Starfinder Augmentations

Many explorers and mercenaries modify their own bodies with technological or biological gear called augmentations. These are modifications to your body that give you special abilities and bonuses. Once installed, they become a 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.

Biotech Upgrade

TechL

Price

System

Special

Source

Gill sheath

1

95

Lungs

Can breathe underwater or in the air.

SJSRD

Dragon gland, wyrmling

2

755

Throat

Pick - acid, cold, electricity, or fire. Immune and Breath it(dmg=3d6,reflex half, CF=5: dmg=1/10 current hp).

SJSRD

Venom spur

2

625

Hand

Have stinger and venom sac in hand (dmg=1d6+venom of 2d6/s or Fort save).

SJSRD

Wildwise

2

500

Throat

Speak with plants continuous.

SJSRD

Adaptive biochains

3

Varies

Varies

Duplicate any cybernetic augmentation, +10%.

SJSRD

Climbing suckers

3

1,200

All feet

Can climb on vertical surfaces.

SJSRD

Tympanal cluster

4

2,150

Ears

They give you a +2 bonus to hearing-based Perception checks.

SJSRD

Skin of the chameleon

6

4,050

Skin

Skin mimics the terrain or lighting conditions, giving you a +3 to Stealth checks.

SJSRD

Dragon gland, standard

10

19,125

Throat

Pick - acid, cold, electricity, or fire. Immune and Breath it(dmg=9d6,reflex half, CF=5: dmg=1/2 current hp).

SJSRD

Dragon gland, wyrm

16

181,500

Throat

Pick - acid, cold, electricity, or fire. Immune and Breath it(dmg=18d6,reflex half, CF=5: dmg=current hp).

SJSRD

 

Cybernetic Upgrade

TechL

Price

System

Special

Source

Hideaway limb, standard

1

150

Arm or leg

Internal Storage in limb.

SJSRD

Prosthetic limb, standard

1

100

Arm and hand, or leg and foot

Replacement limb.

SJSRD

Respiration compounder

1

250

Lungs

+2 on airborn venom saves.

SJSRD

Vocal modulator

1

125

Throat

You can imitate accents or pronounce alien languages.

SJSRD

Datajack, standard

2

625

Brain

Direct connect to digital media.

SJSRD

Darkvision capacitors, standard

3

1,750

Eyes

Darkvision 60ft continuous.

SJSRD

Prosthetic limb, storage

3

1,450

Arm and hand, or leg and foot

Acts as a hideaway+ replacement limb.

SJSRD

Retinal reflectors

3

1,350

Eyes

Low-light vision.

SJSRD

Speed suspension, minimal

4

1,900

All legs

+10ft to movement.

SJSRD

Datajack, high-density

5

2,600

Brain

Direct connect to digital media and +1 to computer skill check.

SJSRD

Dermal plating, mk 1

5

3,025

Skin

+1 to DR (overwrites lower).

SJSRD

Hideaway limb, quickdraw

5

3,050

Arm or leg

Acts as a hideaway + replacement limb + virtual quickdraw feat

SJSRD

Wide-spectrum ocular implant

5

2,825

Eyes

Low-light + infrared + ultraviolet vision.

SJSRD

Cardiac accelerator

6

3,850

Heart

Spend 1 Resolve point: +20ft move or +1 to reflex save.

SJSRD

Dermal plating, mk 2

7

6,950

Skin

+2 to DR (overwrites lower).

SJSRD

Darkvision capacitors, advanced

8

9,000

Eyes

Darkvision 60ft continuous + wide-spectrum ocular implant.

SJSRD

Datajack, accelerated

8

8,525

Brain

Direct connect to digital media and +2 to computer skill check.

SJSRD

Speed suspension, standard

8

8,800

All legs

+20ft to movement.

SJSRD

Dermal plating, mk 3

9

17,975

Skin

+3 to DR (overwrites lower).

SJSRD

Cybernetic arm, single

11

24,750

Spinal column

+1 arm (can't attack with it. CF=3: can attack).

SJSRD

Dermal plating, mk 4

12

48,850

Skin

+4 to DR (overwrites lower).

SJSRD

Speed suspension, complete

12

32,900

All legs

+30ft to movement.

