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Player > Weapon > Range > Artillery laser, zenith

Artillery laser, zenith

Starfinder Core Rulebook p.184

Level: 20
Price: 722000
Damage: 9d8 F
Range: 150 ft.
Critical: Burn 5d6
Capacity: 100 charges
Usage: 5
Bulk: 3
Special: Penetrating

Artillery lasers are heavy weapons designed to be effective against hardened targets such as vehicles and enemy bunkers.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Artillery laser, azimuthHeavy14251d10 F120 ft.Burn 1d620 charges23PenetratingCRB p.184
Artillery laser, coronaHeavy646502d8 F120 ft.Burn 1d640 charges43PenetratingCRB p.184
Artillery laser, aphelionHeavy9143003d8 F120 ft.Burn 1d640 charges43PenetratingCRB p.184
Artillery laser, perihelionHeavy13538004d8 F130 ft.Burn 2d6100 charges53PenetratingCRB p.184
Artillery laser, parallaxHeavy172480007d8 F150 ft.Burn 4d6100 charges53PenetratingCRB p.184
Artillery laser, zenithHeavy207220009d8 F150 ft.Burn 5d6100 charges53PenetratingCRB p.184

Burn

The target gains the burning condition.

Burning

You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

Penetrating

A penetrating weapon is designed to punch through large objects' outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon's level.

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