Chapter 6: Equipment

To make your mark on the galaxy, you'll need to have the right equipment, including armor, weapons, augmentation, and other gear. This chapter presents the various equipment that you can purchase during character creation. You can usually find these items for sale in most cities and other large settlements.
Your character starts out with 150 credits to spend on any common items from this chapter. Credits are a galactic currency used to barter and trade for goods in the Starfinder setting. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them.
Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the Crafting skill, or purchase them from a vendor.

Credits and Currency

The basic currency of the Pact Worlds (and Starfinder overall) is the credit. Interplanetary business is conducted through the trade of credits standardized by the strenuous banking regulations of various interstellar powers and organizations, like the Church of Abadar. Though not every civilization uses the Pact credit as its basis of currency, many have converted over. In cases where a civilization hasn't converted over, there are often agreements in place to determine the relative worth of a credit compared to local currency. Except when dealing with completely hostile civilizations or undiscovered regions of space, the Pact credit is usable in almost any circumstance.
Pact credits themselves are a combination of both digital and physical currency assets. One person might contain all their credits on a digital datacrypt that's safeguarded by the most rigorous of protections and authenticated by reputable banking institutions. Another person might keep their wealth on privately minted plastic chips that have been magically enhanced to contain a specific aura that can be authenticated by any basic device capable of scanning currency.

Credsticks

Most people in Starfinder keep their wealth on a protected item known as a credstick. These devices are often flat and roughly the size of a human finger. They range in dimensions and quality, but at the end of the day, they're just a means of conveniently carrying and spending money. Usage of these devices is determined by the owner, and a credstick can accept or spend funds with as simple an action as tapping it near a suitable banking device. When more rigorous security is necessary, they can require audio or biometric imprints in order to activate. Some advanced credsticks even have a magical component that might require a mental password or the recitation of a specific spell to access stored funds.
Credsticks aren't gateways to the entirety of one's wealth, and larger stores of credits are often kept secured in banks, personal vaults, or secure databases. Instead, a credstick is a safe and anonymous means of moving credits around without being traced. Adventurers and common citizens alike often keep a credstick on their person to handle any purchases they might be called upon to make, while also only keeping just enough credits on them that losing the credstick wouldn't result in bankruptcy.
Individuals in the Pact Worlds often carry credsticks, and other civilizations that interact with the Pact often turn local funds into credits and thus carry them to spend their converted currency. Sometimes a person might carry several credsticks, dedicating each one to a different use, or simply trading the stick away if they want to make a purchase of a predefined amount. If ever the number of credsticks on a person becomes too cumbersome, it's easy enough to move the funds between individual sticks and discard emptied sticks to save on space, however a credstick always has a negligible bulk.

Other Currency

Art objects, gems, raw materials (such as those used for the Craft activity), and relics of long-dead cultures can be used much like currency: you can sell them for the same Price you can buy them.

Price

Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of “—“ can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.

Universal Polymer Base (UPB)

A universal polymer base, or UPB, is a tiny multifunction component, not much larger than a grain of rice. Used in the crafting of most common galactic goods, UPBs can be configured to act as a brace, capacitor, circuit, diode, fastener, insulator, lens, modulator, pipe, resistor, and dozens of other constituent parts. UPBs can even be spun out into fabric, broken down into component chemicals, reconstituted into new chemicals, or supplemented with base materials (such as dirt or sand) to form massive braces or walls. The right combination of hundreds or even thousands of UPBs can create everything from a comm unit to a laser weapon to powered armor. In their raw form, UPBs have a bulk of 1 per 1,000 UPBs.
UPBs are so common that they're used as currency in many major settlements and trade hubs. While credsticks are a more convenient and secure way to carry value, UPBs have the advantage of direct utility and untraceability.
Characters can use UPBs in place of credits for crafting items using maker's kits; in fact, they're necessary for the use of certain tools.

Item Level

Each item has an item level, which represents the item's complexity and any magic or technology used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own. If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game.

Carrying and Using Items

A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they're more difficult to access.

Drawing a worn item or changing how you're carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Changing Equipment lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.

Many ways of using items require you to spend multiple actions. For example, drinking a serum worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (Serums).

Bulk

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength modifier, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.

Bulk Limits

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.

Bulk Values

Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, defiance series armor is 3 Bulk, a dueling sword is 1 Bulk, a knife or spell gem is light, and a credstick is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.

