Available Weapons

Advanced Melee Weapons

one-handed weapons Level Price Damage Critical Bulk Special
cryo
Tomb Claw, Skeletal 2 777 1d4

1d4 Piercing

Attack versus KAC

1d4 Cold

Attack versus EAC

1
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Tomb Claw, Ghoulish 7 6,510 2d4

2d4 Piercing

Attack versus KAC

2d4 Cold

Attack versus EAC

1
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Tomb Claw, Vampiric 12 36,330 5d4

5d4 Piercing

Attack versus KAC

5d4 Cold

Attack versus EAC

1
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Tomb Claw, Lich 16 170,100 12d4

12d4 Piercing

Attack versus KAC

12d4 Cold

Attack versus EAC

1
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

flame
Skyfire Sword, Tactical 7 6,120 2d4

2d4 Fire

Attack versus EAC

burn 1d8

Burn 1d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Skyfire Sword, Inferno 17 246,000 7d8

7d8 Fire

Attack versus EAC

burn 4d12

Burn 4d12

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

plasma
Plasma Sword, Tactical 9 14,550 2d8

2d8 Electricity

Attack versus EAC

2d8 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Sword, Red Star 13 54,300 4d8

4d8 Electricity

Attack versus EAC

4d8 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (40/4)

Powered (40/4)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Sword, Yellow Star 15 127,000 5d8

5d8 Electricity

Attack versus EAC

5d8 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (40/4)

Powered (40/4)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Sword, White Star 18 415,600 8d8

8d8 Electricity

Attack versus EAC

8d8 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (40/4)

Powered (40/4)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Sword, Blue Star 20 920,250 10d8

10d8 Electricity

Attack versus EAC

10d8 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (40/4)

Powered (40/4)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

shock
Shock Truncheon, Static 8 9,150 1d12

1d12 Electricity

Attack versus EAC

arc 1d4

Arc 1d4

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Shock Truncheon, Aurora 11 23,000 2d12

2d12 Electricity

Attack versus EAC

arc 2d4

Arc 2d4

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Shock Truncheon, Storm 16 80,200 3d12

3d12 Electricity

Attack versus EAC

arc 3d4

Arc 3d4

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

1
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Shock Truncheon, Tempest 19 545,000 6d12

6d12 Electricity

Attack versus EAC

arc 6d4

Arc 6d4

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

1
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

sonic
Pulse Gauntlet, Thunderstrike 2 475 1d6

1d6 Bludgeoning

Attack versus KAC

1d6 Sonic

Attack versus EAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Pulse Gauntlet, LFD 7 7,340 2d6

2d6 Bludgeoning

Attack versus KAC

2d6 Sonic

Attack versus EAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Pulse Gauntlet, HFD 12 31,300 5d6

5d6 Bludgeoning

Attack versus KAC

5d6 Sonic

Attack versus EAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Pulse Gauntlet, Banshee 16 148,200 10d6

10d6 Bludgeoning

Attack versus KAC

10d6 Sonic

Attack versus EAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

uncategorized
Hammer, Assault 1 95 1d6

1d6 Bludgeoning

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Longsword 1 375 1d8

1d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Starknife, Tactical 1 110 1d4

1d4 Piercing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Taclash, Standard 1 240 1d4

1d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
disarm

Disarm

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

,
nonlethal

Nonlethal

This weapon deals nonlethal damage.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
trip

Trip

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

Injection Glove 2 490 1d4

1d4 Piercing

Attack versus KAC

injection DC+2

Injection DC+2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Painclaw, Ghoulish 3 1,250 1d8

1d8 Slashing

Attack versus KAC

1d8 Piercing

Attack versus KAC

1
powered (40/1)

Powered (40/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
injection (see text)

Injection (see Text)

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Xenolash, Immature 4 2,430 2d4

2d4 Acid

Attack versus EAC

2d4 Slashing

Attack versus KAC

corrode 1d4

Corrode 1d4

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

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
disarm

Disarm

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

,
entangle

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
trip

Trip

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

Fangblade 7 5,430 1d12

1d12 Slashing

Attack versus KAC

bleed 1d8

Bleed 1d8

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Longsword, Sintered 7 8,420 2d8

2d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Starknife, Sintered 8 9,810 4d4

4d4 Piercing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Longsword, Microserrated 9 12,100 2d10

2d10 Slashing

Attack versus KAC

bleed 2d6

Bleed 2d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Hammer, Commet 10 16,900 4d6

4d6 Bludgeoning

Attack versus KAC

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Xenolash, Advanced 10 17,000 5d4

5d4 Acid

Attack versus EAC

5d4 Slashing

Attack versus KAC

corrode 2d4

Corrode 2d4

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

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
disarm

Disarm

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

,
entangle

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
trip

Trip

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

Longsword, Ultrathin 11 26,300 4d8

4d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Painclaw, Demonic 11 25,000 2d8

2d8 Slashing

Attack versus KAC

2d8 Piercing

Attack versus KAC

bleed 1d6

Bleed 1d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
powered (40/1)

Powered (40/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
injection (see text)

Injection (see Text)

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Taclash, Numbing 11 24,800 5d4

5d4 Slashing

Attack versus KAC

L
disarm

Disarm

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

,
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

,
trip

Trip

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

Starknife, Accelerated 12 40,400 4d8

4d8 Fire

Attack versus EAC

4d8 Piercing

Attack versus KAC

L
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Grindblade 13 45,700 4d10

4d10 Slashing

Attack versus KAC

bleed 2d8

Bleed 2d8

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Longsword, Zero-edge 14 79,500 7d8

7d8 Slashing

Attack versus KAC

severe wound

Severe Wound

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

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Xenolash, Elite 14 70,000 9d4

9d4 Acid

Attack versus EAC

9d4 Slashing

Attack versus KAC

corrode 4d4

Corrode 4d4

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

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
disarm

Disarm

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

,
entangle

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
trip

Trip

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

Monowhip 15 107,000 10d4

10d4 Slashing

Attack versus KAC

severe wound

Severe Wound

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

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
disarm

Disarm

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

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
trip

Trip

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

Hammer, Meteoric 16 164,500 11d6

11d6 Bludgeoning

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Starknife, Lightspeed 16 183,400 8d8

8d8 Fire

Attack versus EAC

8d8 Piercing

Attack versus KAC

L
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
thrown (50)

Thrown (50)

You apply your Str mod 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.

Longsword, Molecular Rift 17 245,200 10d8

10d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Longsword, Ultraserrated 18 368,100 8d10

8d10 Slashing

Attack versus KAC

bleed 6d6

Bleed 6d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Xenolash, Paragon 18 409,000 9d8

9d8 Acid

Attack versus EAC

9d8 Slashing

Attack versus KAC

corrode 6d4

Corrode 6d4

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

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
disarm

Disarm

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

,
entangle

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
trip

Trip

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

Hammer, Gravity Well 19 551,000 15d6

15d6 Bludgeoning

Attack versus KAC

1
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Painclaw, Draconic 19 560,000 6d8

6d8 Slashing

Attack versus KAC

6d8 Piercing

Attack versus KAC

bleed 2d6

Bleed 2d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
powered (40/1)

Powered (40/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
injection (see text)

Injection (see Text)

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Starknife, Dimensional Slice 19 602,200 8d12

8d12 Piercing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
thrown (80)

Thrown (80)

You apply your Str mod 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.

