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Weapons

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.

Weapon Sizes

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.

Ammunition

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.

Cartridges

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.

Charges

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.

Missiles

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.

Improvised Weapons

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.

Weapon Damage

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).

Energy Damage

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.

Kinetic Damage

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.

Weapon Types

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.

Basic Melee

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.

Advanced Melee

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

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

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

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

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

Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty.

Disintegrator Weapons

These powerful weapons are more formally referred to as high-energy proton decouplers, as they produce streams of energized fields that corrode and break down matter much in the way a subatomic acid would. However, since their effects appear to turn metal to slag, plastic to noxious vapor, and flesh to goo, they’re commonly known as disintegrators.

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).

Table: Basic Melee Weapons
One-Handed Weapons
Weapon Level Price Damage Critical Bulk Special Source
Uncategorized
Unarmed strike 1d3 B Archaic, nonlethal SFCRB
Club 0 1d6 B L Analog, archaic SFCRB
Baton, Tactical 1 90 1d4 B L Analog, operative SFCRB
Battleglove, cestus 1 100 1d4 B L Analog SFCRB
Knife, survival 1 95 1d4 S L Analog, operative SFCRB
Sword cane, tactical 1 250 1d4 P Bleed 1d3 L Analog, operative SFCRB
Dueling Sword, tactical 2 475 1d6 S L Analog SFCRB
Sword cane, advanced 4 2,100 1d4 P Bleed 1d4 L Analog, operative SFCRB
Knife, tactical 7 6,000 2d4 S L Analog, operative SFCRB
Sword cane, ultrathin 7 7,000 2d4 P Bleed 1d3 L Analog, operative SFCRB
Dueling Sword, buzzblade 8 9,500 2d6 S L Powered (capacity 20, usage 1) SFCRB
Incapacitator 9 14,200 3d4 B Staggered L Nonlethal, operative, powered (capacity 20, usage 2) SFCRB
Battleglove, power 10 16,100 2d8 B L Powered (capacity 20, usage 1) SFCRB
Sword cane, zero-Edge 10 18,000 2d6 P Bleed 1d6 L Analog, operative SFCRB
Dueling Sword, ultrathin 11 26,000 3d6 S L Analog SFCRB
Dagger, ultrathin 12 32,800 4d4 S L Analog, operative SFCRB
Battleglove, nova 13 52,500 3d10 B L Powered (capacity 20, usage 1) SFCRB
Sword cane, molecular rift 13 50,900 3d8 P Bleed 1d8 L Analog, operative SFCRB
Dagger, zero-edge 14 64,400 6d4 S L Analog, operative SFCRB
Dueling Sword, ripper 15 109,250 7d6 S L Powered (capacity 20, usage 1) SFCRB
Peacemaker 16 185,300 6d6 B Knockdown L Operative, powered (capacity 20, usage 2), stun SFCRB
Sword cane, molecular rift 16 160,000 5d8 P Bleed 2d6 L Analog, operative SFCRB
Battleglove, gravity 17 214,850 5d10 B L Powered (capacity 20, usage 1) SFCRB
Dagger, molecular rift 17 275,000 10d4 S L Analog, operative SFCRB
Dueling Sword, molecular rift 18 331,200 10d6 S L Analog SFCRB
Baton, advanced 19 540,000 8d6 B L Operative, powered (capacity 20, usage 1) SFCRB
Syringe stick, standard 1 125 1d3 P L Conceal, injection, operative SCOM
Syringe stick, sharp-pointed 5 2,650 1d4 P Injection DC +2 L Conceal, injection, operative SCOM
Syringe stick, hyper-pointed 9 12,000 2d4 P Injection DC +2 L Conceal, injection, operative SCOM
Syringe stick, ultra-pointed 13 46,000 5d4 P Injection DC +2 L Conceal, injection, operative SCOM
Syringe stick, supreme-pointed 17 225,000 10d4 P Injection DC +2 L Conceal, injection, operative SCOM
Two-Handed Weapons
Weapon Level Price Damage Critical Bulk Special Source
Uncategorized
Spear, Tactical 1 375 1d6 P 1 Analog, block, thrown (20 ft.) SFCRB
Staff, battle 1 80 1d4 B Knockdown 1 Analog, block SFCRB
Staff, carbon 7 6,150 1d8 B Knockdown 1 Analog, block SFCRB
Spear, sentinel 8 10,000 2d6 P 1 Analog, block, thrown (20 ft.) SFCRB
Spear, buzzblade 11 22,650 3d6 P 1 Block, powered (capacity 40, usage 2), thrown (20 ft.) SFCRB
Spear, zero-edge 15 107,350 7d6 P 1 Analog, block, thrown (20 ft.) SFCRB
Staff, hardlight 18 320,800 8d8 B Knockdown 1 Analog, block SFCRB
Spear, gravity 19 552,000 12d6 P 1 Block, powered (capacity 40, usage 2), thrown (20 ft.) SFCRB
Syringe spear, tactical 1 250 1d6 P Injection DC +2 L Injection SCOM
Syringe spear, advanced 6 4,250 1d8 P Injection DC +2 L Injection SCOM
