Weapons

Weapon Table

This is the table of available weapons descriptions of the various fields follow.

Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Brass Knuckles 1 20/x2 - .5 B - - - HtH Simple $1.50
Gauntlet 1 20/x2 - .5 B - - - HtH Simple $2
Dagger Punching 2 20/x3 - .5 B - - - HtH Simple $2
Gauntlet Spiked 2 20/x3 - .5 B - - - HtH Simple $5
Unarmed 1 20/x2 - - Unarmed - - - HtH Simple --
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Dagger 2 19/x2 Thr .5 P -2 - - B/Thr Simple $2
Sword, Short 3 19/x2 - 1 P -1 - - B Rogue $10
Sword, Long 4 19/x2 - 2 S 0 - - B Martial $15
Sword, Bastard 5 19/x2 - 3 S +1 - - B Martial/Heavy $35
Sword, Great 6 19/x2 - 4 S +2 - - B Martial $50
Sword, Double 4/4 19/x2 - 5 S +2 - - B Martial/Double $100
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Hammer, Light 2 20/x2 Thr 1 B -2 - - C/Thr Laborer $1
Mace, Light 3 20/x2 - 2 B -1 - - C Laborer $5
Mace, Heavy 4 20/x2 - 4 B 0 - - C Laborer $12
Hammer, War 5 20/x2 - 5 B +1 - - C Martial/Heavy $40
Hammer, Great 6 20/x2 - 6 B +2 - - C Laborer $30
Hammer, Giant 7 20/x2 - 10 B +3 - - C Laborer/Heavy $50
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Throwing Stick 1 20/x2 2 x Thr .5 B,Wood -2 - - Thr Simple $0.20
Baton 2 20/x2 Thr 1 B,Wood -1 - - C Simple $1
Club 3 20/x2 Thr 2 B,Wood 0 - - C Simple $1.50
Baseball Bat 4 20/x2 - 3 B,Wood +1 - - C Simple/Heavy $3.50
Greatclub 5 20/x2 - 4 B,Wood +2 - - C Laborer $5
QuarterStaff 3/3 20/x2 - 2 B,Wood +2 - - C Simple/Double $2
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Dart 2 20/x2 Thr .25 P -2 - - Thr Simple $0.50
Javelin 3 20/x2 2 x Thr 1 P -1 - - Thr Simple $1
Spear, Short 3 20/x2 Thr 2 P -1 - - Pol Simple $1
Spear(S) 4 20/x3 Thr 3 P +1 - - Pol Simple/Heavy $2
Spear, War(S) 4 20/x3 Thr 3 P +0 - - Pol Martial $2
Spear, Long(R,S) 4 20/x3 - 4 P +1 - - Pol Laborer/Heavy $5
Lance(R,C) 4 20/x3 - 4 P +1 - - Pol Martial/Heavy $10
Pike(R,S) 5 20/x2 - 5 P +2 - - Pol Laborer $10
Spear, Double(S) 4/4 20/x3 Thr 4 P +2 - - Pol Martial/Double $15
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Axe, Throwing 2 20/x3 Thr 1 S -2 - - Thr Rogue/Laborer $2
Axe, Hand 3 20/x3 - 2 S -1 - - C Rogue/Laborer $7
Axe, Battle 4 20/x3 - 3 S 0 - - C Martial $10
Axe, War 5 20/x3 - 4 S +1 - - C Laborer/Heavy $30
Glaive(R) 5 20/x3 - 5 S +2 - - Pol Martial $8
Guisarme(R,T) 4 20/x3 - 5 S +2 - - Pol Martial $9
Halberd(S,T) 5 20/x3 - 5 S +2 - - C Martial $10
Axe, Great 6 20/x3 - 6 S +2 - - C Martial $20
Maul, Great 7 20/x3 - 10 S +3 - - C Laborer/Heavy $40
Axe, Double 4/4 20/x3 - 8 S +2 - - C Martial/Double $60