Longsword, Dimensional Slice 20 727,300 14d8

14d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

two-handed weapons Level Price Damage Critical Bulk Special
cryo
Cryopike, Tactical 5 3,360 1d8

1d8 Cold

Attack versus EAC

2
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Cryopike, Advanced 12 34,800 2d8

2d8 Cold

Attack versus EAC

staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

2
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

flame
Flame Doshko, Ember 2 750 1d8

1d8 Fire

Attack versus EAC

wound

Wound

Roll on 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 a general location.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Flame Doshko, Blaze 8 8,500 2d8

2d8 Fire

Attack versus EAC

wound

Wound

Roll on 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 a general location.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Flame Doshko, Inferno 13 53,200 5d8

5d8 Fire

Attack versus EAC

wound

Wound

Roll on 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 a general location.

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Flame Doshko, Solar Flare 19 595,000 10d8

10d8 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

plasma
Plasma Doshko, Red Star 6 4,650 1d10

1d10 Electricity

Attack versus EAC

1d10 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Doshko, Yellow Star 10 17,000 2d10

2d10 Electricity

Attack versus EAC

2d10 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Doshko, White Star 15 126,800 5d10

5d10 Electricity

Attack versus EAC

5d10 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Plasma Doshko, Blue Star 18 364,100 7d10

7d10 Electricity

Attack versus EAC

7d10 Fire

Attack versus EAC

severe wound

Severe Wound

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

1
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

shock
Dragonglaive, Basic 4 2,000 1d8

1d8 Slashing

Attack versus KAC

1d8 Electricity

Attack versus EAC

2
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
massive

Massive

This weapon can only be used by large creatures or those with a strength of 18 or greater.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Dragonglaive, Thunderhead 8 9,000 2d8

2d8 Slashing

Attack versus KAC

2d8 Electricity

Attack versus EAC

2
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
massive

Massive

This weapon can only be used by large creatures or those with a strength of 18 or greater.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Dragonglaive, Stormstrike 12 34,000 3d8

3d8 Slashing

Attack versus KAC

3d8 Electricity

Attack versus EAC

2
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
massive

Massive

This weapon can only be used by large creatures or those with a strength of 18 or greater.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Dragonglaive, Skyshatter 16 160,000 8d8

8d8 Slashing

Attack versus KAC

8d8 Electricity

Attack versus EAC

2
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
massive

Massive

This weapon can only be used by large creatures or those with a strength of 18 or greater.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Dragonglaive, Wyrmlord 19 525,000 13d8

13d8 Slashing

Attack versus KAC

13d8 Electricity

Attack versus EAC

2
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
massive

Massive

This weapon can only be used by large creatures or those with a strength of 18 or greater.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

uncategorized
Doshko, Tactical 1 240 1d12

1d12 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Pike, Tactical 2 475 1d8

1d8 Piercing

Attack versus KAC

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Curve Blade, Carbon Steal 4 2,230 1d10

1d10 Slashing

Attack versus KAC

bleed 1d6

Bleed 1d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Kishaxe, Skirmish 4 2,000 1d10

1d10 Slashing

Attack versus KAC

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Swoop Hammer, Tactical 5 3,360 1d10

1d10 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Devastation Blade, Wrack 7 5,500 2d8

2d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Doshko, Advanced 7 5,300 2d12

2d12 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Staff, Sentinel 7 6,320 1d10

1d10 Bludgeoning

Attack versus KAC

1
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Kishaxe, Assault 9 13,000 2d10

2d10 Slashing

Attack versus KAC

wound

Wound

Roll on 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 a general location.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Pike, Advanced 9 12,200 2d8

2d8 Piercing

Attack versus KAC

bleed 1d8

Bleed 1d8

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Swoop Hammer, Advanced 9 14,300 3d10

3d10 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Curve Blade, Ultrathin 10 18,100 3d10

3d10 Slashing

Attack versus KAC

bleed 2d6

Bleed 2d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Doshko, Ultrathin 11 24,600 4d12

4d12 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Devastation Blade, Ruin 13 43,900 5d8

5d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Staff, Repeller 13 45,200 3d8

3d8 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Swoop Hammer, Mach I 13 44,100 5d10

5d10 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

2
powered (40/4)

Powered (40/4)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Doshko, Zero-edge 14 71,500 7d12

7d12 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Kishaxe, Havoc 14 70,000 4d10

4d10 Slashing

Attack versus KAC

severe wound

Severe Wound

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

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Pike, Elite 15 95,700 7d8

7d8 Piercing

Attack versus KAC

bleed 3d8

Bleed 3d8

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

Curve Blade, Buzzblade 16 184,300 8d10

8d10 Slashing

Attack versus KAC

bleed 5d6

Bleed 5d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

2
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Doshko, Molecular Rift 17 248,000 10d12

10d12 Piercing

Attack versus KAC

1
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Swoop Hammer, Mach II 17 273,000 10d10

10d10 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Devastation Blade, Apocalypse 18 410,200 12d8

12d8 Slashing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Doshko, Dimensional Blade 19 546,100 13d12

13d12 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Kishaxe, Onslaught 19 540,000 9d10

9d10 Slashing

Attack versus KAC

severe wound

Severe Wound

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

2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Curve Blade, Dimensional Slice 20 815,000 12d10

12d10 Slashing

Attack versus KAC

bleed 6d6

Bleed 6d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

2
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Swoop Hammer, Mach III 20 905,700 14d10

14d10 Bludgeoning

Attack versus KAC

14d10 Fire

Attack versus EAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

2
powered (40/4)

Powered (40/4)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
reach

Reach

This weapon gives you ten feet of reach for melee attacks.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Basic Melee Weapons

one-handed weapons Level Price Damage Critical Bulk Special
uncategorized
Club 0 0 1d6

1d6 Bludgeoning

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Unarmed Strike 0 0 1d3

1d3 Bludgeoning

Attack versus KAC

archaic

Archaic

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

,
nonlethal

Nonlethal

This weapon deals nonlethal damage.

Baton, Tactical 1 90 1d4

1d4 Bludgeoning

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Battleglove, Cestus 1 100 1d4

1d4 Bludgeoning

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Knife, Survival 1 95 1d4

1d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Sword Cane, Tactical 1 250 1d4

1d4 Piercing

Attack versus KAC

bleed 1d3

Bleed 1d3

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Bone Cestus, Austere 2 600 1d6

1d6 Piercing

Attack versus KAC

bleed 1d4

Bleed 1d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Dueling Sword, Tactical 2 475 1d6

1d6 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Dueling Sword, Converted 4 2,100 1d8

1d8 Slashing

Attack versus KAC

1d8 Electricity

Attack versus EAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Sword Cane, Advanced 4 2,100 1d4

1d4 Piercing

Attack versus KAC

bleed 1d4

Bleed 1d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Bone Cestus, Measured 7 5,500 2d6

2d6 Piercing

Attack versus KAC

bleed 1d6

Bleed 1d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Knife, Tactical 7 6,000 2d4

2d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Sword Cane, Ultrathin 7 7,000 2d4

2d4 Piercing

Attack versus KAC

bleed 1d4

Bleed 1d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Dueling Sword, Buzzblade 8 9,500 2d6

2d6 Slashing

Attack versus KAC

L
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Incapacitor 9 14,200 3d4

3d4 Bludgeoning

Attack versus KAC

staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

L
nonlethal

Nonlethal

This weapon deals nonlethal damage.

