Equipment
Armor & Weapons
DAMAGE TYPES WITHIN THE UNIVERSE:
Different attacks, damaging force powers, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage Resistance, rely on the types.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
Acid:
The corrosive spray of a Voxyn's breath, or a explosive acid grenade - deal acid damage.
Bludgeoning:
Blunt force attacks-hammers, Falling, constriction, and the like-deal bludgeoning damage.
Cold:
The infernal chill radiating on cold planets such as Hoth or the Chiss Homeworld; Csilla, or the cold emanating from a ice grenade - deal cold damage.
Fire:
Flame Throwers, Various weaponry grenades, and the like, as well as many Force Powers conjure flames to deal fire damage.
Force:
Force is pure energy focused into a damaging form. Most effects that deal force damage are Force Powers. Though there are some like concussive blasts of energy from weaponry that deal it as well.
Lightning:
The Force Lightning power, and various Force Powers, or the damage dealt from Ion weaponry, and Electro-staffs deal Lightning Damage, which are quite powerful against electronic devices and vulnerable circuitry.
Necrotic:
Necrotic damage, withers matter and even the soul, many Force Powers deal this damage, as well as many environmental effects such as "Radiation" from highly radioactive planets, or from effects or creatures warped by the Dark-Side of the force.
Piercing:
Puncturing and impaling attacks, including vibro-blades and monsters' bites, deal piercing damage.
Poison:
Venomous stings and the toxic gas of a Krayt Dragon's breath deal poison damage.
Psychic:
Mental Abilities such as a Force User's psionic blast deal psychic damage.
Energy:
(Replaces old Radiant Damage) Energy damage, dealt by a majority of blasters, energy beams, or the iconic Lightsabers utilized by Sith and Jedi, sears the flesh like fire.
Slashing:
Swords, axes, and monsters' claws deal slashing damage.
Sonic:
(replaces Thunder) A concussive burst of sound, various Force Powers, or the effect of a Flashbang Grenade, various Sonic Grenades or Sonic Weaponry, deals sonic damage.
Restricted Items
See Services & Expenses
Some objects require licenses to own or operate, or are restricted to qualifying organizations or individuals. In such cases, a character must pay a license fee to own the object legally. A license fee is a separate expense, purchased in addition to the object to which it applies
Armor
Light Armor
Type Cost AC Weight Restriction
Blast Helmet and Vest 500 +2 6lbs
Padded Flight Suit 2000 +3 5lbs
Combat Jumpsuit 1500 +4 - 16lbs Licensed
Armored Flight Suit 4000 +5 20lbs Licensed
Stormtrooper Armor 8000 +6 22lbs Military, Rare
Fiber Armor 3000 +4 1lb Licensed
Light Battle Armor 3500 +5 20lbs Military
Light Powered Battle Armor 6500 +4 20lbs Military
Republic Light Armor - +4 8lbs Military
Half-Vest 250 +1 4lbs Restricted
Shadowsuit 600 +1 4lbs Military
Tracker Utility Vest 300 +1 10lbs
Galactic Alliance Armor 6000 +4 18lbs Military
Light/Dark Armor 10000 +4 20lbs
Light Jedi Battle Armor 4000 +3 12lbs
Riot Armor 2500 +2 12lbs Military
Seatrooper Armor 6750 +4 28lbs Military
Stun Cloak 3500 +1 4lbs Licensed
Marine Armor 5000 +5 24lbs Restricted
Medium Armor
Type Cost AC Weight Restriction
Ceremonial Armor 5000 +7 26lbs Restricted
Corellian Powersuit 10000 +7 40lbs Restricted
Battle Armor 7000 +8 32lbs Military
Mesh Armor 6000 +6 26lbs Restricted
Powered Battle Armor 11000 +7 34lbs Military
Weave Armor 5000 +6 30lbs Restricted
GTU AV-1S Scout Armor 15000 +7 36lbs Military
Krail 210 Personal Armor 16300 +7 34lbs Military
Camo Armor 6000 +5 12lbs Restricted
Imperial Knight Armor 7000 +8 32lbs
Knighthunter Armor 6000 +7 26lbs Military
Dark Armor 15000 +7 32lbs
Jedi Battle Armor 6000 +5 24lbs
Biohazard Suit 4000 - 18lbs Licensed
Camo Scout Armor 6000 +6 24lbs Licensed
Katarn-Class Commando Armor 30000 +9 40lbs Military
Stalker Armor 7500 +7 20lbs Licensed
Heavy Armor
Type Cost AC Weight Restriction
Armored Space Suit 12000 +9 70lbs Restricted
Heavy Battle Armor 15000 +10 60lbs Military
Heavy Powered Battle Armor 19000 +9 64lbs Military
Matrix Armor 9000 +9 50lbs Restricted
GTU AV-1C Combat Armor 25000 +9 50lbs Restricted
Vacuum Pod 15000 +4 70lbs
Venom Assault Armor 17000 +10 74lbs Military
Heavy Dark Armor 25000 +8 60lbs
Orbalisk Armor - +10 52lbs
Zero-Gravity Stormtrooper Armor 21000 +9 76lbs Military
Primitive Shield
Shield 10 cr +2 -- 5 lb.
