Core Rulebook
Species
Androids are ageless biomechanical constructs with an integrated soul; although logical and resilient, they have difficulty understanding and expressing emotion. |
Dwarves are stocky, slow, and skilled with stone; they’re stubbornly fixated on preserving their ancient crafts, culture, laws, and enmities. |
Elves are long-lived isolationists with keen senses; they have an innate understanding of magic and deep bond with nature. |
Small and spindly fey exiles, gnomes are curious and crave new experiences; drastic coloration and personality differences exist between subspecies. |
Possessed of elven and human heritage, half-elves are adaptable social chameleons with slightly pointed ears. |
Descended from humans and orcs, half-orcs are intimidating, green-skinned survivors who remain tenacious despite generations of adversity, prejudice, and oppression. |
Halflings are lucky, small-statured optimists who possess quick reflexes, exceptional body control, boundless confidence, and a love of community. |
Humans are driven by ambition and curiosity to create, discover, excel, explore, and possess. Adaptable and determined, they’re ubiquitous. |
Kasathas are four-armed traditionalists with elongated craniums; they value history, stability, and follow complex societal customs, including covering their mouths. |
Lashuntas are dimorphic antennaed telepaths with minor psychic powers and undeniable charisma; they have a love of learning and strive for excellence. |
Shirrens are insectile telepaths whose species diverged from a predatory hive mind; they’re addicted to individualism and dedicated to spreading freedom, peace, and community. |
Vesk are muscular reptilians from a militaristic empire; they are fearless, honorable, and proud and value might and combat prowess. |
Ysoki are scrappy ratlike survivors with expandable cheek pouches who are tech- savvy, street-smart, and fiercely loyal to friends and family. |
Themes
You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot. |
You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along — for the right price. |
Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight. |
Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy. |
Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down — or until you’re dragged off to prison. |
You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on. |
You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there. |
Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot! |
If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care. |
The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens await. |
Classes
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords. |
You are a master of machines, from advanced supercomputers to simple magnetic engines. Understanding how these devices work gives you insight into the world around you, allowing you to make the most of your gear, circumvent hardened defenses, and even take over remote systems. Your programming skill also gives you the ability to create a powerful ally, in the form of either an implanted artificial intelligence or a robotic drone, which can assist you with a variety of tasks. If there’s a computer or machine that needs to be fixed, bypassed, or destroyed, you’re the first on the scene. Whether you’re a skilled scientist, a starship engineer, or a battlefield technician, you’re no stranger to combat—but you find it much more reasonable to have your AI or drone do the fighting for you. |
You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will. |
You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters. |
The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation. |
Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing Tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends. |
To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms. |
Spells
Create controlled undead creatures out of target corpses. | |
Invisible floating eye moves 30 feet per round and sends you visual information. | |
Magical sources become visible to you. | |
Deal 10d6 electricity damage in a 120-foot line. | |
Learn whether an action will be good or bad. | |
Create a temporary robot from random junk, turning it into a deadly combatant. | |
Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns. | |
Free creatures from curses, enchantments, and transmutations. | |
Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage. | |
Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds. | |
Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round. | |
Make one creature believe it is your ally or one day per level. | |
Make one humanoid creature believe that it is your ally. | |
Hear or see at a distance for 1 minute per level. | |
One creature obeys a select command for 1 round. | |
Undead creature obeys your commands. | |
One creature per level obeys select command for 1 round per level. | |
Learn about terrain for 1 mile per level. | |
You understand all spoken, signed, and written or tactile languages. | |
Targets behave randomly for 1 round per level. | |
One living creature is confused for 1 round. | |
Ask questions of extraplanar entity. | |
Alter gravity in an area. | |
Command technological constructs within range telepathically. | |
Undead creatures follow your commands and don’t attack you. | |
Cloud deals 4d8 acid damage per round, plus 10 additional damage. | |
Whirlwind deals 4d6 damage and knocks creatures prone. | |
Create a single object made of vegetable or mineral matter. | |
Deal 18d8 damage to living creature’s head. | |
Create and direct up to four lights. | |
Grant ability to see 60 feet in total darkness. | |
one humanoid creature of CR 3 or lower | |
Target living creature of CR 5 or lower is dazed. | |
Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels. | |
Put a number of creatures whose CRs total 8 or less to sleep. | |
Turn nonhostile technological construct against your foes. | |
Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. | |
Detect spells and magic items within 60 feet. | |
Detect radiation within 120 feet. | |
Detect technological items with charges or that replenish charges within 60 feet. | |
"Listen" to surface thoughts. | |
Teleport a short distance. | |
Reveal deliberate falsehoods. | |
Disrupts or depowers one target technological item or construct. | |
Disrupts or depowers multiple technological items or constructs. | |
Change your appearance. | |
Ray reduces one creature or object to dust. | |
Force a creature to return to its native plane. | |
Cancel one magical spell or effect. | |
Cancel multiple spells or effects. | |
Attacks miss target 50% of the time. | |
Gain useful advice for specific proposed actions. | |
Control humanoid telepathically. | |
Ray deals 1d3 acid, cold, electricity, or fire damage. | |
Ray imposes 2 negative levels. | |
Targets can’t attack or be attacked, but can exist comfortably. | |
Touch decays a construct or nonmagical manufactured item once per round per level. | |
Remove writings of either magical or mundane nature. | |
You become ethereal for 1 round per level. | |
Deal 9d6 fire damage to creatures in a 20-foot radius. | |
Touched creature is fatigued. | |
Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds. | |
Target’s Intelligence and Charisma scores drop to 1. | |
Turn a creature into a statue. | |
One creature or object per level falls slowly. | |
Create a fog that obscures vision. | |
Cone deals 2d6 force damage and bull rushes creatures. | |
Create minor illusory sounds. | |
Force a corpse to babble. | |
Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside. | |
Make a 10-ft. square or one object slippery. | |
Remove all harmful conditions affecting a creature. | |
Grant DR 15/— or energy resistance 15 against four energy types. | |
Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks. | |
One creature per level moves and acts faster. | |
You turn a pile of technological junk into a robot that can perform basic healing tasks. | |
Deal 13d8 cold damage to creatures in a cone. | |
Paralyze one creature. | |
Paralyze one humanoid. | |
Hold a door shut. | |
Extract a creature’s memory and replay it as a hologram. | |
Create a silent hologram of your design. | |
Create a large hologram that depicts terrain and structures. | |
Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage. | |
Gain a +10 bonus to identify items of a magic or technological nature. | |
Embed one piece of data per level in a target computer or system. | |
Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target. | |
Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level. | |
Touch deals 4d8 damage to target and causes the confused condition. | |
Inflict technological construct with disease. | |
Teleport between planets. | |
Target is invisible for 1 minute per level or until it attacks. | |
Target is invisible for 1 round per level, even if it attacks. | |
Flood area with dangerous radiation. | |
Touch deals 4d6 electricity damage. | |
Target gains low-light vision and a +2 bonus to Perception checks. | |
Opens a locked or magically sealed door. | |
Remove one minor harmful condition affecting a creature. | |
Grant DR 5/— or energy resistance 5 against two energy types. | |
Dispel magical ability penalty or cure 1d4 ability damage. | |
Encase targeted creatures with a shell of tolerable atmosphere. | |
Target computer deals 6d6 energy damage to the first creature that tries and fails to use it. | |
Two missiles deal 1d4+1 force damage. | |
Restore 5d6 Hit Points to an object or construct. | |
Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell. | |
Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level. | |
Restore 1d4 Hit Points to an object or construct. | |
Cloud of tiny robots harasses creatures within it. | |
Instantly and telepathically communicate information to a creature. | |
Potentially access a target creature’s memories and its knowledge. | |
Mentally deal 2d10 damage to one target. | |
Alter reality to better suit you. | |
Create decoy duplicates of yourself. | |
Make yourself invisible and create an illusory double of your likeness. | |
