Star Wars: Knights of the Old Republic Walkthrough :
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Walkthrough - Ranged Weaponry & Explosives Guide~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Knights of the Old Republic Ranged Weaponry and Explosives This file is copyright (c) Mishtram (mishtram-neoseeker [ at ] hotmail [ dot ] com). All rights reserved. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents 1. Introduction 2. Ranged Weaponry 3. Grenades 4. Mines 5. Edit History 6. Conclusion, Thanks and Sites Allowed To Host This ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --Intro-- --------- A nice, simple guide, without flashy ASCII, so that you can find what you're looking for. This information will also, hopefully, be making it's way over onto a Star Wars neoportal, so flashy work is not necessarily needed. In any case, expect massive changes, when I get the time, which should be around September, to edit this, my first foray into FAQ making. :) Hello, and welcome to the Ranged Weapon and Explosives FAQ. While currently fairly small, future edits should include such things as a short FAQ on dual wielding and other questions, and hopefully include a small list where you can locate each and every one of these items. For now, it's a handy reference with a couple of my notes scattered about, for weapons and explosives that you will find right through the entire game of KotOR. PC only is exactly that, PC only. Use ctrl+f to find what you're looking for quickly. Shall we begin? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --Ranged Weapons-- ---------------------- __________________________________________________ Blasters are items that fire out compressed light as a bullet that causes damage, there are many types of blasters, all of which have been placed in this section. Below is a quick outline of each. Small Blasters/Blaster Pistols These weapons can be equipped together with any other type of blaster in that category, as each are used in one hand. To increase your players skills with these weapons, then place more points in your Dexterity attribute, or use feats such as Rapid Shot and Sniper Shot to increase damage caused by these weapons. These weapons typically cause less damage to people then other weapons which are available. This is also the most widespread weapon among the masses, and you will likely encounter it a lot because of this. Blaster Rifles A slightly larger version of the pistol, blaster rifles need both hands of your characters to wield. The predominant attribute which guides this weapon is the same as the pistol, which is Dexterity, and the same feats such as Rapid Shot apply to this weapon as well. Weapons of this type are more than often employed by professional soldiers and mercenaries alike, and it causes more damage then it’s smaller brother, along with a more varied amount of types of damage available. Heavy Weapons/ Blasters These weapons require both hands of your character to use and manipulate correctly. In this group there is some of the largest and most powerful weapons that are not put on top of starships. Damage from these weapons is massive, but it is hard to aim with, so be careful with your characters if you have one equipped with these. When skilled with one of these, your character becomes a virtual tank, and can quickly clean a room at a rate similar to that of their Jedi counterparts. _______________________________________________________________________________ ---- Arkanian Heavy Pistol Feats Required: Weapon Proficiency – Blaster Pistol Damage: Energy, 2-9 Range: 23 m Critical Threat: 20-20, X2 Balanced: +2/+0 vs. Two hand penalty if used in the off hand. Attack Modifier: +1 Description: Arkanian designs of this kind predated mass acceptance of heavier pistols, but 2000 years later they are still superior performers. ---- Arkanian Pistol Feats Required: Weapons Proficiency - Blaster Pistol Damage: Energy, 3-8 Range: 23 m Critical Threat: 20-20, X2 Balanced: +2/+0 vs two weapon penalty if used in the off hand. Attack Modifier: +2 Description: This is a versatile blaster variant, possibly of ancient Arkanian origin. The Arkanians are very proud that such early efforts continue to be prized among collectors and soldiers. ---- Baragwin Assault Gun - PC ONLY Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 3-20 Range: 28 m Critical Threat: 20-20, x2 Special: Upgradeable, Ranged Description: This light repeating blaster is an excellent example of