Starfinder Weapons

TechL: An item’s Tech level.

Price: In gold pieces (gp) or Credit from a Credstick.

Damage: Weapons damage regardless of size.

Type: A=Acid, C=Cold, E=Electricity, F=Fire, So=Sonic, P=Piercing, S=Slashing, B=Bludgeoning

Critical: Critical range / multiplier. If none is given, assume 20/x2.

Bulk: This is the bulk of the item.

Special: Notes about the weapon.

Source: Where it is sourced from for more information.

Weapon special properties are at the end.

Weapon

TechL

Price

Base Damage

Critical

Bulk

Special

Source

Club

0

1d6 B

L

Analog, archaic

SFCRB

Baton, Tactical

1

90

1d4 B

L

Analog, operative

SFCRB

Battleglove, cestus

1

100

1d4 B

L

Analog

SFCRB

Knife, survival

1

95

1d4 S

L

Analog, operative

SFCRB

Sword cane, tactical

1

250

1d4 P

Bleed 1d3

L

Analog, operative

SFCRB

Syringe stick, standard

1

125

1d3 P

L

Conceal, injection, operative

SCOM

Spear, Tactical

1

375

1d6 P

1

Analog, block, thrown (20 ft.)

SFCRB

Staff, battle

1

80

1d4 B

Knockdown

1

Analog, block

SFCRB

Syringe spear, tactical

1

250

1d6 P

Injection DC +2

L

Injection

SCOM

Hammer, assault

1

95

1d6 B

1

Analog

SFCRB

Longsword

1

375

1d8 S

1

Analog

SFCRB

Starknife, Tactical

1

110

1d4 P

L

Analog, thrown (20 ft.)

SFCRB

Taclash, standard

1

240

1d4 S

L

Analog, disarm, nonlethal, reach, trip

SFCRB

Doshko, Tactical

1

240

1d12 P

1

Analog, unwieldy

SFCRB

Caustoject, liquidator

1

225

1d4 A

Injection DC +2

L

Injection

SCOM

Flare gun, survival

1

90

1d3 F

Burn 1d6

L

Analog, bright

SFCRB

Laser pistol, azimuth

1

350

1d4 F

Burn 1d4

L

SFCRB

Semi-Auto pistol, Tactical

1

260

1d6 P

L

Analog

SFCRB

Cestus pistol, tactical

1

250

1d4 P

Conceal, punch gun

SCOM

Needler Pistol, tactical

1

175

1d4 P

Injection DC +2

1

Analog, injection

SCOM

Pulsecaster pistol

1

250

1d4 E

L

Nonlethal

SFCRB

Needler Pistol

1

105

1d4 P

Injection DC +2

L

Analog, injection

SFCRB

Caustolance, liquidator

1

400

1d6 A

Injection DC +2

1

Injection

SCOM

Laser rifle, azimuth

1

425

1d8 F

Burn 1d6

1

SFCRB

Needler Rifle, tactical

1

200

1d6 P

Injection DC +2

1

Analog, injection

SCOM

Hunting rifle

1

240

1d8 P

1

Analog

SFCRB

Scattergun, utility

1

235

1d4 P

1

Analog, blast

SFCRB

Pulsecaster rifle

1

100

1d6 E

1

Nonlethal

SFCRB

Needler Rifle

1

110

1d6 P

Injection DC +2

1

Analog, injection

SFCRB

Artillery laser, azimuth

1

425

1d10 F

Burn 1d6

3

Penetrating

SFCRB

Reaction cannon, light

1

250

1d10 P

3

Penetrating

SFCRB

NIL Grenade Launcher, merc

1

280

By grenade

2

Analog

SFCRB

Shobhad horizon striker, tactical

1

440

2d4 P

2

Analog, sniper (500 ft.), unwieldy

SFCRB

Grenade, frag I

1

35

20 ft.

Drawn

L

Explode (1d6 P, 15 ft.)

SFCRB

Grenade, shock I

1

130

20 ft.

Drawn

L

Explode (1d8 E, 15 ft.)

SFCRB

Grenade, smoke

1

40

20 ft.

Drawn

L

Explode (smoke cloud 1 minute, 20 ft.)

SFCRB

Grenade, stickybomb I

1

170

20 ft.

Drawn

L

Explode (entangled 2d4 rounds, 10 ft.)

SFCRB

Carbonedge Shuriken (10)

1

85

1d4 P

bleed 1d4

Quick reload, thrown

SFCRB

Bow

1

255

1d6 P

1

Quick reload

SFCRB

Dueling Sword, tactical

2

475

1d6 S

L

Analog

SFCRB

Pulse Gauntlet, thunderstrike

2

475

1d6 B & So

Knockdown

1

Powered (capacity 20, usage 1)

SFCRB

Needler estoc, standard

2

175

1d6 P

Injection DC +2

L

Injection

SCOM

Injection Glove

2

490

1d4 P

Injection DC +2

L

Analog, injection

SFCRB

Capture pole, enforcement-class

2

325

1d8 P

Injection DC +2

L

Grapple, injection, reach

SCOM

Flame doshko, ember

2

750

1d8 F

Wound

1

Powered (capacity 20, usage 1)

SFCRB

Pike, Tactical

2

475

1d8 P

2

Analog, reach

SFCRB

Glove needler, tactical

2

560

1d4 A

Injection DC +2

Conceal, injection, punch gun

SCOM

Flame pistol

2

470

1d4 F

Burn 1d4

L

Line, unwieldy

SFCRB

Arc pistol, static

2

750

1d6 E

Arc 2

L

Stun

SFCRB

Flame rifle

2

490

1d6 F

Burn 1d6

1

Line, unwieldy

SFCRB

Acid dart rifle, Tactical

2

485

1d8 A & P

Corrode

1

Analog

SFCRB

Autotarget rifle

2

755

1d6 P

2

Analog, automatic

SFCRB

Crossbolter, Tactical

2

475

1d10 P

2

Unwieldy

SFCRB

Arc emitter, Tactical

2

750

1d4 E

1

Blast, stun, unwieldy

SFCRB

Flamethrower, ifrit-class

2

780

1d6 F

Burn 1d6

2

Analog, blast, unwieldy

SFCRB

Shirren-eye rifle, tactical

2

755

1d10 P

1

Analog, sniper (250 ft.), unwieldy

SFCRB

Grenade, decoupler I

2

200

20 ft.

Drawn

L

Explode (5 ft., nanite cloud 1 minute, corrode 1)

SFAA3

Grenade, flash I

2

275

20 ft.

Drawn

L

Explode (blinded 1d4 rounds, 5 ft.)

SFCRB

Grenade, incendiary I

2

375

20 ft.

Drawn

L

Explode (1d6 F, 1d4 burn, 5 ft.)

