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SF2E CRAFTING & EQUIPMENT QUICK REFERENCE

SF2E CRAFTING & EQUIPMENT QUICK REFERENCE

Source: SF2E Chapter 6: Equipment Last Updated: 2026-01-17


CURRENCY

  • Gold Pieces (gp): All item prices use PF2E gold pieces, aligned with PF2E's level-based pricing curve
  • Credits (flavor): In the Pact Worlds, 10 credits = 1 gp. Credits are the in-world currency name; gp is used for game mechanics
  • UPBs: Universal Polymer Base; multifunction crafting components; 1 Bulk per 1,000 units

BULK SYSTEM

Carrying Capacity

LimitFormulaEffect
Standard5 + Str modNo penalty
EncumberedAbove standardEncumbered condition
Maximum10 + Str modCannot exceed

Bulk Values

  • -- Negligible | L Light (10 L = 1 Bulk) | 1, 2, 3+ Standard

Size Adjustments

SizeBulk Limit1 Bulk becomesL becomes
Tinyx0.5----
Small/MediumStandard1 BulkL
Largex2L--
Hugex42 Bulk1 Bulk
Gargantuanx84 Bulk2 Bulk

EQUIPMENT GRADES (Replaces Runes)

GradeKey Benefit
CommercialStandard equipment (baseline)
Tactical+1 upgrade slot
AdvancedBetter stats
Superior+2 upgrade slots
EliteBetter stats
Ultimate+3 upgrade slots
ParagonBest stats

Grade Benefits by Type

EquipmentGrade Benefit
ArmorResilient trait (better saves), more upgrade slots
WeaponsDamage dice, tracking trait (better attacks), more upgrade slots
ShieldsHardness, HP, Broken Threshold

UPGRADING EQUIPMENT

  • DC: Crafting check = finished item's level
  • With Formula: UPBs = half price difference; multiple crafting days
  • Without Formula: Full price difference; 1 day

Formula Costs

Item LevelFormula Cost
Level 05 sp (Maker's app)
Levels 1-31-3 gp
Levels 4-65-13 gp
Levels 7-1018-50 gp
Levels 11-2070-3,500 gp

CRAFTING

  • Creator Capsules: 3D printing in hours (vs days in PF2E)
  • Fabricator Feat: Streamlines consumable replenishment
  • Maker's App: Affordable formula access; Level 0 formulas: 5 sp
  • Serum Crafting: SF2E equivalent of alchemical crafting

STARTING EQUIPMENT & SELLING

  • Starting Wealth: 15 gp for common items
  • Selling: Most items at 50% of Price; coins/gems/art/raw materials at 100%

AUGMENTATIONS

  • Implantation: Surgeon or master Medicine; 1 hour per 2 item levels (min 1 hour)
  • Limit: 4 augmentations per character (apex augmentations don't count)
TypeDescription
BiotechDNA modifications, biological implants (non-magical)
CyberneticsMachine/circuitry integrated (technological)
MagitechHybrid cybernetic/magical components

Apex Augmentations: Improve one attribute by +1 or to +4 (whichever higher). Only one provides increase per day.


ARMOR

AC = 10 + Dex mod (capped by armor) + proficiency + armor bonus + modifiers

PropertyLightMediumHeavy
AC Bonus+1 to +2+2 to +3+3 to +4
Dex Cap+3 to +4+1 to +2+0 to +1
Check Penalty0 to -1-1 to -2-2 to -3
Speed Penaltynone to -5 ft-5 ft-10 ft
BulkL to 11 to 22 to 3
Upgrade Slots1-22-33-4
Armor TypeDonRemove
Light1 min1 min
Medium5 min1 min
Heavy5 min1 min

Environmental Protection: All armor (except exposed trait) provides breathable environment. Duration = item level in time units (min 1 day). Recharge: 10 min at starship/station.


SHIELDS

  • Requires wielding in one hand; must Raise a Shield for AC bonus
  • AC Bonus: +1 to +2 circumstance when raised
  • Riot shields/mobile bulwarks + Take Cover = +4 circumstance bonus
  • Shields function as martial weapons (bash statistics)

WEAPONS

Attack Roll

  • Melee: d20 + Str (or Dex for finesse) + proficiency + bonuses
  • Ranged: d20 + Dex + proficiency + bonuses
  • Tracking trait: Adds item bonus to attack rolls

MAP

AttackStandardAgile
First+0+0
Second-5-4
Third+-10-8

Damage

  • Melee: die + Str | Ranged: die only | Thrown: die + Str | Propulsive: die + half Str
  • Critical Hits: Natural 20 OR exceed AC by 10+; double damage
  • Dice Progression: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 (max)

Categories

CategoryDescription
SimpleLess damage, fewer traits
MartialModerate damage, useful traits
AdvancedHigher damage, advantageous traits

Ammunition & Upgrades

  • Projectile: 10 per sp | Battery: charges = battery max | Chemical: non-rechargeable
  • Upgrades installed via 10-min Install Upgrade activity; function only when wielded

GRENADES

  • Throw with 70-ft range using Area Fire action (1 action vs normal 2)
  • Simple thrown weapons; expend on use; can bounce once off solid surfaces
  • Grenade launchers use launcher's range instead of 70 ft

MAGIC ITEMS

  • Investment: Max 10 invested items per PC per day
  • Activation: Manipulate (free hand) or Cast a Spell (requires spellcasting)

ITEM DAMAGE

MaterialHardnessHPBT
Ceramic52010
Chain93618
Cloth142
Composite72814
Leather4168
Plate93618
Polymer3126

Broken: Can't function normally; no bonuses. Broken armor: -1/-2/-3 status penalty (Light/Medium/Heavy). Shoddy: Half price, can't resell, -2 item penalty, HP and BT halved.


ITEM CARRYING

MethodRetrieval
Held (in hands)Immediate use
Worn (pockets, belt)1 Interact action
Stowed (backpack)2 Interact actions

COST OF LIVING

StandardWeekMonthYear
SubsistenceFreeFreeFree
Comfortable10 cr40 cr400 cr
Fine300 cr1,300 cr16,000 cr
Extravagant1,000 cr4,300 cr52,000 cr

ITEMS OF DIFFERENT SIZES

SizePrice xBulk x
TinyStandardx0.5
Small/MediumStandardStandard
LargeStandardx2
Hugex4x4
Gargantuanx8x8

SOLARIAN CRYSTALS

  • Core Crystals: Weapon potency (attack bonuses) and striking (extra damage dice)
  • Orbital Crystals: Special abilities; limit = weapon potency value
  • One Interact action to add/remove

Source: https://2e.aonsrd.com/rules/169-chapter-6-equipment