Syringe spear, elite 11 25,000 3d10 P Injection DC +2 L Injection SCOM
Syringe spear, paragon 16 165,000 9d8 P Injection DC +2 L Injection SCOM
Table: Advanced Melee Weapons
One-Handed Weapons
Weapon Level Price Damage Critical Bulk Special Source
Flame
Starfire sword, tactical 7 6,120 2d4 F Burn 1d8 1 Powered (capacity 20, usage 2) SFCRB
Starfire sword, inferno 17 246,000 7d8 F Burn 4d12 1 Powered (capacity 20, usage 1) SFCRB
Plasma
Plasma sword, tactical 9 14,550 2d8 E & F Severe wound 1 Powered (capacity 20, usage 2) SFCRB
Plasma sword, red star 13 54,300 4d8 E & F Severe wound 1 Powered (capacity 40, usage 4) SFCRB
Plasma sword, yellow star 15 127,000 5d8 E & F Severe wound 1 Powered (capacity 40, usage 4) SFCRB
Plasma sword, white star 18 415,600 8d8 E & F Severe wound 1 Powered (capacity 40, usage 4) SFCRB
Plasma sword, blue star 20 920,250 10d8 E & F Severe wound 1 Powered (capacity 40, usage 4) SFCRB
Shock
Shock truncheon, static 8 9,150 1d12 E Arc 1d4 1 Powered (capacity 20, usage 2), stun SFCRB
Shock truncheon, aurora 11 23,000 2d12 E Arc 2d4 1 Powered (capacity 20, usage 2), stun SFCRB
Shock truncheon, storm 16 80,200 3d12 E Arc 3d4 1 Powered (capacity 40, usage 2), stun SFCRB
Shock truncheon, tempest 19 545,000 6d12 E Arc 6d4 1 Powered (capacity 40, usage 2), stun SFCRB
Sonic
Pulse Gauntlet, thunderstrike 2 475 1d6 B & So Knockdown 1 Powered (capacity 20, usage 1) SFCRB
Pulse Gauntlet, LFD 7 7,340 2d6 B & So Knockdown 1 Powered (capacity 20, usage 1) SFCRB
Pulse Gauntlet, HFD 12 31,300 5d6 B & So Knockdown 1 Powered (capacity 20, usage 1) SFCRB
Pulse Gauntlet, banshee 16 148,200 10d6 B & So Knockdown 1 Powered (capacity 20, usage 1) SFCRB
Needler estoc, standard 2 175 1d6 P Injection DC +2 L Injection SCOM
Needler estoc, sharp-pointed 6 4,000 1d8 P Injection DC +2 L Injection SCOM
Needler estoc, hyper-pointed 10 17,500 4d6 P Injection DC +2 L Injection SCOM
Needler estoc, ultra-pointed 14 67,000 9d6 P Injection DC +2 L Injection SCOM
Needler estoc, supreme-pointed 18 342,000 14d6 P Injection DC +2 L Injection SCOM
Needler estoc, master-pointed 20 750,000 18d6 P Injection DC +2 L Injection SCOM
Uncategorized
Hammer, assault 1 95 1d6 B 1 Analog SFCRB
Hardlight hand wrap, diffuse 5 3,180 1d6 B L Bright, force, powered (capacity 20, usage 2) SFAA3
Hardlight hand wrap, ambient 9 13,100 2d8 B L Bright, force, powered (capacity 20, usage 2) SFAA3
Hardlight hand wrap, natural 14 75,000 4d10 B L Bright, force, powered (capacity 40, usage 4) SFAA3
Hardlight hand wrap, fluorescent 17 250,000 6d10 B L Bright, force, powered (capacity 40, usage 4) SFAA3
Hardlight hand wrap, incandescent 20 880,000 11d8 B L Bright, force, powered (capacity 40, usage 2) SFAA3
Longsword 1 375 1d8 S 1 Analog SFCRB
Starknife, Tactical 1 110 1d4 P L Analog, thrown (20 ft.) SFCRB
Taclash, standard 1 240 1d4 S L Analog, disarm, nonlethal, reach, trip SFCRB
Injection Glove 2 490 1d4 P Injection DC +2 L Analog, injection SFCRB
Xenolash, immature 4 2,430 2d4 A&S Corrode 1d4 1 Analog, disarm, entangle, reach, trip SFCRB
Fangblade 7 5,430 1d12 S Bleed 1d8 1 Powered (capacity 20, usage 1) SFCRB
Longsword, Sintered 7 8,420 2d8 S 1 Analog SFCRB
Starknife, sintered 8 9,810 4d4 P L Analog, thrown (50 ft.) SFCRB
Longsword, microserrated 9 12,100 2d10 S Bleed 2d6 1 Analog SFCRB
Hammer, comet 10 16,900 4d6 B 1 Powered (capacity 20, usage 2) SFCRB
Xenolash, mature 10 17,000 5d4 A&S Corrode 2d4 1 Analog, disarm, entangle, reach, trip SFCRB
Longsword, Ultrathin 11 26,300 4d8 S 1 Analog SFCRB
Taclash, numbing 11 24,800 5d4 S L Disarm, powered (capacity 20, usage 2), reach, stun, trip SFCRB
Starknife, accelerated 12 40,400 4d8 F & P L Powered (capacity 20, usage 1), thrown (30 ft.) SFCRB
Grindblade 13 45,700 4d10 S Bleed 2d8 1 Analog SFCRB
Longsword, Zero-Edge 14 79,500 7d8 S Severe wound L Analog SFCRB
Xenolash, blooming 14 70,000 9d4 A&S Corrode 4d4 1 Analog, disarm, entangle, reach, trip SFCRB
Monowhip 15 107,000 10d4 S Severe wound L Analog, disarm, reach, trip SFCRB
Hammer, meteoric 16 164,500 11d6 B 1 Analog SFCRB
Starknife, lightspeed 16 183,400 8d8 F & P L Powered (capacity 20, usage 2), thrown (50 ft.) SFCRB
Longsword, Molecular Rift 17 245,200 10d8 S 1 Analog SFCRB
Longsword, Ultraserrated 18 368,100 8d10 S Bleed 6d6 1 Analog SFCRB
Xenolash, seeded 18 409,000 9d4 A&S Corrode 6d4 1 Analog, disarm, entangle, reach, trip SFCRB
Hammer, gravity well 19 551,000 15d6 B 1 Powered (capacity 40, usage 2) SFCRB
Starknife, dimensional slice 19 602,200 8d12 P L Analog, thrown (80 ft.) SFCRB
Longsword, Dimensional Slice 20 727,300 14d8 S 1 Analog SFCRB
Two-Handed Weapons
Weapon Level Price Damage Critical Bulk Special Source
Cryo
Cryopike, Tactical 5 3,360 1d8 C 2 Powered (capacity 40, usage 2), reach SFCRB
Cryopike, advanced 12 34,800 2d8 C Staggered 2 Powered (capacity 40, usage 2), reach SFCRB