Change 5 minutes of target’s memories. | |
Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature. | |
Hide target from divination and surveillance. | |
Deal 2d8 fire damage to creatures in cone. | |
Target creature has a 50% chance to lose each action. | |
Create a passage through most walls. | |
Seal an area against all planar travel into or within it. | |
Trap an extraplanar creature until it performs a task. | |
As many as eight creatures travel to another plane you choose. | |
Prevent anyone from viewing or scrying an area for 24 hours. | |
Reroll one attack roll, save, or check. | |
Twenty floating eyes scout for you. | |
Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. | |
Telekinetically move an object of 1 bulk or less. | |
Concentrate to immobilize target and deal 3d8 damage per round. | |
Restore life to a creature that died no more than 1 day per level ago. | |
Construct or weapon regains 2d8 Hit Points per round for 1 minute. | |
Ray makes target exhausted. | |
Replenish charges in a battery or item capable of holding charges. | |
Sheath of mystical force can reflect damage back on foe. | |
Grow back target’s severed limbs, restore 12d8 Hit Points, and remove
exhaustion and fatigue. | |
Bring a target dead creature back to life in a random body. | |
Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature. | |
Remove one moderate harmful condition affecting a creature. | |
Remove ongoing radiation effects from a creature or object. | |
Force globe protects but traps one target. | |
Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types. | |
Grant DR 10/ or energy resistance 10 to three energy types. | |
Restores ability score drain and negative levels. | |
Gain psychic impressions of past events in a certain location. | |
Turn target partially into a robot, dealing 3d6 damage per round and reducing speed. | |
Deal 3d6 damage per round and reducing targetss’ speed during that time. | |
Magically lock a portal, a container, or a security system. | |
See invisible creatures or objects. | |
Step into a shadowy realm to travel to a destination rapidly. | |
Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area. | |
Target understands chosen languages. | |
You take half of the target’s Hit Point damage. | |
One creature per level moves and acts slower. | |
Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs. | |
Calm a target hostile technological construct. | |
Corpse answers up to six questions. | |
Grant ability to walk on walls and ceilings. | |
Cause a dying creature to stabilize. | |
Monitor condition and position of allies. | |
You convince yourself one creature or object is an illusion. | |
Compel a target to follow stated course of action. | |
Compel one target per level to follow stated course of action. | |
Touched weapon deals extra damage. | |
Deal 2d10 damage per round to freestanding structure. | |
Target takes 18d8 damage and is staggered for 1 minute. | |
Stun all creatures within 20 feet for 1 round. | |
Stun all creatures within 20 feet for 1d4 rounds. | |
Move an object, attack creatures, or hurl objects or creatures with your mind. | |
Telekinetically hurl an object, dealing 1d6 damage to the target and object. | |
Link allows allies to communicate. | |
Use your telepathic bond with a creature to teleport to its location. | |
Send a short telepathic message and hear simple telepathic replies. | |
Communicate mentally with any creatures within 100 feet. | |
Instantly teleport as far as 2,000 miles. | |
Alter terrain and climate. | |
Perform simple magical effects. | |
Target can speak and understand any language. | |
Move charges from one power source to another source of the same type. | |
Target can see things as they really are. | |
Invisible force obeys your commands. | |
Charm a target into protecting you during combat. | |
Change appearance of a group of creatures. | |
Answer a question about a person, place, or object. | |
Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage. | |
Invisible wall is difficult to destroy. | |
Wall has 45 Hit Points per inch of thickness and hardness 15. | |
Several targets become fatigued. | |
Alter reality to better suit you. | |
Create wisp of energy that shines light and distracts an enemy. | |
Creatures within range can’t lie. |
Archetypes
Feats
Prerequisite | |
---|---|
You can adjust your fighting style to match specific conditions during combat. | 3 or more combat feats |
You know how to use advanced melee weapons. | Proficiency in basic melee weapons. |
You can move, cast a spell, and move again before foes react. | Key ability score 15, Dex 15, Mobility, caster level 4th |
You can create sudden distractions with technological devices. | Computers 3 ranks, Intimidate 3 ranks |
You know how to make foes extremely angry with you. | Diplomacy 5 ranks, Intimidate 5 ranks |
You are adept at creating quick, temporary cover. | Engineering 1 rank. |
You know how to use basic melee weapons. | - |
You are skilled at attacking opponents you can’t clearly see. | - |
You can attempt to ward off attacks that target nearby allies. | - |
You can strike two adjacent foes with a single swing. | Str 13, base attack bonus +1 |
You can climb as well as a monkey or a spider. | Athletics 5 ranks. |
You leave fewer openings when casting a spell. | Ability to cast 2nd-level spells. |
You gain a hint of mystic power. | Wis 15, character level 5th, no levels in mystic. |
You can maneuver a foe to be in the direct line of an ally’s fire. | Base attack bonus +1 |
Your can strike your enemies’ weak points and deal more damage. | Base attack bonus +1. |
You can use your melee weapon to deflect attacks. | Base attack bonus +8. |
You are especially hard to kill. Your wounds quickly stabilize when you’re grievously wounded. | - |
You know how to dive out of the area of an effect. | Base Reflex save bonus +2. |
You can draw attention to yourself, allowing your allies to slip away. | - |
You are skilled at bringing your opponent down with you when you are knocked prone. | - |
You have trained your body to resist a particular type of damage. | Base attack bonus +4 |
Your resolve is stronger than most. | Character level 5th. |
You remain accurate at longer ranges. | Base attack bonus +1. |
You can baffle a foe with chatter to disguise the start of battle. | Bluff 5 ranks. |
You are faster than most. | - |
You use your numerous limbs to lay down a hail of fire. | Base attack bonus +1, four or more arms. |
You can strike many adjacent foes with a single blow. | Str 13, Cleave, base attack bonus +4. |
You are resistant to diseases, poisons, and other maladies. | - |
You are skilled at fooling your opponents in combat. | Improved Feint, base attack bonus +6. |
Your spells break through spell resistance much more easily than most. | Spell Penetration. |
You know how to use grenades. | - |
You can use your healing channel to harm undead. | Healing channel connection power, mystic level 1st. |
You know how to use heavy armor. | Str 13, proficiency in light armor. |
You know how to use heavy weapons. | Str 13, proficiency in small arms and longarms. |
You are particularly skilled with a specific combat maneuver. | Base attack bonus +1 |
Attacks with your chosen weapon are harder to shake off. | Base attack bonus +8. |
You are skilled at fooling your opponents in combat. | - |
You are more resistant to diseases, poisons, and dangers. | Great Fortitude, character level 5th. |
Your quick reflexes allow you to react rapidly to danger. | - |
Your clarity of thought allows you to resist mental attacks. | Iron Will, character level 5th. |
You have a knack for avoiding the dangers all around you. | Lightning Reflexes, character level 5th. |
You keep your mobility when sidestepping foes’ melee attacks. | Dex 17, Mobility or trick attack class feature, Sidestep. |
You are particularly skilled at stopping foes in their tracks. | Stand Still. |
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks. | - |
You put yourself in danger’s path to save your allies. | Bodyguard. |
You are more resistant to mental effects. | - |
You are swift of foot and can make enormous leaps. | - |
You can stand up from prone in a hurry. | Acrobatics 1 rank. |
You know how to use light armor. | - |
You have faster reflexes than normal. | - |
You know how to use longarms. | Proficiency in small arms. |
You can strike foes that would normally be out of reach. | Base attack bonus +6. |
You have a significant natural psychic ability. | Cha 15, Minor Psychic Power, Psychic Power, character level 7th. |
You can construct things more quickly than most. | Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. |
You are an expert at medical science and caring for the ill. | Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank. |
You have a minor natural psychic ability. | Cha 11. |
You can easily move past dangerous foes. | Dex 13 |
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks. | - |
Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits | Dimorphic racial trait, character level 9th. |
Your magical power flows into your weapons. | Ability to cast spells. |
You can move across a single obstacle with ease. | Dex 15. |
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack. | - |
You are an expert skirmisher and are able to take a final shot as you retreat. | Dex 15, Mobility, Shot on the Run, base attack bonus +6. |
You know how to angle your attacks so that you penetrate your opponent’s defenses. | Base attack bonus +12. |
You know how to cast spells so that they penetrate your opponent’s defenses. | Ability to cast 4th-level spells. |
You know how to use powered armor. | Str 13, base attack bonus +5, proficiency in light and heavy armor. |
You have a natural psychic ability. | Cha 13, Minor Psychic Power, character level 4th. |
You can activate a foe’s grenade. | Improved Combat Maneuver (disarm). |
You can draw weapons faster than most. | Base attack bonus +1 |
You can use your melee weapon to redirect attacks. | Deflect Projectiles, base attack bonus +16. |
