SWURPG

Weapon Upgrades

100 upgrades organized by weapon type: Lightsaber (Crystal / Emitter / Lens / Cell / Grip), Melee (Cell / Grip / Edge), and Ranged (Chamber / Targeting / Power Cell / Grip). Each weapon has fixed slot patterns — check the slot header within each type for valid combinations. New to lightsaber crystals? Lightsaber colors & crystals explains the KOTOR-style system and what each blade color means.

100 / 100

Lightsaber · 51

Crystal · 22

  • Velmorite CrystalLv 2+
    Crystal slot

    +1 to Acrobatics checks; +1 to Initiative.

  • Adegan CrystalLv 3+
    Crystal slot

    +1 to attack rolls with a lightsaber; +1 to Use the Force checks.Requires: Force-sensitive

  • Dragite CrystalLv 4+
    Crystal slot

    +1 Sonic damage. On a critical hit, the target is deafened until the end of its next turn.

  • Rubat CrystalLv 4+
    Crystal slot

    +1 to attack rolls vs. melee-wielding enemies; +1 to Deflect checks.

  • Barab Ore CrystalLv 5+
    Crystal slot

    +1 Fire damage. On a critical hit, +1d4 Fire damage.

  • Damind CrystalLv 5+
    Crystal slot

    +1 Energy damage; +1 to checks to resist being disarmed.Requires: STR 12

  • Firkrann CrystalLv 6+
    Crystal slot

    +1 Ion damage. On a hit against a droid or electronics, make a Mechanics or Knowledge: Sciences check (DC 12) to deal an extra +1d4 Ion damage.

  • Pontite CrystalLv 6+
    Crystal slot

    +1 Cold damage; +1 to saving throws against being Frightened. Spend 1 Force Point to impose disadvantage on one foe's next attack (icy calm).Requires: WIS 13

  • Sigil CrystalLv 6+
    Crystal slot

    +1 Energy damage; +1 to attack rolls with a lightsaber. Spend 1 Force Point: your strikes ignore energy resistance until the end of your turn.

  • Bondar CrystalLv 7+
    Crystal slot

    On hit, the target makes a CON save (DC = 10 + PB + WIS) or takes -1 to its next attack roll.

  • Luxum CrystalLv 7+
    Crystal slot

    +1d6 Energy damage vs. droids and constructs. On a hit, a droid or construct must succeed a DC 10 STR save or be stunned until the end of its next turn.

  • Nextor CrystalLv 7+
    Crystal slot

    +1 Energy damage; critical hits deal +1d6 extra damage.Requires: DEX 13

  • Eralam CrystalLv 10+
    Crystal slot

    +1d4 Energy damage; +1 to Deflect checks; +1 to Initiative.Requires: WIS 13

  • Opila CrystalLv 10+
    Crystal slot

    +1d4 Energy damage; ignore kinetic resistance.Requires: STR 13

  • Phond CrystalLv 11+
    Crystal slot

    +1d6 Energy damage. Spend 1 Force Point on a hit: the blow also strikes a second enemy within reach for +1d6.

  • Upari Crystal✦ LegendaryLv 12+
    Crystal slot

    +1d4 Energy damage; ignore half cover when using Deflect. Spend 1 Force Point to Deflect as a reaction with advantage.Requires: WIS 13

  • Sapith Crystal✦ LegendaryLv 13+
    Crystal slot

    +1d6 Energy damage; critical hits deal +1d6 extra damage.Requires: STR 14

  • Ankarres Sapphire✦ LegendaryLv 15+
    Crystal slot

    Regeneration 1; +1 to Deflect checks. Once per long rest, spend 2 Force Points to end one disease or poison affecting you.Requires: Force-sensitive · WIS 14

  • Kaiburr Crystal✦ LegendaryLv 15+
    Crystal slot

    +3 Force Points; +1 to Use the Force checks. While attuned, you have advantage on saving throws against fear and dark-side influence.Requires: Force-sensitive · WIS 15

  • Krayt Dragon Pearl✦ LegendaryLv 15+
    Crystal slot

    +1 to attack rolls with a lightsaber; +1d6 Energy damage; +1 to Deflect checks. Spend 1 Force Point on a hit to add +1d6 damage and knock a Large-or-smaller foe prone.Requires: STR 13 · WIS 13

  • Qixoni Crystal✦ LegendaryLv 15+
    Crystal slot

    +1d4 Energy damage. Spend 1 Force Point on a hit to add +1d6 damage — even on a bolt you've redirected with Deflect.Requires: WIS 14

  • Solari Crystal✦ LegendaryLv 15+
    Crystal slot

    +1d6 Radiant damage vs. targets the GM designates as evil. Light side only; the dark side cannot corrupt a wielder attuned to a Solari crystal.Requires: Force-sensitive · WIS 14

Emitter · 8

  • Deflection EmitterLv 3+
    Emitter slot

    +1 to Deflect checks.

