATS WP Melee Weapons BALANCED No DAMAGE 1–1 Bonus +2–16 Physical. On Hit: StunSPECIAL 25% Chance, 6 Seconds, DC 22 DAMAGE 1–1 SPECIAL Bonus +1–6 Fire TYPE Physical CRITICAL UPGRADEABLE No TYPE Physical UPGRADEABLE No THREAT 20–20, x2 BREAKDOWN CRITICAL ATTACK20–20, x2 BREAKDOWN 1 +1 COMPONENT 1,350 THREAT COMPONENT MODIFIER ATTACK — NOTES The pinnacle of Gand technology, the discharger can both paralyze and slay opponentsMODIFIER NOTES Plasma torches are common accessories in most construction facilities. While a clumsy with ease. These potent items are extremely rare as they are highly coveted by the few weapon in combat, it can cut through sealed doors and containers easier than most blasters. Gand who have earned them. 210 > PRIMA OFFICIAL GAME GUIDE,APPENDIX I: MELEE WEAPONS & UPGRADES LONG SWORD SHORT SWORD
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon DAMAGE 1–12 — BALANCEDSPECIAL Penalty if Used in the Off HandDAMAGE 1–6 TYPE Physical UPGRADEABLE Yes (Edge, Grip) TYPE Physical SPECIAL —CRITICAL
THREAT 20–20, x2 CREATABLE Yes. Repair (1) CRITICAL 20–20, x2 UPGRADEABLE Yes (Edge, Grip)THREAT ATTACK BREAKDOWN BREAKDOWN MODIFIER — COMPONENT VALUE 2 ATTACK — COMPONENT VALUE 1MODIFIER NOTES Here is where the roots of the lightsaber begin, with traditional swords still wielded today NOTES Disregarded by most modern warriors, a good short sword can still serve well in combat if in many primitive cultures. They are simple but effective in the right hands. the user is skilled.TRANDOSHAN SWORD RODIAN BLADE
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon 5–16 — BALANCEDDAMAGE SPECIAL DAMAGE 1–6 Penalty if Used in the Off Hand TYPE Physical UPGRADEABLE No TYPE Physical On Hit: Attribute Damage STR SPECIAL CRITICAL BREAKDOWN DC 14 THREAT 20–20, x2 +4–4 COMPONENT VALUE 102 CRITICALTHREAT 20–20, x2 ATTACK UPGRADEABLE No MODIFIER +1 ATTACKMODIFIER +1 BREAKDOWN 57 NOTES While most cultures abandoned the primitive sword in favor of vibroblades or other COMPONENT VALUE weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is NOTES This serrated weapon inflicts great pain upon its victims. made of the rare ore Chalon and is sharper and heavier than the typical blade. RODIAN DEATH BLADESHYARN FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon
BALANCED Penalty if Used in the Off Hand FEATS WP Melee Weapons BALANCED No DAMAGE 1–6 DAMAGE 6–17 Bonus Feats: Flurry, TYPE Physical Bonus: +1 Physical. On Hit: AttributeSPECIAL
SPECIAL Damage CON DC 10, STR DC 14 TYPE Physical Improved Flurry CRITICALTHREAT 20–20, x2 UPGRADEABLE No CRITICAL 20–20, x2 UPGRADEABLE No ATTACKTHREAT MODIFIER +1 BREAKDOWNBREAKDOWN COMPONENT VALUE 300 ATTACK +1 COMPONENT VALUE 900MODIFIER NOTES A more advanced version of the Rodian blade, this savage weapon leaves its victim NOTES This primitive-looking weapon hails from the Cerean species who employ it in traditional writhing in pain. honor duels. It is crafted with ancient techniques and rare metals. Shyarn are magneti- cally attracted to each other, often locking together during parries. This strange property RYYK BLADE results in duels that are amazing, deadly dances of survival. FEATS WP Melee Weapons Yes. +2/+0 vs. Two-WeaponBALANCED
3–8 Penalty if Used in the Off HandVIBROSWORD DAMAGE TYPE Physical SPECIAL Bonus: +3 Physical FEATS WP Melee Weapons BALANCED No CRITICAL 20–20, x2 UPGRADEABLE Yes (Edge, Grip)THREAT DAMAGE 2–12 SPECIAL — ATTACK CREATABLE+2 Yes. Repair (23) MODIFIER TYPE Physical UPGRADEABLE Yes BREAKDOWNCOMPONENT VALUE 450CRITICAL
THREAT 19–20, x2 CREATABLE Yes. Repair (10) NOTES These short blades are typically used in pairs by Wookiees who prefer seeing their victims ATTACK — BREAKDOWNMODIFIER COMPONENT VALUE 14 up close before gutting them. NOTES 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. TWI’LEK SPINNING BLADE FEATS WP Melee Weapons Yes. +2/+0 vs. Two-WeaponECHANI VIBROSWORD BALANCEDDAMAGE 1–6 Penalty if Used in the Off Hand
FEATS WP Melee Weapons BALANCED No TYPE Physical SPECIAL On Hit: Attribute Damage STR DC 18 DAMAGE 4–14 SPECIAL Bonus +2 Cold CRITICALTHREAT 20–20, x2 UPGRADEABLE NoBREAKDOWN
TYPE Physical UPGRADEABLE Yes ATTACK COMPONENT VALUE 500MODIFIER +1 CRITICAL BREAKDOWN THREAT 19–20, x2 COMPONENT VALUE 675 NOTES The deadly Twi’lek Twin Suns each wielded one of these deadly blades. Their victims hadATTACK
MODIFIER +2 the rare pleasure of witnessing their beautifully choreographed slaying. NOTES 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. TWI’LEK SPINNING BLADE (2) FEATS WP Melee Weapons Yes. +2/+0 vs. Two-WeaponSITH TREMOR SWORD BALANCED1–6 Penalty if Used in the Off HandDAMAGE
FEATS WP Melee Weapons BALANCED No TYPE Physical Bonus: +2 Physical. On Hit:SPECIAL Attribute Damage CON DC 18 DAMAGE 4–14 SPECIAL Bonus +3 Sonic CRITICALTHREAT 20–20, x2 UPGRADEABLE No TYPE Physical UPGRADEABLE Yes ATTACKMODIFIER +1 BREAKDOWN 500 CRITICAL 19–20, x2 BREAKDOWN COMPONENT VALUE THREAT COMPONENT VALUE 700 NOTES —ATTACK
MODIFIER +2 NOTES Traced to the Bladeborn, a Sith offshoot dedicated to sword mastery, these cortosis-faced weapons were given to “masterblades” who survived no less than 10 lightsaber-wielding warriors in combat.PRIMAGAMES.COM < 211
,VIBROCUTTER SITH WAR SWORD
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED NoBALANCED
DAMAGE 1–10 Penalty if Used in the Off Hand DAMAGE 3–17 SPECIAL — TYPE Physical SPECIAL — TYPE Physical UPGRADEABLE Yes (Edge, Grip) CRITICAL 19–20, x2 UPGRADEABLE Yes (Edge, Grip) CRITICAL 20–20, x2 BREAKDOWNTHREAT 92BREAKDOWN THREAT COMPONENT VALUE ATTACK — COMPONENT VALUE 1 ATTACKMODIFIER MODIFIER +1 NOTES This vibrocutter is used for carving asteroid rock, and it can double as a melee weapon if NOTES Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting flesh. necessary. Its small size makes it a good off-hand weapon. These blades are usually blended with cortosis to protect against lightsaber sparring damage.VIBROBLADE VIBRO DOUBLE-BLADE
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED NoBALANCED
1–10 Penalty if Used in the Off HandDAMAGE DAMAGE 2–16 SPECIAL — TYPE Physical SPECIAL — TYPE Physical UPGRADEABLE Yes CRITICAL 19–20, x2 UPGRADEABLE Yes CRITICALTHREAT THREAT 20–20, x2 CREATABLE Yes. Repair (19) BREAKDOWN ATTACK — COMPONENT VALUE 9 ATTACK — BREAKDOWNMODIFIER MODIFIER COMPONENT VALUE 179 NOTES Small size makes this a good off-hand weapon. Echani vibroblades use a cortosis weave to NOTES Ultrasonic vibrations make this double-bladed sword exceptionally deadly. An Echani prevent lightsaber sparring damage, allowing traditional swordplay to continue in the cortosis weave protects it against lightsaber sparring damage, ensuring effectiveness even time of Jedi and Sith. against Jedi and Sith. The double-bladed sword is capable of inflicting more damage—but is less precise—than the single-bladed variant. Two-Weapon Fighting is required to use aZABRAK VIBROBLADE double-bladed sword with maximum effectiveness.
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-WeaponBALANCED
3–12 Penalty if Used in the Off Hand TRANDOSHAN DOUBLE-BLADEDAMAGE TYPE Physical Bonus Feat—Finesse: MeleeSPECIAL FEATS WP Melee Weapons BALANCED NoWeapons’ CRITICAL 19–20, x2 DAMAGE 6–20 SPECIAL —THREAT UPGRADEABLE Yes ATTACK TYPE Physical UPGRADEABLE No MODIFIER — BREAKDOWNCOMPONENT VALUE 50 CRITICAL 20–20, x2 +1–8 BREAKDOWN 511 NOTES Though believed to have been constructed by the Zabrak, this vibroblade is rarely used by THREAT COMPONENT VALUEATTACK them. The Zabrak feel their combat skills are sufficient to make this weapon’s fine MODIFIER +2 balance irrelevant. Small size makes this a good off-hand weapon. Vibroblades have a NOTES While most cultures abandoned the primitive sword in favor of vibroblades or other rare cortosis weave to prevent lightsaber sparring damage, allowing traditional swordplay weapons, the Trandoshan sometimes use the weapon as a badge of honor. This variant is to continue in the time of Jedi and Sith. made of the rare ore Chalon and is sharper and heavier than the typical blade.TEHK’LA BLADE ZHABOKA
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon FEATS WP Melee Weapons BALANCED NoBALANCED
1–10 Penalty if Used in the Off HandDAMAGE DAMAGE 3–24 SPECIAL — TYPE Physical Bonus: +5 Physical. Bonus Feat: TYPE Physical UPGRADEABLESPECIAL Yes (Edge, Grip)Critical Strike, Improved Critical Strike CRITICAL CRITICAL BREAKDOWN THREAT 19–20, x2 No THREAT 20–20, x2 +2–16 COMPONENT VALUE 1,250UPGRADEABLE
ATTACK ATTACK — MODIFIER +1 BREAKDOWNCOMPONENT VALUE 1,150MODIFIER
NOTES This variant of the double-bladed sword originated on Iridonia, the homeworld of the NOTES This weapon is favored by the Nagai, a species of slender humanoids who appear more Zabrak. A ceremonial weapon, the zhaboka (double-headed fighting pike) began as a dead than alive. Known for their honor and combat skill, the Nagai use these serrated simple wooden stick but has since been refined to be a formidable weapon. weapons to cripple their opponents. 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. LUDO KRESSH’S WAR SWORD FEATS WP Melee Weapons BALANCED NoDOUBLE-BLADED SWORD DAMAGE 2–16 SPECIAL Bonus +2 Dark Side
FEATS WP Melee Weapons UPGRADEABLEBALANCED No TYPE Physical Yes (Edge, Grip)CRITICAL
DAMAGE 2–12 SPECIAL — THREAT 20–20, x2BREAKDOWN
COMPONENT VALUE 120ATTACK
TYPE Physical UPGRADEABLE Yes (Edge, Grip) MODIFIER +1CRITICAL
THREAT 20–20, x2 BREAKDOWN NOTES Though most favor lightsabers, some Sith prefer the more visceral feel of metal cutting COMPONENT VALUE 23 ATTACK — flesh. These blades are usually blended with cortosis to protect against lightsaber sparringMODIFIER damage. This particular war sword once belonged to the dark Jedi Ludo Kressh. NOTES 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 less precise—than the single-bladed variant. Using a double-bladed sword FREYYR’S WARBLADE expertly requires skill in Two-Weapon Fighting. FEATS WP Melee Weapons BALANCED No DAMAGE 5–32 SPECIAL — TYPE Physical UPGRADEABLE No CRITICAL BREAKDOWN THREAT 19–20, x2 COMPONENT VALUE 1,497ATTACK
MODIFIER +1 NOTES 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. 212 > PRIMA OFFICIAL GAME GUIDE,APPENDIX I: MELEE WEAPONS & UPGRADES GAMORREAN WAR AXE FORCE PIKE
FEATS WP Melee Weapons BALANCED No FEATS WP Melee Weapons BALANCED No DAMAGE 2–20 SPECIAL — DAMAGE 2–12 On Hit: Stun 25% Chance, 6 Seconds,SPECIAL
TYPE Physical UPGRADEABLE No TYPE Physical DC 10 CRITICAL BREAKDOWN CRITICAL UPGRADEABLE No THREAT 20–20, x2 COMPONENT VALUE 40 THREAT 20–20, x2 BREAKDOWN ATTACK — ATTACK — COMPONENT VALUE 150MODIFIER MODIFIER NOTES Gamorrean war axes, much like their namesake species, are heavy, unsubtle, and NOTES This weapon effectively functions as a long staff topped with a vibroblade. Despite its generally a very damaging influence in almost any situation. name, it is not related to the Force mastered by Jedi, though it is a powerful weapon in its own right.GAMORREAN CLEAVER
FEATS WP Melee Weapons Yes. +2/+0 vs. Two-Weapon GAND SHOCKSTAFFBALANCED
2–24 Penalty if Used in the Off Hand DAMAGE FEATS WP Melee Weapons BALANCED No TYPE Physical On Hit: Stun 25% Chance, 6 Seconds,SPECIAL DC 14 DAMAGE 2–12 On Hit: Stun 25% Chance, 6 Seconds,SPECIAL CRITICAL DC 14 THREAT 20–20, x2 TYPEUPGRADEABLE No Physical ATTACK CRITICAL 20–20, x2 UPGRADEABLE-2 NoMODIFIER BREAKDOWN THREATCOMPONENT VALUE 200 BREAKDOWNATTACK — COMPONENT VALUE 800MODIFIER NOTES Though a most unwieldy weapon, the target of a Gamorrean cleaver gets few opportu- NOTES This weapon was developed by Gand findsmen to help them herd their prey. Its powerful nities to make mistakes. stunning capabilities are backed up by the weapon’s sharp tip.ARG’GAROK Freyyr’s
FEATS WP Melee Weapons BALANCED No Warblade DAMAGE 3–36 On Hit: Stun 25% Chance, 6 Seconds, Physical SPECIALTYPE DC 18. Bonus Feats: Improved PowerAttack, Power AttackCRITICAL
THREAT 20–20, x2 UPGRADEABLE NoATTACK
MODIFIER -5 BREAKDOWN COMPONENT VALUE 925 NOTES 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 it awkward for most non-Gamorreans to use.Melee Weapon Upgrades: Grip All modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. ASSEMBLER TRANSISTOR ZABRAK GRIP ATTACK
MODIFIER — CREATABLE No ATTACKMODIFIER +1 CREATABLE Yes DEFENSE — CREATABLE — DEFENSE CREATABLEBONUS PREREQUISITES BONUS -1 PREREQUISITES Repair (8) SPECIAL Upgrade Item, Melee COMPONENTCOST — SPECIAL Upgrade Item, Melee COMPONENTCOST 16 DAMAGE — DAMAGEBONUS BONUS +1, Slashing NOTES A cell like this can stabilize a melee weapon, allowing it to hit and damage better and NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but possibly gain other effects. making it less useful for parrying.AGRINIUM GRIP BASKET HILT ATTACK
MODIFIER — CREATABLE YesATTACK
MODIFIER -1 CREATABLE Yes DEFENSE — CREATABLEBONUS PREREQUISITES Repair (4)DEFENSE
BONUS +1 CREATABLEPREREQUISITES Repair (10) SPECIAL Upgrade Item, Melee COMPONENTCOST 2 SPECIAL Upgrade Item, MeleeCOMPONENT
COST 38DAMAGE
BONUS +1, SlashingDAMAGE
BONUS — NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. resulting in heftier swings.NAGAI GRIP CONTOURED GRIP ATTACK
MODIFIER +1 CREATABLE YesATTACK
MODIFIER +1 CREATABLE Yes DEFENSE — CREATABLEBONUS PREREQUISITES Stealth (12) DEFENSE CREATABLE BONUS — PREREQUISITES Repair (6) SPECIAL Upgrade Item, Melee COMPONENTCOST 62 SPECIAL Upgrade Item, Melee COMPONENT 5 DAMAGECOST BONUS —DAMAGE
BONUS -1 NOTES The Nagai designed this grip to improve a weapon’s performance without any NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the side effects. weapon’s power.PRIMAGAMES.COM < 213
,ADVANCED AGRINIUM GRIP SUPERIOR AGRINIUM GRIP
ATTACK — CREATABLE Yes ATTACKMODIFIER MODIFIER — CREATABLE Yes DEFENSE — CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Repair (14) BONUS — PREREQUISITES Repair (24) SPECIAL Upgrade Item, Melee COMPONENT 90 SPECIAL Upgrade Item, Melee COMPONENTCOST COST 742DAMAGE
BONUS +1–4, Slashing DAMAGEBONUS +1–8, Slashing NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, NOTES This grip, made from the lighter mineral agrinium, balances a weapon toward the point, resulting in heftier swings. resulting in heftier swings.ADVANCED CONTOURED GRIP SUPERIOR CONTOURED GRIP ATTACK
MODIFIER +2 CREATABLE YesATTACK
MODIFIER +3 CREATABLE Yes DEFENSE CREATABLE BONUS — PREREQUISITES Repair (16) DEFENSE CREATABLE BONUS — PREREQUISITES Repair (26) SPECIAL Upgrade Item, Melee COMPONENTCOST 150 SPECIAL Upgrade Item, MeleeCOMPONENT
COST 992DAMAGE
BONUS -1DAMAGE
BONUS -1 NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the NOTES This shorter grip allows maximum accuracy, but the reduced leverage limits the weapon’s power. weapon’s power.ADVANCED ZABRAK GRIP SUPERIOR ZABRAK GRIP ATTACK
MODIFIER +3 CREATABLE Yes ATTACKMODIFIER +3 CREATABLE YesDEFENSE
BONUS -2 CREATABLEPREREQUISITES Repair (18) DEFENSE -1 CREATABLEBONUS PREREQUISITES Repair (28) SPECIAL Upgrade Item, Melee COMPONENT 242 SPECIAL Upgrade Item, Melee COMPONENTCOST COST 1,112DAMAGE
BONUS +2, Slashing DAMAGEBONUS +1–8, Slashing NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but NOTES This specialized grip has a reduced crossguard, increasing both accuracy and damage but making it less useful for parrying. making it less useful for parrying.ADVANCED BASKET HILT SUPERIOR BASKET HILT ATTACK
MODIFIER -1 CREATABLE Yes ATTACKMODIFIER — CREATABLE Yes DEFENSE +2 CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Repair (20) BONUS +2 PREREQUISITES Repair (30) SPECIAL Upgrade Item, Melee COMPONENTCOST 388 SPECIAL Upgrade Item, Melee COMPONENTCOST 1,300 DAMAGE DAMAGE BONUS — BONUS — NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy. NOTES The basket hilt makes a weapon ideal for parrying but makes it slightly less wieldy.ADVANCED NAGAI GRIP SUPERIOR NAGAI GRIP ATTACK
MODIFIER +1 CREATABLE Yes ATTACKMODIFIER +2 CREATABLE Yes DEFENSE +1 CREATABLE DEFENSE CREATABLEBONUS PREREQUISITES Stealth (22) BONUS +1 PREREQUISITES Stealth (32) SPECIAL Upgrade Item, Melee COMPONENTCOST 556 SPECIAL Upgrade Item, Melee COMPONENTCOST 1,482 DAMAGE — DAMAGEBONUS BONUS — NOTES The Nagai designed this grip to improve a weapon’s performance without any side effects. NOTES The Nagai designed this grip to improve a weapon’s performance without any side effects.Melee Weapon Upgrades: Cell All modifications require a workbench with adequate tools. ENERGY PROJECTOR VIBRATION CELL
ATTACK ATTACK MODIFIER — CREATABLE No MODIFIER – CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES — Feats Required—Weapon- Computer Use (6); DAMAGE — COMPONENT — SPECIAL Focus Melee WeaponsCREATABLE
PREREQUISITES Feat: Weapon-Focus BONUS COST Upgrade Item, Melee Melee Weapons ADDITIONAL — DAMAGE BONUS +1, SlashingCOMPONENT
COST 5 NOTES This modular projector can cause a melee weapon to do additional energy-based damage. ADDITIONAL — ION CELL NOTES Vibration energy cells increase the amount of damage a weapon can inflict but makethem much harder to wield. Only certain melee weapons, like vibroblades, can utilizeATTACK
MODIFIER — CREATABLE Yes energy cells. SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Security (4) DAMAGE +1–3, Ion COMPONENTBONUS COST 2 ENHANCED ENERGY CELL ADDITIONAL Massive Criticals 1 ATTACK MODIFIER — CREATABLE Yes NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Computer Use (8) vibroblades, can utilize energy cells. DAMAGE COMPONENT BONUS +1, Energy COST 15 ADDITIONAL — NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee weapons, like vibroblades, can utilize energy cells. 214 > PRIMA OFFICIAL GAME GUIDE,APPENDIX I: MELEE WEAPONS & UPGRADES SONIC DISCHARGE CELL ENHANCED ENERGY CELL MARK III ATTACK
MODIFIER -1 CREATABLE Yes ATTACKMODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLE CREATABLEPREREQUISITES Stealth (10) SPECIAL Upgrade Item, Melee PREREQUISITES Computer Use (24) DAMAGE COMPONENT DAMAGE BONUS +2, Sonic COST 35 BONUS +1–6, EnergyCOMPONENT
COST 730 ADDITIONAL Massive Criticals 1–8 ADDITIONAL — NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee discharge makes the weapon unwieldy, few types of armor protect against this type of weapons, like vibroblades, can utilize energy cells. attack. Only certain melee weapons, like vibroblades, can utilize energy cells.SONIC DISCHARGE CELL MARK III ION CELL MARK II ATTACK
MODIFIER -1 CREATABLE YesATTACK
MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Stealth (26) SPECIAL Upgrade Item, Melee CREATABLE DAMAGE COMPONENTPREREQUISITES Security (12) BONUS +1–10, Sonic COST 910DAMAGE
BONUS vs. droid: +1–6, IonCOMPONENT
COST 55 ADDITIONAL Massive Criticals 2–16 ADDITIONAL Massive Criticals 1–6 NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like discharge makes the weapon unwieldy, few types of armor protect against this type of vibroblades, can utilize energy cells. attack. Only certain melee weapons, like vibroblades, can utilize energy cells.VIBRATION CELL MARK II ION CELL MARK IV
ATTACK -2 CREATABLE Yes ATTACKMODIFIER MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee Computer Use (14); SPECIAL Upgrade Item, Melee CREATABLE CREATABLE PREREQUISITES Security (28) DAMAGE +1–10, Slashing PREREQUISITES Feat: Weapon-Focus DAMAGE 1–6, Ion., vs. droid: COMPONENTBONUS Melee Weapons COST 1,090BONUS +2–20, Ion ADDITIONAL — COMPONENT COST 85 ADDITIONAL Massive Criticals 2–16 NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make NOTES them much harder to wield. Only certain melee weapons, like vibroblades, can utilize Ion cells discharge ions along the length of the blade. Only certain melee weapons, like energy cells. vibroblades, can utilize energy cells.ENHANCED ENERGY CELL MARK II VIBRATION CELL MARK IV
ATTACK -1 CREATABLE Yes ATTACK MODIFIER MODIFIER — CREATABLE Yes Feats Required—Weapon Computer Use (30); SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Computer Use (16) SPECIAL Specialization: Melee CREATABLEPREREQUISITES Feat: Weapon-FocusDAMAGE
BONUS +1–3, Energy COMPONENT Weapons. Upgrade Melee Weapons COST 145 Item, Melee COMPONENT ADDITIONAL — COST 1,270DAMAGE +2–16, Slashing NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain melee BONUSADDITIONAL
weapons, like vibroblades, can utilize energy cells. — NOTES Vibration energy cells increase the amount of damage a weapon can inflict but makeSONIC DISCHARGE CELL MARK II them much harder to wield. Only certain melee weapons, like vibroblades, can utilize
energy cells.ATTACK
MODIFIER -1 CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Stealth (18) ENHANCED ENERGY CELL MARK IV DAMAGE COMPONENT BONUS +4, Sonic COST 235 ATTACK — CREATABLE Yes ADDITIONAL Massive Criticals 2–12 MODIFIER SPECIAL Upgrade Item, Melee CREATABLE Computer Use (32) NOTES Sonic discharge energy cells release sound waves upon impact. Though the sonic PREREQUISITESDAMAGE COMPONENT discharge makes the weapon unwieldy, few types of armor protect against this type of BONUS +2–12, Energy COST 1,450 attack. Only certain melee weapons, like vibroblades, can utilize energy cells. ADDITIONAL — NOTES Enhanced energy cells can stabilize the blade, increasing damage. Only certain meleeION CELL MARK III weapons, like vibroblades, can utilize energy cells. ATTACK
MODIFIER — CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLEPREREQUISITES Security (20) Shyarn DAMAGE 1–4, Ion. vs. droid: COMPONENT BONUS COST +2–12, Ion ADDITIONAL Massive Criticals 2–12 NOTES Ion cells discharge ions along the length of the blade. Only certain melee weapons, like vibroblades, can utilize energy cells.VIBRATION CELL MARK III ATTACK
MODIFIER -2 CREATABLE Yes SPECIAL Upgrade Item, Melee Computer Use (22);CREATABLE
DAMAGE +2–12, Slashing PREREQUISITES Feat: Weapon-Focus BONUS Melee Weapons ADDITIONAL — COMPONENT COST 550 NOTES Vibration energy cells increase the amount of damage a weapon can inflict but make them much harder to wield. Only certain melee weapons, like vibroblades, can utilize energy cells.PRIMAGAMES.COM < 215
,Melee Upgrades: Edge All modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. MILD DEVARONIAN EDGE SEVERE DEVARONIAN EDGE
SPECIAL Upgrade Item, Melee CREATABLE Yes SPECIAL Upgrade Item, Melee CREATABLE YesDAMAGE
BONUS — CREATABLEPREREQUISITES Stealth (4)DAMAGE
BONUS +2, Slashing CREATABLEPREREQUISITES Stealth (20) ADDITIONAL Massive Criticals 1–3 COMPONENT 2 ADDITIONAL Massive Criticals 2–12 COMPONENTCOST COST 377 NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim.BASIC IONITE EDGE
SPECIAL Upgrade Item, Melee CREATABLE No SUPERIOR IONITE EDGEDAMAGE
BONUS +1, Ion. vs. droid, +1–4, Ion. CREATABLEPREREQUISITES — SPECIAL Upgrade Item, Melee CREATABLE No ADDITIONAL — COMPONENTCOST — DAMAGE +2–7, Ion. vs. droid,CREATABLE
PREREQUISITES —BONUS
NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to +1–8, Ion. COMPONENTCOST — electronic systems. ADDITIONAL — NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect toBASIC MULLININE EDGE electronic systems.
SPECIAL Upgrade Item, Melee CREATABLE Yes SUPERIOR MULLININE EDGE DAMAGE CREATABLE BONUS — PREREQUISITES Repair (8) Keen COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes ADDITIONAL COST 14 DAMAGE +1–8, Slashing CREATABLE Repair (24) NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well. BONUS PREREQUISITES ADDITIONAL Keen COMPONENTCOST 725BASIC NEUTRONIUM EDGE NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well.
SPECIAL Upgrade Item, Melee CREATABLE Yes SUPERIOR NEUTRONIUM EDGE DAMAGE +1–3, Slashing CREATABLEBONUS PREREQUISITES Repair (10) ADDITIONAL — COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes COST 33 DAMAGE CREATABLE BONUS +5, Slashing PREREQUISITES Repair (26)NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It COMPONENT can be used to increase the damage inflicted by a blade. ADDITIONAL Massive Criticals: 1–6 COST 903 NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. ItMODERATE DEVARONIAN EDGE can be used to increase the damage inflicted by a blade.
SPECIAL Upgrade Item, Melee CREATABLE Yes DEADLY DEVARONIAN EDGE DAMAGE +2, Slashing CREATABLEBONUS PREREQUISITES Stealth (12) Massive Criticals 1–8 COMPONENT SPECIAL Upgrade Item, Melee CREATABLE Yes ADDITIONAL COST 51 DAMAGE +3, Slashing CREATABLE Stealth (28) NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream. BONUS PREREQUISITESCOMPONENT Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s victim. ADDITIONAL Massive Criticals: 2–20 COST 1,082 NOTES Devaronian blood poison is a gemstone that can release poison into a victim’s bloodstream.IMPROVED IONITE EDGE Application of Devaronian particles on a blade’s edge can cause great pain to the weapon’s
SPECIAL Upgrade Item, Melee victim. CREATABLE No DAMAGE +1–2, Ion. vs. droid, CREATABLEPREREQUISITES — BONUS +1–6, Ion. QUADRANIUM EDGECOMPONENT COST — ADDITIONAL — SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE CREATABLE NOTES Ionite alloy produces the inverse charge of its surroundings, creating a disrupting effect to BONUS +2–12, Slashing PREREQUISITES Stealth (30) electronic systems. ADDITIONAL — COMPONENTCOST 1,261 NOTES Quadranium is an amazingly strong material that is sometimes used for fuelIMPROVED MULLININE EDGE storage containers.
SPECIAL Upgrade Item, Melee CREATABLE Yes DAMAGE +1–4, Slashing CREATABLEBONUS PREREQUISITES Repair (16)OSTRINE EDGE
ADDITIONAL Keen COMPONENT 142 SPECIAL Upgrade Item, Melee CREATABLE YesCOST DAMAGE CREATABLE NOTES Mullinine is an ideal building material for melee weapons as it holds an edge very well. BONUS +2–16, Cold PREREQUISITES Repair (32) Keen, Dam Resistance: COMPONENT 1,442 ADDITIONAL COSTIMPROVED NEUTRONIUM EDGE Resist 5 vs. Fire
NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It SPECIAL Upgrade Item, Melee CREATABLE Yes can be used to increase the damage inflicted by a blade. DAMAGE +3, Slashing CREATABLEBONUS PREREQUISITES Repair (18) ADDITIONAL Massive Criticals: 1–4 COMPONENTCOST 231 NOTES Neutronium is a highly durable and resilient material used in the creation of durasteel. It can be used to increase the damage inflicted by a blade. 216 > PRIMA OFFICIAL GAME GUIDE,Appendix II: Lightsabers and Upgrades Lightsabers LIGHTSABER SHORT LIGHTSABER
FEATS WP Lightsaber BALANCED No FEATS WP Lightsaber BALANCED +2/+0 vs. Two-Weapon Penalty If DAMAGE 2–20 SPECIAL — 2–16 Used in the Off HandDAMAGE TYPE Energy Yes Energy SPECIALUPGRADEABLE TYPE —CRITICAL
THREAT 19–20, x2 UPGRADEABLE Yes BREAKDOWN Yes CRITICALTHREAT 19–20, x2 ATTACK — COMPONENT COSTMODIFIER COMPONENT COST 45 ATTACK MODIFIER — NOTES Traditionally associated with the Jedi, the lightsaber is a devastating weapon and difficult to master. Properties can vary with the type of focusing crystal used in construction. Once NOTES Lightsabers can come in shorter styles, often used in the off hand during two-weapon you have built your lightsaber, subsequent areas where you previously found parts now fighting. As in larger versions, different focusing crystals can produce additional effects. have complete lightsabers.FREEDON NADD’S OFFHAND LIGHTSABER VISAS MARR’S LIGHTSABER FEATS WP Lightsaber BALANCED +2/+0 vs. Two-Weapon Penalty If
FEATS WP Lightsaber BALANCED No DAMAGE 3–24 Used in the Off Hand SPECIAL On Hit—Knockdown DC 14 DAMAGE 4–22 SPECIAL Useable by Visas Marr TYPE Energy CRITICAL UPGRADEABLE No TYPE Energy UPGRADEABLE No THREAT 19–20, x2 COMPONENT COST 500 CRITICAL ATTACK THREAT 19–20, x2 BREAKDOWN No MODIFIER +2ATTACK
MODIFIER +1 COMPONENT COST — NOTES This short lightsaber once belonged to the powerful Sith Lord Freedon Nadd. Freedon NOTES This lightsaber belongs to Visas Marr and only she can use it. Traditionally associated with Nadd trained with (and later destroyed) Naga Sadow’s spirit and brought the power of the the Jedi, the lightsaber is a devastating weapon and difficult to master. dark side to Onderon.DOUBLE-BLADED LIGHTSABER MALAK’S LIGHTSABER
FEATS WP Lightsaber BALANCED No FEATS WP Lightsaber BALANCED +2/+0 vs Two-Weapon Penalty IfDAMAGE 2–24 SPECIAL — Used in the Off Hand DAMAGE 2–20 TYPE Energy UPGRADEABLE Yes Energy SPECIALTYPE —CRITICAL THREAT 20–20, x2 COMPONENT COST 60 CRITICAL 19–20, x2 UPGRADEABLE NoATTACK THREAT MODIFIER — ATTACK — COMPONENT COST 45 NOTES These exotic weapons are rare and are most often associated with Jedi attracted to the MODIFIER dark side of the Force. The double-bladed lightsaber is capable of inflicting more NOTES Traditionally associated with the Jedi, the lightsaber is a devastating weapon and difficult damage—but is also less precise—than the single-bladed variant. to master. Properties can vary with the type of focusing crystal used in construction.Lightsaber Upgrades: Color These are the faceted crystals used in the construction of a lightsaber. CRYSTAL, YELLOW CRYSTAL, VIOLET
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Yellow COMPONENT VALUE 11 BLADE COLOR Violet COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP yGeRllAowDE lAigBhLt.E NOTES It glows faintly with an inneUrP vGioRlAetD lEigAhBtL. ECRYSTAL, BLUE CRYSTAL, RED
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Blue COMPONENT VALUE 11 BLADE COLOR Red COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP bGluReA DliEghAtB. LE NOTES It glows faintly with an inneUrP rGedR AliDgEhAt.BLECRYSTAL, GREEN CRYSTAL, ORANGE
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Green COMPONENT VALUE 11 BLADE COLOR Orange COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP gGrReeAnD EliAghBtL.E NOTES It glows faintly with an inneUrP oGrRanAgDeE AligBhLtE.PRIMAGAMES.COM < 217
,CRYSTAL, SILVER CRYSTAL, VIRIDIAN
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Silver COMPONENT VALUE 11 BLADE COLOR Viridian COMPONENT VALUE 11 NOTES It glows faintly with a silverUyP lGigRhAt.DEABLE NOTES It glows faintly with a silverUyP gGrReeAnD EliAghBtL.ECRYSTAL, CYAN
FEATS Upgrade Item, Lightsaber BREAKDOWN Yes BLADE COLOR Cyan COMPONENT VALUE 11 NOTES It glows faintly with an inneUrP cGyRanA DliEgAhBt.LELightsaber Upgrades: Power Crystals CRYSTAL, RUBAT CRYSTAL, JENRAUX
DAMAGE +1 ADDITIONAL — DAMAGE +2 ADDITIONAL Blaster Deflection +5ATTACK
MODIFIER +1 COMPONENT COST 49 ATTACKMODIFIER — COMPONENT COST 49 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Used in lightsaber construction, rubat crystal is mined on Phemis. It NOTES The refined form of Opila, this crystal has been cleansed of all produces a clearly defined blade that a Jedi can easily track, making impurities. When used in lightsaber construction it produces a blade it easier to hit opponents. of unerring quickness.CRYSTAL, DAMIND CRYSTAL, PHOND
DAMAGE — ADDITIONAL — DAMAGE +1–6, Physical ADDITIONAL —ATTACK
MODIFIER +3 COMPONENT COST 99ATTACK
MODIFIER — COMPONENT COST 74 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Found on the desert world of Daminia, this crystal can be used in NOTES This is the strange by-product of rare impurities bonding during the lightsaber construction to produce a clearly defined beam of subtly making of certain alloys and some random external condition, this wider width and length. crystal produces a fiercely burning lightsaber beam.CRYSTAL, ERALAM CRYSTAL, FIRKRANN
DAMAGE +2 ADDITIONAL — DAMAGE +2–12 vs. Droid ADDITIONAL —ATTACK
MODIFIER +2 COMPONENT COST 149ATTACK
MODIFIER +2 COMPONENT COST 124 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Once mined on the third moon of Erat, ancient Sith bombardment NOTES This heavy crystal is collected by the natives of Rafa V. If used in shattered much that remained. If they can be found, these crystals lightsaber construction, it produces an electrically charged beam that produce a clear, superior lightsaber beam. is devastating to droids.CRYSTAL, SAPITH CRYSTAL, BONDAR
DAMAGE +3 ADDITIONAL — DAMAGE — ADDITIONAL On Hit: Stun, 25% for 6 seconds. ATTACK +2 199 ATTACK — DC 10 to negate stunMODIFIER COMPONENT COST MODIFIER COMPONENT COST SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber 49 NOTES This crystallized material was excreted once every 11 years by the NOTES This crystal was mined on a far-orbit asteroid circling the Alderaan ancient Volice worm of Lwhekk, now extinct. It produces a more system. It produces a volatile lightsaber beam that pulses on impact, intense lightsaber beam, granting better control. potentially stunning an opponent.CRYSTAL, NEXTOR CRYSTAL, SIGIL
DAMAGE +1 ADDITIONAL Critical Threat Range x2 DAMAGE +1–6 ADDITIONAL —ATTACK
MODIFIER — COMPONENT COST 199ATTACK
MODIFIER +1 COMPONENT COST 149 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES This crystal is mined in the mountains of planet M’haeli, and when NOTES Mined in the Sigil System, this crystal is a costly but valued addition used in lightsaber construction it produces a volatile blade that can to a lightsaber. It produces a fierce bridge beam that sears on contact, cause surprising amounts of damage. inflicting great damage.CRYSTAL, OPILA CRYSTAL, UPARI
DAMAGE +3 ADDITIONAL Massive Criticals: +2–12 DAMAGE +1–8 ADDITIONAL — ATTACK — Damage on Critical Hit ATTACKMODIFIER MODIFIER +3 COMPONENT COST 249 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 149 SPECIAL Upgrade Item, Lightsaber NOTES Found in the asteroid fields of the Fyrth system, this crystal can NOTES Strangely, this crystal is usually scattered in the orbit of primarily be used in lightsaber construction to produce an intense beam that forest worlds. It is brittle but versatile, and a Master Jedi can get it to cuts quickly. produce many effects. 218 > PRIMA OFFICIAL GAME GUIDE,APPENDIX II: LIGHTSABERS AND UPGRADES CRYSTAL, SOLARI CRYSTAL, PONTITE
+3, +1–8 Physical. Damage Can only be used by a DAMAGE +1–10 Cold ADDITIONAL CHA +2 DAMAGE vs. Dark Side ADDITIONAL Light Jedi. ATTACK MODIFIER — COMPONENT COST 199ATTACK MODIFIER +3 COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber SPECIAL Upgrade Item, Lightsaber NOTES Pontite is one of the rarest forms of Adegan crystal. It radiates a NOTES There are many famous lightsaber crystals spoken of in the history of powerful aura that cools both skin and tempers. the Jedi Order. An artifact of true light side power, only those Jedi who are pure in spirit can wield a lightsaber equipped with this gleaming white gem. When the great Jedi Master Ood Banr initiated his life-cycle change after a thousand years ULTIMA-PEARL of serving the Order, he bequeathed the Solari crystal to his most promising student, a DAMAGE +2 ADDITIONAL Massive Criticals—1–6 young female Jedi named Shaela Nuur. When Shaela disappeared shortly after the time ATTACK MODIFIER +3 COMPONENT COST 249 of the Great Hunt, the Solari crystal vanished with her. SPECIAL Upgrade Item, Lightsaber CRYSTAL, ADEGAN NOTES An unusual choice for a lightsaber focusing crystal, this rare stone canbe found on Calamari. Difficult to properly install in a lightsaber, this DAMAGE +2 ADDITIONAL — valuable stone has powerful effects.ATTACK
MODIFIER — COMPONENT COST 49 SPECIAL Upgrade Item, Lightsaber LORRDIAN GEMSTONE NOTES Adegan crystals, also called Ilum crystals, are one of the most DAMAGE — ADDITIONAL Blaster Bolt Deflection +3 common lightsaber focusing crystals. ATTACK MODIFIER — COMPONENT COST 250CRYSTAL, RUUSAN SPECIAL Upgrade Item, Lightsaber
NOTES During the subjugation, the Lorrdians were banned from speaking to DAMAGE — ADDITIONAL WIS +1, CHA +1 each other and thus learned to use subtle gestures and ticks toATTACK
MODIFIER — COMPONENT COST 49 communicate. The few Force-Adepts found after the Jedi freed the SPECIAL Upgrade Item, Lightsaber population of slaves has imprinted these gemstones with the Force to enhance the ability NOTES Ruusan crystals come from the mid-Rim planet of the same name. to read an opponent. While not directly affecting a lightsaber’s effectiveness, they aid a Jedi in focusing the Force. BARAB ORE INGOT DAMAGE +2–16 Fire ADDITIONAL —CRYSTAL, DRAGITE ATTACK
MODIFIER — COMPONENT COST 250 DAMAGE +1, Sonic ADDITIONAL CON +1 SPECIAL Upgrade Item, LightsaberATTACK
MODIFIER — COMPONENT COST 49 NOTES The ore from Barab I actually lies on the planet’s surface, meaning it SPECIAL Upgrade Item, Lightsaber is exposed to high doses of radiation and torrential downpours daily. NOTES Dragite crystals are found on M’haeli, in the D’olop mountain range. This ore can be found in concentrated ingots that actually store and The beam they create resonates loudly when it strikes, inflicting a magnify the radiation. When placed in a lightsaber, the ingots produce a blade that burns minor amount of sonic damage. almost to the point of losing its cohesion.CRYSTAL, VELMORITE CRYSTAL, ANKARRES SAPPHIRE
DAMAGE — STR +2, DEX +1, DAMAGE — ADDITIONAL Keen, DEX +1 ADDITIONALATTACK — Regeneration +2, Keen ATTACK — MODIFIERMODIFIER COMPONENT COST 60 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber NOTES This crystal possesses legendary healing powers and numerous other NOTES Found only on the planet Vehmor, these crystals produce a very fine effects. It is one of the most potent crystals that can be used in beam that is easy to wield skillfully. lightsaber creation.CRYSTAL, KASHA CRYSTAL, KAIBURR
DAMAGE — ADDITIONAL WIS +2 DAMAGE — WIS +3, CON +3,ATTACK
MODIFIER +1 COMPONENT COST 49 ADDITIONALATTACK — Regeneration +3 SPECIAL Upgrade Item, Lightsaber MODIFIER SPECIAL Upgrade Item, Lightsaber COMPONENT COST 250 NOTES This crystal is traditionally used by the Cereans as a meditation tool.NOTES
When used as a lightsaber crystal, it helps clear the wielder’s mind of Perhaps the most powerful crystal that can be used in a lightsaber, distractions, even during tense combat. the Kaiburr gem bestows insight and fortitude upon its owner.CRYSTAL, STYGIUM CRYSTAL, QIXONI
— DEX +1, Stealth +4 DAMAGE +5 Regenerate Force Points +1.DAMAGE ADDITIONAL ADDITIONAL ATTACK — Only Used by Dark Jedi.ATTACK MODIFIER MODIFIER +1 COMPONENT COST 149 SPECIAL COMPONENT COST 250 SPECIAL Upgrade Item, Lightsaber Upgrade Item, LightsaberNOTES
NOTES The stygium mineral can be used to create cloaking effects that foil Qixoni crystals were formed on a planet that was destroyed millennia enemy sensors. In its pure crystal form, it is suitable for a lightsaber. ago when its star went supernova. They are exceedingly rare and alsoquite powerful.PRIMAGAMES.COM < 219
,Lightsaber Upgrades: Personal Crystals These crystals are bound to your player character. Its power reflects that of its master. Only one crystal is available.
