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Player > Starships > Other > Weapon > Super Stasis Beam

Super Stasis Beam

Starfinder Adventure Path #27: Deceivers' Moon (The Threefold Conspiracy 3 of 6) p.49

Range: Long (20-Hexes)
Speed (In Hexes):
Damage: Special
PCU: 50
Cost (In BP): 50
Special Properties: EMP, immobilize


Direct-fire Weapons

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


EMP

A weapon with this special property emits a beam of electromagnetic energy that does not deal damage to ships or shields, but plays havoc with a ship’s electronic systems. On a hit, an EMP weapon scrambles one of the target starship’s systems, determined randomly. This causes that system to act as if it had the glitching condition for 1d4 rounds. If the system is already damaged, instead increase its critical damage by one level of severity for 1d4 rounds. Whenever an EMP weapon scores critical damage, it scrambles two systems at random. Systems damaged by EMP weapons can be patched or repaired as normal. Functioning shields are unaffected by EMP weapons and completely block an EMP weapon’s effects.

Immobilize

A weapon with this quality freezes the target starship in place, making it immobile for 1d4+1 rounds. The affected ship cannot move, change its facing, or perform stunts. During the engineering phase, an engineer can take an action to attempt to restore movement to the ship. If the engineer succeeds at an Engineering check (DC = 10 + 1-1/2 × the attacking starship’s tier), the immobilize effect ends.

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