SFCRB

Nyfiber Net

2

460

1

 

SFCRB

Nightarch Needler; tactical

3

1,650

1d6 P

Injection DC +2

L

Analog, injection

SFCRB

Kalo shredder, slipstream-class

3

1,610

1d6 S

Bleed 1d4

1

Analog, automatic, underwater

SFCRB

Starheart cannon, red star

3

1,300

1d6 E & F

Blind

2

Bright, explode (5 ft.), unwieldy

SFCRB

Anacite ion cannon, static

3

1,550

1d10 E

Staggered

2

Line, lockdown, unwieldy

SFCRB

Sword cane, advanced

4

2,100

1d4 P

Bleed 1d4

L

Analog, operative

SFCRB

Xenolash, immature

4

2,430

2d4 A&S

Corrode 1d4

1

Analog, disarm, entangle, reach, trip

SFCRB

Curve Blade, carbon steel

4

2,230

1d10 S

Bleed 1d6

2

Analog

SFCRB

Sonic Pistol, thunderstrike

4

2,300

1d8 So

Deafen

L

SFCRB

Zero rifle, frostbite-class

4

2,330

1d8 C

Staggered

1

SFCRB

Machine gun, squad

4

2,060

1d10 P

2

Analog, automatic

SFCRB

Grenade, frag II

4

700

20 ft.

Drawn

L

Explode (2d6 P, 15 ft.)

SFCRB

Grenade, pheromone, mk 1

4

325

20 ft.

Drawn

L

Explode (10 ft.; see text)

SFAA3

Grenade, screamer I

4

725

20 ft.

Drawn

L

Explode (1d10 So, deafened 1d4 minutes, 15 ft.)

SFCRB

Grenade, shock II

4

650

20 ft.

Drawn

L

Explode (1d12 E, 15 ft.)

SFCRB

Grenade, stickybomb II

4

675

20 ft.

Drawn

L

Explode (entangled 2d4 rounds, 15 ft.)

SFCRB

Syringe stick, sharp-pointed

5

2,650

1d4 P

Injection DC +2

L

Conceal, injection, operative

SCOM

Hardlight hand wrap, diffuse

5

3,180

1d6 B

L

Bright, force, powered (capacity 20, usage 2)

SFAA3

Cryopike, Tactical

5

3,360

1d8 C

2

Powered (capacity 40, usage 2), reach

SFCRB

Swoop Hammer, Tactical

5

3,360

1d10 B

Knockdown

2

Analog, reach, unwieldy

SFCRB

Zero pistol, frostbite-class

5

3,060

1d6 C

Staggered

L

SFCRB

Needler Pistol, advanced

5

2,700

1d6 P

Injection DC +2

1

Analog, injection

SCOM

Needler Rifle, advanced

5

3,000

1d8 P

Injection DC +2

1

Analog, injection

SCOM

Sonic Rifle, thunderstrike

5

3,400

1d10 So

Deafen

1

SFCRB

Screamer, thunderstrike

5

3,350

1d10 So

Deafen

2

Blast, unwieldy

SFCRB

Syringe spear, advanced

6

4,250

1d8 P

Injection DC +2

L

Injection

SCOM

Needler estoc, sharp-pointed

6

4,000

1d8 P

Injection DC +2

L

Injection

SCOM

Plasma doshko, red star

6

4,650

1d10 E & F

Severe wound

1

Powered (capacity 20, usage 2)

SFCRB

Caustoject, decimator

6

4,000

1d8 A

Injection DC +2

L

Injection

SCOM

Laser pistol, corona

6

4,270

2d4 F

Burn 1d4

L

SFCRB

Cestus pistol, advanced

6

4,170

1d12 P

Bleed 1d4

Conceal, punch gun

SCOM

Caustolance, decimator

6

4,500

2d6 A

Injection DC +2

1

Injection

SCOM

Laser rifle, corona

6

4,650

2d6 F

Burn 1d6

1

SFCRB

Plasma rifle, red star

6

4,600

1d10 E & F

Burn 1d4

2

Line, unwieldy

SFCRB

Arc rifle, static

6

4,200

1d12 E

Arc 1d6

2

Stun

SFCRB

Artillery laser, corona

6

4,650

2d8 F

Burn 1d6

3

Penetrating

SFCRB

X-Gen gun, Tactical

6

4,240

1d12 P

2

Automatic

SFCRB

Shock caster, static

6

4,620

1d12 E

2

Explode (10 ft.), unwieldy

SFCRB

Shobhad horizon striker, advanced

6

4,750

3d4 P

2

Analog, sniper (1,000 ft.), unwieldy

SFCRB

Grenade, cryo I

6

1,220

20 ft.

Drawn

L

Explode (1d8 C, staggered, 10 ft.)

SFCRB

Grenade, decoupler II

6

700

20 ft.

Drawn

L

Explode (10 ft., nanite cloud 1 minute, corrode 1d4)

SFAA3

Grenade, flash II

6

1,350

20 ft.

Drawn

L

Explode (blinded 1d4 rounds, 10 ft.)

SFCRB

Grenade, incendiary II

6

1,040

20 ft.

Drawn

L

Explode (2d6 F, 1d6 burn, 10 ft.)

SFCRB

Knife, tactical

7

6,000

2d4 S

L

Analog, operative

SFCRB

Sword cane, ultrathin

7

7,000

2d4 P

Bleed 1d3

L

Analog, operative

SFCRB

Staff, carbon

7

6,150

1d8 B

Knockdown

1

Analog, block

SFCRB

Starfire sword, tactical

7

6,120

2d4 F

Burn 1d8

1

Powered (capacity 20, usage 2)

SFCRB

Pulse Gauntlet, LFD

7

7,340

2d6 B & So

Knockdown

1

Powered (capacity 20, usage 1)

SFCRB

Fangblade

7

5,430

1d12 S

Bleed 1d8

1

Powered (capacity 20, usage 1)

SFCRB

Longsword, Sintered

7

8,420

2d8 S

1

Analog

SFCRB

Capture pole, apprehension-class

7

6,600

2d8 P

Injection DC +2

L

Grapple, injection, reach

SCOM

Devastation Blade, wrack

7

5,500

2d8 S

1

Analog

SFCRB

Doshko, advanced

7

5,300

2d12 P

1

Analog, unwieldy

SFCRB

Staff, sentinel

7

6,320

1d10 B

1

Block, powered (capacity 20, usage 1), stun

SFCRB

Glove needler, advanced

7

5,800

1d12 A

Injection DC +2

Conceal, injection, punch gun

SCOM

Plasma pistol, red star

7

7,200

1d8 E & F

Burn 1d8

L

Line, unwieldy

SFCRB

Semi-Auto pistol, advanced

7

5,500

2d6 P

L

Analog

SFCRB

Acid dart rifle, dual

7

6,900

2d8 A & P

Corrode 2d4

1

Analog

SFCRB

Kalo shredder, cascade-class

7

6,630

2d6 S

Bleed 1d6

1

Analog, automatic, underwater

SFCRB

Seeker rifle, tactical

7

6,030

2d8 P

1

Analog

SFCRB

Streetsweeper, thunderstrike

7

7,150

1d10 So

Knockdown

2

Boost 1d6

SFCRB

Reaction cannon, Tactical

7

6,100

2d10 P

3

Penetrating

SFCRB

Dueling Sword, buzzblade

8

9,500

2d6 S

L

Powered (capacity 20, usage 1)

SFCRB

Spear, sentinel

8

10,000

2d6 P

1

Analog, block, thrown (20 ft.)

