Zero RifleZero rifles have long, bulky barrels and tend to be very frontheavy. A heavy tank over the barrel stores the rifleās coolant supply, contributing most of its bulk.Cryo WeaponsCryo 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. Source Starfinder Core Rulebook pg. 176 Level 14; Price 79,800 Hands 2; Proficiency Longarms Damage 4d8 C; Range 60 ft.; Critical staggered Capacity 80 charges; Usage 4 Bulk 2; Special — Source Starfinder Core Rulebook pg. 176 Level 4; Price 2,330 Hands 2; Proficiency Longarms Damage 1d8 C; Range 60 ft.; Critical staggered Capacity 40 charges; Usage 2 Bulk 1; Special —Source Starfinder Core Rulebook pg. 176 Level 8; Price 10,100 Hands 2; Proficiency Longarms Damage 2d8 C; Range 60 ft.; Critical staggered Capacity 40 charges; Usage 2 Bulk 2; Special —Source Starfinder Core Rulebook pg. 176 Level 18; Price 410,200 Hands 2; Proficiency Longarms Damage 7d8 C; Range 60 ft.; Critical staggered Capacity 100 charges; Usage 5 Bulk 2; Special —
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