Modular Weapons for Starfinder (WIP)

This document is my attempt to streamline Starfinder's Weapons, while at the same time to provide a fun way to make personalized modifications to your weapons. This content is intended to replace the existing weapons, not to be used side-by-side with them. Everything you can see here has been designed by myself alone, and any similarities to other creations is a pure coincidence. — Arkhios at the Playground.

Item Level and Basic Upgrades

Each weapon has an upgradeable item level, which determines the weapon's base price, damage, and range. Each weapon also falls into one of three categories: Small, Long, or Heavy. Item Level or Effective Item Level (see below) can never be lower than 1 or higher than 20.

As long as the character is proficient with a weapon's category, or a module they wish to use, they know the basics of how to upgrade a weapon of that type. However, a character can't upgrade or modify a weapon to an Item Level or an Effective Item Level that exceeds their current character level. For example, a 2nd level character can upgrade a weapon with an Item Level 1 to Item Level 2, but not to Item Level 3 or higher.

Upgrading a Weapon

Upgrading a weapon's Item Level requires 8 hours of uninterrupted work, and scrap worth equal to the difference between the weapon's current base price (according to it's Effective Item Level) and the base price of the weapon's desired Effective Item Level. For example, upgrading a 1st level Small Weapon to a 2nd level Small Weapon requires scrap worth 200 units.

Attaching a Module

Instead of upgrading a weapon, you may modify a weapon with modules. Each module you apply adjusts the weapon's Effective Item Level according to the module's description. Any modifications apply to the weapon's actual Item Level. For example, if you have an Item Level 3 Long Weapon, and you apply a Module that increases it's Effective Item Level by 2, you use the damage and range of a 3rd level Long Weapon for modifications that affect them (if any).

Attaching a module to a weapon follows the normal rules for upgrading a weapon, except the player must make a succesful skill check, with a DC of 20 + the weapon's Effective Item Level. If the check fails, they must start over.

The relevant skill to attach a module depends on the materials used and is subject to DM's discretion.

Baseline Modular Weapons: Small

Item Level Base Price Damage (Kinetic) Damage (Energy) Range (Kinetic) Range (Energy) Handling
1st 100 1d6 1d4 30 ft./6 sq. 60 ft./12 sq. One-handed
2nd 300 1d6 1d4 30 ft./6 sq. 60 ft./12 sq. One-handed
3rd 600 1d8 1d6 40 ft./8 sq. 60 ft./12 sq. One-handed
4th 1000 1d8 1d6 40 ft./8 sq. 70 ft./14 sq. One-handed
5th 1500 1d10 1d8 50 ft./10 sq. 70 ft./14 sq. One-handed
6th 2100 1d10 1d8 50 ft./10 sq. 70 ft./14 sq. One-handed
7th 2800 1d12 1d10 60 ft./12 sq. 80 ft./16 sq. One-handed
8th 3600 1d12 1d10 60 ft./12 sq. 80 ft./16 sq. One-handed
9th 4500 2d8 1d12 70 ft./14 sq. 80 ft./16 sq. One-handed
10th 5500 2d8 1d12 70 ft./14 sq. 90 ft./18 sq. One-handed
11th 6600 2d10 2d8 80 ft./16 sq. 90 ft./18 sq. One-handed
12th 7800 2d10 2d8 80 ft./16 sq. 90 ft./18 sq. One-handed
13th 9100 2d12 2d10 80 ft./16 sq. 100 ft./20 sq. One-handed
14th 10500 2d12 2d10 80 ft./16 sq. 100 ft./20 sq. One-handed
15th 12000 3d10 2d12 80 ft./16 sq. 100 ft./20 sq. One-handed
16th 13600 3d10 2d12 80 ft./16 sq. 100 ft./20 sq. One-handed
17th 15300 3d12 3d10 80 ft./16 sq. 100 ft./20 sq. One-handed
18th 17100 3d12 3d10 80 ft./16 sq. 100 ft./20 sq. One-handed
19th 19000 4d12 3d12 80 ft./16 sq. 100 ft./20 sq. One-handed
20th 21000 4d12 3d12 80 ft./16 sq. 100 ft./20 sq. One-handed