SFCRB

Shock truncheon, static

8

9,150

1d12 E

Arc 1d4

1

Powered (capacity 20, usage 2), stun

SFCRB

Starknife, sintered

8

9,810

4d4 P

L

Analog, thrown (50 ft.)

SFCRB

Flame doshko, blaze

8

8,500

2d8 F

Wound

1

Powered (capacity 20, usage 1)

SFCRB

Nightarch Needler; advanced

8

6,720

2d6 P

Injection DC +2

L

Analog, injection

SFCRB

Zero rifle, hailstorm-class

8

10,100

2d8 C

Staggered

2

SFCRB

Crossbolter, dual

8

8,250

2d10 P

2

Unwieldy

SFCRB

Scattergun, snub

8

8,300

1d12 P

1

Analog, blast

SFCRB

Flamethrower, salamander-class

8

8,600

2d6 F

Burn 2d6

2

Analog, blast, unwieldy

SFCRB

Plasma cannon, red star

8

8,650

2d10 E & F

Blind

2

Explode (5 ft.), unwieldy

SFCRB

Starheart cannon, yellow star

8

9,050

3d6 E & F

Blind

2

Bright, explode (10 ft.), unwieldy

SFCRB

Machine gun, light

8

8,600

2d10 P

2

Analog, automatic

SFCRB

Anacite ion cannon, aurora

8

10,900

2d10 E

Staggered

2

Line, lockdown, unwieldy

SFCRB

NIL Grenade Launcher, squad

8

9,400

By grenade

3

Analog

SFCRB

Shirren-eye rifle, advanced

8

9,350

2d10 P

2

Analog, sniper (500 ft.), unwieldy

SFCRB

Grenade, frag III

8

2,560

20 ft.

Drawn

L

Explode (4d6 P, 15 ft.)

SFCRB

Grenade, incendiary III

8

2,800

20 ft.

Drawn

L

Explode (3d6 F, 1d6 burn, 10 ft.)

SFCRB

Grenade, pheromone, mk 2

8

1,400

20 ft.

Drawn

L

Explode (15 ft.; see text)

SFAA3

Grenade, screamer II

8

2,720

20 ft.

Drawn

L

Explode (2d10 So, deafened 1d4 minutes, 20 ft.)

SFCRB

Incapacitator

9

14,200

3d4 B

Staggered

L

Nonlethal, operative, powered (capacity 20, usage 2)

SFCRB

Syringe stick, hyper-pointed

9

12,000

2d4 P

Injection DC +2

L

Conceal, injection, operative

SCOM

Plasma sword, tactical

9

14,550

2d8 E & F

Severe wound

1

Powered (capacity 20, usage 2)

SFCRB

Hardlight hand wrap, ambient

9

13,100

2d8 B

L

Bright, force, powered (capacity 20, usage 2)

SFAA3

Longsword, microserrated

9

12,100

2d10 S

Bleed 2d6

1

Analog

SFCRB

Pike, advanced

9

12,200

2d8 P

Bleed 1d8

2

Analog, reach

SFCRB

Swoop Hammer, advanced

9

14,300

3d10 B

Knockdown

2

Analog, reach, unwieldy

SFCRB

Laser pistol, aphelion

9

14,820

3d4 F

Burn 1d4

L

Boost 1d4

SFCRB

Laser rifle, aphelion

9

14,300

3d6 F

Burn 1d6

1

SFCRB

Magnetar rifle, tactical

9

11,800

2d8 P

2

Analog, automatic

SFCRB

Arc emitter, advanced

9

13,200

2d4 E

1

Blast, stun, unwieldy

SFCRB

Artillery laser, aphelion

9

14,300

3d8 F

Burn 1d6

3

Penetrating

SFCRB

X-Gen gun, advanced

9

13,100

2d12 P

2

Automatic

SFCRB

Screamer, LFD

9

14,000

2d10 So

Deafen

2

Blast, unwieldy

SFCRB

Battleglove, power

10

16,100

2d8 B

L

Powered (capacity 20, usage 1)

SFCRB

Sword cane, zero-Edge

10

18,000

2d6 P

Bleed 1d6

L

Analog, operative

SFCRB

Needler estoc, hyper-pointed

10

17,500

4d6 P

Injection DC +2

L

Injection

SCOM

Hammer, comet

10

16,900

4d6 B

1

Powered (capacity 20, usage 2)

SFCRB

Xenolash, mature

10

17,000

5d4 A&S

Corrode 2d4

1

Analog, disarm, entangle, reach, trip

SFCRB

Plasma doshko, yellow star

10

17,000

2d10 E & F

Severe wound

1

Powered (capacity 20, usage 2)

SFCRB

Curve Blade, ultrathin

10

18,100

3d10 S

Bleed 2d6

1

Analog

SFCRB

Zero pistol, hailstorm-class

10

16,900

2d6 C

Staggered

L

SFCRB

Semi-Auto pistol, elite

10

18,200

3d6 P

L

Analog

SFCRB

Needler Pistol, elite

10

17,250

2d8 P

Injection DC +2

1

Analog, injection

SCOM

Plasma rifle, yellow star

10

16,800

2d10 E & F

Burn 1d8

2

Line, unwieldy

SFCRB

Needler Rifle, elite

10

18,000

4d6 P

Injection DC +2

1

Analog, injection

SCOM

Combat rifle

10

16,500

3d8 P

1

Analog

SFCRB

Sonic Rifle, LFD

10

17,000

2d10 So

Deafen

2

SFCRB

Autobeam artillery, tactical

10

19,400

2d8 F

Burn 1d8

2

Automatic

SFCRB

Reaction cannon, heavy

10

16,750

3d10 P

3

Penetrating

SFCRB

Stellar cannon, light

10

19,200

2d12 P

Wound

2

Blast

SFCRB

Shock caster, aurora

10

19,100

2d12 E

2

Explode (15 ft.), unwieldy

SFCRB

IMDS Missile Launcher

10

18,200

2

SFCRB

Grenade, cryo II

10

5,000

20 ft.

Drawn

L

Explode (2d8 C, staggered, 15 ft.)

SFCRB

Grenade, decoupler III

10

3,000

20 ft.

Drawn

L

Explode (10 ft., nanite cloud 1 minute, corrode 2d4)

SFAA3

Grenade, frag IV

10

5,750

20 ft.

Drawn

L

Explode (6d6 P, 15 ft.)

SFCRB

Grenade, shock III

10

5,380

20 ft.

Drawn

L

Explode (3d12 E, 15 ft.)

SFCRB

Grenade, stickybomb III

10

5,410

20 ft.

Drawn

L

Explode (entangled 2d4 rounds, 20 ft.)

SFCRB

Dueling Sword, ultrathin

11

26,000

3d6 S

L

Analog

SFCRB

Spear, buzzblade

11

22,650

3d6 P

1

Block, powered (capacity 40, usage 2), thrown (20 ft.)

