You can apply one Apprentice property to a weapon.
Blaster
Apprentice weapon property
Components: Firearm with the Loading or Reload property
This weapon loses the Ammunition, Loading, and Reload properties. It gains the Blaster property and deals fire damage instead of its normal damage type.
Blaster. A weapon with the Blaster property is a ranged weapon that requires no ammunition. Blasters are considered firearms for the purpose of class features and abilities. Like firearms, you don’t add your attribute to blasters’ damage rolls.
Powered
Apprentice weapon property
Components: Any blaster
Powered weapons require a power cell to use. Powered weapon function the same as a Blaster. Removing/replacing a power cell takes 4 Action Points.
Overheat
Journeyman weapon property
Components: Any blaster
This weapon gains the Overheat property and its damage die increases by two steps.
Overheat. Once you make an attack with this weapon, it can't be used again to make an attack until the start of the next round.
Rocket
Journeyman weapon property
Components: Melee weapon
This weapon gains the Rocket property and its damage die decreases by one step.
Rocket. This weapon has a small propulsive engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon, you can deal an extra 1d4 damage to the target.
Lightweight
Standard weapon property
Components: Any weapon
This weapon weighs half its normal weight. Reduce its capacity (2>1>/2>/3>/5).
Precision Barrel
Apprentice weapon property
Components: Any firearm
This weapon's long range increases by 20 feet.
Rapid Disassembly
Journeyman weapon property
Components: Any weapon
This weapon can be broken into several parts or reconstructed from its parts over the course of a minute. While dismantled, this weapon can't be used to make an attack, but it can be stored in half the usual space and gains the Concealable property.
Reflex Sights
Apprentice weapon property
Components: Any firearm
This weapon's normal range increases by 10 feet.
Select Fire
Journeyman weapon property
Components: Any firearm
For 3 Action Points, you can change your weapons firing mode to one of three available options:
Single Shot: You gain a +1 to attack rolls made with this weapon
Burst fire: You deal +2 damage on all attacks made with this weapon
Full auto: This weapon gains the Automatic property.
Extended Magazine
Apprentice weapon property
Components: Any kinetic firearm
This weapon's magazine size is increased by 10.
Rapid Fire
Master weapon property
Components: Masterwork kinetic firearm with the Automatic property
You can make three attacks at disadvantage instead of two when firing the weapon automatically.
Suppressed
Apprentice weapon property
Components: Kinetic firearm
Suppressed. The radius in which this weapon’s shots are audible is 50.
Auto-Stabilizers
Journeyman weapon property
Components: Masterwork Blaster
This weapon becomes more accurate the more you fire it. The second attack you make against a target with this weapon gains a +1 bonus to the attack roll; the third, a +2 bonus; and the 4th and all subsequent attacks gain a +3 bonus. This bonus goes away, resetting to 0 if you don't fire the weapon an entire round.
These weapon properties can be applied to any weapon.
Environmental
Standard armor property
Components: Any armor
While wearing this suit of armor, it is sealed from the environment. You are immune to gasses and the vacum of space.
Diving
Apprentice armor property
Components: Masterwork suit of armor
This suit of armor is equipped with webbed fins, a mask, and an air tank containing 8 hours of breathable air. While wearing it, you gain a swimming speed equal to your movement. Additionally, while breathing from the air tank, you can breathe normally underwater or in a vacuum, and you ignore the effects of inhaled poisons. The suit’s air supply can be refilled over the course of a long rest.
Maneuvering
Journeyman armor property
Components: Masterwork suit of light or medium armor
This armor contains a set of spring-loaded, automatically retracting grappling hooks. For 3 Action Points as a reaction when you fall, or on your turn, you can project a grappling hook at a target location you can see that is no farther away than 40 feet. If the target location can hold your weight, you are pulled there, expending movement as normal. This movement doesn’t provoke counterattacks.
You must have an Agility of 3 or higher to wear this armor.
