- Improvised Weapons
- Targeting Armor Class
- Weapon Damage
- Weapon Types
- Weapon Descriptions
- Cryo Weapons
- Cryopike (Advanced, Tactical)
- Zero Cannon (Advanced, Elite, Tactical)
- Zero Pistol (Avalanche-Class, Blizzard-Class, Frostbite-Class, Hailstorm-Class)
- Zero Rifle (Avalanche-Class, Blizzard-Class, Frostbite-Class, Hailstorm-Class)
- Flame Weapons
- Flame Doshko (Blaze, Ember, Inferno, Solar Flare)
- Flame Pistol
- Flame Rifle
- Flare Gun, Survival
- Flamethrower (Firedrake-Class, Hellhound-Class, Ifrit-Class, Phoenix-Class, Salamander-Class)
- Starfire Sword (Inferno, Tactical)
- Laser Weapons
- Artillery Laser (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
- Autobeam Artillery (Advanced, Elite, Tactical)
- Autobeam Rifle (Advanced, Elite, Tactical)
- Laser Pistol (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
- Laser Rifle (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
- Operative Weapons
- Plasma Weapons
- Plasma Cannon (Blue Star, Red Star, White Star, Yellow Star)
- Plasma Caster (Blue Star, White Star)
- Plasma Doshko (Blue Star, Red Star, White Star, Yellow Star)
- Plasma Pistol (Blue Star, Red Star, White Star, Yellow Star)
- Plasma Rifle (Blue Star, Red Star, White Star, Yellow Star)
- Plasma Sword (Blue Star, Red Star, Tactical, White Star, Yellow Star)
- Starheart Cannon (Blue Star, Red Star, White Star, Yellow Star)
- Projectile Weapons
- Acid Dart Rifle (Dual, Complex, Tactical)
- Autotarget Rifle
- Combat Rifle
- Crossbolter (Advanced, Dual, Elite, Paragon, Tactical)
- Gyrojet Pistol (Advanced, Elite, Tactical)
- Gyrojet Rifle (Advanced, Elite, Paragon, Tactical)
- Hunting Rifle
- Kalo Shredder (Cascade-Class, Deluge-Class, Monsoon-Class, Slipstream-Class, Torrent-Class)
- Machine Gun (Heavy, Light, Medium, Squad)
- Magnetar Rifle (Advanced, Elite, Paragon, Tactical)
- Reaction Cannon (Advanced, Elite, Heavy, Light, Paragon, Tactical)
- Scattergun (Grapeshot, Impact, Snub, Utility, Vortex)
- Seeker Rifle (Advanced, Elite, Paragon, Tactical)
- Semi-Auto Pistol (Advanced, Elite, Paragon, Tactical)
- Shirren-Eye Rifle (Advanced, Elite, Paragon, Tactical, Warpshot)
- Shobhad Horizon Striker (Advanced, Elite, Paragon, Tactical)
- Stellar Cannon (Heavy, Light)
- X-Gen Gun (Advanced, Elite, Paragon, Tactical)
- Shock Weapons
- Solarian Weapon Crystals
- Sonic Weapons
- Uncategorized Weapons
- Battleglove (Cestus, Gravity, Nova, Power)
- Carbonedge Shuriken
- Curve Blade (Buzzblade, Carbon Steel, Dimensional Slice, Ultrathin)
- Devastation Blade (Apocalypse, Ruin, Wrack)
- Doshko (Advanced, Dimensional Blade, Molecular Rift, Tactical, Ultrathin, Zero-Edge)
- Dueling Sword (Buzzblade, Molecular Rift, Ripper, Tactical, Ultrathin)
- Hammer (Assault, Comet, Gravity Well, Meteoric)
- IMDS Missile Launcher
- Injection Glove
- Longsword, Dimensional Slice
- Longsword (Microserrated, Ultraserrated)
- Longsword, Molecular Rift
- Longsword, Sintered
- Longsword, Ultrathin
- Longsword, Zero-Edge
- Needler Pistol
- Needler Rifle
- Nightarch Needler (Advanced, Elite, Paragon, Tactical)
- NIL Grenade Launcher (Merc, Squad)
- Nyfiber Net
- Pike (Advanced, Elite, Tactical)
- Spear (Buzzblade, Gravity, Sentinel, Tactical, Zero-Edge)
- Staff (Battle, Carbon, Hardlight, Repeller, Sentinel)
- Starknife (Accelerated, Dimensional Slice, Lightspeed, Sintered, Tactical)
- Swoop Hammer (Advanced, Mach I, Mach II, Mach III, Tactical)
- Taclash (Numbing, Standard)
- Unarmed Strike
- Xenolash (Blooming, Immature, Mature, Seeded)
- Special Materials
An adventurer’s weapon can be all that stands between them and death. Weapons primarily deal damage, and some have additional special properties. Some weapons also cause specific critical hit effects, which are listed in the weapon tables.
Holding and Wielding Weapons
Melee weapons are categorized by how many hands are required to properly wield them. For ranged weapons, all small arms require one hand, longarms and heavy weapons require two hands, and special weapons are categorized by the number of hands required to wield them.
You can attack with a weapon (or threaten an area with it, for all melee weapons except unarmed strikes) only if you are wielding it with the correct number of hands. When the rules refer to wielding a weapon, it means you are holding a weapon with the correct number of hands and can thus make attacks with it. For example, if you are holding a small arm in your hand, you are considered to be wielding the weapon. If you are carrying a longarm in one hand or wearing a holstered weapon, you are not wielding it. You can carry a two-handed weapon in one hand, but you can’t make an attack with it while doing so.
Changing how you hold a weapon is a swift action. You are only considered to have as many hands as your race has actual functional hands or similar appendages (two for most races, but four in the case of kasathas and some other characters). Even if you could hold two weapons in the same hand, you can’t use the hand to wield both weapons. For example, a human with a power battleglove on one hand can still make ranged attLine, unwieldyacks with a longarm, but he can’t make melee attacks (and thus does not threaten any spaces) while doing so. As a swift action, the human can switch to hold his longarm with only one hand, allowing him to make attacks with the battleglove, but while doing so he can’t make longarm attacks.
Weapons are built to be easily held and used by both Small and Medium creatures. Weapons can be built for use by smaller creatures but generally cost twice as much (since they require special miniaturization technology). Weapons can also be built for use by larger creatures with no increase in price. A Small or Medium creature trying to use a weapon built for a creature that is Tiny or Large suffers a –4 penalty to attack rolls. Weapons designed for creatures Diminutive or smaller, or Huge or larger, generally cannot be effectively used by Small or Medium creatures.
Weapons often employ electrical charges (typically stored in batteries), cartridges of ammunition, or individual missiles. A weapon’s capacity measures what size battery it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. You can use launchers to fire their corresponding missiles, which must be loaded individually. Reloading a weapon or inserting a new battery (including ejecting a spent cartridge or battery if necessary) takes a move action.
Weapons that use standard ammunition (arrows, charges, darts, mini-rockets, petrol, rounds, scattergun shells, etc.) are sold preloaded. For weapons with other forms of ammunition (such as grenades), ammunition must be purchased separately.
This type of ammunition includes bullets (often called rounds or shells), bolts, darts, mini-rockets, pellets, and other physical projectiles with any necessary casing and propellant. Cartridges are typically either contained in a multi-cartridge magazine or loaded into the weapon individually; a weapon is assumed to come with enough magazines that you can load spare ones for reloading the weapon in battle. If you buy more cartridges than can be held in a single magazine of your weapon, the purchase includes additional magazines of the same capacity, up to the number needed to fit all your cartridges into magazines. The same rules apply to petrol for flame weapons.
Rounds are standardized by weapon type. For example, small arms all use the same size of round, but you can’t use a small arm round in a longarm. Most projectile weapons fire one cartridge per attack unless they have special firing Modes that shoot multiple cartridges in a short time.
This ammunition powers energy or projectile weapons using charges stored in batteries. Since each energy weapon varies in intensity, stronger weapons use up more charges per shot. You can restore a weapon’s charges by attaching it to a generator or a recharging station (see Professional Services) and thereby recharging its battery, or by swapping out its battery for another fully charged battery.
Recharging a weapon’s battery from a generator takes 1 minute per charge restored, and using a recharging station takes 1 round per charge, but swapping out a battery takes only a move action. Most batteries can hold 20 charges, but some high-capacity versions made of rare materials can hold more (see Table 7–9: Ammunition).
A weapon’s battery cannot be recharged to hold more charges than its capacity. A weapon that holds a high-capacity battery still works when a lower-capacity battery is inserted into it, but if a battery has fewer charges remaining than the minimum number required to fire a shot, the weapon doesn’t fire.
In addition to weapons, batteries can be used to power a wide array of items, including powered armor and technological items.
This special ammunition is loaded and fired one at a time, and it includes arrows and explosive rounds fired from launchers. Some weapons that fire missiles have the quick reload special property, allowing you to draw the ammunition and fire it as part of your attack or attacks. Attacks with missile weapons often have the explode special property.
If you’re using an object that wasn’t meant to be used as a weapon, treat it as a club. You don’t add your Weapon Specialization bonus damage (if any) when attacking with an improvised weapon. At the GM’s discretion, the object might deal a different type of damage or not be treated as archaic, and in rare cases a GM might decide a nonweapon functions as a specific weapon (such as an industrial grinder functioning as a fangblade). In such cases, attacks with the weapon take a –4 penalty to the attack roll because of the awkward nature of attacking with something designed for another purpose.
Targeting Armor Class
Whether you compare an attack roll to the target’s Energy Armor Class (EAC) or Kinetic Armor Class (KAC) depends on the type of damage the weapon deals. In rare cases, a weapon’s damage type can be magically altered with weapon fusions, but this never changes whether a weapon targets EAC or KAC.
If the weapon deals only energy damage, the attack targets EAC. Energy damage generally includes acid, cold, electricity, fire, and sonic damage, though it also potentially includes magical or exotic untyped energies.
If the weapon deals only kinetic damage, or if it deals both energy and kinetic damage, the attack targets KAC. Kinetic damage generally comes from attacks that deal bludgeoning, piercing, or slashing damage, as well as damage from crushing, constriction, or the impact from falling.
For more about EAC and KAC, see Armor Class.
The energy and kinetic damage types are described below, including the abbreviations for each that appear in the weapon tables. Weapons that deal multiple types of damage have an ampersand between the types (such as “B & E” for a weapon that deals bludgeoning and electricity damage). For such weapons, half the damage dealt is one type, and half is the other (if the damage done is an odd number, select one damage type to round up, rounding down the other damage type normally).
The following types of damage are energy damage. Other, rare forms of energy damage exist, and such weapons specify whether they target EAC in their descriptions.
Acid (A): Damage dealt by corrosive substances and effects.
Cold (C): Damage dealt by ice and cryogenic energy.
Electricity (E): Damage dealt by lightning and other electric shocks.
Fire (F): Damage dealt by flames, lasers, and extreme heat.
Sonic (So): Damage dealt by loud noise or damaging frequencies.
The following are types of kinetic damage.
Bludgeoning (B): Damage from blunt force.
