TEXT: ENLIGHTENMENT
  GEAR BOOK ONE: ARMOR AND WEAPONS
  Evil Robot Games
  
  Table of Contents
  	
  	
  	
  	
  Introduction	 	
  	
  	
  	
  2
   
   
   
   
  Weapons And Armor Guide  
   
  3
   
   
   
   
   
  • Eldred Skin Suits 
   
   
  3
  	
  	
  	
  	
  	
  •	Human	Tactical	Armor	
  	
  	
  3
  	
  	
  	
  	
  	
  •	Table	1–1:	Armor	
  	
  	
  3
  	
  	
  	
  	
  	
  •	Katar	Boarding	Armor	
  	
  	
  4
  	
  	
  	
  	
  	
  •	Table	1–2:	Ranged	Weapons	
  	
  4
  	
  	
  	
  	
  	
  •	Eldred	Machine	Pistols	 	
  	
  5
  	
  	
  	
  	
  	
  •	Human	Personal	Defense	Weapons	
  5
  	
  	
  	
  	
  	
  •	Katar	Gyrojets	 	
  	
  	
  6
   
   
   
   
  Enhancements List 
   
   
   
  7
  	
  	
  	
  	
  	
  •	Table	1–3:	Weapons	&	Armor	Technology	 9
  	
  	
  	
  	
  OGL	Declaration	and	Copyright	Notice	
  10
  Authors • 
   
   
  Paul Fields
  	
  	
  	
  	
  Jim	Milligan
  Art Director •  
   
  Paul Fields
  Cover Artist •  
   
  Dean Spencer
  Galaxy Pirates Logo •  
  Mark Quire
  Interior Artists •	
  	
  Anthony	Cournoyer
  	
  	
  	
  	
  Enmanuel	Martinez
   
   
   
   
  Dean Spencer
  Editing and Development • Paul Fields
  	
  	
  	
  	
  Jim	Milligan
  Layout •	
  	
  	
  Jim	Milligan	for
   
   
   
   
  Atomic Rocket Games
  Publisher •	
  	
  	
  Paul	Fields	for
   
   
   
   
  Evil Robot Games
  Special Thanks
  To	the	many	who	answered	the	Enlightenment	Open	
  Call,	 for	 their	 hard	 work	 and	 dedication	 to	 creating	
  new	and	inventive	technologies	for	the	game.
  Evil Robot Games
  Evilrobotgames.com
  Product Identity:	
  The	following	items	are	hereby	identified	as	Product	Identity,	as	defined	in	the	Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	
  Open	Content:	All	trademarks,	registered	trademarks,	proper	names	(characters,	deities,	etc.),	dialogue,	plots,	storylines,	locations,	characters,	artwork,	and	trade	
  dress.	(Elements	that	have	previously	been	designated	as	Open	Game	Content	or	are	in	the	pbulic	domain	are	not	included	in	this	declaration.)
  Open Content:	
  Except	for	material	designated	as	Product	Identity	(see	above),	the	game	mechanics	of	this	Evil	Robot	Games	product	are	Open	Game	Con-
  tent,	as	defined	in	the	Open	Gaming	License,	version	1.0a,	Section	1(d).	No	portion	of	this	work	other	than	the	material	desginated	Open	Game	Content	may	be	
  reproduced	in	any	form	without	written	permission.
  A GAME OF ACTION AND WILD SPACE ADVENTURE!
  ENLIGHTENMENT
  GEAR BOOK ONE: ARMOR AND WEAPONS
  
  2
  PROJECT ENLIGHTENMENT
  IN THE SUMMER OF 2016	I	announced	an	Open	Call	
  for	Writers	to	bring	new	ideas	into	my	Galaxy Pirates 
  science	fiction	setting.	The	theme	was	“tools	of	en-
  lightenment,”	from	simple	lights	to	high	tech	vision	
  helmets.	The	Open	Call	was	a	hybrid	of	a	design	con-
  test	 looking	 for	 new	 writers	 and	 traditional	 writing	
  proposals	where	the	authors	pitched	items	and	were	
  paid	on	their	final	delivered	word	count.
  The	pages	before	you	represent	the	outcome	of	this	
  experiment.	I	hope	they	enrich	your	game	and	that	
  we’ll	see	more	work	from	these	writers	in	the	fu-
  ture.
  Paul Fields
  May	2017
  If	you	would	like	to	know	more	about	the	Enlighten-
  ment	Open	Call,	please	click	the	following	link:
  http://www.evilrobotgames.com/Design-109.html
  
