Equipment

##### Skinsuit

Skinsuits are, not surprisingly, like a second skin, using elastic pressure of the suit’s material to protect the wearer from vacuum and the detriments of zero gravity. These suits contain thermal conductors and heat radiators in case a wearer becomes overheated as well as heating packs to regulate temperature if the wearer becomes too cold. The Skinsuit is ubiquitous among spacefaring humans, and it is widely produced by many companies, since each suit must be custom fit to the wearer. Common additional features include electroadhesive boots (sometimes referred to as “mag boots”) which use a static charge to adhere to most surfaces, as well as tethers and other safety equipment to make space walks safe enough to contemplate A skinsuit differs from other armors in that an unmodified skinsuit can be worn underneath other armor and still grant most of its benefits (breathable atmosphere, vacuum safety, mag booting, etc). As such, it is commonly assumed that most characters wearing an armor have a skinsuit on underneath it if they plan on going into space.

##### Armored Skinsuit (Hardsuit)

Similar to a standard skinsuit, except with armored plating to protect from hazards like debris and small arms fire. Sometimes referred to as a Hardsuit, these variations have many of the same features as normal skinsuits, but offer a more rugged exterior as well as the benefits of using a full atmosphere of pressure, and requiring no pre-breathing. A character wearing an armored skinsuit has restricted movement, and cannot add more than 2 to their armor class from dexterity.

##### Body Armor

Designed for police action against armed assailants, this heavy suit offers the best protection available on the civilian market. With layers of anti-ballistic gel, heat dispersive fiber and ceramic reinforcement in addition to conventional protection against knives and blunt force trauma, this armor keeps its wearer as safe as anything straight off the rack can. A character’s dexterity does not factor into their AC while wearing this armor.

##### Riot Shield

Designed to complement Body Armor, this piece of equipment enables its user to wade into even the thickest of mobs of rioters with little fear, and even offers its user an answer to ranged weapons and Molotov cocktails. This heavy shield offers its wearer +1 AC while it is wielded. As a bonus action its user may gain 1⁄2 cover. (This confers +2 bonus to ac against all attacks, and +2 to dexterity saving throws.)

#### Archaic Armor

This armor might be an antique, or just produced on a primitive planet, either way, it was never designed with advanced weapons in mind. Light archaic armor offers an AC of 11+dex mod, medium archaic armor 12+dex (max of 2), and heavy archaic armor 15 while imposing disadvantage on stealth. Archaic shields provide a +1 bonus to AC against modern weaponry, and a +2 bonus against archaic weapons. Archaic armors may only possess one modification.

#### Combat Armor

##### Low-Profile Battle Suit

Basically a skinsuit built from the molecules up for combat protection, this technology was developed to retain as much mobility as possible for its wearer while offering reasonable protection.

##### Battle Plate

Using rigid armor plates and advanced fluidics, this armor is designed to protect its wearer from the most intense of firefights. This armor will reduce its wearer’s ability to maneuver, restricting their ability to add dexterity to their armor class to a maximum of +2.

##### Exo-Suit

Loaded with armor plating and shock absorbing gels, even with hydraulic assists this suit still requires a great deal of physical strength to operate successfully, and hampers the wearer’s mobility. A character’s dexterity does not factor into their AC while wearing this suit.

##### Assault Shield

Designed to supplement tip of the spear assault forces in boarding actions, carrying one of these is like carrying a mobile bulkhead. Equipped with maglocks and anchors, these shields may be deployed in a fixed position, offering a soldier a fixed firing position for cover. A character wielding this shield gains a +2 bonus to ac against all attacks. As a bonus action, this shield can be deployed as a source of cover, granting up to two characters 1⁄2 cover from appropriately angled attacks. This allows the user to operate a two handed weapon from a position of cover. As a reaction, a character wielding this shield may impose disadvantage against a single attack they can see the source of.

