LordErebus12
2015-04-13, 05:57 PM
Martial Weapons
Price
Dmg (S)
Dmg (M)
Critical
Range
Capacity
Usage
Weight
Type1
Special
One-Handed Melee Weapons
Laser torch
600 gp
1d8
1d10
×3
—
10
1 charge
4 lbs.
F
Touch
Stun baton
500 gp
Special
Special
×2
—
10
1 charge/round
2 lbs.
B and E (special)
Touch
Exotic Weapons
Two-Handed Melee Weapons
Chainsaw
300 gp
1d12
3d6
18-20/×2
—
10
1 charge/hour
10 lbs.
S
Deadly, distracting
One-Handed Ranged Weapons (Firearms)
Arc pistol
1,000 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Elect
Semi-automatic, touch
EMP pistol
1,200 gp
1d10
2d6
×2
50 ft.
10
1 charge
2 lbs.
Elect
Semi-automatic, touch
Laser pistol
1,000 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Fire
Semi-automatic, touch
Revolver
400 gp
1d6
1d8
×4
20 ft.
1
6
4 lbs.
B and P
—
Sonic pistol
1,300 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Sonic
Semi-automatic, touch
Stun gun
300 gp
1d6
1d8
×2
20 ft.
10
1 charge
3 lbs.
—
Nonlethal, semi-automatic, touch
Zero pistol
1,000 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Cold
Semi-automatic, touch
Two-Handed Ranged Weapons (Firearms)
Autograpnel
400 gp
1d6+6
1d8+6
×3
30 ft.
20
1 charge
10 lbs.
Piercing
Grapple, slow-firing
Rifle, arc
2,000 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Elect
Automatic, touch
Rifle, EMP
2,400 gp
2d6
3d6
×2
150 ft.
20
1 charge
6 lbs.
Elect
Automatic, touch
Rifle, laser
2,000 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Fire
Automatic, touch
Rifle, pepperbox
700 gp
1d8
1d10
×4
80 ft.
1–2
4
15 lbs.
B and P
—
Rifle, sonic
2,600 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Sonic
Automatic, touch
Rifle, standard
500 gp
1d8
1d10
×4
80 ft.
1
1
12 lbs.
B and P
—
Rifle, zero
2,000 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Cold
Automatic, touch
Shotgun
500 gp
1d6
1d8
×2
20 ft.
1–2
1
12 lbs.
B and P
scatter
Shotgun, double-barreled
700 gp
1d6
1d8
×2
20 ft.
1–2
2
15 lbs.
B and P
scatter
Two-Handed Ranged Weapons (Heavy Weaponry)
Heavy Weapons
Price
Dmg (S)
Dmg (M)
Critical
Range
Capacity
Usage
Weight
Type1
Special
Grenade launcher
800 gp
Varies
Varies
—
100 ft.
20
(5 genades)
1 grenade and 1 charge, 8 lbs.
Varies
Slow-firing
Plasma thrower
3,000 gp
2d10
4d6
19-20/×2
60 ft.
20
2 charges
15 lbs.
E and F
Automatic or slow-firing, scatter, touch
Rail gun
3,000 gp
3d8
3d10
×4
200 ft.
10
1 charge
14 lbs.
B and P
Slow-firing, touch
Rocket launcher
1,080 gp
8d6
12d6
—
120 ft.
10
1 (disposable)
10 lbs.
B and F
Slow-firing, touch
X-laser
4,000 gp
6d4
5d6
×4
200 ft.
20
5 charges
10 lbs.
F
Touch
1 A weapon with two types is both types if the entry specifies "and," and is either type (wielder's choice) if the entry specifies "or." Damage types are abbreviated as follows: B (bludgeoning), C (cold), E (electricity), F (fire), P (piercing), and S (slashing).
2 This weapon has either no range increment or a special range. See the text for more information.
Price
Dmg (S)
Dmg (M)
Critical
Range
Capacity
Usage
Weight
Type1
Special
One-Handed Melee Weapons
Laser torch
600 gp
1d8
1d10
×3
—
10
1 charge
4 lbs.
F
Touch
Stun baton
500 gp
Special
Special
×2
—
10
1 charge/round
2 lbs.
B and E (special)
Touch
Exotic Weapons
Two-Handed Melee Weapons
Chainsaw
300 gp
1d12
3d6
18-20/×2
—
10
1 charge/hour
10 lbs.
S
Deadly, distracting
One-Handed Ranged Weapons (Firearms)
Arc pistol
1,000 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Elect
Semi-automatic, touch
EMP pistol
1,200 gp
1d10
2d6
×2
50 ft.
10
1 charge
2 lbs.
Elect
Semi-automatic, touch
Laser pistol
1,000 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Fire
Semi-automatic, touch
Revolver
400 gp
1d6
1d8
×4
20 ft.
1
6
4 lbs.
B and P
—
Sonic pistol
1,300 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Sonic
Semi-automatic, touch
Stun gun
300 gp
1d6
1d8
×2
20 ft.
10
1 charge
3 lbs.
—
Nonlethal, semi-automatic, touch
Zero pistol
1,000 gp
1d6
1d8
×2
50 ft.
10
1 charge
2 lbs.
Cold
Semi-automatic, touch
Two-Handed Ranged Weapons (Firearms)
Autograpnel
400 gp
1d6+6
1d8+6
×3
30 ft.
20
1 charge
10 lbs.
Piercing
Grapple, slow-firing
Rifle, arc
2,000 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Elect
Automatic, touch
Rifle, EMP
2,400 gp
2d6
3d6
×2
150 ft.
20
1 charge
6 lbs.
Elect
Automatic, touch
Rifle, laser
2,000 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Fire
Automatic, touch
Rifle, pepperbox
700 gp
1d8
1d10
×4
80 ft.
1–2
4
15 lbs.
B and P
—
Rifle, sonic
2,600 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Sonic
Automatic, touch
Rifle, standard
500 gp
1d8
1d10
×4
80 ft.
1
1
12 lbs.
B and P
—
Rifle, zero
2,000 gp
1d10
2d6
×2
150 ft.
20
1 charge
6 lbs.
Cold
Automatic, touch
Shotgun
500 gp
1d6
1d8
×2
20 ft.
1–2
1
12 lbs.
B and P
scatter
Shotgun, double-barreled
700 gp
1d6
1d8
×2
20 ft.
1–2
2
15 lbs.
B and P
scatter
Two-Handed Ranged Weapons (Heavy Weaponry)
Heavy Weapons
Price
Dmg (S)
Dmg (M)
Critical
Range
Capacity
Usage
Weight
Type1
Special
Grenade launcher
800 gp
Varies
Varies
—
100 ft.
20
(5 genades)
1 grenade and 1 charge, 8 lbs.
Varies
Slow-firing
Plasma thrower
3,000 gp
2d10
4d6
19-20/×2
60 ft.
20
2 charges
15 lbs.
E and F
Automatic or slow-firing, scatter, touch
Rail gun
3,000 gp
3d8
3d10
×4
200 ft.
10
1 charge
14 lbs.
B and P
Slow-firing, touch
Rocket launcher
1,080 gp
8d6
12d6
—
120 ft.
10
1 (disposable)
10 lbs.
B and F
Slow-firing, touch
X-laser
4,000 gp
6d4
5d6
×4
200 ft.
20
5 charges
10 lbs.
F
Touch
1 A weapon with two types is both types if the entry specifies "and," and is either type (wielder's choice) if the entry specifies "or." Damage types are abbreviated as follows: B (bludgeoning), C (cold), E (electricity), F (fire), P (piercing), and S (slashing).
2 This weapon has either no range increment or a special range. See the text for more information.