  3
  WEAPONS AND ARMOR GUIDE
  ARMOR AND SPACE SUITS
  Although	the	technology	has	improved	over	time,	
  the	basic	premise	and	purpose	of	armor	has	remained	
  the same in the Galaxy Pirates	 world:	 keeping	 the	
  wearer	 alive.	 Although	 it	 might	 seem	 obvious	 that	
  weapons	 fire	 should	 be	 the	 primary	 concern	 of	 ar-
  mor	makers,	more	often	than	not	it’s	the	unforseen	
  hazards	of	foreign	environments	that	cause	the	most	
  immediate	harm.	Acid-spewing	flora,	fauna	with	sti-
  letto-like	teeth,	caustic	atmospheres,	and	more	are	all	
  just	a	simple	shuttle	trip	away	in	many	cases:	a	savvy	
  and	 well-prepared	 adventurer	 keeps	 their	 armor	 in	
  good	repair.
  Listed in Table 1–1: Armor	are	several	of	the	more	
  common	armor	and	space-suit	types	available	in	Gal-
  axy Pirates.	These	range	from	a	standard	flight	suit	
  and	 helmet	 (used	 by	 Humans	 and	 Katar	 alike),	 to	
  the	individually	scultped	Eldred	Skin	Suits	with	their	
  integrated	life	support	systems,	to	the	mighty	Katar	
  Boarding	Armor.
  ELDRED SKIN SUITS
  The	Eldred	Skin	Suit	is	a	highly	advanced	mechanical	
  counter-pressure	environment	suit:	each	suit	is	cus-
  tom	fitted	to	its	wearer,	guaranteeing	not	only	perfect	
  comfort	 during	 use,	 but	 almost	 eliminating	 unfore-
  seen	damage	due	to	irregular	wear	and	flexion.	The	
  computer	imaging	used	during	the	fitting	process	pro-
  vides	a	superior	method	of	reducing	accidental	stress-
  es	on	the	material,	which	is	extruded	and	assembled	
  within	minutes	of	the	final	scan.	The	standard	Eldred	
  Skin	Suit	comes	with	a	full-enclosure	“bubble”	helmet	
  and	an	evironmental	backpack	that	provides	24	hours	
  of	 breathable	 atmosphere	 per	 charge.	 The	 Eldred 
  Marine Tunic	is	an	additional,	modular	layer	of	pro-
  tection,	worn	over	a	modified	Skin	Suit.	The	Marine 
  Tunic	adds	bulk	and	thickness	to	the	Skin	Suit,	increas-
  ing	endurance	and	damage	resistance	at	the	expense	
  of	mobility.	Because	each	Skin	Suit	is	measured	and	
  molded	 to	 a	 particular	 user,	 it	 is	 extremely	 difficult	
  for	another	user	to	comandeer	any	individual	Eldred’s	
  Skin	Suit.	Someone	attempting	to	use	a	Skin	Suit	that	
  was	not	crafted	specifically	for	them,	suffers	a	–3	Ar-
  mor	Check	Penalty.
  HUMAN TACTICAL ARMOR
  After	 arriving	 in	 Civilized	 Space,	 the	 Human	 colo-
  nists	needed	to	improve	the	durability	of	their	civil	de-
  fense	jumpsuits.	Worn	over	a	standard	tactical-weave	
  body	 stocking,	 the	 ballistic	 mesh	 jumpsuits	 utilized	
  hard	armor	inserts	over	vital	organs	and	joints,	but	
  were	clearly	not	sufficient	for	the	staggering	level	of	
  weapons	 technology	 held	 by	 aliens	 like	 the	 Slavern	
  and	 Katar.	 A	 rapid	 retooling	 of	 civil	 defense	 supply	
  fabricators	resulted	in	an	upgrade	to	the	PDW	line	of	
  firearms	(see	Human	Weapons,	below),	but	also	en-
  abled	the	colonists	to	improve	their	armor	practically	
  over	night.	The	Human		Tactical	Suit,	which	upgrades	
  the	 standard	 civil	 defense	 jumpsuit	 with	 multiple	
  high-density,	low-weight	plates	sandwiched	between	
  layers	 of	 shear-thickening	 compound	 and	 ballistic	
  mesh,	is	just	one	such	example.
  Using	the	tactical	mesh	body	stocking	(listed	as	the	
  Jump	Suit	and	Helmet in Table 1–1: Armor)	as	its	com-
  Table 1–1: Armor
  Armor Name
  Level
  Cost
  EAC 
  Bonus
  KAC
  Bonus
  Max Dex 
  Bonus
  Armor Check 
  Penalty
  Speed
  Adjustment
  Weapon 
  Slots
  Upgrade 
  Slots
  Bulk
  Jump	Suit	&	Helmet
  1
  95cr
  +0
  +1
  +5
  -	1
  -
  2
  1
  Eldred Skin Suit
  1
  250cr
  +1
  +2
  +5
  -	0
  -
  1
  L
  Human	Tactical	Suit
  5
  2,980cr
  +5
  +6
  +5
  - 
  -
  1
  L
  Eldred Marine Tunic
  6
  4,120cr
  +7
  +7
  +5
  - 
  -
  2
  L
  Special Response Suit
  7
  6,900cr
  +8
  +9
  +5
  - 
  -
  2
  L
  Katar	Battle	Harness
  5
  3,450cr
  +9
  +12
  +2
  -	4
  -
  1
  1
  20
  Forced	Entry	Unit
  7
  6,300cr
  +10
  +13
  +2
  -	4
  -	10	ft.
  2
  3
  Katar	Boarding	Armor1
  11
  27,100cr
  +12
  +19
  +3
  -	5
  -
  3
  4
  40
  1:	Katar	Boarding	Armor	requires	strict	clearance	to	be	used	legally.	Its	use	is	relegated	almost	exclusively	to	offensive	wartime	actions.
  