the Baragwan aptitude for weaponry. By taking and modifying an existing repeating blaster design, the Baragwin have managed to greatly increase the damage output and added additional fuctionality with a variety of upgrade options. Upgrading Notes: This will as + 3-18 damage bonus' in sonic damage, and a +5 attack modifier. ---- Baragwin Disruptor-X Weapon - PC ONLY Feats Required: Weapon Proficiency - Blaster Rifle Damage: Physical 2-12 Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +1 Special: Upgradeable, Ranged Description: Using the same 'shaped-energy' concept as in his Ion-X weapon, Suvam Tan has modified a Baragwin disruptor weapon as well, giving comparable levels of concussive force to the blast that the Ion-X weapon delivers. Upgrades to this weapon could potentially increase both the impact force nad the penetration of it's charges. Upgrading Notes: Upgrading this weapon does little overall in the area of the Attack Modifier, only increasing it by one more than it already is, however, upgrading this weapon can also take you from 2-12 to 5-26 (impressive) in the damage field. ---- Baragwin Heavy Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 3-22 Range: 28 m Critical Threat: 20-20, x2 Special: Upgradeable, Ranged Description: A heavier version of the Baragwin Assault Gun, this weapon features similar improvements over its more common version. The incredible amounts of energy contained in the beam can be upgraded even further to produce a blast capable of setting even durasteel on fire for brief periods. Upgrading Notes: Full upgrades add a damage bonus in Fire of +4-24, and an Attack Modifier of +3. List Maker's Notes: Fully upgraded, this weapon can make characters such as Canderous and HK-47 extremely dangerous in almost any situation. Definitely worth looking in to. ---- Baragwin Ion-X Weapon - PC ONLY Feats Required: Weapon Proficiency - Blaster Rifle Damage: Ion, 1-6 Damage Bonus: +1-10 Physical Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +3 Special: Upgradeable, Ranged Description: This weapon is an experimental Baragwin design that has been extensively modified by Suvam Tam. He has incorporated what he describes as a 'shaped-energy' delivery system into the weapon, which allows it to deliver concussive foce on impact in addition to the weapon's normal energy discharge. Upgrades to the weapon could potentially greatly increase both its impact force and its penetration. ---- Bendak's Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 2-7 Range: 23 m Critical Threat: 20-20, X2 Balanced: +2/+0 vs two weapon penalty if used in the off hand. Attack Modifier: +1 Special: Upgradeable, Ranged Description: This blaster belonged to Bendak Starkiller, a duelist legendary on Taris. It is a highly adaptable weapon, and is definitely of better quality than any standard issue pistol. Upgrading Notes: When upgraded, this weapon will increase Damage from 2-7 to 5-10, and the Attack Modifier will increase all the way up to +3. ---- Blaster Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-8 Range: 25 m Critical Threat: 19-20, x2 Description: Created initally by Gungis X Weapons, blaster carbines have become very popular in recent years, helped by falling prices due to competition from other companies. ---- Blaster Cannon Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 3-10 Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +2 Description: The blaster cannon is a favorite among captains wealthy enough to hire experiences, dangerous crews who might need a way to take them out quick if things go bad. ---- Blaster Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 1-6 Range: 23 m Critical Threat: 20-20,X2 Balanced: +2/+0 vs. two handed weapon penalty if used in the off hand. Description: The most common ranged weapon in the galaxy is the basic blaster pistol, firing a bolt of intense coherent light powered by a replaceable power pack. ---- Blaster Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-8 Range: 28 m Critical Threat: 19-20, x2 Description: More powerful then the commonly available pistol, the blaster rifle is favoured by soldiers throughout the galaxy. Civilian ownership of these weapons is not generally encouraged. ---- Bothan Discord Gun Feats Required: Weapon Proficiency - Blaster Rifle Damage: Sonic, 2-7 Range: 28 m Critical Threat: 20-20, x2 On Hit: Attribute Damage Dexterity DC 14 Attack Modifier: +1 Description: This was concieved as a "last resort" weapon should espionage fail and