SFCRB

Syringe spear, elite

11

25,000

3d10 P

Injection DC +2

L

Injection

SCOM

Shock truncheon, aurora

11

23,000

2d12 E

Arc 2d4

1

Powered (capacity 20, usage 2), stun

SFCRB

Longsword, Ultrathin

11

26,300

4d8 S

1

Analog

SFCRB

Taclash, numbing

11

24,800

5d4 S

L

Disarm, powered (capacity 20, usage 2), reach, stun, trip

SFCRB

Doshko, ultrathin

11

24,600

4d12 P

1

Analog, unwieldy

SFCRB

Cestus pistol, elite

11

24,400

3d12 P

Bleed 1d6

Conceal, punch gun

SCOM

Sonic Pistol, LFD

11

26,200

2d8 So

Deafen

L

Boost 1d6

SFCRB

Autobeam rifle, Tactical

11

26,900

5d4 F

Burn 2d4

2

Automatic

SFCRB

Kalo shredder, torrent-class

11

26,700

4d6 S

Bleed 3d4

1

Analog, automatic, underwater

SFCRB

Arc rifle, aurora

11

24,500

2d12 E

Arc 2d6

2

Stun

SFCRB

Zero cannon, Tactical

11

23,000

3d8 C

Staggered

2

Line, unwieldy

SFCRB

Crossbolter, advanced

11

21,900

4d10 P

2

Unwieldy

SFCRB

Machine gun, medium

11

23,100

3d10 P

2

Analog, automatic

SFCRB

Shobhad horizon striker, elite

11

27,300

6d4 P

2

Analog, sniper (1,250 ft.), unwieldy

SFCRB

Dagger, ultrathin

12

32,800

4d4 S

L

Analog, operative

SFCRB

Pulse Gauntlet, HFD

12

31,300

5d6 B & So

Knockdown

1

Powered (capacity 20, usage 1)

SFCRB

Starknife, accelerated

12

40,400

4d8 F & P

L

Powered (capacity 20, usage 1), thrown (30 ft.)

SFCRB

Cryopike, advanced

12

34,800

2d8 C

Staggered

2

Powered (capacity 40, usage 2), reach

SFCRB

Capture pole, imprisonment-class

12

36,300

6d6 P

Injection DC +2

L

Grapple, injection, reach

SCOM

Caustoject, executioner

12

32,900

4d4 A

Injection DC +2

L

Injection

SCOM

Laser pistol, perihelion

12

40,200

4d4 F

Burn 2d4

L

SFCRB

Plasma pistol, yellow star

12

40,300

2d8 E & F

Burn 1d8

L

Line, unwieldy

SFCRB

Caustolance, executioner

12

38,000

5d6 A

Injection DC +2

1

Injection

SCOM

Acid dart rifle, complex

12

39,200

4d8 A & P

Corrode 4d4

2

Analog

SFCRB

Scattergun, impact

12

30,400

2d12 P

2

Analog, blast

SFCRB

Streetsweeper, LFD

12

39,300

3d10 So

Knockdown

2

Boost 1d8

SFCRB

Flamethrower, hellhound-class

12

35,100

4d6 F

Burn 4d6

2

Analog, blast, unwieldy

SFCRB

Grenade, flash III

12

10,400

20 ft.

Drawn

L

Explode (blinded 1d6 rounds, 15 ft.)

SFCRB

Grenade, incendiary IV

12

9,380

20 ft.

Drawn

L

Explode (5d6 F, 3d6 burn, 15 ft.)

SFCRB

Grenade, pheromone, mk 3

12

5,300

20 ft.

Drawn

L

Explode (20 ft.; see text)

SFAA3

Grenade, screamer III

12

11,300

20 ft.

Drawn

L

Explode (4d10 So, deafened 1d4 minutes, 25 ft.)

SFCRB

Battleglove, nova

13

52,500

3d10 B

L

Powered (capacity 20, usage 1)

SFCRB

Sword cane, molecular rift

13

50,900

3d8 P

Bleed 1d8

L

Analog, operative

SFCRB

Syringe stick, ultra-pointed

13

46,000

5d4 P

Injection DC +2

L

Conceal, injection, operative

SCOM

Plasma sword, red star

13

54,300

4d8 E & F

Severe wound

1

Powered (capacity 40, usage 4)

SFCRB

Grindblade

13

45,700

4d10 S

Bleed 2d8

1

Analog

SFCRB

Flame doshko, inferno

13

53,200

5d8 F

Wound

1

Powered (capacity 20, usage 1)

SFCRB

Devastation Blade, ruin

13

43,900

5d8 S

1

Analog

SFCRB

Staff, repeller

13

45,200

3d8 B

Knockdown

1

Block, powered (capacity 20, usage 1), stun

SFCRB

Swoop Hammer, mach I

13

44,100

5d10 B

Knockdown

2

Powered (capacity 40, usage 4), reach, unwieldy

SFCRB

Semi-Auto pistol, paragon

13

45,200

4d6 P

L

Analog

SFCRB

Arc pistol, aurora

13

45,700

3d6 E

Arc 2d6

L

Stun

SFCRB

Nightarch Needler; elite

13

44,980

4d6 P

Injection DC +2

L

Analog, injection

SFCRB

Laser rifle, perihelion

13

53,800

5d6 F

Burn 2d6

1

SFCRB

Plasma caster, white star

13

49,100

3d10 E & F

Burn 1d10

2

Boost 1d10

SFCRB

Gyrojet rifle, Tactical

13

54,000

3d12 B

Knockdown

2

Analog

SFCRB

Magnetar rifle, advanced

13

53,700

4d8 P

2

Analog, automatic

SFCRB

Artillery laser, perihelion

13

53,800

4d8 F

Burn 2d6

3

Penetrating

SFCRB

Starheart cannon, white star

13

48,100

2d10 E & F

Blind

2

Bright, explode (10 ft.), unwieldy

SFCRB

X-Gen gun, elite

13

53,700

4d12 P

2

Automatic

SFCRB

Anacite ion cannon, storm

13

52,900

4d10 E

Staggered

2

Line, lockdown, unwieldy

SFCRB

Shirren-eye rifle, elite

13

54,000

4d10 P

2

Analog, sniper (750 ft.), unwieldy

SFCRB

Dagger, zero-edge

14

64,400

6d4 S

L

Analog, operative

SFCRB

Needler estoc, ultra-pointed

14

67,000

9d6 P

Injection DC +2

L

Injection

SCOM

Hardlight hand wrap, natural

14

75,000

4d10 B

L

Bright, force, powered (capacity 40, usage 4)

SFAA3

Longsword, Zero-Edge

14

79,500

7d8 S

Severe wound

L

Analog

SFCRB

Xenolash, blooming

14

70,000

9d4 A&S

Corrode 4d4

1

Analog, disarm, entangle, reach, trip

SFCRB

Doshko, zero-edge

14

71,500

7d12 P

1

Analog, unwieldy

SFCRB

Glove needler, elite

14

69,300

3d12 A

Injection DC +2

Conceal, injection, punch gun

SCOM

Laser pistol, parallax

14

82,000

5d4 F

Burn 3d4

L

Boost 2d4

SFCRB

Sonic Pistol, HFD

14

71,300

3d8 So

Deafen

L

SFCRB

Zero rifle, blizzard-class

14

79,800

4d8 C

Staggered

2

SFCRB

Kalo shredder, deluge-class

14

74,300

6d6 S

Bleed 4d4

1

Analog, automatic, underwater

SFCRB

Seeker rifle, advanced

14

72,300

6d8 P

1

Analog

SFCRB

Sonic Rifle, HFD

14

80,200

4d10 So

Deafen

2

SFCRB

Zero cannon, advanced

14

81,400

5d8 C

Staggered

2

Line, unwieldy

SFCRB

Plasma cannon, yellow star

14

62,800

4d10 E & F

Burn 2d8

2

Explode (5 ft.), unwieldy

SFCRB

Crossbolter, elite

14

71,400

6d10 P

2

Unwieldy

SFCRB

Reaction cannon, advanced

14

73,000

6d10 P

3

Penetrating

SFCRB

Grenade, cryo III

14

21,100

20 ft.

