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Player > Weapon > Range > Serpent laser, aphelion

Serpent laser, aphelion

Starfinder Armory p.41

Level: 8
Price: 8800
Damage: 2d8 F
Range: 120 ft.
Critical: Burn 3d4
Capacity: 40 charges
Usage: 20
Bulk: 1
Special:

The serpent laser is a creation of the Aspis Consortium, meant to undercut the pricing of its competitors while consuming battery charges at a higher rate to drive the sale of additional batteries, higher-capacity batteries, and recharging services. Experienced spacefarers know the scheme behind the serpent laser and generally avoid what they have come to call the “snakebite laser,” though amateurs and novices often fall for the low initial price. Serpent lasers have the same model names as many standard laser rifles (azimuth, corona, aphelion, and perihelion), though savvy customers know that the serpent laser models are often slightly less powerful than their conventional counterparts.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Serpent laser, azimuthLongarms25002d4 F100 ft.Burn 1d420 charges101ARM p.41
Serpent laser, coronaLongarms527002d6 F100 ft.Burn 2d440 charges201ARM p.41
Serpent laser, aphelionLongarms888002d8 F120 ft.Burn 3d440 charges201ARM p.41
Serpent laser, perihelionLongarms14660003d12 F120 ft.Burn 4d440 charges201ARM p.41

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.

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