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Player > Weapon > Range > Radcannon, rapid-decay

Radcannon, rapid-decay

Starfinder Armory p.38

Level: 17
Price: 264000
Damage: 7d8 F
Range: 60 ft.
Critical: Irradiate
Capacity: 40 charges
Usage: 2
Bulk: 2
Special: Blast, radioactive, unwieldy

Radcannons are large, dangerous-to-wield weapons typically employed by desperate, reckless, or unliving users. A radcannon's high-voltage capacitors channel energy through a magnetron and transformer to generate massive blasts of radioactive waves, burning targets and typically exposing the target—and potentially the user—to dangerous levels of radiation. Devourer cultists often employ electromagnetic radcannons, neutron radcannons, and even rapid-decay radcannons, unfazed by the weapons' danger.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Radcannon, electromagneticHeavy421501d8 F30 ft.Irradiate40 charges22Blast, radioactive, unwieldyARM p.38
Radcannon, neutronHeavy10187003d6 F50 ft.Irradiate40 charges22Blast, radioactive, unwieldyARM p.38
Radcannon, rapid-decayHeavy172640007d8 F60 ft.Irradiate40 charges22Blast, radioactive, unwieldyARM p.38

Irradiate

The target must succeed at a Fortitude save or contract radiation sickness (Core Rulebook 404). The DC for this disease is equal to the weapon's critical hit DC. This is considered low-level radiation, regardless of the save DC.

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.

Radioactive

A radioactive weapon contains unstable radioactive components. When the wielder rolls a natural 1 on an attack roll, she is exposed to dangerous radiation and must succeed at a Fortitude save or be inflicted with radiation sickness (Core Rulebook 404). (For radioactive blast weapons, the user must attempt a Fortitude save if any of the attacks are a natural 1). This is considered a low level of radiation. The DCs for this save and the disease are each equal to the weapon's critical hit DC.

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