Piercing (P): Damage from spikes, bullets, and punctures.
Slashing (S): Damage from blades, claws, and sharp edges.
The weapons on the following tables are grouped into types, and they are further divided into categories within each type. Most weapons belong to both a weapon type and a weapon category. For example, a zero pistol is both a small arm and a cryo weapon.
Weapons of the same type are of similar size and have similar mechanical properties. Weapon types include basic melee, advanced melee, small arms, longarms, heavy weapons, sniper weapons, grenades, and special weapons. Ammunition and Solarian weapon crystals are also listed here.
The weapon tables are arranged by weapon type, as described in the sections below.
Weapon Categories: Weapons fall into subgroups that indicate how a given weapon deals damage. Weapon categories include cryo weapons, flame weapons, laser weapons, plasma weapons, projectile weapons, shock weapons, and sonic weapons. When a weapon doesn’t fall into a specific category, it is listed in the weapon tables as an uncategorized weapon. The weapon descriptions on pages 183–190 are arranged primarily by weapon category.
Any handheld weapon that must touch a target to deal damage is considered a melee weapon. Basic melee weapons can be easily used by almost anyone and generally require no special training. While basic melee weapons deal less damage than more sophisticated weapons of the same item level, they have the advantage of not usually requiring power sources and operating under almost any conditions. Basic melee weapons are divided into one-handed and two-handed weapons, as shown on Table 7–1.
Any handheld weapon that must touch a target to damage it is considered a melee weapon. Advanced melee weapons require a degree of training and skill to use properly. Advanced melee weapons are divided into one-handed and two-handed weapons, as shown on Table 7–2.
Small arms are handheld ranged weapons that can be held and operated with one hand. Various pistols are the most common type, though many types of small arms exist. Small arms require a battery or ammunition of the proper size and type to function, as shown on Table 7–3.
Longarms are handheld, long-ranged weapons that must be held and operated with two hands. Various rifles are the most common type, though many types of longarms exist. Some longarms support automatic fire as well. Longarms require a battery or ammunition of the proper size and type to function, as shown on Table 7–4.
Heavy weapons are military-grade, high-damage weapons that require specialized training to use. Heavy weapons are difficult to hold steadily and aim accurately, and they thus require a minimum Strength score to use to their full potential. Heavy weapons must be held and operated with two hands, and they require a battery or ammunition of the proper size and type to function, as shown on Table 7–5.
Minimum Strength: The minimum Strength score is 12 for 1st- through 10th-level heavy weapons and 14 for 11th-level and higher heavy weapons. A character using a heavy weapon without the appropriate minimum Strength takes a –2 penalty to attack rolls with that weapon.
Sniper weapons are handheld, long-ranged weapons that must be held and operated with two hands. They are similar to long arms, but they are designed to emphasize range and accuracy, even if this requires some sacrifice in damage potential. Sniper weapons require a battery or ammunition of the proper size and type to function, as shown on Table 7–6.
Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty.
Ammunition and Grenades
Ammunition includes standard items (such as batteries that can replenish charged weapons), small arm and longarm rounds, and special units such as grenade arrows and missiles. Grenades are a special type of thrown weapon that can deal a variety of types of damage as well as create special hindering effects, as shown on Table 7–7.
Solarian Weapon Crystals
A Solarian weapon crystal adds damage to a Solarian’s Solar weapon. The Solarian can place the crystal inside his mote as a standard action. While within a mote, a crystal applies its effects any time that mote is in a Solar weapon form. A crystal within a mote can’t be interacted with in any way other than via abilities that specifically target a mote. The Solarian can remove the crystal from his mote as a standard action, and the crystal falls loose if the mote is deactivated in any way. A Solarian can’t have more than one crystal in his mote at a given time.
A Solarian weapon crystal doesn’t give a Solarian the option to create a Solar weapon if he did not choose that option for his Solar Manifestation. Most weapon crystals increase the amount of damage attacks with the Solar weapon deal. This increased damage is normally the same type of damage the Solarian weapon deals (typically bludgeoning, piercing, or slashing). If a Solarian crystal’s damage entry lists an abbreviation after the damage, however, the additional damage the Solar weapon deals is of the indicated type.
Even if a Solarian weapon crystal’s extra damage is a type of energy damage, attacks with the Solar weapon still target KAC, not EAC. If a Solarian crystal lists a critical effect, that critical effect applies to any critical hit the Solar weapon makes while the Solarian crystal is within the Solarian’s mote.
For example, a Solarian with a minor photon crystal and a base Solar weapon damage of 2d6 deals 2d6 bludgeoning, piercing, or slashing damage, plus 1d6 fire damage, on a hit with his Solar weapon.
A Solarian weapon crystal is a hybrid item that blends magic and technology. When a weapon crystal is within a mote and the Solarian uses the mote in Solar weapon form, the Solar weapon is considered magic for the purpose of overcoming damage reduction.
Broken Solarian Crystals: If a Solarian weapon crystal with the broken condition is inside a Solarian’s Solar mote, the Solarian takes a –2 penalty to attack and damage rolls with the Solar weapon, and the Solar weapon can’t deal extra critical effects. Both effects last until the crystal is repaired. As hybrid items, Solarian crystals can be repaired using the make whole or mending Spells, or with the Engineering or Mysticism skills.
Reading Weapon Tables
An entry on a weapon table describes a single weapon, with the following statistics. Individual weapons are described in Weapon Descriptions. The descriptions are organized primarily by weapon category (cryo, flame, laser, plasma, projectile, shock, sonic, and uncategorized).
Not all weapons and ammunition have all the entries listed here. Melee weapons and ammunition don’t have range, shot, or rate of fire. Ammunition lists the number of cartridges or charges provided when purchased.
Level: The weapon or ammunition’s item level.
Price: The typical market price of the weapon or ammunition.
Damage: The amount of damage you roll when you hit with the weapon is listed here, along with an abbreviation for the damage type the weapon deals: A for acid, B for bludgeoning, C for cold, E for electricity, F for fire, P for piercing, S for slashing, and So for sonic. See Weapon Damage for more information.
Range: The range increment of a ranged weapon.
Critical: On a critical hit, a weapon’s damage is rolled twice. This entry lists any additional effect the weapon has when you score a critical hit against a target. For more information about additional critical effects, see Critical Hit Effects.
Capacity: A weapon’s capacity measures the largest-capacity battery it can hold (given in number of charges), the number of rounds of ammunition its magazine can hold, the amount of fuel it carries, or the number of individual cartridges, grenades, or missiles it can hold. When a weapon entry states that its capacity is drawn, it means that you can hold only one such weapon in the number of hands required to use it. You can hold only a single grenade or shuriken in one hand, you can have only one arrow nocked at a time, and you can wield only one net at a time. Drawing a weapon—such as grabbing a grenade from your belt—requires a move action. Drawing a weapon might be different than wielding it.
Usage: This listing shows how much ammunition is consumed with each attack you make with the weapon: The number of rounds from a magazine, the number of battery charges from a charged weapon, and so on.
Bulk: This is the bulk of the item.
Special: Any special properties of the weapon or ammunition are listed here (see Weapon Special Properties).
|Unarmed strike||—||—||1d3 B||—||—||Archaic, nonlethal|
|Club||0||—||1d6 B||—||L||Analog, archaic|
|Baton, Tactical||1||90||1d4 B||—||L||Analog, operative|
|Battleglove, cestus||1||100||1d4 B||—||L||Analog|
|Knife, survival||1||95||1d4 S||—||L||Analog, operative|
|Sword cane, tactical||1||250||1d4 P||Bleed 1d3||L||Analog, operative|
|Dueling sword, tactical||2||475||1d6 S||—||L||Analog|
|Sword cane, advanced||4||2,100||1d4 P||Bleed 1d4||L||Analog, operative|
|Knife, tactical||7||6,000||2d4 S||—||L||Analog, operative|
