The Hidden Truth

Player > Weapon > Range > Plasma array, yellow star

Plasma array, yellow star

Starfinder Armory p.42

Level: 7
Price: 6300
Damage: 2d10 E & F
Range: 80 ft.
Critical: Burn 2d4
Capacity: 20 charges
Usage: 1
Bulk: 2
Special: Automatic

A retractable coarse mesh of electromagnetically protected wire covers the wide muzzle of a plasma array; this mesh breaks apart plasma into a flurry of discrete charges. Plasma arrays are manufactured in the typical classifications for plasma weapons: red star, yellow star, white star, and blue star.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Plasma array, red starHeavy313801d10 E & F80 ft.Burn 1d420 charges12AutomaticARM p.42
Plasma array, yellow starHeavy763002d10 E & F80 ft.Burn 2d420 charges12AutomaticARM p.42
Plasma array, white starHeavy11264003d10 E & F100 ft.Burn 3d420 charges12AutomaticARM p.42
Plasma array, blue starHeavy151090005d10 E & F100 ft.Burn 4d420 charges12AutomaticARM 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.


In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

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