Equipment
RuleWretched Hives
At a glance
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The cities of Star Wars are diverse and multicultural, varying dramatically by planet and system. Commonplace activities in one city might be taboo in another. The most common species on one planet might be shunned on the next one. Every city, in addition to the climate and cultures, varies dramatically in the options available for sale.
In addition to those options available in the Player's Handbook, adventurers might encounter new and interesting wares. On some planets, and in some cultures, armor is made from unique materials that grant it interesting properties. On other planets, a more diverse armory might be available for purchase—or theft. In other places still, interesting and unique adventuring implements might be discovered.
Starting Equipment
When choosing the starting equipment for your class, you might have an option to choose any of a certain type of item. For instance, berserkers get a choice of "(a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons". When choosing starting equipment in this fashion, the items available in this chapter should not be included. However, if you use instead use the Variant: Starting Wealth by Class rule, the items in this chapter should be considered available for purchase.
Ammunition
Blasters that deal energy or ion damage use power cells, while blasters that deal kinetic damage use slug cartridges. This chapter introduces blasters that deal new damage types: acid, fire, and sonic. These weapons also use power cells.
Buying and Selling Treasure
This chapter introduces armor, weapons, adventuring gear, and other valuable materials. Like those options found in the Player's Handbook, selling these items should generally be possible, provided they are unspoiled.
Enhanced Items
Enhanced items are scarce and powerful, leading to them rarely having a predetermined price. Buying and selling enhanced items can rarely be performed easily, often requiring extensive time and credits to find a potential buyer and seller.
Rare Materials
While rare materials, as the name indicates, are more scarce than their raw material counterparts, they typically have a commonly accepted value across markets. While they won't always be available for sale, they will usually fetch the same price across worlds.
Armor and Shields
Adventuring through the different worlds of Star Wars shows limitless variety across cultures, varying drastically by their values and technological availability. Many cultures create similar items, but using different materials, granting their items a unique flair. The Armor table shows some examples of how commonly available types of armor found in the game differ, depending on the materials used.
The Armor table shows the cost, weight, and other properties of these types of armor worn in the worlds of Star Wars.
Armor and Shield Proficiency
Anyone can put on a suit of armor or wield a shield. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't force- or tech-cast.
If you have proficiency in armor, you have proficiency in the appropriate shield as well.
Armor Class (AC)
Armor protects its wearer from attacks. The armor (and shield) you wear determines your Armor Class.
Armor Materials
In addition to form and function, armor varies greatly based on material. Beyond those standard materials universally available to armor, you might find armor made with more specialized and scarce materials. Armor made with these materials offers a unique strength, but also a weakness. Additionally, the armor's cost increases by an amount, based on the armor's type, as shown in the Armor Type Cost Increase table below:
Armor Type Cost Increase
| Armor Type | Cost Increase |
|---|---|
| Light armor | 1,000 cr |
| Medium armor | 2,000 cr |
| Heavy armor | 6,000 cr |
| Armor Type | Cost Increase |
|---|---|
| Light shield | 250 cr |
| Medium shield | 750 cr |
| Heavy shield | 1,500 cr |
Only physical shields can be crafted using alternative armor materials. Additionally, barding can be created using alternative armor materials.
Multiple Materials
Armor and shields can be made using an amalgam of materials. Doing so increases the cost of the armor or shield for each material used in its creation, and the number of materials used can't exceed half the crafter's proficiency bonus, rounded up.
Beskar
Armor and shields made from beskar gains the regulated property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.
Bone
Bone armor and shields have the barbed (1d4) and spiked (1d4) properties, respectively, but suffer a -1 penalty to Armor Class.
Crystadium
Armor and shields made from crystadium has the absorptive 1 property, but also the rigid and imbalanced properties, respectively.
Durafiber
Durafiber armor and shields have their strength number reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, this removes the strength property from it entirely. If the armor or shield lacks the strength property, it instead gains the lightweight property. Additionally, durafiber armor and shields suffer a -1 penalty to Armor Class.
Duranium
Armor and shields made from duranium gain the reactive 1 and responsive 1 properties, respectively, but also the cumbersome property.
Durasteel
Durasteel armor has the impermeable 2 and rigid properties. Durasteel shields have the interlocking and imbalanced properties.
Duravlex
Armor and shields made from duravlex have the silent and concealing properties, respectively, but suffer a -1 penalty to Armor Class.
Fleximetal
Fleximetal armor and shields gain the avoidant 1 property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.
Laminanium
Armor and shields made from laminanium gain the obscured and lambent properties, respectively, but also the cumbersome property.
Neutronium
Neutronium armor and shields gain the insulated 1 property, but also the strength 11 property. If the armor or shield would already have the strength property, instead increase the strength number by 2.
Plastoid
Armor made from plastoid has the reinforced and rigid properties. Shields made from plastoid have the anchor and imbalanced properties.
Quadanium
Quadanium armor and shields gain the charging 1 property, but also the cumbersome property.
Armor Properties
Many armors and shield have special properties related to their use, as shown in the Armor table. You must be proficient in and wearing armor or wielding a shield to benefit from its special properties.
Absorptive
When you are wearing armor or wielding a shield with this property, damage that you take from weapons is reduced by an amount equal to the absorptive number. If this would reduce the damage to 0, the damage is instead reduced to 1.
Agile
While wearing armor or wielding a shield with this property, your Dexterity score becomes equal to the agile number. If your Dexterity is already equal to or greater than the agile number, it has no effect on you.
Anchor
A shield with this property can be used to provide cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a heavy shield provides three-quarters cover.
Avoidant
When wearing armor or wielding a shield with this property and a creature makes an attack against you, the critical hit range decreases by an amount equal to the avoidant number, to a minimum of 1.
Barbed
When you succeed on a Strength (Athletics) check to initiate or maintain a grapple while wearing armor with this property, the creature takes kinetic damage using the barbed damage (which appears in parentheses with the property) + your Strength modifier.
Charging
When you take damage while wearing armor or wielding a shield with this property, you gain a charge. You can store a maximum number of charges equal to the charging number, and the charges last for 1 minute. The next time you hit with a melee weapon attack while you have charges, you deal additional damage of the same type as the weapon's damage equal to the number of charges stored, and the charges are expended.
Concealing
While wielding a shield with this property, you have advantage on Dexterity (Stealth) checks that rely on sight.
Cumbersome
While wearing armor or wielding a shield with this property, your speed is reduced by 5.
Gauntleted
While wearing armor with this property, your unarmed strikes deal kinetic damage using the gauntleted damage (which appears in parentheses with the property) + your Strength modifier.
Imbalanced
When you are critically hit while wielding a shield with this property, you can't take reactions until the start of your next turn, and you gain no AC benefit from your shield against the next attack against you before the start of your next turn.
Impermeable 2
Armor with this property includes the limited functions of a number of enviromental suits equal the impermeable number from the list below, which are either included in parentheses with the property or determined by the GM. Additionally, it includes 4 hours' capacity of oxygen, which can be replenished by oxygen tanks.
- Chemical Suit: You are immune to the corroded condition.
- Conductive Suit: You are immune to the shocked condition.
- Dampening Suit: 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: You are protected from the hazards associated with high pressure environments.
- Flame-Proof Suit: You are immune to the ignited condition.
- Hazard Suit: You are immune to the poisoned condition.
- Mind-Shielding Suit: 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.
- Space Suit: You are protected from the hazards associated with low pressure environments.
- Stabilizer Suit: You have advantage on ability checks and saving throws to avoid being moved.
Insulated
When you make a saving throw against an effect that would deal ion or lightning damage while wearing armor or wielding a shield with this property, you can treat a d20 roll of below the insulated number as the insulated number.
