BladeSkydancer

5E Amongst the Stars Equipment

Jan 17th, 2018
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  1. TECHNOLOGY LEVEL
  2. Stone Age/Copper Age/Bronze Age/Iron Age/Steel Age/Black Powder/Gunpowder/Kinetic/Energy/Plasma/Antimatter
  3.  
  4. Mundane weapons: -1 AC to armor 2 steps behind.
  5. Mundane armor: +1 AC to armor 2 steps ahead.
  6.  
  7. Magical Gear: Weapons ignore AC bonuses for high tech up to rating. Armor ignores AC penalties for high tech up to rating.
  8.  
  9. WEAPONS:
  10.  
  11. Simple Melee Weapons
  12. Name Cost Damage Tech Weight Properties
  13. Club, primitive 3 cp 1d3 Bludgeoning Stone 2lbs Light
  14. Club, medieval 1 sp 1d4 Bludgeoning Iron 2lbs Light
  15. Knife, stone 1 gp 1d3 Piercing Stone 1lb Finesse, Light, Thrown(20/60)
  16. Knife, bronze 1.5 gp 1d4 Piercing Bronze 1lb Finesse, Light, Thrown(20/60)
  17. Dagger, steel 2 gp 1d4 Piercing Steel 1lb Finesse, Light, Thrown(20/60)
  18. Knife, tactical 50 cr 1d4 Piercing Gunpowder 1lb Finesse, Light, Thrown(20/60)
  19. Knife, monomolecular 300 cr 1d6 Piercing Energy 1lb Finesse, Light, Thrown(20/60)
  20. Greatclub, primitive 5 cp 1d6 Bludgeoning Stone 10lbs Two-Handed
  21. Greatclub, medieval 2 sp 1d8 Bludgeoning Iron 10lbs Two-Handed
  22. Handaxe, stone 2 gp 1d4 Slashing Stone 2lbs Light, Thrown(20/60)
  23. Handaxe, bronze 3 gp 1d6 Slashing Bronze 2lbs Light, Thrown(20/60)
  24. Handaxe, steel 5 gp 1d6 Slashing Steel 2lbs Light, Thrown(20/60)
  25. Tomahawk, tactical 125 cr 1d6 Slashing Gunpowder 2lbs Light, Thrown(20/60)
  26. Tomahawk, monomolecular 750 cr 1d8 Slashing Energy 2lbs Light, Thrown(20/60)
  27. Javelin, copper 2 sp 1d6 Piercing Copper 2lbs Thrown(30/120)
  28. Pilum, bronze 3 sp 1d6 Piercing Iron 2lbs Consumable, Thrown(30/120)
  29. Javelin, steel 5 sp 1d6 Piercing Steel 2lbs Thrown(30/120)
  30. Javelin, thunderstick 15 sp 1d4 Bludgeoning Black Powder 4lbs Thrown(30/120), Bonus Action: Explosive(2d8 Fire/5ft/DC15 Dex(Half))
  31. Javelin, rocket-propelled 112 cr 1d6 Bludgeoning Kinetic 3lbs Thrown(55/220), Explosive(2d8 Fire/5ft/DC15 Dex(Half))
  32. Javelin, monomolecular 75 cr 1d8 Piercing Energy 3lbs Thrown(30/120), Crit: Pierce through(15ft)
  33. Javelin, rocket-propelled plasma 337 cr 1d6 Bludgeoning Plasma 2lbs Thrown(55/220), Explosive(3d8 Plasma/5ft/DC17 Dex(Half))
  34. Light Hammer, steel 2 gp 1d4 Bludgeoning Steel 2lbs Light, Thrown(20/60)
  35. Mace, stone 2 gp 1d6 Bludgeoning Stone 4lbs -----
  36. Mace, bronze 3 gp 1d6 Bludgeoning Bronze 4lbs -----
  37. Mace, steel 5 gp 1d6 Bludgeoning Steel 4lbs -----
  38. Mace, tactical 125 cr 1d6 Bludgeoning Gunpowder 4lbs -----
  39. Mace, durasteel 750 cr 1d8 Bludgeoning Energy 4lbs -----
  40. Mace, neutronium 1500 cr 1d10 Bludgeoning Antimatter 8lbs -----
  41. Quarterstaff, medieval 2 sp 1d6 Bludgeoning Steel 4lbs Versatile(1d8)
  42. Quarterstaff, durasteel 15 cr 1d8 Bludgeoning Energy 4lbs Versatile(1d10)
  43. Quarterstaff, neutronium 60 cr 1d10 Bludgeoning Antimatter 6lbs Versatile(2d6)
  44. Sickle, steel 1 gp 1d4 Slashing Steel 2lbs Light
  45. Sickle, monomolecular 150 cr 1d6 Slashing Energy 2lbs Light
  46. Spear, stone 25 cp 1d4 Piercing Stone 3lbs Thrown(20/60), Versatile(1d6)
  47. Spear, bronze 5 sp 1d6 Piercing Bronze 3lbs Thrown(20/60), Versatile(1d8)
  48. Spear, steel 1 gp 1d6 Piercing Steel 3lbs Thrown(20/60), Versatile(1d8)
  49. Spear, tactical 25 cr 1d6 Piercing Gunpowder 3lbs Thrown(20/60), Versatile(1d8)
  50. Spear, monomolecular 150 cr 1d8 Piercing Energy 3lbs Thrown(20/60), Versatile(1d10), Crit: Pierce through(10ft)
  51.  
  52. Simple Ranged Weapons
  53. Name Cost Damage Tech Weight Properties
  54. Dart, medieval 5 cp 1d4 Piercing Steel 1/4lbs Finesse, Thrown(20/60)
  55. Shuriken, tactical 1 cr 1d4 Piercing Gunpowder 1/4lbs Finesse, Thrown(20/60)
  56. Shuriken, monomolecular 7 cr 1d6 Piercing Energy 1/4lbs Finesse, Thrown(20/60), Crit: Pierce through(10ft)
  57. Light Crossbow, wooden 25 gp 1d8 Piercing Steel 2lbs Ammunition; bolts(80/320), Reload 1, Two-Handed
  58. Light Crossbow, tactical 625 cr 1d8 Piercing Gunpowder 2lbs Ammunition; bolts(80/320), Reload 1, Two-Handed
  59. Light Crossbow, accelerator 3750 cr 1d8 Piercing Energy 3lbs Ammunition; bolts(120/480), Reload 1, Two-Handed
  60. Sling 1 sp/2 cr 1d3 Bludgeoning Stone ------ Ammunition; bullets(30/120)
  61.  