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Kukri 2 18/x2 - 1 S -1 - - B Rogue $8
Rapier 3 18/x2 - 1 P 0 - - B Rogue $20
Scimitar 3 18/x2 - 2 S 0 - - B Martial $15
Falchion 5 18/x2 - 4 S +2 - - B Martial $75
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Pick, Light (AP) 3 20/x3 - 2 P -1 - - C Rogue/Laborer $4
Pick, Heavy (AP) 4 20/x3 - 3 P 0 - - C Martial $8
Pick, Great (AP) 6 20/x3 - 5 P +2 - - C Laborer $18
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Nunchaku(D) 3 20/x2 - 1 B -1 - - C/Ent Rogue/Laborer $2
Flail(D) 4 20/x2 - 3 B 0 - - C Martial $8
Flail, Heavy(D) 6 20/x2 - 5 B +2 - - C Martial $15
Flail, Double 4/4 20/x2 - 5 B +2 - - C Martial/Double $90
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Sai(D,P) 2 20/x2 Thr .5 B -2 - - Ent Rogue $1
Main-Gauche(D,P) 2 20/x2 Thr .5 P -2 - - B Rogue $2
Trident(S) 4 20/x2 Thr 2 P 0 - - Pol Martial $15
Ranseur(R,D) 5 20/x2 6 P +2 - - Pol Martial $10
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Sickle 3 20/x2 - 1 S -1 - - B Laborer $6
Kama 3 20/x2 - 1 S -1 - - B Rogue $2
Scythe 4 20/x4 - 5 P +2 - - C Laborer $18
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Whip(D,T,R+) 1 20/x2 6 1 Stun -1 - - Ent Entangle $1
Kusari-gama(D,T) 4 20/x2 - 5 S +2 - - Ent Entangle $25
Spiked Chain(D,T) 4 20/x2 - 5 S +2 - - Ent Entangle $25
Lasso (20m Rope) 0 NA 1 5 -- +2 - - Ent Entangle $10
Grapple Hook (20m Rope) 2 NA 1 7 P +2 - - Ent Entangle $20
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Tonfa(D,P) 2 20/x2 1 B -1 - - C Martial $2
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Bolas(T) 2 20/x2 Thr 1 Stun -1 - - Thr Entangle $5
Net(Entangles) 0 NA 4 3 - +1 - - Thr Entangle $20
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Sling(Re) 2 20/x2 16 0 B -1 - 1(Mv) Thr Simple $1
Bow, Short 3 19/x2 20 1 P 0 - 1(Fr) Arch Simple(TBD) $30
Bow, Short Composite 3 19/x2 24 1 P 0 - 1(Fr) Arch Rogue(TBD) $75
Bow, Long 4 19/x2 30 2 P +1 - 1(Fr) Arch Martial $75
Bow, Long Composite 4 19/x2 34 2 P +1 - 1(Fr) Arch Martial $100
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Crossbow, Hand (AP) 2 20/x3 10 1 P -1 - 1(Mv) Tar Rogue $100
Crossbow, Light (AP) 4 20/x3 26 2 P +1 - 1(Mv) Tar Simple $35
Crossbow, Heavy (AP) 5 20/x3 40 4 P +2 - 1(Fl) Tar Simple $50
Crossbow, Repeat L (AP) 4 20/x3 26 3 P +2 +1 5(Fl) Auto Martial $250
Crossbow, Repeat H (AP) 5 20/x3 40 6 P +3 +1 5(Fl) Auto Martial/Heavy $400
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Flintlock Pistol 6 20/x2 26 2 F -1 0 1(Fl) Tar Exotic $250
Flintlock Rifle 8 20/x2 40 4 F +1 0 1(Fl) Tar Exotic $500