Interlocking
While wielding a shield with this property within 5 feet of a friendly creature who is also wielding a shield with this property, you can both use your reactions on either of your turns to interlock the shields. While interlocked, both creatures gain a bonus to AC equal to the interlocking number. If at any point the creatures are more than 5 feet from each other, the shields immediately de-interlock, and this effect ends.
Lambent
While wielding a shield with this property, you can use a bonus action to activate or deactivate the shield's light. While active, the shield sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Additionally, Dexterity (Stealth) checks made while the shield's light is active that rely on sight have disadvantage.
Lightweight
Armor and shields with this property have their weight reduced by half.
Magnetic
While you are wielding a shield with this property and a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check, DC equal to the magnetic number. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.
Obscured
While wearing armor or wielding a shield with this property, electronic sensors and cameras have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks against you that rely on sight.
Powered
While wearing armor with this property, your Strength score becomes equal to the powered number. If your Strength is already equal to or greater than the powered number, it has no effect on you.
Reactive
When you are wearing armor with this property and a creature hits you with an attack roll, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the reactive number.
Regulated
When you are wearing armor or wielding a shield with this property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.
Reinforced
When you make a long jump while wearing armor with this property, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.
Responsive
While you are wielding a shield with this property and an attack misses you by an amount less than or equal to your bonus to AC from your shield, you gain a bonus to AC against the next attack from that creature before the start of your next turn equal to the responsive number.
Rigid
While wearing armor with this property, you add half your Dexterity modifier (rounded down), instead of your full Dexterity modifier, to Dexterity saving throws you make. If your Dexterity modifier is negative, you instead subtract the full modifier.
Silent
While wearing armor with this property, you have advantage on Dexterity (Stealth) checks that rely on sound.
Spiked
When you succeed on a Strength (Athletics) check to shove or trip a creature while wielding a shield with this property, the creature takes kinetic damage using the spiked damage (which appears in parentheses with the property) + your Strength modifier. If you use a shield with this property as an improvised weapon, the damage increases by one step (from d4 to d6, d6 to d8, or d8 to 2d4).
Steadfast
While wearing armor or wielding a shield with this property, you have advantage on Strength checks and Strength saving throws to avoid being moved.
Versatile
A shield with this property can be used with one or two hands. While wielded in two hands, you gain an additional bonus to AC equal to the versatile number.
Armor and Shields
| Name | Cost | Armor | Weight | Properties | |
|---|---|---|---|---|---|
| Light Armor | |||||
| Duranium combat suit | 1,100 cr | 11 + Dex modifier | 10.00 lb | Cumbersome, reactive 1 | |
| Duravlex fiber armor | 1,450 cr | 11 + Dex modifier | 13.00 lb | Silent | |
| Fleximetal fiber armor | 1,450 cr | 12 + Dex modifier | 13.00 lb | Avoidant 1, strength 11 | |
| Medium Armor | |||||
| Neutronium mesh | 2,500 cr | 13 + Dex modifier (max 2) | 20.00 lb | Insulated 5, strength 11 | |
| Beskar weave armor | 3,000 cr | 14 + Dex modifier (max 2) | 25.00 lb | Regulated, strength 11 | |
| Plastoid composite | 4,500 cr | 15 + Dex modifier (max 2) | 45.00 lb | Bulky, reinforced, rigid | |
| Heavy Armor | |||||
| Durafiber battle armor | 6,750 cr | 15 | 55.00 lb | Bulky, strength 11 | |
| Laminanium assault | 8,000 cr | 17 | 60.00 lb | Bulky, cumbersome, obscured, strength 15 | |
| Durasteel exoskeleton | 15,000 cr | 18 | 65.00 lb | Bulky, impermeable 2, rigid, strength 17 | |
| Shield | |||||
| Bone light shield | 300 cr | +0 | 6.00 lb | Spiked (1d4) | |
| Crystadium medium shield | 900 cr | +2 | 18.00 lb | Absorptive 1, imbalanced, strength 13 | |
| Quadanium heavy shield | 2,000 cr | +3 | 36.00 lb | Charging 1, cumbersome, obtrusive, strength 15 |
Weapons
In addition to armor varying across myriad planets, you might find new and unique types of weaponry available. Your weapon proficiencies reflect the tools you are most likely to use. The Weapons tables show additional weapons used in the worlds of Star Wars, their price and weight, the damage they deal when they hit, and any special properties they possess.
Weapon Proficiency
Your species, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three types of weapons—blaster, lightweapon, and vibroweapon, are further broken down into two categories—simple and martial. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Proficiency in these weapons is discussed further in Chapter 6.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Biting
This weapon's damage becomes acid. Additionally, when you would make a melee weapon attack with a weapon with the biting property, you can instead force the target to make a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon, or the biting number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the first attack it makes before the end of its next turn has disadvantage. If damage dealt by this weapon reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Bright
This weapon's damage becomes fire, and its luminous property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated, instead of only dim light in a 5-foot radius. Additionally, when you would make a melee weapon attack with a weapon with the bright property, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon, or the bright number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature takes additional damage of the same type at the start of its next turn equal to your governing ability modifier.
Brutal
When you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number.
Corruption
This weapon's damage becomes necrotic, and it loses the luminous property if it has it. Additionally, when you would make a melee weapon attack with a weapon with the corruption property, you can instead force the target to make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon, or the corruption number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature cannot regain hit points until the start of your next turn.
Defensive
When you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. If you do so, you gain the same bonus to AC. These effects last until the start of your next turn, as long as you're holding the weapon.
Dire
Before you make a weapon attack with a weapon with the dire property, you can choose to suffer a penalty to the attack roll up to the dire number. If you do so and you hit with it, you gain an equivalent bonus to the damage roll.
Disarming
When you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice at its feet.
Disintegrate
When a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a Constitution saving throw, DC equal to the disintegrate number. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Disruptive
When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Keen
When you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number.
Mighty
When making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Neuralizing
When you hit a creature with a weapon with the neuralizing property, you can force it to make a Wisdom saving throw, DC equal to the neuralizing number. On a failed save, the creature takes an additional 1d4 psychic damage and becomes frightened of you until the start of its next turn.
Piercing
Before you make a weapon attack with a weapon with the piercing property, you can choose to gain a bonus to the attack roll up to the piercing number. If you do so and you hit with it, you suffer an equivalent penalty to the damage roll.
Reckless
When you make your first attack on your turn with a weapon with the reckless property, you can choose to gain a penalty to AC up to the reckless number. If you do so, you gain the same bonus to attack and damage rolls with that weapon. These effects last until the start of your next turn, as long as you're holding the weapon.
Shocking
When you hit a creature with a weapon with the shocking property, you can force it to make a Dexterity saving throw, DC equal to the shocking number. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.
Silent
When you make a ranged weapon attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets' Wisdom (Perception) check. On a success, you remain hidden.
Smart
This weapon ignores your Dexterity score and proficiency bonus. Two numbers appear in parentheses with the property—the first is the weapon's Dexterity score, and the second is the weapon's proficiency bonus. The weapon uses these values instead of yours when you make attack and damage rolls with it. If you lack proficiency with the weapon, the weapon does not benefit from its proficiency bonus.
Sonorous
When you hit a creature with a weapon with the sonorous property, you can force it to make a Constitution saving throw, DC equal to the sonorous number. On a failed save, the creature takes an additional 1d4 sonic damage and becomes deafened until the end of its next turn.
Switch
A weapon with the switch property can deal an alternate type of damage. A damage value appears in parentheses appears with the property-the damage when the weapon uses its alternate damage type. On your turn, you can use your object interaction to change the weapon's damage type.
Vicious
Whenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number.
Special Weapons
Weapons with special rules are described below.
Flechette Cannon
The flechette cannon does not make attack rolls. Rather than traditional power cells, the flechette cannon uses specialized projector tanks, which, when fired, spray an area with the contents of the tank. Projector tanks require your target to make a saving throw to resist the tank's effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you're using as you fire it (no action required). If you don't meet the flechette cannon's strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.
