Listed below are an assortment of objects which may be found in Deadstar’s many marketplaces or discovered throughout a spacer’s journey. These items may also be available to spacers for the purpose of building their starting loadout (left to the Star Guide’s discretion).
Attachments that come pre-installed on items may not be installed on separate items.
AMMUNITION
(For more details, see the WEAPONS section)
BALLISTIC
IMAGE
ITEM
MSRP
DESCRIPTION
RUBBER BULLETS
[BALLISTIC AMMO]
50¢
These ballistic rounds are made of a soft material, designed to incapacitate their target rather than maim or kill. Enemies DOWNED by this ammo type do not receive the BLEEDOUT status. Comes in three varieties: Light, Heavy, and Shells, which refills the Capacity [CAP] of a ballistic gun.
BULLETS
[BALLISTIC AMMO]
60¢
These caseless ballistic rounds consist of a uranium fuel core and primer encased in a dense platinum bullet. Comes in three varieties: Light, Heavy, and Shells, which refills the Capacity [CAP] of a ballistic gun.
BULLETS +U
[BALLISTIC AMMO]
75¢
These caseless ballistic rounds boast an enriched uranium fuel core, allowing for increased stopping power and hang time at the cost of a weapon’s integrity. Attacks made with this ammo type deal an additional one (1) BALLISTIC damage and have an increased EFFECTIVE range of five (5) units. However, each attack made with this ammo type reduces the weapon’s Condition [CD] by one (1). Comes in three varieties: Light, Heavy, and Shells, which refills the Capacity [CAP] of a ballistic gun.
SPREADSHOT
[BALLISTIC AMMO]
150¢
These rounds split apart into flying shrapnel mid-flight, allowing their effective spread to be larger. This ammo grants attacks made using it a range of CONE 2. Training in the weapon using this ammo grants the BLOW-BACK FX. Comes in three varieties: Light, Heavy, and Shells, which refills the Capacity [CAP] of a ballistic gun.
INCENDIARY
[BALLISTIC AMMO]
200¢
These rounds are coated in white phosphorus which erupt in chemical flames mid-flight. Attacks made using this ammo apply the BURNED status. Comes in three varieties: Light, Heavy, and Shells, which refills the Capacity [CAP] of a ballistic gun.
ARMOR PENETRATING
[BALLISTIC AMMO]
400¢
These rounds have a PseudoPhlexTM tip which penetrates even heavy armor plating. Attacks made using this ammo ignore half of a target’s Damage Threshold [DT] (rounded down). Comes in three varieties: Light, Heavy, and Shells, which refills the Capacity [CAP] of a ballistic gun.
SHREDDING
[BALLISTIC AMMO]
500¢
These rounds contain a small explosive core which, upon impact, detonates under the surface of the impacted material. Attacks made using this ammo SHRED. Comes in three varieties: Light, Heavy, and Shells, which refills one (1) Capacity [CAP] of a ballistic gun.
HYPER™
[BALLISTIC AMMO]
850¢
These rounds use a combination of micro-rocket propulsion and magnetic technology to maintain continuous flight and divert trajectory according to the user’s commands. When an attack using this ammunition deals damage to a target, the user may make another attack as part of the same attack action against another target within range. This ammo requires a Targeting Computer to be Slotted in order to use its FX. Comes in three varieties: Light, Heavy, and Shells, which refills one (1) Capacity [CAP] of a ballistic gun.
1200¢
TRITIUM CORE
[BALLISTIC AMMO]
These rounds contain trace amounts of tritium which, upon impact, are exposed to the target. Attacks made using this ammo deal RADIATION damage rather than BALLISTIC. Comes in three varieties: Light, Heavy, and Shells, which refills (1) Capacity [CAP] of a ballistic gun.
ENERGY
IMAGE
ITEM
MSRP
DESCRIPTION
UNSTABLE BATTERY
[ENERGY AMMO]
100¢
The frothing at the edge might be a sign of deterioration but it also advertises the rabid damage potential of these little devils. Attacks made with this ammo type deal an additional one (1) damage and have their range reduced by five (5) units. In addition, the weapon receives the VOLATILE FX and each attack made with this ammo type reduces the weapon’s Condition [CD] by one (1). Refills the Capacity [CAP] of an energy gun.
FISSION BATTERY
[ENERGY AMMO]
150¢
The most plentiful powersource in the DEADSTAR system, no larger than a pack of Cygz. Refills the Capacity [CAP] of battery-powered devices (including energy guns).
