Beruflich Dokumente
Kultur Dokumente
Value
Damage
Laser pistol
Disruptor pistol
Longarms
17
20
2d6 radiant
2d6 necrotic
3 lb.
3 lb.
19
23
19
21
22
17
26
2d8 radiant
2d8 necrotic
2d8 fire
2d8 cold
2d10 force
-Varies
8 lb.
6 lb.
8 lb.
8 lb.
6 lb.
7 lb.
8 lb.
18 lb.
Laser rifle
Disruptor rifle
Plasma rifle
Cryonic rifle
Concussion rifle
Gravity snare
Missile launcher
*These weapons use a universal power pack for ammunition. See description of that item.
Heavy Firearms
Rail gun
24
6d12 piercing
Weight Properties
Missile Launcher. Roughly the size of a heavy rifle, the missile launcher fires explosives with independent propulsion systems, making it
ideal for use in low-gravity environments. The missile launchers damage varies depending upon the type of missile it fires; see Grenades
and Explosives below for ammunition.
Ammunition
Laser weapons, disruptor weapons, the concussion rifle, and the gravity snare all use an attachable universal power pack. These power
packs have 50 charges. They can be recharged with a charging station (purchase value 4), requiring 8 hours to receive a full charge.
Plasma rifles use a modified power pack that also includes a reservoir of compressed gas that the rifle converts into plasma rounds.
Each pack contains enough gas for 50 shots.
Cryonic rifles use a canister of compressed mutagen that the rifle transmits via an energy beam into the targets body. Each canister
contains enough mutagen for 10 shots.
Rail guns fire a depleted uranium round which the gun accelerates to supersonic speeds using powerful electromagnets. These
rounds are purchased in packs of 10.
Table: Ammunition
Ammunition
Universal power pack
Plasma power pack
Cryonic mutagen
Depleted uranium round (10)
Charges
50
50
10
Value
4
4
5
7
Weight
0.5 lb.
0.5 lb.
1.5 lb.
5 lb.
Table: Grenades
Name
Cryonic grenade
EMP grenade
Gravitic grenade
Psionic grenade
Sonic pulse grenade
Tangler grenade
Value
21
19
23
24
17
15
Damage
8d6 cold
5d6 lightning
6d6 force
4d6 psychic
3d6 thunder
Weight
2 lb.
2 lb.
1 lb.
1 lb.
1 lb.
1 lb.
Properties
Thrown (range 20/50), burst 10 (DC 15), special
Thrown (range 20/50), burst 20 (DC 15), special
Thrown (range 20/50), burst 10 (DC 15), special
Thrown (range 20/50), burst 10 (DC 15), special
Thrown (range 20/50), burst 15 (DC 12), special
Thrown (range 20/50), burst 5 (DC 12), special
Despite differences in their form, missiles, mines, and grenades all have the same primary effect regardless of the method of delivery for
their payloads.
Value
Damage
Weight
21
17
2d8 radiant
1d8 bludgeoning
+ 1d8 force
1d6 slashing +
1d6 thunder
1 lb.
3 lb.
Finesse, special
2 lb.
Finesse, light
15
Properties
Armor
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.
Table: Armor
Armor
Light Armor
Flight suit
Light combat armor
Value
Armor Class
Strength
Stealth
Weight
11
13
12 + Dex modifier
13 + Dex modifier
2 lb.
6 lb.
15
8 lb.
24
19
Str 13
Disadvantage
40 lb.
Medium Armor
Medium combat armor
Heavy Armor
Heavy combat armor
Armor Modifications
Armor can be modified in various ways. To add a modification, choose a base armor, modify the purchase value of the base item according
to the modifications instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on
them that must be considered before making the modification.
Environmental Seal. This modification transforms any armor into a stable and insulated artificial environment. This provides the wearer with
the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can
function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this
modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.
Restrictions: Medium or heavy armor
Value Modifier: +4