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Player > Weapon > Range > Psychic-wave cannon V

Psychic-wave cannon V

Starfinder Armory p.53

Level: 20
Price: 990000
Damage: 7d12
Range: 60 ft.
Critical: Demoralize
Capacity: 20 charges
Usage: 4
Bulk: 2
Special: Blast, living, mind-affecting, unwieldy

Unlike weapons that rely on physical projectiles or various energy forms to damage a target, a psychic-wave cannon targets a creature's mind. The cannon contains an organic neural matrix that converts charges into a mental blast, damaging creatures with overwhelming psychic output. The numeral of a psychicwave cannon's model indicates the strength of its output, but the weapon can't harm objects and mindless creatures, as well as those immune to mind-affecting effects.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Psychic-wave cannon IHeavy211001d630 ft.Demoralize20 charges42Blast, living, mind-affecting, unwieldyARM p.53
Psychic-wave cannon IIHeavy535201d1240 ft.Demoralize20 charges42Blast, living, mind-affecting, unwieldyARM p.53
Psychic-wave cannon IIIHeavy11282002d1250 ft.Demoralize20 charges42Blast, living, mind-affecting, unwieldyARM p.53
Psychic-wave cannon IVHeavy161980004d1250 ft.Demoralize20 charges42Blast, living, mind-affecting, unwieldyARM p.53
Psychic-wave cannon VHeavy209900007d1260 ft.Demoralize20 charges42Blast, living, mind-affecting, unwieldyARM p.53

Demoralize

You can attempt an Intimidate check with a –5 penalty to demoralize your foes as a reaction. Compare the result of this check to the DC of each creature that took damage from this attack using the guidelines from the demoralize task of the Intimidate skill (Core Rulebook 142).

Blast

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.

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.

Living

Unlike simpler forms of biotech, a living weapon is not just organic material—it's actually a simple living organism. The core function of a living weapon is based on the same scientific principles as manufactured weapons, but come about as part of its natural development and body function.
A living weapon can be affected by spells that target creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, or save DCs, those penalties apply to any attack or effect created with it. Living weapons “eat” by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, are immune to pain effects due to their incredibly simple nervous systems, and are mindless.
If damaged, a living weapon can regain Hit Points from effects that restore Hit Points to living creatures, such as a mystic cure spell, and it regains a number of Hit Points equal to its item level each day. You can use the Life Science or Medicine skill instead of Engineering to repair a living weapon.

Mind-Affecting

A mind-affecting weapon affects only creatures with minds; targets that are immune to mindaffecting effects are immune to this weapon. The damage from mind-affecting weapons is normally untyped, in which case it is affected by the same things that affect damage from the spell mind thrust. For example, if a creature was immune to mind thrust, it would also be immune to untyped damage from a mindaffecting weapon.

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