  62. Simple Firearms
  63. Name Cost Damage Tech Weight Properties
  64. Pistol, flintlock 250 gp 1d10 Piercing Black Powder 3lbs Ammunition; powder & ball(60/240), Reload 1, Misfire 2
  65. Pistol, hydra 675 gp 1d10 Piercing Black Powder 4lbs Ammunition; powder & ball(60/240), Reload 3, Misfire 2
  66. Pistol, pepperbox 800 gp 1d10 Piercing Black Powder 5lbs Ammunition; powder & ball(60/240), Reload 6, Misfire 3
  67. Pistol, revolver 1200 gp 1d10 Piercing Late BlkPwdr 4lbs Ammunition; pistol(80/320), Reload 6, Misfire 2, Sturdy
  68. Pistol, semi-automatic 300 cr 1d8 Piercing Gunpowder 3lbs Ammunition; pistol(80/320), Magazine 8, Misfire 2, Sturdy
  69. Pistol, machine 450 cr 1d8 Piercing Gunpowder 4lbs Ammunition; pistol(40/160), Magazine 30, Automatic
  70. Pistol, coilgun 900 cr 1d8 Piercing Kinetic 2lbs Ammunition; electromagnetic(120/480), Magazine 12
  71. Pistol, laser 2700 cr 1d10 Radiant Energy 3lbs Ammunition; charges(120/480), Battery 12, Charging
  72. Pistol, stunner 2400 cr 1d6 Electric/LTL Energy 5lbs Ammunition; charges(30/120), Battery 8
  73. Pistol, blaster 1800 cr 1d10 Energy Energy 3lbs Ammunition; charges(80/320), Battery 12
  74. Pistol, autoblaster 2400 cr 1d10 Energy Energy 4lbs Ammunition; charges(60/240), Battery 30, Automatic
  75. Pistol, ion 3000 cr 1d12 Ionic Energy 3lbs Ammunition; charges(80/320), Battery 6
  76. Pistol, plasma 2700 cr 1d12 Plasma Plasma 4.5lbs Ammunition; charges(80/320), Battery 8, Charging
  77. Pistol, disruptor 3600 cr 2d8 Untyped Antimatter 4.5lbs Ammunition; charges(80/320), Battery 6
  78.  
  79. Simple Grenades
  80. Name Cost Damage Tech Weight Properties
  81. Bomb, ceramic 25 gp 2d6 Piercing Black Powder 1lb Thrown(20/60), Explosive(10ft/DC12 Dex save(half))
  82. Bomb, iron 45 gp 2d8 Piercing Black Powder 1.5lbs Thrown(20/60), Explosive(10ft/DC14 Dex save(half))
  83. Grenade, fragmentation 250 cr 1d12 Piercing Gunpowder 0.5lbs Thrown(30/90), Explosive(15ft/DC14 Dex save(half))
  84. Grenade, high explosive 312 cr 1d10 Fire Gunpowder 0.75lbs Thrown(30/90), Explosive(10ft/DC14 Dex save(half))
  85. Grenade, flashbang 250 cr 1d8 LTL Gunpowder 0.5lbs Thrown(30/90), Explosive(Stun/15ft/DC12 Con save(half dmg, stun negate))
  86. Grenade, stinger 312 cr 2d6 LTL Gunpowder 0.5lbs Thrown(30/90), Explosive(15ft/DC14 Con save(half))
  87. Grenade, rocket-propelled frag 1500 cr 2d8 Piercing Energy 0.5lbs Thrown(60/240), Explosive(15ft/DC14 Dex save(half))
  88. Grenade, rocket-propelled HE 1875 cr 2d6 Fire Energy 0.5lbs Thrown(60/240), Explosive(15ft/DC14 Dex save(half))
  89. Grenade, solar flare 2000 cr 1d12 Radiant Energy 0.5lbs Thrown(30/90), Explosive(15ft/DC16 Dex save(half))
  90. Grenade, electrostun 1875 cr 2d6 LTL Energy 0.5lbs Thrown(30/90), Explosive(Stun/15ft/DC14 Con save(half dmg, stun negate))
  91. Grenade, plasma 2250 cr 2d8 Plasma Plasma 0.5lbs Thrown(30/90), Explosive(15ft/DC16 Dex save(half)), Siege
  92. Grenade, thermobaric 3500 cr 3d6 Plasma Plasma 0.5lbs Thrown(30/90), Explosive(30ft/DC16 Dex save(half))
  93. Grenade, implosion 5000 cr 3d8 Force Plasma 0.5lbs Thrown(30/90), Explosive(5ft/DC18 Dex save(half))
  94. Grenade, microsingularity 10000 cr 4d8 Untyped Antimatter 1lb Thrown(30/90), Explosive(10ft/DC20 Dex save(half)), Siege
  95.  
  96. Martial Melee Weapons
  97. Name Cost Damage Tech Weight Properties
  98. Heavy Axe, stone 25 cp 1d6 Slashing Stone 6lbs Versatile(1d8)
  99. Heavy Axe, bronze 5 gp 1d8 Slashing Bronze 4lbs Versatile(1d10)
  100. Battleaxe, steel 10 gp 1d8 Slashing Steel 4lbs Versatile(1d10)
  101. Battleaxe, monomolecular 1500 cr 1d10 Slashing Energy 4lbs Versatile(1d12)
  102. Battleaxe, plasma edge 2250 cr 1d10 Plasma Plasma 3.5lbs Versatile(1d12), Siege
  103. Flail, steel 10 gp 1d8 Bludgeoning Steel 2lbs -----
  104. Flail, durasteel 1500 cr 1d10 Bludgeoning Energy 2lbs -----
  105. Flail, neutronium 3000 cr 1d12 Bludgeoning Antimatter 4lbs -----
  106. Glaive, steel 20 gp 1d10 Slashing Steel 6lbs Heavy, Reach, Two-Handed
  107. Glaive, monomolecular 3000 cr 1d12 Slashing Energy 6lbs Heavy, Reach, Two-Handed
  108. Glaive, plasma edge 4500 cr 1d12 Plasma Plasma 4.5lbs Heavy, Reach, Two-Handed, Siege
  109. Greataxe, steel 30 gp 1d12 Slashing Steel 7lbs Heavy, Two-Handed
  110. Greataxe, monomolecular 450 cr 2d8 Slashing Energy 7lbs Heavy, Two-Handed
  111. Greataxe, plasma edge 675 cr 2d8 Plasma Plasma 5.25lbs Heavy, Two-Handed, Siege
  112. Greatsword, steel 50 gp 2d6 Slashing Steel 6lbs Heavy, Two-Handed
  113. Greatsword, monomolecular 750 cr 2d8 Slashing Energy 6lbs Heavy, Two-Handed
  114. Halberd, steel 20 cr 1d10 Slashing Steel 6lbs Heavy, Reach, Two-Handed
  115. Halberd, monomolecular 3000 cr 2d6 Slashing Energy 6lbs Heavy, Reach, Two-Handed
  116. Lance, steel 10 gp 1d12 Piercing Steel 6lbs Reach, Special(see PHB)
