Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a melee weapon or a ranged weapon, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 1.5 meters of you, whereas a ranged weapon is used to attack a target at a distance.

Basic Weapons: These are the most common weapons you can find, regardless of culture. These weapons have been made and refined over thousands of years. Basic weapons cannot be disrupted.

Advanced Weapons: While also common, they are generally more expensive but are far more capable fighting weapons. All advanced weapons require licenses and all can be disrupted unless shielded.

Basic Weapons | Advanced Weapons

Weapon Proficiency
Your species, class, and feats can grant you proficiency with certain weapons or categories of weapons. The five categories are simple , martial, sidearm, longarm, and explosive. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Slots
Weapons have Universal Connector slots to allow for modular equipment to be added. Depending on the weapon selected, they can have large variety of slots, increasing customization of the weapon itself.

Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.