Workspace 05 - Equipment

by Star Wars 5e

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Weapon Properties

Musical

A weapon that has the musical property can be used as a musical instrument.

Siege

A weapon with the siege property deals double damage to structures.

Special Weapons

Autotarget

When you make an attack with a weapon with the autotarget property, it uses a Dexterity score equal to the autotarget number, instead of your Dexterity score, for its attack and damage rolls.

Shoulder Cannon

A shoulder cannon is a weapon mounted on a creature's shoulder with an integrated targeting interface that uses traditional power cells. When you would make a ranged weapon attack, you can fire this weapon instead. It has the ammunition (range 60/240), burst 4, and reload 4 properties, and deals 1d8 energy damage on a hit. The shoulder cannon has a proficiency bonus of +2 and a Dexterity score of 16, which are used instead of your proficiency bonus and Dexterity modifier when making attack and damage rolls with it.

Tracking Beacon

Tracking Receiver

Charge, Fragmentation

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

When detonated, the breaching charge explodes in a 15-foot cone. Each creature within the cone must make a DC 13 Dexterity saving throw, taking 20d4 kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Charges that cite Strength and Con instead of Dex.

Mechanical Arm

You create a mechanical arm which mounts to your shoulder, which you can use independently. This arm has an effective Strength and Dexterity score of 13, and can't wield items that weigh more than 7 lbs.

Blasters
Name       Cost   Damage    Weight   Properties                         
Simple Blasters
Martial Blasters
Lightweapons
Name       Cost   Damage    Weight   Properties                         
Simple Lightweapons
Martial Lightweapons
Vibroweapons
Name       Cost   Damage    Weight   Properties                         
Simple Vibroweapons
Martial Vibroweapons
Damage Die Progression
d4 d6 d8 2d4 d10 d12 2d6 3d4

Damage die progresses from left to right, stepping up or down by the assigned modifiers of the property. Simple melee weapons start at d8, martial melee weapons start at 2d4. Ranged weapons start one step lower.

Melee Weapon Properties
Property Value
Brutal 1 -1
Defensive 1 -1
Dexterity 11 +1*
Dire 1 -1
Disarming -.5
Disguised -.5
Disruptive -1
Double -2*
Fixed -.5
Finesse -1
Heavy -1*
Hidden -.5
Property Value
Keen 1 -1
Light -1*
Neuralizing 13 -1
Piercing 1 -1
Reach -2
Returning -.5*
Shocking 13 -1
Sonorous 13 -1
Thrown -.5*
Two-handed +2
Versatile -1/+2
Vicious 1 -1
Ranged Weapon Properties
Property Value
Auto +1*
Autotarget (15/+2) 0*
Ammunition 0
Brutal 1 -1
Burst -1*
Dire 1 -1
Disguised -.5
Disintegrate -.5
Fixed -.5
Hidden -.5
Keen 1 -1
Property Value
Light -1
Mighty -.5
Piercing 1 -1
Range 0*
Rapid -1*
Reload 0*
Silent -.5
Strength 11 +1*
Switch 0*
Two-handed +1
Vicious 1 -1
Damage, Reload, and Ammunition
Damage Range Reload
d4 20/80 20
d6 40/160 16
d8 60/240 12
2d4 80/320 8
d10 100/400 4
d12 120/480 2
2d6 120/480 2
3d4 120/480 2

.5

If a weapon has a an odd number of properties with a value of .5, it should either increase the weapon's cost or be rounded down and reduce the weapon's cost. If the weapon has an even number of properties with a value of .5, it can either increase the cost for each property, or treat each two properties as a damage die step of 1.

Auto

Auto weapons must include the burst rapid property.

Autotarget

This should increase the weapon's cost.

Burst

Burst number should equal reload number. You can halve the burst number at the cost of another damage die step.

Dexterity/Strength

Higher dexterity/strength requirements can increase the damage die further. Dexterity and finesse, strength and mighty are mutually exclusive.

Double

Double weapons cannot include the two-handed property. The double damage should be the same amount as the normal damage, but can switch types from energy to kinetic or vice versa if appropriate.

Heavy/Light

Heavy should increase the weapon's weight, while light should reduce it.

Range

Range should align with the table. Range can increase by 25% of base at a cost of .5 per step.

