Perhaps more than any other element of the setting, technology truly defines Dragonstar and sets it apart from traditional fantasy settings. While dragons, wizards, magic, and monsters are all common features of campaign worlds designed for the d20 System, high technology is either incredibly rare or nonexistent in most of these settings. In Dragonstar, this technology defines and enriches the setting, providing characters with fantastic new opportunities and capabilities . Whether you do you're shopping in the commercial district of an imperial throneworld or a disreputable trading post on some unnamed planet on the edge ofthe Outlands, a dizzying variety of goods and services are available in the Empire. Clothing, survival gear, computers, and personal electronics are available in the sprawling shopping complexes of the major cities, while weapons, medical equipment, and security gear are available from countless specialized suppliers . Starting credits are listed for both of the new character classes in Chapter Three. The standard classes receive 10 times the starting funds, in credits, listed in the core rules (PHB 95). For example, a beginning fighter receives 6d4x100 credits . Availability Most of the equipment in this chapter is available to any character who can afford it. These items are available in all of the major cities of the Empire and most of the minor ones. In many Outlands worlds, of course, high-tech equipment is rare or even nonexistent . Characters will often have to leave such worlds and travel deeper into the Empire to purchase this equipment. If tech is available for sale on a newly colonized world, it will often demand premiums of three times the listed price or more. The DM should set prices for those rare few devices for sale on such worlds. Some of the equipment in this chapter is not available for general sale. This includes all martial firearms and all armor heavier than light. These are military-grade weapons and armor and you cannot find them at the local shopping mall. However, most characters will have sufficient contacts to acquire these weapons ifthey can afford them. A fighter who musters out of the Legions may smuggle his personal weapons and armor out with him. A ranger who served as a scout may do the same. Paladins will be supplied with weapons and armor by their order. Rogues and others with underworld contacts may be able to purchase restricted weapons and armor from the black market. As a general rule, the DM should allow starting characters to purchase any weapons, armor, and equipment they can afford with their starting funds. As the campaign proceeds, the DM may require characters to make the necessary contacts-legitimate or otherwisebefore purchasing such items. Note that it is not illegal to own or even carry military-grade weapons on every world in the Empire. They simply aren't available for general sale. The DM may wish to restrict ownership or possession of these items on certain planets, or in some cities on those planets, but there is no shortage of worlds where it's not only legal but wise to go heavily armed. The fact that the Empire is in its third millennium ofrule under chaotic-aligned emperors also means that laws in general, including those related to weapons, are much looser than was the case under the lawful dragons of Qesemet. Wealth and Money The credit (cr) is the standard currency of the Dragon Empire. In principle, credits are backed by gold and silver- the vast, uncountable hoards assembled over millennia by the lords of both Qesement and Asamet. In reality, though, credits are an electronic and paper fiction backed by little more than the good faith and economic prosperity of the Empire. As long as everyone accepts the credit as legitimate currency, it is. In the major cities of the Empire's core worlds, almost all legitimate transactions are completed electronically . Numbers are passed from bank account to bank account and from credit chip to datapad, and no physical currency every changes hands. But the Empire extends far beyond these sprawling urban centers. Many planets in the Empire don't have the developed communications infrastructure to support a strictly electronic economy. On these worlds, paper currency and coins are still in everyday use . Paper currency is available in denominations of 1, 10, 100, and 1,000 cr. Two coins are available : the dek, a tenth of a credit, and the cent, a hundredth of a credit . This currency easily converts to the gold, silver, and copper standard of the core rules. Because credits convert to gold pieces on a 1-for-1 basis, you can use all of the equipment listings in the core rules and supplements as is. Of course, most ofthe items from those sources are primitive by the Empire's standards, and you'll find that the high-tech gear in this chapter seems pretty expensive in comparison. Just as in the core rules, weapons in Dragonstar are organized into several categories. These categories identify the feat needed to be proficient in their use (simple, martial, and exotic), their usefulness in close combat (melee) or at a distance (ranged), and their size (Tiny, Small, Medium-size, Large, etc .). Simple, Martial, and Exotic Weapons: Because they are so easy to use, all characters who have the Technical Proficiency feat are proficient with all simple firearms-both slug-throwers and energy weapons. Otherwise, the standard restrictions on weapon proficiencies apply: Druids, monks, rogues, and wizards are proficient with only a limited selection of simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Other classes are proficient with an assortment of weapons. If you use a weapon with which you are not proficient, you suffer a -4 penalty on attack rolls. In addition to a specific weapon proficiency feat, characters must have the Technical Proficiency feat to use high-tech weapons. If you do not have the Technical Proficiency feat, you suffer a -4 penalty on attack rolls . This penalty stacks with the standard non-proficiency penalty. For example, a wizard without the Technical Proficiency feat attempting to use an assault laser (martial weapon) would suffer a -8 penalty on attack rolls. Melee and Ranged Weapons: Melee weapons are used for making attacks in close combat, though some can also be used as thrown weapons. Ranged weapons are thrown weapons, projectile weapons, or energy weapons that are not effective in melee. You apply your Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite bows and compound bows) or energy weapons. Weapon Size: The size of a weapon compared to your size determines whether the weapon is light, onehanded, two-handed, or too large for you to use without assistance, such as a tripod or vehicle mount. Light: If the weapon's size category is smaller than yours, then the weapon is light for you. Light weapons are easier to use in your off hand, and you can use them while grappling. You can use a light weapon in one hand. You get a +1 circumstance bonus on attack rolls if you shoot a light firearm with two hands. One-Handed: If the weapon's size category is the same as yours, then the weapon is one-handed for you. If you use a one-handed melee weapon two-handed, you can apply one and a half times your Strength bonus to damage. Thrown weapons can only be thrown onehanded, and you receive your Strength bonus to damage. For special rules on firearms, see below. Two-Handed: If the weapon's size category is one step larger than your own, then the weapon is two-handed for you. You can use a two-handed melee weapon effectively in two hands, and when you deal damage with it, you add one and half times your Strength bonus to damage. Thrown weapons can only be thrown onehanded. You can throw a thrown weapon with one hand even if it would be two-handed for you due to your size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. You receive your Strength bonus to damage. You can use a two-handed projectile weapon effectively in two hands. If you have a penalty for low Strength, apply it to damage rolls when you use a bow or a sling . You get no Strength bonus to damage with a projectile weapon unless it's a mighty composite bow or compound bow (see page 97, PHB 113) . Mounted: If the weapon's size category is two or more steps larger than your own, the weapon is too large for you to use in melee. You can use a ranged weapon two or more steps larger than your own if the weapon is mounted, such as on a bipod, tripod, or vehicle mount. Unarmed Strikes : An unarmed strike is two size categories smaller than the character using it. Firearms : If your size category is the same as or larger than a pistol or handgun, you can use it one-handed. However, pistols