Archives of Nethys

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Scaling Equipment / Scaling Weapons

Choose a Weapon Category

Source Starfinder Enhanced pg. 143
Each weapon belongs to a category based on how it inflicts harm; choose one and choose the damage type (or the combination of damage types) available in that category. The category and damage type(s) determine not just whether the weapon targets EAC or KAC (per page 169 of the Core Rulebook), but they might also affect other statistics and which perks can be applied to the weapon. If a weapon targets EAC, reduces its damage die size by one. If a weapon deals only energy damage, it uses a battery as ammunition (unless otherwise noted). If a weapon deals a combination of energy damage and kinetic damage, it might use a battery (such as a cryo weapon that freezes and flings icicles) or suitable physical ammunition (such as a shock weapon that fires electrified flechettes).
Choose one of the following weapon categories. Any melee weapon belonging to a category marked with an asterisk (*) gains the powered weapon ability.
Cryo*: The weapon deals cold damage, or it deals cold damage combined with bludgeoning, piercing, or slashing damage.
Disintegrator*: The weapon deals acid damage.
Flame*: The weapon deals fire damage, or it deals fire damage combined with bludgeoning, piercing, or slashing damage. Flame weapons often use petrol as ammunition.
Laser (ranged only): The weapon deals fire damage and increases its range increment by 50%.
Plasma*: The weapon deals a combination of electricity and fire damage.
Projectile (ranged only): The weapon deals bludgeoning, piercing, or slashing damage, or it deals a combination of acid and piercing damage.
Shock*: The weapon deals electricity damage, or it deals electricity damage combined with bludgeoning, piercing, or slashing damage.
Sonic*: The weapon deals sonic damage, or it deals sonic damage combined with bludgeoning, piercing, or slashing damage.
Uncategorized: The weapon doesn’t fit cleanly into one of the categories above. Typically, uncategorized weapons deal bludgeoning, piercing, or slashing damage, though they might use or combine other damage types at the GM’s discretion.