Capture pole, enforcement-class 2 325 1d8 P Injection DC +2 L Grapple, injection, reach SCOM
Capture pole, apprehension-class 7 6,600 2d8 P Injection DC +2 L Grapple, injection, reach SCOM
Capture pole, imprisonment-class 12 36,300 6d6 P Injection DC +2 L Grapple, injection, reach SCOM
Capture pole, domination-class 17 256,500 7d12 P Injection DC +2 L Grapple, injection, reach SCOM
Capture pole, overlord-class 20 855,000 15d8 P Injection DC +2 L Grapple, injection, reach SCOM
Flame
Flame doshko, ember 2 750 1d8 F Wound 1 Powered (capacity 20, usage 1) SFCRB
Flame doshko, blaze 8 8,500 2d8 F Wound 1 Powered (capacity 20, usage 1) SFCRB
Flame doshko, inferno 13 53,200 5d8 F Wound 1 Powered (capacity 20, usage 1) SFCRB
Flame doshko, Solar flare 19 595,000 10d8 F Severe wound 1 Powered (capacity 20, usage 1) SFCRB
Plasma
Plasma doshko, red star 6 4,650 1d10 E & F Severe wound 1 Powered (capacity 20, usage 2) SFCRB
Plasma doshko, yellow star 10 17,000 2d10 E & F Severe wound 1 Powered (capacity 20, usage 2) SFCRB
Plasma doshko, white star 15 126,800 5d10 E & F Severe wound 1 Powered (capacity 20, usage 2) SFCRB
Plasma doshko, blue star 18 364,100 7d10 E & F Severe wound 1 Powered (capacity 20, usage 2) SFCRB
Uncategorized
Doshko, Tactical 1 240 1d12 P 1 Analog, unwieldy SFCRB
Pike, Tactical 2 475 1d8 P 2 Analog, reach SFCRB
Curve Blade, carbon steel 4 2,230 1d10 S Bleed 1d6 2 Analog SFCRB
Swoop Hammer, Tactical 5 3,360 1d10 B Knockdown 2 Analog, reach, unwieldy SFCRB
Devastation Blade, wrack 7 5,500 2d8 S 1 Analog SFCRB
Doshko, advanced 7 5,300 2d12 P 1 Analog, unwieldy SFCRB
Staff, sentinel 7 6,320 1d10 B 1 Block, powered (capacity 20, usage 1), stun SFCRB
Pike, advanced 9 12,200 2d8 P Bleed 1d8 2 Analog, reach SFCRB
Swoop Hammer, advanced 9 14,300 3d10 B Knockdown 2 Analog, reach, unwieldy SFCRB
Curve Blade, ultrathin 10 18,100 3d10 S Bleed 2d6 1 Analog SFCRB
Doshko, ultrathin 11 24,600 4d12 P 1 Analog, unwieldy SFCRB
Devastation Blade, ruin 13 43,900 5d8 S 1 Analog SFCRB
Staff, repeller 13 45,200 3d8 B Knockdown 1 Block, powered (capacity 20, usage 1), stun SFCRB
Swoop Hammer, mach I 13 44,100 5d10 B Knockdown 2 Powered (capacity 40, usage 4), reach, unwieldy SFCRB
Doshko, zero-edge 14 71,500 7d12 P 1 Analog, unwieldy SFCRB
Pike, elite 15 95,700 7d8 P Bleed 3d8 2 Analog, reach SFCRB
Curve Blade, buzzblade 16 184,300 8d10 S Bleed 5d6 2 Powered (capacity 40, usage 2) SFCRB
Doshko, molecular rift 17 248,000 10d12 P 1 Powered (capacity 20, usage 1), unwieldy SFCRB
Swoop Hammer, mach II 17 273,000 10d10 B Knockdown 2 Analog, reach, unwieldy SFCRB
Devastation Blade, apocalypse 18 410,200 12d8 S 1 Analog SFCRB
Doshko, dimensional blade 19 546,100 13d12 P 1 Analog, unwieldy SFCRB
Curve Blade, dimensional slice 20 815,000 12d10 S Bleed 6d6 2 Powered (capacity 40, usage 2) SFCRB
Swoop Hammer, mach III 20 905,700 14d10 B & F Knockdown 2 Powered (capacity 40, usage 4), reach, unwieldy SFCRB
Table: Small Arms
One-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special Source
Cryo
Zero pistol, frostbite-class 5 3,060 1d6 C 60 ft. Staggered 20 charges 1 L SFCRB
Zero pistol, hailstorm-class 10 16,900 2d6 C 60 ft. Staggered 40 charges 2 L SFCRB
Zero pistol, blizzard-class 15 94,500 4d6 C 60 ft. Staggered 40 charges 2 L SFCRB
Zero pistol, avalanche-class 19 492,900 6d6 C 60 ft. Staggered 80 charges 4 L SFCRB
>Disintegrator
Caustoject, liquidator 1 225 1d4 A 30 ft. Injection DC +2 20 charges 2 L Injection SCOM
Glove needler, tactical 2 560 1d4 A Reach Injection DC +2 1 round 1 Conceal, injection, punch gun SCOM
Caustoject, decimator 6 4,000 1d8 A 30 ft. Injection DC +2 20 charges 2 L Injection SCOM
Glove needler, advanced 7 5,800 1d12 A Reach Injection DC +2 1 round 1 Conceal, injection, punch gun SCOM
Caustoject, executioner 12 32,900 4d4 A 30 ft. Injection DC +2 20 charges 2 L Injection SCOM
Glove needler, elite 14 69,300 3d12 A Reach Injection DC +2 1 round 1 Conceal, injection, punch gun SCOM
Flame
Flare gun, survival 1 90 1d3 F 30 ft. Burn 1d6 1 flare 1 L Analog, bright SFCRB
Flame pistol 2 470 1d4 F 20 ft. Burn 1d4 20 petrol 4 L Line, unwieldy SFCRB
Laser
Laser pistol, azimuth 1 350 1d4 F 80 ft. Burn 1d4 20 charges 1 L SFCRB
Laser pistol, corona 6 4,270 2d4 F 90 ft. Burn 1d4 20 charges 1 L SFCRB
Laser pistol, aphelion 9 14,820 3d4 F 90 ft. Burn 1d4 40 charges 2 L Boost 1d4 SFCRB
Laser pistol, perihelion 12 40,200 4d4 F 90 ft. Burn 2d4 40 charges 2 L SFCRB
Laser pistol, parallax 14 82,000 5d4 F 90 ft. Burn 3d4 80 charges 4 L Boost 2d4 SFCRB
Laser pistol, zenith 17 245,200 8d4 F 100 ft. Burn 4d4 80 charges 4 L SFCRB
Plasma
Plasma pistol, red star 7 7,200 1d8 E & F 20 ft. Burn 1d8 20 charges 4 L Line, unwieldy SFCRB
Plasma pistol, yellow star 12 40,300 2d8 E & F 25 ft. Burn 1d8 40 charges 8 L Line, unwieldy SFCRB