a quick retreat is called for. It is effective, but the Bothans would prefer that it is not needed. ---- Bothan Droid Disruptor Feats Required: Weapon Proficiency - Blaster Rifle Damage: Ion, 2-7 Ion: +2-12 vs. Droid Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +1 Description: Droids can be difficult obstacles for a spy, but these weapons take all the guesswork out of dealing with them. ---- Bothan Needler Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 3-6 Range: 23 m Critical Threat: 19-20, X2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs two weapon penalty if used in the off hand. Attack Modifier: +2 Description: For serious espionage, this is the weapon of choice. Simple ownership can get you arrested in some systems, or invited to dine royally, depending on what it helped you learn. ---- Bothan Quick Draw Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 2-5 Range: 23 m Critical Threat: 19-20, X2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs two handed weapon penalty if used in the off hand. Attack Modifier: +1 Description: An unconcious opponent is a quiet opponent. This weapon is a Bothan favorite, designed to "create opportunities". ---- Bothan Shrieker Feats Required: Weapon Proficiency - Blaster Pistol Damage: Sonic, 2-5 Range: 17 m Critical Threat: 20-20,x2 On Hit: Attribute Damage Dexterity DC 14 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand. Attack Modifier: +1 Description: This is an improvement over the standard sonic pistol design that must seem doubly shrill to the large ears of the Bothans. ---- Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-10 Damage Bonus: +2 Physical Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: 19-20, x2 Description: 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. ---- Carth's Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 2-7 Range: 23 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Special: Upgradeable, Ranged Description: Carth's personal blaster is based on an old Arkanian design, but he has adapted it to incorporate all of the latest modular technology available to the Republic. Upgrading Notes: The Damage is increased from 2-7 to 4-9, and an Attack Modifier is added, which is +2 ---- Cassus Fett's Heavy Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 4-11 Range: 23 m Critical Threat: 20-20, x2 On Hit: Stun 25% Chance, 6 seconds, DC 10. Balanced: +2/+0 vs. two handed penalty if used in the off hand. Attack Modifier: +3 Special: Upgradeable, Ranged Description: Cassus Fett was rarely seen without his adaptable blaster. Famous for killing the captain of a flagship Republic frigate at the Battle of Jaga's Cluster, he is presumed dead. List Maker Addition: As you can see from the stats, this is a very nice pistol, especially when powered up. Upgrading Notes: Additions to this weapon cause impressive results. Damage is increased from 4-11 to 6-19 and the attack modifier is increased to +5. ---- Chuundar's Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 3-12 Damage Bonus: +4 Physical Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +2 Description:Chuundar's personal weapon is a bowcaster with some unusual Czerka modifications. Most Wookiees would likely not appreciate such outside influence. ---- Cinnagaran Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage: 3-10 Damage Bonus: +1 Physical Range: 25 m Critical Threat: 19-20, x2 Attack Modifier: +2 Description: This blaster rifle variant is one of many fine weapons produced by the factories of Cinnagar in their continued militarizing after the Great Hyperspace War a thousand years ago. ---- Disruptor Pistol Feats Required: Weapon Proficiency - Blaster Pistol Damage: Physical, 1-4 Range: 23 m Critical Threat: 20-20,x2 Balanced: +2/+0 vs. two weapon penalty is used in the off hand. Description: These pistols are illegal in many planetary systems, being regarded as too powerful of a weapon to be owned by civilians. Disruptors reduce solid matter to its constituent molecules. Unlike typical blasters, disruptors ignore most types of personal shields. List Maker Note: The description is too generous for this weapon in some cases, but if you want a weapon that can handle shields and do damage to some of the more resilient droids with shields in the game, then two of these little babies can be quite a help. ---- Disruptor Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Physical, 1-6 Range: 28 m Critical Threat: 20-20, x2 Description: This disruptor is