Nano-pulse Plasma Emitter

Jury Rigged Emitter, Default

Damage Bonus: +0

Defense Bonus: +0

Deflection Bonus: +0

An emitter Cobbled together by a Jedi Padawan, this is the default component of a Nano-pulse weapon.

Disrupting Emitter, Standard

On Hit: Stun, 25% for 1 Rounds

Save: DC 13 to negate stun

Defense Bonus: -1

Disrupting Emitter, Military Grade

On Hit: Stun, 25% for 2 Rounds

Save: DC 16 to negate stun

Defense Bonus: -1

Disrupting Emitter, Prototype

On Hit: Stun, 25% for 3 Rounds

Save: DC 19 to negate stun

Defense Bonus: -1

Disrupting emitters create an unsteady beam which can wreck havoc on a victim's nervous system.

Phobium Emitter, Standard

On Hit: Stun, 33% for 1 Rounds

Save: DC 14 to negate stun

Defense Bonus: -3

Phobium Emitter, Military Grade

On Hit: Stun, 33% for 2 Rounds

Save: DC 18 to negate stun

Defense Bonus: -3

Phobium Emitter, Prototype

On Hit: Stun, 33% for 3 Rounds

Save: DC 22 to negate stun

Defense Bonus: -3

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.

Deflection Emitter, Standard

Defense Bonus: +0

Deflection Bonus: +1

Deflection Emitter, Military Grade

Defense Bonus: +1

Deflection Bonus: +2

Deflection Emitter, Prototype

Defense Bonus: +1

Deflection Bonus: +4

Deflection emitters are optimzied for use against Energy Weapon fire.

Fencing Emitter, Standard

Damage Bonus: 1, Plasma

Defense Bonus: 1

Blaster Bolt Deflection: -2

Fencing Emitter, Military Grade

Damage Bonus: 2, Plasma

Defense Bonus: 2

Blaster Bolt Deflection: -2

Fencing Emitter, Prototype

Damage Bonus: 3, Plasma

Defense Bonus: 2

Fencing emitters are most suitable for parrying hand-to-hand attacks.