Grenade Launcher
Rather than traditional power cells, the grenade launcher fires grenades. When firing a grenade at long range, or if you don't meet the grenade launcher's strength requirement, creatures within the radius of the grenade's explosion have advantage on the saving throw. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.
Rocket Launcher
Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don't meet the rocket launcher's strength requirement, creatures within the radius of the rocket's explosion have advantage on the saving throw.
Shoulder Blaster
Mounted by the shoulder slot, a shoulder blaster does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.
Shoulder Cannon
Mounted by the shoulder slot, a shoulder cannon does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.
Vapor Projector
The vapor projector does not make attack rolls. Rather than traditional power cells, the vapor projector uses specialized projector tanks, which, when fired, spray an area with the contents of the tank.
Projector tanks require your target to make a saving throw to resist the tank's effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you're using as you fire it (no action required). If you don't meet the vapor projector's strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the vapor projector, you must roll the damage dice twice and take the lesser total.
Blasters
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Blasters | ||||
| Cryo carbine | 1,250 cr | 1d6 cold | 6.00 lb | Power cell (range 45/180), reload 12, two-handed, vicious 1 |
| Cryo pistol | 750 cr | 1d4 cold | 2.00 lb | Power cell (range 30/120), reload 8, vicious 1 |
| Disruptor carbine | 1,450 cr | 1d8 acid | 8.50 lb | Disintegrate 13, power cell (range 60/240), reload 8, strength 11, two-handed |
| Disruptor pistol | 750 cr | 1d6 acid | 4.50 lb | Disintegrate 13, power cell (range 45/180), reload 12, strength 11 |
| Incinerator carbine | 1,650 cr | 1d6 fire | 7.50 lb | Dire 1, disintegrate 13, power cell (range 60/240), reload 12, strength 11, two-handed |
| Incinerator pistol | 1,250 cr | 1d4 fire | 3.50 lb | Dire 1, disintegrate 13, power cell (range 40/160), reload 16, strength 11 |
| Martial Blasters | ||||
| BKG | 2,750 cr | 3d4 energy | 19.00 lb | Auto, burst 2, disintegrate 13, power cell (range 120/480), reload 2, strength 19, two-handed, vicious 1 |
| Chaingun | 1,325 cr | 2d4 kinetic | 10.50 lb | Auto, rapid 2, reload 8, slug cartridge (range 80/320), strength 13, two-handed, vicious 1 |
| Cryo cannon | 3,300 cr | 2d4 cold | 12.50 lb | Auto, burst 2, power cell (range 75/300), reload 4, strength 13, two-handed, vicious 1 |
| Cryo rifle | 2,400 cr | 2d4 cold | 10.50 lb | Power cell (range 50/200), reload 4, strength 11, two-handed, vicious 1 |
| Disruptor rifle | 2,900 cr | 1d10 acid | 13.50 lb | Disintegrate 13, power cell (range 60/240), reload 4, strength 13, two-handed |
| Disruptor sniper | 3,300 cr | 1d12 acid | 15.00 lb | Disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed |
| Flechette cannon | 2,300 cr | — | 13.00 lb | Reload 6, special (range special), strength 13, two-handed |
| Grenade launcher | 1,800 cr | — | 11.50 lb | Reload 1, special (range 90/360), strength 11, two-handed |
| Hand BKG | 1,550 cr | 1d10 energy | 10 lb | Brutal 1, disintegrate 13, keen 1, power cell (range 50/200), reload 4, strength 15 |
| Hand blaster | 500 cr | 1d4 energy | .50 lb | Keen 1, light, power cell (range 40/160), reload 8 |
| Hand cannon | 1,300 cr | 1d10 kinetic | 10.50 lb | Brutal 1, slug cartridge (range 25/100), reload 8, strength 11, two-handed |
| Incinerator rifle | 1,950 cr | 1d8 fire | 9.50 lb | Dire 1, disintegrate 13, power cell (range 80/320), reload 8, strength 11, two-handed |
| Incinerator sniper | 3,300 cr | 1d10 fire | 14.50 lb | Dire 1, disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed |
| Lightbow | 1,800 cr | 2d6 energy | 14.00 lb | Piercing 1, power cell (range 60/240), reload 2, strength 15, two-handed |
| Railgun | 1,900 cr | 2d6 kinetic | 16.00 lb | Piercing 1, reload 2, slug cartridge (range 150/600), strength 17, two-handed |
| Rocket launcher | 2,250 cr | — | 14.00 lb | Reload 1, special (range 150/600), strength 13, two-handed |
| Shoulder blaster | 1,275 cr | 1d6 energy | 3.00 lb | Power cell (range 40/160), rapid 4, reload 16, smart (15/+2), special |
| Shoulder cannon | 1,625 cr | 1d8 energy | 8.50 lb | Auto, burst 8, power cell (range 60/240), reload 8, smart (15/+2), special, strength 11 |
| Smart cannon | 2,250 cr | 1d10 kinetic | 13.50 lb | Auto, burst 2, rapid 2, reload 4, slug cartridge (range 75/300), smart (15/+2), strength 15, two-handed |
| Smart pistol | 1,075 cr | 1d6 kinetic | 4.00 lb | Piercing 1, rapid 2, reload 16, slug cartridge (range 40/160), smart (15/+2), strength 11 |
| Vapor projector | 2,300 cr | — | 13.00 lb | Reload 6, special (range special), strength 13, two-handed |
Lightweapons
| Name | Cost | Damage | Weight | Properties | ||
|---|---|---|---|---|---|---|
| Simple Lightweapons | ||||||
| Sabermace | 950 cr | 1d8 energy | 2.75 lb | Brutal 1, dexterity 13, hidden, luminous, versatile (1d10) | ||
| Sicklesaber | 700 cr | 1d6 energy | 1.00 lb | Dexterity 11, dire 1, hidden, light, luminous | ||
| Martial Lightweapons | ||||||
| Bitesaber | 1,800 cr | 1d6 acid | 2.50 lb | Biting 13, hidden, luminous, versatile (2d4) | ||
| Blightsaber | 1,800 cr | 1d6 necrotic | 2.50 lb | Corruption 13, hidden, versatile (2d4) | ||
| Brightsaber | 1,800 cr | 1d6 fire | 2.50 lb | Bright 13, hidden, luminous, versatile (2d4) | ||
| Broadsaber | 1,000 cr | 2d4 energy | 2.75 lb | Dexterity 13, dire 1, luminous, versatile (1d8) | ||
| Bustersaber | 2,900 cr | 1d12 energy | 7.25 lb | Brutal 1, dexterity 19, heavy, keen 1, luminous, reach, two-handed | ||
| Crossguard saber | 725 cr | 1d8 energy | 3.25 lb | Defensive 1, dexterity 13, heavy, luminous, versatile (1d10) | ||
| Dual-phase saber | 1,250 cr | 2d4 energy | 3.00 lb | Dexterity 13, hidden, luminous, versatile (1d12), vicious 1 | ||
| Guard shoto | 375 cr | 1d4 energy | 1.25 lb | Defensive 1, finesse, hidden, light luminous | ||
| Lightglaive | 2,050 cr | 1d10 energy | 5.75 lb | Brutal 1, dexterity 13, luminous, reach, two-handed | ||
| Lightkatana | 925 cr | 1d8 energy | 2.75 lb | Dexterity 11, hidden, luminous, piercing 1, versatile (1d10) | ||
| Lightnodachi | 3,050 cr | 3d4 energy | 4.50 lb | Dexterity 17, luminous, piercing 1, two-handed, vicious 1 | ||
| Sith saber | 925 cr | 2d4 energy | 2.75 lb | Dexterity 11, hidden, keen 1, versatile (1d10) | ||
| Warsaber | 2,175 cr | 2d6 energy | 4.25 lb | Dexterity 15, reckless 1, two-handed, vicious 1 |
Vibroweapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Vibroweapons | ||||
| Diresword | 300 cr | 1d6 kinetic | 3.75 lb | Dexterity 11, dire 1, heavy |
| Nervebaton | 375 cr | 1d4 kinetic | 2.00 lb | Disruptive, neuralizing 13 |
| Vibrosabre | 300 cr | 1d6 kinetic | 1.75 lb | Dexterity 11, keen 1, light |
| Martial Vibroweapons | ||||
| Dire vibroblade | 550 cr | 1d8 kinetic | 7.00 lb | Dexterity 13, dire 1, versatile (1d10) |
| Echostaff | 600 cr | 1d6 kinetic | 5.00 lb | Double (1d6 kinetic), finesse, sonorous 13 |
| Electrobaton | 275 cr | 1d4 kinetic | 1.00 lb | Finesse, light, shocking 13 |
| Electrohammer | 950 cr | 1d10 kinetic | 8.75 lb | Dexterity 11, Heavy, shocking 13, two-handed |
| Electrostaff | 600 cr | 1d6 kinetic | 5.00 lb | Double (1d6 kinetic), finesse, shocking 13 |