  4
  Table 1–2: Ranged Weapons
  Weapon Name
  Level
  Cost
  Dmg
  Range1
  Critical
  Capacity Usage2
  Bulk
  Special
  Eldred	Civillian	Pistol
  1
  250cr
  2d6	P
  30	ft.
  9
  1
  L
  Analog
  Eldred Machine Pistol
  7
  5,500cr
  2d6	P
  60	ft.
  12
  1
  L
  Analog
  Eldred	Machine	Rifle
  7
  6,030cr
  2d8	P
  100	ft.
  8
  1
  1
  Analog
  Human	PDW	(Pistol)
  10
  18,200cr
  3d6 P
  60	ft.
  12
  1
  L
  Analog
  Human	PDW	(Rifle)
  10
  16,500cr
  3d8	P
  90	ft.
  12
  1
  1
  Analog
  Katar	Gyrojet	Pistol
  15
  91,500cr
  3d12	B
  80	ft.
  Knockdown
  8
  1
  L
  Analog
  Katar	Gyrojet	Rifle
  13
  54,000cr
  3d12	B
  100	ft.
  Knockdown
  12
  1
  2
  Analog
  Eldred	and	Human	Pistol	ammo	is	40	credits	for	30	rounds.	Eldred	and	Human	Rifle	ammo	is	75	credits	for	25	rounds.
  Katar	Gyrojet	ammo	is	300	credits	for	a	box	of	10	mini	rockets.
  mon	base,	all	Human	armor	operates	on	a	layered,	
  per-need	basis.	This	allows	for	multiple	configuations,	
  each	of	which	is	designed	with	modularity	and	cus-
  t o m i z a t i o n	
  in	 mind.	 The	 Forced	
  Entry 
  Unit,	
  for	 example,	 is	
  the	 ultimate	 ex-
  pression	 of	
  up-armoring	 a	 Tac-
  tical	 jumpsuit:	 cov-
  ered	in	padding,	armor	plat-
  ing,	and	protective	gear	from	
  head	to	toe,	the	FEU	is	the	first	through	
  the	door	when	entering	a	high-hazard	situation.	Fol-
  lowing	closely	behind,	and	only	slightly	less	well-pro-
  tected,	are	the	Special	Response	Suit	units,	which	are	
  essentially	the	same	as	the	FEU,	but	with	slightly	less	
  armor	(and	slightly	more	mobility).
  Because	most	of	their	components	can	be	created	
  on	standard	fabrication	printers,	Human	armor	is	es-
  pecially	easy	to	repair.	Shattered	plates	can	be	easily	
  swapped	out,	and	the	“blue	goo”	that	cushions	them	
  also serves as a sealant in the event that the armor is 
  compromised	in	low-	to	no-atmosphere	situations.	In	
  game	terms,	this	grants	a	+5	bonus	to	all	Craft checks 
  to	repair	the	armor,	while	the	full-body	seal	of	the	ba-
  sic	jumpsuit	grants	a	+2	Equipment	bonus	to	all	Forti-
  tude	saves	in	hazardous	environments.
  KATAR BOARDING ARMOR
  While	most	Katar	armor	is	roughly	equivalent	
  to	its	Human	and	Eldred	counterparts,	the	Katar 
  Boarding	Armor	is	truly	where	the	Katar	military	
  prowess	 shines	 through.	 While	 the	 average	
  Katar	soldier	will	most	likely	never	wear	any-
  thing	much	heavier	or	bulkier	than	their	
  own	military’s	equivalent	to	the	Forced	
  Entry	or	Special	Response		armors,	the	
  Katar	Battle	Harness	and	Boarding	Armor are 
  marvels	of	powered	armor	technology,	boasting	days	
  worth	of	use	on	a	single	generator	charge,	as	well	as	
  finely	tuned	servomotor	control,	en-
  abling	 the	 wearer	 to	 perform	 ex-
  tended	 field	 duty	 without	 much	
  discomfort.	Heavily	restricted,	the	
  Katar	 Boarding	 Armor is named 
  for	its	obvious,	primary,	use:	
  boarding	 actions	 against	
  enemy	 vessels	 in	 open	
  space.
  Technically	 a	 robotic	
  exoskeleton	 worn	 over	
  a	
  interface-studded	
  space	suit,	the	Katar 
  Boarding	 Armor 
  turns	its	wearer	
  i n t o 
  a	 ten-foot	 tall,	
  m e t -
  al-rending,	
  j u g -
  gernaut	capa-
  ble	 of	
  shrugging	 off	
  most	 small-arms	 fire,	 as	
  well	as	providing	superior	
  protection	against	all	but	the	
  most	 direct	 blows	 from	 gre-
  nades	 and	 many	 lower	 yield	
  mis-
  sile	weapons.
  I n 
  game	 terms,	 the	 Katar 
  Board-
  ing	 Armor	 requires	 the	
  Feat:	
  Pow-
  ered	Armor	Proficiency or 
  equivalent	 class	
  ability	 to	 use.	 While	 in	
  use,	 the	 wearer	
  is	considered	a	size	Large 
  target	 for	 com-
  bat	 purposes.	 The	
  Boarding	Ar-
  mor’s Armor 
  Check	 Pen-
  alty	 applies	
  to	
  Swim	
  and	
  Climb	 checks	 as	 nor-
  