### Weapons

#### Weapon Properties

* Ammunition: A weapon uses ammunition when it is fired, consuming energy and expending projectiles as appropriate. Lasers and blasters use power packs, and canisters of gas for lasing medium and coolant. Stun weapons use battery packs and cartridges of capacitor darts. Gauss weapons, mass drivers, and shredders use battery packs and metal slugs.
* Burstfire: Weapons with the bursftire property may be used to make normal single target attacks, or by spending 10 pieces of ammunition, be used to target a 10’x10’ within normal range, and spray it with fire. Targets within the area must make a DC 15 Dexterity save or take half the weapon’s normal damage.
* Nonlethal: Attacks by this weapon are configured to be nonlethal to human targets. Whenever a target is dealt damage by this weapon that would reduce him to 0 hp or below, it instead reduces the target to 0 hp, and they gain the incapacitated condition.
* Reload: A weapon with this property only has enough ammunition, energy or charges (as appropriate) to make a limited number of shots before it must be reloaded. Reloading is a bonus action for most weapons and a normal action for heavy weapons.
* Crude: A weapon with this trait is considered to be so simplistic or primitive that it may only possess a single mod.

##### Damage Types

* Laser: Lasers are focused beams of light. Beam lasers heat up a target, and blasters are so hot they cause the matter they hit to violently explode. Many creatures without eye protection in areas where laser damage is dealt must make a DC 10 dexterity save to avoid being blinded.
* Ballistic: Ballistic weapons deals damage by propelling a mass (projectile) travelling at high velocities, conferring kinetic energy into a target it strikes. Many creatures without ear protection in enclosed areas where ballistic damage is dealt must make a DC 10 constitution save to avoid being deafened.
* Radiation: Caused by Ionizing radiation, and is made up of subatomic particles moving at speeds over 1% of the speed of light. Radiation is a particularly fearsome damage type that few weapons deal that has additional effects on the target beyond just dealing HP damage. Whenever a creature takes Radiation damage, reduce their maximum hit points by an amount equal to the damage dealt. This loss can be recovered with the appropriate drugs, bed rest, and access to suitable facilities and equipment. Check the Medical Supplies section for Radcleanse.

#### Special Weapons

##### Firearms

* Anti Armor Rifle: This heavy rifle uses coilgun technology to fire armor piercing slugs at immense velocities, penetrating any known armor, ignoring damage resistance. This weapon may penetrate walls and ignore cover. Attacks made with this weapon may ignore 1⁄2 cover. Reduce its damage dice by one step if used to shoot through 3⁄4 cover (which denies the target a cover bonus), or by two steps to ignore total cover (such as using thermal imaging to fire through a wall).
* Gatling Laser: This weapon has six rotating laser barrels, and can lay down a tremendous amount of fire. The first time each rounds its user makes a burstfire attack with this weapon, targets in the affected area must make an additional dexterity save at DC 15 or take its listed damage.
* Holdout Laser Pistol: A character gains advantage when concealing this weapon.
* Flamer: This weapon fires a 15 foot long cone of flame or a 30 foot long line of flame. Each target caught within the area must make a Dexterity save, DC 15. A creature takes the listed weapon damage on a failed save, or half as much on a successful one. If a creature fails its save against this effect, they are set on fire, taking 1d6 fire damage at the start of their turn, until an action is used to extinguish them.
* Mass Driver: This weapon may penetrate walls and ignore cover. Reduce its damage dice by one step if used to shoot through 1⁄2 cover (which denies the target a cover bonus) or by two steps if ignoring 3⁄4 cover.
* Power Weapons: This class of weapon uses a power source located in the handle, a compressed gas container and a number of mounted jets to allow the weapon to be effective in a zero gravity environment as well as to assist the user in making more powerful attacks.
* Rocket Launcer: A rocket launcher fires special rocket propelled grenades whose effect duplicates those of the listed grenades with the following exceptions. A creature firing a rocket launcher designates a target within 360 feet and makes an attack roll against AC 10 if the target is within 120 feet, and AC 15 if the target is within 360 feet. If this attack misses, determine a random direction, the grenade impacts 3d6 x5 feet in that direction if the target was within 120 feet, or 5d6 x 5 feet if the target was within 360 feet. A rocket propelled grenade has twice the cost listed for a normal grenade below, increases its damage dice by one step, and uses a modified saving throw calculated as such: 8 + Dexterity bonus + Proficiency Bonus (if proficient with the launcher).
* Shredder: A shredder is essentially powerful electromagnet that projects a magnetic vortex filled with whirling microfilament blades. The user of this weapon may, as an action, designate a 15 foot cone until the start of their next turn. When a creature enters the area for the first time on its turn, or starts its turn there, it must make a DC 13 Dexterity save, taking the listed damage if they fail the save or half as much if they succeed. Reloading this weapon requires a normal action.