  117. Longsword, steel 15 gp 1d8 Slashing Steel 3lbs Versatile(1d10)
  118. Katana, modern 375 cr 1d8 Slashing Gunpowder 3lbs Versatile(1d10)
  119. Longsword, monomolecular 2250 cr 1d10 Slashing Energy 3lbs Versatile(2d6)
  120. Maul, steel 10 gp 2d6 Bludgeoning Steel 10lbs Heavy, Two-Handed
  121. Maul, durasteel 1500 cr 2d8 Bludgeoning Energy 10lbs Heavy, Two-Handed
  122. Maul, neutronium 3000 cr 3d6 Bludgeoning Antimatter 20lbs Heavy, Two-Handed
  123. Morningstar, steel 15 gp 1d8 Piercing Steel 4lbs -----
  124. Morningstar, durasteel 2250 cr 1d10 Piercing Energy 4lbs -----
  125. Morningstar, neutronium 4500 cr 1d12 Piercing Antimatter 8lbs -----
  126. Pike, steel 10 gp 1d10 Piercing Steel 18lbs Heavy, Reach, Two-Handed
  127. Rapier, steel 25 gp 1d8 Piercing Steel 2lbs Finesse
  128. Rapier, modern 625 cr 1d8 Piercing Gunpowder 2lbs Finesse
  129. Rapier, monomolecular 3750 cr 1d10 Piercing Energy 2lbs Finesse
  130. Scimitar, steel 25 gp 1d6 Slashing Steel 3lbs Finesse, Light
  131. Scimitar, monomolecular 3750 cr 1d8 Slashing Energy 3lbs Finesse, Light
  132. Shortsword, copper 25 sp 1d6 Piercing Copper 2lbs Finesse, Light
  133. Gladius, bronze 5 gp 1d6 Piercing Iron 2lbs Finesse, Light
  134. Shortsword, steel 10 gp 1d6 Piercing Steel 2lbs Finesse, Light
  135. Wakizashi, modern 250 cr 1d6 Piercing Gunpowder 2lbs Finesse, Light
  136. Shortsword, monomolecular 1500 cr 1d8 Piercing Energy 2lbs Finesse, Light
  137. Trident, copper 25 sp 1d6 Piercing Copper 4lbs Thrown(20/60), Versatile(1d8)
  138. Trident, steel 5 gp 1d6 Piercing Steel 4lbs Thrown(20/60), Versatile(1d8)
  139. Trident, monomolecular 750 cr 1d8 Piercing Energy 4lbs Thrown(20/60), Versatile(1d8)
  140. War Pick, steel 5 gp 1d8 Piercing Steel 2lbs -----
  141. War Pick, durasteel 750 cr 1d10 Piercing Energy 2lbs -----
  142. War Pick, plasma torch 1125 cr 1d10 Plasma Plasma 1.5lbs Siege
  143. War Pick, neutronium 1500 cr 1d12 Piercing Antimatter 4lbs -----
  144. Warhammer, steel 15 gp 1d8 Bludgeoning Steel 2lbs Versatile(1d10)
  145. Warhammer, tactical 375 cr 1d8 Bludgeoning Gunpowder 2lbs Versatile(1d10)
  146. Warhammer, durasteel 2250 cr 1d10 Bludgeoning Energy 2lbs Versatile(1d12)
  147. Warhammer, neutronium 4500 cr 1d12 Bludgeoning Antimatter 4lbs Versatile(2d8)
  148. Whip, leather 2 gp 1d4 Slashing Steel 3lbs Finesse, reach
  149. Bullwhip, leather 50 cr 1d4 Slashing Gunpowder 3lbs Finesse, reach
  150. Whip, electrified 900 cr 1d6 Electric/LTL Energy 2lbs Finesse, reach, Ammunition; charges(melee), Battery 24
  151.  
  152. Martial Ranged Weapons
  153. Name Cost Damage Tech Weight Properties
  154. Blowgun, primitive 25 sp 1 Piercing Stone 1lb Ammunition; blowdarts(25/100), loading
  155. Blowgun, medieval 10 gp 1 Piercing Steel 1lb Ammunition; blowdarts(25/100), loading
  156. Crossbow, wooden hand 75 gp 1d6 Piercing Steel 3lbs Ammunition; bolts(30/120), Reload 1, Light
  157. Crossbow, tactical hand 375 cr 1d6 Piercing Gunpowder 3lbs Ammunition; bolts(30/120), Reload 1, Light
  158. Crossbow, hand accelerator 2250 cr 1d6 Piercing Energy 3lbs Ammunition; bolts(60/240), Reload 1, Light
  159. Crossbow, autoloading 100 gp 1d8 Piercing Iron 9lbs Ammunition; bolts(80/320), Magazine 6, Two-Handed
  160. Crossbow, triple 75 gp 2d8 Piercing Steel 12lbs Ammunition; bolts(80/320), Loading, Two-Handed, Triple Fire
  161. Crossbow, autoloading tactical 1250 cr 1d8 Piercing Gunpowder 9lbs Ammunition; bolts(80/320), Magazine 6, Two-Handed
  162. Crossbow, autoloading accelerator 7500 cr 1d8 Piercing Energy 10lbs Ammunition; bolts(160/640), Magazine 6, Two-Handed
  163. Crossbow, rapid autoloading 7500 cr 1d8 Piercing Energy 11lbs Ammunition; bolts(80/320), Magazine 12, Two-Handed, Short Burst
  164. Crossbow, triple accelerator 6000 cr 1d8 Piercing Energy 10lbs Ammunition; bolts(160/630), Loading, Two-Handed, Triple Fire
  165. Crossbow, steel heavy 50 cr 1d10 Piercing Steel 18lbs Ammunition; bolts(100/400), Loading, Heavy, Two-Handed
  166. Crossbow, tactical heavy 1250 cr 1d10 Piercing Gunpowder 18lbs Ammunition; bolts(100/400), Loading, Heavy, Two-Handed
  167. Crossbow, heavy accelerator 7500 cr 1d10 Piercing Energy 20lbs Ammunition; bolts(200/800), Loading, Heavy, Two-Handed
  168. Longbow, yew wood 50 cr 1d8 Piercing Steel 2lbs Ammunition; arrows(150/600), Heavy, Two-Handed
  169. Longbow, tactical 1250 cr 1d8 Piercing Gunpowder 2lbs Ammunition; arrows(150/600), Heavy, Two-Handed
  170. Longbow, accelerator 7500 cr 1d8 Piercing Energy 3lbs Ammunition; arrows(300/1200), Heavy, Two-Handed
  171. Net, ancient 5 sp ----- Copper 3lbs Special, Thrown(range 5/15)
  172. Net, medieval 1 gp ----- Steel 3lbs Special, Thrown(range 5/15)
  173. Net, polymer 25 cr ----- Gunpowder 3lbs Special, Thrown(range 5/15)
  174. Net, titanium filament 150 cr ----- Energy 3lbs Special, Thrown(range 5/15)
  175.  
