Player > Weapon > Range > Stellar cannon, light
Damage: 2d12 P
Range: 30 ft.
Capacity: 18 shells
A stellar cannon is a portable, handheld cannon that fires exploding shells filled with dense flechettes that shred nearby targets. Stellar cannons have a limited range, but they deal traumatic damage to large areas.
|Stellar cannon, light||Heavy||10||19200||2d12 P||30 ft.||Wound||18 shells||6||2||Blast||CRB p.186|
|Stellar cannon, heavy||Heavy||15||122800||4d12 P||30 ft.||Wound||Wound||8||2||Blast||CRB p.186|
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.
|11–13||Eye (sensory)||Ref||Lost eye, –2 Perception|
|14–15||Leg (mobility)||Fort||Severed limb, –10 land speed|
|16–17||Arm (manipulation)||Ref||Severed limb, lose a hand|
|18–19||Vital organ||Fort||1d4 Con damage|
|20||Brain||Fort||Stunned 1 round|
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.