|Sword cane, ultrathin||7||7,000||2d4 P||Bleed 1d3||L||Analog, operative|
|Dueling sword, buzzblade||8||9,500||2d6 S||—||L||Powered (capacity 20, usage 1)|
|Incapacitator||9||14,200||3d4 B||Staggered||L||Nonlethal, operative, powered (capacity 20, usage 2)|
|Battleglove, power||10||16,100||2d8 B||—||L||Powered (capacity 20, usage 1)|
|Sword cane, zero-Edge||10||18,000||2d6 P||Bleed 1d6||L||Analog, operative|
|Dueling sword, ultrathin||11||26,000||3d6 S||—||L||Analog|
|Dagger, ultrathin||12||32,800||4d4 S||—||L||Analog, operative|
|Battleglove, nova||13||52,500||3d10 B||—||L||Powered (capacity 20, usage 1)|
|Sword cane, molecular rift||13||50,900||3d8 P||Bleed 1d8||L||Analog, operative|
|Dagger, zero-edge||14||64,400||6d4 S||—||L||Analog, operative|
|Dueling sword, ripper||15||109,250||7d6 S||—||L||Powered (capacity 20, usage 1)|
|Peacemaker||16||185,300||6d6 B||Knockdown||L||Operative, powered (capacity 20, usage 2), stun|
|Sword cane, molecular rift||16||160,000||5d8 P||Bleed 2d6||L||Analog, operative|
|Battleglove, gravity||17||214,850||5d10 B||—||L||Powered (capacity 20, usage 1)|
|Dagger, molecular rift||17||275,000||10d4 S||—||L||Analog, operative|
|Dueling sword, molecular rift||18||331,200||10d6 S||—||L||Analog|
|Baton, advanced||19||540,000||8d6 B||—||L||Operative, powered (capacity 20, usage 1)|
|Spear, Tactical||1||375||1d6 P||—||1||Analog, block, thrown (20 ft.)|
|Staff, battle||1||80||1d4 B||Knockdown||1||Analog, block|
|Staff, carbon||7||6,150||1d8 B||Knockdown||1||Analog, block|
|Spear, sentinel||8||10,000||2d6 P||—||1||Analog, block, thrown (20 ft.)|
|Spear, buzzblade||11||22,650||3d6 P||—||1||Block, powered (capacity 40, usage 2), thrown (20 ft.)|
|Spear, zero-edge||15||107,350||7d6 P||—||1||Analog, block, thrown (20 ft.)|
|Staff, hardlight||18||320,800||8d8 B||Knockdown||1||Analog, block|
|Spear, gravity||19||552,000||12d6 P||—||1||Block, powered (capacity 40, usage 2), thrown (20 ft.)|
|Starfire sword, Tactical||7||6,120||2d4 F||Burn 1d8||1||Powered (capacity 20, usage 2)|
|Starfire sword, inferno||17||246,000||7d8 F||Burn 4d12||1||Powered (capacity 20, usage 1)|
|Plasma sword, Tactical||9||14,550||2d8 E & F||Severe wound||1||Powered (capacity 20, usage 2)|
|Plasma sword, red star||13||54,300||4d8 E & F||Severe wound||1||Powered (capacity 40, usage 4)|
|Plasma sword, yellow star||15||127,000||5d8 E & F||Severe wound||1||Powered (capacity 40, usage 4)|
|Plasma sword, white star||18||415,600||8d8 E & F||Severe wound||1||Powered (capacity 40, usage 4)|
|Plasma sword, blue star||20||920,250||10d8 E & F||Severe wound||1||Powered (capacity 40, usage 4)|
|Shock truncheon, static||8||9,150||1d12 E||Arc 1d4||1||Powered (capacity 20, usage 2), stun|
|Shock truncheon, aurora||11||23,000||2d12 E||Arc 2d4||1||Powered (capacity 20, usage 2), stun|
|Shock truncheon, storm||16||80,200||3d12 E||Arc 3d4||1||Powered (capacity 40, usage 2), stun|
|Shock truncheon, tempest||19||545,000||6d12 E||Arc 6d4||1||Powered (capacity 40, usage 2), stun|
|Pulse gauntlet, thunderstrike||2||475||1d6 B & So||Knockdown||1||Powered (capacity 20, usage 1)|
|Pulse gauntlet, LFD||7||7,340||2d6 B & So||Knockdown||1||Powered (capacity 20, usage 1)|
|Pulse gauntlet, HFD||12||31,300||5d6 B & So||Knockdown||1||Powered (capacity 20, usage 1)|
|Pulse gauntlet, banshee||16||148,200||10d6 B & So||Knockdown||1||Powered (capacity 20, usage 1)|
|Hammer, assault||1||95||1d6 B||—||1||Analog|
|Starknife, Tactical||1||110||1d4 P||—||L||Analog, thrown (20 ft.)|
|Taclash, standard||1||240||1d4 S||—||L||Analog, disarm, nonlethal, reach, trip|
|Injection glove||2||490||1d4 P||Injection DC +2||L||Analog, injection|
|Xenolash, immature||4||2,430||2d4 A&S||Corrode 1d4||1||Analog, disarm, entangle, reach, trip|
|Fangblade||7||5,430||1d12 S||Bleed 1d8||1||Powered (capacity 20, usage 1)|
|Longsword, sintered||7||8,420||2d8 S||—||1||Analog|
|Starknife, sintered||8||9,810||4d4 P||—||L||Analog, thrown (50 ft.)|
|Longsword, microserrated||9||12,100||2d10 S||Bleed 2d6||1||Analog|
|Hammer, comet||10||16,900||4d6 B||—||1||Powered (capacity 20, usage 2)|
|Xenolash, mature||10||17,000||5d4 A&S||Corrode 2d4||1||Analog, disarm, entangle, reach, trip|
|Longsword, ultrathin||11||26,300||4d8 S||—||1||Analog|
|Taclash, numbing||11||24,800||5d4 S||—||L||Disarm, powered (capacity 20, usage 2), reach, stun, trip|
|Starknife, accelerated||12||40,400||4d8 F & P||—||L||Powered (capacity 20, usage 1), thrown (30 ft.)|
|Grindblade||13||45,700||4d10 S||Bleed 2d8||1||Analog|
|Longsword, zero-edge||14||79,500||7d8 S||Severe wound||L||Analog|
|Xenolash, blooming||14||70,000||9d4 A&S||Corrode 4d4||1||Analog, disarm, entangle, reach, trip|
|Monowhip||15||107,000||10d4 S||Severe wound||L||Analog, disarm, reach, trip|
|Hammer, meteoric||16||164,500||11d6 B||—||1||Analog|
|Starknife, lightspeed||16||183,400||8d8 F & P||—||L||Powered (capacity 20, usage 2), thrown (50 ft.)|
|Longsword, molecular rift||17||245,200||10d8 S||—||1||Analog|
|Longsword, ultraserrated||18||368,100||8d10 S||Bleed 6d6||1||Analog|
|Xenolash, seeded||18||409,000||9d4 A&S||Corrode 6d4||1||Analog, disarm, entangle, reach, trip|
|Hammer, gravity well||19||551,000||15d6 B||—||1||Powered (capacity 40, usage 2)|
|Starknife, dimensional slice||19||602,200||8d12 P||—||L||Analog, thrown (80 ft.)|
|Longsword, dimensional slice||20||727,300||14d8 S||—||1||Analog|
|Cryopike, Tactical||5||3,360||1d8 C||—||2||Powered (capacity 40, usage 2), reach|
|Cryopike, advanced||12||34,800||2d8 C||Staggered||2||Powered (capacity 40, usage 2), reach|
|Flame doshko, ember||2||750||1d8 F||Wound||1||Powered (capacity 20, usage 1)|
|Flame doshko, blaze||8||8,500||2d8 F||Wound||1||Powered (capacity 20, usage 1)|
|Flame doshko, inferno||13||53,200||5d8 F||Wound||1||Powered (capacity 20, usage 1)|
|Flame doshko, Solar flare||19||595,000||10d8 F||Severe wound||1||Powered (capacity 20, usage 1)|
|Plasma doshko, red star||6||4,650||1d10 E & F||Severe wound||1||Powered (capacity 20, usage 2)|
|Plasma doshko, yellow star||10||17,000||2d10 E & F||Severe wound||1||Powered (capacity 20, usage 2)|
|Plasma doshko, white star||15||126,800||5d10 E & F||Severe wound||1||Powered (capacity 20, usage 2)|
|Plasma doshko, blue star||18||364,100||7d10 E & F||Severe wound||1||Powered (capacity 20, usage 2)|
|Doshko, Tactical||1||240||1d12 P||—||1||Analog, unwieldy|
|Pike, Tactical||2||475||1d8 P||—||2||Analog, reach|
|Curve blade, carbon steel||4||2,230||1d10 S||Bleed 1d6||2||Analog|
|Swoop hammer, Tactical||5||3,360||1d10 B||Knockdown||2||Analog, reach, unwieldy|
|Devastation blade, wrack||7||5,500||2d8 S||—||1||Analog|
|Doshko, advanced||7||5,300||2d12 P||—||1||Analog, unwieldy|
|Staff, sentinel||7||6,320||1d10 B||—||1||Block, powered (capacity 20, usage 1), stun|
|Pike, advanced||9||12,200||2d8 P||Bleed 1d8||2||Analog, reach|
|Swoop hammer, advanced||9||14,300||3d10 B||Knockdown||2||Analog, reach, unwieldy|
|Curve blade, ultrathin||10||18,100||3d10 S||Bleed 2d6||1||Analog|
|Doshko, ultrathin||11||24,600||4d12 P||—||1||Analog, unwieldy|
|Devastation blade, ruin||13||43,900||5d8 S||—||1||Analog|
|Staff, repeller||13||45,200||3d8 B||Knockdown||1||Block, powered (capacity 20, usage 1), stun|
|Swoop hammer, mach I||13||44,100||5d10 B||Knockdown||2||Powered (capacity 40, usage 4), reach, unwieldy|
|Doshko, zero-edge||14||71,500||7d12 P||—||1||Analog, unwieldy|
|Pike, elite||15||95,700||7d8 P||Bleed 3d8||2||Analog, reach|
|Curve blade, buzzblade||16||184,300||8d10 S||Bleed 5d6||2||Powered (capacity 40, usage 2)|
|Doshko, molecular rift||17||248,000||10d12 P||—||1||Powered (capacity 20, usage 1), unwieldy|
|Swoop hammer, mach II||17||273,000||10d10 B||Knockdown||2||Analog, reach, unwieldy|
|Devastation blade, apocalypse||18||410,200||12d8 S||—||1||Analog|
|Doshko, dimensional blade||19||546,100||13d12 P||—||1||Analog, unwieldy|
|Curve blade, dimensional slice||20||815,000||12d10 S||Bleed 6d6||2||Powered (capacity 40, usage 2)|
|Swoop hammer, mach III||20||905,700||14d10 B & F||Knockdown||2||Powered (capacity 40, usage 4), reach, unwieldy|
|Zero pistol, frostbite-class||5||3,060||1d6 C||60 ft.||Staggered||20 charges||1||L||—|
|Zero pistol, hailstorm-class||10||16,900||2d6 C||60 ft.||Staggered||40 charges||2||L||—|
|Zero pistol, blizzard-class||15||94,500||4d6 C||60 ft.||Staggered||40 charges||2||L||—|
|Zero pistol, avalanche-class||19||492,900||6d6 C||60 ft.||Staggered||80 charges||4||L||—|
|Flare gun, survival||1||90||1d3 F||30 ft.||Burn 1d6||1 flare||1||L||Analog, bright|
|Flame pistol||2||470||1d4 F||20 ft.||Burn 1d4||20 petrol||4||L||Line, unwieldy|
|Laser pistol, azimuth||1||350||1d4 F||80 ft.||Burn 1d4||20 charges||1||L||—|
|Laser pistol, corona||6||4,270||2d4 F||90 ft.||Burn 1d4||20 charges||1||L||—|
|Laser pistol, aphelion||9||14,820||3d4 F||90 ft.||Burn 1d4||40 charges||2||L||Boost 1d4|
|Laser pistol, perihelion||12||40,200||4d4 F||90 ft.||Burn 2d4||40 charges||2||L||—|
|Laser pistol, parallax||14||82,000||5d4 F||90 ft.||Burn 3d4||80 charges||4||L||Boost 2d4|
|Laser pistol, zenith||17||245,200||8d4 F||100 ft.||Burn 4d4||80 charges||4||L||—|
|Plasma pistol, red star||7||7,200||1d8 E & F||20 ft.||Burn 1d8||20 charges||4||L||Line, unwieldy|