  176. Martial Firearms
  177. Name Cost Damage Tech Weight Properties
  178. Musket 375 gp 1d12 Piercing Black Powder 8lbs Ammunition; powder & ball(90/360), Reload 1, Misfire 2, Heavy, Two-Handed
  179. Musket, hydra 1800 gp 1d12 Piercing Black Powder 14lbs Ammunition; powder & ball(90/360), Reload 3, Misfire 3, Heavy, Two-Handed
  180. Rifle, muzzle-loader 480 gp 1d12 Piercing Late BlkPwdr 10lbs Ammunition; powder & ball(90/360), Reload 1, Misfire 2, Heavy, Two-Handed
  181. Rifle, repeating 900 gp 2d8 Piercing Late BlkPwdr 11lbs Ammunition; rifle(90/360), Reload 10, Misfire 1, Sturdy, Heavy, Two-Handed
  182. Rifle, repeating carbine 950 gp 2d6 Piercing Late BlkPwdr 8lbs Ammunition; rifle(75/300), Reload 8, Misfire 1, Sturdy, Two-Handed
  183. Rifle, self-loading 500 cr 2d6 Piercing Gunpowder 8lbs Ammunition; rifle(120/480), Reload 5, Two-Handed
  184. Rifle, self-loading sniper 1000 cr 2d8 Piercing Gunpowder 10lbs Ammunition; rifle(240/960), Reload 5, Two-Handed, Includes: Scope
  185. Rifle, semi-automatic 675 cr 2d6 Piercing Gunpowder 9lbs Ammunition; rifle(120/480), Reload 10, Two-Handed
  186. Rifle, semi-automatic sniper 1350 cr 2d8 Piercing Gunpowder 12lbs Ammunition; rifle(240/960), Reload 10, Two-Handed, Includes: Scope
  187. Rifle, automatic 1175 cr 2d6 Piercing Gunpowder 10lbs Ammunition; rifle(120/480), Magazine 30, Two-Handed
  188. Rifle, coilgun 2250 cr 2d8 Piercing Kinetic 6lbs Ammunition; electromagnetic(180/720), Magazine 15, Two-Handed, Automatic
  189. Rifle, autocoilgun 3375 cr 2d8 Piercing Kinetic 7.5lbs Ammunition; electromagnetic(180/720), Magazine 30, Two-Handed, Automatic
  190. Rifle, railgun 3750 cr 3d6 Piercing Kinetic 9lbs Ammunition; electromagnetic(240/960), Magazine 10, Heavy, Two-Handed
  191. Rifle, sniper railgun 6000 cr 3d6 Piercing Kinetic 11lbs Ammunition; electromagnetic(480/1920), Magazine 5, Heavy, Two-Handed
  192. Rifle, laser 7500 cr 2d6 Radiant Energy 6lbs Ammunition; charges(180/720), Battery 15, Two-Handed, Charging
  193. Rifle, blaster 5250 cr 2d8 Energy Energy 8lbs Ammunition; charges(120/480), Battery 20, Two-Handed
  194. Rifle, heavy blaster 6750 cr 3d6 Energy Energy 12lbs Ammunition; charges(120/480), Battery 10, Heavy, Two-Handed
  195. Rifle, autoblaster 6750 cr 2d8 Energy Energy 10lbs Ammunition; charges(120/480), Battery 30, Two-Handed, Automatic
  196. Rifle, ion 7000 cr 2d8 Ionic Energy 12lbs Ammunition; charges(120/480), Battery 10, Heavy, Two-Handed
  197. Rifle, plasma 9000 cr 3d8 Plasma Plasma 15lbs Ammunition; charges(120/480), Battery 12, Heavy, Two-Handed, Charging
  198. Rifle, disruptor 15000 cr 5d6 Untyped Antimatter 12lbs Ammunition; charges(90/360), Battery 8, Heavy, Two-Handed
  199. Blunderbus 400 gp 1d12 Piercing Black Powder 6lbs Ammunition; powder & ball(30/120), Reload 1, Misfire 3, Two-Handed
  200. Shotgun, single-barrel 600 gp 2d6 Piercing Late BlkPwdr 8lbs Ammunition; shotgun(45/180), Reload 1, Misfire 1, Sturdy, Two-Handed
  201. Shotgun, double-barrel 1100 gp 2d6 Piercing Late BlkPwdr 9lbs Ammunition; shotgun(45/180), Reload 2, Misfire 1, Sturdy, Two-Handed
  202. Shotgun, repeating 600 cr 2d6 Piercing Gunpowder 10lbs Ammunition; shotgun(60/240), Reload 6, Two-Handed
  203. Shotgun, semi-automatic 750 cr 2d6 Piercing Gunpowder 9lbs Ammunition; shotgun(60/240), Magazine 8, Two-Handed
  204. Shotgun, automatic 1000 cr 2d6 Piercing Gunpowder 10lbs Ammunition; shotgun(60/240), Magazine 12, Two-Handed, Short Burst
  205. Shotgun, sawn-off 450 cr 2d6 Piercing Gunpowder 4.5lbs Ammunition; shotgun(30/90), Reload 2
  206. Shotgun, flechette 1800 cr 2d8 Piercing Kinetic 7lbs Ammunition; electromagnetic(120/480), Magazine 5, Two-Handed
  207. Shotgun, scatter laser 4800 cr 2d8 Radiant Energy 9lbs Ammunition; charges(120/480), Battery 6, Two-Handed, Charging, Extra Targets 4(5ft)
  208. Shotgun, scatter blaster 4200 cr 3d6 Energy Energy 11lbs Ammunition; charges(90/360), Battery 8, Two-Handed, Extra Targets 8(10ft)
  209. Shotgun, plasma blast 5400 cr 3d6 Plasma Plasma 12lbs Ammunition; charges(90/360), Battery 6 Two-Handed, Extra Targets 8(10ft), Charging
  210. Submachine Gun 450 cr 1d8 Piercing Gunpowder 6lbs Ammunition; pistol(80/320), Magazine 30, Two-Handed, Automatic
  211. Personal Defense Weapon 600 cr 1d10 Piercing Gunpowder 7lbs Ammunition; pistol(80/320), Magazine 50, Two-Handed, Automatic
  212. Coilgun, small automatic 1350 cr 1d8 Piercing Kinetic 4lbs Ammunition; electromagnetic(100/400), Magazine 30, Two-Handed, Automatic
  213. Blaster, light 3900 cr 1d12 Energy Energy 5lbs Ammunition; charges(80/320), Battery 30, Two-Handed
  214. Autoblaster, light 4800 cr 1d12 Energy Energy 5lbs Ammunition; charges(80/320), Battery 30, Two-Handed, Automatic
  215. Carbine, plasma 7200 cr 2d8 Plasma Plasma 10lbs Ammunition; charges(90/360), Battery 18, Two-Handed, Charging
  216.  
  217. Exotic Melee Weapons
  218. Name Cost Damage Tech Weight Properties
  219. Plasma Blade 7500 cr 3d6 Plasma Plasma 2lbs Siege
  220. Plasma Blade, greater 12500 cr 3d8 Plasma Plasma 3lbs Siege, Two-Handed
  221. Plasma Blade, double-bladed 15000 cr 3d6 Plasma Plasma 4lbs Siege, Two-Handed, Dual Weapon
  222.  