even more destructive then its pistol counterpart, and its outlawed on just as many worlds. Disruptors reduce solid matter to its constituent molecules. Painfully. Unlike typical blasters, disruptors ignore most types of personal energy shields. ---- Genoharadan Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 2-7 Range: 23 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs two weapon penalty if used in the off hand. Attack Modifier: +5 Description: The Genoharadan created this blaster as a tool to strike against well-protected assassination targets. It's remarkable accuracy makes it the perfect weapon for precision, long range strikes. List Maker Notes: I've noticed that overall, this weapon does fairly poorly, even with it's rather high attack modifier. 12 HP hits in total isn't worth switching over from some of the more traditional blasters, although if in coordination with another blaster of good value, it could prove itself useful. ---- Heavy Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 1-8 Range: 23 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Description: These resemble regular blasters in the same way Quoorlan marshsuckers resemble mosquitoes. Sure, they both do damage, but the former definitely has the edge in kill-potential. ---- Heavy Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 1-10 Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +1 Description: This weapon again increases the firepower available to the foot soldier or mercenary, but it is not for the lightly armoured who wish to be quick on their feet. ---- Hold Out Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 1-4 Range: 23 m Critical Threat: 19-20, x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two-weapon penalty if used in the off hand. Description: Sometimes called a "sleeper," the hold out blaster is the preferred method of temporarily incapacitating an enemy. ---- Ion Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Ion, 1-4 Ion: +1-10 vs. Droid Range: 17 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Description: Unlike a typical blaster, this weapon fires a stream of energy very damaging to electrical systems, causing havoc on the internal components on droids. ---- Ion Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Ion, 1-6 Ion: +2-12 vs. Droid Range: 28 m Critical Threat: 20-20, x2 Description: Any well-stocked militia usually has stores of ion rifles in reserve. They aren't much to use against the living, but if the enemy has battle droids the weapons become essential. ---- Jamoh Hogra's Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 3-10 Damage Bonus: +1-4 Physical Range: 25 m Critical Threat: 19-20, x2 Attack Modifier: +2 Special: Upgradeable, Ranged Description: This was the weapon of the mercenary Jamoh Hogra, and was supposed to protect him against the many enemies he earned in his lifetime. Hogra's skill did not match its potential, however. Upgrading Notes: Not overly impressive upgrading wise, but the effects on Attack Modifiers and Damage is useful, especially in the latter. ---- Jurgan Kalta's Assault Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-8 Ion: +1-6 vs. Droid Range: 28 m Critical Threat: 19-20, x2 Attack Modifier: +3 Special: Upgradeable, Ranged. Description: Jurgan Kalta wanted to make a big noise in the galaxy. If it was the screams of his enemies, all the better. This weapon was his favorite because it shared his adaptablility. Upgrading Notes: If I had the choice to upgrade this or Jamoh Hogra's Carbine, I'd go for the latter. The base stats are impressive enough and it's cheap enough (and can be bought early enough) that it is worth it. Then again, that just might be my playing style speaking... ---- Jurgan Kalta's Carbine Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 4-11 Damage Bonus: +2 Physical Range: 24 m Critical Threat: 19-20, x2 Attack Modifier: +3 Description: The Zabrak mercenary Jurgan Kalta commissioned this rifle, a weapon he liked to think of as "amusingly destructive". ---- Light Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 1-8 Range: 28 m Critical Threat: 20-20, x2 Description: This weapon allows the user to fire more quickly than usual, increasing his chances of survival without drastically changing the amount of equipment he would normally carry. ---- Mandalorian Blaster Feats Required: Weapons Proficiency - blaster Pistol Damage: Energy, 2-7 Range: 23 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs two weapon penalty