|Plasma pistol, yellow star||12||40,300||2d8 E & F||25 ft.||Burn 1d8||40 charges||8||L||Line, unwieldy|
|Plasma pistol, white star||15||107,500||3d8 E & F||30 ft.||Burn 2d8||100 charges||20||L||Line, unwieldy|
|Plasma pistol, blue star||19||565,000||5d8 E & F||40 ft.||Burn 3d8||100 charges||20||L||Line, unwieldy|
|Semi-auto pistol, Tactical||1||260||1d6 P||30 ft.||—||9 rounds||1||L||Analog|
|Semi-auto pistol, advanced||7||5,500||2d6 P||60 ft.||—||12 rounds||1||L||Analog|
|Semi-auto pistol, elite||10||18,200||3d6 P||60 ft.||—||12 rounds||1||L||Analog|
|Semi-auto pistol, paragon||13||45,200||4d6 P||60 ft.||—||16 rounds||1||L||Analog|
|Gyrojet pistol, tactical||15||91,500||3d12 B||80 ft.||Knockdown||8 mini-rockets||1||L||Analog|
|Gyrojet pistol, advanced||17||212,700||4d12 B||80 ft.||Knockdown||8 mini-rockets||1||L||Analog|
|Gyrojet pistol, elite||20||715,800||5d12 B||80 ft.||Knockdown||8 mini-rockets||1||L||Analog|
|Pulsecaster pistol||1||250||1d4 E||30 ft.||—||20 charges||1||L||Nonlethal|
|Arc pistol, static||2||750||1d6 E||50 ft.||Arc 2||20 charges||2||L||Stun|
|Arc pistol, aurora||13||45,700||3d6 E||50 ft.||Arc 2d6||40 charges||2||L||Stun|
|Arc pistol, storm||18||365,500||3d12 E||50 ft.||Arc 4d6||100 charges||10||L||Stun|
|Sonic pistol, thunderstrike||4||2,300||1d8 So||40 ft.||Deafen||20 charges||2||L||—|
|Sonic pistol, LFD||11||26,200||2d8 So||40 ft.||Deafen||40 charges||4||L||Boost 1d6|
|Sonic pistol, HFD||14||71,300||3d8 So||40 ft.||Deafen||60 charges||6||L||—|
|Sonic pistol, banshee||16||191,000||4d8 So||40 ft.||Deafen||80 charges||8||L||Boost 1d10|
|Needler pistol||1||105||1d4 P||30 ft.||Injection DC +2||6 darts||1||L||Analog, injection|
|Nightarch needler; tactical||3||1,650||1d6 P||30 ft.||Injection DC +2||5 darts||1||L||Analog, injection|
|Nightarch needler; advanced||8||6,720||2d6 P||30 ft.||Injection DC +2||5 darts||1||L||Analog, injection|
|Nightarch needler; elite||13||44,980||4d6 P||30 ft.||Injection DC +2||5 darts||1||L||Analog, injection|
|Nightarch needler; paragon||18||369,000||8d6 P||30 ft.||Injection DC +2||5 darts||1||L||Analog, injection|
|Zero rifle, frostbite-class||4||2,330||1d8 C||60 ft.||Staggered||40 charges||2||1||—|
|Zero rifle, hailstorm-class||8||10,100||2d8 C||60 ft.||Staggered||40 charges||2||2||—|
|Zero rifle, blizzard-class||14||79,800||4d8 C||60 ft.||Staggered||80 charges||4||2||—|
|Zero rifle, avalanche-class||18||410,200||7d8 C||60 ft.||Staggered||100 charges||5||2||—|
|Flame rifle||2||490||1d6 F||25 ft.||Burn 1d6||20 petrol||5||1||Line, unwieldy|
|Laser rifle, azimuth||1||425||1d8 F||120 ft.||Burn 1d6||20 charges||1||1||—|
|Laser rifle, corona||6||4,650||2d6 F||120 ft.||Burn 1d6||40 charges||1||1||—|
|Laser rifle, aphelion||9||14,300||3d6 F||120 ft.||Burn 1d6||40 charges||1||1||—|
|Autobeam rifle, Tactical||11||26,900||5d4 F||60 ft.||Burn 2d4||40 charges||4||2||Automatic|
|Laser rifle, perihelion||13||53,800||5d6 F||130 ft.||Burn 2d6||100 charges||2||1||—|
|Autobeam rifle, advanced||15||95,500||7d4 F||60 ft.||Burn 3d4||100 charges||10||2||Automatic|
|Laser rifle, parallax||17||248,000||8d6 F||150 ft.||Burn 4d6||100 charges||2||1||—|
|Autobeam rifle, elite||19||548,100||12d4 F||60 ft.||Burn 5d4||100 charges||5||2||Automatic|
|Laser rifle, zenith||20||722,000||11d6 F||150 ft.||Burn 5d6||100 charges||2||1||—|
|Plasma rifle, red star||6||4,600||1d10 E & F||40 ft.||Burn 1d4||40 charges||4||2||Line, unwieldy|
|Plasma rifle, yellow star||10||16,800||2d10 E & F||40 ft.||Burn 1d8||40 charges||4||2||Line, unwieldy|
|Plasma caster, white star||13||49,100||3d10 E & F||80 ft.||Burn 1d10||100 charges||5||2||Boost 1d10|
|Plasma rifle, white star||15||126,600||4d10 E & F||60 ft.||Burn 2d8||40 charges||4||2||Line, unwieldy|
|Plasma caster, blue star||17||275,000||5d10 E & F||80 ft.||Burn 2d10||200 charges||10||2||Boost 2d10|
|Plasma rifle, blue star||20||935,000||8d10 E & F||100 ft.||Burn 4d8||100 charges||10||2||Line, unwieldy|
|Hunting rifle||1||240||1d8 P||90 ft.||—||6 rounds||1||1||Analog|
|Scattergun, utility||1||235||1d4 P||15 ft.||—||4 shells||1||1||Analog, blast|
|Acid dart rifle, Tactical||2||485||1d8 A & P||80 ft.||Corrode||1d4||10 darts||1||Analog|
|Autotarget rifle||2||755||1d6 P||60 ft.||—||10 rounds||1||2||Analog, automatic|
|Crossbolter, Tactical||2||475||1d10 P||70 ft.||—||1 arrow||1||2||Unwieldy|
|Kalo shredder, slipstream-class||3||1,610||1d6 S||30 ft.||Bleed 1d4||8 flechettes||1||1||Analog, automatic, underwater|
|Acid dart rifle, dual||7||6,900||2d8 A & P||90 ft.||Corrode 2d4||24 darts||2||1||Analog|
|Kalo shredder, cascade-class||7||6,630||2d6 S||40 ft.||Bleed 1d6||18 flechettes||1||1||Analog, automatic, underwater|
|Seeker rifle, tactical||7||6,030||2d8 P||100 ft.||—||8 rounds||1||1||Analog|
|Crossbolter, dual||8||8,250||2d10 P||70 ft.||—||4 arrows||2||2||Unwieldy|
|Scattergun, snub||8||8,300||1d12 P||15 ft.||—||8 shells||1||1||Analog, blast|
|Magnetar rifle, tactical||9||11,800||2d8 P||60 ft.||—||18 rounds||1||2||Analog, automatic|
|Combat rifle||10||16,500||3d8 P||90 ft.||—||12 rounds||1||1||Analog|
|Kalo shredder, torrent-class||11||26,700||4d6 S||40 ft||Bleed 3d4||24 flechettes||1||1||Analog, automatic, underwater|
|Acid dart rifle, complex||12||39,200||4d8 A & P||90 ft.||Corrode 4d4||48 darts||4||2||Analog|
|Scattergun, impact||12||30,400||2d12 P||15 ft.||—||12 shells||1||2||Analog, blast|
|Gyrojet rifle, Tactical||13||54,000||3d12 B||100 ft.||Knockdown||12 mini-rockets||1||2||Analog|
|Magnetar rifle, advanced||13||53,700||4d8 P||60 ft.||—||24 rounds||1||2||Analog, automatic|
|Kalo shredder, deluge-class||14||74,300||6d6 S||60 ft||Bleed 4d4||36 flechettes||1||1||Analog, automatic, underwater|
|Seeker rifle, advanced||14||72,300||6d8 P||100 ft.||—||18 rounds||1||1||Analog|
|Gyrojet rifle, advanced||15||122,800||5d12 B||120 ft.||Knockdown||12 mini-rockets||1||2||Analog|
|Scattergun, vortex||15||91,900||3d12 P||30 ft.||—||12 shells||1||2||Analog, blast|
|Magnetar rifle, elite||16||185,100||6d8 P||120 ft.||—||36 rounds||1||2||Analog, automatic|
|Gyrojet rifle, elite||17||245,600||6d12 B||120 ft.||Knockdown||12 mini-rockets||1||2||Analog|
|Kalo shredder, monsoon-class||17||784,000||12d6 S||60 ft||Bleed 4d6||48 flechettes||1||1||Analog, automatic, underwater|
|Seeker rifle, elite||17||242,500||9d8 P||100 ft.||—||18 rounds||1||1||Analog|
|Scattergun, grapeshot||18||331,000||4d12 P||30 ft.||—||12 shells||1||2||Analog, blast|
|Magnetar rifle, paragon||19||612,600||8d8 P||120 ft.||—||48 rounds||1||2||Analog, automatic|
|Gyrojet rifle, paragon||20||723,500||8d12 B||120 ft.||Knockdown||12 mini-rockets||1||2||Analog|
|Seeker rifle, paragon||20||809,200||12d8 P||100 ft.||—||24 rounds||1||1||Analog|
|Pulsecaster rifle||1||100||1d6 E||50 ft.||—||40 charges||2||1||Nonlethal|
|Arc emitter, Tactical||2||750||1d4 E||15 ft.||—||20 charges||4||1||Blast, stun, unwieldy|
|Arc rifle, static||6||4,200||1d12 E||70 ft.||Arc 1d6||40 charges||1||2||Stun|
|Arc emitter, advanced||9||13,200||2d4 E||30 ft.||—||40 charges||10||1||Blast, stun, unwieldy|
|Arc rifle, aurora||11||24,500||2d12 E||70 ft.||Arc 2d6||40 charges||1||2||Stun|
|Arc rifle, storm||16||190,300||4d12 E||80 ft.||Arc 4d6||80 charges||2||2||Stun|
|Arc rifle, tempest||19||622,000||6d12 E||80 ft.||Arc 6d6||100 charges||2||2||Stun|
|Sonic rifle, thunderstrike||5||3,400||1d10 So||50 ft.||Deafen||40 charges||2||1||—|
|Streetsweeper, thunderstrike||7||7,150||1d10 So||50 ft.||Knockdown||40 charges||5||2||Boost 1d6|
|Sonic rifle, LFD||10||17,000||2d10 So||50 ft.||Deafen||40 charges||2||2||—|
|Streetsweeper, LFD||12||39,300||3d10 So||50 ft.||Knockdown||40 charges||5||2||Boost 1d8|
|Sonic rifle, HFD||14||80,200||4d10 So||50 ft.||Deafen||80 charges||4||2||—|
|Streetsweeper, HFD||16||195,000||5d10 So||50 ft.||Knockdown||40 charges||5||2||Boost 1d10|
|Sonic rifle, banshee||18||364,500||6d10 So||50 ft.||Deafen||100 charges||5||2||—|
|Needler rifle||1||110||1d6 P||60 ft.||Injection DC +2||12 darts||1||1||Analog, injection|
|Zero cannon, Tactical||11||23,000||3d8 C||60 ft.||Staggered||80 charges||4||2||Line, unwieldy|
|Zero cannon, advanced||14||81,400||5d8 C||60 ft.||Staggered||100 charges||5||2||Line, unwieldy|
|Zero cannon, elite||18||412,800||8d8 C||80 ft.||Staggered||100 charges||5||2||Line, unwieldy|
|Flamethrower, ifrit-class||2||780||1d6 F||15 ft.||Burn 1d6||20 petrol||4||2||Analog, blast, unwieldy|
|Flamethrower, salamander-class||8||8,600||2d6 F||30 ft.||Burn 2d6||20 petrol||5||2||Analog, blast, unwieldy|
|Flamethrower, hellhound-class||12||35,100||4d6 F||30 ft.||Burn 4d6||40 petrol||8||2||Analog, blast, unwieldy|
|Flamethrower, firedrake-class||15||128,000||6d6 F||30 ft.||Burn 6d6||40 petrol||10||2||Analog, blast, unwieldy|
|Flamethrower, phoenix-class||18||367,500||9d6 F||30 ft.||Burn 9d6||40 petrol||10||2||Analog, blast, unwieldy|
|Artillery laser, azimuth||1||425||1d10 F||120 ft.||Burn 1d6||20 charges||2||3||Penetrating|
|Artillery laser, corona||6||4,650||2d8 F||120 ft.||Burn 1d6||40 charges||4||3||Penetrating|
|Artillery laser, aphelion||9||14,300||3d8 F||120 ft.||Burn 1d6||40 charges||4||3||Penetrating|
