Ammunition

I. Energy Ammunition

These types of ammunition are for blasters, rifles, carbines, and any other ranged weapon that shoots energy blasts from a distant range. Made by supercharging certain gases into a particle beam that can damage targets upon contact.

BASE CELL
The base ammunition for most blasters, power cells fuel contain charges that can deal energy or ion damage based on the weapon they are loaded into. Additionally, power cells are used to energize certain tools.
Cost: 10 Creds Weight: 1 Lb.


BASE GENERATOR
The basic type of ammunition for the rotary cannon, power generators can hold a much higher charge capacity than a typical energy cell can hold.
Cost: 1,250 Creds Weight: 5 Lbs.


CRYO CELL
A cryo cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage has its speed reduced by 5 feet until the end of its next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Cost: 350 Creds Weight: 1 Lb.


DEAFENING CELL
A deafening cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn’t deafened.
Cost: 425 Creds Weight: 1 Lb.


 
PLASMA CELL
A plasma cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Cost: 275 Creds Weight: 1 Lb.


 

II. Physical Ammunition

Made with dense metals or plastic compounds, these bullets are used by weapons that shoot solid ammunition at their targets. Often used against jedis and certain energy shields, these bullets often pass defensive measure effective against energy weapons.

BASE SLUG
Slug cartridges are ammunition for blaster weapons that deal kinetic damage. When you reload a weapon that uses cartridges, you can reload any number of cartridges up to the weapon’s reload number as a part of the same action.
Cost: 2 Creds Weight: 0 Lbs.


 
BLIGHT CARTRIDGE
A blight cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is poisoned until the start of its next turn. On a successful save, a creature takes half damage and isn’t poisoned.
Cost: 36 Creds Weight: 0 Lbs.


 
DISRUPTOR CARTRIDGE
A disruptor cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 13 Constitution saving throw, taking 1d6 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Cost: 42 Creds Weight: 0 Lbs.


 
SHOCKING CARTRIDGE
A shocking cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 13 Constitution saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn’t shocked.
Cost: 28 Creds Weight: 0 Lbs.


 

III. Launcher (Rocket) Ammunition

Ammunition used by larger projectile weapons, these missiles often are used against highly armored targets or for crowd control. While useful, not many individuals can carry a large reserve of backup ammo leading these to often be used by more strategic operatives or for defense on military grounds.


FRAG ROCKET
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 13 Dexterity saving throw, taking 2d6 kinetic damage on a failed save or half as much on a successful one.
Cost: 350 Creds Weight: 2 Lbs.


 
ION ROCKET
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 13 Dexterity saving throw, taking 2d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Cost: 475 Creds Weight: 2 Lbs.


 
PLASMA ROCKET
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Cost: 535 Creds Weight: 2 Lbs.


 

IV. Launcher (Wrist) Ammunition

Specialized for use in wrist-mounted guns, these types of ammo can change the field of battle very quickly. Due to the skill required by the user, these are often employed by lone bounty hunters and elite assassins rather than the general populace.


CARBONITE CANISTER
When triggered, this wrist launcher ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Cost: 150 Creds Weight: 2 Lbs.


 
FLAME CANISTER
When triggered, this wrist launcher ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 1d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Cost: 350 Creds Weight: 2 Lbs.


 
CORROSIVE CANISTER
 
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Cost: 625 Creds Weight: 2 Lbs.


 
FRAG MISSILE
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d6 kinetic damage on a failed save or half as much on a successful one.
Cost: 100 Creds Weight: 0.5 Lbs.


 
ION MISSILE
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d4 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.
Cost: 140 Creds Weight: 0.5 Lbs.


 
PLASMA MISSILE
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Cost: 160 Creds Weight: 0.5 Lbs.


 
SNARE
When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 13 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare’s effects.
Cost: 300 Creds Weight: 2 Lbs.


 

V. Vapor Ammunition

A unique tool in many arsenals, these ammo types are used by vapor projectors - an advanced weapon adapted from primitive flamethrowers. Often used to keep ground forces at bay, the effects of these tanks are often devastating towards anyone trying to get within close range during combat. Similar to rockets, weight is a limiting factor for those who wish to use these in battle.


CARBONITE TANK
When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and has its speed reduced by half until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Cost: 675 Creds Weight: 3 Lbs.


 
CORROSIVE TANK
When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.
Cost: 450 Creds Weight: 2 Lbs.


 
FLAME TANK
When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 13 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that are not being worn or carried.
Cost: 650 Creds Weight: 3 Lbs.

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