Estimating an Item's Bulk

As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described in Items of Different Sizes.

Bulk of Creatures

You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The following table lists the typical Bulk of a creature based on its size, but the GM might adjust this number. Constructs or many creatures with the Tech trait weigh more.
Bulk of Creatures
Size of CreatureBulk
Tiny1
Small3
Medium6
Large12
Huge24
Gargantuan48

Dragging

In some situations, you might drag an object or creature rather than carry it. If you’re dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute—unless you have some means to speed it up. Use the total Bulk of what you’re dragging, so if you have a sack laden with goods, use the sum of all the Bulk in it instead of an individual item within.

Items and Sizes

The Bulk rules in this chapter are for Small, Medium, and Large creatures, as most ancestries are these sizes; however, other uncommon or rare ancestries might be larger or smaller and require items specially made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on the Bulk Conversions table.

These rules for Bulk limits come up most often when a group tries to load up a mount or vehicle. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since usually the only creatures of other sizes are creatures under the GM's control.

In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.

Bulk Conversions for Different Sizes

As shown in the Bulk Conversions table, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn’t treat any items as having negligible Bulk.
Bulk Conversions
Creature SizeBulk LimitTreats as LightTreats as Negligible
TinyHalfnone
Small or Med.StandardL
Large×21 BulkL
Huge×42 Bulk1 Bulk
Gargantuan×84 Bulk2 Bulk

Items of Different Sizes

Creatures of sizes other than Small, Medium, or Large need items appropriate to their size. These items have different Bulk and possibly a different Price. The Differently Sized Items table provides the Price and Bulk conversion for such items.
For example, a doshko sized for a Medium creature has a Price of 20 credits and 1 Bulk, so one made for a Huge creature is 80 credits and 4 Bulk. One made for a Tiny creature still costs 20 credits (due to its intricacy) and has 1/2 Bulk (rounding down to light Bulk). Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of gear as a Medium creature.

Higher-level magic and tech items that cost significantly more than 8 times the cost of a mundane item use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on the Differently Sized Items table, then use the formula in the material's entry to determine the item's Price.
Differently Sized Items
Creature SizePriceBulkLight BecomesNegligible Becomes
TinyStandardHalf*
Small or Med.StandardStandardL
LargeStandard×21 BulkL
Huge×4×42 Bulk1 Bulk
Gargantuan×8×84 Bulk2 Bulk
* An item that would have its Bulk reduced below 1 has light Bulk.

Wielding Items

Some abilities require you to wield an item, typically a weapon. You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it. Other abilities might require you to be wearing the item, holding it, or simply to have it.
Changing Equipment
ChangeHandsAction
Draw or put away a worn item, swap one item for another, or pick up an item11 or 2Interact
Pass an item to or take an item from a willing creature21 or 2Interact
Drop an item to the ground1 or 2Release
Detach a shield or item strapped to you1Interact
Change your grip by removing a hand from an item2Release
Change your grip by adding a hand to an item2Interact
Retrieve an item from a backpack3, sack, or similar container2Interact
1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.
2 A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.
3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action.

Improving Equipment

Most types of armor, shields, and weapons in Starfinder come in a variety of grades. Each grade represents an improved version of that piece of equipment and should be sought after once your character reaches the appropriate level. While higher-level versions of equipment are available on the open market, many adventurers prefer going through the effort of upgrading their existing gear rather than buying new.

Grades of Equipment

Equipment typically comes in seven grades: commercial, tactical, advanced, superior, elite, ultimate, and paragon. While most armor, shields, and weapons can exist in any grade from commercial to paragon, some equipment doesn't exist at certain grades and must be initially purchased or crafted at a higher grade. Equipment other than armor, weapons, and shields only exist at grades specifically listed in the item and cannot be improved to a higher grade if it's not listed.

Armor, shields, and weapons (pages 244, 250, and 253 respectively) are typically listed using their lowest available grade, usually commercial. Each grade beyond the first provides the equipment with additional statistics as given in the tables listed for the appropriate item. Equipment listed with multiple grades in their entry do not use these charts and instead use the statistics listed for each grade in their description.

Armor, shields and weapons gain more upgrade slots as they improve. Higher grades of armor add more AC and gains the resilient trait, improving the saving throws of their wielder by the listed value. Higher grades of weapons have improved damage dice and gain the tracking trait, improving their attack rolls by the listed value. Higher grades of shields have increased Hardness, Hit Points, and BT.