Shotgun, Blunderbuss 8 20/x3 10 4 F +2 0 1(Fl) Tar Exotic $500
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Revolver, Light (Re) 6 19/x2 40 .5 F -1 0 6(Fl) Tar Simple $10
Revolver, Heavy (Re) 8 19/x2 40 1 F +1 0 6(Fl) Tar Simple/Heavy $20
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Derringer 4 19/x2 40 .5 F -2 0 2(Mv) Tar Rogue $10
Pistol, Light 6 19/x2 50 1 F -1 0 10(Mv) Tar Simple $20
Pistol, Heavy 8 19/x2 50 3 F +1 0 10(Mv) Tar Simple/Heavy $45
Rifle, Sport 10 19/x2 80 4 F +2 0 15(Mv) Tar Simple $40
Rifle, Sniper 10 18/x2 120 4 F +2 0 15(Mv) Tar Rogue $150
Anti-Tank Weapon 15 20/x3 100 6 F +3 0 1(Fl) Tar Martial/Heavy $200
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Pistol, Spy 4 19/x2 40 .5 F -2 +1 15(Mv) Tar/Aut Rogue $30
Pistol, Auto 6 19/x2 50 2 F 0 +1 15(Mv) Tar/Aut Rogue/Laborer $40
Carbine 8 19/x2 50 4 F +1 +1 15(Mv) Tar/Aut Rogue/Laborer $80
Rifle, Automatic 10 19/x2 80 5 F +2 +1 15(Mv) Tar/Aut Martial $170
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Needler 4 19/x2 40 1 F -1 +2 30(Mv) Auto Rogue $100
Pistol, Machine 6 19/x2 50 2 F +1 +2 30(Mv) Auto Rogue/Heavy $100
Sub Machine Gun 8 19/x2 50 4 F +2 +2 30(Mv) Auto Martial $130
Machine Gun, Light 10 19/x2 80 6 F +3 +2 30(Mv) Auto Martial/Heavy $250
Machine Gun, Heavy 12 19/x2 100 8 F +4 +2 30(Mv) Auto Martial $300
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Shotgun, Breach Loading 10 20/x3 10 4 F +2 0 1(Mv) Tar Simple $10
Shotgun, Double Barrel 10/16 20/x3 10 4 F +2 0 2/1(Mv) Tar Laborer $20
Shotgun, Pump or Lever 10 20/x3 10 2 F +1 0 6(Fl) Tar Laborer/Heavy $40
Shotgun, Assault 10 20/x3 10 5 F +3 +2 12(Mv) Tar Martial/Heavy $250
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Pistol Whip 2 20/x2 - - B C Simple --
Rifle Butt 3 20/x2 - - B C Simple --
Bayonette, Rifle(S) 4 20/x2 - +.5 P 0 - - Pol Martial $5
Firing knife 2/6 19/x2 Thr/40 1 P/F -2 - 1(Fl) B/Tar Rogue $20
Air Fired Spear Gun 4 20/x2 30 4 P +1 - 1(Mv) Pol/Tar Laborer $30
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Sap 3 20/x2 - 1 Stun -2 - - C Martial $5
Cattle Prod 6 20/x3 - 1 En -1 - - Pol Laborer $10
Taser 6 19/x2 - 1 Stun -1 - 10(Mv) B Simple $15
Firing Taser 8 19/x2 5 1 Stun -1 0 1(Mv) Tar Simple $40
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Blowgun (AP) 1 20/x2 10 1 P -1 - 1(Mv) Arch Rogue $2
Shuriken (AP) 1 20/x2 Thr 1/20 P -2 - 1(Fr) Thr Martial $2
Small Thrown (AP) 1 20/x2 Thr 1/20 P -2 - 1(Mv) Thr Rogue $1
Hypodermic Needle (EAP) 1 - - 1 P -1 - 1(Fl) B Exotic $2
Hypo Spray 0 - - 1 - -1 - 6(Mv) B Exotic $20
Gas gun 0 - 10 2 - 0 - 6(Mv) Tar Martial $20
