Ammunition
Corrosive Cartridge
A corrosive cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Constitution saving throw, taking 1d8 acid damage on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Cryo Cell
A cryo cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d4 cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.
Deafening Calibrator
As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 13 property. If it already has the sonorous property, its sonorous number increases by 1, to a maximum of 18.
Deafening Cell
A deafening cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a DC 14 Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn't deafened.
Deafening Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous 13 property. If it already has the sonorous property, its sonorous number increases by 1, to a maximum of 18.
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Corrosive cartridge | 42 cr | — |
| Cryo cell | 350 cr | 1.00 lb |
| Deafening calibrator | 550 cr | 1.00 lb |
| Deafening cell | 425 cr | 1.00 lb |
| Deafening collimator | 575 cr | 1.00 lb |
| Deafening dart | 70 cr | — |
| Electrifying calibrator | 700 cr | 1.00 lb |
| Electrifying cartridge | 28 cr | — |
| Electrifying collimator | 725 cr | 1.00 lb |
Deafening Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Constitution saving throw, taking 1d4 sonic damage on a failed save.
Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
Electrifying Calibrator
As an action, you can apply this calibrator to one vibroweapon or pair of handwraps within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.
Electrifying Cartridge
An electrifying cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn't shocked.
Electrifying Collimator
As an action, you can apply this collimator to one lightweapon within 5 feet, granting it a +1 bonus to damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking 13 property. If it already has the shocking property, its shocking number increases by 1, to a maximum of 18.