Equipment

RuleExpanded Content

At a glance

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Expanded Content
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Chapter

Blasters

Name      Cost  Damage   Weight  Properties                         
Simple Blasters
 Energy bow475 cr  1d6 energy4.50 lb Power cell (range 80/320), mighty, reload 4, two-handed
 Energy slingshot425 cr  1d4 energy4.00 lb Power cell (range 20/80), disruptive, fixed, mighty, reload 20, two-handed
 Lightning carbine1,150 cr  1d6 lightning7.00 lb Power cell (range 60/240), penetrating 6, reload 12, strength 11, two-handed
 Lightning pistol550 cr  1d4 lightning2.00 lb Power cell (range 30/120), penetrating 8, reload 16
 Needler475 cr  1d4 kinetic3.00 lb Slug cartridge (range 30/160), piercing 1, reload 12, silent, special
 Shatter pistol375 cr  1d4 kinetic2.00 lb Slug cartridge (range 60/240), light, reload 12, silent, strength 11
 Shortbow550 cr  1d6 kinetic4.00 lb Mighty, silent, special (range 60/240), two-handed
 Sonic carbine675 cr  1d6 sonic7.00 lb Power cell (range 60/240), disruptive, reload 12, strength 11, two-handed
 Sonic pistol375 cr  1d4 sonic2.00 lb Power cell (range 30/120), disruptive, reload 16
 Switch carbine925 cr  1d6 energy7.50 lb Power cell (range 70/280), reload 16, switch (1d4 acid), two-handed
 Switch pistol675 cr  1d6 energy4.50 lb Power cell (range 40/160), reload 20, switch (1d4 fire)
 Tranquilizer rifle275 cr  1d4 kinetic2.50 lb Slug cartridge (range 60/240), reload 4, silent, special
Martial Blasters
 Affixed Rifle700 cr  1d8 energy8.00 lb Power cell (range 90/360), fixed, rapid 4, reload 8, strength 11, two-handed
 Anti-materiel blaster2,500 cr  3d4 energy18.50 lb Power cell (range 180/720), auto, reload 2, penetrating 2, strength 19, two-handed
 Anti-materiel rifle1,900 cr  2d6 kinetic17.00 lb Slug cartridge (range 180/720), reload 2, penetrating 2, strength 19, two-handed
 ARC caster2,125 cr  2d4 lightning9.00 lb Power cell (range 60/240), burst 8, rapid 4, reload 9, strength 11, two-handed
 Blaster cannon5,500 cr  2d6 energy18.50 lb Auto, burst, rapid, special (range 120/480), strength 19, two-handed
 Bolt-thrower1,825 cr  13.50 lb Reload 1, silent, special (range 90/360), strength 13, two-handed
 Compound bow600 cr  1d8 kinetic6.50 lb Mighty, silent, special (range 75/300), two-handed
 Lightning cannon4,400 cr  1d6 lightning16.00 lb Power cell (range 90/360), auto, penetrating 2, reload 4, strength 15, two-handed
 Lightning rifle2,125 cr  1d6 lightning8.50 lb Power cell (range 60/240), penetrating 2, reload 8, strength 11, two-handed
 Marksman blaster1,100 cr  1d10 energy12.00 lb Power cell (range 125/500), reload 8, strength 13, two-handed
 Mortar launcher3,500 cr  25.00 lb Special (range 150/600), reload 1, two-handed
 Nightstinger rifle1,075 cr  1d10 energy11.00 lb Power cell (range 125/500), reload 2, silent, strength 11, two-handed
 Radiation cannon3,900 cr  2d4 necrotic13.5 lb Power cell (range 75/300), auto, burst 2, disrupt ive, piercing 1, reload 4, strength 15, two-handed
 Revolver625 cr  2d4 kinetic6.50 lb Slug cartridge (range 60/240), rapid 4, reload 8, strength 11
 Rocket rifle2,250 cr  12.00 lb Reload 6, special (range 60/240), strength 11, two-handed
 Scatter blaster1,175 cr  2d4 energy9.50 lb Power cell (range 40/160), burst 3, reload 12, strength 13, two-handed
 Sentry gun3,250 cr  1d12 energy16.50 lb Brutal, keen 1, reload 4, special (range 120/480), strength 19, two-handed
 Shatter cannon1,625 cr  1d10 kinetic14.00 lb Slug cartridge (range 75/300), auto, burst 4, reload 8, silent, strength 15, two-handed
 Shatter rifle750 cr  2d4 kinetic9.50 lb Slug cartridge (range 100/400), reload 8, silent, strength 11, two-handed
 Sonic cannon2,100 cr  1d10 sonic16.50 lb Power cell (range 90/360), auto, burst 2, disruptive, reload 4, strength 17, two-handed
 Sonic rifle875 cr  1d8 sonic9.00 lb Power cell (range 80/320), disruptive, reload 8, strength 11, two-handed
 Stealth carbine500 cr  1d6 energy6.00 lb Power cell (range 70/280), reload 16, silent, two-handed
 Switch cannon3,350 cr  1d10 energy12.50 lb Power cell (range 100/400), burst 2, reload 4, strength 15, switch (2d4 acid/cold/fire/lightning), two-handed
 Switch rifle1,025 cr  1d8 energy9.50 lb Power cell (range 105/420), reload 8, switch (1d6 lightning), two-handed
 Switch sniper1,800 cr  1d12 energy15.5 lb Power cell (range 150/600), reload 2, strength 13, switch (1d10 cold), two-handed
 Torpedo launcher15,000 cr  30.00 lb Special (range 1200/3600), reload 1, two-handed
 Wristrifle250 cr  1d8 energy4.5 lb Power cell (range 60/240), fixed, reload 12

