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Player > Weapon > Range > Arc emitter, advanced

Arc emitter, advanced

Starfinder Core Rulebook p.186

Level: 9
Price: 13200
Damage: 2d4 E
Range: 30 ft.
Critical:
Capacity: 40 charges
Usage: 10
Bulk: 1
Special: Blast, stun, unwieldy

Arc emitters discharge a cone of electrical energy that can damage and stun anyone within its area. Advanced arc emitters can be used at a longer range and are used by military forces to stun and subdue groups of enemies.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Arc emitter, tacticalLongarms27501d4 E15 ft.20 charges41Blast, stun, unwieldyCRB p.186
Arc emitter, advancedLongarms9132002d4 E30 ft.40 charges101Blast, stun, unwieldyCRB p.186

Blast

This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.

Stun

You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon’s attacks are nonlethal. See page 252 for more about how nonlethal damage works.

Unwieldy

Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

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