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Player > Weapon > Melee > Cryospike, personal

Cryospike, personal

Starfinder Armory p.34

Level: 2
Price: 1100
Damage: 1d4 C
Critical:
Bulk: L
Special: Extinguish, integrated (2 slots), powered (capacity 20, usage 2)

Cryospikes began as fire-extinguishing equipment, but they have since been weaponized and now serve a variety of roles. The weapon discharges a spike of hyper-cooled fluid that can be configured to put out a small fire or deal a burst of cold damage to its target. Most cryospike users integrate the apparatus's maze of polymer tubing and coolant reservoirs into their armor to keep it always close at hand. The personal cryospike is based on a model originally designed for use in powered armor prototypes (as such early designs are prone to fires caused by engineering faults). Residential cryospikes are typically employed by firefighting crews, while industrial cryospikes is most often kept on hand in massive starshipengineering bays.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Cryospike, personalAdvanced211001d4 CLExtinguish, integrated (2 slots), powered (capacity 20, usage 2)ARM p.34
Cryospike, residentialAdvanced9137003d4 CLExtinguish, integrated (2 slots), powered (capacity 20, usage 2)ARM p.34
Cryospike, industrialAdvanced151140009d4 CLExtinguish, integrated (2 slots), powered (capacity 20, usage 2)ARM p.34

Powered

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).

Extinguish

You can expend all remaining charges of this weapon (even if it has only a single charge or use) as a swift action to remove the burning condition from yourself or an adjacent creature, or to quench the flames in 1 square. If the weapon affects an area, it extinguishes all flames in that area (including ending the burning condition for all targets fully within the area). Extinguishing flames does not prevent the area from catching fire again, especially if flames survive nearby.

Integrated

An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An android or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade.

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