Improving Equipment

A character who is trained or better in Crafting can improve an item using the original item and UPBs as raw materials using the same process as the Craft activity, except as noted here. The original item provides raw materials equal to its price. The DC of the Crafting check to improve an item is determined by the item level of the finished product. You do not need the formula to improve an item, as the instructions can be found readily available on any infosphere and are usually provided as a complimentary file when you purchase the equipment, but Crafting without a formula means you will have to provide raw materials equal to the item's price. It only takes 1 day to improve an item by spending the remaining portion of its Price in materials.

If you have the formula for the item you can improve an item by supplying UPB equal to half the difference between the two items, but you must work multiple days to reduce the materials needed to complete the item as usual with the Craft activity. You cannot improve an item to a higher-grade version if you're not capable of Crafting items of that level.

Item Damage

An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.

An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT); once its Hit Points are reduced to 0, it is destroyed. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. A destroyed item can't be Repaired.

An item's Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. Information on materials appears in Starfinder GM Core.

Object Immunities

Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, nonlethal attacks, poison, spirit, vitality, void, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. Conscious, thinking items are not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword can't move, so it can't take a penalty to its Speed, but a spinning blade trap might be affected.

Broken

Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.

If an effect makes an item broken automatically, and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.

Shoddy Items

Improvised or of dubious make, shoddy items are never available for purchase except in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one.

Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as the AC provided when wearing shoddy armor or the DC to break out of shoddy manacles). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type.

Formulas

Formulas are formalized instructions for making items. Their primary purpose is to reduce the time it takes you to start the Craft activity, which is helpful for items you'll make frequently. You can usually read a formula as long as you can read the language it's written in, even if you lack the skill to Craft the item. Some corporations use encryption to protect their formulas. If you obtain a formula for an uncommon or rarer item, you have access to that item so you can Craft it. These formulas can be significantly more valuable—if you can find them at all!

For the Price listed on the table, you can buy a common formula. A purchased formula is a virtual file downloaded onto a computer containing the schematics and print-ready 3D models of the item. Paper formulas can exist for some items, which have Light bulk and don't have the virtual trait.

If you have a formula, you can Craft a copy of it using the Crafting skill. You can also Craft a formula by reverse engineering it from an item you possess. Use the formula's Price and the item's Craft DC. You must meet any requirements to Craft the item, except you don't need to have access to the item or meet any special Craft Requirements listed in the item's stat block unless the GM determines otherwise.
Formulas
LevelPrice
0*5 credits
110 credits
220 credits
330 credits
450 credits
580 credits
6130 credits
7180 credits
8250 credits
9350 credits
10500 credits
11700 credits
121,000 credits
131,500 credits
142,250 credits
153,250 credits
165,000 credits
177,500 credits
1812,000 credits
1920,000 credits
2035,000 credits
*Formulas for all 0-level common items from this chapter can be purchased collectively in a maker's app.

Tech Gear

Tech gear represents a variety of different consumer and specialized equipment used throughout the galaxy. Depending on the situation, your character will need all sorts of items both while exploring and in downtime, ranging from personal datapads to signal jammers. Most technological items can be recharged during rest periods or through other means, such as kinetic and solar energy. Only a few items might need additional batteries, as indicated in their item entry.

The tables starting on page 240 list the Price and Bulk entries for a wide variety of gear you can use to kit out your character. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item.

Hands

This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM might determine that an item is too big to carry in one hand (or even two hands, for particularly large items)

Wearing Tools

You can make a set of tools (such as a maker’s toolkit or medkit) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use.

Adventuring Gear

These items follow special rules or require more detail.

Medical Items

The items listed on the following table are the most widely available medical items in the Pact Worlds. Medical items aren't magical. They instead use the properties of chemicals and the latest advances in biotech. As such, medical items don't radiate magical auras, and they can't be dismissed or affected by dispel magic. Their effects last for a set amount of time or until they're countered in some way, typically physically.
Some medical items have the tech trait. Some also have the consumable trait, which means that the item is used up once activated. Rules for creating medical items are found in the Craft activity, and you must have the Serum Crafting skill feat to Craft medical items.

Medpatches

Medpatches are single-use sterile patches designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. You can only apply a medpatch to a creature within your reach and it's usually impossible to apply a medpatch to an unwilling target unless the target is paralyzed, petrified, or unconscious.