ALTERNATING CURRENT BATTERY
[ENERGY AMMO]
300¢
This battery has a built-in voltage regulator that oscillates rapidly between high and low, allowing an energy weapon to shower targets with a quick volley. This ammo grants attacks made using it a range of CONE 2. Training in the weapon using this ammo grants the BLOW-BACK FX. Refills the Capacity [CAP] of an energy gun.
OVERCLOCKED BATTERY
[ENERGY AMMO]
500¢
Warm to the touch, overclocked batteries are best watched with a careful eye and handled delicately. Attacks made with this ammo type deal an additional two (2) damage and have their range reduced by five (5) units. In addition, the weapon receives the VOLATILE FX and each attack made with this ammo type reduces the weapon’s Condition [CD] by two (2). Refills the Capacity [CAP] of an energy gun.
EFFICIENT BATTERY
[ENERGY AMMO]
750¢
Bespoke batteries given extreme attention and controlled closely for quality, fission technology just doesn't get any better. Attacks made with this ammo type deal an additional one (1) damage and have an increased EFFECTIVE range of five (5) units. Refills the Capacity [CAP] of an energy gun.
DIRTY BATTERY
[ENERGY AMMO]
5500¢
Designed to impart the fallout from their nuclear energy source, these cruel batteries deliver deadly radiation at range. Attacks made using this ammo deal RADIATION damage. Refills the Capacity [CAP] of an energy gun.
GRENADE
(REQUIRES DEMO CHARGE OR LAUNCHER TO BE USED)
IMAGE
ITEM
MSRP
DESCRIPTION
FLASH GRENADE
[GRENADE AMMO]
200¢
A grenade ammo designed to discombobulate its targets. Targets within this grenade’s radius automatically receive the BLIND status for one (1) round. In addition, all targets within its radius must succeed on a reflex Resist or receive the STUNNED status for two (2) rounds (approximately 12 seconds).
DMG: – BALLISTIC RANGE: SPHERE 2 CD: 2
STANDARD GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: FLATTEN
300¢
No frills, just kills. Not much has changed for over a thousand years. Deals additional BALLISTIC damage.
DMG: +5 BALLISTIC RANGE: SPHERE 2 CD: 2
SHRAPNEL GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: BLOWBACK
450¢
A grenade designed to maim its targets with high velocity shrapnel. Deals additional BALLISTIC damage.
DMG: +10 BALLISTIC RANGE: SPHERE 2 CD: 2
INCENDIARY GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: APPLIES BURNED STATUS
500¢
A grenade loaded with flammable material. Detonation ignites nearby targets. Deals additional HEAT damage and may apply the BURNED status.
DMG: +10 HEAT RANGE: SPHERE 2 CD: 2
CRYO GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: APPLIES FROZEN STATUS
500¢
A grenade loaded with a reservoir of pressurized liquid oxygen. Detonation results in a freezing cloud covering all targets within range. Deals additional CHILL damage and may apply the FROZEN status.
DMG: +10 CHILL RANGE: SPHERE 2 CD: 2
CAUSTIC GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: APPLIES POISONED STATUS
500¢
A grenade filled with acidic compounds designed to eat away at its targets. Deals additional TOXIC damage and may apply the POISONED status.
DMG: +10 TOXIC RANGE: SPHERE 2 CD: 2
1050¢
PULSE GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: HINDER
A grenade wired with electromagnetic pulse technology, especially powerful against robotic targets. Deals additional SHOCK damage. In addition, raises the weapon’s LIFT score by one (1).
DMG: +10 SHOCK RANGE: SPHERE 2 LIFT: +1 CD: 2
SONIC GRENADE
[GRENADE AMMO]
FX: VOLATILE
TRAINED: SONIC
1250¢
A grenade equipped with speakers capable of blaring harmful, shrill sirens, damaging the auditory processors of all targets in its range. Deals additional NERVE damage. In addition, raises the weapon’s LIFT score by one (1).
DMG: +10 NERVE RANGE: SPHERE 2 LIFT: +1 CD: 2
PLASMA GRENADE
[GRENADE AMMO]
FX: VOLATILE
1600¢
A battery of high-energy cells surrounding an explosive core. When detonated, this grenade releases all stored energy, dealing additional ENERGY damage.
DMG: +10 ENERGY RANGE: SPHERE 2 LIFT: +2 CD: 2
RAZE GRENADE
[GRENADE AMMO]
FX: VOLATILE, DEMOLISH
3500¢
A grenade designed to level buildings, sabotage starships, or otherwise wreak structural havok. Deals additional BALLISTIC damage and DEMOLISHES. In addition, raises the weapon’s LIFT score by two (2).
