Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Weapon Upgrades in SWURPG

    SWURPG lets you customize your weapons with modular upgrades. From ion-charged melee cells and precision blaster chambers to rare lightsaber crystals, these modifications change how your character fights without turning the game into a spreadsheet.

    Upgrades are meant to be exciting, but not mandatory. A well-built character can be effective with a standard blaster and a simple vibroblade — upgrades are rewards, flavor, and tactical options layered on top.

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    General Upgrade Rules

    All weapon upgrades follow a few simple rules so they stay fun, fast, and easy to track during play.

    Example: A street-level crew on Lothal might only see Energy Cell I, basic Grips, and simple Chambers. A high-level Rebel strike team infiltrating an Imperial black site might finally discover Ion Chamber III, Ostrine Edges, or a legendary lightsaber crystal.

    Melee Weapon Upgrades

    Melee upgrades let characters tune vibroblades, electrostaffs, force pikes, and other close-combat weapons. They add elemental damage, punish specific target types (like droids), or enhance your fighting grip and style.

    Melee Upgrade Types

    • Cells: Energy modifications fitted into powered melee weapons.

      • Energy Cells increase raw damage in a straightforward way, scaling from +1 up to +1d6 damage.
      • Ion Cells add extra damage vs. droids and still provide smaller bonuses vs organic targets.
      • Vibration Cells add Sonic damage, especially dangerous to heavily armored foes, at the cost of a –1 attack penalty.

    • Edges: Physical reinforcement or exotic materials on the striking edge or surface.

      • Ionite Edge adds Ion damage vs. droids, ideal for bounty hunters and Clone Wars vets.
      • Neutronium Edge ignores kinetic resistance, helping cut through heavy armor or tough hides.
      • Ostrine Edge adds Cold damage and ignores Cold resistance, great against heat-adapted or flame-focused enemies.

    • Grips: Change how the weapon is held and what style it supports.

      • Agrinium Grip helps resist disarm attempts.
      • Contour Grip boosts attacks with light/finesse melee weapons.
      • Nagai Grip boosts one-handed melee weapons; Zabrak Grip favors heavy two-handed swings.

    GM Discretion: Top-end options like Ostrine Edge or Energy Cell III are excellent as rare rewards, special commissions, or tech from elite factions rather than standard purchases.

    NameCostCategorySlotEffectRecommended Level
    Energy Cell I500CellCellAdd +1 Energy damage.3+
    Energy Cell II1500CellCellAdd +1d4 Energy damage.6+
    Energy Cell III3000CellCellAdd +1d6 Energy damage.9+
    Ion Cell I300CellCellAdd +1 Energy damage vs. droids.2+
    Ion Cell II1250CellCell+2 Energy damage vs droids; +1 vs any enemy.5+
    Ion Cell III4000CellCell+1d6 Energy vs droids; +1d4 vs any enemy.10+
    Vibration Cell I1000CellCell-1 attack; +1d4 Sonic vs armored targets.5+
    Vibration Cell II2000CellCell-1 attack; +1d6 Sonic vs armored targets.7+
    Vibration Cell III4000CellCell-1 attack; +1d6 Sonic; on crit +1d6.10+
    Ionite Edge750EdgeEdge+2 Ion damage vs droids.4+
    Neutronium Edge800EdgeEdgeIgnore kinetic resistance.6+
    Mullinine Edge1000EdgeEdgeOn critical hit, +1d6 damage.7+
    Devaronian Edge2500EdgeEdge+1d4 kinetic; crit +1d6.10+
    Ostrine Edge4000EdgeEdge+1d6 Cold; ignore cold resistance.12+
    Agrinium Grip300GripGrip+1 vs disarm attempts.2+
    Contour Grip500GripGrip+1 attack with light/finesse melee weapons.3+
    Nagai Grip500GripGrip+1 attack with one‑handed melee weapons.3+
    Zabrak Grip750GripGrip+1 attack with two‑handed melee weapons.4+

    Ranged Weapon Upgrades

    Ranged upgrades expand what blasters, slugthrowers, and other ranged weapons can do. Chambers change the nature of each shot, Targeting systems control how you acquire and debuff targets, and Grips or Stocks improve stability and accuracy.

    Ranged Upgrade Types

    • Chambers: Replace or enhance the firing assembly.

      • Amplifying Chambers boost Energy damage, making blaster bolts hit harder.
      • Beam Splitter Chambers improve Kinetic damage, ideal for slugthrowers and hybrid designs.
      • Ion Chambers specialize in tearing through droids, vehicles, and shielded tech.
      • Sonic Vibration Chambers add Sonic damage vs armored targets; at high tiers, they also add extra damage on critical hits.

    • Targeting Upgrades: Scopes and targeting systems that shift how you interact with range and cover.