Plasma pistol, white star 15 107,500 3d8 E & F 30 ft. Burn 2d8 100 charges 20 L Line, unwieldy SFCRB
Plasma pistol, blue star 19 565,000 5d8 E & F 40 ft. Burn 3d8 100 charges 20 L Line, unwieldy SFCRB
Projectile
Semi-Auto pistol, Tactical 1 260 1d6 P 30 ft. 9 rounds 1 L Analog SFCRB
Semi-Auto pistol, advanced 7 5,500 2d6 P 60 ft. 12 rounds 1 L Analog SFCRB
Semi-Auto pistol, elite 10 18,200 3d6 P 60 ft. 12 rounds 1 L Analog SFCRB
Semi-Auto pistol, paragon 13 45,200 4d6 P 60 ft. 16 rounds 1 L Analog SFCRB
Gyrojet pistol, tactical 15 91,500 3d12 B 80 ft. Knockdown 8 mini-rockets 1 L Analog SFCRB
Gyrojet pistol, advanced 17 212,700 4d12 B 80 ft. Knockdown 8 mini-rockets 1 L Analog SFCRB
Gyrojet pistol, elite 20 715,800 5d12 B 80 ft. Knockdown 8 mini-rockets 1 L Analog SFCRB
Cestus pistol, tactical 1 250 1d4 P Reach 1 round 1 Conceal, punch gun SCOM
Needler Pistol, tactical 1 175 1d4 P 40 ft. Injection DC +2 8 darts 1 1 Analog, injection SCOM
Needler Pistol, advanced 5 2,700 1d6 P 40 ft. Injection DC +2 8 darts 1 1 Analog, injection SCOM
Cestus pistol, advanced 6 4,170 1d12 P Reach Bleed 1d4 1 round 1 Conceal, punch gun SCOM
Needler Pistol, elite 10 17,250 2d8 P 40 ft. Injection DC +2 8 darts 1 1 Analog, injection SCOM
Cestus pistol, elite 11 24,400 3d12 P Reach Bleed 1d6 1 round 1 Conceal, punch gun SCOM
Needler Pistol, paragon 15 94,500 6d6 P 40 ft. Injection DC +2 8 darts 1 1 Analog, injection SCOM
Cestus pistol, paragon 16 162,000 6d12 P Reach Bleed 1d8 1 round 1 Conceal, punch gun SCOM
Needler Pistol, supreme 20 725,000 8d8 P 40 ft. Injection DC +2 8 darts 1 1 Analog, injection SCOM
Shock
Pulsecaster pistol 1 250 1d4 E 30 ft. 20 charges 1 L Nonlethal SFCRB
Arc pistol, static 2 750 1d6 E 50 ft. Arc 2 20 charges 2 L Stun SFCRB
Arc pistol, aurora 13 45,700 3d6 E 50 ft. Arc 2d6 40 charges 2 L Stun SFCRB
Arc pistol, storm 18 365,500 3d12 E 50 ft. Arc 4d6 100 charges 10 L Stun SFCRB
Sonic
Sonic Pistol, thunderstrike 4 2,300 1d8 So 40 ft. Deafen 20 charges 2 L SFCRB
Sonic Pistol, LFD 11 26,200 2d8 So 40 ft. Deafen 40 charges 4 L Boost 1d6 SFCRB
Sonic Pistol, HFD 14 71,300 3d8 So 40 ft. Deafen 60 charges 6 L SFCRB
Sonic Pistol, banshee 16 191,000 4d8 So 40 ft. Deafen 80 charges 8 L Boost 1d10 SFCRB
Uncategorized
Needler Pistol 1 105 1d4 P 30 ft. Injection DC +2 6 darts 1 L Analog, injection SFCRB
Nightarch Needler; tactical 3 1,650 1d6 P 30 ft. Injection DC +2 5 darts 1 L Analog, injection SFCRB
Nightarch Needler; advanced 8 6,720 2d6 P 30 ft. Injection DC +2 5 darts 1 L Analog, injection SFCRB
Nightarch Needler; elite 13 44,980 4d6 P 30 ft. Injection DC +2 5 darts 1 L Analog, injection SFCRB
Nightarch Needler; paragon 18 369,000 8d6 P 30 ft. Injection DC +2 5 darts 1 L Analog, injection SFCRB
Table: Longarms
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special Source
Cryo
Zero rifle, frostbite-class 4 2,330 1d8 C 60 ft. Staggered 40 charges 2 1 SFCRB
Zero rifle, hailstorm-class 8 10,100 2d8 C 60 ft. Staggered 40 charges 2 2 SFCRB
Zero rifle, blizzard-class 14 79,800 4d8 C 60 ft. Staggered 80 charges 4 2 SFCRB
Zero rifle, avalanche-class 18 410,200 7d8 C 60 ft. Staggered 100 charges 5 2 SFCRB
Disintegrator
Caustolance, liquidator 1 400 1d6 A 60 ft. Injection DC +2 20 charges 1 1 Injection SCOM
Caustolance, decimator 6 4,500 2d6 A 60 ft. Injection DC +2 20 charges 1 1 Injection SCOM
Caustolance, executioner 12 38,000 5d6 A 60 ft. Injection DC +2 20 charges 1 1 Injection SCOM
Caustolance, eradicator 18 400,000 12d6 A 60 ft. Injection DC +2 20 charges 1 1 Injection SCOM
Flame
Flame rifle 2 490 1d6 F 25 ft. Burn 1d6 20 petrol 5 1 Line, unwieldy SFCRB
Laser
Laser rifle, azimuth 1 425 1d8 F 120 ft. Burn 1d6 20 charges 1 1 SFCRB
Laser rifle, corona 6 4,650 2d6 F 120 ft. Burn 1d6 40 charges 1 1 SFCRB
Laser rifle, aphelion 9 14,300 3d6 F 120 ft. Burn 1d6 40 charges 1 1 SFCRB
Autobeam rifle, Tactical 11 26,900 5d4 F 60 ft. Burn 2d4 40 charges 4 2 Automatic SFCRB
Laser rifle, perihelion 13 53,800 5d6 F 130 ft. Burn 2d6 100 charges 2 1 SFCRB
Autobeam rifle, advanced 15 95,500 7d4 F 60 ft. Burn 3d4 100 charges 10 2 Automatic SFCRB
Laser rifle, parallax 17 248,000 8d6 F 150 ft. Burn 4d6 100 charges 2 1 SFCRB
Autobeam rifle, elite 19 548,100 12d4 F 60 ft. Burn 5d4 100 charges 5 2 Automatic SFCRB
Laser rifle, zenith 20 722,000 11d6 F 150 ft. Burn 5d6 100 charges 2 1 SFCRB
Plasma
Plasma rifle, red star 6 4,600 1d10 E & F 40 ft. Burn 1d4 40 charges 4 2 Line, unwieldy SFCRB
Plasma rifle, yellow star 10 16,800 2d10 E & F 40 ft. Burn 1d8 40 charges 4 2 Line, unwieldy SFCRB
Plasma caster, white star 13 49,100 3d10 E & F 80 ft. Burn 1d10 100 charges 5 2 Boost 1d10 SFCRB
Plasma rifle, white star 15 126,600 4d10 E & F 60 ft. Burn 2d8 40 charges 4 2 Line, unwieldy SFCRB
Plasma caster, blue star 17 275,000 5d10 E & F 80 ft. Burn 2d10 200 charges 10 2 Boost 2d10 SFCRB
