HandcoilAn ultraminiaturized version of the coilguns used on starships, this weapon has a short range but a powerful effect. Some of the first versions were produced by starship manufacturers and were accompanied by a promotional campaign suggesting that a starship’s crew should match the starship itself, complete with flight suits to match a given ship’s paint job. Most manufacturers still use the model classification set forth in those early campaigns: explorer, fighter, pilot, and capital handcoils.Shock WeaponsShock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. Source Starfinder Armory pg. 45 Level 3; Price 1,200 Hands 1; Proficiency Small Arms Damage 1d6 E; Range 40 ft.; Critical arc 1d6 Capacity 20 charges; Usage 2 Bulk L; Special — Source Starfinder Armory pg. 45 Level 7; Price 5,600 Hands 1; Proficiency Small Arms Damage 1d10 E; Range 40 ft.; Critical arc 1d10 Capacity 20 charges; Usage 2 Bulk L; Special —Source Starfinder Armory pg. 45 Level 11; Price 24,000 Hands 1; Proficiency Small Arms Damage 2d8 E; Range 60 ft.; Critical arc 2d8 Capacity 40 charges; Usage 4 Bulk L; Special —Source Starfinder Armory pg. 45 Level 16; Price 150,000 Hands 1; Proficiency Small Arms Damage 3d8 E; Range 80 ft.; Critical arc 3d8 Capacity 40 charges; Usage 4 Bulk L; Special —
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