DMG: +10 BALLISTIC RANGE: SPHERE 2 LIFT: +2 CD: 2
ARMAGEDDON GRENADE
[GRENADE AMMO]
FX: VOLATILE
4000¢
A volatile tritium core capable of splitting an atom. When detonated, it creates the results of a miniature nuclear bomb. Deals additional RADIATION damage. In addition, raises the weapon’s LIFT score by three (3).
DMG: +10 RADIATION RANGE: SPHERE 2 LIFT: +3 CD: 2
ROCKET
IMAGE
ITEM
MSRP
DESCRIPTION
ROCKET
[ROCKET AMMO]
FX: VOLATILE
TRAINED: BLOWBACK
1200¢
A rocket equipped with a shaped-charge explosive warhead. Capable of traveling large distances. Refills one (1) Capacity [CAP] of rocket launchers.
BURST ROCKET
[ROCKET AMMO]
FX: VOLATILE
TRAINED: FLATTEN
4000¢
This rocket is equipped with multiple charges with delayed, asynchronous detonation, allowing the initial explosion to fragment into multiple smaller explosions, affecting targets in a radius. Grants an area of effect of SPHERE 2. Refills one (1) Capacity [CAP] of rocket launchers.
UNIQUE
IMAGE
ITEM
MSRP
DESCRIPTION
SLUG
[GAUSS AMMO]
10¢
Typically sold as ammunition for vehicle weaponry, these tungsten carbide slugs will rip holes through just about anything.
GRAPESHOT
[GAUSS AMMO]
TRAINED: GRAZE
300¢
A modified slug, this ammunition splits into shrapnel midair. Firing these from a gauss gun alters its range to become CONE 3.
DIESEL
[FLAMER AMMO]
FX: VOLATILE
100¢
A plentiful resource in Chameiro, this distillation of crude oil serves as a cheaper alternative to fission batteries. This ammo has the VOLATILE FX.
DMG: 5 HEAT CD: 3
ACETYLENE
[FLAMER AMMO]
FX: VOLATILE
300¢
Harvested from the atmosphere of Lau-Tem Pála, acetylene is one of the hottest burning gasses available in the Deadstar system. This ammo has the VOLATILE FX.
DMG: 7 HEAT CD: 3
CYANOGEN
[FLAMER AMMO]
FX: VOLATILE
900¢
Harvested from the atmosphere of Lau-Tem Pála, cyanogen is one of the hottest burning gasses available in the Deadstar system. This ammo has the VOLATILE FX.
DMG: 9 HEAT CD: 3
CARBON SUBNITRIDE
[FLAMER AMMO]
FX: VOLATILE
2700¢
Harvested from the atmosphere of Lau-Tem Pála, carbon subnitride is one of the hottest burning gasses available in the Deadstar system. This ammo has the VOLATILE FX.
DMG: 12 HEAT CD: 3
LIQUID NITROGEN
[FREEZE RAY AMMO]
FX: VOLATILE
500¢
Used in refrigeration across deadstar, this cryogenic fluid has one of the lowest boiling temperatures available. This ammo has the VOLATILE FX.
DMG: 7 CHILL CD: 5
LIQUID HELIUM
[FREEZE RAY AMMO]
FX: VOLATILE
1500¢
Used in refrigeration across deadstar, this cryogenic fluid has one of the lowest boiling temperatures available. This ammo has the VOLATILE FX.
DMG: 9 CHILL CD: 5
LASER COOLING
[FREEZE RAY AMMO]
FX: VOLATILE
2850¢
Using nano-power generators, it is possible to store laser cooled atoms within a canister, ready to freeze nearly any substance. This ammo has the VOLATILE FX.
DMG: 12 CHILL CD: 5
WET CELL
[SHOCKER AMMO]
FX: VOLATILE
800¢
Stored within glass jars, these power cells utilize a liquid electrolyte to create a burst of voltage. This ammo has the VOLATILE FX.
DMG: 7 SHOCK CD: 2
GEL CELL
[SHOCKER AMMO]
FX: VOLATILE
2400¢
Stored within plastic canisters, these power cells utilize a semi-solid electrolyte to create a burst of voltage. This ammo has the VOLATILE FX.
DMG: 9 SHOCK CD: 5
SOLID-STATE BATTERY
[SHOCKER AMMO]
FX: VOLATILE
5000¢
Stored within metal canisters, these power cells utilize a solid electrolyte to create a burst of voltage. This ammo has the VOLATILE FX.
DMG: 12 SHOCK CD: 10