Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
Artifacts | Augmentations | Computers | Hybrid Items | Magic Items | Technological Items | Traps
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


Pulse Grenade

A pulse grenade emits a powerful EMP blast on impact whose damage and effects apply only to constructs with the technological subtype. Constructs reduced to 0 HP by a pulse grenade are not destroyed but simply nonfunctional until restored to 1 or more Hit Points. The EMP wave from a pulse grenade is not intense enough to affect augmentations, weapons, armor, or other technological gear.

Pulse Grenade, Mk 2

Source Starfinder Armory pg. 39
Level 9; Price 4,350
Damage —; Range 39 ft. ft.; Critical
Capacity drawn
Bulk L; Special explode (3d10 E; 20 ft.), entangle 1d4 rounds

Pulse Grenade, Mk 1

Source Starfinder Armory pg. 39
Level 5; Price 950
Damage —; Range 38 ft. ft.; Critical
Capacity drawn
Bulk L; Special explode (1d10 E; 20 ft.), entangle 1 round

Pulse Grenade, Mk 3

Source Starfinder Armory pg. 39
Level 15; Price 37,500
Damage —; Range 40 ft. ft.; Critical
Capacity drawn
Bulk L; Special explode (6d10 E; 20 ft.), entangle 1d4 rounds

Pulse Grenade, Mk 4

Source Starfinder Armory pg. 39
Level 17; Price 82,500
Damage —; Range 41 ft. ft.; Critical
Capacity drawn
Bulk L; Special explode (14d6 E; 20 ft.), entangle 1d4 rounds