The Hidden Truth

Player > Weapon > Melee > Solar brand, yellow star

Solar brand, yellow star

Starfinder Armory p.43

Level: 6
Price: 4250
Damage: 1d8 E & F
Critical: Wound
Bulk: L
Special: Powered (capacity 40, usage 4)

A solar brand consists of a flat plate that fits against the back of the hand, secured with a grip or a band. Once activated, the solar brand generates a protruding, arrowhead-shaped field of plasma. A red star solar brand doesn’t leave devastating marks, but the stronger yellow star, white star, and blue star models can cause lasting damage.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Solar brand, red starAdvanced27901d6 E & FLPowered (capacity 20, usage 2)ARM p.43
Solar brand, yellow starAdvanced642501d8 E & FWoundLPowered (capacity 40, usage 4)ARM p.43
Solar brand, white starAdvanced12352003d8 E & FWoundLPowered (capacity 80, usage 4)ARM p.43
Solar brand, blue starAdvanced172450007d8 E & FSevere woundLPowered (capacity 80, usage 4)ARM p.43


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.

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


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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