Powered
Journeyman armor property
Components: Heavy armor, or a masterwork suit of medium armor
Powered armor requires a power cell to use. This suit of armor has motorized joints and a power supply. While wearing this armor, you gain temporary Strength equal to double your Strength attribute (up to +4) and your armor is protected by and Energy Field. Additionally, you can spend 4 Action Points to lock down your armor, doubling your armor but setting your movement to 0 until the start of your next turn. Removing/replacing a power cell takes 1 minute.
Power Cells
Powered weapons and armor require power cells to function. Power cells change the properties of items they are put into as listed in the power cell description.
Standard Power Cell
This power cell hums with a soft yellow glow.
This power cell will provide power to appropriate weapons and armor.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 2d10 fire damage.
Solus Power Cell
This cell burns with a clean, white-hot intensity.
Damage Type: Fire
Melee Weapon. The energy release is explosive. The target takes normal damage, and every other creature within 5 feet of the target must make a target 13 Mobility (Agility) Defense roll, or take the the same damage.
Ranged Weapon. Once per round you can fire a Tracer shot. The target is painted with lingering, high-intensity light. Until the start of the next round, the target cannot benefit from Cover (except Total Cover) and cannot be Unseen or use Stealth.
Armor. You can flare the power cell to overwhelm the senses of nearby enemies. For 5 Action Points, you release a burst of intense light. All creatures within 5 feet of you must make a target 13 Spirit (Acuity) Defense roll, or they are Blinded until the start of the next round.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 3d10 fire damage.
Inferno Power Cell
This cell vibrates violently and glows a deep, angry orange.
Damage Type: Fire
Melee Weapon. On a Critical Hit, the weapon flares with intense heat, dealing an additional die of damage.
Ranged Weapon. For 8 Action Points, you may replace a standard attack with a gout of flame. You project a 15-foot cone of fire. All creatures in the cone must make a target 13 Mobility (Agility) Defense roll or take the weapon's damage.
Armor. The heat of the cell radiates outward when struck. When a creature hits you with a melee attack, they take 3 fire damage.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 4d10 fire damage.
Voltus Power Cell
The smell of ozone leaks out as sparks jump aggressively across the casing of this vibrating white cell.
Damage Type: Lightning
Melee Weapon. The sudden voltage creates violent muscle spasms. The target must make a target 13 Body (Endurance) Defense roll or gain disadvantage on all attack rolls until the end of the round.
Ranged Weapon. The bolt acts as a conduit, arcing to nearby enemies. One other creature within 15 feet of the target must make a target 13 Mobility (Agility) Defense roll or take 1d6 lightning damage.
Armor. You discharge the capacitor into the environment. For 6 Action Points, you release a shockwave of electricity. All creatures within 5 feet of you must make a target 12 Mobility (Agility) Defense roll or take 1d10 Lightning damage. If you are standing in water, the conductive surface extends the range to 15 feet.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 3d10 Lightning damage.
Aegis Power Cell
This heavy, slate-grey cell is encased in thick insulating plating. The energy core within does not pulse or flicker; instead, it emits a solid golden light.
Armor. The cell powers a high-grade environmental shielding system. You are immune to the effects of ambient temperatures between -500°F and 1000°F, and you gain Resistance to Fire and Cold damage. The field creates a hermetic seal against the vacuum of space and harmful gases; however, the integrated life-support system only provides breathable air for up to 1 hour.
Starlight Power Cell
The core of this cell is a perfect sphere of containment holding a dense, blinding white light that looks like a miniature star captured in glass.
Damage Type: Fire
Melee Weapon. The weapon channels a clean, focused output that incinerates matter on contact. You add one additional damage die. Additionally, whenever you score a critical hit, you roll double the total number of damage dice.
Ranged Weapon. The projectile is a lance of pure fusion that burns through targets with terrifying efficiency. Whenever you roll the maximum value on a damage die (e.g., a 6 on a d6), you roll that die again and add the new roll to the total. This can happen multiple times if you roll the maximum value again.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 2d10 fire damage.
Frostus Power Cell
This cell is frosted over and cold to the touch, emitting a low white mist.
