Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials

| Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions

Weapon Special Properties

Some weapons possess inherent special properties. A weapon’s special properties are listed in the Special column entry in its corresponding weapons table. Details of these special weapon properties appear below.


Source Starfinder #50: Clockwork Demons pg. 52
A clockwork weapon contains a highly advanced mainspring that stores energy much like a battery does for powered weapons. Each weapon lists a capacity and usage, but unlike weapons that use batteries, you can’t recharge a clockwork weapon using a generator or recharging station, and you can’t swap out the mainspring like you can swap a battery. Instead, you must manually wind the weapon as you would other clockwork items. Doing so takes 1 minute per charge, which can be done during a 10-minute rest to regain Stamina Points.
Melee clockwork weapons function largely the same as powered weapons. You can activate the power of a clockwork weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute. If you try to attack with a melee clockwork weapon that’s out of charges, it functions as an improvised weapon). Similarly, a ranged clockwork weapon that has fewer remaining charges than the usage value simply doesn’t fire.