Baseline Modular Weapons: Long

Item Level Base Price Damage (Kinetic) Damage (Energy) Range (Kinetic) Range (Energy) Handling
1st 200 1d8 1d6 60 ft./12 sq. 90 ft./18 sq. Two-handed
2nd 600 1d8 1d6 60 ft./12 sq. 90 ft./18 sq. Two-handed
3rd 1200 1d10 1d8 60 ft./12 sq. 90 ft./18 sq. Two-handed
4th 2000 1d10 1d8 60 ft./12 sq. 110 ft./22 sq. Two-handed
5th 3000 2d6 1d10 80 ft./16 sq. 110 ft./22 sq. Two-handed
6th 4200 2d6 1d10 80 ft./16 sq. 110 ft./22 sq. Two-handed
7th 5600 2d8 2d6 80 ft./16 sq. 140 ft./28 sq. Two-handed
8th 7200 2d8 2d6 80 ft./16 sq. 140 ft./28 sq. Two-handed
9th 9000 2d10 2d8 100 ft./20 sq. 140 ft./28 sq. Two-handed
10th 11000 2d10 2d8 100 ft./20 sq. 170 ft./34 sq. Two-handed
11th 13200 2d12 2d10 100 ft./20 sq. 170 ft./34 sq. Two-handed
12th 15600 2d12 2d10 100 ft./20 sq. 170 ft./34 sq. Two-handed
13th 18200 3d10 2d12 120 ft./24 sq. 200 ft./40 sq. Two-handed
14th 21000 3d10 2d12 120 ft./24 sq. 200 ft./40 sq. Two-handed
15th 24000 4d12 3d10 120 ft./24 sq. 200 ft./40 sq. Two-handed
16th 27200 4d12 3d10 120 ft./24 sq. 200 ft./40 sq. Two-handed
17th 30600 5d12 4d12 120 ft./24 sq. 200 ft./40 sq. Two-handed
18th 34200 5d12 4d12 120 ft./24 sq. 200 ft./40 sq. Two-handed
19th 38000 6d12 5d12 120 ft./24 sq. 200 ft./40 sq. Two-handed
20th 42000 6d12 5d12 120 ft./24 sq. 200 ft./40 sq. Two-handed

Modules and Slots

All weapons come with specially crafted slots, that can be used to alter the weapon's different functions.

Slots

  • Barrel. Modules in this slot modify either the weapon's damage or range. Some barrel modules have an extra slot for a Bayonet or Sights.
  • Grip. The most important function of this slot is to determine whether the weapon requires one or two hands to wield it properly. Sometimes a Grip Module may affect the weapon's range as well.
  • Receiver. Receiver slot is used to determine the weapon's damage type, such as whether it uses kinetic or energy ammunition. A receiver always comes with an extra slot for a Magazine, which affect the maximum quantity of the weapon's ammunition.
  • Bayonet. Available only on specific barrels, a bayonet makes it possible to use a ranged weapon as a melee weapon, based on the bayonet module's description.
  • Magazine. Normally a part of the receiver, magazine determines the quantity of ammunition the weapon can have.
  • Sights. Available only on specific barrels, sights allow the weapon's range to be increased substantially.
  • Special. Some modules are special, often applying to multiple slots at once, and have additional restrictions based on their description.

Melee Weapons

A melee weapon has no Range. Instead, it has Reach, which is by default 5 feet. When buying, selling, upgrading, or modifying a melee weapon, it's damage die is one step lower (minimum 1d3), according to it's category and item level. Likewise, it's price is halved.

As a melee weapon, it doesn't have the Barrel or Receiver slots. However, if a Module has the sole effect of adjusting the weapon's damage, you can use it for Melee Weapon as normal. If a module has the sole effect of increasing the weapon's range, it increases the melee weapon's reach by 5 feet increments per module, up to 15 feet reach.

Ordinary and Extraordinary Damage

All weapons deal ordinary damage by default. Whoever designed the weapon chooses the damage type from the list below. If a PC creates a weapon from scratch, they choose the damage type.

Ordinary damage types are free, and do not count in regards to the weapon's Item Level. However, extraordinary damage types are more difficult to produce and require a certain level of skill. Thus, extraordinary damage types increase the weapon's Item Level depending on their type. Extraordinary energy damage increases the weapon's Item Level by four, while Extraordinary Kinetic Damage increases the weapon's Item Level by two.