      • Accuracy Scopes extend effective range bands, especially useful for marksmen and snipers.
      • Pinpoint Scopes penalize enemies you hit with temporary attack penalties.
      • Crippling Scopes can Immobilize foes that fail a Strength save, making them strong control tools.
      • Tactical Targeting Systems counter the protection of cover, especially when firing from a stationary position.

    • Grips & Stocks: Modify how stable and accurate the weapon feels in the shooter’s hands.

      • Stabilizing Grip provides a flat attack bonus with that weapon.
      • Compact Stabilizing Grip focuses on light ranged weapons like pistols and carbines.
      • Marksman Stocks scale attack bonuses across short, medium, and long ranges, rewarding careful positioning.
      • Defender Grips help resist disarms in close-quarters chaos.

    GM Discretion: Strong control upgrades like Crippling Scope II or high-tier Chambers should feel special. Consider tying them to military armories, bounty hunter gear caches, or specialized faction vendors.

    NameCostCategoryEffectRecommended Level
    Amplifying Chamber I500ChamberAdd +1 Energy damage.3+
    Amplifying Chamber II1500ChamberAdd +1d4 Energy damage.6+
    Amplifying Chamber III3000ChamberAdd +1d6 Energy damage.9+
    Beam Splitter Chamber I750ChamberAdd +1 Kinetic damage.4+
    Beam Splitter Chamber II2000ChamberAdd +1d4 Kinetic damage.6+
    Beam Splitter Chamber III4000ChamberAdd +1d6 Kinetic damage.9+
    Precision Chamber I750ChamberOn critical hit: +1d6 additional damage.5+
    Precision Chamber II2000ChamberAdd +1d4 damage; on crit: +1d6 additional damage.8+
    Precision Chamber III4000ChamberAdd +1d6 damage; on crit: +1d6 additional damage.11+
    Ion Chamber I300ChamberAdd +1 Ion damage vs droids.3+
    Ion Chamber II1500ChamberAdd +2 Ion damage vs droids; +1 Ion damage vs any target.6+
    Ion Chamber III4000ChamberAdd +1d6 Ion damage vs droids; +1d4 Ion damage vs any target.10+
    Sonic Vibration Chamber I1000Chamber-1 to attack. Add +1d4 Sonic damage vs armored targets.5+
    Sonic Vibration Chamber II2000Chamber-1 to attack. Add +1d6 Sonic damage vs armored targets.7+
    Sonic Vibration Chamber III4000Chamber-1 to attack. Add +1d6 Sonic damage vs armored targets; on critical hit vs armored targets add +1d6 Sonic damage.10+
    Tactical Targeting System1000TargetingIgnore half cover while stationary.5+
    Crippling Scope I1000TargetingOn hit: STR save DC 12 or target is Immobilized.7+
    Crippling Scope II3000TargetingOn hit: STR save DC 14 or target is Immobilized.10+
    Pinpoint Scope I500TargetingOn hit: target suffers -1 on it's next attack.4+
    Pinpoint Scope II1000TargetingOn hit: target suffers -2 on it's next attack.7+
    Accuracy Scope I500TargetingIncrease weapon range by 10 ft.3+
    Accuracy Scope II1000TargetingIncrease weapon range by 20 ft.5+
    Accuracy Scope III2000TargetingIncrease weapon range by 30 ft.7+
    Stabilizing Grip2000GripAdd +1 attack.6+
    Compact Stabilizing Grip2000Grip+2 attack with light ranged weapons.8+
    Defender Grip I250Grip+1 to resist being disarmed.2+
    Defender Grip II500Grip+2 to resist being disarmed.4+
    Defender Grip III1000GripAdvantage on resisting disarm attempts.6+
    Marksman Stock I500Grip+1 attack against enemies in short range.3+
    Marksman Stock II1000Grip+2 attack against enemies in short range; +1 attack against enemies in medium range.6+
    Marksman Stock III3000Grip+2 attack against enemies in short range; +1 attack against enemies in medium and long range.10+

    Lightsaber Upgrades

    Lightsabers are the most customizable weapons in SWURPG. A saber is built from a combination of Crystal, Emitter, Lens, Power Cell, and Grip, each of which adds subtle but meaningful changes to how the blade behaves in combat.

    Lightsaber Upgrade Types

    • Crystals: The heart of the saber and its most defining upgrade.

      • Adegan Crystal grants a simple +1 attack — the classic Jedi standard.
      • Barab Ore adds Fire damage, ideal for aggressive or intimidating combat styles.
      • Firkrann and related crystals add Ion damage, especially deadly to droids and electronics.
      • Legendary crystals like Ankarres Sapphire, Kaiburr, Qixoni, Upari, and Solari offer powerful themed bonuses (healing, Force Points, alignment-linked damage) and should be exceptionally rare.