  223. Exotic Ranged Weapons
  224. Name Cost Damage Tech Weight Properties
  225. Machine gun, light 2000 cr 2d6 Piercing Gunpowder 18lbs Ammunition; rifle(120/480), Ammo Belt 100, Heavy, Two-Handed, Automatic
  226. Machine gun, heavy 4500 cr 2d8 Piercing Gunpowder 24lbs Ammunition; rifle(180/720), Ammo Belt 120, Heavy, Two-Handed, Automatic
  227. Minigun 6000 cr 2d6 Piercing Gunpowder 24lbs Ammunition; rifle(90/360), Ammo Belt 300, Heavy, Two-Handed, Automatic
  228. Gauss Cannon 6500 cr 3d6 Piercing Kinetic 16lbs Ammunition; electromagnetic(240/960), Magazine 8, Loading, Heavy, Two-Handed
  229. Gauss Cannon, light repeating 8000 cr 2d6 Piercing Kinetic 18lbs Ammunition; electromagnetic(180/720), Ammo Belt 60, Heavy, Two-Handed, Automatic
  230. Gatling Laser 12000 cr 2d6 Radiant Energy 18lbs Ammunition; charges(180/720), Battery 120, Heavy, Two-Handed, Automatic
  231. Laser Cannon 15000 cr 3d6 Radiant Energy 20lbs Ammunition; charges(180/720), Battery 30, Heavy, Two-Handed, Charging
  232. Plasma Repeater 18000 cr 2d8 Plasma Plasma 24lbs Ammunition; charges(120/480), Battery 60, Heavy, Two-Handed, Automatic
  233. Plasma Cannon 21000 cr 4d6 Plasma Plasma 28lbs Ammunition; charges(120/480), Battery 10, Heavy, Two-Handed, Charging, Explosive(10ft/DC15 Dex save(half))
  234. Disruptor Cannon 30000 cr 2d20 Untyped Antimatter 30lbs Ammunition; charges(90/360), Battery 10, Heavy, Two-Handed, Explosive(5ft/DC15 Dex save(half)), Siege
  235.  
  236. Ammunition
  237. Name Cost Damage Tech Weight Type Properties
  238. Arrow, stone(20) 25 cp 1d4/1d6 Piercing Stone 1lb Arrow -----
  239. Arrow, bronze(20) 5 sp 1d6/1d8 Piercing Bronze 1lb Arrow -----
  240. Arrow, steel(20) 1 gp 1d6/1d8 Piercing Steel 1lb Arrow -----
  241. Arrow, hammer(20) 1 gp 1d6/1d8 Blunt/LTL Steel 1.5lbs Arrow -----
  242. Arrow, fire(10) 2 gp 1d6/1d8 Piercing Steel 1lb Arrow Bonus Action: Light Fire(1d6 Fire, Crit: Burn 3/DC10 Dex Clear)
  243. Arrow, bomb(1) 1 gp 1d4/1d6 Bludgeoning Black Powder 1/4lbs Arrow Bonus Action: Explosive(1d8 Fire/5ft/DC15 Dex(Half))
  244. Arrow, modern(20) 25 cr 1d6/1d8 Piercing Gunpowder 1lb Arrow -----
  245. Arrow, fragmentation(5) 250 cr 1d4/1d6 Bludgeoning Kinetic 2.5lbs Arrow Explosive(1d12 Piercing/10ft/DC15 Dex(Half))
  246. Arrow, high explosive(5) 300 cr 1d4/1d6 Bludgeoning Kinetic 2.5lbs Arrow Explosive(1d10 Fire/5ft/DC15 Dex(Half))
  247. Arrow, monomolecular(20) 150 cr 1d8/1d10 Piercing Energy 1lb Arrow Crit: Pierce through(1/2 short range)
  248. Arrow, implosion(5) 900 cr 1d4/1d6 Bludgeoning Plasma 1lb Arrow Explosive(2d8 Force/5ft/DC17 Dex(Half))
  249. Bolt, stone(20) 25 cp 1d3/1d4/1d6 Piercing Stone 1lb Bolt -----
  250. Bolt, bronze(20) 5 sp 1d6/1d8/1d10 Piercing Bronze 1lb Bolt -----
  251. Bolt, steel(20) 1 gp 1d6/1d8/1d10 Piercing Steel 1lb Bolt -----
  252. Bolt, hammer(20) 1 gp 1d6/1d8/1d10 Blunt/LTL Steel 1.5lbs Bolt -----
  253. Bolt, fire(10) 2 gp 1d6/1d8/1d10 Piercing Steel 1lb Bolt Bonus Action: Light Fire(1d6 Fire, Crit: Burn 3/DC10 Dex Clear)
  254. Bolt, bomb(1) 1 gp 1d4/1d6/1d8 Blunt Black Powder 1/4lbs Bolt Bonus Action: Explosive(1d8/5ft/DC15 Dex(Half))
  255. Bolt, modern(20) 25 cr 1d6/1d8/1d10 Piercing Gunpowder 1lb Bolt -----
  256. Bolt, fragmentation(5) 250 cr 1d4/1d6/1d8 Blunt Kinetic 2.5lbs Bolt Explosive(1d12 Piercing/10ft/DC15 Dex(Half))
  257. Bolt, high explosive(5) 300 cr 1d4/1d6/1d8 Blunt Kinetic 2.5lbs Bolt Explosive(1d10 Fire/5ft/DC15 Dex(Half))
  258. Bolt, monomolecular(20) 150 cr 1d8/1d10/1d12 Piercing Energy 1lb Bolt Crit: Pierce through(1/2 short range)
  259. Bolt, implosion(5) 900 cr 1d4/1d6/1d8 Blunt Plasma 1lb Bolt Explosive(2d8 Force/5ft/DC17 Dex(Half))
  260. Bullet, stone(20) 1 cp 1d3 Bludgeoning Stone 3lbs Sling Bullet -----
  261. Bullet, bronze(20) 2 cp 1d4 Bludgeoning Bronze 1.5lbs Sling Bullet -----
  262. Bullet, steel(20) 4 cp/1 cr 1d4 Bludgeoning Steel 1.5lbs Sling Bullet -----
  263. Bullet, durasteel(20) 6 cr 1d6 Bludgeoning Energy 1.5lbs Sling Bullet -----
  264. Bullet, neutronium(20) 36 cr 1d8 Bludgeoning Antimatter 3lbs Sling Bullet -----
  265.  