Drawn

L

Explode (4d8 C, staggered, 20 ft.)

SFCRB

Grenade, decoupler IV

14

12,000

20 ft.

Drawn

L

Explode (15 ft., nanite cloud 1 minute, corrode 4d4)

SFAA3

Grenade, frag V

14

18,750

20 ft.

Drawn

L

Explode (10d6 P, 15 ft.)

SFCRB

Grenade, shock IV

14

23,600

20 ft.

Drawn

L

Explode (6d12 E, 15 ft.)

SFCRB

Dueling Sword, ripper

15

109,250

7d6 S

L

Powered (capacity 20, usage 1)

SFCRB

Spear, zero-edge

15

107,350

7d6 P

1

Analog, block, thrown (20 ft.)

SFCRB

Plasma sword, yellow star

15

127,000

5d8 E & F

Severe wound

1

Powered (capacity 40, usage 4)

SFCRB

Monowhip

15

107,000

10d4 S

Severe wound

L

Analog, disarm, reach, trip

SFCRB

Plasma doshko, white star

15

126,800

5d10 E & F

Severe wound

1

Powered (capacity 20, usage 2)

SFCRB

Pike, elite

15

95,700

7d8 P

Bleed 3d8

2

Analog, reach

SFCRB

Zero pistol, blizzard-class

15

94,500

4d6 C

Staggered

L

SFCRB

Plasma pistol, white star

15

107,500

3d8 E & F

Burn 2d8

L

Line, unwieldy

SFCRB

Gyrojet pistol, tactical

15

91,500

3d12 B

Knockdown

L

Analog

SFCRB

Needler Pistol, paragon

15

94,500

6d6 P

Injection DC +2

1

Analog, injection

SCOM

Autobeam rifle, advanced

15

95,500

7d4 F

Burn 3d4

2

Automatic

SFCRB

Plasma rifle, white star

15

126,600

4d10 E & F

Burn 2d8

2

Line, unwieldy

SFCRB

Needler Rifle, paragon

15

110,000

8d6 P

Injection DC +2

1

Analog, injection

SCOM

Gyrojet rifle, advanced

15

122,800

5d12 B

Knockdown

2

Analog

SFCRB

Scattergun, vortex

15

91,900

3d12 P

2

Analog, blast

SFCRB

Flamethrower, firedrake-class

15

128,000

6d6 F

Burn 6d6

2

Analog, blast, unwieldy

SFCRB

Stellar cannon, heavy

15

122,800

4d12 P

Wound

2

Blast

SFCRB

Screamer, HFD

15

107,500

4d10 So

Deafen

2

Blast, unwieldy

SFCRB

Peacemaker

16

185,300

6d6 B

Knockdown

L

Operative, powered (capacity 20, usage 2), stun

SFCRB

Sword cane, molecular rift

16

160,000

5d8 P

Bleed 2d6

L

Analog, operative

SFCRB

Syringe spear, paragon

16

165,000

9d8 P

Injection DC +2

L

Injection

SCOM

Shock truncheon, storm

16

80,200

3d12 E

Arc 3d4

1

Powered (capacity 40, usage 2), stun

SFCRB

Pulse Gauntlet, banshee

16

148,200

10d6 B & So

Knockdown

1

Powered (capacity 20, usage 1)

SFCRB

Hammer, meteoric

16

164,500

11d6 B

1

Analog

SFCRB

Starknife, lightspeed

16

183,400

8d8 F & P

L

Powered (capacity 20, usage 2), thrown (50 ft.)

SFCRB

Curve Blade, buzzblade

16

184,300

8d10 S

Bleed 5d6

2

Powered (capacity 40, usage 2)

SFCRB

Cestus pistol, paragon

16

162,000

6d12 P

Bleed 1d8

Conceal, punch gun

SCOM

Sonic Pistol, banshee

16

191,000

4d8 So

Deafen

L

Boost 1d10

SFCRB

Magnetar rifle, elite

16

185,100

6d8 P

2

Analog, automatic

SFCRB

Arc rifle, storm

16

190,300

4d12 E

Arc 4d6

2

Stun

SFCRB

Streetsweeper, HFD

16

195,000

5d10 So

Knockdown

2

Boost 1d10

SFCRB

Autobeam artillery, advanced

16

145,700

4d8 F

Burn 2d8

2

Automatic

SFCRB

Plasma cannon, white star

16

189,200

6d10 E & F

Burn 3d8

2

Explode (5 ft.), unwieldy

SFCRB

Shock caster, storm

16

164,800

5d12 E

2

Explode (20 ft.), unwieldy

SFCRB

Shirren-eye rifle, paragon

16

147,200

6d10 P

1

Analog, sniper (1,000 ft.), unwieldy

SFCRB

Shobhad horizon striker, paragon

16

185,000

8d8 P

2

Analog, sniper (1,500 ft.), unwieldy

SFCRB

Grenade, flash IV

16

53,000

20 ft.

Drawn

L

Explode (blinded 1d8 rounds, 20 ft.)

SFCRB

Grenade, frag VI

16

44,600

20 ft.

Drawn

L

Explode (12d6 P, 15 ft.)

SFCRB

Grenade, incendiary V

16

44,000

20 ft.

Drawn

L

Explode (10d6 F, 5d6 burn, 15 ft.)

SFCRB

Grenade, pheromone, mk 4

16

26,000

20 ft.

Drawn

L

Explode (25 ft.; see text)

SFAA3

Grenade, screamer IV

16

43,500

20 ft.

Drawn

L

Explode (7d10 So, deafened 1d4 minutes, 30 ft.)

