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Player > Weapon > Range > Ice carbine, gelid

Ice carbine, gelid

Starfinder Armory p.35

Level: 9
Price: 12400
Damage: 3d8 C & P
Range: 60 ft.
Critical:
Capacity: 40 charges
Usage: 2
Bulk: 2
Special: Automatic

Rather than relying on coolant to produce supercooled gas, an ice carbine pumps heat out of large vents integrated in the weapon's stock and uses the temperature change to produce brittle, razor-sharp shards of ice in the chamber. This design allows it to either fire a short, targeted shot or spray a hailstorm of piercing needles at a group of foes. The heatexchange technology used in these weapons is common on Verces, where it's used for many purposes, making it relatively easy to find them in the Pact Worlds, from the subzero models (often built in illicit basement labs) to absolute-zero ice carbines, which are the best in the Pact Worlds. Gelid and ultracold ice carbines improve on the subzero version's technology and overall power.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Ice carbine, subzeroLongarms25101d8 C & P60 ft.20 charges22AutomaticARM p.35
Ice carbine, gelidLongarms9124003d8 C & P60 ft.40 charges22AutomaticARM p.35
Ice carbine, ultracoldLongarms13471006d6 C & P80 ft.40 charges22AutomaticARM p.35
Ice carbine, absolute-zeroLongarms1721800011d6 C & P80 ft.40 charges22AutomaticARM p.35

Automatic

In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. This uses all the weapon's remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don't have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

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