If one of the weapons below says “Based On Original Weapon or Armor,” that means that the equipment slots, damage, range, and other properties of the high tech item are based on one of the item found in battle items

Supercharge Weapon Property

Before firing a weapon with this property, you can declare that you’re supercharging it. If you make a successful attack with a supercharged weapon, you gain two additional damage dice to the damage roll. If you miss an attack with a supercharged weapon, it overheats and cannot be used until the end of your next turn.

Advanced Property

It means this item requires a positive technology bonus to be operated, if you have a negative technology bonus it’s possible to operate but you will have to roll. Some items with this property will require a high technology bonus to even roll to operate.

Bowl Weapon - 15 Currency + Original Weapon Cost – Common

Whenever you deal damage with this weapon, no matter how the damage is dealt, you can choose to be non-lethal.

Based On Original Weapon

Modern Weapon - Cost Varies Between 50 to 50,000+ Currency - Varying Rarity

The common rarity variant of this item gives a +1 to rolls with the weapon. The bonus increases by 1 for every rarity above common. (EX: A fabled variant would give a +5) Variants of this weapon that are uncommon and higher deal damage that bypasses non magical resistance to the damage type of the weapon

Based On Original Weapon, Supercharge Weapon

Dealer Weapon – 84 Currency + Original Weapon Cost – Common

As an interaction you can insert a pill, drug, or other substance into this weapon. After insertion, if your next attack is successful then your target is subjected to the effects of whatever you inserted.

Based On Original Weapon, Advanced

Bladegun - 180 Currency + Original Weapon Cost – Uncommon

When attacking with this melee weapon, you can choose to shoot the blade instead lol. Shooting the blade functions like the throwable property while using your normal attack bonus with the weapon and you have the range of a pistol. After shooting the blade you must reload it and reloading functions the same as the firearm rules.

Based On Original Melee Weapon With A Blade

Laser Weapon - 270 Currency + Original Weapon Cost – Uncommon

This weapon now deals laser or plasma damage instead of its original damage type, you can choose which when you attack. 

Based On Original Weapon, Supercharge Weapon | Variants: Plasma Weapon

Armor Bypassing Weapon - 550 Currency + Original Weapon Cost – Rare

Damage from this weapon bypasses non magical resistance and immunity to its damage type.

Based On Original Weapon

Bio Weapon - 850 Currency + Original Weapon Cost – Rare

This weapon melds into your body. You can make the weapon reemerge out of your body and disappear into your body as a free action once per turn. You also automatically gain a +5 bonus with that weapon

Based On Original Weapon, takes up a trinket slot, once equipped it can’t be removed without a curse removal effect.

Sentient Weapon - 4837 Currency + Original Weapon Cost - Legendary, Cursed?

 This weapon has artificial intelligence inside of it and counts as a piece of technology, read the Artificial Intelligence Item on the Technology section for more information. It has a unique reaction that only it can activate where it can add its intelligence and related bonuses when you make an attack roll with this weapon. However, depending on its own level of sentience and how you treat the AI, it can also subtract its intelligence from your weapon attack roll.

Based On Original Weapon, Supercharge Weapon, Advanced

Black Hole Weapon - 5000 Currency + Original Weapon Cost – Fabled

Instead of rolling to hit, you fire out a radius of void damage equal to half your weapon range, If this is a melee weapon then the radius is 10ft around you. Whenever you attack, all characters within the radius need to make an acrobatics saving throw against your Weapon DC (8 + Stat + Weapon Bonus). They’ll take an amount of void damage equal to your weapon damage and half on a successful save.

Based On Original Weapon, Supercharge Weapon, Advanced

Hardlight Armor – 70 Currency + Original Armor Cost - Common

This armor has no movement or stealth debuffs. It only takes an interaction to equip or unequip this armor.

Based On Original Armor

Anti Grav Armor – 90 Currency + Original Armor Cost - Common

Your falling speed decreases to 10ft per round and you no longer take falling damage. As a free action on your turn, you can choose to increase your falling speed between 10ft and 500ft per round.

