source: Starfinder Core Rulebook
Found 1604 matches
Longsword, Zero-Edge
Level: 14
Price: 79,500
Bulk: L
Damage: 7d8 S
Critical: Severe Wound
Special: Analog
Look Alive
[Level: 1]
When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first.
Low-light Vision
Vesk can see in dim light as if it were normal light. For more details, see page 264.
Lunge
Prerequisites: Base attack bonus +6.
You can strike foes that would normally be out of reach.
Machine Gun, Heavy
Level: 17
Price: 220,300
Bulk: 2
Damage: 7d10 P
Critical: —
Range: 120 ft.
Capacity: 100 rounds
Usage: 4
Special: Analog, Automatic
Machine Gun, Light
Level: 8
Price: 8,600
Bulk: 2
Damage: 2d10 P
Critical: —
Range: 60 ft.
Capacity: 60 rounds
Usage: 2
Special: Analog, Automatic
Machine Gun, Medium
Level: 11
Price: 23,100
Bulk: 2
Damage: 3d10 P
Critical: —
Range: 60 ft.
Capacity: 60 rounds
Usage: 2
Special: Analog, Automatic
Machine Gun, Squad
Level: 4
Price: 2,060
Bulk: 2
Damage: 1d10 P
Critical: —
Range: 60 ft.
Capacity: 40 rounds
Usage: 2
Special: Analog, Automatic
Magic Hack
[Level: 2]
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.