Player > Weapon > Range > Plasma cannon, blue star
Damage: 8d10 E & F
Range: 100 ft.
Critical: Burn 4d8
Capacity: 100 charges
Special: Explode (10 ft.), unwieldy
Plasma cannons shoot large, explosive blasts of ionized plasma. They are difficult to use and have a relatively short range for a heavy weapon, but their impact has devastating effect.
|Plasma cannon, red star||Heavy||8||8650||2d10 E & F||100 ft.||Burn 1d8||40 charges||5||2||Explode (5 ft.), unwieldy||CRB p.185|
|Plasma cannon, yellow star||Heavy||14||62800||4d10 E & F||100 ft.||Burn 2d8||100 charges||5||2||Explode (5 ft.), unwieldy||CRB p.185|
|Plasma cannon, white star||Heavy||16||189200||6d10 E & F||100 ft.||Burn 3d8||100 charges||5||2||Explode (5 ft.), unwieldy||CRB p.185|
The target gains the burning condition (see page 273).
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.
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.