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Player > Weapon > Range > Wraith-sting rifle, yellow jacket

Wraith-sting rifle, yellow jacket

Starfinder Armory p.55

Level: 1
Price: 375
Damage:
Range: 40 ft.
Critical: Injection DC +2
Capacity: 1 dart
Usage: 1
Bulk: 1
Special: Injection, sniper (250 ft.), subtle, unwieldy

Wraith-sting rifles fire darts that are loaded with an injectable substance. The low velocity and slim profile of these darts mean the target often remains unaware of the initial attack. Once the effects of the injected substance take hold, however, it is usually easy to identify the delivery method. These insidious weapons are said to be a favorite of reptoid assassins, but as with any information on that race, the veracity of this rumor is suspect. Ironically, this weapon's models are named after stinging insects: yellow jacket, wasp, and hornet.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Wraith-sting rifle, yellow jacketSniper137540 ft.Injection DC +21 dart11Injection, sniper (250 ft.), subtle, unwieldyARM p.55
Wraith-sting rifle, waspSniper5298060 ft.Injection DC +21 dart11Injection, sniper (500 ft.), subtle, unwieldyARM p.55
Wraith-sting rifle, hornetSniper147120080 ft.Injection DC +21 dart11Injection, sniper (750 ft.), subtle, unwieldyARM p.55

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.

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.

Sniper

Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

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.

Subtle

A subtle weapon fires either very small ordnance or otherwise generates a nearly imperceptible discharge that even the target may not be aware of. A target hit by a subtle weapon must succeed at a Perception check with a DC equal to 15 + 1-1/2 the weapon's item level or it doesn't realize it has been struck. The target notices other effects conveyed by a subtle weapon, such as an injected substance, as normal. For example, you might use a subtle weapon to inject a target with a poison with an onset delay; the target may not realize it has been hit by the dart, but it would notice the effects of the poison once it took effect.

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