Weapon Table

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A weapon entry consists of the following information, organized in columns on the weapon tables.

  • Weapon: The weapon's name.
  • Type: The type of damage the weapon does (the damage types are pierce, explosive, psionic, void, and anima)
  • Damage: The amount of damage the weapon deals in fixed numbers and dice.
  • Range: The effective range in squares for the weapon. An entry of "melee" means the weapon is only effective on targets adjacent to you.
  • Spread: A listed area of effect for the weapon. Weapons without areas listed here are considered to have an area of "target creature."
  • Weight: An entry of light or heavy for the weapon. Light weapons use Dexterity in damage calculation. Heavy weapons use Strength in damage calculation (other feats, features, powers, abilities, or effects may also refer to weapon weight).
  • Min, Max, and Average: A listing of the weapon's damage in another form. This is simply to give you more relevant information for choosing a weapon and is not meant to supercede or replace the other damage entry.
Weapon type damage range spread weight min max avg
Psi blades pierce 8+1d4 melee - light 9 12 10.5
Perdition flame thrower anima 2+1d2 5 line 1 light 3 4 3.5
Quad k12 Punisher explosive 6+1d2 5 area 1 heavy 7 8 7.5
C10 Canister Rifle explosive 4+1d2 6 area 1 light 5 6 5.5
Impaler Gauss Rifle pierce 6+1d2 6 - heavy 7 8 7.5
Coherent Fusion Blade anima 6+1d4 melee - light 7 10 8.5
Heavy Impact Hammer pierce 7+1d8 melee - heavy 8 15 11.5
Linear Slug Accelerator pierce 5+1d4 10 - heavy 6 9 7.5
Ranged Gaussian Projector pierce 5+1d2 10 - light 6 7 6.5
LRR explosive 3+1d2 10 area 1 heavy 4 5 4.5
Rapid Grenade Repeater explosive 2+1d2 4 area 2 heavy 3 4 3.5
Heavy Acid Projector anima 3+1d2 4 line 1 heavy 4 5 4.5
untrained* melee weapon x 1d10 melee - x 1 10 5.5
untrained* pierce weapon pierce 1d8 x - x 1 8 4.5
untrained* explosive weapon explosive 1d4 x area 1 x 1 4 2.5
untrained* anima weapon anima 1d6 x x x 1 6 3.5

*Use the untrained entry whenever you use a weapon of the matching type without training in that type. Use the weapon's entry for any x values in the table.