Rapid

Rapid number should equal half the reload number. You can halve the rapid number at the cost of another damage die step.

Reload

Reload should align with the table. Reload can increase by an amount equal to 50% of base (max 4) at a cost of .5 per step, to a maximum of 20.

Returning

Returning weapons must include the thrown property.

Switch

A switch weapon's cost should be higher, and it's reload should drop one step.

Alternate Damage Types

These should be treated as a damage die step down, but they should not affect a weapon's range or reload.

Ion damage should be two steps down or half the weapon's damage, whichever is higher.

Tools

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, pick a lock, or slice into a computer. Your species, class, background, or feats give you proficiency with certain tools, when lets you add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use.

Tools
Item Cost Weight
Specialist's kit
  Archaeologist kit 125 cr 4 lb
  Bioanalysis kit 50 cr 3 lb
  Brewer's kit 200 cr 9 lb
  Munitions kit 425 cr 6 lb
  Scavenging kit 75 cr 4 lb
  Spicer's kit 700 cr 4 lb

Archaeologist Kit

This kit contains instruments used to carefully collect gems, relics, and other heirlooms. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to classify, collect, and polish gems and relics.

Bioanalysis Kit

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by bioanalysts to harvest and store plants and herbs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to harvest, identify, or apply plants and herbs.

Brewer's Kit

This kit contains a variety of devices and containers to adequately distill and house liquors and beers. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify alcoholic beverages.

Munitions Kit

This kit contains the necessary tools to create ammunition for blasters, as well as devices to hone lightweapons and vibroweapons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify munitions.

Scavenging Kit

This kit contains the necessary implements to harvest and scavenge ores and metals. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to harvest a raw material deposit, or to attempt to collect materials from an object.

Spicer's Kit

This kit contains the required accoutrement to refine materials in order to create illicit substances. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create or identify substances.

Crafting Materials

Item creation, repair, and refinement is an integral part of a galactic economy. Many tradesman make their living crafting and maintaining products, while more adventurous folk venture forth to collect and transport the raw materials needed. Crafting materials tend to hold their value due to necessity in crafting high value items.

Raw Materials

Raw materials are generally harvested, transported, and exchanged in large quantities. Raw materials typically have lower individual worth, but have a higher demand than rare materials due to how much more raw materials are required when manufacturing.

Raw Materials
Cost Goods
100 cr Desh, 1 lb

Rare Materials

Rare materials take a multitude of forms. They generally derive their worth from the scarcity of their existence or the difficulty of actually obtaining them.

Gems

Gems are shiny precious stones that are desired by many collectors. They also have the lesser known function of being an integral part of the artifice trade.

Gems
Cost Goods
100 cr Fire node
210 cr Marilite
440 cr Chrysopaz
1,350 cr Tattooine flame gem
1,900 cr Krayt dragon pearl, flawed
100 cr Sunblaze
100 cr Nova crystal
11,600 cr Lorrdian gemstone
8,100 cr Corusca gem
100 cr Rainbow gem
22,500 cr Mytag crystal
31,000 cr Hiridiu crystal
89,000 cr Midlithe crystal
100 cr Artusian Crystal
100 cr Singing stone
135,000 cr Syntonium crystal
178,000 cr Ranrt crystal
200,000 cr Krayt dragon pearl, perfect

Luxury Fabrics

Luxury fabrics take myriad forms; they might be soft and supple, or hardy and resistant. They are in an integral part of any trade that uses fabrics, such as synthweaving.

Luxury Fabrics
Cost Goods
170 cr Shadow silk
225 cr Cyrene silk
100 cr Lashaa silk
1,050 cr Shimmersilk
1,500 cr Darnassian silk
6,100 cr Septsilk
3,900 cr Rodian flame silk
100 cr Vine-silk
100 cr Saava silk
100 cr Debrillian star silk
6,100 cr Nanite threaded cloth
3,900 cr Veda cloth
400 cr Ottegan silk
400 cr Hypercloth
100 cr Veda cloth
100 cr Charged hypercloth
400 cr Romex
400 cr Dreamsilk

Luxury Fabrics

Luxury fabrics take myriad forms; they might be soft and supple, or hardy and resistant. They are in an integral part of any trade that uses fabrics, such as synthweaving.

Gems
Cost Goods
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr
100 cr