Lightweapons

Name      Cost  Damage   Weight  Properties                         
Simple Lightweapons
 Lightbaton400 cr 1d8 energy1.25 lb  Hidden, light, luminous
 Lightcutlass725 cr 2d4 energy1.50 lb  Dexterity 11, hidden, luminous
 Saberspear450 cr  1d6 energy2.00 lb  Luminous, thrown (range 20/60), versatile (2d4)
 Wristsaber375 cr 1d4 energy1.00 lb  Finesse, fixed, light, luminous
Martial Lightweapons
 Chained lightdagger800 cr 1d4 energy3.50 lb  Disarming, finesse, luminous, reach
 Claymoresaber2,300 cr 3d4 energy3.50 lb  Dexterity 13, luminous, two-handed
 Crosssaber1,650 cr 2d4 energy5.25 lb  Dexterity 15, double (2d4 energy), heavy, luminous, reach
 Lightfist650 cr 1d4 energy1.50 lb  Disguised, disruptive, fixed, light, luminous
 Lightring575 cr 1d6 energy2.00 lb  Finesse, hidden, luminous, returning, thrown (range 25/75)
 Lightsaber pike1,175 cr 1d8 energy4.25 lb  Dexterity 11, double (1d8 energy), luminous, reach
 Phase knife1,025 cr 1d4 energy1.75 lb  Dexterity 11, disguised, hidden, keen 1, light, luminous, vicious 1
 Retrosaber950 cr 1d8 energy3.00 lb  Dexterity 13, dire 1, reckless 1, versatile (1d10)
 Saberaxe600 cr 2d4 energy1.00 lb  Luminous
 Sabergauntlet475 cr 1d8 energy1.50 lb  Finesse, fixed, luminous

