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AMMUNITION
PROJECTOR TANK, CORROSIVE
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 14
Constitution saving throw. On a failed save, a creature
takes 2d6 acid damage, and the rst 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 ne gray dust.
PROJECTOR TANK, CRYO
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
14 Constitution saving throw. On a failed save, a
creature takes 2d4 cold damage and gains 1 slowed
level 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.
PROJECTOR TANK, INCENDIARY
When triggered, this vapor projector ammunition
produces a burst of ame 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 14 Dexterity
saving throw, taking 2d8 re damage or half as much
on a successful one. The re spreads around corners. It
ignites ammable objects in the area that aren't being
worn or carried.
ROCKET, FRAGMENTATION
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 14 Dexterity saving throw, taking
2d10 kinetic damage on a failed save or half as much
on a successful one.
ROCKET, INCENDIARY
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 re or starts its turn there it must make a
DC 14 Dexterity saving throw. On a failed save, the
creature takes 2d8 re damage or half as much on a
successful one. A construct makes this save with
disadvantage.
Item Cost Weight
Ammunition
Projector tank, corrosive 625 cr 3 lb
Projector tank, cryo 675 cr 3 lb
Projector tank, incendiary 650 cr 3 lb
Rocket, fragmentation 350 cr 2 lb
Rocket, incendiary 535 cr 2 lb
Rocket, ion 475 cr 2 lb
Snare 300 cr 2 lb
Clothing
Clothes, clandestine 300 cr 7 lb
Sunshades 20 cr —
ROCKET, ION
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 14 Dexterity saving throw, taking
2d6 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.
SNARE
When hit by this wrist launcher ammunition, a Medium
or smaller creature is restrained until it is freed. A
snare has no e ect 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
e ects.
CLOTHING
CLOTHES, CLANDESTINE
These clothes come with two hidden pockets, each of
which can store up to 1 lb. Finding these hidden
pockets requires a DC 15 Investigation check.
SUNSHADES
These shades are worn over the eyes. While worn, you
can no longer have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight. However, while
worn, you have disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are
trying to perceive is in dim light.
CHAPTER 5 | EQUIPMENT 50