  • Fencing EmitterLv 3+
    Emitter slot

    +1 to attack rolls vs. melee-wielding enemies.

  • Focusing EmitterLv 3+
    Emitter slot

    +1 damage.

  • Vented EmitterLv 4+
    Emitter slot

    +1 to Deflect checks.

  • Stabilized EmitterLv 5+
    Emitter slot

    +1 AC against melee attacks while wielding a lightsaber.

  • Heavy EmitterLv 6+
    Emitter slot

    +1 Energy damage; -1 to attack rolls.

  • Disruptor EmitterLv 7+
    Emitter slot

    On hit, target must make a CON save (DC 12). On fail, target's next melee attack deals -2 damage.

  • Precision EmitterLv 9+
    Emitter slot

    Critical hits deal +1d6 extra damage.

Lens · 8

  • Beam Gem LensLv 3+
    Lens slot

    +1 damage.

  • Diatium LensLv 3+
    Lens slot

    +1 to Deflect checks.

  • Dragite LensLv 4+
    Lens slot

    +1 Sonic damage.

  • Fire LensLv 5+
    Lens slot

    +1 Fire damage.

  • Ion LensLv 5+
    Lens slot

    +1 Ion damage.

  • Pontite LensLv 6+
    Lens slot

    +1 Cold damage.

  • Precision LensLv 6+
    Lens slot

    +1 to attack rolls.

  • Vibration LensLv 8+
    Lens slot

    +1d4 damage; -1 to attack rolls due to unstable waveform.

Grip · 4

  • Dueling GripLv 1+
    Grip slot

    +1 to checks to resist being disarmed.

  • Balanced GripLv 5+
    Grip slot

    +1 AC against melee attacks.

  • Short GripLv 5+
    Grip slot

    +1 to attack rolls with the off-hand shoto when dual-wielding.

  • Two-Handed GripLv 6+
    Grip slot

    +1 to attack rolls when wielding the lightsaber with two hands.

Power Cell · 9

  • Diatium Energy CellLv 3+
    Power Cell slot

    +1 damage.

  • Field-Tuned CellLv 3+
    Power Cell slot

    +1 to attack rolls.

  • Overcharged CellLv 5+
    Power Cell slot

    +1 Energy damage.

  • Resonance CellLv 5+
    Power Cell slot

    +1 Sonic damage.

  • Cryo-CellLv 6+
    Power Cell slot

    +1 Cold damage.

  • Ion Overcharge CellLv 6+
    Power Cell slot

    +1d4 Ion damage vs. droids; +1 Ion damage vs. all others.

  • Reserve CellLv 8+
    Power Cell slot

    +1 damage; on a critical hit, +1d6 extra damage.

  • Discharge Energy CellLv 9+
    Power Cell slot

    On critical hit: +1d6 extra damage.

  • Telgorn Jolt CellLv 9+
    Power Cell slot

    +1 Energy damage; on critical hit, +1d6 Energy damage.

Melee · 18

Cell · 9

  • Ion Cell ILv 2+
    300 crCell slot

    +1 Energy damage vs. droids.

  • Energy Cell ILv 3+
    500 crCell slot

    +1 Energy damage.

  • Ion Cell IILv 5+
    1,250 crCell slot

    +2 Energy damage vs. droids; +1 Energy damage vs. any enemy.

  • Vibration Cell ILv 5+
    1,000 crCell slot

    -1 to attack rolls. +1d4 Sonic damage vs. armored targets.

  • Energy Cell IILv 6+
    1,500 crCell slot

    +1d4 Energy damage.

  • Vibration Cell IILv 7+
    2,000 crCell slot

    -1 to attack rolls. +1d6 Sonic damage vs. armored targets.

  • Energy Cell IIILv 9+
    3,000 crCell slot

    +1d6 Energy damage.

  • Ion Cell IIILv 10+
    4,000 crCell slot

    +1d6 Energy damage vs. droids; +1d4 Energy damage vs. any enemy.

  • Vibration Cell IIILv 10+
    4,000 crCell slot

    -1 to attack rolls. +1d6 Sonic damage. On critical hit, add +1d6 damage.

Grip · 4

  • Agrinium GripLv 2+
    300 crGrip slot

    +1 to checks to resist being disarmed.

  • Contour GripLv 3+
    500 crGrip slot

    +1 to attack rolls with light or finesse melee weapons.

  • Nagai GripLv 3+
    500 crGrip slot

    +1 to attack rolls with one-handed melee weapons.