  5
  mal,	but	does	not	apply	to	jumping.	The	Boarding	Ar-
  mor	has	a	series	of	powerful	maneuvering	thrusters	
  that	 grant	 a	 flight	 movement	 of	 30’	 (Average).	 The	
  Boarding	Armor	may	mount	a	number	of	weapons,	
  sensors	and	defensive	systems.	Third	and	Fourth	term	
  cadets	in	the	Katar	military	academy	practice	exten-
  sively	in	these	suits	to	ensure	maximum	proficiency	
  before	entering	the	field.	
  ELDRED MACHINE PISTOLS
  The	 Eldred,	 following	 their	 war	 with	 the	 Slavern,	
  rapidly	 realized	 that	 their	 widely	 divergent	 base	 of	
  weapons	technology	would	not	serve	their	newly	es-
  tablished,	mandatory-service	defense	force.	Although	
  the	 various	 colonies	 and	 clans	 were	 quite	 proud	 of	
  their	 preferred	 sidearms,	 the	 Admiralty’s	 logistics	
  division	 quickly	 established	 requirements	 and	 spec-
  ifications	 for	 an	 acceptable,	 standardized	 sidearm.	
  The	weapon	must	be	sturdy,	effective,	and	above	all:	
  reliable.	 The	 result	 was	 the	 Naval	 Service	 Pistol,	 a	
  lightweight,	high-capacity	firearm	with	multiple	firing	
  modes	and	a	streamlined	construction.	The	NSP-01	is	
  known	to	many	of	its	faithful	users	as	a	Ferox due to 
  the	rapid-fire	stutter	the	weapon	makes	when	firing,	
  which	has	been	compared	favorably	to	the	aggressive	
  hunting	chatter	of	the	small,	ferocious	mammal	indig-
  enous	to	the	Eldred	homeworlds.
  The Ferox	 is	 an	 extremely	 reliable	 weapon,	 made	
  from	easily	obtained,	readily	produced	components,	
  and	has	become	the	most	singularly	ubiquitous	weap-
  on	to	be	found	in	Eldred	space.	Civilian	models	are	
  easily	obtained,	and	though	technically	illegal,	can	be	
  modified	to	military	function	with	minimal	effort.	The	
  primary	difference	between	the	two	weapons	is	rate	
  of	fire	and	ammunition	capacity.
  Eldred Ferox	shipments	can	be	found	all	throughout	
  the	known	worlds	of	this	area	of	space,	and	are	con-
  sidered	a	manufacturing	standard	that	must	be	met	to	
  be	acceptable	as	a	defensive	armament.	If	a	weapon	
  isn’t	at	least	the	equivalent	or	better	than	“an	old	grey	
  ‘Rox,”	a	merchant	is	likely	to	be	told	the	weapon	isn’t	
  worth	the	asking	price.
  In	game	terms,	the	mass-produced	and	easily	ob-
  tained	 components	 for	 the	 Ferox machine pistols 
  grant	the	user	a	+5	bonus	when	attempting	to	repair	
  or	modify	the	weapon.	Additionally,	the	weapons	are	
  so common in Eldred space that parts and ammuni-
  tion	are	frequently	found	for	as	much	as	10%	less	than	
  list	price.	The	buyer	should	still	be	cautious,	as	is	usu-
  ally	advised.
  HUMAN PERSONAL DEFENSE WEAPONS
  The	 Human	 contingent	 in	 the	 Galaxy Pirates set-
  ting,	 while	 extremely	 well-organized	 and	 equipped,	
  was	never	intended	as	a	military	operation.	Primari-
  ly	an	exploration	and	colonization	force,	the	Humans	
  of	Galaxy Pirates	have	had	to	rely	on	modifying	their	
  basic	self-defense	gear	to	a	more	aggressive	profile:	
  turning	what	were	once	low-threat	weapons	and	ar-
  mor	into	combat-ready	materiel.	Chief	among	these	
  were	the	various	Personal	Defense	Weapon	(or	PDW)	
  category	of	firearms:	the	primary	form	of	self-defense	
  and	tactical	offense	available	to	the	colonists	who	first	
  traveled	through	the	Jump	Gate	to	arrive	in	Civilized	
  Space.
  The PDW-nX	series	is	the	result	of	a	brief,	intense	
  retooling	effort	on	the	part	of	the	colonists.	The	al-
  ready	sturdy,	low-maintenance	PDW-G	firearms	in	use	
  by	the	colonists	were	recalled,	retooled,	and	returned	
  to	their	users	as	newly-upgraded,	multi-role	weapons	
  capable	of	not	only	defending	their	children	and	live-
  stock	from	local	flora	and	fauna,	but	also	readily	mod-
  ified	 to	 serve	 in	 field-grade	 assault	 and	 close-com-
  bat	 situations.	 Most	 PDW-nX	 configurations	 can	 be	
  achieved	by	adding	or	removing	one	simple,	non-me-
  chanical	component.	Many	others	are	available	with	
  minimal	effort	and	few	moving	parts	to	worry	about	
  jamming	or	malfunctioning	in	the	field.
  While the PDW-nX listed in Table 1–2: Ranged 
  Weapons	is	for	the	assault	rifle	configuration	of	the	
  weapon,	sniper,	carbine,	and	shotgun	configurations	
  are	 all	 feasible.	 The	 PDW-nX,	 like	 the	  -G	 before	 it,	
  uses	a	standardized	target	acquisition	system	and	fir-
  ing	mechanism,	rendering	the	various	configurations	
  functionally	identical	when	fired.	In	game	terms,	this	
  means	that	a	character	who	is	proficient	with	Small	
  Arms	may	use	any	PDW	Pistol	configuration,	those	fa-
  miliar	with	Longarms	may	use	any	PDW	Rifle	configu-
  ration.
  
  6
  KATAR GYROJETS
  Using	 caseless,	 self-contained	 shells	 (essentially	
  small,	 individually	 primed	 rocket	 munitions),	 Katar	
  Gyrojet	weapons	are	formidable	tools	of	conflict	on	
  any	field.	As	they	contain	all	of	their	own	fuel,	they	
  are	equally	effective	in	an	atmosphere	or	a	vacuum.	
  Though	their	range	is	severely	limited	in	an	aquatic	
  environment,	 they	 are	 far	 more	 effective	 than	 nor-
  mal	 firearms	 when	 submerged,	 as	 the	 internal	 fuel	
  for	each	round	is	not	affected	by	the	 surrounding	
  water.	Katar	Marines	are	trained	
  to 
  com-
  pensate	for	the	differences	in	
  r a n g e	
  and	handling	across	multiple	
  e n v i -
  ronments	 and	 conditions,	
  making	
  them	 especially	 effective	
  at	 gauging	 where	 and	
  how	to	use	their	fire-
  arms.	Due	to	the	low	
  amount	 of	 moving	
  parts	 in	 the	 firing	
  mechanism,	 Katar	
  Gyrojet	 weapons	
  can also be used 
  as	 effective	 clubs	
  with	little	concern	for	damaging	
  them	against	the	skull	of	an	enemy.
  The Katar Gyrojet Rifle supplements 
  the	 launch	 chamber	 with	 an	 electric	
  charge	 that	 superheats	 the	 gyrojet	
  fuel,	 boosting	 the	 range	 of	 each	
  shell	even	further.	The	rocket	pow-
  ering	 the	 shell	 enables	 greater	
  velocity	over	distance,	and	with	
  it,	a	higher	long-range	accuracy	
  in	an	atmosphere	or	vacuum.	In	
  a	liquid	environment,	Katar	Gy-
  rojets	are	limited	to	five	range	
  increments.	Specialized	inter-
  nal	 mechanisms	 enable	 fully	
  automatic	 fire,	 while	 stabilizing	
  the	weapon	so	that	it	can	be	used	
  as a 
  club	in	a	pinch.
  Katar	
  Gyrojet	
  weapons		
  are	 restricted	 outside	 of	
  Katar	
  space,	 rendering	 them	 un-
  c o m -
  mon	at	best	for	users	who	are	
  not part 
  of	 the	 Katar	 Defense	 Force.	
  G y r o j e t	
  ammunition	comes	in	boxes	of	ten	shells,	which	cost	
  300cr	per	box.
  Image: Katar Soldier in Battle Harness
  
