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Weapons

Contents

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.

Weapons

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).

Table 7–1: Basic Melee Weapons
One-Handed Weapons
Weapon Level Price Damage Critical Bulk Special
Uncategorized
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
Dueling sword, Tactical 2 475 1d6 S L Analog
Knife, Tactical 7 6,000 2d4 S 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)
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)
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
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)
Two-Handed Weapons
Weapon Level Price Damage Critical Bulk Special
Uncategorized
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.)
One-Handed Weapons
Weapon Level Price Damage Critical Bulk Special
Flame
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
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
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
Sonic
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)
Uncategorized
Hammer, assault 1 95 1d6 B 1 Analog
Longsword 1 375 1d8 S 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
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)
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
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
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
Two-Handed Weapons
Weapon Level Price Damage Critical Bulk Special
Cryo
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
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
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)
Uncategorized
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
Table 7–3: Small Arms
One-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Cryo 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
Flame
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
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
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
Projectile
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
Shock
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
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
Uncategorized
Needler pistol 1 105 1d4 P 30 ft. Injection DC +2 6 darts 1 L Analog, injection
Table 7–4: Longarms
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Cryo
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
Flame rifle 2 490 1d6 F 25 ft. Burn 1d6 20 petrol 5 1 Line, unwieldy
Laser
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
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
Projectile
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 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
Acid dart rifle, dual 7 6,900 2d8 A & P 90 ft. Corrode 2d4 24 darts 2 1 Analog
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
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
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
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
Shock
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
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
Uncategorized
Needler rifle 1 110 1d6 P 60 ft. Injection DC +2 12 darts 1 1 Analog, injection
Table 7–5: Heavy Weapons
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Cryo
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
Flame
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
Laser
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
Plasma
Plasma cannon, red star 8 8,650 2d10 E & F 100 ft. Burn 1d8 40 charges 5 2 Explode (5 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
Plasma cannon, blue star 20 950,000 8d10 E & F 100 ft. Burn 4d8 100 charges 10 2 Explode (10 ft.), unwieldy
Projectile
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
Shock
Shock caster, static 6 4,620 1d12 E 40 ft. 40 charges 2 2 Explode (10 ft.), unwieldy
Shock caster, aurora 10 19,100 2d12 E 40 ft. 40 charges 4 2 Explode (15 ft.), unwieldy
Shock caster, storm 16 164,800 5d12 E 40 ft. 100 charges 10 2 Explode (20 ft.), unwieldy
Shock caster, tempest 20 735,000 7d12 E 40 ft. 100 charges 10 2 Explode (20 ft.), unwieldy
Sonic
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
Uncategorized
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
Table 7–6: Sniper Weapons
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Projectile
Shirren-eye rifle, Tactical 2 755 1d10 P 70 ft. 1 round 1 1 Analog, sniper (250 ft.), unwieldy
Shirren-eye rifle, advanced 8 9,350 2d10 P 70 ft. 4 rounds 1 2 Analog, sniper (500 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
Shirren-eye rifle, warpshot 20 740,800 10d10 P 80 ft. 4 rounds 1 1 Analog, sniper (1,000 ft.), unwieldy
Table 7–7: Grenades
Grenade Type Level Price Range Capacity Bulk Special
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.)
Table 7–8: Special Weapons
One-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Uncategorized
Carbonedge shuriken (10) 1 85 1d4 P 10 ft. bleed 1d4 Drawn Quick reload, thrown
Nyfiber net 2 460 10 ft. Drawn 1  
Two-Handed Weapons
Weapon Level Price Damage Range Critical Capacity Usage Bulk Special
Uncategorized
Bow 1 255 1d6 P 60 ft. Drawn 1 1 Quick reload
Table 7–9: Ammunition
Standard Ammunition Level Price Charges/cartridges Bulk Special
Arrows 1 50 20 L
Battery 1 60 20
Battery, high-capacity 4 330 40
Battery, super-capacity 4 390 80
Battery, ultra-capacity 5 445 100 L
Darts 1 20 25 L
Flare 1 5 1
Mini-rockets 4 300 10 L
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
Rounds, heavy 2 90 20 L
Scattergun shells 1 55 25 L
Special Ammunition Level Price Charges/cartridges Bulk Special
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
Table 7–10: Solarian Weapon Crystals
Solarian Weapon Crystals Level Price Damage Critical Bulk
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
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
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
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
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

Weapon Special Properties

Some weapons possess inherent special properties. A weapon’s special properties are listed in the Special column entry in its corresponding weapons table. Details of these special weapon properties appear below.