,
operative

Operative

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

,
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Battleglove, Power 10 16,100 2d8

2d8 Bludgeoning

Attack versus KAC

L
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Dueling Sword, Officer 10 18,795 3d4

3d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Sword Cane, Zero-edge 10 18,000 2d6

2d6 Piercing

Attack versus KAC

bleed 1d6

Bleed 1d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Dueling Sword, Ultrathin 11 26,000 3d6

3d6 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Bone Cestus, Imposing 12 32,000 3d6

3d6 Piercing

Attack versus KAC

bleed 2d6

Bleed 2d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Dagger, Ultrathin 12 32,800 4d4

4d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Battleglove, Nova 13 52,500 3d10

3d10 Bludgeoning

Attack versus KAC

L
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Sword Cane, Molecular Rift 13 50,900 3d8

3d8 Piercing

Attack versus KAC

bleed 1d8

Bleed 1d8

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Dagger, Zero-edge 14 64,400 6d4

6d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Dueling Sword, Ripper 15 109,250 7d6

7d6 Slashing

Attack versus KAC

L
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Peacemaker 16 185,300 6d6

6d6 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

L
operative

Operative

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

,
powered (20/2)

Powered (20/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Sword Cane, Dimensional Slice 16 160,000 5d8

5d8 Piercing

Attack versus KAC

bleed 2d6

Bleed 2d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Battleglove, Gravity 17 214,850 5d10

5d10 Bludgeoning

Attack versus KAC

L
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

Bone Cestus, Severe 17 230,000 8d6

8d6 Piercing

Attack versus KAC

bleed 5d6

Bleed 5d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Dagger, Molecular Rift 17 275,000 10d4

10d4 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
operative

Operative

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

Dueling Sword, Admiral 17 255,150 8d6

8d6 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Dueling Sword, Molecular Rift 18 331,200 10d6

10d6 Slashing

Attack versus KAC

L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Baton, Advanced 19 540,000 8d6

8d6 Bludgeoning

Attack versus KAC

L
operative

Operative

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

,
powered (20/1)

Powered (20/1)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

two-handed weapons Level Price Damage Critical Bulk Special
uncategorized
Spear, Tactical 1 375 1d4

1d4 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Staff, Battle 1 80 1d4

1d4 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

Staff, Carbon 7 6,150 1d8

1d8 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

Spear, Sentinel 8 10,000 2d6

2d6 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Spear, Buzzblade 11 22,650 3d6

3d6 Piercing

Attack versus KAC

1
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Spear, Zero-edge 15 107,350 7d6

7d6 Piercing

Attack versus KAC

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Staff, Hardlight 18 320,800 8d8

8d8 Bludgeoning

Attack versus KAC

knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

Spear, Gravity 19 552,000 12d6

12d6 Piercing

Attack versus KAC

1
block

Block

Melee weapons can have a guard or crossbar that protects the wielder from attacks. When you strike a target with a melee attack with this weapon, you gain a +1 enhancement bonus to AC for one round against melee attacks from that target.

,
powered (40/2)

Powered (40/2)

A melee weapon with the powered property lists its capacity and usage. The usage is for one minute not per attack. Using a powered weapon for less than a minute still uses the full minute.

,
thrown (20)

Thrown (20)

You apply your Str mod 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.

Heavy Weapons

two-handed weapons Level Price Damage Range Critical Capacity Usage Bulk Special
cryo
Frailty Cannon, Murder-class 10 20,900 3d6

3d6 Cold

Attack versus EAC

60 ft. 40 charges 4 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Cannon, Tactical 11 23,000 3d8

3d8 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

80 charges 4 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Zero Cannon, Advanced 14 81,400 5d8

5d8 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

100 charges 5 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Frailty Cannon, Massacre-class 15 132,000 6d6

6d6 Cold

Attack versus EAC

60 ft. 50 charges 5 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Cannon, Elite 18 412,800 8d8

8d8 Cold

Attack versus EAC

80 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

100 charges 5 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Frailty Cannon, Extinction-class 19 660,000 9d6

9d6 Cold

Attack versus EAC

80 ft. 50 charges 5 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

disintegrator
Disintegrator Cannon, Liquidator 6 4,800 1d20

1d20 Acid

Attack versus EAC

40 ft.
corrode 1d6

Corrode 1d6

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

40 charges 4 3
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Disintegrator Cannon, Decimator 11 29,500 3d10

3d10 Acid

Attack versus EAC

40 ft.
corrode 2d6

Corrode 2d6

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

40 charges 4 3
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Disintegrator Cannon, Executioner 16 220,000 5d10

5d10 Acid

Attack versus EAC

40 ft.
corrode 3d6

Corrode 3d6

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

80 charges 8 3
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Disintegrator Cannon, Eradicator 20 765,000 5d20

5d20 Acid

Attack versus EAC

40 ft.
corrode 4d6

Corrode 4d6

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

80 charges 8 3
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

flame
Flamethrower, Ifrit-class 2 780 1d6

1d6 Fire

Attack versus EAC

15 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 petrol 4 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Flamethrower, Salamander-class 8 8,600 2d6

2d6 Fire

Attack versus EAC

30 ft.
burn 2d6

Burn 2d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 petrol 5 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Flamethrower, Hellhound-class 12 35,100 4d6

4d6 Fire

Attack versus EAC

30 ft.
burn 4d6

Burn 4d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 petrol 8 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Flamethrower, Firedrake-class 15 128,000 6d6

6d6 Fire

Attack versus EAC

30 ft.
burn 6d6

Burn 6d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 petrol 10 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Flamethrower, Phoenix-class 18 367,500 9d6

9d6 Fire

Attack versus EAC

30 ft.
burn 9d6

Burn 9d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 petrol 10 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

laser
Artillery Laser, Azimuth 1 425 1d10

1d10 Fire

Attack versus EAC

120 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 charges 2 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Artillery Laser, Corona 6 4,650 2d8

2d8 Fire

Attack versus EAC

120 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 4 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Artillery Laser, Aphelion 9 14,300 3d8

3d8 Fire

Attack versus EAC

120 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 4 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Autobeam Artillery, Tactical 10 19,400 2d8

2d8 Fire

Attack versus EAC

120 ft.
burn 1d8

Burn 1d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 1 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Artillery Laser, Perihelion 13 53,800 4d8

4d8 Fire

Attack versus EAC

130 ft.
burn 2d6

Burn 2d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Autobeam Artillery, Advanced 16 145,700 4d8

4d8 Fire

Attack versus EAC

120 ft.
burn 2d8

Burn 2d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 1 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Artillery Laser, Parallax 17 248,000 7d8

7d8 Fire

Attack versus EAC

150 ft.
burn 4d6

Burn 4d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Autobeam Artillery, Elite 19 543,300 6d8

6d8 Fire

Attack versus EAC

120 ft.
burn 2d10

Burn 2d10

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 1 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Artillery Laser, Zenith 20 722,000 9d8

9d8 Fire

Attack versus EAC

150 ft.
burn 5d6

Burn 5d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

plasma
Starheart Cannon, Red Star 3 1,300 1d6

1d6 Electricity

Attack versus EAC

1d6 Fire

Attack versus EAC

100 ft. 40 charges 5 2
bright

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 once step, to a maximum of normal light.

