EM Induction RifleWinding an electromagnetic induction rifle allows its mainspring to release huge bursts of energy, firing bolts of electricity without the need for storing the voltage in a battery. The high-powered magnets and tightly wound coils generate intense amounts of power for short amounts of time, but the amount of energy required to do so is immense compared to other clockwork weapons, and the sheer size needed to perform the electromagnetic induction makes EM induction rifles cumbersome to use. However, their analog nature makes them invaluable to factions fighting in null-tech zones or facing technomancers, mechanics, or other agents able to neutralize technological weaponry Source Starfinder #50: Clockwork Demons pg. 55 Level 17; Price 255,000 Hands 2; Proficiency Longarms Damage 6d8 E; Range 90 ft.; Critical — Capacity 80 charges; Usage 16 Bulk 3; Special Analog, boost 3d8, clockwork (capacity 80, usage 16), line, unwieldy Source Starfinder #50: Clockwork Demons pg. 55 Level 7; Price 7,000 Hands 2; Proficiency Longarms Damage 1d8 E; Range 30 ft.; Critical — Capacity 40 charges; Usage 8 Bulk 3; Special Analog, boost 1d4, clockwork (capacity 40, usage 8), line, unwieldySource Starfinder #50: Clockwork Demons pg. 55 Level 12; Price 36,400 Hands 2; Proficiency Longarms Damage 3d8 E; Range 60 ft.; Critical — Capacity 40 charges; Usage 8 Bulk 3; Special Analog, boost 1d8, clockwork (capacity 40, usage 8), line, unwieldy
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