| Vibrobattleaxe | 1,200 cr | 1d12 kinetic | 10.00 lb | Brutal 1, dexterity 13, heavy, two-handed |
| Vibrobuster | 1,850 cr | 1d12 kinetic | 13.25 lb | Brutal 1, dexterity 19, heavy, keen 1, reach, two-handed |
| Vibroflail | 500 cr | 2d4 kinetic | 4.75 lb | Dexterity 11, reckless 1 |
| Vibroglaive | 1,200 cr | 1d10 kinetic | 10.00 lb | Brutal 1, dexterity 13, reach, two-handed |
| Vibrohammer | 600 cr | 2d4 kinetic | 7.50 lb | Heavy, two-handed, vicious 1 |
| Vibrokatana | 450 cr | 1d8 kinetic | 5.75 lb | Dexterity 11, piercing 1, versatile (1d10) |
| Vibroknife | 225 cr | 1d4 kinetic | 1.00 lb | Finesse, light, piercing 1 |
| Vibronodachi | 2,200 cr | 3d4 kinetic | 12.00 lb | Dexterity 17, piercing 1, two-handed, vicious 1 |
| Vibroshield | 325 cr | 1d8 kinetic | 3.75 lb | Defensive 1, fixed |
| Vibrostiletto | 250 cr | 1d4 kinetic | 1.00 lb | Finesse, keen 1, light, thrown (range 30/90) |
| Vibrotonfa | 225 cr | 1d4 kinetic | 1.00 lb | Defensive 1, finesse, light |
| War hat | 350 cr | 1d6 kinetic | 3.25 lb | Defensive 1, disguised, returning, thrown (range 30/90) |
| Warsword | 1,650 cr | 2d6 kinetic | 10.75 lb | Dexterity 15, reckless 1, two-handed, vicious 1 |
Focuses
For both force- and tech-casting, there exist focuses which are used to channel their respective powers. While focus generators are optional for forcecasters, techcasters are required to have a focus in order to cast their powers. Wristpads are traditionally worn on the wrist and do not require a hand to activate, while focus generators generally take the form of a small scepter or crystal that is traditionally held in the hand.
Focus Proficiency
Unlike weapons and armor, no proficiency is required to use focuses. Instead, you need the ability to forcecast for focus generators and the ability to techcast for wristpads.
Variant: Alternative Focuses
While traditionally there are only two types of focuses—focus generators and wristpads—certain class features and enhanced items unlock the ability to use an alternative item type. If a character wants to use something else as their focus, such as a lightsaber or a heavy shield, consider allowing them to do so. Later in this chapter, you'll find rules to add casting properties to unenhanced focuses. As GM, you can consider extending these rules to weapons and armor, or even tools for your engineer, as you deem appropriate. Additionally, there are a significant number of focus generator and wristpad modifications that grant these properties. If a player wants to use an alternative focus, consider allowing them to use focus generator and wristpad modifications to in place of the normal modifications for the item they're using as a focus. If they do so, the DC to install or remove a modification, as shown on page \\\_, is increased by 5. You should also consider allowing engineers to install these mods in their archetype focus, even if there is no existing chassis for that item.
Casting Properties
Some focuses have special properties related to their use, as shown in the Data Recording and Storage subsection of the Adventuring Gear section.
Absorbing
While using this item as your focus, when you take damage from any source, you can reduce that damage by an amount up to the absorptive number, provided you have a number of force or tech points equal to half the damage absorbed. When you do so, you lose half the damage taken in force or tech points.
Accessing
While using this item as your focus, you gain access to a number of new powers (chosen by the GM) of a combined total no greater than the access number. The powers count as known by you, and you can't unlearn the powers.
Amplifying
While using this item as your focus, your critical hit range with melee force or tech attacks increases by an amount equal to the amplifying number.
Bolstering
Prerequisite: Focus generator property While using this item as your focus, your maximum force points increase by the bolstering number.
Constitution
While using an item with this property as your focus, you gain no benefit from any additional properties the item has unless your Constitution score meets or exceeds the constitution number.
Dispelling
While using this item as your focus, your level of proficiency in force- or tech-casting ability checks increases by a number of steps equal to the dispelling number (to trained, from trained to proficient, from proficient to expertise, from expertise to mastery, from mastery to high mastery, or from high mastery to grand mastery).
Elongating
While using this item as your focus, when you cast a power that affects a cylinder, the height of the cylinder increases by an amount equal to the elongating number, and the radius of the cylinder increases by an amount equal to half the elongating number.
Enlarging
While using this item as your focus, when you cast a power that affects a cube, the length of each side of the cube increases by an amount equal to the enlarging number.
Expanding
While using this item as your focus, when you cast a power that affects a cone, the length of that cone increases by an amount equal to the expanding number.
Extending
While using this item as your focus, when you cast a power that affects a line, the length of the line increases by an amount equal to the extending number, and the width of the line increases by an amount equal to half the extending number.
Fading
While using this item as your focus, the critical fail range of force or tech powers that require a Strength or Constitution saving throw increases by an amount equal to the fading number.
Focused
While using this item as your focus, you can't have disadvantage on Constitution saving throws to maintain concentration.
Increasing
While using this item as your focus, when you cast a power that has a range of 5 feet or greater, the range of that power increases by an amount equal to the increasing number.
Adding Casting Properties to Focuses
Each of these properties can be used to create a new unenhanced focus generator wristpad. When generating new focuses for player character use, each positive property should be offset by a level of Constitution, and each property should increase the of the focus by 1,000 cr. This cost scales by the number of properties and it is in addition to the base cost of the time. For instance, a wristpad with one positive property and the Constitution 11 property would cost 1,600 cr (1,000 cr for the positive property + 600 for the base cost of the wristpad). A wristpad with two positive properties and the Constitution 13 property, however, would cost 3,600 cr (1,000 cr for the first property, 2,000 cr for the second property, and 600 for the base cost of the wristpad). GMs can generate new focuses in this way, similar to how the Weapon Calculator can be used to generate new weapons at the discretion of the GM. Unenhanced focuses can't exceed 1 level in a single property.
Inflating
While using this item as your focus, when you cast a power that affects a sphere, the radius of the sphere increases by an amount equal to the inflating number.
Mitigating
While using this item as your focus, using the Ready action to cast a force or tech power no longer requires concentration. You can only have one instance of this feature active at a time. Additionally, if the power would not be released, and the power was 1st level or higher, the cost of the power is reduced by a number of points equal to the mitigating number, to a minimum of 1.