Hypopens

Each hypopen has different possible effects, and higher-level hypopens can be used to produce the effects of lower-level hypopens. You usually activate a hypopen as you inject it into yourself or another creature. You can inject a hypopen only if a creature is within reach and is either willing or unable to prevent you from doing so. You usually need only one hand to inject a hypopen.

Serums

These are pharmaceutical serums; they're technological, or hybrid in some cases, but can be crafted using a laboratory and don't incorporate significant magic. You can activate a serum with an Interact action as you drink it or feed it to another creature. You can feed a serum only to a creature that's within reach and willing or otherwise so helpless that it can't resist. You usually need only one appendage to activate a serum.

Other Consumables

Though many consumable items are grouped into specific categories, such as serums and hypopens, some items don't fit into those categories.

Services

The following represent specialized and basic services available in most settlements.

Spellcasting

Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's harder to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.
Spellcasting Services
Spell RankPrice*
1st30 credits
2nd70 credits
3rd180 credits
4th400 credits
5th800 credits
6th1,600 credits
7th3,600 credits
8th7,200 credits
9th18,000 credits
*Plus any cost required to cast the specific spell.
Cost of Living
Standard of LivingWeekMonthYear
Subsistenceno costno costno cost
Comfortable10 credits40 credits400 credits
Fine300 credits1,300 credits16,000 credits
Extravagant1,000 credits4,300 credits52,000 credits

Armor

Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection their armor provides, they can use a shield. When they're in a vacuum, their armor's environmental protections can keep them alive, enabling self-contained breathing and shielding them from the hazards of space. Armor and its environmental protections protect your character only while they're wearing it.

Armor Class

Your Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.
Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.

Donning and Removing Armor

Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor.

Environmental Protection

The galaxy is a vast and wondrous place, with countless dangers and worlds within it, but space is inhospitable and incredibly deadly. Every type of modern armor has built-in environmental protections which, when activated, protect you from the vacuum of space. These protections allow you to survive for a few days if you must make repairs to the hull of a starship, explore an airless alien world, or endure exposure to an environmental breach while trapped inside a space station. Some armors do this through an environmental field (a minor force field specially tuned to protect from a vacuum that doesn't reduce damage from attacks), while others can be closed with helmets and airtight seals. While using your armor's environmental protections, your armor can protect you from the dangerous environmental effects of a vacuum and can facilitate self-contained breathing. This allows you to survive and breathe while within a thick or thin atmosphere, in a vacuum, or while submerged in liquid (the safety seals and rebreather offer no protection from the effects of damaging liquids, such as acid or lava). Armor protection doesn't protect you from smoke inhalation, inhaled poisons, toxic atmospheres, or corrosive atmospheres.
Armor environmental protections work only while within a thick or thin atmosphere, a vacuum, or non-hazardous liquid. In all other environments, armor is designed to cycle down, refill its air supply, and filter in the surrounding environment by entering low-power mode. This enables the armor to conserve power and air for unexpected emergencies, and to ensure its delicate systems are constantly operating at peak efficiency. To protect yourself from other environmental dangers, such as radiation, you can install armor upgrades into your armor's upgrade slots.
Armor Protections: All armors, except those with the exposed trait, allow you to breathe and survive in a thick or thin atmosphere, a vacuum, or in non-hazardous underwater environments. This does not prevent inhaled toxins or similar effects from entering your armor's systems. Ancestries like kalo that require specific environmental conditions to survive can easily obtain or modify armor to suit these needs. The wearer can activate or deactivate an armor's protections with an Interact action. A suit of armor's environmental protections last for a number of days equal to its item level (minimum 1 day).

Activation and Duration

A suit of armor's environmental protections last for a number of days equal to its item level. Activating or deactivating these environmental protections takes a single Interact action if you're wearing the armor. Activating the environmental protections on a suit of armor worn by a willing creature takes 2 actions and has the manipulate trait. Thanks to built-in safeguards and security protocols, you can't turn off the environmental protections built into the armor of an unwilling creature.
The duration of armor's environmental protections is utilized in 1-day increments. Recharging this duration requires access to a functioning starship or an environment recharging station (publicly available in most technologically advanced or technologically average settlements) and takes 10 minutes. Most of the recharging stations that replenish devices, such as batteries, also recharge armor's environmental protections, and using them to recharge suits is typically free of charge. Other functions of the armor that do not have a duration still work normally.