,
explode (5 ft.)

Explode (5 Ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Cannon, Red Star 8 8,650 2d10

2d10 Electricity

Attack versus EAC

2d10 Fire

Attack versus EAC

100 ft.
burn 1d8

Burn 1d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 5 2
explode (5ft.)

Explode (5ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Starheart Cannon, Yellow Star 8 9,050 3d6

3d6 Electricity

Attack versus EAC

3d6 Fire

Attack versus EAC

100 ft. 5 2
bright

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 once step, to a maximum of normal light.

,
explode (5 ft.)

Explode (5 Ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Starheart Cannon, White Star 13 48,100 5d6

5d6 Electricity

Attack versus EAC

5d6 Fire

Attack versus EAC

100 ft. 100 charges 5 2
bright

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 once step, to a maximum of normal light.

,
explode (5 ft.)

Explode (5 Ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Cannon, Yellow Star 14 62,800 4d10

4d10 Electricity

Attack versus EAC

4d10 Fire

Attack versus EAC

100 ft.
burn 2d8

Burn 2d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 2
explode (5ft.)

Explode (5ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Cannon, White Star 16 189,200 6d10

6d10 Electricity

Attack versus EAC

6d10 Fire

Attack versus EAC

100 ft.
burn 3d8

Burn 3d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 2
explode (5ft.)

Explode (5ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Starheart Cannon, Blue Star 18 360,000 9d6

9d6 Electricity

Attack versus EAC

9d6 Fire

Attack versus EAC

100 ft. 100 charges 10 2
bright

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 once step, to a maximum of normal light.

,
explode (5 ft.)

Explode (5 Ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Cannon, Blue Star 20 950,000 8d10

8d10 Electricity

Attack versus EAC

8d10 Fire

Attack versus EAC

100 ft.
burn 4d8

Burn 4d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 10 2
explode (5ft.)

Explode (5ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

projectile
Reaction Cannon, Light 1 250 1d10

1d10 Piercing

Attack versus KAC

90 ft. 6 rounds 3 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Machine Gun, Squad 4 2,060 1d10

1d10 Piercing

Attack versus KAC

60 ft. 40 rounds 2 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

X-gen Gun, Tactical 6 4,240 1d12

1d12 Piercing

Attack versus KAC

120 ft. 80 rounds 2 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Reaction Cannon, Tactical 7 6,100 2d10

2d10 Piercing

Attack versus KAC

90 ft. 6 rounds 3 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Machine Gun, Light 8 8,600 2d10

2d10 Piercing

Attack versus KAC

60 ft. 60 rounds 2 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

X-gen Gun, Advanced 9 13,100 2d10

2d10 Piercing

Attack versus KAC

120 ft. 100 rounds 2 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Reaction Cannon, Heavy 10 16,750 3d10

3d10 Piercing

Attack versus KAC

100 ft. 6 rounds 3 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Stellar Cannon, Light 10 19,200 2d12

2d12 Piercing

Attack versus KAC

30 ft.
wound

Wound

Roll on 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 a general location.

18 shells 2 2
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Crossbolter, Advanced 11 21,900 4d10

4d10 Piercing

Attack versus KAC

70 ft. 12 arrows 2 2
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Machine Gun, Medium 11 23,100 3d10

3d10 Piercing

Attack versus KAC

60 ft. 60 rounds 2 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

X-gen Gun, Elite 13 53,700 4d12

4d12 Piercing

Attack versus KAC

120 ft. 100 rounds 2 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Crossbolter, Elite 14 71,400 6d10

6d10 Piercing

Attack versus KAC

60 ft. 30 rounds 2 2
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Reaction Cannon, Advanced 14 73,000 6d10

6d10 Piercing

Attack versus KAC

120 ft. 6 rounds 3 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Stellar Cannon, Heavy 15 122,800 4d12

4d12 Piercing

Attack versus KAC

60 ft.
wound

Wound

Roll on 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 a general location.

32 rounds 2 2
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Machine Gun, Heavy 17 220,300 7d10

7d10 Piercing

Attack versus KAC

100 ft. 100 rounds 2 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Reaction Cannon, Elite 17 244,000 8d10

8d10 Piercing

Attack versus KAC

100 ft. 6 rounds 1 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

Crossbolter, Paragon 18 327,200 10d10

10d10 Piercing

Attack versus KAC

60 ft. 40 arrows 8 2
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Reaction Cannon, Paragon 20 810,000 12d10

12d10 Piercing

Attack versus KAC

100 ft. 6 rounds 1 3
penetrating

Penetrating

A penetrating weapon ignores an amount of hardness equal to the item's level.

X-gen Gun, Paragon 20 826,000 9d12

9d12 Piercing

Attack versus KAC

120 ft. 100 rounds 2 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

shock
Anacite Ion Cannon, Static 3 1,550 1d10

1d10 Electricity

Attack versus EAC

20 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

20 charges 2 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
lockdown

Lockdown

A construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shock Caster, Static 6 4,620 1d12

1d12 Electricity

Attack versus EAC

40 ft. 40 charges 2 2
explode (10ft.)

Explode (10ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Anacite Ion Cannon, Aurora 8 10,900 2d10

2d10 Electricity

Attack versus EAC

45 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 4 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
lockdown

Lockdown

A construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shock Caster, Aurora 10 19,100 2d12

2d12 Electricity

Attack versus EAC

40 ft. 40 charges 4 2
explode (15ft.)

Explode (15ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Anacite Ion Cannon, Storm 13 52,900 4d10

4d10 Electricity

Attack versus EAC

75 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

80 charges 5 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
lockdown

Lockdown

A construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shock Caster, Storm 16 164,800 5d12

5d12 Electricity

Attack versus EAC

40 ft. 100 charges 10 2
explode (20ft.)

Explode (20ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Anacite Ion Cannon, Tempest 18 441,000 6d10

6d10 Electricity

Attack versus EAC

100 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

100 charges 10 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
lockdown

Lockdown

A construct reduced to 0 hit points by a lockdown weapon is not destroyed, but simply immobilized until it regains one or more hit points.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shock Caster, Tempest 20 735,000 7d12

7d12 Electricity

Attack versus EAC

40 ft. 100 charges 10 2
explode (20ft.)

Explode (20ft.)

When you attack with this weapon aim at a grid intersection. Each creature within the blast radius takes the listed damage, but can attempt a Reflex save for half damage. If the weapon has any other special effects they are negated by a successful reflex saving throw.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

sonic
Screamer, Thunderstrike 5 3,350 1d10

1d10 Sonic

Attack versus EAC

30 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

40 charges 4 2
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Screamer, LFD 9 14,000 2d10

2d10 Sonic

Attack versus EAC

60 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

80 charges 8 2
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Screamer, HFD 15 107,500 4d10

4d10 Sonic

Attack versus EAC

60 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

100 charges 10 2
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

uncategorized
NIL Grenade Launcher, Merc 1 280 60 ft. 6 grenades 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Acid Lancer, Corroder-class 4 2,000 2d4

2d4 Acid

Attack versus EAC

30 ft.
corrode 1d4

Corrode 1d4

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

20 caustrol 4 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
boost 1d4

Boost 1d4

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

,
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

NIL Grenade Launcher, Squad 8 9,400 70 ft. 12 grenades 1 3
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Acid Lancer, Melter-class 9 13,000 3d4