ATTRIBUTES COMPONENT COST 1 ATTRIBUTES ON HIT Knockdown DC 18 FORCE Dark Side FORCEALIGNMENT NOTES This black crystal is opaque. ALIGNMENT Dark Side COMPONENT COST 1 CHA +1 ATTACK +2 NOTES This black crystal glows intensely. DEX +1 CHA +5 STR +2 DEX +4 DAMAGE +1, Dark Side STR +6MASSIVE
CRITICALS +1–4 DAMAGE +4, Dark SideMASSIVE
ATTRIBUTES COMPONENT COST 1 CRITICALS +3–24FORCE
ALIGNMENT Dark Side NOTES This bTlhaicsk b claryckst acrl yis ttarla inss tlruacnesnltu.cent. ATTRIBUTES ON HIT Knockdown DC 22 ATTACK +1 FORCEALIGNMENT Dark Side COMPONENT COST 1 CHA +2 ATTACK +3 NOTES This black crystal radiates an DEX +1 CHA +6 immense amount of light, almost STR +3 DEX +5 blinding anyone who looks at it. DAMAGE +1, Dark Side STR +7MASSIVE
CRITICALS +1–6 DAMAGE +5, Dark SideMASSIVE
ATTRIBUTES Knockdown DC 10 CRITICALS +3–30ON HITFORCE
ALIGNMENT +1 COMPONENT COST 1 ATTRIBUTES COMPONENT COST 1 ATTACK +2 FORCENOTES This black crystal glows very faintly. ALIGNMENT Dark Side Neutral NOTES This dark crystal is opaque. CHA +2 CHA +1 DEX +3 DEX +1 STR +3 STR +2 DAMAGE +2, Dark Side DAMAGE +1, Dark SideMASSIVE
CRITICALS +1–8 ATTRIBUTES COMPONENT COST 1FORCE
ATTRIBUTES Knockdown DC 10 ALIGNMENT Dark Side NeutralON HIT NOTES This dark crystal is translucent.FORCE
ALIGNMENT Dark Side ATTACK +1COMPONENT COST 1 ATTACK +1 CHANOTES This black crystal glows dimly. +2 CHA +3 DEX +1 DEX +2 STR +3 STR +4 DAMAGE +1, Dark Side DAMAGE +2, Dark Side ATTRIBUTES ON HIT Knockdown DC 10MASSIVE
CRITICALS +1–10 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 ATTRIBUTES ATTACK +1ON HIT Knockdown DC 14 NOTES This dark crystal glows very faintly. FORCE CHA +2 ALIGNMENT Dark Side COMPONENT COST 1 ATTACK +1 DEX +2NOTES This black crystal glows moderately. CHA +3 STR +3 DEX +3 DAMAGE +2, Dark Side STR +4 ATTRIBUTES ON HIT Knockdown DC 10 DAMAGE +3, Dark Side FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1MASSIVE
CRITICALS +1–12 ATTACK +1 NOTES This dark crystal glows dimly.CHA
ATTRIBUTES +3ON HIT Knockdown DC 14 FORCE Dark Side DEXALIGNMENT COMPONENT COST 1 +2 ATTACK +2 STR +4NOTES This black crystal glows brightly. CHA +4 DAMAGE +2, Dark Side DEX +3 ATTRIBUTES ON HIT Knockdown DC 14 STR +5 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 DAMAGE +3, Dark Side ATTACK +1 NOTES This dark crystal glows moderately.MASSIVE
CRITICALS +2–16 CHA +3DEX
ATTRIBUTES ON HIT Knockdown DC 18 +3 FORCE STR +4 ALIGNMENT Dark Side COMPONENT COST 1 ATTACK +2 DAMAGE +3, Dark SideNOTES This black crystal glows brilliantly. CHA +4 ATTRIBUTES ON HIT Knockdown DC 14 DEX +4 FORCEALIGNMENT Dark Side Neutral COMPONENT COST 1 STR +5 ATTACK +2 NOTES This dark crystal glows brightly. DAMAGE +4, Dark Side CHA +4MASSIVE
CRITICALS +2–20 DEX +3 STR +5 DAMAGE +3, Dark Side 220 > PRIMA OFFICIAL GAME GUIDE,APPENDIX II: LIGHTSABERS AND UPGRADES
ATTRIBUTES ON HIT Knockdown DC 18 ATTRIBUTES FORCE RESIST +18 FORCE FORCE ALIGNMENT Dark Side Neutral COMPONENT COST 1 ALIGNMENT Neutral COMPONENT COST 1 ATTACK +2 NOTES This dark crystal glows brilliantly. ATTACK +2 NOTES This gray crystal glows brightly. CHA +4 CHA +2 DEX +4 CON +3 STR +5 DEX +3 DAMAGE +4, Dark Side WIS +3STR
ATTRIBUTES ON HIT Knockdown DC 18 +2FORCE
ALIGNMENT Dark Side Neutral COMPONENT COST 1 ATTRIBUTES FORCE RESIST +20 ATTACK +2 FORCENOTES This dark crystal glows intensely. ALIGNMENT Neutral COMPONENT COST 1 CHA +5 ATTACK +2 NOTES This gray crystal glows brilliantly. DEX +4 CHA +3 STR +6 CON +3 DAMAGE +4, Dark Side DEX +3WIS
ATTRIBUTES +3ON HIT Knockdown DC 22FORCE
ALIGNMENT Dark Side Neutral STR +3 COMPONENT COST 1 ATTACK +3 NOTES This dark crystal radiates an immense ATTRIBUTES FORCE RESIST +22 CHA +6 FORCEamount of light, almost blinding ALIGNMENT Neutral COMPONENT COST 1 DEX +5 anyone who looks at it. ATTACK +2 NOTES This gray crystal glows intensely. STR +7 CHA +3 DAMAGE +5, Dark Side CON +4DEX
ATTRIBUTES +3COMPONENT COST 1FORCE
ALIGNMENT Neutral WIS +4 NOTES This gray crystal is opaque. ATTACK +1 STR +3 CON +1 ATTRIBUTES FORCE RESIST +24 DEX +1 FORCEALIGNMENT Neutral COMPONENT COST 1 WIS +1 ATTACK +3 NOTES This gray crystal radiates an immense CHA +4 ATTRIBUTES FORCE RESIST +10 amount of light, almost blinding FORCE Neutral CON +51 anyone who looks at it.ALIGNMENT COMPONENT COST ATTACK Attack +1 DEX +4NOTES This gray crystal is translucent. CHA +1 WIS +5 CON CON+1 STR +4 DEX +1 ATTRIBUTES DAMAGE +1, Light Side +1 FORCEWIS ALIGNMENT Light Side Neutral COMPONENT COST 1 STR +1 ATTACK +1 NOTES This light crystal is opaque.DEX
ATTRIBUTES +1FORCE RESIST +12FORCE
ALIGNMENT Neutral STR +1 COMPONENT COST 1 ATTACK +1 WIS +2NOTES This gray crystal glows very faintly. CHA +1 ATTRIBUTES DAMAGE +1, Light Side CON +2 FORCEALIGNMENT Light Side Neutral COMPONENT COST 1 DEX +1 ATTACK +1 NOTES This light crystal is translucent. WIS +2 DEX +2 STR +1 STR +1WIS
ATTRIBUTES +3FORCE RESIST +14FORCE
ALIGNMENT Neutral COMPONENT COST 1 ATTRIBUTES DAMAGE +2, Light Side ATTACK +1 FORCENOTES The crystal glows dimly. ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 10 CHA +1 ATTACK +1 COMPONENT COST 1 CON +2 DEX +2 NOTES This light crystal glows very faintly. DEX +2 STR +2 WIS +2 WIS +3 STR +2 ATTRIBUTES DAMAGE +2, Light SideFORCE
ATTRIBUTES FORCE RESIST +16 ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 10FORCE
ALIGNMENT Neutral COMPONENT COST 1 ATTACK +1 COMPONENT COST 1 ATTACK +1 This gray crystal glows moderately. DEXNOTES +3 NOTES This light crystal glows dimly. CHA +2 STR +2 CON +3 WIS +4 DEX +2 WIS +2 STR +2PRIMAGAMES.COM < 221
, ATTRIBUTES DAMAGE +3, Light Side ATTRIBUTES LIGHT SIDE +4 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 14 ALIGNMENT Light Side DAMAGE +2, Light Side ATTACK +1 1 ATTACKCOMPONENT COST +1 ON HIT Slow 25% Chance, 6 Seconds, DC 10 DEX +3 This light crystal glows moderately. DEXNOTES +2 COMPONENT COST 1 STR +2 STR +2 NOTES This white crystal glows very faintly. WIS +4 WIS +3 ATTRIBUTES DAMAGE +3, Light Side ATTRIBUTES LIGHT SIDE +5 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 14 ALIGNMENT Light Side DAMAGE +2, Light Side ATTACK +1 COMPONENT COST 1 ATTACK +1 ON HIT Slow 25% Chance, 6 Seconds, DC 10 DEX +4 NOTES This light crystal glows brightly. DEX +3 COMPONENT COST 1 STR +3 STR +2 NOTES This white crystal glows dimly. WIS +5 WIS +4 ATTRIBUTES DAMAGE +4, Light Side ATTRIBUTES LIGHT SIDE +6 vs. Dark Side FORCE FORCE ALIGNMENT Light Side Neutral ON HIT Slow 25% Chance, 6 Seconds, DC 18 ALIGNMENT Light Side DAMAGE +3, Light Side ATTACK +2 COMPONENT COST 1 ATTACK +1 ON HIT Slow 25% Chance, 6 Seconds, DC 14 DEX +4 NOTES This light crystal glows brilliantly. DEX +3 COMPONENT COST 1 STR +4 STR +3 NOTES This white crystal glows moderately. WIS +5 WIS +4 ATTRIBUTES DAMAGE +4, Light Side ATTRIBUTES LIGHT SIDE +7 vs. Dark SideFORCE
ALIGNMENT Light Side Neutral FORCEON HIT Slow 25% Chance, 6 Seconds, DC 18 ALIGNMENT Light Side DAMAGE +3, Light Side ATTACK +2 COMPONENT COST 1 ATTACK +2 ON HIT Slow 25% Chance, 6 Seconds, DC 14 DEX +5 NOTES This light crystal glows intensely. DEX +4 COMPONENT COST 1 STR +4 STR +3 NOTES This white crystal glows brightly. WIS +6 WIS +5 ATTRIBUTES DAMAGE +5, Light Side ATTRIBUTES LIGHT SIDE +8 vs. Dark SideFORCE
ALIGNMENT Light Side Neutral FORCEON HIT Slow 25% Chance, 6 Seconds, DC 22 ALIGNMENT Light Side DAMAGE +4, Light Side ATTACK +3 COMPONENT COST 1 ATTACK +2 ON HIT Slow 25% Chance, 6 Seconds, DC 18 DEX +6 NOTES This light crystal radiates an immense DEX +4 COMPONENT COST 1 STR +5 amount of light, almost blinding STR +4 NOTES This white crystal glows brilliantly. WIS +7 anyone who looks at it. WIS +5 ATTRIBUTES ATTRIBUTESLIGHT SIDE +2 vs. Dark Side LIGHT SIDE +9 vs. Dark Side FORCE FORCE ALIGNMENT Light Side ALIGNMENTLight Side
DAMAGE +1, Light Side DAMAGE +4, Light Side DEX +1 ATTACK +2COMPONENT COST 1 ON HIT Slow 25% Chance, 6 Seconds, DC 18 STR +1 DEX +5NOTES This white crystal is opaque. COMPONENT COST 1 WIS +2 STR +4 NOTES This white crystal glows intensely. WIS +6 ATTRIBUTES LIGHT SIDE +3 vs. Dark Side FORCE Light Side ATTRIBUTES LIGHT SIDEALIGNMENT +10 vs. Dark SideDAMAGE +1, Light Side FORCE Light Side ATTACK +1 ALIGNMENT1 DAMAGE +5, Light SideCOMPONENT COST DEX +2 ATTACK +3NOTES This white crystal is translucent. ON HIT Slow 25% Chance, 6 Seconds, DC 22DEX STR +1 +6 COMPONENT COST 1STR
WIS +3 +5 NOTES This white crystal radiates an WIS +7 immense amount of light, almost blinding anyone who looks at it. 222 > PRIMA OFFICIAL GAME GUIDE,APPENDIX II: LIGHTSABERS AND UPGRADES Lightsaber Upgrades: Lens These modifications require a workbench with adequate tools and a weapon of high quality marked as upgradeable. SYNTHESIZED KUNDA LENS PURE BYROTHSIS LENS
ATTACK — CREATABLE/BREAKDOWN Yes/Yes ATTACK +2 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE DEFLECTION +1 PREREQUISITES Treat Injury (5) BLASTER BOLT -3 CREATABLEDEFLECTION PREREQUISITES Awareness (19) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 10 SPECIAL Upgrade Item, Lightsaber COMPONENT COST 187 DAMAGE DAMAGE BONUS — BONUS +2, Energy NOTES The kunda stone has numerous practical applications in medicine and communications. It NOTES Byrothsis was originally used to create infrared camera lenses but has since found use in can also be combined with a normal lens to produce a broader, yet still focused, beam. other applications, including lightsabers.DRAGITE LENS IMPROVED BEAM GEM LENS
ATTACK — CREATABLE/BREAKDOWN Yes/Yes ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE DEFLECTION — PREREQUISITES Awareness (7) BLASTER BOLT — CREATABLEDEFLECTION PREREQUISITES Computer Use (21) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 15 Upgrade Item, COMPONENT COST 240 DAMAGE SPECIAL+2, Energy Lightsaber. KeenBONUSDAMAGE
NOTES Though typically used as a focusing crystal, dragite is one of several crystals that can also BONUS +2, Energy be used to create suitable lightsaber lenses. NOTES The aptly named beam gem crystals are common in optical computers such as those involved in navigational systems. Not surprisingly, they also can create a highly focusedSYNTHESIZED BYROTHSIS LENS lightsaber beam.
ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT -2 CREATABLE IMPROVED VIBRATION LENSDEFLECTION PREREQUISITES Awareness (9) CREATABLE/ SPECIAL Upgrade Item, Lightsaber COMPONENT COST 20 ATTACK -1 BREAKDOWN Yes/Yes DAMAGE BLASTER BOLT CREATABLE BONUS +1, Energy DEFLECTION — PREREQUISITES Computer Use (23) NOTES Byrothsis was originally used to create infrared camera lenses but has since found use in Upgrade Item, Lightsaber. COMPONENT COST 302SPECIAL other applications, including lightsabers. Defense Bonus -1DAMAGE BONUS +2–12, EnergyBEAM GEM LENS NOTES This lens vibrates very rapidly, resulting in a less stable but more deadly beam.
ATTACK — CREATABLE/BREAKDOWN Yes/Yes BLASTER BOLT CREATABLE OSSUS DUELING LENS DEFLECTION — PREREQUISITES Computer Use (11) ATTACK +2 CREATABLE/Upgrade Item, COMPONENT COST 32 BREAKDOWN Yes/Yes SPECIAL Lightsaber. Keen BLASTER BOLT +3 CREATABLEDEFLECTION PREREQUISITES Treat Injury (25)DAMAGE
BONUS +1, Energy SPECIAL Upgrade Item, Lightsaber COMPONENT COST 365 NOTES The aptly named beam gem crystals are common in optical computers such as those DAMAGEBONUS — involved in navigational systems. Not surprisingly, they can also create a highly focused NOTES Ossus was known for its Great Jedi Library; however, other training took place on its lightsaber beam. surface. After being consumed by the Cron supernova, several pieces of equipment were still found in the halls of the Jedi Enclave. The dueling lens was meant to focus aVIBRATION LENS lightsaber into a finely tuned blade meant for dueling and other instances where complete
ATTACK -1 CREATABLE/ Yes/Yes control is needed.BREAKDOWN BLASTER BOLT — CREATABLEDEFLECTION PREREQUISITES Computer Use (13) Upgrade Item, Lightsaber. COMPONENT COST 50 PONTITE LENSSPECIAL Defense Bonus -1 ATTACK +1 CREATABLE/BREAKDOWN Yes/YesDAMAGE
BONUS 1–8, Energy BLASTER BOLT CREATABLEDEFLECTION — PREREQUISITES Awareness (27) NOTES This lens vibrates very rapidly, resulting in a less stable but more deadly beam. SPECIAL Upgrade Item, Lightsaber COMPONENT COST 430DAMAGE PURE KUNDA LENS BONUS +2–12, Energy
NOTES The rare pontite crystal is not only a powerful focusing crystal, but also an ideal substance ATTACK +1 CREATABLE/BREAKDOWN Yes/Yes for a lightsaber lens. BLASTER BOLT CREATABLE DEFLECTION +2 PREREQUISITES Treat Injury (15) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 77 ENHANCED BYROTHSIS LENSDAMAGE
BONUS — ATTACK +3 CREATABLE/BREAKDOWN Yes/Yes NOTES This kunda stone has numerous practical applications in medicine and communications. It BLASTER BOLT DEFLECTION -4 CREATABLE Awareness (29) can also be combined with a normal lens to produce a broader, yet still focused, beam. PREREQUISITESSPECIAL Upgrade Item, Lightsaber COMPONENT COST 450DAMAGE ADEGAN LENS BONUS +4, Energy NOTES
CREATABLE/ Byrothsis was originally used to create infrared camera lenses but has since found use inATTACK — BREAKDOWN Yes/Yes other applications, including lightsabers. BLASTER BOLT DEFLECTION — CREATABLEPREREQUISITES Awareness (17) SPECIAL Upgrade Item, Lightsaber COMPONENT COST 133DAMAGE
BONUS +1–12, Energy NOTES Though typically used as a focusing crystal, adegan is one of several crystals that can also be used to create suitable lightsaber lenses.PRIMAGAMES.COM < 223
,Lightsaber Upgrades: Emitters DEFLECTION EMITTER IMPROVED FENCING EMITTER
BLASTER BOLT CREATABLE/ BLASTER BOLT CREATABLE/ DEFLECTION +1 BREAKDOWN Yes/Yes DEFLECTION -2 BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Lightsaber CREATABLEPREREQUISITES Repair (5) SPECIAL Upgrade Item, LightsaberCREATABLE
PREREQUISITES Repair (19) DAMAGE DAMAGE BONUS — COMPONENT COST 8 BONUS +2, Energy COMPONENT COST 190 DEFENSE DEFENSE BONUS — BONUS +2 NOTES Deflection emitters are optimized for use against blaster fire. NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks.DISRUPTING EMITTER EXPERT DEFLECTION EMITTER
BLASTER BOLT — CREATABLE/ Yes/Yes BLASTER BOLT +4 CREATABLE/DEFLECTION BREAKDOWN DEFLECTION BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLE CREATABLEPREREQUISITES Repair (7) SPECIAL Upgrade Item, Lightsaber PREREQUISITES Repair (21) SPECIAL Slow 25% for 2 Rounds, DC 10 COMPONENT COST 12DAMAGE
BONUS — COMPONENT COST 230DEFENSE
DAMAGE — BONUS +1BONUS DEFENSE -1 NOTES Deflection emitters are optimized for use against blaster fire.BONUS NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’s nervous system. SUPERIOR DISRUPTING EMITTER BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/YesCRUDE PHOBIUM EMITTER Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (23)
SPECIAL Slow 25% for 3 Rounds, BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes DC 14 COMPONENT COST 300 Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (9) DAMAGE — SPECIAL Slow 25% for 2 Rounds, BONUS DC 14 COMPONENT COST 22DEFENSE
BONUS -1 DAMAGE — NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’sBONUS DEFENSE -3 nervous system.BONUS NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. PHOBIUM ALLOY EMITTER BLASTER BOLT — CREATABLE/DEFLECTION BREAKDOWN Yes/YesFENCING EMITTER Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (25)
SPECIAL Slow 25% for 3 Rounds, BLASTER BOLT CREATABLE/ COMPONENT COST 342 DEFLECTION -2 BREAKDOWN Yes/Yes DC 18 SPECIAL Upgrade Item, Lightsaber CREATABLE Repair (11) DAMAGEPREREQUISITES BONUS —DAMAGE
BONUS +1, Energy COMPONENT COST 35 DEFENSEBONUS -3DEFENSE
BONUS +1 NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks. than the typical disrupting emitter. It is also indisputably more effective.IMPROVED DEFLECTION EMITTER EXPERT FENCING EMITTER
BLASTER BOLT CREATABLE/ BLASTER BOLT CREATABLE/ DEFLECTION +2 BREAKDOWN Yes/Yes DEFLECTION -2 BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Lightsaber CREATABLEPREREQUISITES Repair (13) SPECIAL Upgrade Item, LightsaberCREATABLE
PREREQUISITES Repair (27)DAMAGE
BONUS — COMPONENT COST 55DAMAGE
BONUS +3, Energy COMPONENT COST 407 DEFENSE Defense Bonus +1 DEFENSEBONUS BONUS +2 NOTES Deflection emitters are optimized for use against blaster fire. NOTES Fencing emitters are most suitable for parrying hand-to-hand attacks.ADVANCED DISRUPTING EMITTER REFINED PHOBIUM EMITTER
BLASTER BOLT — CREATABLE/ BLASTER BOLT CREATABLE/DEFLECTION BREAKDOWN Yes/Yes DEFLECTION — BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (15) Upgrade Item, Lightsaber.CREATABLE
PREREQUISITES Repair (29) SPECIAL Slow 25% for 2 Rounds, SPECIAL Slow 50% for 3 Rounds, DC 14 COMPONENT COST 80 DC 18 COMPONENT COST 470 DAMAGE — DAMAGEBONUS BONUS — DEFENSE DEFENSE BONUS -1 BONUS -1 NOTES Disrupting emitters create an unsteady beam that can wreck havoc on a victim’s NOTES This most advanced disruptor emitter is both effective and easier to use than most nervous system. phobium emitters.SYNTHESIZED PHOBIUM EMITTER
BLASTER BOLT CREATABLE/ DEFLECTION — BREAKDOWN Yes/Yes Upgrade Item, Lightsaber. CREATABLEPREREQUISITES Repair (17) SPECIAL Slow 25% for 2 Rounds, DC 14 COMPONENT COST 130DAMAGE
BONUS —DEFENSE
BONUS -3 NOTES Made for the more aggressive combatant, the phobium emitter is heavier and less wieldy than the typical disrupting emitter. It is also indisputably more effective. 224 > PRIMA OFFICIAL GAME GUIDE,APPENDIX II: LIGHTSABERS AND UPGRADES Lightsaber Upgrades: Cells DISCHARGE ENERGY CELL Double-Bladed
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes Lightsaber DAMAGE — CREATABLEBONUS PREREQUISITES 6MASSIVE
CRITICALS 1–3 COMPONENT COST Demolitions (5) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks.DIATIUM ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/YesDAMAGE
BONUS +1, EnergyCREATABLE
PREREQUISITES 12MASSIVE
CRITICALS — COMPONENT COST Computer Use (7) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks.ION ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/YesDAMAGE
BONUS vs. droid, +1–4, IonCREATABLE
PREREQUISITES 20MASSIVE
CRITICALS 1–4 COMPONENT COST Security (9) TELGORN JOLT CELL MARK II NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE +1–4, Electrical CREATABLEBONUS PREREQUISITES 180MASSIVE TELGORN JOLT CELL MARK I CRITICALS — COMPONENT COST Demolitions (19)
NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks.DAMAGE
BONUS +1–3, ElectricalCREATABLE
PREREQUISITES 35MASSIVE
CRITICALS — COMPONENT COST Demolitions (11) SUPERIOR DISCHARGE ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE — CREATABLEBONUS PREREQUISITES 250IMPROVED DISCHARGE ENERGY CELL MASSIVECRITICALS 1–8 COMPONENT COST Demolitions (21) NOTES
CREATABLE/ This power cell modifies the energy output of lightsabers, allowingSPECIAL Upgrade Item, Lightsaber BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks.DAMAGE
BONUS —CREATABLE
PREREQUISITES 55MASSIVE
CRITICALS 1–6 COMPONENT COST Demolitions (13) SUPERIOR DIATIUM ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE BONUS +4, EnergyCREATABLE
PREREQUISITES 310IMPROVED DIATIUM ENERGY CELL MASSIVECRITICALS — COMPONENT COST Computer Use (23) NOTES
CREATABLE/ This power cell modifies the energy output of lightsabers, allowingSPECIAL Upgrade Item, Lightsaber BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks.DAMAGE
BONUS +2, EnergyCREATABLE
PREREQUISITES 85MASSIVE
CRITICALS — COMPONENT COST Computer Use (151) SUPERIOR ION ENERGY CELL NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE BONUS +2, Ion. vs. Droid, +1–12, IonCREATABLE
PREREQUISITES 335MASSIVE IMPROVED ION ENERGY CELL CRITICALS 1–6 COMPONENT COST Security (25) NOTES
SPECIAL Upgrade Item, Lightsaber CREATABLE/This power cell modifies the energy output of lightsabers, allowing
BREAKDOWN Yes/Yes skilled users to better deliver powerful attacks.DAMAGE
BONUS +1, Ion. vs. Droid, +1–8, IonCREATABLE
PREREQUISITES 150MASSIVE
CRITICALS 1–3 COMPONENT COST Security (17) TELGORN JOLT CELL MARK III NOTES This power cell modifies the energy output of lightsabers, allowing SPECIAL Upgrade Item, Lightsaber CREATABLE/ Yes/Yes skilled users to better deliver powerful attacks. BREAKDOWNDAMAGE CREATABLE BONUS +1–8, Electrical PREREQUISITES 437MASSIVE
CRITICALS — COMPONENT COST Demolitions (27) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks.ULTIMATE DIATIUM ENERGY CELL
SPECIAL Upgrade Item, Lightsaber CREATABLE/BREAKDOWN Yes/Yes DAMAGE +5, Energy CREATABLEBONUS PREREQUISITES 495MASSIVE
CRITICALS — COMPONENT COST Computer Use (29) NOTES This power cell modifies the energy output of lightsabers, allowing skilled users to better deliver powerful attacks.PRIMAGAMES.COM < 225
,Appendix III: Ranged Weapons and Upgrades Ranged Weapons: Blaster Pistols MINING LASER ZABRAK BLASTER PISTOL
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED Penalty If Used in the Off Hand BALANCED DAMAGE 1–8 4–11 Penalty If Used in the Off Hand DAMAGE Energy SPECIALTYPE — TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6 23 m UPGRADEABLE No Seconds, DC 10 RANGE RANGE 23 m BREAKDOWN 1 UPGRADEABLE NoCRITICAL 20–20, x2 COMPONENT VALUE CRITICALTHREAT THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 460ATTACK — ATTACKMODIFIER MODIFIER +3 NOTES This industrial handheld laser can double as a makeshift blaster. NOTES This blaster is the staple of the Zabrak mercenary, known for deadly accuracy and excep- tional damage.BLASTER PISTOL ONASI BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
Damage: 1–8 Penalty If Used in the Off Hand DAMAGE FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED SPECIAL — 4–11 Penalty If Used in the Off Hand TYPE Energy DAMAGE 23 m UPGRADEABLE No TYPE Energy SPECIAL —RANGE
BREAKDOWN 1 23 m UPGRADEABLECRITICAL COMPONENT VALUE RANGE No THREAT 20–20, x2 BREAKDOWN CRITICAL 20–20, x2 COMPONENT VALUE 730ATTACK MODIFIER — THREATATTACK
NOTES The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of MODIFIER +2 intense coherent light powered by a replacement power pack. NOTES This blaster bears the symbol of the Onasi family. It perhaps once belonged to CarthOnasi, a former companion of Revan. REPUBLIC BLASTER SYSTECH ELECTRIC BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
DAMAGE 1–8 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED Penalty If Used in the Off Hand TYPE Energy SPECIAL — DAMAGE 1–8UPGRADEABLE
RANGE 23 m Yes TYPE Energy SPECIAL Damage Bonus: +2–12 Electrical BREAKDOWN UPGRADEABLE CRITICAL 20–20, x2 COMPONENT VALUE 42 RANGE 23 m Yes (Scope) THREAT BREAKDOWN ATTACK CRITICAL 1,000 MODIFIER — COMPONENT VALUE THREAT 20–20, x2ATTACK
NOTES The Republic blaster can be fully upgraded with a firing chamber, targeting scope, and MODIFIER +1 power cell. NOTES This unusual line of weapons was originally developed for use against veermok, a ferocious primate on Naboo that happens to be resistant to blaster fire. The Electric BlasterMANDALORIAN BLASTER is the high-end model. Much of the weapon’s damage is electrical in nature, allowing it tobypass blaster resistance.
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
2–9 Penalty If Used in the Off Hand DAMAGE — MICRO-PULSE BLASTEREnergy SPECIALTYPE UPGRADEABLE Yes FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponRANGE 23 m BALANCED 4–18 Penalty If Used in the Off HandBREAKDOWN DAMAGECRITICAL
THREAT 20–20, x2 COMPONENT VALUESPECIAL
TYPE Energy —ATTACK
MODIFIER +1 RANGE 23 m UPGRADEABLE Yes NOTES The Mandalorian blaster is a slightly more powerful version of the basic pistol common BREAKDOWNCRITICAL COMPONENT VALUE 1,090 throughout the galaxy. THREAT 20–20, x2ATTACK MODIFIER +2SYSTECH STATIC BLASTER NOTES Built of durable thoranium, this blaster is able to fire more intense pulses of energy than
lesser pistols. The result is the potency of an advanced blaster rifle in a one-handed weapon. FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–8 Penalty If Used in the Off HandDAMAGE HEAVY BLASTER Energy SPECIALTYPE Damage Bonus +1–6, Electrical UPGRADEABLE Yes (Scope) FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponRANGE 23 m BALANCED 1–10 Penalty If Used in the Off HandBREAKDOWN DAMAGE CRITICAL COMPONENT VALUE 109 THREAT 20–20, x2 TYPE Energy SPECIAL —ATTACK
MODIFIER — RANGE 23 m UPGRADEABLE No NOTES This unusual weapon was originally developed for use against veermok, a ferocious BREAKDOWNCRITICAL 20–20, x2 COMPONENT VALUE 15primate on Naboo that happens to be resistant to blaster fire. Much of the weapon’s THREATATTACK damage is electrical in nature, allowing it to bypass blaster resistance. MODIFIER — NOTES This resembles regular blasters in the same way Quoorian marshsuckers resemble mosquitoes.Sure, they both do damage, but the former definitely has the edge in kill potential.
226 > PRIMA OFFICIAL GAME GUIDE,APPENDIX III: RANGED WEAPONS AND UPGRADES ARKANIUM HEAVY PISTOL WATCHMAN BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
2–11 Penalty If Used in the Off HandBALANCED
2–8 Penalty If Used in the Off HandDAMAGE DAMAGE TYPE Energy SPECIAL — TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6Seconds, DC 14 23 m UPGRADEABLERANGE No RANGE 23 m BREAKDOWN 65 UPGRADEABLE YesCRITICAL 20–20, x2 COMPONENT VALUE CRITICALTHREAT THREAT 19–20, x2 +1–8 BREAKDOWN 380 ATTACK +1 ATTACK COMPONENT VALUE MODIFIER MODIFIER — NOTES Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2,000 NOTES When fully upgraded, these survival pistols can match the best heavy blaster in years later, they are still superior performers. Unfortunately, their design is incompatible performance. Their stun capabilities make them an excellent off-hand weapon. with modern upgrade technology.ELITE WATCHMAN BLASTER MANDALORIAN HEAVY BLASTER FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon 2–14 Penalty If Used in the Off HandDAMAGE BALANCED Penalty If Used in the Off Hand On Hit: Stun 25% Chance, 6 DAMAGE 2–11 TYPE Energy SPECIAL — Seconds DC 18TYPE Energy SPECIAL RANGE 23 m No UPGRADEABLE Yes23 m UPGRADEABLERANGE CRITICAL 19–20, x2 +2–12 BREAKDOWN BREAKDOWN THREAT CRITICAL COMPONENT VALUE 1,180 THREAT 20–20, x2 COMPONENT VALUE 250 ATTACK MODIFIER —ATTACK
MODIFIER +1 NOTES When fully upgraded, these survival pistols can match the best heavy blaster in NOTES Mandalorians improved upon the standard heavy blaster design, creating a weapon that is performance. Their stun capabilities make them an excellent off-hand weapon. both fully upgradeable and superior to the standard design.ION BLASTER ZABRAK HEAVY BLASTER FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–6 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon DAMAGE BALANCED Penalty If Used in the Off Hand TYPE Ion SPECIAL Ion Damage +1–12 vs. Droid DAMAGE 5–14 TYPE Energy SPECIAL To Hit: Stun 25% Chance, 6 17 mUPGRADEABLE
RANGE Yes (Scope, Chamber) Seconds, DC 18 BREAKDOWNCRITICAL 20–20, x3 COMPONENT VALUE 2RANGE 23 m THREATUPGRADEABLE Yes ATTACK CRITICAL 20–20, x2 BREAKDOWN MODIFIER —THREAT
ATTACK COMPONENT VALUE +2 NOTES This standard ion blaster is commonly issued to Republic troops as a secondary weapon.MODIFIER While ion weapons are generally less damaging against organic opponents, they are NOTES A more cumbersome, but also more damaging, blaster of Zabrak design. powerful against droids. Also, ion damage can penetrate some defenses that blaster fire cannot. Ion weapons cannot utilize most power pack upgrades.FREEDON NADD’S BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon ARATECH DROID OXIDIZERBALANCED
3–12 Penalty If Used in the Off Hand DAMAGE FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon TYPE Energy SPECIAL Damage Bonus +2–20 Dark Side. BALANCED Penalty If Used in the Off Hand Restricted to Dark Side DAMAGE 3–8 RANGE 23 m Ion SPECIALTYPE Ion Damage +1–10 vs. DroidUPGRADEABLE Yes (Scope) CRITICAL UPGRADEABLE Yes (Scope, Chamber) THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 1,450 RANGE 17 m ATTACK BREAKDOWN 54 MODIFIER +2 CRITICALTHREAT 20–20, x3 COMPONENT VALUE NOTES A vile weapon that once belonged to Freedon Nadd, this blaster has killed more Jedi than ATTACKMODIFIER +1 any lightsaber. NOTES The Aratech ion blaster is designed to be capable against all types of opponents, replacing FIELD SURVIVAL PISTOL the need to carry a second antidroid sidearm. While ion weapons are generally lessdamaging against organic opponents, they are powerful against droids. Also, ion damage FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power BALANCED Penalty If Used in the Off Hand DAMAGE 1–4 pack upgrades. TYPE Energy SPECIAL — RANGE 23 m UPGRADEABLE Yes ARATECH IONMASTERBREAKDOWN CRITICAL
THREAT 19–20, x2 +1–4 COMPONENT VALUE 3 FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED ATTACK
MODIFIER — DAMAGE 2–14 Penalty If Used in the Off Hand NOTES The field survival pistol is a versatile backup weapon. Though modest in performance, it is Ion SPECIALTYPE Ion Damage +2–16 vs. Droid fully upgradeable. 17 m UPGRADEABLERANGE Yes (Scope, Chamber)BREAKDOWN
CRITICAL 20–20, x3 COMPONENT VALUE 639THREATSCOUT ENFORCER ATTACKMODIFIER +2
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon NOTES This capable sidearm is at the top of Aratech’s ion blaster line. It is designed for multi- BALANCED Penalty If Used in the Off Hand DAMAGE 1–4 purpose use, although it is best against droids. Ion weapons are generally less damaging TYPE Energy SPECIAL On Hit: Stun 25% Chance, 6 against organic opponents, but again, they are powerful against droids. Also, ion damageSeconds, DC 10 can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power RANGE 23 m UPGRADEABLE Yes pack upgrades.CRITICAL
THREAT 19–20, x2 +1–6 BREAKDOWN ATTACK COMPONENT VALUE MODIFIER — NOTES An advanced survival pistol, the scout enforcer is an effective weapon for desperate situations.PRIMAGAMES.COM < 227
,DISRUPTOR PISTOL SYSTECH AURAL BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–6 Penalty If Used in the Off HandBALANCED
4–7 Penalty If Used in the Off Hand DAMAGE DAMAGE TYPE Unstoppable SPECIAL — SPECIALTYPE Sonic On Hit: Attribute Damage DEX DC 18 UPGRADEABLE UPGRADEABLE RANGE 23 m No RANGE 17 m No BREAKDOWN BREAKDOWN CRITICAL 18–20, x2 COMPONENT VALUE 10 CRITICAL COMPONENT VALUE 34THREAT THREAT 20–20, x2 ATTACK ATTACK MODIFIER — MODIFIER +1 NOTES These pistols are illegal in many planetary systems, being regarded as too powerful a NOTES Though inferior in damage potential to traditional blasters, this sonic blaster’s advanced weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. design makes it a viable weapon, especially in long combats when its deafening capabil- Unlike typical blasters, disruptors ignore most types of personal energy shields. ities can accumulate. Sonic weapons can temporarily reduce an opponent’s DEX.Additionally, many types of shields and defenses are ineffective against sonic attacks. SITH DISRUPTOR ARKANIAN SONIC BLASTER
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–6 Penalty If Used in the Off Hand FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponDAMAGE BALANCED — Penalty If Used in the Off HandUnstoppable SPECIAL DAMAGE 4–12TYPE Yes Sonic SPECIALTYPE On Hit: Attribute Damage DEX DC 1823 m UPGRADEABLERANGE BREAKDOWN UPGRADEABLE No CRITICAL 18–20, x2 COMPONENT VALUE 200 RANGE 17 mTHREAT BREAKDOWNCRITICAL ATTACK 20–20, x2 COMPONENT VALUETHREAT
MODIFIER — ATTACK NOTES The Sith disruptor design is compatible with most types of blaster upgrades. MODIFIER +1 NOTES This sonic pistol of Arkanian design is as potent as a normal blaster, but it also has theMANDALORIAN RIPPER many benefits of dealing sonic damage. Sonic weapons can temporarily reduce an
opponent’s DEX. Additionally, many types of shields and defenses are ineffective against FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BALANCED sonic attacks. 3–8 Penalty If Used in the Off HandDAMAGE Unstoppable SPECIALTYPE — HEAVY SONIC BLASTER 23 m UPGRADEABLERANGE Yes FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon BREAKDOWN BALANCED CRITICAL 18–20, x2 COMPONENT VALUE 586 Penalty If Used in the Off HandTHREAT DAMAGE 3–11 ATTACK +2 Sonic SPECIALMODIFIER TYPE On Hit: Attribute Damage DEX DC 22 NOTES A weapon similar to this disruptor belonged to Jigger Wraith, a bounty hunter who UPGRADEABLERANGE 17 m Yes (Scope) plagued the Republic years ago. Thirty-seven Mandalorians who looked like Jigger were BREAKDOWNCRITICAL 20–20, x2 COMPONENT VALUE 305 accidentally executed until sightings declined. As a type of disruptor, this weapon ignores THREATATTACK most personal energy shields. MODIFIER +1 NOTES This incredibly debilitating weapon is of unknown origin. Unlike most lesser models, it can MANDALORIAN DISINTEGRATOR be fitted with a targeting scope. Sometimes referred to as “squealers,” these weaponsdeliver a high-frequency jolt to the senses that can damage and potentially disorient an FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon opponent. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, manyBALANCED
6–16 Penalty If Used in the Off HandDAMAGE types of shields and defenses are ineffective against sonic attacks. TYPE Unstoppable SPECIAL — 23 m UPGRADEABLERANGE Yes DASHADE SONIC BLASTERBREAKDOWN CRITICAL
THREAT 18–20, x2 COMPONENT VALUE 1,347 FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
ATTACK +2 3–6 Penalty If Used in the Off HandMODIFIER DAMAGE Not surprisingly, the most deadly disruptor pistol available is of Mandalorian design. Use TYPE Sonic SPECIAL On Hit: Attribute Damage DEX DCNOTES 18, CON DC 18 of this ruthless weapon is a major violation of Republic code. RANGE 17 m UPGRADEABLE Yes (Scope)CRITICAL
THREAT 20–20, x2 BREAKDOWNSONIC PISTOL ATTACK COMPONENT VALUE 820MODIFIER —
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon NOTES The Dashade are a secretive and vicious species made infamous by their renownedBALANCED
1–4 Penalty If Used in the Off HandDAMAGE assassins. Their weapons of choice are best known for the extreme pain they inflict. Sonic TYPE Sonic SPECIAL On Hit: Attribute Damage DEX weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shieldsDC 14 and defenses are ineffective against sonic attacks. RANGE 17 m UPGRADEABLE NoCRITICAL
THREAT 20–20, x2 BREAKDOWN COMPONENT VALUE 5 DASHADE SONIC DISRUPTORATTACK MODIFIER —FEATS Sometimes referred to as “squealers,” these weapons deliver a high-frequency jolt to the WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponNOTES BALANCED
2–5 Penalty If Used in the Off Hand senses that can damage and potentially disorient an opponent. Sonic weapons can DAMAGE Damage Bonus: +1—10 temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses TYPE Sonic SPECIAL Unstoppable. On Hit: Attribute are ineffective against sonic attacks. RANGE 17 m Damage DEX DC 18, CON DC 22CRITICAL
THREAT 20–20, x2 UPGRADEABLE Yes (Scope) ATTACK +1 BREAKDOWNMODIFIER COMPONENT VALUE 1,360 NOTES The Dashade are a secretive and vicious species made infamous by their renowned assassins. Their weapons of choice are best known for the extreme pain they inflict. Sonic weapons can temporarily reduce an opponent’s DEX. Additionally, many types of shields and defenses are ineffective against sonic attacks. 228 > PRIMA OFFICIAL GAME GUIDE,APPENDIX III: RANGED WEAPONS AND UPGRADES REMOTE’S BLASTER LUXA’S DISRUPTOR
FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-Weapon FEATS WP Blaster Pistol Yes. +2/+0 vs. Two-WeaponBALANCED
1–8 Penalty If Used in the Off Hand BALANCED Penalty If Used in the Off Hand DAMAGE DAMAGE 1–6 TYPE Energy SPECIAL Already Fitted to Bao-Dur’s TYPE Unstoppable SPECIAL Already Fitted to Bao-Dur’s RemoteRemote Droid Droid RANGE 23 m RANGEUPGRADEABLE No 23 m UPGRADEABLE No CRITICAL CRITICAL THREAT 20–20, x2 BREAKDOWN 1 THREAT 18–20, x2 BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 20ATTACK ATTACK MODIFIER +10 MODIFIER +1 NOTES Bao-Dur outfitted the remote with this customized blaster. NOTES These pistols are illegal in many planetary systems, being regarded as too powerful a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal energy shields.Ranged Weapons: Blaster Rifles ION CARBINE VERPINE DROID DISRUPTOR
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL +1–10 Ion vs. Droid DAMAGE 3–12 SPECIAL +2–20 Ion vs. Droid TYPE Ion UPGRADEABLE No TYPE Ion UPGRADEABLE Yes (Scope, Chamber) RANGE 28 m BREAKDOWNCOMPONENT VALUE 3 RANGE 28 m BREAKDOWNCOMPONENT VALUE 503 CRITICAL 20–20, x3 CRITICALTHREAT THREAT 20–20, x3 ATTACK — ATTACKMODIFIER MODIFIER +2 NOTES Ion carbines are versatile, low-end rifles. They are sometimes given to combat droids to NOTES While they may have borrowed liberally from designs the Batans initiated, the Verpine say provide an edge against other droid armies. While ion weapons are generally less you can’t argue with results. These weapons are simply devastating against droids (but damaging against organic opponents, they are powerful against droids. Also, ion damage ion weapons are generally less damaging against organic opponents). Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. pack upgrades.ION RIFLE VERPINE DROID DISINTEGRATOR
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL +1–10 Ion vs. Droid DAMAGE 4–22 SPECIAL +3–30 Ion vs. Droid TYPE Ion UPGRADEABLE Yes (Scope, Chamber) TYPE Ion UPGRADEABLE Yes (Scope, Chamber) RANGE 28 m BREAKDOWN 29 RANGE 28 m BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,400CRITICAL
THREAT 20–20, x3 CRITICALTHREAT 20–20, x3 ATTACK ATTACK MODIFIER — MODIFIER +2 NOTES Unlike the less customizable carbines, rifles can be upgraded. Ion weapons cannot utilize NOTES This weapon is simply the most powerful anti-droid rifle available. While ion weapons are most power pack upgrades, however. While ion weapons are generally less damaging generally less damaging against organic opponents, they are powerful against droids. against organic opponents, they are powerful against droids. Also, ion damage can Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot penetrate some defenses blaster fire cannot. utilize most power pack upgrades.BOTHAN DROID DISRUPTOR BOWCASTER
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–11 SPECIAL +2–20 Ion vs. Droid DAMAGE 2–11 SPECIAL — TYPE Ion UPGRADEABLE Yes (Scope, Chamber) TYPE Energy UPGRADEABLE No RANGE 28 m BREAKDOWNCOMPONENT VALUE 188 RANGE 28 m BREAKDOWN CRITICAL COMPONENT VALUE THREAT 20–20, x3 CRITICALTHREAT 20–20, x3ATTACK MODIFIER +1 ATTACKMODIFIER — NOTES Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out NOTES The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it of dealing with them. While ion weapons are generally less damaging against organic actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. opponents, they are powerful against droids. Also, ion damage can penetrate some defenses blaster fire cannot. Ion weapons cannot utilize most power pack upgrades. WAR BOWCASTER FEATS WP Blaster Rifle BALANCED No DAMAGE 2–11 SPECIAL — TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 100CRITICAL
THREAT 19–20, x3ATTACK
MODIFIER — NOTES The bowcaster is an invention of the Wookiees of Kashyyyk. Also called a laser crossbow, it actually uses a magnetic accelerator to hurl an explosive energy quarrel at its target. This more expensive war bowcaster is suitable for upgrading.PRIMAGAMES.COM < 229
,CEREMONIAL BOWCASTER DISRUPTOR RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 4–13 SPECIAL Bonus Feats: Rapid Shot, Improved DAMAGE 1–10 SPECIAL — TYPE Energy Rapid Shot TYPE Unstoppable UPGRADEABLE Yes 28 m UPGRADEABLERANGE No RANGE 28 m BREAKDOWN 126 BREAKDOWN COMPONENT VALUE CRITICAL 17–20, x3 COMPONENT VALUE 687 CRITICALTHREAT THREAT 18–20, x2ATTACK
MODIFIER +3 ATTACKMODIFIER — NOTES This specialized bowcaster was designed for use in ceremonial hunts. It is capable of an NOTES This disruptor is even more destructive than its pistol counterpart and is outlawed on impressive rate of fire even in unskilled hands. Though not suitable for upgrading, few of many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike the weapon’s targets would argue that further enhancement is necessary. typical blasters, disruptors ignore most types of personal energy shields.BLASTER CARBINE CHARRIC
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–12 SPECIAL — DAMAGE 1–10 SPECIAL On Hit: Knockdown DC 14 TYPE Energy UPGRADEABLE No TYPE Unstoppable UPGRADEABLE Yes RANGE 25 m BREAKDOWN BREAKDOWNCOMPONENT VALUE 1 RANGE 28 m COMPONENT VALUE 822 CRITICAL 20–20, x3 CRITICALTHREAT THREAT 18–20, x2 ATTACK — ATTACKMODIFIER MODIFIER +4 NOTES Blaster carbine rifles are inelegant but effective weapons. They are commonly used by NOTES The charric is an immensely powerful disruptor rifle. Exceedingly rare, its origin is unskilled thugs and mercenaries. believed to be somewhere in the Unknown Regions, though what species created it is unknown. The charric employs maser beams and easily penetrates most armor andZABRAK BLASTER CARBINE shields. As it is such an exotic weapon, it is incompatible with modern upgrades.
FEATS WP Blaster Rifle BALANCED No SONIC CARBINE DAMAGE 5–27 SPECIAL — Energy No FEATS WP Blaster Rifle BALANCED NoTYPE UPGRADEABLE 25 m BREAKDOWN 940 DAMAGE 1–10 SPECIAL On Hit: Attribute Damage DEX DC 14RANGE COMPONENT VALUE CRITICAL 19–20, x2 TYPE Sonic UPGRADEABLE NoTHREAT RANGE 28 m BREAKDOWNATTACK — COMPONENT VALUE 4MODIFIER CRITICAL NOTES The design of the Zabrak blaster carbine is too complicated to allow further upgrading. THREAT 20–20, x2ATTACK Fortunately, it has little need for additional enhancement. MODIFIER —
NOTES More powerful than the pistol, the sonic carbine fires a blast of sound that causes a greatSLAVEMASTER STUN CARBINE deal of sensory overload in addition to damage, disorienting the victim.
