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Player > Weapon > Range > Plasma guide, series-62

Plasma guide, series-62

Starfinder Armory p.43

Level: 16
Price: 193000
Damage: 5d8 E & F
Range: 80 ft.
Critical: Severe wound
Capacity: 80 charges
Usage: 10
Bulk: 2
Special: Guided, sniper (750 ft.), unwieldy

A plasma guide maintains a magnetic guidance system around its plasma discharge, which continues guiding the shot after it is fired. This increases accuracy at ranges far beyond those of typical plasma weapons and bypasses the advantage of partial cover as the magnetic guidance directs the plasma toward its target. Vesk snipers are believed to be the earliest users of the plasma guide during the Silent War, but it's become a standard in many military and mercenary arsenals since then. This weapon has been continually refined since its invention; series-21, series-28, series-37, series-42, series-62, and series-73 plasma guides have proven generally stable and thus remain in production.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Plasma guide, series-21Sniper210701d8 E & F60 ft.20 charges52Guided, sniper (250 ft.), unwieldyARM p.43
Plasma guide, series-28Sniper649201d10 E & F60 ft.Wound40 charges52Guided, sniper (250 ft.), unwieldyARM p.43
Plasma guide, series-37Sniper8108002d8 E & F70 ft.Wound40 charges82Guided, sniper (500 ft.), unwieldyARM p.43
Plasma guide, series-42Sniper11282003d8 E & F70 ft.Severe wound80 charges82Guided, sniper (500 ft.), unwieldyARM p.43
Plasma guide, series-62Sniper161930005d8 E & F80 ft.Severe wound80 charges102Guided, sniper (750 ft.), unwieldyARM p.43
Plasma guide, series-73Sniper209800009d8 E & F80 ft.Severe wound100 charges102Guided, sniper (1,000 ft.), unwieldyARM p.43

Severe Wound

Roll twice on Table and choose your desired result. The target can still attempt any associated save.

D20LOCATIONSAVEEFFECT
1–10GeneralBleed 1d6
11–13Eye (sensory)RefLost eye, –2 Perception
14–15Leg (mobility)FortSevered limb, –10 land speed
16–17Arm (manipulation)RefSevered limb, lose a hand
18–19Vital organFort1d4 Con damage
20BrainFortStunned 1 round

Sniper

Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.

Guided

A guided weapon uses a signal along with wireless telemetry, magnetic guidance, or another means of guiding its payload after the weapon has been fired. When you take a move action to aim the weapon and then fire it on the same turn (including doing so with a sniper weapon), your target does not gain the bonus to AC provided by cover, partial cover, or soft cover. Improved cover and total cover still confer their bonuses normally.

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