Primitive shields are weak to energy based weapons such as blasters and lightsabers. When a shield would be hit by one of these weapons roll a d6. On a roll of a 1 the shield gains a -1 stat. Once it reaches 0 it is destroyed. A shield is hit when an attack rolls the added value to your armor. Ex. if you have an armor of 16 and the shield adds +2 to your AC. An attack would hit the shield on a roll of 17 or 18, in which you would need to roll a d6.
Energy Shield Generators
Are a unique shield, in that they do not confer any bonus to your Armor-Class, but instead grant a specific amount of Temporary Hit Points upon activation, creating a thin energy-based field that surrounds your skin, dampening any damage that would do you harm. It is a bonus action to activate them, and they last for 10 minutes. An inert but still functional energy shield will recharge after a short or long rest. It takes 1 minute to equip and you can only have 1 equipped at a time. It takes 1 minute to unequip as well.
Shield Cost Weight Temp. HP Stability Unstable DC Unstable Damage
Proto-type 100 cr 1 lb 10 - -- --
Basic 250 cr 1 lb 15 - -- --
Mandalorian 300 cr 1 lb 18 13 13 3d6 Lightning
Advanced 500 cr 1 lb 20 15 15 5d6 Lightning
X-52 Arkanian 5,000 cr 1 lb 30 17 17 8d6 Lightning
Ancient Rakkatan 10,000 cr 1 lb 50 20 19 10d6 Lightning
Restrictions
Base Temp. HP 15 is Licensed
Base Temp. HP 18 is Restricted
Base Temp. HP 20-30 is Military
Base Temp. HP 31+ is Illegal
Failure:
More advanced and powerful energy shield are delicate and complexly built. Should these higher quality Energy Shield sustains too much damage, it can be damaged and rendered inert. When an Energy Shield is reduced to 0 temp hit points, you must make a Stability check, (which is a 1d20 + your Mechanics bonus) The DC is determined by the quality of the Energy shield. On a success, the Energy Shield is still usable, but has run out of power temporarily, which will recharge after a short or long rest. On a failure, the Energy shield short-circuits and must either be repaired or you must purchase a new one. You can repair an Energy shield with a Mechanics check equal to the Stability check.
Unstable:
More advanced and powerful energy shields are delicate and complexly built. These Energy shields have the misfortune of sometimes overloading due to the amount of power they contain. Energy shields that overload or are overcharged with too much energy can become volatile and unstable. When an energy shield becomes unstable; which is the result when a wielder rolls for their energy shield Stability check (as above), and fails. They must roll a d6 and on a 1, it becomes Unstable", the shield releases an explosion of electrical energy in a 10-foot radius centered on you. You and all creatures within 10 feet of you must succeed on a Dexterity Saving Throw, taking a certain amount of Lightning Damage dependent on the level of that energy shield, or half damage on a successful save.