Ranging
While using this item as your focus, your critical hit range with ranged force or tech attacks increases by an amount equal to the ranging number.
Rending
While using this item as your focus, the critical fail range of force or tech powers that require a Dexterity or Intelligence saving throw increases by an amount equal to the rending number.
Repelling
While using this item as your focus, your powers are no longer automatically dispelled or interrupted. Instead, the DC to interrupt or dispel your powers is equal to 10 + the power's level, or 8 + half your proficiency bonus + your casting modifier for that power, whichever is greater.
Storing
While using this item as your focus, you can store 1st-level or higher powers of a combined total no greater than the storing number within the focus for later use. You can cast a power into this item while touching it. The power has no effect other than to be stored in the item. If the item can't hold the power, the power is expended without effect. You can cast any power stored in it at its base level, causing the power to no longer be stored, freeing up the space.
Surging
Prerequisite: Wristpad property While using this item as your focus, your maximum tech points increase by the surging number.
Withering
While using this item as your focus, the critical fail range of force or tech powers that require a Wisdom or Charisma saving throw increases by an amount equal to the withering number.
Variant: Focus Properties and Features
Many of these properties could affect class features. Consider extending those properties to benefit those features, as appropriate.
Adventuring Gear
This section describes items that have special rules or require further explanation.
Ammunition
Corrosive Cartridge
A corrosive cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Cryo Cell
A cryo cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Deafening Calibrator
As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 13 property. If it already has the sonorous property, its sonorous number increases by 1, to a maximum of 18.
Deafening Cell
A deafening cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot 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 start of your next turn. On a successful save, a creature takes half damage and isn't deafened.
Deafening Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 13 property. If it already has the sonorous property, its sonorous number increases by 1, to a maximum of 18.
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Corrosive cartridge | 42 cr | — |
| Cryo cell | 350 cr | 1.00 lb |
| Deafening calibrator | 550 cr | 1.00 lb |
| Deafening cell | 425 cr | 1.00 lb |
| Deafening collimator | 575 cr | 1.00 lb |
| Deafening dart | 70 cr | — |
| Electrifying calibrator | 700 cr | 1.00 lb |
| Electrifying cartridge | 28 cr | — |
| Electrifying collimator | 725 cr | 1.00 lb |
Deafening Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Constitution saving throw, taking 1d4 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.
Electrifying Calibrator
As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.
Electrifying Cartridge
An electrifying cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.
Electrifying Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.
Ammunition
Electrifying Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Dexterity saving throw, taking 1d4 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.
Gas Cartridge
A gas cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn't poisoned.
Flechette Clip, Fragmentation
When triggered, this wrist launcher ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d10 kinetic damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
Flechette Clip, Ion
When triggered, this wrist launcher ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
Flechette Clip, Plasma
When triggered, this wrist launcher ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 1d10 energy damage on a failed save, or half as much as on a successful one. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Electrifying dart | 85 cr | — |
| Gas cartridge | 36 cr | — |
| Flechette clip, fragmentation | 250 cr | 2.00 lb |
| Flechette clip, ion | 300 cr | 2.00 lb |
| Flechette clip, plasma | 275 cr | 2.00 lb |
| Flechette mag, fragmentation | 550 cr | 4.00 lb |
| Flechette mag, ion | 600 cr | 4.00 lb |
| Flechette mag, plasma | 575 cr | 4.00 lb |
| Flux collimator | 180 cr | 1.00 lb |
Flechette Mag, Fragmentation
When triggered, this flechette cannon ammunition fires a volley of kinetic flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one.
Flechette Mag, Ion
When triggered, this flechette cannon ammunition fires a volley of ion flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Flechette Mag, Plasma
When triggered, this flechette cannon ammunition fires a volley of energy flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.
Flux Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Ammunition
Incendiary Cell
An incendiary cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Missile, Incendiary
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Missile, Ion
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 1d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Oscillation Calibrator
As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon.
Panic Calibrator
As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.
Panic Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Incendiary cell | 275 cr | 1.00 lb |
| Missile, incendiary | 160 cr | .50 lb |
| Missile, ion | 140 cr | .50 lb |
| Oscillation calibrator | 170 cr | 1.00 lb |
| Panic calibrator | 850 cr | 1.00 lb |
| Panic collimator | 875 cr | 1.00 lb |
| Panic dart | 100 cr | — |
| Power generator | 1,250 cr | 5.00 lb |
| Projector canister, corrosive | 300 cr | 2.00 lb |
Panic Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Wisdom saving throw, taking 1d4 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.
Power Generator
Power generators energize the blaster cannon.
Projector Canister, Corrosive
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it
Ammunition
Projector Tank, Corrosive
When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Projector Tank, Cryo
When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Projector Tank, Incendiary
When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Rocket, Fragmentation
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d10 kinetic damage on a failed save or half as much on a successful one.
Rocket, Incendiary
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Projector tank, corrosive | 625 cr | 3.00 lb |
| Projector tank, cryo | 675 cr | 3.00 lb |
| Projector tank, incendiary | 650 cr | 3.00 lb |
| Rocket, fragmentation | 350 cr | 2.00 lb |
| Rocket, incendiary | 535 cr | 2.00 lb |
| Rocket, ion | 475 cr | 2.00 lb |
| Snare | 300 cr | 2.00 lb |
| Clothing | ||
| Clothes, clandestine | 300 cr | 7.00 lb |
| Sunshades | 20 cr | — |
Rocket, Ion
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Snare
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 13 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.
Clothing
Clothes, Clandestine
These clothes come with two hidden pockets, each of which can store up to 1.00 lb. Finding these hidden pockets requires a DC 15 Investigation check.
Sunshades
These shades are worn over the eyes. While worn, you can no longer have disadvantage due to direct sunlight on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. However, while worn, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in dim light.
Communications
Personal Translator
A personal translator is a hand held device that can translate verbal communications between up to five languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Vocoder Mask
A vocoder mask is worn over the nose and mouth of a creature, and can translate verbal communications between up to 15 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Data Recording and Storage
Credit Chip
The credit chip is a small, flat card that features a security code and algorithm memory stripes. The chip can be preloaded with a specified number of credits, or it can draw directly from a specific account held by the user. The credit chip can be accessed with a pin, or by a DC 15 slicer's kit check.
Focus Generator
A focus generator is a handheld object used to help forcecasters learn to focus on their powers.
Repelling Wristpad
This wristpad has the repelling and constitution 11 properties.
Storing, Withering Focus Generator
This focus generator has the storing 1, withering 1, and constitution 13 properties.
Explosives
Grenade, Corrosive
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Grenade, Cryo
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
| Item | Cost | Weight |
|---|---|---|
| Communications | ||
| Personal translator | 150 cr | .50 lb |
| Vocoder mask | 450 cr | .50 lb |
| Data Recording and Storage | ||
| Credit chip | 100 cr | — |
| Focus generator | 200 cr | 1.00 lb |
| Repelling wristpad | 1,600 cr | 2.00 lb |
| Storing, withering focus generator | 3,200 cr | 1.00 lb |
| Explosives | ||
| Grenade, corrosive | 200 cr | 1.00 lb |
| Grenade, cryo | 325 cr | 1.00 lb |
| Grenade, deafening | 225 cr | 1.00 lb |
| Grenade, electrifying | 300 cr | 1.00 lb |
| Grenade, flash | 350 cr | 1.00 lb |
Grenade, Deafening
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one.
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.
Grenade, Electrifying
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one.
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.
Grenade, Flash
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.
Explosives
Grenade, Incendiary
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, setting the ground in a 10-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren't being worn or carried.
When a creature enters the fire or starts its turn there, it creature must make a DC 14 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
Grenade, Panic
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one.
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.
Grenade, Stun
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.
Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
Mine, Corrosive
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much as on a successful one. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
| Item | Cost | Weight |
|---|---|---|
| Explosives | ||
| Grenade, incendiary | 275 cr | 1.00 lb |
| Grenade, panic | 375 cr | 1.00 lb |
| Grenade, stun | 250 cr | 1.00 lb |
| Mine, corrosive | 425 cr | 2.00 lb |
| Mine, cryo | 625 cr | 2.00 lb |
| Mine, deafening | 450 cr | 2.00 lb |
| Mine, electrifying | 550 cr | 2.00 lb |
Mine, Cryo
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one.
Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
Mine, Deafening
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one.
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.
Mine, Electrifying
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one.
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.
Explosives
Mine, Flash
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.
Mine, Ion
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Mine, Panic
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one.
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.
Mine, Plasma
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.
Mine, Stun
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.
Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
| Item | Cost | Weight |
|---|---|---|
| Explosives | ||
| Mine, flash | 600 cr | 2.00 lb |
| Mine, ion | 525 cr | 2.00 lb |
| Mine, panic | 700 cr | 2.00 lb |
| Mine, plasma | 250 cr | 2.00 lb |
| Mine, stun | 475 cr | 2.00 lb |
| Life Support | ||
| Underwater respirator | 300 cr | .50 lb |
| Water suit | 1,500 cr | 20.00 lb |
| Medical | ||
| Arm prosthesis | 450 cr | 16.00 lb |
| Ear prosthesis | 100 cr | .50 lb |
| Eye prosthesis | 250 cr | .50 lb |
| Facial prosthesis | 300 cr | 2.00 lb |
| Foot prosthesis | 150 cr | 4.00 lb |
| Forearm prosthesis | 300 cr | 8.00 lb |
| Hand prosthesis | 225 cr | 3.00 lb |
| Leg prosthesis | 450 cr | 24.00 lb |
| Throat prosthesis | 325 cr | 2.00 lb |
| Torso prosthesis | 600 cr | 36.00 lb |
Life Support
Underwater Respirator
Underwater respirators are worn over the mouth and lower face. While worn, you can breath underwater, as the respirator filters the water to create breathable oxygen. The respirator functions for 1 hour per power cell (to a maximum of 2 hours) and can be recharged by a power source or replacing the power cells.
Water Suit
Water suits are sealed suits that prevent water from getting in or out. Additionally, while wearing a water suit, you can breath underwater, as the suit filters the water to create breathable oxygen.
Medical
Prosthetics
These cybernetic augmentations don't count against the maximum cybernetic augmentations you can support, but they do count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table. Rules for installing augmentations can be found in chapter 7.
Arm Prosthesis. This cybernetic augmentation replaces a single arm, forearm, and hand.
Ear Prosthesis. This cybernetic augmentation replaces an ear.
Eye Prosthesis. This cybernetic augmentation replaces an eye.
Facial Prosthesis. This cybernetic augmentation replaces all or part of a damaged face.
Foot Prosthesis. This cybernetic augmentation replaces a foot.
Forearm Prosthesis. This cybernetic augmentation replaces a forearm and hand.
Hand Prosthesis. This cybernetic augmentation replaces a hand.
Leg Prosthesis. This cybernetic augmentation replaces a leg and a foot.
Throat Prosthesis. This cybernetic augmentation replaces a throat, including a creature's voice, though it does not grant a creature the ability to speak beyond their species' capabilities.
Torso Prosthesis. This cybernetic augmentation replaces all or part of a damage torso.
Storage
Camtono
A camtono is a secured, handle container used for transporting valuable goods. A camtono comes with one key. Without the key, unlocking the camtono requires a DC 15 security kit to force open. It stores 5 lb., not exceeding 1/4 cubic foot, has an AC of 10, and 15 hit points. Destroying the camtono risks damaging any goods stored inside.
Smugglepack
This backpack comes with a main compartment that stores 15.00 lb., not exceeding 1/2 cubic foot. Additionally, it has a hidden storage compartment that stores 5 lb., not exceeding 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.
Utilities
Computer Spike
When you make an Intelligence (slicer's kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Security Spike
When you make an Intelligence (security kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Weapon and Armor Accessories
Ammo-feed Belt
This belt has slots to hold 60 slug cartridges, and can be connected to directly fuel a single blaster weapon that uses slug cartridges. Once per turn, if the powered weapon would be reloaded, it can be done without using an action using any ammunition in the belt. Connecting or disconnecting a weapon takes an action. Replacing 10 slug cartridges takes an action.
| Item | Cost | Weight |
|---|---|---|
| Storage | ||
| Camtono | 750 cr | 3.00 lb |
| Smugglepack | 400 cr | 6.00 lb |
| Utilities | ||
| Computer spike | 145 cr | .50 lb |
| Security spike | 150 cr | .50 lb |
| Weapon and Armor Accessories | ||
| Ammo-feed belt | 450 cr | 1.00 lb |
| Holster | 75 cr | 2.00 lb |
| Power belt | 400 cr | 1.00 lb |
| Rocketpack | 10,000 cr | 35.00 lb |
Holster
A holster can be worn on the leg, hip, or back, and can be used to store a single weapon. You can draw a weapon stored in a holster without using an action. Once you've done so, you can't do so again until you store a weapon in the holster as an action.
Power Belt
This belt has slots to hold six power cells, and can be connected to directly power a single blaster weapon that uses power cells. Once per turn, if the powered weapon would be reloaded, it can be done without using an action using any ammunition in the belt. Connecting or disconnecting a weapon takes an action. Replacing an expended power cell takes an action.
Rocketpack
Rocketpacks combine the aerial transportation of a jetpack with the firepower of a rocket launcher. Activating or deactivating the rocketpack's flight capabilities requires a bonus action and, while active, you have a flying speed of 25 feet. The jetpack last for 1 minute per power cell (to a maximum of 5 minutes) and can be recharged by a power source or replacing the power cells.
Additionally, your rocketpack comes with an integrated rocket launcher with the Ammunition (range 100/400) and reload 1 properties. Rather than traditional power cells, this rocket launcher fires specialized projectiles in the form of rockets. Whenever you would make a ranged weapon attack, you can instead fire this rocket launcher. When firing a rocket at long range, creatures within the radius of the rocket's explosion have advantage on the saving throw. Reloading this rocket launcher takes 1 minute.