and handguns require two hands to load, regardless of your size . Loading a firearm is a move-equivalent action that provokes attacks of opportunity (seepage 131) . All longarms (carbines, rifles, shotguns, submachine guns, etc .) require two hands to use effectively. If your size category is at least as large as the longarm, you can fire it with one hand at a -4 penalty. You can even fire a longarm in each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons . The Two-Gun Shooting feat does reduce these penalties . The Ambidexterity feat lets you avoid the -4 penalty for the off-hand attack (-6 primary hand and off hand). For more information, see Chapter 7: Combat (page 131). Rate of Fire: Firearms come in three varieties, each with different capabilities . Single shot weapons can fire only one shot before they must be reloaded . Semiautomatic weapons can fire as many shots as you have attacks . Automatic weapons can either fire individual shots in semiautomatic mode or multi-shot bursts in automatic mode. An automatic weapon can fire as many bursts as you have attacks (see Autofire, page 129). Automatic weapons can also lay down suppressive fire (see Suppressive Fire, page 130). Ranged WEapon Descriptions Personal Firearms These weapons are slug-throwers and energy weapons that can be carried and fired by individual characters. Assault Blaster : The assault blaster is a militarygrade automatic rifle capable of firing three-pulse bursts . A standard minicell is good for 20 shots with an assault blaster. Assault Carbine: This military-grade, automatic slug-thrower is a slightly more compact version of the assault rifle. It uses a binary chemical propellant to fire caseless ammunition. The assault carbine is capable of firing three-round bursts . A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots . Assault Laser: The assault laser is a military-grade automatic rifle capable of firing three-pulse bursts . A standard minicell is good for 20 shots with an assault laser. Assault Rifle: This automatic slug-thrower was standard issue among military and security forces before the development ofreliable and portable energy weapons. It uses a binary chemical propellant to fire caseless ammunition . The assault rifle is capable of firing three-round bursts . A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots. Blaster Carbine: This semiautomatic carbine is a lighter, compact version of the blaster rifle. A standard minicell is good for 25 shots with a blaster carbine . Blaster Pistol : This semiautomatic handgun fires pulses of highly energetic ionized particles . A standard minicell is good for 20 shots with a blaster pistol . Blaster Rifle: This semiautomatic rifle is the standard civilian-issue blaster weapon. It is used for a broad range of tasks, from hunting to home defense . A standard minicell is good for 30 shots with a blaster rifle. Flamethrower: This semiautomatic weapon ignites and jets sticky, burning fuel. The weapon deals 3d6 points of damage to everything in a 5-foot-wide stream extending to its maximum range . Characters caught in the stream can make a Reflex save (DC 20) for half damage. Grenade Launcher: These semiautomatic, magazine- fed weapons use an efficient compressed-gas mechanism to fire any of the grenade types listed in this chapter (see page 101). A standard magazine holds five grenades and the compressed-gas reservoir is good for 20 shots. For the same price as a grenade launcher purchased separately, these weapons can also be mounted under the barrel of an assault weapon. Some assault weapon models even come with integral launchers, providing both direct fire and area-effect fire support . Heavy Autopistol: This is a large-caliber, semiautomatic slug-thrower. It uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 20 rounds and a propellant cartridge is good for 500 shots. Holdout Laser: This is a concealable, semiautomatic laser pistol. It is typically used as a secondary weapon, concealed in an ankle- or forearm holster. A standard microcell is good for 15 shots with a holdout laser. Holdout Pistol: This is a concealable, semiautomatic slug-thrower . It is typically used as a secondary weapon, concealed in an ankle- or forearm holster. The holdout pistol uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 10 rounds and a propellant cartridge is good for 500 shots. Hunting Carbine: This semiautomatic slug-thrower is a lighter, more compact version of the hunting rifle. Hunting carbines are extremely common in civilian use, especially on frontier worlds. It uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 20 rounds and a propellant cartridge is good for 300 shots. Hunting Rifle: This semiautomatic slug-thrower is very common in civilian use, especially on frontier worlds . It uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots. Laser Carbine: The laser carbine is a lighter, more compact version of the laser rifle, and is very common in civilian use. A standard minicell is good for 25 shots with a laser carbine. Laser Pistol : This semiautomatic energy weapon is very common among civilians, law enforcement officers, and military personnel . A standard minicell is good for 30 shots with a laser pistol. Laser Rifle: The semiautomatic laser rifle is used for a variety of tasks, from hunting, to home defense, to law enforcement and security. A standard power cell is good for 20 shots with a laser rifle. Light Autopistol: This is a small-caliber, semiautomatic slug-thrower. It uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 25 rounds and a propellant cartridge is good for 500 shots . Light Machinegun: These support weapons are some of the most common slug-throwers remaining in military service. They fire a large-caliber rifle round at a very high rate and are effective at longer ranges than lighter weapons. Light machineguns fire five-round bursts and a standard magazine holds 100 rounds . Missile Launcher: The man-portable, shoulder-fired missile launcher is a common support weapon in military service. It is typically used to attack ground vehicles and aircraft. The missile launcher is a single-shot weapon. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired (see Vehicle Combat, page 157). Loading it is a full-round action that provokes attacks of opportunity. Missile launchers are military weapons and access to them is tightly restricted. Plasma Rifle: This large, military-grade weapon fires devastating pulses ofhighly energetic, high-temperature plasma that inflicts severe heat damage on the target . The plasma rifle can be used in both anti-personnel and anti-vehicle roles. The plasma rifle is a semiautomatic weapon and cannot fire bursts like many other militarygrade energy weapons. A heavy power cell is good for 20 shots with a plasma rifle. Plasma rifles are militarygrade weapons and access to them is tightly restricted. Rocket Launcher: The rocket launcher is a manportable weapon that can fire any of the rockets listed in this chapter (see page 102). It is a single-shot weapon. Loading the rocket launcher is a full-round action that provokes attacks of opportunity. Rocket launchers are military-grade weapons and access to them is tightly restricted. Rocket Launcher, Multishot: The multishot rocket launcher is a semiautomatic weapon. Its large magazine has a capacity of four rockets. As with the single-shot launcher, reloading this weapon is a full-round action that provokes attacks of opportunity. Rocket launchers are military-grade weapons and access to them is tightly restricted. Screamer Pistol : This semiautomatic energy weapon is a bit more exotic than lasers and blasters, but still fairly common. A standard minicell is good for 30 shots with a screamer pistol . Screamer Rifle: This semiautomatic weapon is no match for similar models of lasers and blasters, but it is sometimes used when the target is suspected of having protection from fire and electricity. A standard minicell is good for 20 shots with a screamer rifle. Shotgun : This semiautomatic, binary-propellant weapon uses shells filled with small projectiles that scatter when it is fired. The shotgun does 3d6 points of damage to a target in the first range increment, 2d6 to a target in the second range increment, and 1 d6 to anyone in a 5-foot-wide path beyond that distance out to maximum range. A standard magazine holds 15 shells. A propellant reservoir is good for 300 shots. Sniper Rifle: This semiautomatic slug-thrower is a large-caliber rifle used primarily by law enforcement and military sharpshooters. It has excellent accuracy at extended ranges . A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots. Submachine Gun: This is a