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
ChainSaw 10 20/x3 - 5 S/Vibro +1 - - C/B Laborer/Heavy $60
ChainSaw, Light 8 20/x3 - 4 S/Vibro 0 - - C/B Laborer $30
ChainSaw, Heavy 12 20/x3 - 7 S/Vibro +2 - - C/B Laborer $90
ChainSaw, Pole(S) 8 20/x2 - 4 S/Vibro +1 - - Pol Laborer/Heavy $30
--Extended(R,S) 8 20/x2 - 4 S/Vibro +2 - - Pol Laborer
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Vibro-(any Edge weapon) x2 same same same same same same same same same x3
Vibro-Knife 4 19/x2 Thr .5 P/Vibro -2 - - B Simple $6
Vibro-Blade 6 19/x2 - 1 P/Vibro -1 - - B Rogue $30
Vibro-Sword 8 19/x2 - 2 S/Vibro 0 - - B Martial $45
Vibro-Axe 10 20/x3 - 4 S/Vibro +1 - - B Martial/Heavy $90
Vibro-Bayonette 8 20/x2 - +.5 P/Vibro 0 - - Pol Martial $15
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Stun Baton 6 20/x2 - 2 Stun -1 - - C Simple $10
Stun Mace 8 20/x2 - 4 Stun 0 - - C Martial $24
Force Pike 6/6 20/x2 - 4 Stun 0 - - C Simple/Double $100
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Flare Gun 4 20/x2 30 2 En -1 0 1(Mv) Tar Exotic $10
Flamethrower (F) 12 - 50Line 26 En +2 - 7(4m) Flm Martial/Heavy $100
Plasmathrower (F) 18(3000) - 50Line 26 En +2 - 8H(Fl) Flm Martial/Heavy $300
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
E-Pistol, Light 9(30) 19/x2 60 .5 En/Stun -1 0 50S(Mv) Tar Simple $60
E-Pistol 9(30) 19/x2 60 1 En/Stun 0 +1 50S(Mv) Tar/Aut Simple $120
E-Pistol, Heavy 12(50) 19/x2 90 2 En/Stun +1 0 30S(Mv) Tar Simple/Heavy $135
E-Carbine 9(30) 19/x2 60 3 En/Stun +1 +2 100L(Mv) Auto Rogue/Heavy $300
E-Rifle 15(75) 19/x2 90 4 En/Stun +2 +1 40L(Mv) Tar/Aut Martial $510
E-Rifle, Repeat 15(75) 19/x2 90 5 En/Stun +3 +2 40L(Mv) Auto Martial/Heavy $750
E-Rifle, Sniper 15(75) 18/x2 130 4 En/Stun +2 0 40L(Mv) Tar Rogue $450
E-Gun, Heavy Repeating 18(100) 19/x2 130 8 En/Stun +4 +2 250H(Fl) Auto Martial $900
Energy Cannon 21(160) 20/x3 110 6 En/Stun +3 - 9S(Mv) Tar Martial/Heavy $600
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
E-(any Edge weapon) x3 same same .5 En GM Disc same same same Exotic x10
E-Sword, Light 9 18/x2 - .5 En -1 - - B Exotic $150
E-Sword 12 19/x2 - .5 En -1 - - B Exotic $150
E-Sword, Double 12/12 19/x2 - .5 En 0 - - B Exotic/Double $1000
E-Whip(D,T,R+) 6 20/x2 4 .5 En -1 - - Ent Exotic/Entangle $10
Weapon Name Damage Crit Range Weight Type Size ROF Capacity Skill Group Cost
Grenade, Thrown Grenade - Thr 1/4 - -2 - 1(Mv) Thr Martial --
Grenade Gun Grenade - 10 1 - -1 - 1(Mv) Mis Martial $10
Grenade Launcher Grenade - 40 3 - +1 - 1(Mv) Mis Martial $15
Grenade Launcher, Multi Grenade - 40 6 - +3 +1 12(Fl) Mis Martial/Heavy $100