Damage Type: Cold
Melee Weapon. Your strikes freeze the target's joints. On a hit, the target must make a target 13 Body Defense roll. On a failure, the moisture in their muscles freezes solid; the Action Point cost of their next action is increased by 4.
Ranged Weapon. The sudden drop in temperature hinders the target. On a hit, the target must make a target 13 Body Defense roll or have their Movement reduced by 2 until the start of the next round.
Armor. You can vent the cell to coat the floor in slick ice. For 2 Action Points, you create a 10-foot radius of ice centered on you. This area becomes Difficult Terrain until the start of the next round. Any creature that attempts to Move within this area must make a target 13 Mobility (Agility) Defense roll or fall Prone.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 3d10 cold damage.
Cryo Power Cell
This cell contains a jagged, suspended shard of blue ice that vibrates with potential energy.
Damage Type: Cold
Melee Weapon. The extreme cold makes armor brittle. On a hit, the target must make a target 13 Body Defense roll. On a failure, they gain Vulnerability to the next attack made against them before the start of the next round.
Ranged Weapon. The projectile shatters on impact, sending razor-sharp ice flying. On a hit, the target takes normal damage, and creatures within 5 feet of the target must make a target 13 Mobility (Agility) Defense roll or take 1d6 Cold damage.
Armor. You can flash-freeze an enemy that strikes you. As a Reaction, when a creature hits you with a melee attack, you can spend 5 Action Points to cause ice to freeze around the point of impact. The creature must make a target 13 Mobility (Dexterity) Defense roll or become Restrained by the ice accumulating on your armor.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 2d10 cold damage, and making the area difficult terrain.
Disruption Power Cell
This cell vibrates and a dull pain seems to emanate from it.
Damage Type: Necrotic
Melee Weapon. The field destabilizes organic matter on contact. The target must make a target 13 Body (Endurance) Defense roll or become Weakened until the start of the next round.
Ranged Weapon. A concentrated bolt of entropic energy that shreds the cohesion of protective materials. Attacks with this weapon ignore the target's Armored Defense.
Armor. You amplify the disruption field to actively repel incoming force. As a reaction to taking damage, you can spend 3 Action Points to cause all attack and damage rolls made against you suffer disadvantage.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 3d10 Necrotic damage.
Singularity Power Cell
This cell contains a spinning gravity-well suspended in an amber field.
Damage Type: Bludgeoning
Melee Weapon. The kinetic force amplifies your swing. On a hit, the target must make a target 13 Body (Strength) Defense roll or be pushed 10 feet away from you.
Ranged Weapon. The projectile generates a localized anti-gravity field. On a hit, the target must make a target 12 Spirit (Will) Defense roll or they are suspended 5 feet in the air until the start of the next round. While suspended, the creature has a movement of 0 and cannot benefit from cover.
Armor. You increase the local gravity to pin enemies to the floor. For 6 Action Points, all creatures within 10 feet of you must make a target 13 Body (Endurance) Defense roll or their Movement is reduced to 0 until the start of the next round.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 2d10 bludgeoning damage and each creature in the blast must make a target 12 Body (Strength) Defense roll or be pushed back 5 feet.
Graviton Power Cell
This cell features a dense, black sphere at its center that seems to warp the light around it.
Damage Type: Bludgeoning
Melee Weapon. The weapon strikes with the weight of a collapsing star. On a hit, the target must make a target 12 Body (Strength) Defense roll or the sudden increase in gravity crushes them into the ground; they are knocked Prone.
Ranged Weapon. The projectile creates a momentary vacuum that drags the target. The target must make a target 13 Body (Strength) Defense roll or they are pulled 10 feet in a straight line towards you.
Armor. You can reorient your personal gravity field, seemingly adhering to any surface. When you take the move Action, you can move up, down, and across vertical surfaces and upside down along ceilings.
Overload. For 2 Action Points, you may set this power cell to overload. The power cell gains the Explosive and Thrown (20/40) properties, dealing 2d10 bludgeoning damage and each create in 10 feet of the blast must make a target 12 Body (Strength) Defense roll or be pull in 5 feet.