Starfinder 2E - Chapter 6: Equipment
Source URL: https://2e.aonsrd.com/rules/169-chapter-6-equipment
Starting Currency & Credits System
Starting Credits
Characters begin with 150 credits to purchase common items.
Credits as Currency
Credits serve as the primary galactic currency across the Pact Worlds, functioning as both digital and physical assets. The system includes credsticks—portable devices roughly finger-sized that securely store funds with optional biometric or magical protections.
Selling Items
Key Rule: "Most items can be sold for half their Price, but coins, gems, art objects, and raw materials can be exchanged for their full Price."
Universal Polymer Base (UPB)
Definition: Tiny multifunction components used in crafting most common galactic goods.
UPB Functions
UPBs can function as:
- Braces
- Capacitors
- Circuits
- Diodes
- Fasteners
- Insulators
- Lenses
- Modulators
- Pipes
- Resistors
- Similar components
UPB Properties
- Bulk: 1 per 1,000 units
- Currency Use: Serve as alternative currency in major settlements
- Crafting: Primary material for creating technological items
Carrying Capacity & Bulk System
Bulk Limits
| Capacity Type | Formula | Effect |
|---|---|---|
| Standard Capacity | 5 + Strength modifier | No penalty |
| Encumbered | Above standard capacity | Encumbered condition |
| Maximum Capacity | 10 + Strength modifier | Cannot exceed this limit |
| Dragging | Special | Treat bulk as half value |
Bulk Values
| Bulk Rating | Meaning |
|---|---|
| — (Negligible) | Doesn't count unless carrying vast numbers |
| L (Light) | 10 light items = 1 Bulk |
| 1, 2, 3, etc. | Standard bulk units |
Bulk Examples
- Armor: 3 Bulk
- Sword: 1 Bulk
- Knife: Light (L)
- Spell gem: Light (L)
Creature Bulk by Size
| Creature Size | Bulk Value |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
Bulk Conversions for Different Sizes
| Creature Size | Bulk Limit Multiplier | Treats as Light | Treats as Negligible |
|---|---|---|---|
| Tiny | Half | — | none |
| Small/Medium | Standard | L | — |
| Large | ×2 | 1 Bulk | L |
| Huge | ×4 | 2 Bulk | 1 Bulk |
| Gargantuan | ×8 | 4 Bulk | 2 Bulk |
Item Levels & Crafting
Item Levels
- Each item has a level representing complexity and technology
- Characters cannot craft items exceeding their own level
- Most items require formulas to reduce crafting time
Formulas
Available as virtual files or paper documents.
Formula Pricing Table
| Item Level | Formula Cost |
|---|---|
| Level 0 | 5 credits (collective maker's app) |
| Levels 1-3 | 10-30 credits |
| Levels 4-6 | 50-130 credits |
| Levels 7-10 | 180-500 credits |
| Levels 11-20 | 700-35,000 credits |
Equipment Grades
Equipment typically comes in seven grades with progressive improvements:
- Commercial (baseline)
- Tactical
- Advanced
- Superior
- Elite
- Ultimate
- Paragon
Grade Benefits
- Higher grades provide additional upgrade slots
- Armor gains resilient traits improving saving throws
- Weapons gain damage dice improvements and tracking traits improving attack rolls
- Shields gain increased Hardness, Hit Points, and Broken Threshold values
Improving Equipment
Upgrade Requirements
Upgrading an item by one grade requires:
- Crafting Check: DC equal to the finished product's item level
With Formula
- Cost: UPBs equal to half the price difference between grades
- Time: Multiple crafting days
Without Formula
- Cost: Full price difference
- Time: 1 day
Item Damage System
Hardness & Hit Points
- Every item has Hardness values that reduce incoming damage
- When Hit Points drop to or below the Broken Threshold (BT), items become broken and unusable
- At 0 HP, items are destroyed
Material Hardness Reference
| Material | Hardness | HP | BT |
|---|---|---|---|
| Ceramic | 5 | 20 | 10 |
| Chain | 9 | 36 | 18 |
| Cloth | 1 | 4 | 2 |
| Composite | 7 | 28 | 14 |
| Leather | 4 | 16 | 8 |
| Plate | 9 | 36 | 18 |
| Polymer | 3 | 12 | 6 |
Broken Condition
Effects
- Broken items cannot be used normally
- Don't grant bonuses (except armor)
- Broken armor still provides AC bonuses but applies status penalties:
- Light armor: -1 penalty
- Medium armor: -2 penalty
- Heavy armor: -3 penalty
Shoddy Items
Properties
- Cost: Half price
- Resale: Cannot be resold
- Attack/Check Penalty: -2 item penalty
- Armor Check Penalty: Worsened by additional 2
- Durability: Hit Points and Broken Threshold each halved
Armor Rules
Armor Class Calculation
"Your Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll."