Plasma rifle, blue star 20 935,000 8d10 E & F 100 ft. Burn 4d8 100 charges 10 2 Line, unwieldy SFCRB
Projectile
Needler Rifle, tactical 1 200 1d6 P 70 ft. Injection DC +2 14 darts 1 1 Analog, injection SCOM
Needler Rifle, advanced 5 3,000 1d8 P 70 ft. Injection DC +2 14 darts 1 1 Analog, injection SCOM
Needler Rifle, elite 10 18,000 4d6 P 70 ft. Injection DC +2 14 darts 1 1 Analog, injection SCOM
Needler Rifle, paragon 15 110,000 8d6 P 70 ft. Injection DC +2 14 darts 1 1 Analog, injection SCOM
Needler Rifle, supreme 20 850,000 16d6 P 70 ft. Injection DC +2 14 darts 1 1 Analog, injection SCOM
Caustoject, eradicator 18 242,300 6d8 A 30 ft. Injection DC +2 20 charges 2 L Injection SCOM
Glove needler, paragon 20 765,000 6d12 A Reach Injection DC +2 1 round 1 Conceal, injection, punch gun SCOM
Hunting rifle 1 240 1d8 P 90 ft. 6 rounds 1 1 Analog SFCRB
Scattergun, utility 1 235 1d4 P 15 ft. 4 shells 1 1 Analog, blast SFCRB
Acid dart rifle, Tactical 2 485 1d8 A & P 80 ft. Corrode 1d4 10 darts 1 Analog SFCRB
Autotarget rifle 2 755 1d6 P 60 ft. 10 rounds 1 2 Analog, automatic SFCRB
Crossbolter, Tactical 2 475 1d10 P 70 ft. 1 arrow 1 2 Unwieldy SFCRB
Kalo shredder, slipstream-class 3 1,610 1d6 S 30 ft. Bleed 1d4 8 flechettes 1 1 Analog, automatic, underwater SFCRB
Acid dart rifle, dual 7 6,900 2d8 A & P 90 ft. Corrode 2d4 24 darts 2 1 Analog SFCRB
Kalo shredder, cascade-class 7 6,630 2d6 S 40 ft. Bleed 1d6 18 flechettes 1 1 Analog, automatic, underwater SFCRB
Seeker rifle, tactical 7 6,030 2d8 P 100 ft. 8 rounds 1 1 Analog SFCRB
Crossbolter, dual 8 8,250 2d10 P 70 ft. 4 arrows 2 2 Unwieldy SFCRB
Scattergun, snub 8 8,300 1d12 P 15 ft. 8 shells 1 1 Analog, blast SFCRB
Magnetar rifle, tactical 9 11,800 2d8 P 60 ft. 18 rounds 1 2 Analog, automatic SFCRB
Combat rifle 10 16,500 3d8 P 90 ft. 12 rounds 1 1 Analog SFCRB
Kalo shredder, torrent-class 11 26,700 4d6 S 40 ft Bleed 3d4 24 flechettes 1 1 Analog, automatic, underwater SFCRB
Acid dart rifle, complex 12 39,200 4d8 A & P 90 ft. Corrode 4d4 48 darts 4 2 Analog SFCRB
Scattergun, impact 12 30,400 2d12 P 15 ft. 12 shells 1 2 Analog, blast SFCRB
Gyrojet rifle, Tactical 13 54,000 3d12 B 100 ft. Knockdown 12 mini-rockets 1 2 Analog SFCRB
Magnetar rifle, advanced 13 53,700 4d8 P 60 ft. 24 rounds 1 2 Analog, automatic SFCRB
Kalo shredder, deluge-class 14 74,300 6d6 S 60 ft Bleed 4d4 36 flechettes 1 1 Analog, automatic, underwater SFCRB
Seeker rifle, advanced 14 72,300 6d8 P 100 ft. 18 rounds 1 1 Analog SFCRB
Gyrojet rifle, advanced 15 122,800 5d12 B 120 ft. Knockdown 12 mini-rockets 1 2 Analog SFCRB
Scattergun, vortex 15 91,900 3d12 P 30 ft. 12 shells 1 2 Analog, blast SFCRB
Magnetar rifle, elite 16 185,100 6d8 P 120 ft. 36 rounds 1 2 Analog, automatic SFCRB
Gyrojet rifle, elite 17 245,600 6d12 B 120 ft. Knockdown 12 mini-rockets 1 2 Analog SFCRB
Kalo shredder, monsoon-class 17 784,000 12d6 S 60 ft Bleed 4d6 48 flechettes 1 1 Analog, automatic, underwater SFCRB
Seeker rifle, elite 17 242,500 9d8 P 100 ft. 18 rounds 1 1 Analog SFCRB
Scattergun, grapeshot 18 331,000 4d12 P 30 ft. 12 shells 1 2 Analog, blast SFCRB
Magnetar rifle, paragon 19 612,600 8d8 P 120 ft. 48 rounds 1 2 Analog, automatic SFCRB
Gyrojet rifle, paragon 20 723,500 8d12 B 120 ft. Knockdown 12 mini-rockets 1 2 Analog SFCRB
Seeker rifle, paragon 20 809,200 12d8 P 100 ft. 24 rounds 1 1 Analog SFCRB
Shock
Pulsecaster rifle 1 100 1d6 E 50 ft. 40 charges 2 1 Nonlethal SFCRB
Arc emitter, Tactical 2 750 1d4 E 15 ft. 20 charges 4 1 Blast, stun, unwieldy SFCRB
Arc rifle, static 6 4,200 1d12 E 70 ft. Arc 1d6 40 charges 1 2 Stun SFCRB
Arc emitter, advanced 9 13,200 2d4 E 30 ft. 40 charges 10 1 Blast, stun, unwieldy SFCRB
Arc rifle, aurora 11 24,500 2d12 E 70 ft. Arc 2d6 40 charges 1 2 Stun SFCRB
Arc rifle, storm 16 190,300 4d12 E 80 ft. Arc 4d6 80 charges 2 2 Stun SFCRB
Arc rifle, tempest 19 622,000 6d12 E 80 ft. Arc 6d6 100 charges 2 2 Stun SFCRB
Sonic
Sonic Rifle, thunderstrike 5 3,400 1d10 So 50 ft. Deafen 40 charges 2 1 SFCRB
Streetsweeper, thunderstrike 7 7,150 1d10 So 50 ft. Knockdown 40 charges 5 2 Boost 1d6 SFCRB
Sonic Rifle, LFD 10 17,000 2d10 So 50 ft. Deafen 40 charges 2 2 SFCRB
Streetsweeper, LFD 12 39,300 3d10 So 50 ft. Knockdown 40 charges 5 2 Boost 1d8 SFCRB
Sonic Rifle, HFD 14 80,200 4d10 So 50 ft. Deafen 80 charges 4 2 SFCRB
Streetsweeper, HFD 16 195,000 5d10 So 50 ft. Knockdown 40 charges 5 2 Boost 1d10 SFCRB
Sonic Rifle, banshee 18 364,500 6d10 So 50 ft. Deafen 100 charges 5 2 SFCRB
Uncategorized
Needler Rifle 1 110 1d6 P 60 ft. Injection DC +2 12 darts 1 1 Analog, injection SFCRB
Table: Heavy Weapons
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special Source
Cryo
Zero cannon, Tactical 11 23,000 3d8 C 60 ft. Staggered 80 charges 4 2 Line, unwieldy SFCRB