  7
  ENHANCEMENTS LIST
  Each of the Weapons and Armor Enhancements are 
  listed	below.	In	the	case	of	Enhancements	with	multi-
  ple	tiers	of	effect,	the	Cost	section	of	the	entry	will	list	
  each	cost,	with	its	effect	level	in	parentheses.	Refer	to	
  Table 1–3: Weapons And Armor Technology	for	the	
  full	list	of	incompatibilities,	special	case	notes,	etc.
  In	game	mechanics,	these	Enhancements	act	exact-
  ly	as	they	would	in	the	Pathfinder	RPG,	except	as	fol-
  lows:
  •The	 Enhancements	 do	 not	 confer	 any	 inherent	
  magical	or	arcane	bonus	to	their	base	item,	and
  •Any	Enhancement	marked	with	a	†	symbol	requires	
  a Battery	to	function.
  Battery:	This	small	device	resembles	nothing	more	
  than	an	old-style	battery	cylinder.	Most	Batteries are 
  of	 a	 universal	 size:	 they	 can	 be	 freely	 interchanged	
  between	 any	 piece	 of	 equipment,	 but	 may	 vary	 in	
  their	capacity.	Specialized	Batteries	do	exist,	but	are	
  usually	reserved	for	highly	advanced	devices,	such	as	
  long-forgotten	ancient	technology.	Each	Battery can 
  power	 any	 of	 the	 Visual Weapon Fusions or Armor 
  Upgrades	can	be	powered	by	a	20	or	40	capacity	bat-
  tery	with	usage	as	noted	in	their	description.	Visual 
  Enhancements	require	a	move	action	to	activate,	and	
  must	 be	 reactivated	 after	 any	 Attack	 Action	 is	 per-
  formed.	 Energy	 Enhancements	 on	 a	 Melee	 weapon	
  draw	a	total	of	twenty	(20)	uses	from	a	Battery	before	
  depleting	it.	One	handed	weapons	typicsally	are	use	
  one	charge	per	attack,	two	handed	weapons	typical-
  ly	use	two.	The	charge	is	expended	when	the	Attack	
  Action	is	made,	whether	or	not	the	weapon	strikes	its	
  target.	Batteries	can	be	recharged	at	any	reasonably	
  equipped	facility.	Battery	(capacity	20)	costs	60cr	and	
  has	no	Bulk,	High	Capacity	Battery	(capacity	40)	costs	
  330cr	and	has	no	bulk.
  The	column	for	Incompatibilities lists the Enhance-
  ments that may	not	be	combined	with	a	particular	En-
  hancement.	In	the	case	of	Stealth	technologies,	these	
  Incompatibilities	are	due	to	the	inherent	differences	
  between	how	the	technologies	work.	For	Energy	En-
  hancements,	the	systems	necessary	to	cause	a	weap-
  on	to	burst	into	flame	or	conduct	a	massive	electrical	
  charge	are	both	extremely	delicate	and	thus	mutually	
  exclusive.	However,	all	Mobility	and	Defense	Enhance-
  ments	are	fully	compatible	with	one	another.
  Some	 Enhancements	 (such	 as	 Sniping)	 list	 Incom-
  patibilities	in	Table 1–3,	while	in	their	description	are	
  shown	as	mirroring	the	effects	of	one	of	their	Incom-
  patible	Enhancements.	This	is	because	the	Enhance-
  ment	already	provides	the	bonus	associated	with	the	
  other	Enhancement,	and	thus	cannot	be	stacked	or	
  otherwise	increased.
  Active Camouflage              Armor Upgrade Level 10/15
  Cost: 20,000cr/120,000cr,	Slot	1;	Armor	Any;	Bulk -
  Description:	Armor	that	is	equipped	with	an	Active	
  Camouflage	 system	 utilizes	 a	 series	 of	 active-scan	
  cameras	 and	 sensors	 to	 feed	 information	 to	 an	 ac-
  tive-matrix	 LCD	 display	 integrated	 into	 the	 surface	
  area	 of	 the	 armor.	 Coupled	 with	 noise	 cancellation	
  and	 acoustic-response	 technology,	 Active	 Camou-
  flage	equipped	armor	grants	the	user	a	+10	(Basic)	or	
  +15	(Improved)	Enhancement	Bonus	to	their	Stealth	
  checks	while	standing	still.	If	the	user	takes	any	action,	
  the	user	loses	this	bonus	until	it	once	again	spends	
  1	 round	 remaining	 still.	 This	 bonus	 affects	 only	 the	
  wearer,	and	does	not	provide	Stealth	Check	bonuses	
  when	firing	a	weapon	(see	Sniping	for	this	use	case).	
  The	Basic	version	uses	an	internal	Capacity	20	battery	
  with	usage	2	per	round	 whether	or	not	the	user	is	
  moving.	The	Improved	version	uses	an	internal	Capac-
  ity	40	battery	with	usage	4	per	round	whether	or	not	
  the	user	is	moving.	The	batteries	must	be	recharged	
  after	10	rounds	of	use.
  Buoyant                                       Armor Upgrade Level 3
  Cost: 2,000cr,	Slot	1;	Armor	Any;	Bulk -
  Description:	Armor	and	Weapons	equipped	with	the	
  Buoyant	Enhancement	bestow	no	armor	check	penal-
  ty	on	Swim	checks	attempted	by	the	wearer.	All	other	
  armor	check	penalties	apply	as	normal.	Additionally,	
  while	the	item	cannot	be	used	as	a	flotation	device,	it	
  is	considered	neutrally	buoyant	when	not	in	use,	and	
  will	float	unless	forcably	submerged	(at	which	point	it	
  sinks).
  Chameleon                                       Weapon Fusion Level 10
  Description:	Upon	command	(and	at	the	expense	of	
  one	charge	usage	from	an	internal	Battery),	a	Chame-
  leon	weapon	can	be	made	hidden,	including	any	scab-
  bard,	 sheath,	 or	 similar	 accessory	 used	 to	 hold	 the	
  weapon.	A	careful	search	will	still	reveal	its	presence,	
  but	purely	visual	examination	will	not.	While	hidden,	
  a	 Chameleon	 weapon	 causes	 its	 wielder	 to	 take	 a	
  