military-grade, automatic slug-thrower. It is smaller than a carbine and typically fires ammunition in handgun calibers . It uses a binary chemical propellant to fire caseless ammunition. A submachine gun is capable of firing three-round bursts . A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots. Taser Pistol: This diminutive weapon is extremely effective for its size. It is most often used as a selfdefense weapon or by law enforcement officers, as it can buy the wielder sufficient time to escape from a threat or to apprehend a criminal . A creature hit by a taser dart must make a Fortitude save (DC 15) or be stunned for 1 round. The darts do piercing damage, but the stun effect is electrical. Creatures immune to electricity are not harmed by this effect. A microcell is good for 15 shots with a taser pistol . Neavy Weapons These weapons are designed as support or anti-vehicle weapons. A character can fire a heavy weapon that is two size categories larger than he is only if the weapon is supported by a bipod, tripod, weapon harness, or vehicle mount. Even a bipod or weapon harness is insufficient for weapons more than two size categories larger: Such weapons must be mounted on a tripod or vehicle mount. Many of these weapons are typically connected to a vehicle battery or fixed power generator, which give them an unlimited power supply. However, if these power sources are knocked out, the weapons will no longer fire. All of these weapons are military-grade weapons and access to them is tightly controlled, even on worlds whose laws are otherwise rather lax. Blaster Cannon : This heavy weapon is the massive relative ofthe common blaster rifle. It is used to combat light mechanized forces . A heavy cell is sufficient for only 10 shots with a blaster cannon. Most are connected to vehicle batteries or large generators for an effectively unlimited power supply. Heavy Machinegun: These powerful slug-throwers must be mounted on a heavy tripod or vehicle. This weapon fires a heavy round at a very high rate of fire and is effective at very long ranges . Heavy machineguns have only two modes: autofire and suppressive fire. They do not fire single shots. Heavy machineguns fire five-round bursts . A standard drum magazine holds 100 rounds and a propellant cartridge is good for 200 shots. Laser Cannon: This heavy laser is used as a support and anti-vehicle weapon. A heavy cell is good for only 15 shots with a laser cannon, and most are connected to a vehicle battery or generator for an effectively unlimited power supply. Missile Launcher, Multishot: These launch systems are usually vehicle mounted or integral vehicle weapons. Some models are magazine fed, but most feature independent launch tubes. They come in four, eight, 16, and 24-missile models. These weapons can fire 1/4 of their missile capacity with a single attack action. For example, a 4-missile launcher can only fire one missile per attack action, while a 24-missile launcher can fire six. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired (see Vehicle Combat, page 157). Plasma Cannon: This heavy plasma weapon is capable of truly frightening firepower. A plasma cannon must be connected to a vehicle battery or generator, but both provide an effectively unlimited power supply. While they certainly aren't as common as firearms, traditional bows and crossbows have benefited from many technological developments. The following weapons are advanced variants of weapons that are common in the Outlands . Arrows: Modern arrows are made from composites and carbon fiber. They are lighter, fly truer, and penetrate more deeply than their archaic counterparts . The damage die of a bow using a modern arrow is increased by one step. For example, an archaic longbow firing these arrows deals 1d10 points of damage, while a compound bow deals 1dI2+4. An arrow used as melee weapon is Tiny and deals ld6 points of piercing damage . However, all melee attacks with the weapon suffer a -4 circumstance penalty on attack rolls. Arrows come in lightweight, weatherproof quivers that hold 20 arrows . Modern arrows that hit their targets have a 50% chance to be destroyed . Arrows that miss their targets have a 10% chance to be destroyed or lost. Automatic Crossbow: This is a semiautomatic heavy crossbow of modern design and construction that can fire up to six bolts without reloading . A long magazine snaps into the underside of the frame, and a new bolt is loaded into firing position automatically when the bow is redrawn . A small electric motor redraws the bow automatically after each shot. The motor is powered by a mircocell that slots into the weapon's stock, and the cell is good for 500 shots and redraws . Bolts: As with modern arrows, bolts are made from advanced composites and carbon fiber. The damage die of a crossbow using a modern bolt is increased by one step . For example, a heavy crossbow firing one ofthese bolts deals 1d12 points of damage. A bolt used as a melee weapon is Tiny and deals ld6 points of piercing damage. However, all melee attacks with the weapon suffer a -4 circumstance penalty on attack rolls. Bolts come in lightweight, weatherproof quivers that hold 20 bolts. Modern bolts that hit their targets have a 50% chance to be destroyed . Bolts that miss their targets have a 10% chance to be destroyed or lost. Compound Longbow: This recurved longbow is constructed using a cable and pulley system that creates more power and velocity even for archers not gifted with great strength. The archer gains a damage bonus of +4, just as if he were using a mighty bow and had a Strength bonus of +4. This weapon must be used with two hands, and it is too large to fire while mounted on an animal (it can be fired from a vehicle if sufficient space is available). Firearms Accessories Bayonet: This is a two-edged blade between six and eight inches long that attaches to the barrel of a rifle or carbine . A character wielding a firearm equipped with a bayonet can be used as a melee weapon, dealing the listed damage. Bayonets are keenblades (see page 102), so their threat range is 19-20. Electronic Scope: This high-tech scope supports a variety of options . It provides l Ox magnification for the purposes of distance-hampered Spot checks (see page 77). It eliminates penalties for poor lighting, working just like low-light vision. The scope also doubles the effective range increment of a ranged weapon when it is used. However, aiming through a scope greatly reduces your field of vision and makes defending yourself almost impossible. When you use an electronic scope to make an attack, you lose your Dexterity bonus to AC until the start ofyour next action. Laser Sight: A laser sight can be mounted on any type of firearm as well as bows and crossbows. A contact switch in the weapon's grip activates the sight, which paints the target with a beam of visible coherent light and greatly aids aiming the weapon. You gain a +1 circumstance bonus on attack rolls when firing a weapon equipped with a laser sight. Magazine: These cartridges hold the listed number of bullets for slug-throwers . This caseless ammunition is usually a spherical or dart-shaped metal slug. Propellant Cartridge: This device is a cylinder about the size of a mincell that provides binary propellant for a slug-thrower. The cartridge usually slaps into a receiver in the weapon's stock or under its barrel. Replacing a propellant cartridge is a move-equivalent action that provokes attacks of opportunity. If you have the Speed Load feat, its benefits apply to propellant cartridges as well as ammunition magazines and power cells. Silencer : This accessory attaches to the barrel of a firearm and suppresses the report of a chemical-propellant slug-thrower. Silencers can only be used with slugthrowers, and they increase the DC of Listen checks to hear a weapon being fired nearby by 10. Weapon Harness: This device consists of an articulated, servo-assisted arm designed to support a heavy weapon. When disengaged, the harness holds the weapon at one of several optional ready positions . A heavy weapon cannot be fired without a weapon harness or similar support, such as a tripod or vehicle mount. EXPLOSIVE WEAPONS Grenades Adhesive Grenade : This weapon is designed to incapacitate victims rather than kill them. When a "glue grenade" detonates, it discharges a film of thick fluid throughout the blast radius . On contact with air, the fluid becomes adhesive, bonding instantly and to anything it covers . Anyone who is in or who enters the blast radius must make a Reflex save every round (DC 15, +1 per previous check) or become entangled . The film remains sticky for 3d10 rounds after the grenade detonates . Concussion Grenade : A concussion grenade is an explosive charge in a metal or hard-plastic casing . When the grenade detonates, the shockwave deals damage to everything in the burst radius . Half of a concussion grenade's damage is sonic damage and half is bludgeoning damage. Underwater, the shockwave caused by a concussion grenade travels much further and much faster than it does through air . The blast radius and blast damage of concussion grenades is doubled underwater. Flash-Bang Grenade: A flash-bang grenade doesn't do any damage. It detonates with a blinding flash of light and deafening noise. Any living creature in the blast radius must make a Will save (DC 20) or be stunned and deafened for 1 d3 rounds . Ifthe creature was looking in the direction of the flash-bang when it detonated and fails the save, it is blinded for the same period oftime. Ifthe creature made the save, it is dazzled for the duration of the effect. The duration of these visual effects is halved if the victim was wearing eye protection (see page 115). Creatures especially sensitive to light, such as drow, are blinded for twice the normal duration. Fragmentation Grenade : A fragmentation grenade is an explosive charge in a metal casing. When the grenade detonates, the explosion and shrapnel deal damage to everything in the burst radius. Half of a frag grenade's damage is fire damage and half is piercing damage. Incendiary Grenade : These weapons burst on detonation, filling the blast radius with a chemical compound that ignites on contact with air. Damage is resolved normally, and all of an incendiary grenade's damage is fire damage. Creatures caught in the blast radius may also catch on fire (DMG 86). Nausea Grenade : A nausea grenade doesn't do any direct damage, but it's extremely effective at crowd control . It works like a smoke grenade, spewing out a noxious gas that reduces visibility. Anyone who is in or who enters the blast radius must make a Fortitude saving throw every round (DC 15, +1 per previous check) or be blinded and nauseated for ld3 rounds after they have left the affected area. A filter mask, hostile environment suit, powered armor, or other sealed system protects against nausea grenades entirely. Creatures who do not have a metabolism, such as constructs, robots, soulmechs, and undead, are unaffected by nausea grenades . Smoke Grenade : A smoke grenade does no damage. When it detonates, it releases a non-noxious vapor that billows out in a 20-foot radius. The smoke persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds . Visibility within the smoke is limited to two feet. Everything within the cloud has 90% concealment. Stun Grenade : Stun grenades are designed to knock victims out rather than kill them. The damage from a stun grenade is calculated normally, but it is treated as subdual damage. Missile, High Explosive : This is a standard explosive missile fired from a variety of man-portable and vehicle launch systems . The weapon deals half fire damage and half piercing damage to everything in the blast radius. This missile has a guidance rating of 20. It moves 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter. For more information on explosive weapons, see page 133 . Missile, High Explosive Armor Piercing: This missile is designed to focus its explosive charge in a single direction, thereby penetrating armor more effectively. The weapon deals half fire damage and half piercing damage to everything in the blast radius. This missile has a guidance rating of 20. It moves 1,250 feet (speed 25 on the surface scale) the round it is launched and 2,500 feet (speed 50 on the surface scale) every round thereafter. For more information on explosive weapons, seepage 133 . Missile, Anti-Air: This missile is designed to take down aircraft and is either fired from an aircraft or personnel and vehicles on the surface. It is much larger and faster than surface-to-surface missiles. This missile deals half fire and half bludgeoning damage to everything in the blast radius . It has a guidance rating of 25. It moves 12,500 feet (speed 25 on the aircraft scale) the round it is launched and 25,000 feet (speed 50 on the aircraft scale) every round thereafter. For more information on explosive weapons, see page 133 . Rocket, High Explosive: This rocket is fired from a variety ofman-portable and vehicle launch systems . The weapon deals half fire damage and halfpiercing damage to everything in the blast radius . For more information on explosive weapons, see page 133 . Rocket, High Explosive Armor Piercing: This rocket is designed to focus its explosive charge in a single direction, thereby penetrating armor more effectively. The weapon deals half fire damage and half piercing damage to everything in the blast radius. For more information on explosive weapons, see page 133 . Torpedo: These weapons are designed to penetrate and destroy starfaring warships . These devastatingly powerful weapons deal half fire damage and half bludgeoning damage to everything in the blast radius. A torpedo has a guidance rating of 25. It moves speed 25 (on the spacecraft scale) the round it is launched and speed 50 every round thereafter. For more information on explosive weapons, see page 133 . Melee Weapon Descriptions Melee weapons have not enjoyed the same revolutionary advances as ranged weapons. Firearms have been revolutionized by completely new technologies . Melee weapons in the Empire would be recognizable to most any warrior in the Outlands . The state of the art has not advanced much beyond the common knife or sword. Other designs, such as maces, axes, and pole arms, are completely obsolete . Engineers have focused their efforts on making blades as versatile, light, durable, and sharp as they can possibly be. With melee weapons, magic is capable of much more than technology. Keenblades: These weapons have light, strong alloy blades and their edges are laminated with industrial diamond. They are extremely sharp and will not dull over the lifetime of the weapon. Keenblade versions of all of the slashing and piercing weapons in the core rules are available . Their cost is five times the listed cost for a standard weapon of that type. Keenblades provide a +1 bonus on attack rolls, and this bonus stacks with bonuses both for being of masterwork quality and magic enhancement bonuses . The threat range of a keenblade is also twice that of a corresponding conventional weapon. Keenblades are fine weapons, but they are still extremely uncommon in the Empire. Most soldiers carry a blade of some kind as a backup weapon, and many adventurers carry melee weapons as well. There is no question, though, that these weapons are no match for slug-throwers and energy weapons. Stun Batons: A stun baton is a long nightstick with electrical contacts on the end. When the weapon is activated, a powerful electrical current crackles along these contacts. A target hit by a stun baton takes normal bludgeoning damage and must make a Fortitude saving throw (DC 15) or be stunned for 1 round. Resistances or immunities to electricity damage apply. A stun baton is powered by a microcell good for 50 successful hits before you need to replace it. Failed attacks don't drain the weapon's charges . Stun Gauntlets : Stun gauntlets work just like stun batons, except you wear them on your hands like gloves . A target hit by stun gauntlets takes normal unarmed strike damage and must make a Fortitude saving throw (DC 15) or be stunned for 1 round. Resistances or immunities to electricity damage apply. Monks with the Technical Proficiency feat can use stun gauntlets to augment their unarmed strikes . The DC to resist the monk's stunning attack is increased by 1, and targets who fail their saving throws are stunned for 2 rounds . Stun gauntlets are powered by twin microcells good for a combined 50 hits before you need to replace them. Failed attacks don't drain the weapon's charges . Armor Armor in Dragonstar fills the same role as it does in the Outlands, but developments in materials technology makes it much more effective . Most armors are lighter and less restrictive, yet offer better and more durable protection against a wide range of weapons. Shields are obsolete in the Empire, though they are still common on many undeveloped Outlands worlds. Shields provide no armor bonus when used to defend against advanced ranged weapons, including both slugthrowers and energy weapons. Even a highly trained fighter is unable to position a shield quickly and precisely enough to block attacks from these weapons. The only exception to this rule is the tower shield, which still provides a cover bonus. However, its bulk makes it a poor choice on the modern