Weapons
The Galaxy is a dangerous place. Most people have access to some kind of weapon, and those who travel the space lanes often carry a blaster or some other weapon as a means of defense. A weapon's legality depends on where you are. No one would look twice at a character wearing a blaster at their side on Mos Espa or Nar Shaddaa. The same character would do well to conceal it while visiting the gleaming metropolis of Coruscant.
Key Words
LT: Light
FN: Finesse
TN: Thrown
HVY: Heavy
DB: Double Bladed
Simple Weapons
Weapon Cost Damage Weight Properties
Combat Gloves 100cr 1d4 Bludgeoning 1lb. Light
Dagger 50cr 1d4 Piercing 1lb. Finesse, Light, Thrown (20/60)
Mace 75cr 1d6 Bludgeoning 4lbs. --
Greatclub 100cr 1d8 Bludgeoning 4lbs. Two-handed
Spear 75cr 1d6 Piercing 3lbs. Thrown (20/60), Versatile (1d8)
Stun Baton 75cr 1d6 lightning 2lbs. Light, Nonlethal
Quarterstaff 90cr 1d6 Bludgeoning 4lbs. Versatile (1d8)
Vibroblade 75cr 1d6 Slashing 2lbs. Light, Finesse, Versatile (1d8)
Vibro-Knife 75cr 1d6 Piercing 1lb. Light, Finesse, Thrown (20/60
Simple Ranged
Weapon Cost Damage Weight Properties
Sling 35cr 1d4 Bludgeoning 1lb. Ammunition (30/120)
Darts(20) 150cr 1d4 Piercing 0.2lb. (20/60), Thrown
Blowgun 400cr +1 Piercing 1lb. Ammunition, Range +40, Load
Bow 300cr 1d6 piercing 2lbs. Ammunition, (150/600), TH
Rep. Bow 500cr 1d6 piercing 3lbs Ammo (10), (100/400), TH
Bowcaster* 1,500cr 1d8 piercing 4lbs Ammo (3), (80/320), TH
*When you attack with this weapon, it fires all three bolts targeting up to three creatures all within 5ft of the primary target.
Martial Melee
Electro-staff 3,000cr 2d6/2d6 Lightning 4lbs. Heavy, Reach, TH
Force Pike 500cr 2d8 Piercing 10lbs. Heavy, Reach, TH
Vibro-Katana 50cr 1d8 Slashing 3 lbs. FN, Versatile (1d10)
Vibro-Axe 500cr 2d10 Slashing 7 lbs. Versatile (1d10)
Gammorean War-Axe 450cr 1d12 Slashing 12 lbs Two-handed, Heavy
Dire Vibroblade 60cr 2d6 Slashing 4lbs Versatile (2d8)
Double Vibroblade 550cr 2d6/2d6 Slashing 7lbs DB, TH
Shockstaff 3500cr 2d6/2d6 Lightning 6lbs DB, TH, Heavy
Power Hammer 1500cr 2d12 Bludgeoning 15lbs Heavy, TH
Vibrosword 450cr 2d8 Slashing 5lbs Versatile (2d10)
Vibroknucklers 200cr +3 Slashing
Vibrorapier 500cr 2d6 Slashing 3lbs Finesse
Shock Whip 1200cr 1d6 Lightning 4lbs Reach, Special
Energy Lance 3500cr 2d8 Energy 9lbs Reach, TH, Heavy
Power Lance 2500cr 2d8 Energy 8lbs Reach, TH, Heavy
Shock Stick 450cr 2d6 Lighting 3lbs Special
Static Pike 300cr 2d6 Energy 3lbs Reach, TH, Heavy
Vibrolance 500cr 2d10 Piercing 5lbs Reach, TH, Heavy
Electropole 1500cr 2d8 Energy 2lbs Two Handed
*Special: Target must make a Constitution Saving throw DC 8 + Prof. Bonous + Dex mod, on a failure, target is stuneed until the end of their turn.
