Archives of Nethys

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Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
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Traps

Source Starfinder Core Rulebook pg. 410
Ancient alien ruins and corporate offices alike are rife with traps and defense mechanisms meant to protect valuable goods, personnel, and information. Additionally, adventuring characters sometimes encounter situations that, while not intentionally set up as traps, are just as dangerous—an unshielded power conduit in a damaged ship could prove deadly to those who aren’t careful, as could an unbalanced grav plate that might fling the unwary into a wall at high speeds. Whether the presentation of such dangers is intentional, accidental, or simply situational, all are represented using the same set of rules.

Nanoflechette Launcher Trap - CR 11

Source Starfinder Core Rulebook pg. 413
XP 12,800
When sensors detect movement in the trapped room, the doors seal and five wall apertures open on its initiative count to launch nanoflechettes at everyone in the room. The trap fires nanoflechettes for 10 rounds, unless all the apertures have been closed or destroyed. An aperture has EAC 23, KAC 27, Fort +14, Ref +11, hardness 10, and 40 Hit Points. Closing or destroying one aperture reduces the damage dealt by 1d12.

Nanoflechette Launcher Trap

Type technological; Perception DC 36; Disable Engineering DC 29 (close one aperture) or DC 35 (open door)
Trigger location; Init +17; Duration 10 rounds; Reset 1 minute
Effect nanoflechettes +25 ranged (6d12 P); multiple targets (all targets in room)