Armor Statistics

The Armor table provides the statistics for the various forms of protection without wearing armor and for suits of armor that can be purchased and worn, organized by category. The columns in the table provide the following statistics.

Category

The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor.

AC Bonus

This number is the item bonus you add for the armor when determining Armor Class.

Dexterity Modifier Cap (Dex Cap)

This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing commercial defrex hide, you apply only a +2 bonus from your Dexterity modifier to your AC while wearing that armor.

Check Penalty

While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty.

Speed Penalty

While wearing armor, you take the penalty listed in this entry to your 395"Speed", as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see Strength below), you reduce the penalty by 5 feet.

Strength

This entry indicates the Strength modifier at which you are strong enough to overcome some of the armor's penalties. If your Strength modifier is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet).

Bulk

This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size.

Upgrades

Armor can be customized with upgrades, which include technological armor modifications and magic armor fusions. This indicates how many upgrades the armor can Install.

Group

Each type of clothing and armor belongs to an armor group, which classifies it with other armor of similar a type, material, and construction. Some abilities reference armor groups, typically to grant armor specialization effects.

Armor Specialization Effects

Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.

Shields

A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.
Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and Raise a Shield, and you lose its benefits if that hand is no longer free. A compact shield and an irising shield don't take up your hand, so you can Raise a Shield with a compact shield or irising shield if the hand is free or if it's holding a light object that's not a weapon. You lose the benefits of Raise a Shield if that hand no longer meets these conditions. Irising shields and phase shields only count as a shield when deployed, as noted in their description. You can't Raise a Shield with an irising shield or phase shield unless it's deployed.
When you have a riot shield or mobile bulwark raised, you can use the Take Cover action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised or until any of the normal conditions that end Take Cover occur, whichever comes first. If you would provide lesser cover against an attack, having your riot shield or mobile bulwark raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).
If you have access to the Shield Block reaction (from your class or from a feat), you can use it while Raising your Shield to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.

Shield Statistics

Shields have statistics that follow the same rules as armor: Price, Speed Penalty, and Bulk. Their other statistics are described here.

AC Bonus

A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action.

Hardness

Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the Shield Block feat. The rules for Hardness appear here.

HP (BT)

This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the Shield Block reaction.

Attacking with a Shield

A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have armor or weapon upgrades added to it.

Weapons

Most characters in Starfinder carry weapons, ranging from simple sidearms and tactical rifles to powered tri-bladed axes called doshkos. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given on Checks and Damage Rolls, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.

Attack Rolls

When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.
Bonuses and penalties apply to these rolls, just like with other types of checks. Weapons with the tracking trait add an item bonus to your attack rolls, improving your ability to hit targets.
Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties
Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties

Multiple Attack Penalty

If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.
The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the agile trait to reduce your multiple attack penalty.

Damage Rolls

When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows (full details are in Damage Rolls).
Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties
Ranged damage roll = damage die of weapon (+ Strength modifier for a thrown weapon or half Strength modifier for a propulsive weapon) + other bonuses + penalties
Ranged weapons don't normally add an attribute modifier to the damage roll, though thrown weapons add your full Strength modifier. At higher levels, most characters also gain extra damage from weapon specialization. Improved versions of weapons also deal more damage.

Critical Hits

When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).
If you critically succeed at a Strike, your attack deals double damage. Other attacks, such as spell attack rolls and some uses of the Athletics skill, describe the specific effects that occur when their outcomes are critical successes.

Unarmed Attacks

Almost all characters start out trained in unarmed attacks. You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group, and they might have weapon traits. However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.
The unarmed attacks table lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks such as tails or claws. Details for those unarmed attacks are provided in the abilities that grant them.

Improvised Weapons

If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have.

Weapon Statistics

Each of the weapons in the weapon tables lists the statistics for various melee and ranged weapons that you can purchase. The tables present the following statistics.

Damage

This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. Some weapons also deal other damage types: A for acid, C for cold, E for electricity, F for fire, M for Mental, Po for Poison, So for sonic, or V for void.

Range

Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.
For example, a commercial semi-auto pistol takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet.

Reload

While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload a weapon's magazine. This can be 0 if drawing specialized ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or if you can spend some of those actions during one turn and the rest during your next turn.
An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.

Bulk

This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on Items of Different Sizes.