  8
  –1	penalty	on	attack	rolls	unless	she	has	the	Blind-
  Fight	Feat	or	is	able	to	see	invisible	objects.	On	the	
  first	attack	made	with	a	Chameleon	weapon	during	
  a	combat,	the	defender	is	denied	its	Dexterity	bonus	
  to	KAC	unless	it	has	the	Blind-Fight	Feat,	is	able	to	
  see	invisible	objects,	or	is	specifically	aware	that	the	
  wielder	is	using	an	Chameleon	weapon.	A	Chameleon 
  weapon	is	considered	to	have	total	concealment	for	
  attacks	or	effects	directed	at	it,	such	as	combat	ma-
  neuver	 checks	 made	 to	 disarm,	 steal,	 or	 sunder	 it	
  and	disintegrate	or	entropic	grasp.
  Comfort                                       Armor Upgrade Level 4
  Cost:	1,250cr
  Slot	1;	Armor	Heavy,	Powered;	Bulk	2
  Description:	Armor	with	the	Comfort Enhancement is 
  lined	with	numerous	hydrophobic	and	anti-microbial	
  materials,	and	also	contains	a	variety	of	thermally	reg-
  ulated,	padded	reinforcements	throughout	the	armor,	
  rendering	 it	 capable	 of	 being	 worn	 without	 duress	
  in	 most	 environmental	 conditions.	 Armor	 with	 the	
  Comfort	 Enhancement	 does	 not	 cause	 a	 penalty	 to	
  the	wearer’s	Saving	Throws	to	resist	the	effects	of	ex-
  treme	heat.	In	cold	weather,	it	counts	as	cold	weather	
  clothing.	In	addition,	the	armor’s	Armor	Check	Penal-
  ty	is	reduced	by	1	(to	a	minimum	of	0).
  Deceptive                                           Weapon Fusion Level 7
  Description: A Deceptive	 weapon’s	 shape	 blurs	 and	
  appears	to	bend	unpredictably.	When	the	weapon	is	
  in	hand,	the	wielder	gains	a	+2	circumstance	bonus	
  on Bluff	checks	to	feint.	In	addition,	when	the	wielder	
  scores	a	critical	hit	with	a	Deceptive	weapon	against	
  an	opponent,	she	can	attempt	to	feint	against	that	op-
  ponent	as	an	immediate	action.
  Energy Resistance 
  The	 Armor	 Upgrade	
  has been re-
  moved	 in	 favor	 of	 the	
  Electrostatic 
  Field	and	Thermal	Capac-
  itor	upgrades.
  Electrostatic Field              Armor Upgrade Level 5/9/12
  Cost:	 Mk	1	3,000cr/Mk	2	13,000cr/Mk	3	35,000cr
  Slot	1;	Armor	Any;	Bulk -
  Description:	 This	 field	 over	 your	 armor	 grants	 you	
  electricity	resistance,	and	any	creature	that	touches	
  you	 or	 deals	 damage	 to	 you	 with	 a	 melee	 weapon	
  takes	electricity	damage.	The	resistance	granted	and	
  damage	dealt	depend	on	this	upgrade’s	type,	as	noted	
  below.
  Mk	1:	Resistance	5	and	1d6	electricity	damage.
  Mk	2:	Resistance	10	and	2d6	electricity	damage.
  Mk	3:	Resistance	15	and	3d6	electricity	damage.
  Thermal Capacitor          Armor Upgrade Level 5/12/15
  Cost:	Mk	1	3,600cr,	Mk	2	36,250cr,		Mk	3	120,000cr
  Slot	1;	Armor	Any;	Bulk -
  Description: This	upgrade	regulates	heat,	protecting	
  you	from	extreme	temperatures.	You	can	exist	com-
  fortably	in	conditions	between	–50°	and	170°	F	with-
  out	needing	to	attempt	Fortitude	saves.	In	addition,	
  the	armor	grants	cold		resistance	and	fire	resistance.
  The	amount	depends	on	the	capacitor’s	type,	as	listed	
  below.
  Mk	1:	Resistance	5
  Mk	2:	Resistance	10
  Mk	3:	Resistance	15	
  Flaming                                          Weapon Fusion Level 5
  Description: The	flaming	fusion	imbues	a	weapon	with	
  the	fiery	power	of	a	star.	Half	the	weapon’s	damage	
  type	is	replaced	with	fire	damage.	You	can	activate	or	
  deactivate	the	flaming	fusion	as	a	swift	action.	If	the	
  weapon	already	deals	two	types	of	damage,	replace	
  one	of	them	with	fire	(you	decide	which	damage	type	
  to	replace	each	time	you	activate	the	flaming	fu-
  sion).	You	can	add	this	fusion	only	to	a	weapon	
  that	does	not	already	deal	fire	damage.	This	fu-
  