SJSRD

Darkvision capacitors, long-range

13

48,950

Eyes

Darkvision 120ft continuous + wide-spectrum ocular implant.

SJSRD

Cybernetic arm, dual

14

70,150

Spinal column

+2 arms (can't attack with it. CF=3: can attack).

SJSRD

Dermal plating, mk 5

14

105,000

Skin

+5 to DR (overwrites lower).

SJSRD

Polyhand

14

71,000

Hand

1V: Hand duplicates a TechL 8 or less tool. Can have upto 9 saved.

SJSRD

Dermal plating, mk 6

16

163,500

Skin

+6 to DR (overwrites lower).

SJSRD

Dermal plating, mk 7

19

542,000

Skin

+7 to DR (overwrites lower).

SJSRD

 

Magitech Upgrade

TechL

Price

System

Special

Source

Technopathy Node

1

220

Throat

Sending 100ft.

SJSRD

Morphic Skin, Basic

1

370

Skin

Alter Self (+-3inches, same sex, same age).

SJSRD

Gravitational Harness, Mk 1

2

515

Spinal column

Fly 15ft, +-1G gravity for 2 rds.

SJSRD

Psychoactive Eyes, Fascinating

2

965

Eyes

1S, 1/d: Fascinate Gaze (Will save, chr based).

SJSRD

Velstrac Shackle, Follower

3

1,200

Arm

Limit of 1. Grafted Shadow Chain (1d3, Bind on crit, Analog, disarm, reach, trip)

SJSRD

Intercepting Ears, Mk 1

3

1,225

Ears

1N, Perception check DC 25: Overhear telepathic message w/in 30ft.

SJSRD

Nimble Soles

4

2,000

Feet

+2 to Acrobatics checks and 1/d: +4 for 1 min.

SJSRD

Morphic Skin, Advanced

4

2,030

Skin

Alter Self (+-1ft, diff sex, diff age).

SJSRD

Force Soles, Mk 1

4

2,260

All feet

Walk on air at half movement; must end move on ground or fall.

SJSRD

Selective Ears

5

2,830

Ears

1bV: deaf and sonic resistance 5.

SJSRD

Charged Skin

5

3,075

Skin

0,10/d: +1 charge to handheld tech device.

SJSRD

Rune-Etched Chitin, Mk 1

5

3,175

Skin

Spell Storing total SL = TechL. Can cast each 1/d.

SJSRD

Psychoactive Eyes, Charming

6

4,250

Eyes

1S, 1/d: Charm person Gaze (Will save, chr based).

SJSRD

Morphic Skin, Doppelganger

6

4,400

Skin

Alter Self(can be specific individual)

SJSRD

Resonant Larynx, Standard

6

4,400

Throat

1S, 1 Resolve point or 1/turn: 5d6 sonic dmg and deafened in 30ft cone.

SJSRD

Restless Pineal Gland

7

5,500

Endocrine

Need only 2 hours of sleep/day and regain per day abilities and slots (spells 1/d). +4 bonus to saves vs. sleep effects. 1F, 1/d: Wake yourself from sleeping.

SJSRD

Synchronous Heart

7

6,300

Heart

Blindsight (life) range 30 feet. 1bM:  An ally w/in 30 feet can spend your Resolve Points to stabilize or stay in the fight.

SJSRD

Ecstasy Mask

7

7,000

Brain

Roll 2, keep 1 saves vs pain  and mind-effecting effects; ignore shaken and pain status effects when taking dmg.

SJSRD

Fluttering Heart

8

8,220

Heart

1F, 1 Resolve point or 1/turn: Feign Death

SJSRD

Velstrac Shackle, Acolyte

8

9,100

Arm

Limit of 1. Grafted Shadow Chain (3d4, Bind on crit, Analog, disarm, reach, trip)

SJSRD

Rune-Etched Chitin, Mk 2

8

9,700

Skin

Spell Storing total SL = TechL. Can cast each 1/d.

SJSRD

Force Soles, Mk 2

8

10,700

All feet

Walk on air at half movement; don't have to end move on ground.

SJSRD

Gravitational Harness, Mk 2

9

12,700

Spinal column

Fly 30ft, +-2G gravity for 1 turn.

SJSRD

Intercepting Ears, Mk 2

9

13,600

Ears

1N, Perception check DC 20: Overhear telepathic message w/in 30ft.