AC Formula:10 + Dexterity modifier (capped by armor) + proficiency bonus + armor bonus + modifiers
Armor Proficiency
Use proficiency bonuses for:
- Light armor
- Medium armor
- Heavy armor
- Unarmored defense
Donning and Removing Armor
| Armor Type | Time to Don | Time to Remove |
|---|---|---|
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 5 minutes | 1 minute |
Armor Statistics by Category
| Property | Light Armor | Medium Armor | Heavy Armor |
|---|---|---|---|
| AC Bonus | +1 to +2 | +2 to +3 | +3 to +4 |
| Dex Cap | +3 to +4 | +1 to +2 | +0 to +1 |
| Check Penalty | 0 to -1 | -1 to -2 | -2 to -3 |
| Speed Penalty | none to -5 ft | -5 ft | -10 ft |
| Bulk | L to 1 | 1 to 2 | 2 to 3 |
| Upgrade Slots | 1-2 | 2-3 | 3-4 |
Environmental Protection
Protection Features
All armor except those with the exposed trait provides breathable environments in:
- Thick atmospheres
- Thin atmospheres
- Vacuums
- Non-hazardous liquids
Duration
- Item level in time units (minimum 1 day)
Activation
- Activation: One Interact action
- Deactivation: One Interact action
- Recharging: 10 minutes at functioning starship or recharging station
Armor Specialization Effects
Rule
Only medium and heavy armor provide specialization effects granting additional benefits based on armor group.
Light armor provides no specialization effect.
Shields
Shield Mechanics
- Shields require wielding in one hand
- Must be raised via the Raise a Shield action to grant AC bonuses
- Compact and irising shields don't occupy hands if the hand is free or holding light non-weapon objects
Shield Statistics
| Statistic | Details |
|---|---|
| AC Bonus | Circumstance bonus when raised (typically +1 to +2) |
| Hardness | Damage reduction per Shield Block reaction |
| HP (BT) | Hit Points and Broken Threshold |
| Speed Penalty | Applied whenever holding shield |
| Bulk | Item's weight/size value |
Special Shield Uses
- Riot shields and mobile bulwarks can be used with Take Cover action to increase circumstance bonus to +4
Shield Bash Attacks
Shields function as martial weapons using shield bash statistics, available only for shields not designed as weapons.
Weapons System
Attack Roll Calculation
Melee Attack
d20 + Strength modifier (or Dexterity for finesse) + proficiency bonus + bonuses/penalties
Ranged Attack
d20 + Dexterity modifier + proficiency bonus + bonuses/penalties
Tracking Trait
Weapons with the tracking trait add item bonuses to attack rolls.
Multiple Attack Penalty
| Attack Number | Penalty | Agile Weapon Penalty |
|---|---|---|
| First attack | No penalty | No penalty |
| Second attack | -5 | -4 |
| Third+ attacks | -10 | -8 |
Note: Penalties don't apply to reactions taken on other creatures' turns.