Hands

Some weapons require one hand to wield, and others require two. Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait.
Multi-Armed Characters: Characters that have more than two hands, like kasathas, can hold more items and weapons than typically expected. Performing actions with multiple pairs of arms concurrently is a challenge and can't be done without intensive training. You must designate a pair of hands as your active hands. You can change this designation from one pair of hands to another by taking the Switch Hands action. Some feats can adjust your skill with multiple hands. You can only attack with weapons wielded in your active hands.

Magazine

Many ranged weapons have magazines (or take batteries) to allow for multiple shots in rapid succession without the need to reload. The magazine of a weapon indicates how much ammunition it can hold. Weapons listed with charges represent battery-powered weapons. These weapons hold charges equal to the maximum charges of each battery and can use batteries up to the same grade as a weapon (so a tactical weapon can use a commercial or tactical battery). Some weapons instead utilize chemicals (chems), which are sold in tanks and otherwise function as batteries. Chemicals can't be recharged, and new chems must be purchased after a tank is expended. Most projectile weapons have magazines that hold a maximum number of projectiles, which act as ammunition. Depending on the specific type of weapon, projectiles could be bolts, darts, flechettes, rounds, or other appropriate ammunition. Most projectile weapons use rounds, while most injection weapons use darts. Ammunition is purchased separately from a weapon, at a cost of 10 projectiles per credit.

Expend

This indicates how much ammunition is consumed with each ranged Strike you make with the weapon. Anytime the weapon is fired, the ammunition in its magazine is lowered by the number indicated. Other abilities might cite the use of expend as the amount of ammo required to complete the action.

Upgrades

Weapons can be customized with upgrades, which include technological weapon modifications and magical weapon fusions. This indicates how many upgrades the weapon can utilize. You can find more about weapon upgrades here.

Group

A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects.

Weapon Traits

The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait.

Critical Specialization Effects

Certain feats, class features, weapon fusions, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Armor Upgrades

You can personalize armor by purchasing and installing armor upgrades. Armor upgrades are installed into the upgrade slots of armor; one armor upgrade occupies one armor upgrade slot. The number of upgrade slots a specific suit of armor has is noted under that armor's description. You can install an armor upgrade with the Install Upgrade activity, which takes 10 minutes to perform. Unlike many other types of equipment, armor upgrades run on kinetic energy created by your body's motion, and they don't need external batteries. They function only when installed in armor you're wearing properly.

Activating Armor Upgrades

Most upgrades grant their benefits continually so long as you're properly wearing the armor they're installed in. Others produce their effects only when used properly in the moment by spending actions. An activation lists the number of actions it takes and any traits for the activation and its effects. This information appears in the item's Activate entry.

Limited Armor Upgrades

Some armor upgrades that have special activations and benefits can be activated only a limited number of times per day, as described in the armor upgrade. This limit is independent of any costs for activating the upgrade. This limit resets during your daily preparations. The limit is inherent to the armor upgrade, so if an ability that can be used only once per day is used, it doesn't refresh if the armor upgrade is uninstalled and reinstalled or is installed in another suit of armor, or if another creature tries to activate the upgrade. Similarly, armor has innate safety overrides that prevent you from installing a duplicate of an armor upgrade you've already used the limited action of and from trying to use that action again.

Environmental Protection Upgrades

Environmental protections are crucial tools for explorers and combatants alike, allowing any species to operate in hostile conditions ill-suited for its survival. These items function as long as the armor's environmental protections are active and can quickly recharge while a character is resting as other functions in an armor enter sleep mode.

Weapon Upgrades

You can personalize weapons by purchasing and installing weapon upgrades, found on the Weapon Upgrades table (page 277). Technological weapon upgrades are called weapon modifications, while hybrid weapon upgrades are called weapon fusions. Weapon upgrades are installed into the upgrade slots on a weapon; one weapon upgrade occupies one weapon upgrade slot. The number of upgrade slots a specific weapon has is noted under that weapon's description. You can install a weapon upgrade with the Install Upgrade activity, which takes 10 minutes to perform. Unlike many other types of equipment, weapon upgrades run on kinetic energy created by your body's motion and don't need external batteries. They function only when installed in a weapon you're wielding.

Activating Weapon Upgrades

Most upgrades grant their benefits continually so long as you're wielding the weapon they're installed in. Others produce their effects only when used properly in the moment by spending actions. An activation lists the number of actions it takes and any traits for the activation and its effects. This information appears in the item's Activate entry.