SFCRB

Battleglove, gravity

17

214,850

5d10 B

L

Powered (capacity 20, usage 1)

SFCRB

Dagger, molecular rift

17

275,000

10d4 S

L

Analog, operative

SFCRB

Syringe stick, supreme-pointed

17

225,000

10d4 P

Injection DC +2

L

Conceal, injection, operative

SCOM

Starfire sword, inferno

17

246,000

7d8 F

Burn 4d12

1

Powered (capacity 20, usage 1)

SFCRB

Hardlight hand wrap, fluorescent

17

250,000

6d10 B

L

Bright, force, powered (capacity 40, usage 4)

SFAA3

Longsword, Molecular Rift

17

245,200

10d8 S

1

Analog

SFCRB

Capture pole, domination-class

17

256,500

7d12 P

Injection DC +2

L

Grapple, injection, reach

SCOM

Doshko, molecular rift

17

248,000

10d12 P

1

Powered (capacity 20, usage 1), unwieldy

SFCRB

Swoop Hammer, mach II

17

273,000

10d10 B

Knockdown

2

Analog, reach, unwieldy

SFCRB

Laser pistol, zenith

17

245,200

8d4 F

Burn 4d4

L

SFCRB

Gyrojet pistol, advanced

17

212,700

4d12 B

Knockdown

L

Analog

SFCRB

Laser rifle, parallax

17

248,000

8d6 F

Burn 4d6

1

SFCRB

Plasma caster, blue star

17

275,000

5d10 E & F

Burn 2d10

2

Boost 2d10

SFCRB

Gyrojet rifle, elite

17

245,600

6d12 B

Knockdown

2

Analog

SFCRB

Kalo shredder, monsoon-class

17

784,000

12d6 S

Bleed 4d6

1

Analog, automatic, underwater

SFCRB

Seeker rifle, elite

17

242,500

9d8 P

1

Analog

SFCRB

Artillery laser, parallax

17

248,000

7d8 F

Burn 4d6

3

Penetrating

SFCRB

Machine gun, heavy

17

220,300

7d10 P

2

Analog, automatic

SFCRB

Reaction cannon, elite

17

244,000

8d10 P

3

Penetrating

SFCRB

Dueling Sword, molecular rift

18

331,200

10d6 S

L

Analog

SFCRB

Staff, hardlight

18

320,800

8d8 B

Knockdown

1

Analog, block

SFCRB

Plasma sword, white star

18

415,600

8d8 E & F

Severe wound

1

Powered (capacity 40, usage 4)

SFCRB

Needler estoc, supreme-pointed

18

342,000

14d6 P

Injection DC +2

L

Injection

SCOM

Longsword, Ultraserrated

18

368,100

8d10 S

Bleed 6d6

1

Analog

SFCRB

Xenolash, seeded

18

409,000

9d4 A&S

Corrode 6d4

1

Analog, disarm, entangle, reach, trip

SFCRB

Plasma doshko, blue star

18

364,100

7d10 E & F

Severe wound

1

Powered (capacity 20, usage 2)

SFCRB

Devastation Blade, apocalypse

18

410,200

12d8 S

1

Analog

SFCRB

Arc pistol, storm

18

365,500

3d12 E

Arc 4d6

L

Stun

SFCRB

Nightarch Needler; paragon

18

369,000

8d6 P

Injection DC +2

L

Analog, injection

SFCRB

Zero rifle, avalanche-class

18

410,200

7d8 C

Staggered

2

SFCRB

Caustolance, eradicator

18

400,000

12d6 A

Injection DC +2

1

Injection

SCOM

Caustoject, eradicator

18

242,300

6d8 A

Injection DC +2

L

Injection

SCOM

Scattergun, grapeshot

18

331,000

4d12 P

2

Analog, blast

SFCRB

Sonic Rifle, banshee

18

364,500

6d10 So

Deafen

2

SFCRB

Zero cannon, elite

18

412,800

8d8 C

Staggered

2

Line, unwieldy

SFCRB

Flamethrower, phoenix-class

18

367,500

9d6 F

Burn 9d6

2

Analog, blast, unwieldy

SFCRB

Starheart cannon, blue star

18

360,000

9d6 E & F

Blind

2

Bright, explode (15 ft.), unwieldy

SFCRB

Crossbolter, paragon

18

327,200

10d10 P

2

Unwieldy

SFCRB

Anacite ion cannon, tempest

18

441,000

6d10 E

Staggered

2

Line, lockdown, unwieldy

SFCRB

Grenade, cryo IV

18

108,500

20 ft.

Drawn

L

Explode (6d8 C, staggered, 20 ft.)

SFCRB

Grenade, decoupler V

18

65,000

20 ft.

Drawn

L

Explode (15 ft., nanite cloud 1 minute, corrode 4d6)

SFAA3

Grenade, frag VII

18

96,900

20 ft.

Drawn

L

Explode (16d6 P, 15 ft.)

SFCRB

Grenade, incendiary VI

18

108,800

20 ft.

Drawn

L

Explode (12d6 F, 6d6 burn, 15 ft.)

SFCRB

Baton, advanced

19

540,000

8d6 B

L

Operative, powered (capacity 20, usage 1)

SFCRB

Spear, gravity

19

552,000

12d6 P

1

Block, powered (capacity 40, usage 2), thrown (20 ft.)

SFCRB

Shock truncheon, tempest

19

545,000

6d12 E

Arc 6d4

1

Powered (capacity 40, usage 2), stun

SFCRB

Hammer, gravity well

19

551,000

15d6 B

1

Powered (capacity 40, usage 2)

SFCRB

Starknife, dimensional slice

19

602,200

8d12 P

L

Analog, thrown (80 ft.)

SFCRB

Flame doshko, Solar flare

19

595,000

10d8 F

Severe wound

1

Powered (capacity 20, usage 1)

SFCRB

Doshko, dimensional blade

19

546,100

13d12 P

1

Analog, unwieldy

SFCRB

Zero pistol, avalanche-class

19

492,900

6d6 C

Staggered

L

SFCRB

Plasma pistol, blue star

19

565,000

5d8 E & F

Burn 3d8

L

Line, unwieldy

SFCRB

Autobeam rifle, elite

19

548,100

12d4 F

Burn 5d4

2

Automatic

SFCRB

Magnetar rifle, paragon

19

612,600

8d8 P

2

Analog, automatic

SFCRB

Arc rifle, tempest

19

622,000

6d12 E

Arc 6d6

2

Stun

SFCRB

Autobeam artillery, elite

19

543,300

6d8 F

Burn 2d10

2

Automatic

SFCRB

Plasma sword, blue star

20

920,250

10d8 E & F

Severe wound

1

Powered (capacity 40, usage 4)

SFCRB

Needler estoc, master-pointed

20

750,000

18d6 P

Injection DC +2

L

Injection

SCOM

Hardlight hand wrap, incandescent

20

880,000

11d8 B

L

Bright, force, powered (capacity 40, usage 2)

SFAA3

Longsword, Dimensional Slice

20

727,300

14d8 S

1

Analog

SFCRB

Capture pole, overlord-class

20

855,000

15d8 P

Injection DC +2

L

Grapple, injection, reach

SCOM

Curve Blade, dimensional slice

20

815,000

12d10 S

Bleed 6d6

2

Powered (capacity 40, usage 2)