3d4 Acid

Attack versus EAC

30 ft.
corrode 2d4

Corrode 2d4

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

20 caustrol 5 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
boost 1d4

Boost 1d4

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

,
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

IMDS Missile Launcher 10 18,200 80 ft. 1 missile 1 2
Acid Lancer, Liquefier-class 14 75,000 8d4

8d4 Acid

Attack versus EAC

50 ft.
corrode 4d4

Corrode 4d4

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

40 caustrol 8 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
boost 1d4

Boost 1d4

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

,
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Acid Lancer, Disintegrator-class 19 550,000 8d8

8d8 Acid

Attack versus EAC

50 ft.
corrode 6d4

Corrode 6d4

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

40 caustrol 10 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
boost 1d4

Boost 1d4

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

,
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Longarms Weapons

two-handed weapons Level Price Damage Range Critical Capacity Usage Bulk Special
cryo
Frailty Rifle, Atrophy-class 3 1,650 1d6

1d6 Cold

Attack versus EAC

60 ft. 20 charges 2 1
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Rifle, Frostbite-class 4 2,330 1d8

1d8 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 2 1
Frailty Rifle, Rot-class 7 7,700 2d6

2d6 Cold

Attack versus EAC

60 ft. 20 charges 2 2
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Rifle, Hailstorm-class 8 10,100 2d8

2d8 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 2 2
Frailty Rifle, Blight-class 13 57,200 4d6

4d6 Cold

Attack versus EAC

60 ft. 40 charges 4 2
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Rifle, Blizzard-class 14 79,800 4d8

4d8 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

80 charges 4 2
Frailty Rifle, Epidemic-class 17 297,000 7d6

7d6 Cold

Attack versus EAC

60 ft. 50 charges 5 2
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Rifle, Avalanche-class 18 410,000 7d8

7d8 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

100 charges 5 2
dimensional distruption
Disruption Rifle, Minor 9 15,000 3d8

3d8 Sonic

Attack versus EAC

50 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 5 2
boost 1d8

Boost 1d8

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Disruption Rifle, Major 14 80,000 6d8

6d8 Sonic

Attack versus EAC

40 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 5 2
boost 2d8

Boost 2d8

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

disintegrator
Disintegrator Rifle, Liquidator 6 4,740 1d20

1d20 Acid

Attack versus EAC

30 ft.
corrode 1d6

Corrode 1d6

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

40 charges 4 2
Disintegrator Rifle, Decimator 11 29,000 2d10

2d10 Acid

Attack versus EAC

30 ft.
corrode 2d6

Corrode 2d6

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

40 charges 4 2
Disintegrator Rifle, Executioner 16 210,000 5d10

5d10 Acid

Attack versus EAC

30 ft.
corrode 3d6

Corrode 3d6

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

80 charges 8 2
Disintegrator Rifle, Eradicator 20 745,000 5d20

5d20 Acid

Attack versus EAC

30 ft.
corrode 4d6

Corrode 4d6

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

80 charges 8 2
flame
Flame Rifle 2 490 1d6

1d6 Fire

Attack versus EAC

25 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 petrol 5 1
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

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unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

laser
Laser Rifle, Azimuth 1 425 1d8

1d8 Fire

Attack versus EAC

120 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 charges 1 1
Laser Rifle, Corona 6 4,650 2d6

2d6 Fire

Attack versus EAC

120 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 1 1
Laser Rifle, Aphelion 9 14,300 3d6

3d6 Fire

Attack versus EAC

120 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 1 1
Autobeam Rifle, Tactical 11 26,900 5d4

5d4 Fire

Attack versus EAC

60 ft.
burn 2d4

Burn 2d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 4 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Laser Rifle, Perihelion 13 53,800 5d6

5d6 Fire

Attack versus EAC

130 ft.
burn 2d6

Burn 2d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 2 1
Autobeam Rifle, Advanced 15 95,500 7d4

7d4 Fire

Attack versus EAC

60 ft.
burn 3d4

Burn 3d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 10 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Laser Rifle, Parallax 17 248,000 8d6

8d6 Fire

Attack versus EAC

150 ft.
burn 4d6

Burn 4d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 2 1
Autobeam Rifle, Elite 19 548,100 12d4

12d4 Fire

Attack versus EAC

60 ft.
burn 5d4

Burn 5d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Laser Rifle, Zenith 20 722,000 11d6

11d6 Fire

Attack versus EAC

150 ft.
burn 5d6

Burn 5d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 2 1
plasma
Plasma Rifle, Red Star 6 4,600 1d10

1d10 Electricity

Attack versus EAC

1d10 Fire

Attack versus EAC

40 ft.
burn 1d4

Burn 1d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 4 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

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unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Rifle, Yellow Star 10 16,800 2d10

2d10 Electricity

Attack versus EAC

2d10 Fire

Attack versus EAC

40 ft.
burn 1d8

Burn 1d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 4 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

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unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Caster, White Star 13 49,100 3d10

3d10 Electricity

Attack versus EAC

3d10 Fire

Attack versus EAC

80 ft.
burn 1d10

Burn 1d10

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 5 2
boost 1d10

Boost 1d10

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Plasma Rifle, White Star 15 126,600 4d10

4d10 Electricity

Attack versus EAC

4d10 Fire

Attack versus EAC

60 ft.
burn 2d8

Burn 2d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 4 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

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unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Caster, Blue Star 17 275,000 5d10

5d10 Electricity

Attack versus EAC

5d10 Fire

Attack versus EAC

80 ft.
burn 2d10

Burn 2d10

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

200 charges 10 2
boost 2d10

Boost 2d10

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Plasma Pistol, Blue Star 20 935,000 8d10

8d10 Electricity

Attack versus EAC

8d10 Fire

Attack versus EAC

100 ft.
burn 4d8

Burn 4d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 10 2
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

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unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

projectile
Hunting Rifle 1 240 1d8

1d8 Piercing

Attack versus KAC

90 ft. 6 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Scattergun, Utility 1 235 1d4

1d4 Piercing

Attack versus KAC

15 ft. 4 shells 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

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blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Acid Dart Rifle, Tactical 2 485 1d8

1d8 Acid

Attack versus EAC

1d8 Piercing

Attack versus KAC

80 ft.
corrode 1d4

Corrode 1d4

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

10 darts 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Autotarget Rifle 2 755 1d6

1d6 Piercing

Attack versus KAC

60 ft. 10 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

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automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Crossbolter, Tactical 2 475 1d10

1d10 Piercing

Attack versus KAC

70 ft. 1 arrow 1 2
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Assault Rifle, AG 3 1,400 1d8

1d8 Piercing

Attack versus KAC

80 ft. 12 rounds 1 1
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Kalo Shredder, Slipstream-class 3 1,610 1d6

1d6 Slashing

Attack versus KAC

30 ft.
bleed 1d4

Bleed 1d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

8 flechettes 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

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automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

,
underwater

Underwater

When using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage.

Accelerator Rifle, AG 7 7,500 3d4

3d4 Piercing

Attack versus KAC

60 ft. 16 rounds 1 2
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Acid Dart Rifle, Dual 7 6,900 2d8

2d8 Acid

Attack versus EAC

2d8 Piercing

Attack versus KAC

90 ft.
corrode 2d4

Corrode 2d4

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

24 darts 2 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Kalo Shredder, Cascade-class 7 6,630 2d6

2d6 Slashing

Attack versus KAC

40 ft.
bleed 1d6

Bleed 1d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

18 flechettes 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

,
underwater

Underwater

When using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage.

Seeker Rifle, Tactical 7 6,030 2d8

2d8 Piercing

Attack versus KAC

100 ft. 8 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Crossbolter, Dual 8 8,250 2d10

2d10 Piercing

Attack versus KAC

70 ft. 4 arrows 2 2
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Scattergun, Snub 8 8,300 1d12

1d12 Piercing

Attack versus KAC

15 ft. 8 shells 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Magnetar Rifle, Tactical 9 11,800 2d8

2d8 Piercing

Attack versus KAC

60 ft. 18 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Combat Rifle 10 16,500 3d8

3d8 Piercing

Attack versus KAC

90 ft. 12 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

RPPR, AG 10 21,000 2d12

2d12 Bludgeoning

Attack versus KAC

100 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

12 mini-rockets 1 2
Kalo Shredder, Torrent-class 11 26,700 4d6

4d6 Slashing

Attack versus KAC

40 ft.
bleed 3d4

Bleed 3d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

24 flechettes 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

,
underwater

Underwater

When using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage.

Acid Dart Rifle, Complex 12 39,200 4d8

4d8 Acid

Attack versus EAC

4d8 Piercing

Attack versus KAC

90 ft.
corrode 4d4

Corrode 4d4

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

48 darts 4 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Scattergun, Impact 12 30,400 2d12

2d12 Piercing

Attack versus KAC

15 ft. 12 shells 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Gyrojet Rifle, Tactical 13 54,000 3d12

3d12 Bludgeoning

Attack versus KAC

100 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

12 mini-rockets 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Magnetar Rifle, Advanced 13 53,700 4d8

4d8 Piercing

Attack versus KAC

60 ft. 24 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Kalo Shredder, Deluge-class 14 74,300 6d6

6d6 Slashing

Attack versus KAC

60 ft.
bleed 4d4

Bleed 4d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

36 flechettes 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

,
underwater

Underwater

When using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage.

Seeker Rifle, Advanced 14 72,300 6d8

6d8 Piercing

Attack versus KAC

100 ft. 18 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Gyrojet Rifle, Advanced 15 122,800 5d12

5d12 Bludgeoning

Attack versus KAC

120 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

12 mini-rockets 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Scattergun, Vortex 15 91,900 3d12

3d12 Piercing

Attack versus KAC

30 ft. 12 shells 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Magnetar Rifle, Elite 16 185,100 6d8

6d8 Piercing

Attack versus KAC

120 ft. 36 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Gyrojet Rifle, Elite 17 245,600 6d12

6d12 Bludgeoning

Attack versus KAC

120 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

12 mini-rockets 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Kalo Shredder, Monsoon-class 17 784,000 12d6

12d6 Slashing

Attack versus KAC

60 ft.
bleed 4d6

Bleed 4d6

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

48 flechettes 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

,
underwater

Underwater

When using this weapon underwater it ignores the usual -2 to hit penalty and deals full damage.

Seeker Rifle, Elite 17 242,500 9d8

9d8 Piercing

Attack versus KAC

100 ft. 18 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Scattergun, Grapeshot 18 331,000 4d12

4d12 Piercing

Attack versus KAC

30 ft. 12 shells 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

Magnetar Rifle, Paragon 19 612,600 8d8

8d8 Piercing

Attack versus KAC

120 ft. 48 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
automatic

Automatic

In addition to making normal ranged attacks this weapon can fire in fully automatic mode. No action is required to change mode.

When making a full attack in automatic mode you attack in a cone with a range of half the weapon's range increment. This uses all of the weapon's remaining ammunition. Roll one attack against each creature in the cone starting with the creatures closest to you. These attacks can't score critical hits. Roll damage once and apply it to all target's struck. Each attack uses two charges or shots, and when you run out of ammo stop making attacks.

Gyrojet Rifle, Paragon 20 723,500 8d12

8d12 Bludgeoning

Attack versus KAC

120 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

12 mini-rockets 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Seeker Rifle, Paragon 20 809,200 12d8

12d8 Piercing

Attack versus KAC

100 ft. 24 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

shock
Pulsecaster Rifle 1 100 1d6

1d6 Electricity

Attack versus EAC

50 ft. 20 charges 1 1
nonlethal

Nonlethal

This weapon deals nonlethal damage.

Arc Emitter, Tactical 2 750 1d4

1d4 Electricity

Attack versus EAC

15 ft. 40 charges 1 1
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Arc Rifle, Static 6 4,200 1d12

1d12 Electricity

Attack versus EAC

70 ft.
arc 1d6

Arc 1d6

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

40 charges 2 2
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Arc Emitter, Advanced 9 13,200 2d4

2d4 Electricity

Attack versus EAC

30 ft. 40 charges 1 1
blast

Blast

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

Roll one attack for each creature in the cone, starting with those closest to you. Each attack takes a -2 penalty in addition to any other penalties. Roll damage once for all targets hit. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects) and apply it to the targets critically hit. You can't avoid attacking allies in the cone and a creature can't be hit more than once.

Blast attacks ignore concealment. Blast weapons don't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Arc Rifle, Aurora 11 24,500 2d12

2d12 Electricity

Attack versus EAC

70 ft.
arc 2d6

Arc 2d6

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

40 charges 2 2
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Arc Rifle, Storm 16 190,300 4d12

4d12 Electricity

Attack versus EAC

80 ft.
arc 4d6

Arc 4d6

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

80 charges 2 2
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Arc Rifle, Tempest 19 622,000 6d12

6d12 Electricity

Attack versus EAC

80 ft.
arc 6d6

Arc 6d6

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

100 charges 2 2
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

sonic
Sonic Rifle, Thunderstrike 5 3,400 1d10

1d10 Sonic

Attack versus EAC

50 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

40 charges 1 1
Streetsweeper, Thunderstrike 7 7,150 1d10

1d10 Sonic

Attack versus EAC

50 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

40 charges 2 2
boost 1d6

Boost 1d6

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Sonic Rifle, LFD 10 17,000 2d10

2d10 Sonic

Attack versus EAC

50 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

40 charges 2 2
Streetsweeper, LFD 12 39,300 3d10

3d10 Sonic

Attack versus EAC

50 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

40 charges 2 2
boost 1d8

Boost 1d8

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Sonic Rifle, HFD 14 80,200 4d10

4d10 Sonic

Attack versus EAC

50 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

40 charges 2 2
Streetsweeper, HFD 16 195,000 5d10

5d10 Sonic

Attack versus EAC

50 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

40 charges 2 2
boost 1d10

Boost 1d10

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Sonic Rifle, Banshee 18 364,500 6d10

6d10 Sonic

Attack versus EAC

50 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

100 charges 2 2
uncategorized
Needler Rifle 1 110 1d6

1d6 Piercing

Attack versus KAC

60 ft.
injection DC+2

Injection DC+2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

12 darts 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Small Arms Weapons

one-handed weapons Level Price Damage Range Critical Capacity Usage Bulk Special
cryo
Frailty Pistol, Rasp-class 4 2,420 1d4

1d4 Cold

Attack versus EAC

60 ft. 10 charges 1 L
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Pistol, Frostbite-class 5 3,060 1d6

1d6 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

20 charges 1 L
Frailty Pistol, Wail-class 9 15,400 2d4

2d4 Cold

Attack versus EAC

60 ft. 20 charges 2 L
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Pistol, Hailstorm-class 10 16,900 2d6

2d6 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 2 L
Frailty Pistol, Scream-class 14 85,800 4d4

4d4 Cold

Attack versus EAC

60 ft. 20 charges 2 L
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Pistol, Blizzard-class 15 94,500 4d6

4d6 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 2 L
Frailty Pistol, Deathcry-class 18 440,000 6d4

6d4 Cold

Attack versus EAC

60 ft. 40 charges 4 L
necrotic

Necrotic

A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy are immune to the cold damage of a necrotic weapon, and the cold damage only affects living creatures. Undead creatures creatures not only take no damage from this weapon, but gain temporary hit points equal to the item's level. These temporary hit points last: 10 minutes, until expended, or until it gains a larger number of temporary hit points from a necrotic weapon. A creature can only benefit from one necrotic weapon source of hit points at time.

