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Player > Weapon > Range > Storm coil, impulse

Storm coil, impulse

Starfinder Armory p.48

Level: 12
Price: 35200
Damage: 4d6 E
Range: 80 ft.
Critical:
Capacity: 80 charges
Usage: 10
Bulk: 2
Special: Line, unwieldy

A storm coil employs an air-core resonant transformer to produce high-voltage electrical output. The resulting bolt of electricity arcs out from the weapon in a line. Though it employs technology similar to the colossus coil, the storm coil was developed independently within the Pact Worlds. Live storm coils and jolt storm coils generate impressive bolts, while the larger impulse and surge storm coils have even farther reach.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Storm coil, liveLongarms314801d6 E40 ft.20 charges52Line, unwieldyARM p.48
Storm coil, joltLongarms769002d6 E60 ft.40 charges82Line, unwieldyARM p.48
Storm coil, impulseLongarms12352004d6 E80 ft.80 charges102Line, unwieldyARM p.48
Storm coil, surgeLongarms172610007d6 E120 ft.100 charges102Line, unwieldyARM p.48

Line

This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn't damage creatures farther away. A line weapon can't damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack).

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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