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Player > Weapon > Range > Needler pistol, elite
Starfinder Character Operations Manual p.124
Level: 10
Price: 17250
Damage: 2d8 P
Range: 40 ft.
Critical: Injection DC +2
Capacity: 8 darts
Usage: 1
Bulk: 1
Special: Analog, injection
A favorite of assassins and battlefield medics alike, the needler pistol uses magnetic fields or pressurized gas to launch darts that inject a substance into the target. This injection gun can be fitted with cartridges containing medicine or poison.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Needler pistol | Small Arms | 1 | 105 | 1d4 P | 30 ft. | Injection DC +2 | 6 darts | 1 | L | Analog, injection | CRB p.189 |
Needler pistol, tactical | Small Arms | 1 | 175 | 1d4 P | 40 ft. | Injection DC +2 | 8 darts | 1 | 1 | Analog, injection | COM p.124 |
Needler pistol, advanced | Small Arms | 5 | 2700 | 1d6 P | 40 ft. | Injection DC +2 | 8 darts | 1 | 1 | Analog, injection | COM p.124 |
Needler pistol, elite | Small Arms | 10 | 17250 | 2d8 P | 40 ft. | Injection DC +2 | 8 darts | 1 | 1 | Analog, injection | COM p.124 |
Needler pistol, paragon | Small Arms | 15 | 94500 | 6d6 P | 40 ft. | Injection DC +2 | 8 darts | 1 | 1 | Analog, injection | COM p.124 |
Needler pistol, supreme | Small Arms | 20 | 725000 | 8d8 P | 40 ft. | Injection DC +2 | 8 darts | 1 | 1 | Analog, injection | COM p.124 |
If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it's a melee weapon or an attack with the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
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