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Player > Weapon > Range > Focus rifle, compound

Focus rifle, compound

Starfinder Armory p.40

Level: 18
Price: 375000
Damage: 13d4 F
Range: 150 ft.
Critical: Burn 4d4
Capacity: 80 charges
Usage: 8
Bulk: 1
Special: Penetrating, sniper (1,000 ft.), unwieldy

This elongated laser rifle contains additional lenses that further focus its output, creating a powerful beam that can punch through many substances at ranges far greater than those of a typical laser rifle. Dual, triple, and quad focus rifles use increasing numbers of focusing lenses, intensifying the laser but compounding the price. A compound focus rifle's lenses are specially made of a rare form of glass, creating the most powerful output currently possible for such weapons.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Focus rifle, dualSniper314002d4 F100 ft.Burn 1d420 charges41Penetrating, sniper (500 ft.), unwieldyARM p.40
Focus rifle, tripleSniper764603d4 F120 ft.Burn 2d440 charges41Penetrating, sniper (650 ft.), unwieldyARM p.40
Focus rifle, quadSniper13508007d4 F120 ft.Burn 3d440 charges81Penetrating, sniper (800 ft.), unwieldyARM p.40
Focus rifle, compoundSniper1837500013d4 F150 ft.Burn 4d480 charges81Penetrating, sniper (1,000 ft.), unwieldyARM p.40

Burn

The target gains the burning condition.

Burning

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.

Penetrating

A penetrating weapon is designed to punch through large objects' outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon's level.

Sniper

Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Unwieldy

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.

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