|Autobeam artillery, Tactical||10||19,400||2d8 F||120 ft.||Burn 1d8||40 charges||1||2||Automatic|
|Artillery laser, perihelion||13||53,800||4d8 F||130 ft.||Burn 2d6||100 charges||5||3||Penetrating|
|Autobeam artillery, advanced||16||145,700||4d8 F||120 ft.||Burn 2d8||40 charges||1||2||Automatic|
|Artillery laser, parallax||17||248,000||7d8 F||150 ft.||Burn 4d6||100 charges||5||3||Penetrating|
|Autobeam artillery, elite||19||543,300||6d8 F||120 ft.||Burn 2d10||40 charges||1||2||Automatic|
|Artillery laser, zenith||20||722,000||9d8 F||150 ft.||Burn 5d6||100 charges||5||3||Penetrating|
|Stearheart cannon, red star||3||1,300||1d6 E & F||100 ft.||Blind||40 charges||5||2||Bright, explode (5 ft.), unwieldy|
|Plasma cannon, red star||8||8,650||2d10 E & F||100 ft.||Blind||100 charges||5||2||Explode (5 ft.), unwieldy|
|Starheart cannon, yellow star||8||9,050||3d6 E & F||100 ft.||Blind||40 charges||5||2||Bright, explode (10 ft.), unwieldy|
|Starheart cannon, white star||13||48,100||2d10 E & F||100 ft.||Blind||100 charges||5||2||Bright, explode (10 ft.), unwieldy|
|Plasma cannon, yellow star||14||62,800||4d10 E & F||100 ft.||Burn 2d8||100 charges||5||2||Explode (5 ft.), unwieldy|
|Plasma cannon, white star||16||189,200||6d10 E & F||100 ft.||Burn 3d8||100 charges||5||2||Explode (5 ft.), unwieldy|
|Starheart cannon, blue star||18||360,000||9d6 E & F||100 ft.||Blind||100 charges||10||2||Bright, explode (15 ft.), unwieldy|
|Plasma cannon, blue star||20||950,000||8d10 E & F||100 ft.||Burn 4d8||100 charges||10||2||Explode (10 ft.), unwieldy|
|Reaction cannon, light||1||250||1d10 P||90 ft.||—||6 rounds||1||3||Penetrating|
|Machine gun, squad||4||2,060||1d10 P||60 ft.||—||40 rounds||2||2||Analog, automatic|
|X-gen gun, Tactical||6||4,240||1d12 P||120 ft.||—||80 rounds||2||2||Automatic|
|Reaction cannon, Tactical||7||6,100||2d10 P||90 ft.||—||6 rounds||1||3||Penetrating|
|Machine gun, light||8||8,600||2d10 P||60 ft.||—||60 rounds||2||2||Analog, automatic|
|X-gen gun, advanced||9||13,100||2d12 P||120 ft.||—||100 rounds||2||2||Automatic|
|Reaction cannon, heavy||10||16,750||3d10 P||100 ft.||—||6 rounds||1||3||Penetrating|
|Stellar cannon, light||10||19,200||2d12 P||30 ft.||Wound||18 shells||6||2||Blast|
|Crossbolter, advanced||11||21,900||4d10 P||70 ft.||—||12 arrows||4||2||Unwieldy|
|Machine gun, medium||11||23,100||3d10 P||60 ft.||—||60 rounds||2||2||Analog, automatic|
|X-gen gun, elite||13||53,700||4d12 P||120 ft.||—||100 rounds||2||2||Automatic|
|Crossbolter, elite||14||71,400||6d10 P||60 ft.||—||30 arrows||6||2||Unwieldy|
|Reaction cannon, advanced||14||73,000||6d10 P||100 ft.||—||6 rounds||1||3||Penetrating|
|Stellar cannon, heavy||15||122,800||4d12 P||30 ft.||Wound||32 shells||8||2||Blast|
|Machine gun, heavy||17||220,300||7d10 P||120 ft.||—||100 rounds||4||2||Analog, automatic|
|Reaction cannon, elite||17||244,000||8d10 P||100 ft.||—||6 rounds||1||3||Penetrating|
|Crossbolter, paragon||18||327,200||10d10 P||60 ft.||—||40 arrows||8||2||Unwieldy|
|Reaction cannon, paragon||20||810,000||12d10 P||100 ft.||—||6 rounds||1||3||Penetrating|
|X-gen gun, paragon||20||826,000||9d12 P||120 ft.||—||100 rounds||2||2||Automatic|
|Anacite ion cannon, static||3||1,550||1d10 E||20 ft.||Staggered||20 charges||2||2||Line, lockdown, unwieldy|
|Shock caster, static||6||4,620||1d12 E||40 ft.||—||40 charges||2||2||Explode (10 ft.), unwieldy|
|Anacite ion cannon, aurora||8||10,900||2d10 E||45 ft.||Staggered||40 charges||4||2||Line, lockdown, unwieldy|
|Shock caster, aurora||10||19,100||2d12 E||40 ft.||—||40 charges||4||2||Explode (15 ft.), unwieldy|
|Anacite ion cannon, storm||13||52,900||4d10 E||75 ft.||Staggered||80 charges||5||2||Line, lockdown, unwieldy|
|Shock caster, storm||16||164,800||5d12 E||40 ft.||—||100 charges||10||2||Explode (20 ft.), unwieldy|
|Anacite ion cannon, tempest||18||441,000||6d10 E||100 ft.||Staggered||100 charges||10||2||Line, lockdown, unwieldy|
|Shock caster, tempest||20||735,000||7d12 E||40 ft.||—||100 charges||10||2||Explode (20 ft.), unwieldy|
|Screamer, thunderstrike||5||3,350||1d10 So||30 ft.||Deafen||40 charges||4||2||Blast, unwieldy|
|Screamer, LFD||9||14,000||2d10 So||60 ft.||Deafen||80 charges||8||2||Blast, unwieldy|
|Screamer, HFD||15||107,500||4d10 So||60 ft.||Deafen||100 charges||10||2||Blast, unwieldy|
|NIL grenade launcher, merc||1||280||By grenade||60 ft.||—||6 grenades||1||2||Analog|
|NIL grenade launcher, squad||8||9,400||By grenade||70 ft.||—||12 grenades||1||3||Analog|
|IMDS missile launcher||10||18,200||—||80 ft.||—||1 missile||1||2||—|
|Shobhad horizon striker, tactical||1||440||2d4 P||100 ft.||—||2 rounds||1||2||Analog, sniper (500 ft.), unwieldy|
|Shirren-eye rifle, tactical||2||755||1d10 P||70 ft.||—||1 round||1||1||Analog, sniper (250 ft.), unwieldy|
|Shobhad horizon striker, advanced||6||4,750||3d4 P||120 ft.||—||2 rounds||1||2||Analog, sniper (1,000 ft.), unwieldy|
|Shirren-eye rifle, advanced||8||9,350||2d10 P||70 ft.||—||4 rounds||1||2||Analog, sniper (500 ft.), unwieldy|
|Shobhad horizon striker, elite||11||27,300||6d4 P||140 ft.||—||2 rounds||1||2||Analog, sniper (1,250 ft.), unwieldy|
|Shirren-eye rifle, elite||13||54,000||4d10 P||80 ft.||—||6 rounds||1||2||Analog, sniper (750 ft.), unwieldy|
|Shirren-eye rifle, paragon||16||147,200||6d10 P||80 ft.||—||6 rounds||1||1||Analog, sniper (1,000 ft.), unwieldy|
|Shobhad horizon striker, paragon||16||185,000||8d8 P||160 ft.||—||2 rounds||1||2||Analog, sniper (1,500 ft.), unwieldy|
|Shirren-eye rifle, warpshot||20||740,800||10d10 P||80 ft.||—||4 rounds||1||1||Analog, sniper (1,000 ft.), unwieldy|
|Frag grenade I||1||35||20 ft.||Drawn||L||Explode (1d6 P, 15 ft.)|
|Shock grenade I||1||130||20 ft.||Drawn||L||Explode (1d8 E, 15 ft.)|
|Smoke grenade||1||40||20 ft.||Drawn||L||Explode (smoke cloud 1 minute, 20 ft.)|
|Stickybomb grenade I||1||170||20 ft.||Drawn||L||Explode (entangled 2d4 rounds, 10 ft.)|
|Flash grenade I||2||275||20 ft.||Drawn||L||Explode (blinded 1d4 rounds, 5 ft.)|
|Incendiary grenade I||2||375||20 ft.||Drawn||L||Explode (1d6 F, 1d4 burn, 5 ft.)|
|Frag grenade II||4||700||20 ft.||Drawn||L||Explode (2d6 P, 15 ft.)|
|Screamer grenade I||4||725||20 ft.||Drawn||L||Explode (1d10 So, deafened 1d4 minutes, 15 ft.)|
|Shock grenade II||4||650||20 ft.||Drawn||L||Explode (1d12 E, 15 ft.)|
|Stickybomb grenade II||4||675||20 ft.||Drawn||L||Explode (entangled 2d4 rounds, 15 ft.)|
|Cryo grenade I||6||1,220||20 ft.||Drawn||L||Explode (1d8 C, staggered, 10 ft.)|
|Flash grenade II||6||1,350||20 ft.||Drawn||L||Explode (blinded 1d4 rounds, 10 ft.)|
|Incendiary grenade II||6||1,040||20 ft.||Drawn||L||Explode (2d6 F, 1d6 burn, 10 ft.)|
|Frag grenade III||8||2,560||20 ft.||Drawn||L||Explode (4d6 P, 15 ft.)|
|Incendiary grenade III||8||2,800||20 ft.||Drawn||L||Explode (3d6 F, 1d6 burn, 10 ft.)|
|Screamer grenade II||8||2,720||20 ft.||Drawn||L||Explode (2d10 So, deafened 1d4 minutes, 20 ft.)|
|Cryo grenade II||10||5,000||20 ft.||Drawn||L||Explode (2d8 C, staggered, 15 ft.)|
|Frag grenade IV||10||5,750||20 ft.||Drawn||L||Explode (6d6 P, 15 ft.)|
|Shock grenade III||10||5,380||20 ft.||Drawn||L||Explode (3d12 E, 15 ft.)|
|Stickybomb grenade III||10||5,410||20 ft.||Drawn||L||Explode (entangled 2d4 rounds, 20 ft.)|
|Flash grenade III||12||10,400||20 ft.||Drawn||L||Explode (blinded 1d6 rounds, 15 ft.)|
|Incendiary grenade IV||12||9,380||20 ft.||Drawn||L||Explode (5d6 F, 3d6 burn, 15 ft.)|
|Screamer grenade III||12||11,300||20 ft.||Drawn||L||Explode (4d10 So, deafened 1d4 minutes, 25 ft.)|
|Cryo grenade III||14||21,100||20 ft.||Drawn||L||Explode (4d8 C, staggered, 20 ft.)|
|Frag grenade V||14||18,750||20 ft.||Drawn||L||Explode (10d6 P, 15 ft.)|
|Shock grenade IV||14||23,600||20 ft.||Drawn||L||Explode (6d12 E, 15 ft.)|
|Flash grenade IV||16||53,000||20 ft.||Drawn||L||Explode (blinded 1d8 rounds, 20 ft.)|
|Frag grenade VI||16||44,600||20 ft.||Drawn||L||Explode (12d6 P, 15 ft.)|
|Incendiary grenade V||16||44,000||20 ft.||Drawn||L||Explode (10d6 F, 5d6 burn, 15 ft.)|
|Screamer grenade IV||16||43,500||20 ft.||Drawn||L||Explode (7d10 So, deafened 1d4 minutes, 30 ft.)|
|Cryo grenade IV||18||108,500||20 ft.||Drawn||L||Explode (6d8 C, staggered, 20 ft.)|
|Frag grenade VII||18||96,900||20 ft.||Drawn||L||Explode (16d6 P, 15 ft.)|
|Incendiary grenade VI||18||108,800||20 ft.||Drawn||L||Explode (12d6 F, 6d6 burn, 15 ft.)|
|Frag grenade VIII||20||216,000||20 ft.||Drawn||L||Explode (20d6 P, 15 ft.)|
|Shock grenade V||20||110,000||20 ft.||Drawn||L||Explode (9d12 E, 15 ft.)|
|Carbonedge shuriken (10)||1||85||1d4 P||10 ft.||bleed 1d4||Drawn||—||—||Quick reload, thrown|
|Nyfiber net||2||460||—||10 ft.||—||Drawn||—||1|
|Bow||1||255||1d6 P||60 ft.||—||Drawn||1||1||Quick reload|
|Petrol tank, standard||1||60||20||1||—|
|Petrol tank, high-capacity||3||280||40||2||—|
|Rounds, small arm||1||40||30||L||—|
|Rounds, longarm and sniper||1||75||25||L||—|
|Grenade arrow I||6||875||1||—||As any 1st-level grenade|
|Grenade arrow II||10||5,450||1||—||As any 5th- or lower-level grenade|
|Grenade arrow III||15||32,050||1||—||As any 10th- or lower-level grenade|
|Grenade arrow IV||20||245,000||1||—||As any 15th- or lower-level grenade|
