Archives of Nethys

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Chapter 1: Equipment

Source Starfinder Armory pg. 8

Weapon Accessories

Source Starfinder Armory pg. 58
The galaxy’s weapons dealers offer a dizzying array of options, but sometimes the perfect weapon for a specialized job just isn’t available as a base model. Luckily, weapon accessories can provide additional utility with just a little tinkering, which you can do yourself or pay a professional to handle. Weapon accessories modify existing weapons to provide certain benefits to the weapon’s user. Experienced operators keep a variety of accessories on hand, swapping them out as needed.

Using Weapon Accessories

Explanations of the statistics for weapon accessories are provided below, along with the rules for adding accessories to weapons. Specific accessories are sometimes exceptions to these rules.

Capacity And Usage

Some accessories require power to function, similar to some technological items; see page 218 of the Core Rulebook for more information. These accessories are identified with capacity and usage entries in Table 1–11: Weapon Accessories. A weapon accessory’s capacity is the highest-capacity battery that the accessory can use. Usage lists the rate at which charges are consumed when the accessory is used. Attached accessories (see Adding Accessories below) must use their own batteries, but an accessory integrated into a powered weapon can be configured to use either the weapon’s battery or its own battery.

Weapon Type

Some accessories can be added only to specific types or categories of weapons, as noted in the Weapon Type entry in Table 1–11: Weapon Accessories. For the most part, these correspond to the weapon types and categories described on pages 169–170 of the Core Rulebook.

Railed Weapons: Railed weapons are longarms, heavy weapons, and sniper weapons, all of which have rails along or near the weapon’s barrel that allow you to easily add accessories to the weapon. A railed weapon has four rails to which accessories can be added: one on top, one on the bottom, and one on either side. Only one weapon accessory can be added to each rail. Some accessories must be attached to a specific rail, such as the top or bottom, as detailed in the accessory’s description.

Adding Accessories

Weapon accessories must normally be added to a weapon to function. Most accessories can be added either by being attached to a weapon or by being integrated into the weapon, though some accessories must be added in a certain way, as indicated in the accessory’s description. In either case, add the bulk of the weapon accessory to the weapon’s bulk to determine the final accessorized weapon’s bulk. When adding multiple items of light bulk together, treat 2–10 light bulk items as 1 bulk when combined.

Attachment: An attached weapon accessory is affixed to a weapon but is not really part of it. Anyone can attach or detach an accessory as a full action, and most weapons dealers will attach an accessory bought from them at no extra charge.

Integration: An integrated weapon accessory is built into the weapon, becoming part of it. Integrated accessories are usually purchased already integrated into the weapon at the combined price of the weapon and the accessory. If the weapon and accessory are purchased separately, a weapons dealer can integrate the accessory into the weapon for a fee of 10% of the accessory’s purchase price. You can integrate an accessory into a weapon (or remove an integrated accessory) if you have a number of ranks in Engineering (or both Engineering and Mysticism, for hybrid accessories) equal to the item level of the weapon or accessory, whichever is higher. It takes 1 hour to integrate an accessory or remove an integrated accessory from a weapon.


Source Starfinder Armory pg. 90
Requiring both surgical skill and arcane mastery to create and install, magitech augmentations are a combination of cybernetic and magical components. These augmentations usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech augmentations.

Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal (see page 208 of the Core Rulebook). Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.


Source Starfinder Armory pg. 94
Necrografts are augmentations utilizing undead organs and necromantic rituals rather than technology. They were invented on Eox, and they are most commonly available in Orphys and at the Necroforge within Eox’s Lifeline. Most other Pact Worlds outlaw the creation and installation of necrografts (though not their possession), but they can still be found in some less reputable back-alley augmentation clinics on multiple worlds throughout the system and beyond.

Necrografts follow the existing rules for augmentations (Core Rulebook 208), but they use different components than biotech and cybernetics. Any biotech or cybernetic augmentation can be created as a necrograft and installed for only 90% of the augmentation’s normal cost, but doing so causes the recipient to gain the necrograft subtype (see below). Necrografts have the same system restrictions that all augmentations share.