Zero Pistol, Avalanche-class 19 492,900 6d6

6d6 Cold

Attack versus EAC

60 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

60 charges 4 L
dimensional distruption
Disruption Pistol, Minor 7 7,500 2d6

2d6 Sonic

Attack versus EAC

40 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

20 charges 2 L
boost 1d6

Boost 1d6

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Disruption Pistol, Major 12 40,000 3d6

3d6 Sonic

Attack versus EAC

40 ft.
staggered

Staggered

The target must save or be staggered for 1 round.

Condition: Staggered

You can take a single move action or a single standard action round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

40 charges 4 L
boost 2d6

Boost 2d6

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

disintegrator
Disintegrator Pistol, Liquidator 6 4,500 1d10

1d10 Acid

Attack versus EAC

15 ft. 20 charges 2 L
Disintegrator Pistol, Decimator 11 28,000 1d20

1d20 Acid

Attack versus EAC

20 ft. 20 charges 2 L
Disintegrator Pistol, Executioner 16 200,000 2d20

2d20 Acid

Attack versus EAC

25 ft.
corrode 1d6

Corrode 1d6

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

40 charges 4 L
Disintegrator Pistol, Eradicator 20 745,000 3d20

3d20 Acid

Attack versus EAC

30 ft.
corrode 2d6

Corrode 2d6

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

40 4 L
flame
Flare Gun, Survival 1 90 1d3

1d3 Fire

Attack versus EAC

30 ft.
burn 1d6

Burn 1d6

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

1 flare 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
bright

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 once step, to a maximum of normal light.

Flame Pistol 2 470 1d4

1d4 Fire

Attack versus EAC

20 ft.
burn 1d4

Burn 1d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 petrol 4 L
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

laser
Laser Pistol, Azimuth 1 350 1d4

1d4 Fire

Attack versus EAC

80 ft.
burn 1d4

Burn 1d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 charges 1 L
Laser Pistol, Corona 6 4,270 2d4

2d4 Fire

Attack versus EAC

90 ft.
burn 1d4

Burn 1d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 charges 1 L
Laser Pistol, Aphelion 9 14,820 3d4

3d4 Fire

Attack versus EAC

90 ft.
burn 1d4

Burn 1d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 2 L
boost 1d4

Boost 1d4

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Laser Pistol, Perihelion 12 40,200 4d4

4d4 Fire

Attack versus EAC

90 ft.
burn 2d4

Burn 2d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 2 L
Laser Pistol, Parallax 14 82,000 5d4

5d4 Fire

Attack versus EAC

90 ft.
burn 3d4

Burn 3d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

80 charges 4 L
boost 2d4

Boost 2d4

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Laser Pistol, Zenith 17 245,200 8d4

8d4 Fire

Attack versus EAC

100 ft.
burn 4d4

Burn 4d4

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

80 charges 4 L
plasma
Plasma Pistol, Red Star 7 7,200 1d8

1d8 Electricity

Attack versus EAC

1d8 Fire

Attack versus EAC

20 ft.
burn 1d8

Burn 1d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

20 charges 4 L
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Pistol, Yellow Star 12 40,300 2d8

2d8 Electricity

Attack versus EAC

2d8 Fire

Attack versus EAC

25 ft.
burn 1d8

Burn 1d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

40 charges 8 L
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Pistol, White Star 15 107,500 3d8

3d8 Electricity

Attack versus EAC

3d8 Fire

Attack versus EAC

30 ft.
burn 2d8

Burn 2d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 20 L
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Plasma Pistol, Blue Star 19 565,000 5d8

5d8 Electricity

Attack versus EAC

5d8 Fire

Attack versus EAC

40 ft.
burn 3d8

Burn 3d8

Target gains the burning condition.

Condition: Burning

You are on fire. As long as you are burning, you take the listed fire damage at the start of your turn. Burning damage from multiple sources is cumulative.

At the end of each round you are burning, you can attempt a Reflex saving throw to remove the condition. The DC is 10 + the amount of fire damage you took this round from the burning condition. Success removes the condition. You can save each round while you have this condition, and gain a +2 cumulative bonus the to save for each previous failure.

You can also automatically end the condition by jumping into water (or other non-flamable liquid). You can also spend a full action to roll around on the ground or otherwise smother the flames to attempt the save with a +4 bonus.

100 charges 20 L
line

Line

The weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with this weapon make a single attack roll and compare it to the relevant AC of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once and apply it to all creatures hit. If a creature or object in the line suffers no damage this attack (usually due to damage reduction or hardness) the path ends and doesn't deal damage to things farther down the line. If a critical is scored only the first target hit suffers the effect. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as an operative's trick attack).

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

projectile
Semi-auto Pistol, Tactical 1 260 1d6

1d6 Piercing

Attack versus KAC

30 ft. 9 rounds 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Semi-auto Pistol, Advanced 7 5,500 2d6

2d6 Piercing

Attack versus KAC

60 ft. 12 rounds 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Semi-auto Pistol, Elite 10 18,200 3d6

3d6 Piercing

Attack versus KAC

60 ft. 12 rounds 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Semi-auto Pistol, Paragon 13 45,200 4d6

4d6 Piercing

Attack versus KAC

60 ft. 16 rounds 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Gyrojet Pistol, Tactical 15 91,500 3d12

3d12 Bludgeoning

Attack versus KAC

80 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

8 mini-rockets 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Gyrojet Pistol, Advanced 17 212,700 4d12

4d12 Bludgeoning

Attack versus KAC

80 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

8 mini-rockets 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

Gyrojet Pistol, Elite 20 715,800 5d12

5d12 Bludgeoning

Attack versus KAC

80 ft.
knockdown

Knockdown

The target is knocked prone.

Condition: Prone

You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but take a -4 penalty to Armor Class against melee attacks. Standing up from prone is a move action.

8 mini-rockets 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

shock
Pulsecaster Pistol 1 250 1d4

1d4 Electricity

Attack versus EAC

30 ft. 20 charges 1 L
nonlethal

Nonlethal

This weapon deals nonlethal damage.