battlefield . Armor Vest: An armor vest is constructed of gel padding sandwiched between layers of densely woven, reinforced polymer fibers . The most common models are one-piece units that slip over the head and shoulders, with adjustable fasteners in easy reach along the sides. Assault Exoskeleton : This heavy armor is constructed of reinforced polymer plates over a customized, formfitting carbon-fiber frame. The interior ofthe armor is lined with gel padding, and the exoskelton is typically worn over standard combat fatigues. Given the protection it offers, the exoskeleton is reasonably lightweight and the carbon-fiber frame is fully articulated to allow a full range ofmovement. Assault Hardsuit : This heavy powered armor blurs the line between infantry and mechanized forces, effectively transforming a foot soldier into a walking tank. The composite and carbon fiber plating provides the heaviest personal armor available, and the heavy-duty batteries allow for 24 hours of operation. The assault hardsuit is more plodding, methodical, and less nimble on the move than an unarmored soldier, but it does offer an effective Strength of 22. When traveling overland, the power-assist servos allow the wearer to hustle for up to 12 straight hours without rest (PHB 143). The headsup display on the viewscreen provides all the benefits of a personal communicator, digital binoculars, laser sight, and digital mapbox. The assault hardsuit can also be sealed for self-contained operations in a hostile environment for up to three hours. In this mode, it provides all the benefits of a hostile environment suit and vacuum suit. The hardsuit provides the user with damage reduction 10/-. Assault hardsuits must be equipped with integral weapons, and these are available at their standard listed price. The armored manipulators on the hardsuit are capable of a wide range of tasks, but they are not designed to hold personal weapons. The most common hardsuit models feature an integral assault laser or blaster in one arm and a shoulder-mounted, multishot rocket launcher or missile launcher. These models include an armored ammunition case for the latter on the hardsuit's back, and the rockets and missiles are machine-fed to the launcher from this case. Weapons are not included in the listed price of the assault hardsuit and must be purchased separately. Battle Armor: This armor consists of several rigid polymer components designed to protect vulnerable parts of the soldier's body, including the chest and shoulders, elbows, hands, and shins. The polymer armor is worn over standard combat fatigues and includes a visored combat helmet. Battle Suit: This armor is a heavier, one-piece version of combat fatigues . The durable polymer fiber is reinforced by a lining of energy-absorbing gel to protect the chest and extremities. Camouflage: All types of armor are available in camouflage patterns that greatly improve the wearer's ability to blend in with his surroundings. Camouflaged clothing or armor grants a +2 circumstance bonus on Hide checks . Combat Armor: This armor is similar in design to battle armor, but the rigid armor components are more extensive and it incorporates the same gel lining found in the battle suit. Combat armor includes a visored combat helmet. Combat Exoskeleton : Lighter in construction than the assault variant, this heavy armor features similar reinforced polymer plates over a customized, formfitting carbon-fiber frame. The interior of the armor is lined with gel padding, and the exoskelton is typically worn over standard combat fatigues . Given the protection it offers, the exoskeleton is reasonably lightweight and the carbon-fiber frame is fully articulated to allow a full range of movement. Combat Fatigues : These standard military fatigues feature durable composite fiber interwoven with high- strength polymer threads . The elbows, knees, and shoulders are reinforced with padded pockets of energyabsorbent gel . Combat Hardsuit : This powered armor is effectively a heavier version ofthe assault exoskeleton, with battery- powered servos to assist the soldier in locomotion . The hardsuit is full-body armor, and the integral helmet provides all of the benefits of a personal communicator, digital binoculars, and laser sight . The servos provide the user with an effective Strength of 18, and a standard heavy cell provides power sufficient for 48 hours of continuous operation . When traveling overland, the power-assist servos allow the wearer to hustle for up to 12 straight hours without rest (PHB 143). The combat hardsuit cannot be fitted with integral weapons, but the fully articulated gauntlets allow the soldier to use any weapons he could normally use. The combat hardsuit can also be sealed for self-contained operations in a hostile environment for up to three hours. In this mode, it provides all the benefits of a hostile environment suit and vacuum suit . The hardsuit provides the user with damage reduction 51-. Flight Suit: This jumpsuit is commonly worn by military pilots, arcane spellcasters, and others who want full-body armor protection without sacrificing freedom of movement. It is constructed of high-strength, synthetic composite fiber. The suit is light, non-restrictive, and very effective . Heavy Clothes : This entry includes any reinforced, durable clothing, including leathers, heavy dusters and overcoats, and bushman's khakis. While not designed as armor, the materials used in their construction are strong and resilient enough to provide limited protection comparable to archaic leather armor. Shock Armor: This armor consists of a full-body, composite-weave suit lined with energy-absorbent gel . Rigid polymer armor-heavier and more extensive than that used in battle armor and combat armor-protects as much of the body as possible while still allowing full mobility. Shock armor includes a combat helmet . Communications Gear Credit Chip: These ubiquitous devices are datachips with financial credit stored on them. They are effectively credit cards with the credit recorded on the onboard memory chip. Credit chips can be swiped through automated processors, and they can beam transactions to other credit chips or datapads. When a transaction is made, the total is automatically deducted from the balance on the chip. Credit chips are thumbprint or pheromone activated, but they can be hacked with a Use Device check (DC 25) . A hacked chip will recognize the hacker as an authorized user. Datachip: These small, flat optical disks can store up to one terabyte (1,000 gigabytes) of data-sufficient storage for 50,000 fully illustrated encyclopedia volumes. A wide range of applications and searchable, customizable database programs are available commercially. Some of the most common are listed below. Players and DMs are encouraged to develop new ones as well. Datapad : This is a lightweight, handheld personal computer. It can be used as a notepad, personal scheduler, calculator, graphics tablet, and library. Standard datapads use verbal or cursor input, though collapsible keyboards are also available for rigorous or technical tasks. Data is typically displayed on a holographic projection, digital glasses, or the integrated flatscreen display. Standard features include a datachip port and wireless modem for networking and communications . Datapads provide users with a +2 circumstance bonus on appropriate ability or skill checks . Ifthe user has purchased specific database programs, the datapad provides a +2 circumstance bonus on related skill checks that depend primarily on information or calculation . For example, a price-guide program would provide the bonus on Appraise skill checks, and countless databases are available that provide the +2 bonus for a wide range of specific Knowledge skills . A datapad has sufficient onboard storage for 10 data programs, which can be installed from datachips . Language Translator: This headset inlcudes an earpiece, microphone, and clip-on audio speaker. When the appropriate datachip is inserted into the unit, spoken language is translated in real-time by the computer and output to the earpiece. Likewise, when the user speaks into the microphone, his words are immediately translated into the appropriate language and output to the clip-on speaker. A language translator allows instantaneous, near-fluent communication in any language for which the user has a datachip, though the translations are notoriously flat and academic . Skill checks, including Bluff, Diplomacy, and Perform, using a language translator suffer a -4 circumstance penalty. Each language chip costs 100 cr. Personal Communicator: These small and versatile units are typically mounted in a light