For those low on funds, some bone sages and corporations on Eox are willing to defer the cost of travel to Eox and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard prosthetic limbs (Core Rulebook 210) and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs and occupy the corresponding system) can even be implanted with no up-front cost. However, the corpselease agreement states that if the recipient dies before paying off all the costs associated with the travel and augmentation, the leasing Eoxian group owns the patient’s body, which it then uses in creating undead servitors or more necrografts. More advanced necrografts aren’t generally available without payment in full (though complimentary travel is likely to still be offered to customers within the Pact Worlds).

Necrograft Subtype

Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole).

Creatures with this subtype are also damaged by spells that damage undead and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature but does affect undead, it can affect a creature with the necrograft subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).

Necrograft Descriptions

In addition to necrograft versions of typical biotech and cybernetics, there are many unique necrografts that can be created using only necromancy. These necrografts come in five possible models (mk 1 through mk 5) and vary in price by model as detailed on Table 1–22: Necrografts below. If a necrograft’s effect requires a saving throw, the save DC equals 10 + half the necrograft’s item level + the recipient’s key ability score modifier. In addition, this section presents an additional system that some augmentations must be installed in: the body’s endocrine system. The endocrine system uses all of the same rules for augmentation systems as explained on page 208 of the Core Rulebook.


Source Starfinder Armory pg. 118
Artifacts are magical objects that are so powerful that they transcend the laws of other magic items. Each artifact has origins beyond mortal ken and a legend associated with its existence. Finding an artifact is a task of mythic proportions and an event of great historical impact. People who come to possess such objects leave behind a new chapter in the artifact’s story, for good or ill. A whole campaign or series of adventures could be based around an artifact. Hunting down the object’s location, collecting its components, or facing its current owner could all be part of the tale.

Artifacts have an item level of 20. However, they can’t be encountered in the course of a random encounter or crafted, and they can rarely be purchased at any price. Each seems to have a will of its own or a bizarre tie to fate, making the object show up at a significant moment. Similarly, artifacts can vanish unpredictably, carried away by a destiny larger than any one user. Artifacts are impossible to destroy by conventional means; each can be ended only by one specific method.

An artifact has incredible powers that can change a Starfinder game in unpredictable ways. When you as a GM choose to use an artifact, consider its impact. How it shows up in, remains, and exits your game is up to you.

Additional Vehicle Rules

Source Starfinder Armory pg. 136
From speedy two-wheeled motorcycles to massive hover carriers that dominate the landscape from above, the following new vehicles present a wealth of ways to travel over land and sea, as well as through the sky and the earth. Some of the vehicles below include customizable features that can turn them into mobile hospitals or engineering workshops.

Vehicle Environments

Unless otherwise noted, an air or water vehicle affords its driver and passengers environmental protection for the type of environment for which it is designed (protection from drowning, high altitude, etc.). At the GM’s discretion, any land vehicle can be suited for use in an airless land environment.

Vehicle Weapons

A creature using a vehicle-mounted weapon with which it isn’t proficient takes the normal penalty for not being proficient on top of any penalties for using a weapon as the vehicle moves. If a mounted weapon isn’t listed on pages 137–139 or in the Core Rulebook, it is considered a longarm. For the purposes of critical hit DCs and other weapon effects, a vehicle’s weapon is considered to have the same item level as the vehicle itself. At the GM’s discretion, mounted weapons can be removed from a vehicle (and possibly replaced with a better weapon the PCs have purchased or found) with a successful Engineering check (DC = 15 + 1-1/2 × the vehicle’s level).


Some vehicles require more than one creature to operate. These vehicles have a number listed in the Complement entry, which is the minimum number of other creatures required for the vehicle to function (not including the pilot). Crew members can take no actions while the vehicle is in motion, as they are aiding the vehicle’s movement.