Damage Roll Calculation
Melee Damage
Damage die + Strength modifier + bonuses/penalties
Ranged Damage
Damage die + bonuses/penalties
- Thrown weapons: Add full Strength modifier
- Propulsive weapons: Add half Strength modifier (rounded down)
Spell/Grenade Damage
Damage die + bonuses/penalties (no attribute modifier unless noted)
Critical Hits
Critical Success Conditions
- Roll natural 20 on attack roll, OR
- Exceed target AC by 10 or more
Critical Hit Effect
Critical hits with the Strike action deal double damage.
Damage Dice Progression
Damage dice increase in the following order:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 (maximum)
Increase Rules
- Effects can increase die size once
- Multiple increases cap at d12
Weapon Statistics
| Statistic | Definition |
|---|---|
| Damage | Die type and damage type (B/P/S + optional elemental) |
| Range | Increment; -2 penalty per additional increment beyond sixth |
| Reload | Interact actions needed to reload magazine |
| Bulk | Weight/size value |
| Hands | One or two hands required |
| Magazine | Ammunition/charge capacity |
| Expend | Ammunition consumed per Strike |
| Upgrade Slots | Available modification slots |
| Group | Classification for specialization effects |
| Traits | Special weapon properties |
Weapon Categories
| Category | Description |
|---|---|
| Simple Weapons | Less damage, fewer traits |
| Martial Weapons | Moderate damage, useful traits |
| Advanced Weapons | Higher damage, advantageous traits |
Ammunition & Magazines
Projectile Weapons
- Use magazines holding specific ammunition amounts
- Cost: 10 projectiles per credit
Battery-Powered Weapons
- Use charges equal to battery maximum
Chemical Weapons
- Use non-rechargeable tanks
Critical Specialization Effects
Weapons with critical specialization effects based on weapon group grant bonus effects on critical hits.
These effects can be voluntarily declined.
Weapon Upgrades
Installation
- Weapons can be customized with technological modifications and magical fusions
- Installed into upgrade slots via 10-minute Install Upgrade activity
- Upgrades function only when weapon is wielded
Upgrade Limitations
- Some upgrades attach to specific weapon parts (e.g., sights)
- One such upgrade per weapon
- Weapons can be installed with multiple upgrades up to their upgrade slot maximum
Armor Upgrades
Installation
- Armor customization uses technological modifications and magical fusions
- Installed into armor upgrade slots via 10-minute Install Upgrade activity
- Upgrades run on kinetic body energy
- Require proper armor wearing
Activation
- Most upgrades function continuously while properly wearing armor
- Activations specify action costs and traits
Limited Upgrades
- Some upgrades have limited daily activations resetting during daily preparations
- Limit persists even if uninstalled/reinstalled or installed in different armor
Solarian Crystals
Core Crystals
Solarian crystals enhance solar weapons through:
- Weapon potency (attack roll bonuses)
- Striking crystals (extra damage dice)
Orbital Crystals
Special ability crystals beyond core functions.
Crystal Limits
Solarians can add:
- One weapon potency crystal
- One striking crystal
- Orbital crystals equal to weapon potency value used
Mechanics
- One Interact action to add/remove crystals
- Must activate following item activation rules
Grenades
Grenade Properties
- Throw with 70-foot range using Area Fire action as single action (normally two)
- Have grenade trait
- Function as simple thrown weapons
- Expend on use
Special Mechanic
Grenades bounce once off solid surfaces without exploding, allowing trajectory adjustments before detonation.
Grenade Launchers
Allow grenades to launch using launcher's range instead of 70 feet.
Magic Items
Investment Mechanics
Certain magic/hybrid items require Invest an Item activity connecting them to specific PC.
Maximum: 10 invested items per PC per day
Activation
Items with Activate entries produce effects by spending actions. Entries specify:
- Action costs
- Traits
Manipulate Activations
Require holding item or touching with free hand.
Cast a Spell Activations
Use same action as casting that spell. Requires spellcasting class feature.
