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Player > Weapon > Range > Needler rifle, elite

Needler rifle, elite

Starfinder Character Operations Manual p.124

Level: 10
Price: 18000
Damage: 4d6 P
Range: 70 ft.
Critical: Injection DC +2
Capacity: 14 darts
Usage: 1
Bulk: 1
Special: Analog, injection

Like the needler pistol, this injection gun can be fitted with cartridges containing medicine or poison. The needler rifle fires darts much farther than its smaller counterpart.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Needler rifleLongarms11101d6 P60 ft.Injection DC +212 darts11Analog, injectionCRB p.189
Needler rifle, tacticalLongarms12001d6 P70 ft.Injection DC +214 darts11Analog, injectionCOM p.124
Needler rifle, advancedLongarms530001d8 P70 ft.Injection DC +214 darts11Analog, injectionCOM p.124
Needler rifle, eliteLongarms10180004d6 P70 ft.Injection DC +214 darts11Analog, injectionCOM p.124
Needler rifle, paragonLongarms151100008d6 P70 ft.Injection DC +214 darts11Analog, injectionCOM p.124
Needler rifle, supremeLongarms2085000016d6 P70 ft.Injection DC +214 darts11Analog, injectionCOM p.124

Injection DC +2

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.

Analog

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.

Injection

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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