The Hidden Truth

Player > Weapon > Melee > Cryopike, advanced

Cryopike, advanced

Starfinder Core Rulebook p.183

Level: 12
Price: 34800
Damage: 2d8 C
Critical: Staggered
Bulk: 2
Special: Powered (capacity 40, usage 2), reach

The haft of a cryopike is a long aluminum or carbon-steel shaft with an adjustable rubber grip. A cryopike emits a blast of supercooled gas from its tip that acts as a freezing blade.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Cryopike, tacticalAdvanced533601d8 C2Powered (capacity 40, usage 2), reachCRB p.183
Cryopike, advancedAdvanced12348002d8 CStaggered2Powered (capacity 40, usage 2), reachCRB p.183


The target must succeed at a Fortitude save or be staggered for 1 round.


You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.


A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).


Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.

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