The Hidden Truth

Player > Weapon > Melee > Nova lance, yellow star

Nova lance, yellow star

Starfinder Armory p.42

Level: 7
Price: 6870
Damage: 3d4 E & F
Critical: Wound
Bulk: 2
Special: Reach, powered (capacity 20, usage 1)

This long weapon bears a plasma sheath at its striking tip. Although similar weapons are produced on many worlds, nova lances’ use in Eoxian racing broadcasts has made them especially popular throughout the Pact Worlds. They are typically manufactured by corporations that specialize in plasma pistols and plasma rifles and thus their models follow the same naming conventions: red star, yellow star, white star, and blue star.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Nova lance, red starAdvanced29951d4 E & FWound2Powered (capacity 20, usage 1), reachARM p.42
Nova lance, yellow starAdvanced768703d4 E & FWound2Reach, powered (capacity 20, usage 1)ARM p.42
Nova lance, white starAdvanced12395007d4 E & FSevere wound2Reach, powered (capacity 40, usage 2)ARM p.42
Nova lance, blue starAdvanced172790008d6 E & FSevere wound2Reach, powered (capacity 40, usage 4)ARM p.42

Wound

Roll on Table. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location.

D20LOCATIONSAVEEFFECT
1–10GeneralBleed 1d6
11–13Eye (sensory)RefLost eye, –2 Perception
14–15Leg (mobility)FortSevered limb, –10 land speed
16–17Arm (manipulation)RefSevered limb, lose a hand
18–19Vital organFort1d4 Con damage
20BrainFortStunned 1 round

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).

Reach

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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