Based On Original Armor, Advanced

Bio Suit Armor – 170 Currency + Original Armor Cost – Uncommon, Cursed

Choose 2 stats to increase by +2 to a maximum of +10. Your maximum hit points and walking speed also double. You now have disadvantage on fortitude and tolerance saving throws.

Based On Original Armor, once equipped it can’t be removed without a curse removal effect.

Power Armor - 250 Currency + Original Medium or Heavy Armor Cost - Uncommon

In order to equip this armor you need to either know the passcode or pass a successful technology skill check. After equipping the armor, you gain +2 to all physical rolls, 100ft movement speed, and a non-magical damage reduction of 2 + half of your con (minimum 1). The damage reduction functions the same as heavy armor and will add onto heavy armor variants of this armor.

You cannot sleep in this armor, attempting to give you a level of exhaustion.

Based On Original Medium or Heavy Armor, Advanced

Space Suit - 300 Currency + Original Light Armor Cost - Uncommon

This armor allows you to survive in the vacuum of space and instead of being helpless in zero gravity you can use a fourth of your walking speed per round. You also gain a limited supply of oxygen; every charge of this armor has a minute long supply of oxygen. These charges recharge automatically when you take a long rest in an area with oxygen.

Based On Original Light Armor, Charge, 60 Uses Until Recharge Is Required

Flying Armor - 570 Currency + Original Medium or Heavy Armor Cost - Rare

On your movement action you can expend a charge of the Flying Apparatus, the design of which is up to you, and convert all your walking speed into a flying speed. You lose this flying speed at the start of your next turn.

Based On Original Medium or Heavy Armor, Advanced, Charge, 5 Uses Until Recharge Required

Advanced Power Armor - 1750 Currency + Original Medium or Heavy Armor Cost - Legendary

In order to equip this armor you need to either know the passcode or pass a successful technology skill check which should be much higher than the normal power armor variant. After equipping the armor, you gain +4 to all physical rolls, 200ft movement speed, and a non-magical damage reduction of 5 + half of your con (minimum 1). The damage reduction functions the same as heavy armor and will add onto heavy armor variants of this armor.

You cannot sleep in this armor, attempting to give you a level of exhaustion.

Based On Original Medium or Heavy Armor, Advanced

Got nothing for now man

I will fix it later

Got nothing for now man

I will fix it later

Got nothing for now man

I will fix it later

Got nothing for now man

I will fix it later

Got nothing for now man

I will fix it later

Grenade Launcher - 140 Currency - Common

Damage depending on explosive item loaded, 180ft (360ft) Range, 1 Shot Until Reload

Only takes explosive items | Characters have advantage on saving throw if fired from long range, this weapon counts as a rifle / LMG. 

Rocket Launcher - 150 Currency - Common

Damage depending on explosive item loaded, 180ft (360ft) Range, 1 Shot Until Reload

Only takes explosive items | You must make an attack roll with this weapon, which counts as a rifle / LMG. Target does not make any physical saving throw but nearby characters might have to.

Smoke - 10 Currency - Common

Makes 30ft of smoke when goes off

Variants: A

Alcohol - 15 Currency - Common

1d6 + 5 but fire gets spread EVERYWHERE

Variants: A

Homemade Explosive - 20 Currency – Common

Using the Throw Special Action or fired with some sort of launcher, you can pull the pin and throw the grenade. If your target is more than 30ft away you will have to roll either a launch n’ lift or a precision to have it land close enough. Whenever the explosive lands, anyone within a 15ft radius needs to make a DC 12 Athletics or Acrobatics. They take 1d10 + 10 explosive shrapnel damage or half on a successful save.

Variants: Homemade Rocket Round  

Incendiary - 150 Currency - Uncommon

Will make later sorry babycakes 💋

Demolition - 150 Currency - Uncommon

Will make later sorry babycakes 💋


Frag - 150 Currency - Rare

Will make later sorry babycakes 💋


Krak - 150 Currency - Rare

Will make later sorry babycakes 💋