Baseline Modular Weapons: Heavy

Item Level Base Price Damage (Kinetic) Damage (Energy) Range (Kinetic) Range (Energy) Handling
1st 300 1d12 1d10 20 ft./ 4 sq. 60 ft./ 12 sq. Unwieldy, Two-handed
2nd 900 2d12 2d10 20 ft./ 4 sq. 60 ft./ 12 sq. Unwieldy, Two-handed
3rd 1800 2d12 2d10 20 ft./ 4 sq. 60 ft./ 12 sq. Unwieldy, Two-handed
4th 3000 2d12 2d10 20 ft./ 4 sq. 60 ft./ 12 sq. Unwieldy, Two-handed
5th 4500 3d12 3d10 20 ft./ 4 sq. 60 ft./ 12 sq. Unwieldy, Two-handed
6th 6300 3d12 3d10 30 ft./ 6 sq. 90 ft./ 18 sq. Unwieldy, Two-handed
7th 8400 3d12 3d10 30 ft./ 6 sq. 90 ft./ 18 sq. Unwieldy, Two-handed
8th 10800 4d12 4d10 30 ft./ 6 sq. 90 ft./ 18 sq. Unwieldy, Two-handed
9th 13500 4d12 4d10 30 ft./ 6 sq. 90 ft./ 18 sq. Unwieldy, Two-handed
10th 16500 4d12 4d10 30 ft./ 6 sq. 90 ft./ 18 sq. Unwieldy, Two-handed
11th 19800 5d12 5d10 40 ft./ 8 sq. 120 ft./ 24 sq. Unwieldy, Two-handed
12th 23400 5d12 5d10 40 ft./ 8 sq. 120 ft./ 24 sq. Unwieldy, Two-handed
13th 27300 5d12 5d10 40 ft./ 8 sq. 120 ft./ 24 sq. Unwieldy, Two-handed
14th 31500 6d12 6d10 40 ft./ 8 sq. 120 ft./ 24 sq. Unwieldy, Two-handed
15th 36000 6d12 6d10 40 ft./ 8 sq. 120 ft./ 24 sq. Unwieldy, Two-handed
16th 40800 6d12 6d10 50 ft./ 10 sq. 150 ft./ 30 sq. Unwieldy, Two-handed
17th 45900 7d12 7d10 50 ft./ 10 sq. 150 ft./ 30 sq. Unwieldy, Two-handed
18th 51300 7d12 7d10 50 ft./ 10 sq. 150 ft./ 30 sq. Unwieldy, Two-handed
19th 57000 7d12 7d10 50 ft./ 10 sq. 150 ft./ 30 sq. Unwieldy, Two-handed
20th 63000 8d12 8d10 50 ft./ 10 sq. 150 ft./ 30 sq. Unwieldy, Two-handed
Ordinary Damage Types
Damage Type Critical Effect
Blunt B Kinetic Stagger
Cryo C Energy Stagger
Flame F Energy Burn
Piercing P Kinetic Bleed
Shock E Energy Arc
Slashing S Kinetic Bleed
Sonic So Energy Deafen
Extraordinary Damage Types
Damage Type Critical Effect
Force Fo Energy Knockdown
Gauss B & E Kinetic Knockdown
Laser E & F Energy Disintegrate
Plasma A & E Energy Disintegrate
Shrapnel P & S Kinetic Bleed

Archaic

(Receiver)

  • Effective Item Level +0
  • Adds Analog weapon property.
  • Price reduced by half.
  • The weapon must use ordinary kinetic damage.

Blast Fire

(Special; Barrel, Receiver)

  • Effective Item Level +3
  • The weapon's range is reduced by half, but it gains the Blast weapon property.
  • Ranged Weapons only.

Enhanced Receiver

(Receiver)

  • Effective Item Level +1
  • Weapon damage increased by an extra die, based on it's Item Level.
  • Range decreased by 20 feet.

Handguard

(Barrel)

  • Effective Item Level +1
  • The weapon becomes two-handed and gains an extra Grip slot. If this slot is used to attach a Grip module, it's Effective Item Level is reduced by 1.
  • Small Weapons only.

Integrated

(Special; Powered Armor or Drone)

  • Effective Item Level +2
  • Damage increased by two levels according to it's Item Level.
  • The weapon is integrated either into your Powered Armor or, if you're a drone, onto your arm, and can't be disarmed.

Long Stock

(Grip)

  • Effective Item Level +2
  • Range increased by 20 feet.
  • The weapon becomes two-handed if it wasn't already.
  • If the weapon has Unwieldy weapon property, it gains the Free Hands special property.

Mechanical

(Receiver)

  • Effective Item Level +1
  • If the weapon deals Energy damage, it's treated as Kinetic
  • Price decreased by 100.

Medical

(Special; Magazine, Receiver)


Weapon with a Medical module doesn't deal damage as a weapon of it's Item Level. Instead, it delivers the effects of the used medicinal to the target. To deliver the effects of a medicinal, the attack must hit the target as normal, but you treat the target's AC as 4 lower than it actually is.

  • Effective Item Level +0
  • Uses medicinals as ammunition
  • Small Ranged Weapons Only

Missile Launcher

(Special; Barrel, Receiver)

  • Effective Item Level +3
  • Uses the range of an energy weapon of it's Item Level, and the range is doubled.
  • Kinetic Ranged Weapons only

Short Stock

(Grip)

  • Effective Item Level +1
  • The weapon becomes two-handed if it wasn't already.
  • Range increased by 10 feet.

Sniper Sights

(Special; Barrel, Receiver, Sights)

  • Effective Item Level +3
  • Adds Aim and Unwieldy weapon properties but the weapon has twice the listed range for a weapon of it's Item Level. If you use move action to aim, multiply the modifierd range by 5.
  • Kinetic Long Weapons only.

Unwieldy Frame

(Special; Barrel, Grip)

  • Effective Item Level +2
  • Damage increased by two levels according to it's Item Level.
  • Adds Unwieldy weapon property, and the weapon's range is reduced by 20 feet.
  • Small and Long weapons only.