SJSRD

Dispelling Hand

9

14,300

Hand

1S, 1 Resolve point or 1/turn: Dispel Magic range touch.

SJSRD

Personal Stasis Unit

9

113,000

Skin

1M, 1/d: Hibernate upto 7days; 10S, 1/w: Hibernate upto CON years.

SJSRD

Cloaking Skin, Standard

10

18,000

Skin

1S, 1/d: Invisibility for 1 turn.

SJSRD

Holographic Eyes, Mk 1

10

18,300

Brain and eyes

1S: Holographic Image (concentration).

SJSRD

Wing Extensions, Mk 1

10

18,500

Spinal Column

Fly 60ft for 1hr not in thin atmosphere or vacuum.

SJSRD

Velstrac Shackle, Penitent

11

25,000

Arm

Limit of 1. Grafted Shadow Chain (5d4, Bind on crit, Analog, disarm, reach, trip)

SJSRD

Rune-Etched Chitin, Mk 3

11

25,200

Skin

Spell Storing total SL = TechL. Can cast each 1/d.

SJSRD

Enchanting Vocal Modulator, Monofrequency

11

25,400

Throat

1M: +2 on Bluff/Diplomacy/Intimidate checks vs 1 target; 1S,1/d: Suggestion at 1 target.

SJSRD

Resonant Larynx, Advanced

11

25,500

Throat

1S, 1 Resolve point or 1/turn: 10d6 sonic dmg plus deafened in 30ft cone.

SJSRD

Arcane Lenses

11

25,900

Eyes

Arcane Sight continuous

SJSRD

Divining Mirror Neurons

12

36,400

Brain

1S: +1 to saves and skills vs 1 target; 1V: +1 Th rolls vs same target.

SJSRD

Dimensional Braces

12

38,000

All legs

1S, 1/d: Dimension Door self 120ft.

SJSRD

Aeon Eye

13

46,000

Eye

Replacement eye with 1V: Sence through vision 60ft.

SJSRD

Holographic Eyes, Mk 2

13

49,700

Brain and eyes

1S: Holographic Image (concentration).

SJSRD

Enchanting Vocal Modulator, Duofrequency

14

66,500

Throat

1M: +2 on Bluff/Diplomacy/Intimidate checks vs 2 targets; 1S,1/d: Suggestion at 2 targets.

SJSRD

Force Palms

14

69,500

All hands

1F,1/t: Resilient Sphere self for 1minute; 1F, 1 touch attack that hits,1/t: Resilient Sphere other of your size or less.

SJSRD

Psychokinetic Sleeve

14

75,000

Arm and hand

1S, 1 Resolve point or 1/t:bull rush, disarm, grapple (including pin), or trip at 60ft away. (DC31)

SJSRD

Sciatic Agonizer

14

75,000

All Legs

0, 1 Resolve point or 1/t, take LVL dmg: x2 movement or virtual Mobility feat or Roll 2, keep 1 reflex save.

SJSRD

Rune-Etched Chitin, Mk 4

14

77,000

Skin

Spell Storing total SL = TechL. Can cast each 1/d.

SJSRD

Velstrac Shackle, Ecclesiastic

15

102,000

Arm

Limit of 1. Grafted Shadow Chain (9d4, Bind on crit, Analog, disarm, reach, trip)

SJSRD

Antimagic Skin, Mk 1

15

109,400

Skin

1bV, 1 Resolve point or 1/t: SR20 for 1 minute.

SJSRD

Gravitational Harness, Mk 3

15

118,500

Spinal column

Fly 60ft, +-2G gravity for 1 turn.

SJSRD

Heart of Darkness

16

145,000

Heart

Death Ward continuous til expended; 1S, 1 Resolve point or 1/t: Mass Inflict Pain + dim light levels.

SJSRD

Anchored Arms

16

170,800

Spinal Column

+2 arms(can't attack with it. CF=3: can attack); +1 CL.

SJSRD

Antimagic Skin, Mk 2

16

170,800

Skin

1bV, 1 Resolve point or 1/t: SR22 for 1 minute.