|Tactical missile||10||5,700||1||1||Explode 6d8 B & P (30 ft.)|
|Advanced missile||13||14,600||1||1||13d8 B & F|
|Solarian Weapon Crystals||Level||Price||Damage||Critical||Bulk||Special|
|Tauon crystal, least||1||235||+1 E||Staggered||—||Stun|
|Tauon crystal, minor||4||850||+1d3 E||Staggered||—||Stun|
|Graviton crystal, least||5||2,900||+1d3||Knockdown||—||—|
|Photon crystal, least||5||2,950||+1d3 F||Burn 1d6||—||—|
|W-boson crystal, least||5||3,050||+1d4||Bleed 1d6||—||—|
|Gluon crystal, least||6||3,900||+1d4||Wound||—||—|
|Tauon crystal, minor||7||6,000||+1d4 E||Staggered||—||Stun|
|Graviton crystal, minor||8||9,200||+1d6||Knockdown||—||—|
|Photon crystal, minor||8||9,300||+1d6 F||Burn 1d6||—||—|
|W-boson crystal, minor||8||9,800||+1d6||Bleed 2d6||—||—|
|Gluon crystal, minor||9||11,500||+1d6||Severe wound||—||—|
|Tauon crystal, standard||10||17,500||+2d4 E||Staggered||—||Stun|
|Graviton crystal, lesser||11||24,000||+2d6||Knockdown||—||—|
|Photon crystal, lesser||11||25,100||+2d6 F||Burn 1d6||—||—|
|W-boson crystal, lesser||11||26,200||+2d6||Bleed 2d6||—||—|
|Gluon crystal, lesser||12||30,800||+2d6||Severe wound||—||—|
|Tauon crystal, greater||13||48,400||+3d4 E||Staggered||—||Stun|
|Graviton crystal, standard||14||69,800||+3d6||Knockdown||—||—|
|Photon crystal, standard||14||71,200||+3d6 F||Burn 2d6||—||—|
|W-boson crystal, standard||14||81,300||+3d6||Bleed 3d6||—||—|
|Gluon crystal, standard||15||94,200||+3d6||Severe wound||—||—|
|Tauon crystal, true||16||161,000||+3d8 E||Staggered||—||Stun|
|Graviton crystal, greater||17||251,000||+4d6||Knockdown||—||—|
|Photon crystal, greater||17||246,200||+4d6||F Burn 3d6||—||—|
|W-boson crystal, greater||17||274,100||+4d6||Bleed 4d6||—||—|
|Gluon crystal, greater||18||330,300||+4d6||Severe wound||—||—|
|Gluon crystal, true||20||916,200||+6d6||Severe wound||—||—|
|Graviton crystal, true||20||727,100||+6d6||Knockdown||—||—|
|Photon crystal, true||20||729,500||+6d6 F||Burn 5d6||—||—|
|W-boson crystal, true||20||806,000||+6d6||Bleed 6d6||—||—|
Statistics for each of the following weapons can be found on its corresponding weapon table. Weapons are generally listed in their associated categories, which group weapons that function and deal damage similarly and which sometimes have special rules that apply to all such weapons (such as laser or plasma weapons). Other groupings include grenades (see below), weapons with the operative special property, and other weapons without weapon categories (see Uncategorized Weapons).
Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive Models simply sprayed these freezing chemicals like a flamethrower, Modern Models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply.
One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons.
Cryopike (Advanced, Tactical)
The haft of a cryopike is a long aluminum or carbon-steel shaft with an adjustable rubber grip. A cryopike emits a blast of supercooled gas from its tip that acts as a freezing blade.
Zero Cannon (Advanced, Elite, Tactical)
Zero cannons project a freezing line straight out from a generator, affecting any targets within the line. A pair of tanks in the cannon’s heavy stock contain chemical coolants that produce a violent endothermic reaction when mixed in the insulated barrel.
Zero Pistol (Avalanche-Class, Blizzard-Class, Frostbite-Class, Hailstorm-Class)
Zero pistols have a weighted grip to balance their unusually heavy barrels. A cylindrical canister over the barrel contains and directs the coolants.
Zero Rifle (Avalanche-Class, Blizzard-Class, Frostbite-Class, Hailstorm-Class)
Zero rifles have long, bulky barrels and tend to be very front-heavy. A heavy tank over the barrel stores the rifle’s coolant supply, contributing most of its bulk.
Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits.
Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries.
Flame Doshko (Blaze, Ember, Inferno, Solar Flare)
When activated, the blade of this doshko heats up by means of internal heating coils. The doshko deals fire damage and can also cause traumatic injuries.
A flame pistol shoots a line of ignited petrol from its barrel.
A flame rifle shoots a line of ignited petrol from its barrel.
Flare Gun, Survival
A survival flare gun is used to signal danger or call for help. Though not designed for combat, survival flare guns can deal fire damage at close range.
Flamethrower (Firedrake-Class, Hellhound-Class, Ifrit-Class, Phoenix-Class, Salamander-Class)
These portable flamethrowers consist of a heavy rifle-like design with an oversized petrol tank integrated into the weapon’s stock.
Starfire Sword (Inferno, Tactical)
Originally, these swords were known by their manufacturing ID, BSB–1750. Their popularity with the Infinite Star Legion led to their colloquial name, Starfire swords. Vents for burning gas jets line one edge of the hollow blade. When powered, magnetic fields contain and ignite the gases into a glowing corona of flames.
Grenades are thrown weapons that detonate in an explosive radius when they reach the target. A grenade’s listing on Table 7–7: Grenades shows its explosion radius. Some grenades have additional effects, such as blinded or entangled, that apply only to creatures in the explosion radius that fail a Reflex save against the grenade. The DC of the save is equal to 10 + half the grenade’s item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC.
Cryo Grenade (I–IV)
Cryo grenades release a blast of supercooled chemicals on impact, which immediately coalesce into freezing particles.
Flash Grenade (I–IV)
When detonated, a flash grenade releases a pulse of intense radiance.
Frag Grenade (I–VIII)
A fragmentary, or frag, grenade explodes in a cloud of shrapnel.
Incendiary Grenade (I–VI)
Incendiary grenades detonate in a spray of superheated plasma.
Screamer Grenade (I–IV)
When detonated, a screamer grenade releases a piercing shriek of sonic energy.
Shock Grenade (I–V)
A shock grenade releases a pulse of electrical energy on impact.
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.
Stickybomb Grenade (I–III)
A stickybomb grenade detonates with a splash of adhesive resin.
Laser weapons emit highly Focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination.
Laser weapons use various means to concentrate beams of light into deadly intensity. Some Focus light through a faceted crystal, while others Focus the beam through a chemical cloud or ionized gas.
Artillery Laser (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
Artillery lasers are heavy weapons designed to be effective against hardened targets such as Vehicles and enemy bunkers.
Autobeam Artillery (Advanced, Elite, Tactical)
Though it lacks the penetrating power of an artillery laser, an autobeam artillery delivers sustained laser fire. It uses a rotating array of lenses to prevent the intense heat of sustained fire from melting the weapon’s housing.
Autobeam Rifle (Advanced, Elite, Tactical)
Autobeam rifles can fire in automatic Mode, spraying a cone of lasers from the barrel.
Laser Pistol (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.
Laser Rifle (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
With its snub, squared barrel and internal reinforcements, a laser rifle is sturdy and dependable.
Operative melee weapons are basic in design, but they are capable of dealing precise damage when wielded by a trained combatant. An operative can use the trick attack class feature with a weapon with the operative special property. Additionally, any character can add her Dexterity modifier rather than her Strength modifier to melee attack rolls with these weapons.
Baton (Advanced, Tactical)
A baton is a thin, solid metal shaft, usually with a textured rubber grip. A Tactical baton can be used to inflict precise bludgeoning blows. An advanced baton, used by elite mercenary and security companies, often has an additional shaft, as well as a weighted end that can be powered to connect with substantially more force than a Tactical baton.
Dagger (Molecular Rift, Ultrathin, Zero-Edge)
The thinness and lightness of daggers make them easy to carry or conceal. Ultrathin daggers have sharp, double-edged blades. Zero-edge daggers have blades—crafted with quantum technology—that are so fine, their edges blur. The blade of a molecular rift dagger looks translucent, as if it’s made of glass, and its vibrating particles allow the dagger to slice through almost any substance. Most daggers are available with fixed, folding, or retractable blades.
When this nonreflective, dark-gray baton connects with a target, it discharges an electrical pulse that can stagger its victim.
Knife (Survival, Tactical)
These light blades can be used for both mundane tasks and combat. A typical survival knife has a fixed, single-edged, carbon-steel or ceramic blade and is treated against corrosion. Tactical knives have large, double-edged blades, often with a section of serrated blade near the haft, and they come in both fixed- and folding-blade designs; users may prefer one style or the other, but the two are identical in terms of price, weight, and damage dealt.
