Archives of Nethys

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Terrestrial Vehicles | Starships


Starship Examples

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Special Properties

Source Starfinder Core Rulebook pg. 304
Some weapons have special properties, as noted on the starship weapon tables. These special properties and how they affect starship combat are described here.

Array

Source Starfinder Core Rulebook pg. 304
An array weapon fires at all targets within a single firing arc. The gunner attempts a single gunnery check against each target in the firing arc, starting with those closest to her starship. Each gunnery check takes a –4 penalty, which stacks with other penalties. Roll damage only once for all targets. Critical damage is determined by each target’s Critical Threshold. The gunner can’t avoid shooting at allies in the firing arc, nor can she shoot any target more than once. An array weapon uses two weapon mounts.

Broad Arc

Source Starfinder Core Rulebook pg. 304
A weapon with this special property can fire in an arc adjacent to the one in which it was installed with a –2 penalty. A broad arc weapon can fire at only one target at a time.

Burrowing

Source Pact Worlds pg. 153
A weapon with this special property fires a highly focused beam of energy that can slice through shields with ease. Burrowing weapons are always short range and cannot fire at targets outside the first range increment. When a burrowing weapon’s beam hits shields, apply half of its damage to the shields and the other half (rounded down) to the target vessel’s Hull Points. If any of the damage applied to the shields depletes those shields, apply the remainder to the ship’s Hull Points as normal. If a burrowing weapon deals damage to a ship with a damage threshold, halve that threshold before determining if any damage is dealt.

EMP

Source Starfinder Core Rulebook pg. 304
A weapon with this special property emits a beam of electromagnetic energy that does not deal damage to ships or shields, but plays havoc with a ship’s electronic systems. On a hit, an EMP weapon scrambles one of the target starship’s systems, determined randomly. This causes that system to act as if it had the glitching condition for 1d4 rounds. A system glitching in this way can be patched as normal, but if it takes critical damage, its glitching condition becomes constant until the system is patched or repaired (or takes further critical damage). Functioning shields are unaffected by EMP weapons and completely block an EMP weapon’s effects.

Irradiate

Source Starfinder Core Rulebook pg. 304
A weapon with this special property creates a wave of harmful radiation (see page 403) that penetrates shields and starship hulls. Living creatures on a starship struck by an irradiating weapon are subjected to the level of radiation noted in parentheses for 1d4 rounds of starship combat.

Limited Fire

Source Starfinder Core Rulebook pg. 304
A weapon with this special property can fire only the listed number of times in a starship combat encounter before it requires a brief period of time (10 minutes outside of starship combat) to recharge and rebuild the weapon’s inherent ammunition. A weapon with this special property is often a tracking weapon.

Line

Source Starfinder Core Rulebook pg. 304
A weapon with this special property fires a beam in a straight line that can pierce through multiple targets. The gunner attempts a single gunnery check and compares the result to the AC of all ships in a line originating from her starship and extending to the weapon’s range increment. Roll the weapon’s damage once and apply it to each target with an AC equal to or lower than the gunner’s result, starting with the closest. If any of that damage is negated due to a ship’s Damage Threshold, the beam is stopped and the attack doesn’t deal damage to targets farther away.

Numbing

Source Starfinder #6: Empire of Bones pg. 49
A weapon with the numbing special property fires concentrated negative energy. Living creatures on a starship that takes Hull Point damage from a numbing weapon must succeed at a Fortitude saving throw (DC = 10 + 1-1/2 × the firing starship’s tier) or take a –2 penalty to all starship combat actions for 1d3 rounds.

Point

Source Starfinder Core Rulebook pg. 304
A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.

Quantum

Source Starfinder Core Rulebook pg. 304
Once a gunner fires a quantum weapon, he can reroll one gunnery check (see page 243) for that weapon after its launch if the result would be a miss. Only tracking weapons have this special property.

Restricted

Source Starfinder #4: The Ruined Clouds pg. 0
This particular weapon is only available to the listed group.

Ripper

Source Starfinder Core Rulebook pg. 304
Firing a blast of metal shards, a weapon with this special property deals terrific damage to a ship’s hull but is almost entirely negated by functioning shields. Halve all damage dealt by ripper weapons to shields. Ripper weapons are always short range.

Spore

Source Pact Worlds pg. 153
A weapon with this property unleashes a cloud of fast-growing spores into the spaces inside the ship it strikes, causing tremendous damage to the ship’s systems. A ship that takes damage from a spore weapon immediately takes critical damage (note this damage as spore damage, though it functions as normal critical damage). An engineer can repair spore damage by taking an action and succeeding at an Engineering check (DC = 15 + the ship’s tier). If spore damage remains at the end of the engineering phase, the damaged system takes critical damage again (also spore damage); this damage spreads to other systems as normal if a system is wrecked. Multiple hits from a spore weapon do not have any additional effect if the ship is already subject to the effects of spore damage. Spore damage is not passed on to the crew, although there are rumors of a variant weapon that creates hostile plant creatures inside the target vessel once it has been disabled.

Tractor Beam

Source Starfinder Core Rulebook pg. 304
A weapon with this special property can generate a stable beam of gravitons, creating a tractor beam that can move other ships. In addition to dealing damage, a hit with a tractor beam prevents the target ship from moving normally. The gunner can push or pull the target ship (at a rate of 2 hexes per round, resolved at the beginning of the helm phase), or hold the target ship in place. The pilot of the targeted starship can attempt a Piloting check (DC = 15 + 1-1/2 × the tier of the firing ship) to break free of the tractor beam as her action in a round. When a tractor beam weapon is locked on to a starship, it can’t be used as a regular weapon. A tractor beam is effective only against ships of the same size as the firing ship or smaller; larger ships are unaffected by the tractor beam.

Volatile

Source Starfinder #6: Empire of Bones pg. 49
Only tracking weapons can have the volatile special property. Such a weapon breaks apart when destroyed before its intended impact. When a volatile projectile hits a starship but a gunner succeeds at destroying the projectile with a point weapon, the volatile weapon still deals half its damage.

Vortex

Source Starfinder Core Rulebook pg. 305
A weapon with this special property creates a spiraling cyclone of gravitons that tears, crushes, and twists everything in its path, reducing a target ship’s speed by half and reducing its maneuverability by one step for 1d4 rounds on a hit. A ship protected by functioning shields takes no damage from a vortex weapon, but the target ship’s pilot must succeed at a Piloting check (DC = 15 + 1-1/2 × the target starship’s tier) or the hit depletes all Shield Points in that arc.