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.
All weapon upgrades follow a few simple rules so they stay fun, fast, and easy to track during play.
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.
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.
| Name | Cost | Category | Slot | Effect | Recommended Level |
|---|---|---|---|---|---|
| Energy Cell I | 500 | Cell | Cell | Add +1 Energy damage. | 3+ |
| Energy Cell II | 1500 | Cell | Cell | Add +1d4 Energy damage. | 6+ |
| Energy Cell III | 3000 | Cell | Cell | Add +1d6 Energy damage. | 9+ |
| Ion Cell I | 300 | Cell | Cell | Add +1 Energy damage vs. droids. | 2+ |
| Ion Cell II | 1250 | Cell | Cell | +2 Energy damage vs droids; +1 vs any enemy. | 5+ |
| Ion Cell III | 4000 | Cell | Cell | +1d6 Energy vs droids; +1d4 vs any enemy. | 10+ |
| Vibration Cell I | 1000 | Cell | Cell | -1 attack; +1d4 Sonic vs armored targets. | 5+ |
| Vibration Cell II | 2000 | Cell | Cell | -1 attack; +1d6 Sonic vs armored targets. | 7+ |
| Vibration Cell III | 4000 | Cell | Cell | -1 attack; +1d6 Sonic; on crit +1d6. | 10+ |
| Ionite Edge | 750 | Edge | Edge | +2 Ion damage vs droids. | 4+ |
| Neutronium Edge | 800 | Edge | Edge | Ignore kinetic resistance. | 6+ |
| Mullinine Edge | 1000 | Edge | Edge | On critical hit, +1d6 damage. | 7+ |
| Devaronian Edge | 2500 | Edge | Edge | +1d4 kinetic; crit +1d6. | 10+ |
| Ostrine Edge | 4000 | Edge | Edge | +1d6 Cold; ignore cold resistance. | 12+ |
| Agrinium Grip | 300 | Grip | Grip | +1 vs disarm attempts. | 2+ |
| Contour Grip | 500 | Grip | Grip | +1 attack with light/finesse melee weapons. | 3+ |
| Nagai Grip | 500 | Grip | Grip | +1 attack with one‑handed melee weapons. | 3+ |
| Zabrak Grip | 750 | Grip | Grip | +1 attack with two‑handed melee weapons. | 4+ |
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.
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.
| Name | Cost | Category | Effect | Recommended Level |
|---|---|---|---|---|
| Amplifying Chamber I | 500 | Chamber | Add +1 Energy damage. | 3+ |
| Amplifying Chamber II | 1500 | Chamber | Add +1d4 Energy damage. | 6+ |
| Amplifying Chamber III | 3000 | Chamber | Add +1d6 Energy damage. | 9+ |
| Beam Splitter Chamber I | 750 | Chamber | Add +1 Kinetic damage. | 4+ |
| Beam Splitter Chamber II | 2000 | Chamber | Add +1d4 Kinetic damage. | 6+ |
| Beam Splitter Chamber III | 4000 | Chamber | Add +1d6 Kinetic damage. | 9+ |
| Precision Chamber I | 750 | Chamber | On critical hit: +1d6 additional damage. | 5+ |
| Precision Chamber II | 2000 | Chamber | Add +1d4 damage; on crit: +1d6 additional damage. | 8+ |
| Precision Chamber III | 4000 | Chamber | Add +1d6 damage; on crit: +1d6 additional damage. | 11+ |
| Ion Chamber I | 300 | Chamber | Add +1 Ion damage vs droids. | 3+ |
| Ion Chamber II | 1500 | Chamber | Add +2 Ion damage vs droids; +1 Ion damage vs any target. | 6+ |
| Ion Chamber III | 4000 | Chamber | Add +1d6 Ion damage vs droids; +1d4 Ion damage vs any target. | 10+ |
| Sonic Vibration Chamber I | 1000 | Chamber | -1 to attack. Add +1d4 Sonic damage vs armored targets. | 5+ |
| Sonic Vibration Chamber II | 2000 | Chamber | -1 to attack. Add +1d6 Sonic damage vs armored targets. | 7+ |
| Sonic Vibration Chamber III | 4000 | Chamber | -1 to attack. Add +1d6 Sonic damage vs armored targets; on critical hit vs armored targets add +1d6 Sonic damage. | 10+ |
| Tactical Targeting System | 1000 | Targeting | Ignore half cover while stationary. | 5+ |
| Crippling Scope I | 1000 | Targeting | On hit: STR save DC 12 or target is Immobilized. | 7+ |
| Crippling Scope II | 3000 | Targeting | On hit: STR save DC 14 or target is Immobilized. | 10+ |
| Pinpoint Scope I | 500 | Targeting | On hit: target suffers -1 on it's next attack. | 4+ |
| Pinpoint Scope II | 1000 | Targeting | On hit: target suffers -2 on it's next attack. | 7+ |
| Accuracy Scope I | 500 | Targeting | Increase weapon range by 10 ft. | 3+ |
| Accuracy Scope II | 1000 | Targeting | Increase weapon range by 20 ft. | 5+ |
| Accuracy Scope III | 2000 | Targeting | Increase weapon range by 30 ft. | 7+ |
| Stabilizing Grip | 2000 | Grip | Add +1 attack. | 6+ |
| Compact Stabilizing Grip | 2000 | Grip | +2 attack with light ranged weapons. | 8+ |
| Defender Grip I | 250 | Grip | +1 to resist being disarmed. | 2+ |
| Defender Grip II | 500 | Grip | +2 to resist being disarmed. | 4+ |
| Defender Grip III | 1000 | Grip | Advantage on resisting disarm attempts. | 6+ |
| Marksman Stock I | 500 | Grip | +1 attack against enemies in short range. | 3+ |
| Marksman Stock II | 1000 | Grip | +2 attack against enemies in short range; +1 attack against enemies in medium range. | 6+ |
| Marksman Stock III | 3000 | Grip | +2 attack against enemies in short range; +1 attack against enemies in medium and long range. | 10+ |
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.