Zero cannon, advanced 14 81,400 5d8 C 60 ft. Staggered 100 charges 5 2 Line, unwieldy SFCRB
Zero cannon, elite 18 412,800 8d8 C 80 ft. Staggered 100 charges 5 2 Line, unwieldy SFCRB
Flame
Flamethrower, ifrit-class 2 780 1d6 F 15 ft. Burn 1d6 20 petrol 4 2 Analog, blast, unwieldy SFCRB
Flamethrower, salamander-class 8 8,600 2d6 F 30 ft. Burn 2d6 20 petrol 5 2 Analog, blast, unwieldy SFCRB
Flamethrower, hellhound-class 12 35,100 4d6 F 30 ft. Burn 4d6 40 petrol 8 2 Analog, blast, unwieldy SFCRB
Flamethrower, firedrake-class 15 128,000 6d6 F 30 ft. Burn 6d6 40 petrol 10 2 Analog, blast, unwieldy SFCRB
Flamethrower, phoenix-class 18 367,500 9d6 F 30 ft. Burn 9d6 40 petrol 10 2 Analog, blast, unwieldy SFCRB
Laser
Artillery laser, azimuth 1 425 1d10 F 120 ft. Burn 1d6 20 charges 2 3 Penetrating SFCRB
Artillery laser, corona 6 4,650 2d8 F 120 ft. Burn 1d6 40 charges 4 3 Penetrating SFCRB
Artillery laser, aphelion 9 14,300 3d8 F 120 ft. Burn 1d6 40 charges 4 3 Penetrating SFCRB
Autobeam artillery, tactical 10 19,400 2d8 F 120 ft. Burn 1d8 40 charges 1 2 Automatic SFCRB
Artillery laser, perihelion 13 53,800 4d8 F 130 ft. Burn 2d6 100 charges 5 3 Penetrating SFCRB
Autobeam artillery, advanced 16 145,700 4d8 F 120 ft. Burn 2d8 40 charges 1 2 Automatic SFCRB
Artillery laser, parallax 17 248,000 7d8 F 150 ft. Burn 4d6 100 charges 5 3 Penetrating SFCRB
Autobeam artillery, elite 19 543,300 6d8 F 120 ft. Burn 2d10 40 charges 1 2 Automatic SFCRB
Artillery laser, zenith 20 722,000 9d8 F 150 ft. Burn 5d6 100 charges 5 3 Penetrating SFCRB
Plasma
Starheart cannon, red star 3 1,300 1d6 E & F 100 ft. Blind 40 charges 5 2 Bright, explode (5 ft.), unwieldy SFCRB
Plasma cannon, red star 8 8,650 2d10 E & F 100 ft. Blind 100 charges 5 2 Explode (5 ft.), unwieldy SFCRB
Starheart cannon, yellow star 8 9,050 3d6 E & F 100 ft. Blind 40 charges 5 2 Bright, explode (10 ft.), unwieldy SFCRB
Starheart cannon, white star 13 48,100 2d10 E & F 100 ft. Blind 100 charges 5 2 Bright, explode (10 ft.), unwieldy SFCRB
Plasma cannon, yellow star 14 62,800 4d10 E & F 100 ft. Burn 2d8 100 charges 5 2 Explode (5 ft.), unwieldy SFCRB
Plasma cannon, white star 16 189,200 6d10 E & F 100 ft. Burn 3d8 100 charges 5 2 Explode (5 ft.), unwieldy SFCRB
Starheart cannon, blue star 18 360,000 9d6 E & F 100 ft. Blind 100 charges 10 2 Bright, explode (15 ft.), unwieldy SFCRB
Plasma cannon, blue star 20 950,000 8d10 E & F 100 ft. Burn 4d8 100 charges 10 2 Explode (10 ft.), unwieldy SFCRB
Projectile
Reaction cannon, light 1 250 1d10 P 90 ft. 6 rounds 1 3 Penetrating SFCRB
Machine gun, squad 4 2,060 1d10 P 60 ft. 40 rounds 2 2 Analog, automatic SFCRB
X-Gen gun, Tactical 6 4,240 1d12 P 120 ft. 80 rounds 2 2 Automatic SFCRB
Reaction cannon, Tactical 7 6,100 2d10 P 90 ft. 6 rounds 1 3 Penetrating SFCRB
Machine gun, light 8 8,600 2d10 P 60 ft. 60 rounds 2 2 Analog, automatic SFCRB
X-Gen gun, advanced 9 13,100 2d12 P 120 ft. 100 rounds 2 2 Automatic SFCRB
Reaction cannon, heavy 10 16,750 3d10 P 100 ft. 6 rounds 1 3 Penetrating SFCRB
Stellar cannon, light 10 19,200 2d12 P 30 ft. Wound 18 shells 6 2 Blast SFCRB
Crossbolter, advanced 11 21,900 4d10 P 70 ft. 12 arrows 4 2 Unwieldy SFCRB
Machine gun, medium 11 23,100 3d10 P 60 ft. 60 rounds 2 2 Analog, automatic SFCRB
X-Gen gun, elite 13 53,700 4d12 P 120 ft. 100 rounds 2 2 Automatic SFCRB
Crossbolter, elite 14 71,400 6d10 P 60 ft. 30 arrows 6 2 Unwieldy SFCRB
Reaction cannon, advanced 14 73,000 6d10 P 100 ft. 6 rounds 1 3 Penetrating SFCRB
Stellar cannon, heavy 15 122,800 4d12 P 30 ft. Wound 32 shells 8 2 Blast SFCRB
Machine gun, heavy 17 220,300 7d10 P 120 ft. 100 rounds 4 2 Analog, automatic SFCRB
Reaction cannon, elite 17 244,000 8d10 P 100 ft. 6 rounds 1 3 Penetrating SFCRB
Crossbolter, paragon 18 327,200 10d10 P 60 ft. 40 arrows 8 2 Unwieldy SFCRB
Reaction cannon, paragon 20 810,000 12d10 P 100 ft. 6 rounds 1 3 Penetrating SFCRB
X-Gen gun, paragon 20 826,000 9d12 P 120 ft. 100 rounds 2 2 Automatic SFCRB
Shock
Anacite ion cannon, static 3 1,550 1d10 E 20 ft. Staggered 20 charges 2 2 Line, lockdown, unwieldy SFCRB
Shock caster, static 6 4,620 1d12 E 40 ft. 40 charges 2 2 Explode (10 ft.), unwieldy SFCRB
Anacite ion cannon, aurora 8 10,900 2d10 E 45 ft. Staggered 40 charges 4 2 Line, lockdown, unwieldy SFCRB
Shock caster, aurora 10 19,100 2d12 E 40 ft. 40 charges 4 2 Explode (15 ft.), unwieldy SFCRB
Anacite ion cannon, storm 13 52,900 4d10 E 75 ft. Staggered 80 charges 5 2 Line, lockdown, unwieldy SFCRB
Shock caster, storm 16 164,800 5d12 E 40 ft. 100 charges 10 2 Explode (20 ft.), unwieldy SFCRB
Anacite ion cannon, tempest 18 441,000 6d10 E 100 ft. Staggered 100 charges 10 2 Line, lockdown, unwieldy SFCRB
Shock caster, tempest 20 735,000 7d12 E 40 ft. 100 charges 10 2 Explode (20 ft.), unwieldy SFCRB
Sonic
Screamer, thunderstrike 5 3,350 1d10 So 30 ft. Deafen 40 charges 4 2 Blast, unwieldy SFCRB