FEATS WP Blaster Rifle BALANCED No SONIC RIFLE DAMAGE 0 SPECIAL On Hi: Attribute Damage CON DC 14. TYPE Energy Stun 25% chance, 9 seconds, DC 22 FEATS WP Blaster Rifle BALANCED NoUPGRADEABLE
RANGE 25 m No DAMAGE 2–14 SPECIAL On Hit: Attribute Damage DEX DC 14BREAKDOWN CRITICAL
THREAT 20–20, x2 COMPONENT VALUE 1,125 TYPE Sonic UPGRADEABLE Yes (Scope) ATTACK RANGE 28 m BREAKDOWN MODIFIER — COMPONENT VALUECRITICAL
NOTES Trandoshan bounty hunters will use this weapon to capture their victims alive. THREAT 20–20, x2ATTACK
MODIFIER —DISRUPTOR CARBINE NOTES More powerful than the pistol, the sonic carbine fires a blast of sound that causes a great
deal of sensory overload in addition to damage, disorienting the victim. FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 SPECIAL — ARGAZDAN RIOT BUSTER TYPE Energy UPGRADEABLE No 28 m BREAKDOWN 45 FEATS WP Blaster Rifle BALANCEDRANGE NoCOMPONENT VALUE CRITICAL 20–20, x2 DAMAGE 1–10 SPECIAL On Hit: Attribute Damage DEX DC 14.THREAT TYPE Sonic Stun 50% Chance, 6 Seconds, DC 10ATTACK MODIFIER — UPGRADEABLE Yes (Scope) NOTES This disruptor is even more destructive than its pistol counterpart and is outlawed on RANGE 28 m BREAKDOWN CRITICAL 147 many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike COMPONENT VALUETHREAT 20–20, x2 typical blasters, disruptors ignore most types of personal energy shields. ATTACKMODIFIER — NOTES During the Argazdan’s subjugation of the Lorrdians, nonlethal technology was a profitable commodity. The Argazdan riot buster knocks its target to the ground and stuns them. 230 > PRIMA OFFICIAL GAME GUIDE,APPENDIX III: RANGED WEAPONS AND UPGRADES SONIC DISRUPTOR HEAVY REPEATING RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 1–10 On Hit: Attribute Damage DEX DC DAMAGE 3–22 SPECIAL — Sonic SPECIALTYPE 14. Stun 25% Chance, 6 Seconds,DC 18. +1–10 Unstoppable TYPE Energy UPGRADEABLE Yes RANGE 28 m RANGE 28 m BREAKDOWNUPGRADEABLE Yes (Scope) COMPONENT VALUE 750 CRITICAL CRITICAL THREAT 20–20, x2 BREAKDOWN 1,237 THREAT 20–20, x2 ATTACK COMPONENT VALUE ATTACK MODIFIER — MODIFIER — NOTES Combining both sonic and disruptor attacks, this rifle tears through enemy defenses. NOTES The heavy repeating rifle is one of the most powerful weapons available, delivering rapid bursts of intense energy.REPEATING BLASTER CARBINE
FEATS WP Blaster Rifle BALANCED No MANDALORIAN HEAVY REPEATER DAMAGE 2–12 SPECIAL — FEATS WP Blaster Rifle BALANCED No TYPE Energy UPGRADEABLE No DAMAGE 3–24 SPECIAL — RANGE 28 m BREAKDOWN TYPE UPGRADEABLECOMPONENT VALUE 17 Energy YesCRITICAL
THREAT 20–20, x2 RANGE 28 mBREAKDOWN
COMPONENT VALUE 1,297 ATTACK CRITICAL MODIFIER — THREAT 20–20, x2 +1–10 NOTES This weapon allows the user to fire more quickly than usual, increasing his or her chances ATTACKMODIFIER — of survival without drastically changing the amount of equipment he or she would NOTES With this weapon, the Mandalorians again demonstrate a complete lack of subtlety. The normally carry. only thing better than a big blaster, apparently, is one that shoots faster.REPEATING BLASTER RIFLE BLASTER RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–12 SPECIAL — DAMAGE 1–12 SPECIAL — TYPE Energy UPGRADEABLE Yes TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 87 RANGE 28 m BREAKDOWN CRITICAL COMPONENT VALUE THREAT 20–20, x2 CRITICAL ATTACK THREAT 19–20, x2 MODIFIER — ATTACKMODIFIER — NOTES This weapon allows the user to fire more quickly than usual, increasing his or her chances NOTES More powerful than the commonly available pistol, the blaster rifle is favored by soldiers of survival without drastically changing the amount of equipment he or she would throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. normally carry. Unlike carbines, most rifles can be fully upgraded.COMBAT ENFORCER ARKANIAN BLASTER RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 2–12 SPECIAL On Hit: Attribute Damage DAMAGE 4–15 SPECIAL — TYPE Energy CON DC 10 TYPE Energy UPGRADEABLE Yes (Scope)UPGRADEABLE
RANGE 28 m Yes BREAKDOWN BREAKDOWN RANGE 28 m COMPONENT VALUE 79CRITICAL
THREAT 20–20, x2 +1–6 COMPONENT VALUECRITICAL
THREAT 19–20, x2ATTACK
MODIFIER -2 ATTACKMODIFIER +1 NOTES This powerful repeating blaster inflicts incredible pain and damage upon its victim but is NOTES The Arkanian blaster rifle’s ancient design is still quite powerful by modern standards. difficult to use effectively. Its origin is unclear, though there are some similarities to its However, they cannot be outfitted with modern firing chambers and power cells, limiting design and that of Mandalorian weapons. them to scopes for upgrade options.ONDERON REPEATING CARBINE PLASMA PROJECTOR
FEATS WP Blaster Rifle BALANCED No WP Blaster Rifle. Weapon CRITICALTHREAT 17–20, x2 DAMAGE 5–25 SPECIAL — FEATS Focus: Blaster Rifle. Weapon ATTACK Spcialization: Blaster Rifle. MODIFIER -1 TYPE Energy UPGRADEABLE No BALANCED DAMAGE No RANGE 28 m BREAKDOWN 2–24 COMPONENT VALUE 1,088 SPECIALTYPE — CRITICAL Energy THREAT 20–20, x2 28 m UPGRADEABLERANGE NoATTACK MODIFIER +1 BREAKDOWNCOMPONENT VALUE 403 NOTES These weapons were employed by the elite troops of Iziz during the Battle of Onderon. NOTES This massive weapon fires a bolt of plasma energy at its target. Difficult to wield except The power of these carbines, combined with their high rate of fire, was believed to play a by highly trained marksmen, the plasma projector is also unsuitable for further upgrades. considerable role in the rout of the Mandalorian forces.PRIMAGAMES.COM < 231
,MANDALORIAN ASSAULT RIFLE DROID ASSASSIN’S RIFLE
FEATS WP Blaster Rifle BALANCED No FEATS WP Blaster Rifle BALANCED No DAMAGE 3–14 SPECIAL On Hi: Stun 25% Chance, 6 Seconds DAMAGE 1–10 HK-47 only. Bonus Sniper Shot, TYPE Energy DC 14 TYPE Unstoppable SPECIAL Improved Sniper Shot, Master UPGRADEABLE Sniper Shot RANGE 28 m Yes RANGE 28 m BREAKDOWN UPGRADEABLE Yes CRITICAL 19–20, x2 COMPONENT VALUE 497 CRITICALTHREAT THREAT 18–20, x2 +2–20 BREAKDOWN ATTACK ATTACK COMPONENT VALUE — MODIFIER +2 MODIFIER +5 NOTES These weapons are almost overpowered for their size, but the Mandalorians prefer them NOTES This disruptor has all the modifications an assassin droid needs: improved optics, reduced that way. They do not make a habit of being subtle in their war making. recoil, extended range, and several open ports for even more modular upgrades.ZERSIUM RIFLE
FEATS WP Blaster Rifle BALANCED No DAMAGE 3–25 SPECIAL — TYPE Energy UPGRADEABLE Yes RANGE 28 m BREAKDOWNCOMPONENT VALUE 1,500CRITICAL
THREAT 19–20, x2ATTACK
MODIFIER +1 NOTES This rifle is made in part of Zersium, a rare mineral that aids in energy dissipation. This characteristic allows the rifle to utilize more powerful energy bursts without risking the safety of its wielder.Ranged Upgrades: Targeting PINPOINT SCOPE MARK I ACCURACY SCOPE MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/ Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN BREAKDOWN Yes/Yes ADDITIONAL Keen COMPONENT COST 2 ADDITIONAL — COMPONENT COST 5 ATTACK CREATABLE ATTACK CREATABLE MODIFIER — PREREQUISITES Awareness (4) MODIFIER +1 PREREQUISITES Awareness (6) DAMAGE — DAMAGEBONUS BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable.PINPOINT SCOPE MARK II ACCURACY SCOPE MARK II
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes Keen. On Hit: Slow 25% COMPONENT COST 55 ADDITIONAL — COMPONENT COST 85 ADDITIONAL for Two Rounds, DC 14 CREATABLE Awareness (12) ATTACK +2 CREATABLE ATTACK PREREQUISITES MODIFIER PREREQUISITES Awareness (14) MODIFIER — DAMAGE — DAMAGE BONUS BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable.ACCURACY SCOPE MARK III PINPOINT SCOPE MARK III
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes ADDITIONAL — COMPONENT COST 550 Keen. On Hit: Slow 50% COMPONENT COST 380 ATTACK CREATABLE ADDITIONAL for Two Rounds, DC 14 MODIFIER +3 PREREQUISITES Awareness (22)CREATABLE PREREQUISITES Awareness (20) DAMAGEATTACK BONUS — MODIFIER — DAMAGE NOTES— This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. TheBONUS modifications require a workbench and a weapon of high quality marked as upgradeable. NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. ACCURACY SCOPE MARK IVPINPOINT SCOPE MARK IV SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes
ADDITIONAL — COMPONENT COST 1,010 SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes ATTACK CREATABLE Keen. On Hit: Slow 50% COMPONENT COST 1,090 MODIFIER +4 PREREQUISITES Awareness (30) ADDITIONAL for Three Rounds, DC 18 DAMAGECREATABLE BONUS — ATTACK PREREQUISITES Awareness (28)NOTES
MODIFIER — This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The DAMAGE — modifications require a workbench and a weapon of high quality marked as upgradeable.BONUS NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. 232 > PRIMA OFFICIAL GAME GUIDE,APPENDIX III: RANGED WEAPONS AND UPGRADES TARGETING SCOPE MARK I CRIPPLING SCOPE MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Stun 25% COMPONENT COST 15 On Hit: Stun 25% COMPONENT COST 35 ADDITIONAL Chance, 2 Rounds, DC 14 ADDITIONALCREATABLE Stealth (8) Chance, 2 Rounds, DC 10 CREATABLE Stealth (10) ATTACK PREREQUISITES ATTACK PREREQUISITES MODIFIER — MODIFIER — DAMAGE DAMAGE BONUS — BONUS — NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable.TARGETING SCOPE MARK II CRIPPLING SCOPE MARK II
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 145 On Hit: Stun 25% COMPONENT COST 235 ADDITIONAL Chance, 3 Rounds, DC 14 ADDITIONALCREATABLE PREREQUISITES Stealth (16) Chance, 2 Rounds, DC 14 CREATABLE Stealth (18) ATTACK — ATTACKPREREQUISITES
MODIFIER MODIFIER — DAMAGE DAMAGE BONUS +1, Energy BONUS +1, Energy NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable.TARGETING SCOPE MARK III CRIPPLING SCOPE MARK III
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 730 COMPONENT COST ADDITIONAL On Hit: Stun 25% 910Chance, 3 Rounds, DC 18 ADDITIONALCREATABLE PREREQUISITES Stealth (24) Chance, 2 Rounds, DC 18 CREATABLE Stealth (26) ATTACK ATTACK PREREQUISITES MODIFIER — MODIFIER — DAMAGE +2, Energy DAMAGEBONUS BONUS +3, Energy NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. modifications require a workbench and a weapon of high quality marked as upgradeable.TARGETING SCOPE MARK IV
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes On Hit: Slow 25% COMPONENT COST 145 ADDITIONAL Chance, 3 Rounds, DC 22 DriodCREATABLE ATTACK PREREQUISITES Stealth (32) Assasin MODIFIER — DAMAGE +3, Energy RifleBONUS NOTES This scope can increase the effectiveness of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.Ranged Upgrades: Power Packs ION CHARGER MARK I ION CHARGER MARK IV
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/YesDAMAGE
BONUS 1–4, Ion vs. Droid COMPONENT COST 2DAMAGE
BONUS 1–6, Ion. 1–6, Ion vs. Droid COMPONENT COST 509 MASSIVE CREATABLE CRITICALS — PREREQUISITES Security (4) MASSIVE 5 CREATABLECRITICALS PREREQUISITES Security (22) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable.ION CHARGER MARK II ION CHARGER MARK V
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE 1–6, Ion vs. Droid COMPONENT COST 34 DAMAGEBONUS 1–8, Ion. 2–12, Ion vs. Droid COMPONENT COSTBONUS 1,081 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 2 PREREQUISITES Security (10) CRITICALS 2–16 PREREQUISITES Security (28) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable.ION CHARGER MARK III POWER PULSATOR MARK I
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/ BREAKDOWN Yes/Yes DAMAGE DAMAGE COMPONENT COST BONUS 1–8, Ion vs. Droid COMPONENT COST 139 BONUS — 4 MASSIVE 4 CREATABLE Security (16) MASSIVE CREATABLECRITICALS PREREQUISITES CRITICALS 1–4 PREREQUISITES Computer Use (6) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable. high quality marked as upgradeable.PRIMAGAMES.COM < 233
,POWER PULSATOR MARK II STANDARD RYLITH POWER CELL
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/YesDAMAGE
BONUS — COMPONENT COST 51 DAMAGEBONUS 1–4, Energy COMPONENT COST 81MASSIVE
CRITICALS 1–8 CREATABLE MASSIVE CREATABLE PREREQUISITES Computer Use (12) CRITICALS — PREREQUISITES Security (14) NOTES This cell increases the energy output of blasters, blaster rifles, and NOTES The rylith crystal is capable of collecting solar energy and is bowcasters. The modifications require a workbench and a weapon of employed in the design of some advanced weapon power supplies. high quality marked as upgradeable. This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of high quality markedPOWER PULSATOR MARK III as upgradeable.
SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/Yes DAMAGE ADVANCED RYLITH POWER CELL BONUS 2, Energy COMPONENT COST 232 MASSIVE CREATABLE/ CRITICALS 1–10 CREATABLE Computer Use (18) SPECIAL Upgrade Item, RangedPREREQUISITES BREAKDOWN Yes/YesDAMAGE
NOTES This cell increases the energy output of blasters, blaster rifles, and BONUS 1–6, Energy COMPONENT COST 378 bowcasters. The modifications require a workbench and a weapon of MASSIVE — CREATABLECRITICALS PREREQUISITES Security (20) high quality marked as upgradeable. NOTES The rylith crystal is capable of collecting solar energy and is employed in the design of some advanced weapon power supplies.POWER PULSATOR MARK IV This cell increases the energy output of blasters, blaster rifles, and
CREATABLE/ bowcasters. The modifications require a workbench and a weapon of high quality markedSPECIAL Upgrade Item, Ranged BREAKDOWN Yes/Yes as upgradeable.DAMAGE
BONUS 4, Energy COMPONENT COST 699 MASSIVE CREATABLE CRITICALS 2–16 PREREQUISITES Computer Use (24) SUPERIOR RYLITH POWER CELL NOTES This cell increases the energy output of blasters, blaster rifles, and CREATABLE/ bowcasters. The modifications require a workbench and a weapon of SPECIAL Upgrade Item, Ranged BREAKDOWN Yes/Yes high quality marked as upgradeable. DAMAGEBONUS 2–12, Energy COMPONENT COST 875 MASSIVE — CREATABLECRITICALS PREREQUISITES Security (26)POWER PULSATOR MARK V NOTES The rylith crystal is capable of collecting solar energy and is
Upgrade Item, Ranged CREATABLE/ Yes/Yes employed in the design of some advanced weapon power supplies.SPECIAL BREAKDOWN This cell increases the energy output of blasters, blaster rifles, andDAMAGE
BONUS 5, Energy COMPONENT COST 1,267 bowcasters. The modifications require a workbench and a weapon of high quality markedMASSIVE
CRITICALS 2–20CREATABLE
PREREQUISITES Computer Use (30) as upgradeable. NOTES This cell increases the energy output of blasters, blaster rifles, and bowcasters. The modifications require a workbench and a weapon of PURE RYLITH POWER CELL high quality marked as upgradeable. SPECIAL Upgrade Item, Ranged CREATABLE/BREAKDOWN Yes/YesBASIC RYLITH POWER CELL DAMAGEBONUS 2–20, Energy COMPONENT COST 1,448
MASSIVE CREATABLE SPECIAL Upgrade Item, Ranged CREATABLE/ Yes/Yes CRITICALS — PREREQUISITES Security (32) BREAKDOWN NOTES DAMAGE 2, Energy The rylith crystal is capable of collecting solar energy and isBONUS COMPONENT COST 14 employed in the design of some advanced weapon power supplies. MASSIVE — CREATABLECRITICALS PREREQUISITES Security (8) This cell increases the energy output of blasters, blaster rifles, and NOTES The rylith crystal is capable of collecting solar energy and is bowcasters. The modifications require a workbench and a weapon of high quality marked employed in the design of some advanced weapon power supplies. as upgradeable.This cell increases the energy output of blasters, blaster rifles, and
bowcasters. The modifications require a workbench and a weapon of high quality marked as upgradeable.Ranged Upgrades: Firing Chamber BROADENING CHAMBER MARK I BROADENING CHAMBER MARK II
SPECIAL Upgrade Item, Ranged DEFENSE — SPECIAL Upgrade Item, Ranged DEFENSEBONUS BONUS — ATTACK — CREATABLE/MODIFIER BREAKDOWN Yes/Yes ATTACK CREATABLE/ MODIFIER +1 BREAKDOWN Yes/Yes DAMAGE — COMPONENT COST 2 DAMAGEBONUS BONUS — COMPONENT COST 88 MASSIVE 2 CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Repair (4) CRITICALS 4 PREREQUISITES Repair (14) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable. 234 > PRIMA OFFICIAL GAME GUIDE,APPENDIX III: RANGED WEAPONS AND UPGRADES BROADENING CHAMBER MARK III BEAM SPLITTER MARK I
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK +1 CREATABLE/ Yes/Yes ATTACK — CREATABLE/MODIFIER BREAKDOWN MODIFIER BREAKDOWN Yes/YesDAMAGE
BONUS — COMPONENT COST 733 DAMAGEBONUS 1–3, Energy COMPONENT COST 37 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 1–12 PREREQUISITES Repair (24) CRITICALS — PREREQUISITES Computer Use (10) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable.AMPLIFYING CHAMBER MARK I BEAM SPLITTER MARK II
SPECIAL Upgrade Item, Ranged DEFENSE DEFENSEBONUS — SPECIAL Upgrade Item, Ranged BONUS — ATTACK CREATABLE/ MODIFIER — BREAKDOWN Yes/Yes ATTACKMODIFIER — CREATABLE/ BREAKDOWN Yes/YesDAMAGE
BONUS 1, Energy COMPONENT COST 5 DAMAGEBONUS 1–10, Energy COMPONENT COST 390 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (6) CRITICALS — PREREQUISITES Computer Use (20) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable.AMPLIFYING CHAMBER MARK II BEAM SPLITTER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK CREATABLE/ MODIFIER — BREAKDOWN Yes/Yes ATTACK — CREATABLE/ MODIFIER BREAKDOWN Yes/YesDAMAGE
BONUS 4, Energy COMPONENT COST 150 DAMAGEBONUS 4–11, Energy COMPONENT COST 1,347 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (16) CRITICALS — PREREQUISITES Computer Use (30) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable.AMPLIFYING CHAMBER MARK III MANDALORIAN CHAMBER MARK I
SPECIAL Upgrade Item, Ranged DEFENSE — SPECIAL Upgrade Item, Ranged DEFENSEBONUS BONUS -1 ATTACK — CREATABLE/ ATTACK CREATABLE/MODIFIER BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/YesDAMAGE
BONUS 6, Energy COMPONENT COST 911 DAMAGEBONUS 1–4, Energy COMPONENT COST 61 MASSIVE — CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Demolitions (26) CRITICALS 1–4 PREREQUISITES Repair (12) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable.PRECISION CHAMBER MARK I MANDALORIAN CHAMBER MARK II
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS -2 ATTACK CREATABLE/ ATTACK CREATABLE/ MODIFIER +1 BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/YesDAMAGE
BONUS — COMPONENT COST 16 DAMAGEBONUS 1–10, Energy COMPONENT COST 563 MASSIVE CREATABLE MASSIVE CREATABLE CRITICALS 1 PREREQUISITES Security (8) CRITICALS 2–12 PREREQUISITES Repair (22) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable.PRECISION CHAMBER MARK II MANDALORIAN CHAMBER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — SPECIAL Upgrade Item, Ranged DEFENSEBONUS -1 ATTACK +2 CREATABLE/ ATTACK CREATABLE/MODIFIER BREAKDOWN Yes/Yes MODIFIER +1 BREAKDOWN Yes/YesDAMAGE
BONUS — COMPONENT COST 239 DAMAGEBONUS 2–12, Energy COMPONENT COST 1,482 MASSIVE 1–6 CREATABLE MASSIVE CREATABLECRITICALS PREREQUISITES Security (18) CRITICALS 2–16 PREREQUISITES Repair (32) NOTES This item can broaden the beam of certain blaster types, increasing NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable. a workbench and a weapon of high quality marked as upgradeable.PRECISION CHAMBER MARK III
SPECIAL Upgrade Item, Ranged DEFENSEBONUS — ATTACK +2 CREATABLE/MODIFIER BREAKDOWN Yes/YesDAMAGE
BONUS — COMPONENT COST 1,115 MASSIVE 2–12 CREATABLECRITICALS PREREQUISITES Security (28) NOTES This item can broaden the beam of certain blaster types, increasing damage or possibly granting other effects. The modifications require a workbench and a weapon of high quality marked as upgradeable.PRIMAGAMES.COM < 235
,Appendix IV: Ranged Ordnance—Explosives Ranged Ordnance: Wrist Launchers WRIST LAUNCHER LAWN DART
FEATS WP Wrist Mounted Rockets CREATBALEPREREQUISITES — DAMAGE 50, Piercing RANGE Medium SPECIAL Mira Only BREAKDOWNCOMPONENT VALUE 1 SECONDARY — SAVE DC10 for Half Damage NOTES Mira’s cunningly designed, custom wrist launcher is actually three DURATION — CREATBALE — separate weapon systems incorporated into a single unit; a wrist rocket PREREQUISITESAREA OF BREAKDOWN launcher, a dart gun, and a mag-sling for launching hand grenades. EFFECT — COMPONENT VALUE 2 NOTES Once thought to be harmless children’s toys, lawn darts were bannedBUSTER ROCKET from all civilized worlds when someone realized that, “Hey, someone
could get an eye put out with one of those things!” DAMAGE 50, Piercing RANGE Long SECONDARY — SAVE DC15 for Half Damage PARALYSIS DART DURATION — CREATBALEPREREQUISITES Repair (15) DAMAGE 1, Piercing RANGE Short AREA OF — BREAKDOWNEFFECT COMPONENT VALUE 25 SECONDARY Paralysis SAVE DC20 for Slow for 3 Seconds NOTES This wrist rocket is designed for use against vehicles and heavy DURATION 9 seconds CREATBALE — droids. Countless regulations regarding their use against personnel PREREQUISITESAREA OF BREAKDOWN don’t seem to have prevented anyone from doing so. EFFECT — COMPONENT VALUE 7 NOTES A favorite among bounty hunters hoping to capture rather than killCONCUSSION ROCKET their marks. The toxin on this dart affects the nervous system,
causing grogginess or outright paralysis. DAMAGE 1 RANGE Long Knock Down and Stun SAVE DC15 for No Effect SECONDARY PLASMA ROCKETfor 9 Seconds CREATBALE PREREQUISITES — — DAMAGE 10, Piercing RANGE LongDURATION BREAKDOWN AREA OF COMPONENT VALUE — SECONDARY 36, Heat SAVE DC15 for Half DamageEFFECT DURATION CREATBALE NOTES This generally non-lethal wrist rocket explodes with concussive force — PREREQUISITES Repair (25)AREA OF BREAKDOWN that knocks down and disorients the target. EFFECT4mCOMPONENT VALUE 45 NOTES Plasma wrist rockets explode in a rolling ball of superheated gas onEXPLOSIVE ROCKET impact. This generally has a markedly bad effect on the target and
anything in its immediate area. DAMAGE 10 (Single Target) RANGE Long SECONDARY 24, Piercing SAVE DC15 for Half Damage POISON DART DURATION — CREATBALEPREREQUISITES Repair (5) AREA OF BREAKDOWN DAMAGE 1, Piercing RANGE Short EFFECT4mCOMPONENT VALUE 6 10 Every 6 Seconds, SAVE DC25 for No Effect NOTES This deadly antipersonnel wrist rocket detonates a secondary charge SECONDARY Poison CREATBALE on impact, showering the target and those around it with shrapnel. PREREQUISITES —DURATION 18 Seconds BREAKDOWN AREA OF COMPONENT VALUEION ROCKET EFFECT —
NOTES This dart contains a highly toxic chemical agent. Though the dosage is DAMAGE 10, Piercing RANGE Long small, the concentrated poison is no less deadly than breathing nerve gas. SECONDARY 48, Ion SAVE DC15 for Half Damage DURATION — CREATBALEPREREQUISITES — POISON ROCKET AREA OF BREAKDOWN EFFECT4mCOMPONENT VALUE 10 DAMAGE 10, Piercing RANGE Long NOTES These wrist rockets emit a burst of energy on impact, severely 5 Every 6 Seconds, SAVE DC25 for No Effect damaging any droids or personal shields in the area of effect. SECONDARY Poison CREATBALE PREREQUISITES — DURATION 12 Seconds BREAKDOWNKYBER DART AREA OF COMPONENT VALUE 9
EFFECT4mDAMAGE 1, Piercing RANGE Short NOTES This hollow-tipped wrist rocket explodes in a blast of nerve gas when it 25 Every 6 Seconds, SAVE DC25 for Half Damage strikes. The gas lingers for some time, generally killing the target if the rocket’s impact did not. SECONDARY Poison CREATBALE PREREQUISITES Repair (20) DURATION 18 seconds BREAKDOWN AREA OF COMPONENT VALUE EFFECT — NOTES Kyber darts hail from the little-known world of Kamino. TheKaminoan’s intimate knowledge of genetic engineering and xenobiology allow them to
develop highly virulent biotoxins that kill with frightening efficiency. 236 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IV: RANGED ORDNANCE—EXPLOSIVES TRANQUILIZER DART WRIST-MOUNTEDLAUNCHER
DAMAGE 1, Piercing RANGE Short SECONDARY Stun SAVE DC20 for No Effect DURATION 9 Seconds CREATBALEPREREQUISITES Repair (10) AREA OF BREAKDOWN EFFECT — COMPONENT VALUE 5 NOTES A tranquilizer dart’s nonlethal toxin can knock a target out in seconds. Equally good for tagging Bantha for research purposes or stopping a fleeing bounty mark in his tracks.Ranged Ordnance: Grenades FRAG GRENADE SONIC DETONATOR
DAMAGE 20, Piercing RANGE Long DAMAGE 12, Sonic RANGE Long SECONDARY — SAVE Reflex DC15 for Half Damage SECONDARY -4 DEX for 30 Seconds SAVE — DURATION — CREATBALE Demolitions (3) DURATION — CREATBALEPREREQUISITES PREREQUISITES Demolitions (2) AREA OF4mBREAKDOWN AREA OF BREAKDOWNEFFECT COMPONENT VALUE 40 EFFECT4mCOMPONENT VALUE 35 NOTES Fragmentation grenades are very basic. They explode when thrown, NOTES Sonic detonators are used when environmental conditions make more showering the enemy in shrapnel. It’s not elegant, but it’s definitely conventional explosives too dangerous. These detonators, while small, effective. can still cause significant physical damage and disorient those near the explosion.CONCUSSION GRENADE SONIC GRENADE
DAMAGE None RANGE Long DAMAGE 20, Sonic RANGE Long SECONDARY Stun for 9 Seconds SAVE Will DC15 for Half Damage SECONDARY -6 DEX for 30 Seconds Will DC15 for Half Damage, NegatesSAVE
DURATION — CREATBALE DEX PenaltyPREREQUISITES Demolitions (4) DURATION — AREA OF BREAKDOWN AREA OF CREATBALE Demolitions (14) EFFECT4mCOMPONENT VALUE 40 EFFECT4mPREREQUISITESBREAKDOWN NOTES This type of grenade explodes in a concussive wave of force that COMPONENT VALUE 65 disrupts the senses of both organic and inorganic targets in the area NOTES Sonic detonators are used when environmental conditions make more of effect. conventional explosives too dangerous. These detonators, while small, can still cause significant physical damage and disorient those near the explosion.THERMAL DETONATOR ADHESIVE GRENADE
DAMAGE 60, Energy RANGE Long SECONDARY Knockdown SAVE Reflex DC15 for Half Damage DAMAGE None RANGE Long DURATION — CREATBALE — SECONDARY Entangle SAVE —PREREQUISITES AREA OF BREAKDOWN DURATION 15 seconds CREATBALE4 m Demolitions (9)EFFECT COMPONENT VALUE — PREREQUISITESAREA OF4mBREAKDOWNNOTES This Republic device contains a baradium compound that produces a EFFECT COMPONENT VALUE 65 small fusion energy explosion of great force. Civilian possession of NOTES These grenades cover the target area in a gooey bioadhesive that these items is outlawed almost everywhere. traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered.POISON GRENADE CRYOBAN GRENADE
DAMAGE Special RANGE Long DAMAGE 20, Cold RANGE Long Poison, 4 Every 3 SAVE Reflex DC25 for No Effect SECONDARY Seconds CREATBALE SECONDARY Paralysis for 6 Seconds Reflex DC15 for Half Damage, Negates PREREQUISITES Demolitions (17) SAVE Paralysis DURATION 30 Seconds BREAKDOWN DURATION — COMPONENT VALUE 65 AREA OF CREATBALEAREA OF4mPREREQUISITES Demolitions (13)EFFECT4mEFFECT BREAKDOWN 65 NOTES This grenade unleashes a blast of poison gas that affects the nervous COMPONENT VALUE system, lingering in the air to ensure that the effect is not escaped easily. NOTES A CryoBan grenade releases a supercooled liquid that freezes on contact, causing intense pain and damage to victims caught in the effect.MINOR SONIC DETONATOR PLASMA GRENADE
DAMAGE 6, Sonic RANGE Long DAMAGE 36, Heat RANGE Long SECONDARY -2 DEX for 30 Seconds Will DC15 for Half Damage, NegatesSAVE
DURATION — DEX Penalty SECONDARY — SAVE Reflex DC15 for Half Damage CREATBALE — DURATION —CREATBALE
AREA OF4mPREREQUISITES PREREQUISITES Demolitions (21) EFFECT BREAKDOWN AREA OF4mBREAKDOWN 375 COMPONENT VALUE — EFFECT COMPONENT VALUE NOTES Sonic detonators are used when environmental conditions make more NOTES These grenades release a quick burst of an incendiary agent that conventional explosives too dangerous. These detonators, while small, can still cause ignites immediately, damaging all enemies within the area of effect. significant physical damage and disorient those near the explosion.PRIMAGAMES.COM < 237
,ION GRENADE
DAMAGE 15, Ion RANGE Long SECONDARY 45, Ion vs. Droids SAVE Reflex DC15 for Half Damage DURATION — CREATBALEPREREQUISITES Demolitions (5) AREA OF EFFECT4mBREAKDOWNCOMPONENT VALUE 65 ADHESIVE NOTES These grenades emit an extremely strong burst of energy, devastating to any droids or personal shields caught in the effect. GRENADERanged Ordnance: Mines MINOR FLASH MINE AVERAGE FRAG MINE
DAMAGE — SAVE DC15 to Negate Stun DAMAGE 42, Piercing SAVE DC25 for Half Damage SECONDARY Stun CREATBALEPREREQUISITES Demolitions (2) SECONDARY — CREATBALEPREREQUISITES Demolitions (9) DURATION 9 Seconds BREAKDOWNCOMPONENT VALUE 50 DURATION — BREAKDOWNCOMPONENT VALUE 126 AREA OF 3.3 m Radius AREA OFEFFECT EFFECT 3.3 m Radius NOTES Carefully set flash mines can stun any enemies unfortunate enough NOTES Like all frag mines, this item sends blasts of shrapnel through any to step on them. This is the basic model. nearby enemies.AVERAGE FLASH MINE STRONG FRAG MINE
DAMAGE — SAVE DC25 to Negate Stun DAMAGE 42, Piercing SAVE DC25 for Half Damage SECONDARY Stun CREATBALE CREATBALEPREREQUISITES Demolitions (8) SECONDARY — PREREQUISITES Demolitions (15) DURATION 9 Seconds BREAKDOWN BREAKDOWNCOMPONENT VALUE 125 DURATION — COMPONENT VALUE 175 AREA OF AREA OF EFFECT 3.3 m Radius EFFECT 3.3 m Radius NOTES This variant of the stun mine is an improvement on the basic model. NOTES Like all frag mines, this item sends blasts of shrapnel through anyLarger power cells increase its effectiveness a considerable amount. nearby enemies. STRONG FLASH MINE DEADLY FRAG MINE
DAMAGE — SAVE DC25 to Negate Stun DAMAGE 66, Piercing SAVE DC35 for Half Damage SECONDARY Stun CREATBALE Demolitions (14) SECONDARY — CREATBALEPREREQUISITES PREREQUISITES Demolitions (21) DURATION 9 Seconds BREAKDOWNCOMPONENT VALUE 175 DURATION — BREAKDOWNCOMPONENT VALUE 200 AREA OF 3.3 m Radius AREA OFEFFECT EFFECT 3.3 m Radius NOTES This variant of the stun mine is an improvement on the basic model. NOTES Like all frag mines, this item sends blasts of shrapnel through anyLarger power cells increase its effectiveness a considerable amount. nearby enemies. BLINDING FLASH MINE DEVASTATING FRAG MINE
DAMAGE — SAVE DC35 to Negate Stun DAMAGE 66, Piercing SAVE DC35 for Half Damage SECONDARY Stun CREATBALE CREATBALEPREREQUISITES Demolitions (20) SECONDARY — PREREQUISITES Demolitions (27) DURATION 9 Seconds BREAKDOWN BREAKDOWNCOMPONENT VALUE 200 DURATION — COMPONENT VALUE 300 AREA OF EFFECT 3.3 m Radius AREA OFEFFECT 3.3 m Radius NOTES This variant of the stun mine uses a large-capacity capacitor to get a NOTES Like all frag mines, this item sends blasts of shrapnel through any stronger discharge. nearby enemies.DEVASTATING FLASH MINE MINOR GAS MINE
DAMAGE — SAVE DC45 to Negate Stun DAMAGE — SAVE DC15 for No Effect SECONDARY Stun CREATBALEPREREQUISITES Demolitions (26) Poison, 3 Every 3 CREATBALESECONDARY PREREQUISITES Demolitions (6) DURATION 9 Seconds BREAKDOWN Seconds BREAKDOWNCOMPONENT VALUE 300 COMPONENT VALUE 50 AREA OF EFFECT 3.3 m Radius DURATION 30 seconds AREA OF NOTES This variant of the stun mine uses the largest-capacity capacitor to get EFFECT 3.3 m Radius incredible discharge. NOTES When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model.MINOR FRAG MINE AVERAGE GAS MINE
DAMAGE 18, Piercing SAVE DC15 for Half Damage SECONDARY — CREATBALE -1 to All Attributes Every AREA OF EFFECT 3.3 m Radius PREREQUISITES Demolitions (3) DAMAGE 6 SecondsSAVE
DURATION — BREAKDOWN DC25 for No EffectCOMPONENT VALUE 50 Poison, 4 Every 6 AREA OF SECONDARY CREATBALE Demolitions (12) EFFECT 3.3 m Radius Seconds PREREQUISITESBREAKDOWN NOTES Frag mines send blasts of shrapnel through any nearby enemies. This DURATION 36 Seconds COMPONENT VALUE 125 is the basic model. NOTES When tripped, gas mines release toxic and inherently corrosive chemicals into the air. 238 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IV: RANGED ORDNANCE—EXPLOSIVES STRONG GAS MINE DEVASTATING PLASMA MINE
-1 to All Attributes Every 6 AREA OFEFFECT 3.3 m Radius DAMAGE 96, Heat SAVE DC35 for Half DamageDAMAGE Seconds SAVE DC25 for No Effect SECONDARY — CREATBALEPREREQUISITES Demolitions (29) Poison, 4 Every 6 SECONDARY CREATBALESeconds PREREQUISITES Demolitions (18) DURATION —BREAKDOWN
COMPONENT VALUE 300 BREAKDOWN AREA OF DURATION 36 Seconds COMPONENT VALUE 175 EFFECT 3.3 m Radius NOTES When tripped, gas mines release toxic and inherently corrosive NOTES An extremely volatile mixture of incendiary chemicals makes all chemicals into the air. plasma mines a danger to all who trigger them.DEADLY GAS MINE MINOR SONIC MINE
-1 to All Attributes Every 6 AREA OF 3.3 m Radius DAMAGE 18, Sonic DC15 for Half Damage and Negate DAMAGE EFFECTSAVE
Seconds DEX Loss SAVE DC100 for No Effect SECONDARY DEX -2 CREATBALE Poison, 5 Every 6 Demolitions (4) SECONDARY CREATBALE DURATION 30 Seconds PREREQUISITES Seconds PREREQUISITES Demolitions (24) BREAKDOWNAREA OF 3.3 m Radius COMPONENT VALUE 50BREAKDOWN DURATION 72 Seconds COMPONENT VALUE 200EFFECT
NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When tripped, gas mines release toxic and inherently corrosive leaving them off-balance for many seconds. chemicals into the air.DEVASTATING GAS MINE AVERAGE SONIC MINE
DAMAGE 30, Sonic SAVE DC20 for Half Damage and Negate -1 to All Attributes Every 6 AREA OFEFFECT 3.3 m RadiusDAMAGE DEX LossSeconds SECONDARY DEX -2 SAVE DC30 for No Effect CREATBALE Demolitions (10) Poison, 5 Every 3 DURATION 30 Seconds PREREQUISITES SECONDARY CREATBALE BREAKDOWNSeconds PREREQUISITES Demolitions (30) AREA OF COMPONENT VALUE 100 BREAKDOWN 300 EFFECT 3.3 m Radius DURATION 30 Seconds COMPONENT VALUE NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When tripped, gas mines release toxic and inherently corrosive leaving them off-balance for many seconds. chemicals into the air.STRONG SONIC MINE MINOR PLASMA MINE
DAMAGE 54, Sonic SAVE DC25 for Half Damage and Negate DAMAGE 24, Heat SAVE DC15 for Half Damage DEX -4 DEX LossSECONDARYCREATBALE
SECONDARY — CREATBALE Demolitions (16)PREREQUISITES Demolitions (5) DURATION 30 Seconds PREREQUISITES DURATION — BREAKDOWN BREAKDOWN 150 COMPONENT VALUE 50 AREA OF COMPONENT VALUEEFFECT 3.3 m Radius AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES When stepped on, plasma mines emit a short burst of intense heat, leaving them off-balance for many seconds. searing all enemies nearby. This is the basic model.DEADLY SONIC MINE AVERAGE PLASMA MINE DAMAGE 54, Sonic SAVE DC30 for Half Damage and Negate
DAMAGE 60, Heat SAVE DC25 for Half Damage DEX -4 DEX LossSECONDARYCREATBALE
SECONDARY — CREATBALEPREREQUISITES Demolitions (11) DURATION 30 Seconds PREREQUISITES Demolitions (22) BREAKDOWN BREAKDOWNDURATION — 200COMPONENT VALUE 125 AREA OF 3.3 m Radius COMPONENT VALUEEFFECT AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES An extremely volatile mixture of incendiary chemicals makes all leaving them off-balance for many seconds. plasma mines a danger to all who trigger them.DEVASTATING SONIC MINE STRONG PLASMA MINE
DAMAGE 66, Sonic 60, Heat DC25 for Half Damage SAVE DC35 for Half Damage and Negate DAMAGE SAVE DEX -6 DEX LossSECONDARY SECONDARY — CREATBALE Demolitions (17) CREATBALEPREREQUISITES DURATION 30 Seconds PREREQUISITES Demolitions (28) DURATION — BREAKDOWN 175 BREAKDOWNCOMPONENT VALUE AREA OFEFFECT 3.3 m Radius COMPONENT VALUE AREA OF EFFECT 3.3 m Radius NOTES Sonic mines both inflict damage and can mildly stun their target, NOTES An extremely volatile mixture of incendiary chemicals makes all leaving them off-balance for many seconds. plasma mines a danger to all who trigger them.DEADLY PLASMA MINE
DAMAGE 96, Heat SAVE DC35 for Half Damage SECONDARY — CREATBALEPREREQUISITES Demolitions (23) DURATION — BREAKDOWNCOMPONENT VALUE 200 AREA OF EFFECT 3.3 m Radius NOTES An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all who trigger them.CAUGHT IN A MINEFIELD PRIMAGAMES.COM < 239
,Appendix V: Body Armor Jedi Robes and Armor PADAWAN ROBE BARAN DO SAGE ROBE
FEATS Jedi Defense UPGRADEABLE No FEATS Jedi Defense UPGRADEABLE No DEFENSE 1 BREAKDOWN 2 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 2 COMPONENT VALUE 475 SPECIAL — Damage Immunity: 20% vs. NOTES Members of the Jedi Order typically wear plain or unassuming SPECIAL Dark Side. 20% vs. LightSide. WIS +4 garments. NOTES Baran Do sages are the most elite of their order, able to see into theDARK PADAWAN ROBE future, the past, and across the galaxy. The Baran Do are Force-sensitive members of the
Kel Dor race. They seek inner peace and are very patient, consulting with the Force before FEATS Jedi Defense UPGRADEABLE No making decisions. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 3 SPECIAL — OSSUS KEEPER ROBE NOTES These are simple robes, kept modest not to appear humble, but to FEATS Jedi Defense UPGRADEABLE Yes offer the greatest freedom of movement during battle. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 650BARAN DO NOVICE ROBE SPECIAL CHA +2, INT +4, WIS +4 NOTES
FEATS Jedi Defense UPGRADEABLE No The Keepers of the Hall of Knowledge in the Great Jedi Library DEFENSE BREAKDOWN maintained the protected archives and acted as references to those BONUS 1 COMPONENT VALUE 5 who desired a more interactive solution to their problems. Damage Immunity: 10% vs. SPECIAL Dark Side. 10% vs. Light Side. WIS +1 JOLEE’S ROBE NOTES Novices are those who have begun their training in the Baran Do FEATS Jedi Defense UPGRADEABLE Yes philosophy, learning how to empty their minds and find tranquility in any situation. DEFENSE 31 BREAKDOWNBONUS COMPONENT VALUE 1,180JEDI ROBE SPECIAL Restricted to Neutral.Regenerate Force Points: 1
FEATS Jedi Defense UPGRADEABLE No NOTES Jolee Bindo remained outside of the Jedi Order in his pursuit of DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 35 knowledge. These powerful, yet unassuming robes were believed to SPECIAL Regenerate Force Points: 1 have been owned by him, though his current whereabouts are unknown. These robes can Members of the Jedi Order typically wear plain or unassuming be upgraded with some underlays.NOTES garments.HANDMAIDEN’S ROBE DARK JEDI ROBE FEATS Jedi Defense UPGRADEABLE Yes
FEATS Jedi Defense UPGRADEABLE No DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 200 DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 45 SPECIAL Usable by Handmaiden. SPECIAL Regenerate Force Points: 1 CHA +2 NOTES These are simple robes, kept modest not to appear humble, but to NOTES This robe was given to a handmaiden by her mother, Errin. Though offer the greatest freedom of movement during battle. unknown to handmaidens, Errin was a Jedi Knight. This robe can be upgraded with some underlays.NORRIS ROBE MATUKAI APPRENTICE ROBE
FEATS Jedi Defense UPGRADEABLE No DEFENSE BREAKDOWN FEATS Jedi Defense UPGRADEABLE No BONUS 2 COMPONENT VALUE 55 DEFENSE BREAKDOWN Damage Immunity: 20% BONUS — COMPONENT VALUE 12 SPECIAL vs. Energy SPECIAL CON +1, DEX +1, STR +1 NOTES Stained with pigments from the beautiful and rare Norris root found NOTES Matukai apprentices master physical meditation by practicing martial on the planet Almar, these robes are naturally resistant to energy. arts techniques. Their robes help them achieve harmony between the mind and body. The Force-sensitive Matukai use their physical bodies to channel the Force. The balance of the physical and spiritual is a cornerstone of their philosophy. 240 > PRIMA OFFICIAL GAME GUIDE,APPENDIX V: BODY ARMOR GRAY JEDI ROBE ARCA JETH’S ROBE
FEATS Jedi Defense UPGRADEABLE Yes FEATS Jedi Defense UPGRADEABLE YesDEFENSE
BONUS 1 BREAKDOWN DEFENSE BREAKDOWN COMPONENT VALUE 85 BONUS 2 COMPONENT VALUE 875 SPECIAL CHA +2, Regenerate Force Restricted to Light Side. WISPoints: 1 SPECIAL +2. Regenerate Force Points: 3 NOTES Gray Jedi, although having completed the teachings of the Jedi, operate independently and outside of the Jedi Council. They are NOTES Arca Jeth was a powerful Arkanian Jedi Master who was killed in the typically seen as misguided, though they have not necessarily succumbed to the dark side. Great Sith War. His spirit helped provide guidance to Ulic Qel-Droma.JEDI KNIGHT ROBE ALEEMA KETO’S ROBE
FEATS Jedi Defense UPGRADEABLE Yes FEATS Jedi Defense UPGRADEABLE Yes DEFENSE BREAKDOWN DEFENSE BREAKDOWN BONUS 2 COMPONENT VALUE 110 BONUS 3 COMPONENT VALUE 975 SPECIAL Regenerate Force Points: 1 Restricted to Dark Side. STR SPECIAL +2. WIS +4. Regenerate NOTES Members of the Order typically wear plain or unassuming garments, but Force Points: 1 this variant offers the additional protection needed by Jedi influencing NOTES Aleema Keto began her training as a Jedi, but while researching the important events. These robes can be upgraded with some underlays. Sith, she became enthralled by their power and fell to the dark side. She was a master of illusions and helped seduce Ulic Qel-Droma to the dark side.DARK JEDI KNIGHT ROBE
FEATS Jedi Defense UPGRADEABLE Yes SYLVAR’S ROBE DEFENSE 2 BREAKDOWNBONUS COMPONENT VALUE 110 FEATS Jedi Defense UPGRADEABLE Yes SPECIAL Regenerate Force Points: 1 DEFENSEBONUS 2BREAKDOWN
COMPONENT VALUE 1,037 NOTES Designed for those who relish personal combat and know that power comes Restricted to Light Side. to those who take it, these robes offer good protection with no hindrance to Damage Resistance: ResistSPECIAL movement. These robes can be upgraded with some underlays. 15 vs. Dark Side, 15 vs.Energy. DEX +2 NOTES Sylvar was a fellow student of Exar Kun and the wife of the fallen Jedi Crado, who fell toMATUKAI ADEPT ROBE Kun’s side during the Sith War many decades past. Despite several major trials, Sylvar
FEATS Jedi Defense UPGRADEABLE No ultimately remained true to the light side and was a strong voice in the Jedi Order. DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 200 SPECIAL CON +2, DEX +2, STR +2 THON’S ROBE NOTES Matukai adepts are masters at guiding their bodies with the Force. FEATS Jedi Defense UPGRADEABLE Yes They are capable of astounding physical feats. The Force-sensitive DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 1,270 Matukai use their physical bodies to channel the Force. The balance of Restricted to Light Side. the physical and spiritual is a cornerstone of their philosophy. Bonus Feats: Force Focus,SPECIAL Force Immunity, Stun, Force JumpJEDI MASTER ROBE NOTES Thon was an enigmatic Jedi watchman who kept even his species’ secret. He was a
Jedi Defense UPGRADEABLE Yes powerful agent of the light side and also trained many Jedi.NOTES
DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 305 SPECIAL Regenerate Force Points: 1 CRADO’S ROBE Members of the Order typically wear plain or unassuming garments, FEATS Jedi Defense UPGRADEABLE Yes but Jedi Masters also know the importance of adequate protection DEFENSE BREAKDOWN when great challenges must be surmounted. These robes can be BONUS 2 COMPONENT VALUE 1,360 upgraded with some underlays. SPECIAL Restricted to Dark Side. STR+6, CON -2 DARK JEDI MASTER ROBE NOTES Crado was a Jedi who fell to the power of the dark side through themighty Exar Kun. Crado betrayed his beloved Sylvar and was FEATS Jedi Defense UPGRADEABLE Yes ultimately obliterated when the Cron Cluster was destroyed. Given how completely Crado DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 305 was killed, it is questionable whether this robe ever actually belonged to him. Regardless, SPECIAL Regenerate Force Points: 1 this garment clearly emanates the power and corruption of the dark side. NOTES These robes offer superior protection while still allowing full freedom of movement. They are the robes of the true masters—those whose NOMI’S ROBE will and authority go unopposed. These robes can be upgraded with FEATS Jedi Defense UPGRADEABLE Yes some underlays. DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE 1,500 Restricted to Light Side.NATTH COWLING SPECIAL WIS +4. Regenerate Force
Points: 3 FEATS Jedi Defense UPGRADEABLE Yes DEFENSE BREAKDOWN NOTES BONUS 3 COMPONENT VALUE 750 Nomi displayed incredible affinity for the Force, but only reluctantly pursued Jedi training following the death of her husband, Andur. She became one of the SPECIAL Restricted to Dark Side. STR +3 greatest Jedi of the time, training under Master Thon. NOTES Dyed in water from the tainted Lake Natth on Ambria, these robes infuse the wearer with a trace of the dark powers contained within the lake.PRIMAGAMES.COM < 241
,ZEISON SHA INITIATE ARMOR ZEISON SHA WARRIOR ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 4 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 17 BONUS 5 COMPONENT VALUE 250 Max DEX Bonus +4, Saves SPECIAL Fortitude +1. SPECIAL Max DEX Bonus +4, Saves Fortitude +1. NOTES Zeison Sha initiates are known for their survival skills and resource- NOTES Zeison Sha warriors are powerful combatants who are particularly fulness. Their flexible armor is very durable and can be upgraded skilled in telekinetic Force powers. Their fortified garments are with some underlays. The Outer Rim planet Yanibar was the home of the Zeison Sha, who somewhat restrictive but do not interfere with their use of the Force. They can be developed their Force powers as a means of surviving the harsh planet. Zeison Sha stress upgraded with some underlays. The Outer Rim planet Yanibar was the home of the Zeison independence and survival as well as assistance to those in need. Sha, who developed their Force powers as a means of surviving the harsh planet. Zeison Sha stress independence and survival as well as assistance to those in need.JAL SHEY NEOPHYTE ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE 30 JAL SHEY MENTOR ARMOR DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE FEATS Armor Proficiency: Light UPGRADEABLE Yes Max DEX Bonus +4, Persuade DEFENSE BREAKDOWN SPECIAL 4 575+1, CHA +1.Yes BONUS COMPONENT VALUEMax DEX Bonus +4, Persuade NOTES Jal Shey neophytes have begun their lifelong quest to understand the SPECIAL +1, CHA +4, WIS +1. nature of the Force. Their light armor carries with it an aura of NOTES Jal Shey mentors are unparalleled in their intellect and often serve as dignity and competence. The Jal Shey concentrate on intellectual study of the Force, highly respected advisors and teachers. The Jal Shey concentrate on seeking to understand it at a mental level rather than at a spiritual one. Jal Shey are intellectual study of the Force, seeking to understand it at a mental level rather than at a typically exceptional diplomats, but are less successful in physical pursuits. spiritual one. Jal Shey are typically exceptional diplomats but are less successful in physical pursuits.JAL SHEY ADVISOR ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes DARTH MALAK’S ARMOR DEFENSE BREAKDOWN BONUS 3 COMPONENT VALUE 65 FEATS Armor Proficiency: Light UPGRADEABLE Yes Max DEX Bonus +4, Persuade DEFENSE BREAKDOWN SPECIAL 7 1,250+1, CHA +2, WIS +1. D BONUS COMPONENT VALUEMAX DEXTERITY BONUS +4 NOTES Jal Shey advisors possess a strong understanding of the Force and are Restricted to Dark Side. widely respected for their wisdom. The Jal Shey concentrate on intel- SPECIAL STR +1, Regeneration +2. lectual study of the Force, seeking to understand it at a mental level rather than at aNOTES
spiritual one. Jal Shey are typically exceptional diplomats, but are less successful in It is believed that Darth Malak, the fallen former apprentice of Darth physical pursuits. Revan, once possessed this garment. Malak and Revan are credited with starting the JediCivil War, which led to the collapse of the Old Republic.Light Armor LIGHT COMBAT SUIT MANDALORIAN COMBAT SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 3 BREAKDOWN 2 DEFENSE 3 BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 42 MAX DEXTERITY +5 MAX DEXTERITYBONUS BONUS +5 SPECIAL — Damage Immunity: 10% vs. NOTES The lightest form of armor available, the light combat suit is SPECIAL Bludgeoning, Piercing, inexpensive and still notably superior to normal civilian garb. Slashing NOTES Even the basic Mandalorian combat attire provides a formidable defense. The mesh of this armor absorbs some of the impact of physical blows despite its light weight.COMBAT SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes ZABRAK COMBAT SUIT DEFENSE 4 BREAKDOWNBONUS COMPONENT VALUE 3 FEATS Armor Proficiency: Light UPGRADEABLE Yes MAX DEXTERITY BONUS +5 DEFENSE 5 BREAKDOWNBONUS COMPONENT VALUE 55 SPECIAL — MAX DEXTERITY +5 NOTES Even the most frugal of mercenaries know they need at least some BONUSSPECIAL protection from the rigors of combat, although suits of this type are — recommended for light skirmishes only. NOTES A Zabrak improvement on the combat suit, this armor is good protection where speed and unrestricted movement are more important than bulky plating. 242 > PRIMA OFFICIAL GAME GUIDE,APPENDIX V: BODY ARMOR ECHANI LIGHT ARMOR ZABRAK BATTLE ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 150 BONUS 6 COMPONENT VALUE 500 MAX DEXTERITY MAX DEXTERITY BONUS +5 BONUS +4 Damage Immunity: Resist Damage Immunity: SPECIAL 15 vs. Fire SPECIAL 20 vs. Cold NOTES Echani prefer elegant design to brute force. The Maktites learned this NOTES On the far northern continent of the planet Iridonia, the Zabrak when their stores of thermal weapons were rendered ineffective by simple changes in the produce expensive armor that nonetheless has become very popular on the galacticEchani light armor. markets due to excellent low-temperature defensive properties. MASSASSI CEREMONIAL ARMOR ECHANI SHIELD SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN 250 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 7 COMPONENT VALUE 912 MAX DEXTERITY +5 MAX DEXTERITYBONUS BONUS +4 SPECIAL Immunity: Critical Hits Damage Immunity: 10% vs.SPECIAL
NOTES Long-term domination by the Sith has erased the memory of the Electrical, EnergyMassassi rituals for which this armor was designed, but it retains its NOTES The Echani combined their talents for energy shield design with their
effectiveness on the battlefield. armor-crafting skills to develop this innovative combat suit. It provides capable defense that is augmented with a low-strength energy shield.MANDALORIAN HEAVY SUIT REINFORCED FIBER ARMOR
FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 5 BREAKDOWN 500 FEATS Armor Proficiency: Light UPGRADEABLE YesBONUS COMPONENT VALUE MAX DEXTERITY DEFENSE BREAKDOWN BONUS +5 BONUS 7 COMPONENT VALUE 1,087 MAX DEXTERITY Damage Immunity: 10% vs. BONUS +4 SPECIAL Bludgeoning, Piercing, SPECIAL — Slashing NOTES Inspired by craftsmen on worlds where metal is in short supply, this NOTES This heavier Mandalorian combat suit is most commonly used by elite scouts. Besides its type of light armor consists of jung-ju tree fibers bound with strong defense and ability to absorb physical damage, the armor can also be outfitted synthetics, offering good, flexible protection. with upgrades normally restricted to medium armor.ZABRAK FIELD ARMOR ELECTROMESH SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes FEATS Armor Proficiency: Light UPGRADEABLE Yes DEFENSE 7 BREAKDOWN 1,262 DEFENSE BREAKDOWN BONUS COMPONENT VALUE BONUS 6 COMPONENT VALUE 250 MAX DEXTERITY MAX DEXTERITY BONUS +4 BONUS +7 Damage Immunity: Damage Immunity: SPECIAL 30 vs. Cold SPECIAL Resist 5 vs. Energy NOTES This is a higher-quality version of the basic armor produced by the NOTES This light combat suit is used by Nagai operatives. It is highly Zabrak. These were often reserved for field commanders and were meant to be easily resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their identified on the battlefield. naturally high dexterity. It cannot be used with overlays.HEAVY COMBAT SUIT ULIC QEL-DROMA’S MESH SUIT
FEATS Armor Proficiency: Light Yes FEATS Armor Proficiency: Light UPGRADEABLE YesUPGRADEABLEDEFENSE
DEFENSE 5 BREAKDOWN 10 BONUS 8BREAKDOWN
COMPONENT VALUE 1,500 BONUS COMPONENT VALUE MAX DEXTERITY MAX DEXTERITY +4 BONUS +4BONUS SPECIAL — Damage Resistance: 20 vs.SPECIAL Cold, Fire NOTES This version of the combat suit offers more protection than the basic model. It is heavier overall and not quite as flexible, but many NOTES After killing his brother during the Exar Kun War, Ulic Qel-Droma consider the tradeoffs worthwhile. abandoned this armor and all the trappings of his service to the dark side. It is a powerful, if tainted, item.BONADAN ALLOY HEAVY SUIT
FEATS Armor Proficiency: Light UPGRADEABLE Yes ElectromeshDEFENSE
BONUS 6BREAKDOWN
COMPONENT VALUE 85 Suit MAX DEXTERITY BONUS +4 SPECIAL — NOTES Bonadan is an emerging industrial society financing their exploration of the galaxy through production of small arms and armor. They favor heavy materials offering solid defense.PRIMAGAMES.COM < 243
,ARMORED FLIGHT SUIT VeripineFiber
FEATS Armor Proficiency: Light UPGRADEABLE No Ultramesh DEFENSE 5 BREAKDOWNBONUS COMPONENT VALUE 10 MAX DEXTERITY BONUS +4 Damage Resistance: SPECIAL 20 vs. Cold NOTES This combat-ready flight suit provides additional protection against vacuum for limited periods. Its many models appeal to a wide range of users, from military pilots and mercenaries to fringe explorers and space pirates.UBESE ENVIRONMENTAL SUIT
FEATS Armor Proficiency: Light UPGRADEABLE No DEFENSE BREAKDOWN BONUS 5 COMPONENT VALUE 737 MAX DEXTERITY BONUS +4 Damage Resistance: 10 vs. SPECIAL Cold, Electrical, Energy, Fire NOTES Ubese is the name given to a species believed to exist in the Mid Rim.The very few who actually claim to have encountered the Ubese attribute these advanced
environmental suits to the enigmatic species. Although less useful against conventional weapons, this suit is ideal against blasters, flames, and CryoBan grenades.Medium Armor MILITARY SUIT VERPINE FIBER MESH
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 6 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 2 BONUS 8 COMPONENT VALUE 145 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +3 SPECIAL — SPECIAL — NOTES This standard-issue suit provides good protection, but can be heavier NOTES Raxsus Nuli had plans of planetary conquest in the wake of Sith and more restrictive than some of its counterparts. Even so, many aggression. Though eclipsed by recent events, the Jedi saw the pirate mercenaries swear the tradeoffs are worth it. jailed and his Verpine stockpiles auctioned.ECHANI BATTLE ARMOR EXAR KUN’S LIGHT BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWN 17 DEFENSE 9 BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 750 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +3 SPECIAL — SPECIAL — NOTES This armor provides solid defense at the cost of some flexibility, NOTES Attributed to Exar Kun, this armor may well have been one of those although it is still an Echani product and is therefore well suited to worn by the Dark Lord prior to his defeat forty years ago. He was quick-moving combat. rarely without considerable, yet flexible, personal armor.CINNAGAR WAR SUIT HEAVY CINNAGAR WAR SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWNBONUS COMPONENT VALUE 37 DEFENSE BREAKDOWNBONUS 9 COMPONENT VALUE 925 MAX DEXTERITY BONUS +3 MAX DEXTERITYBONUS +3 Damage Resistance: Resist SPECIAL Damage Resistance: Resist15 vs. Sonic SPECIAL 20 vs. Sonic NOTES After the Great Hyperspace War a thousand years ago, the heirs of NOTES After the Great Hyperspace War a thousand years ago, the heirs of Empress Teta militarized their world and industry, a legacy that produced battle armor Empress Teta militarized their world and industry, a legacy that produced battle armor still sought after today. still sought after today. This heavier variety is still as flexible as medium armor, but is as protective as heavier combat suits.SITH BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes VERPINE FIBER ULTRAMESH DEFENSE BREAKDOWN BONUS 7 COMPONENT VALUE 65 FEATS Armor Proficiency: Medium UPGRADEABLE Yes MAX DEXTERITY BONUS +7 DEFENSE 10 BREAKDOWNBONUS COMPONENT VALUE 1,100 SPECIAL — MAX DEXTERITY +3 NOTES This battle armor is actually created by Aratech, who named it after BONUSSPECIAL — the Sith to benefit from their fame (or infamy). This is still very flexible for medium armor. NOTES This Verpine combat suit is the most protective standard mediumarmor available, surpassing the defensive capabilities of most heavy armor. 244 > PRIMA OFFICIAL GAME GUIDE,APPENDIX V: BODY ARMOR LIGHT BATTLE ARMOR KRATH HOLY BATTLE SUIT
FEATS Armor Proficiency: Medium UPGRADEABLE Yes FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 7 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT VALUE 5 BONUS 9 COMPONENT VALUE 550 MAX DEXTERITY +2 MAX DEXTERITYBONUS BONUS +2 SPECIAL — Damage Resistance: ResistSPECIAL
NOTES Providing solid protection for a minimal cost, this armor is excellent 15 vs. Cold, Fire, Sonic for entrenched troops or guards. A force on the move, however, may NOTES Many Krath sought to be guards of their dark temples in armor of find it somewhat constricting. this type. Cynics dismiss this fervor, noting that guard duty was safer than participating in military slave raids.BRONZIUM LIGHT BATTLE ARMOR ELECTROMESH ARMOR
FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 8 BREAKDOWN FEATS Armor Proficiency: Medium UPGRADEABLE YesBONUS COMPONENT VALUE 85 MAX DEXTERITY DEFENSE 7 BREAKDOWN BONUS +2 BONUS COMPONENT VALUE 1,275 MAX DEXTERITY SPECIAL — BONUS +6 NOTES This molded armor is made of better materials than standard military Damage Resistance: ResistSPECIAL issue, but is still relatively cheap and easy to mass produce, making it 10 vs. Energy ideal for light militias and the like. NOTES This flexible armor is used by Nagai soldiers. It is highly resistant to blaster fire and is designed to allow the Nagai to fully capitalize on their naturallyKRATH HEAVY ARMOR high dexterity.
