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.