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Player > Weapon > Range > Acid dart rifle, complex
Starfinder Core Rulebook p.185
Level: 12
Price: 39200
Damage: 4d8 A & P
Range: 90 ft.
Critical: Corrode 4d4
Capacity: 48 darts
Usage: 4
Bulk: 2
Special: Analog
An acid dart rifle has a nonreactive polymer reservoir that can be filled with whatever acid the wielder desires. The automatic loading process fills the rifle darts with acid as they are moved into the chamber. Dual acid dart rifles fire two darts simultaneously, while complex acid dart rifles hold concentrated doses of acid.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Acid dart rifle, tactical | Longarms | 2 | 485 | 1d8 A & P | 80 ft. | Corrode 1d4 | 10 darts | 1 | 1 | Analog | CRB p.185 |
Acid dart rifle, dual | Longarms | 7 | 6900 | 2d8 A & P | 90 ft. | Corrode 2d4 | 24 darts | 2 | 1 | Analog | CRB p.185 |
Acid dart rifle, complex | Longarms | 12 | 39200 | 4d8 A & P | 90 ft. | Corrode 4d4 | 48 darts | 4 | 2 | Analog | CRB p.185 |
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
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.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
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