FEATS Armor Proficiency: Medium UPGRADEABLE Yes JAMOH HOGRA’S BATTLE ARMORDEFENSE
BONUS 9BREAKDOWN
COMPONENT VALUE 235 FEATS Armor Proficiency: Medium UPGRADEABLE Yes MAX DEXTERITY BONUS +2 DEFENSE BREAKDOWN — BONUS 11 COMPONENT VALUE 1,500 SPECIAL MAX DEXTERITY +2 NOTES Typical of the old Krath military elite, these suits were worn during BONUS slave raids on neighboring systems. Slaving is profitable but risky, so Immunity: Critical Hits, SPECIAL STR +1 little cost is spared in equipment. NOTES Jamoh Hogra was a Zabrak mercenary who feared for his life after a raid on a Sith dreadnaught. He spent a fortune on his personal armor, only to be killedPOWERED LIGHT BATTLE ARMOR while in the bath.
FEATS Armor Proficiency: Medium UPGRADEABLE Yes DEFENSE 8 BREAKDOWNBONUS COMPONENT VALUE 380 MAX DEXTERITY BONUS +2 Damage Resistance: Resist SPECIAL 25 vs. Sonic. STR +1 NOTES This is an early attempt at power-assisted armor. Dampening fields block the noise of servomotors, unintentionally shielding against external extremes in sonic frequencies as well.Heavy Armor BATTLE ARMOR POWERED BATTLE ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 8 BREAKDOWN 5 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 9 COMPONENT VALUE 62 MAX DEXTERITY BONUS +1 MAX DEXTERITYBONUS +1 SPECIAL — SPECIAL STR +1 NOTES This isn’t the heaviest of armor, but it comes close. Designed for NOTES The microhydraulics of this armor provide the operator with both heavy militias, it has the protection needed to keep a soldier alive protection and strength enhancement. It is rarely owned by anyone during ranged combat with massive weapons. other than professional mercenaries and soldiers.ECHANI HEAVY ARMOR VERPINE ZAL ALLOY MESH
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 25 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 12 COMPONENT VALUE 462 MAX DEXTERITY +1 MAX DEXTERITYBONUS BONUS +1 SPECIAL — Damage Resistance: ResistSPECIAL
NOTES Echani heavy armor is comparable to typical heavy battle armor in 25 vs. Cold, Fire, Sonic terms of protection, but it allows for slightly more mobility. NOTES Using the highly expensive Zal alloy, the Verpine have developed a suit without peer. The only thing greater than the protective capabilities of this armor is the price.PRIMAGAMES.COM < 245
,CORELLIAN POWERSUIT MANDALORIAN BATTLE ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 750 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 11 COMPONENT VALUE 187 MAX DEXTERITY BONUS +1 MAX DEXTERITYBONUS +0 SPECIAL STR +2 Damage Resistance: ResistSPECIAL
NOTES Essentially an improved version of powered battle armor, the 25 vs. Electrical powersuit employs a system of servomotors to enhance the NOTES Republic soldiers saw this armor all too often during the Mandalorian wearer’s strength. War. It’s understandable that the conflict could drag on when a fanatical enemy is so defensively outfitted.M’UHK’GFA
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MANDALORIAN HEAVY ARMOR DEFENSE BREAKDOWN BONUS 8 COMPONENT VALUE 1,000 FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MAX DEXTERITY BONUS +1 DEFENSE 12 BREAKDOWNBONUS COMPONENT VALUE 250 Damage Resistance: Resist MAX DEXTERITY +0 5 vs. Energy, 10 vs. BONUS SPECIAL Bludgeoning, Piercing, Immunity: Stun, SPECIAL Slashing Fear, Horror NOTES Cumbersome but powerful armor, M’uhk’gfa is the battle plate used by elite Gamorrean NOTES This armor is reserved for respected veteran Mandalorians. warriors. Traditionally, each Gamorrean warrior would fashion his own battle plate from Immensely sturdy, stabilizers diffuse energy throughout the frame, shielding the wearer metal fragments on the battlefields of their victories. from disorienting impacts.IOTRAN BRACEMAN ARMOR MANDALORIAN ASSAULT ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 11 BREAKDOWN 1,125 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 13 COMPONENT VALUE 637 MAX DEXTERITY +1 MAX DEXTERITY +0BONUS BONUS Bonus Feats: Precise Shot I, Damage Resistance: Resist SPECIAL SPECIALTargeting I 25 vs. Cold, Fire NOTES The Iotran are a militaristic species from the industrial planet of Iotra NOTES This was the armor of the Mandalorian elite frontline troops, a sight on the Outer Rim. Their versatile armor is a favorite among experienced bounty hunters. that Republic soldiers were all too familiar with during the war.HEAVY BATTLE ARMOR MANDALORE’S ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE BREAKDOWN DEFENSE 11 BREAKDOWN — BONUS 9 COMPONENT VALUE 10 BONUS COMPONENT VALUE MAX DEXTERITY +0 MAX DEXTERITYBONUS +0BONUS SPECIAL — Damage Resistance: ResistSPECIAL 25 vs. Electrical NOTES More sturdy yet more restrictive than conventional battle armor, heavy battle armor is excellent in situations where mobility is of NOTES Mandalore’s personal suit of armor is traditional Mandalorian battle secondary concern. armor. Despite the numerous battles it has doubtless survived, it appears to be in excep- tional condition. It is said that he will never voluntarily take it off, even while sleeping.DURASTEEL HEAVY ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FELENAR ARMOR DEFENSE BREAKDOWN BONUS 10 COMPONENT VALUE 50 FEATS Armor Proficiency: Heavy UPGRADEABLE Yes MAX DEXTERITY DEFENSE BREAKDOWN BONUS +0 BONUS 11 COMPONENT VALUE 1,375 SPECIAL — MAX DEXTERITYBONUS +4 NOTES Battle armor production thrived on Bonadan as the Republic SPECIAL — recovered from war. This model’s heavy durasteel casing provides NOTES This flexible armor is made of a variety of exotic minerals. Markings superior protection when compared to normal heavy battle armor. suggest that it was created by a species called the Felenar.FLEX HEAVY ARMOR MATRIX ARMOR
FEATS Armor Proficiency: Heavy UPGRADEABLE Yes FEATS Armor Proficiency: Heavy UPGRADEABLE Yes DEFENSE 10 BREAKDOWN 82 DEFENSE BREAKDOWNBONUS COMPONENT VALUE BONUS 13 COMPONENT VALUE 1,500 MAX DEXTERITY +3 MAX DEXTERITYBONUS BONUS +0 SPECIAL — Damage Resistance: ResistSPECIAL
NOTES Flex heavy armor allows for greater mobility than even some medium 5 vs. Energy armor. The primary alloy is still durasteel, but it is treated in methods NOTES Matrix armor is typically used for starship plating. Adapting it to that are poorly understood by most in the Republic. In fact, it is unclear who manufac- personal use is expensive and technologically difficult. The armor is particularly resistant tures these rare suits of armor. to blaster fire. 246 > PRIMA OFFICIAL GAME GUIDE,APPENDIX V: BODY ARMOR Miscellaneous Body Apparel CLOTHING DANCER’S OUTFIT
FEATS — UPGRADEABLE No FEATS — UPGRADEABLE No DEFENSE — BREAKDOWN 1 DEFENSE — BREAKDOWNBONUS COMPONENT VALUE BONUS COMPONENT VALUE 1 MAX DEXTERITY — MAX DEXTERITYBONUS BONUS — SPECIAL — Gender Requirement: NOTES These are simple garments that protect little more than the modesty Female. Useable by:SPECIAL Handmaiden, Mira, Player. of the wearer. Persuade +2NOTES ATTON’S RIBBED JACKET This dancer’s outfit leaves little to the imagination.
FEATS — UPGRADEABLE No MINER’S UNIFORM DEFENSE 4 BREAKDOWNBONUS COMPONENT VALUE 1 FEATS — UPGRADEABLE Yes MAX DEXTERITY BONUS — DEFENSE 1 BREAKDOWNBONUS COMPONENT VALUE 1 SPECIAL Used by Atton. Saves: All +2 MAX DEXTERITY — NOTES Atton’s durable jacket provides protection comparable to light armor. BONUSSPECIAL —NOTES
MIRA’S BALLISTIC MESH JACKET This is a standard uniform worn by miners at the Peragus facility. Itprovides minimal protection but can be upgraded with some underlays. FEATS — UPGRADEABLE No DEFENSE BREAKDOWN BONUS 5 COMPONENT VALUE 1 SPACE SUIT MAX DEXTERITY BONUS +4 FEATS — UPGRADEABLE No Used by Mira. Damage DEFENSE — BREAKDOWNResistance: Resist 5 vs. BONUS COMPONENT VALUE — SPECIAL Bludgeoning, Piercing, MAX DEXTERITYBONUS — Slashing SPECIAL — NOTES One of the first major purchases of a successful bounty hunter is often exceptional NOTES This is a standard model space suit used to protect its wearer from the protection. Mira’s mesh jacket is as protective as medium armor but much less restrictive. cold vacuum of space. Because of its design, anyone wearing the suit will have to unequip their weapons.Armor Upgrades: Overlay
Alloy overlays can enhance armor performance. The modifications require a workbench with adequate tools and armor of high quality marked as upgradeable.HEAT SHIELDING MARK I ARMORPLY PLATING MARK II
DAMAGE 10% vs. Fire CREATBALE DAMAGE CREATBALEIMMUNITY PREREQUISITES Repair (2) IMMUNITY — PREREQUISITES Repair (11) DEFENSE — COMPONENT COST 1 DEFENSEBONUS BONUS — COMPONENT COST 17 SPECIAL Upgrade Item, Armor Saves: Reflex +1, Stealth SPECIAL +2, Upgrade Item, ArmorHEAT SHIELDING MARK II
DAMAGE 15% vs. Fire CREATBALE Repair (10) ARMORPLY PLATING MARK IIIIMMUNITY PREREQUISITES DEFENSE DAMAGE — CREATBALE BONUS — COMPONENT COST 15 IMMUNITY PREREQUISITES Repair (19)DEFENSE
SPECIAL Upgrade Item, Armor BONUS — COMPONENT COST 125 Saves: Reflex +1, StealthHEAT SHIELDING MARK III SPECIAL +6, DEX +1, Upgrade
Item, Armor 15% vs. Fire. Resistance: CREATBALEDAMAGE PREREQUISITES Repair (18) IMMUNITY 5 vs. Fire COMPONENT COST 100 DEFENSE ARMORPLY PLATING MARK IV BONUS — DAMAGE CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY — PREREQUISITES Repair (27)DEFENSE
BONUS — COMPONENT COST 351HEAT SHIELDING MARK IV Saves: Reflex +1, Stealth
CREATBALE SPECIAL +8, DEX +2, Upgrade DAMAGE 20% vs. Fire. Resistance: PREREQUISITES Repair (26) IMMUNITY 10 vs. Fire Item, ArmorCOMPONENT COST 343DEFENSE
BONUS — SOUND DAMPENING OVERLAY MARK I SPECIAL Upgrade Item, ArmorDAMAGE
IMMUNITY 10% vs. Sonic CREATBALEPREREQUISITES Stealth (4)ARMORPLY PLATING MARK I DEFENSEBONUS — COMPONENT COST 2
DAMAGE CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY — PREREQUISITES Repair (3)DEFENSE
BONUS — COMPONENT COST 1 SOUND DAMPENING OVERLAY MARK II Stealth +2, Upgrade SPECIAL Item, Armor DAMAGE CREATBALEIMMUNITY 15% vs. Sonic PREREQUISITES Stealth (12)DEFENSE
BONUS — COMPONENT COST 20 SPECIAL Upgrade Item, ArmorPRIMAGAMES.COM < 247
,SOUND DAMPENING OVERLAY MARK III BALLISTIC SHIELDING MARK II
DAMAGE 20% vs. Sonic, Resist CREATBALE CREATBALEPREREQUISITES Stealth (20) DAMAGE 15% vs. Bludgeoning, PREREQUISITES Demolitions (15) IMMUNITY 5 vs. Sonic IMMUNITYCOMPONENT COST 150 Piercing, Slashing COMPONENT COST 47 DEFENSE DEFENSE BONUS — BONUS — SPECIAL Upgrade Item, Armor SPECIAL Upgrade Item, ArmorSOUND DAMPENING OVERLAY MARK IV BALLISTIC SHIELDING MARK III CREATBALE
DAMAGE 50% vs. Sonic, Resist PREREQUISITES Stealth (28) DAMAGE 20% vs. Bludgeoning, CREATBALE Demolitions (23) IMMUNITY 5 vs. Sonic PREREQUISITESIMMUNITYCOMPONENT COST 375 Piercing, Slashing COMPONENT COST 245 DEFENSE — DEFENSEBONUS BONUS — SPECIAL Upgrade Item, Armor SPECIAL Upgrade Item, ArmorABLATIVE PLATING MARK I BONDED PLATES MARK I DAMAGE
IMMUNITY 10% vs. Energy CREATBALE DAMAGE CREATBALEPREREQUISITES Repair (5) IMMUNITY — PREREQUISITES Repair (8) DEFENSE DEFENSE BONUS 1 COMPONENT COST 2 BONUS 1 COMPONENT COST 8DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy ArmorABLATIVE PLATING MARK II BONDED PLATES MARK II DAMAGE
IMMUNITY 25% vs. Energy CREATBALE DAMAGE CREATBALEPREREQUISITES Repair (13) IMMUNITY — PREREQUISITES Repair (16)DEFENSE
BONUS 1 COMPONENT COST 27 DEFENSEBONUS 2 COMPONENT COST 60DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy ArmorABLATIVE PLATING MARK III BONDED PLATES MARK III
DAMAGE CREATBALE DAMAGE IMMUNITY 30% vs. Energy CREATBALEPREREQUISITES Repair (21) IMMUNITY — PREREQUISITES Repair (24)DEFENSE
BONUS 1 COMPONENT COST 180 DEFENSEBONUS 3 COMPONENT COST 270DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy ArmorABLATIVE PLATING MARK IV BONDED PLATES MARK IV
DAMAGE 30% vs. Energy, Resist 5 CREATBALEPREREQUISITES Repair (29) Resist 5 vs. Bludgeoning, CREATBALE IMMUNITY vs. Energy DAMAGE PREREQUISITESRepair (31)
COMPONENT COST 395 IMMUNITY Piercing, Slashing COMPONENT COST 475DEFENSE
BONUS 1 DEFENSEBONUS 3DEX -1, Upgrade Item,
SPECIAL Upgrade Item, Medium orMedium or Heavy Armor SPECIAL Heavy ArmorENERGY SHIELDING MARK I HEAVY BONDED PLATES MARK I
DAMAGE 10% vs. Energy CREATBALEIMMUNITY PREREQUISITES Demolitions (6) DAMAGE CREATBALEIMMUNITY — PREREQUISITES Repair (9)DEFENSE
BONUS — COMPONENT COST 3 DEFENSEBONUS 2 COMPONENT COST 11 SPECIAL Upgrade Item, Armor DEX -2, Upgrade Item, SPECIAL Heavy ArmorENERGY SHIELDING MARK II
DAMAGE 15% vs. Energy CREATBALE HEAVY BONDED PLATES MARK IIIMMUNITY PREREQUISITES Demolitions (14) DEFENSE — DAMAGE CREATBALEBONUS COMPONENT COST 35 IMMUNITY — PREREQUISITES Repair (17)DEFENSE
SPECIAL Upgrade Item, Armor BONUS 2 COMPONENT COST 75DEX -3, Upgrade Item, ENERGY SHIELDING MARK III SPECIAL Heavy Armor DAMAGE
IMMUNITY 20% vs. Energy CREATBALEPREREQUISITES Demolitions (22) HEAVY BONDED PLATES MARK IIIDEFENSE
BONUS — COMPONENT COST 207 DAMAGE 15% vs. Energy CREATBALE SPECIAL Upgrade Item, Armor IMMUNITY PREREQUISITES Repair (25)DEFENSE
BONUS 4 COMPONENT COST 305ENERGY SHIELDING MARK IV Attack Modifier -4, UpgradeSPECIAL Item, Heavy Armor
DAMAGE CREATBALE IMMUNITY 30% vs. Energy PREREQUISITES Demolitions (30)DEFENSE
BONUS — COMPONENT COST 412 SPECIAL Upgrade Item, ArmorBALLISTIC SHIELDING MARK I
DAMAGE 10% vs. Bludgeoning, CREATBALEPREREQUISITES Demolitions (7) IMMUNITY Piercing, Slashing COMPONENT COST 4DEFENSE
BONUS — SPECIAL Upgrade Item, Armor 248 > PRIMA OFFICIAL GAME GUIDE,APPENDIX V: BODY ARMOR Armor Upgrades: Underlay Underlay can have a variety of effects on the armor to which it is applied. The modifications require a workbench with adequate
tools and armor of high quality marked as upgradeable.ENVIRONMENT UNDERLAY MARK I ARMORWEAVE UNDERLAY MARK II DAMAGE
IMMUNITY 15% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE 10% vs. Energy, SPECIAL Upgrade Item, Armor DAMAGE IMMUNITY RESISTANCE 5 vs. Cold, Fire CREATABLEAttribute Damage CREATABLE
PREREQUISITES Demolitions (2) DAMAGE PREREQUISITES Security (10)— BONUSES — COMPONENT COST 1 RESISTANCE COMPONENT COST 17 BONUSES —ENVIRONMENT UNDERLAY MARK II ARMORWEAVE UNDERLAY MARK III DAMAGE
IMMUNITY 20% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes DAMAGE 5 vs. Cold, Fire CREATABLE Demolitions (8) DAMAGE 15% vs. Energy, SPECIAL Upgrade Item, Armor RESISTANCE PREREQUISITES IMMUNITY Attribute Damage CREATABLE Security (16) BONUSES — COMPONENT COST 10 DAMAGE PREREQUISITES RESISTANCE — COMPONENT COST 70ENVIRONMENT UNDERLAY MARK III BONUSES — DAMAGE
IMMUNITY 25% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes ARMORWEAVE UNDERLAY MARK IV DAMAGE CREATABLE RESISTANCE 5 vs. Cold, Fire PREREQUISITES Demolitions (14) DAMAGE 20% vs. Energy, SPECIAL Upgrade Item, Armor BONUSES — COMPONENT COST 48 IMMUNITY Attribute Damage CREATABLE DAMAGE PREREQUISITESSecurity (22)
—ENVIRONMENT UNDERLAY MARK IV RESISTANCE COMPONENT COST 237
BONUSES —DAMAGE
IMMUNITY 30% vs. Cold, Fire SPECIAL Upgrade Item, Armor and RobesDAMAGE
RESISTANCE 5 vs. Cold, Fire CREATABLE ARMORWEAVE UNDERLAY MARK VPREREQUISITES Demolitions (20) BONUSES — COMPONENT COST 170 DAMAGE 30% vs. Energy, Attribute SPECIAL Upgrade Item, Armor IMMUNITY Damage CREATABLEENVIRONMENT UNDERLAY MARK V DAMAGE PREREQUISITES Security (28)
RESISTANCE — COMPONENT COST 407DAMAGE
IMMUNITY 30% vs. Cold, Fire SPECIAL Upgrade Item, Armor and Robes BONUSES — DAMAGE CREATABLE RESISTANCE 10 vs. Cold, Fire PREREQUISITES Demolitions (26) STRENGTHENING UNDERLAY MARK I BONUSES — COMPONENT COST 350DAMAGE
IMMUNITY — SPECIAL Upgrade Item, ArmorBIORESTORATIVE UNDERLAY MARK I DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (5) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +1 COMPONENT COST 3 DAMAGE CREATABLE RESISTANCE — PREREQUISITES Treat Injury (3) STRENGTHENING UNDERLAY MARK II BONUSES Regeneration: 1 COMPONENT COST 2DAMAGE
IMMUNITY — SPECIAL Upgrade Item, ArmorBIORESTORATIVE UNDERLAY MARK II DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (11) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +1, CON +1 COMPONENT COST 21 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (9) STRENGTHENING UNDERLAY MARK III BONUSES Regeneration: 2 COMPONENT COST 12DAMAGE
IMMUNITY — SPECIAL Upgrade Item, ArmorBIORESTORATIVE UNDERLAY MARK III DAMAGE CREATABLERESISTANCE — PREREQUISITES Treat Injury (17) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +2, CON +1 COMPONENT COST 97 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (15) STRENGTHENING UNDERLAY MARK IV BONUSES Regeneration: 3 COMPONENT COST 60DAMAGE
IMMUNITY — SPECIAL Upgrade Item, ArmorBIORESTORATIVE UNDERLAY MARK IV DAMAGERESISTANCE — CREATABLEPREREQUISITES Treat Injury (23)
DAMAGE BONUSES STR +2, CON +2 COMPONENT COST 262 IMMUNITY — SPECIAL Upgrade Item, Armor and Robes DAMAGE CREATABLE RESISTANCE — PREREQUISITES Treat Injury (21) STRENGTHENING UNDERLAY MARK V BONUSES Regeneration: 3, CON +1 COMPONENT COST 200DAMAGE
IMMUNITY — SPECIAL Upgrade Item, ArmorBIORESTORATIVE UNDERLAY MARK V DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (29) DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor and Robes BONUSES STR +3, CON +3 COMPONENT COST 445 DAMAGE — CREATABLERESISTANCE PREREQUISITES Treat Injury (27) FLEXIBLE UNDERLAY MARK I BONUSES Regeneration: 3, CON +3 COMPONENT COST 367DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy ArmorARMORWEAVE UNDERLAY MARK I DAMAGE — CREATABLERESISTANCE PREREQUISITES Stealth (6) DAMAGE
IMMUNITY 10% vs. Energy SPECIAL Upgrade Item, Armor BONUSES Max DEX Bonus +1 COMPONENT COST 5 DAMAGE CREATABLE RESISTANCE — PREREQUISITES Security (4) FLEXIBLE UNDERLAY MARK II BONUSES — COMPONENT COST 2DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGE — CREATABLERESISTANCE PREREQUISITES Stealth (12) BONUSES Max DEX Bonus +1, DEX +1 COMPONENT COST 25PRIMAGAMES.COM < 249
,FLEXIBLE UNDERLAY MARK III DURASTEEL UNDERLAY MARK II DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGEIMMUNITY — SPECIAL Upgrade Item, Armor DAMAGE — CREATABLE CREATABLERESISTANCE PREREQUISITES Stealth (18) DAMAGE +2 vs. Bludgeoning, PREREQUISITES Awareness (13)RESISTANCE
Max DEX Bonus +2, DEX +1 110 Piercing, SlashingBONUSES COMPONENT COST COMPONENT COST 33 BONUSES -1 DEXFLEXIBLE UNDERLAY MARK IV
DAMAGE DURASTEEL UNDERLAY MARK III IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DAMAGE — CREATABLEDAMAGE
Stealth (24) IMMUNITY — SPECIAL Upgrade Item, Armor RESISTANCE PREREQUISITES CREATABLE BONUSES Max DEX Bonus +2, DEX +2 COMPONENT COST 292 DAMAGE +3 vs. Bludgeoning, PREREQUISITES Awareness (19)RESISTANCE Piercing, Slashing COMPONENT COST 162FLEXIBLE UNDERLAY MARK V BONUSES DEX -2 DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Heavy Armor DURASTEEL UNDERLAY MARK IV DAMAGE CREATABLE RESISTANCE — PREREQUISITES Stealth (30) DAMAGE IMMUNITY — SPECIAL Upgrade Item, Armor BONUSES Max DEX Bonus +3, DEX +3 COMPONENT COST 475 +4 vs. Bludgeoning, CREATABLEDAMAGE PREREQUISITES Awareness (25) RESISTANCE Piercing, SlashingDURASTEEL UNDERLAY MARK I COMPONENT COST 325
BONUSES DEX -3DAMAGE
IMMUNITY — SPECIAL Upgrade Item, Armor +1 vs. Bludgeoning, CREATABLEDAMAGE PREREQUISITES Awareness (7) DURASTEEL UNDERLAY MARK V RESISTANCE Piercing, Slashing COMPONENT COST 6 DAMAGEIMMUNITY — SPECIAL Upgrade Item, Armor BONUSES — DAMAGE +5 vs. Bludgeoning, CREATABLEPREREQUISITES Awareness (31) RESISTANCE Piercing, Slashing COMPONENT COST 500 BONUSES DEX -3Appendix VI: Character Equipment Implants REFLEX PACKAGE RESPONSE PACKAGE
MINIMUM CON 12 SKILLS — MINIMUM CON 12 SKILLS Stealth +1 ATTRIBUTE GAIN Reflex +1 ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 185 NOTES This implant boosts the regular energy impulses of the nervous NOTES This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users system, sharpening the performance of dexterous action. Inactive may suffer the odd lingering twitch. users may suffer the odd lingering twitch.PHEROMONE PACKAGE FITNESS PACKAGE
MINIMUM CON 12 SKILLS Persuade +1 MINIMUM CON 12 SKILLS — ATTRIBUTE GAIN CHA +1 ATTRIBUTE GAIN CON +1, STR +1 BREAKDOWNCOMPONENT VALUE 380 NOTES This implant allows the user to subtly secrete synthetic pheromones NOTES This simple but advanced implant combines the functionality of the that generally stimulate a pleasant behavior response in a wide more common strength and cardio packages. range of species.SKILLS PACKAGE CARDIO PACKAGE
MINIMUM CON 12 +1 Awareness, Computer Use, MINIMUM CON 12 SKILLS — — SKILLS Demolitions, Persuade, Repair,ATTRIBUTE GAIN Security, Stealth, Treat Injury ATTRIBUTE GAIN CON +1BREAKDOWN
NOTES This implant micromanages the cardiovascular system, effectively COMPONENT VALUE 640 increasing the user’s constitution faster and further than hard work NOTES This ingenious device modifies brain chemistry to improve general and exercise might. problem solving and data-processing abilities.STRENGTH PACKAGE
MINIMUM CON 12 SKILLS — ATTRIBUTE GAIN STR +1 NOTES This implant effectively increases the user’s strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants. 250 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VI: CHARACTER EQUIPMENT HEALTH PACKAGE SKILLS IMPLANT
MINIMUM CON 12 SKILLS Regeneration 1 MINIMUM CON 14 +2 Awareness, Computer Use, ATTRIBUTE GAIN CON +1 BREAKDOWN 910 — SKILLS Demolitions, Persuade, Repair,COMPONENT VALUE ATTRIBUTE GAIN Security, Stealth, Treat Injury NOTES This advanced implant package employs nano-technology to BREAKDOWN speed healing. COMPONENT VALUE NOTES This ingenious device modifies brain chemistry to improve generalPHYSICAL BOOST PACKAGE problem solving and data-processing abilities.
MINIMUM CON 12 SKILLS — DURABILITY IMPLANT CON +1, DEX +1, BREAKDOWN 1,180 ATTRIBUTE GAIN COMPONENT VALUESTR +1 MINIMUM CON 14 Damage Resistance: Resist 5 vs.SKILLS Electrical, Energy ATTRIBUTE GAIN CON +1 NOTES This device improves all physical attributes, making it one of the most BREAKDOWNCOMPONENT VALUE 910 valuable implants of its type. NOTES This implant regulates current through the body, both improving stamina and providing resistance to energy-related attacks.MENTAL BOOST PACKAGE
MINIMUM CON 12 SKILLS — PHYSICAL BOOST PACKAGE CHA +1, INT +1, BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 1,450 MINIMUM CON 14 SKILLS — WIS +1 CON +1, DEX +2, BREAKDOWNCOMPONENT VALUE 1,180 NOTES This device improves all mental skills, making it one of the most ATTRIBUTE GAIN STR +2 valuable implants of its type. NOTES This device improves all physical attributes, making it one of the most valuable implants of its type.RETINAL COMBAT IMPLANT
MINIMUM CON 14 SKILLS Immunity: Critical Hits. Awareness +1 MENTAL BOOST PACKAGE ATTRIBUTE GAIN — MINIMUM CON 14 SKILLS — NOTES This ocular implant greatly increases visual acuity, allowing the user CHA +2, INT +1, BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 1,450 to better track enemy movement in combat. General awareness will WIS +2 improve as well. NOTES This device improves all mental skills, making it one of the most valuable of implants of its type.LORNAN IMPLANT
MINIMUM CON 14 Damage Immunity: 10% vs. BIO-ANTIDOTE SYSTEMSKILLS
ATTRIBUTE GAIN — Electrical, Energy MINIMUM CON 16 SKILLS Immunity Poison NOTES This implant regulates electrical current, protecting the user’s brain ATTRIBUTE GAIN CON +1 from energy surges. NOTES This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced.BIOTECH IMPLANT Side effects include dry mouth.
MINIMUM CON 14 SKILLS Regeneration 1 ATTRIBUTE GAIN — NERVE ENHANCEMENT SYSTEM NOTES This implant does use relatively experimental nano-technology to MINIMUM CON 16 SKILLS Immunity: Stun, Fear, Horror speed healing, but relies more on coagulants and solid doses of pain ATTRIBUTE GAIN — relievers. If you feel better, you are better. NOTES This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload.POWER IMPLANT
MINIMUM CON 14 SKILLS Fortitude +1 REACTION SYSTEM ATTRIBUTE GAIN STR +2 MINIMUM CON 16 SKILLS — NOTES This improved variant of the strength package employs substantially ATTRIBUTE GAIN DEX +3 higher doses of stimulants. NOTES This system supplants the user’s normal nervous system, enhancing it artificially. It allows the impulses to travel faster and farther alongALACRITY IMPLANT the system, improving reaction time, while also improving fine motor
control and increasing accuracy. MINIMUM CON 14 SKILLS Reflex Save +1 ATTRIBUTE GAIN DEX +2 BREAKDOWNCOMPONENT VALUE 185 ADVANCED COMBAT SYSTEM NOTES The alacrity implant enhances the user’s nervous system, significantly improving reaction times. MINIMUM CON 16 Bonus Feats: Weapon Focus Blaster ATTRIBUTE GAIN Attack Modifier +1 SKILLS Pistol, Blaster Rifle, SpecializationBlaster Pistol, Blaster RifleINSIGHT IMPLANT NOTES This system supplants the user’s normal nervous system, enhancing it
MINIMUM CON 14 SKILLS Will Save +1 artificially. It allows the impulses to travel faster and farther along ATTRIBUTE GAIN WIS +2 BREAKDOWNCOMPONENT VALUE 380 the system, improving reaction time, while also improving fine motor control and increasing accuracy. NOTES By stimulating less used neural networks in the brain, this implant allows the user to see solutions they may not have otherwise considered.PRIMAGAMES.COM < 251
,BAVAKAR STRENGTH SYSTEM NUMBNESS SYSTEM
MINIMUM CON 16 SKILLS — MINIMUM CON 16 Damage Resistance: Resist 5 vs. SKILLS Bludgeoning, Piercing, Slashing ATTRIBUTE GAIN STR +3 BREAKDOWNCOMPONENT VALUE 185 ATTRIBUTE GAIN CON +2 BREAKDOWN NOTES This implant stimulates physical performance well beyond the user’s COMPONENT VALUE 910 norm. The Bavakar Medical Research Labs are at the forefront of NOTES By converting all pain into benign brain signals, this implant system developmental cybernetics. greatly increases one’s durability. It has no direct negative side effects, as its user is still fully aware of his or her body’s current stateCARDIO POWER SYSTEM of health.
MINIMUM CON 16 SKILLS — PHYSICAL BOOST SYSTEM ATTRIBUTE GAIN CON +4 BREAKDOWNCOMPONENT VALUE 380 MINIMUM CON 16 SKILLS — NOTES This implant increases the cardiovascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina. CON +2, DEX +3,ATTRIBUTE GAIN BREAKDOWNSTR +2 COMPONENT VALUE 1,180NOTES SKILLS SYSTEM This device improves all physical attributes, making it one of the mostvaluable implants of its type.
MINIMUM CON 16 +4 Awareness, Computer Use, — SKILLS Demolitions, Persuade, Repair,ATTRIBUTE GAIN Security, Stealth, Treat Injury MENTAL BOOST SYSTEMBREAKDOWN
COMPONENT VALUE 640 MINIMUM CON 16 SKILLS — NOTES This ingenious device modifies brain chemistry to improve general CHA +2, INT +2,ATTRIBUTE GAIN BREAKDOWN problem solving and data-processing abilities. WIS +3 COMPONENT VALUE 1,450 NOTES This device improves all mental skills, making it one of the most valuable implants of its type.D-Package Items
D-package implants are larger and more intrusive than other types. They tend to have more impressive effects but can only be used by very healthy individuals.STRENGTH D-PACKAGE IMMORTALITY D-PACKAGE UNIVERSAL D-PACKAGE
MINIMUM CON 18 MINIMUM CON 18 MINIMUM CON 18 ATTRIBUTE GAIN CON +1, STR +1 ATTRIBUTE GAIN CON +3 CHA +2, CON +2, DEX +2, ATTRIBUTE GAIN — Bonus Feats: Toughness, Improved INT +2, STR +2, WIS +2SKILLS SKILLS Toughness, Master Toughness SKILLS — BREAKDOWN 185 BREAKDOWNIMMUNITY D-PACKAGE COMPONENT COMPONENT VALUE 910 MINIMUM CON 18 QUICKNESS D-PACKAGE PHYSICAL D-PACKAGE ATTRIBUTE GAIN — MINIMUM CON 18 MINIMUM CON 18 SKILLS Immunity: Critical Hits, Poison, Stun, ATTRIBUTE GAIN DEX +4 ATTRIBUTE GAIN CON +3, DEX +3, STR +3 Fear, Horror SKILLS Defense Bonus: 1 SKILLS — BREAKDOWN BREAKDOWNPERCEPTION D-PACKAGE COMPONENT VALUE 380 COMPONENT VALUE 1,180
MINIMUM CON 18 SKILLS D-PACKAGE MENTAL D-PACKAGE ATTRIBUTE GAIN CHA +1, WIS +2 MINIMUM CON 18 MINIMUM CON 18 SKILLS — ATTRIBUTE GAIN — ATTRIBUTE GAIN CHA +3, INT +3, WIS +3 +6 Awareness, Computer Use, SKILLS — SKILLS Demolitions, Persuade, Repair, Security,ENHANCEMENT D-PACKAGE BREAKDOWNStealth, Treat Injury COMPONENT VALUE 1,450 BREAKDOWN
MINIMUM CON 18 COMPONENT VALUE 640 ATTRIBUTE GAIN — SKILLS Bonus Feats: Dueling, Improved Dueling, Master Dueling; Two-Weapon Fighting, Improved Two-Weapon Fighting, Master Two-Weapon FightingHeadgear SURVEY GEAR NEURAL BAND
SAVES/ RESISTANCE 5 vs. Sonic SPECIAL — SAVES/RESISTANCE Will +2 SPECIAL Not Useable by Wookiees ATTRIBUTE GAIN — BREAKDOWN BREAKDOWNCOMPONENT VALUE 3 ATTRIBUTE GAIN — COMPONENT VALUE 1 SKILLS Awareness +1 SKILLS — NOTES When surveying new asteroid claims, this headgear is designed to NOTES Developed after the Exar Kun War, this item bolsters the willpower of help identify both pockets of Peragian gas and any placed thermal the user by electrically reinforcing established mental patterns. charges in the area. The small sonic generation and receiving gear Republic troops called it “Little Shocky.” within the helmet is designed to absorb any high-decibel emissions from sonic charges (and sonic grenades). 252 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VI: CHARACTER EQUIPMENT BREATH MASK SHIELDING VISOR
SAVES/ Immunity: Poison SPECIAL Not Useable by Wookiees Defense Bonus: 1, SPECIAL Feats Required: AP Medium. NotRESISTANCE SAVES/ Immunity 5% vs. Usable by Wookiees ATTRIBUTE GAIN — BREAKDOWN RESISTANCECOMPONENT VALUE 2 Electrical, Energy, Ion BREAKDOWN COMPONENT VALUE 50 SKILLS — ATTRIBUTE GAIN — NOTES This is standard-issue gear for Republic forces and most professional SKILLS — soldiers, protecting against a variety of gas-based attacks. NOTES Intersystem travel is commonplace, but the inherent dangers should not be forgotten, especially in times of war. Many consider these to be essentialRAKATAN BAND equipment for space-farers.
SAVES/ RESISTANCE — SPECIAL Not Useable by Wookies ATTRIBUTE GAIN WIS +1 BREAKDOWNCOMPONENT VALUE 4 SPACER’S SENSOR SKILLS — SAVES/ RESISTANCE — Bonus Feats: Weapon Focus—Blaster NOTES This simple device improves the wearer’s ability to perceive the reality SPECIAL Pistol, Blaster Rifle. Not Usable byATTRIBUTE GAIN DEX +1 of their surroundings. The origin behind the item’s name is unknown, WookieesSKILLS
but rumor has it that these bands were constructed as a defense — BREAKDOWNCOMPONENT VALUE 62 against an ancient species of alien deceivers who made absurd claims of dominance NOTES concerning their role in the galaxy. It is said this species of lying primitives went so far as These visors are often used by smugglers and others who desire to take credit for almost every major event in galactic history since the discovery of the better combat skills yet are too focused on other endeavors to learn hyperdrive. them normally.STEALTH FIELD ENHANCER REGAL VISOR
SAVES/ SAVES/ — SPECIAL Not Usable by Wookiees RESISTANCE — Feats Required: AP Light. NotRESISTANCE
SPECIAL Usable by Wookiees ATTRIBUTE GAIN CHA +1 BREAKDOWN 75 ATTRIBUTE GAIN — COMPONENT VALUE BREAKDOWN SKILLS +2 Persuade SKILLS Stealth +4 COMPONENT VALUE 6NOTES This is a specialized espionage unit designed to get the most out of a This attractive headgear includes a voice-enhancement module thatNOTES
stealth field generator by improving the user’s perception of the field regulates tone and volume of the wearer’s speech. It is employed in while in stealth mode. diplomatic situations where the slightest error could offend.BOTHAN PERCEPTION VISOR MEDITATION BAND
SAVES/ — Feats Required: AP Light. Not SAVES/ Immunity 20% vs. Dark SPECIAL Not Usable by Wookiees RESISTANCE SPECIAL RESISTANCE Side, Will +1Usable by Wookiees BREAKDOWN 100 ATTRIBUTE GAIN — COMPONENT VALUE BREAKDOWN ATTRIBUTE GAIN WIS +1 Awareness +3, Demolitions COMPONENT VALUE 11 SKILLS SKILLS —+2, Security +2 NOTES This potent device helps shield one’s mind from dark thoughts and NOTES Bothans treat information like any other resource and invest a great influences. It will not protect the user from evil that stems from deal in devices that help collect it. These Bothan visors are considered within, however. to be among the best in the galaxy.BOTHAN SENSORY VISOR SONIC NULLIFIERS
SAVES/ Immunity: Critical Hits Feats Required: AP Light. Not SAVES/ RESISTANCE 10 vs. Sonic Feats Required: AP Light. Not RESISTANCE SPECIAL Usable by WookieesSPECIAL
— Usable by Wookiees ATTRIBUTE GAIN — ATTRIBUTE GAIN BREAKDOWN BREAKDOWN +4 Awareness, +3 COMPONENT VALUE SKILLS — COMPONENT VALUE 20 SKILLS Demolitions, Security NOTES Replacing bulky ear protection, these items make use of newly NOTES Bothans place great importance on the tools of the information trade. developed counterwave-nullifiers, an innovation pioneered by They would consider these items to be of average quality, though shipyard workers, not the military. their standards are exceptionally high.INTERFACE BAND ARKANIAN BLINDERS
SAVES/ RESISTANCE 5 vs. Sonic SPECIAL Not Usable by Wookiees Defense Bonus: 1, SPECIAL Feats Required: AP Medium. Not ATTRIBUTE GAIN — BREAKDOWN 32 SAVES/ Immunity 10% vs. Usable by WookieesCOMPONENT VALUE RESISTANCE Fire. Immunity: Stun, BREAKDOWN +2 Computer Use, Fear, Horror COMPONENT VALUE 162SKILLS Demolitions, Security ATTRIBUTE GAIN — NOTES This item provides a mental interface to a store of information on SKILLS — electronic systems common to security, demolitions, and generalNOTES
computing functions. Due to their high sensitivity to infrared light, Arkanians developed IR blinders for whenthey travel to worlds with suns that are high in such lights emissions. This technology was adapted to filter out excessive amounts of any electromagnetic energies, thus preventingTARGETING VISOR any “ocular overload.”