  9
  sion	never	causes	a	weapon	that	normally	targets	KAC	
  to	target	EAC.
  Impact (Knockdown)                    Weapon Fusion Level 6
  Description: With	the	knockdown	fusion,	a	weapon	
  disrupts	a	target’s	center	of	gravity.	The	weapon	gains	
  the	 knockdown	 critical	 hit	 effect.	 If	 the	 weapon	 al-
  ready	has	a	critical	hit	effect,	when	you	score	a	critical	
  hit,	you	can	apply	either	the	weapon’s	normal	critical	
  hit	effect	or	the	knockdown	effect.
  Only	 weapons	 that	 deal	 bludgeoning	 damage	 can	
  benefit	from	this	fusion.
  Impervious
  These	weapon	and	armor	enhancements	have	been	
  removed	 in	 favor	 of	 Durable and Tensile	 Reinforce-
  ment.
  Durable                                       Weapon Fusion Level 1
  The	durable	fusion	uses	stronger	alloys	and	reinforce-
  ments	to	significantly	increase	a	weapon’s	toughness.	
  When	determining	a	weapon’s	hardness,	Hit	Points,	
  and	 saving	 throws,	 treat	 its	 item	 level	 as	 being	 5	
  higher.	For	more	about	calculating	these	values,	see	
  Breaking	Objects	in	Chapter	11	of	the	Starfinder	Core	
  Rulebook.
  Tensile Reinforcement             Armor Upgrade Level 1
  When	 calculating	 your	 armor’s	 hardness	 and	 Hit	
  Points	see	Breaking	Objects	in	Chapter	11	of	the	Star-
  finder	Core	Rulebook,	treat	it	as	if	its	item	level	were	
  5	higher.
  Keen 
  This	Weapon	modification	has	been	removed	as	Star-
  finder	does	not	treat	Critical	Threat	ranges	the	way	
  that	Pathfinder	did.	As	Galaxy	Pirates	Weapon	abili-
  ties	are	mutually	exclusive	a	mod	to	simulate	the	Star-
  finder	Improved	Critical	feat	would	not	be	useful.
  NuBlack                                         Armor Upgrade Level 5
  Cost	3,000cr;	Slot	1;	Armor	Any;	Bulk -
  Description: The NuBlack	Enhancement	grants	a	+5	
  Enhancement	Bonus	to	the	wearer’s	Stealth	checks.	
  NuBlack	is	extremely	Hydrophobic,	and	does	not	pro-
  vide	its	Stealth	bonus	if	the	wearer	is	fully	immersed	
  in	 water.	 However,	 because	 of	 this	 quality,	 NuBlack 
  coating	grants	a	+2	Enhancement	Bonus	to	all	Reflex	
  Saves	involving	liquid	 weapons,	attacks,	and	special	
  abilities.	 When	 applied	 to	 a	 weapon,	 NuBlack pre-
  vents	the	weapon	from	being	easily	spotted	(due	to	
  reflections,	glare,	etc),	but	does	not	add	its	bonus	to	
  that	 of	 any	 NuBlack	 equipped	 armor,	 and	 does	 not	
  prevent	 the	 weapon	 from	 being	 observed	 through	
  other	means	(sound,	etc).
  Table 1–3: Weapons And Armor Technology
  Name
  Cost1
  Type2
  Armor?
  Melee?
  Ranged?
  Incompatibilities
  Active	Camouflage
  Varies
  Visual
  X
  –
  –
  Any	Weapon	Enhancement,	NuBlack
  Buoyant
  +2000cr
  Mobility
  X
  X
  X
  None
  Chameleon†
  +5000cr
  Visual
  –
  X
  –
  Deceptive,	Flaming,	NuBlack
  Comfort
  +5000cr
  Mobility
  X
  –
  –
  Any	Weapon	Enhancement
  Deceptive†
  +2000cr
  Visual
  –
  X
  –
  Chameleon,	Flaming,	NuBlack
  Electrostatic	Field
  Varies
  Defense
  X
  Any	Weapon	Enhancement
  Thermal	Capacitor
  Varies
  Defense
  X
  –
  –
  Any	Weapon	Enhancement
  Flaming†
  Varies
  Energy
  –
  X
  –
  Active	Camouflage,	Chameleon,	Deceptive,	Impact,	Keen,	
  NuBlack,	Shocking
  Impact	(Knockdown)†
  Varies
  Damage
  –
  X
  –
  Flaming,	Keen
  Durable
  Varies
  Defense
  X
  X
  None
  Tensile	Reinforcement
  150cr
  Defense
  X
  None
  NuBlack
  +5000cr
  Visual
  X
  X
  X
  Chameleon,	Deceptive,	Flaming
  Shock†
  +2000cr
  Energy
  –
  X
  –
  Active	Camouflage,	Chameleon,	Deceptive,	Flaming,
  Impact,	Keen,	NuBlack
  Sniping3
  Varies
  Visual
  –
  –
  X
  Active	Camouflage,	Deceptive,	Impact,	Keen,	NuBlack
  1:	This	cost	is	in	addition	to	the	necessary	+1000cr.	spent	to	raise	the	base	weapon	to	Masterwork	Quality.
  2:	Weapon	Enhancements	are	mutually	exclusive	to	their	own	type.	Armor	Enhancements	are	generally	mutually	compatible.
  3:	Sniping	may	only	be	applied	to	firearms,	and	is	not	applicable	to	thrown	weapons	or	bows/crossbows.
  
  10
  Shock                                           Weapon Fusion Level 5
  The	shock	fusion	weaves	the	electrical	energy	of	the	
  universe	 into	 the	 weapon’s	 form.	 Half	 the	 weapon’s	
  damage	type	is	replaced	with	electricity	damage.	You	
  can	activate	or	deactivate	the	shock	fusion	as	a	swift	
  action.	If	the	weapon	already	deals	two	types	of	dam-
  age,	replace	one	of	them	with	electricity	(you	decide	
  which	damage	type	to	replace	each	time	you	activate	
  the	shock	fusion).
  You	can	add	this	fusion	only	to	a	weapon	that	does	not	
  already	deal	electricity	damage.	This	fusion	never	caus-
  es	a	weapon	that	normally	target	KAC	to	target	EAC.
  Sniping                            Weapon Fusion Level 5/10/15
  Description:	The	wielder	of	a	Sniping	weapon	gains	a	
  +5,	+10,	or	+15	Competence	Bonus	on	Stealth	checks	
  to	remain	hidden	after	sniping	with	it.	When	purchas-
  ing	Sniping,	it	must	be	declared	to	be	either	NuBlack 
  or Active	 Camouflage.	 If	 NuBlack,	 the	 weapon	 may	
  only	have	the	basic	Sniping	enhancement	(+5	Stealth).	
  If	Active	Camouflage,	the	weapon	may	have	either	of	
  the	remaining	two	tiers	(+10	or	+15	Stealth).	If	your	
  armor has the Active	Camouflage	Enhancement,	your	
  weapon	may	not	have	a	Sniping	value	higher	than	that	
  of	your	armor,	due	to	incompatibilities	between	the	
  weapon	 and	 the	 armor’s	 onboard	 computers.	 If	 you	
  wish	to	upgrade	your	weapon’s	Sniping	type	after	it’s	
  purchase	(for	example,	your	armor	is	upgraded	from	
  NuBlack to Active	Camouflage),	you	must	pay	the	dif-
  ference	between	the	old	and	new	enhancement	costs.	
  
