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Player > Weapon > Range > Plasma cannon, blue star

Plasma cannon, blue star

Starfinder Core Rulebook p.185

Level: 20
Price: 950000
Damage: 8d10 E & F
Range: 100 ft.
Critical: Burn 4d8
Capacity: 100 charges
Usage: 10
Bulk: 2
Special: Explode (10 ft.), unwieldy

Plasma cannons shoot large, explosive blasts of ionized plasma. They are difficult to use and have a relatively short range for a heavy weapon, but their impact has devastating effect.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Plasma cannon, red starHeavy886502d10 E & F100 ft.Burn 1d840 charges52Explode (5 ft.), unwieldyCRB p.185
Plasma cannon, yellow starHeavy14628004d10 E & F100 ft.Burn 2d8100 charges52Explode (5 ft.), unwieldyCRB p.185
Plasma cannon, white starHeavy161892006d10 E & F100 ft.Burn 3d8100 charges52Explode (5 ft.), unwieldyCRB p.185
Plasma cannon, blue starHeavy209500008d10 E & F100 ft.Burn 4d8100 charges102Explode (10 ft.), unwieldyCRB p.185

Burn

The target gains the burning condition.

Burning

You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.

Explode

Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don't deal damage, so they don't include the damage and damage type entries.

Unwieldy

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.

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