SAVES/ Attack Modifier +1, SPECIAL — RESISTANCE Reflex +1 BREAKDOWN COMPONENT VALUE 42 ATTRIBUTE GAIN — SKILLS — NOTES Through assorted heads-up displays and sharpened vision, this device increases one’s accuracy in combat.PRIMAGAMES.COM < 253
,COMBAT SENSOR STABILIZER MASK
SAVES/ RESISTANCE — SPECIAL Not Usable by Wookiees SAVES/ All Saves +2, Immunity: Feats Required: AP Medium. NotRESISTANCE
DEX +2 BREAKDOWN 200 Stun, Fear, Horror SPECIAL Usable by Wookiees ATTRIBUTE GAIN COMPONENT VALUE BREAKDOWN Bonus Feat: Weapon Focus— ATTRIBUTE GAIN — COMPONENT VALUE 750 SKILLS Blaster Pistol, Blaster Rifle SKILLS — NOTES This improved version of the spacer’s sensor is for wealthier travelers NOTES This mask uses microbursts of electricity to regulate the user’s mental who are expecting combat. patterns. It effectively fortifies both mind and body against attack.MULTI-SPECTRAL TARGET ASSESSOR MATUKAI MEDITATION BAND
SAVES/ RESISTANCE Attack Modifier +3 Feats Required: WS Blaster Pistol, SAVES/ Immunity: 30% vs. SPECIAL Not Usable by WookieesRESISTANCE — SPECIAL Blaster Rifle. Not Usable by Dark Side. Will +2 BREAKDOWN ATTRIBUTE GAIN Wookiees COMPONENT VALUE ATTRIBUTE GAIN WIS +2 Awareness +4. Bonus Feats: BREAKDOWN SKILLS Precise Shot I, II COMPONENT VALUE 250 SKILLS — NOTES This advanced device is only for use by those who are already highly NOTES An improved version of the standard meditation band, this item provides skilled with ranged weapons. The plethora of information relayed unparalleled protection from the ravaging power of the dark side. provides the trained user with enhanced accuracy.TARGET ASSESSOR CONSCIOUSNESS HELM SAVES/
RESISTANCE Attack Modifier: +2 SPECIAL Not Usable by Wookiees SAVES/ RESISTANCE Defense Bonus: 1 Feats Required: AP Medium. NotSPECIAL ATTRIBUTE GAIN DEX +2 BREAKDOWN 962Usable by Wookiees COMPONENT VALUE ATTRIBUTE GAIN CON +2 Bonus Feats: Precise Shot I, BREAKDOWN 337 SKILLS SKILLS — COMPONENT VALUE Targeting I NOTES This helmet’s name is derived not from any cerebral effect, but on its NOTES Though perhaps not as potent as the multispectral version, this device ability to help keep its wearer conscious. requires no training to use.REBREATHER MASK CIRCLET OF SARESH
SAVES/ RESISTANCE Immunity: Poison Feats Required: AP Medium. Not SAVES/SPECIAL RESISTANCE — Light Side Only. Not Usable by CON +1, Usable by WookieesSPECIAL
WIS +5 WookieesATTRIBUTE GAIN ATTRIBUTE GAINRegeneration: 1 BREAKDOWN 425 COMPONENT VALUE BREAKDOWN 1,062SKILLS — COMPONENT VALUE SKILLS — NOTES The wealthy Saresh family of Taris was once known as much for their NOTES A solid improvement over the standard breath mask, the rebreather arrogance and cruelty as for their vast riches and political power. But also adds vigor-enhancing airborne stimulants to the regulated over the last century, many of the family have shown a strong oxygen stream. affinity to the Force and have been taken in by the Jedi for training. Foremost among these was Guun Han Saresh, heir to the family fortune. To celebrate Guun Han’sDAS’SKAR HUNTING MASK acceptance into the Order, his father commissioned the crafting of a powerful headband:
SAVES/ the circlet of Saresh. To prevent this spectacular gift from leading his son down the path of RESISTANCE Attack Modifier +1 SPECIAL Not Usable by Wookiees arrogance and pride—an all too real possibility given the Saresh family history—the circlet ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 500 was fashioned so that only one who is a true servant of the light can use it. The circlet was SKILLS Awareness + 2, Stealth in Guun Han’s possession when he disappeared shortly after the time of the Great Hunt. NOTES Nikto bounty hunters often employ these masks to help them track down prey. Das’skar hunting masks were created by Hutts to improve BINDO’S BAND the performance of their minions. SAVES/ Immunity: 10 % vs. SPECIAL Not Usable by Wookiees RESISTANCE Dark Side, Light Side BREAKDOWNFORCE MASK COMPONENT VALUE
1,112 ATTRIBUTE GAIN CHA +3 SAVES/ RESISTANCE Will +4. Force Resist: +16 SPECIAL Not Usable by Wookiees SKILLS — ATTRIBUTE GAIN CHA -4, WIS -4 BREAKDOWN NOTESCOMPONENT VALUE 587 It is unknown whether this simple band was ever owned by the SKILLS — reclusive Jedi, but it is likely that Jolee would have appreciated its NOTES For both good and ill, this mask provides the wearer with some ability to help one walk the line between the light and dark sides of the Force. protection from the Force.ENHANCED SHIELDING VISOR SITH MASK Defense Bonus: 3. Feats Required: AP Medium. Not
SAVES/ Immunity: 15% vs. SPECIAL Usable by Wookiees SAVES/ Immunity: Stun, Fear, RESISTANCE RESISTANCE Horror SPECIAL Feats Required: AP Heavy. Not Usable by Wookiees Electrical, Energy, Ion BREAKDOWNCOMPONENT VALUE 1,237 Regenerate Force BREAKDOWN ATTRIBUTE GAIN — ATTRIBUTE GAIN COMPONENT VALUE Points: 1 SKILLS — SKILLS Bonus Feat: WF—Lightsaber NOTES A vastly improved version of the inexpensive shielding visor, this NOTES This mask blocks outside mental influence and other sensory noise, premium helmet provides physical protection from a variety of sources. allowing the user to focus their abilities inward with no distraction. 254 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VI: CHARACTER EQUIPMENT FORCE SHIELD FORCE FOCUSING VISOR
SAVES/ 5 vs. Dark Side. Will SPECIAL Not Usable by Wookiees SAVES/RESISTANCE — SPECIAL Not Usable by Wookiees RESISTANCE +5. Force Resist: +24 BREAKDOWN 1,337 CHA +1, WIS +4. BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,500 ATTRIBUTE GAIN CHA -6, WIS -6 ATTRIBUTE GAIN Regenerate Force — Points: 2SKILLSSKILLS
NOTES This helmet shields the wearer’s mind from the Force. It is so potent — and successful at its goal that Force sensitives are severely disoriented NOTES Through means unknown, this visor helps the wearer clear their mind when they wear it. of distractions. It is especially potent when worn by a Force sensitive.ABSORPTION VISOR
Defense Bonus: 1. SPECIAL Feats Required: AP Light. Not SAVES/ Immunity: 15% vs. Usable by Wookiees RESISTANCE Electrical, Energy, 75% BREAKDOWN vs. Ion, 90% vs. Sonic COMPONENT VALUE 1,425 ATTRIBUTE GAIN — SKILLS — NOTES A high-tech, combat-oriented modification of simple sonic nullifiers, this device provides near immunity to both sonic and ion attacks.Hands: Gloves and Gauntlets INSULATED GLOVES GAMORREAN GAUNTLETS
SAVES/ Immunity: 30% vs. SPECIAL — SAVES/ Attack Modifier -1 SPECIAL Damage: +4, Physical RESISTANCE Cold, 20% vs. Fire BREAKDOWN RESISTANCE When Unarmed BREAKDOWN COMPONENT VALUE 1 COMPONENT VALUE 13 ATTRIBUTE GAIN — ATTRIBUTE GAIN — SKILLS — SKILLS — NOTES These thick gloves are typically used by workers at metal- NOTES These brutish gloves are heavy and clumsy. When used in unarmed processing plants. combat, they allow for powerful but less accurate blows. They have no practical effect when wielding a weapon.EXCHANGE CASUAL GLOVES
SAVES/ — SPECIAL — EXCHANGE WORK GLOVESRESISTANCE ATTRIBUTE GAIN — BREAKDOWN SAVES/COMPONENT VALUE 2 RESISTANCE — SPECIAL — +1 Computer Use, +2 ATTRIBUTE GAIN DEX +1 BREAKDOWN 32 SKILLS COMPONENT VALUEDemolitions, Security +1 Computer Use,SKILLS
NOTES Common attire for Exchange operatives, these gloves assist with a +3 Demolitions, Security number of surreptitious activities. NOTES These gloves are typical attire for experienced Exchange members.STRENGTH GAUNTLETS CZERKA DEFENSIVE GAUNTLETS
SAVES/ SAVES/— SPECIAL — RESISTANCE Defense Bonus: 1 SPECIAL Feats Required: AP MediumRESISTANCEBREAKDOWN
ATTRIBUTE GAIN STR +1 BREAKDOWN ATTRIBUTE GAIN — 34COMPONENT VALUE 3 COMPONENT VALUE SKILLS — SKILLS — NOTES Developed by the Mephilis Corporation, these gauntlets use pulses of NOTES Czerka developed these very practical items for those who recognize energy to stimulate muscles at the key leverage points of combat the original purpose of gauntlets. actions, effectively increasing strength.DETONATOR GLOVES TARIS SURVIVAL GLOVES Immunity: 25% vs. SPECIAL —
SAVES/ SAVES/ RESISTANCE Fire, 10% vs. Slashing.All Saves +1 BREAKDOWNRESISTANCE SPECIAL — Fortitude +2 COMPONENT VALUE 45 ATTRIBUTE GAIN — BREAKDOWNCOMPONENT VALUE 7 ATTRIBUTE GAIN — SKILLS — SKILLS +3 Demolitions NOTES These gloves’ name is a marketing tactic to remind people that a little NOTES These gauntlets are specifically designed to protect the wearer from extra protection is a good investment. Developed by Czerka following demolitions mishaps. Their protective capabilities also tend to increase the wearer’s the bombardment of Taris by Darth Malak, these all-purpose gloves confidence when dealing with mines, improving their performance. became quite popular.ACCURACY GLOVES UNARMED ACCURACY GLOVES
Attack Modifier +1 When SPECIAL Damage: +2, Physical SAVES/ SAVES/ RESISTANCE — Bonus Feats: WF Blaster Pistol, RESISTANCESPECIAL Unarmed. Reflex: +1Blaster Rifle BREAKDOWNCOMPONENT VALUE 55 ATTRIBUTE GAIN — ATTRIBUTE GAIN — BREAKDOWN 10 SKILLS — COMPONENT VALUE SKILLS — NOTES These gloves are flexible but very stiff. Though a bit awkward when NOTES These supple gloves add to impact and are suitable for parrying first put on, they effectively steady one’s hands, improving accuracy blades, effectively improving unarmed combat skills. with ranged weapons.PRIMAGAMES.COM < 255
,INFILTRATOR GLOVES GAMORREAN POWER GAUNTLETS
SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE Defense Bonus: 1 Feats Required: AP Heavy, MasterSPECIAL DEX +2 BREAKDOWN Power Attack. Damage 2, PhysicalATTRIBUTE GAIN COMPONENT VALUE 75 ATTRIBUTE GAIN STR +2 BREAKDOWN SKILLS +4 Computer Use, Security On Hit: Stun 25% Chance, 7 COMPONENT VALUE 362SKILLS
NOTES These gloves are equipped with an advanced artificial intelligence Seconds, DC 14 unit that the wearer can use to tap into nearby computer systems NOTES These heavy gloves are brutally effective in unarmed combat. through cables or wireless transmissions. The system also stabilizes the wearer’s hands for fine detail work. NAGAI COMBAT GLOVES SAVES/ 5 vs. Energy. All SPECIAL —JAL SHEY PERCEPTION GLOVES RESISTANCE Saves +2 BREAKDOWN COMPONENT VALUE 500 SAVES/ ATTRIBUTE GAIN — RESISTANCE — SPECIAL — ATTRIBUTE GAIN DEX +1, WIS +1 BREAKDOWN 92 SKILLS —COMPONENT VALUE SKILLS +1 Awareness NOTES The Nagai, who favor knife fighting, employ these gloves to foil those NOTES The Jal Shey use these gloves during meditation. How they function is who attempt to break their charge with blaster fire. unknown, but they seem effective in increasing one’s awareness to their surroundings. KUBAZ SCOUNDREL GLOVES SAVES/ RESISTANCE — SPECIAL Restricted to ScoundrelGAMORREAN WARGLOVES ATTRIBUTE GAIN DEX +5 BREAKDOWNCOMPONENT VALUE 625 SAVES/ RESISTANCE Defense Bonus: 3 SPECIAL Feats Required: AP Heavy SKILLS +6 Computer Use, Security ATTRIBUTE GAIN DEX -2 BREAKDOWNCOMPONENT VALUE 100 NOTES The Kubaz species is reknowned for their interest in culture, but they SKILLS — also have a penchant for less refined matters, such as smuggling and NOTES These monstrous gauntlets provide considerable protection but are espionage. As they are not capable of interstellar travel themselves, quite inflexible. their items are very rare finds.ERIADU STRENGTH AMPLIFIER AUTOMATION GLOVES
SAVES/ — SPECIAL — SAVES/RESISTANCE — SPECIAL —RESISTANCE ATTRIBUTE GAIN STR +2 BREAKDOWN 150 ATTRIBUTE GAIN BREAKDOWNCOMPONENT VALUE DEX +3 COMPONENT VALUE 640 SKILLS — SKILLS +4 Demolitions, +2 Repair NOTES This device uses microbursts of repulsorlift energy to assist actions in NOTES A sophisticated computer controls the movements of these gloves. combat, giving the appearance that the user is stronger than normal. While difficult to become accustomed to, they greatly increase the wearer’s precision.KARAKAN GAUNTLETS
SAVES/ RESISTANCE All Ssave +3 SPECIAL — JAL SHEY MEDITATION GLOVES ATTRIBUTE GAIN DEX +1 BREAKDOWNCOMPONENT VALUE 187 SAVES/RESISTANCE — SPECIAL — SKILLS — ATTRIBUTE GAIN DEX +2, WIS +2 BREAKDOWNCOMPONENT VALUE 750 NOTES These heavy gauntlets, created by the isolationist Karakan, are almost SKILLS +2 Awareness a complete medical computer in themselves. They constantly monitor NOTES The Jal Shey use these gloves during meditation. How they function is and adjust the nervous impulses, blood pressure, and tension through unknown, but they seem effective in increasing one’s awareness of the wearer’s hands. The resulting increases in stability and overall system integrity have their surroundings. many benefits.BOTHAN PRECISION GLOVES ECHANI ACCURACY GLOVES
Immunity: 25% vs. — SAVES/ Attack Modifier +1 SPECIAL Damage +5, Physical SPECIAL RESISTANCE When Unarmed BREAKDOWN SAVES/ Fire, 15% vs. Slashing, BREAKDOWN COMPONENT VALUE 625 RESISTANCE Resist: 5 vs. Fire. COMPONENT VALUE 237 ATTRIBUTE GAIN DEX +1 Fortitude +2 SKILLS — ATTRIBUTE GAIN DEX +1 NOTES Unarmed combat is an ancient tradition in the Echani culture. These SKILLS +6 Demolitions combat gloves help these old techniques to be competitive against the NOTES For obvious reasons, these multipurpose gloves are highly sought after by most advanced melee weapons. demolitions experts.ZEISON SHA GLOVES SITH POWER GAUNTLETS SAVES/
RESISTANCE — SPECIAL — SAVES/ RESISTANCE — SPECIAL — CON +2, BREAKDOWNCOMPONENT VALUE 912 ATTRIBUTE GAIN STR +3 BREAKDOWN ATTRIBUTE GAIN COMPONENT VALUE 312 Regeneration: 1 SKILLS — SKILLS — NOTES Based on stolen Eriadu designs, items of this type utilize almost NOTES These gloves are named for the Zeison Sha not by them. This Force- uncomfortable bursts of repulsorlift energy to assist movement. They sensitive culture developed their powers as a means of surviving the are rarely seen outside of Sith possession. harsh planet. Zeison Sha stress independence and survival as well as assistance to those in need. 256 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VI: CHARACTER EQUIPMENT DOMINATOR GAUNTLETS DISRUPTOR GLOVES
SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE — SPECIAL Damage +1–10 Unstoppable ATTRIBUTE GAIN STR +5 BREAKDOWN 1,000 ATTRIBUTE GAIN — BREAKDOWNCOMPONENT VALUE COMPONENT VALUE 1,300 SKILLS — SKILLS — NOTES A working prototype of a huge technological advancement in NOTES These gloves, intended to be used while unarmed, are designed to power gauntlets, the dominators give the user unparalleled strength penetrate enemy shields and defenses. and power.IMPROVED AUTOMATION GLOVES NIKTO SOLDIER GLOVES SAVES/RESISTANCE — SPECIAL —
SAVES/ RESISTANCE — SPECIAL Restricted to Soldier ATTRIBUTE GAIN DEX +5 BREAKDOWNCOMPONENT VALUE 1,375 ATTRIBUTE GAIN DEX +2, STR +3 BREAKDOWN 1,095 SKILLS +6 Demolitions, +4 RepairCOMPONENT VALUE SKILLS — NOTES A sophisticated computer controls the movements of these gloves. NOTES Nikto, though strong and powerful, are typically subservient to other While difficult to become accustomed to, they greatly increase the races, such as the Hutts. Some subspecies of Nikto make especially wearer’s precision. adept and loyal soldiers.LIGHTNING GLOVES OSSLUK’S GLOVES Attack Modifier +1 SPECIAL Damage +1–12, Electrical
SAVES/ RESISTANCE When Unarmed, ResistSAVES/ BREAKDOWN RESISTANCE — SPECIAL — 10 vs. Electrical COMPONENT VALUE 1,480 ATTRIBUTE GAIN CON +1, DEX +1,BREAKDOWN
COMPONENT VALUE 1,250 ATTRIBUTE GAIN — STR +2 SKILLS — SKILLS — NOTES High charges of electricity pulse through these gloves when they NOTES These gloves are believed to have belonged to the great Gand Warrior strike an object, making them powerful in unarmed combat. Ossluk Noslee. Most Gand are not identified by name—that Ossluk earned two is testimony to his accomplishments.Left and Right Arm Shields
Using these items consumes on charge. These items are automatically discarded after all charges are consumed. Items that have charges do not stack in inventory.ARKANIAN ENERGY SHIELD ENERGY SHIELD
USES 5/5 DURATION 200 Seconds or Max USES 5/5Damage Taken DURATION 200 Seconds or Max — — Damage TakenATTRIBUTE GAIN ATTRIBUTE GAIN Energy, Sonic, Cold, Heat, SPECIAL — ABSORBS Energy, Electrical, 40 pts SPECIAL —ABSORBS Electrical, 80 pts BREAKDOWN BREAKDOWNCOMPONENT VALUE 4 COMPONENT VALUE 1 NOTES Even 2,000 years after the designs were pioneered, Arkanian NOTES When equipped and activated, these items project an energy shield technology remains desirable. When equipped and activated, this around the wearer. The small power source can burn out when forearm shield protects against a variety of combat conditions, though it must be replaced repeatedly stressed, requiring replacement of the entire unit. often due to burnout.MANDALORIAN MELEE SHIELD ECHANI DUELING SHIELD USES 5/5 DURATION 200 Seconds or Max
USES 5/5 DURATION 200 Seconds or Max Damage Taken ATTRIBUTE GAIN — Damage Taken ATTRIBUTE GAIN — Energy, Bludgeoning, SPECIAL — Energy, Sonic, SPECIAL — ABSORBS Piercing, Slashing, 50 pts BREAKDOWNCOMPONENT VALUE 3 ABSORBS Electrical, 130 pts BREAKDOWNCOMPONENT VALUE 20 NOTES Mandalorians don’t fear melee combat, but anything that absorbs NOTES Far more powerful than most forearm shields, when activated, this physical damage brings them a step closer to victory, and these unit absorbs some of the incoming energy to provide good protection forearms shields are a favorite. without the need for bulky generators.ECHANI SHIELD MANDALORIAN POWER SHIELD
USES 5/5 DURATION 200 Seconds or Max USES 5/5 DURATION 200 Seconds or Max Damage Taken ATTRIBUTE GAIN — Damage Taken ATTRIBUTE GAIN — SPECIAL — Energy, Bludgeoning, SPECIAL — ABSORBS Energy, Sonic, ABSORBS Piercing, Slashing, BREAKDOWNElectrical, 100 pts BREAKDOWN 6 COMPONENT VALUE COMPONENT VALUE Electrical, 70 pts NOTES The Echani put much effort into developing a forearm shield that, NOTES An improvement by the Mandalorians on their basic forearm shield, once activated, would allow a mercenary to close on a blaster- this variant proved decisive in several battles with the Republic. wielding enemy relatively unscathed.PRIMAGAMES.COM < 257
,TELOS MINING SHIELD NOMI’S ARMBAND
USES 3/3 DURATION 200 Seconds or Max USES — DURATION — — Damage TakenATTRIBUTE GAIN ATTRIBUTE GAIN +1 Dark Side SPECIAL — Heat, 20 pts SPECIAL —ABSORBS ABSORBS — BREAKDOWN 125 BREAKDOWN COMPONENT VALUE COMPONENT VALUE 5 NOTES Nomi displayed incredible affinity for the Force but only reluctantly NOTES When equipped and activated, these safety energy shields project a pursued Jedi training following the death of her husband, Andur. She safety shield around Telos miners, protecting them from temperature became one of the greatest Jedi of the time, training under Master Thon. extremes, accidental thermal detonations, and laser and plasma burns. The small power source can burn out when repeatedly stressed, requiring replacement of the entire unit. VAO’S ARMBANDVERPINE PROTOTYPE SHIELD USES — DURATION —
USES 5/5 DURATION 200 Seconds or Max ATTRIBUTE GAIN DEX +1 SPECIAL — Damage Taken ATTRIBUTE GAIN — ABSORBS — BREAKDOWNCOMPONENT VALUE 75 ABSORBS Energy, Sonic, Cold, Heat, SPECIAL — NOTES Crudely engraved upon this armband are the words “For M Vao—Z” Electrical, 170 pts BREAKDOWNCOMPONENT VALUE 31 NOTES Though manufactured by the Verpine, these forearm shields are LUDO KRESSH’S ARMBAND based on highly modified Arkanian designs. They are must-have items for the professional soldier. USES — DURATION — ATTRIBUTE GAIN STR +1 SPECIAL Defense Bonus: 1 Restricted to Dark SideBelts SAFETY HARNESS CZERKA UTILITY BELT
SKILLS +1 Demolitions SPECIAL — +2 Demolitions, Repair, SPECIAL —SKILLS
SAVES/ BREAKDOWN Security, Treat Injury BREAKDOWN RESISTANCE — COMPONENT VALUE 5 SAVES/ COMPONENT VALUE ATTRIBUTE GAIN — RESISTANCE — NOTES This Telos mining safety harness is designed to aid a miner in setting ATTRIBUTE GAIN — and removing demolition charges within asteroid mining claims. NOTES This utility belt comes with a variety of tools to assist the wearer with many tasks. It was originally developed by Czerka Corporation for itsADRENALINE AMPLIFIER own maintenance staff and quickly found use throughout the Republic. The user must
have paid points into the Demolitions and Security skills to gain the respective benefits SKILLS — SPECIAL — from this belt. SAVES/ RESISTANCE Reflex +2 BREAKDOWNCOMPONENT VALUE 1 ATTRIBUTE GAIN — ADVANCED ADRENALINE AMPLIFIER NOTES This device improves the wearer’s reflexes by triggering prolonged SKILLS — SPECIAL — bursts of adrenaline. It is thought to be perfectly safe, with only a SAVES/ Reflex +3 BREAKDOWNRESISTANCE COMPONENT VALUE 10 few instances of uncontrolled muscle spasms. ATTRIBUTE GAIN — NOTES This device is an improved version of the basic model, increasingCARDIO-REGULATOR effectiveness with fewer occurrences of side effects. It improves
— — reflexes by triggering prolonged bursts of adrenaline.SKILLS SPECIAL SAVES/ Fortitude +2 BREAKDOWNRESISTANCE COMPONENT VALUE 2 — STRENGTH ENHANCERATTRIBUTE GAIN NOTES This belt monitors heartbeat and breathing and releases chemicals SKILLS — SPECIAL — into the body should either of these become irregular. This gives the SAVES/RESISTANCE Fortitude +1 BREAKDOWNCOMPONENT VALUE 25 wearer a higher fortitude than most. ATTRIBUTE GAIN STR +1 NOTES This belt injects a steady but slow stream of stimulants into the wearer’s bloodstream.SYSTECH CARDIO-REGULATOR
SKILLS — SPECIAL — SAVES/ BREAKDOWN RESISTANCE Fortitude +1 COMPONENT VALUE 35 ATTRIBUTE GAIN CON +1 NOTES Systech improved upon the standard cardio-regulator design by including an intelligent computer system that customizes its param- eters based upon its wearer. 258 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VI: CHARACTER EQUIPMENT HYPER ADRENALINE AMPLIFIER ADRENALINE STIMULATOR
SKILLS — SPECIAL — SKILLS — SPECIAL — SAVES/ BREAKDOWN SAVES/ BREAKDOWN RESISTANCE Reflex +3 COMPONENT VALUE 45 RESISTANCE All +4 COMPONENT VALUE 380 ATTRIBUTE GAIN DEX +1 ATTRIBUTE GAIN DEX +2 NOTES This ingeniously designed belt monitors adrenaline in the wearer’s NOTES his belt endows the wearer with hyper-sensitivity to surroundings and bloodstream. When elevated, the device injects a massive dose of dynamically improves reflexes and reaction time. additional adrenaline, greatly enhancing reaction time.NERVE AMPLIFIER BELT INERTIAL INHIBITOR SKILLS — SPECIAL —
SKILLS — SPECIAL Defense Bonus 1 SAVES/ Immunity: Stun, BREAKDOWNCOMPONENT VALUE 460 SAVES/ — BREAKDOWN RESISTANCE Fear, HorrorRESISTANCE COMPONENT VALUE 65 ATTRIBUTE GAIN DEX +1 ATTRIBUTE GAIN WIS +1 NOTES This belt’s advanced technology suggests an Arkanian design. It eases NOTES This belt monitors the brain, emitting energy waves to reinforce the wearer’s movement, improving reaction time in combat. established patterns and block any outside influence. It’s extremely effective, if mildly uncomfortable.ELECTRICAL CAPACITANCE SHIELD
— JAL SHEY BELTSKILLS SPECIAL — Immunity: 75% vs. BREAKDOWN SKILLS — SPECIAL —SAVES/ COMPONENT VALUE 85 RESISTANCE Electrical SAVES/ BREAKDOWN RESISTANCE Force Resist +14 COMPONENT VALUE 550 ATTRIBUTE GAIN — ATTRIBUTE GAIN WIS +1 NOTES This shielding device, worn around the waist, absorbs and stores NOTES This belt is an improvement upon the earlier efforts by the Jal Shey electrical energy directed at the user, which is then released slowly to protect their minds from the dark side. The Jal Shey concentrate on over a period of time, dissipating harmlessly. The manner of release generates vibra- intellectual study of the Force, seeking to understand it at a mental tions along the inside edge of the shield, giving it the less-than-complimentary level rather than at a spiritual one. Jal Shey are typically exceptional diplomats but are nickname, ‘The Tingler.’ less successful in physical pursuits.THERMAL SHIELD GENERATOR MULTISHIELD GENERATOR
SKILLS — SPECIAL — SKILLS — SPECIAL — SAVES/ RESISTANCE Immunity: 75% vs. Fire BREAKDOWNCOMPONENT VALUE 110 SAVES/ Immunity: 50% vs. BREAKDOWNCOMPONENT VALUE 640 ATTRIBUTE GAIN — RESISTANCE Electrical, Fire, Ion NOTES This generator forms a magnetic shield around the wearer that, while ATTRIBUTE GAIN — ineffective against most modern weaponry, allows for the ablation of NOTES This belt combines the functions of the electrical capacitance shield directed heat attacks, generally in the form of fire. and the thermal shield generator, providing versatile protection.CNS STRENGTH ENHANCER TECH SPECIALIST BELT
SKILLS — SPECIAL — +2 Awareness, +3 Treat SPECIAL — SAVES/ RESISTANCE All +2 BREAKDOWN 185 Injury, +4 Computer COMPONENT VALUE SKILLS BREAKDOWNUse, Demolitions, Security, COMPONENT VALUE 910 ATTRIBUTE GAIN STR +2 +5 Repair NOTES An experimental system that amplifies power signals along the length SAVES/ RESISTANCE — of the central nervous system, this generator, attached to a belt, ATTRIBUTE GAIN DEX +2, STR +1 provides greater impulses to all muscles, as well as a resistance to all sorts of perturbations of the user’s system. NOTES This practical and unassuming belt is prized by both scoundrel-types and those desiring to create more potent upgrades. The user must have paid points into the Demolitions and Security skills to gain the respective benefits from this belt.EXCHANGE UTILITY BELT
+3 Computer Use, Demolitions, SPECIAL — ARATECH CARDIO-REGULATOR SKILLS Repair, Security BREAKDOWN 235 SAVES/ COMPONENT VALUE SKILLS — SPECIAL — RESISTANCE — SAVES/ Fortitude +1 BREAKDOWN 1,000 ATTRIBUTE GAIN DEX +1, STR +1 RESISTANCE COMPONENT VALUE ATTRIBUTE GAIN CON +3, STR +1 NOTES Ostensibly used by mechanics, this belt’s variety of equipment can aid in many more nefarious tasks as well. The user must have paid points NOTES With its improved performance and lack of negative side effects, into the Demolitions and Security skills to gain the respective benefits from this belt. the Aratech cardio-regulator is a favorite with more experienced mercenaries.IMMUNITY BELT GNS STRENGTH ENHANCER
SKILLS — SPECIAL Attack Modifier -1 SKILLS — SPECIAL — 5 vs. Bludgeoning, BREAKDOWN SAVES/ COMPONENT VALUE SAVES/ — BREAKDOWN 1,090 RESISTANCE Energy, Piercing, RESISTANCE COMPONENT VALUE Slashing ATTRIBUTE GAIN STR +4 ATTRIBUTE GAIN CON +1 NOTES This generator is a high-powered version of the experimental CNS NOTES This awkward and thick belt protects the wearer from attacks but strength enhancer. It emphasizes the increase in muscle performance hinders movement slightly. It is most often utilized by experienced combatants who are and lacks the protective capabilities of the earlier model. not meaningfully hindered by the belt’s clumsiness.PRIMAGAMES.COM < 259
,QEL-DROMA BELT ERIADU STEALTH UNIT
SKILLS — SPECIAL — SKILLS +6 Stealth SPECIAL — BREAKDOWN SAVES/ BREAKDOWN SAVES/ Immunity: 20% vs. COMPONENT VALUE 1,180 RESISTANCE — COMPONENT VALUE 145 RESISTANCE Dark Side, Light Side ATTRIBUTE GAIN DEX +2 ATTRIBUTE GAIN CHA +1, WIS +1 NOTES This sophisticated Eriadu stealth mode unit expertly camouflages the NOTES The Qel-Droma family has produced many powerful Force sensitives. user. Opponents must make an Awareness check versus the user’s Some, such as Cay Qel-Droma, have been shining examples of the Stealth skill +6 or remain unaware of them. The belt additionally strength of the Force. Others, like Cay’s brother Ulic, have fallen prey to the temptations helps shield the user from sonic attacks. The user must have paid points into the Stealth of the dark side. skill to use stealth mode. Combat disrupts the field, but mundane tasks do not.IMMORTALITY BELT DEFEL MIMICKER
SKILLS — SPECIAL Attack Modifiers -2 SKILLS +8 Stealth SPECIAL — 10 vs. Bludgeoning, BREAKDOWN SAVES/ COMPONENT VALUE 1,270 SAVES/ — BREAKDOWN 730 RESISTANCE Energy, Piercing, RESISTANCE COMPONENT VALUE Slashing ATTRIBUTE GAIN DEX +3 ATTRIBUTE GAIN CON +1 NOTES The Defel are a small bipedal species of mammals who hail from the NOTES This device is an enhanced version of the immunity belt. Though not planet Af’El. Because of the bizarre conditions on their homeworld, actually granting immortality, this belt provides impressive protection from many the Defel naturally appear as vague shadows. This device seeks to types of attack. duplicate that effect. Opponents must make an Awareness check versus the user’s Stealth skill +8 or remain unaware of them. The belt additionally helps shield the user from sonicJAL SHEY MENTOR BELT attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat
— — disrupts the field, but mundane tasks do not.SKILLS SPECIAL SAVES/ Force Resist +20 BREAKDOWNRESISTANCE COMPONENT VALUE 1,450 FROZIAN SCOUT BELT ATTRIBUTE GAIN WIS +2 NOTES This belt is an improvement upon the earlier efforts by the Jal Shey SKILLS +3 Stealth SPECIAL Defense Bonus: 1 to protect their minds from the dark side. The Jal Shey concentrate on SAVES/ BREAKDOWNRESISTANCE — COMPONENT VALUE 820 intellectual study of the Force, seeking to understand it at a mental ATTRIBUTE GAIN DEX +3 level rather than at a spiritual one. Jal Shey are typically exceptional diplomats but are NOTES The Frozian are a species of large, gangly mammalian bipeds from less successful in physical pursuits. the lush paradise of Froz. They employ the belts to help compensate for their typical clumsiness. Opponents must make an Awareness STEALTH FIELD GENERATOR check versus the user’s Stealth skill +3 or remain unaware of them. The belt additionallyhelps shield the user from sonic attacks. The user must have paid points into the Stealth SKILLS — SPECIAL — skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. SAVES/ — BREAKDOWNRESISTANCE COMPONENT VALUE 3 ATTRIBUTE GAIN — ERIADU STEALTH UNIT NOTES This device enables stealth mode, a camouflage field that hides the user. SKILLS +10 Stealth SPECIAL — Opponents must make an Awareness check versus the Stealth of the user SAVES/ — BREAKDOWN 1,360 or remain unaware of them. The user must have paid points into the RESISTANCE COMPONENT VALUE Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. ATTRIBUTE GAIN DEX +4 NOTES The echo belt is a top-of-the-line stealth device used by the wealthiestARATECH SD BELT and the deadliest. Opponents must make an Awareness check versusthe user’s Stealth skill +6 or remain unaware of them. The belt
SKILLS +2 Stealth SPECIAL — additionally helps shield the user from sonic attacks. The user must have paid points into Immunity: 25% BREAKDOWN the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not.SAVES/ COMPONENT VALUE 15 RESISTANCE vs. Sonic ATTRIBUTE GAIN — NOTES This Aratech sound-dampening belt reduces all sound that the user might make. Opponents must make an Awareness check versus the user’s Stealth skill +2 or remain unaware of them. The belt additionally helps shield the user from sonic attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not.EXCHANGE SHADOW CASTER
SKILLS +2 Awareness, +4 Stealth SPECIAL — SAVES/ BREAKDOWN RESISTANCE — COMPONENT VALUE 55 ATTRIBUTE GAIN DEX +1 NOTES This unit was developed by the Exchange as an escape tool for their members on worlds where the authorities outnumber the Exhange population. It refines the stealth mode field to better camouflage the user. Opponents must make an Awareness check versus the user’s Stealth skill +4 or remain unaware of them. The belt additionally helps shield the user from sonic attacks. The user must have paid points into the Stealth skill to use stealth mode. Combat disrupts the field, but mundane tasks do not. 260 > PRIMA OFFICIAL GAME GUIDE,Appendix VII: Droid Parts and Armaments Droid Utility Items DROID OPTIMIZED INTERFACE DROID DURABILITY UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN CON +1 SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE Fortitude +2 SPECIAL — SKILLS +2 Computer Use BREAKDOWN BREAKDOWNCOMPONENT COST 1 SKILLS — COMPONENT COST 30BONUS
FEATS — BONUSFEATS — NOTES This interface is streamlined for more efficient and more effective NOTES This module increases the droid’s survivability by creating redundant interactions with computer terminals. programs and upgrading the self-repair software.DROID STABILIZATION SUBROUTINE DROID AGILITY UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN DEX +1 SAVES/ SAVES/ RESISTANCE — SPECIAL — RESISTANCE Reflex +2 SPECIAL — SKILLS +4 Demolitions BREAKDOWN BREAKDOWNCOMPONENT COST 2 SKILLS — COMPONENT COST 45 BONUS — BONUSFEATS FEATS — NOTES This module provides extra computing power for the droid’s NOTES This module increases the droid’s agility by creating new programs to motivators and actuators, allowing it to make smoother and more run its motivators and increase its reaction time. subtle movements…two very handy things to have when disarming a mine.DROID STRENGTH UPGRADE DROID MACHINE INTERFACE FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN STR +1
FEATS Droid Upgrade Class II — SAVES/REQUIRED ATTRIBUTE GAIN RESISTANCE Fortitude +2 SPECIAL — SAVES/ RESISTANCE — SPECIAL — SKILLS —BREAKDOWN
COMPONENT COST 60 SKILLS +4 Repair BREAKDOWN BONUSCOMPONENT COST 3 FEATS — BONUS NOTES FEATS — This module increases the droid’s strength by removing most of the NOTES This interface is designed to interact with most standard types of factory-installed safety restrictions put in place during its manufacture. droids, machines, and equipment, allowing complex and detailed analysis of problems to be sent to the droid for reference. DROID EXCHANGE INTERFACEFEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN —DROID LOCKOUT BYPASS SAVES/RESISTANCE — SPECIAL — FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SKILLS +3 Computer Use, +6 SecurityBREAKDOWN
COMPONENT COST 80 SAVES/ RESISTANCE — SPECIAL —BONUS
FEATS — SKILLS +3 Computer Use, Security BREAKDOWN 5 NOTESCOMPONENT COST Most droids that work for the Exchange don’t always have the proper BONUS — key codes needed to open doors. This interface solves that problem—ifFEATS NOTES This interface is designed to bypass most standard lockout and you can find it on the black market. security measures common among mass-produced terminals.DROID REMOTE INTERFACE DROID PARABOLIC GUIDES FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — SAVES/RESISTANCE — SPECIAL — SAVES/ RESISTANCE — SPECIAL — SKILLS -3 Awareness, +10 Security BREAKDOWNCOMPONENT COST 100 SKILLS — BREAKDOWN BONUSCOMPONENT COST 10 FEATS — BONUS Weapon Focus, Proficiency: NOTES This interface uses a wireless signal to completely bypass security FEATS Grenades hardware and countermeasures. This signal takes much of the droid’s NOTES These modifications tie directly into the droid’s “throwing arm” and power to maintain, however, and a loss of cognitive awareness is the result. provide multiple trajectory possibilities and solutions for thrown munitions.DROID ANATOMY UPGRADE DROID MOTIVATOR BOOSTER FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN DEX +1 SAVES/ RESISTANCE — SPECIAL Attack Modifier +3 vs. HumanSAVES/ RESISTANCE — SPECIAL Defense Bonus: 2 SKILLS +5 Treat Injury BREAKDOWN 130 SKILLS — BREAKDOWN COMPONENT COSTCOMPONENT COST 15 BONUS BONUS — FEATS — FEATS NOTES This upgrade provides the droid with numerous files and other NOTES This module ties directly in with your droid’s motivators, increasing reference material relating to the anatomy of humanoid creatures, their output drastically. Even the most sluggish droids will show a giving the droid an intimate knowledge of their strengths and weaknesses. marked improvement.PRIMAGAMES.COM < 261
,DROID AUTOMATED REPAIR UPGRADE DROID SINGULARITY PROJECTOR FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — FEATSREQUIRED — ATTRIBUTE GAIN — SAVES/ SAVES/ RESISTANCE — SPECIAL Regenerate 1 RESISTANCE — SPECIAL Usable by G0-T0 SKILLS — BREAKDOWNCOMPONENT COST 170 SKILLS +10 Stealth BREAKDOWNCOMPONENT COST 300BONUS
FEATS Regenerate Vitality Points BONUS Caution, Improved, MasterFEATS
NOTES This upgrade enhances your droid’s self-diagnostics and self-repair Caution capability, allowing it to sustain itself by scavenging parts from the NOTES While it is unknown where the technology came from to create such a environment as well as from its own noncritical systems. device on such a small scale, the outcome is well worth any possible compatibility dangers. This unit actually folds space around the droid, not only making it appear to beDROID SOURCE RIPPER gone, but also actually ripping it out of normal space—the droid is gone. FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — DROID STEALTH BOOSTER SAVES/ RESISTANCE — SPECIAL — FEATS +10 Computer Use BREAKDOWN REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN —SKILLS COMPONENT COST 225 SAVES/ BONUS — RESISTANCE — SPECIAL Useable by G0-T0FEATS SKILLS BREAKDOWN NOTES This interface allows the droid to see the original coding used to +5 Stealth COMPONENT COST 300BONUS
create a computer system, thus allowing unprecedented access to FEATS — subsystems that even the programmer might not have known to exist. NOTES This unit coaxes more power out of existing stealth unit circuitry, improving its effect notably.DROID SYSTEMS UPGRADE G0-T0 TARGETING MODULE FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN CON +1, DEX +1, INT +3 FEATS SAVES/ REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — RESISTANCE — SPECIAL — SAVES/ SKILLS — BREAKDOWN 290 RESISTANCE — SPECIAL Useable by G0-T0 COMPONENT COST BREAKDOWN BONUS SKILLS —— COMPONENT COST FEATS Power Blast, Rapid Shot, NOTES Using higher mathematics and an advanced binary language, this BONUS Sniper Shot, Improved Power upgrade completely rewrites the droid’s system software to be more FEATS Blast, Improved Rapid Shot, efficient, more powerful, and much faster. Improved Sniper Shot NOTES This droid auxiliary processor provides exceptional ranged combat abilities.DROID SELF-SUSTAINING UNIT FEATS
REQUIRED — ATTRIBUTE GAIN Regenerate: 3 SAVES/ RESISTANCE — SPECIAL Useable by T3-M4 SKILLS — BREAKDOWNCOMPONENT COST 300BONUS
FEATS Regenerate Vitality Points NOTES By reprogramming its internal systems, this upgrade takes the droid’s built-in diagnostic routines to the next step: self-repair. Through several closely guarded processes, the droid can actually sustain and repair itself, regardless of availability of repair kits.Droid Sensor Items DROID ASSASSINATION MODULE DROID MOTION TRACKER FEATS
REQUIRED — ATTRIBUTE GAIN —FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SAVES/ RESISTANCE — SPECIAL Usable by HK-47, Attacker Modifier +3 SAVES/ RESISTANCE — SPECIAL Attack Modifier +1 SKILLS — BREAKDOWNCOMPONENT COST 300 SKILLS +2 AwarenessBREAKDOWN
COMPONENT COST 1 BONUS Precise Shot I, II, III; BONUSFEATS — FEATS Targeting I, II, III NOTES A droid enhancement that increases the perception and tracking of NOTES Not much is known about the inner workings of these modules, but targets in combat. one thing is for certain: they work.DROID SURVEILLANCE UPGRADE DROID OMNISCIENCE UNIT FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN DEX +1 FEATS — ATTRIBUTE GAIN — SAVES/REQUIRED RESISTANCE — SPECIAL — SAVES/ Immunity to Critical Hits SPECIAL Useable by G0-T0, Attacker Modifier +3 +3 Awareness, BREAKDOWNRESISTANCE SKILLS COMPONENT COST 2 SKILLS +10 Awareness, BREAKDOWN +1 Demolitions COMPONENT COST 300 +5 Demolitions BONUSFEATS —BONUS
FEATS — NOTES An upgrade designed for light scout droids and other listening NOTES This sensor array has unique technology that allows the droid to models. basically know what is going on around it at all times. 262 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VII: Droid Parts and Armaments DROID UPGRADE SLOT DROID WARFARE UPGRADE FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN DEX +2 SAVES/ RESISTANCE — SPECIAL — SAVES/RESISTANCE — SPECIAL Attack Modifier +3 SKILLS — BREAKDOWN BREAKDOWNCOMPONENT COST 15 SKILLS — COMPONENT COST 80BONUS
FEATS Droid Upgrade Class II Weapon Proficiency, Focus;BONUS NOTES This module reprograms a droid’s systems to allow upgrades that FEATS Specialization: Blaster Pistol,Blaster Rifle normally would be too advanced for that droid to handle. NOTES A highly complex module with near unlimited learning capacity and highly modifiable software. A costly alternative to training, these modules were designed to create masterDROID REFERENCE DATABASE generals, tacticians, and assassins in as long as it takes to install. FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN — SAVES/ RESISTANCE — SPECIAL Attack Modifier +2 vs. Droids DROID BATTLE UPGRADE SKILLS +4 Repair BREAKDOWNCOMPONENT COST 5 FEATSREQUIRED — ATTRIBUTE GAIN DEX +1BONUS
FEATS — SAVES/RESISTANCE — SPECIAL Attack Modifier +3 NOTES This unit provides your droid with a library of schematics that it can SKILLS — BREAKDOWNCOMPONENT COST 30 draw on when repairing or dismantling technology. BONUS Weapon Proficiency, Focus; FEATS Blaster Pistol, Blaster RifleDROID SYSTEM FORTIFICATION NOTES This module is a step up from the droid fighting upgrade and provides FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — your droid with a library of countless tactical engagements to draw upon for reference. SAVES/ RESISTANCE 10 vs. Ion SPECIAL — SKILLS — BREAKDOWN 10 ENHANCEMENT: RAPID SHOTCOMPONENT COST BONUS — FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN —FEATS NOTES This module carefully monitors and regulates the circuitry of the droid, SAVES/RESISTANCE — SPECIAL — preventing minor spikes and fluctuations from causing disruptions. SKILLS — BREAKDOWNCOMPONENT COST 130 BONUS Improved, Master RapidDROID FIGHTING UPGRADE FEATS Shot, Rapid Shot
FEATS Droid Upgrade Class II ATTRIBUTE GAIN — NOTES These upgrades offer powerful new tactics to be hardwired directlyREQUIRED SAVES/ — Attack Modifier +2 into your droid’s combat algorithms.RESISTANCE SPECIAL SKILLS +2 Awareness BREAKDOWNCOMPONENT COST 3 ENHANCEMENT: SNIPER SHOT BONUS WP Blaster Pistol, FEATS Blaster Rifle FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — NOTES This module is designed to give your droid a tactical advantage in SAVES/RESISTANCE — SPECIAL — combat by increasing its sensor range, reflexes, and logic systems. SKILLS — BREAKDOWNCOMPONENT COST 170 Improved Sniper Shot,DROID ADVANCED UPGRADE SLOT BONUSFEATS Master Sniper Shot FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — NOTES These upgrades offer powerful new tactics to be hardwired directly SAVES/ RESISTANCE — SPECIAL — into your droid’s combat algorithms. SKILLS — BREAKDOWNCOMPONENT COST 100BONUS
FEATS Droid Upgrade Class III ENHANCEMENT: POWER BLAST NOTES This module reprograms a droid’s systems to allow upgrades that FEATSREQUIRED Droid Upgrade Class II ATTRIBUTE GAIN — normally would be too advanced for that droid to handle. SAVES/ RESISTANCE — SPECIAL — SKILLS — BREAKDOWNCOMPONENT COST 225DROID PERCEPTION SENSORS BONUS Power Blast, Improved Power
FEATS FEATS REQUIRED Droid Upgrade Class III — Blast, Master Power Blast ATTRIBUTE GAIN SAVES/ Defense Bonus 1 SPECIAL Attacker Modifier +2 NOTES These upgrades offer powerful new tactics to be hardwired directlyRESISTANCE +8 Awareness, BREAKDOWN 45 into your droid’s combat algorithms.SKILLS COMPONENT COST+2 DemolitionsBONUS
FEATS — DROID MICRO-OPTICS NOTES This sensor cluster scans the entire light spectrum and audio FEATSREQUIRED Droid Upgrade Class III ATTRIBUTE GAIN — frequencies well beyond the range of most organic beings, making it near impossible for SAVES/ RESISTANCE — SPECIAL —something to occur within the droid’s perceptive range without it knowing about it. SKILLS +10 Demolitions BREAKDOWNCOMPONENT COST 290 BONUS Improved Caution, DROID MEMORY UPGRADE FEATS Master CautionFEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE GAIN INT +2 NOTES This sensor array includes several optical sensors that can see SAVES/ RESISTANCE — SPECIAL — changes in substances at the molecular level, allowing the droid to more accurately SKILLS +5 Computer Use BREAKDOWN 60 identify hazardous materials.COMPONENT COSTBONUS
FEATS — NOTES This upgrade provides extra memory banks and computing power that can be integrated seamlessly with its existing programming.PRIMAGAMES.COM < 263
,Droid Special Weapons
Using these items consumes one charge. These items are automatically discarded after all available charges are consumed. Items that have charges do not stack in inventory.BLOWTORCH DROID FLAMETHROWER FEATS
REQUIRED Droid Upgrade Class I SAVE DC 15, Half Damage FEATSREQUIRED Droid Upgrade Class I SAVE — USES 10/10 RANGE Short USES — RANGE Short DAMAGE 6, Heat BREAKDOWN BREAKDOWNCOMPONENT COST 5 DAMAGE 1–10, Fire COMPONENT COST 5 ON HIT — ON HIT — NOTES This droid-mounted acetylene blowtorch can be used as an improvised NOTES Designed for extermination and pest control, these devices can also weapon, inflicting minor heat damage over an area. be used on larger beings.ADVANCED BLOWTORCH DROID ION STRIKER FEATS
REQUIRED Droid Upgrade Class I SAVE DC 15, Half Damage FEATSREQUIRED Droid Upgrade Class II SAVE — USES 10/10 RANGE Short USES — RANGE Short DAMAGE 12, Heat BREAKDOWNCOMPONENT COST 10 DAMAGE 2–20, Ion BREAKDOWNCOMPONENT COST 22 ON HIT — ON HIT — NOTES This droid-mounted advanced blowtorch can be used as an improved NOTES The ion striker is used by security droids to disable and destroy other weapon, inflicting heat damage over an area. While an industrial droids, whether they are assassins or simply malfunctioning. tool, its advanced hydrocarbon fuel is closer to military-grade incendiaries than the more common acetylene. DROID MAGMA EJECTORFEATS DROID CARBONITE PROJECTOR REQUIRED Droid Upgrade Class II SAVE —
USES — RANGE ShortFEATS
REQUIRED Droid Upgrade Class II SAVE DC 15, Half Damage, Paralyze Reduced BREAKDOWN 10/10 to 3 Seconds DAMAGE 2–20, Fire COMPONENT COST 30 USES ON HIT — DAMAGE 20, Cold RANGE Medium NOTES Paralyze, 100% for 9 Seconds BREAKDOWN 45 An upgrade of the standard flamethrower, this device actually shoots ON HIT COMPONENT COST streams of superheated magma. There is very little practical use for NOTES Typically used for long-term storage of perishable goods, these tools can such devices, but they are sought after by military powers for their devastating effect be turned on human targets with reasonable certainty of the outcome. on morale.DROID ADVANCED CARBONITE PROJECTOR DROID MULTI-SPECTRAL EMITTER FEATS
REQUIRED Droid Upgrade Class III SAVE DC 20, Half Damage, Paralyze ReducedFEATS
REQUIRED Droid Upgrade Class III SAVE — to 9 Seconds USES 10/10 USES — RANGE Short DAMAGE 40, Cold RANGE Medium 2–12 Electrical, BREAKDOWNDAMAGE COMPONENT COST 290 ON HIT Paralyze, 100% for 15 Seconds BREAKDOWN 100 Energy, IonCOMPONENT COST ON HIT NOTES Typically used for long-term storage of perishable goods, these tools — can be turned on human targets with reasonable certainty of the NOTES These highly destructive beams are typically mounted on heavy armor outcome. This advanced model uses a more efficient projector that can freeze greater tanks and used to decimate an opposing army’s vehicles. volumes quicker.DROID NEURAL PACIFIER DROID BIO-ASSAULT SPRAY FEATSREQUIRED Droid Upgrade Class I SAVE DC 10, Negate FEATS
REQUIRED Droid Upgrade Class III SAVE DC 22, to Negate Slow USES — RANGE Short USES — RANGE Short DAMAGE Attribute: 1–4 DEX BREAKDOWNCOMPONENT COST 3 DAMAGE 2–20, Acid BREAKDOWN 80 ON HITCOMPONENT COST — ON HIT Poisoned, Virulent NOTES By slowing the neural impulses of the victim, this device can effec- NOTES Illegal in most civilized societies, the bio-assault spray upgrade essen- tively cripple them into submission. tially breaks the target down at the molecular level, often leaving behind nothing more than a gray ooze. DROID NEURAL SCRAMBLERFEATS
REQUIRED Droid Upgrade Class II SAVE —DROID CHARGE ARM USES — RANGE Short FEATS
REQUIRED Droid Upgrade Class I SAVE DC 10, Negate Slow DAMAGE Attribute: 1–6 DEXBREAKDOWN
COMPONENT COST 15 USES — RANGE Short ON HIT Slowed 50% for 12 Seconds, DC 18. Stunned, 25% for 12 DAMAGE — BREAKDOWNCOMPONENT COST 1 Seconds, DC 14 ON HIT Stunned, 25% for 6 Seconds NOTES More powerful than the pacifier, the neural scrambler is used to overload the victim’s NOTES This device fires a beam that is disruptive to the neural pathways of neural pathways to the point of losing consciousness. biological creatures. 264 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VII: Droid Parts and Armaments DROID PLASMA THROWER DROID SHOCK ARM FEATS