You can move, fire a ranged weapon, and move again before your foes can react. | Dex 15, Mobility, Base attack bonus +4 |
You can reposition yourself after a foe’s missed swing. | Dex 15, Mobility or trick attack class feature. |
You are particularly adept at a certain skill. | - |
You understand how two skills work well together. | - |
You can get the most out of flying technology. | Piloting 5 ranks |
You leave fewer openings when making a ranged attack. | Dex 15, base attack bonus +6. |
You know how to use small arms. | - |
You know how to use sniper weapons. | - |
You know how to use a special weapon. | Proficiency in basic melee weapons or small arms (see above). |
Through careful study, you have developed methods to make your spells harder to resist. | Ability to cast spells, character level 3rd |
Your spells break through spell resistance more easily than those of other spellcasters. | - |
Your mind and body are fortified against magic. | Unable to cast spells or use spell-like abilities |
You can deftly move up to a foe, strike, and withdraw before it can react. | Dex 15, Mobility, Base attack bonus +4 |
You can use covering fire to make it easier for your ally to move. | Base attack bonus +1. |
You can stop foes that try to move past you. | - |
You can close the distance when a foe tries to move away. | Base attack bonus +1. |
When a foe tries to move away, you can follow and make an attack of opportunity. | Dex 13, Step Up, base attack bonus +6. |
You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you. | Base attack bonus +1. |
You can use automatic weapons to create a cone of covering fire or harrying fire. | Base attack bonus +1, proficiency with heavy weapons. |
You can swim as well as a fish. | Athletics 5 ranks |
You dabble with coding in the language of magic. | Intelligence 15, character level 5th, no levels in technomancer |
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. | - |
You can trick foes into firing at an unintended target. | Bluff 5 ranks |
You can be so subtle not even the people you threaten are entirely sure you threatened them. | Cha 15, Intimidate 1 rank |
You draw upon your resolve to quickly change tactics in the heat of battle. | Adaptive Fighting, character level 5th. |
You know how to get full value out of weapon types your class doesn’t normally use. | Weapon Focus |
You know how to get full value out of weapon types your class doesn’t normally use. | Weapon Specialization, character level 3rd. |
You have increased training in a particular weapon type, making it easier to hit your target. | Proficiency with selected weapon type |
You know how to get the full damage out of a weapon type your class doesn’t normally use. | Character level 3rd, proficiency with selected weapon type |
Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Speed Adjustment | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 12,100 | +9 | +10 | 8 | - | - | 0 | L | ||
12 | 30,750 | +12 | +13 | 8 | - | - | 0 | L | ||
7 | 7,250 | +6 | +7 | 7 | - | - | 0 | L | ||
17 | 209,000 | +23 | +27 | 3 | -5 | -10 ft. | 6 | 3 | ||
20 | 932,000 | +25 | +28 | 4 | -4 | -10 ft. | 7 | 3 | ||
12 | 45,200 | +17 | +19 | 3 | -5 | -10 ft. | 5 | 3 | ||
15 | 126,400 | +17 | +19 | 7 | -1 | - | 4 | 1 | ||
3 | 1,220 | +3 | +4 | 4 | -1 | - | 1 | 1 | ||
20 | 825,000 | +21 | +23 | 8 | -1 | - | 6 | 1 | ||
10 | 19,650 | +12 | +14 | 5 | -1 | - | 3 | 1 | ||
7 | 7,350 | +10 | +12 | 2 | -3 | -10 ft. | 5 | 3 | ||
4 | 2,275 | +6 | +8 | 2 | -2 | -5 ft. | 1 | 2 | ||
1 | 110 | +1 | +3 | 2 | -3 | -10 ft. | 3 | 3 | ||
5 | 2,980 | +5 | +6 | 5 | - | - | 1 | L | ||
7 | 6,900 | +8 | +9 | 5 | - | - | 2 | L | ||
9 | 13,300 | +11 | +12 | 6 | - | - | 3 | L | ||
13 | 45,800 | +16 | +17 | 6 | - | - | 4 | L | ||
17 | 244,300 | +20 | +21 | 7 | - | - | 5 | L | ||
19 | 552,000 | +21 | +22 | 8 | - | - | 6 | L | ||
7 | 6,300 | +10 | +13 | 2 | -4 | -10 ft. | 2 | 3 | ||
10 | 16,950 | +15 | +18 | 2 | -4 | -10 ft. | 3 | 3 | ||
3 | 1,220 | +5 | +8 | 1 | -4 | -10 ft. | 1 | 3 | ||
4 | 2,250 | +5 | +5 | 4 | - | - | 1 | L | ||
17 | 285,000 | +18 | +19 | 8 | - | - | 0 | L | ||
14 | 71,300 | +15 | +16 | 8 | - | - | 0 | L | ||
15 | 120,900 | +21 | +22 | 4 | - | - | 5 | 2 | ||
1 | 410 | +0 | +1 | 5 | -1 | - | 2 | 1 | ||
5 | 2,700 | +4 | +5 | 5 | -1 | - | 3 | 1 | ||
7 | 5,500 | +7 | +8 | 5 | -1 | - | 4 | 1 | ||
13 | 49,250 | +15 | +16 | 6 | -1 | - | 6 | 1 | ||
2 | 750 | +2 | +3 | 4 | - | - | 0 | L | ||
6 | 4,720 | +6 | +8 | 5 | - | - | 1 | L | ||
10 | 16,900 | +12 | +13 | 6 | - | - | 3 | L | ||
14 | 60,600 | +17 | +18 | 6 | - | - | 4 | L | ||
18 | 367,650 | +20 | +21 | 8 | - | - | 5 | L | ||
1 | 250 | +2 | +5 | 0 | -3 | -10 ft. | 0 | 3 | ||
3 | 1,610 | +5 | +7 | 2 | -2 | -10 ft. | 1 | 3 | ||
7 | 5,500 | +10 | +12 | 3 | -2 | -5 ft. | 2 | 2 | ||
11 | 24,800 | +15 | +17 | 3 | -3 | -10 ft. | 6 | 3 | ||
14 | 63,750 | +18 | +20 | 4 | -3 | -10 ft. | 7 | 3 | ||
15 | 123,500 | +18 | +18 | 7 | - | - | 4 | L | ||
20 | 928,000 | +22 | +22 | 8 | - | - | 6 | L | ||
12 | 37,500 | +15 | +15 | 6 | - | - | 4 | L | ||
2 | 465 | +3 | +5 | 2 | -2 | -5 ft. | 1 | 2 | ||
9 | 13,100 | +13 | +15 | 3 | - | - | 3 | 2 | ||
2 | 755 | +3 | +6 | 2 | -2 | -5 ft. | 0 | 2 | ||
12 | 42,250 | +17 | +18 | 4 | - | - | 4 | 2 | ||
2 | 460 | +1 | +3 | 3 | -1 | - | 0 | 1 | ||
6 | 3,670 | +6 | +8 | 4 | -1 | - | 1 | 1 | ||
8 | 9,000 | +9 | +11 | 5 | -1 | - | 2 | 1 | ||
11 | 23,800 | +13 | +15 | 5 | -1 | - | 3 | 1 | ||
1 | 415 | +2 | +4 | 2 | -2 | -5 ft. | 0 | 2 | ||
5 | 2,970 | +8 | +10 | 2 | -2 | -5 ft. | 1 | 2 | ||
8 | 8,420 | +12 | +14 | 3 | -2 | -5 ft. | 3 | 2 | ||
11 | 27,100 | +16 | +18 | 4 | -3 | -5 ft. | 4 | 2 | ||
15 | 94,200 | +20 | +22 | 4 | -2 | -5 ft. | 5 | 2 | ||
8 | 8,500 | +9 | +10 | 6 | - | - | 3 | L | ||
4 | 1,950 | +4 | +4 | 5 | - | - | 1 | L | ||
1 | 250 | +1 | +2 | 5 | - | - | 1 | L | ||
16 | 149,500 | +19 | +20 | 7 | - | - | 5 | L | ||
13 | 53,600 | +18 | +20 | 4 | -2 | -5 ft. | 5 | 2 | ||
9 | 14,200 | +14 | +16 | 3 | -2 | -5 ft. | 4 | 2 | ||
5 | 2,600 | +2 | +3 | 6 | - | - | 0 | L | ||
3 | 1,300 | +1 | +2 | 6 | - | - | 0 | L | ||
6 | 4,100 | +4 | +5 | 7 | - | - | 0 | L | ||
1 | 95 | +0 | +1 | 6 | - | - | 0 | L | ||
16 | 145,500 | +21 | +23 | 4 | -3 | -5 ft. | 6 | 2 | ||
15 | 95,200 | +18 | +19 | 6 | - | - | 4 | L | ||
2 | 1,000 | +4 | +6 | 2 | -3 | -10 ft. | 1 | 3 | ||
12 | 39,650 | +16 | +18 | 4 | -2 | -5 ft. | 5 | 2 | ||
16 | 163,400 | +22 | +24 | 4 | -3 | -5 ft. | 6 | 2 | ||
20 | 827,250 | +26 | +27 | 5 | -2 | -5 ft. | 7 | 2 | ||
6 | 3,910 | +9 | +11 | 3 | -2 | -5 ft. | 1 | 2 | ||
8 | 10,250 | +13 | +15 | 2 | -3 | -10 ft. | 3 | 3 | ||
11 | 23,400 | +16 | +18 | 3 | -2 | -5 ft. | 4 | 2 | ||
14 | 71,850 | +19 | +21 | 4 | -2 | -5 ft. | 5 | 2 | ||
18 | 415,800 | +24 | +26 | 4 | -3 | -5 ft. | 7 | 2 | ||
18 | 365,650 | +23 | +24 | 5 | - | - | 4 | 1 | ||
19 | 610,250 | +25 | +26 | 5 | -3 | -5 ft. | 7 | 2 | ||
6 | 4,120 | +7 | +7 | 5 | - | - | 2 | L |
Powered Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Size | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 3,450 | +9 | +12 | 2 | -4 | Medium | 1 | 20 | ||
4 | 2,150 | +0 | +7 | 0 | -10 | Large | 0 | 34 | ||
11 | 27,100 | +12 | +19 | 3 | -5 | Huge | 4 | 40 | ||
15 | 125,500 | +18 | +24 | 4 | -6 | Large | 2 | 43 | ||
10 | 19,500 | +10 | +13 | 5 | -4 | Large | 2 | 28 |
Armor Upgrades
Name | Level | Price | Slots | Armor Type | Capacity | Usage | Bulk | |
---|---|---|---|---|---|---|---|---|
2 | 750 | 1 | Powered | - | - | 1 | ||
4 | 2,100 | 1 | Heavy, Light, Powered, Shield | - | - | 1 | ||
7 | 7,500 | 1 | Heavy, Light, Powered | - | - | 1 | ||
5 | 3,000 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
9 | 13,000 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
12 | 35,000 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
4 | 1,750 | 1 | Heavy, Powered | - | - | 2 | ||
6 | 4,600 | 1 | Heavy, Light, Powered | - | - | 1 | ||
8 | 10,500 | 2 | Heavy, Light, Powered | 10 | 1/round | L | ||
17 | 280,000 | 2 | Heavy, Light, Powered | 40 | 1/round | L | ||
3 | 1,600 | 2 | Heavy, Light, Powered | 10 | 1/round | L | ||
12 | 40,000 | 2 | Heavy, Light, Powered | 20 | 1/round | L | ||
14 | 80,000 | 2 | Heavy, Light, Powered | 20 | 1/round | L | ||
18 | 400,000 | 2 | Heavy, Light, Powered | 40 | 1/round | L | ||
20 | 1,000,000 | 2 | Heavy, Light, Powered | 100 | 1/round | L | ||
6 | 4,550 | 2 | Heavy, Light, Powered | 10 | 1/round | L | ||
16 | 180,000 | 2 | Heavy, Light, Powered | 40 | 1/round | L | ||
10 | 20,000 | 2 | Heavy, Light, Powered | 20 | 1/round | L | ||
9 | 13,100 | 1 | Heavy, Light | 100 | 2/round | 1 | ||
8 | 9,250 | 1 | Heavy, Light | 10 | 1/round | L | ||
1 | 200 | 1 | Heavy, Light, Powered | - | - | L | ||
5 | 3,100 | 1 | Heavy, Light | 40 | 2/round | 1 | ||
2 | 1,000 | 1 | Heavy, Light | 20 | 2/action | L | ||
5 | 2,550 | 1 | Heavy, Light, Powered | - | - | - | ||
6 | 4,325 | 1 | Heavy, Powered | 40 | 1/round | 1 | ||
1 | 325 | 1 | Heavy, Light, Powered, Shield | - | - | L | ||
1 | 200 | 1 | Heavy, Light, Powered | - | - | L | ||
7 | 7,150 | 1 | Heavy, Light, Powered | - | - | L | ||
13 | 47,950 | 1 | Heavy, Light, Shield | 1 | 1 | 1 | ||
18 | 360,000 | 1 | Heavy, Light, Shield | 1 | 1 | 1 | ||
4 | 2,250 | 1 | Heavy, Light, Powered | - | - | - | ||
1 | 150 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
5 | 3,600 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
12 | 36,250 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
15 | 120,000 | 1 | Heavy, Light, Powered, Shield | - | - | - | ||
14 | 75,000 | 1 | Powered | 40 | 1/round | 2 |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 39,200 | 4d8 A & P | 90 ft. | Corrode 4d4 | 2 | 48 Darts | 4 | Analog | ||
7 | 6,900 | 2d8 A & P | 90 ft. | Corrode 2d4 | 1 | 24 Darts | 2 | Analog | ||
2 | 485 | 1d8 A & P | 80 ft. | Corrode 1d4 | 1 | 10 Darts | 1 | Analog | ||
9 | 13,200 | 2d4 E | 30 ft. | - | 1 | 40 Charges | 10 | Blast, Stun, Unwieldy | ||
2 | 750 | 1d4 E | 15 ft. | - | 1 | 20 Charges | 4 | Blast, Stun, Unwieldy | ||
13 | 45,700 | 3d6 E | 50 ft. | Arc 2d6 | L | 40 Charges | 2 | Stun | ||
2 | 750 | 1d6 E | 50 ft. | Arc 2 | L | 20 Charges | 2 | Stun | ||
18 | 365,500 | 3d12 E | 50 ft. | Arc 4d6 | L | 100 Charges | 10 | Stun | ||