if used in the off hand. Attack Modifier: +1 Description: The Mandalorian blaster is a slightly more powerful version of the basic pistol common throughout the galaxy. ---- Mandalorian Assault Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 3-10 Range: 28 m Critical Threat: 19-20, x2 On Hit: Stun 25% chance, 6 seconds, DC 10. Attack Modifier: +2 Description: These weapons are almost overpowered for their size, but the Mandalorians prefer them that way. They do not make a habit of being subtle in their war making. ---- Mandalorian Heavy Blaster Feats Required: Weapon Proficiency - Blaster Pistol Damage: Energy, 4-11 Damage Bonus: +2 Physical Range: 23 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +3 Description: Mandalorians boast that one shot from one of these pistols can take a starship out of commission. It's an obvious exaggeration, but for safety's sake, most listeners just smile and nod. ---- Mandalorian Heavy Repeater Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 1-10 Damage Bonus: +1-4 Ion Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +1 Description: With this weapon, the Mandalorians again demonstrate a complete lack of subtlety. The only thing better than a big blaster, apparently, is one that shoot faster. ---- Mandalorian Ripper Feats Required: Weapon Proficiency - Blaster Pistols Damage: Physical, 3-6 Range: 23 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +2 Description: A weapon similar to this energy-propelled slug-thrower belonged to Jigger Wraith, a bounty hunter who plauged the Republic years ago. Thirty-seven Mandalorians were executed for being him until sightings declined. As a type of disruptor, this weapon ignores most personal energy shields. ---- Medium Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 2-9 Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +1 Description: Weapons such as this are not usually available for public purchase. They are best utilized during quick troop deployment and other situations where rapid suppressing fire is required. ---- Ordo's Repeating Blaster Feats Required: Weapon Proficiency - Heavy Weapons Damage: Energy, 2-11 Range: 28 m Critical Threat: 20-20, x2 Special: Upgradeable, Ranged Description: This prototype heavy repeater was developed during the latter part of the Mandalorian War and never saw general production. Upgrading Notes: In the end of upgrading, attack damage goes up to 5-14 and it gains an Attack Modifier of +1. ---- Saul's Sith Assassin Pistol Feats Required: Weapon Proficiency - Blaster Pistols Damage: Energy, 6-9 Damage Bonus: +1-10 Ion Range: 23 m Critical Threat: 19-20, x2 On Hit: Stun 50% chance. 6 seconds, DC 10 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +5 Description: These weapons are designed to incapacitate so death may be quick or lingered upon as desired. Droids are simply dispatched, as cruelty is best rationed among the living. List Maker Notes: That nasty weapon can cause havoc in the battle where you get it as spoils. Stunning your people 50% of the time if they don't roll above 10, including modifiers, can be a pain. thankfully, you can't make the mistake of bringing a droid for the battle along, thanks to the plot. ---- Sith Assassin Pistol Feats Required: Weapon Proficiency - Blaster Pistols Damage: Energy, 3-6 Ion: +1-10 vs. Droid Range: 23 m Critical Threat: 19-20, x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +2 Description: These weapons are designed to incapacitate so death may be quick or lingered upon as desired. Droids are simply dispatched, as cruelty is best rationed among the living. ---- Sith Assault Gun Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 2-9 Range: 25 m Critical Threat: 19-20, x2 Attack Modifier: +1 Description: This is a modification on the blaster carbine rarely seen outside of Sith controlled space. ---- Sith Sniper Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 2-9 Range: 28 m Critical Threat: 19-20, x2 Attack Modifier: +1 Description: Despite its effectiveness, these modified blaster rifles are not often emplyed by the Sith. They prefer to engage their enemies up close and personal. ---- Sonic Pistol Feats Required: Weapon Proficiency - Blaster Pistols Damage: Sonic, 1-4 Range: 17 m Critical Threat: 20-20, x2 On Hit- Attribute Damage Dexterity DC 14 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Description: Sometimes referred to as "squealers", these weapons deliver a high-frequency jolt to this sense that can damage and