Weapons are items that players use in combat. Weapons are mostly procedurally generated, completely unique and with randomized stats. However, 356 custom-made melee weapons can be found in the game.
Ranged weapons generate with various stats such as magazine size, reload time, rate of fire, utility functionality (for example flashlights), and more exotic modifiers like branching or bouncing shots.
Found weapons can be of any rarity from common to very rare, which in turn affects which modifiers are possible. 
Comparatively little information has been released about the stats and modifiers that are possible on melee weapons.
Weapons do not currently have a chance of being crafted with modifiers.
Each tier of weapon is based on a primary ore, there are 10 tiers. Each race has a unique set of 6 weapons per tier, accounting for 360 ore based weapons.
Guns and Bows are ranged weapons that consume the player's energy bar when fired. Although different guns have different ammo types, they do not require ammunition as of the current BETA. Throwing weapons do not consume energy, but are removed from inventory when thrown.
To view a comprehensive list of all possible gun projectiles and abilities, please go to the Guns page.
The easiest way to obtain a gun is to find an avian gunship with a gun merchant on it. An anchor on the ground below the ship makes them easy to find. They can also be found procedurally generated in chests.
Pistols are generally medium damage weapons with a decent fire rate as well. Energy shouldn't become too much of an issue with pistols, and - like with their one-handed counterparts - they can be dual-wielded or used with a shield, thus making them very useful in combat.
Machine Pistols generally have a lower damage per shot than a regular pistol but in exchange for a much faster fire rate. It can also be dual-wielded or used in conjunction with a shield so it is pure preference whether someone uses a Machine Pistol or a regular Pistol.
Assault rifles are fast firing two-handed weapons. Each shot will deal medium to low amounts of damage depending on the fire rate. Generally the lower the firing rate on an Assault Rifle, the higher the damage. Assault rifles are a more powerful version of the Machine Pistol, however take away the ability to dual-wield or use a shield in conjunction.
Bows are one of the two hunting weapons available in Starbound. If an enemy is killed with a bow they will either drop Raw Alien Meat or Leather. The material the bow is made out of determines its damage output. Bows require you to hold down the left-mouse button to charge, once fully charged a the bow will turn white for a split second. If the left-mouse button is released during that time, the bow will deal extra damage.
Elemental weapons are special weapons obtained from mini-bosses or chests. They have a range of special effects that can be beneficial in combat.
Flamethrowers fire streams of fire that damages and applies a burning status effect to enemies.
Rocket launchers fire a rocket that flies forward and explodes on contact, dealing damage to enemies and damaging the terrain where it hits. The rocket can kill friendlies, so be careful when using it.
Grenade Launchers act just like Rocket Launchers. However, the projectile will be affected by gravity and will fall in an arc. The projectile acts just like a rocket from a Rocket Launcher.
Sniper Rifles are high damage, low fire rate projectile weapons. They generally consume small amounts of energy. The damage of a Sniper Rifle is also dependent on the fire rate, so a Sniper Rifle with a higher firing rate should have a lower damage output than its slower firing counterparts.
Shotguns are high energy use weapons that shoot multiple projectiles at once. These weapons use up energy quickly; however, they can damage a target severely at close range, or a group of targets. Shotguns with fast fire rates are generally not desirable, as they will deplete energy extremely quickly. Shotguns are useful for shooting down flying targets.
These guns, which are not found normally in chests, can be found from rare drops by specific NPC enemies in game. The range of stats depend on the weapon type.
Dropped by USCM Penal Colony Inmates, these 1-handed machine guns are generated with normal bullet types only and feature low damage, low cost, and extremely high rate of fire stats.
Human Machine Gun
Dropped by USCM Personnel in the underground USCM bunkers, these 2 handed weapons feature low cost, low damage and extremely high rates of fire, giving a massive overall DPS stat. Uses normal bullets.