11 | 24,500 | 2d12 E | 70 ft. | Arc 2d6 | 2 | 40 Charges | 1 | Stun | ||
6 | 4,200 | 1d12 E | 70 ft. | Arc 1d6 | 2 | 40 Charges | 1 | Stun | ||
16 | 190,300 | 4d12 E | 80 ft. | Arc 4d6 | 2 | 80 Charges | 2 | Stun | ||
19 | 622,000 | 6d12 E | 80 ft. | Arc 6d6 | 2 | 100 Charges | 2 | Stun | ||
9 | 14,300 | 3d8 F | 120 ft. | Burn 1d6 | 3 | 40 Charges | 4 | Penetrating | ||
1 | 425 | 1d10 F | 120 ft. | Burn 1d6 | 3 | 20 Charges | 2 | Penetrating | ||
6 | 4,650 | 2d8 F | 120 ft. | Burn 1d6 | 3 | 40 Charges | 4 | Penetrating | ||
17 | 248,000 | 7d8 F | 150 ft. | Burn 4d6 | 3 | 100 Charges | 5 | Penetrating | ||
13 | 53,800 | 4d8 F | 130 ft. | Burn 2d6 | 3 | 100 Charges | 5 | Penetrating | ||
20 | 722,000 | 9d8 F | 150 ft. | Burn 5d6 | 3 | 100 Charges | 5 | Penetrating | ||
16 | 145,700 | 4d8 F | 120 ft. | Burn 2d8 | 2 | 40 Charges | 1 | Automatic | ||
19 | 543,300 | 6d8 F | 120 ft. | Burn 2d10 | 2 | 40 Charges | 1 | Automatic | ||
10 | 19,400 | 2d8 F | 120 ft. | Burn 1d8 | 2 | 40 Charges | 1 | Automatic | ||
15 | 95,500 | 7d4 F | 60 ft. | Burn 3d4 | 2 | 100 Charges | 10 | Automatic | ||
19 | 548,100 | 12d4 F | 60 ft. | Burn 5d4 | 2 | 100 Charges | 5 | Automatic | ||
11 | 26,900 | 5d4 F | 60 ft. | Burn 2d4 | 2 | 40 Charges | 4 | Automatic | ||
2 | 755 | 1d6 P | 60 ft. | - | 2 | 10 Rounds | 1 | Analog, Automatic | ||
19 | 540,000 | 8d6 B | - | - | L | 20 | 1 | Operative, Powered (capacity 20; usage 1), Thrown (20 ft.) | ||
1 | 90 | 1d4 B | - | - | L | - | - | Analog, Operative, Thrown (20 ft.) | ||
1 | 100 | 1d4 B | - | - | L | - | - | Analog | ||
17 | 214,850 | 5d10 B | - | - | L | 20 | 1 | Powered (capacity 20; usage 1) | ||
13 | 52,500 | 3d10 B | - | - | L | 20 | 1 | Powered (capacity 20; usage 1) | ||
10 | 16,100 | 2d8 B | - | - | L | 20 | 1 | Powered (capacity 20; usage 1) | ||
1 | 255 | 1d6 P | 60 ft. | - | 1 | 1 Drawn | 1 | Quick Reload, Analog | ||
1 | 85 | 1d4 P | 10 ft. | Bleed 1d4 | - | 1 Drawn | - | Quick Reload, Thrown, Analog | ||
0 | 0 | 1d6 B | - | - | L | - | - | Analog, Archaic, Thrown (10 ft.) | ||
10 | 16,500 | 3d8 P | 90 ft. | - | 1 | 12 Rounds | 1 | Analog | ||
11 | 21,900 | 4d10 P | 70 ft. | - | 2 | 12 Arrows | 4 | Unwieldy | ||
8 | 8,250 | 2d10 P | 70 ft. | - | 2 | 4 Arrows | 2 | Unwieldy, Analog | ||
14 | 71,400 | 6d10 P | 60 ft. | - | 2 | 30 Arrows | 6 | Unwieldy | ||
18 | 327,200 | 10d10 P | 60 ft. | - | 2 | 40 Arrows | 8 | Unwieldy | ||
2 | 475 | 1d10 P | 70 ft. | - | 2 | 1 Arrow | 1 | Unwieldy, Analog | ||
6 | 600 | 1d8 C | 20 ft. | - | L | 1 Drawn | - | Explode (1d8 C; staggered 1 round; 10 ft.) | ||
10 | 2,350 | 2d8 C | 20 ft. | - | L | 1 Drawn | - | Explode (2d8 C; staggered 1 round; 15 ft.) | ||
14 | 9,400 | 4d8 C | 20 ft. | - | L | 1 Drawn | - | Explode (4d8 C; staggered 1 round; 20 ft.) | ||
18 | 54,100 | 6d8 C | 20 ft. | - | L | 1 Drawn | - | Explode (6d8 C; staggered 1 round; 20 ft.) | ||
12 | 34,800 | 2d8 C | - | Staggered | 2 | 40 | 2 | Powered (capacity 40; usage 2), Reach | ||
5 | 3,360 | 1d8 C | - | - | 2 | 40 | 2 | Powered (capacity 40; usage 2), Reach | ||
16 | 184,300 | 8d10 S | - | Bleed 5d6 | 2 | 40 | 2 | Powered (capacity 40; usage 2) | ||
4 | 2,230 | 1d10 S | - | Bleed 1d6 | 2 | - | - | Analog | ||
20 | 815,000 | 12d10 S | - | Bleed 6d6 | 2 | 40 | 2 | Powered (capacity 40; usage 2) | ||
10 | 18,100 | 3d10 S | - | Bleed 2d6 | 1 | - | - | Analog | ||
17 | 275,000 | 10d4 S | - | - | L | - | - | Analog, Operative, Thrown (20 ft.) | ||
12 | 32,800 | 4d4 S | - | - | L | - | - | Analog, Operative, Thrown (20 ft.) | ||
14 | 64,400 | 6d4 S | - | - | L | - | - | Analog, Operative, Thrown (20 ft.) | ||
18 | 410,200 | 12d8 S | - | - | 1 | - | - | Analog | ||
13 | 43,900 | 5d8 S | - | - | 1 | - | - | Analog | ||
7 | 5,500 | 2d8 S | - | - | 1 | - | - | Analog | ||
7 | 5,300 | 2d12 P | - | - | 1 | - | - | Analog, Unwieldy | ||
19 | 546,100 | 13d12 P | - | - | 1 | - | - | Analog, Unwieldy | ||
17 | 248,000 | 10d12 P | - | - | 1 | 20 | 1 | Powered (capacity 20; usage 1), Unwieldy | ||
1 | 240 | 1d12 P | - | - | 1 | - | - | Analog, Unwieldy | ||
11 | 24,600 | 4d12 P | - | - | 1 | - | - | Analog, Unwieldy | ||
14 | 71,500 | 7d12 P | - | - | 1 | - | - | Analog, Unwieldy | ||
8 | 9,500 | 2d6 S | - | - | L | 20 | 1 | Powered (capacity 20; usage 1) | ||
18 | 331,200 | 10d6 S | - | - | L | - | - | Analog | ||
15 | 109,250 | 7d6 S | - | - | L | 20 | 1 | Powered (capacity 20; usage 1) | ||
2 | 475 | 1d6 S | - | - | L | - | - | Analog | ||
11 | 26,000 | 3d6 S | - | - | L | - | - | Analog | ||
7 | 5,430 | 1d12 S | - | Bleed 1d8 | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
8 | 8,500 | 2d8 F | - | Wound | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
2 | 750 | 1d8 F | - | Wound | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
13 | 53,200 | 5d8 F | - | Wound | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
19 | 595,000 | 10d8 F | - | Severe Wound | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
2 | 470 | 1d4 F | 20 ft. | Burn 1d4 | L | 20 Petrol | 4 | Line, Unwieldy, Analog | ||
7 | 5,500 | 2d4 F | 20 ft. | Burn 1d4 | L | 20 Petrol | 5 | Line, Unwieldy | ||
11 | 23,000 | 2d8 F | 30 ft. | Burn 1d8 | L | 20 Petrol | 5 | Line, Unwieldy | ||
17 | 220,000 | 3d10 F | 30 ft. | Burn 2d6 | L | 20 Petrol | 5 | Line, Unwieldy | ||
2 | 490 | 1d6 F | 25 ft. | Burn 1d6 | 1 | 20 Petrol | 5 | Line, Unwieldy | ||
15 | 128,000 | 6d6 F | 30 ft. | Burn 6d6 | 2 | 40 Petrol | 10 | Analog, Blast, Unwieldy | ||
12 | 35,100 | 4d6 F | 30 ft. | Burn 4d6 | 2 | 40 Petrol | 8 | Analog, Blast, Unwieldy | ||
2 | 780 | 1d6 F | 15 ft. | Burn 1d6 | 2 | 20 Petrol | 4 | Analog, Blast, Unwieldy | ||
18 | 367,500 | 9d6 F | 30 ft. | Burn 9d6 | 2 | 40 Petrol | 10 | Analog, Blast, Unwieldy | ||
6 | 4,200 | 1d10 F | 30 ft. | Burn 1d8 | 2 | 20 Petrol | 4 | Analog, Blast, Unwieldy | ||
8 | 8,600 | 2d6 F | 30 ft. | Burn 2d6 | 2 | 20 Petrol | 5 | Analog, Blast, Unwieldy | ||
1 | 90 | 1d3 F | 30 ft. | Burn 1d6 | L | 1 Flare | 1 | Analog, Bright | ||
2 | 120 | - | 20 ft. | - | L | 1 Drawn | - | Explode (blinded 1d4 rounds; 5 ft.) | ||
6 | 620 | - | 20 ft. | - | L | 1 Drawn | - | Explode (blinded 1d4 rounds; 10 ft.) | ||
12 | 4,800 | - | 20 ft. | - | L | 1 Drawn | - | Explode (blinded 1d6 rounds; 15 ft.) | ||
16 | 24,300 | - | 20 ft. | - | L | 1 Drawn | - | Explode (blinded 1d8 rounds; 20 ft.) | ||
1 | 35 | 1d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (1d6 P; 15 ft.) | ||
4 | 310 | 2d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (2d6 P; 15 ft.) | ||
8 | 1,260 | 4d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (4d6 P; 15 ft.) | ||
10 | 2,700 | 6d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (6d6 P; 15 ft.) | ||
14 | 8,400 | 10d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (10d6 P; 15 ft.) | ||
16 | 20,500 | 12d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (12d6 P; 15 ft.) | ||
18 | 48,400 | 16d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (16d6 P; 15 ft.) | ||
20 | 132,000 | 20d6 P | 20 ft. | - | L | 1 Drawn | - | Explode (20d6 P; 15 ft.) | ||
18 | 330,300 | 4d6 | - | Severe Wound | - | - | - | - | ||
6 | 3,900 | 1d4 | - | Wound | - | - | - | - | ||
12 | 30,800 | 2d6 | - | Severe Wound | - | - | - | - | ||
9 | 11,500 | 1d6 | - | Severe Wound | - | - | - | - | ||
15 | 94,200 | 3d6 | - | Severe Wound | - | - | - | - | ||
20 | 916,200 | 6d6 | - | Severe Wound | - | - | - | - | ||
17 | 251,000 | 4d6 | - | Knockdown | - | - | - | - | ||
5 | 2,900 | 1d3 | - | Knockdown | - | - | - | - | ||
11 | 24,000 | 2d6 | - | Knockdown | - | - | - | - | ||
8 | 9,200 | 1d6 | - | Knockdown | - | - | - | - | ||
14 | 69,800 | 3d6 | - | Knockdown | - | - | - | - | ||
20 | 727,100 | 6d6 | - | Knockdown | - | - | - | - | ||
13 | 45,700 | 4d10 S | - | Bleed 2d8 | 1 | - | - | Analog | ||
17 | 212,700 | 4d12 B | 80 ft. | Knockdown | L | 8 Mini-rockets | 1 | Analog | ||
20 | 715,800 | 5d12 B | 80 ft. | Knockdown | L | 8 Mini-rockets | 1 | Analog | ||
15 | 91,500 | 3d12 B | 80 ft. | Knockdown | L | 8 Mini-rockets | 1 | Analog | ||
15 | 122,800 | 5d12 B | 120 ft. | Knockdown | 2 | 12 Mini-rockets | 1 | Analog | ||
17 | 245,600 | 6d12 B | 120 ft. | Knockdown | 2 | 12 Mini-rockets | 1 | Analog | ||
20 | 723,500 | 8d12 B | 120 ft. | Knockdown | 2 | 12 Mini-rockets | 1 | Analog | ||
13 | 54,000 | 3d12 B | 100 ft. | Knockdown | 2 | 12 Mini-rockets | 1 | Analog | ||
1 | 95 | 1d6 B | - | - | 1 | - | - | Analog | ||
10 | 16,900 | 4d6 B | - | - | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
19 | 551,000 | 15d6 B | - | - | 1 | 40 | 2 | Powered (capacity 40; usage 2) | ||
16 | 164,500 | 11d6 B | - | - | 1 | - | - | Analog | ||
1 | 240 | 1d8 P | 90 ft. | - | 1 | 6 Rounds | 1 | Analog | ||
10 | 18,200 | - | 80 ft. | - | 2 | 1 Missile | 1 | - | ||
9 | 14,200 | 3d4 B | - | Staggered | L | 20 | 2 | Nonlethal, Operative, Powered (capacity 20; usage 2) | ||
2 | 140 | 1d6 F | 20 ft. | - | L | 1 Drawn | - | Explode (1d6 F; burning 1d4; 5 ft.) | ||
6 | 580 | 2d6 F | 20 ft. | - | L | 1 Drawn | - | Explode (2d6 F; burning 1d6; 10 ft.) | ||
8 | 1,380 | 3d6 F | 20 ft. | - | L | 1 Drawn | - | Explode (3d6 F; burning 1d6; 10 ft.) | ||
12 | 4,300 | 5d6 F | 20 ft. | - | L | 1 Drawn | - | Explode (5d6 F; burning 3d6; 15 ft.) | ||
16 | 20,200 | 10d6 F | 20 ft. | - | L | 1 Drawn | - | Explode (10d6 F; burning 5d6; 15 ft.) | ||
18 | 54,300 | 12d6 F | 20 ft. | - | L | 1 Drawn | - | Explode (12d6 F; burning 6d6; 15 ft.) | ||
2 | 490 | 1d4 P | - | Injection DC +2 | L | - | - | Analog, Injection | ||
1 | 95 | 1d4 S | - | - | L | - | - | Analog, Operative, Thrown (20 ft.) | ||
7 | 6,000 | 2d4 S | - | - | L | - | - | Analog, Operative, Thrown (20 ft.) | ||
9 | 14,820 | 3d4 F | 90 ft. | Burn 1d4 | L | 40 Charges | 2 | Boost 1d4 | ||
1 | 350 | 1d4 F | 80 ft. | Burn 1d4 | L | 20 Charges | 1 | - | ||
6 | 4,270 | 2d4 F | 90 ft. | Burn 1d4 | L | 20 Charges | 1 | - | ||
14 | 82,000 | 5d4 F | 90 ft. | Burn 3d4 | L | 80 Charges | 4 | Boost 2d4 | ||
12 | 40,200 | 4d4 F | 90 ft. | Burn 2d4 | L | 40 Charges | 2 | - | ||
17 | 245,200 | 8d4 F | 100 ft. | Burn 4d4 | L | 80 Charges | 4 | - | ||
9 | 14,300 | 3d6 F | 120 ft. | Burn 1d6 | 1 | 40 Charges | 1 | - | ||