Vibroweapons

Name      Cost  Damage   Weight  Properties                         
Simple Vibroweapons
 Atlatl375 cr  1d6 kinetic1.25 lb  Disguised, light, special
 Electroprod650 cr  1d8 kinetic6.00 lb  Disruptive, shocking 13, two-handed
 Mancatcher800 cr  1d8 kinetic7.00 lb  Reach, special, two-handed
 Stun gauntlet400 cr  1d4 kinetic2.25 lb  Disruptive, fixed, shocking 13
 Vibroclaw50 cr  1d4 kinetic0.75 lb  Finesse, fixed, light
 Vibrocutlass600 cr  2d4 kinetic1.00 lb  Dexterity 11
 Vibrocutter50 cr  1d6 kinetic3.00 lb  Heavy
Martial Vibroweapons
 Bolas100 cr  2.00 lb  Light, special, thrown (range 20/60)
 Cesta975 cr  1d8 kinetic5.75 lb  Disguised, double (1d8) finesse, special
 Chained dagger350 cr  1d4 kinetic3.75 lb  Disarming, finesse, reach
 Disguised blade125 cr  1d4 kinetic1.00 lb  Disarming, disguised, finesse, light
 Disruptorshiv425 cr  1d4 kinetic2.50 lb  Disruptive, finesse, shocking 13
 Electrovoulge1,250 cr  1d10 kinetic10.00 lb  Dexterity 13, reach, shocking 13, two-handed
 Electrowhip725 cr  1d4 kinetic4.25 lb  Dexterity 11, disruptive, reach, shocking 13
 Hooked vibroblade225 cr  1d8 kinetic3.75 lb  Disarming, finesse
 Jagged vibroblade650 cr  2d4 kinetic7.00 lb  Dexterity 13, keen 1, versatile (1d12)
 Riot baton250 cr  1d6 kinetic1.50 lb  Defensive 1, light
 Riot shocker425 cr  1d4 kinetic1.00 lb  Defensive 1, light, shocking 13
 Shock whip475 cr  1d4 kinetic3.50 lb  Reach, shocking 13
 Vibrobaton250 cr  2d4 kinetic4.00 lb  
 Vibroclaymore1,700 cr  3d4 kinetic10.50 lb  Dexterity 13, two-handed
 Vibrolance1,500 cr  1d12 kinetic8.50 lb  Dexterity 13, reach, special
 Wristblade275 cr  1d6 kinetic1.75 lb  Fixed, light, piercing 1

Exotic Weapons

A new weapon tier succeeding simple and martial weapons, exotic weapons introduce new special weapons with unique capacities that can not be achieved by simple or martial weapons.

Proficiency

In order to gain proficiency in an exotic weapon, you must first have proficiency in all simple and martial weapons within that category. For instance, before you can be come proficient with an exotic blaster, you would first need to be proficient in all simple and martial blasters. For modal exotics (discussed below), if the exotic has modes that would fall in two different weapon categories, you require proficiency all simple and martial weapons in both categories in order to gain proficiency in that exotic.

Types of Exotic Weapons

Exotic weapons come in two major types: modal and specialized.

Modal exotics have the capacity to switch between modes, with each mode utilizing the damage and properties of an existing weapon, as indicated by the weapons included with the property. Switching between each mode can be achieved by using a character's object interaction on their turn.

Combination Weapons

This rule allows characters to combine lightweapons with other lightweapons and vibroweapons with other vibroweapons, granting modes that can be switched between on a character's turn by using their object interaction. Blasters, on the other hand, can gain an attachment that lets them load wrist launcher ammunition in addition to their base ammunition, granting them some limited additional effects. Modal exotics instead allow a blaster to have multiple modes that a character can switch between using their object interaction. Modal lightweapons and vibroweapons can grant a mode of a different weapon type, still using that object interaction to switch between. For instance, a modal exotic vibroweapon could have a separate blaster or lightweapon mode, instead of a vibroweapon mode. Additionally, modal exotics count as a number of weapons equal to their modes when using the Combination Weapons rule. For instance, an IWS has three modes and thus would count as three weapons. Adding the wrist launcher attachment to it would require a DC 20 ability check, as appropriate, and a proficiency bonus of +4. The attachment would only have a reload property of 1, in this instance, since the total reload number of this attachment combined with the number of weapon modes should not exceed what the total number of combined weapons could be, per the Combination/Separation DC by Weapons table.

Specialized Exotics

Specialized exotics, on the other hand, bypass the inherent base and cap to a weapon property. For instance, a weapon with the keen 1 property could not bypass keen 3, per the rules of weapon modifications. A specialized exotic, on the other hand, could potentially start with the keen 2 property, and have up to the keen 4 property. A specialized exotic weapon must have that property in order to bypass its base and cap, and a specialized exotic cannot bypass the base and cap of more than one property.

Biting. A specialized exotic lightweapon with this property gains a +2 bonus to its base and cap.

Bright. A specialized exotic lightweapon with this property gains a +2 bonus to its base and cap.

Brutal. A specialized exotic weapon with this property gains a +1 bonus to its base and cap.

Corrupting. A specialized exotic lightweapon with this property gains a +2 bonus to its base and cap.

Defensive. A specialized exotic light- or vibro-weapon with this property gains a +1 bonus to its base and cap.