headset, a single earplug, or a tiny pin that can be clipped to the user's clothing. Personal communicators are generally voiceactivated and can operate through subvocalization or bone conduction. These devices integrate radios and satellite uplinks for a broad range of wireless communications tasks. The radios have a line-of-sight range of about 10 miles. Using cellular relays, they can be used anywhere within the operating area of a city, continent, or planet with a developed telecommunications network. Finally, using satellite uplinks, the devices allow global and orbital communication on any planet with an accessible network of communication satellites . SENSORS Behavior Analyzer: This desktop device measures blood pressure, brainwave activity, galvanic skin response, and other physiological cues to determine the subject's overall emotional and mental state. You get a +4 circumstance bonus on Sense Motive checks if the subject is hooked up to a behavior analyzer. Behavior Analyzer, Handheld: This is a portable version of the full-size device . It is less sophisticated and accurate, but it provides a +2 circumstance bonus on Sense Motive checks . Digital Binoculars : These handheld devices offer up to 25x magnification, providing the user with a +2 circumstance bonus on distance-hampered Search and Spot checks. If the user selects the appropriate view mode, the binoculars can also process infrared, ultraviolet, and amplified light. " A character using the light-amplification mode can see twice as far as an unassisted human in starlight, moonlight, and similar conditions of poor illumination . This mode does not allow the user to see in complete darkness. " Infrared mode allows the user to see in the dark up to the range of the binoculars. However, infrared is not as versatile as darkvision. It detects variations in the temperature ofviewed objects, and it usually cannot distinguish between objects with the same surface temperature. Thus, while infrared can easily detect living creatures in total darkness, it cannot distinguish most undead from their surroundings. Further, infrared does not easily penetrate water, so this viewing mode is useless underwater. " Ultraviolet light penetrates water more readily than any other visible light and is very useful for vision enhancement underwater. When using the ultraviolet viewing mode, a character can see twice as far underwater as an unassisted human. Holocam: This handheld device records three-dimensional, full-motion images and audio for display on a holographic projector. A holocam has sufficient onboard storage for 100 hours of recording . It also features a datachip port for additional storage. A standard datachip can store 10 hours of holographic recordings. Multiscanner : This useful handheld device is indispensable for field scientists and explorers in the Outlands wilderness. It incorporates a number of functions useful for evaluating environmental conditions and identifying life forms. The multiscanner features the following sensor systems. " A Geiger counter capable of identifying and analyzing the approximate source and intensity of harmful radiation within 500 feet. " A chemical sniffer capable of detecting and analyzing chemicals in the environment, including the soil, air, and water sources within 100 feet. " A magnetometer, spectrometer, magnetic resonance detector, and millimeter-wave radar capable of identifying and analyzing the material composition of objects within a range of 100 feet. Though its resolution is grainy, it can penetrate thin surfaces and generate useful images of any objects concealed underneath. " Electrical sensors capable of analyzing electrical activity in living organisms . The device can detect the presence and approximate size of life forms within 100 feet. If networked to a datapad with an appropriate knowledge database, the multiscanner can even identify these life forms if the user makes a successful Use Device check (DC 20). Medical Tech Nightvision Goggles: These devices amplify available light, granting the user all of the benefits of lowlight vision . The user can see twice as far as an unassisted human in starlight, moonlight, and similar conditions ofpoor illumination . Security Scanner: This handheld device monitors electrical currents and a broad radio spectrum and localizes low-power transmissions . It is capable of detecting microbugs and other electronic surveillance devices within 50 feet. The scanner has a small integrated electromagnetic pulse generator capable of frying such devices' electronic circuitry. The EMP unit also grants the user a +2 circumstance bonus on Disable Device checks to sabotage other electronics, from datapads to electronic door locks and security systems . Surveillance Laser: This portable device generates a laser beam (invisible to unassisted sight) with a line-ofsight range of 10 miles. In application, the device's effective range in urban areas is about 500 feet. The laser is aimed at a window or similar thin surface. It is capable of recording, digitizing, and translating the vibrations of this surface to replicate nearby conversations . The device has a datachip port for storing recordings, and a single chip can store thousands of hours of recorded conversations . The surveillance laser can also be connected directly to a datapad or other computer via wireless network. Autodoc : This cutting-edge device is designed as a substitute for the emergency medical facilities of a small trauma center or military infirmary. The integral datapad and diagnostic monitor allow the unit to diagnose most illnesses and traumas . Equipped with a wide variety of fully articulated medical instruments, sensors, imaging scanners, and pharmaceuticals, the autodoc is designed to stabilize and treat critical patients . An autodoc immediately stabilizes a dying patient who is placed inside it. The patient is considered to be recovering with help for the purposes of regaining consciousness (PHB 129). Further, the patient recovers twice his level in hit points for each full day he remains in the autodoc . Diagnostic Monitor : These devices are used to quickly and accurately assess a patient's medical status . When placed against the patient's skin, the diagnostic monitor samples a wide range of vital signs and prompts the attending medic with a condition summary and treatment priorities . A monitor gives the user a +2 circumstance bonus on Heal checks for first aid (PHB 69). Medkit: Medical kits are found in the packs of most every explorer, soldier, and adventurer. They are small and easy to use and offer a wide variety ofuseful emergency medical supplies. A medkit grants a +4 circumstance bonus on Heal checks. It contains enough supplies for five treatments, after which it must be replaced or replenished . SURVIVAL GEAR Artificial Gill: An artificial gill is a small backpack device featuring a synthetic membrane that functions much like a true fish gill. The membrane, along with a small rebreather and regulator, extracts breathable oxygen from water and allows about 20 hours of continuous underwater activity. Artificial gills do not protect a user from depth and decompression hazards . Backpack: A large, comfortable kit that can hold up to 200 lbs. of supplies . Backpacks are waterproofed and constructed of rugged materials with reinforced frames. They receive a +2 circumstance bonus on Fortitude saving throws and receive a save even if unattended. Climbing Gear: This kit includes a 200-foot synthetic fiber rope, grappling hook, spikes, crampons, compressed air hammer, ice axe, climbing boots, and helmet with integral headlamp. Climbing gear grants a +4 circumstance bonus on Climb checks . Drysuit: This is a diving suit made of rugged, variable- state material . It can be worn as either a loose-fitting jumpsuit with good ventilation or a close-fitting diving suit with excellent insulation. A low-power electrical current is used to alter the material from a baggy, open weave to a tight waterproofed state. Standard drysuits are designed for use with artificial gills and come with a headlamp-equipped diving mask and swim fins. Electronic Mapbox : This handheld device is a global positioning unit with an integral datapad that can store and display digital maps. The device also includes a digital compass and inertial navigator. The electronic mapbox allows the user to locate and track his position and movement anywhere on a planet and plot them on an existing map display. The global positioning unit is accurate to within a meter but only functions on a planet with an accessible global positioning satellite network. Emergency Beacon: This is a small, high-power radio transmitter