Adventuring Gear
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Corrosive cartridge | 42 cr | — |
| Cryo cell | 350 cr | 1.00 lb |
| Deafening calibrator | 550 cr | 1.00 lb |
| Deafening cell | 425 cr | 1.00 lb |
| Deafening collimator | 575 cr | 1.00 lb |
| Deafening dart | 70 cr | — |
| Electrifying calibrator | 700 cr | 1.00 lb |
| Electrifying cartridge | 28 cr | — |
| Electrifying collimator | 725 cr | 1.00 lb |
| Electrifying dart | 85 cr | — |
| Gas cartridge | 36 cr | — |
| Flechette clip, fragmentation | 250 cr | 2.00 lb |
| Flechette clip, ion | 300 cr | 2.00 lb |
| Flechette clip, plasma | 275 cr | 2.00 lb |
| Flechette mag, fragmentation | 550 cr | 4.00 lb |
| Flechette mag, ion | 600 cr | 4.00 lb |
| Flechette mag, plasma | 575 cr | 4.00 lb |
| Flux collimator | 180 cr | 1.00 lb |
| Incendiary cell | 275 cr | 1.00 lb |
| Missile, incendiary | 160 cr | .50 lb |
| Missile, ion | 140 cr | .50 lb |
| Oscillation calibrator | 170 cr | 1.00 lb |
| Panic calibrator | 850 cr | 1.00 lb |
| Panic collimator | 875 cr | 1.00 lb |
| Panic dart | 100 cr | — |
| Power generator | 1,250 cr | 5.00 lb |
| Projector canister, corrosive | 300 cr | 2.00 lb |
| Projector tank, corrosive | 625 cr | 3.00 lb |
| Projector tank, cryo | 675 cr | 3.00 lb |
| Projector tank, incendiary | 650 cr | 3.00 lb |
| Rocket, fragmentation | 350 cr | 2.00 lb |
| Rocket, incendiary | 535 cr | 2.00 lb |
| Rocket, ion | 475 cr | 2.00 lb |
| Snare | 300 cr | 2.00 lb |
| Clothing | ||
| Clothes, clandestine | 300 cr | 7.00 lb |
| Sunshades | 20 cr | — |
| Communications | ||
| Personal translator | 150 cr | .50 lb |
| Vocoder mask | 450 cr | .50 lb |
| Data Recording and Storage | ||
| Credit chip | 100 cr | — |
| Focus generator | 200 cr | 1.00 lb |
| Repelling wristpad | 1,600 cr | 2.00 lb |
| Item | Cost | Weight |
|---|---|---|
| Data Recording and Storage | ||
| Storing, withering focus generator | 3,200 cr | 1.00 lb |
| Explosives | ||
| Grenade, corrosive | 200 cr | 1.00 lb |
| Grenade, cryo | 325 cr | 1.00 lb |
| Grenade, deafening | 225 cr | 1.00 lb |
| Grenade, electrifying | 300 cr | 1.00 lb |
| Grenade, flash | 350 cr | 1.00 lb |
| Grenade, incendiary | 275 cr | 1.00 lb |
| Grenade, panic | 375 cr | 1.00 lb |
| Grenade, stun | 250 cr | 1.00 lb |
| Mine, corrosive | 425 cr | 2.00 lb |
| Mine, cryo | 625 cr | 2.00 lb |
| Mine, deafening | 450 cr | 2.00 lb |
| Mine, electrifying | 550 cr | 2.00 lb |
| Mine, flash | 600 cr | 2.00 lb |
| Mine, ion | 525 cr | 2.00 lb |
| Mine, panic | 700 cr | 2.00 lb |
| Mine, plasma | 250 cr | 2.00 lb |
| Mine, stun | 475 cr | 2.00 lb |
| Life Support | ||
| Underwater respirator | 300 cr | .50 lb |
| Water suit | 1,500 cr | 20.00 lb |
| Medical | ||
| Arm prosthesis | 450 cr | 16.00 lb |
| Ear prosthesis | 100 cr | .50 lb |
| Eye prosthesis | 250 cr | .50 lb |
| Facial prosthesis | 300 cr | 2.00 lb |
| Foot prosthesis | 150 cr | 4.00 lb |
| Forearm prosthesis | 300 cr | 8.00 lb |
| Hand prosthesis | 225 cr | 3.00 lb |
| Leg prosthesis | 450 cr | 24.00 lb |
| Throat prosthesis | 325 cr | 2.00 lb |
| Torso prosthesis | 600 cr | 36.00 lb |
| Storage | ||
| Camtono | 750 cr | 3.00 lb |
| Smugglepack | 400 cr | 6.00 lb |
| Utilities | ||
| Computer spike | 145 cr | .50 lb |
| Security spike | 150 cr | .50 lb |
| Weapon and Armor Accessories | ||
| Ammo-feed belt | 450 cr | 1.00 lb |
| Holster | 75 cr | 2.00 lb |
| Power belt | 400 cr | 1.00 lb |
| Rocketpack | 10,000 cr | 35.00 lb |
Tools
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, pick a lock, or slice into a computer. Your species, class, background, or feats give you proficiency with certain tools. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. Like skills, proficiency with a tool allows you to add your proficiency bonus to checks you make with it. Unlike skills, you must have your tools present in order to make an ability check with them.
The table shows examples of some of the most common types of tools. Each tool falls under one of four categories: artisan's implements, gaming sets, musical instruments, or specialist's kits. Each tool requires a separate proficiency.
Artisan's Implements
Artisan's implements are predominantly designed for building and crafting things of permanent nature. Each set of implements focuses on a specific craft.
Artist's Implements. Artist's implements encompasses any set of tools designed to create art.
Audiotech's Implements. Audiotech's implements are for crafting and tuning musical instruments.
Constructor's Implements. Constructor's implements are for creating and fortifying structures.
Cybertech's Implements. Cybertech's implements are used for crafting and modifying wristpads.
Geneticist's Implements. Geneticist's implements are for creating and grafting genetic mutations.
Jeweler's Implements. Jeweler's implements are used to appraise gemstones and create jewelry.
Surveyor's Implements. Surveyor's implements are used to create both physical and digital maps.
Synthweaver's Implements. Synthweaver's implements create and modify articles of clothing.
Writer's Implements. Writer's implements contains everything needed to create and publish physical and digital written works.
Gaming Sets
This item encompasses a wide range of game pieces, including dice and/or decks of cards. A few common examples appear on the Tools table, but other kinds of gaming sets exist.
Musical Instruments
Several of the most common types of musical instruments are shown on the table as examples. Musical instruments can often be used in place of—or in addition to—a performance.
Specialist's Kits
Like artisan's implements, specialist's kits are need to pursue a craft or trade. Some specialist's kits are used to craft items that are impermanent, such as grenades, medpacs, or poisons while other tools are used to achieve a specific purpose, such as picking locks or creating a disguise.
Alchemist's Kit. Alchemist's kits contains everything needed to enhance creatures and items with alchemy.
Archaeologist Kit. Archelogist kits contains instruments used to collect gems and relics.
Artillerist's Kit. Artillerist's kits contains all the necessary tools to create, repair, and modify turrets.
Bioanalysis Kit. Bioanalysis kits contains a variety of instruments to harvest and store plants and herbs.
Brewer's Kit. Brewer's kits contains a variety of devices and containers to adequately distill and house liquors and beers.
Munitions Kit. Munitions kits contains the necessary tools to create ammunition for blasters, as well as devices to hone lightweapons and vibroweapons.
Scavenging Kit. Scavenging kits contains the necessary implements to harvest and scavenge ores and metals.
Spicer's Kit. Spicer's kits contains the required tools to create and refine illicit substances.
Tools
| Item | Cost | Weight |
|---|---|---|
| Artisan's implements | ||
| Artist's implements | 100 cr | 5.00 lb |
| Audiotech's implements | 550 cr | 7.00 lb |
| Constructor's implements | 100 cr | 7.00 lb |
| Geneticist's implements | 900 cr | 4.00 lb |
| Jeweler's implements | 250 cr | 2.00 lb |
| Surveyor's implements | 500 cr | 6.00 lb |
| Synthweaver's implements | 250 cr | 2.00 lb |
| Writer's implements | 200 cr | 3.00 lb |
| Gaming set | ||
| Chatta-ragul set | 450 cr | 11.00 lb |
| Kirgatz set | 250 cr | 6.00 lb |
| Musical instrument | ||
| Bandfill | 300 cr | 2.00 lb |
| Chindinkalu horn | 120 cr | 7.00 lb |
| Fanfar | 220 cr | 4.00 lb |
| Fizzz | 160 cr | 3.00 lb |
| Kloo horn | 330 cr | 2.00 lb |
| Mandoviol | 425 cr | 1.00 lb |
| Shawm | 20 cr | 1.00 lb |
| Slitherhorn | 120 cr | 2.00 lb |
| Traz | 300 cr | 6.00 lb |
| Valahorn | 340 cr | 4.00 lb |
| Xantha | 170 cr | 7.00 lb |
| Specialist's kit | ||
| Alchemist's kit | 500 cr | 2.00 lb |
| Archaeologist kit | 125 cr | 4.00 lb |
| Artillerist's kit | 275 cr | 11.00 lb |
| Bioanalysis kit | 50 cr | 3.00 lb |
| Brewer's kit | 200 cr | 9.00 lb |
| Munitions kit | 425 cr | 6.00 lb |
| Scavenging kit | 75 cr | 4.00 lb |
| Spicer's kit | 700 cr | 4.00 lb |
Trade Goods
Trade is an essential part of the galactic economy. Many spacers make their living buying and selling goods along hyperspace routes that connect the galaxy's major worlds.