Dire. A specialized exotic weapon with this property gains a +1 bonus to its base and cap.

Disintegrate. A specialized exotic blaster with this property gains a +2 bonus to its base and cap.

Keen. A specialized exotic weapon with this property gains a +1 bonus to its base and cap.

Neuralizing. A specialized exotic vibroweapon with this property gains a +2 bonus to its base and cap.

Piercing. A specialized exotic weapon with this property gains a +1 bonus to its base and cap.

Shocking. A specialized exotic vibroweapon with this property gains a +2 bonus to its base and cap.

Smart. A specialized exotic blaster with this property gains a (+2, 0) bonus to its base and cap.

Sonorous. A specialized exotic vibroweapon with this property gains a +2 bonus to its base and cap.

Vicious. A specialized exotic weapon with this property gains a +1 bonus to its base and cap.

Generating Exotics

Exotics can be generated just like weapons using the weapon calculator, with the following variations.


  • 1. Modal exotics take the highest weight of each its modes, and add half the weight of each of the other modes.
  • 2. Modal exotics combine the value of each of its modes.

Specialized


  • 1. Specialized exotics use the framework of a martial weapon of the appropriate category with an appropriate property.
  • 2. Specialized exotics adds the specialized property value and weight a second time.

Exotic Weapon Chassis

For modal exotics, each mode has separate modification slots, with the exception of augments; augments are shared across all weapon modes. Specialized exotics function like non-exotic weapons.

Blasters
Name       Cost  Damage   Weight  Properties
Exotic Blasters
 Bo-rifle1,075 cr  8.75 lb  Modal (blaster rifle and techstaff)
 IWS3,625 cr  23.00 lb  Modal (blaster rifle, grenade launcher, and sniper rifle)
 Radrifle1,575 cr  1d6 necrotic14.00 lb  Disintegrate 15, power cell (range 120/480), reload 8, specialized (disintegrate), strength 13, two-handed
Lightweapons
Name      Cost  Damage   Weight  Properties                         
Exotic Lightweapons
 Saberstaff1,375 cr  6.50 lb  Modal (double-saber and tech-staff)
 Sunsaber1,875 cr  1d6 fire3.00 lb  Bright 15, dexterity 11, hidden, specialized (bright), versatile (2d4)
Vibroweapons
Name      Cost  Damage   Weight  Properties                         
Exotic Vibroweapons
 Bo-rifle1,075 cr  8.75 lb  Modal (blaster rifle and techstaff)
 Neuronic whip725 cr  1d4 kinetic4.00 lb  Reach, shocking 15, specialized (shocking)
 Saberstaff1,375 cr  6.50 lb  Modal (double-saber and tech-staff)

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

A weapon with this property can switch between modes. A list of weapons in parentheses appears with the property-the weapons between which an exotic weapon can be switched by using an object interaction.

Specialized

A weapon with this property bypasses the base and cap of certain properties. Another weapon property in parentheses with the property-the weapon property that the exotic bypasses the base and cap for.

Special Weapons

Weapons with special rules are described below.

Atlatl

This specialized gungan club can be used to throw grenades or similar objects at long distances. If you are wielding this weapon, as part of the action to throw a grenade, you can instead throw it using an atlatl you are holding. The grenade can be thrown at a short distance of 30ft and a long distance of 120ft. When throwing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw. If you lack proficiency in the atlatl, you must roll the damage dice twice and take the lesser total.

ARC Caster

Whenever you deal damage with this weapon and roll the maximum on the weapon damage die, the creature hit becomes shocked until the end of its next turn.

Blaster Cannon

Rather than traditional power cells, the blaster cannon uses a specialized power generator that allows it to fire continuously for 10 minutes. Replacing a power generator takes an action.

Before firing the blaster cannon, you must deploy it using an action unless you meet its strength requirement. Alternatively, if you’re able to make multiple attacks with the Attack action, this action replaces one of them. While deployed in this way, you treat this weapon’s strength number as two steps less (from 19 to 15), your speed is reduced by half, and you cannot fire this weapon at long range. You can collapse the blaster cannon as an action or bonus action.

Bolas

A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.

Due to their unwieldy nature, bolas make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.

Bolt-thrower

Rather than traditional power cells, the bolt-thrower fires specialized projectiles in the form of bolts.

