BLASTER
- BASE ITEM
- WEAPON
- RANGED
- LEVEL 1
BLASTER is the weapon the run starts with, and the only one that is never a drop: the game mints it into an empty holster and it cannot break. It is also the one weapon that swings for its full catalog weight — everything scavenged off a corpse is cut to half, and this is not.
The printed polymer sidearm out of the garage ship's emergency locker. It is the weapon of last resort, and it knows it: slow, steady, and impossible to break.
What it does
- PRICED FORAbout 1 target a swing. That is what the damage budget assumes it reaches, which is why a wide weapon carries a smaller blow than a narrow one of the same level.
- CRIT WEIGHTA critical hit lands for 2.05× — a flat trait of the ranged class, the same on every weapon in it. Your build earns the crit CHANCE; the class fixes what a crit is worth.
It feeds on cells, one round per trigger pull however many projectiles that pull throws. In exchange it never wears out and never needs a repair kit — it runs dry instead, and the hero puts it away for whatever he can still fire.
A fresh find in the hands of a hero who has spent no stat points — the piece itself, with nothing of the wielder in it. Your own STRENGTH, DEXTERITY or INTELLECT lifts these from there, as does an item level found deeper than the requirement.
Make quality
Every plain drop of this base rolls a make quality on top of the numbers above — the craftsmanship of that particular copy, stamped at the moment it drops and frozen for life. It scales the damage and the wear budget together, and it leads the name: a BROKEN BLASTER and a PERFECT BLASTER are the same base item and not the same find.
The bands overlap on purpose, so a good CRUDE can out-swing a poor NORMAL while a PERFECT always clears a NORMAL. Which one you get depends on the level of whatever dropped it: the two odds columns below are a level-1 killer and a level-60 one, and everything between is interpolated. Craftsmanship and magic are exclusive — a magic-or-better find is always normal make.
| MAKE | DAMAGE | SCALE | ODDS AT MLVL 1 | ODDS AT MLVL 60 |
|---|---|---|---|---|
| BROKEN | 9–13 | 0.58–0.82× | 20% | 0% |
| CRUDE | 12–16 | 0.73–0.97× | 25% | 6% |
| NORMAL | 14–18 | 0.90–1.10× | 52% | 54% |
| SUPERIOR | 16–20 | 1.03–1.27× | 3% | 28% |
| PERFECT | 19–23 | 1.16–1.44× | 0% | 12% |