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Player > Weapon > Range > Handcoil, pilot
Level: 11
Price: 24000
Damage: 2d8 E
Range: 60 ft.
Critical: Arc 2d8
Capacity: 40 charges
Usage: 4
Bulk: L
Special: —
An ultraminiaturized version of the coilguns used on starships, this weapon has a short range but a powerful effect. Some of the first versions were produced by starship manufacturers and were accompanied by a promotional campaign suggesting that a starship's crew should match the starship itself, complete with flight suits to match a given ship's paint job. Most manufacturers still use the model classification set forth in those early campaigns: explorer, fighter, pilot, and capital handcoils.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Handcoil, explorer | Small Arms | 3 | 1200 | 1d6 E | 40 ft. | Arc 1d6 | 20 charges | 2 | L | — | ARM p.45 |
Handcoil, fighter | Small Arms | 7 | 5600 | 1d10 E | 40 ft. | Arc 1d10 | 20 charges | 2 | L | — | ARM p.45 |
Handcoil, pilot | Small Arms | 11 | 24000 | 2d8 E | 60 ft. | Arc 2d8 | 40 charges | 4 | L | — | ARM p.45 |
Handcoil, capital | Small Arms | 16 | 150000 | 3d8 E | 80 ft. | Arc 3d8 | 40 charges | 4 | L | — | ARM p.45 |
The attack's energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon's arc–the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.
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