Limited Weapon Upgrades

Some weapon upgrades that have special activations and abilities can be activated only a limited number of times per day, as described in the weapon upgrade. This limit is independent of any costs for activating the upgrade. This limit resets during your daily preparations. The limit is inherent to the weapon upgrade, so if an ability that can be used only once per day is used, it doesn't refresh if the weapon upgrade is uninstalled and reinstalled or is installed in another weapon, or if another creature tries to activate the upgrade.

Weapon Upgrade Limitations

Some upgrades attach to or upgrade a specific part of a weapon. A weapon can only have one such upgrade at a time. These will always be designated in the upgrade's usage entry, such as “installed in a weapon (sight).”

Solarian Crystals

A solarian crystal is a special gemstone grown from the coronal ejections of stars and used to enhance the power of a solarian's attacks. There are two forms of solarian crystals: core crystals and orbital crystals. Core crystals offer the most basic and essential benefits: a weapon potency crystal adds a bonus to the solar weapon's attack rolls, and the striking crystal adds extra weapon damage dice. Orbital crystals grant more varied effects—typically powers that take effect each time the weapon is used.
A solarian can add a solarian crystal to their solar weapon or solar flare by spending an Interact action, and it remains until they remove it with another Interact action. A solarian's solar weapon and solar flare can have one weapon potency and one striking crystal each, plus a number of orbital crystals equal to the value of the weapon potency crystal they're using with their weapon or flare.
Solarian crystal abilities must be activated following the rules for activating items.

Core Solarian Crystals

These crystals provide essential benefits to a solarian's solar weapon by increasing its accuracy and damage potential.

Orbital Solarian Crystals

These crystals add special abilities to a solar weapon beyond the basics of core solarian crystals. Some orbital solarian crystals affect your solar shot or other aspects of your solar mote instead of, or in addition to, your solar weapon. If a solarian uses multiple orbital crystals of the same type, only the highest-level one applies.

Precious Ammunition & Weapons

Most projectiles use ammunition primarily composed of a variety of materials ranging from copper and lead to steel and plastic. Projectile weapons can also use ammunition created using precious materials that can add additional benefits, such as bypassing specific resistances of enemies or adding new traits to your attacks. Weapons can also be constructed using precious materials for 10 times the price of a piece of projectile ammunition plus an extra price for the bulk of the weapon. Grenades and missiles that deal physical damage can be crafted using precious materials at three times the price. The benefits of precious material conferred to attacks apply only to ammunition, melee, and thrown weapons that deal physical damage. A melee weapon that can deal different types of damage, such as the phase cutlass, only applies the benefits of the precious material when the weapon deals physical damage. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare materials require master or even legendary proficiency.
A material's Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low grade, standard grade, and high grade. Regardless of a precious material's purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity.
Some precious materials are available only at certain grades. For instance, adamantine can't be low grade, and orichalcum must be high grade. Items made of materials with a lower grade than expected for the item's level, or of a higher grade than necessary, will mention the precious material's grade.

Grenades

An item with the grenade trait can be thrown with a range of 70 feet using the Area Fire action as though it had the area (burst) trait at the listed radius using a single action instead of two actions. Grenades are simple thrown weapons that are expended when used. If you apply the critical specialization effect of grenades, apply the grenade's listed effect to each creature that rolls a critical failure against the grenade's effects.
Unlike most weapons, grenades can bounce off a solid surface (not a creature) once without exploding. This allows for grenades to move in a straight line toward a solid surface, then move up to their remaining distance in another straight line from that point, potentially even bouncing out of line of sight.

Grenade Launchers

Grenades can be launched from grenade launchers, instead of thrown, using the grenade launcher's range instead of the usual range of 70 feet.

Magic Items

From orbiting crystals imbued with power to gravity-defying equipment and hardlight devices, magic items are popular accessories for adventurers and collectors. Engineers have developed fascinating new fusions of magic and technology, often called magitech or hybrid tech, while artisans have revived magical crafting techniques from eras long past. Shopping for new magic gear is as simple as searching the infosphere, visiting a corporate storefront, or browsing an antique mall. Curiosity shops and flea markets are full of everything from knockoffs of the latest cutting-edge inventions to precious relics preserved from the ancient past, if you know where to look.
Technology and magic are everywhere in the galaxy. While some magic equipment have gone unchanged for thousands of years, the integration of technology to improve the functionality or cost of many popular items has given rise to hybrid items, which have both the magical and tech traits.
The tables on pages 286–287 list level, price, Bulk, and hands entries for a wide variety of magic and hybrid items. Each item has its own rules for how it functions: some require bespoke activations, while others function automatically, such as by granting constant item bonuses or other benefits when worn or held.

