source: Starfinder Core Rulebook

Found 1604 matches

Swoop Hammer, Mach III
Level: 20 Price: 905,700 Bulk: 2 Damage: 14d10 B & F Critical:

Knockdown

Special:

Powered (capacity 40, usage 4), Reach, Unwieldy

Swoop Hammer, Tactical
Level: 5 Price: 3,360 Bulk: 2 Damage: 1d10 B Critical:

Knockdown

Special:

Analog, Reach, Unwieldy

Sympathetic Vibration
Level:

Technomancer 6

School: evocation Casting Time: 10 minutes Range: touch Duration: up to 1 round/level Saving Throw: none Spell Resistance: yes
Synapse Overload
Level:

Technomancer 5

School: divination Casting Time: 1 standard action Range: touch Duration: instantaneous Saving Throw: Fortitude partial Spell Resistance: yes
Synaptic Pulse
Level:

Mystic 3

School: enchantment Casting Time: 1 standard action Range: 20 ft. Area: 20-ft.-radius spread centered on you Duration: 1 round Saving Throw: Will negates Spell Resistance: yes
Synaptic Pulse, Greater
Level:

Mystic 5

School: enchantment Casting Time: 1 standard action Range: 20 ft. Area: 20-ft.-radius spread centered on you Duration: 1d4 rounds Saving Throw: Will partial Spell Resistance: yes
Taclash, Numbing
Level: 11 Price: 24,800 Bulk: L Damage: 5d4 S Critical:

Special:

Disarm, Powered (capacity 20, usage 2), Reach, Stun, Trip

Taclash, Standard
Level: 1 Price: 240 Bulk: L Damage: 1d4 S Critical:

Special:

Analog, Disarm, Nonlethal, Reach, Trip

Target System

You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1½ x the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.

Taunt

You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1½ × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.