Restrictions
Base Damage Die D6, D8 is Licensed
Base Damage Die D10 is Restricted
Base Damage Die D12, 2D6 is Military
Heavy Weapons
Flamecannon(M) 2,250cr 3d10 Fire 10lbs. Ammo (100), HVY, TH *Flame
Mass Driver (M) 4,000cr 3d12 Force 20lbs. Ammo (20), HVY, TH, SB 240/720
Gatling Gun (M) 4,500cr 1d12 Energy 20lbs Ammo (100), HVY, TH, GG 100/320
Grenade L.(M) 1,000cr Special 12lbs Load, HVY, TH 120/360
Sniper Rifle(R) 3,200cr 3d12 Energy 10lbs. Ammo (1), TW, HVY, SP 400/1000
*Flame: Range 15ft cone or 30ft Line 5ft wide, See Flamethrower below
*SB: Siegebreaker See Below
*GG: Gatling Gun See Below
*Grenade Launger Load: See Below
*SP: Sniper See Below
Restrictions
L is Licensed
R is Restricted
M is Military
I is Illegal
Grenades
All grenades can be activated as a Bonus Action or Free Action and have a range of 60ft. Grenades can be thrown as an attack. If you have the Extra Attack feature or are able to make more then when attack as part of an action, you can throw additional grenades.
Type Cost Damage
Frag 200cr 4d6 Piercing
Stun 250 cr 4d6 Thunder
Flash 100cr 0 damage
Ion 250cr 4d6 Lightning
CryoBan 500cr 4d6 Cold
Poison 200cr 4d6 Poison
Plasma 500cr 6d6 Fire
Thermal 2000cr 10d6 Fire
Adhesive 200cr 0 damage
Radiation 250cr 4d6 necrotic
Smoke 100cr 0 damage
All grenades are Licensed
Pistols
These weapons deal energy damage, but for an additional 50% cost you can change the damage type to Ion or Sonic damage type.
Key Word
LT: Light
HO: Hold Out
NL: Non Lethal
Type Cost Damage Weight Traits Range
Blaster 500cr 2d8 Energy 2lbs. Ammo (20), Light (80/320)
Taser 400cr 2d8 Lightning 2lbs. Ammo (20), LT, NL (80/320)\
Heavy 700cr 2d10 Energy 4lbs. Ammo (20) (100/400)
Hold-Out 300 cr 2d6 Energy 2lbs. Ammo (10) HO (30/120)
Restrictions
Damage Die D8 is Licensed
Damage Die D10 is Restricted
Damage Die D12 is Military
Damage Die D6 is Illegal
Rifles
These weapons deal energy damage, but for an additional 50% cost you can change the damage type to Ion or Sonic damage type.
Key Words
BF: Burst Fire
TH: Two Handed
HVY: Heavy
SCR: Scatter
Type Cost Damage Weight Traits Range
Blaster 700cr 2d10 Energy 4lbs. Anno (20), BF, TH (100/400)
Scattergun 1,000cr 3d6 Energy 5lbs. Ammo (10), TH, SCR (30/90)
Carbine 900cr 2d12 Energy 4lbs. Ammo (30) BF, HVY, TH (100/400)
Light Rep. 800 cr 2d10 Energy 3lbs. Ammo (20), BF (30/120)
Restrictions
Damage Die D10 is Licensed
Damage Die D12 and 3D6 is Restricted
Lightsabers
Lightsaber Cost Damage Weight Trait
Standard 3,000cr 2d8 Energy 1 lb. Versatile (2d10)
Training 1,500cr 1d12 Energy 1 lb. Light, Non-Lethal
Shoto 2,500cr 2d6 Energy 1 lb. Light, Defender
Whip 3,500cr 2d6 Energy 1 lb. Light, Finesse, Reach
Double-bladed 6,000cr 2d8/2d6 Energy 2 lbs Two-handed, *Double-bladed*
Restrictions
All Lightsabers are Military (Jedi/Sith Order)
All Lightsabers Ignore Damage Reduction
Ammo
Gatling Power Pack (100ct) 150cr 2lb.
Fuel Pack (100ct) 100cr 2lb.
Large Power Pack (30ct) 45cr 1lb.
Medium Power Pack (20ct) 30cr 1lb.
Small Power Pack (10ct) 15cr 1lb.