Screamer, LFD 9 14,000 2d10 So 60 ft. Deafen 80 charges 8 2 Blast, unwieldy SFCRB
Screamer, HFD 15 107,500 4d10 So 60 ft. Deafen 100 charges 10 2 Blast, unwieldy SFCRB
Uncategorized
NIL Grenade Launcher, merc 1 280 By grenade 60 ft. 6 grenades 1 2 Analog SFCRB
NIL Grenade Launcher, squad 8 9,400 By grenade 70 ft. 12 grenades 1 3 Analog SFCRB
IMDS Missile Launcher 10 18,200 80 ft. 1 missile 1 2 SFCRB
Table: Sniper Weapons
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special Source
Projectile
Shobhad horizon striker, tactical 1 440 2d4 P 100 ft. 2 rounds 1 2 Analog, sniper (500 ft.), unwieldy SFCRB
Shirren-eye rifle, tactical 2 755 1d10 P 70 ft. 1 round 1 1 Analog, sniper (250 ft.), unwieldy SFCRB
Shobhad horizon striker, advanced 6 4,750 3d4 P 120 ft. 2 rounds 1 2 Analog, sniper (1,000 ft.), unwieldy SFCRB
Shirren-eye rifle, advanced 8 9,350 2d10 P 70 ft. 4 rounds 1 2 Analog, sniper (500 ft.), unwieldy SFCRB
Shobhad horizon striker, elite 11 27,300 6d4 P 140 ft. 2 rounds 1 2 Analog, sniper (1,250 ft.), unwieldy SFCRB
Shirren-eye rifle, elite 13 54,000 4d10 P 80 ft. 6 rounds 1 2 Analog, sniper (750 ft.), unwieldy SFCRB
Shirren-eye rifle, paragon 16 147,200 6d10 P 80 ft. 6 rounds 1 1 Analog, sniper (1,000 ft.), unwieldy SFCRB
Shobhad horizon striker, paragon 16 185,000 8d8 P 160 ft. 2 rounds 1 2 Analog, sniper (1,500 ft.), unwieldy SFCRB
Shirren-eye rifle, warpshot 20 740,800 10d10 P 80 ft. 4 rounds 1 1 Analog, sniper (1,000 ft.), unwieldy SFCRB
Table: Grenades
Grenade Type Level Price Range Capacity Bulk Special Source
Grenade, cryo I 6 1,220 20 ft. Drawn L Explode (1d8 C, staggered, 10 ft.) SFCRB
Grenade, cryo II 10 5,000 20 ft. Drawn L Explode (2d8 C, staggered, 15 ft.) SFCRB
Grenade, cryo III 14 21,100 20 ft. Drawn L Explode (4d8 C, staggered, 20 ft.) SFCRB
Grenade, cryo IV 18 108,500 20 ft. Drawn L Explode (6d8 C, staggered, 20 ft.) SFCRB
Grenade, decoupler I 2 200 20 ft. Drawn L Explode (5 ft., nanite cloud 1 minute, corrode 1) SFAA3
Grenade, decoupler II 6 700 20 ft. Drawn L Explode (10 ft., nanite cloud 1 minute, corrode 1d4) SFAA3
Grenade, decoupler III 10 3,000 20 ft. Drawn L Explode (10 ft., nanite cloud 1 minute, corrode 2d4) SFAA3
Grenade, decoupler IV 14 12,000 20 ft. Drawn L Explode (15 ft., nanite cloud 1 minute, corrode 4d4) SFAA3
Grenade, decoupler V 18 65,000 20 ft. Drawn L Explode (15 ft., nanite cloud 1 minute, corrode 4d6) SFAA3
Grenade, flash I 2 275 20 ft. Drawn L Explode (blinded 1d4 rounds, 5 ft.) SFCRB
Grenade, flash II 6 1,350 20 ft. Drawn L Explode (blinded 1d4 rounds, 10 ft.) SFCRB
Grenade, flash III 12 10,400 20 ft. Drawn L Explode (blinded 1d6 rounds, 15 ft.) SFCRB
Grenade, flash IV 16 53,000 20 ft. Drawn L Explode (blinded 1d8 rounds, 20 ft.) SFCRB
Grenade, frag I 1 35 20 ft. Drawn L Explode (1d6 P, 15 ft.) SFCRB
Grenade, frag II 4 700 20 ft. Drawn L Explode (2d6 P, 15 ft.) SFCRB
Grenade, frag III 8 2,560 20 ft. Drawn L Explode (4d6 P, 15 ft.) SFCRB
Grenade, frag IV 10 5,750 20 ft. Drawn L Explode (6d6 P, 15 ft.) SFCRB
Grenade, frag V 14 18,750 20 ft. Drawn L Explode (10d6 P, 15 ft.) SFCRB
Grenade, frag VI 16 44,600 20 ft. Drawn L Explode (12d6 P, 15 ft.) SFCRB
Grenade, frag VII 18 96,900 20 ft. Drawn L Explode (16d6 P, 15 ft.) SFCRB
Grenade, frag VIII 20 216,000 20 ft. Drawn L Explode (20d6 P, 15 ft.) SFCRB
Grenade, incendiary I 2 375 20 ft. Drawn L Explode (1d6 F, 1d4 burn, 5 ft.) SFCRB
Grenade, incendiary II 6 1,040 20 ft. Drawn L Explode (2d6 F, 1d6 burn, 10 ft.) SFCRB
Grenade, incendiary III 8 2,800 20 ft. Drawn L Explode (3d6 F, 1d6 burn, 10 ft.) SFCRB
Grenade, incendiary IV 12 9,380 20 ft. Drawn L Explode (5d6 F, 3d6 burn, 15 ft.) SFCRB
Grenade, incendiary V 16 44,000 20 ft. Drawn L Explode (10d6 F, 5d6 burn, 15 ft.) SFCRB
Grenade, incendiary VI 18 108,800 20 ft. Drawn L Explode (12d6 F, 6d6 burn, 15 ft.) SFCRB
Grenade, pheromone, mk 1 4 325 20 ft. Drawn L Explode (10 ft.; see text) SFAA3
Grenade, pheromone, mk 2 8 1,400 20 ft. Drawn L Explode (15 ft.; see text) SFAA3
Grenade, pheromone, mk 3 12 5,300 20 ft. Drawn L Explode (20 ft.; see text) SFAA3
Grenade, pheromone, mk 4 16 26,000 20 ft. Drawn L Explode (25 ft.; see text) SFAA3
Grenade, screamer I 4 725 20 ft. Drawn L Explode (1d10 So, deafened 1d4 minutes, 15 ft.) SFCRB
Grenade, screamer II 8 2,720 20 ft. Drawn L Explode (2d10 So, deafened 1d4 minutes, 20 ft.) SFCRB
Grenade, screamer III 12 11,300 20 ft. Drawn L Explode (4d10 So, deafened 1d4 minutes, 25 ft.) SFCRB
Grenade, screamer IV 16 43,500 20 ft. Drawn L Explode (7d10 So, deafened 1d4 minutes, 30 ft.) SFCRB
Grenade, shock I 1 130 20 ft. Drawn L Explode (1d8 E, 15 ft.) SFCRB
Grenade, shock II 4 650 20 ft. Drawn L Explode (1d12 E, 15 ft.) SFCRB
Grenade, shock III 10 5,380 20 ft. Drawn L Explode (3d12 E, 15 ft.) SFCRB