Cesta

This specialized gungan staff can be used to throw grenades or similar objects at long distances. If you are wielding this weapon, as part of the action to throw a grenade, you can instead throw it using a cesta you are holding. The grenade can be thrown at a short distance of 60ft and a long distance of 240ft. When throwing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw. If you lack proficiency in the cesta, you must roll the damage dice twice and take the lesser total.

Compound Bow

Rather than traditional power cells, the compound bow fires specialized projectiles in the form of arrows. You can make a ranged weapon attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one arrow.

Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Heavy blaster Cannon

Rather than traditional power cells, the heavy blaster cannon uses a specialized power generator that allows it to fire continuously for 10 minutes. Replacing a power generator takes an action.

Before firing the blaster cannon, you must deploy it using an action unless you meet its strength requirement. Alternatively, if you’re able to make multiple attacks with the Attack action, this action replaces one of them. While deployed in this way, you treat this weapon’s strength number as two steps less (from 19 to 15), your speed is reduced by half, and you cannot fire this weapon at long range. You can collapse the heavy blaster cannon as an action or bonus action.

Lightning Cannon

Whenever you deal damage with this weapon and roll the maximum on the weapon damage die, the creature hit becomes shocked until the end of its next turn.

Lightning Rifle

Whenever you deal damage with this weapon and roll the maximum on the weapon damage die, the creature hit becomes shocked until the end of its next turn.

Mancatcher

When you would make a Strength (Athletics) check to attempt to grapple a creature while wielding a weapon with the grappling property, you can instead make a melee weapon attack with it. If the attack hits, the creature becomes grappled by you, and it takes damage equal to your Strength modifier of the same type as the weapon’s damage.

Mortar Launcher

Rather than traditional power cells, the mortar launcher fires grenades. If you lack proficiency in the mortar launcher, you must roll the damage dice twice and take the lesser total. A mortar launcher cannot fire on targets within its short range and when firing a grenade at long range, creatures within the radius of the grenade’s explosion do not have advantage on the saving throw. Additionally, when you launch a mortar at a target, you can treat the Weapon's point of origin as being 200ft in the air for the purposes of determining line of sight and cover.

The mortar launcher requires the use of a tripod, which is included in the price. Over the course of 1 minute, you can deploy or collapse the mortar launcher on the tripod. While deployed, your speed is reduced to 0.

Needler

The needler includes a specialized compartment for poison. One dose of poison, when installed in this compartment, retains its potency for 1 hour before drying. One dose of poison is effective for the next 10 shots fired by the weapon.

Retrosaber

The retrosaber is an ancient type of lightweapon that requires a power cell to function. Once four attacks have been made with a retrosaber, a character must replace the power cell using an action or bonus action. You must have one free hand to replace the power cell.

Rocket Rifle

Rather than traditional power cells, the rocket rifle fires specialized projectiles in the form of small missiles.

Sentry Gun

Before firing the sentry gun, you must deploy it using an action unless you meet its strength requirement. Alternatively, if you’re able to make multiple attacks with the Attack action, this action replaces one of them. While deployed in this way, you treat this weapon’s strength number as two steps less (from 19 to 15), your speed is reduced by half, and you cannot fire this weapon at long range. You can collapse the sentry gun as an action or bonus action.

Shortbow

Rather than traditional power cells, the shortbow fires specialized projectiles in the form of arrows. You can make a ranged weapon attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one arrow.

Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Torpedo Launcher

Rather than traditional power cells, the torpedo launcher fires specialized projectiles in the form of torpedoes. Torpedo launchers have advantage on attack rolls against Gargantuan creatures and disadvantage on attack rolls against Large and smaller creatures. Unlike other weapons, the torpedo launcher can only be loaded using an action, and you don’t add your Dexterity modifier to damage rolls you make with it.

The torpedo launcher requires the use of a tripod, which is included in the price. Over the course of 1 minute, you can deploy or collapse the torpedo launcher on the tripod. While deployed, your speed is reduced to 0.

Tranquilizer Rifle

The tranquilizer rifle includes a specialized compartment for poison. One dose of poison, when installed in this compartment, retains its potency for 1 hour before drying. One dose of poison is effective for the next 4 shots fired by the weapon. Additionally, creatures reduced to 0 hit points by this weapon are immediately stabilized, unless that damage would instantly kill them.

