The Hidden Truth

Player > Weapon > Range > Laser pistol, aphelion

Laser pistol, aphelion

Starfinder Core Rulebook p.184

Level: 9
Price: 14820
Damage: 3d4 F
Range: 90 ft.
Critical: Burn 1d4
Capacity: 40 charges
Usage: 2
Bulk: L
Special: Boost 1d4

The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.

One-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Laser pistol, azimuthSmall Arms13501d4 F80 ft.Burn 1d420 charges1LCRB p.184
Laser pistol, coronaSmall Arms642702d4 F90 ft.Burn 1d420 charges1LCRB p.184
Laser pistol, aphelionSmall Arms9148203d4 F90 ft.Burn 1d440 charges2LBoost 1d4CRB p.184
Laser pistol, perihelionSmall Arms12402004d4 F90 ft.Burn 2d440 charges2LCRB p.184
Laser pistol, parallaxSmall Arms14820005d4 F90 ft.Burn 3d480 charges4LBoost 2d4CRB p.184
Laser pistol, zenithSmall Arms172452008d4 F100 ft.Burn 4d480 charges4LCRB p.184


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.


You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.

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