Explosives
Mine, Flash
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.
Mine, Ion
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d6 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.
Mine, Panic
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much as on a successful one.
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.
Mine, Plasma
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.
Mine, Stun
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature is stunned until the end of their next turn.
Additionally, on a failed save, a creature is unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap the creature awake. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.
| Item | Cost | Weight |
|---|---|---|
| Explosives | ||
| Mine, flash | 600 cr | 2.00 lb |
| Mine, ion | 525 cr | 2.00 lb |
| Mine, panic | 700 cr | 2.00 lb |
| Mine, plasma | 250 cr | 2.00 lb |
| Mine, stun | 475 cr | 2.00 lb |
| Life Support | ||
| Underwater respirator | 300 cr | .50 lb |
| Water suit | 1,500 cr | 20.00 lb |
| Medical | ||
| Arm prosthesis | 450 cr | 16.00 lb |
| Ear prosthesis | 100 cr | .50 lb |
| Eye prosthesis | 250 cr | .50 lb |
| Facial prosthesis | 300 cr | 2.00 lb |
| Foot prosthesis | 150 cr | 4.00 lb |
| Forearm prosthesis | 300 cr | 8.00 lb |
| Hand prosthesis | 225 cr | 3.00 lb |
| Leg prosthesis | 450 cr | 24.00 lb |
| Throat prosthesis | 325 cr | 2.00 lb |
| Torso prosthesis | 600 cr | 36.00 lb |