Archives of Nethys

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

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Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Disruption Rifle

Dimensional disruption weapons were available in various forms and strengths, but those left within the Gate of Twelve Suns are pistols (small arms), rifles (longarms), and a few grenades. A dimensional disruption weapon creates a stream-like gravitational wave function that disrupts subatomic fields in an effect similar to a sonic attack, but it can stagger a target rather than deafen it, as the wave function momentarily disrupts the fabric of space around the target.
Disruption pistols and rifles expend twice the usage and have half the range when used on any plane other than the Material Plane. If used in the Drift, they deal damage to the user rather than the target on any attack roll of a natural 1.
Disruption grenades work in a way similar to the rifles and pistols. Temporal disruption grenades, on the other hand, slow down the rate of subatomic movement, halting those affected by it for a short period of time but not otherwise damaging those within the blast.
The radius of a disruption grenade’s explosion is reduced to 10 feet if it is used on any plane other than the Material Plane. If used in the Drift, those caught in the blast radius can roll their saving throws twice and take the better result when attempting to halve the amount of damage taken or negate any secondary effects

Dimensional Disruption Weapons

Dimensional disruption weapons were available in various forms and strengths, but those left within the Gate of Twelve Suns are pistols (small arms), rifles (longarms), and a few grenades. A dimensional disruption weapon creates a streamlike gravitational wave function that disrupts subatomic fields in an effect similar to a sonic attack, but it can stagger a target rather than deafen it, as the wave function momentarily disrupts the fabric of space around the target.

Disruption pistols and rifles expend twice the usage and have half the range when used on any plane other than the Material Plane. If used in the Drift, they deal damage to the user rather than the target on any attack roll of a natural 1.

Disruption grenades work in a way similar to the rifles and pistols. Temporal disruption grenades, on the other hand, slow down the rate of subatomic movement, halting those affected by it for a short period of time but not otherwise damaging those within the blast.

The radius of a disruption grenade’s explosion is reduced to 10 feet if it used on any plane other than the Material Plane. If used in the Drift, those caught in the blast radius can roll their saving throws twice and take the better result when attempting to halve the amount of damage taken or negate any secondary effects.

Disruption Rifle, Major

SFS Note: Relics do not sell for full resale value, but can be sold for 50% of their value instead of 10%. Relics do not come with ammunition (which must be purchased separately).
Source Starfinder Dead Suns Adventure Path pg. 259, Starfinder #5: The Thirteenth Gate pg. 39
Level 14; Price 80,000
Hands 2; Proficiency Longarms
Damage 6d8 So; Range 40 ft.; Critical staggered
Capacity 40 charges; Usage 5
Bulk 2; Special boost 2d8, relic

Disruption Rifle, Minor

SFS Note: Relics do not sell for full resale value, but can be sold for 50% of their value instead of 10%. Relics do not come with ammunition (which must be purchased separately).
Source Starfinder Dead Suns Adventure Path pg. 259, Starfinder #5: The Thirteenth Gate pg. 39
Level 9; Price 15,000
Hands 2; Proficiency Longarms
Damage 3d8 So; Range 50 ft.; Critical staggered
Capacity 40 charges; Usage 5
Bulk 2; Special boost 1d8, relic