  11
  Product Identity:	The	following	items	are	hereby	identified	as	Product	Iden-
  tity,	as	defined	in	the	Open	Game	License	1.0a,	Section	1(e),	and	are	not	Open	
  Content:	All	trademarks,	registered	trademarks,	proper	names	(characters,	dei-
  ties,	etc.),	dialogue,	plots,	storylines,	locations,	characters,	artworks,	and	trade	
  dress.	(Elements	that	have	previously	been	designated	as	Open	Game	Content	
  are	not	included	in	this	declaration.)
  Open Content:	Except	for	material	designated	as	Product	Identity	(see	above),	
  the	game	mechanics	of	this	Evil	Robot	Games	product	are	Open	Game	Content,	
  as	defined	in	the	Open	Game	License	version	1.0a	Section	1(d).	No	portion	of	this	
  work	other	than	the	material	designated	as	Open	Game	Content	may	be	repro-
  duced	in	any	form	without	written	permission.
  OPEN	GAME	LICENSE	Version	1.0a
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	
  2000	Wizards	of	the	Coast,	Inc	(“Wizards”).	All	Rights	Reserved.
  1.	Definitions:	(a)	“Contributors”	means	the	copyright	and/or	trademark	own-
  ers	who	have	contributed	Open	Game	Content;	(b)	“Derivative	Material”	means	
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  You	agree	not	to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	
  Registered	Trademark	in	conjunction	with	a	work	containing	Open	Game	Content	
  except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	
  of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	
  Open	Game	Content	does	not	constitute	a	challenge	to	the	ownership	of	that	
  Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.
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  cate	which	portions	of	the	work	that	you	are	distributing	are	Open	Game	Con-
  tent.
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updat-
  ed	versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	
  copy,	modify	and	distribute	any	Open	Game	Content	originally	distributed	under	
  any	version	of	this	License.
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	
  copy	of	the	Open	Game	Content	You	distribute.
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	
  Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	per-
  mission	from	the	Contributor	to	do	so.
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	
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  to	statute,	judicial	order,	or	governmental	regulation	then	You	may	not	Use	any	
  Open	Game	Material	so	affected.
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	
  with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	
  aware	of	the	breach.	All	sublicenses	shall	survive	the	termination	of	this	License.
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	
  such	provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforce-
  able.
  15.	COPYRIGHT	NOTICE
  Open Game License v 1.0.	©	2000,	Wizards	of	the	Coast,	Inc.
  System Reference Document.	©	2000,	Wizards	of	the	Coast,	Inc.;	Authors	Jon-
  athan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.
  Starfinder Core Rulebook ©	2017,	Paizo	Inc.;	Authors:	Logan	Bonner,	Jason	
  Bulmahn,	Amanda	Hamon	Kunz,	Jason	Keeley,	Robert	G.	McCreary,	Stephen	Rad-
  ney-MacFarland,	Mark	Seifter,	Owen	K.C.	Stephens,	and	James	L.	Sutter,	with	Al-
  exander	Augunas,	Judy	Bauer,	John	Compton,	Adam	Daigle,	Crystal	Frasier,	Lissa	
  Guillet,	Thurston	Hillman,	Erik	Mona,	Mark	Moreland,	Jessica	Price,	F.	Wesley	
  Schneider,	Amber	E.	Scott,	and	Josh	Vogt.
  Modern System Reference Document.	©	2002-2003,	Wizards	of	the	Coast,	
  Inc.;	Authors	Bill	Slavicsek,	Jeff	Grubb,	Rich	Redman,	Charles	Ryan,	Eric	Cagle,	
  David	Noonan,	Stan!,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	Skip	
  Williams,	Richard	Baker,	Peter	Adkison,	Bruce	R.	Cordell,	John	Tynes,	Andy	Col-
  lins,	and	JD	Wiker.
  Pathfinder Roleplaying Game Core Rulebook.	©	2009,	Paizo	Publishing,	LLC;	
  Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	
  Skip	Williams.
  Pathfinder Campaign Setting: Pathfinder Society Field Guide.	©	2011,	Paizo	
  Publishing,	LLC.	Authors:	Erik	Mona,	Mark	Moreland,	Russ	Taylor,	and	Larry	Wil-
  helm.
  Pathfinder Roleplaying Game Reference Document.	©	2011,	Paizo	Publish-
  ing,	LLC;	Author:	Paizo	Publishing,	LLC.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL).	©	2012,	Paizo	Pub-
  lishing,	LLC;	Authors:	Dennis	Baker,	Jesse	Benner,	Benjamin	Bruck,	Ross	Byers,	Bri-
  an	J.	Cortijo,	Ryan	Costello,	Mike	Ferguson,	Matt	Goetz,	Jim	Groves,	Tracy	Hurley,	
  Matt	James,	Jonathan	H.	Keith,	Michael	Kenway,	Hal	MacLean,	Jason	Nelson,	Tork	
  Evil	Robot	Games,	LLC
  Evilrobotgames.com
  OGL DECLARATION AND COPYRIGHT NOTICE
  
  12
  Shaw,	Owen	KC	Stephens,	Russ	Taylor,	and	numerous	RPG	Superstar	contributors
  Pathfinder Player Companion: Pathfinder Society Primer.	©	2013,	Paizo	Pub-
  lishing,	LLC;	Authors:	John	Compton	and	Mark	Moreland.
  Pathfinder Player Companion: Magical Marketplace.	©	2013,	Paizo	Publish-
  ing,	LLC;	Authors:	John	Ling,	Ron	Lundeen,	Patrick	Renie,	David	Schwartz,	and	
  Jerome	Virnich.
  Pathfinder Campaign Setting: Technology Guide.	©	2014,	Paizo	Inc.;	Authors:	
  James	Jacobs	and	Russ	Taylor.
  Pathfinder Player Companion: Ranged Tactics Toolbox.	©	2014,	Paizo	Inc.;	
  Authors:	David	N.	Ross,	David	Schwartz,	and	Kaitlyn	Sprague.
  Starfinder Core Rulebook ©	2017,	Paizo	Inc.;	Authors:	Logan	Bonner,	Jason	
  Bulmahn,	Amanda	Hamon	Kunz,	Jason	Keeley,	Robert	G.	McCreary,	Stephen	Rad-
  ney-MacFarland,	Mark	Seifter,	Owen	K.C.	Stephens,	and	James	L.	Sutter,	with	Al-
  exander	Augunas,	Judy	Bauer,	John	Compton,	Adam	Daigle,	Crystal	Frasier,	Lissa	
  Guillet,	Thurston	Hillman,	Erik	Mona,	Mark	Moreland,	Jessica	Price,	F.	Wesley	
  Schneider,	Amber	E.	Scott,	and	Josh	Vogt.
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Enlightenment - Gear Book 1 - Armor and Weapons.pdf