Vibro-lance

You have disadvantage when you use a vibrolance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Ammunition

Arrow

Arrows are ammunition used in bow weapons. When you would use poison to coat a weapon or slug cartridge you can instead coat an arrow with the poison. Once a poisoned arrow hits a target, it no longer gives a bonus.

Arrow, Combustive

A combustive arrow is a specialized arrow for use with bow weapons. When the arrow hits another creature, object, or surface it detonates. Each creature within 5ft of the arrows detonation must make a DC 14 Dexterity saving throw or take 1d8 fire damage. On a successful save, a creature takes half damage. Once the arrow hits a target, it no longer gives a bonus.

Arrow, Noisemaker

A noisemaker arrow is a specialized arrow for use with bow weapons. When the arrow hits another creature, object, or surface it generates an explosion of sound that can be heard up to 100 feet away. If the target of the attack is a creature, the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the end of its next turn. Once the arrow hits a target, it no longer gives a bonus.

Arrow, Electroshock

An electroshock arrow is a specialized arrow for use with bow weapons. When you hit a creature with this arrow, the creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d3 ion damage and becomes stunned until the start of its next turn. On a successful save, a creature takes half damage and isn’t stunned. Once the arrow hits a target, it no longer gives a bonus.

Bolt

This Bolt-thrower ammunition deals 2d6 kinetic damage on a hit. When you would use poison to coat a weapon or slug cartridge you can instead coat a bolt with the poison.

Bolt, Deafening

This bolt-thrower ammunition deals 2d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Constitution saving throw, taking 2d4 sonic damage on a failed save. Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Bolt, Electrifying

This bolt-thrower ammunition deals 2d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Dexterity saving throw, taking 2d4 lightning damage on a failed save. Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Bolt, Panic

This bolt-thrower ammunition deals 2d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Wisdom saving throw, taking 2d4 psychic damage on a failed save. Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Fragmentation Torpedo

This torpedo launcher ammunition deals 20d4 kinetic damage on a hit.

Plasma Torpedo

This torpedo launcher ammunition deals 20d4 energy damage on a hit.

Explosives

Charge, Fragmentation

A device used to blow holes in larger constructs and structures, a breaching charge creates a devastating explosion focused in a specific direction. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the breaching charge explodes in a 15-foot cone. Each creature within the cone must make a DC 14 Dexterity saving throw, taking 20d4 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charge, Plasma

A device used to blow holes in larger constructs and structures, a breaching charge creates a devastating explosion focused in a specific direction. Installing a breaching charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When detonated, the breaching charge explodes in a 15-foot cone. Each creature within the cone must make a DC 14 Dexterity saving throw, taking 20d4 energy damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Life Support

Emergency Raft

This raft comes packed in a 2-foot-long tube. When activated, the raft quickly deploys, expanding to full size in six seconds. The raft is 6 feet long and 3 feet wide, and can hold up to four Medium creatures not exceeding 800 lb. It comes with two collapsible oars with which to row. The raft can be collapsed and restored over the course of 1 minute.

Emergency Rations (One day's)

Emergency rations come in small pill form, provide all the necessary nourishment for one person for one day, and take up roughly one-tenth the space of field rations.

Environmental Suits

Environmental suits are heavy duty completely sealed suits that can be worn over other clothing and armor. Each suit is tailored to a certain environment, and has no effect on environments to which it is not tailored. Due to their encompassing and cumbersome nature, while wearing an environmental suit, a creature's speed is reduced by 15. Environmental suits include 8 hours' capacity of oxygen, which can be replenished by an oxygen tank or directly connected to a source of oxygen such as a life support system on a vehicle or starship.

Chemical Suit. Chemical suits are sealed suits that repel corrosive acids. While wearing a chemical suit, you have resistance to acid damage, and you are immune to the corroded condition.

Conductive Suit. Conductive suits help prevent electrocution by grounding electrical sources. While wearing a conductive suit, you have resistance to lightning damage, and you are immune to the shocked condition.

Dampening Suit. Dampening suits modulate sounds that come from outside the suit. While wearing a dampening suit, you have resistance to sonic damage, you are immune to the deafened condition, and you can't have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sound.

