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Player > Weapon > Range > Plasma guide, series-73
Level: 20
Price: 980000
Damage: 9d8 E & F
Range: 80 ft.
Critical: Severe wound
Capacity: 100 charges
Usage: 10
Bulk: 2
Special: Guided, sniper (1,000 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 Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma guide, series-21 | Sniper | 2 | 1070 | 1d8 E & F | 60 ft. | — | 20 charges | 5 | 2 | Guided, sniper (250 ft.), unwieldy | ARM p.43 |
Plasma guide, series-28 | Sniper | 6 | 4920 | 1d10 E & F | 60 ft. | Wound | 40 charges | 5 | 2 | Guided, sniper (250 ft.), unwieldy | ARM p.43 |
Plasma guide, series-37 | Sniper | 8 | 10800 | 2d8 E & F | 70 ft. | Wound | 40 charges | 8 | 2 | Guided, sniper (500 ft.), unwieldy | ARM p.43 |
Plasma guide, series-42 | Sniper | 11 | 28200 | 3d8 E & F | 70 ft. | Severe wound | 80 charges | 8 | 2 | Guided, sniper (500 ft.), unwieldy | ARM p.43 |
Plasma guide, series-62 | Sniper | 16 | 193000 | 5d8 E & F | 80 ft. | Severe wound | 80 charges | 10 | 2 | Guided, sniper (750 ft.), unwieldy | ARM p.43 |
Plasma guide, series-73 | Sniper | 20 | 980000 | 9d8 E & F | 80 ft. | Severe wound | 100 charges | 10 | 2 | Guided, sniper (1,000 ft.), unwieldy | ARM p.43 |
Roll twice on Table and choose your desired result. The target can still attempt any associated save.
D20 | LOCATION | SAVE | EFFECT |
---|---|---|---|
1–10 | General | – | Bleed 1d6 |
11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception |
14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed |
16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand |
18–19 | Vital organ | Fort | 1d4 Con damage |
20 | Brain | Fort | Stunned 1 round |
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.
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.
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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