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common.

Archaic

This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor. Archaic weapons are made of primitive materials such as wood or common steel.

Automatic

In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic Mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic Mode.

When you make a full attack with a weapon in automatic Mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic Mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.

For example, if you were using a Tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.

If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic Mode take the same penalties as other full attacks.

Blast

This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.

For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once.

Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.

Block

Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee. When you successfully strike a target with a melee attack using such a weapon, you gain a +1 enhancement bonus to your AC for 1 round against melee attacks from that target.

Boost

You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.

Bright

Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.

Disarm

When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See the entangled condition.

Explode

Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.

Injection

This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance.

Refilling

The weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See rules and prices for drugs, medicinals, and poisons.

Line

This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack).

Nonlethal

This weapon deals nonlethal damage.

Operative

An operative can use the trick attack class feature with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.

Penetrating

A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level.

Powered

A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.

Some weapons that explode or cause critical hit effects allow the target to attempt a saving throw. The DC of such a saving throw is typically equal to 10 + half the weapon’s item level + one of your ability modifiers. Unless stated otherwise, the ability modifier corresponds to the ability score you’d normally use to make an attack with that weapon (Dexterity for a ranged or thrown weapon, and Strength for a melee weapon). Any penalty you would normally take to your weapon attack roll also applies to this DC, including penalties from the weapon’s range increment.

As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon.

Quick Reload

You can reload this weapon as part of the same action as firing it, instead of taking a move action to reload.

Reach

Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares for more information.

Sniper

Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Stun

You can set a weapon with the stun special property to stun Mode (or reset it to normal Mode) as a move action. While in stun Mode, all the weapon’s attacks are nonlethal.

Thrown

Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property. You apply your Strength modifier to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again.

Trip

When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

Critical Hit Effects

If your attack roll is a natural 20 and your attack total is equal to or greater than your target’s AC, your attack is a critical hit. A critical hit means that you roll your damage twice (adding to each roll all your usual bonuses, including any additional damage from special abilities) and then add the rolls together to determine the damage dealt.

Arc

The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.

Bleed

The target gains the bleeding condition.

Burn

The target gains the burning condition.

Corrode

The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.

Deafen

The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.

Injection DC +2

If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.

Knockdown

The target is knocked prone.

Severe Wound

Roll twice on Table 7–11: Wounding Weapons and choose your desired result. The target can still attempt any associated save.

Staggered

the target must succeed at a Fortitude save or be staggered for 1 round.

Stunned

The target is stunned for 1 round.

Wound

Roll on Table 7–11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.

Table 7–11: Wounding Weapons
d20 Location Save Effect
1–10 General Bleed 1d6
11–13 Eye (sensory) Ref Lost eye, –2 Perception
14–15 Leg (mobility) Fort Severed limb, –10 land speed
16–17 Arm (manipulation) Ref Severed limb, lose a hand
18–19 Vital organ Fort 1d4 Con damage
20 Brain Fort Stunned 1 round

Weapon Descriptions

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

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

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.

Flame Pistol

A flame pistol shoots a line of ignited petrol from its barrel.

Flame Rifle

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

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.

Smoke Grenade

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

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 Weapons

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.

Incapacitator

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.

Peacemaker

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.

Plasma Weapons

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.

Projectile Weapons

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.

Autotarget Rifle

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.

Combat Rifle

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.

Hunting Rifle

This basic rifle is used mainly for personal defense and hunting. More advanced rifles have military uses.

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.

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

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.

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.

Pulsecaster Pistol

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.

Pulsecaster Rifle

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.

Sonic Weapons

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.

Uncategorized Weapons

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.

Bow

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.

Carbonedge Shuriken

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.

Club

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.

Red Star Plasma Doshko

Type: Advanced melee (two-handed)

Category: Plasma

Damage: 1d10 E & F

Critical: Severe Wound

Fangblade

Type: Advanced melee (one-handed)

Category: —

Damage: 1d12 s

Critical: Bleed 1d8

Static Shock Truncheon

Type: Advanced melee (one-handed)

Category: Shock

Damage: 1d12 E

Critical: Arc 1d4

Tactical Plasma Sword

Type: Advanced melee (one-handed)

Category: Plasma

Damage: 2d8 E & F

Critical: Severe Wound

Yellow Star Plasma Sword

Type: Advanced melee (one-handed)

Category: Plasma

Damage: 5d8 E & F

Critical: Severe Wound

Tactical Starfire Sword

Type: Advanced melee (one-handed)