  266. Firearm Ammunition
  267. Name Cost Damage Tech Weight Type Properties
  268. Shot, lead ball(10) 5 sp 1d10 Piercing Black Powder 1lb Powder & ball -----
  269. Shot, heavy lead ball(10) 6 sp 1d12 Piercing Black Powder 1.25lbs Powder & ball -----
  270. Shot, grape(10) 5 sp 1d12 Piercing Black Powder 1.5lbs Powder & ball Extra Targets 4(5ft)
  271. Cartridge, pistol(20) 25 cr 1d8 Piercing Gunpowder 1lb Pistol -----
  272. Cartridge, heavy pistol(20) 35 cr 1d10 Piercing Gunpowder 1.25lbs Pistol -----
  273. Cartridge, pistol incendiary(20) 50 cr 1d8 Piercing Gunpowder 1lb Pistol Fire 1d6, Crit: On Fire(DC10 Dex save(negate))
  274. Cartridge, PDW(20) 50 cr 1d10 Piercing Gunpowder 1lb Pistol -----
  275. Cartridge, PDW incendiary(20) 100 cr 1d10 Piercing Gunpowder 1lb Pistol Fire 1d6, Crit: On Fire(DC10 Dex save(negate))
  276. Cartridge, pistol plasma(20) 675 cr 1d8 Plasma Plasma 1lb Pistol -----
  277. Cartridge, rifle(20) 75 cr 2d6 Piercing Gunpowder 1lb Rifle -----
  278. Cartridge, rifle incendiary(20) 150 cr 2d6 Piercing Gunpowder 1lb Rifle Fire 1d6, Crit: On Fire(DC10 Dex save(negate))
  279. Cartridge, rifle plasma(20) 900 cr 2d6 Plasma Plasma 1lb Rifle -----
  280. Cartridge, heavy rifle(20) 100 cr 2d8 Piercing Gunpowder 1lb Rifle -----
  281. Cartridge, heavy rifle incendiary(20) 100 cr 2d8 Piercing Gunpowder 1lb Rifle Fire 1d6, Crit: On Fire(DC12 Dex save(negate))
  282. Cartridge, heavy rifle plasma(20) 1125 cr 2d8 Piercing Plasma 1lb Rifle -----
  283. Shell, solid slug(20) 60 cr 2d6 Piercing Gunpowder 1lb Shotgun -----
  284. Shell, buckshot(20) 60 cr 2d6 Piercing Gunpowder 1lb Shotgun Extra Targets 4(5ft)
  285. Shell, bird shot(20) 50 cr 2d4 Piercing Gunpowder 1lb Shotgun Extra Targets 4(10ft)
  286. Shell, solid slug incendiary(20) 90 cr 2d6 Piercing Gunpowder 1lb Shotgun Fire 1d6, Crit: On Fire(DC14 Dex save(negate))
  287. Shell, Dragon's breath(20) 180 cr 2d6 Fire Gunpowder 1lb Shotgun Area of Effect(Cone 30ft/DC8+Dex+Prof Dex save(half))
  288. Shell, slug explosive(20) 180 cr 2d6 Fire Gunpowder 1lb Shotgun Explosive(1d8 Fire/5ft/DC12 Dex save(negate)/Siege)
  289. Shell, plasma cartridge(20) 810 cr 2d6 Plasma Plasma 1lb Shotgun -----
  290. Cartridge, electromagnetic pistol 75 cr 1d8 Piercing Kinetic 1lb Electromagnetic -----
  291. Cartridge, elecmag pistol incendiary 150 cr 1d8 Piercing Kinetic 1lb Electromagnetic Fire 1d6, Crit: On Fire(DC12 Dex save(negate))
  292. Cartridge, electromagnetic rifle 225 cr 2d8 Piercing Kinetic 1lb Electromagnetic -----
  293. Cartridge, elecmag rifle incendiary 450 cr 2d8 Piercing Kinetic 1lb Electromagnetic Fire 1d6, Crit: On Fire(DC12 Dex save(negate))
  294. Cartridge, heavy flechette 165 cr 2d8 Piercing Kinetic 1lb Electromagnetic -----
  295. Cartridge, microflechette 165 cr 2d8 Piercing Kinetic 1lb Electromagnetic Extra Targets 4(10ft)
  296.  
  297.  
  298. Options:
  299. Adhesive: Gunpowder +100cr, Kinetic +200cr, Energy +300cr, Plasma +400cr, Antimatter +500cr. Can be applied to a weapon with the thrown quality of Gunpowder or higher technology level. When applied to a weapon with the thrown property, the weapon does not scatter on a miss and instead sticks where it is. While it is inadvisable to do so, a sticky thrown weapon can be dislodged with a DC 13 Strength check.
  300. Ammo Box: 50cr. An ammo box has a capacity of one belt of ammunition and protects the ammo belt from the effects of difficult terrain.
  301. Silencer: 500cr, Gunpowder and Kinetic technology level firearms only. This device attached to the front of a firearm's barrel reduces the noise of the firing weapon to about 1/5th of its normal value. This could mean the difference between alerting just a room, or an entire building of your presence.
  302. Laser Sight: 350cr, Gunpowder or later tech level. Attached to the front of a ranged weapon, this modification allows the user to reroll a d20 if they are suffering from disadvantage due to being outside the weapon's optimal range. The second result on the die must be taken, even if it is lower. If the weapon has a misfire chance, this reroll does not trigger it even if it rolls inside the misfire range.
  303. Scope: 700cr, Gunpowder or later tech level. Attached to the top of a ranged weapon, this modification increases the optimum and maximum ranges of a ranged weapon by one half. However, this modification does not work when firing in any automatic fire mode.
  304. Overcharger: 1000cr, Energy or later tech level. This modification to an energy-based weapon allows the weapon to overcharge. If it consumes ammunition, it consumes three times as much for the attack. An overcharged attack does double damage dice and can explode if the attack roll is a natural one(see Misfire).
  305.  
  306. Properties:
  307. Automatic: This weapon is capable of fully automatic fire, as detailed in the Automatic Weaponry section below.
  308. Ammo Belt: This weapon is loaded by a continuous, disintegrating chain of ammunition. Reloading a weapon via ammo belt requires a full round action, or can be reloaded by a nearby loader for a single action. If the wielder is moving through difficult terrain and the weapon does not feature an Ammo Box option, then they must make a DC10 Dexterity save or lose 1/2 of the remaining ammunition as the belt catches on terrain obstacles and tears.
  309. Area of Effect: This weapon projects an area of effect instead of a normal attack.
  310. Battery: This weapon has an internal battery that can be interchanged, or recharged by appropriate gear.
  311. Bonus Action: This property indicates a special feature of a weapon or piece of ammunition that requires a bonus action to activate, such as turning on a flashlight or lighting a fuse on a bomb arrow.
  312. Crit: This property indicates something that happens when the weapon strikes a critical hit.
  313. Charging: The weapon is capable of an overcharged mode of fire. You may attempt to make an overcharged attack causing doubled damage and quadrupled damage on a critical hit, however this comes with a price. An overcharged weapon consumes three times as many charges as a standard attack and can explode on a roll of one on its attack roll(see Misfire).
  314. Consumable: The weapon or ammunition is destroyed upon use, preventing it from being reused.
  315. Delicate: The weapon is particularly sensitive to shock or malfunction. If the weapon misfires for any reason, it breaks(see Misfire).
  316. Double Weapon: This weapon consists of a haft with a blade or other implement of death on each end of it. On their turn, the wielder can execute an extra attack with this weapon as a bonus action, as if they were dual wielding. All Dual Wielding modifiers and feats apply when using the weapon in this way.
  317. Explosive: This weapon or piece of ammunition is fitted with an explosive charge, which is either timed to go off when it reaches its target or has an impact fuse. The following attributes describe the explosions damage and type, area of effect radius, and save DC for reduction.
  318. Extra Targets: This weapon is capable of attacking multiple targets at once. The number of targets it can attack, and the range of the spread is stated in the property. All attacks against extra targets are at disadvantage.
  319. Long Burst: The weapon is capable of executing a short or long burst attack action, as detailed in the Automatic Weaponry section below.
  320. Magazine: This weapon features an interchangable magazine for quick reloads. You may fire this weapon a number of times equal to the Magazine capacity, and you must possess a magazine filled with ammunition to be able to reload this weapon.