Diving Suit. Diving suits are sealed suits that help regulate body temperature while underwater. While wearing a diving suit, you have resistance to cold damage, and are protected from the hazards associated with high pressure environments.

Flame-Proof Suit. Flame-proof suits prevent flames from reaching the wearer's body. While wearing a flame-proof suit, you have resistance to fire damage, and you are immune to the ignited condition.

Hazard Suit. Hazard suits are made to seal the wearer away from noxious gases. While wearing a hazard suit, you have resistance to poison damage, and you are immune to the poisoned condition.

Mind-Shielding Suit. Mind-shielding suits help protect the wearer's mind—and body—from outside influence. While wearing a mind-shielding suit, you have resistance to psychic damage, you have advantage on saving throws to avoid being frightened, and you have advantage on saving throws to avoid having your mind read or affected.

Stabilizer Suit. Stabilizer suits help to keep the bearer from being battered by powerful forces. While wearing a stabilizer suit, you have resistance to force damage, and you have advantage on ability checks and saving throws to avoid being moved.

Space Suit. Space suits are suits that enabled wearers to survive and operate in the vacuum of space. While wearing a space suit, you have resistance to necrotic damage, and are protected from the hazards associated with low pressure environments.

Oxygen Tank

Oxygen tanks include 8 hours' capacity of oxygen. They can be connected to an environmental suit or respirator to feed it directly or replenish any reduced capacity at a rate of one hour's oxygen per ten minutes connected. Only one oxygen tank can be connected at a time.

Storage

Bucket

A bucket stores 3 gallons of liquid or 1/2 cubic foot of solids.

Flask

A flask stores 1 pint of liquid.

Hovercart

This repulsorcraft is designed to efficiently move large amounts of goods. It has a speed of 30 feet and can store 2,000 lb., not exceeding 120 cubic feet.

Jug

A jug stores 1 gallon of liquid.

Pot

A pot stores 1 gallon of liquid.

Sack

A sack stores 30 ounces, not exceeding 1 cubic foot.

Tankard

A tankard stores 1 pint of liquid.

Vial

A vial stores 4 ounces of liquid.

Utilities

Fire Extinguisher

As an action, you can expend a use of the extinguisher to create a 15 foot cone of misty air which lasts for 6 seconds, snuffing out any unenhanced fires within range. Additionally, each creature within range must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded until the start of their next turn. On a successful save, a creature becomes immune to this effect. An extinguisher can be used 5 times before it must be replenished at its original cost.

Gravity Generator

Gravity generators are special devices typically worn on belts that function as a portable, personal artificial gravity source. Activating or deactivating the belt requires a bonus action and, while active, you are able to move as if in a standard gravitational pull. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.

Weapon and Armor Accessories

Ammo Pouch

An ammo pouch is a small pouch, usually worn around the waist or chest, which holds 20 slug cartridges. When you reload a weapon, you can draw as much ammunition needed from this pouch without using an object interaction to do so. Instead of slug cartridges, you can instead store a power cell which takes up the space of 10 cartridges.

Propulsion Pack

Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

Quiver

A quiver which can hold up to 20 arrows, 10 bolts, or 10 darts. Drawing an item from the quiver does not require an object interaction.

Repulsor Pack

Repulsor packs are used to slow descent from a high elevation. Activating or deactivating the repulsor pack requires a bonus action and, while active, your rate of descent slow to 60 feet per round, and you ignore the effects of wind of less than moderate speed (no more than 10 mph). The repulsor pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.

Shock Gloves

A shock glove is a type of armored glove that is coated with a webbed lacing. When used for an attack, this webbing carries a charge that deals 1d4 lightning damage to any objects that the glove come in contact with. If you are engaged in combat with the target of the attack, you must make a grapple check instead of an attack roll, using a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