Category: Flame

Damage: 2d4 F

Critical: Burn 1d8

Molecular Rift Longsword

Type: Advanced melee (one-handed)

Category: —

Damage: 10d8 s

Critical: —

Grindblade

Type: Advanced melee (one-handed)

Category: —

Damage: 4d10 s

Critical: Bleed 2d8

Wrack Devastation Blade

Type: Advanced melee (two-handed)

Category: —

Damage: 2d8 s

Critical: —

Molecular Rift Dueling Sword

Type: Basic melee (one-handed)

Category: —

Damage: 10d6 s

Critical: —

Tactical Dueling Sword

Type: Basic melee (one-handed)

Category: —

Damage: 1d6 s

Critical: —

Fangblade

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.

Grindblade

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 Glove

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).

Longsword

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.

Longsword, Sintered

A sintered longsword is made of compacted ceramics, forming a durable and finely edged blade.

Longsword, Ultrathin

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.

Longsword, Zero-Edge

Crafted with quantum technology, the blade of this sword seems blurry due to its exceptionally fine edge.

Monowhip

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.

Needler Pistol

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.

Needler Rifle

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.

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.

Nyfiber Net

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.

Unarmed Strike

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.

Ammunition

Ammunition is sold in multiples, as listed in the individual entries in Table 7–9: Ammunition.

Arrows

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.

Darts

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.

Flare

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.

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.

Mini-Rockets

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.

Scattergun Shells

These cartridges are packed with small metal spheres that scatter when the cartridge explodes.

Special Materials

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.

Table 7–12: Special Materials
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 Alloy

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

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.

Silver

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.

Weapon Fusions

A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered hybrid items, in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon’s core function from operating normally unless the weapon was also independently a magic device. The h y b r i d i zed fusion is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.

Installing and Transferring Fusions

A fusion can be installed in a chosen weapon when it’s purchased or at any point afterward. It’s also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in Mysticism can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price. Characters trained in Engineering or Mysticism can also install fusions, if necessary (for instance, if the PCs find an unused fusion as part of a treasure cache, or in the case of a character who used Mysticism to craft a fusion). In either case, installing or transferring a fusion takes about 10 minutes of uninterrupted tinkering.

Fusion Seals

It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a holy fusion seal that could be applied to any weapon of 10th level or lower would be written holy fusion seal (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can’t be changed.

A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours. A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal. Grenades, ammunition, and other consumable items can benefit from fusion seals, but the fusion seal is destroyed when the item is used.

A fusion seal can take the form of nearly any medallion or symbol, and when affixed to a weapon, it can even alter the aesthetics of that weapon. A thundering fusion seal might cause a weapon to be etched with storm clouds, runes of weather, or possibly even symbols of a god of storms if affixed by a worshiper of such a god. However, these alterations of appearance are not enough to conceal a weapon’s basic function or type (a heavy reaction cannon with a vorpal fusion seal is still clearly a heavy reaction cannon, even if its appearance is altered to feature skulls and symbols of the Devourer). Fusion seals that alter weapons to feature a specific group’s iconography are often used by organizations as a way of unifying the appearance of their members’ weaponry.

Item Level

Each weapon fusion has an item level, and a fusion can’t be placed on a weapon that has a lower level than the fusion’s item level. Once it is attached to a weapon, a weapon fusion uses the weapon’s item level for any of the weapon fusion’s level-based effects.

Multiple Fusions and Multiple Targets

You can place multiple fusions on the same weapon, but only if the weapon’s item level is equal to or greater than the combined total of all the fusions’ item levels. A weapon cannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets.

Price

The price of a weapon fusion depends on the item level of the weapon into which it’s being installed. Installing a fusion into a 7th-level weapon costs more than applying the same fusion into a 6th-level weapon, for instance. You can install a fusion into a grenade, a piece of ammunition, or another consumable item; such a fusion costs half the normal price of a weapon fusion for a weapon of the same level.

Table 7–13: Weapon Fusion Prices
Weapon’s Item Level Fusion Price
1 120
2 360
3 440
4 680
5 720
6 1,040
7 1,560
8 2,300
9 2,600
10 3,580
11 4,880
12 6,920
13 9,760
14 11,700
15 17,800
16 27,000
17 40,500
18 60,300
19 90,000
20 135,000

Weapon Fusion Descriptions

Common weapon fusions are described below.

Anarchic Level 2

The anarchic fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. The anarchic fusion can’t be added to weapons that have the axiomatic fusion.