potentially disorient an opponent. ---- Sonic Rifle Feats Required: Weapon Proficiency - Blaster Rifle Damage: Sonic, 1-6 Range: 28 m Critical Threat: 20-20, x2 On Hit: Attribute Damage Dexterity DC 14 Description: More powerful than the pistol, the sonic rifle fires a blast of sound that causes a great deal of sensory overload in addition to damage, disorienting the victim. ---- Verpine Droid Disruptor Feats Required: Weapon Proficiency - Blaster Rifle Damage: Ion, 3-8 Ion: +2-12 vs. Droid Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +2 ---- Verpine Prototype Ion Blaster Feats Required: Weapon Proficiency - Blaster Pistols Damage: Ion, 3-6 Ion: +1-10 vs. Droid Range: 17 m Critical Threat: 20-20, x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +2 Description: Demonstrating this weapon, the insect-like Verpine destroyed legions of droids, doing nothing to quell the public's suspicions of what testing their stun guns must have been like. ---- Zaalbar's Bowcaster Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 1-10 Range: 28 m Critical Threat: 19-20, x2 Attack Modifier: +1 Special: Upgradeable, Ranged Description: This is Zaalbar's personal bowcaster. He has made modifications to it over the years, but it still tightly conforms to the traditions of his people. Upgrading Notes: Modified, not much is done, but it might be worthwhile if you plan to use the weapon reguarily. No more than 3 points are altered in either damage or Attack Modifier. ---- Zabrak Battle Cannon Feats Required: Weapon Proficiency - Blaster Rifle Damage: Energy, 6-13 Range:28 m Critical Threat: 19-20, x2 Attack Modifier: +3 Description: These weapons are almost beginning to cross the line to light artillery. Armor is generally ineffective against such a weapon, unless it is of the highest quality. ---- Zabrak Blaster Pistol Feats Required: Weapon Proficiency - Blaster Pistols Damage: Energy, 4-9 Range: 23 m Critical Threat: 20-20, x2 On Hit: Stun 25% chance, 6 seconds, DC 10 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +3 Description: This blaster is the staple of the Zabrak mercenary, known for deadly accuracy and exceptional damage. . ---- Zabrak Disruptor Cannon Feats Required: Weapon Proficiency - Blaster Rifle Damage: Physical, 8-13 Range: 28 m Critical Threat: 20-20, x2 Attack Modifier: +2 Description: Zabrak always command respect, especially with the aid of weapons that are even more damaging then already-outlawed standard disruptors. Unlike typical blasters, disruptors ignore most types of personal energy shields. ---- Zabrak Tystel Mark III Feats Required: Weapon Proficiency - Blaster Pistols Damage: Energy, 3-10 Damage Bonus: +2 Physical Range: 23 m Critical Threat: 20-20. x2 Balanced: +2/+0 vs. two weapon penalty if used in the off hand. Attack Modifier: +2 Description: The Zabrak killed many pirates who were attempting to seize shipments of these weapons and then sold them on the black market anyway. It's not a matter of where they end up, but of who gets paid. ----Grenades and Mines---- -------------------------- Grenades are one of the weapons in the game that require absolutely no proficiencies to utilize. These are hand thrown targets that can cause massive damage or debilitating effects on whoever the target may be, and usually can pass by the typical energy shield. Watch out when you see these coming towards you though… they’re dangerous! ____________________________________________________________________ --Grenades-- -------------- Adhesive Grenade Damage: None Secondary: Entangle for 15 seconds Area of Effect: 4 m Range: Long Description: These grenades cover the target area in a gooey bio-adhesive that traps anyone caught within the effect. It quickly degrades, allowing allies to soon pass unhindered. ---- Concussion Grenade Damage: None Secondary: Stun for 9 seconds Area of Effect: 4 m Range: Long Save: DC15 for no effect. Description: This type of grenade explodes in a concussive wave of force that disrupts the senses of both organic and inorganic targets in the area of effect. ---- CryoBan Grenade Damage: Cold, 20 points Secondary: Paralyzation for 6 seconds Area of Effect: 4 m Range: Long Save: DC 15 for half damage, negates paralyzation Description: A CryoBan grenade releases a super cooled liquid that freezes on contact, causing intense pain and damage to victims caught in the area of effect. ---- Frag Grenade Damage: Piercing, 20 points Area of Effect: 4 meters Range: Long Save: DC 15 for half damage Description: Fragmentation grenades are very basic. They explode when thrown, showering the enemy in shrapnel. It's not elegant, but it's definitely effective. ---- Ion Grenade Damage: Ion, 15 points (45 points vs. Droids) Area of Effect: 4 m Range: Long Save: DC15 for half damage. Description: These grenades emit an extremely strong burst of energy devastating to any droids or personal shields caught in the effect. ---- Plasma Grenade Damage: Heat, 36 points Area of Effect: 4 m Range: Long Save: DC 15 for half damage. Description: These grenades release a quick burst of an incendiary agent that ignites immediately, damaging all enemies within the area of effect. ---- Poison Grenade Damage: Special Secondary: Poison, 4 points every 3 seconds. Duration: 30 seconds Area of Effect:4 m Range: Long Save: DC25 for no effect. Description: This grenade unleashes a blast of poison gas that affects the nervous system, lingering in the air to ensure that the effect is not escaped easily. ---- Sonic Grenade Damage: Sonic, 20 points Secondary: -6 Dexterity for 30 seconds Area of Effect:4 m Range: Long Save: DC15 for half damage, negates dexterity penalty. Description: These grenades explode loudly, but the majority of their effect is delivered in disorineting frequencies the ear can barely percieve, even as it is damaged. ---- Thermal Detonator Damage: Energy, 60 points Secondary: Knockdown Area of Effect: 4 m Range: Long Save: DC15 for half damage Description: This republic device contains a baradium compound that produces a small fusion energy explosion of great force. Civilian possession of these items is outlawed almost everywhere. --Mines-- ---------- ---- Minor Flash Mine Damage: None Secondary: Stun for 9 seconds Area of Effect: 3.3 m radius Save: DC 15 to negate stun Description: Carefully set flash mines can stun any enemies unfortunate enough to step on them. This is the basic model. ---- Minor Frag Mine Damage: Piercing, 18 points Area of Effect: 3.3 m radius Save: DC15 for half damage Description: Frag mines send blasts of shrapnel through any nearby enemies. This is the basic model. ---- Minor Gas Mine Damage: Special Secondary: Poison, 3 points every 3 seconds. Duration: 30 seconds Area of Effect: 3.3 m radius Save: DC 15 for no effect Description: When stepped on, gas mines saturate the immediate area with a poisonous gas. This is the basic model. ---- Minor Plasma Mine Damage: Heat, 24 points Area of Effect: 3.3 m radius Save: DC15 for half damage Description: When stepped on, plasma mines emit a short burst of intense heat, searing all enemies nearby. This is the basic model. ---- Average Flash Mine Damage: None Secondary: Stun for 9 seconds Area of Effect: 3.3 m radius Save: DC 20 to negate stun Description: This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount. ---- Average Frag Mine Damage: Piercing, 30 points Area of Effect: 3.3 m radius Save: DC20 for half damage Description: Like all frag mines, this item sends a blast of shrapnel through any nearby enemies. This variant is much more powerful than the basic model. ---- Average Plasma Mine Damage: Heat, 42 points Area of Effect: 3.3 m radius Save: DC20 for half damage Description: An extremely volatile mixture of incendiary chemicals makes this plasma mine much more powerful than the basic model. ---- Deadly Frag Mine Damage: Piercing, 54 points Area of Effect: 3.3 m radius Save: DC25 for half damage Description: The most powerful fragmentation mine available, this item can make short work of entire battle groups. ---- Deadly Plasma Mine Damage: Heat, 72 points Area of Effect: 3.3 m radius Save: DC25 for half damage Description: The most damaging plasma mine available, this item throws intense heat over a wide radius. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --Edit history-- --------------- v1.0 - The simplest version, 1.0 allows for the viewer to check and reference all weapons within this given category. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --Conclusion-- -------------- Thank you all for reading this. Since I'm new, any suggestions that you could make using the email address at the beginning of this FAQ would be excllent. If you have any questions, feel free to PM me to include them, or use the handy Neoseeker Discussion Boards, which are easily found in the menu above the list of KotOR FAQs. Sites Allowed To Host This: --------------------------- www.neoseeker.com Exclusively. Thanks! |
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