Spend Your Loot on: The Arc Emitter


 Precision is overrated. Sometimes you just need to point a gun in a general direction and fry everything in the zip code.

The Arc Emitter is the riot control weapon that graduated to the battlefield. Initially designed for subduing prison riots and dispersing dangerous wildlife, this heavy energy projector releases a jagged cone of lightning that cares very little for enemy reflexes or cover. If you are tired of rolling natural 1s on attack rolls, this is the weapon for you—because you don't roll to hit. You just pull the trigger and let physics do the rest.

Arc Emitter

Composed of two 4-foot-long protracting rails, this weapon shoots arcs of electricity at targets, emitted safely away from its wielder.


Commercial Arc Emitter Weapon 0

Area (Cone)

NonLethal

Tech

Unwieldy

Source Player Core pg. 265 

Price 95 c

Damage 1d8 Electricity; Bulk 1

Hands 2; Range 20 ft.; Reload 1

Type Ranged; Category Martial; Group Shock

Upgrades 1; Magazine 10 charges; Expend 2



Improvement

Upgrades

Damage Die

Traits

Level

Cost

Tactical

-

1

Tracking +1

2

3.9 Y

Advanced

+1

2

Tracking +1

4

6.9 Y

Superior

+1

2

Tracking +2

10

90 Y

Elite

+2

3

Tracking +2

12

100 Y

Ultimate

+2

3

Tracking +3

16

800 Y

Paragon

+3

4

Tracking +3

19

3000 Y


Why It’s Worth Your Credits

1. The "Reflex Save" King (Area Fire)

Unlike most guns that target Armor Class (AC), the Arc Emitter uses the Area Fire action. You unleash a 20-foot cone of electricity, forcing every creature inside to make a Reflex save against your Class DC.

  • High AC enemies? Doesn't matter. Heavy armor usually means low Reflex saves.

  • Invisible enemies? Doesn't matter. If they are in the cone, they get fried.

  • Swarm of enemies? You hit all of them.

2. Anti-Tech Supremacy (Electricity Damage)

In the Starfall Galaxy, you will fight robots. A lot of robots. Many technological enemies have Weakness to electricity or special malfunctions when hit by it. The Arc Emitter is effectively a hard-counter to security drones, turrets, and cybernetically enhanced solos.

3. Taken Alive (Nonlethal)

The Nonlethal trait is a lifesaver—literally. If your party needs to interrogate a gang lieutenant or capture a bounty without voiding the contract, you can go full auto without worrying about accidental murder. If you do want to kill, you can take a -2 penalty to fire lethally, but honestly, frying them unconscious is usually safer for everyone involved.

4. Stun-Lock Potential (Critical Specialization)

If enemies critically fail their save (or if you are an Operative exploiting a weakness), the Shock group specialization forces a Fortitude save or applies Stunned 1. In a game where every action counts, denying an enemy their actions is one of the strongest debuffs available.

Who Should Buy It?

  • The Vanguard: If you are on the front lines, you can punish enemies who bunch up to attack you.

  • The Bounty Hunter: Essential for "Live Capture" contracts. Why carry handcuffs when you can carry lightning?

  • The Tech-Hunter: If your GM loves throwing swarms of drone minions at you, this weapon cleans them up in a single round.

Tactical Note

The Unwieldy trait means you can't fire this weapon more than once per round or use it for reactions (like Reactive Strike). Since Area Fire is typically a 2-action activity anyway, this rarely hampers your turn, but it does mean you won't be snapping off quick shots. Positioning is key—line up the cone to hit the bad guys without frying your Solarian buddy.


Shockingly effective. Pick up a Commercial Arc Emitter today and become the storm.


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