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Player > Weapon > Range > Zero cannon, tactical
Starfinder Core Rulebook p.183
Level: 11
Price: 23000
Damage: 3d8 C
Range: 60 ft.
Critical: Staggered
Capacity: 80 charges
Usage: 4
Bulk: 2
Special: Line, unwieldy
Zero cannons project a freezing line straight out from a generator, affecting any targets within the line. A pair of tanks in the cannon's heavy stock contain chemical coolants that produce a violent endothermic reaction when mixed in the insulated barrel.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Zero cannon, tactical | Heavy | 11 | 23000 | 3d8 C | 60 ft. | Staggered | 80 charges | 4 | 2 | Line, unwieldy | CRB p.183 |
Zero cannon, advanced | Heavy | 14 | 81400 | 5d8 C | 60 ft. | Staggered | 100 charges | 5 | 2 | Line, unwieldy | CRB p.183 |
Zero cannon, elite | Heavy | 18 | 412800 | 8d8 C | 80ft | Staggered | 100 charges | 5 | 2 | Line, unwieldy | CRB p.183 |
The target must succeed at a Fortitude save or be staggered for 1 round.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
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).
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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