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.

EXPLOSIVES

(For more details, see the WEAPONS section)

GRENADES

IMAGE

ITEM

MSRP

DESCRIPTION

TIMER

50¢

A device capable of setting off explosives remotely. Timers require a major action to be set. May have a fuse as short as six [6] seconds (one round) and as long as twenty-four [24] hours.

EXPLOSIVE CORE

[GRENADE]

FX: DETONATE, VOLATILE, SPHERE 2

TRAINED: BLOWBACK

300¢

A small tube of plastic explosive material which may be combined with various grenade ammo types to alter its effects. May be placed and detonated remotely (requires Detonator) or be thrown to explode on impact.

DMG: 5 BALLISTIC RANGE: 5/10 LIFT: 05 CD: 5

DEMO CHARGE

[GRENADE]

FX: DETONATE, DEMOLISH, SPHERE 1

TRAINED: BLOWBACK

600¢

A blasting device capable of dealing devastating structural damage. May be placed and detonated remotely (requires Detonator) or have a timer attached (requires Timer). Cannot be combined with grenade ammo types.

DMG: 20 BALLISTIC RANGE: - LIFT: 05 CD: 6

SMOKE GRENADE

[GRENADE]

FX: DETONATE

500¢

An explosive used to create a shroud of smoke, providing cover for all targets inside. When detonated, creates a Zone of smoke for two (2) rounds. All targets within the Zone are BLIND and considered in COVER. In addition, the Zone is considered Hazardous Ground. Cannot be combined with grenade ammo types.

DMG: – RANGE: 5/10 LIFT: 05 CD: 5

DETONATOR

1000¢

A device capable of setting off explosives remotely. Requires the two items to be linked, which may only be performed outside of combat. Detonating an explosive takes a minor action.

LAUNCHERS

IMAGE

IRVING ROGAK 4046

[GRENADE LAUNCHER]

FX: TWO-HANDED

12,500¢

MSRP

ITEM

DESCRIPTION

BANKO THUMPER

[GRENADE LAUNCHER]

FX: TWO-HANDED, RACK

600¢

Plastic everywhere it can be, metal where it counts. It might be flimsy but it will certainly sling grenades wherever you point it. This weapon launches fragmentation grenades capable of dealing damage across large areas. May be loaded with various grenade ammo types to alter its effects. Grenade Ammo will not detonate if the target is within five (5) units of the user.

DMG: 1 BALLISTIC RANGE: 15/45 CAP: 1 LIFT: 08 CD: 6

MADECHI BOTTIGLIA

[ROCKET LAUNCHER]

FX: COMPACT, DEMOLISH, RACK

1000¢

Advanced design that doesn’t sacrifice aesthetic – Madechi is the perfect balance of form and function. Design to be affixed to the underside of conventional firearms. When an underbarrel shotgun just doesn’t cut it. Deals no damage to targets within five (5) units of the user.

DMG: 5 BALLISTIC RANGE: 40/120 CAP: 1 LIFT: 08 CD: 10

ZERENAKOV PKG

[ROCKET LAUNCHER]

FX: TWO-HANDED, DEMOLISH, RACK

5000¢

Manufactured in worker-owned factories on Stalbez to arm comrades of the cause – The Propelled Kinetic Grenade was designed to allow infantry to bring down armored Jötunn, this over-the-shoulder rocket launcher grants its user an edge in vehicle combat. Deals no damage to targets within five (5) units of the user.

DMG: 16 BALLISTIC RANGE: 40/120 CAP: 1 LIFT: 16 CD: 20

Used in every major conflict in Deadstar – If it’s good enough for the government it’s good enough for you. This weapon launches fragmentation grenades capable of dealing damage across large areas. May be loaded with various grenade Ammo types to alter its effects. Grenade Ammo will not detonate if the target is within five (5) units of the user.

DMG: 1 BALLISTIC RANGE: 15/45 CAP: 10 LIFT: 15 CD: 10

IRVING GODKING

[ROCKET LAUNCHER + STINGER + VOLLEY]

FX: TWO-HANDED, DEMOLISH, RACK, MARK, VOLLEY

20,000¢

Used in every major conflict in Deadstar – If your goal is not just to destroy your enemies but rather to raze the very ground they stand on, the Godking may be just what you’re looking for. If it’s worth killing, it’s worth overkilling. Deals no damage to targets within five (5) units of the user.

DMG: 18 BALLISTIC RANGE: 120 CAP: 4 LIFT: 17 CD: 12

GRENADE AMMO

(REQUIRES EXPLOSIVE CORE OR LAUNCHER TO BE USED)

IMAGE

ITEM

MSRP

DESCRIPTION

FLASH CASING

[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

SHRAPNEL CASING

[GRENADE AMMO]

FX: VOLATILE

TRAINED: BLOWBACK

350¢

A grenade designed to maim its targets with high velocity shrapnel. Deals additional BALLISTIC damage.

DMG: +10 BALLISTIC RANGE: SPHERE 2 CD: 2

INCENDIARY CASING

[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 CASING

[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 CASING

[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 CASING

[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 CASING

[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

LASER CASING

[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 CASING

[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 CASING

[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