This more advanced combat baton, known as a peacemaker, is a light metal rod that discharges a pulse that can be strong enough to knock a target to the ground.
Sword Cane (Advanced, Dimensional Slice, Molecular Rift, Tactical, Ultrathin, Zero-Edge)
This thin blade comes with a scabbard that makes it resemble a stylish cane. A sword cane can incorporate one of the following at the standard price for that item: 20 feet of retractable cable line, a personal comm unit, or a spotlight. A successful Perception check (DC = 15 + the weapon’s item level) is required to identify a sword cane as a weapon when it is sheathed.
Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon.
The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally Tactical plasma weapons.
Plasma Cannon (Blue Star, Red Star, White Star, Yellow Star)
Plasma cannons shoot large, explosive blasts of ionized plasma. They are difficult to use and have a relatively short range for a heavy weapon, but their impact has devastating effect.
Plasma Caster (Blue Star, White Star)
Plasma casters fling bolts of ionized plasma at a target. They have good range and are easier to use than plasma rifles or pistols, but they strike only a single target.
Plasma Doshko (Blue Star, Red Star, White Star, Yellow Star)
The plasma versions of these traditional vesk weapons use the same popular naming convention as other plasma weapons.
Plasma Pistol (Blue Star, Red Star, White Star, Yellow Star)
Plasma pistols fire a line of ionized plasma out to a relatively short range. The plasma can continue to burn after contact.
Plasma Rifle (Blue Star, Red Star, White Star, Yellow Star)
Plasma rifles fire long lines of ionized plasma that lance through objects and opponents in their path.
Plasma Sword (Blue Star, Red Star, Tactical, White Star, Yellow Star)
A plasma generator is seated within this sword’s hilt. A plasma-resistant ceramic housing focuses the beam with the assistance of a localized force field, either in a single straight beam or along a magnetized blunted blade or wire-like lines. When the sword is unpowered, the plasma beam disappears.
Starheart Cannon (Blue Star, Red Star, White Star, Yellow Star)
Certain warriors designed these very bright weapons to defend isolated solar outposts from undead marauders.
Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders.
Acid Dart Rifle (Dual, Complex, Tactical)
An acid dart rifle has a nonreactive polymer reservoir that can be filled with whatever acid the wielder desires. The automatic loading process fills the rifle darts with acid as they are moved into the chamber. Dual acid dart rifles fire two darts simultaneously, while complex acid dart rifles hold concentrated doses of acid.
An automatic Model of the basic rifle, autotarget rifles fire continuously for as long as the trigger is depressed and fresh rounds are available in the magazine.
This utilitarian rifle is favored by mercenaries who aren’t looking for flashy weapons.
Crossbolter (Advanced, Dual, Elite, Paragon, Tactical)
This weapon resembles a rifle with a crossbeam near the end of the barrel. A crossbolter uses mechanical power to fire arrows along the barrel. Grenade arrows can also be fired with a crossbolter.
Gyrojet Pistol (Advanced, Elite, Tactical)
Gyrojet pistols fire mini-rockets that can hit with a force great enough to knock down targets. Gyrojet pistols are slightly larger than semiautomatic pistols, and they have a reinforced barrel.
Gyrojet Rifle (Advanced, Elite, Paragon, Tactical)
The longarm Model of a gyrojet pistol, a gyrojet rifle fires mini-rockets with devastating force.
This basic rifle is used mainly for personal defense and hunting. More advanced rifles have military uses.
Kalo Shredder (Cascade-Class, Deluge-Class, Monsoon-Class, Slipstream-Class, Torrent-Class)
Favored by the much-romanticized kalo hunters, kalo shredders fire razor-sharp flechettes with nearly silent magnetism. The gun’s distinctive organic design is grown from magnetic coral that grants you a +2 bonus to KAC against disarm combat maneuvers.
Machine Gun (Heavy, Light, Medium, Squad)
The most basic and portable machine guns are known as squad guns for their popularity among mercenary groups. Light, medium, and heavy machine guns remain reliable heavy weapons for their automatic fire and damage capability.
Magnetar Rifle (Advanced, Elite, Paragon, Tactical)
The magnetar rifle uses magnetic fields to accelerate metallic rounds to high speeds. With few moving parts that can break down, it’s a workhorse automatic rifle popular among planetary explorers.
Reaction Cannon (Advanced, Elite, Heavy, Light, Paragon, Tactical)
An ancient yet still popular vesk weapon, the reaction cannon uses advanced materials and technology to redirect the recoil of a projectile back into the projectile itself, making it an extremely damaging heavy weapon.
Scattergun (Grapeshot, Impact, Snub, Utility, Vortex)
A scattergun fires fragmentary shells in a spray from its barrel, dealing damage to all targets in range. The shortened barrel of the snub scattergun makes it easier to conceal. Grapeshot, impact, and vortex scatterguns are designed to deliver enhanced damage.
Seeker Rifle (Advanced, Elite, Paragon, Tactical)
Seeker rifles are single-shot projectile weapons. The line gained its name from korasha lashunta explorers, who favor the rifle for its reliability in hostile terrain.
Semi-Auto Pistol (Advanced, Elite, Paragon, Tactical)
the semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
Shirren-Eye Rifle (Advanced, Elite, Paragon, Tactical, Warpshot)
Shirren-eye rifles are named for their compound sights, which resemble the eyes of the insectile race, but are rarely manufactured by shirren companies. Shirren-eye rifles are extremely accurate and favored by snipers and sharpshooters.
Shobhad Horizon Striker (Advanced, Elite, Paragon, Tactical)
Refined from traditional shobhad designs stretching back to antiquity, a horizon striker has remarkable range.
Stellar Cannon (Heavy, Light)
A Stellar cannon is a portable, handheld cannon that fires exploding shells filled with dense flechettes that shred nearby targets. Stellar cannons have a limited range, but they deal traumatic damage to large areas.
X-Gen Gun (Advanced, Elite, Paragon, Tactical)
X-gen guns are named for their external generator—a power pack that drives the automatic feed of the weapon. They are common on fortified bases and in large armed encampments.
Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons.
Arc Emitter (Advanced, Tactical)
Arc emitters discharge a cone of electrical energy that can damage and stun anyone within its area. Advanced arc emitters can be used at a longer range and are used by military forces to stun and subdue groups of enemies.
Anacite Ion Cannon (Aurora, Static, Storm, Tempest)
This heavy weapon was designed by law-enforcement agencies for capturing criminal constructs without completely destroying them.
Arc Pistol (Aurora, Static, Storm)
Arc pistols fire deadly, stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamber that holds the capacitor.
Arc Rifle (Aurora, Static, Storm, Tempest)
Arc rifles fire deadly electrical blasts and have a longer range than arc pistols. Like arc pistols, arc rifles can stun targets that are not killed outright by the electricity damage.
A smaller version of an arc pistol, the pulsecaster sends a low-energy blast at its target. This blast stuns the target without dealing serious damage.
The pulsecaster rifle sends a low-voltage blast at its target and has a longer range than the handheld pulsecaster. The blast can stun the target and deal nonlethal damage.
Shock Caster (Aurora, Static, Storm, Tempest)
Shock casters fire a blast of electrical energy that explodes when it impacts, creating an electrical storm that can damage and stun anyone within its radius.
Shock Truncheon (Aurora, Static, Storm, Tempest)
These polycarbonate batons have a side-handle grip and a electrode-lined striking surface that delivers an electrical charge.
Solarian Weapon Crystals
Solarian weapon crystals are used by Solarians to enhance their Solar weapons. Complete rules for Solarian weapon crystals appear in Weapon Types.
Graviton Crystal (Greater, Lesser, Minor, Standard, True)
Graviton crystals accelerate the impact of a weapon, dealing extra damage and potentially knocking down targets.
Photon Crystal (Greater, Lesser, Minor, Standard, True)
Photon crystals add compressed photonic energy to a weapon strike, adding fire damage and the potential to burn the target.
W-boson Crystal (Greater, Lesser, Minor, Standard, True)
W-boson crystals amplify the sheer amount of damage a weapon deals.
Gluon Crystal (Greater, Lesser, Minor, Standard, True)
Gluon crystals create an entropic field along the weapon that creates traumatic wounds.
Tauon Crystal (Greater, Lesser, Minor, Standard, True)
A tauon crystal helps a solarian overwhelm the senses of foes with intense flashes of light and electricity. When this crystal is set to stun, the damage dealt by the solar weapon is nonlethal.
Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes.
Pulse Gauntlet (Banshee, HFD, LFD, Thunderstrike)
When a pulse gauntlet strikes its target, it releases a surge of sonic energy that can knock the target down. Pulse gauntlets are made of heavy-duty nylon with reinforced pads over the items’ knuckles.
Screamer (HFD, LFD, Thunderstrike)
A screamer is a circular metal device with two handles on the back. The front of a screamer projects a cone of sonic energy that can damage and deafen anyone within the weapon’s area of effect.
Sonic Pistol (Banshee, HFD, LFD, Thunderstrike)
Sonic pistols have a stocky barrel capped with a concave resonating chamber that amplifies and directs its sonic blast. They use high-intensity sound to shake molecules apart.
Sonic Rifle (Banshee, HFD, LFD, Thunderstrike)
A sonic rifle fires a blast that is loud enough to deafen targets in addition to damaging them. Sonic rifles have snub-nosed barrels and typically incorporate U-shaped prongs to improve beam stability.
Streetsweeper (HFD, LFD, Thunderstrike)
Streetsweepers are sonic weapons designed to deliver a low-intensity “punch” of sound. A streetsweeper can be overcharged to deliver a significant sonic blast that can knock down its target.
The following weapons are not considered to be a part of any other weapon category, and they follow the normal rules for weapons unless defined otherwise in their descriptions.
Battleglove (Cestus, Gravity, Nova, Power)
Battlegloves are popular, economical choices for mercenaries and guards. These durable nylon-web or para-aramid gloves hold a weighted plate over the wearer’s knuckles. You can hold other objects or weapons in a hand wearing a glove, but you can’t use the glove to make attacks while doing so.
Modern compound bows are made of aluminum alloys, for superior lightness and durability. The string is made of high-performance polyethylene. Bows fire arrows as ammunition, and they can also be used with grenade arrows for more customized damage and effects.
The four-armed kasathas favor thrown weapons, so they are the most common users of these finely edged projectiles. Users of thrown weapons appreciate the light weight and keen edges of carbonedge shuriken.
A club is any sort of blunt, oblong instrument with a haft suitable for gripping. Clubs can be made of stone, wood, or similar materials. Metal clubs exist as well, and they are usually hollow to keep them from being too heavy. Some Free Captains refer to clubs as belaying pins, though those archaic items are not required on Starships.
Curve Blade (Buzzblade, Carbon Steel, Dimensional Slice, Ultrathin)
This graceful, curving blade further increases the drama inherent in sword fighting. Carbon steel blades bite deeply, causing bleeding wounds. The blade of an ultrathin curve blade looks delicate, but it is as hard as carbon steel and keeps a fine edge. Buzzblade curve blades vibrate when powered, tearing organic flesh and causing additional bleed damage. Dimensional slice curve blades have only a narrow visible blade area, surrounded by a solid aura; these are the sharpest and most dangerous curve blades on the market.