that uses an integral battery and solar charger to generate a continuous, pulsing telemetry signal intended to guide rescuers . These are useful devices, but many soldiers and adventurers deactivate them when traveling in hostile areas for fear that the emergency beacon will be used by their enemies to locate them. Emergency Pod: These are rescue devices designed to aid survival in a variety of emergency situations. Emergency pods are typically about three feet wide and contain miniature life support systems . To activate it, the user pulls the collapsed pod from its storage pack, climbs inside, and zips it shut. When the pod is sealed, the device inflates and the life support system is activated. The system provides breathable air and temperature control for up to 100 hours for a single adult. The devices also come with an integral emergency beacon that activates upon inflation. Emergency pods are effective in the deepest oceans and the furthest reaches of space. Filter Mask: This device filters the air and protects the user from most airborne chemical agents and contaminants . The user is immune to the harmful effects of smoke, gas, and toxic inhalants. The user must still have available air to breathe, so the filter mask is not sufficient to sustain the user in space, underwater, or in any other airless environment . Filter masks cover the user's nose and mouth and feature airtight goggles and adjustable fitting straps . Fire Paste: This is a chemical putty that it used to start or sustain fires. Fire paste comes in small blocks with integral igniters. The user simply pulls the tab on the igniter and seconds later the paste bursts into flame. Fire paste quickly ignites any inflammables in contact with it and a block will burn by itself up to 30 minutes . Flare Gun: This handheld device is used to fire emergency flares. It can fire a standard flare cartridge 500 feet in the air. Flare cartridges use chemical inflammables to burn hot and bright in a variety of colors. Hostile Environment Suit: The HEV is similar in manufacture to the drysuit, constructed ofvariable-state material designed to alternate between a loose, open weave and a tight, sealed protective suit. The HEV is intended for use in environments-from planets to space stations-characterized by toxic atmospheric elements, extreme temperature, or dangerous levels ofradiation. The suit comes with a helmet equipped with an integral breathing mask, but it does not feature a full life-support system and cannot be used in a completely airless environment . The HEV suit provides protection in temperatures ranging from -50°F to 150°F, allows the user to breathe tainted air without ill effect, and grants a +10 circumstance bonus to Fortitude saves to resist the harmful effects of radiation (see Galaxy Guide). Sleeping Bag: These lightweight units are made of durable composites and are the explorer's best friend . They can be folded down to a small rectangle and easily stored in a backpack. They provide excellent insulation, protecting the user from both heat and cold. SUBTERFUGE The stuff here was more or less totally mangled. I can't read it. Survival Rations: These are durable, high-energy food products stored in a sealed plastic packet . A wide variety of foods are available-some to be heated up and some to be eaten cold. A single packet will sustain a Medium-size character for one week, and survival rations have a shelf life of several years. Temporary Shelter : Temporary shelters are more versatile than tents, typically offering more spacious, durable, and weatherproof accommodations. Temps are easy to assemble and disassemble and come in a variety of designs . Some are small one- or two-person shelters, while others are larger multi-room structures. Temp panels contain electrically sensitive frames that, when activated, stiffen and support the structure's roof and walls. The user simply unrolls the temp and pushes a button. The frames stiffen and the shelter raises itself. Temps have integral solar panels that trickle-charge small batteries to provide power. Water Purifier: These simple devices are essentially large plastic straws fitted with filters and ionized chemical scrubbers . The user puts one end in the water, the other in his mouth, and sucks the water through the straw. Purifiers are disposable and good for about 20 gallons of water before the filters fail. Water purifiers remove toxins, contaminants, and harmful microbes from water, and also remove salts from seawater. Chameleon Suit: The fabric of this loose-fitting jumpsuit is a durable polymer weave fitted with phototropic implants that cause the suit's surface to automatically match the appearance of its surroundings . Characters wearing a chameleon suit gain a +4 circumstance bonus on Hide checks. This bonus is lost if a potential observer has a thermal imaging device . Disguise Kit: These kits contain thin polymer molds custom-fit to the user's facial structure and a wide variety of modular implants and appliances. The user can craft any number ofpartial or full facial masks with the molds, and the tone and texture of the polymer imitates that of real skin. The implants and appliances can be used to create effects such as pigmentation, scarring, simulated injuries, body heat, or facial twitches. Contact lenses, hairpieces, and other such accessories are also included . A disguise kit grants the user a +4 circumstance bonus on Disguise checks . Electronic Lockpicks : These specialized intrusion tools are needed to bypass or open electronic locks. You can attempt to open such a lock with standard electronics tools, but you suffer a -2 circumstance penalty . Electronic Lockpicks, Masterwork: When using these high-quality tools, you get a +2 circumstance bonus on your Open Lock checks. Forgery Lab: A forgery lab includes the special paper, plates, inks, dyes, cutting tools, laminating materials, and imaging devices you need to make both hardcopy and electronic forgeries . A forgery lab grants you a +10 circumstance bonus on Forgery checks. Intrusion Suit: The intrusion suit is a form-fitting body stocking that features the same phototropic properties found in a chameleon suit. However, the intrusion suit also incorporates thermal wiring and hundreds of tiny chemical reservoirs that match the wearer's thermal signature to the temperature of his surroundings . The intrusion suit provides the same +4 circumstance bonus to Hide checks as a chameleon suit, even if thermal imaging is used. Lockbreaker : This intrusion device looks like a simple mechanical handgun. The end of the barrel is placed against a lock and the trigger is squeezed repeatedly to force a serrated key-blade into the mechanism, forcing the tumblers and causing the lock to disengage . Lockbreakers are very effective, but they use brute force to accomplish their task and are aptly named: They render any lock they're used against completely inoperable. Lockbreakers grant a +10 circumstance bonus on Open Lock checks against conventional mechanical locks. They are not effective against other designs, such as combination locks or electronic locks. Microbug: This device is a microphone, radio transmitter, and internal power cell combined in a single miniature package. A microbug's power supply is not sufficient for continuous transmission, so it stores recorded data until its memory is full and then sends it using compressed burst transmissions . The range of these transmissions is a mere 200 feet, but portable relays can be used to boost the signal. Safecracker's Kit: This kit can only be purchased by characters with appropriate security credentials or those with contacts in the criminal underworld. The kit includes a variety of power drills, files, clamps, and other tools specially designed for defeating complex mechanical locks. The kit also features a small fiber optic camera that can be inserted into a drilled hole to view the position of tumblers and other lock components. A safecracker's kit grants a +4 circumstance bonus on Open Lock checks against complex mechanical locks, such as combination safe locks. Signal Jammer: This handheld or belt-clip device generates a random broadband signal designed to reduce the effectiveness of remote sensors and interfere with radio transmissions. It generates broadband white noise and low-level microwave energy, as well as subsonic, infrared, and ultraviolet strobe effects . The signal jammer does not prevent detection, of course-indeed, it makes it a forgone conclusion. However, it can make electronic surveillance of content and detail almost impossible. It can mask conversations, prevent clear holographic recording, and block most imaging