Your class or species grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a vibroweapon or a blaster, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons tables show the most common weapons used in the worlds of Star Drift, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as a blaster, lightweapon, vibroweapon, or specialized, like Sunglass. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Blasters
Simple
Name
Damage
Cost
Weight
Properties
Blaster Pistol
1d6 Energy
175
2.5 lbs.
Power cell (range 50/200), reload 16
Martial
Name
Damage
Cost
Weight
Properties
Blaster Rifle
1d8 Energy
525
7.5 lbs.
Power cell (range 105/420), reload 12, two-handed
Vibroweapons
Simple
Name
Damage
Cost
Weight
Properties
Mini Vibrobat
1d4 Kinetic
75
1.5 lbs.
Light, Sport, Versatile (1d6)
Starfoil
1d4 Kinetic
25
.5 lbs.
Finesse, Thrown (range 30/90), Shatter (5, 2d4), Sport
Techaxe
1d6 Kinetic
75
1.0 lb.
Light, thrown (range 25/75)
Vibrobat
1d6 Kinetic
90
3.0 lbs.
Versatile (2d4), Sport
Martial
Name
Damage
Cost
Weight
Properties
Vibropick
1d10 Kinetic
950
9.25 lbs.
Dexterity 11, heavy, two-handed, tool
Star Lightweapons
Simple
Name
Damage
Cost
Weight
Properties
Starlight Blade
1d6 Energy
375
1.5 lbs.
Finesse, hidden, luminous
Starlight Sword
1d6 Energy
450
2.25 lbs.
Hidden, luminous, versatile (2d4)
Martial
Name
Damage
Cost
Weight
Properties
Martial Starlight Sword
1d8 Energy
550
2.25 lbs.
Hidden, luminous, versatile (1d10)
Specialty
Sunglass
Sunglass is a material that is forged in a star, and is known for its incredible durability and lightweight.
Name
Damage
Cost
Weight
Properties
Sunglass Sword
1d6 Fire
2000
1.0 lb.
Finesse, light, versatile (2d4)
Weapon Properties
Shatter
Weapons or items with the Shatter property can potentially break, but cause more damage if they do. If the attack clears the AC of the target by more than the first number in parentheses, the weapon breaks and does the damage listed second in the parentheses. For instance, if a Starfoil is thrown at a simple, non-moving target (AC 10) and the attack roll is 16 or higher, the weapon does 2d4 base damage and breaks into pieces, being unable to be picked up and immediately used again. If the item is used in a way that does not do damage, it won’t break during use.
Sport
Weapons with the Sport property can be used in place of a game kit for appropriate actions. A disc kit would not be needed in a disc game if a Starfoil is used, for instance.
Tool
Weapons with the Tool property can be used in place of a toolkit for appropriate actions. A miner’s kit would not be needed if the user has a Vibropick, for instance.