REQUIRED Droid Upgrade Class III SAVE —FEATS
REQUIRED Droid Upgrade Class I SAVE Fortitude DC 5 + Attacker’s Level for — Short T2-M4 only Half DamageUSES RANGE USES DAMAGE 2–20 Fire, 2–20 Energy BREAKDOWNCOMPONENT COST 60 Special (1–6, 10–60), RANGE Short DAMAGE Electrical BREAKDOWNON HIT — COMPONENT COST — ON HIT NOTES Ionized gas is pumped though this upgrade and burns through most — known metals in seconds. It is designed for rescue droids who NOTES This unit is a popular upgrade for utility droids in that it is well sometimes need to make holes in starships’ heavily armored hulls. 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 aDROID SCRAMBLER MARK I maximum of 10 levels (10–60 points). FEATS
REQUIRED Droid Upgrade Class I SAVE — DROID TOXIN EMITTER USES — RANGE ShortFEATS
DAMAGE 1–8 Ion vs. Droid BREAKDOWN 130 REQUIRED Droid Upgrade Class II SAVE DC 10 to Negate EachCOMPONENT COST DC10 Save or Be Destroyed USES — RANGEON HIT ShortBREAKDOWN
NOTES The “scrambler” was developed by Aratech and marketed toward DAMAGE — COMPONENT COST 7 customers who were faced with massive droid armies. Sending a Paralyzed 25% for 6 Seconds.ON HIT pulse of highly charged ions, this weapon destroys the electronics of opposing droids. Poisoned, Mild Weakness NOTES This small canister fits under a droid’s plating and when activated,DROID SCRAMBLER MARK II releases a small cloud of toxic gas. FEATS
REQUIRED Droid Upgrade Class II SAVE — FIRE SUPPRESSION SYSTEM USES — RANGE ShortFEATS
BREAKDOWN REQUIRED Droid Upgrade Class I DC 15 for Half Damage and IgnoreDAMAGE 1–12 Ion vs. Droid SAVECOMPONENT COST 170 USES 10/10 Paralyze Effect ON HIT DC14 Save or Be Destroyed DAMAGE 1–10, Cold RANGE Short NOTES The mark II is a more powerful version of the mark I, delivering a stronger beam of intense ionic energy directly into the victim’s circuitry. ON HIT Paralyze, 25% for 6 SecondsBREAKDOWN
COMPONENT COST 7 NOTES This item uses a high-pressure agent to douse flames and cool criti- DROID SCRAMBLER MARK III cally overheating systems. The agent is comprised of two naturallyoccurring gases and a synthetic compound similar to those used in carbonite freezing,FEATS
REQUIRED Droid Upgrade Class III SAVE — producing a chemical stream cold enough to be used as an improvised weapon. USES — RANGE Short DAMAGE 2–20 Ion vs. Droid BREAKDOWNCOMPONENT COST 225 ON HIT DC18 Save or Be Destroyed NOTES The mark III is an expensive upgrade to the mark II and is the most feared weapon by droid army commanders.Droid Plating IMPACT ARMOR ITEMS Impact armor is designed to help absorb some of the wear and tear droids can take in an active workplace and save the chassis from major damage. DROID IMPACT ARMOR MARK I DROID AGRINIUM ARMOR
FEATS ATTRIBUTE FEATS ATTRIBUTE REQUIRED Droid Upgrade Class I GAIN — REQUIRED Droid Upgrade Class I GAIN — DEFENSE 3 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 3 BONUS 3 COMPONENT COST 352 SAVES/ RESISTANCE — SAVES/ Immunity 75% vs.RESISTANCE
NOTES Little more than a dust cover for the internal components of droids, Electrical, Energy, Fire mark I is as light as they come. NOTES Agrinium is used to create solar sails and is highly resilient to all forms of radiation. Applied to droid armor, it creates a highlyDROID IMPACT ARMOR MARK II effective barrier against many forms of damage. This armor is used on lightweight repair
droids that maintain the sails on deep space sail ships.FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTEGAIN —DEFENSE
BONUS 4BREAKDOWN
COMPONENT COST 22 MODULAR PLATING ITEMS SAVES/ RESISTANCE — Modular plating was designed as a lightweight yet durable substitute for heavier, more NOTES The first in the series to be seriously considered armor, the mark II cumbersome armor. provides a decent, uniform covering.DROID MODULAR PLATING MARK I DROID IMPACT ARMOR MARK III FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTEGAIN —FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTEGAIN — DEFENSE BREAKDOWNBONUS 4 COMPONENT COST 7 DEFENSE 5 BREAKDOWNBONUS COMPONENT COST 82 SAVES/RESISTANCE — SAVES/ RESISTANCE — NOTES The mark I series is used primarily on droids in diplomatic situations NOTES Mark III provides the most protection available for noncombat droids where discretion is more important than defense. and increases their survivability in hostile situations.PRIMAGAMES.COM < 265
,DROID MODULAR PLATING MARK II DROID QUADRANIUM ARMOR
FEATS Droid Upgrade Class II ATTRIBUTEREQUIRED GAIN — FEATS ATTRIBUTE REQUIRED Droid Upgrade Class II GAIN — DEFENSE 5 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 127 BONUS 4 COMPONENT COST 825 SAVES/ RESISTANCE — Immunity 25% vs.SAVES/ Electrical, Energy, NOTES The mark II has become the standard, given its high protection versus RESISTANCE Fire, Sonic weight ratio and is used in almost every droid army. NOTES Quadranium is an incredibly strong element used in the manufacture of starship fuel tanks. It was first applied to droid armor by AratechDROID MODULAR PLATING MARK III during the development of droids that could be sent to clean starship engines and fuel FEATS
REQUIRED Droid Upgrade Class III ATTRIBUTE tanks without sustaining any damage.GAIN — DEFENSE 6 BREAKDOWNBONUS COMPONENT COST 217 SAVES/ RESISTANCE — DROID CAPACITOR ARMOR NOTES The mark III is the pinnacle of lightweight, high-impact protection FEATS ATTRIBUTEREQUIRED Usable by HK-47 GAIN — using exotic materials and highly detailed manufacturing techniques. DEFENSE 13 BREAKDOWNBONUS COMPONENT COST 300 SAVES/ Immunity 75% vs. RESISTANCE Electrical, Energy, Ion NOTES Based on an inverse architecture of energized armor, capacitor armor actually absorbs incoming energy and converts it into usable power for the droid’s internal power source. The rest of the energy is dissipated harmlessly into the environment around the droid.DURASTEEL PLATING ITEMS Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids. DROID DURASTEEL PLATING MARK I DROID DURASTEEL PLATING MARK III
FEATS FEATSDroid Upgrade Class I ATTRIBUTE — REQUIRED Droid Upgrade Class III ATTRIBUTEREQUIRED GAIN GAIN — DEFENSE 8 BREAKDOWN DEFENSE 12 BREAKDOWN BONUS COMPONENT COST 52 BONUS COMPONENT COST 1,095 SAVES/ SAVES/ RESISTANCE — RESISTANCE — NOTES The mark I uses an alloy blend that cuts the weight but at a cost to NOTES The mark III is the heaviest mass-produced armor available on the the durability. open market.DROID DURASTEEL PLATING MARK II DROID DIATIUM PLATING FEATS
REQUIRED Droid Upgrade Class II ATTRIBUTE —FEATS
REQUIRED Droid Upgrade Class 3 ATTRIBUTE DEX -2GAIN GAIN DEFENSE 10 BREAKDOWN DEFENSE 13 BREAKDOWN 1,180BONUS COMPONENT COST 570 BONUS COMPONENT COST SAVES/ — Immunity 90% vs.RESISTANCE SAVES/ Bludgeoning, Piercing, NOTES The mark II is the standard heavy armor used in large military droids RESISTANCE Slashing and vehicles. NOTES Diatium is used in the construction of armor sheets that protect vital military installations and structures that are in close proximity to asteroid fields. Prohibitively heavy and expensive to shape on such a small scale, only a few sets of diatium droid armor are known to have actually been made.ENERGIZED ARMOR ITEMS
Energized armor draws on the droid’s power source and applies a current through a specially designed matrix on the armor. This energy matrix binds the molecules of the armor together to create a nearly impenetrable physical barrier. Extremely difficult to manufacture, energized armor takes years to produce, thus making this the most expensive droid armor on the open market.DROID ENERGIZED ARMOR MARK I DROID ENERGIZED ARMOR MARK III FEATS
REQUIRED Droid Upgrade Class I ATTRIBUTE — FEATS Droid Upgrade Class II ATTRIBUTEGAIN REQUIRED GAIN — DEFENSE 14 BREAKDOWN DEFENSE BREAKDOWNBONUS COMPONENT COST 1,275 BONUS 14 COMPONENT COST 1,487 SAVES/ RESISTANCE Fortitude +5 90% vs. Bludgeoning,SAVES/ RESISTANCE Piercing, Slashing,DROID ENERGIZED ARMOR MARK II Fortitude +5
FEATS Droid Upgrade Class II ATTRIBUTEREQUIRED GAIN — DEFENSE 14 BREAKDOWNBONUS COMPONENT COST 1,387 5% vs. Bludgeoning, SAVES/ RESISTANCE Piercing, Slashing,Fortitude +5 266 > PRIMA OFFICIAL GAME GUIDE,Droid Shields DROID DEFENSE BARRIER DROID ENERGY COLLECTOR FEATS
REQUIRED Droid Upgrade Class I DURATION 200 Seconds or MaxFEATS
REQUIRED Droid Upgrade Class I 200 Seconds or Max 10/10 Damage TakenDURATION
USES 10/10 Damage TakenUSES Energy, Sonic, Cold, Heat, RANGE — Energy, Sonic, Cold, Heat, RANGE — ABSORBS Ion 60 Points Total BREAKDOWN — ABSORBS BREAKDOWNCOMPONENT COST Ion 80 Points Total COMPONENT COST 5 NOTES The Droid Defense Barrier is the standard for units in droid armies, NOTES Initially designed to resist the harsh conditions of factory floors, these providing decent protection at a reasonable cost to the buyer. shields provide a droid with basic protection against a broad array of effect. The power drain is significant however, and they must be replaced regularly.DROID DEFLECTOR MARK I
FEATS Droid Upgrade Class I 200 Seconds or Max DROID RENEWABLE SHIELDREQUIRED DURATION USES 10/10 Damage Taken FEATSREQUIRED Droid Upgrade Class III DURATION 200 Seconds or Max Damage Taken Energy, Electrical, Ion 50 RANGE — USES Unlimited ABSORBS Points Total BREAKDOWN RANGE Usable by T3-M4COMPONENT COST 1 Energy, Sonic, Cold, Heat,ABSORBS
NOTES Deflectors provide limited protection against all types of energy. Mark Ion 80 Points Total BREAKDOWNCOMPONENT COST 10 I shields are used primarily by astromech droids to protect their NOTES Through a complex ambient energy collection system, these shields chassis from the particulate radiation they come into contact with when exposed to can be maintained and renewed without the replacement of the unit, open space. allowing for this shield to be raised and lowered nearly an infinite amount of times.DROID DEFLECTOR MARK II DROID UNITY GRID MARK I FEATS
REQUIRED Droid Upgrade Class II DURATION 200 Seconds or Max FEATS Droid Upgrade Class IDamage Taken REQUIRED DURATION 200 Seconds or Max USES 10/10 10/10 Damage TakenUSES Energy, Electrical, Ion 70 RANGE — RANGE — ABSORBS Points Total BREAKDOWN Energy, Sonic, Cold, Heat,ABSORBS
COMPONENT COST 2 Ion 110 Points Total BREAKDOWNCOMPONENT COST 67 NOTES Deflectors provide limited protection against all types of energy. Mark NOTES This shielding module creates overlapping shield vectors and then II are more robust than the Mark I, allowing a droid to stay exposed unifies them into a single shield, greatly increasing its absorption to space, even when passing close to stars. capacity as a result.DROID DEFLECTOR MARK III FEATS
REQUIRED Droid Upgrade Class III DURATION 200 Seconds or Max 10/10 Damage TakenUSES Energy, Electrical, Ion 100 RANGE — ABSORBS Points Total BREAKDOWNCOMPONENT COST 10 NOTES Deflectors provide limited protection against all types of energy. The Mark III is the most cost-effective of the heavy droid shielding systems, providing decent protection from focused energy.Appendix VIII: Medical Items, Stimulants,
and MiscellanyMedical Items MEDPAC ADVANCED MEDPAC
USES Single BREAKDOWN 20 USES Single BREAKDOWNCOMPONENT COST COMPONENT COST 40 CREATALE Yes (Treat Injury 1) CREATALE Yes (Treat Injury 10) NOTES A medpac contains essential equipment for the treatment of wounds. NOTES An advanced medpac contains an improved array of equipment for They cannot be used by droids. Basic medpacs heal 10 vitality points the treatment of wounds. They cannot be used by droids. Advanced + WIS modifier + user’s skill in Treat Injury. medpacs heal 20 vitality points + WIS modifier + 2x user’s skill in Treat Injury.PRIMAGAMES.COM < 267
,LIFE SUPPORT PACK ANTIDOTE KIT
USES Single BREAKDOWN BREAKDOWNCOMPONENT COST 75 USES Single COMPONENT COST 20 CREATALE Yes (Treat Injury 20) CREATALE Yes (Treat Injury 5) NOTES A life support pack contains dermal regenerators and other NOTES This kit contains wide-spectrum antidote hypospray injectors designed equipment for the treatment of wounds. They cannot be used by to neutralize all known poisons. Lowered attribute scores are returned droids. Life support packs heal 30 vitality points + WIS modifier + 3x to normal and physical damage is halted. Damage already suffered user’s skill in Treat Injury. must still be healed by other means.Stimulants ADRENAL STRENGTH HYPER-ADRENAL STAMINA
USES Single SPECIAL — USES Single SPECIAL — ATTRIBUTE STR +4 CREATABLE Yes (Treat Injury 3) ATTRIBUTEGAINS GAINS CON +6 CREATABLE Yes (Treat Injury 21) DURATION 120 Seconds BREAKDOWN BREAKDOWNCOMPONENT COST 25 DURATION 120 Seconds COMPONENT COST 50 NOTES A shot of this enhancer provides a temporary boost in the strength of NOTES Steeling the user against pain, this stim provides a very large boost in the user. The effect wears off after a short time, and side effects are constitution. Stim bonuses that affect the same statistic do not stack. considered minimal. Stim bonuses that affect the same statistic do not stack.BATTLE STIMULANT HYPER-ADRENAL STRENGTH USES Single SPECIAL Bonus Vitality Max +8 Points,
USES Single SPECIAL — ATTRIBUTEGAINS — Attack +1, Damage +1 ATTRIBUTE STR +6 CREATABLE Yes (Treat Injury 15) CREATABLEDURATION 120 Seconds Yes (Treat Injury 12)GAINS DURATION 120 Seconds BREAKDOWNBREAKDOWN
COMPONENT COST 50 COMPONENT COST NOTES More effective than the basic model, this stim uses a risky cocktail of NOTES This stimulant enables the user to better absorb damage and focuses chemicals to boost the strength of the user. Stim bonuses that affect the mind on the fight, improving the ability to hit. The effect wears the same statistic do not stack. off after a short time. Stim bonuses that affect the same statistic do not stack.ADRENAL ALACRITY HYPER-BATTLE STIMULANT
USES Single SPECIAL Movement +20% USES Single SPECIAL Bonus Vitality Max +16 Points, ATTRIBUTE Attack +2, Damage +2ATTRIBUTE GAINS DEX +4 CREATABLE Yes (Treat Injury 6) GAINS — CREATABLE Yes (Treat Injury 23) DURATION 120 Seconds BREAKDOWN DURATION 120 SecondsCOMPONENT COST 25 BREAKDOWN COMPONENT COST 100 NOTES A shot of this enhancer provides a temporary boost in the dexterity of NOTES This stim removes all distractions, allowing the user to focus purely the user. The effect wears off after a short time, and side effects are on the battle. The user is almost oblivious to damage suffered. Stim considered minimal. Stim bonuses that affect the same statistic do not stack. bonuses that affect the same statistic do not stack.HYPER-ADRENAL ALACRITY ECHANI BATTLE STIMULANT
USES Single SPECIAL Movement +30% USES Single Bonus Vitality Max +25 Points,ATTRIBUTE
GAINS DEX +6 CREATABLE Yes (Treat Injury 18)SPECIAL
ATTRIBUTE — Attack +3, Damage +3 DURATION 120 Seconds BREAKDOWNGAINS
COMPONENT COST 50 DURATION 120 Seconds CREATABLE Yes (Treat Injury 30) NOTES This model of alacrity stim uses a very powerful mixture of chemicals BREAKDOWNCOMPONENT COST 100 to produce an incredible increase in the dexterity of the user. Stim NOTES This stimulant produces a chemical cocktail that sends a boost of bonuses that affect the same statistic do not stack. adrenaline through the body, focusing the mind and bolstering the user’s tolerance for damage. Stim bonuses that affect the same statistic do not stack.ADRENAL STAMINA
USES Single SPECIAL —ATTRIBUTE
GAINS CON +4 CREATABLE Yes (Treat Injury 9) DURATION 120 Seconds BREAKDOWNCOMPONENT COST 25 NOTES A shot of this enhancer provides a temporary boost in the constitution of the user. The effect wears off after a short time, and side effects are considered minimal. Stim bonuses that affect the same statistic do not stack.Miscellaneous Items DATAPAD SECURITY TUNNELER
SPECIAL — BREAKDOWN BREAKDOWNCOMPONENT VALUE — SPECIAL — COMPONENT VALUE 5 NOTES Data storage devices like these are common, though they may vary in CREATABLE Yes (Security 5) quality depending on what features are included. NOTES This one-use item improves the user’s ability to bypass security measures, creating electronic interference in the locking mechanisms of doors and containers. This item can only be used if you possess the Security skill. 268 > PRIMA OFFICIAL GAME GUIDE,APPENDIX VIII: MEDICAL ITEMS, STIMULANTS, and MISCELLANY COMPUTER SPIKE HK PROTOCOL PACIFIST PACKAGE
SPECIAL — BREAKDOWN BREAKDOWNCOMPONENT VALUE 12 SPECIAL — COMPONENT VALUE — CREATABLE Yes (Computer Use 5) NOTES This upgrade looks like it is designed to be downloaded into a droid’s NOTES These items allow a user to slice computer programs, assaulting behavior core. systems with garbage data to overwhelm security measures. They are one-use items. A high Computer Use skill reduces the number of HK VOCABULATOR spikes required for any given task. SPECIAL — BREAKDOWNCOMPONENT VALUE —PARTS NOTES This device allows a droid to speak and communicate with others.
SPECIAL — BREAKDOWNCOMPONENT VALUE 10 HAIR TRIGGER CREATABLE Yes (Repair 5) SPECIAL Upgrade Item, Ranged BREAKDOWN NOTES This is a disposable package of universally adaptable parts, designed COMPONENT VALUE for characters using the Repair skill on machines. Each pack is a one- NOTES This unit regulates the firing mechanism of certain blaster types, use item. A high Repair skill reduces the number of parts required for improving the ability of a skilled user to fire rapidly. The modifica- any given task. tions require a workbench with adequate tools and a weapon of highquality marked as upgradeable.ASSEMBLER TRANSISTOR LIGHTSABER EMITTER FIXTURE
SPECIAL Upgrade Item, Melee BREAKDOWNCOMPONENT VALUE 7 SPECIAL — BREAKDOWNCOMPONENT VALUE — NOTES A cell like this can stabilize a melee weapon, allowing it to hit and NOTES The emitter is one of three components needed to construct a lightsaber. damage better and possibly gain other effects. The modifications This basic fixture can later be enhanced with an emitter upgrade. require a workbench with adequate tools and a weapon of high quality marked as upgradeable. LIGHTSABER ENERGY CELL FIXTUREBROKEN ITEM SPECIAL — BREAKDOWNCOMPONENT VALUE —
BREAKDOWN NOTESSPECIAL — 1 The energy cell is one of three components needed to construct aCOMPONENT VALUE lightsaber. This basic fixture can later be enhanced with an energy NOTES This might once have been used as components or chemicals but now cell upgrade. is almost worthless. Bashing containers can sometimes damage fragile contents.LIGHTSABER FOCUSING LENS FIXTURE DURASTEEL BONDING ALLOY SPECIAL — BREAKDOWNCOMPONENT VALUE —
SPECIAL Upgrade Item, Melee BREAKDOWN NOTESCOMPONENT VALUE 5 The focusing lens is one of three components needed to construct a NOTES Application of this alloy can strengthen a melee weapon, increasing lightsaber. This basic fixture can later be enhanced with a lens upgrade. damage and possibly resistance to damage. The modifications require a workbench with adequate tools and a weapon of high quality AESTHETIC ITEM marked as upgradeable. SPECIAL — BREAKDOWNCOMPONENT VALUE 1 NOTES There are a number of unique items in the universe. You have justENERGY PROJECTOR found one.
SPECIAL Upgrade Item, Melee BREAKDOWNCOMPONENT VALUE 7 NOTES This modular projector can cause a melee weapon to do additional PAZAAK DECK energy-based damage. The modifications require a workbench with SPECIAL — BREAKDOWN adequate tools and a weapon of high quality marked as upgradeable. COMPONENT VALUE — NOTES This is a standard Pazaak deck, complete with side deck cards.HK CHASSIS
SPECIAL — BREAKDOWN PAZAAK SIDE DECK1COMPONENT VALUE — NOTES The chassis for this HK unit looks largely intact except for some SPECIAL — BREAKDOWNCOMPONENT VALUE — noticeable blaster scoring in the chest region, where the control NOTES Pazaak requires both a main deck and a side deck. You can store all cluster should be. your side deck cards here and bring them out when you start a game.HK CONTROL CLUSTER There are numerous walkthrough items to accrue during your adventures across the
SPECIAL — BREAKDOWN — galaxy. Refer to the walkthrough chapters of this guide for their location information.COMPONENT VALUE NOTES This control cluster looks like it was singed by blaster fire, but it seems that the durasteel shell surrounding kept it intact despite the damage.HK DROID PROCESSOR
SPECIAL — BREAKDOWNCOMPONENT VALUE — NOTES This item looks like a digitally encoded processor for an HK unit.PRIMAGAMES.COM < 269
,Appendix IX: Feats
REPULSOR STRIKE PREREQUISITE: Bao-Dur Level 7 This strike does an extra 1–6 Electric damage.ARMOR PROFICIENCY The extra 1–6 damage stacks with the other unarmed damage. 5 percent chance of being Slowed for two rounds if
target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. ARMOR PROFICIENCY: LIGHT ELECTRICAL STRIKE PREREQUISITE: Level 1 PREREQUISITE: Bao-Dur Level 13 This feat allows you to wear light armor. This Strike does an extra 2–12 Electric damage. The extra 2–12 damage stacks with the other unarmed damage. 7 percent chance of being Slowed for two rounds if ARMOR PROFICIENCY: MEDIUM target fails a Fortitude Save. DC = 10 + Bao-Dur’s level. PREREQUISITE: Armor Proficiency: Light This feat allows you to wear medium armor. GRAVITONIC STRIKE PREREQUISITE: Bao-Dur Level 19 ARMOR PROFICIENCY: HEAVY This Strike does an extra 3–18 Electric damage. PREREQUISITE: Armor Proficiency: Medium The extra 3–18 damage stacks with the other unarmed damage. 10 percent chance of being Slowed for two rounds if This feat allows you to wear heavy armor. target fails a Fortitude Save. DC = 10 + Bao-Dur’s level.ASSASSIN PROTOCOL CAUTION CAUTION
ASSASSIN PROTOCOL I PREREQUISITE: Level 1 PREREQUISITE: HK-47 Level 1 This feat gives a +1 bonus to Demolitions and a +1 bonus to Stealth. There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/4 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. IMPROVED CAUTION MODIFIED ASSASSIN PROTOCOLS PREREQUISITE: Level 4 Caution PREREQUISITE: HK-47 Level 11 This feat gives a +2 bonus to Demolitions and a +2 bonus to Stealth. There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/3 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage. MASTER CAUTION PREREQUISITE: Level 8 Improved Caution INTEGRATED ASSASSIN PROTOCOLS This feat gives a +3 bonus to Demolitions and a +3 bonus to Stealth. PREREQUISITE: HK-47 Level 17 There is a 20 percent chance of extra damage on a critical hit. Extra damage = 1/2 of the remaining life of the target. A successful Fortitude Save vs. DC = 10 + HK’s level will cancel out the extra damage.CLASS SKILLS BLASTER INTEGRATION COMPUTER USE
PREREQUISITE: Computer Use Is a Cross Class Skill This feat makes Computer Use a Class skill. PREREQUISITE: Expert Droids This feat allows T3-M4 and G0-T0 to equip blaster pistols. DEMOLITIONS PREREQUISITE: Demolitions Is a Cross Class skill This feat makes Demolitions a Class skill.STEALTH BAO-DUR STRIKES PREREQUISITE: Stealth Is a Cross Class Skill
This feat makes Stealth a Class skill. SHIELD BREAKER Bao-Dur Level 1 AWARENESSPREREQUISITE: Using this Strike causes the targeted opponent’s shield to stop protecting them. PREREQUISITE: Awareness Is a Cross Class Skill This feat makes Awareness a Class skill. 270 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IX: FEATS REPAIR
PREREQUISITE: Repair Is a Cross Class Skill This feat makes Repair a Class skill. SECURITY DARK SIDE CORRUPTION PREREQUISITE: Security Is a Cross Class Skill This feat makes Security a Class skill. PREREQUISITE: Sith Lord Turns some party members further to the dark side or light side. TREAT INJURY PREREQUISITE: Treat Injury Is a Cross Class Skill This feat makes Treat Injury a Class skill.DEFLECT CLOSE COMBAT
PREREQUISITE: Jedi Weapon Master This feat only works if the Jedi Weapon Master has a CLOSE COMBAT lightsaber equipped. PREREQUISITE: Level 4 Jedi Weapon Master gains (new stat replaces previous stat): When in melee combat with a ranged weapon, you take a -4 to defense instead of -6, and you gain a +1 to deflect blaster bolts at Level 1. +1 to hit. +2 to deflect blaster bolts at Level 3. IMPROVED CLOSE COMBAT +3 to deflect blaster bolts at Level 5. PREREQUISITE: Level 8 +4 to deflect blaster bolts at Level 7. When in melee combat with a ranged weapon, you take a -2 to defense instead of -6, and you gain a +2 to +5 to deflect blaster bolts at Level 10. hit. This feat replaces Close Combat. +6 to deflect blaster bolts at Level 13. +7 to deflect blaster bolts at Level 16. +8 to deflect blaster bolts at Level 19.CONDITIONING CONDITIONING
PREREQUISITE: Level 1 DROID INTERFACE This feat gives a +1 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. PREREQUISITE: Droid Level 1 IMPROVED CONDITIONING This feat allows droids to speak to droids who do not speak a sentient language. PREREQUISITE: Level 4 Conditioning This feat gives a +2 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. MASTER CONDITIONING PREREQUISITE: Level 8 Improved Conditioning DROID UPGRADE This feat gives a +3 bonus to the character’s Fortitude Saving Throw, Reflex Saving Throw, and Will Saving Throw. DROID UPGRADE CLASS 1 PREREQUISITE: Level 1 This feat allows the droid to equip Class 1 items. Only droids can use this feat.CRITICAL STRIKE
DROID UPGRADE CLASS 2 PREREQUISITE: Level 7, Droid Upgrade Class 1 CRITICAL STRIKE This feat allows the droid to equip Class 2 items. Only droids can use this feat. PREREQUISITE: Level 1 This feat can only be done with melee weapons. When used, the character’s threat range is doubled. If the DROID UPGRADE CLASS 3 opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. PREREQUISITE: Level 13, Droid Upgrade Class 2 While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. This feat allows the droid to equip Class 3 items. Only droids can use this feat. IMPROVED CRITICAL STRIKE PREREQUISITE: Level 4 Critical Strike This feat can only be done with melee weapons. When used, the character’s threat range is tripled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5. MASTER CRITICAL STRIKE PREREQUISITE: Level 8 Improved Critical Strike This feat can only be done with melee weapons. When used, the character’s threat range is quadrupled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + strength modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by -5.PRIMAGAMES.COM < 271
,DUAL STRIKE ECHANI STRIKE
DUAL STRIKE ECHANI STRIKE I PREREQUISITE: Level 1 PREREQUISITE: Handmaiden, Level 5 When attacking an enemy that another party member is also attacking, you receive a +2 bonus to hit. When unarmed, handmaiden deals 1–4 extra damage vs. any nondroid opponent. 5 percent chance of knocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks IMPROVED DUAL STRIKE with any Unarmed Specialist bonus damage. PREREQUISITE: Level 4, Dual Strike ECHANI STRIKE II When attacking an enemy that another party member is also attacking, you receive a +4 bonus to hit. PREREQUISITE: Handmaiden, Level 11 MASTER DUAL STRIKE When unarmed, handmaiden deals 2–8 extra damage vs. any nondroid opponent. 7 percent chance ofknocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacks PREREQUISITE: Level 8, Improved Dual Strike with any Unarmed Specialist bonus damage. When attacking an enemy that another party member is also attacking, you receive a +6 bonus to hit. ECHANI STRIKE III PREREQUISITE: Handmaiden, Level 17 When unarmed, handmaiden deals 3–12 extra damage vs. any nondroid opponent. 10 percent chance of knocking down opponent if they fail a Fortitude Save. DC = 10 + handmaiden’s level. This damage stacksDUELING with any Unarmed Specialist bonus damage. DUELING
PREREQUISITE: Level 1 This feat provides: EMPATHY +1 to hit when using a melee weapon in one hand and nothing in the other. +1 to defense when using a melee weapon in one hand and nothing in the other. EMPATHY +1 to hit when using a ranged weapon in one hand and nothing in the other. PREREQUISITE: Level 1 +1 to defense when using a ranged weapon in one hand and nothing in the other. This feat gives a +1 bonus to the Persuade, Awareness, and Treat Injury skills. +1 to hit when unarmed. IMPROVED EMPATHY +1 to defense when unarmed. PREREQUISITE: Level 4, Empathy IMPROVED DUELING This feat gives a +2 bonus to the Persuade, Awareness, and Treat Injury skills. PREREQUISITE: Level 4, Dueling MASTER EMPATHY This feat provides: PREREQUISITE: Level 8, Improved Empathy +2 to hit when using a melee weapon in one hand and nothing in the other. This feat gives a +3 bonus to the Persuade, Awareness, and Treat Injury skills. +2 to defense when using a melee weapon in one hand and nothing in the other. +2 to hit when using a ranged weapon in one hand and nothing in the other. +2 to defense when using a ranged weapon in one hand and nothing in the other. +2 to hit when unarmed. EVASION +2 to defense when unarmed. MASTER DUELING PREREQUISITE: Scout Level 6 PREREQUISITE: Level 8, Improved Dueling When making a Saving Throw to save half vs. some powers and abilities, this feat (if you are successful on the Saving This feat provides: Throw) prevents you from taking any damage. +3 to hit when using a melee weapon in one hand and nothing in the other. +3 to defense when using a melee weapon in one hand and nothing in the other. +3 to hit when using a ranged weapon in one hand and nothing in the other. +3 to defense when using a ranged weapon in one hand and nothing in the other. FINESSE: LIGHTSABERS +3 to hit when unarmed. +3 to defense when unarmed. PREREQUISITE: Level 1, Jedi Only If the character’s dexterity is higher than their strength, their dexterity bonus should be added to hit. If the character’s strength is higher than their dexterity, their strength bonus should be added to hit. The dexterity bonus should be added only to hit, not to damage. 272 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IX: FEATS FINESSE: MELEE WEAPONS FORCE IMMUNITY
PREREQUISITE: Level 1 FEAR If the character’s dexterity is higher than their strength, their Received for being a Level 1 Jedi Sentinel. This feat grants dexterity bonus should be added to hit. If the character’s the character Immunity to Fear. strength is higher than their dexterity, their strength bonus should be added to hit. The dexterity bonus should be added only to hit, not to damage. STUN Received for being a Level 6 Jedi Sentinel. This feat grants the character Immunity to Fear and to Stun.FLURRY PARALYSIS
Received for being a Level 12 Jedi Sentinel. This feat grants the character Immunity to Fear, Stun, and Paralysis.FLURRY
PREREQUISITE: Level 1 This allows the character to make an extra melee attack per round. All attacks when using Flurry suffer a -4 to hit. The character’s defense suffers a -4 for one round (3 seconds).FORCE JUMP
IMPROVED FLURRY PREREQUISITE: Level 4, Flurry This allows the character to make an extra melee attack per round. All attacks when using Flurry suffer a -2 FORCE JUMP to hit. The character’s defense suffers a -2 for one round (3 seconds). Received for being a Level 1 Jedi Guardian. Jump to opponent instead of run. Must be more than 10 meters away. MASTER FLURRY Must have a clear line of sight to the opponent. Must use standard attack. PREREQUISITE: Level 8, Improved Flurry FORCE JUMP: ADVANCED This allows the character to make an extra melee attack per round. Received for being a Level 6 Jedi Guardian. Jump to opponent instead of run. Must be more than 10 meters away. Must have a clear line of sight to the opponent. Must use standard attack. Adds +2 to hit and +2 to damage. FORCE JUMP: MASTERYFORCE CHAIN Received for being a Level 12 Jedi Guardian. Jump to opponent instead of run. Must be more than 10
meters away. Must have a clear line of sight to the opponent. Must use standard attack. Adds +4 to hit and +4 to damage. PREREQUISITE: Kreia and Main Character You or Kreia cast one of the 13 Force powers listed here (it will affect you both): Burst of Speed Force Shield FORCE SENSITIVE Energy Resistance Heal Force Armor Improved Force Barrier Force Aura Knight Speed PREREQUISITE: PC Level 2; Every Other Jedi Level 1 Force Barrier Master Force Barrier +40 Force points is added to the players total. Force Immunity Master Speed Force ResistanceGEAR HEAD FORCE FOCUS GEAR HEAD
PREREQUISITE: Level 1 FORCE FOCUS This feat gives a +1 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 1 Jedi Consular. This feat adds +1 to the DC for all Saving Throws against all of the character’s IMPROVED GEAR HEAD Force powers. PREREQUISITE: Level 4, Gear Head IMPROVED FORCE FOCUS This feat gives a +2 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 6 Jedi Consular. This feat adds +2 to the DC for all Saving Throws against all of the character’s Force powers, and it replaces Force Focus. MASTER GEAR HEAD PREREQUISITE: Level 8, Improved Gear Head FORCE FOCUS: MASTERY This feat gives a +3 bonus to the Computer Use, Repair, and Security skills. Received for being a Level 12 Jedi Consular. This feat adds +4 to the DC for all Saving Throws against all of the character’s Force powers, and it replaces Improved Force Focus.PRIMAGAMES.COM < 273
,GUARD STANCE IMPLANT SWITCHING
GUARD STANCE PREREQUISITE: Mandalore PREREQUISITE: None Mandalore has four implant options that he can switch back Adds +2 to character’s defense rating Doubles vitality point recovery. Raises Force Point recovery to 5% of and forth from: Force Point total during combat. Penalty of -6 to Hit, cannot use activated Feats (Critical Strike, Power The first implant is regeneration. Attack, Flurry) The second implant gives Mandalore +4 to constitution, which gives him 2x his level in vitality points and +2 to ADVANCED GUARD STANCE Fortitude Saving Throws. PREREQUISITE: Base Attack +3 The third implant gives Mandalore +4 to strength, which gives him +2 to hit with melee weapons and +2 to Adds +2 to character’s defense rating. Doubles vitality point recovery. Raises Force Point recovery to 5% of Force damage with melee weapons. Point total during combat. Penalty of -4 to Hit, cannot use activated Feats (Critical Strike, Power Attack, Flurry) The fourth implant gives Mandalore +4 to dexterity, which gives him +2 to defense, +2 to Reflex Saving Throws, and +2 to hit with ranged weapons. MASTER GUARD STANCE PREREQUISITE: Base Attack +6 Adds +3 to character’s defense rating. Doubles vitality point recovery. Raises Force Point recovery to 5% of Force Point total during combat. Penalty of -3 to Hit, cannot use activated Feats (Critical Strike, Power Attack, Flurry) INCREASE COMBATDAMAGE
INCREASE COMBAT DAMAGE 1IGNORE PAIN PREREQUISITE: Sith Marauder
Sith Marauder can do an additional +2 to damage. This works with any successful attack. IGNORE PAIN 1 INCREASE COMBAT DAMAGE 2 PREREQUISITE: Level 3 Sith Marauder PREREQUISITE: Level 8, Sith Marauder All damage is reduced by 5 percent. Sith Marauder can do an additional +4 to damage. This works with any successful attack. IGNORE PAIN 2 INCREASE COMBAT DAMAGE 3 PREREQUISITE: Level 7 Sith Marauder PREREQUISITE: Level 15, Sith Marauder All damage is reduced by 10 percent. Sith Marauder can do an additional +6 to damage. This works with any successful attack. IGNORE PAIN 3 PREREQUISITE: Level 11 Sith Marauder All damage is reduced by 15 percent. INCREASE MELEEDAMAGE
INCREASE MELEE DAMAGE 1IMPLANTS PREREQUISITE: Weapon Master
Weapon Master can do an additional +2 to damage. This works with any melee weapon and with unarmed attacks. IMPLANTS I PREREQUISITE: Scout 1 INCREASE MELEE DAMAGE 2 Allows use of level 1 cybernetic implants. PREREQUISITE: Level 8, Weapon Master Weapon Master can do an additional +4 to damage. This works with any melee weapon and with IMPLANTS II: unarmed attacks. PREREQUISITE: Scout 4, Implant I Allows use of level 2 cybernetic implants. INCREASE MELEE DAMAGE 3 PREREQUISITE: Level 15, Weapon Master IMPLANTS III: Weapon Master can do an additional +6 to damage. This works with any melee weapon and with Scout 8, Implant I, Implant II unarmed attacks.PREREQUISITE: Allows use of level 3 cybernetic implants.INNER STRENGTH
INNER STRENGTH 1 Prerequisites: Level 3 Weapon Master Any damage the Weapon Master takes is reduced by 5 percent. 274 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IX: FEATS
INNER STRENGTH 2 PREREQUISITE: Level 7 Weapon Master Any damage the Weapon Master takes is reduced by 10 percent. INNER STRENGTH 3 KINETIC COMBAT PREREQUISITE: Level 11 Weapon Master Any damage the Weapon Master takes is reduced by 15 percent. PREREQUISITE: Kreia Kreia can use weapons without her hands.JEDI DEFENSE LIGHT SIDE ENLIGHTENMENT
JEDI DEFENSE Received for being a Level 1 Jedi. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber equipped. PREREQUISITE: Jedi Master Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster Turns some party members further to the dark side or bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. light side. You can only parry attacks coming from your front 180–degree arc. If the character tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. IMPROVED JEDI DEFENSE PREREQUISITE: Jedi Level 4, Jedi Defense Adds +3 to Deflecting bonus. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber LOGIC UPGRADE equipped. Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. You can only parry attacks coming from your front 180–degree arc. If the character tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. PREREQUISITE: Droid Level 1 This feat grants the droid a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MASTER JEDI DEFENSE PREREQUISITE: Jedi Level 8, Improved Jedi Defense LOGIC UPGRADE Adds +6 to Deflecting bonus. This feat allows the Jedi to block blaster bolts if the Jedi has a lightsaber +4 to defense at Level 6. equipped. Deflect roll = 1d20 + highest base attack bonus + bonus. DC = the modified attack roll of incoming blaster bolt. If the DC is exceeded by an amount of 10 or more, then the blaster bolt is deflected back at the attacker. You can only parry attacks coming from your front 180–degree arc. If the character LOGIC UPGRADE: TACTICIAN tries to block a bolt shot within 3 meters of them, they suffer a -10 to the deflect roll. +6 to defense at Level 12. +8 to defense at Level 18. +10 to defense at Level 24. LOGIC UPGRADE: TBATTLE DROIDJEDI SENSE +12 to defense at Level 30.
JEDI SENSE This feat works only for Jedi Consulars, Jedi Sentinels, and Jedi Guardians. This feat grants the Jedi a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MANDALORIAN COURAGE +4 to defense at Level 7. +6 to defense at Level 13. PREREQUISITE: Mandalore +8 to defense at Level 19. Mandalore is immune to Fear and Horror. This feat grants +10 to defense at Level 25. Mandalore a +2 to defense at Level 6. This defense is replaced by a higher defense at certain levels: PRESTIGE SENSE +4 to defense at Level 12. This feat works only for Jedi Masters and Sith Lords. This feat grants the Jedi or Sith a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: +6 to defense at Level 18. +8 to defense at Level 24. +4 to defense at Level 9. +10 to defense at Level 30. +6 to defense at Level 18. MASTER PRESTIGE SENSE This feat works only for Jedi Watchmen, Jedi Weapon Masters, Sith Assassins, and Sith Marauders. This feat grants the Jedi or Sith a +2 to defense at Level 1. This defense is replaced by a higher defense at certain levels: MENTOR +4 to defense at Level 6. +6 to defense at Level 12. PREREQUISITE: Kreia +8 to defense at Level 18. At certain levels, Kreia grants the party a percent bonus to all XP earned (she must be in your party for the bonus): 3 percent at Level 1. 5 percent at Level 7. 7 percent at Level 13.PRIMAGAMES.COM < 275
, IMPROVED POWER BLAST PREREQUISITE: Level 4, Power Blast Improved Power Blast can only be used with ranged weapons and applies -3 to hit and gives you +7 to PERCEPTIVE ranged damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knockeddown unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. MASTER POWER BLAST PREREQUISITE: None This feat gives a +2 bonus to the Stealth skill and PREREQUISITE: Level 8, Improved Power Blast Awareness skill. Master Power Blast can only be used with ranged weapons and applies -3 to hit and gives you +12 to ranged damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier.PERSONAL CLOAKING SHIELD PRECISE SHOT
PREREQUISITE: G0-T0 This feat allows G0-T0 to enter stealth mode without using a PRECISE SHOT I stealth field generator. PREREQUISITE: Level 4 PREREQUISITE: Weapon Focus: Blaster Pistol PREREQUISITE: Weapon Focus: Blaster Rifle This feat grants a +1 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot with a -2 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or thrown lightsabers.POINT GUARD
PRECISE SHOT II PREREQUISITE: Level 8, Precise Shot I PREREQUISITE: Mira This feat grants a +2 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot When Mira is the active leader of the group, the group has with a -4 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or immunity to mines. thrown lightsabers. PRECISE SHOT III PREREQUISITE: Level 12, Precise Shot II This feat grants a +4 damage bonus with ranged weapons, penalizes anyone trying to deflect the shotPOWER ATTACK with a -6 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades orthrown lightsabers.
POWER ATTACK PRECISE SHOT IV Level 1 PREREQUISITE: Level 16, Precise Shot IIIPREREQUISITE: Power Attack can only be used with melee weapons and gives you +3 to melee damage. The weapon’s This feat grants a +6 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude with a -8 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or Save. DC = attacker’s level + 2x attacker’s strength modifier. thrown lightsabers. IMPROVED POWER ATTACK PRECISE SHOT V Level 4, Power Attack PREREQUISITE: Level 20, Precise Shot IVPREREQUISITE: Improved Power Attack can only be used with melee weapons and applies -3 to hit and gives you +7 to This feat grants a +8 damage bonus with ranged weapons, penalizes anyone trying to deflect the shot with melee damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked a -10 to their deflection roll, is always active with ranged weapons, and doesn’t apply to grenades or down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. thrown lightsabers. MASTER POWER ATTACK PREREQUISITE: Level 8, Improved Power Attack Master Power Attack can only be used with melee weapons and applies -3 to hit and gives you +12 to melee damage. The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. RAPID SHOT RAPID SHOT PREREQUISITE: Level 1 This allows the character to make an extra ranged attack per round (for a penalty). All attacks, when usingPOWER BLAST Rapid Shot, suffer a -4 to hit. The character’s defense suffers a -4 for one round (3 seconds).
IMPROVED RAPID SHOT POWER BLAST PREREQUISITE: Level 4, Rapid Shot PREREQUISITE: Level 1 This allows the character to make an extra ranged attack per round (for a penalty). All attacks, when using Power Blast can only be used with ranged weapons and gives you +3 to ranged damage. Rapid Shot, suffer a -2 to hit. The character’s defense suffers a -2 for one round (3 seconds). The weapon’s critical multiplier is increased by 1. On a critical hit, the target is knocked down unless they pass a Fortitude Save. DC = attacker’s level + 2x attacker’s strength modifier. MASTER RAPID SHOT PREREQUISITE: Level 8, Improved Rapid Shot This allows the character to make an extra ranged attack per round. There are no penalties for using this feat. 276 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IX: FEATS
SNEAK ATTACK 4 PREREQUISITE: Scoundrel Level 7REGENERATE FORCE PREREQUISITE: Jedi Watchman Level 10 POINTS PREREQUISITE: Sith Assassin Level 7 This feat adds 4–24 extra points of damage when the target can’t respond to the attacker.
PREREQUISITE: Level 4 SNEAK ATTACK 5Force points regenerate faster. PREREQUISITE: Scoundrel Level 9
PREREQUISITE: Jedi Watchman Level 13 PREREQUISITE: Sith Assassin Level 9This feat adds 5–30 extra points of damage when the target can’t respond to the attacker. REGENERATE VITALITY POINTS SNEAK ATTACK 6
PREREQUISITE: Scoundrel Level 11 PREREQUISITE: Jedi Watchman Level 16 PREREQUISITE: Level 4 PREREQUISITE: Sith Assassin Level 11Vitality points regenerate faster. This feat adds 6–36 extra points of damage when the target can’t respond to the attacker.
SNEAK ATTACK 7 PREREQUISITE: Scoundrel Level 13 PREREQUISITE: Jedi Watchman Level 19SCOUNDREL’S LUCK
PREREQUISITE: Sith Assassin Level 13This feat adds 7–42 extra points of damage when the target can’t respond to the attacker.
PREREQUISITE: Scoundrel Level 1This feat grants the scoundrel a +2 to defense at Level 1. This SNEAK ATTACK 8
defense is replaced by a higher defense at certain levels: PREREQUISITE: Scoundrel Level 15 +4 to defense at Level 6. PREREQUISITE: Sith Assassin Level 15 +6 to defense at Level 12. This feat adds 8–48 extra points of damage when the target can’t respond to the attacker. +8 to defense at Level 18. SNEAK ATTACK 9 +10 to defense at Level 24. PREREQUISITE: Scoundrel Level 17 +12 to defense at Level 30. PREREQUISITE: Sith Assassin Level 17This feat adds 9–54 extra points of damage when the target can’t respond to the attacker.
SNEAK ATTACK 10 PREREQUISITE: Scoundrel Level 19SNEAK ATTACK PREREQUISITE: Sith Assassin Level 19 This feat adds 10–60 extra points of damage when the target can’t respond to the attacker. For all sneak attacks: Extra damage is applied when attacked from
behind and when a target is stunned or otherwise immobilized.Attacks when in stealth mode end stealth mode, but first attack
receives the bonus. If using a ranged weapon, you must be within 10 meters. Extra damage is not multiplied in case of a critical hit. SNEAK ATTACK 1 SNIPER SHOT PREREQUISITE: Scoundrel Level 1 PREREQUISITE: Jedi Watchman Level 1 SNIPER SHOT PREREQUISITE: Sith Assassin Level 1 PREREQUISITE: Level 1 This feat adds 1–6 extra points of damage when the target can’t respond to the attacker. This feat can only be used with ranged weapons. When used, the character’s threat range is doubled. If the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence SNEAK ATTACK 2 modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. PREREQUISITE: Scoundrel Level 3 IMPROVED SNIPER SHOT PREREQUISITE: Jedi Watchman Level 4 PREREQUISITE: Level 4, Sniper Shot PREREQUISITE: Sith Assassin Level 3 This feat can only be used with ranged weapons. When used, the character’s threat range is tripled. If the This feat adds 2–12 extra points of damage when the target can’t respond to the attacker. opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5. SNEAK ATTACK 3 MASTER SNIPER SHOT PREREQUISITE: Scoundrel Level 5Jedi Watchman Level 7 PREREQUISITE: Level 8, Improved Sniper ShotPREREQUISITE:
Sith Assassin Level 5 This feat can only be used with ranged weapons. When used, the character’s threat range is quadrupled. IfPREREQUISITE: the opponent fails a Fortitude Save, they are stunned for 6 seconds. DC = character level + intelligence This feat adds 3–18 extra points of damage when the target can’t respond to the attacker. modifier. While this feat is being used, and for 3 seconds afterward, the player’s defense is reduced by 5.PRIMAGAMES.COM < 277
,SUPERIOR WEAPON FOCUS: TWO-WEAPON SPIRIT FIGHTING
SPIRIT SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING I PREREQUISITE: Atton PREREQUISITE: Two-Weapon FightingWhen knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party PREREQUISITE: Improved Two-Weapon Fighting
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 10% vitality restored. PREREQUISITE: Master Two-Weapon Fighting PREREQUISITE: Sith Marauder FIGHTING SPIRIT PREREQUISITE: Jedi Weapon Master PREREQUISITE: Atton If your off hand is not balanced when dual wielding, the penalty is -1/-2. When dual wielding and your offWhen knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party hand is balanced, the penalty is +1/-2.