##### Grenades

* Frag Grenade: A character caught within 15 feet of an exploding fragmentation grenade must make a dc15 dexterity saving throw, taking 5d6 ballistic damage on a failed save, and half as much on a successful one.
* Anti Armor Grenade: Designed to cripple and eliminate heavily armored personnel and lightly armored vehicles, a character caught within 15 feet of an exploding grenade must make a dc15 dexterity saving throw, taking 5d8 ballistic damage on a failed save, and half as much on a successful one. When this weapon deals damage to a target with Armor HP, the damage dealt by the attack is dealt both to the target’s normal as well as armor HP.
* Stun Grenade: A character caught within 15 feet of an exploding stun grenade must make a DC15 constitution saving throw, taking 4d6 electric damage on a failed save, and half as much on a successful one. If a character fails a save against a stun grenade by 5 or more, they gain the stunned condition for one minute.
* Flashbang Grenade: A character caught within 15 feet of an exploding flashbang grenade must make a DC15 constitution saving throw, becoming blinded and deafened for one minute on a failed save, and for one round on a successful one. Creatures wearing modern equipment may not be affected by flashbangs more than twice in protective gear, or once in combat armor during a single encounter.

##### Archaic Weapons

Archaic weapons conform to basic damage profiles for the sake of simplicity, but can be specialized for needed depth. Note that archaic melee weapons use strength for their attack and damage rolls, and ranged weapons use dexterity for their attack and damage rolls.

### Packs

Characters usually begin the game with a pack containing a variety of minor items not worth tracking individually but which might be of use, and reflect their past and specialties. These include:

* Explorer's Pack: Includes a backpack, a sleeping bag, survival tools, a mess kit, flashlight, 10 flares, 20 days of rations, canteen, emergency beacon and 50 feet of rope.
* Infiltration Pack: Includes a backpack, door alarm, flashlight, 5 days of rations, glass cutter, wall climbing cups, disguise kit, bug detector and a tiny camera.
* Spacer's Pack: Includes a duffel, spare coverall, suit patch kit, entertainment device, towel, toiletries, and 150 feet of cord.
* Surveillance Pack: Includes a backpack, binoculars, infrared scope, camera drone and controller, 2 sticky cameras, 2 radio tags, 2 audio tags and a thermos.

#### Toolkits

A toolkit enables a character to do something difficult or impossible without it, such as repair a ship, destroy a bridge, forge an access card or cheat at cards (particularly hard without any cards!). There include:

* Artisan's Tools: These tools allow you to pursue a particular craft or trade, such as brewing alcohol, tailoring, cooking, sculpting, carving wood, and so forth. Each type of craft is a separate proficiency, but it is a safe bet that if you want to make something, there is a particular artisan’s toolkit for it.
* Astro-Surveyor: This is mostly a specialized personal computer and specialized interface with reference libraries of star charts, specialized software for the charting of stellar phenomena and mapping of systems. If a character wants to map an asteroid belt, or determine if a distant star might have habitable planets, this device will let them decipher data from a telescope or ship’s observatory.
* Demolitions Kit: This kit contains all the necessary tools for the creation and rigging of bombs and explosives, as well as defusing them. While the kit contains no explosives, it does contain detonating wire and transmitters, timers, radio controllers and a database of known demolitions equipment specifications.
* Disguise Kit: This kit contains a variety of cosmetics to allow a person to pretend to be another. This contains a variety of contact lenses to change eye color, hair dyes, fake fingerprint gloves, and minor wardrobe items like scarves, glasses, and fake piercings as well as gender concealing items.
* Forgery Kit: This kit contains the hardware and software needed to hack an identity chip, rewrite a keycard, scan and reproduce a signature, forge a document, lift and duplicate fingerprints, produce a false retina lens, and the like, allowing a character to spoof many types of security measures.
* Gaming Set: This set contains all the pieces needed to engage in a type of gaming such as chess, poker, dice, videogames or tabletop RPGs. Proficiency with a gaming set allow a character to add their proficiency bonus when playing that game against another character.
* Lockpicking Kit: Proving the ages old adage that ‘locks are only good for keeping honest people honest’ this tool can be used to subvert locking mechanisms on doors and other objects. It contains a variety of mechanical lock picks as well as a nifty codebreaker for those pesky digital systems. Certain types of locks cannot be subverted with this kit without substantial prep work, such as acquiring retinal scans, thumbprints, voice samples or even more grisly methods.
* Medical Kit: Used for emergency medical situations, this toolkit allows a character to treat deadly wounds in the field. A medkit contains enough supplies for ten uses until it must be replaced. A character proficient in the Medicine skill reduces the DCs of the following uses of the med kit by 5:
	+ Make a DC 20 Wisdom (Medicine) check, and if successful, heal a target a number of HP equal to 1d6 plus the user’s wisdom bonus and the target’s maximum amount of hit dice. Note that a character may not regain HP from this use of any medkit until they finish a long rest.
	+ Make a DC 15 Wisdom (Medicine) check to stabilize a dying creature.
* Musical Instrument: This is a single type of musical instrument such as a violin, keyboard or set of bagpipes. Each type of musical instrument is a separate proficiency.
* Planetary Surveyor: This is a specialized personal computer and interface designed to allow a character to interpret scans of planetary bodies and regions, analyzing them for mineral deposits, soil and water quality and the like. A character would use this equipment to produce reliable planetary maps, determine a landing or colony location, or to parse complicated climate data.
* Repair Kit: This kit contains the many specialized and personal tools a skilled mechanic requires to service, repair and modify equipment, synthetics and vehicles. A character wanting to repair a hull breach, reattach a robot’s arm or add an enhanced scope to their rifle would make use of this toolkit.
* Robot Command Interface: While not specifically a toolkit, a character may gain proficiency with this device as if it were. It is detailed more accurately in the Robots section.

