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Player > Starships > Other > Weapon > Super Ship Tether

Super Ship Tether

Starfinder Starship Operations Manual p.19

Range:
Speed (In Hexes):
Damage: 10d8
PCU: 15
Cost (In BP): 18
Special Properties: Anchoring


Melee Weapons

A melee weapon uses some part of the starship to induce a direct collision between the attacking and defending starships, targeting the opposing vessel’s AC. Melee starship weapons always have a range of 1 hex, even if a special property would otherwise change the weapon’s range.


Anchoring

A weapon with this special property fires ammunition tethered to a powerful chain, anchoring the attacking starship to its target. While anchored to each other, neither starship can move farther away from each other than the range at which the anchoring weapon was initially fired. While a starship is anchored and adjacent to its target, its crew can attempt to board the anchored starship at the end of the starship combat round. An anchoring weapon can’t be used to make additional attacks or anchor other vessels if it’s currently being used to anchor a target.
As a special engineer action, an engineer can attempt to sever or dislodge another starship’s anchor with an Engineering check (DC = 15 + 1-1/2 × the anchoring starship’s tier). If they succeed, the effects of the anchoring weapon special property end. As a special stunt, a pilot can attempt to shake free of an anchor with a Piloting check at the same DC. If they succeed, the effects of the anchoring weapon special property end and the starship moves up to half its speed. If they fail, the starship moves in a straight line, though no farther than the range allowed by the anchoring weapon.
A starship’s gunner or engineer can detach any number of their own weapons’ anchors as a minor crew action.

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