  • Zabrak GripLv 4+
    750 crGrip slot

    +1 to attack rolls with two-handed melee weapons.

Edge · 5

  • Ionite EdgeLv 4+
    750 crEdge slot

    +2 Ion damage vs. droids.

  • Neutronium EdgeLv 6+
    800 crEdge slot

    Ignore kinetic resistance.

  • Mullinine EdgeLv 7+
    1,000 crEdge slot

    On critical hit, +1d6 damage.

  • Devaronian EdgeLv 10+
    2,500 crEdge slot

    +1d4 Piercing damage. On critical hit, +1d6 damage.

  • Ostrine EdgeLv 12+
    4,000 crEdge slot

    +1d6 Cold damage. Ignore cold resistance.

Ranged · 31

Grip · 8

  • Defender Grip ILv 2+
    250 crGrip slot

    +1 to checks to resist being disarmed.

  • Marksman Stock ILv 3+
    500 crGrip slot

    +1 to attack rolls against enemies at short range.

  • Defender Grip IILv 4+
    500 crGrip slot

    +2 to checks to resist being disarmed.

  • Defender Grip IIILv 6+
    1,000 crGrip slot

    Advantage on checks to resist being disarmed.

  • Marksman Stock IILv 6+
    1,000 crGrip slot

    +2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium range.

  • Stabilizing GripLv 6+
    2,000 crGrip slot

    +1 to attack rolls.

  • Compact Stabilizing GripLv 8+
    2,000 crGrip slot

    +2 to attack rolls with light ranged weapons.

  • Marksman Stock IIILv 10+
    3,000 crGrip slot

    +2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium and long range.

Chamber · 15

  • Amplifying Chamber ILv 3+
    500 crChamber slot

    +1 Energy damage.

  • Ion Chamber ILv 3+
    300 crChamber slot

    +1 Ion damage vs. droids.

  • Beam Splitter Chamber ILv 4+
    750 crChamber slot

    +1 Piercing damage.

  • Precision Chamber ILv 5+
    750 crChamber slot

    On critical hit: +1d6 additional damage.

  • Sonic Vibration Chamber ILv 5+
    1,000 crChamber slot

    -1 to attack rolls. +1d4 Sonic damage vs. armored targets.

  • Amplifying Chamber IILv 6+
    1,500 crChamber slot

    +1d4 Energy damage.

  • Beam Splitter Chamber IILv 6+
    2,000 crChamber slot

    +1d4 Piercing damage.

  • Ion Chamber IILv 6+
    1,500 crChamber slot

    +2 Ion damage vs. droids; +1 Ion damage vs. any target.

  • Sonic Vibration Chamber IILv 7+
    2,000 crChamber slot

    -1 to attack rolls. +1d6 Sonic damage vs. armored targets.

  • Precision Chamber IILv 8+
    2,000 crChamber slot

    +1d4 damage. On critical hit: +1d6 additional damage.

  • Amplifying Chamber IIILv 9+
    3,000 crChamber slot

    +1d6 Energy damage.

  • Beam Splitter Chamber IIILv 9+
    4,000 crChamber slot

    +1d6 Piercing damage.

  • Ion Chamber IIILv 10+
    4,000 crChamber slot

    +1d6 Ion damage vs. droids; +1d4 Ion damage vs. any target.

  • Sonic Vibration Chamber IIILv 10+
    4,000 crChamber slot

    -1 to attack rolls. +1d6 Sonic damage vs. armored targets. On critical hit vs. armored targets, add +1d6 Sonic damage.

  • Precision Chamber IIILv 11+
    4,000 crChamber slot

    +1d6 damage. On critical hit: +1d6 additional damage.

Targeting · 8

  • Accuracy Scope ILv 3+
    500 crTargeting slot

    Increase weapon range by 10 ft.

  • Pinpoint Scope ILv 4+
    500 crTargeting slot

    On hit: target suffers -1 on its next attack roll.

  • Accuracy Scope IILv 5+
    1,000 crTargeting slot

    Increase weapon range by 20 ft.

  • Tactical Targeting SystemLv 5+
    1,000 crTargeting slot

    Ignore half cover while stationary.

  • Accuracy Scope IIILv 7+
    2,000 crTargeting slot

    Increase weapon range by 30 ft.

  • Crippling Scope ILv 7+
    1,000 crTargeting slot

    On hit: STR save DC 12 or target is Immobilized.

  • Pinpoint Scope IILv 7+
    1,000 crTargeting slot

    On hit: target suffers -2 on its next attack roll.

  • Crippling Scope IILv 10+
    3,000 crTargeting slot

    On hit: STR save DC 14 or target is Immobilized.