Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


| Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Energy Converter

Boxy devices covered with various gauges and protruding antennae, energy converters resemble dangerously experimental pieces of hardware. These devices invert matter-antimatter annihilation; instead of generating massive amounts of heat from a tiny speck of matter, an energy converter generates a tiny speck of matter by drawing an incredible amount of heat energy from a nearby area. Tactical, advanced, and elite energy converters each create relatively larger flecks of matter, drawing their energy from a larger area in order to do so.

Cryo Weapons

Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply.

One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons.

Energy Converter, Tactical

Source Starfinder Armory pg. 34
Level 4; Price 2,400
Hands 2; Proficiency Heavy
Damage 1d6 C; Range 90 ft.; Critical staggered
Capacity 20 charges; Usage 1
Bulk 3; Special explode (10 ft.), unwieldy

Energy Converter, Advanced

Source Starfinder Armory pg. 34
Level 10; Price 20,900
Hands 2; Proficiency Heavy
Damage 2d8 C; Range 90 ft.; Critical staggered
Capacity 20 charges; Usage 1
Bulk 3; Special explode (15 ft.), unwieldy

Energy Converter, Elite

Source Starfinder Armory pg. 34
Level 16; Price 198,000
Hands 2; Proficiency Heavy
Damage 3d10 C; Range 100 ft.; Critical staggered
Capacity 20 charges; Usage 1
Bulk 3; Special explode (20 ft.), unwieldy