Arc Pistol, Static 2 750 1d6

1d6 Electricity

Attack versus EAC

50 ft.
arc 2

Arc 2

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

20 charges 2 L
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Arc Pistol, Aurora 13 45,700 3d6

3d6 Electricity

Attack versus EAC

50 ft.
arc 2d6

Arc 2d6

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

40 charges 2 L
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

Arc Pistol, Storm 18 365,500 3d12

3d12 Electricity

Attack versus EAC

50 ft.
arc 4d6

Arc 4d6

The attack's energy leaps to a second creature. This secondary target must be within 10 feet of, and the closest creature to the original target.

100 charges 10 L
stun

Stun

You can change the mode of a stun weapon as a move action. While in stun mode the weapon's attacks are nonlethal.

sonic
Sonic Pistol, Thunderstrike 4 2,300 1d8

1d8 Sonic

Attack versus EAC

40 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

20 charges 2 L
Sonic Pistol, LFD 11 26,200 2d8

2d8 Sonic

Attack versus EAC

40 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

40 charges 4 L
boost 1d6

Boost 1d6

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

Sonic Pistol, HFD 14 71,300 3d8

3d8 Sonic

Attack versus EAC

40 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

60 charges 6 L
Sonic Pistol, Banshee 16 191,000 4d8

4d8 Sonic

Attack versus EAC

40 ft.
deafen

Deafen

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

Condition: Deafened

You can't hear. You take a -4 penalty to initiative checks and opposed perception checks, and you automatically fail perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome them.

80 charges 8 L
boost 1d10

Boost 1d10

You can charge up a weapon with this property as a move action. When you do, you increase the damage by the listed amount on the next attack with this weapon. Boosting expends charges equal to the weapon's usage value. This is multiplied by 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.

uncategorized
Needler Pistol 1 105 1d4

1d4 Piercing

Attack versus KAC

30 ft.
injection DC+2

Injection DC+2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

6 darts 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Nightarch Needler, Tactical 3 1,650 1d6

1d6 Piercing

Attack versus KAC

30 ft.
injection DC +2

Injection DC +2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

5 darts 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Nightarch Needler, Advanced 8 6,270 2d6

2d6 Piercing

Attack versus KAC

30 ft.
injection DC +2

Injection DC +2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

5 darts 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Nightarch Needler, Elite 13 44,980 4d6

4d6 Piercing

Attack versus KAC

30 ft.
injection DC +2

Injection DC +2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

5 darts 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Nightarch Needler, Paragon 18 369,000 8d6

8d6 Piercing

Attack versus KAC

30 ft.
injection DC +2

Injection DC +2

If the this weapon is used to deliver a poison or drug, the save DC is increased by the listed amount.

5 darts 1 L
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
injection

Injection

This weapon can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon the ammunition or the first attack for melee weapons automatically injects the target with substance. Refilling the weapon with a new substance acts as reloading and is a move action.

Sniper Weapons

two-handed weapons Level Price Damage Range Critical Capacity Usage Bulk Special
laser
Diasporan Rifle, Tactical 1 350 1d8

1d8 Fire

Attack versus EAC

70 ft. 10 charges 1 1
sniper (250 ft.)

Sniper (250 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Diasporan Rifle, Advanced 5 3,750 2d8

2d8 Fire

Attack versus EAC

70 ft. 20 charges 1 2
sniper (500 ft.)

Sniper (500 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Diasporan Rifle, Elite 10 17,000 4d8

4d8 Fire

Attack versus EAC

80 ft. 20 charges 1 2
sniper (750 ft.)

Sniper (750 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Diasporan Rifle, Ultra 15 110,000 6d8

6d8 Fire

Attack versus EAC

80 ft. 30 charges 1 2
sniper (1000 ft.)

Sniper (1000 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Diasporan Rifle, Imperial 20 725,000 10d8

10d8 Fire

Attack versus EAC

80 ft. 30 charges 1 2
sniper (1000 ft.)

Sniper (1000 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

projectile
Shobhad Horizon Striker, Tactical 1 440 2d4

2d4 Piercing

Attack versus KAC

100 ft. 2 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (500 ft.)

Sniper (500 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shirren-eye Rifle, Tactical 2 755 1d10

1d10 Piercing

Attack versus KAC

70 ft. 1 round 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (250 ft.)

Sniper (250 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shobhad Horizon Striker, Advanced 6 4,750 3d4

3d4 Piercing

Attack versus KAC

120 ft. 2 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (1000 ft.)

Sniper (1000 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shirren-eye Rifle, Advanced 8 9,350 2d10

2d10 Piercing

Attack versus KAC

70 ft. 4 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (500 ft.)

Sniper (500 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shobhad Horizon Striker, Elite 11 27,300 6d4

6d4 Piercing

Attack versus KAC

140 ft. 2 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (1250 ft.)

Sniper (1250 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shirren-eye Rifle, Elite 13 54,000 4d10

4d10 Piercing

Attack versus KAC

80 ft. 6 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (750 ft.)

Sniper (750 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shirren-eye Rifle, Paragon 16 147,200 6d10

6d10 Piercing

Attack versus KAC

80 ft. 6 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (1000 ft.)

Sniper (1000 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shobhad Horizon Striker, Paragon 16 185,000 8d8

8d8 Piercing

Attack versus KAC

160 ft. 2 rounds 1 2
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (1500 ft.)

Sniper (1500 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Shirren-eye Rifle, Warpshot 20 740,800 10d10

10d10 Piercing

Attack versus KAC

80 ft. 4 rounds 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
sniper (1000 ft.)

Sniper (1000 Ft.)

If you aim as a move action and then fire it on the same turn use the listed value with the sniper property as the weapon's range increment. You can still fire the weapon normally, but it only has the regular listed range when you do.

,
unwieldy

Unwieldy

You can't use an unwieldy weapon as part of a full attack, any other action that would let you make multiple attacks, you can't attack with it more than once per round, and you can't make attacks of opportunity with it.

Special Weapons

one-handed weapons Level Price Damage Range Critical Capacity Usage Bulk Special
uncategorized
Carbonedge, Shuriken (10) 1 85 1d4

1d4 Piercing

Attack versus KAC

10 ft.
bleed 1d4

Bleed 1d4

Target gains the bleeding condition.

Condition: Bleeding

You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

drawn
quick reload

Quick Reload

You can reload this weapon as part of the same action used to fire it, instead of using a move action.

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thrown

Thrown

You apply your Str mod 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.

Nyfiber Net 2 460 10 ft. drawn 1
entangle

Entangle

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon's level + attacker's Dex mod) or a Strength check (DC = 15 + weapon's level + attacker's Dex mod). An entangled creature can attempt such a check as a move action. Some weapons have a maximum duration for this effect.

,
thrown

Thrown

You apply your Str mod 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.

Battlebow, Tactical 4 1,900 1d8

1d8 Piercing

Attack versus KAC

120 ft. drawn 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Battlebow, Advanced 8 8,750 2d8

2d8 Piercing

Attack versus KAC

120 ft. drawn 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Battlebow, Elite 12 31,000 3d8

3d8 Piercing

Attack versus KAC

120 ft. drawn 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

Battlebow, Paragon 16 150,000 6d8

6d8 Piercing

Attack versus KAC

120 ft. drawn 1 1
analog

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology.

,
archaic

Archaic

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

two-handed weapons Level Price Damage Range Critical Capacity Usage Bulk Special
uncategorized
Bow 1 255 1d6

1d6 Piercing

Attack versus KAC

60 ft. drawn 1 1
quick reload

Quick Reload

You can reload this weapon as part of the same action used to fire it, instead of using a move action.