Weapons that use standard ammunition (arrows, charges, darts, mini-rockets, petrol, rounds, scattergun shells, etc.) are sold preloaded. Reloading a weapon or inserting a new battery (including ejecting a spent cartridge or battery if necessary) takes a move action. You can use launchers to fire their corresponding missiles, which must be loaded individually. A weapon’s capacity measures what size battery it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. Weapons designed for creatures Diminutive or smaller, or Huge or larger, generally cannot be effectively used by Small or Medium creatures.Īmmunition Weapons often employ electrical charges (typically stored in batteries), cartridges of ammunition, or individual missiles. A Small or Medium creature trying to use a weapon built for a creature that is Tiny or Large suffers a –4 penalty to attack rolls. Weapons can also be built for use by larger creatures with no increase in price. Weapons can be built for use by smaller creatures but generally cost twice as much (since they require special miniaturization technology). Weapon Sizes Weapons are built to be easily held and used by both Small and Medium creatures. As a swift action, the human can switch to hold his longarm with only one hand, allowing him to make attacks with the battleglove, but while doing so he can’t make longarm attacks. For example, a human with a power battleglove on one hand can still make ranged attacks with a longarm, but he can’t make melee attacks (and thus does not threaten any spaces) while doing so. Even if you could hold two weapons in the same hand, you can’t use the hand to wield both weapons. You are only considered to have as many hands as your race has actual functional hands or similar appendages (two for most races, but four in the case of kasathas and some other characters). You can carry a two-handed weapon in one hand, but you can’t make an attack with it while doing so.Ĭhanging how you hold a weapon is a swift action. If you are carrying a longarm in one hand or wearing a holstered weapon, you are not wielding it. For example, if you are holding a small arm in your hand, you are considered to be wielding the weapon. When the rules refer to wielding a weapon, it means you are holding a weapon with the correct number of hands and can thus make attacks with it. You can attack with a weapon (or threaten an area with it, for all melee weapons except unarmed strikes) only if you are wielding it with the correct number of hands. For ranged weapons, all small arms require one hand, longarms and heavy weapons require two hands, and special weapons are categorized by the number of hands required to wield them. Holding and Wielding Weapons Melee weapons are categorized by how many hands are required to properly wield them. See Critical Hits on page 245 for information. Some weapons also cause specific critical hit effects, which are listed in the weapon tables and described beginning on page 182. Weapons primarily deal damage, and some have additional special properties. 168Īn adventurer’s weapon can be all that stands between them and death. Weapons Source Starfinder Core Rulebook pg.
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