Grenades

Weapon Name Damage Area [Save] Weight Type Capacity Cost
Smoke, Signalling - 2Rad - 1/4 - $2
Smoke, Obscuring Std 8Rad - 1/4 - $4
Smoke, Dense Full 4Rad - 1/4 - $4
Gas 0 4Rad varies 1/4 - ~
Acid 3 2Rad 20 1/4 Acid $10
Greek Fire (F) 3 2Rad 20 1/4 Fire $20
GunPowder Bomb 6 2Rad 20 1/4 Fire $30
GunPowder Frag Bomb 9 2Rad 20 1/4 F $30
Molotov (F) 9 2Rad 20 1/4 Fire $30
Holy Water 6 2Rad 20 1/4 Holy $25
Dynamite 9 4Rad 20 1/4 Sonic $30
Frag 15 4Rad 20 1/4 F $50
Stun(Flash Bang) 15 4Rad 30 1/4 SED $50
Concussion 30 8Rad 20 1/4 Sonic $100
Incendiary (F) 30 8Rad 25 1/4 Fire $150
E-Grenade, Reusable 30(1500) 4Rad 20 1/2 Fire 1S(2m) $300

Stats

Weapon Name

The name of the weapon with special weapon qualities in parenthesis.

Special Weapon Qualities

R
Reach Attack two spaces away rather than adjacent
R+
You can attack spaces up to 2 spaces away, but you do not threaten any spaces and provoke attacks of opportunity like attacking with a ranged weapon.
T
Tripping weapon +2 to trip attempts can drop weapon rather than be tripped
D
Disarming weapon +2 disarm attempts
P
Parrying weapon Provides +1 shield bonus like a buckler. If you attack with the parrying weapon, you don't get the shield bonus for the rest of the round.
S
Can be set against a charge to do double damage
C
Charge weapon does double damage from back of charging mount
F
Flame weapon causes combustibles including wood, clothes, characters to be set on fire(3HED per round until extiguished) unless they make a Roll vs ??DC for half damage. On critical failures, flame weapons always result in friendly fire, possibly even hitting the user.
Re
Reliable ranged weapons don't need to be unjammed or restrung on critical failures
AP
Doubles damage against armor, a half damage
EAP
Triples damage against armor, a third damage

Damage

How much damage the weapon does on a hit.

Legacy Damage

If you want to know how the weapon damages would map to old d20 weapons. For Most Weapons look up the damage in the first column and go across to either d6 (for d6 only equivalent damage) or Multi-Die for the even more classic damage.

Damage d6 Multi-Die
1 1 1,1d2
2 2 1d3,1d4
3 1d6 1d6
4 1d6+1 1d8,2d4
5 1d6+2 1d10
6 2d6 2d6,1d12
7 2d6+1 3d4
8 2d6+2 2d8
9 3d6 3d6
10 3d6+1 2d10
11 3d6+2 2d12
12 4d6 4d6
13 4d6+1 6d4
14 4d6+2 3d10
15 5d6 5d6
16 5d6+1 4d8
17 5d6+2 3d12
18 6d6 6d6
19 6d6+1 4d10
20 6d6+2 5d8
21 7d6 7d6

Crit

The threat range and critical hit weapon damage multiplier.

Range

Range increment of weapon in yards.

Weight

Encumbrance of weapon in kilos.

Type

Damage Type of the damage done by this weapon.

Size

Size Conceal Wield
-2 Pocket 1 Hand (Palmable)
-1 Jacket 1 Hand (Light)
0 Long Coat 1 Hand
+1 Long Coat 2 Hands
+2 Not 2 Hands
+3 Not 2 Hands w/ Tripod
+4 Not 2 Hands w/ Tripod
More Not Built into Turret

ROF

The number of extra attacks that can be taken with the multishot feat

Capacity

The number of shots that can be taken with the weapon before reloading.

The action time to reload is also indicated.

Code Reload Action Type
Fr Free Action
Mv Move Action
Fl Full Action
NUMr NUM Full Round Actions
NUMm NUM Minutes

Skill

The skill used to determine Attack Bonus with this weapon.

Code Skill
Gr Weapon Use: Grappling
HtH Weapon Use: Unarmed Strike
C Weapon Use: Crushing Weapons
Ent Weapon Use: Entangling Weapons
B Weapon Use: Blades
Pol Weapon Use: Polearms
Thr Weapon Use: Thrown
Arch Weapon Use: Archery
Tar Weapon Use: Target Weapons
Auto Weapon Use: Assault Weapons
Flm Weapon Use: Flamethrower/Hvy E-Weapon
Mis Weapon Use: Missile/Grenade Launchers
Art Weapon Use: Artillery/Mortar

Group

The feat needed to have exposure to and gain proficiency in the weapon.

Heavy Weapons count as one size smaller when wielded by a character with the Heavy Weapons Proficiency feat.

Simple Martial Exotic
Simple X X
Rogue X
Laborer X
Martial X
Heavy X
Double X
Entangle X
Exotic X

Cost

The purchase price of the weapon.

Weapon Options

Socket Weapons

A system for magical weapons to change their abilities. For the same cost as a master work weapon a weapon can instead be made with 3 sockets. All single ended weapons can have 3 sockets. A double weapon can have a set of three for each end. A set of sockets can have magical gems affixed to them to grant the weapon bonuses. There are 4 types of magical gems(Dull Quartz, Green Emerald, Purple Iolite and Yellow Amber). A set of sockets cannot have more than 1 gem of any one type. The Consumable stones effects are single use when used the stone cracks leaving a cracked sone that may still have some magical abilities.

