Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | 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


Plasma Guide

A plasma guide maintains a magnetic guidance system around its plasma discharge, which continues guiding the shot after it is fired. This increases accuracy at ranges far beyond those of typical plasma weapons and bypasses the advantage of partial cover as the magnetic guidance directs the plasma toward its target. Vesk snipers are believed to be the earliest users of the plasma guide during the Silent War, but it’s become a standard in many military and mercenary arsenals since then. This weapon has been continually refined since its invention; series-21, series-28, series-37, series-42, series-62, and series-73 plasma guides have proven generally stable and thus remain in production.

Plasma Weapons

Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon.

Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons.

Plasma Guide, Series-73

Source Starfinder Armory pg. 43
Level 20; Price 980,000
Hands 2; Proficiency Sniper
Damage 9d8 E & F; Range 80 ft.; Critical Severe wound
Capacity 100 charges; Usage 10
Bulk 2; Special guided, sniper (1,000 ft.), unwieldy

Plasma Guide, Series-21

Source Starfinder Armory pg. 43
Level 2; Price 1,070
Hands 2; Proficiency Sniper
Damage 1d8 E & F; Range 60 ft.; Critical
Capacity 20 charges; Usage 5
Bulk 2; Special guided, sniper (250 ft.), unwieldy

Plasma Guide, Series-28

Source Starfinder Armory pg. 43
Level 6; Price 4,920
Hands 2; Proficiency Sniper
Damage 1d10 E & F; Range 60 ft.; Critical Wound
Capacity 40 charges; Usage 5
Bulk 2; Special guided, sniper (250 ft.), unwieldy

Plasma Guide, Series-37

Source Starfinder Armory pg. 43
Level 8; Price 10,800
Hands 2; Proficiency Sniper
Damage 2d8 E & F; Range 70 ft.; Critical Wound
Capacity 40 charges; Usage 8
Bulk 2; Special guided, sniper (500 ft.), unwieldy

Plasma Guide, Series-42

Source Starfinder Armory pg. 43
Level 11; Price 28,200
Hands 2; Proficiency Sniper
Damage 3d8 E & F; Range 70 ft.; Critical Severe wound
Capacity 80 charges; Usage 8
Bulk 2; Special guided, sniper (500 ft.), unwieldy

Plasma Guide, Series-62

Source Starfinder Armory pg. 43
Level 16; Price 193,000
Hands 2; Proficiency Sniper
Damage 5d8 E & F; Range 80 ft.; Critical Severe wound
Capacity 80 charges; Usage 10
Bulk 2; Special guided, sniper (750 ft.), unwieldy