  321. Misfire: A weapon with this feature is prone to misfiring. When making an attack roll, compare the d20 result to the number listed with the misfire property. If it equals that number or lower, the weapon has misfired and becomes nonfunctional until the misfire is cleared with an action in a subsequent turn. If the d20 result is a natural one, the weapon violently explodes, threatening everyone within 5ft with an explosion that equals the damage of the weapon. A DC15 Dexterity save negates this damage. Magical weapons are immune to the explosion, and instead break, becoming nonfunctional until it is repaired. This weapon cannot be repaired in combat and requires parts and maintenance equal to half of its base cost, as well as a few hours worth of work to be restored to functionality.
  322. Pierce Through: This weapon or piece of ammunition, when used in a ranged attack, has the capability to pierce all the way through its target and keep going, potentially hitting others behind it. A pierce-through weapon continues unimpeded through its first target for the range stated, before falling to the ground. The weapon is capable of piercing through as many enemies as are in a line, however the range reduces by half to a minimum of 5 feet per pierce. When the weapon has exhausted its range or targets in a straight line, it falls to the ground behind the last enemy it hit.
  323. Reload: This weapon needs to be reloaded with fresh ammunition to continue firing. You may quickly load one round of ammunition into the weapon during an attack action in place of an attack, or you may spend an action without attacking to load as many rounds of ammunition as you have attacks.
  324. Short Burst: The weapon is capable of executing a short burst attack action, as detailed in the Automatic Weaponry section below.
  325. Siege: These weapons are particularly adept at cutting or destroying hardened materials. This weapon does double damage against items and structures.
  326. Sturdy: This misfiring weapon is made to an exceptionally high standard. Instead of exploding when a natural one is rolled, instead the weapon is broken and becomes nonfunctional until it is repaired. The weapon cannot be repaired in combat, and requires parts and maintenance equal to half of its cost as well as a few hours worth of work to restore to functionality. A magical weapon can never be destroyed in this way, instead the weapon jams as usual(see Misfire).
  327. Triple Fire: This weapon always fires as if the wielder is using a Short Burst attack action, detailed in Automatic Weaponry below.
  328.  
  329. Automatic Weaponry
  330. Some weapons are capable of spitting death at an incredible rate, hurling round after round after round in a very short space of time. These weapons are exceptionally powerful and have a few extra options for use in the middle of combat. These uses are detailed as follows.
  331. Short Burst: When firing a short burst, the weapon consumes three rounds of ammunition at once. The damage dice are doubled if the weapon hits its intended target, and are quadrupled if the weapon achieves a critical hit. If the attack roll's result is a natural one, then the weapon jams(see Misfire).
  332. Long Burst: When firing a long burst, the weapon consumes ten rounds of ammunition at once. You can use a long burst as a full attack action to gain advantage on the attack roll as well as doubled damage dice, or you may execute an AOE cone attack up to half the weapon's optimum range increment including doubled damage dice as well. The nearest five creatures in the area of effect cone must make a reflex save for half damage with a DC equal to 8 plus the wielder's Dex and proficiency modifiers. Any form of cover provides advantage on this saving throw and negates the damage instead, and those in total cover are unable to be affected. Regardless of firing either the concentrated or area of effect long burst attack, roll an attack roll. If the result of the attack roll is a natural one or a two, the weapon jams(see Misfire) and the attack fails.
  333. Suppresive Fire: When executing suppressive fire, the weapon consumes thirty rounds of ammunition at once. You can use suppressive fire as a full attack action to execute an AOE cone attack up to the weapon's full optimum range increment and with doubled damage dice. Roll an attack roll as usual, if the result is a natural one, two, or three, the weapon jams(see Misfire) and the attack fails. The nearest ten creatures in the area of effect cone must make a reflex save for half damage with a DC equal to 10 plus the wielder's Dex and proficiency modifiers. Any form of cover provides advantage on this saving throw and negates the damage instead, and those in total cover are unable to be affected. However, until your next turn, if anyone within the area of effect attempts a move action, the wielder gets a free attack of opportunity with no limits against them. This attack costs no additional ammunition and is resolved as normal.
  334.  
  335. Descriptions:
  336. Club(primitive, medieval): This is a simple weapon which consists of any length of wood which is easily held and manipulated in one hand. It's not a very effective weapon, but sometimes it's all you have. While just about any stout branch will do, there are examples of ones that have been whittled and carved into beautiful works of art. Rarely, clubs can be tipped or even fully constructed of iron.
  337. Knife, stone: This is a simple weapon, little more than a small sharpened stone tied to a wooden stick for a handle with twine.
  338. Knife, bronze: This is a simple weapon, and is a vast improvement over its more ancient cousin. Often cast as a single piece, this is a knife made of bronze. Unfortunately, the soft metal doesn't keep an edge very well.
  339. Dagger, steel: This is a simple weapon, and is the hallmark of the thief and the cutpurse. Made of forged steel, the dagger is typically between six and eight inches long and light enough to manipulate extremely quickly. It can even be thrown, if so desired.
  340. Knife, tactical: This is a simple weapon, and is typically issued with a soldier's gear. Often colored black, this knife is hardened, tempered and an extremely versatile tool.
  341. Knife, monomolecular: This is a simple weapon made of specially treated durasteel; a requirement to hold its incredibly sharp edge, honed to the thickness of a single molecule.
  342. Greatclub(primitive, medieval): This is a simple weapon and like its smaller cousin, is little more than a length of wood and used to clout people about the head. This example is too large to be used effectively in just one hand.
  343.  
  344.  
  345. ARMOR:
  346.  
  347. Name Cost AC Str. Stealth Tech Weight Properties
  348. Light Armor
  349. Padded 5 gp 11+Dex --- Disadvantage Steel 8lbs -----
  350. Leather, ancient 5 gp 11+Dex --- ----- Bronze 10lbs -----
  351. Leather 10 gp 11+Dex --- ----- Steel 10lbs -----
  352. Leather, studded 45 gp 12+Dex --- ----- Steel 13lbs -----
  353. Vest, flak 250 cr 11+Dex --- ----- Gunpowder 11lbs -----
  354. Vest, tactical 1125 cr 12+Dex --- ----- Gunpowder 12lbs -----
  355. Jacket, armored 3375 cr 12+Dex --- ----- Kinetic 15lbs -----
  356. Armor, mesh 6750 cr 13+Dex --- ----- Energy 8lbs -----
  357. Armor, improved mesh 10125 cr 13+Dex --- ----- Plasma 6lbs -----
  358. Armor, stalker 54000 cr 14+Dex --- ----- Anitmatter 8lbs -----
  359.  
