The Hidden Truth

Player > Weapon > Melee > Flare axe, red star

Flare axe, red star

Starfinder Armory p.42

Level: 1
Price: 120
Damage: 1d4 E & F
Critical: Burn 1d4
Bulk: 1
Special: Powered (capacity 20, usage 1)

A flare axe pushes a magnetically contained wave of plasma in a semicircular arc parallel to the haft that resembles a miniature solar flare. The color of plasma indicates the relative temperature (and therefore damage output) of each weapon: red star flare axes are the standard model, yellow star and white star flare axes are more dangerous, and blue star flare axes inflict the most destruction.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Flare axe, red starAdvanced11201d4 E & FBurn 1d41Powered (capacity 20, usage 1)ARM p.42
Flare axe, yellow starAdvanced527101d8 E & FBurn 1d81Powered (capacity 20, usage 1)ARM p.42
Flare axe, white starAdvanced11231003d10 E & FBurn 1d101Powered (capacity 20, usage 1)ARM p.42
Flare axe, blue starAdvanced161480005d12 E & FBurn 3d61Powered (capacity 20, usage 1)ARM p.42


The target gains the burning condition.


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.


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).

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