Weapon Statistics

Each of the weapons in the weapon tables lists the statistics for various melee and ranged weapons that you can purchase. The tables present the following statistics.

Damage

This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. Some weapons also deal other damage types: A for acid, C for cold, E for electricity, F for fire, M for Mental, Po for Poison, So for sonic, or V for void.

Range

Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.
For example, a commercial semi-auto pistol takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet.

Reload

While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload a weapon's magazine. This can be 0 if drawing specialized ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or if you can spend some of those actions during one turn and the rest during your next turn.
An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.

Bulk

This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on Items of Different Sizes.

Hands

Some weapons require one hand to wield, and others require two. Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait.
Multi-Armed Characters: Characters that have more than two hands, like kasathas, can hold more items and weapons than typically expected. Performing actions with multiple pairs of arms concurrently is a challenge and can't be done without intensive training. You must designate a pair of hands as your active hands. You can change this designation from one pair of hands to another by taking the Switch Hands action. Some feats can adjust your skill with multiple hands. You can only attack with weapons wielded in your active hands.

Magazine

Many ranged weapons have magazines (or take batteries) to allow for multiple shots in rapid succession without the need to reload. The magazine of a weapon indicates how much ammunition it can hold. Weapons listed with charges represent battery-powered weapons. These weapons hold charges equal to the maximum charges of each battery and can use batteries up to the same grade as a weapon (so a tactical weapon can use a commercial or tactical battery). Some weapons instead utilize chemicals (chems), which are sold in tanks and otherwise function as batteries. Chemicals can't be recharged, and new chems must be purchased after a tank is expended. Most projectile weapons have magazines that hold a maximum number of projectiles, which act as ammunition. Depending on the specific type of weapon, projectiles could be bolts, darts, flechettes, rounds, or other appropriate ammunition. Most projectile weapons use rounds, while most injection weapons use darts. Ammunition is purchased separately from a weapon, at a cost of 10 projectiles per credit.

Expend

This indicates how much ammunition is consumed with each ranged Strike you make with the weapon. Anytime the weapon is fired, the ammunition in its magazine is lowered by the number indicated. Other abilities might cite the use of expend as the amount of ammo required to complete the action.

Upgrades

Weapons can be customized with upgrades, which include technological weapon modifications and magical weapon fusions. This indicates how many upgrades the weapon can utilize. You can find more about weapon upgrades here.

Group

A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects.

Weapon Traits

The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait.