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Hover Anchor

Source Starfinder #43: Icebound pg. 41
Level 8; Price 9000
Capacity 20; Usage 4/round
Hands —; Bulk L


This tiny, disk-shaped device interferes with antigravity technology integral to most hover vehicles. You can take a standard action to attach a hover anchor to the underside of a hover vehicle. Anyone searching the vehicle to find a hover anchor can attempt a Perception check to do so, opposed by your own Sleight of Hand; you gain a +4 circumstance bonus to this check, thanks to the anchor’s small size and unobtrusive appearance. Anyone who knows where a hover anchor is located and who can reach it can take a move action to remove it.
Once you plant a hover anchor, you can use a computer, comm unit, custom rig, or similar computing device to deactivate the vehicle’s hover functions. You must be within 1,000 feet of the hover anchor and on the same plane to activate it, which requires a move action. Activating the hover anchor is instantaneous when it’s attached to a vehicle with an item level equal to or less than the hover anchor’s; on a vehicle with a higher item level, the process takes 3 rounds to complete. During this time, anyone aboard the vehicle can identify what’s happening with a successful DC 27 Engineering check.
A vehicle with an activated hover anchor can’t hover but can still use other movement types. If the vehicle has another relevant movement type when it loses its ability to hover (such as a fly speed), the vehicle’s pilot can take a reaction to switch to that movement type and avoid incident. Otherwise, the vehicle stops hovering and falls to the ground (or into the water, as appropriate). Vehicles moving at less than full speed come to a stop without taking or inflicting damage. A vehicle moving at full speed, however, crashes unless the pilot succeeds at a DC 27 Piloting check (see page 280 of the Core Rulebook for details on crashing vehicles).