Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Mechs | Terrestrial Vehicles | Starships | Vehicle Modifications

Starship Examples

Armor | Armor (Bulkheads) | Armor (Hulls) | Base Frames | Computers | Crew Quarters | Defensive Countermeasures | Drift Engines | Expansion Bays | Interstellar Drives | Manufacturers | Other Systems | Power Cores | Security | Sensors | Shields | Special Materials | Thrusters | Weapons | Weapon Properties


Source Starfinder Core Rulebook pg. 300
The additions below help to prevent unwanted scoundrels from absconding with a starship. Security systems require an operational power core to function, but they consume a negligible amount of PCU. The cost of each option is listed in the table below.

Antipersonnel Weapon

An antipersonnel weapon must be mounted near the boarding ramp of a Medium or smaller starship. This weapon can be any longarm whose item level is equal to or less than the starship’s tier. By spending 5 additional Build Points, the installed weapon can be a heavy weapon (of creature scale, not starship scale). When an antipersonnel weapon is activated, if a hostile creature approaches within the weapon’s range increment, it begins firing with an attack roll modifier equal to the ship’s tier (minimum 1). It fires once per round during combat until its ammunition is depleted or the hostile creature is disabled or flees. The weapon can’t detect invisible (or similarly hidden) creatures. This weapon can’t be removed and used by characters. Anyone with access to the starship’s computer system can activate or deactivate the weapon, as well designate what kind of targets are considered hostile. Once installed, this weapon can’t be removed from the starship without destroying it.

Antipersonnel Weapon, Heavy

Source Starfinder Core Rulebook pg. 300
Cost (in BP) 5 + item level of weapon

Antipersonnel Weapon, Longarm

Source Starfinder Core Rulebook pg. 300
Cost (in BP) Item level of weapon