1 | 425 | 1d8 F | 120 ft. | Burn 1d6 | 1 | 20 Charges | 1 | - | ||
6 | 4,650 | 2d6 F | 120 ft. | Burn 1d6 | 1 | 40 Charges | 1 | - | ||
17 | 248,000 | 8d6 F | 150 ft. | Burn 4d6 | 1 | 100 Charges | 2 | - | ||
13 | 53,800 | 5d6 F | 130 ft. | Burn 2d6 | 1 | 100 Charges | 2 | - | ||
20 | 722,000 | 11d6 F | 150 ft. | Burn 5d6 | 1 | 100 Charges | 2 | - | ||
20 | 727,300 | 14d8 S | - | - | 1 | - | - | Analog | ||
9 | 12,100 | 2d10 S | - | Bleed 2d6 | 1 | - | - | Analog | ||
17 | 245,200 | 10d8 S | - | - | 1 | - | - | Analog | ||
7 | 8,420 | 2d8 S | - | - | 1 | - | - | Analog | ||
1 | 375 | 1d8 S | - | - | 1 | - | - | Analog | ||
18 | 368,100 | 8d10 S | - | Bleed 6d6 | 1 | - | - | Analog | ||
11 | 26,300 | 4d8 S | - | - | 1 | - | - | Analog | ||
14 | 79,500 | 7d8 S | - | Severe Wound | L | - | - | Analog | ||
17 | 220,300 | 7d10 P | 120 ft. | - | 2 | 100 Rounds | 4 | Analog, Automatic | ||
8 | 8,600 | 2d10 P | 60 ft. | - | 2 | 60 Rounds | 2 | Analog, Automatic | ||
11 | 23,100 | 3d10 P | 60 ft. | - | 2 | 60 Rounds | 2 | Analog, Automatic | ||
4 | 2,060 | 1d10 P | 60 ft. | - | 2 | 40 Rounds | 2 | Analog, Automatic | ||
13 | 53,700 | 4d8 P | 60 ft. | - | 2 | 24 Rounds | 1 | Analog, Automatic | ||
16 | 185,100 | 6d8 P | 120 ft. | - | 2 | 36 Rounds | 1 | Analog, Automatic | ||
19 | 612,600 | 8d8 P | 120 ft. | - | 2 | 48 Rounds | 1 | Analog, Automatic | ||
9 | 11,800 | 2d8 P | 60 ft. | - | 2 | 18 Rounds | 1 | Analog, Automatic | ||
15 | 107,000 | 10d4 S | - | Severe Wound | L | - | - | Analog, Disarm, Reach, Trip | ||
1 | 280 | - | 60 ft. | - | 2 | 6 Grenades | 1 | - | ||
8 | 9,400 | - | 70 ft. | - | 3 | 12 Grenades | 1 | - | ||
1 | 105 | 1d4 P | 30 ft. | Injection DC +2 | L | 6 Darts | 1 | Analog, Injection | ||
1 | 110 | 1d6 P | 60 ft. | Injection DC +2 | 1 | 12 Darts | 1 | Analog, Injection | ||
2 | 460 | - | 10 ft. | - | 1 | 1 Drawn | - | Analog, Entangle, Thrown | ||
16 | 185,300 | 6d6 B | - | Knockdown | L | 20 | 2 | Operative, Powered (capacity 20; usage 2), Stun | ||
17 | 246,200 | 4d6 F | - | Burn 3d6 | - | - | - | - | ||
5 | 2,950 | 1d3 F | - | Burn 1d6 | - | - | - | - | ||
11 | 25,100 | 2d6 F | - | Burn 1d6 | - | - | - | - | ||
8 | 9,300 | 1d6 F | - | Burn 1d6 | - | - | - | - | ||
14 | 71,200 | 3d6 F | - | Burn 2d6 | - | - | - | - | ||
20 | 729,500 | 6d6 F | - | Burn 5d6 | - | - | - | - | ||
9 | 12,200 | 2d8 P | - | Bleed 1d8 | 2 | - | - | Analog, Reach | ||
15 | 95,700 | 7d8 P | - | Bleed 3d8 | 2 | - | - | Analog, Reach | ||
2 | 475 | 1d8 P | - | - | 2 | - | - | Analog, Reach | ||
20 | 950,000 | 8d10 E & F | 100 ft. | Burn 4d8 | 2 | 100 Charges | 10 | Explode (10 ft.), Unwieldy | ||
8 | 8,650 | 2d10 E & F | 100 ft. | Burn 1d8 | 2 | 40 Charges | 5 | Explode (5 ft.), Unwieldy | ||
16 | 189,200 | 6d10 E & F | 100 ft. | Burn 3d8 | 2 | 100 Charges | 5 | Explode (5 ft.), Unwieldy | ||
14 | 62,800 | 4d10 E & F | 100 ft. | Burn 2d8 | 2 | 100 Charges | 5 | Explode (5 ft.), Unwieldy | ||
17 | 275,000 | 5d10 E & F | 80 ft. | Burn 2d10 | 2 | 200 Charges | 10 | Boost 2d10 | ||
13 | 49,100 | 3d10 E & F | 80 ft. | Burn 1d10 | 2 | 100 Charges | 5 | Boost 1d10 | ||
18 | 364,100 | 7d10 E & F | - | Severe Wound | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
6 | 4,650 | 1d10 E & F | - | Severe Wound | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
15 | 126,800 | 5d10 E & F | - | Severe Wound | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
10 | 17,000 | 2d10 E & F | - | Severe Wound | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
19 | 565,000 | 5d8 E & F | 40 ft. | Burn 3d8 | L | 100 Charges | 20 | Line, Unwieldy | ||
7 | 7,200 | 1d8 E & F | 20 ft. | Burn 1d8 | L | 20 Charges | 4 | Line, Unwieldy | ||
15 | 107,500 | 3d8 E & F | 30 ft. | Burn 2d8 | L | 100 Charges | 20 | Line, Unwieldy | ||
12 | 40,300 | 2d8 E & F | 25 ft. | Burn 1d8 | L | 40 Charges | 8 | Line, Unwieldy | ||
20 | 935,000 | 8d10 E & F | 100 ft. | Burn 4d8 | 2 | 100 Charges | 10 | Line, Unwieldy | ||
6 | 4,600 | 1d10 E & F | 40 ft. | Burn 1d4 | 2 | 40 Charges | 4 | Line, Unwieldy | ||
15 | 126,600 | 4d10 E & F | 60 ft. | Burn 2d8 | 2 | 40 Charges | 4 | Line, Unwieldy | ||
10 | 16,800 | 2d10 E & F | 40 ft. | Burn 1d8 | 2 | 40 Charges | 4 | Line, Unwieldy | ||
20 | 920,250 | 10d8 E & F | - | Severe Wound | 1 | 40 | 4 | Powered (capacity 40; usage 4) | ||
13 | 54,300 | 4d8 E & F | - | Severe Wound | 1 | 40 | 4 | Powered (capacity 40; usage 4) | ||
9 | 14,550 | 2d8 E & F | - | Severe Wound | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
18 | 415,600 | 8d8 E & F | - | Severe Wound | 1 | 40 | 4 | Powered (capacity 40; usage 4) | ||
15 | 127,000 | 5d8 E & F | - | Severe Wound | 1 | 40 | 4 | Powered (capacity 40; usage 4) | ||
16 | 148,200 | 10d6 B & So | - | Knockdown | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
12 | 31,300 | 5d6 B & So | - | Knockdown | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
7 | 7,340 | 2d6 B & So | - | Knockdown | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
2 | 475 | 1d6 B & So | - | Knockdown | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
1 | 250 | 1d4 E | 30 ft. | - | L | 20 Charges | 1 | Nonlethal | ||
1 | 100 | 1d6 E | 50 ft. | - | 1 | 20 Charges | 1 | Nonlethal | ||
14 | 73,000 | 6d10 P | 100 ft. | - | 3 | 6 Rounds | 1 | Penetrating | ||
17 | 244,000 | 8d10 P | 100 ft. | - | 3 | 6 Rounds | 1 | Penetrating | ||
10 | 16,750 | 3d10 P | 100 ft. | - | 3 | 6 Rounds | 1 | Penetrating | ||
1 | 250 | 1d10 P | 90 ft. | - | 3 | 6 Rounds | 1 | Penetrating | ||
20 | 810,000 | 12d10 P | 100 ft. | - | 3 | 6 Rounds | 1 | Penetrating | ||
7 | 6,100 | 2d10 P | 90 ft. | - | 3 | 6 Rounds | 1 | Penetrating | ||
18 | 331,000 | 4d12 P | 30 ft. | - | 2 | 12 Shells | 1 | Analog, Blast | ||
12 | 30,400 | 2d12 P | 15 ft. | - | 2 | 12 Shells | 1 | Analog, Blast | ||
8 | 8,300 | 1d12 P | 15 ft. | - | 1 | 8 Shells | 1 | Analog, Blast | ||
1 | 235 | 1d4 P | 15 ft. | - | 1 | 4 Shells | 1 | Analog, Blast | ||
15 | 91,900 | 3d12 P | 30 ft. | - | 2 | 12 Shells | 1 | Analog, Blast | ||
4 | 320 | 1d10 So | 20 ft. | - | L | 1 Drawn | - | Explode (1d10 So; deafened 1d4 minutes; 15 ft.) | ||
8 | 1,340 | 2d10 So | 20 ft. | - | L | 1 Drawn | - | Explode (2d10 So; deafened 1d4 minutes; 20 ft.) | ||
12 | 5,200 | 4d10 So | 20 ft. | - | L | 1 Drawn | - | Explode (4d10 So; deafened 1d4 minutes; 25 ft.) | ||
16 | 20,000 | 7d10 So | 20 ft. | - | L | 1 Drawn | - | Explode (7d10 So; deafened 1d4 minutes; 30 ft.) | ||
15 | 107,500 | 4d10 So | 60 ft. | Deafen | 2 | 100 Charges | 10 | Blast, Unwieldy | ||
9 | 14,000 | 2d10 So | 60 ft. | Deafen | 2 | 80 Charges | 8 | Blast, Unwieldy | ||
5 | 3,350 | 1d10 So | 30 ft. | Deafen | 2 | 40 Charges | 4 | Blast, Unwieldy | ||
14 | 72,300 | 6d8 P | 100 ft. | - | 1 | 18 Rounds | 1 | Analog | ||
17 | 242,500 | 9d8 P | 100 ft. | - | 1 | 18 Rounds | 1 | Analog | ||
20 | 809,200 | 12d8 P | 100 ft. | - | 1 | 24 Rounds | 1 | Analog | ||
7 | 6,030 | 2d8 P | 100 ft. | - | 1 | 8 Rounds | 1 | Analog | ||
7 | 5,500 | 2d6 P | 60 ft. | - | L | 12 Rounds | 1 | Analog | ||
10 | 18,200 | 3d6 P | 60 ft. | - | L | 12 Rounds | 1 | Analog | ||
13 | 45,200 | 4d6 P | 60 ft. | - | L | 16 Rounds | 1 | Analog | ||
1 | 260 | 1d6 P | 30 ft. | - | L | 9 Rounds | 1 | Analog | ||
8 | 9,350 | 2d10 P | 70 ft. | - | 2 | 4 Rounds | 1 | Analog, Sniper (500 ft.), Unwieldy | ||
13 | 54,000 | 4d10 P | 80 ft. | - | 2 | 6 Rounds | 1 | Analog, Sniper (750 ft.), Unwieldy | ||
16 | 147,200 | 6d10 P | 80 ft. | - | 1 | 6 Rounds | 1 | Analog, Sniper (1000 ft.), Unwieldy | ||
2 | 755 | 1d10 P | 70 ft. | - | 1 | 1 Round | 1 | Analog, Sniper (250 ft.), Unwieldy | ||
20 | 740,800 | 10d10 P | 80 ft. | - | 1 | 4 Rounds | 1 | Analog, Sniper (1000 ft.), Unwieldy | ||
10 | 19,100 | 2d12 E | 40 ft. | - | 2 | 40 Charges | 4 | Explode (15 ft.), Unwieldy | ||
6 | 4,620 | 1d12 E | 40 ft. | - | 2 | 40 Charges | 2 | Explode (10 ft.), Unwieldy | ||
16 | 164,800 | 5d12 E | 40 ft. | - | 2 | 100 Charges | 10 | Explode (20 ft.), Unwieldy | ||
20 | 735,000 | 7d12 E | 40 ft. | - | 2 | 100 Charges | 10 | Explode (20 ft.), Unwieldy | ||
1 | 50 | 1d8 E | 20 ft. | - | L | 1 Drawn | - | Explode (1d8 E; 15 ft.) | ||
4 | 290 | 1d12 E | 20 ft. | - | L | 1 Drawn | - | Explode (1d12 E; 15 ft.) | ||
10 | 2,500 | 3d12 E | 20 ft. | - | L | 1 Drawn | - | Explode (3d12 E; 15 ft.) | ||
14 | 10,500 | 6d12 E | 20 ft. | - | L | 1 Drawn | - | Explode (6d12 E; 15 ft.) | ||
20 | 110,000 | 9d12 E | 20 ft. | - | L | 1 Drawn | - | Explode (9d12 E; 15 ft.) | ||
11 | 23,000 | 2d12 E | - | Arc 2d4 | 1 | 20 | 2 | Powered (capacity 20; usage 2), Stun | ||
8 | 9,150 | 1d12 E | - | Arc 1d4 | 1 | 20 | 2 | Powered (capacity 20; usage 2), Stun | ||
16 | 80,200 | 3d12 E | - | Arc 3d4 | 1 | 40 | 2 | Powered (capacity 40; usage 2), Stun | ||
19 | 545,000 | 6d12 E | - | Arc 6d4 | 1 | 40 | 2 | Powered (capacity 40; usage 2), Stun | ||
17 | 246,000 | 7d8 F | - | Burn 4d12 | 1 | 20 | 1 | Powered (capacity 20; usage 1) | ||
7 | 6,120 | 2d4 F | - | Burn 1d8 | 1 | 20 | 2 | Powered (capacity 20; usage 2) | ||
1 | 40 | - | 20 ft. | - | L | 1 Drawn | - | Explode (smoke cloud 1 minute; 20 ft.) | ||
16 | 191,000 | 4d8 So | 40 ft. | Deafen | L | 80 Charges | 8 | Boost 1d10 | ||
14 | 71,300 | 3d8 So | 40 ft. | Deafen | L | 60 Charges | 6 | - | ||
11 | 26,200 | 2d8 So | 40 ft. | Deafen | L | 40 Charges | 4 | Boost 1d6 | ||
4 | 2,300 | 1d8 So | 40 ft. | Deafen | L | 20 Charges | 2 | - | ||
18 | 364,500 | 6d10 So | 50 ft. | Deafen | 2 | 100 Charges | 5 | - | ||
14 | 80,200 | 4d10 So | 50 ft. | Deafen | 2 | 80 Charges | 4 | - | ||
10 | 17,000 | 2d10 So | 50 ft. | Deafen | 2 | 40 Charges | 2 | - | ||
5 | 3,400 | 1d10 So | 50 ft. | Deafen | 1 | 40 Charges | 2 | - | ||
11 | 22,650 | 3d6 P | - | - | 1 | 40 | 2 | Block, Powered (capacity 40; usage 2), Thrown (20 ft.) | ||
19 | 552,000 | 12d6 P | - | - | 1 | 40 | 2 | Block, Powered (capacity 40; usage 2), Thrown (20 ft.) | ||
8 | 10,000 | 2d6 P | - | - | 1 | - | - | Analog, Block, Thrown (20 ft.) | ||
1 | 375 | 1d6 P | - | - | 1 | - | - | Analog, Block, Thrown (20 ft.) | ||
15 | 107,350 | 7d6 P | - | - | 1 | - | - | Analog, Block, Thrown (20 ft.) | ||
1 | 80 | 1d4 B | - | Knockdown | 1 | - | - | Analog, Block | ||
