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Player > Weapon > Range > Infinity rifle, advanced
Level: 7
Price: 6100
Damage: 2d4 F
Range: 60 ft.
Critical: —
Capacity: 20 charges
Usage: 1
Bulk: 1
Special: Boost 2d4
Infinity rifles take their name from their shape, two conjoined rings similar to an infinity symbol with twin muzzles along the outer edge of one ring. The two rings contain a twisted loop of fiber-optic cabling that channels the laser beam; adding more energy to the loop results in a more powerful blast. These weapons were first introduced to the Pact Worlds by skittermanders (Starfinder Alien Archive 106), though their current nomenclature (tactical, advanced, elite, and paragon) was imposed by other weapons manufacturers.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Infinity rifle, tactical | Longarms | 3 | 1300 | 1d6 F | 40 ft. | — | 20 charges | 1 | 1 | Boost 1d6 | ARM p.40 |
Infinity rifle, advanced | Longarms | 7 | 6100 | 2d4 F | 60 ft. | — | 20 charges | 1 | 1 | Boost 2d4 | ARM p.40 |
Infinity rifle, elite | Longarms | 10 | 17100 | 2d6 F | 80 ft. | — | 20 charges | 1 | 1 | Boost 2d6 | ARM p.40 |
Infinity rifle, paragon | Longarms | 16 | 155000 | 4d6 F | 100 ft. | — | 20 charges | 1 | 1 | Boost 4d6 | ARM p.40 |
You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.
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