SJSRD

Scuttle Engine, Mk 1

16

170,800

Spinal Column, All Feet, All Legs

-2 legs, +6 tentacles; 1bM, 1 Resolve point or 1/t: Counter a spell (caster level check to ignore, DC 10+SL)

SJSRD

Wing Extensions, Mk 2

16

175,000

Spinal Column

Fly 60ft for 1hr; Ignore hazards of thin atmosphere or vacuum type environments.

SJSRD

Aeon Gage

16

200,000

Hand

As Polyhand + six aeon/ioun stone sockets. If all sockets full, have 1S, 1 charge: cast Caustic Conversion, Arcing Surge, Corrosive Haze, or Heat Leech (10 charges).

SJSRD

Enchanting Vocal Modulator, Quadfrequency

17

225,000

Throat

1M: +2 on Bluff/Diplomacy/Intimidate checks vs 4 targets; 1S,1/d: Suggestion at 4 targets.

SJSRD

Antimagic Skin, Mk 3

17

263,000

Skin

1bV, 1 Resolve point or 1/t: SR24 for 1 minute.

SJSRD

Rune-Etched Chitin, Mk 5

17

263,000

Skin

Spell Storing total SL = TechL. Can cast each 1/d.

SJSRD

Holographic Eyes, Mk 3

17

266,000

Brain and eyes

1S: Holographic Image (concentration).

SJSRD

Cloaking Skin, Greater

17

270,000

Skin

1S, 1/d: Greater Invisibility for 1 turn.

SJSRD

Control Mirror Neurons

18

365,000

Brain

1F, 1 Resolve point or 1/turn: Dominate Person.

SJSRD

Antimagic Skin, Mk 4

18

388,000

Skin

1bV, 1 Resolve point or 1/t: SR26 for 1 minute.

SJSRD

Velstrac Shackle, Devotional

19

431,000

Arm

Limit of 1. Grafted Shadow Chain (9d8, Bind on crit, Analog, disarm, reach, trip)

SJSRD

Antimagic Skin, Mk 5

19

587,000

Skin

1bV, 1 Resolve point or 1/t: SR28 for 1 minute.

SJSRD

Scuttle Engine, Mk 2

19

587,800

Spinal Column, All Feet, All Legs

-2 legs, +6 tentacles; 1bM, 1 Resolve point or 1/t: Counter a spell (caster level check to ignore, DC 15+SL)

SJSRD

Holographic Eyes, Mk 4

20

820,000

Brain and eyes

1S: Holographic Image (concentration).

SJSRD

Antimagic Skin, Mk 6

20

891,000

Skin

1bV, 1 Resolve point or 1/t: SR30 for 1 minute.

SJSRD

Rune-Etched Chitin, Mk 6

20

891,000

Skin

Spell Storing total SL = TechL. Can cast each 1/d.

SJSRD

Seismic Spine

20

1,075,000

Spine

Electricity and Sonic Resistance 15; 1S, 1/d+1/t and 1 Resolve point: 10d6 electricity and sonic dmg + prone (Fort half).

SJSRD

 

Personal Upgrades (Max=3, all diff types)

TechL

Price

Special

Source

Ability Crystal (Magic), MK 1

3

1,400

+2 stat points (to 1 stat only)

SJSRD

Synaptic Accelerators (Technology), MK 1

3

1,400

+2 stat points (to 1 stat only)

SJSRD

Synergizing Symbiote (Hybrid), MK 1

3

1,400

+2 stat points (to 1 stat only)

SJSRD

Ability Crystal (Magic), MK 2

7

6,500

+4 stat points (to 1 stat only)

SJSRD

Synaptic Accelerators (Technology), MK 2

7

6,500

+4 stat points (to 1 stat only)

SJSRD

Synergizing Symbiote (Hybrid), MK 2

7

6,500

+4 stat points (to 1 stat only)

SJSRD

Ability Crystal (Magic), MK 3

14

75,000

+6 stat points (to 1 stat only)

SJSRD

Synaptic Accelerators (Technology), MK 3

14

75,000

+6 stat points (to 1 stat only)

SJSRD

Synergizing Symbiote (Hybrid), MK 3

14

75,000

+6 stat points (to 1 stat only)

SJSRD

 

Necrografts(Mk1-Mk5)

System

Special

Source

Black Heart

Heart or Lungs

Immune Hazardous Environments for 2xTechL days; +Mk to saves vs death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects.

