Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
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Manufacturers | 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


Handcoil

An 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 Weapons

Shock 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.

Handcoil, Fighter

Source Starfinder Armory pg. 45
Level 7; Price 5,600
Damage 1d10 E; Range 40 ft.; Critical arc 1d10
Capacity 20 charges; Usage 2
Bulk L; Special

Handcoil, Explorer

Source Starfinder Armory pg. 45
Level 3; Price 1,200
Damage 1d6 E; Range 40 ft.; Critical arc 1d6
Capacity 20 charges; Usage 2
Bulk L; Special

Handcoil, Pilot

Source Starfinder Armory pg. 45
Level 11; Price 24,000
Damage 2d8 E; Range 60 ft.; Critical arc 2d8
Capacity 40 charges; Usage 4
Bulk L; Special

Handcoil, Capital

Source Starfinder Armory pg. 45
Level 16; Price 150,000
Damage 3d8 E; Range 80 ft.; Critical arc 3d8
Capacity 40 charges; Usage 4
Bulk L; Special