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Player > Weapon > Range > Microfusion rifle, light

Microfusion rifle, light

Starfinder Armory p.42

Level: 4
Price: 2350
Damage: 1d8 E & F
Range: 15 ft.
Critical: Irradiate
Capacity: 40 charges
Usage: 4
Bulk: 2
Special: Blast, radioactive, unwieldy

The microfusion rifle is built around a bulbous miniaturized fusion reactor. Plasma is generated and placed under incredible pressure in the reactor before being vented in a sudden blast that sometimes carries dangerous levels of radiation. The sparse shielding on light microfusion rifles often results in the users incurring radiation poisoning, so they tend to be used by undertrained militias that can't afford (or lack the judgment to use) safer heavy weapons. Medium and heavy microfusion rifles are built with larger reactors, which prove more dangerous to their users and targets alike.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Microfusion rifle, lightLongarms423501d8 E & F15 ft.Irradiate40 charges42Blast, radioactive, unwieldyARM p.42
Microfusion rifle, mediumLongarms12408003d8 E & F30 ft.Irradiate40 charges42Blast, radioactive, unwieldyARM p.42
Microfusion rifle, heavyLongarms184100005d8 E & F40 ft.Irradiate40 charges42Blast, radioactive, unwieldyARM p.42


The target must succeed at a Fortitude save or contract radiation sickness (Core Rulebook 404). The DC for this disease is equal to the weapon's critical hit DC. This is considered low-level radiation, regardless of the save DC.


This weapon fires in a cone that extends only to its first range increment. You can't use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.


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.


A radioactive weapon contains unstable radioactive components. When the wielder rolls a natural 1 on an attack roll, she is exposed to dangerous radiation and must succeed at a Fortitude save or be inflicted with radiation sickness (Core Rulebook 404). (For radioactive blast weapons, the user must attempt a Fortitude save if any of the attacks are a natural 1). This is considered a low level of radiation. The DCs for this save and the disease are each equal to the weapon's critical hit DC.

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