SJSRD

Bone Blade

Arm

Retractable bone melee weapon (Mk1-2d4, Mk2-2d8, Mk3-4d8, Mk4-7d8, Mk5-7d10)

SJSRD

Corpseskin

Skin

Cold Resistance = Mk.

SJSRD

Crypt Marrow

All legs

-Mk to bleed dmg; +Mk to saves vs disease/bleed; (Mk3+: Spend 1 Resolve point: ignore Fatigued and Exhausted for Mk rds).

SJSRD

Enervating Hand

Hand

1S, 1 Resolve point or 1/t, 1 touch attack: (Mk1-4d4, Mk2-6d4, Mk3-8d4, Mk4-12d4, Mk5-16d4) neg. energy dmg + TechL temp hp.

SJSRD

Ghoul Glands

Skin

1S, Mk/d, 1 touch attack: Target Staggered or Mk4+ Stunned for 1d4 rds (Fort save).

SJSRD

Grave Wind

Lungs

1S, Mk/d: 1 target in your group gets (Mk1-Filth fever, Mk2-Cackle fever, Mk3-Devil chills, Mk4-Demon fever, Mk5-Mummy rot).

SJSRD

Keening Larynx

Throat

1S, Mk/d: All targets in a (Mk 1-1 target w/in 30ft, Mk2-All targets in 15ft cone, Mk3-All targets in: 20ft cone or 30ft line, Mk4-all targets in: 30ft cone or 40ft line, Mk5-all targets in: 45ft cone or a 60ft line) Deafened and -1 wpn dmg for 1d4rds (Fort save).

SJSRD

Moonlight Fibers

Spinal column

0, Mk/d: Haste til next turn; 0, Mk/d: Reroll Reflex save. Either leaves you Staggered.

SJSRD

Necrocortex

Brain

1S: Scry through an undead under your control with range of (Mk1-1000ft, Mk2-10miles, Mk3-1000miles, Mk4-Planetary, Mk5-Systemwide); Mk3+: Bind nexcrocortex to 1 willing undead; Mk4+: Bind to upto Chr mod; Mk5: Bind to 2xChr mod, min2.

SJSRD

Phantom Basal Ganglia

Brain

+Mk to saves vs mind-effecting effects; Mk3+: 1 round later, Reroll failed save vs mind-effecting effect.

SJSRD

Shadow Nerves

Spinal Column

Mk/d: 5ft step becomes 10ft step in dimly lit areas.

SJSRD

Squirming Entrails

Throat

+4 saves vs poisons; 1V: Extrude entrails through mouth (Mk1-immne flat-footed; +4 Athletics checks, Mk2-1Z:Stand from prone, Mk3-prehensile entrails, Mk4-prehensile can hold 2 hands worth, Mk5-1S, 5/d, 1 touch attack: Target Stunned for 1d4 rds (Fort save).

SJSRD

Stench Glands

Skin

1S, Mk/d: 10ft SEL=1 sickness cloud; Mk4+: nauseated cloud.

SJSRD

Undead Adrenal Gland

Endocrine

1V, 1/d:  immune to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for Mk rds.

SJSRD

Vampire Voice

Throat

+Mk Intimidate checks; can use Intimidate to bully target w/out sharing a language.

SJSRD

Whispering Gyrus

Brain

Mk/d: +5 to Int, Wis, Chr check; +Mk to saves vs fear, language-dependent, confusion or sleep effects.

SJSRD

Wraith Motes

Eyes

Mk1-low-light vision for 1rd, Mk2-dark vision 60ft for 2rds, Mk3-See in all darkness for 3rds, Mk4-See invisibility for 4rds, Mk5- See Ethereal/Shadow planes.

SJSRD

Model

TechL

Price

Source

Mk 1

1

200

SJSRD

Mk 2

6

4,000

SJSRD

Mk 3

12

30,000

SJSRD

Mk 4

18

350,000

SJSRD

Mk 5

20

775,000

SJSRD

 

Species Grafts

TechL

Price

System

Special

Source

Polymath Graft

1

140

Brain

1/d: Autosucceed at aid another in Int check.

SJSRD

Carbonic Respiration Graft

1

150

Lungs

Breath like a plant.