Devastation Blade (Apocalypse, Ruin, Wrack)
The overlarge devastation blade is a two-edged sword that creates terrifying wounds. Devastation blades are rarely subtle weapons, due to both their size and their often elaborate spiked designs.
Doshko (Advanced, Dimensional Blade, Molecular Rift, Tactical, Ultrathin, Zero-Edge)
The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges.
Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons.
Dueling Sword (Buzzblade, Molecular Rift, Ripper, Tactical, Ultrathin)
While dueling swords are crafted to be aesthetically pleasing and are often seen as a mark of rank or tradition, many warriors still train with them to deadly effect. The powered blades of both buzzblade and ripper dueling swords bring this danger into the Modern era, while the molecular rift sword—though unpowered—uses a field of disrupted molecules along its blade to slice through nearly anything, and must be stored in a magnetic sheath that never actually touches the blade.
Cheaper and less elegant than a ripper dueling sword, a fangblade is closer to an industrial chainsaw, with a toothed, motor-driven chain wrapped around its blade.
The sharp edge of a grindblade has been crafted with advanced micropitting technology that turns it into a destructive rasp at close to the molecular level, capable of inflicting hideous damage. So sharp and savage is their edge that most grindblade designers don’t even bother giving them a point.
Hammer (Assault, Comet, Gravity Well, Meteoric)
Assault hammers have heavily weighted metal heads and relatively light aluminum or polycarbonate grips. Hammer heads can be custom-made with designs or logos imprinted on the surface. Comet, gravity well, and meteoric hammers have weighted or pneumatically driven heads that deliver accelerated blows.
IMDS Missile Launcher
IMDS (an acronym for “individual missile delivery system”) missile launchers are the most common missile launchers currently on the market. IMDS launchers fire individual missiles as ammunition and use the damage listed for the missiles fired out of them.
Injection gloves were originally designed for medical use, but they have been heavily altered to serve in combat as well. A flat cartridge containing an injectable substance (such as a medicinal or poison) is inserted into a slot in the pointer finger of the glove, where it connects with a retractable needle. When the pointer finger encounters resistance, the needle pops out and injects its contents. The needle is reset by pressing it against a hard surface (which can be done as part of reloading it).
A longsword is a straight, double-edged blade that typically protrudes from a haft. Modern longswords are made of stainless steel, carbon steel, or, rarely, a custom material such as titanium or bainite.
Longsword, Dimensional Slice
The ultimate advancement in metallurgic technology, a dimensional slice blade looks like an elongated stiletto surrounded by a blade-shaped aura. The aura is solid to the touch and can slice through almost any material.
Longsword (Microserrated, Ultraserrated)
The single edge of this sword looks homogeneous to the naked eye, but it is actually made of thousands of microscopic teeth. The teeth tear through organic matter, causing significant damage and bleeding.
Longsword, Molecular Rift
The molecules of this longsword have been Artificially agitated, creating a devastating disruption field along its blade. It must be stored in a magnetic sheath to avoid cuts and damage from casual contact.
A sintered longsword is made of compacted ceramics, forming a durable and finely edged blade.
The double-edged blade of an ultrathin longsword is made of dense metal that holds its edge and adds heft to a swing. The blade appears exceptionally thin and light, belying the damage it can deal.
Crafted with quantum technology, the blade of this sword seems blurry due to its exceptionally fine edge.
Designed to deal maximum damage, a monowhip is woven of monofilament fibers reinforced with carbon particles. Weighted at one end and spooled from a tough carbon-fiber grip, it delivers surgical-quality lacerations with minimal strength. The cuts delivered are so clean that victims sometimes fail to notice a severed limb until they are overwhelmed by a rush of blood loss.
A favorite of assassins and battlefield medics alike, the needler pistol uses magnetic fields or pressurized gas to launch darts that inject a substance into the target. This injection gun can be fitted with cartridges containing medicine or poison.
Like the needler pistol, this injection gun can be fitted with cartridges containing medicine or poison. The needler rifle fires darts much farther than its smaller counterpart.
Nightarch Needler (Advanced, Elite, Paragon, Tactical)
Popular among the drow, this needle gun can deliver deadly poisons. The weapon is so small you gain a +2 bonus to Sleight of Hand checks to hide it on your person.
NIL Grenade Launcher (Merc, Squad)
NIL (an acronym for “neutronic individual launcher”) grenade launchers are the most common grenade launcher available on the market. NILs can be fitted with any sort of grenade as ammunition. Grenades are loaded individually, rather than in magazines. You can load different types of grenades into a NIL grenade launcher, and you can select which grenade to fire as part of the action used to make an attack.
Created from specialized nylon fibers that contract in response to struggle, nyfiber nets are weighted along the edges to more effectively entangle their targets.
Pike (Advanced, Elite, Tactical)
A pike is composed of a sharpened-aluminum, stainless-steel, or carbon-steel spike atop a light metal or polycarbonate staff.
Spear (Buzzblade, Gravity, Sentinel, Tactical, Zero-Edge)
Spears come in many varieties. Buzzblade spears vibrate at high frequency. Zero-edge spears employ quantum manufacturing to hone an edge so fine that it seems indistinct. The gravity spear uses a tiny gravity field generator to accelerate the weapon at the moment of impact.
Staff (Battle, Carbon, Hardlight, Repeller, Sentinel)
Staves are long and flexible, weighted on the end to provide extra striking power. Most staves are made from aluminum or fiberglass, though some are still made from wood.
Sentinel and repeller staves are made of conductive metal and deliver a painful, low-voltage charge that can stun opponents. The hardlight staff uses a core of unstable photonic gel to dramatically increase its mass every time it strikes a surface.
Starknife (Accelerated, Dimensional Slice, Lightspeed, Sintered, Tactical)
Four tapered metal blades surround the central ring of a starknife, which can be thrown or used to stab opponents. Accelerated and lightspeed starknives have gas-powered jets that fire when the starknife is wielded. Solid auras surround the blades of a dimensional slice starknife, which are manufactured with cutting-edge metallurgic techniques. In a sintered starknife, the metal blades are replaced with compressed ceramic blades.
Swoop Hammer (Advanced, Mach I, Mach II, Mach III, Tactical)
The combat head of a swoop hammer is affixed to an elongated haft. The extra reach of the haft allows for a greater swinging arc and accelerated damage.
Taclash (Numbing, Standard)
A Tactical lash, or taclash as it is commonly called, is a length of nylon cord reinforced with carbon fibers. Taclashes were originally used by military organizations as a form of crowd control, and explorers and mercenaries came to appreciate the utility of the weapon. When a numbing taclash connects, a low electrical shock transmits through the lash. The shock is too mild to deal damage, but it can stun the target.
An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Xenolash (Blooming, Immature, Mature, Seeded)
A xenolash is a genetically engineered vine that weeps caustic, quick-hardening sap from the razor-sharp thorns along its length. Because the sap (rather than the weapon itself) entangles creatures, targets are not anchored to the xenolash. Grown in extraordinary conditions by Xenowardens and primarily sold only to those they trust, the plants derive their sustenance and amber-like sap from light, ambient energy, and atmospheric chemicals.
Ammunition is sold in multiples, as listed in the individual entries in Table 7–9: Ammunition.
Arrow shafts are made of carbon fiber–reinforced plastic and have metal or ceramic heads.
Battery (High-Capacity, Super-Capacity, Ultra-Capacity)
Batteries charge powered weapons, but they can also be used to power an array of items, including powered armor and technological items. Batteries have a standardized size and weight, and items that take batteries all have a slot into which they fit, regardless of the item’s actual size. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes.
These light metal shafts each have a pointed tip and a reservoir to hold toxins or other appropriate substances that are typically liquid or viscous. While most combatants rely on darts to deliver toxins to enemies, particularly desperate or overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums, and other beneficial drugs across a crowded battlefield. In these cases, medics often practice to improve their aim to ensure that this strategy is effective when employed.
Usually made of magnesium, flares burn brightly and can deliver some heat. You can ignite a flare by hand without the need for a flare gun. A lit flare burns for 1 hour, and it can be wielded in melee combat as an improvised weapon that deals 1d2 fire damage.
Flechettes are small, dart-like metal projectiles.
Grenade Arrow (I–IV)
The explosive tip of the arrow detonates on impact. A grenade arrow can be made using any handheld grenade. The miniaturized technology incorporated into the arrow increases its price substantially over an equivalent grenade.
These long, tapered shells hold combustible material as well as a chemical propellant.
Missile (Advanced, Tactical)
Missiles are heavy, snub-nosed munitions with devastating explosive power. A missile’s damage when fired from a missile launcher (such as an IMDS missile launcher) is listed in its entry in Table 7–9: Ammunition.
Petrol Tank (High-Capacity, Standard)
Petrol is a highly flammable blend of hydrocarbons that is used in flame weapons (and petrol is occasionally used by desperate adventurers as fuel or for other various utilitarian purposes). A petrol tank snaps easily into the housing of weapons that are specifically petrol-powered.
Rounds (Heavy, Longarm and Sniper, Small Arm)
Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.
These cartridges are packed with small metal spheres that scatter when the cartridge explodes.
Some weapons can be crafted using materials that have innate special properties. Only cartridges of ammunition and melee weapons that deal bludgeoning, piercing, or slashing damage can be made out of special materials. If you make a weapon out of more than one special material, you get the benefit of only the most prevalent material.
Each of the special materials described below has a defined game effect. Some creatures have damage reduction making them resistant to all but a special type of damage (such as that dealt by evil-aligned weapons) or damage from weapons of a particular material (such as cold iron). Characters may choose to carry several different types of weapons, depending on the types of creatures they most commonly encounter.
|Type||Item Price Modifier|
|Ammunition (adamantine alloy)||+50 credits per cartridge|
|Weapon (adamantine alloy)||+2,500 credits|
|Ammunition (cold iron)||+9 credits per cartridge|
|Weapon (cold iron)||+450 credits|
|Ammunition (silver)||+6 credits per cartridge|
|Weapon (silver)||+300 credits|
Adamantine is a starmetal, one of several valuable metals mined from asteroids and planets throughout the universe. Pure adamantine is exceedingly rare and expensive, so weapons using adamantine are always made of an adamantine alloy. Weapons or ammunition fashioned from adamantine alloy overcome the damage reduction of creatures with DR/adamantine, such as many magical constructs, and have a natural ability to ignore hardness when sundering weapons or attacking objects, ignoring hardness less than 30 (see Breaking Objects). Weapons and ammunition without metal parts can’t be made from adamantine alloy.
Cold iron is mined from deep underground and forged at a lower temperature to preserve its delicate properties. Weapons or ammunition fashioned from cold iron overcome the damage reduction of creatures with DR/cold iron, such as demons and fey. Weapons or ammunition without metal parts can’t be made from cold iron.
A complex process involving alchemy, magic, and metallurgy can bond silver to weapons or ammunition so that they overcome the damage reduction of creatures with DR/silver, such as lycanthropes. The silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, or starmetals.