7 | 6,150 | 1d8 B | - | Knockdown | 1 | - | - | Analog, Block | ||
18 | 320,800 | 8d8 B | - | Knockdown | 1 | - | - | Analog, Block | ||
13 | 45,200 | 3d8 B | - | Knockdown | 1 | 20 | 1 | Block, Powered (capacity 20; usage 1), Stun | ||
7 | 6,320 | 1d10 B | - | - | 1 | 20 | 1 | Block, Powered (capacity 20; usage 1), Stun | ||
12 | 40,400 | 4d8 F & P | - | - | L | 20 | 1 | Powered (capacity 20; usage 1), Thrown (30 ft.) | ||
19 | 602,200 | 8d12 P | - | - | L | - | - | Analog, Thrown (80 ft.) | ||
16 | 183,400 | 8d8 F & P | - | - | L | 20 | 2 | Powered (capacity 20; usage 2), Thrown (50 ft.) | ||
8 | 9,810 | 4d4 P | - | - | L | - | - | Analog, Thrown (50 ft.) | ||
1 | 110 | 1d4 P | - | - | L | - | - | Analog, Thrown (20 ft.) | ||
15 | 122,800 | 4d12 P | 30 ft. | Wound | 2 | 32 Shells | 8 | Blast | ||
10 | 19,200 | 2d12 P | 30 ft. | Wound | 2 | 18 Shells | 6 | Blast | ||
1 | 80 | - | 20 ft. | - | L | 1 Drawn | - | Explode (entangled 2d4 rounds; 10 ft.) | ||
4 | 300 | - | 20 ft. | - | L | 1 Drawn | - | Explode (entangled 2d4 rounds; 15 ft.) | ||
10 | 2,500 | - | 20 ft. | - | L | 1 Drawn | - | Explode (entangled 2d4 rounds; 20 ft.) | ||
16 | 195,000 | 5d10 So | 50 ft. | Knockdown | 2 | 40 Charges | 4 | Boost 1d10 | ||
12 | 39,300 | 3d10 So | 50 ft. | Knockdown | 2 | 40 Charges | 5 | Boost 1d8 | ||
7 | 7,150 | 1d10 So | 50 ft. | Knockdown | 2 | 40 Charges | 5 | Boost 1d6 | ||
9 | 14,300 | 3d10 B | - | Knockdown | 2 | - | - | Analog, Reach, Unwieldy | ||
13 | 44,100 | 5d10 B | - | Knockdown | 2 | 40 | 4 | Powered (capacity 40; usage 4), Reach, Unwieldy | ||
17 | 273,000 | 10d10 B | - | Knockdown | 2 | - | - | Analog, Reach, Unwieldy | ||
20 | 905,700 | 14d10 B & F | - | Knockdown | 2 | 40 | 4 | Powered (capacity 40; usage 4), Reach, Unwieldy | ||
5 | 3,360 | 1d10 B | - | Knockdown | 2 | - | - | Analog, Reach, Unwieldy | ||
11 | 24,800 | 5d4 S | - | - | L | 20 | 2 | Disarm, Powered (capacity 20; usage 2), Reach, Stun, Trip | ||
1 | 240 | 1d4 S | - | - | L | - | - | Analog, Disarm, Nonlethal, Reach, Trip | ||
17 | 274,100 | 4d6 | - | Bleed 4d6 | - | - | - | - | ||
5 | 3,050 | 1d4 | - | Bleed 1d6 | - | - | - | - | ||
11 | 26,200 | 2d6 | - | Bleed 2d6 | - | - | - | - | ||
8 | 9,800 | 1d6 | - | Bleed 2d6 | - | - | - | - | ||
14 | 81,300 | 3d6 | - | Bleed 3d6 | - | - | - | - | ||
20 | 806,000 | 6d6 | - | Bleed 6d6 | - | - | - | - | ||
9 | 13,100 | 2d12 P | 120 ft. | - | 2 | 100 Rounds | 2 | Automatic | ||
13 | 53,700 | 4d12 P | 120 ft. | - | 2 | 100 Rounds | 2 | Automatic | ||
20 | 826,000 | 9d12 P | 120 ft. | - | 2 | 100 Rounds | 2 | Automatic | ||
6 | 4,240 | 1d12 P | 120 ft. | - | 2 | 80 Rounds | 2 | Automatic | ||
14 | 81,400 | 5d8 C | 60 ft. | Staggered | 2 | 100 Charges | 5 | Line, Unwieldy | ||
18 | 412,800 | 8d8 C | 80 ft. | Staggered | 2 | 100 Charges | 5 | Line, Unwieldy | ||
11 | 23,000 | 3d8 C | 60 ft. | Staggered | 2 | 80 Charges | 4 | Line, Unwieldy | ||
19 | 492,900 | 6d6 C | 60 ft. | Staggered | L | 80 Charges | 4 | - | ||
15 | 94,500 | 4d6 C | 60 ft. | Staggered | L | 40 Charges | 2 | - | ||
5 | 3,060 | 1d6 C | 60 ft. | Staggered | L | 20 Charges | 1 | - | ||
10 | 16,900 | 2d6 C | 60 ft. | Staggered | L | 40 Charges | 2 | - | ||
18 | 410,200 | 7d8 C | 60 ft. | Staggered | 2 | 100 Charges | 5 | - | ||
14 | 79,800 | 4d8 C | 60 ft. | Staggered | 2 | 80 Charges | 4 | - | ||
4 | 2,330 | 1d8 C | 60 ft. | Staggered | 1 | 40 Charges | 2 | - | ||
8 | 10,100 | 2d8 C | 60 ft. | Staggered | 2 | 40 Charges | 2 | - |
Ammunition
Name | Level | Price | Capacity | Special | Bulk | |
---|---|---|---|---|---|---|
1 | 50 | 20 | - | L | ||
4 | 330 | 40 | - | - | ||
1 | 60 | 20 | - | - | ||
4 | 390 | 80 | - | - | ||
5 | 445 | 100 | - | L | ||
1 | 20 | 25 | - | L | ||
1 | 5 | 1 | - | - | ||
6 | 875 | 1 | As any 1st-level grenade | - | ||
10 | 5,450 | 1 | As any 5th-level or lower grenade | - | ||
15 | 32,050 | 1 | As any 10th-level or lower grenade | - | ||
20 | 245,000 | 1 | As any 15th-level or lower grenade | - | ||
4 | 300 | 10 | - | L | ||
13 | 14,600 | 1 | 13d8 B & F | 1 | ||
10 | 5,700 | 1 | Explode (6d8 B & P; 30 ft.) | 1 | ||
3 | 280 | 40 | - | 2 | ||
1 | 60 | 20 | - | 1 | ||
2 | 90 | 20 | - | L | ||
1 | 75 | 25 | - | L | ||
1 | 40 | 30 | - | L | ||
1 | 55 | 25 | - | L |
Weapon Fusions
Name | Level | Description | |
---|---|---|---|
2 | The anarchic fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. The anarchic fusion can’t be added to weapons that have the axiomatic fusion. | ||
1 | A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally. | ||
2 | The axiomatic fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses DR/lawful and ignores the energy resistance of chaotic dragons and chaotic outsiders. The axiomatic fusion can’t be added to weapons that have the anarchic fusion. | ||
5 | The bane fusion enhances the power of critical hits against certain foes. Against a designated foe, the bane weapon gains the stunned critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed. | ||
2 | The blasting fusion allows a weapon to make a single attack as a blast once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the blasting fusion. | ||
5 | The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect. The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion. | ||
2 | With the burst fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. The weapon gains the arc critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the burst fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a burst fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added. | ||
1 | A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function. | ||
9 | The corrosive fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the corrosive fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the corrosive fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC. | ||
3 | With the deafening fusion, a weapon releases a blast of low-frequency sonic energy on impact. The weapon gains the deafen critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a deafening fusion. | ||
1 | A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1). | ||
5 | You can apply the devastating fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the devastating fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect). | ||
3 | A weapon with the dispelling fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy for it to gain this critical hit effect. If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted dispel magic, as the spell, using the weapon’s item level as the dispel check’s caster level. | ||
3 | The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion. | ||
1 | The durable fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. When determining a weapon’s hardness, Hit Points, and saving throws, treat its item level as being 5 higher. | ||
2 | A weapon with the entangling fusion gains the entangle weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an entangle attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the entangle condition. The entangle effect ends after 1d4 rounds if the target has not already escaped it. Only weapons that do bludgeoning, piercing, slashing, or cold damage can benefit from this fusion. | ||
5 | The flaming fusion imbues a weapon with the fiery power of a star. Half the weapon’s damage type is replaced with fire damage. You can activate or deactivate the flaming fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the flaming fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC. | ||
5 | The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the frost fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the frost fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC. | ||
5 | Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon. | ||
1 | As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute. | ||
2 | A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion. | ||
1 | A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property, and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally. | ||
1 | The illuminating fusion causes a weapon to gain the bright weapon special property. You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action). | ||
6 | With the knockdown fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion. | ||
2 | A weapon with the merciful fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the merciful fusion as a swift action. | ||
1 | A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours. | ||
1 | You can add this fusion only to a weapon that has the thrown weapon special property. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it. | ||
3 | The seeking fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment). | ||
5 | The shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage. You can activate or deactivate the shock fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the shock fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC. | ||
2 | A weapon with the spellthrower fusion is able to have a single spell gem loaded into it at a time. It takes 1 minute to load a spell gem, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon’s item level can be loaded into the weapon. If you are proficient with and wielding the weapon, as a full action you can cast the spell contained within the spell gem rather than make a normal attack. This allows you to use the spell gem as if you were a spellcaster with the spell on your class’s spell list. Unlike the normal rules for using a spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). However, if the spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the spell, you must succeed at an attack roll with the weapon against an AC equal to the spell gem’s level + 1 or you fail to cast the spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a spell from a spell gem, the spell is expended harmlessly and the spell gem is destroyed. | ||
9 | The thundering fusion imbues a weapon with heightened frequency vibrations. Half the weapon’s damage type is replaced with sonic damage. You can activate or deactivate the thundering fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the thundering fusion). You can add this fusion only to a weapon that does not already deal sonic damage. This fusion never causes a weapon that normally target KAC to target EAC. | ||
