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Player > Weapon > Range > Multistage rifle, quad
Level: 18
Price: 627000
Damage: 9d8 B
Range: 80 ft.
Critical: —
Capacity: 4 mini-rockets
Usage: 4
Bulk: 2
Special: Indirect, sniper (1,000 ft.), unwieldy
The multistage rifle requires mini-rocket ammunition, which it detonates in multiple stages. The initial firing of the weapon is a subsonic round that's boosted by one or more subsequent, stronger discharges some distance from the user. This results in two effects that aid in obfuscating the user's position: the sound of the weapon firing is displaced, and the later stages can cause subtle changes in direction, creating an impact angle that suggests the mini-rocket had been fired from a different angle. Dual and dual-plus multistage rifles use a two-stage firing process, while triple and triple-plus multistage rifles employ a three-stage process for added range. The quad multistage rifle is the only weapon on the market with an unrivaled four-stage firing process for maximum damage.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Multistage rifle, dual | Sniper | 4 | 2380 | 1d10 B | 50 ft. | — | 2 mini-rockets | 2 | 2 | Indirect, sniper (500 ft.), unwieldy | ARM p.44 |
Multistage rifle, dual-plus | Sniper | 7 | 7500 | 2d8 B | 50 ft. | — | 2 mini-rockets | 2 | 2 | Indirect, sniper (500 ft.), unwieldy | ARM p.44 |
Multistage rifle, triple | Sniper | 11 | 27900 | 3d8 B | 60 ft. | — | 3 mini-rockets | 3 | 2 | Indirect, sniper (750 ft.), unwieldy | ARM p.44 |
Multistage rifle, triple-plus | Sniper | 15 | 124000 | 7d8 B | 70 ft. | — | 3 mini-rockets | 3 | 2 | Indirect, sniper (750 ft.), unwieldy | ARM p.44 |
Multistage rifle, quad | Sniper | 18 | 627000 | 9d8 B | 80 ft. | — | 4 mini-rockets | 4 | 2 | Indirect, sniper (1,000 ft.), unwieldy | ARM p.44 |
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.
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.
An indirect weapon uses a wireless signal along with a multistage firing system, internal telemetry, bimetallic fluctuation, magnetic guidance, or some other system to make it appear as if a shot from the weapon had been fired from a different location. This reduces the penalty to Stealth checks for sniping by 10.
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