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 |