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.
| Name | Category | Slot | Effect | Recommended Level |
|---|---|---|---|---|
| Adegan Crystal | Crystal | Crystal | Gain +1 attack with a lightsaber. | 3+ |
| Barab Ore Crystal | Crystal | Crystal | +1 Fire damage. | 5+ |
| Bondar Crystal | Crystal | Crystal | On hit CON save (DC = 10 + PB + WIS). On fail: –1 attack on next attack. | 7+ |
| Dragite Crystal | Crystal | Crystal | +1 Sonic damage. | 4+ |
| Firkrann Crystal | Crystal | Crystal | +1 Ion damage; +1d4 Ion vs droids/electronics. | 6+ |
| Nextor Crystal | Crystal | Crystal | +1 damage; critical hits deal +1d4 extra damage. | 7+ |
| Opila Crystal | Crystal | Crystal | Ignores kinetic resistance and deals +1d4 damage. | 10+ |
| Phond Crystal | Crystal | Crystal | +1d6 damage. | 10+ |
| Rubat Crystal | Crystal | Crystal | +1 attack vs melee‑wielding enemies; +1 to Deflect checks. | 4+ |
| Velmorite Crystal | Crystal | Crystal | +1 to Acrobatics while wielding the lightsaber. | 2+ |
| Ankarres Sapphire | Crystal (Legendary) | Crystal | Regeneration 1; +1 to Deflect checks. | 15+ |
| Kaiburr Crystal | Crystal (Legendary) | Crystal | +2 Force Points; +1 to Use the Force checks related to sensing/protection. | 15+ |
| Qixoni Crystal | Crystal (Legendary) | Crystal | +1d4 Force damage; when spending a Force Point, add +1d6 damage to one hit. | 15+ |
| Upari Crystal | Crystal (Legendary) | Crystal | +1d4 damage; ignore half cover when using Deflect. | 12+ |
| Solari Crystal | Crystal (Legendary) | Crystal | +1d6 Radiant damage (Light Side only). | 15+ |
| Fencing Emitter | Emitter | Emitter | +1 attack vs melee‑wielding enemies. | 3+ |
| Deflection Emitter | Emitter | Emitter | +1 to Deflect checks. | 3+ |
| Disruptor Emitter | Emitter | Emitter | On hit, target must make CON save (DC 12). On fail, next melee attack deals –2 damage. | 7+ |
| Stabilized Emitter | Emitter | Emitter | +1 AC against melee attacks while wielding a lightsaber. | 5+ |
| Precision Emitter | Emitter | Emitter | Critical hits deal +1d6 extra damage. | 9+ |
| Beam Gem Lens | Lens | Lens | +1 damage. | 3+ |
| Dragite Lens | Lens | Lens | +1 Sonic damage. | 4+ |
| Pontite Lens | Lens | Lens | +1 Cold damage. | 6+ |
| Vibration Lens | Lens | Lens | +1d4 damage; –1 attack due to unstable waveform. | 8+ |
| Diatium Lens | Lens | Lens | +1 to Deflect checks. | 3+ |
| Diatium Energy Cell | Power Cell | Cell | +1 damage. | 3+ |
| Ion Overcharge Cell | Power Cell | Cell | +1d4 Ion damage vs droids; +1 Ion vs all others. | 6+ |
| Telgorn Jolt Cell | Power Cell | Cell | +1 Electrical damage; on crit: +1d6 Electrical damage. | 9+ |
| Discharge Energy Cell | Power Cell | Cell | On critical hit: +1d6 extra damage. | 9+ |
| Dueling Grip | Grip | Grip | +1 to resist being disarmed. | 1+ |
| Balanced Grip | Grip | Grip | +1 AC against melee attacks. | 5+ |
| Two-Handed Grip | Grip | Grip | +1 attack when wielding the lightsaber with two hands. | 6+ |
| Shoto Grip | Grip | Grip | +1 attack with off‑hand shoto when dual‑wielding. | 5+ |