Player > Weapon > Range > Laser pistol, parallax
Damage: 5d4 F
Range: 90 ft.
Critical: Burn 3d4
Capacity: 80 charges
Special: Boost 2d4
The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.
|Laser pistol, azimuth||Small Arms||1||350||1d4 F||80 ft.||Burn 1d4||20 charges||1||L||—||CRB p.184|
|Laser pistol, corona||Small Arms||6||4270||2d4 F||90 ft.||Burn 1d4||20 charges||1||L||—||CRB p.184|
|Laser pistol, aphelion||Small Arms||9||14820||3d4 F||90 ft.||Burn 1d4||40 charges||2||L||Boost 1d4||CRB p.184|
|Laser pistol, perihelion||Small Arms||12||40200||4d4 F||90 ft.||Burn 2d4||40 charges||2||L||—||CRB p.184|
|Laser pistol, zenith||Small Arms||17||245200||8d4 F||100 ft.||Burn 4d4||80 charges||4||L||—||CRB p.184|
The target gains the burning condition (see page 273).
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.