Anchoring Level 1

A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a Starship or large Vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.

Axiomatic Level 2

The axiomatic fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses DR/lawful and ignores the energy resistance of chaotic dragons and chaotic outsiders. The axiomatic fusion can’t be added to weapons that have the anarchic fusion.

Bane Level 5

The bane fusion enhances the power of critical hits against certain foes. Against a designated foe, the bane weapon gains the stunned critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed.

Blasting Level 2

The blasting fusion allows a weapon to make a single attack as a blast (see the blast weapon special property) once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the blasting fusion.

Bleeding Level 5

The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect. The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.

Burst Level 2

With the burst fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. The weapon gains the arc critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the burst fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a burst fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added.

Called Level 1

A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.

Corrosive Level 9

The corrosive fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the corrosive fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the corrosive fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Deafening Level 3

With the deafening fusion, a weapon releases a blast of low-frequency sonic energy on impact. The weapon gains the deafen critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a deafening fusion.

Defiant Level 1

A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1).

Devastating Level 5

You can apply the devastating fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the devastating fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect).

Dispelling Level 3

A weapon with the dispelling fusion gathers spare wisps of latent magic during combat, which it can then unleash in a Focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy for it to gain this critical hit effect. If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted dispel magic, as the Spell, using the weapon’s item level as the dispel check’s caster level.

Disruptive Level 3

The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.

Durable Level 1

The durable fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. When determining a weapon’s hardness, Hit Points, and saving throws, treat its item level as being 5 higher. For more about calculating these values, see Breaking Objects.

Entangling Level 2

A weapon with the entangling fusion gains the entangle weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an entangle attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the entangle condition. The entangle effect ends after 1d4 rounds if the target has not already escaped it. Only weapons that do bludgeoning, piercing, slashing, or cold damage can benefit from this fusion.

Flaming Level 5

The flaming fusion imbues a weapon with the fiery power of a star. Half the weapon’s damage type is replaced with fire damage. You can activate or deactivate the flaming fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the flaming fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Frost Level 5

The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the frost fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the frost fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Ghost Killer Level 5

Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.

Glamered Level 1

As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute.

Holy Level 2

A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion.

Hybridized Level 1

A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property, and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally.

Illuminating Level 1

The illuminating fusion causes a weapon to gain the bright weapon special property. You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action).

Knockdown Level 6

With the knockdown fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion.

Merciful Level 2

A weapon with the merciful fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the merciful fusion as a swift action.

Ominous Level 1

A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours.

Returning Level 1

You can add this fusion only to a weapon that has the thrown weapon special property. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it.

Seeking Level 3

The seeking fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment).

Shock Level 5

The shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage. You can activate or deactivate the shock fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the shock fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC.

Spellthrower Level 2

A weapon with the Spellthrower fusion is able to have a single Spell gem loaded into it at a time. It takes 1 minute to load a Spell gem, and only gems containing a Spell with a casting time of one standard action or less and a Spell level no greater than one-quarter the weapon’s item level can be loaded into the weapon.

If you are proficient with and wielding the weapon, as a full action you can cast the Spell contained within the Spell gem rather than make a normal attack. This allows you to use the Spell gem as if you were a spellcaster with the Spell on your class’s Spell list.

Unlike the normal rules for using a Spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). However, if the Spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the Spell, you must succeed at an attack roll with the weapon against an AC equal to the Spell gem’s level + 1 or you fail to cast the Spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a Spell from a Spell gem, the Spell is expended harmlessly and the Spell gem is destroyed.

Thundering Level 9

The thundering fusion imbues a weapon with heightened frequency vibrations. Half the weapon’s damage type is replaced with sonic damage. You can activate or deactivate the thundering fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the thundering fusion). You can add this fusion only to a weapon that does not already deal sonic damage. This fusion never causes a weapon that normally target KAC to target EAC.

Trailblazer Level 1

A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage).

Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricane-force winds as if they were strong winds.

See Biomes for more information on environments that impose attack penalties, and see Underwater Combat for rules on attacking submerged targets.

Unholy Level 2

The unholy fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. The unholy fusion can’t be added to weapons that have the holy fusion.

Venomous Level 2

A weapon with the venomous fusion gains the injection weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion.

Vorpal Level 10

With the vorpal fusion, a weapon can tear between the molecules of a creature. The weapon gains the severe wound critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion.

Wounding Level 7

The wounding fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the wound effect.