The Hidden Truth

Support United Paizo Workers! Click here for more details!

Player > Starships > Other > Weapon > Connecting Tendril

Connecting Tendril

Starfinder Adventure Path #20: The Last Refuge (Attack of the Swarm! 2 of 6) p.49

Range: Short (5-Hexes)
Speed (In Hexes):
Damage: 3d6
PCU: 10
Cost (In BP): 10
Special Properties: Burrowing, connecting, mystic


Direct-fire Weapons

Direct-fire weapons fire projectiles or beams at amazing speed, targeting the opposing vessel’s AC.


Burrowing

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.

Mystical

When attempting a gunnery check with a mystical weapon, which is a hybrid device, a gunner can use their ranks in Mysticism in place of either their base attack bonus or ranks in Piloting, and their Wisdom modifier in place of their Dexterity modifier.

Connecting

A connecting weapon creates a ropy tendril. If the weapon hits, this tendril connects the firing vessel and the one struck. While maintaining this connection, the weapon can’t be used to connect to another starship. Instead, while connected, both vessels have a maneuverability rating that's one worse than normal and can move at no more than half speed. A larger vessel can tow a smaller one. If both vessels are the same size, either can tow the other. Neither starship can move more than 5 hexes from the other until the connection is broken. A crew member of the firing starship can break the connection as an action during any phase. The pilot of the target starship can do so by using an action to attempt a Piloting check (DC = 15 + 1-1/2 × the tier of the firing ship), breaking the connection on a success. The tendril has the AC and TL of the firing starship and no shields. It breaks if it takes any damage, ending the connection.

Found a bug? Click here!