technologies, including infrared, ultraviolet, and low-power sonar and radar. TOOLS Appraisal Kit: This kit offers a variety ofoptical sensors, chemical testers, and specialized electronics used to evaluate and appraise the value of a wide range of items, including gems and jewelry, coins, stamps, and other collectibles, as well as works of art. Demolitions Kit: These kits contain detonators, timers, shaping molds, detonation cord, wiring, adhesive patches, tape, and a variety of hand tools. Demo kits typically do not include explosives-these must be purchased separately. Without a demolitions kit, you suffer a -2 circumstance penalty on your Demolitions and Disable Device skill checks to set or disarm explosive charges . Demolitions Kit, Masterwork: This kit contains more sophisticated tools, including specialized power tools and electrical sensors . The kit grants you a +2 circumstance bonus on Demolitions and Disable Device checks to set or disarm explosive charges . Laser Torch: This small hand tool generates a cutting laser suitable for light mechanical tasks. It can cut through 60 inches (5 feet) of hardness-1 material each round. Thus, it could drill a hole in a 60-inch-thick block of glass or cut a circular section with a circumference of 60 inches from a 1-inch-thick windowpane. For sturdier materials, simply divide 60 by the material's hardness to determine the number of inches the torch can cut through each round. For example, the laser torch can cut through 6 inches of hardness-10 iron each round, or 3 inches of hardness-20 adamantite. Toolkit : This kit includes a variety of common and useful tools, including a hammer, pliers, wrenches, screwdrivers, hand drill, hand saw, nails, bolts, screws, clamps, and other fasteners . The kit grants you a +2 circumstance bonus to appropriate Craft, Repair Device, and Disable Device checks. Toolkit, Specialized : This category covers a range of specialized toolkits that assist you with one specific device type. Without a specialized toolkit, you suffer a -2 circumstance penalty on your Craft, Repair, and Disable Device checks when working on devices of the supported type. Available kits include : electronics toolkit, mechanics toolkit, and robotics toolkit . Toolkit, Masterwork Specialized : These expert kits provide additional and more sophisticated tools. They grant a +2 circumstance bonus on appropriate Craft, checks. Available kits include : electronics toolkit, mechanics toolkit, and robotics toolkit . SPACE GEAR Magnetic Boots: These boots feature powerful magnets that can be activated or deactivated at the wearer's command. The magnets firmly attach to any metallic surface . By activating and deactivating each boot, the wearer can move slowly but surely in a zero-g environment. Magnetic boots eliminate gravity check penalties due to low- or zero-g . However, a character wearing active magnetic boots has his speed reduced by 10 feet and he cannot run . For an additional 50 cr, magnetic gauntlets are also available. When used with magnetic boots, these grant a +2 circumstance bonus on Climb checks when used on a magnetically attractive surface . Thruster Pack: This light harness features a compressed- gas thruster system for quick and easy maneuverability in a zero-g environment. The thruster pack can be worn with a vac suit and allows the user to move in any direction with a speed of 30 feet. The compressed gas reservoir is sufficient for one hour of continuous operation . Vac Suit: This spacesuit is constructed of heavy, semi-rigid material. The high-impact plastic helmet features a polarized faceplate and integral personal communicator. Metal sealing rings connect the helmet, gloves, and boots to the suit. A vac suit offers complete protection from vacuum, radiation, and extreme temperature for up to 40 hours. After this time has elapsed, the suit's life-support systems must be replenished and recharged . Microcell: This power cell is a cylinder about two inches long and half an inch in diameter. It is used to power small electronic devices and weapons. Minicell : This power cell is a cylinder about four inches long and one inch in diameter. Minicells power countless handheld and portable devices . Heavy Cell: This power cell is a cube about six inches on a side. It powers a number of large devices that require a dedicated supply of energy. Characters have a staggering variety ofclothing styles to choose from. New characters are assumed to have several everyday outfits, and these do not count against a character's starting funds. The following entries provide general guidelines for common clothing . Casual Clothes : Light, loose fitting clothes in a broad range of colors, styles, and cuts. A casual outfit includes a shirt or blouse, trousers, pants, or a skirt, and comfortable shoes. Dress Clothes : Men wear suits in a variety of styles, while women favor dresses . Fashion is extremely open in the Empire, and countless designs and styles are available. Dress clothes are the uniform of those who work in business and government and commoners also wear them for special occasions . Formal Clothes : Black, tailored suits for the men and elegant gowns in various styles and colors for the women. Among the nobility, formalwear is often decorated with the heraldry of the wearer's House. Outdoor Clothes : These outfits feature durable, weatherproofed garments, including shirts, trousers, boots, belts, and vests orjackets . These clothes are worn by outdoor sportsmen, explorers, scouts, field scientists, and anyone else who works or plays in wilderness areas. Winter Clothes: This clothing features heavy, lined coats, warm trousers and pants, and insulated gloves and boots. These clothes are common among those living, working, or traveling in cold climates. Work Clothes: This outfit includes a long-sleeved shirt, undershirt, and trousers of heavy, durable fabric . It also includes a heavy leather belt, gloves, and boots. MISCELLANEOUS Bodywrap: This garment is effectively a straightjacket of advanced design. The skin-tight wrap encircles the body from neck to feet and renders the prisoner completely motionless . A bodywrap is, in principle, impossible to escape unless it has been applied incorrectly. Flashlight: A flashlight illuminates a cone up to 100 feet long and 50 feet wide at the end. A typical flashlight is a handheld device about half an inch in diameter and five inches long. These lights can also be integrated into helmets, armor, and even weapons. A flashlight runs on a standard microcell for 100 hours of continuous use . Grippers : These useful devices are suction cups that can be affixed to the hands and feet. Grippers allow characters to climb flat, smooth, and dry surfaces with a successful Climb check (DC 10) . Handcuffs: The prisoner's wrists are locked in steel restraints connected by a short length of chain. Slipping the cuffs requires an Escape Artist check (DC 35) and they have a Break DC of 30. Applying handcuffs is a full-round action. Lantern : This electric light illuminates everything in a 60-foot radius . It runs on a standard minicell for 100 hours of continuous use . Rope: This is a braided cord of synthetic polymer sold in lengths of 100 feet. It is extremely strong and very light, and one of the most useful tools in the Empire despite its simplicity. Sunglasses: These glasses come in a wide variety of designs . They are flash polarized and protect the eyes from both sunlight and intense flashes of light. Characters wearing sunglasses get a +2 circumstance bonus on saving throws to resist intense light, including the visual effect of a flash-bang grenade . Zipcuffs: These disposable plastic restraints slip over a prisoner's wrists and cinch them tightly together with a quick tug . Once they've been cinched tight, the restraints lock into place and a knife or other sharp implement is necessary to remove them. Slipping a pair of zipcuffs requires an Escape Artist check (DC 30) and the Break DC is 25 . Simple Weapons - Ranged Weapon Cost Damage Critical Range Weight Type Increment Tiny Holdout laser 200 cr 1d10 x2 75 ft. l lb. Fire Microcell (15) 10 cr 1/2 lb. Holdout pistol 150 cr 1d8 x3 100 ft. 2 lb Piercing Magazine (10) 5 cr 1/2 lb. Taser pistol 100 cr * * 100 ft. 1 lb. Magazine (15) 10 cr 1d6 x3 1/2 lb. Small Blaster pistol 600 cr 3d8 x2 100 ft. 3 lb. Electricity Minicell (30) 15 cr 1/2 lb . Laser pistol 500 cr 2d10 x2 100 ft. 21b. Fire Minicell (30) 15 cr 1/2 lb . Light autopistol 300 cr 1d10 x3 150 ft. 5 lb. Piercing Magazine (25) 10 cr 1/2 lb . Heavy autopistol 400 cr 1d12 x3 200 ft. 7 lb. Piercing Magazine (20) 15 cr 1/2 lb . Screamer pistol 450 cr 2d6 x2 100 ft. 2 lb. Sonic Minicell (30) 15 cr 1/2 lb.