    • Emitters: Control how the blade interacts with attacks and defenses.

      • Fencing Emitters boost attack rolls in melee duels.
      • Deflection Emitters support saber forms that emphasize blaster deflection.
      • Disruptor Emitters briefly weaken an enemy’s next melee attack on a failed save.
      • Precision Emitters add extra damage on critical hits without altering the crit range.

    • Lenses: Fine-tune the blade’s energy shape and damage.

      • Beam Gem Lens simply adds +1 damage.
      • Dragite Lens and Pontite Lens switch the damage feel with Sonic or Cold riders.
      • Vibration Lens pushes damage higher (+1d4) at the cost of –1 attack, fitting high-accuracy duelists.

    • Power Cells: Feed the blade’s energy output.

      • Diatium Energy Cell adds clean bonus damage.
      • Ion Overcharge Cell boosts Ion damage vs droids but still helps against others.
      • Telgorn Jolt and Discharge Cells scale up critical hits with extra damage dice.

    • Grips: Shape how you wield the saber.

      • Dueling Grip improves resistance to disarm attempts.
      • Balanced Grip adds AC vs melee attacks.
      • Two-Handed Grip supports powerful two-handed styles with a bonus to attack.
      • Shoto Grip boosts off-hand shoto attacks for dual-wielders.

    GM Discretion: Lightsaber upgrades — especially crystals and legendary components — should be tightly tied to story, training, and character development. They’re not just items; they’re milestones.

    NameCategorySlotEffectRecommended Level
    Adegan CrystalCrystalCrystalGain +1 attack with a lightsaber.3+
    Barab Ore CrystalCrystalCrystal+1 Fire damage.5+
    Bondar CrystalCrystalCrystalOn hit CON save (DC = 10 + PB + WIS). On fail: –1 attack on next attack.7+
    Dragite CrystalCrystalCrystal+1 Sonic damage.4+
    Firkrann CrystalCrystalCrystal+1 Ion damage; +1d4 Ion vs droids/electronics.6+
    Nextor CrystalCrystalCrystal+1 damage; critical hits deal +1d4 extra damage.7+
    Opila CrystalCrystalCrystalIgnores kinetic resistance and deals +1d4 damage.10+
    Phond CrystalCrystalCrystal+1d6 damage.10+
    Rubat CrystalCrystalCrystal+1 attack vs melee‑wielding enemies; +1 to Deflect checks.4+
    Velmorite CrystalCrystalCrystal+1 to Acrobatics while wielding the lightsaber.2+
    Ankarres SapphireCrystal (Legendary)CrystalRegeneration 1; +1 to Deflect checks.15+
    Kaiburr CrystalCrystal (Legendary)Crystal+2 Force Points; +1 to Use the Force checks related to sensing/protection.15+
    Qixoni CrystalCrystal (Legendary)Crystal+1d4 Force damage; when spending a Force Point, add +1d6 damage to one hit.15+
    Upari CrystalCrystal (Legendary)Crystal+1d4 damage; ignore half cover when using Deflect.12+
    Solari CrystalCrystal (Legendary)Crystal+1d6 Radiant damage (Light Side only).15+
    Fencing EmitterEmitterEmitter+1 attack vs melee‑wielding enemies.3+
    Deflection EmitterEmitterEmitter+1 to Deflect checks.3+
    Disruptor EmitterEmitterEmitterOn hit, target must make CON save (DC 12). On fail, next melee attack deals –2 damage.7+
    Stabilized EmitterEmitterEmitter+1 AC against melee attacks while wielding a lightsaber.5+
    Precision EmitterEmitterEmitterCritical hits deal +1d6 extra damage.9+
    Beam Gem LensLensLens+1 damage.3+
    Dragite LensLensLens+1 Sonic damage.4+
    Pontite LensLensLens+1 Cold damage.6+
    Vibration LensLensLens+1d4 damage; –1 attack due to unstable waveform.8+
    Diatium LensLensLens+1 to Deflect checks.3+
    Diatium Energy CellPower CellCell+1 damage.3+
    Ion Overcharge CellPower CellCell+1d4 Ion damage vs droids; +1 Ion vs all others.6+
    Telgorn Jolt CellPower CellCell+1 Electrical damage; on crit: +1d6 Electrical damage.9+
    Discharge Energy CellPower CellCellOn critical hit: +1d6 extra damage.9+
    Dueling GripGripGrip+1 to resist being disarmed.1+
    Balanced GripGripGrip+1 AC against melee attacks.5+
    Two-Handed GripGripGrip+1 attack when wielding the lightsaber with two hands.6+
    Shoto GripGripGrip+1 attack with off‑hand shoto when dual‑wielding.5+

    Related Equipment Rules