Sniper Pack (1ct) 15cr 1lb.
Lightsaber Key Words:
Lightsaber: "This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster. An elegant weapon... for a more civilized age."
This item appears to be a just a mechanical hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance and energy to spring into existence, or make the blade disappear. Lightsabers are crafted through righteous quests by Force-sensitive individuals or Jedi and are usually discovered by arduous quests and rarity, they are expensive and valuable and rarely found in ordinary markets. the Jedi Order are highly restrictive of making sure ordinary citizens cannot acquire these weapons, and highly guard the secrets and resources for its construction. As such, they tend to not be found in markets or have a price listed for them.
Lightsaber Energy:
Lightsabers emit a powerful energy strong enough to destroy some of the toughest material in the galaxy. The only metals that can stand up against a lightsaber are cortosis, mandalorian iron, or phrik. All other material is destroyable by a lightsaber. No attack rolls need to be made when using a lightsaber against an object not being worn or carried or a structure. When dealing damage to an item or structure you add your force casting ability modifier to the damage roll and double the damage. How quickly it destroys an item or structure is dependent on the material. Use the following list as a guideline.
Size Multiplier: Tiny x2 Med. x4 Large x8 Huge x16 Gigantic x32
Wood: 1 hp x its size.
Permacrete: 5 hp x its size
Steel: 10 hp x its size
Reinforced Steel: 15 hp x its size
Durasteel: 20 hp x its size
Blast Door Durasteel: 30 hp x its size.
Defender:
Is a unique weapon specifically designed to aid in defense, they lack offensive power and size, but make up for it by providing a +1 bonus to your Armor Class.
Double-bladed Lightsaber:
When you take the Attack action and attack with only a Double-bladed Lightsaber, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is 2d6, and the attack deals Energy Damage.
Weapon Break:
Lightsabers are powerful weapons, and can slice through almost any material, even reinforced steel or durasteel. any weapon that is not made of cortosis, mandalorian iron, or phrik that makes contact with a lightsaber is in dire risk of breaking and being destroyed, if that weapon should come into contact with a lightsaber, there is a 50% chance that it will shatter and break. Flip a coin or roll a 1d2, on a heads or a 1 the weapon breaks.
WEAPON KEYWORDS
Two-Weapon Fighting/Double-Bladed Weapons:
When you take the Attack action and attack with a weapon that your holding in one hand, you can use a bonus action to attack with a different weapon that your holding in the other hand. You dont add your ability modifier to the damage of the off hand attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon instad of making a melee attack with it.
Finesse:
When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Finesse weapons are considered balanced weapons and gain a +2/0 when using two-weapon fighting.
Light:
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Light weapons are considered balaced weapons and gain a +2/0 when using two-weapon fighting.
Double-Bladed:
Some melee weapons can be bladed on both ends making it a deadly combination of speed and power. You can use a bonus action to attack with the other end. You add your ability modifier to this damage.
Flamethrower:
This weapon fires up to a 15 foot long cone of flame or up to a 30 foot long line of flame. Each target caught within the area must make a Dexterity save, DC (8 + Your Proficiency Bonus + Your Dexterity Modifier). 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. When you use this weapon, it takes up 1 ammo for every 5ft of distance.
Siegebreaker:
Deals double double against structures and objects. These massive cannons are slow to charge, but when fired pack a punch, and are exceptionally used for breaking through walls or covers. A mass Driver requires an action to reload, regardless of any features that enable you to reload quicker. A Mass Driver is a very heavy weapon and requires a Strength of 13 to use, in addition, you cannot take the dash action while wielding one due to its immense size. and your base movement speed is halved.
Blowgun:
Blowguns can use Darts as their ammunition, while a primitive weapon, they are quite lethal when said darts are dipped in various lethal toxins, and are an age-old weapon of many galactic cultures for countless millennia.
Gatling Gun:
Is a heavy two-handed weapon that has a rotating barrel and chassis protecting it, when it heats up, it will fire a barrage of lasers that fire from these rotating barrels. A Gatling Gun is a unique weapon that can only fire in burstfire mode. However, the Gatling Gun is a unique weapon in that it does not overheat after firing in burstfire mode.