1 | A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage). Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricaneforce winds as if they were strong winds. | ||
2 | The unholy fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. The unholy fusion can’t be added to weapons that have the holy fusion. | ||
2 | A weapon with the venomous fusion gains the injection weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion. | ||
10 | With the vorpal fusion, a weapon can tear between the molecules of a creature. The weapon gains the severe wound critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion. | ||
7 | The wounding fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the wound effect. |
Augmentations
Name | Level | Price | Systems | |
---|---|---|---|---|
3 | 1,400 | - | ||
7 | 6,500 | - | ||
14 | 75,000 | - | ||
3 | 0 | Any | ||
6 | 3,850 | Heart | ||
3 | 1,200 | All Feet | ||
14 | 70,150 | Spinal Column | ||
11 | 24,750 | Spinal Column | ||
8 | 9,000 | Eyes | ||
13 | 48,950 | Eyes | ||
3 | 1,750 | Eyes | ||
8 | 8,525 | Brain | ||
5 | 2,600 | Brain | ||
2 | 625 | Brain | ||
5 | 3,025 | Skin | ||
7 | 6,950 | Skin | ||
9 | 17,975 | Skin | ||
12 | 48,850 | Skin | ||
14 | 105,000 | Skin | ||
16 | 163,500 | Skin | ||
19 | 542,000 | Skin | ||
10 | 19,125 | Throat | ||
16 | 181,500 | Throat | ||
2 | 755 | Throat | ||
1 | 95 | Lungs | ||
5 | 3,050 | Arm, or Leg | ||
1 | 150 | Arm, or Leg | ||
14 | 71,000 | Hand | ||
1 | 100 | Arm and Hand, or Leg and Foot | ||
3 | 1,450 | Arm and Hand, or Leg and Foot | ||
1 | 250 | Lungs | ||
3 | 1,350 | Eyes | ||
6 | 4,050 | Skin | ||
12 | 32,900 | All Legs | ||
4 | 1,900 | All Legs | ||
8 | 8,800 | All Legs | ||
3 | 1,400 | - | ||
7 | 6,500 | - | ||
14 | 75,000 | - | ||
3 | 1,400 | - | ||
7 | 6,500 | - | ||
14 | 75,000 | - | ||
4 | 2,150 | Ears | ||
2 | 625 | Hand | ||
1 | 125 | Throat | ||
5 | 2,825 | Eyes | ||
2 | 500 | Throat |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
1 | 245 | - | - | - | - | ||
10 | 18,000 | - | - | - | - | ||
2 | 740 | - | - | - | - | ||
11 | 25,000 | - | - | - | - | ||
3 | 1,400 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
1 | 3 | 1 | - | - | - | ||
1 | 25 | 1 | - | - | - | ||
20 | 121,000 | - | - | - | - | ||
7 | 1,000 | - | - | - | - | ||
1 | 400 | L | - | 5 | 1/use | ||
1 | 1,000 | L | - | - | - | ||
1 | 5 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 10 | L | - | - | - | ||
1 | 1 | L | - | - | - | ||
1 | 5 | 1 | - | - | - | ||
1 | 5 | L | - | - | - | ||
1 | 10 | L | - | - | - | ||
1 | 7 | L | 1 | 80 | 1/hour | ||
6 | 4,000 | 20 | - | - | - | ||
12 | 32,000 | 40 | - | - | - | ||
2 | 50 | 1 | - | - | - | ||
20 | 320,000 | 100 | - | - | - | ||
4 | 250 | 4 | - | - | - | ||
6 | 1,250 | 9 | - | - | - | ||
8 | 5,000 | 16 | - | - | - | ||
10 | 10,000 | 25 | - | - | - | ||
12 | 20,000 | 36 | - | - | - | ||
14 | 40,000 | 49 | - | - | - | ||
16 | 80,000 | 64 | - | - | - | ||
18 | 160,000 | 81 | - | - | - | ||
10 | 2,650 | - | - | - | - | ||
1 | 150 | L | 1 | 5 | 1/use | ||
5 | 3,500 | L | - | - | - | ||
5 | 2,500 | - | - | - | - | ||
4 | 2,000 | L | - | - | - | ||
0 | 1 | 1 | - | - | - | ||
1 | 0 | - | - | - | - | ||
1 | 15 | L | 1 | 20 | 1/round | ||
1 | 100 | L | - | - | - | ||
1 | 0 | - | - | - | - | ||
6 | 4,600 | L | - | - | - | ||
1 | 1 | 1 | - | - | - | ||
2 | 700 | L | - | 20 | 1/minute | ||
8 | 1,500 | - | - | - | - | ||
2 | 500 | L | - | 20 | 1/10 minute | ||
1 | 3 | L | - | - | - | ||
1 | 95 | - | - | - | - | ||
2 | 140 | - | - | - | - | ||
4 | 350 | - | - | - | - | ||
0 | 1 | L | - | - | - | ||
0 | 10 | L | - | - | - | ||
3 | 1,000 | L | 2 | - | - | ||
6 | 3,600 | L | 2 | - | - | ||
1 | 100 | L | 2 | - | - | ||
14 | 60,000 | L | 2 | - | - | ||
0 | 3 | L | - | - | - | ||
0 | 5 | L | - | - | - | ||
0 | 1 | L | - | - | - | ||
7 | 7,000 | 50 | 2 | - | - | ||
5 | 2,700 | 1 | 2 | - | - | ||
1 | 100 | 1 | 2 | - | - | ||
1 | 50 | L | 1 | 1 | 1 | ||
12 | 22,000 | - | - | - | - | ||
2 | 1,600 | L | - | - | - | ||
8 | 11,000 | L | - | - | - | ||
14 | 78,000 | L | - | - | - | ||
5 | 500 | 10 | - | - | - | ||
10 | 3,000 | 10 | - | - | - | ||
15 | 20,000 | 10 | - | - | - | ||
20 | 125,000 | 10 | - | - | - | ||
5 | 3,050 | L | - | - | - | ||
9 | 12,250 | L | - | - | - | ||
13 | 50,000 | L | - | - | - | ||
17 | 250,000 | L | - | - | - | ||
1 | 25 | 1 | 2 | 10 | 1/hour | ||
1 | 1 | L | 1 | 10 | 1/hour | ||
1 | 1 | L | 1 | 10 | 1/hour | ||
1 | 25 | 1 | 2 | 10 | 1/hour | ||
4 | 2,000 | L | - | - | - | ||
0 | 1 | L | - | - | - | ||
16 | 45,000 | 20 | 2 | - | - | ||
1 | 5 | - | - | - | - | ||
4 | 350 | 1 | - | - | - | ||
11 | 25,000 | - | - | - | - | ||
2 | 735 | - | - | - | - | ||
6 | 4,200 | - | - | - | - | ||
10 | 18,100 | - | - | - | - | ||
14 | 70,000 | - | - | - | - | ||
18 | 361,500 | - | - | - | - | ||
5 | 2,925 | - | - | - | - | ||
1 | 300 | - | - | - | - | ||
9 | 2,100 | L | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
1 | 75 | L | - | - | - | ||
5 | 475 | L | - | - | - | ||
5 | 475 | L | - | - | - | ||
5 | 475 | L | - | - | - | ||
5 | 475 | L | - | - | - | ||
5 | 475 | L | - | - | - | ||
5 | 475 | L | - | - | - | ||
1 | 50 | L | - | - | - | ||
5 | 425 | L | - | - | - | ||
9 | 1,950 | L | - | - | - | ||
3 | 350 | L | - | - | - | ||
10 | 2,650 | - | - | - | - | ||
10 | 2,850 | L | - | - | - | ||
0 | 0 | L | - | 12 | 1/10 minute | ||
1 | 25 | 1 | - | - | - | ||
2 | 200 | L | - | - | - | ||
3 | 300 | L | - | - | - | ||
6 | 700 | L | - | - | - | ||
10 | 3,000 | L | - | - | - | ||
1 | 50 | L | - | - | - | ||
2 | 140 | L | - | - | - | ||
5 | 450 | L | - | - | - | ||
8 | 1,400 | L | - | - | - | ||
11 | 3,700 | L | - | - | - | ||
14 | 10,600 | L | - | - | - | ||
17 | 36,650 | L | - | - | - | ||
5 | 440 | L | 1 | 1 | 1 | ||
6 | 4,550 | L | - | 20 | 1/minute | ||
5 | 3,700 | 1 | - | - | - | ||
1 | 3 | L | - | - | - | ||
1 | 2 | 1 | - | - | - | ||
1 | 50 | 1 | - | - | - | ||
1 | 1 | L | - | - | - | ||
1 | 100 | L | - | - | - | ||
14 | 11,750 | L | - | - | - | ||
16 | 185,000 | L | - | - | - | ||
18 | 410,000 | L | - | - | - | ||
20 | 875,000 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
2 | 445 | L | - | - | - | ||
2 | 445 | L | - | - | - | ||
2 | 445 | L | - | - | - | ||
10 | 14,000 | - | - | - | - | ||
1 | 1,000 | 1 | - | - | - | ||
9 | 2,000 | - | - | - | - |
Drone Mods
Your drone gains an armor upgrade slot for an armor upgrade. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot. |
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig. |
Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items. |
Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones. |
Your drone uses basic echolocation to notice unseen foes. The drone gains blindsense (sound) with a range of 60 feet. |
Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The drone can replenish the shield’s Hit Points to full by spending 1 Resolve Point when you rest to regain Stamina Points. You can select this mod a second time to double the energy shield’s temporary Hit Points. |
Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod. |
Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well. |
Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. |
One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has. |
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed has perfect maneuverability and increases to its full land speed, and there is no limit on the amount of time it can fly. |
Choose one type of energy for which your drone already has the resistance mod. Increase your drone’s resistance to that energy type by 5. You can select this mod multiple times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the resistance mod. |
Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions. |
Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones. |
Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the invisibility spell. If it makes an attack during this time, the invisibility ends. Your drone can spend 2 Resolve Points to use this ability again on the same day. Your drone must have the reactive camouflage mod to select this. |
Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again. |
Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty. |
Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone takes as many move actions as necessary to return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 Resolve Points to recover a number of Hit Points equal to your mechanic level. Your drone cannot use this mod on anyone but you nor use it if you are dead or have fewer than 2 RP remaining. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod. |
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone. |
Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still. |
Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter. |
Your drone gains resistance to an energy type of your choice—acid, cold, electricity, fire, or sonic—equal to your mechanic level, to a maximum of 10. You can select this mod multiple times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above. |
Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You no longer need to attempt the Survival check to fight from a combat-trained mount. |
Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half your mechanic level + your Intelligence modifier). |
Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2. |
Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action. |
Your drone’s land speed increases by 10 feet. |
Select one technological item of no more than light bulk and an item level no higher than your mechanic level. Your drone is equipped with a robotic arm with that item attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has ranks in the relevant skill (or you have ranks in the relevant skill and the drone is under your direct control). |
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone. |
Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat. |
Drone Chassis