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 20% vitality restored. SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING II PREREQUISITE: Superior Weapon Focus: Two-Weapon Fighting I HEROIC RESLOVEThis feat further reduces the penalty by 1 for the main hand. If your off hand is not balanced when dual
PREREQUISITE: Atton wielding, the penalty is -0/-2. When dual wielding and your off hand is balanced, the penalty is +2/-2.When knocked unconscious, Atton has a chance to get back up. He will get up only if there is another party
member still standing. The check to get up is checked every 5 or 6 seconds. He returns to fighting with 30% SUPERIOR WEAPON FOCUS: TWO-WEAPON FIGHTING III vitality restored. PREREQUISITE: Superior Weapon Focus: Two-Weapon Fighting IIThis feat further reduces the penalty by 1 for the off hand. If your off hand is not balanced when dual
wielding, the penalty is -0/-1. When dual wielding and your off hand is balanced, the penalty is +2/-1.STEALTH RUN
PREREQUISITE: Level 4 SURVIVALThis feat allows you to run in stealth mode. Character must
be in stealth mode and must be running. PREREQUISITE: AttonAs Atton’s vitality points decrease, for every 10 percent under
half health he gains a +1 to his Saving throws.SUPERIOR WEAPON 40–49% is a +1 FOCUS: LIGHTSABER 30–39% is a +2
20–29% is a +3 SUPERIOR WEAPON FOCUS: LIGHTSABER I 10–19% is a +4 PREREQUISITE: Weapon Proficiency: Lightsaber 01–09% is a +5 PREREQUISITE: Weapon Focus: Lightsaber PREREQUISITE: Weapon Specialization: Lightsaber PREREQUISITE: Sith Marauder PREREQUISITE: Jedi Weapon MasterThis feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +2 to hit with TARGETING
lightsabers. SUPERIOR WEAPON FOCUS: LIGHTSABER II TARGETING 1 PREREQUISITE: Superior Weapon Focus: Lightsaber I PREREQUISITE: Scout This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +3 to hit with This feat grants you a +1 to hit with ranged weapons and does not affect grenades or lightsabers. throwing a lightsaber. SUPERIOR WEAPON FOCUS: LIGHTSABER III TARGETING 2 PREREQUISITE: Superior Weapon Focus: Lightsaber II PREREQUISITE: Scout, Level 5, Targeting 1 This feat adds an additional +1 to hit with lightsabers. You should now have a cumulative +4 to hit This feat grants you a +2 to hit with ranged weapons and does not affect grenades or with lightsabers. throwing a lightsaber. TARGETING 3 PREREQUISITE: Scout, Level 9, Targeting 2This feat grants you a +3 to hit with ranged weapons and does not affect grenades or
throwing a lightsaber. TARGETING 4 PREREQUISITE: Scout, Level 13, Targeting 3This feat grants you a +4 to hit with ranged weapons and does not affect grenades or
throwing a lightsaber. 278 > PRIMA OFFICIAL GAME GUIDE,APPENDIX IX: FEATS
TARGETING 5 PREREQUISITE: Scout, Level 17, Targeting 4 This feat grants you a +5 to hit with ranged weapons and does not affect grenades or throwing a lightsaber.UNARMED STRIKE
TARGETING 6 PREREQUISITE: Scout, Level 21, Targeting 5 UNARMED STRIKE I This feat grants you a +6 to hit with ranged weapons and does not affect grenades or throwing a lightsaber. PREREQUISITE: Level 2 PREREQUISITE: All Jedi classes TARGETING 7 PREREQUISITE: Bao-Dur PREREQUISITE: Scout, Level 25, Targeting 6 PREREQUISITE: Handmaiden This feat grants you a +7 to hit with ranged weapons and does not affect grenades or This feat adds 1–4 points of extra damage to unarmed strikes. The extra damage stacks with throwing a lightsaber. normal damage. TARGETING 8 UNARMED STRIKE II PREREQUISITE: Scout, Level 29, Targeting 7 PREREQUISITE: Level 6 This feat grants you a +8 to hit with ranged weapons and does not affect grenades or This feat replaces the 1–4 damage with 2–8 points of damage. The extra damage stacks with throwing a lightsaber. normal damage. UNARMED STRIKE III PREREQUISITE: Level 10 This feat replaces the 2–8 damage with 3–12 points of damage. The extra damage stacks with normal damage.TOUGHNESS
UNARMED STRIKE IV TOUGHNESS PREREQUISITE: Level 14 PREREQUISITE: Level 1 This feat replaces the 3–12 damage with 4–16 points of damage. The extra damage stacks with normal damage. Adds 1 extra vitality point per level. UNARMED STRIKE V IMPROVED TOUGHNESS PREREQUISITE: Level 18 PREREQUISITE: Level 4, Toughness This feat replaces the 4–16 damage with 5–20 points of damage. The extra damage stacks with Adds the +1 vitality from Toughness and adds damage reduction of 2 or 10 percent if the damage is over normal damage. 20 points. UNARMED STRIKE VI MASTER TOUGHNESS PREREQUISITE: Level 22 PREREQUISITE: Level 8, Improved Toughness This feat replaces the 5–20 damage with 6–24 points of damage. The extra damage stacks with Adds the +1 vitality from Toughness and the damage reduction of 2 or 10 percent if the damage is over 20 normal damage. points. Adds 1 extra vitality point per level. UNARMED STRIKE VII PREREQUISITE: Level 26 This feat replaces the 6–24 damage with 7–28 points of damage. The extra damage stacks with normal damage.TWO-WEAPON FIGHTING UNARMED STRIKE VIII
PREREQUISITE: Level 30 TWO-WEAPON FIGHTING This feat replaces the 7–28 damage with 8–32 points of damage. The extra damage stacks with normal damage. PREREQUISITE: Level 1 When dual wielding, this feat reduces the penalty to the off hand weapon by 4. If your off hand is not balanced when dual wielding with Two-Weapon Fighting, the penalty is -6/-6. When dual wielding with Two- Weapon Fighting and your off hand is balanced, the penalty is -4/-6. IMPROVED TWO-WEAPON FIGHTING PREREQUISITE: Level 4, Two-Weapon Fighting UNCANNY DODGE This feat further reduces the penalty by 2 for each hand. If you off hand is not balanced when dual wielding, the penalty is -4/-4. When dual wielding and your off hand is balanced, the penalty is -2/-4. UNCANNY DODGE 1 PREREQUISITE: Level 4 Scout MASTER TWO-WEAPON FIGHTING This feat allows the scout to retain their dexterity bonus to their defense when surprised by camouflaged PREREQUISITE: Level 8, Improved Two-Weapon Fighting opponents. This feat grants the scout with a +2 on saves versus grenades. This is always active. This feat further reduces the penalty by 2 for each hand. If you off hand is not balanced when dual wielding, the penalty is -2/-2. When dual wielding and your off hand is balanced, the penalty UNCANNY DODGE 2 should be -0/-2. PREREQUISITE: Level 7 Scout This feat allows the scout to retain their dexterity bonus to their defense when surprised by camouflaged opponents. This feat grants the scout with a +4 on saves versus grenades and does not stack with Uncanny Dodge 1. This is always active.PRIMAGAMES.COM < 279
,WAR VETERAN WOOKIEE RAGE
PREREQUISITE: Main Character WOOKIEE RAGE This feat grants a +25 to vitality points at Level 1. PREREQUISITE: Wookiee, Level 1 This feat grants +2 to strength. That +2 to strength equals +1 to hit and +1 to damage. For every creature they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 30 seconds. This feat also: grants +1 vitality point per character level.WEAPON PROFICIENCY grants +1 to Fortitude Saves.
grants +1 to Will Saves. WEAPON PROFICIENCY makes the character suffer a -2 to defense. PREREQUISITE: Level 1 WOOKIEE FURY Weapon Proficiency Blaster Pistol: Allows you to use pistols. PREREQUISITE: Wookiee, Level 9 This feat grants +4 to strength. That +4 to strength equals +2 to hit and +2 to damage. For every creature Weapon Proficiency Blaster Rifle: Allows you to use rifles. they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 60 seconds. This feat also: Weapon Proficiency Lightsaber: Allows you to use lightsabers. Jedi only. grants +2 vitality points per character level. grants +2 to Fortitude Saves. Weapon Proficiency Melee Weapons: Allows you to use melee weapons. grants +2 to Will Saves. makes the character suffer a -4 to defense. Weapon Proficiency Wrist Mounted: Allows you to use wrist-mounted weapons. Must be Mira. grants immunity to Paralysis. WEAPON FOCUS grants immunity to Stasis. PREREQUISITE: Level 1, Proficiency with Weapon grants an extra attack. This attack does not stack with Burst of Speed. Weapon Focus Blaster Pistol: Grants a +1 to hit. WOOKIEE FRENZY PREREQUISITE: Wookiee, Level 17 Weapon Focus Blaster Rifle: Grants a +1 to hit. This feat grants +6 to strength. That +6 to strength equals +3 to hit and +3 to damage. For every creature they kill in the rage, they gain +1 to hit. Once activated, this feat lasts 60 seconds. Weapon Focus Lightsaber: Grants a +1 to hit. Jedi only. This feat also: grants +3 vitality points per character level. Weapon Focus Melee Weapons: Grants a +1 to hit. grants +3 to Fortitude Saves. WEAPON SPECIALIZATION grants +3 to Will Saves. PREREQUISITE: Level 4, Weapon Focus with Weapon makes the character suffer a -6 to defense. grants immunity to Paralysis. Weapon Specialization Blaster Pistol: Grants a +2 to damage. grants immunity to Stasis. Weapon Specialization Blaster Rifle: Grants a +2 to damage. grants two extra attacks. These attacks does not stack with Burst of Speed. Weapon Specialization Lightsaber: Grants a +2 to damage. Jedi only. Weapon Specialization Melee Weapons: Grants a +2 to damage.WOOKIEE TOUGHNESS
WOOKIEE TOUGHNESS I PREREQUISITE: Wookiee, Level 1 This feat grants +2 vitality points per level and reduces all damage by 2 points. WOOKIEE TOUGHNESS II PREREQUISITE: Wookiee, Level 9 This feat grants +3 vitality points per level, reduces all damage by 5 points, and then reduces the damage by 5 percent. WOOKIEE TOUGHNESS III PREREQUISITE: Wookiee, Level 17 This feat grants +4 vitality points per level, reduces all damage by 8 points, and then reduces the damage by 10 percent. 280 > PRIMA OFFICIAL GAME GUIDE,Appendix X: Jedi Powers AFFECT MIND BEAST TRICK
BEAST CONTROL AFFECT MIND PREREQUISITE: Kreia PREREQUISITE: Level 8 BASE COST: 20 BASE COST: 0 This power can only be learned from Kreia during your adventures on Dxun and only affects beasts. Beast This power gives extra options in some conversations and does not affect droids. It is always active. Only Trick can distract a target if they fail a Will Save. Will DC = 5 + attacking character wisdom and charisma the main player may pick this feat during level-up. Universal power. modifiers. If the target fails the Saving Throw, they are distracted for 36 seconds. They become undistracted if the player gets too close or if the player interacts with the target. DOMINATE MIND If in stealth mode, this power will NOT take you out of stealth mode. Universal power. PREREQUISITE: Level 12 BASE COST: 0 BEAST CONFUSION This power gives additional extra options in some conversations and does not affect droids. It is always PREREQUISITE: Jedi Level 12 active. Only the main player may pick this feat during level-up. Universal power. BASE COST: 30 This power makes the Confused target attack the player and lasts 30 seconds. It only works on one target at a time and only affects beasts. Will DC = character’s level + attacking character wisdom and charisma modifiers. They become undistracted if the player interacts with the target. Universal power.BATTLE MEDITATION
BATTLE MEDITATION BREATH CONTROL PREREQUISITE: Level 6 BASE COST: 35 Adds +2 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all PREREQUISITE: Kreia party members, and lasts 20 seconds. Universal power. Restricted by armor. BASE COST: Free This power can only be learned from Kreia during your adventures on Nar Shaddaa. Universal power. IMPROVED BATTLE MEDITATION PREREQUISITE: Level 12 BASE COST: 35 Adds +2 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all party members, and lasts 20 seconds. Any enemy nearby that fails a Will Saving Throw of DC = 5 + attacking character’s level + CHA and WIS Mod, suffers -2 to attack, damage, and Will Saves. Universal power. Restricted BURST OF SPEED by armor. MASTER BATTLE MEDITATION BURST OF SPEED PREREQUISITE: Level 18 PREREQUISITE: Level 1 BASE COST: 35 BASE COST: 25 Adds +4 to attack, damage, and Will Saves. This power also speeds up vitality point regeneration, affects all Jedi’s speed is doubled, and Jedi gains +2 to defense. This Force power lasts 36 seconds. Universal power. party members, and lasts 20 seconds. Any enemy nearby that fails a Will Saving Throw of DC = 5 + Restricted by armor. attacking character’s level + CHA and WIS Mod, suffers -4 to attack, damage, and Will Saves. Universal power. Restricted by armor. KNIGHT SPEED PREREQUISITE: Level 9 BASE COST: 25 Jedi’s speed is doubled, and Jedi gains +4 to defense. Jedi gains one extra attack per round. This Force power lasts 36 seconds. Universal power. Restricted by armor.BATTLE PRECOGNITION
MASTER SPEED PREREQUISITE: Handmaiden PREREQUISITE: Level 15 BASE COST: 0 BASE COST: 25 This power can only be learned from the handmaiden and Jedi’s speed is doubled, and Jedi gains +4 to defense. Jedi gains two extra attacks per round. This Force allows the Jedi to add their wisdom modifier to their defense. It is always active. Light side power. power lasts 36 seconds. Universal power. Restricted by armor. Restricted by armor.PRIMAGAMES.COM < 281
,CRUSH OPPOSITION DRAIN LIFE
BASE COST: 20 DRAIN LIFE This power affects all enemies within 15 meters of the target PREREQUISITE: Jedi Level 9 of this Force power and lasts 45 seconds. Pass a Will Save and this power is resisted. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom BASE COST: 25 modifiers. Dark side power. Restricted by armor. This power allows the Jedi to harm others in order to heal themselves. The opponent is drained 1–4 per level of attacker (max 10 levels, 10–40). The user is healed the amount of damage done. Pass the CRUSH OPPOSITION 1 Fortitude Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’scharisma and wisdom modifiers. This power does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Sith Lord Targets suffer a -1 to hit and a -1 to Will Saves. DEATH FIELD PREREQUISITE: Jedi Level 18 CRUSH OPPOSITION 2 BASE COST: 25 PREREQUISITE: Sith Lord Level 5 This power targets all enemies within 10 meters of the caster. The opponents are drained 1–4 per level of Targets suffer a -2 to hit and a -2 to Will Saves. attacker (max 10 levels, 10–40). The user is healed the amount of damage done. Pass the Fortitude Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom CRUSH OPPOSITION 3 modifiers. The character is healed the equivalent of the most damage dealt to any single enemy. Thispower does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Sith Lord Level 9 Targets suffer a -3 to hit and a -3 to Will Saves. CRUSH OPPOSITION 4 PREREQUISITE: Sith Lord Level 13 ENERGY RESISTANCE Targets suffer a -4 to hit and a -4 to Will Saves. CRUSH OPPOSITION 5 ENERGY RESISTANCE PREREQUISITE: Level 1 PREREQUISITE: Sith Lord Level 17 Targets suffer a -5 to hit and a -5 to Will Saves. BASE COST: 20 This power absorbs 10 points of: CRUSH OPPOSITION 6 Cold Fire PREREQUISITE: Sith Lord Level 21 Electrical Sonic Targets suffer a -6 to hit and a -6 to Will Saves. Energy Damage after 10 points is dealt normally. This power lasts 120 seconds. Universal power. IMPROVED ENERGY RESISTANCE PREREQUISITE: Level 9DRAIN FORCE BASE COST: 20
This power absorbs 15 points of: BASE COST: 5 Cold Fire DC = 5 + attacking character’s level + attacking character’s Electrical Sonic charisma and wisdom modifiers. A Jedi cannot drain more FP from an opponent than they have. Dark side power. Restricted by armor. Energy Damage after 15 points is dealt normally. This Force power works on all party members and lasts 120 DRAIN FORCE seconds. Universal power. PREREQUISITE: Jedi Level 1 MASTER ENERGY RESISTANCE This power draws 10 FP from an opponent. If they pass a Will Save, they only lose 5 FP. PREREQUISITE: Level 17 IMPROVED DRAIN FORCE BASE COST: 15 PREREQUISITE: Jedi Level 9 This power absorbs 20 points of: This power draws 20 FP from an opponent. If they pass a Will Save, they only lose 10 FP. Cold Fire Electrical Sonic MASTER DRAIN FORCE Energy PREREQUISITE: Jedi Level 15 This power allows the Jedi to pull FP from all hostile creatures within 10 meters of the targeted hostile. This Damage after 20 points is dealt normally. This Force power works on all party members and lasts 120 power draws 30 FP from an opponent. If they pass a Will Save, they only lose 15 FP. seconds. Universal power. 282 > PRIMA OFFICIAL GAME GUIDE,APPENDIX X: JEDI POWERS
IMPROVED FORCE BARRIER PREREQUISITE: Level 9 BASE COST: 20FEAR This power absorbs 30 points of:
Bludgeoning damage FEAR Piercing damage Slashing damage PREREQUISITE: Jedi Level 1 15 Damage after 30 points is dealt normally. This power lasts 45 seconds. Light side power.BASE COST: If an opponent fails a Saving Throw vs. Will, they are scared for 6 seconds and take a -4 to defense. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save MASTER FORCE BARRIER means the opponent is not affected by this power. This power does not affect droids. Dark side power. PREREQUISITE: Level 15 BASE COST: 20 HORROR This power absorbs 60 points of: PREREQUISITE: Jedi Level 6 Bludgeoning damage BASE COST: 15 This power affects all within a 5-meter radius of the target creature. If an opponent fails a Saving Throw vs. Piercing damage Will, they are in catatonic fear for 12 seconds and take a -4 to defense. DC = 5 + attacking character’s level Slashing damage + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. Damage after 60 points is dealt normally. This power lasts 60 seconds. Light side power.INSANITY
PREREQUISITE: Jedi Level 12 BASE COST: 15 This power affects all within a 10-meter radius of the target creature. If an opponent fails a Saving Throw FORCE BODY vs. Will, they are in catatonic terror for 12 seconds and take a -4 to defense. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. FORCE BODY PREREQUISITE: Level 1 BASE COST: 0 Force power cost is split 50/50 between FP and vitality points. This power lasts 30 seconds. Universal power.FORCE AURA IMPROVED FORCE BODY
PREREQUISITE: Level 9 FORCE AURA BASE COST: 0 PREREQUISITE: Level 1 40 percent of Force powers cost comes from FP. The Force power cost is 20 percent less than normal. 40 BASE COST: 20 percent of Force powers cost comes from vitality points. This power lasts 30 seconds. Universal power. Jedi gains +2 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. MASTER FORCE BODY FORCE SHIELD PREREQUISITE: Level 15 PREREQUISITE: Level 6 BASE COST: 0 BASE COST: 20 30 percent of Force powers cost comes from FP. The Force power cost 40 percent less than normal. 30 percent of Force powers cost comes from vitality points. This power lasts 30 seconds. Universal power. Jedi gains +4 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. FORCE ARMOR PREREQUISITE: Level 12 BASE COST: 20 FORCE CAMOUFLAGE Jedi gains +6 to defense and to all Saving Throws. This lasts 20 seconds. Light side power. Restricted by armor. FORCE CAMOUFLAGE PREREQUISITE: Level 1 Sith Assassin or Jedi Watchman BASE COST: 0FORCE BARRIER This power allows you to be in stealth mode without using a stealth field generator. Universal power.
Restricted by armor. FORCE BARRIER IMPROVED FORCE CAMOUFLAGE PREREQUISITE: Level 1 PREREQUISITE: Level 7 Sith Assassin or Jedi Watchman BASE COST: 20 BASE COST: 0 This power absorbs 15 points of: This power allows you to be in stealth mode without using a stealth field generator. This power adds a +4 Bludgeoning damage to your Stealth skill. Universal power. Restricted by armor. Piercing damage MASTER FORCE CAMOUFLAGE Slashing damage PREREQUISITE: Level 13 Sith Assassin or Jedi Watchman Damage after 15 points is dealt normally. This power lasts 30 seconds. Light side power. BASE COST: 0 This power allows you to be in stealth mode without using a stealth field generator. This power adds +8 to your Stealth skill. Universal power. Restricted by armor.PRIMAGAMES.COM < 283
,FORCE CRUSH FORCE PUSH
PREREQUISITE: Jedi Level 1 FORCE PUSH BASE COST: 60 PREREQUISITE: Jedi Level 1 You learn this power on Dantooine (dark side). The opponent suffers 1–6 per level of character, max 10 BASE COST: 30 levels (10–60). This damage is unstoppable. A successful Fortitude Save reduced the damage by half. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. The enemy: Restricted by armor. moves back 5 meters. falls to the ground stunned for 3 seconds. suffers damage equal to the attacking character’s level. fails the Reflex Saving Throw, takes full damage, moves back, and gets stunned.FORCE DEFLECTION passes the Reflex Saving throw, takes half damage, and isn’t stunned.
DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Universal power. FORCE DEFLECTION FORCE WHIRLWIND PREREQUISITE: Jedi Level 6 PREREQUISITE: Jedi Level 9 BASE COST: 0 BASE COST: 30 This power grants the Jedi the ability to deflect blaster bolts without a lightsaber, it stacks with the Jedi defense feats, and it is always in effect. Attack vs. D20 + base attack bonus + Jedi defense + miscellaneous Fail the Reflex Saving throw, and you take 1/3 of the attacking character level in damage every 2 seconds feats/powers. The Jedi cannot deflect the bolts back at the attackers. Universal power. for 12 seconds. The target is spun around in a whirlwind for 12 seconds and cannot perform any actions. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful save means the opponent is not affected by this power. This power does not affect droids equipped with FORCE REDIRECTION energy shield hardware. Universal power. PREREQUISITE: Jedi Level 12 BASE COST: 0 FORCE WAVE This power grants the Jedi the ability to deflect blaster bolts without a lightsaber, it stacks with the Jedi PREREQUISITE: Jedi Level 15 defense feats, and it is always in effect. The Jedi can deflect the bolts back at the attackers. This power BASE COST: 30 adds +3 redirection bonus. Attack vs. D20 + base attack bonus + Jedi defense + miscellaneous feats/powers. Universal power. All enemies within 15 meters of the caster: are pushed back 5 meters. fall to the ground and are stunned for 6 seconds. also suffer equal to one and a half times the attacking character’s level.FORCE ENLIGHTENMENT Pass the Reflex Saving Throw and take half damage and no effect to this power. DC = 5 + attacking
character’s level + attacking character’s charisma and wisdom modifiers. Universal power. PREREQUISITE: Level 1 BASE COST: 30 You learn this power on Dantooine (light side). This will activate the highest-ranking power of the following (if you have the power): Speed powers, Armor powers, and Valor powers. These three Force powers should be cast at a reduced cost. Light side power. Restricted by armor. FORCE RESISTANCE FORCE RESISTANCE PREREQUISITE: Level 9FORCE FOCUS: ALTER BASE COST: 25
Attacking Jedi formula—d20 + level. Defending Jedi formula—DC 10 + level. If the attacking Jedi has a higher number than the defending Jedi, the Force power affects the defending Jedi. If the defending Jedi has a higher number than the attacking Jedi, the Force power does not affect the defending Jedi. This PREREQUISITE: Jedi classes only power lasts 60 seconds.Universal power. Restricted by armor. This feat adds +2 to the Difficulty Class for all saving throws against the character’s ‘Alter’ Force Powers. FORCE IMMUNITY PREREQUISITE: Level 15 BASE COST: 25 Attacking Jedi formula—d20 + level. Defending Jedi formula—DC 15 + level. If the attacking Jedi has a higher number than the defending Jedi, the Force power affects the defending Jedi. If the defending Jedi FORCE FOCUS: CONTROL has a higher number than the attacking Jedi, the Force power does not affect the defending Jedi. Thispower lasts 60 seconds.Universal power. Restricted by armor. PREREQUISITE: Jedi classes only This feat adds +2 to the Difficulty Class for all saving throws against the character’s ‘Control’ Force Powers. 284 > PRIMA OFFICIAL GAME GUIDE,APPENDIX X: JEDI POWERS FORCE SCREAM FORCE VALOR
FORCE SCREAM FORCE VALOR PREREQUISITE: Jedi Level 1 PREREQUISITE: Level 1 BASE COST: 25 BASE COST: 25 This power harms all enemies within 10 meters in front of the attacker. Deals 3–18 points of damage. This power grants a +2 to all attributes, grants a +2 to Saving Throws, affects all party members, and lasts Reduces attributes by 2. A successful Will Save reduces the damage by half and cancels the attribute 20 seconds. Light side power. Restricted by armor. damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. KNIGHT VALOR PREREQUISITE: Level 9 IMPROVED FORCE SCREAM BASE COST: 25 PREREQUISITE: Jedi Level 9 This power grants a +3 to all attributes, grants a +3 to Saving Throws, affects all party members, grants BASE COST: 25 immunity to poison, replaces the bonuses from Force Valor, and lasts 20 seconds. Light side power. This power harms all enemies within 10 meters in front of the attacker. Deals 5–30 points of damage. Restricted by armor. Reduces attributes by 4. A successful Will Save reduces the damage by half and cancels the attribute damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark MASTER VALOR side power. PREREQUISITE: Level 15 BASE COST: 25 MASTER FORCE SCREAM This power grants a +5 to all attributes, grants a +5 to Saving Throws, affects all party members, grants PREREQUISITE: Jedi Level 15 immunity to poison, replaces the bonuses from Knight Force Valor, and lasts 20 seconds. Light side power. 25 Restricted by armor.BASE COST: This power harms all enemies within 10 meters in front of the attacker. Deals 7–42 points of damage. Reduces attributes by 6. A successful Will Save reduces the damage by half and cancels the attribute damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power.FURY FURY FORCE SIGHT PREREQUISITE: Level 1 Sith Marauder
BASE COST: 30 While in Fury: PREREQUISITE: Jedi Level 3 character gains +2 strength. BASE COST: 15 character gains +1 vitality point per level. This power can only be learned from Visas Marr on the Ebon Hawk. Grants the Jedi the ability to see through some obstacles. Allows the player to see NPC alignments. Universal power. character gains +1 to Fortitude Saves. character gains +1 to Will Saves. you are immune to Paralysis effects. you are immune to Stasis effects. you get a +1 to damage for every enemy you kill.FORCE SUPPRESSION character takes a -2 to defense.
Fury lasts 30 seconds. Dark side power. FORCE SUPPRESSION PREREQUISITE: Jedi Level 9 IMPROVED FURY BASE COST: 30 PREREQUISITE: Level 5 Sith Marauder This power cancels first- and second-tier Force powers active on the target: Burst of Speed, Knight Speed, BASE COST: 30 Energy Resistance, Improved Energy Resistance, Force Aura, Force Shield, Force Resistance, Force Valor, Knight Valor, Battle Meditation, Improved Battle Meditation, Force Barrier, Improved Force Barrier, Force Body, While in Fury: Improved Force Body, Fury, Improved Fury, Inspire Followers I–III. Universal power. Restricted by armor. character gains +4 strength. FORCE BREACH character gains +2 vitality points per level. PREREQUISITE: Jedi Level 15 character gains +2 to Fortitude Saves. BASE COST: 30 character gains +2 to Will Saves. This power will cancel any Force powers active on the target: Burst of Speed, Knight Speed, Master Speed, you are immune to Paralysis effects. Energy Resistance, Improved Energy Resistance, Master Energy Resistance, Force Aura, Force Shield, Force you are immune to Stasis effects. Armor, Force Resistance, Force Immunity, Force Valor, Knight Valor, Master Valor, Battle Meditation, Improved Battle Meditation, Master Battle Meditation, Force Barrier, Improved Force Barrier, Master Force you get a +1 to damage for every enemy you kill. Barrier, Force Body, Improved Force Body, Master Force Body, Fury, Improved Fury, Master Fury, Inspire character takes a -4 to defense. Followers I–VI. Universal power. Restricted by armor. Fury lasts 60 seconds. Dark side power.PRIMAGAMES.COM < 285
, MASTER FURY INSPIRE FOLLOWERS 4 PREREQUISITE: Level 9 Sith Marauder PREREQUISITE: Level 13 Jedi Master BASE COST: 30 BASE COST: 20 Character must be a Sith Marauder. Grants +4 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light While in Fury: side power. Restricted by armor. character gains +6 strength. INSPIRE FOLLOWERS 5 character gains +3 vitality points per level. PREREQUISITE: Level 17 Jedi Master character gains +3 to Fortitude Saves. BASE COST: 20 character gains +3 to Will Saves. Grants +5 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light you are immune to Paralysis effects. side power. Restricted by armor. you are immune to Stasis effects. INSPIRE FOLLOWERS 6 you get a +1 to damage for every enemy you kill. PREREQUISITE: Level 21 Jedi Master character takes a -6 to defense. BASE COST: 20 Fury lasts 60 seconds. Dark Side Power. Grants +6 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor.HEAL MIND TRICK HEAL
PREREQUISITE: Level 6 MIND TRICK BASE COST: 30 PREREQUISITE: Level 1 Heals all party members within 15 meters. Heals: 5 + 1 point for every charisma and wisdom modifier and BASE COST: 20 character level. The Force power does not affect droids. Light side power. Mind Trick can distract a target if they fail a Will Save. Will DC = 5 + attacking character’s wisdom and charisma modifiers. If the target fails the Saving Throw, they are distracted for 30 seconds. They become IMPROVED HEAL undistracted if the player gets too close or if the player interacts with the target. If in stealth mode, this power will not take you out of stealth mode. This power does not affect droids. Universal power. PREREQUISITE: Level 12 BASE COST: 30 FORCE CONFUSION Heals all party members within 15 meters. Heals: 10 + 1 point for every charisma and wisdom modifier and character level. Improved Heal neutralizes Poisons. The Force power does not affect droids. Light side power. PREREQUISITE: Level 12 BASE COST: 30 MASTER HEAL This power makes the Confused target attack for the player and lasts 30 seconds. Will DC = character’s level Level 18 + attacking character wisdom and charisma modifiers. This power only works on one target at a time andPREREQUISITE: does not affect droids. Universal power. BASE COST: 25 Heals all party members within 15 meters. Heals: 15 + 1 point for every charisma and wisdom modifier and character level. Master Heal neutralizes Poisons. Master Heal neutralizes Stun effects. The Force power does not affect droids. Light side power.MOBILITY INSPIRE FOLLOWERS PREREQUISITE: Level 4
Character moves 10% faster than normal. INSPIRE FOLLOWERS 1 PREREQUISITE: Level 1 Jedi Master BASE COST: 20 Grants +1 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. PRECOGNITION INSPIRE FOLLOWERS 2 PREREQUISITE: Level 5 Jedi Master PREREQUISITE: Jedi Level 1 BASE COST: 20 BASE COST: 0 Grants +2 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light Warns the Jedi before they enter extreme danger. These warnings are very rare. This power is always side power. Restricted by armor. active. Universal power. INSPIRE FOLLOWERS 3 PREREQUISITE: Level 9 Jedi Master BASE COST: 20 Grants +3 to hit, damage, and Will Saves. This power affects all party members and lasts 45 seconds. Light side power. Restricted by armor. 286 > PRIMA OFFICIAL GAME GUIDE,APPENDIX X: JEDI POWERS AFFLICTION
PREREQUISITE: Jedi Level 6 BASE COST: 20 REVITALIZE Fail Saving Throw vs. Fortitude and opponent suffers as though poisoned. DC = 5 + attacking character’slevel + attacking character’s charisma and wisdom modifiers. -7 to all physical attributes (1 point every 3 seconds for 21 seconds). Target is slowed for 21 seconds. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power.REVITALIZE
PREREQUISITE: Level 9 PLAGUE BASE COST: 50 PREREQUISITE: Jedi Level 12 Brings closest fallen ally back to life (does not work on droids). They should have 5 percent of their max BASE COST: 20 vitality points when Revitalized. Light side power. Restricted by armor. Fail Saving Throw vs. Fortitude and opponent suffers as though deathly ill from poison. DC = 100. -12 to all physical attributes (1 point every 1 second for 12 seconds)Target is slowed for 12 seconds. A successful save is IMPROVED REVITALIZE impossible—it should never happen. This power does not affect droids. Dark side power. Restricted by armor. PREREQUISITE: Level 15 BASE COST: 50 Brings all allies back to life (does not work on droids). They should have 5 percent of their max vitality points when Revitalized. Light side power. Restricted by armor.STUN
MASTER REVITALIZED PREREQUISITE: Level 21 BASE COST: 50 STUN Brings all allies back to life (does not work on droids). They should have 10 percent of their max vitality PREREQUISITE: Jedi Level 1 points when Revitalized. Light side power. Restricted by armor. BASE COST: 25 This power Stuns an opponent for 9 seconds if they fail a Fortitude Save. If the opponent is successful in the save, they are slowed for 9 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. This power does not affect droids. Light side power.STASIS SHOCK PREREQUISITE: Level 9
BASE COST: 25 SHOCK This power holds an opponent for 12 seconds if they fail a Fortitude Save. If the opponent is successful inthe save, they are slowed for 12 seconds. DC = 5 + attacking character’s level + attacking character’s PREREQUISITE: Jedi Level 1 charisma and wisdom modifiers. This power does not affect droids. Light side power. BASE COST: 20 Damages target for 1–6 per character level. Max 10 levels (10–60). Fail the Will Saving Throw, take full STASIS FIELD damage. Pass the Will Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking PREREQUISITE: Level 15 character’s charisma and wisdom modifiers. Dark side power. Restricted by armor. BASE COST: 25 LIGHTNING This power has a 10-meter radius effect from the target opponent it is cast on. The power holds theopponents for 12 seconds if they fail a Fortitude Save. If the opponent is successful in the save, they are PREREQUISITE: Jedi Level 9 slowed for 12 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom BASE COST: 20 modifiers. This power does not affect droids. Light side power. Restricted by armor. Attacks all hostiles 16 meters in front of the caster. Damages targets for 1–6 per character level. Max 10 levels (10–60). Fail the Will Saving Throw, take full damage. Pass the Will Saving Throw, take half damage. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. Restricted by armor. FORCE STORM STUN DROID PREREQUISITE: Jedi Level 18 BASE COST: 20 STUN DROID This power affects all within a 10-meter radius of the target creature. Damages targets for 1–6 per PREREQUISITE: Jedi Level 1 character level. Max 10 levels (10–60). Also damages the target’s FP equal to the damage to their vitality points. Fail the Will Saving Throw, take full damage. Pass the Will Saving Throw, take half damage. DC = 5 BASE COST: 15 + attacking character’s level + attacking character’s charisma and wisdom modifiers. Dark side power. If the droid fails a Saving Throw vs. Fortitude, they are stunned for 12 seconds. DC = 5 + attacking Restricted by armor. character’s level + attacking character’s charisma and wisdom modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. DISABLE DROID PREREQUISITE: Jedi Level 6SLOW BASE COST: 15
This affects droids in a 5-meter radius around the target droid. If they fail a Saving Throw vs. Fortitude, they are stunned for 12 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom SLOW modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power. PREREQUISITE: Jedi Level 1 20 DESTROY DROIDBASE COST: Fail Saving Throw vs. Will and opponent is slowed for 30 seconds. DC = 5 + attacking character’s level + PREREQUISITE: Jedi Level 12 attacking character’s charisma and wisdom modifiers. Slowed effects are: -2 to defense, -2 to reflexes, and - BASE COST: 15 2 to attack rolls. A successful save means the opponent is not affected by this power. This power does not affect droids. Dark side power. This affects droids in a 6-meter radius around the target droid. If they fail a Saving Throw vs. Fortitude,they are stunned for 12 seconds. 1–6 points of damage per attacking character’s level. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A Save vs. Fortitude means they are not stunned and they take half damage. Light side power.PRIMAGAMES.COM < 287
,THROW LIGHTSABER WOUND
THROW LIGHTSABER WOUND PREREQUISITE: Jedi Level 1 PREREQUISITE: Jedi Level 1 BASE COST: 20 BASE COST: 20 Target must be 5 or more meters away. Damage equals 1–6 per every two character levels. After the Fail Saving Throw vs. Fortitude, opponent is choked for 6 seconds. Damage: Opponent takes 2/3 of the lightsaber is thrown, it always comes back. Universal power. Requires lightsaber. attacking character’s level every 2 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. A successful Fortitude Save means the opponent takes no damage. This ADVANCED THROW LIGHTSABER power does not affect droids. Dark side power. PREREQUISITE: Jedi Level 9 CHOKE BASE COST: 20 PREREQUISITE: Jedi Level 9 This power allows the character to attack up to three targets. The first target must be 5 or more meters away. Each additional target must be within 5 meters of the previous one. Damage equals 1–6 per every two BASE COST: 20 character levels. After the lightsaber is thrown, it always comes back. Universal power. Requires lightsaber. If an opponent fails a Saving Throw vs. Fortitude, they are choked for 6 seconds and suffer ability drain for 24 seconds. A successful Fortitude Save means the opponent takes no damage. Damage: Opponent takes 2/3 of the attacking character’s level every 2 seconds. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. -4 to constitution, -4 to dexterity, -4 to strength. This power does not affect droids. Dark side power.KILL
PREREQUISITE: Jedi Level 12 BASE COST: 20 If an opponent fails a Saving Throw vs. Fortitude, they are choked for 6 seconds and take damage equal to half of their maximum vitality points. If the opponent is successful in the Saving Throw, they take damage equal to the attacking character’s level. DC = 5 + attacking character’s level + attacking character’s charisma and wisdom modifiers. This power does not affect droids. Dark side power.Appendix XI: Force Forms CLASS NAME: BASIC Class Name Total Forms
Class Name Shii-Cho Makashi Soresu Force Channel Jedi Sentinel 7 Jedi Consular Level 7 Level 10 Level 12 Level 8 Jedi Guardian 7 Jedi Guardian Level 7 Level 8 Level 10 Level 12 Jedi Consular 7 Jedi Sentinel Level 7 Level 12 Level 8 Level 10 Jedi Watchman 7 J.M. = Jedi Master Jedi Master 7 Jedi Weapon Master 7 Sith Assassin 7CLASS NAME: ADVANCED Sith Lord 7
Class Name Ataru Shien Niman Juyo Sith Marauder 7 Jedi Consular — — — — Jedi Guardian First J.M. Second J.M. — Third J.M. Jedi Sentinel Second J.M. First J.M. Third J.M. — Jedi Master — — — — Jedi Watchman Second J.M. First J.M. Third J.M. — Jedi Weapon Master First J.M. Second J.M. — Third J.M. Sith Assassin Second J.M. First J.M. Third J.M. — Sith Lord — — — — Sith Marauder First J.M. Second J.M. — Third J.M.CLASS NAME: FORCE
Class Name Potency Affinity Mastery Jedi Consular First J.M. Second J.M. Third J.M. Jedi Master First J.M. Second J.M. Third J.M. Sith Lord First J.M. Second J.M. Third J.M. 288 > PRIMA OFFICIAL GAME GUIDE,Forms: Advanced Form Bonus
Ataru Niman Defense: -2 Attack Modifier: +1 Defense vs. current target: +5 Defense: +1 Blaster bolt deflection: -4 Blaster bolt deflection: +1 Weapon threat range: -1 Saves vs. Force powers: +1 Shien Juyo Attack Modifier: +2 Defense: -4 Defense vs. current target: -5 Defense vs. current target: +2Forms: Basic Form Bonus Blaster bolt deflection: +2 Saves vs. Force powers: -4
Critical multiplier: +1 Attacks per round: +1 Shii–Cho Soresu Critical hit attack modifier: +4 Attack modifier: +1 Defense vs. current target: +2 Defense: +3 Blaster bolt deflection: +4 Forms: Force Form Bonus Defense vs. current target: -3 Weapon threat range: -1 Makashi Force Channel Force Potency Force Mastery Attack modifier: +3 with lightsaber FP Regeneration: +50% (noncombat) Force power damage: +30% Force power duration: +50% Damage: +3 Force power damage: +3 FP cost: +20% Opponents’ Saves vs. Force powers: -2 Blaster bolt deflection: -5 Saves vs. Force powers: +2 Force Affinity Saves vs. Force powers: -4 Saves vs. Force powers: +2 FP Regenerate during combat FP cost: +20%Appendix XII: Party Members’ Paths of Destiny
“YOU LOOK LIKE YOU’VE SUFFERED A LOTOF DAMAGE OVER THE YEARS.”
There are light and dark reactions to this line of questioning: ”Well, I’m sure you’ll gain that skill back. I’m glad to have you along.”SPOILER ALERT! ”Pray you don’t lose any more of your functionality, or I’ll sell you for parts.”
The following party member information reveals all of their secrets and should ONLY be witnessed if you wish to When this conversation ends, ask T3-M4 if you can fix its processor (you need Computer Use and Repair skills of greater know EVERYTHING about your teammates and some of the plot of this adventure. You have been warned! than 0). A new line of options then begins.T3-M4: Companion Quest REPAIRING T3-M4 Information Stage 1: With moderately high/low influence and a Repair/Computer Use skill of 8 or more, you can begin an initial
diagnostic. Success leads to an award: +1 CON (Repair) and +1 INT (Computer), 250 XP. Stage 2: With high/low influence and a Repair/Computer Use skill of 14 or more, you can begin another diagnostic. Success leads to an award: +1 DEX (Repair) and +1 INT (Computer), 500 XP. Stage 3: With high/low influence and a Repair/Computer Use skill of 20 or more, you can begin another diagnostic. Success leads to an award: +1 DEX, +1 CON (Repair) and +1 INT, +1 WIS (Computer), 750 XP. Stage 4: With very high/low influence, and when the first three stages are complete, you acquire the Moving Meditation technique, allowing you to operate on T3-M4; you can heal your Force points and repair the droid at the same time.COMPUTER SPIKE WHEN SPOKEN TO
Any time you talk to T3-M4, you can request a computer spike from him. Use these at terminals, workbenches, or sellSCRAP METAL COLLECTION them to vendors (these can be continuously made and sold for an infinite number of credits if your patience is high).
Before you rebuild HK-47, talk to T3-M4 about the location of the various parts to construct the assassin droid. After you rebuild HK-47 and have interacted with it, move to T3-M4 and ask about the assassin droid. With high/low EXTRA DIALOG OPTIONS influence, T3-M4 admits to scavenging from parts across the galaxy. With a high player character intelligence (14 or more) or Computer Use, you can ask, [Intelligence] “How did you get Award: 500 XP here, T3?” With a high/low influence, you can ask, “What’s wrong with the astrogation system?”PRIMAGAMES.COM < 289
,HOLOGRAMMATICAL ERRORS ALL CREDIT TO KODIN
With a high Computer Use skill (10 or more), you can ask, [Computer] “You’re deliberately avoiding answering— If you’ve sold T3-M4 to Kodin on Nar Shaddaa, and after the droid returns to your party, you have an opportunity to why?” This leads to one of two possible choices: lose further influence: [Computer] “Let me check your core. I’ll be careful.” (Influence gain). [Persuade] “Want me to give you a memory wipe?” [Computer] “That does it. I’m going to rip out your module and get some answers there.” (Influence lost). After this there is a light side and dark side option: AFTER AN AUDIENCE WITH ATRIS The following light and dark options are available if you talk to T3-M4 before leaving Atris’ Jedi academy on Telos. The ”I want to make sure you’re all right. Just let me check, all right?” (Influence gain). light side gains influence, and the dark side loses it: ”I don’tcare what damage it could cause—I want to know what you’re hiding.” (Influence lost). “It wasn’t your fault they took the ship, T3.” After this, you can gain additional dialog regarding Darth Revan if your Computer Use is 15 or more: “Look, I’m just glad I found you.” If Revan was male and good: A hologram of Bastilla appears in Jedi robes, talking about good Revan disappearing. If Revan was male and evil: A hologram of Bastilla appears in Jedi robes, talking about evil Revan disappearing. “Don’t waste my time with excuses.” If Revan was female and good: A hologram of Carth Onasi appears in a new outfit, talking about good Revan disap- pearing. EBON HAWK CONVERSATION If Revan was female and evil: A hologram of Carth Onasi appears in an old outfit, talking about evil Revan as the Ask T3-M4, “How’s the Ebon Hawk?” There are some light and dark dialog choices (plus influence gain/loss) to make: original party heads to the Unknown World before she kills him. “Good job—glad to hear it.” “FRIEND OF YOURS?” “T3, I really appreciate your help.” When you reach the end of the “Hologrammatical Errors” sequence, you have a one-time chance to ask T3 about “Friend of yours?” Choose from one of two options: “Keep up the routine maintenance. If something goes wrong, I’ll hold you responsible.” “That long ago? Sorry to hear it.” “Just be sure it stays that way, or we’ll be using you for spare parts.” “Then leave them buried in the past, where they belong.” Then, choose an option regarding the hologram you just witnessed: ASTROGATION WITH THE ASTROMECH ”Don’t be sorry—maybe you had a good reason or were trying to protect someone.” After you speak to Atton Rand and learn that T3-M4 is responsible for the astrogation system, a new dialog option is available: “T3, what’s wrong with the astrogation system?” Light and dark side responses are now available: ”Save your apologies for someone who cares. Just don’t delete anything else unless I order you to.” ”No, I’m not planning to leave you behind, but it happens.” (Influence gained). By now, your character realizes T3-M4 has been searching for you. You can add or subtract to/from your influence even “I might. So repair it, or else.” (Influence lost). more by choosing the following dialog options: “I’m honored, T3. I will do what I can to stop this threat.” “If you question me on this again, I’ll turn you into scrap.” (Influence lost). “When this journey is done, you will pay for what you have done and for all you have put me through.”Kreia: Companion Quest
And: Information ”But you did help—you found us, T3. If we can stop the Sith…then there is hope after all.” ”You were able to gather us. And together, we can crush the Sith…and anyone else in our way.”THE JEDI MASTERS
Should you interrogate T3-M4 about the Jedi Masters scattered across the galaxy, the droid informs you about them in turn, including information on whether they are dead or alive. After you view them, you can question T3-M4 about why he downloaded this information: “Oh, I’m not angry. I wish you’d wiped the database before you left.”GAINING A PRESTIGE CLASS
“Well, be careful about going into unauthorized systems. Don’t want you getting hurt.” When you reach Level 15 and your alignment is 75 percent or more toward pure light or dark side (check the character backdrop and meter in your inventory), talk to Kreia about choosing a Jedi Prestige class. You may choose any of those “If you do that again, I’ll have your memory wiped. Understand?” mentioned in the “Training” section, but we recommend that you pick a Prestige class that matches the way you’ve played the game up until this point. You now gain levels as this Prestige character from now on. “Next time, don’t do anything without an order from me, or I’ll turn you into scrap.”PICKING A SIDE
If you are heading toward the light or dark side, check your character backdrop: there are light/dark side points and influence to earn. When your bar is two-thirds of the way to light/dark, new dialog options appear. 290 > PRIMA OFFICIAL GAME GUIDE,APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY
Choose any answer except, “I shall view you as disposable, then.” HANDMAIDEN AND KREIA Kreia is also at odds with the handmaiden joining your party. When you confront Kreia, there are a number of options Choose any answer except, “I will not betray my companions like the Jedi.” to consider: “I trust her. She is here to help us, and allies should stand together.”VISAS AND KREIA “She has offered to help us, so show her the same respect I show you.”
Kreia reacts to the arrival of Visas when she appears in your party select inventory screen, and her response varies depending on whether you are male or female and light or dark. Kreia’s influence varies too; the following responses “I do not see the handmaiden as an enemy, and neither should you.” (Influence lost). shift her influence the most: “Ties to her master, perhaps. And I intend to follow that bond to its source when the opportunity presents itself.” “Then perhaps we should stop talking about it and simply eliminate her.” (Influence gain). “I think I can help her. She doesn’t seem…evil.” “I will keep that in mind—and watch the handmaiden carefully.” (Influence gained). ”Trust me, all I wanted was her lightsaber.” “Agreed. We need every tool we can get if Atris tries anything.” (Influence gained). Two additional responses are available if your intelligence or awareness is over 14, respectively: [Intelligence or Awareness] “Well, if her people all see through the Force, then maybe someone wanted to blind them.” PEERING INTO THE MINDS OF OTHERS When Visas is in your party, ask her about her eyesight and also ask Kreia about her vision. This leads to a discussionGRUMBLING AND MURMURING on telepathy and influence gaining. Award: Bonus Force Points, +1 Awareness, 500 XP.