Two-handed machine guns dropped by Avian Temple Guards with high rates of fire, low damage, and low cost. Similar to the Uzi, though typically having a higher projectile cost and damage output, in exchange for being 2-handed. Uses normal bullets.
A special bow-weapon which fires arcing projectiles. Typically has a moderate-to-low rate of fire and moderate-to-high damage output with a relatively high energy cost. Dropped by Glitch Knights, Crossbows additionally have the hunting weapon property, and therefore cause wild animals killed to drop Leather and Meat. Uncommon variants exist with projectile modifications, such as flaming bolts.
Fires lightning bolts with a limited range. Extremely fast rate of fire. More info needed.
USCM Guard guns with a high rate of fire, low cost to fire, and moderate DPS output.
Throwing Weapons like bombs are consumables with their own damage output and effects. They range from AoE (Area of Effect) damage to burning enemies.
Broadswords are two handed swords that have a large swing area. There are a variety of Legendary broadswords that have their own special effects.
Starting Weapons are, so far, broadswords. Please read more about them at the respecting page.
Hammers are two handed weapons that have a large swing area. Hammers deal more damage than Broadswords and Axes however their swing rate is usually slower.
Axes are two handed weapons with a large swing area. They have a faster swing rate than Hammers but deal less damage.
Spears are two handed weapons that hit enemies directly in front of the player. They usually deal large amounts of damage to compensate for the very limited swing area.
- Slave Sword
- (Note: despite its appearance, the Slave Sword actually functions like a spear and is two-handed.)
Daggers are one handed fast swinging blades. They have a swing area limited to the direct area in front of the player.
Short Swords are one-handed blades that can be dual wielded or used in conjunction with a shield. When attacking with a shield, the shield will be raised so be sure to carefully time your attacks to block the enemies.
As with guns, there is a relatively large selection of special melee weapons available dropped from NPCs, these may also have special properties.
One-handed knives, typically with a high swing speed. Dropped by USCM inmates.
One-handed clubs dropped by USCM guards.
Two-handed spiked clubs and maces dropped by Glitch Knights
Two-handed electric prods dropped by Floran guards. These have an extended lightning bolt range (not to be confused with the elemental lightning orb).
An improvised two-handed melee weapon dropped by USCM inmates. Hits hard, but swings slow.
More information needed.
One-handed short swords, occasionally appear in chests mushrooms, always have a special effect (fire, electrical or poison)
Like all other items in game, melee weapons drop with different rarities.
Common weapons are the most frequently found and include a vast array of randomly generated weapon types and stats. Additionally, some common weapons, dropped from specific NPCs, may have weapon-specific abilities, such as the Floran Prod (which fires an extended lightning bolt when used and is dropped rarely by Floran Prison Guards).
Uncommon weapons make up the bulk of the remaining weapons in the game, and in addition to the broad selection of types and stats are additionally generated with a random elemental ability. Abilities found on Uncommon weapons include:
Fire - Applies burning status to enemies hit (also causes the weapon to light dark areas when swung or shot).
Lightning - Fires an electric orb from the tip of the weapon which does additional damage (orb damage is based on the weapon damage).
Poison - Applies the poison status to enemies hit.
NOTE: Two handed weapons are generated with two elemental abilities (which may be the same or different as the one listed on the weapon). The normal attack (default mouse 1) uses the listed element, while the secondary attack (default mouse 2) uses the alternate element.
Racial weapons also fall under the uncommon category, though these weapons are not generated with elements and typically are only available through crafting.
Under beta v.Enraged Koala, guns can be bought from an Agaran NPC that resides in the storage caves in Agaran villages.
Legendary weapons are the most difficult to obtain of the melee weapons, and rather than being generated completely at random are generated with random stats only. The effects and appearance of these weapons are typically constant. Legendary melee weapon effects are dependent on the weapon and are unique to that weapon. For example, all Water Swords and their variants will have the Bubble Shot effect.