#### Medical Gear

Life out there can be dangerous, and a host of medical advances have been made, offering a number of efficacious, though expensive, treatments for a variety of ailments. While cheaper alternatives to all of these expensive medicines exist, they require bulky equipment, longer recovery times and skilled application. So remember, you’re not paying for a few hitpoints, you’re paying to put something in your pocket that a fully staffed clinic normally does. Most drugs are applied by vibrodermic syringe, quickly and painlessly. Standard features on skinsuits include a med-port for the use of these syringes. To apply a dose of a medicine is an action that can be performed on oneself or others. Medical gear includes:

* Antibiotic: This drug allows a target to immediately re-roll a saving throw against a disease or infection acquired in the last 8 hours, with advantage. If successful, all remaining effects of the disease or infection are negated.
* Antivenom: When applied, a character may reroll a saving throw against a poison effect acquired in the last one minute. They lose the poisoned condition if they have it. If damage was taken from poison, the character recovers HP equal to half of that damage dealt.
* Painkillers: Painkillers render a creature resistant to the effects of pain, allowing them to spend and roll a number of hit dice up to their constitution modifier(minimum of 1) to increase their temporary and maximum hit points by the amount rolled for a period of up to an hour. A character cannot benefit from this effect again until they have taken a short or long rest.
* Radcleanse: A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing radiation from the body. A character who is administered a dose may restore maximum HP reduced by radiation damage by an amount equal to the die rolled plus their constitution bonus. A character may not benefit from another dose of radcleanse until after a long rest.
* Sprayskin: This miraculous substance is applied from an aerosol container, and immediately sterilizes a wound, covering it with a skin colored layer of material that seals a wound and acts as a growth medium for the body’s cells, quickening healing while serving as replacement flesh. Applying this product is an action that recovers 1d6 hp and if the user is proficient in the Medicine skill, allows the healed character to spend a hit die for healing.
* Stimulant: This medicine heightens a character’s alertness and energy. Administering a dose is a bonus action that sets a character’s initiative to 20 + dex bonus for the duration of the current encounter and grants advantage on all perception and investigation ability checks and initiative checks made for the next hour. Additionally a character who uses stimulants removes all their current levels of exhaustion for one hour, at the end of which they gain a level of exhaustion for each one removed, plus an additional one.

### Robots (Droids)

With manpower costs and hostilities both on the rise, it is no surprise that humanity has turned to robotics on the battlefield as well as in industrial applications. Following is a list of a number of common models of combat and utility robotics platforms. Most field deployable combat robots break down into handy kits or cases that can be stored, stacked and deployed with varying levels of ease. Deploying a robot from its stored mode requires an action (or a bonus action for Technicians with fast hands).