Grenade, shock IV 14 23,600 20 ft. Drawn L Explode (6d12 E, 15 ft.) SFCRB
Grenade, shock V 20 110,000 20 ft. Drawn L Explode (9d12 E, 15 ft.) SFCRB
Grenade, smoke 1 40 20 ft. Drawn L Explode (smoke cloud 1 minute, 20 ft.) SFCRB
Grenade, stickybomb I 1 170 20 ft. Drawn L Explode (entangled 2d4 rounds, 10 ft.) SFCRB
Grenade, stickybomb II 4 675 20 ft. Drawn L Explode (entangled 2d4 rounds, 15 ft.) SFCRB
Grenade, stickybomb III 10 5,410 20 ft. Drawn L Explode (entangled 2d4 rounds, 20 ft.) SFCRB
Table: Special Weapons
One-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special Source
Uncategorized
Carbonedge Shuriken (10) 1 85 1d4 P 10 ft. bleed 1d4 Drawn Quick reload, thrown SFCRB
Nyfiber Net 2 460 10 ft. Drawn 1   SFCRB
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special Source
Uncategorized
Bow 1 255 1d6 P 60 ft. Drawn 1 1 Quick reload SFCRB
Table: Ammunition
Standard Ammunition Level Price Charges/cartridges Bulk Special Source
Special Ammunition Level Price Charges/cartridges Bulk Special Source
Arrows 1 50 20 L SFCRB
Battery 1 60 20 SFCRB
Battery, high-capacity 4 330 40 SFCRB
Battery, super-capacity 4 390 80 SFCRB
Battery, ultra-capacity 5 445 100 L SFCRB
Darts 1 20 25 L SFCRB
Flare 1 5 1 SFCRB
Flechettes 1 75 25 L SFCRB
Mini-rockets 4 300 10 L SFCRB
Petrol Tank, standard 1 60 20 1 SFCRB
Petrol Tank, high-capacity 3 280 40 2 SFCRB
Rounds, small arm 1 40 30 L SFCRB
Rounds, longarm and sniper 1 75 25 L SFCRB
Rounds, heavy 2 90 20 L SFCRB
Scattergun shells 1 55 25 L SFCRB
Grenade arrow I 6 875 1 As any 1st-level grenade SFCRB
Grenade Arrow II 10 5,450 1 As any 5th- or lower-level grenade SFCRB
Grenade Arrow III 15 32,050 1 As any 10th- or lower-level grenade SFCRB
Grenade Arrow IV 20 245,000 1 As any 15th- or lower-level grenade SFCRB
Tactical missile 10 5,700 1 1 Explode 6d8 B & P (30 ft.) SFCRB
Advanced missile 13 14,600 1 1 13d8 B & F SFCRB
Table: Solarian Weapon Crystals
Solarian Weapon Crystals Level Price Damage Critical Bulk Special Source
Tauon crystal, least 1 235 +1 E Staggered Stun SFCRB
Tauon crystal, minor 4 1,850 +1d3 E Staggered Stun SFCRB
Graviton crystal, least 5 2,900 +1d3 Knockdown SFCRB
Photon crystal, least 5 2,950 +1d3 F Burn 1d6 SFCRB
W-boson crystal, least 5 3,050 +1d4 Bleed 1d6 SFCRB
Gluon crystal, least 6 3,900 +1d4 Wound SFCRB
Tauon crystal, minor 7 6,000 +1d4 E Staggered Stun SFCRB
Graviton crystal, minor 8 9,200 +1d6 Knockdown SFCRB
Photon crystal, minor 8 9,300 +1d6 F Burn 1d6 SFCRB
W-boson crystal, minor 8 9,800 +1d6 Bleed 2d6 SFCRB
Gluon crystal, minor 9 11,500 +1d6 Severe wound SFCRB
Tauon crystal, standard 10 17,500 +2d4 E Staggered Stun SFCRB
Graviton crystal, lesser 11 24,000 +2d6 Knockdown SFCRB
Photon crystal, lesser 11 25,100 +2d6 F Burn 1d6 SFCRB
W-boson crystal, lesser 11 26,200 +2d6 Bleed 2d6 SFCRB
Gluon crystal, lesser 12 30,800 +2d6 Severe wound SFCRB
Tauon crystal, greater 13 48,400 +3d4 E Staggered Stun SFCRB
Graviton crystal, standard 14 69,800 +3d6 Knockdown SFCRB
Photon crystal, standard 14 71,200 +3d6 F Burn 2d6 SFCRB
W-boson crystal, standard 14 81,300 +3d6 Bleed 3d6 SFCRB
Gluon crystal, standard 15 94,200 +3d6 Severe wound SFCRB
Tauon crystal, true 16 161,000 +3d8 E Staggered Stun SFCRB
Graviton crystal, greater 17 251,000 +4d6 Knockdown SFCRB
Photon crystal, greater 17 246,200 +4d6F Burn 3d6 SFCRB
W-boson crystal, greater 17 274,100 +4d6 Bleed 4d6 SFCRB
Gluon crystal, greater 18 330,300 +4d6 Severe wound SFCRB
Gluon crystal, true 20 916,200 +6d6 Severe wound SFCRB
Graviton crystal, true 20 727,100 +6d6 Knockdown SFCRB
Photon crystal, true 20 729,500 +6d6 F Burn 5d6 SFCRB
W-boson crystal, true 20 806,000 +6d6 Bleed 6d6 SFCRB

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.

Weapon Sizes

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.

Ammunition

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.

Cartridges

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.

Charges

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.

Missiles

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.

Improvised Weapons

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.

Weapon Damage

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).

Energy Damage

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.

Kinetic Damage

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.

Weapon Types

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.

Basic Melee

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.

Advanced Melee

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

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

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

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

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

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).