A merchant may be chartered by an individual or a corporation to deliver goods to a certain port, or move goods along a specified route. During times of war, opportunities abound in the shipping of ammunition and medical supplies. Some traders, seeking to earn a quick profit, may resort to smuggling illegal or restricted cargo on behalf of one of the galaxy's many crime syndicates. The Trade Goods table shows the value of commonly exchanged goods.
Trade Goods
| Cost | Goods | |
|---|---|---|
| 100 cr | Animal, common | |
| 500 cr | Animal, livestock | |
| 2,000 cr | Animal, uncommon | |
| 100 cr | Art. common | |
| 1,000 cr | Art. quality | |
| 10,000 cr | Art, precious | |
| 400 cr | Bacta, 1 gal | |
| 10 cr | Food, common (5 lbs) | |
| 20 cr | Food. quality (5 lbs) | |
| 50 cr | Food. exotic (5 lbs) | |
| 10,000 cr | Gems, exotic (1 carat) | |
| 100 cr | Gems, semiprecious (1 carat) | |
| 1,000 cr | Gems, precious (1 carat) | |
| 10 cr | Holovid | |
| 2,500 cr | Metal, common (1 ton) | |
| 100 cr | Metal, semi-precious (1 lb) | |
| 5,000 cr | Metal, precious (1 lb) | |
| 1,500 cr | Ore. common (1 ton) | |
| 2,000 cr | Spice, common (1 lb) | |
| 5,000 cr | Spice, precious (1 lb) | |
| 10,000 cr | Spice, illicit (1 lb) |
Substances
Substances, most commonly coming in the alcohol and spice varieties, are goods often sought after by the more seedy denizens of the Star Wars underworld. Whether legal or not, people search for these wares, whether to consume or profit on.
Consumption
Consuming substances offers powerful temporary boons in the form of a high, potentially offset by a subsequent low. Additionally, consuming substances regularly risks addiction, which reduces the efficacy of substances until a creature abstains from using them.
Highs and Lows
Each substance offers a high followed immediately by a potential low. For the duration of the high, a creature might gain a bonus to an ability score, temporary force or tech points, or some other boon. Immediately when the high ends, the character must succeed on a saving throw depending on the substance or suffer a longer-lasting low, which reverses the effects. The high and low varies depending on the substance consumed, and the duration of the high and low vary based on the rarity of the substance consumed, as determined in the item's description.
A creature can only benefit from one substance at a time. If a creature consumes an additional unit of a substance, while currently experiencing a high or a low, they must immediately make a saving throw to resist the effects of addiction before applying the benefits of the consumed substance. Consuming a substance while experiencing a low immediately ends the low, but any time remaining in that low is added to the duration of the low of the additional consumed substance.
Addiction
Consuming substances regularly also risks becoming addicted to a substance. When the low of a substance ends, a creature must make a saving throw, determined by what substance they are coming off of, as determined in the substance's description. Addiction is measured in six levels. An effect can give a creature one or more levels of addiction, as specified in the effect's description.
Addiction Level
| Level | Effect |
|---|---|
| 1 | The duration of lows is doubled. |
| 2 | The duration of highs is halved. |
| 3 | The duration of lows is quadrupled, instead of doubled. |
| 4 | The effect of highs is halved. |
| 5 | The effect of lows is maximized. |
| 6 | The effect of highs is minimized. |
Substances
| Item | Cost | Weight |
|---|---|---|
| Alcoholic beverages | ||
| Deuterium-pyro | 80 cr | .50 lb |
| Mummergy | 65 cr | .50 lb |
| Novanian grog | 70 cr | .50 lb |
| Raava | 95 cr | .50 lb |
| Spicebrew | 90 cr | .50 lb |
| Tihaar | 85 cr | .50 lb |
| Tsiraki | 60 cr | .50 lb |
| Vayerbok | 75 cr | .50 lb |
| Spices | ||
| Andris | 75 cr | .25 lb |
| Cilona | 60 cr | .25 lb |
| Giggledust | 80 cr | .25 lb |
| Glitterstim | 95 cr | .25 lb |
| Karrak | 90 cr | .25 lb |
| Muon gold | 65 cr | .25 lb |
| Yaladai | 70 cr | .25 lb |
| Yarrock | 85 cr | .25 lb |
If an already addicted creature suffers another effect that causes addiction, its current level of addiction increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of addiction as well as all lower levels. For example, a creature suffering level 2 addiction has the duration of its lows doubled, and the duration of its highs halved.
An effect that removes addiction reduces its level as specified in the effect's description, with all addiction effects ending if a creature's addiction level is reduced below 1.
If a creature abstains from consuming a substance for 24 hours, they can make a Wisdom saving throw to reduce their addiction level by 1, provided they've completed a long rest during that 24 hours. The DC for the saving throw equals 10 + the creature's addiction level. On a success, their addiction level is reduced by 1. For instance, a creature suffering addiction level 3 can abstain from consuming any substance for 24 hours. If they do so, and they complete a long rest during that 24 hour period, they can make a DC 13 Wisdom saving throw. On a success, their addiction level is reduced to 2.
Availability
While alcoholic beverages are legal on most planets, spices are not. Whether or these items are readily available is up to your GM.
Alcoholic Beverages
The alcoholic beverages are presented in alphabetical order.
Deuterium-pyro
This alcoholic beverage, favored amongst ruffians, features a terrible flavor and strong aftertaste. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Mummergy
Mummergy is a strong-smelling liquor derived from a plant of the same name. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Novanian Grog
This grog features a pungent odor and a strong kick. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Raava
Raava is a traditional liquor breed from zsajhira berries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Spicebrew
Spicebrew, a popular drink across the galaxy, is a tanned alcoholic beverage topped with foam. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d3. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Tihaar
This colorless spirit, favored by Mandalorians, burns the mouth and throat when consumed. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check or saving throw using Constitution, and at the start of each of the creature's turns it gains 2d3 temporary hit points. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by 2d3. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Tsiraki
Tsiraki is a blue-colored alcoholic beverage crafted from fermented salakberries and pickling spices. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Vayerbok
Vayerbok is a thick, green, vegetable-based alcoholic beverage typically served hot. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 14 Constitution saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 14 Wisdom saving throw to resist addiction.
Spices
The spices are presented in alphabetical order.
Andris
Refined andris crystal, a spice mined most commonly on Sevarcos II, sharpens a creature's mind when smoked. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
Cilona
Cilona, the active ingredient in deathsticks, is a hallucinogen that causes an ecstatic feeling that improves strength. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
Giggledust
This sandy-brown powder makes everything humorous while enhancing a creature's nimbleness. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
Glitterstim
A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a DC 14 Constitution
saving throw to resist addiction.
Karrak
A powerful painkiller, karrak allows creatures to continue through the most grievous injuries. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check or saving throw using Constitution, and at the start of each of the creature's turns it gains 2d3 temporary hit points. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by 2d3. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
Muon Gold
Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum tech points by 2d3. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum tech points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
Yaladai
Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that increases their current and maximum force points by 2d3. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, their current and maximum force points are reduced by 2d3. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
Yarrock
Yarrock is a hallucinogen which is said to instill a creature with a clear vision of "the meaning of life", granting a boost to confidence. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional d3 when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a DC 14 Wisdom saving throw or experience a low that lasts 10 minutes, during which they must roll a d3 and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a DC 14 Constitution saving throw to resist addiction.
