Starfinder 2E - Chapter 6: Equipment

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 TypeFormulaEffect
Standard Capacity5 + Strength modifierNo penalty
EncumberedAbove standard capacityEncumbered condition
Maximum Capacity10 + Strength modifierCannot exceed this limit
DraggingSpecialTreat bulk as half value

Bulk Values

Bulk RatingMeaning
— (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 SizeBulk Value
Tiny1
Small3
Medium6
Large12
Huge24
Gargantuan48

Bulk Conversions for Different Sizes

Creature SizeBulk Limit MultiplierTreats as LightTreats as Negligible
TinyHalfnone
Small/MediumStandardL
Large×21 BulkL
Huge×42 Bulk1 Bulk
Gargantuan×84 Bulk2 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 LevelFormula Cost
Level 05 credits (collective maker's app)
Levels 1-310-30 credits
Levels 4-650-130 credits
Levels 7-10180-500 credits
Levels 11-20700-35,000 credits

Equipment Grades

Equipment typically comes in seven grades with progressive improvements:

  1. Commercial (baseline)
  2. Tactical
  3. Advanced
  4. Superior
  5. Elite
  6. Ultimate
  7. 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

MaterialHardnessHPBT
Ceramic52010
Chain93618
Cloth142
Composite72814
Leather4168
Plate93618
Polymer3126

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 TypeTime to DonTime to Remove
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor5 minutes1 minute

Armor Statistics by Category

PropertyLight ArmorMedium ArmorHeavy Armor
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

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

StatisticDetails
AC BonusCircumstance bonus when raised (typically +1 to +2)
HardnessDamage reduction per Shield Block reaction
HP (BT)Hit Points and Broken Threshold
Speed PenaltyApplied whenever holding shield
BulkItem'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 NumberPenaltyAgile Weapon Penalty
First attackNo penaltyNo 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

StatisticDefinition
DamageDie type and damage type (B/P/S + optional elemental)
RangeIncrement; -2 penalty per additional increment beyond sixth
ReloadInteract actions needed to reload magazine
BulkWeight/size value
HandsOne or two hands required
MagazineAmmunition/charge capacity
ExpendAmmunition consumed per Strike
Upgrade SlotsAvailable modification slots
GroupClassification for specialization effects
TraitsSpecial weapon properties

Weapon Categories

CategoryDescription
Simple WeaponsLess damage, fewer traits
Martial WeaponsModerate damage, useful traits
Advanced WeaponsHigher 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

MethodDefinitionRetrieval
HeldIn hands (typically two maximum)Immediate use
WornPockets, belt pouches, sheathsOne Interact action to draw
StowedBackpack/containerTwo 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 StandardWeekMonthYear
SubsistenceNo costNo costNo cost
Comfortable10 credits40 credits400 credits
Fine300 credits1,300 credits16,000 credits
Extravagant1,000 credits4,300 credits52,000 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 SizePrice MultiplierBulk MultiplierLight BecomesNegligible Becomes
TinyStandardHalf*
Small/MediumStandardStandardL
LargeStandard×21 BulkL
Huge×4×42 Bulk1 Bulk
Gargantuan×8×84 Bulk2 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.