SFCRB

Swoop Hammer, mach III

20

905,700

14d10 B & F

Knockdown

2

Powered (capacity 40, usage 4), reach, unwieldy

SFCRB

Gyrojet pistol, elite

20

715,800

5d12 B

Knockdown

L

Analog

SFCRB

Needler Pistol, supreme

20

725,000

8d8 P

Injection DC +2

1

Analog, injection

SCOM

Laser rifle, zenith

20

722,000

11d6 F

Burn 5d6

1

SFCRB

Plasma rifle, blue star

20

935,000

8d10 E & F

Burn 4d8

2

Line, unwieldy

SFCRB

Needler Rifle, supreme

20

850,000

16d6 P

Injection DC +2

1

Analog, injection

SCOM

Glove needler, paragon

20

765,000

6d12 A

Injection DC +2

Conceal, injection, punch gun

SCOM

Gyrojet rifle, paragon

20

723,500

8d12 B

Knockdown

2

Analog

SFCRB

Seeker rifle, paragon

20

809,200

12d8 P

1

Analog

SFCRB

Artillery laser, zenith

20

722,000

9d8 F

Burn 5d6

3

Penetrating

SFCRB

Plasma cannon, blue star

20

950,000

8d10 E & F

Burn 4d8

2

Explode (10 ft.), unwieldy

SFCRB

Reaction cannon, paragon

20

810,000

12d10 P

3

Penetrating

SFCRB

X-Gen gun, paragon

20

826,000

9d12 P

2

Automatic

SFCRB

Shock caster, tempest

20

735,000

7d12 E

2

Explode (20 ft.), unwieldy

SFCRB

Shirren-eye rifle, warpshot

20

740,800

10d10 P

1

Analog, sniper (1,000 ft.), unwieldy

SFCRB

Grenade, frag VIII

20

216,000

20 ft.

Drawn

L

Explode (20d6 P, 15 ft.)

SFCRB

Grenade, shock V

20

110,000

20 ft.

Drawn

L

Explode (9d12 E, 15 ft.)

SFCRB

Unarmed strike

1d3 B

Archaic, nonlethal

SFCRB

 

Special Ammo

Level

Price

Bulk

Special

Source

Arrows

1

50

L

SFCRB

Battery

1

60

SFCRB

Darts

1

20

L

SFCRB

Flare

1

5

SFCRB

Flechettes

1

75

L

SFCRB

Petrol Tank, standard

1

60

1

SFCRB

Rounds, small arm

1

40

L

SFCRB

Rounds, longarm and sniper

1

75

L

SFCRB

Scattergun shells

1

55

L

SFCRB

Rounds, heavy

2

90

L

SFCRB

Petrol Tank, high-capacity

3

280

2

SFCRB

Battery, high-capacity

4

330

SFCRB

Battery, super-capacity

4

390

SFCRB

Mini-rockets

4

300

L

SFCRB

Battery, ultra-capacity

5

445

L

SFCRB

Grenade arrow I

6

875

As any 1st-level grenade

SFCRB

Grenade Arrow II

10

5,450

As any 5th- or lower-level grenade

SFCRB

Tactical missile

10

5,700

1

Explode 6d8 B & P (30 ft.)

SFCRB

Advanced missile

13

14,600

1

13d8 B & F

SFCRB

Grenade Arrow III

15

32,050

As any 10th- or lower-level grenade

SFCRB

Grenade Arrow IV

20

245,000

As any 15th- or lower-level grenade

SFCRB

 

 

Weapon Fusions/Weapon Gemlets

TechL

Price

Summary

Source

Anchoring

1

120

Dimensional Anchor on crit.

SJSRD

Called

1

120

1Z: Teleport weapon to hand w/in 100ft.

SJSRD

Hybridized

1

120

Gains Analog

SJSRD

Illuminating

1

120

Gains Bright Weapon

SJSRD

Invigorating

1

120

+3 Str, Dex, Con checks and +10 movement after killing at least 1 foe.

SJSRD

Returning

1

120

Gains Returning weapon flag.

SJSRD

Secured

1

120

Weapon abilities only activates for you.

SJSRD

Trailblazer

1

120

Weapon ignores environmental attack penalty’s.

SJSRD

Anarchic

2

360

Bypass DR/chaotic and ignore Lawful energy resistance

SJSRD

Axiomatic

2

360

Bypass DR/lawful and ignore Chaotic energy resistance

SJSRD

Blasting

2

360

1F, 1/d: Attack once as Blast w/in 30ft.

SJSRD

Burst

2

360

Weapon energy dmg arcs to second target on crit.

SJSRD

Entangling

2

360

Gains Entangle.

SJSRD

Holy

2

360

Bypass DR/good and ignore Evil energy resistance

SJSRD

Merciful

2

360

1Z: Make weapon dmg nonlethal or lethal.

SJSRD

Opportunistic

2

360

+2 Th and  +2+TechL/5 dmg with attack of opportunity/parting shots.

SJSRD

Spellthrower

2

360

1F, one use: Cast spell loaded into spellgem in weapon of SL no greater than TechL/4.

SJSRD

Throwing

2

360

Weapon gains range increment 10ft + 10ft if TechL of weapon is 10+.

SJSRD

Unholy

2

360

Bypass DR/evil and ignore Good energy resistance

SJSRD

Venomous

2

360

Gains Injection

SJSRD

Deafening

3

440

Target deafened on crit.

SJSRD

Dispelling

3

440

Dispel Magic on crit.

SJSRD

Disruptive

3

440

Ignore DR and energy resistance of Undead.

SJSRD

Potent

3

440

+1 DC for weapon effects.

SJSRD

Seeking

3

440

Ignore Concealment.

SJSRD

Bonding

4

680

Weapon grafts to hand.

SJSRD

Burning

4

680

1d6 fire dmg on crit.+1d6 per 6 TechLs.

SJSRD

Radioactive

4

680

0, 1/d: +RS=TechL hit on 1 attack.

SJSRD

Vanishing

4

680

0, 1/d, when attacking: Invisibility to attacker.

SJSRD

Apprehending

5

720

0, when attacking: Trip attempt and Fort save or can't cast spells (DC=10+TechL/2+stat mod)

SJSRD

Bane

5

720

Pick a monster type. Stun on crit with that type.

SJSRD

Bleeding

5

720

1d6xTechL/5 bleed dmg on crit.

SJSRD

Bombarding

5

720

1 attack, 1/d: Throw a grenade loaded inside weapon.

SJSRD

Devastating

5

720

+x1 crit multiplier

SJSRD

Energetic

5

720

Ranged weapon fires energy bullets rather than ammo.

SJSRD

Flaming

5

720

Half weapon dmg counts as fire instead.

SJSRD

Frost

5

720

Half weapon dmg counts as cold instead.

SJSRD

Ghost Killer

5

720

Weapon does full dmg to incorporeal creatures and crits.

SJSRD

Limning

5

720

Successful attack on target negates invisibility.

SJSRD

Obscuring

5

720

Concealment when not moving.

SJSRD

Punishing

5

720

Cumulative +1 to dmg for each hit on same target.

SJSRD

Selective

5

720

Attacks that hit groups can have hole in the middle.

SJSRD

Shock

5

720

Half weapon dmg counts as electricity instead.

SJSRD

Vicious

5

720

Gain Boost of 1d4xTechL/6 and you take boosted dmg too.

SJSRD

Adaptive

6

1040

If you hit a target 3+ times: Ignore DR or energy resistance = TechL/2, 5+: +TechL/2 dmg, 7+: Target flatfooted

SJSRD

Advancing

6

1040

The first time you drop a foe each segment, +1 tac move.