Limited Activations
Reusable only specific times daily, resetting during daily preparations.
Augmentations
Implantation Requirements
- Requires professional augmentation surgeon or master Medicine proficiency
- Session takes 1 hour per 2 item levels (minimum 1 hour)
- Implantation cost typically includes procedure
Implant Limit
- Maximum: 4 implanted augmentations per character
- Cannot exceed limit
- Must remove one existing augmentation to install new one when at limit
- Some augmentations don't count toward limit
- Apex augmentations never count toward limit
Augmentation Types
Biotech
- DNA modifications plus biological implants integrated into physiology
- Non-magical but may originate from magical creatures
Cybernetics
- Machine/circuitry integrated into flesh/bone
- Technological but not subject to effects targeting technology unless specified as affecting cybernetics
Magitech
- Combination cybernetic/magical components
- Mystically charged crystals, starmetal alloys, rune-engraved microchips
- Magical but not dispellable unless effect specifies augmentations
Apex Augmentations
Effects
- Improve one attribute by +1 modifier or to +4 total modifier (whichever higher)
- Only one apex provides attribute increase per day (choose during daily preparations)
- All other apex effects apply
- Can be biotech, cybernetics, or magitech
Augmentation Activation
Continuous Function
Many augmentations function continuously.
Activate Entries
Specify:
- Action costs (typically Interact or Concentrate)
- Frequency limits
- Cooldown periods between uses
Item Carrying Methods
| Method | Definition | Retrieval |
|---|---|---|
| Held | In hands (typically two maximum) | Immediate use |
| Worn | Pockets, belt pouches, sheaths | One Interact action to draw |
| Stowed | Backpack/container | Two Interact actions (open container + retrieve) |
Equipment Changes
- Drawing worn items: One Interact action
- Changing equipment: Use Interact or Release actions depending on modification type
Cost of Living by Standard
| Living Standard | Week | Month | Year |
|---|---|---|---|
| Subsistence | No cost | No cost | No cost |
| Comfortable | 10 credits | 40 credits | 400 credits |
| Fine | 300 credits | 1,300 credits | 16,000 credits |
| Extravagant | 1,000 credits | 4,300 credits | 52,000 credits |
Spellcasting Services
Pricing
- Spell ranks 1-9: Range from 30 to 18,000 credits
- Uncommon spells: Cost minimum 100% more
- Spells exceeding 1 minute casting: Cost additional 25%
Items of Different Sizes
Price and Bulk Conversions for Non-Standard Creature Sizes
| Creature Size | Price Multiplier | Bulk Multiplier | Light Becomes | Negligible Becomes |
|---|---|---|---|---|
| Tiny | Standard | Half* | — | — |
| Small/Medium | Standard | Standard | L | — |
| Large | Standard | ×2 | 1 Bulk | L |
| Huge | ×4 | ×4 | 2 Bulk | 1 Bulk |
| Gargantuan | ×8 | ×8 | 4 Bulk | 2 Bulk |
*Items below 1 Bulk become light Bulk.
Wielding Items
Definition: "You're wielding an item any time you're holding it in the number of hands needed to use it effectively."
Unarmed Attacks
Properties
- Nearly all characters trained in unarmed attacks
- Calculate attack/damage rolls identically to weapons
- Unarmed attacks belong to weapon groups and may have traits
- Not weapons — weapon-specific abilities don't apply unless explicitly stated
Improvised Weapons
Properties
- Improvised weapons are simple weapons
- Impose -2 item penalty to attacks
- GM determines:
- Damage amount
- Damage type
- Weapon traits
Summary
Chapter 6 provides comprehensive mechanical frameworks for:
- Equipment acquisition and currency
- Carrying capacity and bulk management
- Armor and weapon progression through grades
- Complex damage and durability systems
- Augmentation customization and limits
- Shield mechanics and special equipment rules
These systems establish the technological and magical foundations for character advancement in Starfinder 2E's galaxy-spanning setting.