Bigger than other chassis options, the combat drone moves along the ground and is outfitted with wheels, tracks, legs, or a similar form of propulsion. This drone is designed specifically for battle. It has an armored body and multiple weapon mounts, allowing it to pack a variety of armaments. |
The smallest of the chassis options, the hover drone is made from a lightweight frame equipped with miniature hoverjets, rotors, turbofans, or a similar form of aerial propulsion (small legs or wheels provide propulsion on land). This drone can fly at a good pace and avoid obstacles, but it is not very stealthy. |
Sleek and covered in a light-absorbing alloy, the stealth drone prowls along the ground on multiple small legs, silenced wheels, an air cushion, or some similar form of propulsion. This drone specializes in stealth and infiltration and can vanish almost entirely from sight as long as it remains perfectly still. |
Starship Base Frames
Starship Power Cores
Size | PCU | Cost | |
---|---|---|---|
T, S, M | 130 | 13 | |
T, S | 75 | 7 | |
S, M, L | 200 | 20 | |
S, M, L | 150 | 15 | |
L, H, G | 400 | 40 | |
L, H, G | 300 | 30 | |
H, G, C | 500 | 50 | |
T | 70 | 6 | |
T | 50 | 4 | |
T | 80 | 8 | |
M, L, H | 200 | 20 | |
M, L, H | 150 | 15 | |
M, L, H | 300 | 30 | |
T, S | 120 | 12 | |
T, S, M | 200 | 20 | |
T, S | 90 | 9 | |
T, S, M | 100 | 10 | |
T, S, M | 150 | 15 | |
S, M, L | 250 | 25 | |
S, M, L | 300 | 30 | |
T, S, M | 175 | 17 | |
T, S | 140 | 14 |
Starship Thrusters
Size | Speed | Piloting Modifier | PCU | Cost | |
---|---|---|---|---|---|
Colossal | 4 | +2 | 200 | 8 | |
Colossal | 6 | +1 | 300 | 12 | |
Colossal | 8 | +0 | 400 | 16 | |
Gargantuan | 4 | +2 | 120 | 8 | |
Gargantuan | 6 | +1 | 180 | 12 | |
Gargantuan | 8 | +0 | 240 | 16 | |
Huge | 10 | +0 | 160 | 10 | |
Huge | 4 | +2 | 80 | 4 | |
Huge | 6 | +1 | 120 | 6 | |
Huge | 8 | +0 | 140 | 8 | |
Large | 10 | +0 | 120 | 10 | |
Large | 4 | +2 | 60 | 4 | |
Large | 6 | +1 | 80 | 6 | |
Large | 8 | +0 | 100 | 8 | |
Medium | 10 | +0 | 70 | 5 | |
Medium | 12 | -1 | 80 | 6 | |
Medium | 4 | +2 | 40 | 2 | |
Medium | 6 | +1 | 50 | 3 | |
Medium | 8 | +0 | 60 | 4 | |
Small | 10 | +0 | 50 | 5 | |
Small | 12 | -1 | 60 | 6 | |
Small | 6 | +1 | 30 | 3 | |
Small | 8 | +0 | 40 | 4 | |
Tiny | 10 | +0 | 30 | 5 | |
Tiny | 12 | -1 | 35 | 6 | |
Tiny | 14 | -2 | 40 | 7 | |
Tiny | 6 | +1 | 20 | 3 | |
Tiny | 8 | +0 | 25 | 4 |
Starship Armor
AC Bonus | TL Penalty | Turn Distance | Cost | |
---|---|---|---|---|
+1 | +0 | +0 | 1 x Size Category | |
+10 | -2 | +1 | 21 x Size Category | |
+11 | -2 | +1 | 25 x Size Category | |
+12 | -3 | +2 | 30 x Size Category | |
+13 | -3 | +2 | 35 x Size Category | |
+14 | -3 | +2 | 40 x Size Category | |
+15 | -4 | +3 | 45 x Size Category | |
+2 | +0 | +0 | 2 x Size Category | |
+3 | +0 | +0 | 3 x Size Category | |
+4 | +0 | +0 | 5 x Size Category | |
+5 | -1 | +0 | 7 x Size Category | |
+6 | -1 | +0 | 9 x Size Category | |
+7 | -1 | +0 | 12 x Size Category | |
+8 | -1 | +0 | 15 x Size Category | |
+9 | -2 | +1 | 18 x Size Category |
Starship Shields
Total SP | Regeneration | PCU | Cost | |
---|---|---|---|---|
10 | 1/minute | 5 | 2 | |
20 | 1/minute | 10 | 3 | |
30 | 1/minute | 15 | 4 | |
40 | 1/minute | 15 | 5 | |
240 | 16/minute | 55 | 23 | |
280 | 16/minute | 60 | 25 | |
320 | 16/minute | 70 | 27 | |
360 | 32/minute | 80 | 28 | |
420 | 32/minute | 90 | 30 | |
480 | 32/minute | 110 | 32 | |
50 | 2/minute | 20 | 6 | |
60 | 2/minute | 20 | 8 | |
70 | 2/minute | 25 | 10 | |
80 | 2/minute | 30 | 12 | |
100 | 4/minute | 30 | 15 | |
120 | 4/minute | 35 | 17 | |
140 | 8/minute | 40 | 18 | |
160 | 8/minute | 45 | 20 | |
200 | 8/minute | 50 | 22 | |
90 | 4/minute | 30 | 13 | |
540 | 64/minute | 130 | 35 | |
600 | 64/minute | 160 | 40 |
Starship Computers
Bonus | PCU | Cost | |
---|---|---|---|
+0 | 0 | 0 | |
+1/+1 | 10 | 2 | |
+1 | 10 | 1 | |
+1/+1/+1/+1 | 10 | 4 | |
+1/+1/+1 | 10 | 3 | |
+10/+10 | 55 | 200 | |
+10 | 55 | 100 | |
+2/+2 | 15 | 8 | |
+2 | 15 | 4 | |
+2/+2/+2/+2 | 15 | 16 | |
+2/+2/+2 | 15 | 12 | |
+3/+3 | 20 | 18 | |
+3 | 20 | 9 | |
+3/+3/+3/+3 | 20 | 36 | |
+3/+3/+3 | 20 | 27 | |
+4/+4 | 25 | 32 | |
+4 | 25 | 16 | |
+4/+4/+4 | 25 | 48 | |
+5/+5 | 30 | 50 | |
+5 | 30 | 25 | |
+5/+5/+5 | 30 | 75 | |
+6/+6 | 35 | 72 | |
+6 | 35 | 36 | |
+7/+7 | 40 | 98 | |
+7 | 40 | 49 | |
+8/+8 | 45 | 128 | |
+8 | 45 | 64 | |
+9/+9 | 50 | 162 | |
+9 | 50 | 81 |
Starship Crew Quarters
Cost | |
---|---|
Common crew quarters are the most basic type. They consist of simple bunks (sometimes folding out from the side of a hallway) or other similarly austere places to rest. Crew members who sleep in common quarters usually keep their personal possessions in a footlocker. Common crew quarters also include a communal bathroom (which includes a military-style shower) and a tiny galley (big enough to prepare only the most basic of meals). Starships with crews numbering in the dozens or hundreds often have massive barracks where crew members sleep in shifts. | 0 |
Good crew quarters are a bit more upscale than common crew quarters. They consist of dormitory-style rooms that can hold one or two small beds (larger starships usually require lower-ranking crew members to share these quarters) and sometimes a personal closet or drawer space for each occupant. Good crew quarters also include one or two shared bathrooms with multiple sinks and shower stalls, and a dining space with an attached galley. Crews of larger starships eat in this dining space in shifts. | 2 |
Luxurious crew quarters are the pinnacle of comfort. They consist of private rooms for each crew member, with personal bathrooms (including showers with high water pressure) and furnishings that match the resident’s tastes. Some luxurious crew quarters also feature a kitchenette, gaming areas, or intimate meeting spaces. | 5 |
Starship Defensive Countermeasures
TL Bonus | PCU | Cost | |
---|---|---|---|
+1 | 1 | 2 | |
+10 | 13 | 27 | |
+11 | 16 | 33 | |
+12 | 20 | 40 | |
+13 | 25 | 50 | |
+14 | 32 | 65 | |
+15 | 45 | 90 | |
+2 | 1 | 3 | |
+3 | 2 | 4 | |
+4 | 3 | 6 | |
+5 | 4 | 8 | |
+6 | 5 | 11 | |
+7 | 7 | 14 | |
+8 | 9 | 18 | |
+9 | 11 | 22 |
Starship Expansion Bays
Bays | Sizes | PCU | Cost | |
---|---|---|---|---|
1 | All | 1 | 1 | |
1 | All | 0 | 0 | |
1 | All | 2 | 1 | |
1 | All | 1 | 1 | |
4 | G, C, Sc | 30 | 10 | |
1 | All | 5 | 3 | |
1 | All | 4 | 8 | |
1 | All | 0 | 0 | |
1 | M, L, H, G, C, Sc | 0 | 10 | |
1 | All | 20 | 10 | |
1 | All | 0 | 1 | |
1 | All | 3 | 1 | |
1 | All | 1 | 1 | |
1 | All | 2 | 1 | |
1 | All | 2 | 1 | |
2 | H | 10 | 4 | |
1 | All | 4 | 2 | |
1 | All | 2 | 1 | |
1 | All | 3 | 1 |
Starship Interstellar Drives
Engine Rating | Minimum PCU | Maximum Size | Cost | Special Properties | |
---|---|---|---|---|---|
1 | 75 | - | 2 x Size Category | - | |
2 | 100 | Huge | 5 x Size Category | - | |
3 | 150 | Large | 10 x Size Category | - | |
4 | 175 | Large | 15 x Size Category | - | |
5 | 200 | Medium | 20 x Size Category | - |
Starship Security
PCU | Cost | |
---|---|---|
- | 3 | |
- | Varies | |
- | Varies | |
- | 5 | |
- | Varies |
Starship Sensors
Range | Modifier | Cost | |
---|---|---|---|
Long (20 hexes) | +4 | 14 | |
Medium (10 hexes) | +4 | 8 | |
Short (5 hexes) | +4 | 4 | |
Long (20 hexes) | +2 | 10 | |
Medium (10 hexes) | +2 | 5 | |
Short (5 hexes) | +2 | 3 | |
Long (20 hexes) | +0 | 6 | |
Medium (10 hexes) | +0 | 3 | |
Short (5 hexes) | +0 | 2 | |
Short (5 hexes) | -2 | 1 |
Starship Weapons
Range | Speed | Damage | PCU | Cost | Special | |
---|---|---|---|---|---|---|
Long (20 hexes) | 6 Hexes | 4d10 x 10 | 15 | 70 | Limited Fire 5 | |
Short (5 hexes) | - | 6d4 | 15 | 10 | Ripper | |
Long (20 hexes) | - | 4d4 | 10 | 10 | - | |
Short (5 hexes) | - | 3d4 | 10 | 5 | Point +8 | |
Short (5 hexes) | - | 7d10 | 40 | 35 | Irradiate medium | |
Long (20 hexes) | - | 2d6 x 10 | 40 | 50 | Tractor Beam | |
Medium (10 hexes) | - | 6d6 | 40 | 30 | Tractor Beam | |
Short (5 hexes) | - | 1d8 | 10 | 3 | Broad Arc | |
Long (20 hexes) | 8 Hexes | 10d10 | 15 | 35 | Limited Fire 5 | |
Medium (10 hexes) | - | - | 30 | 12 | EMP | |
Short (5 hexes) | - | 6d4 | 15 | 10 | Array | |
Medium (10 hexes) | - | 4d8 | 10 | 15 | - | |
Short (5 hexes) | - | 5d6 | 15 | 15 | Point +12 | |
Long (20 hexes) | 10 Hexes | 10d8 | 15 | 35 | Irradiate medium, Limited Fire 5 | |
Long (20 hexes) | 12 Hexes | 5d10 | 10 | 18 | Limited Fire 5 | |
Long (20 hexes) | 14 Hexes | 5d8 | 10 | 16 | Limited Fire 5 | |
Long (20 hexes) | 8 Hexes | 2d10 x 10 | 10 | 40 | Limited Fire 5 | |
Long (20 hexes) | 12 Hexes | 4d8 | 10 | 14 | Limited Fire 5 | |
Short (5 hexes) | - | 2d6 | 10 | 9 | Point +10 | |
Short (5 hexes) | - | - | 10 | 8 | EMP | |
Short (5 hexes) | - | 2d4 | 5 | 2 | - | |
Medium (10 hexes) | - | 3d6 | 10 | 10 | - | |
Short (5 hexes) | - | 2d12 | 10 | 12 | - | |
Long (20 hexes) | 14 Hexes | 3d8 | 5 | 11 | Limited Fire 5 | |
Long (20 hexes) | 16 Hexes | 2d8 | 5 | 7 | - | |
Long (20 hexes) | - | 6d10 | 35 | 22 | - | |
Long (20 hexes) | - | 2d6 x 10 | 25 | 30 | - | |
Long (20 hexes) | 10 Hexes | 2d6 | 10 | 5 | Array, Limited Fire 5 | |
Long (20 hexes) | 8 Hexes | 4d8 x 10 | 15 | 60 | Limited Fire 5 | |
Long (20 hexes) | - | 8d6 | 25 | 20 | - | |
Long (20 hexes) | - | 3d4 x 10 | 30 | 30 | - | |
Long (20 hexes) | - | 10d6 | 40 | 25 | - | |
Long (20 hexes) | - | 2d10 x 10 | 50 | 40 | - | |
Medium (10 hexes) | - | 5d12 | 30 | 20 | - | |
Long (20 hexes) | 12 Hexes | 2d8 x 10 | 15 | 35 | Limited Fire 5, Quantum | |
Long (20 hexes) | - | 8d4 | 20 | 15 | - | |
Long (20 hexes) | 10 Hexes | 2d6 x 10 | 10 | 25 | Limited Fire 5 | |
Long (20 hexes) | - | - | 45 | 18 | EMP | |
Medium (10 hexes) | - | 3d6 x 10 | 45 | 35 | - | |
Long (20 hexes) | - | 3d4 x 10 | 50 | 45 | Line | |
Medium (10 hexes) | - | 2d8 x 10 | 50 | 35 | Irradiate high | |
Long (20 hexes) | - | 2d4 x 10 | 20 | 20 | - | |
Long (20 hexes) | - | 2d8 x 10 | 40 | 35 | - | |
Long (20 hexes) | 10 Hexes | 5d8 | 10 | 18 | Irradiate low, Limited Fire 5 | |
Long (20 hexes) | - | 5d8 | 15 | 18 | - | |
Medium (10 hexes) | - | 2d12 x 10 | 55 | 75 | Vortex | |
Long (20 hexes) | - | 8d6 | 40 | 35 | Line |
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.