SJSRD

Agonizing

6

1040

1 attack,1/d: Cast inflict pain on target attacked.

SJSRD

Chained

6

1040

Gains Reach on first attack each rd.

SJSRD

Cruel

6

1040

Whenever you drop a foe, +5 temporary hp for 1 turn.

SJSRD

Dimensional Disruption

6

1040

Half weapon dmg counts as sonic instead.

SJSRD

EMP

6

1040

Tech items cease functioning for 1rd on crit. Tech foes Reflex save or staggered.

SJSRD

Ensnaring

6

1040

Entangle on crit.

SJSRD

Hive Buster

6

1040

Suppress Telepathy on crit unless Will save.

SJSRD

Knockdown

6

1040

Prone on crit.

SJSRD

Menacing

6

1040

Considered flanked on successful attack.

SJSRD

Nanite

6

1040

On crit all crit dmg is type acid and Fort save or nauseated.

SJSRD

Quantum Storage

6

1040

1Z: Weapon SEL=6 Phased Out or Phased In.

SJSRD

Spellbane

6

1040

Unable to cast spells for 1d4rds on crit unless Will save.\

SJSRD

Tunneling

6

1040

1F: Cast Stone Shape

SJSRD

Cellular Degenerating

7

1560

1d6xTechL/5 degen dmg on crit.

SJSRD

Charge Disrupting

7

1560

Target or item they control loses all charges on crit.

SJSRD

Jinxing

7

1560

Target rolls 2, keeps lower for attacks, saves, checks on crit unless Will save.

SJSRD

Mind Reading

7

1560

Psionic Blast on crit.

SJSRD

Tattoo

7

1560

1Z: Weapon becomes tattoo on body or retrieve weapon from tattoo.

SJSRD

Wounding

7

1560

Wounding on crit.

SJSRD

Annihilator

8

2300

Target disintegrated when dropped.

SJSRD

Continuous

8

2300

Weapon that fires in line keeps firing to next segment. Targets that move through that line take dmg.

SJSRD

Leeching

8

2300

Cure TechL hp on crit.

SJSRD

Temporal Disruption

8

2300

Stunned on crit.

SJSRD

Tritidair

8

2300

Half weapon dmg counts as electricity instead; Gains Bright; Blinded on crit unless fort save.

SJSRD

Beneficent

9

2600

On crit, gain 1 Beneficence charge (Max of 1). 1S, 1 Beneficence charge: Cast Remove Affliction or Lesser Remove Condition. If TechL is 14+, can cast Remove Condition instead. If TechL is 19+, can cast Greater Remove Condition instead.

SJSRD

Burdening

9

2600

Encumbered 1d4rds on crit.

SJSRD

Corrosive

9

2600

Half weapon dmg counts as acid instead.

SJSRD

Malediction

9

2600

1 attack, 1/d: Cast Bestow Curse.

SJSRD

Ratjaw

9

2600

Disarm on crit.

SJSRD

Rel-Entrapment

9

2600

SEL=6 Phased Out on crit unless Will save. Can reroll each rd with cumulative +1 bonus.

SJSRD

Thundering

9

2600

Half weapon dmg counts as sonic instead.

SJSRD

Disentanglement

10

3580

Mutation on crit.

SJSRD

Nullifying

10

3580

Cumulative -2 to SR per hit on target.

SJSRD

Quantum

10

3580

1S, 3/d: Roll 1 attack against 2 foes. Ignore one of these attacks.

SJSRD

Tracking

10

3580

Tracking 1000ft on successful hit. Lose track if >10miles or diff plane.

SJSRD

Vorpal

10

3580

Vorpal on crit.

SJSRD

Mind-Reading

13

9760

ESP on crit.

SJSRD

Kaleidoscopic

14

11700

Charm for 1d4rds on crit.

SJSRD

 

Critical Hit Effects

Note

Source

Arc

Energy dmg leaps to second target.

SJSRD

Bleed

Bleeding status effect

SJSRD

Burn

Burning status effect

SJSRD

Corrode

Burning status using acid

SJSRD

Deafen

Fort save or be deafened

SJSRD

Injection DC+2

Save DC +2 for injected material

SJSRD

Knockdown

Prone status effect

SJSRD

Severe Wound

Roll 2, keep 1 on Wound table

SJSRD

Staggered

Fort save or be staggered

SJSRD

Stunned

Stunned status effect

SJSRD

Wound

Save or Roll once on Wound table

SJSRD

 

Wound Table d20

Location

Save

Effect

Source

1-10

General

--

Bleed 1d6

SJSRD

11-13

Eye(sensory)

Reflex

Lost eye

SJSRD

14-15

Leg(mobility)

Fort

Severed limb

SJSRD

16-17

Arm(manipulation)

Reflex

Severed limb

SJSRD

18-19

Vital Organ

Fort

1d4 Con dmg

SJSRD

20

Brain

Fort

Stunned 1rd

SJSRD

 

Weapon Special Properties

Note

Source

Analog

This weapon is immune to abilities that target technology.

SJSRD

Archaic

This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor.

SJSRD

Automatic

1P: Attack in a cone with a range of half the weapon’s range increment. Lose all the weapon’s remaining ammo. Can't crit this way.

SJSRD

Blast

This weapon fires in a cone that extends only to its first range increment.

SJSRD

Block

When you strike a target with a melee attack using it, you gain  +1 AC for 1 round against melee attacks from that target.

SJSRD

Boost

You can charge up this weapon for 1V to increase the weapon’s damage by the listed amount on the next attack with the weapon.

SJSRD

Bright

Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack.

SJSRD

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.

SJSRD

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check or a Str check.

SJSRD

Explode

When you attack with this type of weapon or ammo, it hits a group. Each creature takes the listed damage but can attempt a Reflex save for half.

SJSRD

Injection

This weapon or its ammo can be filled with a drug, poison, etc. On a successful attack, the weapon injects the target with the substance.

SJSRD

Line

This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles.

SJSRD

Lockdown

A construct reduced to 0 Hit Points by a lockdown weapon is not destroyed but simply immobilized until it regains 1 or more Hit Points.

SJSRD

Nonlethal

This weapon deals nonlethal damage.

SJSRD

Operative

Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.

SJSRD

Penetrating

A penetrating weapon ignores hardness equal to the weapon’s level.

SJSRD

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.

SJSRD

Punch Gun

All punch gun projectile weapons have a range equal to their wielder’s natural reach. Although these are ranged attacks, they do not provoke attacks of opportunity.

SJSRD

Quick Reload

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

SJSRD

Reach

Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon.

SJSRD

Refilling

Filling the weapon with a new substance acts as reloading it and is 1V. Can be used in any weapon with the injection special property.

SJSRD

Sniper

If you aim the weapon for 1V and fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment.

SJSRD

Stun

You can set a weapon with the stun special property to stun Mode for 1V. While in stun Mode, all the weapon’s attacks are nonlethal.

SJSRD

Thrown

You apply your Strength modifier to damage rolls for thrown attacks.

SJSRD

Trip

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

SJSRD

Underwater

A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage.

SJSRD

Unwieldy

You can’t use an unwieldy weapon to 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.

SJSRD