Ammunition
Incendiary Cell
An incendiary cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Missile, Incendiary
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Missile, Ion
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 1d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Oscillation 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.
Panic 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 neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.
Panic 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 neuralizing 13 property. If it already has the neuralizing property, its neuralizing number increases by 1, to a maximum of 18.
| Item | Cost | Weight |
|---|---|---|
| Ammunition | ||
| Incendiary cell | 275 cr | 1.00 lb |
| Missile, incendiary | 160 cr | .50 lb |
| Missile, ion | 140 cr | .50 lb |
| Oscillation calibrator | 170 cr | 1.00 lb |
| Panic calibrator | 850 cr | 1.00 lb |
| Panic collimator | 875 cr | 1.00 lb |
| Panic dart | 100 cr | — |
| Power generator | 1,250 cr | 5.00 lb |
| Projector canister, corrosive | 300 cr | 2.00 lb |
Panic Dart
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Also on a hit, the creature must make a DC 14 Wisdom saving throw, taking 1d4 psychic damage on a failed save.
Additionally, on a failed save, a creature becomes frightened of you for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.
Power Generator
Power generators energize the blaster cannon.
Projector Canister, Corrosive
When triggered, this wrist launcher ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel canister holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, 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 it is wearing and carrying are reduced to a pile of fine gray dust. If you lack proficiency in the wrist launcher, you have disadvantage on damage rolls with it