SJSRD

Cold Inured Graft

1

150

Skin

You treat severe cold as cold and extreme cold as severe cold.

SJSRD

Hold Breath Graft

1

200

Lungs

Can hold your breath for 10 minutes.

SJSRD

Photosynthesis Graft

1

300

Skin

You don't need to eat while in direct light (either sunlight or UV light).

SJSRD

Skin Mimic Graft

2

450

Skin

+10 to Stealth check when not moving.

SJSRD

Desert Stride Graft

2

480

All Legs

Move through difficult terrain at full speed.

SJSRD

Squirt Blood Graft

2

700

Eye

1M, 1 ranged touch attack: Squirt blood from eye at target w/in 30ft. Next attack on target is at +2 Th.

SJSRD

Bolt Graft

2

750

All Legs and Feet

Virtual Run feat.

SJSRD

Electrical Affinity Graft

2

750

All Hands and Skin

Electricity resistance 5; 1S,1/d: Cast Jolting Surge; 1S: Cast Energy Ray.

SJSRD

Electrolocation Graft

2

750

All Hands or All Feet

Blindsense (electricity)

SJSRD

Communalism Graft

3

1,300

Brain

1/d, as long as an ally is within 10 feet, roll 2 keep 1 for an attack or skill check.

SJSRD

Eternal Hope Graft

3

1,300

Brain

+2 saves vs fear; 1/d, when rolling a 1 on a d20: Reroll.

SJSRD

Beguiling Glow Graft

4

1,900

Skin

1S: Fascinate all w/in 20ft (Will save).

SJSRD

Void Flyer Graft

4

2,000

Lung and Spinal Column

Fly 60ft and ignore harmful effects in a vacuum.

SJSRD

Retract Graft

4

2,100

Spinal Column

When taking total defense, +6AC and unflankable.

SJSRD

Hyper Graft

4

2,125

Heart

1/d: +1V action.

SJSRD

Upgrade Slot Graft

5

2,700

See Text

+1 armor upgrade slot in body.

SJSRD

Resist Energy Drain Graft

5

2,800

Heart

You take no penalties from energy drain effects.

SJSRD

Armor Savant Graft

5

3,000

Skin

+1 AC when wearing armor.

SJSRD

Ferocity Graft

5

3,000

Heart

1/d: Can act normally while at 0hp for 1rd.

SJSRD

Strix Mobility Graft

5

3,100

Spinal Column

+2 Wings; Fly 30ft.

SJSRD

Lashunta Magic Graft

5

3,200

All Hands

1S: Cast daze or psychokinetic hand; 1S, 1/d: Cast detect thoughts.

SJSRD

Kanabo Magic Graft

6

3,900

All Hands

1S,1/d: Cast disguise self or supercharge weapon.

SJSRD

Impel Truth Graft

6

4,000

Brain

1S,1/d: Cast zone of truth.

SJSRD

Shielded Thoughts Graft

6

4,225

Brain

Immune magical charm and +2 saves vs enchantment effects.

SJSRD

Atmospheric Adaptation Graft

6

4,500

Lungs

Immune inhaled poisons.

SJSRD

Dessamar Magic Graft

7

6,200

All Hands

1S: Cast detect magic or telepathic message; 1S, 1/d: Cast charm person.

SJSRD

Lithic Graft

8

8,500

Heart and Lungs

Immune disease and poison. Do not need to breathe.

SJSRD

Hardened Mantle Graft

8

9,000

Skin

Resist crits

SJSRD

Psychic Shunt Graft

8

9,000

Brain

1Z, 1/d, when failing a save vs mind-effecting: Ignore the effect.

SJSRD

Buoy Graft

8

9,500

Brain

1S, 1 Resolve point, 1/t: +1 Resolve point to an ally w/in 30ft.

SJSRD

Early Stage Adaptation Graft

9

13,000

All Arms and Skin

1Z, 1/1d4rds: Choose one - +Str bonus melee dmg, +1 AC, Resistance 2 vs common energy type, or +5 reach. Duration your next turn.

SJSRD

Phase Graft

10

17,500

Skin

1Z, Con mod/d: 20% miss chance.

SJSRD

Prehensile Tail Graft

11

24,750

Spinal Column

+1 tail (can't attack with it. CF=3: can attack).

SJSRD