Investing Magic Items

Certain magic and hybrid items convey their benefits only when worn and invested using the Invest an Item activity, connecting them to a specific PC. A PC can benefit from no more than 10 invested magic items each day. A PC can still gain the mundane benefits of a magic item without investiture.

Invest an Item


You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.
You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.

Activating Items

While some items function automatically and grant constant benefits, others produce effects only when properly used. An activation lists the number of actions it takes and any traits of the activation and its effect. This information appears in the item's Activate entry.

Activating Invested Items

You can Activate an Item with the invested trait only if it's invested by you.

Manipulate Activations

If the activation entry for an item has the manipulate trait, you can activate it only if you're holding the item or touching it with a free hand.

Limited Activations

Some items can be activated only a certain number of times per day, resetting during your daily preparations. You retain the constant benefits of these items even when the activation requirements of these items can no longer be met.

Cast a Spell

If the activation entry for an item lists “Cast a Spell” after “Activate”, you must use the same action as casting the spell to Activate the Item, unless noted otherwise. You must have a spellcasting class feature to Activate an Item with this activation. All the normal traits of the spell apply when you cast it by Activating an Item.

Augmentations

Many explorers and mercenaries modify their bodies with technological or biological gear called augmentations. These modifications to your body give you special abilities and bonuses. Once installed, they become part of your body and generally can't be affected by abilities that destroy or disable objects or target technological items or creatures. As far as attacks and abilities are concerned, a cybernetic or vat-grown arm is no more (or less) vulnerable than your original biological limb.

Implantation

Getting an augmentation implanted requires the services of a professional augmentation surgeon or someone with master proficiency in Medicine. A session with a surgeon usually takes 1 hour per 2 item levels of the augmentation (minimum 1 hour). The price of such implantations typically includes the procedure. Most major settlements are home to reputable augmentation clinics. Verces is an especially popular destination for cybernetics, while Bretheda is a beacon for biotech advancements.
As augmentations can apply to any of the numerous ancestries across the universe, there's no set usage for them. While an augmentation's entry suggests body parts, the GM can allow other applications.

Implant Limit

You're limited to four implanted augmentations. A surgeon implanting an augmentation in your body must remove one of your existing augmentations if you're already at the limit. You can have multiple augmentations to the same part of your body, such as your skin, brain, or feet, as long as you're within the overall implant limit. Some augmentations don't count against your implant limit, as indicated in the item's description. Apex augmentations never count toward your implant limit.

Removing Augmentations

Removing an augmentation usually occurs during surgery. Because augmentations are coded to your body, it's not possible to resell an old augmentation, nor can you re-implant one into a different person. Most reputable service providers offer to uninstall any unwanted existing augmentations as part of installing a new one.

Activating Augmentations

Many augmentations work continuously. Augmentations with an Activate entry usually require you to concentrate or Interact to gain an additional boost or ability. Once activated, an augmentation often can't be used again for a set amount of time as it recharges from its use. Each augmentation indicates how it can be activated and how frequently it can be used.

Biotech

Biotech augmentations include modifications to your DNA combined with implants of biological origin that integrate into your physiology. Biotech augmentations aren't magical, though many originate from (or imitate) creatures that are magical in nature.

Cybernetics

Cybernetic augmentations are machines and circuitry integrated into your flesh and bone. Cybernetics are more than just machine implants; they're a complex melding of technology and the living host's own organs. Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.

Magitech

Magitech augmentations are a combination of cybernetic and magical components, created with special-made elements like mystically charged crystals, starmetal alloys, and runeengraved microchips. Magitech augmentations are magical, but they can't be dispelled unless the effect or attack specifies that it affects augmentations.

Apex Augmentations

When you get an augmentation with the apex trait, it improves one of your attributes, either increasing the attribute's modifier by 1 or to a total of +4, whichever would give you a higher score. This gives you all the benefits of the new attribute modifier: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on.
You can only gain an attribute increase from one apex augmentation, though you do gain any other effects or abilities of other installed apex augmentations If you have multiple apex augmentations, decide during your daily preparations which one provides an attribute increase that day, if any.
Apex augmentations can be biotech, cybernetics, or magitech. Add the appropriate trait to the item upon crafting or purchasing.