Gems Price by type and effect

Stone effect Dull Quartz Green Emerald Purple Iolite Yellow Amber
Basic 50 125 225 250
+1 2000 5000 9000 10000
+2 8000 20000 35000 40000
+3 18000 50000 90000 100000
Anarchic 24000
Axiomatic 24000
Holy 24000
Unholy 24000
Bane 3000
Disruption 24000
Ghost Touch 3000 6000 6000 6000
Life Drinker 96000
Vorpal 150000
Flaming 6000
Frost 6000
Merciful 6000
Shock 6000
Shock+Thundering 24000
Thundering 6000
Vicious 6000
Venom (Dagger of) 6000
Flaming Burst 24000
Icy Burst 24000
Shocking Burst 24000
Spell Storing (1-3) 6000
Spell Storing (1-6) 54000
Spell Storing (1-9) 150000
Distance 6000
Defending 3000 6000
Dancing 96000
Throwing 500 1000
Wounding 24000
Keen 6000
Mighty Cleaving 3000 6000 8000 10000
Ki Focus 3000 6000
Returning 3000 6000
Seeking 3000 6000
Speed 54000
Terror (Mace of) 30000
Subtlety (Sword of) 18000
Consumable Stones
-Wish (Luck blade) 44000 44000 44000
-Wish Cracked 4000 4000 4000
-Life Stealing 2000
-Life Stealing Cracked TBD
-Slaying 2000
-Slaying Cracked TBD

Socket Synergies

Some combinations of magical gems provide additional bonuses when socketted together or in a certain order.

For example: * All 3 Wish Stones in any order (even if cracked) grant +1 luck bonus to all saves, and one reroll per day. * Certain combinations cause the weapon to give off light of a specific color

Ammunition

In general, ammunition cannot be shared between weapons of different types or that do different amounts of damage. i.e. a sport and assault rifle may be able share ammunition, but a light and heavy handgun never can.

Type Rounds Cost
Handgun 50 $5
Rifle 50 $10
Flintlock 1 $10
Shotgun shells 10 $5
Arrows 1 $0.5
Bolts 1 $0.5
Flamethrower Refill N/A $10

Energy Weapon Ammunition

Type E-Charges Reload Recharge Rate Charge Time Cost
Short, disposable 1500 Move 0 N/A $50
Long, disposable 3000 Move 0 N/A $150
Heavy, disposable 25000 Full 0 N/A $500
Short, rechargeable 1500 Move 0 20 min $100
Long, rechargeable 3000 Move 0 1 hour $300
Heavy, rechargeable 25000 Full 0 1 day $1000
Generator, hip pack 2500 1 min 1 per round 1 hour $1000
Generator, backpack 20000 1 min 10 per round 1 day $4000

Alchemical Ammunition (Target Spell)

This +1 arrow (or other ammunition) contains an ampule of alchemical elixir of varying types. If it strikes a foe so that it deals damage, it bursts into magical energy that effects the target as if they were the target of the contained spell effect. Similar to drinking a potion of the listed effect.

Craft: Requires Brew Potion and Craft Magical Arms and Armor, and Knowledge of Spell. Base Price: ( Spell Level x Caster Level x 50 ) + 40 gp + Any material component cost for spell

Example Sleep Arrow

Target with at most 4HD gets Will save vs DC 11 or falls asleep for 1 minutes. Base Cost: 90 gp

Alchemical Ammunition (Burst or Spread Spell)

This +1 arrow (or bolt or bullet) contains an ampule of alchemical elixir of varying types. If it strikes a foe so that it deals damage, it bursts into magical energy that effects the target as if they were at the center of the contained spell effect. The arrow can also be fired at a point (DC 10+Spell Level) resulting in the spell being initiated normally from that point.

Craft: Requires Brew Potion and Craft Magical Arms and Armor, and Knowledge of Spell. Base Price: ( Spell Level x Caster Level x 50 ) + 40 gp + Any material component cost for spell

Example Fireball Arrow

Does 5d6 Damage DC 14 Ref Save for half. Base Cost: 790 gp