Versatile:
Can be held with one hand or two hands, if held with two-hands, the damage increases to the stated amount.
Sniper:
A Sniper Rifle is a powerful ranged blaster which can amplify and project laser bolts at a highly accelerated speed that can penetrate even the toughest of armors or flesh. Sniper Rifles are unique weapons, in that they normally do 2d10 Energy Damage on hit, however, a creature can spend An Action to line up a "Kill Shot", when they do so, they cannot move from that spot nor can they take any other actions. on their next turn when they fire the Sniper Rifle, if the attack hits, that creature must succeed on a Constitution Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier), on a failure, that Creature instantly dies. This has no effect on Legendary Creatures or creatures with Legendary actions, and also has no effect on creatures if their CR is higher than your Character level.
Nonlethal:
A weapon with this property is incapable of delivering a fatal blow to a creature, when a creature is reduced to 0 hit points by a weapon with this property, they are instead knocked unconscious.
Ammunition:
This weapon requires Ammunition to function.
Range:
The Normal Range and Long Range listed for the weapon; Attacking at its long range incurs disadvantage on the attack roll.
Two-handed:
Requires two-hands to attack with.
Heavy:
Is too large and difficult for Small creatures to utilize effectively, it grants Disadvantage to Small creatures.
Hold-Out:
A weapon with the Hold-out Keyword is a small hand-held weapon that can be easily concealed. You have advantage on Dexterity (Sleight of Hand) checks to conceal these weapons.
Reload:
A weapon with this property lists how many shots it can fire before it must be reloaded, by using your Action.
Scatter:
A weapon with this property can choose to fire a 'Scatter-shot" expending a large burst of ammunition in an outwards cone effect. As an action, you can unleash a blast in a 10'ft cone radius, each creature in that cone must make a Dexterity Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take normal damage from this weapon. When you perform a 'Scatter Shot', you expend 2d4+1 ammunition.
Explosives & Mines
Explosives deal heavy damage in a small area similar to grenades. They can be set with a successful DC 25 Intelligence check or a DC 10 with training in Demolitions. If you fail you ruin the explosive and render it unusable. If you fail by 5 or more it goes off on accident. Mines work in similar fashion and use the same statistics as grenades depending on which type of mine you have. Except once active any creature that moves within 10ft of the mine triggers it.
Explosive Costs: You can purchase explosives in any size from as low as 1d6 to as high as 15d6. The cost for each is 200cr per number of dice up to 10d6. Every dice after that cost 300cr.
Explosive Effect: They explode in a 20ft radius dealing fire damage and dealing double damage to objects and structures. The Save DC for and Explosive is 10 + the number of damage dice. (ie 4d6 would be DC 14) and each creature must make a Dexterity Saving Throw, taking half damage on a success. If a creature is within 5ft of the center of the blast they gain disadvantage on the saving throw and abilities such as Evasion cannot be used. To disarm one the DC is equal to 10 + the number of damage dice and must succeed on a Demolitions check. If you fail by 5 or more it goes off.
Grenade:
As an Attack action a character may throw a grenade at a point up to the listed Range, as an attack (Meaning a character with multi-attack could throw a grenade and attack with an equipped weapon as part of a single attack action or throw multiple grenades). This range is extended when using rocket propelled grenades fired from an appropriate launcher, see "Grenade Launcher".
Frag Grenade: A character caught within the 10'ft radius of this exploding fragmentation grenade must make a Dexterity Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) taking 4d6 piercing damage on a failed save, and half as much on a successful one.
Plasma Grenade: A character caught within the 10'ft radius of this exploding plasma grenade must make a Dexterity Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) taking 4d6 fire damage on a failed save, and half as much on a successful one. If the creature fails their save, they are also frightened and incapacitated from being set on fire, until the end of their next turn. In addition, at the start of their next turn, they take an additional 2d6 fire damage caused from being alight on fire. If they are immune to fire damage they are immune to the effects of this grenade.
