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

Weapon                           Cost              Damage                    Weight    Property

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

Weapon                Cost         Damage         Weight   Property                              Range

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.