When the disciple (female PC) or handmaiden (male PC) joins your party, Kreia’s demeanor shifts negatively. When she When you achieve this, return to talk to Kreia when you reach Level 15. Converse with her about telepathy again starts talking about influence, you can add light/dark points with the following responses: for the ability to read the minds of your party. More influence is gained. Award: Bonus Force Points; 500 XP; and Thought Check ability on Visas Marr, disciple, handmaiden, Mira, Atton, and Bao-Dur. “They’re my friends, not my followers.” When this is over, you have learned and can talk about Atton’s ability to play Pazaak in his head. “They are your friends, too—maybe you could learn to see them that way, rather than as followers.” SKILL AND INFLUENCE “They are my friends, not tools.” After you read minds and reach Level 15, talk to Kreia about what else she can teach you about the Force. She asks you what your most and least proficient skills are and asks that you return after you acquire skills in your least impressive one. Comply and return for a reward: Influence Gain, Bonus Force Points, and XP bonus (varies). “I deserve such obedience—from them and you.” After this, talk to Kreia about any of the Force and lightsaber forms you have learned. “You have a point. I will reflect upon this.” LET THERE BE LIGHTSABERS “I will think upon how my allies may be used, then.” If you haven’t already made a lightsaber with Bao-Dur’s help, ask Kreia about what is involved. There are light and dark options to select when asked about this weapon: Continue this through to learn that perhaps Kreia knows more of Revan, and follow this line of questioning: “To defend you and my allies.” “I had questions about how Revan amassed such a huge force against the Republic.” “Did you know Revan?” “The lightsaber is a symbol of the Jedi. It inspires others, gives them hope.”THE JEDI MASTERS “A lightsaber is the most powerful weapon a Sith can wield—that is reason enough.”
A new line of questioning is available after you locate all the Jedi Masters, and Kreia will speak. She also speaks if you slay the last Jedi Master “It represents power—and it can help me slaughter enemies quicker, faster.”THE MASTER OF VISAS MARR JEDI OR SITH?
When Visas is in your party, ask Kreia about Visas’ homeworld. In addition, when your line of questioning with Visas Asking Kreia, “Kreia, what are you—are you a Jedi, a Sith?” elects a refusal to comment. But there are more opens up dialog that mentions her master, ask Kreia about Visas’ master and she eventually mentions your possible comments you can make: need to sacrifice her. There are three options to consider here: INT 13+: “Then what were you?” “I will never do such a thing.” (Influence lost). INT 14-17: “To ally myself with someone without knowing their allegiance is unwise.” “If that is what must be done for victory, then I will do so.” (Small dark side gain, influence gained). If your intelligence is less than 13, you only receive a successful answer if you have a very high/low influence with Kreia. Award: 1,000 XP and movie revelations! “Perhaps I can convince her to sacrifice herself…that would be a twin victory, I think.” (Large dark side gain, influence gained). “DID YOU KNOW ATRIS AT ALL?” With a moderately high or low influence and a meeting already with Atris on Telos, ask Kreia “Did you know Atris atTELL ME ABOUT HER MOTHER all?” When successful, you receive an award and questions about her training Darth Revan. Award: 500 XP, Revan
conversations. For male player characters only, when the handmaiden is in your party and you’ve had the conversation about the handmaiden’s mother, move to Kreia and ask her about it. This is necessary to complete the handmaiden’s path to becoming a Jedi.PRIMAGAMES.COM < 291
, “DO YOU KNOW ANYTHING OF THE SITH INTERPARTY ANIMOSITYTHAT PURSUE US?” Atton has a number of unique conversations depending on who has joined the party and what situations arise:
With a high or low influence, you can ask Kreia, “Do you know anything of the Sith that pursue us?” Her response • If Hanharr has joined, Atton has something to say. includes information on Sion, Traya, and Nihilus. • If the handmaiden and Visas begin to fight with each other, Atton speaks up about “women trouble.”REVAN REVELATIONS • If the handmaiden becomes annoyed at Atton spending too much time with Visas.
With a moderately high or low influence, and after handmaiden or disciple join your party, you can ask, “I had questions • If Mira loses her temper with the player character during her companion quest. about how Revan amassed such a huge force against the Republic.” The response is most interesting. This can lead to a • After you find out about the Echani training at Atris’ academy. second question (“Did you know Revan?”), as can a response concerning Atris (see above). Award: 500 XP. One final question is available in this story arc, but it requires extremely high/low influence to activate it: “Did you teach Revan?” You receive an influence gain after the answer. Award: 1,000 XP. CEREBRAL PAZAAK This line of questioning can conclude with the question, “How come none of Atris and the Jedi Masters recall After the player character talks to Kreia and learns to telepathically hear people on the ship, ask Atton why he plays you?” This activates after you learn about Revan. Pazaak in his head. Completely finish the conversation to receive a reward: A small bonus to Will-based saving throws.MAKING WOOKIEE Bao-Dur: Companion Quest
If Hanharr joins your party (you must be dark side) on Nar Shaddaa, talk to Kreia and she mentions “the lesson of Information strength.” If you already talked to Hanharr about his life debt, you can answer Kreia immediately. If not, talk to Hanharr, then return to Kreia. This leads to some light and dark side responses: “I think there is hope for the Jedi—and their code.” “There is weakness in the Jedi, and I have already cast them—and their beliefs—aside.” At the end of this conversation, you have two options: to accept the lesson of strength, or deny it. The awards are as follows: Acceptance award: 500 XP, minor influence gain with Kreia, small dark side bonus, +2 STR. Denial award: 1,000 XP, major influence gain with Kreia.SPECIAL GREETINGS FOR THE GENERAL Atton Rand: Companion Quest When you first converse with Bao-Dur, he has a different greeting: “General. Need something?” Information After you accrue enough light side points (usually around the time you leave Telos or shortly thereafter), a new
line of conversation can occur where Bao-Dur begins with, “Hey, General. Are you all right?” After you accrue enough dark side points (usually after leaving Nar Shaddaa if you’re following the walkthrough, and if you’ve made consistently dark side choices), a new line of conversation can occur where Bao-Dur begins with, “Hey, General. I want to talk to you.” When you have moderate influence gain with Bao-Dur, watch for a new conversation greeting: “I didn’t want to talk about the war, but can I ask you something?” A bit later, after you gain a little more influence, Bao-Dur has a new greeting: “You know, I’m glad I found you again, General.”JEDI TEMPTATIONS
When you’ve gained a major influence with Bao-Dur and are light side or neutral, another line of questions opens up,ATTON’S COMPANION QUEST beginning with: “Having you here has an effect on me, General. I never noticed it years ago. I think my mind was too
Part 1: Visit the Refugee Sector in Nar Shaddaa and locate two Twi’leks to begin this companion quest. There are light occupied then.” And: “I feel…calm. More in control. The anger is still there, but I can feel it drifting away.” and dark side options, but whatever your choice, the conversation continues to the end. During this dialog, you can offer to train Bao-Dur as a Jedi. If Bao-Dur’s alignment is light side or neutral, he Part 2: Your influence with Atton should be at a minor gain/loss to trigger a new conversation where Atton confesses to will agree. being a deserter. Similarly, when you’ve gained a major influence with Bao-Dur and are dark side, Bao-Dur begins with, “Having Part 3: To trigger the next conversation, your influence should have a relatively large gain/loss. The conversation you here has an effect on me, General. I never noticed it years ago. I think my mind was too occupied then.” And: “I continues with Atton speaking about defecting at the time of the Mandalorian Wars. feel the anger boiling to the surface, as I once felt towards the Mandalorians, but now it is toward myself alone.” Part 4: With a large influence gain/loss with Atton, persist with the line of questioning where Atton speaks about a Jedi During this dialog, you can offer to train Bao-Dur as a Jedi. If Bao-Dur’s alignment is dark, he will agree. who gave her life for him. When this chat ends, you can train Atton to become a Jedi Guardian, either immediately or later if you pick up the conversation again. THE LIGHTSABER ASSEMBLY QUEST After the lightsaber quest has begun (just after Telos, see the walkthrough for more details) ask Bao-Dur, “Do I have all TURNING TO THE LIGHT OR DARKNESS the lightsaber parts I’ll need?” Learn what is left to locate or have Bao-Dur construct the lightsaber to complete the quest. Atton can sense when you are turning to the light or dark side, and he has a unique conversation when you are at varying degrees of light or dark side. SHIPMATES When you find Bao-Dur tinkering on the Ebon Hawk, you can ask him, “What are you doing?” 292 > PRIMA OFFICIAL GAME GUIDE,APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY AFTER THE DXUN TEMPTATION “Why does Atris allow me to walk freely? I could kill you all, easily.”
Bao-Dur is one of many of your party who can be tempted to the dark side after visiting Dxun. This opens up a number of lines of questioning, such as: “There was glory in battle—and none among the Jedi.” “Did something happen to you on Dxun? You look unsettled.” And: “Did something happen to you on Dxun? You seem a little calmer than normal.” “So if I crushed Atris’ skull into the floor, that might get to the heart of the matter?”REMOTE CONTROL “When the methods to inflict violence on others is limited, it weakens us all.”
Bao-Dur has a small remote that floats around his person, and he decides to upgrade it throughout the adventure. At Level 8, Bao-Dur upgrades the remote’s repair capability (excellent for helping other droids in combat). At Level 10, “I agree. It shows how far you are willing to go for your goals.” Bao-Dur upgrades the remote’s laser. “Devotion? I prefer obedience. To a cause…and a master.”THE DROID TINKERER
Bao-Dur can also approach the three droid companions you may have acquired during your adventure and tinker “Your skill is impressive, as is your devotion to your training.” (This activates when you ask about the last of with them: the handmaidens and haven’t heard a response from her sisters at the Telos Academy. You must be on the Ebon Hawk.) • T3-M4: Bao-Dur inspects this droid just after leaving Telos, upgrading the astromech droid. Award: T3-M4 +2 CON. • G0-T0: Bao-Dur inspects this droid after you leave Nar Shaddaa, exit onto another planet’s surface from the “Keep your opinions to yourself, or I will make you regret them.” (This activates when you ask about the last Ebon Hawk, then return to the ship. G0-T0 actually requests a service from Bao-Dur. Award: G0-T0 +2 DEX. of the handmaidens and about her name. You must be on the Ebon Hawk.) • HK-47: Bao-Dur actually requests and then improves HK-47’s combat techniques after you activate the droid “As do all slaves. If you have no value to anyone but Atris, you have no value to me.” (This activates when and he is in your party. you ask about the last of the handmaidens and about her name. You must be on the Ebon Hawk.) “Battle is not the truth of the Jedi teachings—I believe it is the farthest thing from it.”EXTRA PROTECTION
At any time you can request shields from Bao-Dur, which can add to your combat readiness or be sold for profit. Bao- “Combat is not the best way to communicate with others.” Dur has a limitless supply of these and they vary in type. “Well, I have no wish to fight Atris.”COMBAT TRAINING
After you have a moderate to high/low influence on Bao-Dur, a number of combat conversation strings open, allowing “I apologize. I meant no offense.” you to train Bao-Dur in techniques, forms, and fighting moves. “I went to war to protect others, not to fight.”INTERPARTY TRIBULATIONS “If you are distracted and lack discipline, then you deserve your rank.” (This activates when you ask about the
Aboard the Ebon Hawk, after you gain a moderate influence with Atton Rand and your character is female, Atton asks last of the handmaidens and haven’t heard a response from her sisters at the Telos Academy. You must be on Bao-Dur about you. the Ebon Hawk.) Bao-Dur also confronts Kreia after you have a strong influence gain with him and after you’ve fallen significantly “There is some truth in what you say. Is that your judgment of me?” (This activates when you ask about the to the dark side. last of the handmaidens and about her name. You must be on the Ebon Hawk.) When you have a slight influence gain with Mandalore and a strong gain with Bao-Dur, a confrontation between “You should take value in yourself as well.” (This activates when you ask about the last of the handmaidens the two party members can occur. and about her name. You must be on the Ebon Hawk.)MALACHOR V REVELATIONS FLEETING CONVERSATIONS
When you have a very high influence gain with Bao-Dur, he may talk to you about Malachor V. This can eventually lead At the end of the conversation at Atris’ academy or after one of the handmaiden’s duels on theEbon Hawk, she will ask to an ultimate sacrifice on the part of this Zabrak. you about the Force only once: “What does it feel like?” She also asks you about your trial during the end of the first (or second) duel on the Ebon Hawk. There areHandmaiden: Companion options for light and dark awards and the ability to gain and lose influence. Quest Information Should you teeter on the brink of becoming pure light or dark side, the handmaiden’s responses to questions will
be different. If your player character is male, you can, with the correct amount of influence gained through chats and adven- turing, begin a small romance plot between yourself and the handmaiden.ANTSY ABOUT ATRIS
On the Ebon Hawk, the handmaiden refuses to speak of Atris unless you have a moderately high or low influence with her. If you talk to the conversation’s completion (which ends with, “I hope this generates some measure of trust between us”), you gain influence. There are light and dark responses: “I appreciate your trust—thank you for telling me.”GAINING THE UPPER HAND “I am grateful for your words, and for your assistance.”
When speaking to the handmaiden, watch for a number of these key phrases if you are determined to gain minor light “You know nothing of my choice—and do not presume to.” or dark side alignment changes: “She was right—you’re lucky I don’t kill you all.” “Then serve me—and serve me well, or you shall stand with me no longer.”PRIMAGAMES.COM < 293
, The conversation about Atris is slightly different if you have a higher or lower influence with the handmaiden. If you talk to the conversation’s completion (which ends with, “I hope this generates some measure of trust between us”), “The Jedi are dead—there is only me, and the truth I bring.” you gain influence. There are light and dark responses: “I will teach you to harness the hollow places inside yourself—and use it for your own power.” “If you have any others, you are always welcome to ask.” From here, you train the handmaiden into becoming a formidable Jedi Guardian or Dark Jedi Guardian. “Only fools fear questions—and their answers.”ENDGAME INFLUENCE INTERPARTY ANIMOSITY When you leave Telos after the battle on Citadel Station and after you’ve listened to the holorecord, you can gain or
lose influence with handmaiden by stating the following: After Kreia attempts to sway the handmaiden by telling her that Visas is corrupting your character, the handmaiden “I don’t care—you’re going back.” (Influence loss). becomes obstinate when you try to talk to her, offering comments such as, “Why are you here?” When you hear this, ask Atton about it; afterward, the handmaiden refuses to speak to you. Choose the following light and dark “Fine. Just stay out of our way.” (Influence loss). side responses: “I will take whatever help I can get.” (Influence gain). “Because I believe she can be saved.” “Look, forget Atton. Take the regular quarters, we have enough room.” (Influence gain). “She can lead me to those who seek to destroy me. Then I can confront them, and hopefully, stop them.” “Don’t let them bother you—we’ve just been through a lot.” (Influence gain). “And when she leads me to those who hunt me, I shall butcher her and her masters.” Mira: Companion Quest The talk you have with the handmaiden can also affect your influence with Visas—you gain influence with Visas Information if you say you can save the blind Jedi and defend her.HANDMAIDEN: COMPANION QUEST PART 1
Encouraging the handmaiden toward the path of the Jedi takes some persuasion, and you must intently focus in on her for a while. The quest begins on the Ebon Hawk after the handmaiden joins your party. Visit the handmaiden in her chamber and begin a conversation where you challenge her to a series of duels. Each duel requires a different set of options you must follow, but most are unarmed and don’t use Force powers. However, if powers aren’t specified, you should use them! If you aren’t skilled in unarmed combat, create several medpacs prior to each fight. After each successful bout, you gain increasing influence up to the fifth and final fight, which grants you the largest influence gain. If you fail any of the duels by cheating, you can explain why breaking the rules is an agreeable trait: MIRA’S REMARKS “Using whatever power at your disposal is the truth. And victory is the objective.” If you’re hurtling toward the dark side (check your character background color in the inventory), you spark a reaction from Mira when you’re three-quarters toward the dark side. “I did it to teach you—not to humiliate you, that was simply an added bonus.” Similarly, if you’re three-quarters toward the light side, you start a unique conversation. If you have an influence preference for Atton and the disciple (female PC) or for Visas and the handmaiden (male PC) and both these characters You receive an influence gain if you hear the handmaiden say (angrily, but realizes she is wrong): “There is truth have confronted each other, Mira chimes in with innuendo-laced comments. These can give influence gains on the in what you say. But the manner in which it was delivered is not welcome.” appropriate people. After you beat the handmaiden in every duel, and your influence is high or low, she talks about her father.MIRA’S EXPLOSIVE PERSONALITY
HANDMAIDEN: COMPANION QUEST PART 2 Just like many of your party members, you can request a limitless number of items from Mira, such as grenades, which After you finish the dueling, request (with a moderately high or low influence) that the handmaiden don less revealing you can use or sell for infinite profit. Note that she only constructs nonlethal grenades unless your Persuade is over 10 attire, and she will do so (providing you’re not prancing about the Ebon Hawk in your undergarments). The robe she or if your Demolitions is over 5 and you convince her otherwise. wears has not been seen before; ask who it belongs to. With correct influence, she mentions it was her mother’s and that her mother was a Jedi Knight. You can start this conversation at any time if you see the handmaiden wearing these JEDI COMPANION QUEST: special robes. You may also learn about the handmaiden’s mother with a moderate influence gain/loss and by asking, “So you have a different mother…but the same father?” “YOU SEEM RESTLESS.” The path to making Mira a Jedi requires an extremely high or low influence over her. When you’re able, ask Mira whyHANDMAIDEN: COMPANION QUEST PART 3 she feels restless. After this, remark, “You seem more comfortable here than on the Ebon Hawk.” For the biggest
influence, choose the line, “An interesting way of putting it. It’s true.” You now hear about Nar Shaddaa, which fits into Speak to Kreia, who is most interested in the offspring of a Jedi, about the handmaiden’s disclosure. She believes she the vision Kreia had (where she “felt Nar Shaddaa”) just after you met the Twin Suns for the first time on Nar Shaddaa. shares her the handmaiden’s mother’s power. With high/low influence and with the knowledge from Kreia about the Tell Mira about this vision and hope you have a very high/low influence or she isn’t interested. If you convince her, she Jedi’s bloodlines, you may convince the handmaiden to follow the path of the Jedi. There are light and dark responses: says, “Sure, show me.” Take her to the same spot Kreia had the vision. A vision grips Mira, and she turns into a Jedi. “Because the Force runs strong in bloodlines, and you could learn to use it to help others.” There are a few light and dark side responses when you take Mira to become a Jedi: “No, but it may help you put life, and all its hopes, in perspective.” “If I were to train you, then I might harm you—and I would not wish that.” “You can learn to shut it out. There are Jedi techniques for calming the mind.” “If you are certain, I will teach you what I know of the Jedi. Is that what you want?” “I can train you, Mira. To become something greater—and to protect others.” “You can use that same power, but take a stronger, darker path.” 294 > PRIMA OFFICIAL GAME GUIDE,APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY
When Mira mentions that she saved Hanharr’s life and you have a reasonably large influence gain/loss, she “This is the potential all Jedi possess.” says, “I figured that would buy me enough time to move through them and get away.” There are dark and light comments here: “Only if you want me to, Mira. I have shown you the way; I cannot force you down that path.” “Sometimes it is stronger to spare a life than take it.” (Influence loss). “Nothing is achieved without pain—either yours or someone else’s.” “You paid the price for your weakness. When the time comes for a similar choice, do not hesitate to kill again.” (Influence gain). “Don’t shut it out—endure it, in all its pain, all its misery—and become stronger for it.”Hanharr: Companion Quest
“Yes, you have no choice. You must learn power—and control.” Information These choices influence whether Mira becomes a Light or Dark Jedi and will award you with a large amount of light or dark side points. Mira also reacts to her Jedi abilities the next time you both converse.DXUN TOMB TEMPTATION
If Mira was tempted on Dxun (or she fought that temptation) in the evil Sith temple, she has a number of responses depending on her alignment: “You always had that strength, Mira.” (Influence gain). “Either have the strength or do not—but do not waste my time with your doubts.” (Influence loss).GETTING RESPECT ANGUISH AND ANNOYANCE When Hanharr first arrives atin your party and speaks to you, his conversation is disrespectful unless you choose “You will
speak to me with respect, or I will break you.” After this, Hanharr addresss you with, “What do you want, human?” “Were you raised on Nar Shaddaa?” This is a question to ask when you have a moderate influence gain/loss with Mira. Some of the responses elect a light or dark side point increase: If you ever hear Hanharr use “Jeedai,” you can then ask him why he uses that pronunciation. “I regret the loss of life at Malachor. But there was no choice left.” WHOSE SIDE ARE YOU ON? “The Mandalorians deserved to be crushed at Malachor—you should be pleased.” If you are heading toward the dark side (check your character background color in the inventory), you get a reaction from Hanharr when you’re three-quarters of the way there. The same goes for when you’re three-quarters light side. You can continue to pry into Mira’s emotional background until she can stand it no more and refuses to speak to you. To really annoy her, you must figure out why she does what she does, which requires an Awareness of 10 or more, HALTING THE WALKING CARPET a sizable influence gain/loss, a wisdom of 14 or more, or an intelligence of 14 or more. If you talk to Atton again When you first board the Ebon Hawk with Hanharr aboard, he paces about the corridors. You can stop or start him in before Mira forgives you, you can talk to him about it too. this routine by talking to him. Until you straighten the disagreement out, when you try to talk to Mira again, she says, “What do you want now?” There’s light and dark responses at this point: A WOOKIEE MISTAKE “I wanted to apologize.” (Minor influence gain). You accrue light and dark influences and points when you engage Hanharr with “I heard you hunt humans.” “If you continue to cause that suffering, it will never end.” (Influence lost). “Still, I’m sorry you lost your family at Malachor.” (Minor influence gain). “Not all humans are like the slavers who came to your world—you blame a species for the crimes of a few.” (Influence lost). “All things are connected through the Force. From such acts of kindness, great things may come.” “But still you serve me, as a slave should. You know your place.” “If you shut the world out, there is no strength in that.” “Any human that cannot stand against you deserves to die.” “The galaxy doesn’t care for us, and it cannot be healed.” “Your anger is welcome—but direct that hate at our enemies, or I’ll show you what hate is.” (Minor WHAT IS LOVE? influence loss). You can ask Hanharr about love after Visas and the handmaiden have their first fight or after Atton and the disciple have their first fight. “There is truth in strength and hatred—and little else.” Any other response in that selection gives a minor influence loss unless it ends with, “Don’t know why I’m telling A WARRIOR’S PAST you this…”; this gives a minor influence gain. You can ask, “Why do you wear shackles?” with a similar influence on Hanhar. There are light and dark options: “What they did to you and your tribe was wrong—life is not a commodity.” (Influence lost).WALKING CARPET BAGGING
The following two lines of questioning (“Tell me a little about Hanharr,” and “What happened between you and “Yet somehow, they were strong enough to cage you—as it should be.” (Influence gain). Hanharr?”) only receive an answer if you have a good influence gain/loss with Mira. There are light and dark side responses: “Perhaps you are weak in that you allowed the shackles to be placed at all.” (Influence gain). “It’s good he broke free. Nothing deserves to be caged.” Award: 500 XP “If they weren’t strong enough to hold him, then they deserved to die.” With a slightly larger influence gain/loss, you can begin with, “You can’t have been the only slave Czerka took from your world.” The end of this line of questioning results in light and dark choices.PRIMAGAMES.COM < 295
, “For all the evil you have done, Hanharr, there is hope of redemption for you.” (Influence lost). G0-T0: Companion QuestInformation
“Even if your tribe cannot forgive you, I will.” “You lessen an act of slaughter by thinking it was salvation.” (Influence gain). “The only truth is that you killed your tribe because they were weak—which is what they deserved.” (Influence gain). Award: 500 XP At the end of this conversation string, you have two different responses: “What you did to your own tribe, Hanharr—it was wrong.” “What you did to your people was madness—yet there was strength in it.” INTERPLANETARY STABILITY When you have a very high/low influence with Hanharr, this leads to a conversation path appears in whichwhere After G0-T0 is aboard your ship, you can activate the Interplanetary stability quest with the question, “How should I Hanharr challenges you to explain what you did during the Mandalorian Wars. Again, your responses result in save the Republic?” G0-T0’s answers depend on the planet you wish to bring stability to: light/dark side and influence changes: “Tell me about Dantooine”: G0-T0 then has three responses, depending on whether: “And I regret every death, Jedi and Mandalorian, to this day.” (Influence lost). 1. Nothing has been done: “Dantooine is a vital resupply point for the Republic.” 2. You completed Dantooine with light side actions: “You have stabilized Dantooine. The Republic has gained a power “If you think such deaths bother me, they do not.” (Influence gain). base in the Outer Rim.” 3. You completed Dantooine with dark side actions: “You have destabilized Dantooine. The Republic has lost a power “Everyone at Malachor died because they had to—and I would destroy them all again, gladly.” base in the Outer Rim.” (Influence gain). “Tell me about Onderon:” G0-T0 then has three responses, depending on whether: Award: 1,000 XP and +1 WIS (player character) 1. Nothing has been done: “Onderon is an Outer Rim world, rich in ecological resources. Its aggressive ecology is capable of bringing devastated worlds back to life.”HANHARR THE FOLLOWER 2. You sided with Talia: “The political situation on Onderon has stabilized. Onderon will now remain within the
Republic.” When you ask, “Why do you follow me?” expect one of two responses, depending on whether you are light side (“You… spared my life”) or dark (“Because the weak must obey the strong”). The chat continues with, “What debt are 3. You sided with Vaklu: “The political situation on Onderon has stabilized. Onderon will secede from the Republic, you talking about?” Hanharr explains this briefly, but he won’t go any deeper unless you have an exceptionally large denying the ecosystems and life required for the other decaying worlds.” influence gain/loss. If this occurs, you can convince Hanharr to forsake his life debt. “Tell me about Telos:” Although conversation begins, this planet cannot be stabilized until G0-T0 is unavailable to Award: 1,000 XP, +2 STR and -2 INT to Hanharr speak to. Speak to G0-T0 and tell him of your actions on Onderon and Dantooine, and you receive a reward. Note that youMANHANDLING MIRA must finish each planet (returning to Onderon for a second time) in either a dark or light style for a payment to be made.
When you ask, “Why did you kill Mira?” but don’t have enough influence (you need a moderate amount), you actually gain Award: 2,000 credits per planet (total: two planets). a small influence with Hanharr with the following prerequisites (choose either the Awareness or Persuade option): Have an Awareness of 12 or more to detect if Hanharr is lying. REQUEST PAYMENT: “So you killed her because she would not? Her choice is to be admired, not hated.” (Minor influence loss). EFFECTIVE IMMEDIATELY After you begin the “Interplanetary Stability” quest, you can elect some light and dark responses and have influence “And you were angry at her weakness—and rightfully so.” (Minor influence gain). gains and losses, as long as you start with, “Maybe if you pay me, I can take care of all those things, one system at a time.” There are three options: Have a Persuade of 10 or more to allow two additional responses: “I don’t want a reward—helping the people of those systems is enough.” (Medium influence lost). “Humans don’t generally do that as an insult—I think you mistook her intentions.” (Minor influence loss). “A Jedi’s life is sacrifice, not gain.” (Medium influence loss). “If Mira spared your life, it was more likely to humiliate you before others than mercy.” (Minor influence gain). “Then that is all I needed to hear.” (Small influence gain). If you do have the influence needed, then Hanharr explains why he killed Mira. However, unless you know that Hanharr murdered his own people, the conversation stops. But there is a chance for two new options: “I will do what has to be done, no matter what the cost.” (Medium influence gain). Awareness of 15 or more: [Awareness] “I don’t believe you. It is not the hunt that drives you.” “She did not make you a slave—instead, she denied you freedom, death.” “If I have to kill everyone to do it, you’ll get your stability.” (Large influence gain). The conversation continues to its conclusion and a pledge between you both, with a reward: 1,000 XP +1 CON (Hanharr, yourself). Award: 2,000 credits per planet (total: two planets).TEST OF STRENGTH
You can ask Hanharr what the source of his strength is after you talk to Kreia about why he’s on board. For this line of HUNTER-KILLER HINTS questioning, you need a high influence gain/loss. When you see the lines, “Do you know anything about the HK droids sent after me?” and “You mean they’re going to After you complete the conversations above, talk to Kreia. When Kreia asks you to learn the lesson of strength come after me?” try these different conversations if HK-47 is in the party: from Hanharr, answer her as soon as you learn of Hanharr’s life debt. There are two rewards: “Now…is there something else you wished to know, or do you wish to waste more of my time?” Learn the lesson: +1 CON, +2 STR “Why don’t you ask their predecessor? That archaic memory-impaired assassination droid will know more about his Turn away: +2 WIS subsequent generations than I would.” 296 > PRIMA OFFICIAL GAME GUIDE,APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY A FLOATING ASSET OR HK-47: Companion Quest SNEAKY AND USELESS? Information
A quick way to gain/lose influence with Goto/G0-T0 is asking what skills he/it has. Your conclusions can be chosen from the following: “Those can all prove an asset. Good to have you standing with us—I mean, floating with us.” (Influence gain). “So you’re sneaky and confusing? You sound pretty useless.” (Influence loss). There are light and dark responses too: “That is my goal as well—to help the Republic, help its people.” “I do not wish the Republic to survive—I wish it to die.”DROID REVELATIONS HK HOOK-UP
When you learn that Goto is in fact a droid named G0-T0, you have a different response to the following question: HK-47’s main body is standing inside a small cargo compartment aboard the Ebon Hawk, just to the right of the corridor “Where is your base of operations?” leading to the cockpit. (The location of the four parts—processor, chassis, control cluster, and vocabulator—has been 1. Don’t know Goto’s secret: [Chiding] “Now, now, that would be telling. For now, my presence must remain a shown in the “Jedi Companions” section.) There is also a bonus pacifist package you can obtain from Geeda when she’s secret—and it may remain that way forever.” able to visit all the planets in the “Trade Wars” quest. Once installed (and quickly removed after a very bizarre conver- 2. Do know Goto’s secret: “As you well know, my ‘base’ of operations lies inside this floating droid before you.” sation), HK-47 receives a reward for his new “feelings.” Award: 500 XP, +1 WIS, +2 Treat Injury, +2 Awareness, and +2 Will-based saves. When you know Goto is a droid, you can ask, “What was it like breaking away from the Republic?”MOCKING PURITY SECURITY TUNNELER CONSTRUCTION
When you are one-quarter pure light or pure dark side (check the indicator on your colored character backdrop), HK G0-T0 can construct security tunnelers for you to utilize or sell for infinite profit. has a specific reaction with light and dark side connotations: “Statement: I have already learned a great deal, master, and I am anxious to learn more of lying, betrayal,SHADY OPS ON NAR SHADDAA and new ways to harm innocents.” (Influence loss).
When you have a moderate influence gain/loss with G0-T0, ask the droid about the criminal operations on Nar “It is good you are recording my cruelties—you may need to know how to use them yourself in the future.” Shaddaa, including additional information about Vogga. There are light and dark responses: “Stick with me—you’ll pick up a few things.” (Influence gain). “I agree. Dealing with the Hutts would only hurt things in the long run.” (Medium influence gain). When you are three-quarters pure light or pure dark side, HK has a specific reaction, with light and dark side connotations: “Well, I certainly wouldn’t wish to bankrupt the Republic, especially for my own gain. (Medium influence loss). “Mercy and charity are not weaknesses.” (Influence loss). “Perhaps—but that’s between me and Vogga.” (Medium influence loss). “If you decide to attack me, I will crush you into scrap without a second thought.” (Influence gain).THIS IS THE DROID YOU’RE LOOKING FOR When you are almost pure light or pure dark side (your indicator on the character backdrop will be almost at the
top or bottom), HK has a specific reaction, with light and dark side connotations: The quest to expose Goto as G0-T0 depends on the following actions: 1. Learning that the Republic lost the original Republic droid intelligence for Citadel Station some time ago. This is “I am not proud of what I did during the Wars—and I do not wish to discuss it.” (Influence loss). part of the main quest on Telos. “They weren’t accidents—I did them on purpose and would do them again. Why do you want to know?” 2. Gaining influence with Goto so you can ask about the criminal operations on Nar Shaddaa. (Influence gain). 3. Exploring Nar Shaddaa and exposing all the incidents where you notice droids are running everything: A. The first incident is the droid Pazaak player. When you discover the memory module (achieved with Awareness, LOVE AND THE ASSASSIN DROID Computer, or Repair and also by T3-M4 and Bao-Dur if you fail Computer and Repair skill checks, respectively), you can mention it to Goto. If you’re going through women trouble with the handmaiden and Visas or man trouble with the disciple and Atton (the first time either one of them fights), you can talk to HK-47 about his opinions on love and what love is. B. The second incident is the droid swoop racer. When you realize the droid is dominating the races, confront Goto about it. Talk to Borna Lys for this information. C. The third incident is the Bith scientist trying to track down the mysterious signal. He talks about it, then when TAKING CHARGE you return, you find the Bith missing; ask Goto about this later. With T3-M4 and HK-47 on board, both the droids come to blows after HK-47 realizes what T3-M4 has been up to. This D. When the T3-M4 droid warehouse quest (which takes place before G0-T0 joins the party) is over, you have a can lead to a conversation with the line: “I found the navicomputer tampered with. Any idea why it’s locked?” This only chance to ask T3-M4 how he obtained the codes. When T3-M4 mentions that the droids in the droid warehouse occurs after T3-M4 electrocutes HK-47. were the ones sending the signal, ask Goto about that. E. The fifth incident is when Atton mentions that droids can’t go into the Jekk’Jekk Tarr during the call from Visquis. This is another clue. INFERIOR CONSTRUCTS When you have witnessed three or more of these incidents, start confronting Goto on this with, “A lot of your If HK-47 has witnessed other HK units (on Telos and Nar Shaddaa), the conversation begins with, “Why are they operations on Nar Shaddaa were carried out by droids.” Eventually, the truth is known. masquerading as protocol droids?” you receive different information depending on these separate factors: a Computer When you confront him at least three times, you can say, “I think you used droids in your operations because Use skill of 9 or more, INT of 16 or INT of 17 or more, and Awareness of 18 or more. you are a droid.” You’ve almost forced the droid to admit his secret, but influence is needed: Toward the end of this chat, you can utter, “So? That’s how droids should be treated.” Or, “Those are typical droid If you confront him with three pieces of evidence, you need a high influence gain/loss. duties, but it doesn’t mean they should be treated as furniture.” If you confront him with four pieces of evidence, you need a moderate influence gain/loss. If T3-M4 overhears this, he suffers a small negative influence reaction. If you confront him with all five pieces of evidence, you only need a slight influence gain/loss. Another line of questions—”For a sophisticated assassin droid…”—explains why HK-47 lost all the experience levels the droid gained in his first adventure with Darth Revan. Award: 2,000 XP (player character)PRIMAGAMES.COM < 297
,NOW I AM THE MASTER THE LAW OF MANDALORE
Toward the adventure’s end, after “Taking Charge” has occurred and with a moderately high influence gain/loss, HK-47 Mandalore tells you about the tumultuous history of the Mandalorians from the first time you converse; begin the stops and asks you about your past. You can choose to dismiss him (which causes an approximation of joy). From now conversation with, “Can you tell me about the Mandalorians?” on, you can ask HK-47 about his history, killing Jedi, the Mandalorian Wars, and what Revan thought of you. This is a Question Mandalore’s leadership when you’ve already selected the above conversation, and you have a high very long conversation with XP awards at the end, and some amusing dialog and mimicry of past companions of Darth influence with him. Begin with, “Are you certain the clans will follow you?” Revan. During the conversation, there are many light/dark choices and influence gains/losses: The final series of questions, revealing much of Mandalore’s history, is obtained after you have a very high “I don’t have time for this—leave it.” (Influence gain). influence over Mandalore and after you’ve exhausted the earlier lines of questioning. The conversation to look for is: “The next person who prevents me from leaving when I say the conversation is over is going to die. Now let “How did you become Mandalore?” me go, or else.” (Influence gain).Disciple: Companion Quest
This leads to a new conversation, beginning with, “Before, you asked if I was the one who served in the Mandalorian Wars—why?” Information If you have a high influence gain/loss with HK-47, you can also ask, “Who was your previous master?” This allows HK to mock Revan’s previous party members: Carth and Bastilla (if Revan was male) and Carth only (if Revan was female). In order to ask why Revan did not consider the Republic a threat, you need a high influence gain/loss. Continue with this line of questioning for the following responses: “I’ve never grown comfortable with killing—and never enjoyed it.” (Influence loss). “It was an accident…and I regret it.” (Influence loss). “If I had known what would happen, I might have done it intentionally.” (Influence gain).CHECKING YOUR DESTINY
In order to hear about HK-47’s Jedi-killing days, you must have a very high influence gain/loss. However, the rewards for you are great: After a female player character obtains the disciple on Dantooine, he responds to you when your alignment shifts more than halfway toward the light/dark side. There are specific points to earn with the following dialog: Award #1: 1,000 XP, +1 CON, and +1 to Reflex-based saving throws. Award #2: 1,000 XP, +10 FP, and +1 to WIS. “I thank you for your kind words, but they are not necessary.”JEDI ASSASSINATION TECHNIQUES “Do not bother—I do not need your help.”
After you have engaged Darth Sion on Korriban and you have uncovered the fact that HK-47 used to kill Jedi, you can ask him how the droid would destroy Sion. This hints at the Persuasion technique to end the final battle with Sion. “I have no time for your condescension. Leave me.”Mandalore: Companion Quest If a conversation ends with, “Very well—my apologies if I have offended you. I shall remain silent,” you get a
slight influence loss.Information If a conversation ends with, “I understand now why others followed you to war. Perhaps that is what leadership
is—and it is something I have seen in only a few during my travels,” you get a slight influence gain. If a conversation ends with, “Very well—then I shall keep my favorable opinions to myself,” you gain influence.THE CHOKE’S ON YOU
If you are a cruel and merciless leader, you can actually Force Choke the disciple during conversations, using the line: [Force Choke] “I do not need your counsel, only your obedience.” (Influence loss). Conversely, the disciple takes a fancy to you, and various romantic conversations can be initiated, much to the chagrin of Atton Rand.MANDALORE MEET AND GREET “WHAT DO YOU DO AGAIN?”
When you first speak with Mandalore aboard the Ebon Hawk, he has a specific conversation that begins with, “Nice ship The disciple functions as a portable lab station (able to construct any kind of item a lab station makes), and he provides you have here. Where did you get it?” a limitless supply of medpacs. This is available when you discover the disciple’s medical training (asking, “What do you do again?”) and then asking what he can do with this training. Sell the medpacs for infinite profit. He also has differentCANDOR WITH MANDALORE reactions to your comments when he heals you, depending on whether you are already at full health or are dark side:
If you have a moderately high influence with Mandalore, he begins to talk to you, saying, “I want to have a word “Thanks—that’s good to hear. Your words are appreciated.” (Minor influence gain). with you.” The revelations continue when you have a high influence with Mandalore; he begins to talk with, “I have “I have never felt stronger.” (Minor influence loss). questions for you.” However, the major revelations about Mandalore’s past, his past affinities with Darth Revan, and Mandalore’s real “Save your counseling for the weak—I feel powerful, strong.” (Minor influence loss). identity, are revealed when you have a very high influence over him. He begins a conversation with: “You helped me gather the clans together, so I feel I owe it to you to tell you the whole truth about my mission and “Your flattery means nothing to me—nor does your worthless opinion.” (Minor influence loss). Revan.” His continuing conversation varies depending on the gender of Revan (which you chose in your earliest conver- sation with Atton). 298 > PRIMA OFFICIAL GAME GUIDE,APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY DISCIPLE’S MEDITATION “You are right to hate Jedi weakness and hypocrisy.”
You can learn to meditate with the disciple, but only on the Ebon Hawk. When this occurs, you gain a one-time bonus of 10 Force points and the ability to ask the disciple to meditate anywhere at any time to get back full Force points. There “What are your problems with the Jedi?” With a high Influence gain/loss, the disciple admits his problems with are light and dark methods of beginning this meditation, too: the Jedi. The following responses are light and dark: “Can you teach me to meditate?” (Minor influence gain). “I was one of those Jedi. I must accept part of that responsibility.” (Influence gain). “I order you to tell me how to do the same.” (Minor influence loss). “It is possible. But training must be embraced by both student and teacher.” (Influence gain).HUNTING FOR ARTIFACTS “It is unfair to blame the teachers for the choices of the students.” (Influence gain).
“What are you doing for the Republic?” The disciple reveals why he is hunting for Jedi artifacts (with light and dark “Sometimes a teacher must stand back and allow their students to face their own challenges if they are to responses) when you pose this question, and you have a moderate influence gain/loss with him: grow.” (Influence gain). “It is the truth—the foolishness and arrogance of the Jedi has brought much harm to the galaxy.” (Minor Influence gain). “Should they have punished the students for choices they hadn’t made yet? (Influence gain). “The Republic has also been saved countless times by these same Jedi, often through valiant acts of sacrifice.” “I am glad to help.” (Influence gain). (Minor influence loss).DISCIPLE AND DANTOOINE “And they were right to turn on the Order, for the Order’s cowardice and fear was to blame.” (Influence loss).
“Tell me about the Republic?” becomes a question after you hear the disciple say, “Dantooine was one of the few “The Jedi teachings, when one faces battle, are often inadequate for the brutality of what must be done.” Republic worlds on the Outer Rim—it is why the Republic is attempting to get the settlement up and running.” There (Influence loss). are three responses here: 1. If Dantooine expedition is incomplete: “Dantooine is within reach of several other Rim worlds, and the Republic “Yes, their teaching lacks strength—and in their weakness, their hesitation, lies death.” (Influence loss). will need it as a resupply post if they are to keep a presence on the Rim.” “It is more likely they were blinded to it—blinded by Jedi arrogance. What other truths could there be? 2. If the Dantooine settlement was saved: [Slightly proud] “But now that you have protected the settlement on Dantooine, it will serve to stabilize the Republic presence on the Rim.” (Influence loss). “Maybe they understood the dark side, the Sith well, indeed—and let their students drown in threats to make 3. If the Dantooine settlement was lost: [Slightly defeatist] “But now, with the fall of Khoonda, the Republic will have to abandon many worlds along the Rim.” them strong.” (Influence loss). When you reach the comment, “How did this happen?” and “What do you mean?” light/dark options are available: “I would keep such doubts to yourself—they only serve to weaken you. (Influence loss). “Then we must do what we can to defend the Republic.” (Influence gain). LEAVING THE JEDI ORDER “Let the Republic burn for all I care.” (Influence loss). The first time you speak to the disciple (whether on Dantooine or elsewhere), he asks you why you came to Dantooine. The second time you speak to him when he is in your party, he asks you why you left the Jedi Order. You have the following dark side and light side options: If you follow the conversation and say that you don’t believe the Republic should be saved, there are more light and dark responses: “I left to protect the innocents on the Outer Rim.” “I did not consider that—perhaps you are right.” “Battle called, and I answered.” “If they are that dependent on the Republic, then yes.” (Influence loss). “The Jedi held no truth for me—only war did.” “The eventual independence would be worth it.” (Influence loss). “You waste your time on such things—such Jedi knowledge will only weaken you.” (Influence loss). “Then let them die.” (Influence loss). “You are free to do so.” (Influence gain). “I trust you—go ahead.” (Influence gain). “The galaxy belongs to those who can hold it. Perhaps the Sith are a better choice.” (Influence loss). If you told the disciple of the records (whether they gave him permission or not), he talks to T3-M4 and asks to see the record. The next time the player speaks to the disciple, he says, “I have studied the holorecord of your trial. I amDIPLOMATIC DISCIPLE unsure what to make of it.”
After you discover he is on a diplomatic mission, you can ask a number of new questions. “Have you had any luck?” results in a quip from Mira if she’s in your party. The number of lost Jedi are also counted at this time. If you try to JEDI QUEST: “YOU LOOK FAMILIAR TO ME…” convince him that the Jedi were weak and abandoned the Republic, you will fail unless you have a high Influence gain/loss; this thoroughly demoralizes the disciple: Begin the conversation with the above statement. You need a moderately high influence for this to occur, and during the chat, the conversation becomes specific to your PC’s class: [Influence: Success] “I fear you are right. Their hesitation almost destroyed the Republic—and there is some evidence to suggest that it gave birth to the Jedi Civil War.” (Major influence loss). [Sentinel] “You taught us how to move within the Force, and see it flow within others. How to see it in the behaviors of others, and use that sight to achieve truth.”DISCIPLE INTERROGATION [Guardian] “You taught us the ways of combat, how to hear music within the movements of a lightsaber blade.”
“Can you tell me what you were doing on Dantooine again?” With Awareness of 11 or more, you can detect that the [Consular] “You taught us the ways of the Force, how to hear it sing within others, within the life around Dantooine.” disciple is not being completely honest. Award: 500 XP, Jedi training “Do you know what happened to the Jedi?” elects light and dark responses: You can further the conversation and start training with high influence gain/loss, and there are light and dark responses: “But Jedi have protected the galaxy for centuries, they seek peace, often through sacrifice.”PRIMAGAMES.COM < 299
, Visas: [Slight confusion] “I…have nothing to offer you. Your strength is superior…it is as I felt.” (Influence gain). “I am sorry that my leaving for war had such…consequences on your future.” (Influence gain). Visas: “I will do as you ask…but I fear the answers you seek of me…would be useless.” (Influence loss). “It is good you turned from the weakness and hypocrisy of the Jedi—as I did.” (Influence loss). Defeat her and her lightsaber is destroyed. You receive a piece of the dismantled lightsaber, which you can use to construct your own. If you already built your lightsaber, Visas comes with a “spare” that any Jedi party member can use. You can now ask the disciple, “What are you doing for the Republic?” and the disciple’s real role is revealed: he’s an agent! DISCIPLE/HANDMAIDEN’S ENVY When you have enough influence (high gain/loss) to recognize him and he reveals he used to be a Padawan, When Visas is in the medical bay, you have a chance of meeting either the disciple, the handmaiden, or nobody when you gain new options: you leave. With the handmaiden, you get the following responses: “Tell me about your training on Dantooine.” “I won’t harm her, if that’s what you’re asking.” (Handmaiden influence loss). “I am sorry if my leaving ruined your chances of becoming a Jedi Knight.” (Influence gain). “She is useful, and I do not mean to kill her yet.” (Handmaiden influence loss). “Well, I doubt you could have completed the training anyway.” (Influence loss). “I trust her more than I trust you.” (Handmaiden influence loss). “I really could care less.” (Influence loss). With the disciple, you get: “I don’t believe in killing prisoners—or the wounded.” (Disciple influence gain). This leads to “I could train you to feel the Force again.” This requires an extremely high influence gain/loss. After this, you can teach the disciple in the ways of the Jedi (or Dark Jedi) Consular. “She is useful, and I do not mean to kill her yet.” (Disciple influence loss).Visas Marr: Companion Quest
“I trust her more than I trust you.” (Disciple influence loss).Information Regardless of whether you are male or female, Visas Marr forms a romantic attachment to you. With high
Influence, you can watch arguments play out between the handmaiden and Visas as they vie for your affection. “ARE YOU ALL RIGHT?” Saying this lines awards you light side points and raises your influence with her. Keep this going with: “I didn’t mean to hurt you.” (Influence gain). Or: “In medbay, I…we…noticed you have scars. Who hurt you?” (Influence gain).VISAS MARR WILL YIELD! “WHO SENT YOU?”
Visas Marr joins your party when you have enough dark or light side points accumulated (25); she appears to confront There are light and dark responses to this question: you on the Ebon Hawk. After her subjugation, there are a number of light and dark side responses: “My life is unimportant—your Master threatens more than just me. If he is behind what has befallen the Jedi, then he must be stopped.” (Influence gain). “I will not kill you.” “I need to find him and kill him before he is a threat to my power.” (Influence loss). “Arise—but do not attack me again.” “I will decide when I am ready, and I command you to bring me before him.” (Influence loss). “I do not kill a helpless opponent.” “I order you to take me to him.” (Influence loss). “Look, you’re wounded. Stand, let me get you to the medbay.” This leads to: “Where are your people now?” “Is she going to be all right?” You need a moderate Influence gain/loss for her to answer successfully. “If her condition changes, let me know—I didn’t want to hurt her.” VISAS STARTS THE QUESTIONING The first time you try to leave the conversation and your influence is high enough, she stops you and starts asking you “And what have you to offer more than your life?” questions. This has the following dark and light responses: “Because I believe you can be saved.” (Large influence gain). “You pledge yourself to me?” “To help another is not weakness—it is strength to them both.” “I am in need of servants, not corpses.” “Why? It is only that a weak servant is no use at all. Surely the Sith has taught you that.” “You may still die at my hands if you don’t answer my questions.” (Minor influence loss). “We’ll see if you survive my interrogation.” “Will she recover? I have uses for her.” “I only want her to live long enough for the interrogation.” 300 > PRIMA OFFICIAL GAME GUIDE,APPENDIX XII: PARTY MEMBERS’ PATHS OF DESTINY THE EYES HAVE IT Jedi Mind Tricks
“I have heard your species is blind. How are you able to see?” When you have a very high influence, you get a successful answer and light/dark options:THIRD TIME’S A CHARM
“When one endures, it gives hope to others—and themselves.” Complete the game with a light side and a dark side character, and on your third play through the game, expect some extra dialog from the party members. Your third character must be female for Atton to impart some witty repartee, and “There is no gift in pain—except the gift of strength.” the handmaiden has options to say some Echani poetry quotes. Then the question, “How do you see through the Force? You sound as if that Sight is lost to you.” Your Influence SION AND NIHILUS AT THE START MENU must be extremely high for Visas to answer with what you want to hear. After this, Visas teaches you Force Sight. After Visas detects your character in any game, the Start Menu changes to feature Darth Nihilus instead of Darth Sion. Award: Force Sight, +10 Force points, 500 XP.DEATH BY DARTH NIHILUS
Equip Visas Marr with her original clothing and a melee weapon during the battle with Darth Nihilus, and you gain the option for her to sacrifice herself, distracting Nihilus long enough for you to finish the battle.PRIMAGAMES.COM < 301
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