Ion Grenade: A character caught within the 10'ft feet of an exploding Ion grenade must make a Dexterity Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) taking 4d6 Lightning damage on a failed save, or half damage on a successful one. these grenades are specially built to short-circuit droid wiring, If the creature is a droid (robot, they have disadvantage on the Saving Throw, and if they fail the saving throw by 5 or more, they are paralyzed for 1 minute, if they fail by 10 or more, they are rendered unconscious and de-activated. They can repeat their saving throw to end the paralyzing effect at the end of each of their turns. Though this does not apply if they are unconscious.
Stun Grenade: A character caught within the 10'ft feet radius of an exploding stun grenade must make a Constitution Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod), taking 4d6 Lightning damage on a failed save, and half as much on a successful one. In addition, if a character fails their saving throw, they are stunned until the end of their next turn.
Adhesive Grenade: A character caught within the 10'ft feet radius of an exploding adhesive grenade must make a Dexterity Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod), the grenade explodes in a 10'ft radius, creating a mass of thick, sticky webbing in that area. The webs fill a 10 foot cube from that point for 1 hour. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against the previous DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5 foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.CryoBan Grenade: A character caught within the 10'ft feet radius of an exploding CryoBan Grenade must make a Constitution Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod), taking 4d6 Cold damage on a failed save as it bursts into a sheen of icy frost, encompassing and freezing everything in the radius causing a thin sheet of ice and frost to cover the area if the creature succeeds on their save it takes only half damage. In addition, if a character fails their saving throw, they are paralyzed until the end of their next turn. If a creature is reduced to 0 hit points by this grenade, they are frozen solid and shatter into ice chunks.
Flashbang Grenade: A character caught within the 10'ft radius of an exploding flashbang grenade must make a Constitution Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) becoming blinded and deafened for one minute on a failed save, and for one round on a successful one. Creatures that are wearing some form of protective visionary or hearing equipment, or a creature that is naturally immune to the blind or deafened condition; are immune to this effect from the grenade.
Poison Grenade: A character caught within the 10'ft radius of an exploding poison grenade must make a Constitution Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) taking 4d6 poison damage and becoming poisoned from the gas for one minute on a failed save, and half damage and other creature is not poisoned on a successful save. At the start of each of the creatures turns while it is poisoned in this way, it takes an additional 1d6 poison Damage. A creature can repeat the save at the end of each of their turns, to end this effect. Creatures that are wearing some form of protective breath mask or equipment, or a creature that is naturally immune to the poison condition; are immune to this effect from the grenade.
Thermal Detonator: A character caught within the 20'ft radius of an exploding thermal detonator must make a Dexterity Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) taking 10d6 fire damage on a failed save and is pushed 10 feet away from the blast and is knocked prone, or half damage on a successful one and isn't knocked prone, but is still pushed. These grenades are military grade and are illegal for civilian use.
Radiation Grenade: A character caught within the 10'ft radius of an exploding radiation grenade must make a Dexterity Saving Throw (DC = 8 + Your Prof Bonus + Dex Mod) taking 4d6 necrotic damage on a failed save and is knocked prone , or half damage on a successful one and isn't knocked prone. At the start of that creatures turn, they must make a Constitution Saving Throw DC 15. On a failure, that creature gains one level of Radiation Sickness.
Smoke Grenade: You create a 20-foot-radius sphere of smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it
Grenade Launcher:
A grenade Launcher adds range, by being able to fire grenades a further distance than they can be thrown. When fired in this manner, they are also shot at an accelerated rate and create a larger and instantaneous contact detonation, making it more more deadly and difficult to take cover from. When a grenade is used with a Grenade Launcher, increase the damage die number of the Grenade by 2 (from 4d6 to 6d6) and the saving throw DC by 2.
Burstfire:
Weapons with the Burst-fire property may make normal single target attacks, or to target a 5-ft radius' within normal range, and spray it with fire. Targets within the area must make a Dexterity Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier) When you Burst-fire in this manner, you use and fire 2d8+1 extra rounds of ammunition as a cost. When you burstfire, the weapon is overheated, and cannot burstfire again until the end of your next turn.