  360. Medium Armor
  361. Name Cost AC Str. Stealth Tech Weight Properties
  362. Hide, crude 25 sp 12+Dex(2) --- ----- Stone 12lbs -----
  363. Hide, mammoth 45 sp 13+Dex(2) --- ----- Stone 15lbs -----
  364. Hide, dinosaur 6 gp 14+Dex(2) --- ----- Stone 18lbs -----
  365. Hide, tanned 5 gp 12+Dex(2) --- ----- Bronze 12lbs -----
  366. Hide, cured 10 gp 12+Dex(2) --- ----- Steel 12lbs -----
  367. Chain Shirt 50 gp 13+Dex(2) --- ----- Steel 20lbs -----
  368. Mail, scale 50 gp 14+Dex(2) --- Disadvantage Steel 45lbs -----
  369. Breastplate, bronze 200 gp 14+Dex(2) --- Disadvantage Bronze 35lbs -----
  370. Breastplate 400 gp 14+Dex(2) --- ----- Steel 20lbs -----
  371. Mail, half plate 750 gp 15+Dex(2) --- Disadvantage Steel 40lbs -----
  372. Jacket, flak 1250 cr 14+Dex(2) --- ----- Gunpowder 25lbs -----
  373. Armor, tactical 2500 cr 14+Dex(3) --- ----- Gunpowder 35lbs -----
  374. Armor, improved tactical 7500 cr 14+Dex(3) --- ----- Kinetic 25lbs -----
  375. Armor, combat 30000 cr 16+Dex(2) --- Disadvantage Energy 45lbs -----
  376. Armor, improved combat 45000 cr 16+Dex(2) --- Disadvantage Plasma 35lbs -----
  377. Armor, hardened combat 240000 cr 17+Dex(2) --- Disadvantage Antimatter 40lbs -----
  378.  
  379. Heavy Armor
  380. Name Cost AC Str. Stealth Tech Weight Properties
  381. Mail, ring 30 gp 14 --- Disadvantage Steel 40lbs -----
  382. Mail, crude chain 375 sp 16 13 Disadvantage Iron 50lbs -----
  383. Mail, chain 75 gp 16 13 Disadvantage Steel 55lbs -----
  384. Armor, bronze paonoply 50 gp 15 14 Disadvantage Copper 60lbs -----
  385. Lorica Segmentata 100 gp 17 15 Disadvantage Bronze 45lbs -----
  386. Mail, splint 200 gp 17 15 Disadvantage Steel 60lbs -----
  387. Mail, full plate 1500 gp 18 15 Disadvantage Steel 65lbs -----
  388. Armor, combined tactical 3750 cr 17 13 Disadvantage Gunpowder 45lbs -----
  389. Armor, imp. combined tactical 11250 cr 17 --- Disadvantage Kinetic 40lbs -----
  390. Armor, heavy combat 45000 cr 18 14 Disadvantage Energy 50lbs -----
  391. Armor, improved heavy combat 67500 cr 18 13 Disadvantage Plasma 45lbs -----
  392. Armor, neutronium plate 360000 cr 19 15 Disadvantage Antimatter 75lbs -----
  393.  
  394. Shields
  395. Name Cost AC Str. Stealth Tech Weight Properties
  396. Shield 10 gp +2 --- ----- Copper-Steel 6lbs -----
  397. Shield, tower 50 gp +4 --- Disadvantage Copper-Steel 18lbs -----
  398. Shield, light ballistic 250 cr +2 --- ----- Gunpowder 6lbs -----
  399. Shield, ballistic 375 cr +3 --- ----- Gunpowder 9lbs -----
  400. Shield, crude deflector 1500 cr +2 --- ----- Kinetic 3lbs Battery 10, Special
  401. Shield, crude hand deflector 1800 cr +3 --- ----- Kinetic 3lbs Battery 10
  402. Shield, deflector 3000 cr +2 --- ----- Energy 2lbs Battery 20, Special
  403. Shield, hand deflector 4200 cr +3 --- ----- Energy 2lbs Battery 20
  404. Shield, plasma deflector 4500 cr +2 --- ----- Plasma 1lb Battery 30, Special
  405. Shield, hand plasma deflector 6750 cr +3 --- ----- Plasma 1lb Battery 30
  406. Shield, imp. plasma deflector 24000 cr +3 --- ----- Antimatter 1lb Battery 50, Special
  407.  
  408. Barriers
  409. Name Cost HP Recharge Protection Tech Weight Properties
  410. Barrier, ablative energy 6750 cr 50 5/rd Energy Energy 1.5lbs Battery 5, Special
  411. Barrier, ablative force 7000 cr 50 1/rd Phys+Force Energy 1.5lbs Battery 5, Special
  412. Barrier, ablative plasma 10125 cr 100 10/rd Energy Plasma 1.5lbs Battery 10, Special
  413. Barrier, imp. ablative force 12500 cr 100 2/rd Phys+Force Plasma 1.5lbs Battery 10, Special
  414. Barrier, super ablative plasma 54000 cr 200 20/rd Energy Antimatter 1.5lbs Battery 20, Special
  415. Barrier, super ablative force 60000 cr 200 10/rd Phys+Force Antimatter 1.5lbs Battery 20, Special
  416.  
  417. Barriers: Barriers are a form of energy shield designed to absorb and blunt incoming attacks with overwhelming force, however their shields are only effective against certain types of damage. Barriers with energy protection are effective against Fire, Cold, Lightning, Force, Thunder, Radiant and Necrotic damage types, while barriers with Physical protection are effective against Bludgeoning, Piercing, Slashing and Acid damage types. When a combatant with an active barrier is struck with an attack that has the damage types protected against, the damage is absorbed by the barrier, reducing its HP instead. The barrier regenerates a number of HP per round equal to its Recharge rating. If the barrier runs out of charges, or HP, the barrier field collapses and no longer provides its protection. In the case of lacking charges, the barrier loses all remaining HP, reducing it to zero. The barrier passively recharges itself according to its Recharge rating out of combat, even when deactivated and not consuming charges, up to its full normal HP amount. The barrier must have charges remaining to be able to recharge itself, but it does not consume charges while deactivated. Active barriers do not suffer additional damage from weapons with the Siege property; there is nothing physical for them to destroy.
  418.  
  419. Descriptions:
  420. Shield: From crudely made boards tacked together with nails and leather straps to large plates of metal worn on one arm, a shield is an incredibly effective defensive tool capable of protecting the wielder from harm. While there have been many different shapes, sizes and designs over the years, they all serve the same purpose and have fairly equivalent effectiveness.
  421. Shield, tower: This is a massive wall of planks, sometimes covered in a metal skin, and often given a slot for which someone can see through the shield from behind. These shields are very effective at protecting the user from whatever may try to hurt them.
  422. Shield, ballistic: These are polymer and metal shields that are typically used by riot police to protect themselves from things an angry mob might throw at them. Light ballistic shields typically take a round form about the size of the user's torso, while full ballistic shields are more akin to the tower shields of old.
  423. Shield, deflector: With the advent of field manipulation technology, these small devices worn on the belt are capable of projecting a semisolid bubble of energy capable of protecting someone from incoming attacks from all angles. Some styles project a field at all times, others create momentary barriers against incoming intrusive vectors. Whatever the style, they reall equally effective. These types of shield do not require the use of a hand, but require a bonus action to activate them in combat. The batteryd rains at the rate of one charge per round, or one charge per six seconds out-of-combat.
  424. Shield, hand deflector: These devices are more like traditional shields of antiquity. A larger projector worn on the hand and forearm creates a much more dense field, making it more effective but less versatile than a belt-mounted deflector shield.
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