A character proficient with a Robot Control Interface (RCI) may attune to it and to any number of robots with a combined CP score (Control Points) equal to or less than that character’s proficiency bonus during a short or long rest. The only way to gain proficiency with a Robot Control interface is through being a Technician or with the Training feat. (Note that cyborgs linked with an RCI do in fact increase their proficiency bonus by one for their total CP of controlled robots.) An RCI requires a free hand to carry and use, meaning one cannot be used along with a two handed weapon, two one handed weapons, or a one handed weapon and a shield.

Robots are only semi-autonomous, requiring direct user input before they take action. As an action, a character controlling a robot may use their readied Robot Control Interface to direct it to do the following:

* Attack: Robot attacks a designated creature until ordered to do something else, or until that creature is reduced to 0 hp.
* Defend: Robot defends a creature, and will delay using its action to attack the creature which last attacked the creature it is defending.
* Follow: Robot will follow the designated creature, remaining in an adjacent square if possible until such a time as a different order is given.
* Assist: Until directed otherwise, the robot will use the its special action every turn on the creature designated when this ability is used.

#### Deployable Turret

Small enough to be carried in multiples, the deployable turret is ideal for creating perimeters or kill zones, and guarding chokepoints.

#### Combat Droid

Collapsible down to the size of a good sized duffle, this robot expands to be roughly human sized and carries an automatic laser weapon by default. Ideal for long range patrols and armed guard duty, these simple but reliable robots are a cheap and simple method of reinforcing numbers on the battlefield.

#### Repair Droid

Designed and built for repair and maintenance of ships, facilities and other robots, these heavy ‘bots are as common a sight on the battlefield as they are construction sites.

#### Medic Bot

Developed for battlefield medicine, these lifesaving robots see common deployment across the human sector in emergency and combat scenarios.

#### Modifications

Modifying a robot is a fairly straight forward process of sourcing the parts or mod kits at the following prices, and installing them with a DC 15 Intelligence (Repair Kit) or (Engineering) check. A Robot may possess any number of modifications, but its CP is increased according to the chart.

* Armor Upgrade: The robot has enhanced armor plating and evasion software, granting it a +2 bonus to its armor class.
* Combat Upgrade: Enhanced combat routines and protocols grant this robot an additional attack whenever it makes the Attack action.
* Durability Upgrade: Materials upgrade grants the robot an additional 2 HP per HD.
* Enhanced Optics: Superior optics and targeting software grant the robot +2 on all attack rolls.
* Self Repair Protocol: Robot may be ordered to Repair itself, healing 1d8 + its HD in HP. This order may not be given again until controller has taken a short or long rest.
* Upgraded Sensors: Better sensor equipment grant the robot a +3 bonus to perception checks, effectively increasing its passive perception.
* Weapon Upgrade: Better weapons equipment grant this robot a +1 damage bonus on all attack rolls per weapon damage die.

### Commodities

#### Ammunition

Ammunition is sold at a rate of 0.5 credits per round or charge, and is sold separately in the following types:

* Ballistic (rifles, handguns, etc)
* Energy Packs (powered, electric, etc)
* Plasma Charge (laser, flamer, etc)

Players may hold up to 5 clips of ammunition per weapon carried on their person.

#### Fuel

Starship fuel comes in two varieties; Fusion Fuel, a Deuterium/Helium-3 mix which fuels the Fusion Reactor, and Tritium Warp Cores which power the Warp Drive.

* Fusion Fuel is sold in units of Tons, and typically costs 25 credits per ton. Additional fuel may be stored in a starship's Cargo Bay for transport or refueling.
* Tritium cores are sold individually, in sizes 1 through 5, proportional to the size of the starship's Warp Drive. Tritium cores degrade after one use. Typical prices are shown below:

 2
 3
 4
 5

#### Trade Goods

Trade Goods include materials, tools, parts, and consumables that are commonly bought, sold, and used throughout the interstellar neighborhood. Trade Goods may be legal or illegal to carry onboard a starship, and legality may vary based on which system you travel through. Trade Good prices vary, often drastically, between star systems - allowing for potential profit in interstellar sales. Typical prices are listed below and indicate the Galactic Market Average (GMA). Prices for individual sale are labeled with an asterisk (\*), otherwise values indicate the Cargo Price. As a general rule, individual sale price = (1/10)\*Cargo Price.