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Player > Starships > Other > Weapon > Extreme Force Ramming Prow

Extreme Force Ramming Prow

Starfinder Starship Operations Manual p.19

Range:
Speed (In Hexes):
Damage: 5d4
PCU: 30
Cost (In BP): 10
Special Properties: Force field (100), ramming


Direct-fire Weapons

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


Force Field

A force field weapon leverages the attacking starship’s shields as a deadly bludgeon. A force field weapon deals additional damage equal to its starship’s Shield Points (SP) in the weapon’s quadrant, with a maximum bonus damage value equal to the number listed with this special property. A turretmounted force field weapon uses the current SP of the quadrant from which it’s fired. A force field weapon cannot be fired from any quadrant that has 0 SP. Immediately upon firing a force field weapon—and before resolving any enemy attacks during the gunnery phase—the attacking starship loses a number of SP in that weapon’s quadrant equal to the number listed with this special property. Weapons with the force field special property are not compatible with deflector shields.

Ramming

A ramming weapon reinforces a starship’s front quadrant to absorb collisions and deal damage when steered into targets. A ramming weapon must be mounted on a starship’s front quadrant. If a ship with a ramming weapon ends its movement adjacent to an enemy ship in its forward arc and the enemy ship has already moved during this helm phase, it can attempt to ram that ship. The pilot immediately attempts a gunnery check against the enemy ship’s AC. If successful, the attack deals a glancing blow that deals the ramming weapon’s listed damage. If the attacking starship is one size category smaller than the enemy ship or larger, the successful attack also pushes the target ship 1 hex in the direction the attacking ship is facing. If this would push the ship into an occupied hex, the ship does not move but instead takes additional damage equal to the attacking starship’s tier. If the pilot’s gunnery check fails, instead of dealing damage, the attacking ship takes damage equal to the ramming weapon’s minimum damage.
A starship can deal even greater collision damage when using the ramming speed crew action.

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