Adventuring Gear
ItemCostWeight
Ammunition
 Arrow1 cr
 Arrow, Combustive100 cr
 Arrow, Noisemaker125 cr
 Arrow, Electroshock150 cr
 Bolt10 cr.25 lb
 Bolt, Deafening140 cr.25 lb
 Bolt, Electrifying170 cr.25 lb
 Bolt, Panic200 cr.25 lb
 Torpedo, fragmentation700 cr20.00 lb
 Torpedo, plasma725 cr20.00 lb
Explosives
 Charge, fragmentation750 cr4.00 lb
 Charge, plasma775 cr4.00 lb
Life Support
 Emergency raft250 cr10.00 lb
 Emergency rations (one day's)25 cr
 Chemical suit3,000 cr15.00 lb
 Conductive suit3,600 cr12.50 lb
 Dampening suit2,500 cr18.00 lb
 Diving suit2,000 cr22.50 lb
 Flame-proof suit2,250 cr20.00 lb
 Hazard suit1,875 cr24.00 lb
 Mind-shielding suit4,500 cr10.00 lb
 Space suit1,500 cr30.00 lb
 Stabilizer suit1,800 cr25.00 lb
 Oyxgen tank100 cr20.00 lb
ItemCostWeight
Storage
 Bucket2 cr2.00 lb
 Flask10 cr1.00 lb
 Hovercart2,000 cr150 lb
 Jug5 cr3.00 lb
 Pot15 cr10.00 lb
 Sack5 cr.50 lb
 Tankard3 cr1.00 lb
 Vial10 cr1.00 lb
Utilities
 Fire extinguisher170 cr6.00 lb
 Gravity generator500 cr3.00 lb
Weapon and Armor Accessories
 Ammo Pouch15 cr1.00 lb
 Propulsion pack400 cr20.00 lb
 Quiver10 cr1.00 lb
 Repulsor pack300 cr10.00 lb
 Shock gloves500 cr1.00 lb

Droids

One common way to spend wealth is to purchase droids. Some droids are built for scouting, while others offer advanced skillsets. Protocol droids help communicate with foreign bodies, and combat droids can help supplement a budding force. The Droids table offers some choices for purchase.

Droid DesignationCost
3PO Series Protocol Droid5,500 cr
B1-A Battle Droid1,300 cr
B1-X Battle Droid2,600 cr
Destroyer Droid84,000 cr
DUM Series Pit Droid650 cr
ID9 Seeker Droid150 cr
IG-86 Assassin Droid22,400 cr
HK Series Assassin Droid212,000 cr
R2 Series Astromech Droid2,800 cr

Mounts and Vehicles

Mounts and vehicles are the two most common types of on-planet transport.

Mounts

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.

An animal pulling a cart or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in the worlds of Star Wars, but they are rare and not normally available for purchase, like aiwhas from Kamino. Acquiring such a mount is often an adventure in-and-of itself.

Mounts are governed by Animal Handling proficiency.

Barding

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost and weight of barding varies based on the size of the creature, as shown in the Tack, Harness, and Drawn Vehicles table.

Saddles

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding an exotic mount.

Mounts and Other Animals
ItemCost  SpeedCarrying Capacity
Tauntaun500 cr50 ft.480.00 lb
Kaadu450 cr40 ft.620.00 lb
Rancor2,000 cr40 ft.3,320.00 lb
Sleen500 cr40 ft.740.00 lb
Varactyl750 cr60 ft.2,200.00 lb
Bantha1,200 cr40 ft.8,000.00 lb
Dewback900 cr50 ft.1,140.00 lb
Tack, Harness, and Drawn Vehicles
ItemCostWeight
Barding (Tiny)x 1/3x 1/2
Barding (Small or Medium)x 1x 1
Barding (Large)x 3x 2
Barding (Huge)x 9x 4
Barding (Gargantuan)x 27x 8
Bit and bridle20 cr1.00 lb
Cart150 cr200.00 lb
Feed (per day)1 cr10.00 lb
Saddle
  Exotic600 cr40.00 lb
  Military200 cr30.00 lb
  Pack50 cr15.00 lb
  Riding100 cr25.00 lb
Saddlebags40 cr8.00 lb
Stabling (per day)5 cr
Wagon350 cr400.00 lb

Vehicles

Vehicles are more common on civilized planets than animal mounts. Vehicles do not have access to barding and do not require saddles. Vehicles vary greatly based on price, speed, carrying capacity, personnel capacity, and armaments (if any). Below are some base costs for standard types of speeders. Vehicles are governed by Piloting proficiency.

Vehicles
ItemCostSpeed
Airspeeder14,500 cr750 mph
Landspeeder10,000 cr220 mph
Speederbike6,000 cr300 mph